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  1. - Top - End - #1
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Blue Jay's Bestiary

    I've recently gotten into monster creation like I've never done before, and I've collected several dozen homebrew monsters into a document (about half of which are actually redesigns of existing monsters), which I'll start posting here. I'm going to post them one or two at a time, in no particular order. I'll maintain the alphabetical index below though, just to make them easier to find. If anyone has feedback on these, I'd appreciate it. And you're certainly welcome to take my ideas and use them in your own games. Just, maybe post how it went here so we can all benefit from your experience.

    Warning: none of these monsters has actually been playtested yet, so the CR's are mostly complete shots in the dark. And I tried to assign Level Adjustments for balance with existing LAs, and I've provided a side not for compatibility with the Reassigned Level Adjustments project Inevitability has been leading here in the Playground. Feel free to disagree with me and even post your opinions.

    Alphabetical Index of Monsters:
    Last edited by Blue Jay; 2021-02-21 at 12:22 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Eldritch Archer (Remake)

    This monster is originally from Dragon #317. It's a high-powered undead creature created from the body of an arcane archer. I felt like the monster didn't do enough as designed, and wasn't dynamic enough to make into an interesting high-level challenge. So, I added some spell-like abilities, including some that can be imbued onto arrows in the manner of an arcane archer, then I altered a lot of specifics for the existing abilities (storm of arrows and vampiric arrow), tweaked some numbers, and altered feat and skill selection. I hope my alterations are enough to avoid copyright issues; but if not, I'll apologize and take it down.

    I think I've given it enough different things to do with its arrows to make it a dynamic enemy, and it can even serve as a moderately competent horde master, if the DM wants to use it that way. But it's probably best suited for a "BBEG's lieutenant" role. Keep in mind that I've got very little experience playing or DMing at this level, so I really have no idea how this will really shake out.

    --

    Eldritch Archer
    Size/Type: Medium Undead
    Hit Dice: 16d12+16 (130 hp)
    Initiative: +8
    Speed: 40 ft
    Armor Class: 26 (+8 natural, +8 Dex), Touch 18, Flat-footed 18
    BAB/Grapple: +8 / +11
    Attack: eldritch longbow +21 ranged (2d6+9, 19-20/x3) or claw +16 melee (1d6+4)
    Full Attack: eldritch longbow +21/+16 ranged (2d6+9, 19-20/x3) or eldritch longbow +19/+19/+14 ranged (2d6+9, 19-20/x2) or 2 claws +16 melee (1d6+4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Eldritch longbow, Imbued arrow, Spell-like abilities, Storm of arrows, Vampiric arrow
    Special Qualities: Damage Reduction 10 / bludgeoning & good, Darkvision 60 ft, Fast healing 5, Undead traits
    Saves: Fort +5, Ref +13, Will +10
    Abilities: Str 18, Dex 27, Con --, Int 13, Wis 16, Cha 18
    Skills: Balance +16, Climb +12, Concentration +12, Intimidate +12, Jump +16, Knowledge (arcana) +9, Knowledge (religion) +9, Listen +11, Sense Motive +11, Spellcraft +9, Spot +11, Tumble +15
    Feats: Bowslinger, Deflect Arrows B, Far Shot, Great Fortitude, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse B
    Environment: any
    Organization: solitary
    Challenge Rating: 14
    Treasure: Standard
    Alignment: usually Neutral Evil
    Advancement: by class level
    Level Adjustment: +4

    --

    Eldritch Longbow (Su)
    An eldritch archer carries an eldritch longbow, which is bonded specifically to the eldritch archer and cannot be wielded by any other creature as long as the eldritch archer lives. An eldritch longbow is a +5 keen seeking composite (+4 Str) longbow. The bow magically creates arrows as the archer requires, taking no action on the archer's part to do so. Arrows melt away into a black, tar-like slime after the shot is resolved. If the bow is removed from the eldritch archer's possession while it is still alive, the bow also melts away into the same black, tar-like slime 1 round later, and the eldritch archer can manifest a new one as a swift action.

    Imbued Arrow (Sp)
    As a standard action, an eldritch archer can imbue a single arrow with one of the spell effects listed below, and shoot the arrow at any target or target square within range. It must imbue the spell and shoot the arrow as part of the same standard action: if it attempts to "hold" an imbued arrow until the next round, the imbued spell-like ability is wasted. If the arrow hits its target, the attack is resolved as normal, and then the spell effect is resolved, with the target of the attack as the target of the spell. Area effects use any corner of the target's space (eldritch archer's choice) as their point of origin. If the shot misses, determine where the arrow lands as if it were a splash weapon, and use that as the point of origin of the spell effect. Each spell effect is treated as a spell-like ability with CL 17th, and the saving throws are Charisma-based.

    3/dayfireball (Ref DC 17), fog cloud, inflict serious wounds (Will DC 17), silence (Will DC 16)
    2/dayconfusion (Will DC 18), greater dispel magic, wall of ice (Ref DC 18)
    1/dayblack tentacles, grave mist PHB2, plague of undead SC

    Spell-Like Abilities
    The eldritch archer can cast the following spell-like abilities, with caster level 17th:

    at willdimension door (self and up to 50 lbs of gear only)
    1/dayanimate dead

    Storm of Arrows (Ex)
    Once every 1d4 rounds as a standard action, an eldritch archer may make a single ranged attack with his eldritch longbow against each target within one range increment. He may not deliver imbued arrows or vampiric arrows with these attacks. Alternately, he may focus a Storm of Arrows on a single target. To do this, he makes one ranged attack against his chosen target, and if it is successful, 2d4+1 arrows strike the target. If the attack roll is a successfully confirmed critical hit, only the first arrow deals critical hit damage.

    Vampiric Arrow (Su)
    Once every 1d4 rounds as a standard action, an eldritch archer may shoot a single vampiric arrow as a ranged attack with a maximum range equal to one range increment with its eldritch longbow (usually 165 ft, with the Far Shot feat). If a vampiric arrow hits a living target, it deals 6d6 negative energy damage (double on a critical hit). Simultaneously, the eldritch archer who shot the arrow heals the same amount of damage (not to exceed its normal maximum hit points). If the arrow hits a non-living target, it has no effect.

    --

    For Player Characters

    Gear and Loot
    An eldritch archer usually does not use or carry gear, aside from its bow, though it is fully capable of using gear designed for a humanoid, and some individuals may carry and use such gear.

    When an eldritch archer is destroyed, its body melts away into tar-like slime, leaving behind a usable +5 keen seeking composite (+4 Str) longbow and 2d6 spell arrows. Each spell arrow is a +1 arrow imbued with one of the spell effects from among the eldritch archer's "imbued arrow" spell-like abilities. A spell arrow that is shot from any bow will cast its imbued spell-like ability upon impact. Each arrow only works once, after which it is destroyed. See Dragon #295 (p. 83) for a description of spell arrows. The following table gives stats for all the possible arrows an eldritch archer may leave behind, including a table for generating random spell effects. The DM should roll separately for each arrow.
    Spoiler: Spell Arrows
    Show
    Spell Arrow d% CL Save DC Market Price
    fog cloud 1-15 3rd - 394 gp
    silence 16-30 3rd 13 394 gp
    fireball 31-45 5th 14 844 gp
    inflict critical wounds 46-60 7th 16 2894 gp
    confusion 61-70 7th 16 2894 gp
    wall of ice 71-80 7th 16 2894 gp
    greater dispel magic 81-90 11th - 6694 gp
    black tentacles 91-94 7th - 2894 gp
    95-98 11th - 394 gp
    plague of undead 99-100 17th - 15,394 gp


    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the eldritch archer an RLA of +0.
    Last edited by Blue Jay; 2020-12-13 at 09:17 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Dread Cavalier (Original Creation)

    This sinister skeletal rider seems to be fused inseparably to the skeleton of a large warhorse, whose empty eye sockets gleam with the same fell, red glow as the rider itself. Rider and steed seem to move as one, with a devilish fluidity that the greatest living riders could not hope to match.

    --

    Dread Cavalier (Extraplanar)
    Size/Type: Large Undead
    Hit Dice: 10d12 (65 hp)
    Initiative: +4
    Speed: 60 ft
    Armor Class: 23 (+5 armor, +5 natural, +5 Dex, -1 size), Touch 14, Flat-footed 19
    BAB/Grapple: +5 / +17
    Attack: +1 lance +13 melee (1d8+9 plus profane, x3) or +1 composite (+8) longbow +10 ranged (1d8+9 plus profane, x3) or hoof +12 melee (1d6+8 plus profane) or claw +12 melee (1d4+8 plus profane)
    Full Attack: +1 lance +13 melee (1d8+9 plus profane, x3) and 2 hooves +12 melee (1d6+8 plus profane); or 2 claws +12 melee (1d4+8 plus profane) and 2 hooves +12 melee (1d6+8 plus profane)
    Space/Reach: 10 ft / 5 ft
    Special Attacks: Dual actions, Ethereal charge, Funerary trample, Phasing arrows, Profane weapons, Spell-like abilities
    Special Qualities: Damage Reduction 10 / bludgeoning, Darkvision 60 ft, Hybrid anatomy, Immune to cold, Undead traits
    Saves: Fort +3, Ref +7, Will +9
    Abilities: Str 27, Dex 20, Con --, Int 10, Wis 15, Cha 16
    Skills: Balance +10, Bluff +9, Intimidate +13, Jump +26, Listen +10, Ride +18, Sense Motive +8, Spot +10
    Feats: Mounted Archery, Mounted Combat B, Power Attack, Ride-By Attack, Spirited Charge, Trample B
    Environment: Any
    Organization: solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: usually Neutral Evil
    Advancement: by character class
    Level Adjustment: -

    --

    Dual Actions (Ex)
    A dread cavalier is created by combining the skeleton of a powerful humanoid with the skeleton of a heavy warhorse. The two skeletons are fused inseparably, and are treated as a single creature in most ways: they share a single pool of hit points, the same attack and save bonuses, skill ranks, etc. However, the equine part and the rider part can each take a full round's worth of actions each round, as if they were separate creatures acting on the same Initiative count. The rider skeleton is treated as mounted on the equine skeleton, so it cannot move independently of the equine skeleton. This allows the rider skeleton to make a full attack, even if the equine skeleton has moved this round. However, the cavalier cannot use its Mounted Combat feat to negate an attack against the equine half. The equine skeleton cannot use its actions to cast spells or use spell-like abilities: it can only move and attack.

    Ethereal Charge (Su)
    When it makes a charge attack, a dread cavalier can enter the Ethereal Plane midway through its charge, allowing it greater freedom to move. It must move at least 10 feet before entering the Ethereal Plane, and at least 10 feet after returning to the Material Plane. During the portions of the charge that take place on the Material Plane, the dread cavalier can only move in a straight line. However, while on the Ethereal Plane, it can move in any direction, turn as many times as it likes, and even move through difficult terrain (with the standard movement penalties), provided the entire distance covered on the Ethereal Plane does not exceed 60 feet. This allows the dread cavalier to charge a creature to which it does not have a clear path at the beginning of its charge, but it must still have a clear path to the target from the moment it exits the Ethereal Plane to the moment of its attack.

    The interplanar movement of an Ethereal Charge can catch opponents off-guard. The first time the dread cavalier makes an Ethereal Charge against a given opponent, that opponent is counted as flat-footed. Thereafter, that opponent (and all other creatures who witnessed the first Ethereal Charge) is savvy to the dread cavalier’s tactics, and cannot be caught flat-footed by that dread cavalier’s Ethereal Charge for 24 hours.

    Funerary Trample (Su)
    A dread cavalier's hooves are weapons of fell power. When the dread cavalier uses its Trample feat, and its hoof attack successfully strikes its target, the target must succeed on a Ref save (DC = 23) or be pounded partially into the ground, a sort of partial interment up to its waist (or other rough anatomical equivalent). A creature thus interred is entangled and immobilized, and is treated as prone. A funerary trample can only be performed on non-solid surfaces, such as sand, soil or mud. The save DC is Strength-based.

    A creature that has been thus interred can extract itself with a DC 23 Str check or a DC 23 Escape Artist check. Either check takes a full-round action. However, if the creature is slain while still interred, it will rise again as a zombie 1d4 rounds after it is slain, and the earth forces the zombie out of its interment without requiring any action on the zombie’s part to do so. The zombie is under the control of the dread cavalier who interred it, and is treated as if the dread cavalier created it with its animate dead ability. The skill check DCs are Strength-based.

    Hybrid Anatomy (Ex)
    Due to its chimeric anatomy, a dread cavalier is treated as a Medium-sized rider on the back of a skeletal horse. For example, a dread cavalier wielding manufactured weapons would wield weapons sized for a Medium humanoid. Furthermore, it always adds its full Strength modifier to damage with all its natural weapons, even when using them as secondary attacks in a full attack.

    A dread cavalier can make a full attack with a ranged weapon while moving, using the rules for mounted combat.

    Phasing Arrows (Su)
    A dread cavalier’s arrows phase into the Ethereal Plane in flight, allowing them to bypass physical obstacles that stand between the dread cavalier and its target. Any arrow shot by a dread cavalier ignores all sources of concealment and cover (even total cover), and ignores the target’s armor and shield bonuses to Armor Class. The arrows can even phase through another creature on their way to the intended target.

    Spell-Like Abilities
    A dread cavalier can use the following abilities, as if cast by a 10th-level cleric.
    at willdeath knell (Will DC 15), ethereal jaunt
    3/daydarkness, haste (self only)
    1/dayanimate dead, desecrate, freedom of movement (self only)

    Profane Burst Weapons (Su)
    Any weapon wielded by a dread cavalier (including its natural weapons), gains the profane burst property for as long as the dread cavalier wields it. Weapons lose this benefit if they are removed from the dread cavalier's possession.

    Skills
    A dread cavalier has a +8 racial bonus on all Ride checks, and counts as mounted at all times.

    --

    For Player Characters

    Gear and Loot
    This dread cavalier carries a +1 lance and a +1 composite (+8) longbow, both sized for a Medium wielder. It has 2d8+10 arrows in its quiver. It also wears mithral armor that includes both a breastplate on the humanoid torso, and a barding on the equine portion of the body. The barding portion is always destroyed with the cavalier, but the torso armor can be salvaged as a mithral breastplate sized for a Medium creature.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the dread cavalier an RLA of +1.
    Last edited by Blue Jay; 2020-12-17 at 08:26 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Reaper Lord (Original Creation)

    I might as well go ahead and finish out the "undead lord" monsters I created, since I've already posted two of the three. This monster began as an attempt to remake the Entropic Reaper from Libris Mortis, because that monster felt very underwhelming and one-dimensional as a "grim reaper" stand-in. Plus, a Chaotic alignment doesn't seem to fit my conception of what a "grim reaper" monster ought to be. So, I set out to remake it, and ultimately ended up basically changing everything about it and making it into a totally different monster. Then, since it's no longer a Chaotic creature, it really didn't make sense for me to keep the name, so I renamed it. And that's when I decided that it truly was a totally different monster, and not a remake.

    --

    Gliding smoothly and soundlessly on a floating fog of shadow, this hooded figure moves towards you with clear, malevolent purpose. Its bony fingers clutch tightly to a scythe of utter blackness, topped with a black gemstone. And somewhere within the depths of the hood, you can almost make out a pair of inky orbs, blacker than the surrounding black of the figure's robe, that seem to stare at you menacingly.

    --

    Reaper Lord
    Size/Type: Medium Undead
    Hit Dice: 20d12+20 (130 hp)
    Initiative: +8
    Speed: 40 ft
    Armor Class: 28 (+15 natural, +3 Dex), Touch 13, Flat-footed 25
    BAB/Grapple: +10 / +19
    Attack: reaper’s scythe +24 melee (2d6+17 plus Inflict plus Trap the Soul, 19-20/x4)
    Full Attack: reaper’s scythe +24/+19 melee (2d6+17 plus Inflict plus Trap the Soul, 19-20/x4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Fear aura, Hurl scythe, Inflict, Reaper’s scythe, Spell-like abilities, Trap the soul
    Special Qualities: Damage reduction 10 / bludgeoning, Darkvision 60 ft, Fast healing 10, Immune to cold, Spell resistance 30, Telepathy 100 ft, Turn resistance +5, Undead traits
    Saves: Fort +6, Ref +9, Will +17
    Abilities: Str 29, Dex 16, Con --, Int 16, Wis 21, Cha 22
    Skills: Bluff +17, Concentration +24, Diplomacy +17, Heal +16, Intimidate +17, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (religion) +14, Knowledge (the Planes) +14, Listen +16, Sense Motive +16, Spellcraft +14, Spot +16, Use Magic Device +17
    Feats: Cleave, Combat Reflexes, Improved Critical (scythe), Improved Initiative, Improved Toughness, Mindsight, Power Attack, Weapon Focus (scythe)
    Environment: any
    Organization: solitary
    Challenge Rating: 20
    Treasure: Standard
    Alignment: always Lawful Evil
    Advancement: -
    Level Adjustment: -

    --

    Fear Aura (Su)
    The reaper lord is surrounded by an ominous aura. All creatures within 30 feet of the reaper lord must make a Will save (DC = 26) or be panicked for 4d6 rounds. This is a mind-affecting (fear) effect. The save DC is Charisma-based.

    Ghostly Movement (Ex)
    A reaper lord is under a constant freedom of movement effect. In addition, it makes no sound and leaves no trail when it moves, as if it were incorporeal.

    Hurl Scythe (Ex)
    As a full-round action, the reaper lord can hurl its scythe and direct its midair movement mentally. The scythe flies on its own to strike any number of targets within 50 feet of the reaper lord. The scythe makes one melee attack against each target (using the reaper lord's full base attack bonus and full damage bonuses), then returns unerringly to the reaper's hand at the end of its turn.

    Inflict (Su)
    A living creature struck by a reaper lord's scythe takes an additional 2d8 damage from negative energy. This ability has no effect on undead.

    Reaper's Scythe (Su)
    A reaper lord carries a +4 vorpal ghost touch scythe, which functions in all ways as a typical scythe, except that it deals damage as if it were one size category larger. The scythe is bound to the reaper: the reaper lord has a +8 bonus on the attack roll to resist a Disarm attempt, and the scythe's abilities (including Inflict and Trap the Soul) only work for a reaper lord. If the reaper lord is disarmed or otherwise dispossessed of the scythe, it can recall the scythe to its hand from anywhere on the same plane, as a standard action. Any living creature that holds a reaper's scythe takes one negative level, which cannot be removed by any means for as long as he holds the scythe.

    Spell-Like Abilities
    The reaper lord can cast the following spell-like abilities, with caster level 20. Save DCs are Charisma-based.
    at willanimate dead, detect thoughts (Will DC 18), ethereal jaunt, gaseous form (self only), greater dispel magic, greater teleport (self and gear only), passwall, soul bind, vampiric touch
    3/daycloudkill (Fort DC 21), cone of cold (15d6 cold, Ref DC 21), create greater undead, discern location, mass inflict critical wounds (Will DC 24), symbol of death (Fort DC 24)
    1/dayimprisonment (Will DC 25), true resurrection, wail of the banshee (Fort DC 25)

    Trap the Soul (Su)
    Once per round as a free action, a reaper lord can attempt to trap the soul of a creature within the black jewel that adorns the top of its scythe. Only a creature that has been damaged by the reaper's scythe this round can be targeted with this ability. The creature must immediately make a Will save (DC = 26) or be affected as if by the spell trap the soul. A successful save renders the subject immune to that reaper lord's Trap the Soul ability for 24 hours. The save DC is Charisma-based.

    The reaper lord can hold a maximum of 40 hit dice of creatures within its scythe. Whenever the reaper lord has any souls trapped in its scythe, it gains a +1 profane bonus to Armor Class, Turn Resistance, and all saving throws. This bonus increases by +1 for every 4 hit dice of souls trapped in the scythe. This is not factored into the statistics above.

    As a standard action, a reaper lord can create an incorporeal undead creature from a soul trapped in its scythe. A trapped soul with at least 5 and no more than 10 hit dice becomes a wraith, and a trapped soul with 11 or more hit dice becomes a dread wraith. Souls with fewer than 5 hit dice cannot be turned into undead at all. These undead are utterly bent to the reaper lord's will: they are under his command, and cannot be turned, rebuked or commanded by others. They still count towards the limit of 40 hit dice trapped in the scythe. Undead created this way return to the scythe when slain, though they can be called forth as undead again after 24 hours have passed.

    All souls trapped in a reaper lord's scythe are freed when the scythe (or the reaper who owns it) is destroyed: they return to their previous living state and form. At any time, the reaper lord may choose to release any trapped soul from its scythe, in which case the soul moves on to the afterlife as if it had just been slain.

    True Seeing (Su)
    A reaper lord can see all things as they truly are, as if with a continuous true seeing spell (CL 20th).

    --

    For Player Characters

    Gear and Loot
    A reaper lord usually does not use or carry any gear, aside from its scythe, though it is fully capable of using gear designed for a humanoid, and some individuals may carry additional gear. When a reaper lord is slain, its body disintegrates, but the scythe remains behind, shrinking to Medium size and losing its bond with the slain reaper. The gem atop the scythe is destroyed irreparably, and the scythe loses some of its magic; but it is still a +1 vorpal ghost touch scythe. The residual soul energy in the scythe also manifests as a permanent unseen servant effect controlled by the wielder of the scythe.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the reaper lord an RLA of +0.
    Last edited by Blue Jay; 2020-12-19 at 09:40 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Demon, Nuckelavee (Original Creation)

    This is a monster from folklore, which I've chosen to build as a D&D demon. I'm already aware of two D&D monsters based on this creature, but I don't really find either of them compelling, so I made my own. I thought that its theme and horrific appearance fit well as a part of the hordes of the Abyss, so I chose to make it a demon. In basic body plan, it's quite similar to my dread cavalier, but since it's a monster that actually exists in real-world folklore, I was able to find an image of it (it's in a spoiler because I could understand how some people might find it upsetting).

    This monster I actually have playtested a little. I ran one against a party of 4th-level gestalt characters. They were quite high-powered PCs, and they defeated it fairly easily, but it escaped them after a long-ish chase scene.

    --

    Spoiler: Picture
    Show


    --
    Nuckelavee
    Size/Type: Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
    Hit Dice: 6d8+30 (78 hp)
    Initiative: +2
    Speed: 50 ft, Swim 50 ft
    Armor Class: 17 (+6 natural, +2 Dex, -1 size), Touch 11, Flat-footed 15
    BAB/Grapple: +6 / +15
    Attack: bite +10 melee (2d6+5) or claw +10 melee (1d8+5) or hoof +10 melee (1d6+5) or masterwork composite (+5) longbow +9 ranged (2d6+5, x3)
    Full Attack: bite +10 melee (2d6+5) and 2 claws +8 melee (1d8+5) and 2 hooves +8 melee (1d6+5); or masterwork composite (+5) longbow +9/+4 ranged (2d6+5, x3)
    Space/Reach: 10 ft / 5 ft
    Special Attacks: Contagion, Pounce, Spell-like abilities
    Special Qualities: Damage reduction 10 / cold iron or good, Darkvision 60 ft, Flawless stride, Tanar’ri traits, Telepathy 100 ft, Water breathing
    Saves: Fort +10, Ref +7, Will +8
    Abilities: Str 20, Dex 15, Con 15, Int 12, Wis 13, Cha 14
    Skills: Balance +11, Heal +10, Intimidate +15, Jump +22, Listen +10, Spot +10, Swim +22
    Feats: Iron Will, Multiattack B, Point Blank Shot, Power Attack
    Environment: Infinite Layers of the Abyss
    Organization: solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: always Chaotic Evil
    Advancement: by character class
    Level Adjustment: +3

    --

    Contagion (Ex)
    A nuckelavee’s body carries all sorts of diseases. Any living creature struck by a nuckelavee’s attack contracts a disease, as if by a contagion spell. A DC 15 Fortitude save negates the effect. Any weapon wielded by the nuckelavee can transmit this effect, but no opponent can be affected more than once per round by the same nuckelavee’s Contagion effect. The save DC is Constitution-based.

    Flawless Stride (Ex)
    A nuckelavee can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

    This ability does not let it move more quickly through terrain that requires a Climb or Swim check to navigate, nor can it move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

    A nuckelavee loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Spell-Like Abilities
    A nuckelavee can use the following spell-like abilities as a sorcerer with caster level equal to the nuckelavee’s hit dice:
    at willcontagion (Fort DC 16), blight (6d6, Fort DC 17), dimension door (self and 50 lbs of gear only), neutralize poison, remove disease

    Tanar’ri Traits
    A nuckelavee is immune to electricity and poison. It has resistance to acid 10, cold 10 and fire 10. It speaks Abyssal, Celestial and Draconic.

    Toxin Immunity (Ex)
    A nuckelavee is a demon that specializes in spreading diseases and blights. It is immune to all diseases (even supernatural diseases) and poisons, and is not even affected by ravages; though it can still be a carrier.

    Water Breathing (Su)
    A nuckelavee can breathe water as well as it breathes air.

    --

    For Player Characters

    Gear and Loot
    A nuckelavee usually carries a masterwork longbow sized for a Medium wielder. It carries 3d6+5 arrows in its quiver. A nuckelavee often teams up with arrow battleloths, which it shoots from its bow to surprise any pursuers.

    Summoning a Nuckelavee
    An evil spellcaster who knows summon monster VII can choose to permanently replace the babau demon with a nuckelavee on the list of creatures he can summon with that spell (and with higher-level summon monster spells, as usual).

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the nuckelavee an RLA of +1.
    Last edited by Blue Jay; 2020-12-17 at 08:33 PM.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    Tikbalang (Original Creation)

    My take on another monster from folklore. This one's a classic monster from Philippine mythology that's supposed to lead people astray in the woods. I basically started with the stats for a heavy warhorse, then made adjustments and added thematic abilities until I had what I thought was a decent representation of the folklore. Any real-life Filipinos are, of course, welcome to offer suggestions or corrections. "Taming the tikbalang" by riding the beast or pulling a spine from its mane is another common motif in the folklore, so I incorporated that here.

    --

    Spoiler: Image
    Show


    --

    Tikbalang
    Size/Type: Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +2
    Speed: 50 ft
    Armor Class: 15 (+4 natural, +2 Dex, -1 size), Touch 11, Flat-footed 13
    BAB/Grapple: +4 / +12
    Attack: hoof +7 melee (1d6+4)
    Full Attack: 2 hooves +7 melee (1d6+4)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Lose the Way, Mule Kick, Spell-like Abilities
    Special Qualities: Darkvision 60 ft, Low-light vision, Nature Sense, Perfect Orientation, Scent
    Saves: Fort +7, Ref +6, Will +3
    Abilities: Str 18, Dex 15, Con 17, Int 13, Wis 14, Cha 12
    Skills: Bluff +8, Diplomacy +3, Escape Artist +4, Jump +12, Knowledge (nature) +6, Listen +7, Spot +7, Survival +9
    Feats: Alertness, Power Attack, Run B
    Environment: any woods
    Organization: solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: usually Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +2

    --

    Tikbalangs are pranksters that enjoy using magic to confuse and disorient travelers in the woods. It is a master of direction and never gets lost, but it can cause any person it touches to completely lose their sense of direction.

    A Tikbalang speaks Common and Sylvan.

    Lose the Way (Su)
    As a full-round action, a tikbalang may touch a target and cause him to become lost in the wilderness. If the target fails a Will save (DC = 15), he is teleported 10d10 x 10 feet in a random direction, and becomes completely disoriented. While disoriented, the target loses the ability to find his way by either mundane means (such as the Survival skill) or magical means (such as a divination spell). Each round in which the character attempts to move without explicit guidance (such as the sight or voice of a familiar person specifically aiding him), he must make a Will save (same DC). If he fails the save, his movement for that round is in a random direction instead of whichever direction he intended to go, and he is incapable of avoiding any hazards he may come across when moving in the wrong direction. He cannot choose to end his movement early, unless he encounters a barrier that prevents his movement. This disoriented condition lasts for 1 hour, though the tikbalang may dismiss it with another touch, if it chooses. The save DCs are Charisma-based, and include a +2 racial bonus.

    Mule Kick (Ex)
    As a full attack, a tikbalang may kick a single opponent with both hooves. It takes a -2 penalty to Armor Class that lasts until the beginning of its next turn, and makes a single melee attack roll. If the attack hits, the tikbalang deals damage equal to two hooves, plus 1.5 times its Strength modifier (usually 2d6+6 damage), and the target must roll a Reflex save (DC 16) or fall prone. The save DC is Strength-based.

    Nature Sense (Ex)
    A tikbalang knows the woods as well as any druid. It gains a +2 bonus on all Knowledge (nature) and Survival checks.

    Perfect Orientation (Ex)
    A tikbalang always knows which direction is true north, no matter where it is. It never risks getting lost in the wilderness (though this does not mean it automatically knows the direction to any particular place). If it is on a plane where north does not exist, the tikbalang can still keep its bearings instinctively.

    Spell-Like Abilities
    A tikbalang may use the following spells as a 4th-level sorcerer.
    at willinvisibility (self only), pass without trace

    --

    For Player Characters

    Taming the Tikbalang
    Legends speak of various methods of taming the tikbalang, the most common of which involve riding the creature like a horse until it submits and agrees to become the rider’s loyal servant. Untamed tikbalangs are incredibly difficult to ride: a character riding one must make a “stay in saddle” roll each round, with a DC of 25. The character must succeed on these checks for 3d6+5 consecutive rounds, then succeed on an opposed Diplomacy or Intimidate check, before the tikbalang will submit. A tikbalang thus "tamed" will be a loyal ally, and if the player has the Leadership feat, he can take the tikbalang as his cohort.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the tikbalang an RLA of +1.
    Last edited by Blue Jay; 2021-01-22 at 10:11 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    Poultry (Original Creations)

    I'm American, so in honor of Thanksgiving, I give you Blue Jay-style poultry. As I'm posting this, I'm really wishing that I had tried to make these into some kind of gag or joke monster, but alas, I built these rather straight. Oh well! I guess some DM's might appreciate having stats for mundane poultry, and maybe chicken-infested commoner necromancers could get some mileage out of this.

    --

    Chicken traits
    All chickens have the following traits:

    Limited Flight (Ex)
    Although chickens can fly, they are not strong flyers. In any round when a chicken takes flight, it must land again at the end of the round, or fall and be rendered prone. A chicken cannot fly higher than 10 feet off the ground.

    Skills
    Chickens can use their wings to aid them in jumping, granting them a +4 racial bonus on all Jump checks. They use their Dex modifier instead of their Str modifier on all Jump checks.

    --

    Chicken, Hen

    Size/Type: Tiny Animal
    Hit Dice: ¼ d8 (1 hp)
    Initiative: +2
    Speed: 30 ft, Fly 40 ft (clumsy)
    Armor Class: 14 (+2 Dex, +2 size), Touch 14, Flat-footed 12
    BAB/Grapple: +0 / -12
    Attack: peck +4 melee (1d3-4)
    Full Attack: peck +4 melee (1d3-4)
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: -
    Special Qualities: Limited flight, Low-light vision
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 14, Con 11, Int 1, Wis 12, Cha 12
    Skills: Jump +9, Listen +2, Spot +2, Tumble +5
    Feats: Acrobatic, Weapon Finesse B
    Environment: domesticated
    Organization: flock (3d6 hens plus 1 rooster)
    Challenge Rating: 1/6
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Chicken, Rooster
    Size/Type: Tiny Animal
    Hit Dice: ¼ d8+1 (2 hp)
    Initiative: +2
    Speed: 30 ft, Fly 40 ft (clumsy)
    Armor Class: 14 (+2 Dex, +2 size), Touch 14, Flat-footed 12
    BAB/Grapple: +0 / -12
    Attack: claws +4 melee (1d3-2) or peck +4 melee (1d3-2)
    Full Attack: claws +4 melee (1d3-2) and peck -1 melee (1d3-2)
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: -
    Special Qualities: Limited flight, Low-light vision
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 7, Dex 14, Con 13, Int 1, Wis 12, Cha 12
    Skills: Jump +9, Listen +2, Spot +2, Tumble +6
    Feats: Acrobatic, Weapon Finesse B
    Environment: domesticated
    Organization: flock (3d6 hens plus 1 rooster)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Chicken, Flock of Chickens
    Size/Type: Tiny Animal (Swarm)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +2
    Speed: 30 ft, Fly 40 ft (clumsy)
    Armor Class: 14 (+2 Dex, +2 size), Touch 14, Flat-footed 12
    BAB/Grapple: +0 / -12
    Attack: swarm 1d6 plus Distraction
    Full Attack: swarm 1d6 plus Distraction
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: Cacophony, Distraction
    Special Qualities: Limited flight, Low-light vision, Swarm traits
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 7, Dex 14, Con 13, Int 1, Wis 12, Cha 12
    Skills: Jump +10, Listen +3, Spot +3, Tumble +5
    Feats: Acrobatic, Improved Toughness, Weapon Finesse B
    Environment: domesticated
    Organization: solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Cacophony (Ex)
    A flock of chickens constantly emits loud squawks and clucks when riled up by the excitement of combat. Any combatant within 20 feet of a flock of chickens suffers a -4 penalty on all Listen checks, and any spellcaster within the same radius must make a Concentration check to cast a spell (DC 10, as if they were in vigorous motion). This effect does not apply when the flock of chickens is flat-footed.

    Distraction
    Any living creature that begins its turn with a flock of chickens in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. A spellcaster in the area must succeed on a Concentration check (DC = 20 + spell level) to cast a spell. Using skills that involve patience and concentration requires a DC 20 Concentration check.




    Duck
    Size/Type: Tiny Animal
    Hit Dice: ¼ d8+1 (2 hp)
    Initiative: +2
    Speed: 20 ft, Fly 80 ft (average), Swim 30 ft
    Armor Class: 14 (+2 Dex, +2 size), Touch 14, Flat-footed 12
    BAB/Grapple: +0 / -12
    Attack: bite +5 melee (1d3-3)
    Full Attack: bite +5 melee (1d3-3)
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: -
    Special Qualities: Hold breath, Low-light vision
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 5, Dex 14, Con 13, Int 1, Wis 13, Cha 12
    Skills: Listen +2, Spot +2, Swim +11, Tumble +4
    Feats: Alertness, Weapon Finesse B
    Environment: Any, often in aquatic environments
    Organization: flock (2d6)
    Challenge Rating: 1/6
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Hold Breath (Ex)
    A duck can hold its breath for a number of rounds equal to four times its Constitution score before it begins to drown.

    Skills
    A duck gains 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 any Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    --

    Domestic Ducks
    The stats above are for a wild duck, which are often very strong, fast flyers. A domestic duck is a much weaker flyer, but it is a bigger, tougher bird. For a domestic duck, make the following changes to stats:
    • Reduce the flight speed to 40 ft, with clumsy maneuverability, and add the Limited Flight ability (as the chickens, above).
    • Reduce Constitution to 11, and Fortitude to +2
    • Change the Hit Dice line from "¼ d8+1 (2 hp)" to "½ d8 (4 hp)"




    Goose
    Size/Type: Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 20 ft, Fly 50 ft (average), Swim 30 ft
    Armor Class: 14 (+2 Dex, +1 natural, +1 size), Touch 13, Flat-footed 12
    BAB/Grapple: +0 / -6
    Attack: bite +3 melee (1d4-1)
    Full Attack: bite +3 melee (1d4-1)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: -
    Special Qualities: Hold breath, Low-light vision
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 9, Dex 14, Con 13, Int 1, Wis 12, Cha 12
    Skills: Intimidate +2, Listen +4, Spot +4, Swim +11
    Feats: Alertness, Weapon Finesse B
    Environment: Any
    Organization: flock (2d6 geese)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: always Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: -

    --

    Hold Breath (Ex)
    A goose can hold its breath for a number of rounds equal to three times its Constitution score before it begins to drown.

    Skills
    A goose has a +4 racial bonus on Intimidate checks, and 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 any Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    --

    Domestic Geese
    The stats above are for a wild goose, which are often very strong, fast flyers. A domestic goose is a much weaker flyer, but is otherwise similar. For a domestic goose, replace the Fly speed with "Fly 40 ft (clumsy)" and give the goose the Limited Flight ability, as the chickens (above).




    Turkey
    Size/Type: Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 30 ft, Fly 50 ft (average)
    Armor Class: 14 (+2 Dex, +1 natural, +1 size), Touch 13, Flat-footed 12
    BAB/Grapple: +0 / -6
    Attack: claw +4 melee (1d4-1) or peck +4 melee (1d4-1)
    Full Attack: 2 claws +4 melee (1d4-1) and peck -1 melee (1d4-1)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Strut
    Special Qualities: Low-light vision
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 9, Dex 14, Con 13, Int 1, Wis 12, Cha 12
    Skills: Bluff +4, Intimidate +0, Jump +4, Listen +2, Spot +2
    Feats: Persuasive, Weapon Finesse B
    Environment: domesticated or anwoodlands
    Organization: flock (2d6 turkeys)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Strut (Ex)
    As a swift action, a male turkey can puff out its chest and its feathers, spread its magnificent tail fan, and strut. This is similar to a martial stance: the turkey can strut as often as it wishes, and it can continue strutting as long as it wishes, and can act normally, though it experiences some changes to its stats.

    While strutting, a turkey's base land speed is reduced by -5 feet, and it cannot fly (that is, if it takes flight, it automatically ends its strut). However, a strutting turkey appears to be bigger, stronger and and more threatening, granting it a +4 bonus on Intimidate checks (as if it were one size category larger) and on all Bluff checks.

    Skills
    Turkeys can use their wings to aid them in jumping, granting them a +4 racial bonus on all Jump checks. They use their Dex modifier instead of their Str modifier on all Jump checks.

    --

    Domestic Turkeys
    The stats above are for a wild turkey, which are fairly good flyers. By comparison, domestic turkeys generally have much more meat on their bones, and thus find it difficult to fly. For a domestic turkey, reduce the flight speed to 40 ft, with clumsy maneuverability, and add the Limited Flight ability (as the chickens, above). Then, grant Toughness as a bonus feat.




    Poultry for Player Characters

    Gear and Loot
    Poultry do not use or carry gear. Slain poultry can be eaten, of course. There is a 5% chance that a slain chicken has ready-to-lay egg inside it.

    Purchasing Poultry
    Players can purchase live poultry at most markets in any game world.

    Animal Market Price Eggs (1 dozen)
    Chicken, Hen 2 gp 1 gp*
    Chicken, Rooster 4 gp -
    Duck 4 gp 4 gp
    Goose 8 gp 6 gp
    Turkey 10 gp 6 gp
    *Chicken eggs have an equal chance of hatching as hens or roosters, and sex cannot be determined before hatching

    Poultry as Familiars
    Some types of poultry can be taken as a spellcaster’s familiar. Hens, roosters and ducks are available for 1st-level spellcasters. A spellcaster with a hen or rooster familiar gains a +2 bonus on Initiative checks. A spellcaster with a duck familiar gains a +3 bonus on Swim checks.

    A spellcaster of at 5th level or higher who has the Improved Familiar feat can select a flock of chickens as his familiar. See the article in Dragon #329 for details on swarm familiars.

    Poultry as Animal Companions
    A 1st-level druid (or 4th-level ranger) can select a goose or turkey as her animal companion.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend the following RLAs for these poultry:
    • Chicken, Hen: RLA -0
    • Chicken, Rooster: RLA -0
    • Duck: RLA -0 (wild or domestic)
    • Goose: RLA +0 (wild), RLA -0 (domestic)
    • Turkey: RLA +0
    Last edited by Blue Jay; 2020-12-20 at 11:32 PM. Reason: I decided to add the goose.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    Shocker (Remake)

    Many D&D fans will probably recognize this monster for the bit part it played in the popular adventure module, Return to the Temple of Elemental Evil. I thought it was an interesting kernel of an idea for a monster, but I found it frustratingly lacking in depth; so I thought it would be interesting to develop it into something that was more than just a one-off gimmick monster. As with all my remakes, I hope I'm not violating any copyrights by posting this, and I'll willingly take it down if I am.

    --

    Shocker
    Size/Type: Medium Outsider (Air, Extraplanar)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +8
    Speed: 5 ft, Fly 40 ft (perfect)
    Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 17
    BAB/Grapple: +3 / +1
    Attack: touch +7 melee (1d8 electricity)
    Full Attack: touch +7 melee (1d8 electricity)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Shocking discharge
    Special Qualities: Darkvision 60 ft, Electric healing, Immunites, Insubstantial form, Resistance to acid 10, cold 10 and fire 10
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 7, Dex 18, Con 15, Int 10, Wis 9 Cha 8
    Skills: Concentration +8, Craft (metalsmithing) +6, Escape Artist +10, Jump +10, Listen +5, Perform (dance) +5, Spot +5, Tumble +10
    Feats: Blind-Fight, Improved Initiative, Weapon Finesse B
    Environment: (Unknown)
    Organization: solitary or swarm (2-11)
    Challenge Rating: 3
    Treasure: None
    Alignment: usually Neutral
    Advancement: 4–6 HD (Medium-size); 7–9 HD (Large); or by character class
    Level Adjustment: +2

    --

    Electric Healing (Ex)
    The weird, alien physiology of a shocker does not respond to normal healing magic, but it can be healed by electricity. Cure spells have no effect on a shocker. However, any spell or effect that would deal electricity damage to a shocker instead heals the shocker: it regains a number of hit points equal to the damage the attack would have dealt. A creature delivering electricity to the shocker (for healing or otherwise) does not trigger a Shocking Discharge (see below), even if the electricity attack requires physical contact.

    The shocker's own touch attack and Shocking Discharge do not trigger this healing effect, but if the shocker knows other spells or effects that deal electricity damage, it can use those effects to heal itself. A shocker can use its Shocking Discharge to heal another shocker, though the healer still takes damage as normal for this.

    Immunities
    A shocker is immune to all diseases (even supernatural diseases), electricity, paralysis, poison, sleep and stunning effects. It is not subject to critical hits.

    Insubstantial Form (Ex)
    Although a shocker is not incorporeal, its body is a diffuse plasma, and weapons often pass right through it unimpeded. Any physical attack against a shocker has a 50% chance of dealing no damage. However, if an attack misses the shocker because of this ability, but would have hit otherwise, it will still trigger the shocker's Shocking Discharge (see below) if it was an unarmed strike, natural attack or metallic weapon.

    Shocking Discharge (Ex)
    A shocker's body is made of sparkling blue electricity, which is highly unstable. Anytime a creature makes physical contact with the shocker's body (such as with a natural attack or unarmed strike) or strikes the shocker with a metallic melee weapon, some of the shocker's energy and life force are painfully discharged from the shocker to the other creature. The attacker takes 1d8 electricity damage, and the shocker loses a number of hit points equal to the amount of electricity damage dealt. The shocker's own touch attack, natural weapons, unarmed strikes and metallic melee weapons conduct this electricity as well, generating a shocking discharge on each successful hit. Ranged attacks do not trigger a Shocking Discharge. If the shocker successfully confirms a critical hit with its touch attack, the damage dealt to the target is multiplied, but the damage the shocker takes is not.

    The shocker cannot suppress this effect, but the effect is not triggered when two shockers touch one another unless the attacking shocker wills it, and attacks that deal electricity damage (and no other type of damage) also do not trigger a Shocking Discharge (see "Electric Healing”).

    Skills
    A shocker uses its Dex modifier instead of its Str modifier on Jump checks.

    --

    For Player Characters

    Gear and Loot
    Shockers generally do not use or carry gear, though they are fully capable of using gear designed for a humanoid, and some individuals may carry and use such gear. When a shocker is slain with a metallic weapon, there is a 50% chance that the shocker's death imbues the weapon with a shocking grasp effect (CL 3rd), which can be released with the weapon's next attack roll. This effect is usable only once, and dissipates after 24 hours.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the shocker an RLA of +0.
    Last edited by Blue Jay; 2020-12-13 at 09:27 PM.

  9. - Top - End - #9
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    Needlefolk (Remake)

    This is another monster that I always had a certain fondness for, but again it just doesn't do quite enough, and isn't good enough at what it does, to make it interesting. The official needlefolk monster is found in Monster Manual II. It also plays a prominent role in an adventure published in Dungeon #122. For this remake, I rebuilt the needles attack for a bit more versatility instead of power, and added some extra woodsy-skills abilities.

    --

    Needlefolk
    Size/Type: Medium Plant
    Hit Dice: 3d8+3 (17 hp)
    Initiative: +2
    Speed: 30 ft
    Armor Class: 15 (+3 natural, +2 Dex), Touch 12, Flat-footed 13
    BAB/Grapple: +2 / +4
    Attack: needles +4 ranged (1d6+1, 19-20/x2) or claw +3 melee (1d4+1)
    Full Attack: 2 needles +4 ranged (1d6+1, 19-20/x2) or 2 claws +3 melee (1d4+1)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Needle volley, Poison, Spines
    Special Qualities: Low-light vision, Plant traits, Trackless step, Woodland camouflage, Woodland stride
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 13, Dex 14, Con 13, Int 6, Wis 15, Cha 6
    Skills: Hide +3*, Listen +6, Move Silently +7, Spot +6
    Feats: Point Blank Shot, Precise Shot
    Environment: temperate forests
    Organization: solitary or grove (5 - 50)
    Challenge Rating: 3
    Treasure: None
    Alignment: usually Neutral
    Advancement: 4-9 HD (Medium) or by character class
    Level Adjustment: +1

    --

    Poison (Ex)
    A needlefolk’s spines inject a mild, paralytic poison. A creature struck by a needlefolk’s spines attack is subjected to the needlefolk’s poison. Initial and secondary damage are both 1d4 Dex. A successful Fort save (DC 12) negates the damage. The saving throw DC is Constitution-based.

    Needles (Ex)
    A needlefolk gets its name from the sharp, needle-like spines that cover its body. Any creature who strikes a needlefolk with an unarmed strike or natural weapon automatically takes 1d6 damage from the needles (do not add the needlefolk’s Strength modifier to this damage).

    Furthermore, a needlefolk can fling clusters of needles from its body, treating them as thrown weapons. The range increment for these thrown needles is 30 feet. Each cluster of needles deals 1d6 damage, plus the needlefolk’s Strength modifier, and scores a critical threat on a roll of 19 or 20. As a special full-round action, a needlefolk can fling one cluster of needles, plus one additional cluster for every 3 hit dice it has. It may throw them at the same or different targets, as it chooses.

    Trackless Step (Ex)
    Like a druid, a needlefolk leaves no trail when moving in natural surroundings and cannot be tracked, unless it chooses to leave a trail.

    Woodland Camouflage (Ex)
    A needlefolk can blend into any natural environment with dense undergrowth, allowing to make Hide checks in such environments even when the environment wouldn’t normally provide cover. Furthermore, in a forested environment, a needlefolk gains a +8 racial bonus on all Hide checks.

    Woodland Stride (Ex)
    A needlefolk may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.

    --

    For Player Characters

    Gear and Loot
    Needlefolk generally do not use or carry gear. A player character can harvest 2d6 poisoned needles from a slain needlefolk's body. These needles function as blowgun needles, and the poison remains viable for 24 hours after the needlefolk's death.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the needlefolk an RLA of +0.
    Last edited by Blue Jay; 2020-12-13 at 09:33 PM.

  10. - Top - End - #10
    Troll in the Playground
     
    PirateGirl

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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Blue Jay View Post
    Eldritch Archer (Remake)

    Eldritch Archer
    This looks pretty good. I am not a fan of monsters that have weapons the party cannot take. BUT, that's just my pet peeve.

    Which Dragon Magazine is this critter from? It helps to see the source material when I look at things.

    When you are trying to figure out CR, Vorpal Tribble's CR Estimator is what I recommend. It's not an exact science but it can give you a rough estimate.

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.

    Quote Originally Posted by Blue Jay View Post
    Dread Cavalier (Original Creation)

    Dread Cavalier
    Size/Type: Large Undead
    This looks like it should also have the Extraplanar subtype since it can enter the Ethereal Plane.

    Level Adjustment: +1
    I don't think this should be available to PCs at all. It certainly is more like CR +3 or higher than CR +1. Note most monsters should have no Level Adjustment at all; they aren't suitable as PCs. I recommend changing this to Level Adjustment:

    How does this look different from a skeletal centaur?

    You are giving it the special abilities of a ranger not a cavalier. You might want to rename it. See Cavalier Class in Complete Warrior.

    Needlefolk

    I do not understand the change from Needlefolk's Claw attacks to Needles. Have you looked at the picture in MM2? The problem with them being needles is that the needles are removable while claws are not. I think function here should take precedence.

    Debby
    Last edited by Debihuman; 2020-11-27 at 05:03 AM.
    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

  11. - Top - End - #11
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Hi, Debby. Thanks for the feedback! I appreciate it.

    Quote Originally Posted by Debihuman View Post
    This looks pretty good. I am not a fan of monsters that have weapons the party cannot take. BUT, that's just my pet peeve.
    Ooh, yeah. The episodic game I regularly DM for on Myth-Weavers tends to de-emphasize looting, because the PCs can buy anything between adventures; so I often forget how important looting is to the "normal" game. The bound-weapon motif for the eldritch archer and reaper lord came from the original monsters, and I just carried them over. But now that you bring it up, I think offering a variant that allows the weapon to be looted post-mortem is a good idea. Thanks for that.

    Quote Originally Posted by Debihuman View Post
    Which Dragon Magazine is this critter from? It helps to see the source material when I look at things.
    Oops! It's from Dragon #317: it's in a "Silicon Sorcery" article (p. 73), so I guess it's from a computer game originally, but I'm not familiar with the game.

    Quote Originally Posted by Debihuman View Post
    When you are trying to figure out CR, Vorpal Tribble's CR Estimator is what I recommend. It's not an exact science but it can give you a rough estimate.

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.
    Huh. Let's try it out. Here's what I get for each of my monsters so far:

    • Eldritch Archer: CR 16
    • Dread Cavalier: CR 12
    • Reaper Lord: CR 17
    • Nuckelavee: CR 9
    • Tikbalang CR 5
    • Shocker: CR 5
    • Needlefolk: CR 5


    Looks like I generally undervalued relative to Vorpa

    Quote Originally Posted by Debihuman View Post
    [Dread cavalier] looks like it should also have the Extraplanar subtype since it can enter the Ethereal Plane.
    Ah, yep. It probably should.

    Quote Originally Posted by Debihuman View Post
    I don't think this should be available to PCs at all. It certainly is more like CR +3 or higher than CR +1. Note most monsters should have no Level Adjustment at all; they aren't suitable as PCs. I recommend changing this to Level Adjustment:
    Yeah, I'm more on the side of "everything should have an LA, even if it shouldn't be a PC in a 'normal' game," and I'm trying to extend Inevitability's Reassigned LAs here. But maybe a better idea would be to list a 'standard' LA in the stat block, and provide a separate section for RLAs.

    I think I'll go back through and do that.

    Quote Originally Posted by Debihuman View Post
    How does this look different from a skeletal centaur?
    Its anatomy is like the nuckelavee's: it still has the horse's head on there, and the humanoid skeleton is fused to it in the saddle position.

    Quote Originally Posted by Debihuman View Post
    You are giving it the special abilities of a ranger not a cavalier. You might want to rename it. See Cavalier Class in Complete Warrior.
    Which of its abilities do you see as ranger abilities? To me, it looks like a focused charger that invested 1 feat into archery on the side, so I thought "dread cavalier" was an appropriate name. What would you change about it to make it fit the name "cavalier" better? Or, what would you charge the name to?

    Needlefolk

    Quote Originally Posted by Debihuman View Post
    I do not understand the change from Needlefolk's Claw attacks to Needles. Have you looked at the picture in MM2? The problem with them being needles is that the needles are removable while claws are not. I think function here should take precedence.
    Hm... good point. I didn't start my design process from the artwork: I started from the more general concept of a spiny plant monster. With the claws, the needlefolk is pretty darn lousy in melee, so I thought making the needles, with their special attacks, cover the melee niche would make the monster a bit more rounded.

    But maybe you're right: maybe claws in melee make a little more sense. I'll probably waffle some more on that.
    Last edited by Blue Jay; 2020-11-27 at 10:54 AM.

  12. - Top - End - #12
    Troll in the Playground
     
    PirateGirl

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    Default Re: Blue Jay's Bestiary

    With your Dread Cavalier, I must have looked at something else. I thought it had ranger special abilities, but it does not. This is what I get for staying up way too late.

    By the way, you never actually state that dread cavalier has a horse's head.

    I'd say that a buried creature can take no actions other than to pull itself up as a full round action. It's a lot simpler. Some of Conditions don't apply well and would take too long to figure out.

    Funerary Trample (Su): A dread cavalier's hooves are weapons of fell power. When the dread cavalier uses its Trample feat, and its hoof attack successfully strikes its target, the target must succeed on a Reflex save (DC 23) or become ensconced halfway into the ground . A funerary trample can only be performed on non-solid surfaces such as sand, soil or mud. The save DC is Strength-based.

    A creature that has been thus interred can extract itself with a DC 23 Strength check or a DC 23 Escape Artist check, but can take no other actions until it is free. Either check takes a full-round action. However, if the creature is slain while still interred, it will rise again as a zombie,1d4 rounds after it is slain, and the earth forces the zombie out of its interment without requiring any action on the zombie’s part to do so. The zombie is under the control of the dread cavalier who interred it. The skill check DCs are Strength-based.
    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

  13. - Top - End - #13
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Debihuman View Post
    By the way, you never actually state that dread cavalier has a horse's head.
    I'll edit the text, then. :)

    Quote Originally Posted by Debihuman View Post
    I'd say that a buried creature can take no actions other than to pull itself up as a full round action. It's a lot simpler. Some of Conditions don't apply well and would take too long to figure out.

    Funerary Trample (Su): A dread cavalier's hooves are weapons of fell power. When the dread cavalier uses its Trample feat, and its hoof attack successfully strikes its target, the target must succeed on a Reflex save (DC 23) or become ensconced halfway into the ground . A funerary trample can only be performed on non-solid surfaces such as sand, soil or mud. The save DC is Strength-based.

    A creature that has been thus interred can extract itself with a DC 23 Strength check or a DC 23 Escape Artist check, but can take no other actions until it is free. Either check takes a full-round action. However, if the creature is slain while still interred, it will rise again as a zombie,1d4 rounds after it is slain, and the earth forces the zombie out of its interment without requiring any action on the zombie’s part to do so. The zombie is under the control of the dread cavalier who interred it. The skill check DCs are Strength-based.
    That's a good idea. I tend to lean towards a strongly "simulationist" approach to monster design, so I'll bet there are a lot of things that are overthought and over-engineered.

    Thanks, Debby.

  14. - Top - End - #14
    Bugbear in the Playground
     
    Goblin

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    Default Re: Blue Jay's Bestiary

    "Playable" Giants (Remakes)

    Giants are big, bad bruisers with not a lot in the way of features. So, from the perspective of a player who wants to play a giant, they're not very appealing. So, I made these remakes specifically to improve the playability of various giants. My rebuild strategy was to start each giant with ogre stats, tweak them a bit, then add some specific abilities to make them distinct from one another.

    --

    Giant, Cyclops
    Size/Type: Large Giant
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +0
    Speed: 30 ft
    Armor Class: 15 (+3 natural, +3 armor, -1 size), Touch 9, Flat-footed 15
    BAB/Grapple: +3 / +12
    Attack: +1 spear +8 melee (2d6+8, x3) or thrown rock +7 ranged (2d6+5)
    Full Attack: +1 spear +8 melee (2d6+8, x3) or thrown rock +7 ranged (2d6+5)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Rock throwing
    Special Qualities: Divine craftsman, Low-light vision
    Saves: Fort +7, Ref +1, Will +3
    Abilities: Str 21, Dex 10, Con 16, Int 11, Wis 11, Cha 10
    Skills: Appraise +6, Climb +4, Craft (armorsmith) +10, Craft (weaponsmith) +10, Intimidate +6, Jump +5, Listen +2, Spot +2
    Feats: Craft Magic Arms and Armor B, Iron Will, Power Attack
    Environment: any mountain
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: often Lawful (any)
    Advancement: by character class
    Level Adjustment: +2

    --

    Rock Throwing (Ex)
    A cyclops can hurl great boulders that deal 2d6 damage, plus her Strength modifier. Even though these are improvised weapons, she does not take a penalty on her attack roll for non-proficiency. She uses her Strength modifier instead of her Dexterity modifier on the attack roll. Her thrown rocks have a range increment of 80 feet.

    Divine Craftsman (Su)
    Cyclopes are superlative craftsmen. A cyclops has an effective caster level equal to her hit dice for the purposes of crafting weapons or armor with magical enhancement bonuses (but no other purpose).

    --

    For Player Characters

    Gear and Loot
    This cyclops wears hide armor and wields a +1 spear. She has 1d4 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the cyclops an RLA of +1.




    Giant, Ettin
    Size/Type: Large Giant
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +0
    Speed: 40 ft
    Armor Class: 15 (+3 natural, +3 armor, -1 size), Touch 9, Flat-footed 15
    BAB/Grapple: +3 / +11
    Attack: morningstar +7 melee (2d6+5, x3) or thrown rock +7 ranged (2d6+5)
    Full Attack: 2 morningstars +7 melee (2d6+5, x3) or 2 thrown rocks +7 ranged (2d6+5)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Rock throwing, Superior two-weapon fighting
    Special Qualities: All-around vision, Low-light vision
    Saves: Fort +6, Ref +0, Will +3
    Abilities: Str 21, Dex 10, Con 15, Int 8, Wis 11, Cha 10
    Skills: Intimidate +5, Listen +6, Search +5, Spot +6
    Feats: Iron Will, Power Attack
    Environment: any mountain
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: often Chaotic Evil
    Advancement: by character class
    Level Adjustment: +2

    --

    All-Around Vision (Ex)
    An ettin’s two heads greatly enhance his vigilance. An ettin cannot be flanked, and he gains a +4 racial bonus on all Listen, Search and Spot checks.

    Rock Throwing (Ex)
    An ettin can hurl great boulders that deal 2d6 damage, plus his Strength modifier. Even though these are improvised weapons, he does not take a penalty on his attack roll for non-proficiency. He uses his Strength modifier instead of his Dexterity modifier on the attack roll. His thrown rocks have a range increment of 80 feet.

    Superior Two-Weapon Fighting (Ex)
    An ettin's two heads allow him to split his attention more effectively than other creatures. He takes no penalties on attack rolls for wielding two weapons, and he treats both weapons as if wielded in his primary hand in all respects.

    --

    For Player Characters

    Gear and Loot
    This ettin wears hide armor and wields 2 morningstars. He has 1d6 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the ettin an RLA of +0.




    Giant, Fire Giant
    Size/Type: Large Giant (Fire)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: -1
    Speed: 40 ft (30 ft in plate armor)
    Armor Class: 19 (+8 armor, +3 natural, -1 Dex, -1 size), Touch 8, Flat-footed 19
    BAB/Grapple: +3 / +12
    Attack: greatsword +7 melee (3d6+7 plus 1d6 fire, 19-20/x2) or thrown rock +7 ranged (2d6+7 plus 2d6 fire)
    Full Attack: greatsword +7 melee (3d6+7 plus 1d6 fire, 19-20/x2) or thrown rock +7 ranged (2d6+7 plus 2d6 fire)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Burning weapons, Magma rock throwing
    Special Qualities: Darkvision 60 ft, Immune to fire, Low-light vision, Vulnerable to cold
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 21, Dex 8, Con 15, Int 11, Wis 11, Cha 10
    Skills: Climb +0, Craft (blacksmith) +6, Intimidate +6, Jump +5, Listen +3, Spot +3
    Feats: Cleave, Power Attack
    Environment: Warm mountains
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: often Lawful Evil
    Advancement: by character class
    Level Adjustment: +2

    --

    Burning Weapons (Ex)
    Any melee weapon wielded by a fire giant deals an extra 1d6 fire damage on a successful hit.

    Magma Rock Throwing (Ex)
    A fire giant can hurl great boulders of semi-hardened magma that deal 2d6 damage, plus 1.5 times her Strength modifier, and an extra 2d6 fire damage. Even though these are improvised weapons, she does not take a penalty on her attack roll for non-proficiency. She uses her Strength modifier instead of her Dexterity modifier on the attack roll. Her thrown rocks have a range increment of 80 feet.

    Magma rocks burst on impact, dealing 2d6 fire damage to all creatures adjacent to the target. A successful Reflex save (DC 17) halves the damage. The saving throw DC is Strength-based.

    --

    For Player Characters

    Gear and Loot
    This fire giant wears plate armor and wields a greatsword. She has 1d6 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the fire giant an RLA of +0.




    Giant, Frost Giant
    Size/Type: Large Giant (Cold)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: -1
    Speed: 40 ft
    Armor Class: 16 (+4 armor, +4 natural, -1 Dex, -1 size), Touch 8, Flat-footed 16
    BAB/Grapple: +3 / +12
    Attack: greataxe +7 melee (3d6+7 plus 1d6 cold, x3) or thrown rock +7 ranged (2d6+7)
    Full Attack: greataxe +7 melee (3d6+7 plus 1d6 cold, x3) or thrown rock +7 ranged (2d6+7)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Freezing weapons, Rock throwing
    Special Qualities: Darkvision 60 ft, Immune to cold, Low-light vision, Snowsight, Snow Walking, Vulnerable to fire
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 21, Dex 8, Con 15, Int 11, Wis 11, Cha 10
    Skills: Climb +4, Craft (blacksmith) +3, Intimidate +6, Jump +8, Listen +3, Spot +3, Survival +3
    Feats: Cleave, Power Attack, Track B
    Environment: Cold mountains
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: often Neutral Evil
    Advancement: by character class
    Level Adjustment: +2

    --

    Freezing Weapons (Ex)
    Any melee weapon wielded by a frost giant deals an extra 1d6 cold damage on a successful hit.

    Rock Throwing (Ex)
    A frost giant can hurl great boulders that deal 2d6 damage, plus 1.5 times his Strength modifier. Even though these are improvised weapons, he does not take a penalty on his attack roll for non-proficiency for non-proficiency. He uses his Str modifier instead of his Dex modifier on the attack roll. His thrown rocks have a range increment of 80 feet.

    Snowsight (Ex)
    A frost giant can see normally in whiteout conditions. His vision is not impeded by obscuring mist or fog cloud spells, or by similar effects.

    Snow Walking (Ex)
    A frost giant can move over icy or snowy terrain of any depth without any impediment.


    --

    For Player Characters

    Gear and Loot
    This frost giant wears a mithral chain shirt and wields a greataxe. He has 1d6 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the frost giant an RLA of +0.




    Giant, Hill Giant
    Size/Type: Large Giant
    Hit Dice: 4d8+12 (30 hp)
    Initiative: -1
    Speed: 40 ft
    Armor Class: 16 (+3 armor, +4 natural, -1 Dex, -1 size), Touch 8, Flat-footed 17
    BAB/Grapple: +3 / +12
    Attack: greatclub +7 melee (2d8+7) or stomp +7 melee (2d6+4) or slam +7 melee (1d6+4) or thrown rock +7 ranged (2d6+7)
    Full Attack: greatclub +7 melee (2d8+7) and stomp +2 melee (2d6+2); or stomp +7 melee (2d6+4) and 2 slams +2 melee (1d6+2); or thrown rock +7 ranged (2d6+7)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Rock throwing, Trample 2d6+8
    Special Qualities: Low-light vision, Rock catching
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 21, Dex 8, Con 17, Int 8, Wis 11, Cha 10
    Skills: Climb +4, Intimidate +5, Jump +6, Listen +1, Spot +1
    Feats: Cleave, Power Attack
    Environment: Temperate hills
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: often Chaotic (any)
    Advancement: by character class
    Level Adjustment: +1

    --

    Rock Throwing (Ex)
    A hill giant can hurl great boulders (or other similar objects) that deal 2d6 damage, plus 1.5 times the hill giant's Strength modifier. Even though these are improvised weapons, she does not take a penalty on her attack roll for non-proficiency. She uses her Strength modifier instead of her Dexterity modifier on the attack roll. Her thrown rocks have a range increment of 100 feet.

    Trample (Ex)
    A hill giant deals 2d6 plus 1.5 times her Strength modifier to all creatures she tramples. A successful Reflex save (DC 17) halves the damage. The saving throw DC is Strength-based.

    --

    For Player Characters

    Gear and Loot
    This hill giant wears hide armor and wields a greatclub. She has 1d6 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the hill giant an RLA of +0.




    Giant, Stone Giant
    Size/Type: Large Giant (Earth)
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +0
    Speed: 40 ft, Climb 20 ft
    Armor Class: 20 (+3 armor, +8 natural, -1 size), Touch 9, Flat-footed 20
    BAB/Grapple: +3 / +12
    Attack: greatclub +7 melee (2d8+7) or stomp +7 melee (1d8+7) or thrown rock +7 ranged (3d8+7)
    Full Attack: greatclub +7 melee (2d8+7) and stomp +2 melee (1d8+2); or thrown rock +7 ranged (3d8+7)
    Space/Reach: 10 ft / 10 ft
    Special Attacks: Rock throwing
    Special Qualities: Darkvision 60 ft, Low-light vision, Rock catching
    Saves: Fort +6, Ref +1, Will +1
    Abilities: Str 21, Dex 10, Con 17, Int 10, Wis 11, Cha 10
    Skills: Climb +11, Craft (blacksmith) +2, Intimidate +6, Jump +7, Listen +3, Spot +3
    Feats: Point Blank Shot, Power Attack
    Environment: Temperate mountains
    Organization: ???
    Challenge Rating: 4
    Treasure: Standard
    Alignment: usually Neutral
    Advancement: by character class
    Level Adjustment: +1

    --

    Rock Catching (Ex)
    A stone giant can catch a rock (or similar projectile) that is thrown or launched at him, and either hits him or lands within his reach. To do this, he makes a Reflex saving throw. The DC is 15 for a Small object, 20 for a Medium object, and 25 for a Large object. He gains a +4 racial bonus on the save. If successful, the projectile deals no damage, and any special effects that would normally accompany the projectile's landing are negated.

    Rock Throwing (Ex)
    A stone giant can hurl great boulders that deal 3d8 damage, plus 1.5 times the stone giant's Strength modifier. Even though these are improvised weapons, he does not take a penalty on his attack roll for non-proficiency. He uses his Strength modifier instead of his Dexterity modifier on the attack roll. His thrown rocks have a range increment of 150 feet. Unlike most thrown weapons, a stone giant's rocks have a maximum range of 10 increments.

    --

    For Player Characters

    Gear and Loot
    This stone giant wears hide armor and wields a greatclub. He has 1d6+2 throwing rocks at the ready.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the stone giant an RLA of +0.
    Last edited by Blue Jay; 2020-12-19 at 09:55 PM.

  15. - Top - End - #15
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Fossergrim (Remake)

    The Fiend Folio gave us a version of this creature, which is conceptually similar to a male nymph. But, the FF version is not very much like the fossegrim (note the slightly different spelling) from scandinavian folklore. Specifically, the folkloric creature's most prominent feature is his musical talent. Yet, the fossergrim from FF doesn't have any music ability at all, not even Perform as a racial skill. Instead, it has combat abilities that only work near its waterfall. This just isn't satisfying to me, so I wanted to make a fantasy version of the fossergrim that's at least somewhat more true to the folklore. It's still got some of my own fantasy elements, so it's not a perfect fit, but I hope it at least captures the core of the folklore.

    --

    Spoiler: Image
    Show

    --

    Fossergrim
    Size/Type: Medium Fey (Aquatic)
    Hit Dice: 5d6+5 (22 hp)
    Initiative: +3
    Speed: 30 ft, Swim 50 ft
    Armor Class: 17 (+3 Dex, +4 deflection), Touch 17, Flat-footed 14
    BAB/Grapple: +2 / +4
    Attack: dagger +5 melee or ranged (1d4+2, 19-20/x2) or mwk composite (+2 Str) longbow +6 ranged (1d8+2, x3)
    Full Attack: dagger +5 melee or ranged (1d4+2, 19-20/x2) or mwk composite (+2 Str) longbow +6 ranged (1d8+2, x3)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Fiddle, Spell-like abilities
    Special Qualities: Amphibious, Damage reduction 10/cold iron, Fast healing 5, Low-light vision, Unearthly grace, Waterfall bond
    Saves: Fort +6, Ref +11, Will +10
    Abilities: Str 15, Dex 16, Con 13, Int 12, Wis 15, Cha 18
    Skills: Bluff +8, Concentration +5, Diplomacy +8, Escape Artist +7, Heal +6, Hide +7, Knowledge (nature) +5, Listen +6, Move Silently +7, Perform (strings) +16, Sense Motive +6, Spot +6, Survival +6, Swim +14
    Feats: Combat Casting, Weapon Finesse
    Environment: waterfalls, and anywhere near a river
    Organization: solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: any
    Advancement: by character class
    Level Adjustment: -

    --

    The air is full of exquisite fiddle music, poignant like no other music could ever be, and even the roar of the waterfall can't drive the melody from your mind. As you near the waterfall, you see the silhouette of a man pouring his soul into the fiddle, his every movement as sensual and graceful as the greatest of artists. And with the water splashing all around him, he lifts his eyes and gives you a knowing grin, without missing a beat in his song...

    --

    Amphibious (Ex)
    A fossergrim can breathe normally in both air and water.

    Fast Healing (Ex)
    A fossergrim’s fast healing only functions when he is at least partially immersed water, and within 100 feet of his bonded waterfall.

    Fiddle (Su)
    A fossergrim is best known for the utterly enchanting music he plays on his fiddle, which can often bend the minds of the listeners. This ability mimics the Bardic Music ability of a 5th-level bard. He can also spend one daily use of this ability to create a beckoning call effect, as the spell from Fiendish Codex I: Hordes of the Abyss (Will DC 16 negates the effect). If the fossergrim has any actual levels in the bard class (or other class that grants Bardic Music), his racial hit dice stack with his bard levels for determining his Bardic Music abilities. If the fossergrim sits on the rocks beneath his waterfall while playing, the DC for his Fiddle or Bardic Music abilities increases by 2. The saving throw DCs are Charisma-based.

    Spell-Like Abilities
    A fossergrim can use the following spells as a 5th-level bard.
    at will — charm person (Will DC 15), summon instrument, water breathing, whispering wind

    Unearthly Grace (Su)
    Like a nymph — to whom the fossergrim is often compared — a fossergrim is a supernatural manifestation of the grace and beauty of nature. A fossergrim adds his Charisma modifier as a bonus on all saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

    Waterfall Bond (Su)
    A fossergrim is mystically bonded to a specific waterfall, usually an unusually large one. A fossergrim must generally remain in or near his bonded waterfall, though he is capable of wandering up and down the river freely, and he can wander even farther for short periods of time. In general, if he wanders more than 1 mile from his river, then he must return to immerse himself in his bonded waterfall within 1d4+1 days, or he becomes sickened, and begins to wither and die. After 1d6 hours of this sickness, he becomes nauseated. After 4d6 hours, he falls dead. These effects cannot be mitigated by magic or any other means, except by immersing himself in his bonded waterfall, whereupon his suffering is immediately alleviated. He must remain immersed for at least 1d6+1 hours before he will be able to wander safely again.

    While in his waterfall, a fossergrim can clamber about the rocks with supernatural agility. He functions as if under the effects of a permanent spider climb spell, but only within the boundaries of his waterfall.

    Skills
    A fossergrim has a +8 racial bonus on all Perform and Swim checks. He can always choose to take 10 on any Swim check to perform some special action or avoid a hazard, even when distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. He can swim against the current, even straight up a running waterfall, with no reduction in his speed, and he is not driven backwards.

    For Player Characters

    Gear and Loot
    A fossergrim typically carries a dagger, a masterwork longbow and 20 arrows.

    When a fossergrim is slain, his body vanishes, but a magical fiddle is left behind. This fiddle plays like a masterwork instrument, and the owner can use it to cast whispering wind (CL 3rd) twice per day. This item has a market value of 4900 gp. A fossergrim can also choose to create such a fiddle in a 10-minute ritual, only as a gift for a person he judges worthy, or with whom he has made a pact (see below). This ritual requires him to permanently sacrifice 3 hit points, and he is unable to use his summon instrument spell-like ability for 1 week after; consequently, such gifts are very rare indeed.

    Pacts with a Fossergrim
    Some individuals seek out a fossergrim to learn the secrets of his supernatural music. If the fossergrim judges the supplicant worthy, he may agree to train the individual, granting him a +2 divine bonus on all Perform (strings) checks from then on. The supplicant must agree to swear an oath of some kind to the fossergrim (typically refraining from harming fey creatures and promising to protect the wilderness, and to keep the pact secret). The supplicant must also permanently sacrifice 2 hp by running his finger along the strings of the fossergrim’s fiddle, which cuts the finger and draws blood. This act allows the fossergrim to always know if the supplicant has broken his oath. At any time, either party may renounce the pact, forfeiting both the benefit and the hit point loss.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the fossergrim an RLA of +2*.

    The asterisk (*) is for the Waterfall Bond, which impedes adventuring. Although I made an effort to reduce the restrictions imposed by Waterfall Bond, I still feel like the bond is rather essential to the monster, so it's still there, and it's still a limitation that makes it awfully hard for a fossergrim to go adventuring, so some accommodation from the DM will likely still be necessary.
    Last edited by Blue Jay; 2021-01-22 at 09:48 PM.

  16. - Top - End - #16
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Unseen Agent (Original Creation)

    Here's a simple one. I bet someone else has come up with this exact idea before.

    --

    Unseen Agent
    Size/Type: Medium Construct (Incorporeal)
    Hit Dice: 1d10 (6 hp)
    Initiative: +2
    Speed: 15 ft
    Armor Class: 13 (+2 Dex, +1 deflection), Touch 13, Flat-footed 11
    BAB/Grapple: +0 / -4
    Attack: slam +2 melee (1d4-4)
    Full Attack: slam +2 melee (1d4-4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: -
    Special Qualities: Construct traits, Darkvision 60 ft, Incorporeal traits, Low-light vision, Natural invisibility, Self-Healing, Semi-Incorporeal
    Saves: Fort +0, Ref +2, Will +0
    Abilities: Str 2, Dex 14, Con --, Int 9, Wis 11, Cha 6
    Skills: Hide +2, Listen +3, Move Silently, +3, Sense Motive +1, Spot +3
    Feats: Alertness, Weapon Finesse B
    Environment: any
    Organization: solitary
    Challenge Rating: 1
    Treasure: none
    Alignment: usually Neutral
    Advancement: -
    Level Adjustment: +0

    --

    Occasionally, an unseen servant spell persists beyond its normal duration, gaining an Intelligence score and becoming a free-willed entity that takes to the world on its own.

    Natural Invisibility (Ex)
    An unseen agent is naturally invisible to the naked eye. It cannot dismiss this effect and voluntarily become visible. However, objects it carries do not become invisible with it, so an unseen agent that wishes to be observed will simply carry a visible object around with it. This ability is inherent and not subject to the invisibility purge spell, but spells like see invisibility and true seeing can still be used to observe the unseen agent. Under the effects of these spells, an unseen agent looks like a translucent, vaguely humanoid outline.

    Self-Healing (Ex)
    Unlike most constructs, an unseen agent heals hit points naturally, as if it were a living creature.

    Semi-Incorporeal (Ex)
    An unseen agent is an incorporeal creature. However, unlike most incorporeal creatures, it has a Strength score, and it can manipulate physical objects as if it were a physical creature itself. It can even wield physical weapons (though it is not innately proficient in their use). These weapons and objects remain fully corporeal and visible while wielded by the agent, and do not gain the unseen agent’s ability to interact with or damage other incorporeal creatures.

    --

    For Player Characters

    Gear and Loot
    Unseen agents usually don't use or carry gear, though many carry around small trinkets and baubles that they find interesting, though these usually have little intrinsic value (usually just 1 or 2 gp).

    Unseen Agents as Familiars
    A spellcaster of 7th level or higher who has the Improved Familiar feat can select an unseen agent as his familiar.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the unseen agent an RLA of +1.
    Last edited by Blue Jay; 2020-11-30 at 10:43 PM.

  17. - Top - End - #17
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Animated Objects (Original Creations)

    Anyone who's looked at my monster templates thread can tell that I rather like animated objects. Here are several specific animated objects that I designed. For most of these, I began with the stats for the standard animated objects from the Monster Manual, then augmented them with stat boosts and special abilities.

    --

    Spoiler: Animated Ballista
    Show
    Animated Ballista
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +0
    Speed: 20 ft
    Armor Class: 14 (+4 natural), Touch 10, Flat-footed 14
    BAB/Grapple: +1 / +3 (an animated ballista cannot initiate a grapple)
    Attack: mwk light ballista +2 ranged (3d8, 19-20/x2) or slam +4 melee (1d6+4)
    Full Attack: mwk light ballista +2 ranged (3d8, 19-20/x2) or slam +4 melee (1d6+4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Ballista
    Special Qualities: Construct traits, Hardness 5, Inconspicuous
    Saves: Fort +0, Ref +0, Will -5
    Abilities: Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: battlefields
    Organization: by military
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Ballista (Ex)
    An animated ballista can load its own bolts, provided the bolts are within reach. An animated ballista can launch a bolt every other round; during the intervening rounds, it is assumed to be reloading, but it can perform other actions while it reloads. It does not require any skill checks to reload.

    Inconspicuous (Ex)
    When standing still on the ground, an animated ballista looks just like any other ballista. It takes a Spot check (DC 25) to recognize that it’s more than just a normal ballista.

    For Player Characters

    Construction
    To construct an animated ballista, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast true strike. An animated ballista is made from a masterwork light ballista (1000 gp, Heroes of Battle), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 3000 gp.

    Gear and Loot
    An animated ballista usually has 2d6 ballista bolts at the ready.


    Spoiler: Animated Cage
    Show
    Animated Cage
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 30 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +8
    Attack: slam +6 melee (1d6+4)
    Full Attack: slam +6 melee (1d6+4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Cage, Improved Grab
    Special Qualities: Construct traits, Hardness 10, Inconspicuous
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 16, Dex 12, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: dungeons
    Organization: solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Cage (Ex)
    If the animated cage achieves a pin against an opponent of Medium size or smaller, it automatically shoves its opponent inside the bars and slams and locks its door. The opponent is trapped within, and neither it nor the animated cage is considered grappled. While inside the cage, the prisoner cannot make effective melee attacks, taking a -4 penalty on attack rolls (whether these attacks target the cage or another creature outside the cage). A prisoner cannot make attacks with two-handed weapons, with bows or with a sling, but he can reload and shoot a light or hand crossbow at a target outside the cage. Any attacks a prisoner makes against the animated cage deal only half damage (before applying Hardness).

    To escape the cage, a prisoner must pick the lock or break the door. The door can be broken open with a successful DC 26 Strength check, which renders the door useless and prevents the animated cage from successfully using its Cage attack until it is repaired. The cage is ineffective at holding creatures of Tiny size or smaller: such creatures can slip between the bars with no trouble.

    An animated cage can attempt to put more than one creature inside its cage, but it must unlock and open its door to do so. Each time the animated cage attempts to place an additional creature in its cage, any creatures already in the cage are entitled to a Grapple or Escape Artist check (opposed by the animated cage's Grapple check) to jump free. The animated cage can hold 1 Medium creature, 2 Small creatures, 4 Tiny creatures or 8 Diminutive or Fine creatures (though Tiny or smaller creatures can escape easily). It instinctively knows when its cage is full, and does not try to place more creatures inside once it has reached that limit.

    Improved Grab (Ex)
    To use this ability, the animated cage must hit a creature of Medium size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. An animated cage has a +4 racial bonus on grapple checks.

    Inconspicuous (Ex)
    When standing still on the ground, an animated cage looks just like any other cage. It takes a DC 25 Spot check to recognize that it’s more than just a normal cage.

    For Player Characters

    Construction
    To construct an animated cage, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast hold person. An animated cage is built from a masterwork cage (100 gp, see Arms and Equipment Guide, added 50 gp for masterwork quality) and a lock (any lock from the Player's Handbook will do), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2100 gp + the price of the lock.

    Gear and Loot
    This animated cage has an average lock (Open Lock DC 25), but any lock can be incorporated into the cage, and some individuals may have different locks.


    Spoiler: Animated Candelabra
    Show
    Candelabra come in a variety of sizes. Here, I present stats for a large, free-standing candelabrum the height of a man (which I call a "candle tree") and a smaller, handheld candelabrum.

    Animated Candle Tree
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 30 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +2
    Attack: slam +2 melee (1d4+1 plus 1 fire) or touch +2 melee or ranged (1 fire plus Burn)
    Full Attack: 4 slams +2 melee (1d4+1 plus 1 fire) or 4 touches +2 melee or ranged (1 fire plus Burn)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Burn
    Special Qualities: Construct traits, Hardness 10, Inconspicuous, Torchlight
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 12, Dex 12, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: castles and great halls
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    This candelabrum stands nearly the height of a man, and holds five candles: one at the top of the main post, and four more on arms extended around it.

    Burn (Ex)
    A creature hit by an animated candelabrum’s touch attack (but not its slam attack) must succed on a DC 15 Reflex save or catch fire for 1d4 rounds. The fire deals no damage on the first round, but it deals 1d6 damage on each subsequent round for as long as it continues to burn. The save DC is Constitution-based, and includes a +4 racial bonus.

    Inconspicuous (Ex)
    When standing still on the ground, an animated candle tree looks like just a large, ornate candelabrum. It takes a DC 25 Spot check to recognize that it’s more than just a normal candelabrum.

    Multi-Armed (Ex)
    An animated candle tree holds five candles: one in the center and four on arms radiating out from the center. It does not use the central candle as a weapon, but it can use the four spindly arms to deliver slam or touch attacks. A touch attack is delivered as either a melee attack or as a ranged touch attack with a range increment of 20 feet. It may choose to deliver one slam or one touch attack with each arm in a full attack, and it may intersperse slams and touch attacks freely.

    Torchlight (Ex)
    At will as a swift action, an animated candelabrum can spontaneously light its five candles, shedding light as a torch. It can extinguish the candles again as a free action. While the candles are lit, the candelabrum can deal fire damage with its slam attacks and deliver burning touch attacks. Otherwise, its slams deal no extra fire damage, and it cannot deliver burning touch attacks.

    For Player Characters

    Construction
    To construct an animated candle tree, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast burning hands or produce flame. An animated candle tree is constructed from a masterwork candle tree worth 200 gp, and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2200 gp.

    Gear and Loot
    An animated candle tree holds 5 candles, which may be salvageable after the candle tree is destroyed.

    --

    Animated Candelabrum (Handheld Candelabrum)
    Size/Type: Tiny Construct
    Hit Dice: ½d10 (2 hp)
    Initiative: +2
    Speed: 30 ft
    Armor Class: 14 (+2 Dex, +2 size), Touch 14, Flat-footed 12
    BAB/Grapple: +0 / -9
    Attack: slam +4 melee (1 plus 1 fire) or touch +4 melee or ranged (1 fire plus Burn)
    Full Attack: 2 slams +4 melee (1 plus 1 fire) or 2 touches +4 melee or ranged (1 fire plus Burn)
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: Burn
    Special Qualities: Construct traits, Hardness 10, Inconspicuous, Torchlight
    Saves: Fort +0, Ref +2, Will -5
    Abilities: Str 8, Dex 14, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: Weapon Finesse
    Environment: castles and great halls
    Organization: solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    This candelabrum is sized to be held in one hand, like a torch. It holds three candles: one at the top of the main post, and two others on arms extended around it.

    Burn (Ex)
    A creature hit by an animated candelabrum’s touch attack (but not its slam attack) must succed on a DC 14 Reflex save or catch fire for 1d4 rounds. The fire deals no damage on the first round, but it deals 1d6 damage on each subsequent round for as long as it continues to burn. The save DC is Constitution-based, and includes a +4 racial bonus.

    Inconspicuous (Ex)
    When standing still, an animated candelabrum looks just like any other handheld candelabrum. It takes a DC 25 Spot check to recognize that it’s more than just a normal candelabrum.

    Multi-Armed (Ex)
    This animated candelabrum holds three candles: one in the center and two on arms radiating out from the center. It does not use the central candle as a weapon, but it can use its two arms to deliver slam or touch attacks. A touch attack is delivered as either a melee attack or as a ranged touch attack with a range increment of 20 feet. It may choose to deliver one slam or one touch attack with each arm in a full attack, and it may intersperse slams and touch attacks freely.

    Torchlight (Ex)
    At will as a swift action, an animated candelabrum can spontaneously light its three candles, shedding bright light out to a radius of 10 feet, and shadowy illumination out to a radius of 20 feet. It can extinguish the candles again as a free action. While the candles are lit, the candelabrum can deal fire damage with its slam attacks and deliver burning touch attacks. Otherwise, its slams deal no extra fire damage, and it cannot deliver burning touch attacks.

    For Player Characters

    Construction
    To construct an animated candelabrum, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast burning hands or produce flame. An animated candelabrum is built from a masterwork gold candelabrum (75 gp, priced as the 4-candle version from Arms and Equipment Guide, adding 50 gp for masterwork quality), and the process of enchanting the item into a construct uses up magical materials worth 500 gp. Market Price: 1075 gp.

    Gear and Loot
    An animated candle treeholds 3 candles, which may be salvageable after the candelabrum is destroyed.


    Spoiler: Animated Wheelbarrow
    Show
    Animated Wheelbarrow
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 50 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +4
    Attack: slam +4 melee (1d6+4)
    Full Attack: slam +4 melee (1d6+4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Scoop
    Special Qualities: Construct traits, Hardness 5, Inconspicuous
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 16, Dex 12, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: Improved Overrun B
    Environment: farms and shops
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Inconspicuous (Ex)
    When standing still on the ground, an animated wheelbarrow looks just like any other wheelbarrow. It takes a DC 25 Spot check to recognize that it’s more than just a normal wheelbarrow.

    Scoop (Ex)
    An animated wheelbarrow can quickly run down a foe and scoop her off the ground, carrying her where it wishes before depositing her. Treat this as an Overrun attempt (the wheelbarrow's modifier for the opposed Strength check is +7), except that, if the wheelbarrow wins the opposed check, the opponent is not knocked prone, but is scooped into the wheelbarrow. A wheelbarrow can scoop up 1 Medium creature, 2 Small creatures, 8 Tiny creatures or 32 Diminutive creatures (it must scoop up each creature separately). Once it has reached its capacity, it can no longer scoop up additional creatures or perform additional Overrun attempts.

    A creature that has been scooped up is carried along with the wheelbarrow as it moves, and she counts against the wheelbarrow's carrying capacity. Treat the wheelbarrow as a Large quadruped when calculating its carrying capacity. A carried creature retains all modifiers to her AC and can act as normal, but she is treated as prone, and she additional penalties on any attack rolls as if she were riding the wheelbarrow as a mount. The wheelbarrow's movement provokes attacks of opportunity as normal, and any creature from whom an attack of opportunity is provoked (even an ally of the wheelbarrow) may target the wheelbarrow or a creature it is carrying, at their option.

    On her turn, a creature that is being carried by the wheelbarrow can attempt to jump off with a successful DC 15 Reflex save as a standard action. On a success, the creature lands in an adjacent square of her choosing and takes 1d6 nonlethal damage (which she can negate with a successful Jump check as if jumping down from a height). Failure means she remains in the wheelbarrow until she can try again. A carried creature can make an opposed Strength check against the wheelbarrow as a standard action, to prevent the wheelbarrow from moving on its turn.

    The animated wheelbarrow can choose to dump out a carried creature as a standard action, potentially subjecting the creature to falling damage. The creature being dumped is entitled to a Reflex save to avoid being dumped (same DC as jumping out): success means she lands in an adjacent square of her choosing, and she takes no falling damage. Failure means she is deposited in an adjacent square of the wheelbarrow's choosing and takes at least 1d6 falling damage, in addition to any extra damage she may take from falling down a slope or into a hazard of some sort.

    The save DCs are Strength-based, and include a +2 racial bonus.

    For Player Characters

    Construction
    To construct an animated wheelbarrow, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast bull's strength. An animated wheelbarrow is constructed from a masterwork wheelbarrow (65 gp, priced as a cart + 50 gp for masterwork), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2065 gp.

    Gear and Loot
    An animated wheelbarrow generally does not use or carry gear, and usually leaves little loot behind when destroyed.


    Spoiler: Autonomous Grimoire
    Show
    Autonomous Grimoire
    Size/Type: Tiny Construct
    Hit Dice: ½ d10 (5 hp)
    Initiative: +1
    Speed: Fly 10 ft (perfect)
    Armor Class: 13 (+1 Dex, +2 size), Touch 13, Flat-footed 12
    BAB/Grapple: +0 / -12 (an autonomous grimoire cannot initiate a grapple)
    Attack: slam +3 melee (1d3-4)
    Full Attack: slam +3 melee (1d3-4)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Spells
    Special Qualities: Construct traits, Energy Resistance, Hardness 2, Inconspicuous
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 3, Dex 12, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: Weapon Finesse B
    Environment: wizards' workshops and libraries
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Energy Resistance (Ex)
    This sample autonomous grimoire was created with the "Resistance to Energy (Minor)" spellbook option from Complete Arcane: it has resistance 5 against acid, cold, electricity, fire and sonic attacks.

    Inconspicuous (Ex)
    When lying still on the ground, a desk or a shelf, an autonomous grimoire looks just like any other massive tome or wizard’s spellbook. It takes a DC 25 Spot check to recognize that it’s more than just an unusually large book.

    Spells
    An autonomous grimoire can cast the spells inscribed upon its pages, but it is much less powerful than a true wizard. The autonomous grimoire casts wizard spells as if it were reading them from a scroll with caster level 1st. It can cast any wizard spell that is written on its pages once per day. The writing does not vanish after it is cast (as it would for a typical scroll), but it becomes non-magical until the next day. An autonomous grimoire has an effective Intelligence score of 11, so it can only cast 0th- and 1st-level spells, and the Difficulty Class for a saving throw against one of its spells is 10. No other creature can cast a spell from the autonomous grimoire.

    To cast a spell, the grimoire must be ordered to do so by its master (which is a move action for the master). The grimoire can be ordered to cast a spell in response to a specified trigger condition, though the trigger conditions must be relatively simple (e.g., “when anyone except me enters this room” or “when I fall unconscious”). If the grimoire is not already open to the proper page, it must take a move action to turn to the correct page before it can cast the spell as ordered. It takes at least a standard action to cast the spell (though spells with longer casting times still take longer to cast).

    When first created, an autonomous grimoire has no spells inscribed on its pages. Any wizard can write a spell into an autonomous grimoire as if it were a normal spellbook, provided he has a source from which to copy the spell. For each spell inscribed into the autonomous grimoire, the scribe must pay a cost equal to double the usual price(s) for writing a new spell into a spellbook, along with any applicable fees (which are not doubled). Multiple copies of the same spell allow multiple daily castings of the spell, but no spell may be inscribed into an autonomous grimoire more than 3 times.

    This example grimoire contains three spells, each inscribed once: ghost sound, light and magic missile.

    For Player Characters

    Construction
    To construct an autonomous grimoire, a character must have the Craft Construct feat and a must be a wizard of at least 5th level. He must also be able to cast secret page. An autonomous grimoire must be made from a spellbook worth at least 500 gp (using various spellbook options from Complete Arcane), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. The craftsman must pay 200 gp per page to scribe spells separately. Market Price: 2000 gp + the price of the spellbook + 400 gp per page of spells scribed.

    The sample autonomous grimoire described above was made from a spellbook worth 1015 gp (15 gp for the spellbook, +1000 gp for energy resistance 5). The total cost to create the sample autonomous grimoire, including spell scribing costs, is 1615 gp, and it sells for 4215 gp on the market.

    Autonomous Grimoires as Familiars
    An autonomous grimoire can be taken as a wizard’s familiar. The wizard must have the Improved Familiar feat, and an arcane caster level of at least 11th. If an autonomous grimoire familiar gains an Intelligence score higher than 11, the save DC for its spells increases accordingly; but it is still only able to cast 0th- and 1st-level wizard spells.

    Gear and Loot
    An autonomous grimoire cannot use or carry gear of any sort. When an autonomous grimoire is destroyed, there is a 25% chance that it leaves behind 1d3 pages that are undamaged enough to be salvaged. Each salvaged page contains one of the autonomous grimoire's inscribed spells, and functions as a scroll for that spell (CL 1st). In this case, the magic writing vanishes after the spell is cast, as a typical scroll.


    Spoiler: Caltrop Swarm
    Show
    Caltrop Swarm
    Size/Type: Diminutive Construct (Swarm)
    Hit Dice: 1d10 (10 hp)
    Initiative: +1
    Speed: 10 ft
    Armor Class: 17 (+4 size, +3 Dex), Touch 17, Flat-footed 17
    BAB/Grapple: +0 / -14 (a caltrop swarm cannot be grappled)
    Attack: impale +7 melee (1) or swarm 1d6
    Full Attack: impale +7 melee (1) or swarm 1d6
    Space/Reach: 10 ft / 0 ft
    Special Attacks: Caltrops, Distraction, Swarm
    Special Qualities: Construct traits, Hardness 5, Inconspicuous, Swarm traits
    Saves: Fort +0, Ref +3, Will -5
    Abilities: Str 6, Dex 16, Con --, Int --, Wis 1, Cha 1
    Skills: Hide +15
    Feats: Weapon Finesse B
    Environment: any
    Organization: solitary or cluster (1d6+1 swarms)
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Caltrops (Ex)
    The area occupied by a caltrop swarm is treated as covered with caltrops, which make one impale attack immediately against each creature that moves through a square of its space. These attacks do not take an action on the swarm's part. A creature that moves through multiple squares of the caltrop swarm's space is attacked once for each square he moves through. These attacks are treated like attacks from normal caltrops in all ways, except the caltrop swarm uses its own attack bonuses (including its Dex modifier for its Weapon Finesse bonus feat) on the attack roll. An opponent who receives a caltrop wound has his speed halved. Multiple caltrop wounds do not result in additional speed reductions.

    A caltrop swarm can also make one impale attack on its turn as a standard action, or as an attack action during a full attack.

    Distraction (Ex)
    Any living creature that is susceptible to a caltrop swarm’s swarm damage and begins its turn within the caltrop swarm’s space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based, and includes a +2 racial bonus.

    Inconspicuous (Ex)
    When standing still along the ground, an animated caltrop swarm looks just like any other cluster of caltrops. A creature can roll a Spot check to discover the caltrops, opposed by the caltrops’ Hide check, as normal, but the Spot check must beat the Hide check result by 10 or more to notice that they are more than just normal caltrops.

    For Player Characters

    Construction
    To construct a caltrop swarm, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast caltrops. A caltrop swarm must be made from four bags of masterwork caltrops (51 gp each, total 204 gp), and the process of enchanting the item into a construct uses up magical materials worth 500 gp. Market Price: 1204 gp.

    Caltrop Swarms as Familiars
    A caltrop swarm can be taken as a spellcaster’s familiar. The spellcaster must have the Improved Familiar feat, and an arcane caster level of at least 5th. See Dragon #329 for details on swarm familiars.

    Gear and Loot
    A caltrop swarm that has been destroyed leaves behind some nonmagical caltrops. If these are gathered up, they are the equivalent of a single bag of caltrops.


    For Player Characters

    Animated Objects as Familiars
    Some of these animated objects can be taken as a spellcaster's familiar. The spellcaster must have the Improved Familiar feat, and a minimum arcane caster level as shown on the table below.

    Familiar Minimum CL
    animated candelabrum (handheld) 3rd
    caltrop swarm 5th
    serpentine rope 7th
    autonomous grimoire (wizard only) 11th

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving these animated objects the following RLAs:
    Object RLA
    Animated Ballista +0
    Animated Cage -0
    Animated Candelabrum (Candle Tree) -0
    Animated Candelabrum (Handheld) +1
    Animated Wheelbarrow -0
    Autonomous Grimoire +0
    Caltrop Swarm -0
    Eternal Snowman +0
    Horseless Saddle -0
    Living Chest -0
    Rolling Stone -0
    Self-Playing Zither +0
    Serpentine Rope +1
    Walking Skep -0
    Last edited by Blue Jay; 2021-01-30 at 02:20 AM.

  18. - Top - End - #18
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: Blue Jay's Bestiary

    Comments on some of the creatures so far:

    Eldritch Archer: The most immediate problem is that the thing is a ranged attacker with Dimention Door at-will and a feat that specifically benefits ambushes. It thankfully lacks actual skill ranks in Hide (though if this is intentional, Able Sniper should be a Bonus Feat instead of Weapon Finesse), but even so it's quite reasonably able to engage from 300 ft. away, giving the party as much as a -30 to the Spot checks against its own net -8 to the Hide check, so the party will have to make at best something like a DC 18 Spot check if they're spread across 40 ft.

    Because this has Able Sniper and Dimension Door alongside minionmancy and an at-will heal for those minions, this degenerate nigh-unwinnable situation is something directly indicated, and even if the party can somehow catch it, they have to deal with that Dimension Door teleporting the thing 1240 ft. on a Standard Action, and even if they can lock down its teleportation they still have to deal with 40 ft. move and +18 Climb and Tumble to actually catch it before they can hit it once, at which point the thing is taking 10 off actual attacks and healing 5 per turn before we start talking silliness involving hitting itself.

    This isn't a matter of enemy spellcasters not engaging in scry-or-die being stupid. This is a matter of the creature having basically nothing but Scry Or Die type tools and a design that explicitly incentivizes such things because it's an archer with a feat literally calling it an Able Sniper and an at-will teleport, to the point of having goddamn Antimagic Field from up to 1500 ft. away. It is literally more bounded by Spot checks for how far it can kill you from than anything else, and you have to kill it on the spot because it has Fast Healing to boot! It has no reason not to just Dimension Door back and forth across the area to have all the time it feels like to whittle the party down.

    Dread Cavalier: The description indicates the thing wants to be Dexterity based, as does the Mounted Archery feat, but it has a +4 higher Strength modifier. Given the Dual Actions property, it always gets to Full Attack, so it doesn't need the emulation of a good Martial's attack bonus because it gets to always make its Claw/Claw attack, possibly a Claw/Lance attack (still don't get how Manufactured and Natural weapons mix). Personally, I'd let it keep the Mounted Combat benefit and give it some degree of split statistics, so it isn't in-game obvious they have a shared hit point total because they do, in fact, behave mostly as a normal mounted combatant, ideally including separable armor so it doesn't have much available AC bloat. +3-4 over a standard race is fine when you're eating 10 Undead HD for it, +10 is not.

    Something like 22/20 Str/Dex, so it actually has the scores to be either sort by the desire of the user with useful backup in the other from pure innate qualities. Whether that be the DM, a PC Necromancer making their own (creation rules?), or a PC directly playing as one. Maybe tie abilities to particular sets of actions, with the horse the mobility while the rider has to be the one using the Necromancy? At any rate, the thing should very much depend on leveraging both sets of actions to be CR-appropriate, and this means using the fact it has a minimum of three attacks the moment it hits 6 BAB. Being saddled with a hefty chunk of Undead hit dice rather neatly does solve the core problem of Dual Actions by simply preventing you from being actually great unless you're leveraging both sets for damage at the same time.

    As is, it's able to be frustrating but doesn't have the tools to be threatening while doing so, because it doesn't have offensive options that work inside the Ethereal and already has a very solid amount of the power budget eaten up by the mount's setup. So while it can be made a passable archer, it simply doesn't have the room to spare to be just a great archer, it has to take the options to be charging into melee where the mount tears people up in melee and the rider lobs arrows to really be on par for damage totals. Pretty sure the thing needs some degree of annoying hit-and-run to be up to snuff for CR 10, or leveraging the Undead control pool to some competency.

    Also, it's missing Hybrid Anatomy to be using Medium sized weapons, and Funerary Trample should probably specify it shares control cap with the Animate Dead SLA to avoid the usual shenanigans of uncapped minions. And Extraplanar, as a subtype, should be in parenthesis in the type line, not next to the name. A most silly change to make would be spelling it out template-like rather than being locked to Warhorse/Unspecified Humanoid and demonstrate with a Megaraptor/Troglodyte melee blender version, but such would be simply impossible to balance.

    Fossergrim: This is probably the single most apparent case for feature looting I'm aware of, because the entire premise is musical abilities, and it doesn't actually have Bardic Music. It can imitate Countersong and Facinate, but having one actually take Bard levels doesn't scale it at all. Making the Fiddle feature be a variant Bardic Music would mean it actually has meaningful progression for taking class levels, instead of all its innate properties being "boxed off". Furthermore, Countersong and Deep Slumber don't really fit forced action, and Hideous Laughter's a bit off-theme for something that's meant to be mostly about dancing. Maybe a derivative of Irrisistable Dance instead of Hideous Laughter, functioning very similarly but sticking to the mythology of what it's doing, possibly as a 3rd-level spell.

    My own "take" would be 2nd-level Savage Bard casting over the spell-likes, with Fiddle giving bonus rounds of Bardic Music over strict hit dice, and having Lyric Spell as a bonus feat, then have water-based effects tied to the music as the real "driver" of combat. The innate casting being there for the sake of not losing an entire five levels on your maximum spell level, and Lyric Spell working alongside the Charisma bump to cover spellcasting endurance. Sure, you're a full spell level behind and lose the full five for regular-flavor Bardic Music scaling, but you get plenty of allowance to spam to show for it and some blunt offenses funded by your now-expanded Bardic Music.

  19. - Top - End - #19
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Animated Objects (Original Creations)

    Continued from the previous post.

    --

    Spoiler: Eternal Snowman
    Show
    Eternal Snowman
    Size/Type: Medium Construct (Cold)
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +2
    Speed: 20 ft
    Armor Class: 15 (+3 natural, +2 Dex), Touch 12, Flat-footed 13
    BAB/Grapple: +1 / +4
    Attack: claw +3 melee (1d4+2 plus Chill) or snowball +3 ranged (1d4+2 nonlethal plus Chill)
    Full Attack: 2 claws +3 melee (1d4+2 plus Chill) or snowball +3 ranged (1d4+2 nonlethal plus Chill)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Chill, Snowball
    Special Qualities: Cold Dependency, Construct traits, Fast Healing 5, Hardness 0, Immune to cold, Inconspicuous, Vulnerable to fire
    Saves: Fort +0, Ref +2, Will -5
    Abilities: Str 14, Dex 14, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: any cold
    Organization: solitary or group (1d6 snowmen)
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Chill (Ex)
    An eternal snowman infuses its body and snowballs with preternatural cold. Any creature struck by an eternal snowman’s claw or snowball attack takes an additional 1d6 cold damage.

    Cold Dependency (Ex)
    An eternal snowman is dependent upon the cold for its sustenance and preservation. This makes it fragile in the face of fire and heat, but virtually indestructible in the cold of winter. If the eternal snowman is destroyed in an environment where the ambient temperature is at or below freezing, the snowman reawakens and reforms in 1d4 minutes with 1 hit point, and its Fast Healing reactivates.

    However, if the eternal snowman takes any amount of fire damage, its Fast Healing stops working for 1 round. An eternal snowman reduced to 0 hit points by fire damage, or that melts in the sun (see below) is permanently destroyed.

    When the ambient temperature is above freezing, the eternal snowman’s Fast Healing does not function, and the snowman takes 1d6 damage each minute it remains in the warmth, until it melts away into a puddle of water, a couple sticks and a soggy carrot.

    Inconspicuous (Ex)
    When standing still in a snowy environment, an eternal snowman looks just like any other snowman. It takes a DC 25 Spot check to notice that it is not just a normal snowman.

    Snowball (Ex)
    A snowman can throw a hard-packed ball of ice and snow as a ranged attack with a ranged increment of 50 feet. The snowballs deal nonlethal bludgeoning damage. Any creature that is immune to nonlethal damage takes 1 lethal damage instead.

    For Player Characters

    Construction
    To construct an eternal snowman, a character must have the Craft Construct feat and a caster level of at least 3rd, and must know at least two Cold spells of 2nd level or higher (spells that gain the Cold subtype via metamagic or feats do not suffice). An eternal snowman is made from at least 100 pounds of pure snow (snow created by spells is fine), and the process of enchanting the item into a construct uses up magical materials worth 1500 gp. Market Price: 3000 gp.


    Spoiler: Horseless Saddle
    Show
    Horseless Saddle
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 50 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +2
    Attack: slam +2 melee (1d4+1)
    Full Attack: 2 slams +2 melee (1d4+1)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Mounted Combat
    Special Qualities: Construct traits, Hardness 2, Inconspicuous
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 12, Dex 13, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: any
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    When not carrying a rider, a horseless saddle flails about with its stirrups, making two slam attacks in a full attack.

    Mounted Combat (Ex)
    The primary use of a horseless saddle is as a replacement mount for a rider who can't be bothered to care for a real horse. Upon command, the saddle lifts up and floats in the air at approximately the same height as the withers of a typical light horse. A rider of up to Medium size can treat the horseless saddle as a light warhorse wearing a military saddle in some respects. It counts as a Large quadruped with Str 16 when calculating its carrying capacity, which gives it the same the carrying capacity as a light warhorse; but it is still a Medium creature for all other purposes.

    Additionally, unlike a light warhorse, the horseless saddle's speed is only 50 feet. This is not treated as a Fly speed, and the horseless saddle cannot alter its height above the ground or float over surfaces that a horse could not walk on, such as water or magma, or across a chasm, etc. However, since it doesn't actually touch the ground, the horseless saddle is not impeded by difficult terrain of any sort. It is not as effective in combat as an actual warhorse, though: the floating saddle cannot attack while carrying a rider, and the rider of a horseless saddle cannot deal extra damage with the Spirited Charge feat.

    Inconspicuous (Ex)
    When standing still on the ground or hung upon a hook, a horseless saddle looks just like any other military saddle. It takes a DC 25 Spot check to recognize that it’s more than just a normal military saddle.

    For Player Characters

    Construction
    To construct a horseless saddle, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast mount. A horseless saddle must be made from a masterwork saddle (any saddle from the Player’s Handbook works, but add 50 gp for masterwork quality), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2000 gp + the cost of the masterwork saddle.

    Gear and Loot
    A horseless saddle cannot use any gear, and generally does not carry any gear.


    Spoiler: Living Chest
    Show

    Living Chest
    Size/Type: Large Construct
    Hit Dice: 4d10+20 (42 hp)
    Initiative: +0
    Speed: 20 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +3 / +10
    Attack: bite +5 melee (3d4+4)
    Full Attack: bite +5 melee (3d4+4)
    Space/Reach: 10 ft / 5 ft
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Construct traits, Hardness 5, Inconspicuous
    Saves: Fort +1, Ref +1, Will -4
    Abilities: Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: attics and basements
    Organization: solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Improved Grab (Ex)
    To use this attack, the living chest must hit a creature of Medium size or smaller with its bite attack. It may then make an immediate grapple attempt as a free action, without provoking an attack of opportunity, and without requiring an initial touch attack.

    Inconspicuous (Ex)
    When standing still on the ground, a living chest looks just like any other large chest. It takes a DC 25 Spot check to recognize that it’s more than just a normal chest.

    Swallow Whole (Ex)
    A living chest can try to pull a grabbed opponent of Medium size or smaller into itself by making a successful grapple check. The swallowed creature automatically takes bludgeoning damage equal to the living chest's bite damage (3d4+4) each round it remains inside the chest, as the chest bumps and rolls it around inside. A swallowed creature can smash its way out by dealing 15 points of damage to the chest from the inside (AC 12), or by succeeding on a DC 23 Strength check to break the chest. It can also attempt to escape with a grapple or Escape Artist check. This otherwise functions as the standard Swallow Whole ability from the Monster Manual.

    A Large living chest can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller creatures.

    For Player Characters

    Construction
    To construct a living chest, a character must have the Craft Construct feat and a caster level of at least 7th, and must be able to cast minor creation. A living chest must be made from a Large masterwork chest (worth 150 gp), and the process of enchanting the item into a construct uses up magical materials worth 2000 gp. Market Price: 4150 gp.

    Gear and Loot
    This sample living chest is unlocked, but a living chest could hypothetically be locked with any kind of lock.


    Spoiler: Rolling Stone
    Show

    Rolling Stone
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: -1
    Speed: 60 ft
    Armor Class: 19 (+10 natural, -1 Dex), Touch 9, Flat-footed 19
    BAB/Grapple: +1 / +14 (a rolling stone cannot initiate a grapple)
    Attack: slam +2 melee (2d6+7)
    Full Attack: slam +2 melee (2d6+7)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Momentum, Trample
    Special Qualities: Blind, Construct traits, Hardness 8, Inconspicuous, Tremorsense 90 ft
    Saves: Fort +0, Ref -1, Will -5
    Abilities: Str 20, Dex 9, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: dungeons, statue yards
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    Blind (Ex)
    A rolling stone has no ability to see. It relies on its Tremorsense to detect moving creatures and roll towards them. It is immune to all vision-based effects.

    Inconspicuous (Ex)
    When standing still on the ground, a rolling stone looks like nothing more than a giant sphere of stone. It takes a DC 25 Spot check to recognize that it’s more than just an artsy lawn ornament.

    Momentum (Ex)
    A rolling stone can only deliver its slam attack at the end of a charge. Additionally, because of its great density, the rolling stone counts as a Huge creature for the purposes of opposed Str checks, including checks made during Bull Rush, Grapple, Overrun and Sunder attempts (this is already included in the statistics calculated above).

    Trample (Ex)
    A rolling stone deals automatic slam damage (2d6+7) to any creature it moves over during its turn. A rolling stone can Trample any creature up to Large size. Any creature in the rolling stone's path is trampled as long as the rolling stone moves over any portion of the creature's space. The Reflex DC to halve the damage is 16.

    For Player Characters

    Construction
    To construct a rolling stone, a character must have the Craft Construct feat and a caster level of at least 5th, and must know either stone shape or stone sphere. The rolling stone must be made from a single block of high-quality stone weighing 2000 lbs (costing 1000 gp), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 3000 gp.

    Gear and Loot
    A rolling stone cannot use or carry gear of any sort.


    Spoiler: Self-Playing Zither
    Show
    Self-Playing Zither
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 20 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +2
    Attack: slam +2 melee (1d6+1) or sonic blast +2 ranged touch (1d6 sonic)
    Full Attack: slam +2 melee (1d6+1) or sonic blast +2 ranged touch (1d6 sonic)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Countersong Aura, Sonic Blast
    Special Qualities: Construct traits, Darkvision 60 ft, Hardness 5, Inconspicuous, Low-light vision, Resistance to sonic 10
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 12, Dex 13, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: any
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    This is a large zither in the style of the Chinese guzheng or Japanese koto.

    Countersong Aura (Su)
    In battle, a self-playing zither continuously plucks its own strings, filling the air around it with light, pleasant music. Any sound-based attacks and effects within 60 ft of the zither, other than those produced by the zither itself or its master (if any), are weakened. The save DCs against any sound-based effects (including spells with verbal components) are reduced by 1, and the damage dealt by sonic attacks is reduced by 1 die per HD of the self-playing zither (or 1 point per HD, if the damage is not measured in dice).

    Inconspicuous (Ex)
    When standing still and not playing music, a self-playing zither looks like nothing more than a normal zither. It takes a DC 25 Spot check to recognize that it’s more than just a normal zither.

    Sonic Blast (Su)
    As a standard action, a self-playing zither can forcefully strum its magically-treated strings, producing a single dissonant chord that launches a small bolt of sonic energy at a single target. This is a ranged touch attack (a ray) with a maximum range of 50 feet (no increment). Using this attack does not disrupt the zither's Countersong Aura, nor is the damage of this attack reduced by the Countersong Aura.

    For Player Characters

    Construction
    To construct a self-playing zither, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast either summon instrument or at least one sonic spell of 2nd level or higher. A self-playing zither must be made from a masterwork zither (100 gp, Player’s Handbook), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2100 gp.


    Spoiler: Serpentine Rope
    Show
    Serpentine Rope
    Size/Type: Small Construct
    Hit Dice: 1d10+20 (15 hp)
    Initiative: +2
    Speed: 30 ft, Climb 20 ft
    Armor Class: 14 (+2 Dex, +1 natural, +1 size), Touch 13, Flat-footed 12
    BAB/Grapple: +0 / +4
    Attack: lash +3 melee (1d3+1 nonlethal)
    Full Attack: 2 lashes +3 melee (1d3+1 nonlethal)
    Space/Reach: 5 ft / 15 ft
    Special Attacks: Strangle, Improved grab, Uncoil
    Special Qualities: Construct traits, Darkvision 60 ft, Hardness 0, Inconspicuous, Low-light vision, Powerful build, Slight build
    Saves: Fort +0, Ref +2, Will -5
    Abilities: Str 11, Dex 14, Con --, Int --, Wis 1, Cha 1
    Skills: Climb +10, Escape Artist +10, Use Rope +10
    Feats: Weapon Finesse B
    Environment: dungeons and old sheds
    Organization: solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    This 50-foot silken rope was given a semblance of life through animating magic.

    Improved Grab (Ex)
    To use this ability, a serpentine rope must hit an opponent of any size with a lash attack. If the attack succeeds, the serpentine rope can immediately make a grapple check against the target without provoking an attack of opportunity and without requiring an initial touch attack. The serpentine rope has a +4 racial bonus on all grapple checks.

    Inconspicuous (Ex)
    When lying still, a serpentine rope looks just like any other 50-foot coil of rope. It takes a DC 25 Spot check to recognize that it’s more than just a normal coil of rope.

    Lash (Ex)
    A serpentine rope attacks by whipping at opponents with its two loose ends. These attacks are similar to attacks with a whip, though they are not hindered by armor or natural armor.

    Powerful Build (Ex)
    Although a serpentine rope is a Small creature, it counts as one size category larger for grapple checks, and for resisting bull rush, overrun or trip attempts (these bonuses are already included in the stat block above).

    Slight Build (Ex)
    Although a serpentine rope is a Small creature, it counts as one size category smaller whenever it would be beneficial for it, such as the size bonus to Armor Class and attack rolls (these bonuses are already included in the stat block above). It can also squeeze through any opening at least 1 inch wide, and it never takes a penalty for squeezing through a space.

    Strangle (Ex)
    A serpentine rope that successfully grapples an opponent wraps itself about the opponent’s throat and begins to suffocate them. The opponent will begin to suffocate immediately (unless they were able to hold their breath first). To free itself and end its suffocation, the opponent must achieve a pin against the serpentine rope. Creatures that do not breathe are immune to this attack.

    Uncoil (Ex)
    A serpentine rope can uncoil itself as a standard action. When it does this, its space increases to 10 square feet, though it is still treated as a Small creature for all purposes, its base land speed is reduced to 15 feet, and it loses its Climb speed. Its occupied space is completely shapeable, as if it were a swarm. Any creature who shares the rope's space at the end of the rope's turn must succeed on a Ref save (DC 12) or become entangled. An entangled creature can move, but it must win an opposed Strength check against the rope to do so. As a standard action, the entangled creature can attempt to escape with a DC 12 Escape Artist check or burst the rope with a DC 12 Strength check. A burst rope takes 5 damage, and the severed length of rope (always assumed to be the shorter side) goes inert. The DCs are Strength-based and include a +2 racial bonus.

    While it holds a creature entangled, the serpentine rope’s actions are not impeded in any way, except that it must continue to occupy the same square as the entangled creature if it wishes to keep the creature entangled. It can shape its area around that square in any way possible, it can still make its full complement of attacks against the entangled creature or any other target, and it can move itself and the entangled creature with an opposed Strength check.

    An uncoiled serpentine rope can hold 1 Large, 4 Medium or 16 Small or smaller creatures entangled at one time.

    Skills
    A serpentine rope has a +8 racial bonus on Climb, Escape Artist and Use Rope checks. The serpentine rope can always choose to take 10 on any Climb or Use Rope check, even when rushed or threatened. It uses its Dexterity modifier, instead of its Strength modifier, on all Climb checks.

    For Player Characters

    Construction
    To construct a serpentine rope, a character must have the Craft Construct feat and a caster level of at least 5th, and must be able to cast animate rope. A serpentine rope is created from a single 50-ft length of silk rope of exceptionally high quality (60 gp), and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. Market Price: 2060 gp.

    Serpentine Ropes as Familiars
    A serpentine rope can be taken as a spellcaster’s familiar. The spellcaster must have the Improved Familiar feat, and an arcane caster level of at least 7th.

    Gear and Loot
    Serpentine ropes generally do not use or carry gear of any sort. A serpentine rope that has been destroyed leaves behind 1d4 lengths of mundane rope, each 10 feet long.


    Spoiler: Walking Skep
    Show
    Walking Skep
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +1
    Speed: 20 ft
    Armor Class: 15 (+4 natural, +1 Dex), Touch 11, Flat-footed 14
    BAB/Grapple: +1 / +3
    Attack: slam +3 melee (1d6+3)
    Full Attack: slam +3 melee (1d6+3)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Hive Emergence, Hivenest Attack, Hivenest Distraction
    Special Qualities: Construct traits, Hardness 1, Inconspicuous
    Saves: Fort +0, Ref +1, Will -5
    Abilities: Str 14, Dex 12, Con --, Int --, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: farms and open fields
    Organization: solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: always Neutral
    Advancement: -
    Level Adjustment: -

    --

    This is a dome-shaped beehive made of wicker, with four short, spindly legs made of wax or wicker. The skep is usually (75% chance) inhabited by a thriving colony of bees that attack on the walking skep’s cue. The bees are the equivalent of a wasp swarm (see Fiend Folio for stats, CR 2). The swarm’s CR is not included in the walking skep’s CR above: the skep and swarm together constitute a 3rd-level encounter.

    Hive Emergence (Ex)
    The first time a walking skep with a colony of bees is dealt damage in an encounter, the bees inside are riled up and released to form a swarm. The swarm fills four contiguous squares adjacent to the skep, and quickly moves to attack the nearest target. A swarm of bees never attacks a walking skep (and vice versa), even if the swarm and skep are on opposite sides of a conflict, and even if given direct orders to the contrary.

    Hivenest Attack (Ex)
    A colony of irascible bees inhabiting a walking skep are easily riled to anger during combat. Any opponent struck by the walking skep’s slam attack also takes 1d6 swarm damage from multiple bee stings, and is subjected to the bees’ Distraction effect (Fort DC 13) and Poison (1d6 Dex / 1d6 Dex, Fort DC 13 negates). This is true even if the bee swarm has already emerged from the skep, because enough bees remain behind to continue attacking with the skep.

    Hivenest Distraction (Ex)
    Any opponent standing adjacent to a walking skep with a colony of bees automatically takes 1d6 swarm damage each round, and must save vs the swarm’s Distraction effect (Fort DC 13) and Poison (Fort DC 13).

    Inconspicuous (Ex)
    When standing still, a walking skep looks like nothing more than a normal woven beehive. It takes a DC 25 Spot check to recognize that it’s more than just a normal beehive.

    For Player Characters

    Construction
    To construct a walking skep, a character must have the Craft Construct feat and a caster level of at least 3rd, and must be able to cast animate rope. A walking skep is created from a high-quality, woven beehive, worth 20 gp, and the process of enchanting the item into a construct uses up magical materials worth 1000 gp. A colony of bees can be purchased on the market for 100 gp. A walking skep purchased on the market is usually sold without a colony of bees, which must usually be purchased separately. Market Price: 2020 gp + 100 gp for the bees.

    Gear and Loot
    A walking skep generally does not use or carry gear of any sort. When destroyed, a walking skep that housed a colony of bees typically leaves behind 1d6 pounds of salvageable honey and enough beeswax to make 1d4 candles.


    --

    For Player Characters

    Animated Objects as Familiars
    Some of these animated objects can be taken as a spellcaster's familiar. The spellcaster must have the Improved Familiar feat, and a minimum arcane caster level as shown on the table below.

    Familiar Minimum CL
    animated candelabrum (handheld) 3rd
    caltrop swarm 5th
    serpentine rope 7th
    autonomous grimoire (wizard only) 11th

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving these animated objects the following RLAs:
    Object RLA
    Animated Ballista +0
    Animated Cage -0
    Animated Candelabrum (Candle Tree) -0
    Animated Candelabrum (Handheld) +1
    Animated Wheelbarrow -0
    Autonomous Grimoire +0
    Caltrop Swarm -0
    Eternal Snowman +0
    Horseless Saddle -0
    Living Chest -0
    Rolling Stone -0
    Self-Playing Zither +0
    Serpentine Rope +1
    Walking Skep -0
    Last edited by Blue Jay; 2020-12-13 at 09:00 PM.

  20. - Top - End - #20
    Bugbear in the Playground
     
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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Morphic tide View Post
    Comments on some of the creatures so far:

    Eldritch Archer: The most immediate problem is that the thing is a ranged attacker with Dimention Door at-will and a feat that specifically benefits ambushes. It thankfully lacks actual skill ranks in Hide (though if this is intentional, Able Sniper should be a Bonus Feat instead of Weapon Finesse), but even so it's quite reasonably able to engage from 300 ft. away, giving the party as much as a -30 to the Spot checks against its own net -8 to the Hide check, so the party will have to make at best something like a DC 18 Spot check if they're spread across 40 ft.

    Because this has Able Sniper and Dimension Door alongside minionmancy and an at-will heal for those minions, this degenerate nigh-unwinnable situation is something directly indicated, and even if the party can somehow catch it, they have to deal with that Dimension Door teleporting the thing 1240 ft. on a Standard Action, and even if they can lock down its teleportation they still have to deal with 40 ft. move and +18 Climb and Tumble to actually catch it before they can hit it once, at which point the thing is taking 10 off actual attacks and healing 5 per turn before we start talking silliness involving hitting itself.

    This isn't a matter of enemy spellcasters not engaging in scry-or-die being stupid. This is a matter of the creature having basically nothing but Scry Or Die type tools and a design that explicitly incentivizes such things because it's an archer with a feat literally calling it an Able Sniper and an at-will teleport, to the point of having goddamn Antimagic Field from up to 1500 ft. away. It is literally more bounded by Spot checks for how far it can kill you from than anything else, and you have to kill it on the spot because it has Fast Healing to boot! It has no reason not to just Dimension Door back and forth across the area to have all the time it feels like to whittle the party down.
    Hm... that is a good point about Able Sniper. This wasn't supposed to be a sneaky sniper type, so I'm not sure why I decided to give it Able Sniper, especially when it doesn't qualify for it. I obviously need to rectify that. I also thought I had a recharge period for the vampiric arrow ability, but I guess not.

    But, in general, I think you're vastly overstating your position here. In order for your doomsday scenario to play out, the eldritch archer has to have vast tracts of land to work with, which offers plenty of hiding spots but doesn't regularly interfere with 300-foot sight lines. You also seem to be assuming that the PCs won't have effective ranged options, won't have the stealth skills to avoid the eldritch archer's attacks, and will be completely unprepared for what it can do. You're also assuming that the eldritch archer can benefit from range penalties to Spot checks, but doesn't suffer the effects itself. There's a lot of scenario parameters there that probably aren't going to hold true very often.

    I'd also like to point out that the arrow demon from Monster Manual III combines at-will dimension door and archery with a better BAB and double the rate of fire, but its Challenge Rating is only half what I gave the eldritch archer.

  21. - Top - End - #21
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    Default Re: Blue Jay's Bestiary

    I've made some modifications to some of my monsters in response to Debihuman's Morphic Tide's comments. The following changes were made:

    Eldritch Archer
    • The Able Sniper feat was replaced with Bowslinger Underdark
    • The Improved Toughness feat was replaced with Great Fortitude
    • Antimagic field was removed from the list of Imbued Arrow abilities, and replaced with (Kelgore's) grave mist
    • The Vampiric Arrow is usable once every 1d4 rounds, and has no effect on undead.
    • The eldritch bow only melts away into tar-like slime if removed from the archer's possession while the archer is still alive (or rather, un-alive). It remains behind (to be looted by the PCs) when the archer is slain.
    • Intelligence was reduced by 2, and skill points were reduced accordingly.


    Dread Cavalier
    • Dex was increased to 20
    • I went back to having Funerary Trample cause entangled/immobilized/prone condition: I like letting the player have freedom to choose actions.
    • Zombies created by the Funerary Trample ability count towards the cavalier's limits for animate dead
    • Clarified that the equine half cannot use its actions to cast spell-like abilities.
    • I upgraded "Profane Weapons" to "Profane Burst Weapons"


    Needlefolk
    • The spines are no longer a melee weapon: they now only function as a ranged attack, and also deal passive damage against attackers.
    • I brought the original claws back for melee use instead


    Fossergrim
    • I made the Fiddle ability mimic and stack with Bardic Music, with a few additional boons.
    Last edited by Blue Jay; 2020-12-13 at 10:55 PM.

  22. - Top - End - #22
    Bugbear in the Playground
     
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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Morphic tide View Post
    Dread Cavalier: The description indicates the thing wants to be Dexterity based, as does the Mounted Archery feat, but it has a +4 higher Strength modifier. Given the Dual Actions property, it always gets to Full Attack, so it doesn't need the emulation of a good Martial's attack bonus because it gets to always make its Claw/Claw attack, possibly a Claw/Lance attack (still don't get how Manufactured and Natural weapons mix). Personally, I'd let it keep the Mounted Combat benefit and give it some degree of split statistics, so it isn't in-game obvious they have a shared hit point total because they do, in fact, behave mostly as a normal mounted combatant, ideally including separable armor so it doesn't have much available AC bloat. +3-4 over a standard race is fine when you're eating 10 Undead HD for it, +10 is not.
    I appreciate the effort you've put into analyzing this. To the point quoted above, I really don't want to split the statistics anymore than I have already: separate AC's or hit point pools would just make it more complicated than it needs to be. And I don't really understand your comment about "AC bloat" though: are you saying that I should reduce natural armor and cover the difference with wearable armor? I guess that makes sense: I'll tinker with it a bit.

    Quote Originally Posted by Morphic tide View Post
    Something like 22/20 Str/Dex, so it actually has the scores to be either sort by the desire of the user with useful backup in the other from pure innate qualities. Whether that be the DM, a PC Necromancer making their own (creation rules?), or a PC directly playing as one. Maybe tie abilities to particular sets of actions, with the horse the mobility while the rider has to be the one using the Necromancy? At any rate, the thing should very much depend on leveraging both sets of actions to be CR-appropriate, and this means using the fact it has a minimum of three attacks the moment it hits 6 BAB. Being saddled with a hefty chunk of Undead hit dice rather neatly does solve the core problem of Dual Actions by simply preventing you from being actually great unless you're leveraging both sets for damage at the same time.

    As is, it's able to be frustrating but doesn't have the tools to be threatening while doing so, because it doesn't have offensive options that work inside the Ethereal and already has a very solid amount of the power budget eaten up by the mount's setup. So while it can be made a passable archer, it simply doesn't have the room to spare to be just a great archer, it has to take the options to be charging into melee where the mount tears people up in melee and the rider lobs arrows to really be on par for damage totals. Pretty sure the thing needs some degree of annoying hit-and-run to be up to snuff for CR 10, or leveraging the Undead control pool to some competency.

    Also, it's missing Hybrid Anatomy to be using Medium sized weapons, and Funerary Trample should probably specify it shares control cap with the Animate Dead SLA to avoid the usual shenanigans of uncapped minions. And Extraplanar, as a subtype, should be in parenthesis in the type line, not next to the name. A most silly change to make would be spelling it out template-like rather than being locked to Warhorse/Unspecified Humanoid and demonstrate with a Megaraptor/Troglodyte melee blender version, but such would be simply impossible to balance.
    I honestly don't see the archery as an important part of this monster: it's just there as a backup plan, so the monster can defend itself against flying opponents or for Parthian shots as it flees combat. I'm not really willing to shift feats over towards archery, and I don't want to pile on any more special abilities or bonus feats, so I think it'll just have to deal with the mediocre archery it has now. Maybe bumping up the Dexterity score makes sense, though. I also considered bumping it up to 12 HD or giving it a 1/day haste SLA, so it would have the option to make full attacks with its lance or bow, and give it a bit more damage output potential. But, it's already going to be doing 50+ damage (6d6+27 plus profane) on a charging lance attack, so I think it's threatening enough. The archery is pretty weak, I admit; but I think I'm okay with that. He's not meant to be a ranged threat: just a charger.

    Also, you raise a good point about tying abilities to actions: it would be silly to let the equine portion use its actions to cast SLAs and stuff. I'll add some clarifying text to that effect.

  23. - Top - End - #23
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    Crimson Devil (Original Creation)

    D&D has a lot of devils and demons, and most of them are horrifying monstrosities. I've always felt like there's a dearth of the simple, subtle type devil I'd always conceptualized from my religious upbringing, so I set out to make a sort of "classic" style of devil, something that could serve as a simple, all-purpose minor devil.

    Spoiler: Image
    Show

    --

    Crimson Devil
    Size/Type: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
    Hit Dice: 3d8+6 (30 hp)
    Initiative: +2
    Speed: 30 ft
    Armor Class: 16 (+3 natural, +2 Dex, +1 dodge), Touch 13, Flat-footed 13
    BAB/Grapple: +3 / +5
    Attack: mwk trident +6 melee (1d8+3) or +6 ranged (1d8+3); or gore +5 melee (1d4+3) or tail whip +5 melee (1d3+2) or produce flame +5 ranged touch (1d6+3 fire)
    Full Attack: mwk trident +6 melee (1d8+3) and gore +0 melee (1d4+3) and tail whip +0 melee (1d3+2)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Spell-like abilities, Summon Baatezu
    Special Qualities: Baatezu traits, Change shape, Damage reduction 5 / silver or good, Telepathy 100 ft
    Saves: Fort +5, Ref +5, Will +4
    Abilities: Str 15, Dex 14, Con 15, Int 12, Wis 13, Cha 14
    Skills: Bluff +10, Diplomacy +5, Disguise +8, Intimidate +10, Knowledge (religion) +4, Knowledge (the Planes) +4, Listen +7, Sense Motive +7, Spot +7, Use Magic Device +8, Use Rope +5
    Feats: Persuasive, Prehensile Tail B, Dodge
    Environment: Nine Hells of Baator
    Organization: solitary or team (2-4 crimson devils)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: always Lawful Evil
    Advancement: by character class
    Level Adjustment: +2

    --

    A crimson devil is a minor fiend that fills various utility roles in the hierarchy of Baator. Crimson devils are often dispatched to reconnoiter a new community and judge its suitability as a hunting ground for more specialized devils, such as harvester devils and pleasure devils. They may also serve as basic infantry, or as administrative assistants to higher-level devils.

    Baatezu Traits
    A crimson devil is immune to fire and poison. It has Resistance to acid 10 and cold 10. It can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Change Shape (Su)
    At will, a crimson devil can assume the form of a unique Medium humanoid; a crimson devil in its humanoid form always assumes the same appearance and traits.

    A crimson devil reverts to its true form when slain. A true seeing spell reveals its natural form.

    Spell-like abilities
    A crimson devil can use the following spell-like abilities as a sorcerer with caster level equal to its hit dice:
    at will – dimension leap Mag of Eb (self and 50 lbs of gear only), produce flame, suggestion (Will DC 14)

    Summon Baatezu (Sp)
    Once per day, a crimson devil can attempt to summon another crimson devil with a 50% chance of success. This ability is the equivalent of a 2nd-level spell.

    --

    For Player Characters

    Gear and Loot
    This crimson devil carries a masterwork trident, which is typical for crimson devils. However, some crimson devils may other types of weapons, and some may even wear armor.

    Summoning a Crimson Devil
    An evil spellcaster who knows summon monster IV can choose to permanently replace the imp with the crimson devil on the list of creatures he can summon with that spell (and with higher-level summon monster spells, as usual).

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the crimson devil an RLA of +1.
    Last edited by Blue Jay; 2021-01-22 at 10:01 PM.

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    Bugbear in the Playground
     
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    Default Re: Blue Jay's Bestiary

    Yuki-Onna (Remake)

    Another classic monster from folklore (Japanese folklore, this time). I've always had a fondness for "nymph" archetypes, and the yuki-onna is one of the real classics in this regard. However, the version of this monster that was created for Oriental Adventures and reprinted in Frostburn with revised stats, just didn't do much. So, here I've remade her with more special abilities that reflect the "frost nymph" concept that I find so fascinating.

    --

    Yuki-Onna
    Size/Type: Medium Fey (Cold)
    Hit Dice: 8d6 (28 hp)
    Initiative: +6
    Speed: 30 ft
    Armor Class: 18 (+4 deflection, +2 natural, +2 Dex), Touch 16, Flat-footed 16
    BAB/Grapple: +4 / +4
    Attack: icy touch +8 melee (1d10 cold)
    Full Attack: icy touch +8 melee (1d10 cold)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Breath weapon, Icy kiss, Lose the way, Paralyzing gaze, Spell-like abilities
    Special Qualities: Damage reduction 10 / cold iron, Immune to cold, Low-light vision, Snowsight, Snow Walking, Unearthly Grace, Vulnerability to fire
    Saves: Fort +6, Ref +12, Will +12
    Abilities: Str 10, Dex 15, Con 10, Int 13, Wis 14, Cha 19
    Skills: Bluff +11, Diplomacy +11, Disguise +11, Escape Artist +9, Hide +9, Intimidate +11, Listen +11, Move Silently +9, Perform (dance) +11, Sense Motive +9, Spot +11
    Feats: Combat Charm, Improved Initiative, Alertness
    Environment: Any cold
    Organization: solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Any
    Advancement: by character class
    Level Adjustment: +1

    --

    Breath Weapon (Su)
    20-ft cone every 1d4 rds (4d6 cold, Fortitude DC 18 halves). The save DC is Charisma-based.

    Icy Touch (Ex)
    A yuki-onna's skin is bitterly cold to the touch. She can touch a creature as a standard action to deal 1d10 cold damage. She uses her Charisma modifier in place of her Strength or Dexterity modifier on the attack roll. In addition, a creature that grapples or is grappled by the yuki-onna takes this damage automatically each round the grapple is maintained.

    Icy Kiss (Su)
    A yuki-onna can drain the vitality from a target. This functions as the yuki-onna's icy touch attack, except that her kiss provokes an attack of opportunity from the target, and the target must also succeed on a Fortitude save (DC = 18) or become fatigued (or exhausted, if it is already fatigued). The kiss is thwarted if the target's attack of opportunity hits. The save DC is Charisma-based.

    Her kiss automatically succeeds against a paralyzed or helpless target, but the target is still allowed a Fortitude save to resist the fatigue effect.

    Lose the Way (Sp)
    As a full-round action, a yuki-onna may touch a target and cause him to become lost in the wilderness. If the target fails a Will save (DC = 18), he is teleported 10d10 x 10 feet in a random direction, and becomes completely disoriented. While disoriented, the target loses the ability to find his way by either mundane means (such as the Survival skill) or magical means (such as a Divination spell). Any time the character attempts to move — either as a move action, a double move action, a run or charge action, etc — without explicit guidance (such as the sight or voice of a familiar person specifically aiding him), he must make a Will save (same DC). If he fails the save, his movement is in a random direction instead of whichever direction he intended to go, and he is incapable of avoiding any hazards he may come across when moving in the wrong direction. He cannot choose to end his movement early, unless he encounters a barrier that prevents his movement. This disoriented condition lasts for 1 hour, though the yuki-onna may dismiss it with another touch, if she chooses. The save DCs are Charisma-based.

    Paralyzing Glance (Su)
    As a standard action, a yuki-onna can paralyze a creature with a look. This functions as a gaze attack, except that only the targeted creature is affected, and not those that are merely looking at her. Range 30 feet (paralysis 2d4 rds, Fortitude DC 18 negates). A yuki-onna typically paralyzes an opponent, then uses her breath weapon or icy kiss on the target. The save DC is Charisma-based.

    Snowsight (Ex)
    A yuki-onna can see normally in whiteout conditions. Her vision is not impeded by obscuring mist or fog cloud spells, or by similar effects.

    Snow Walking (Ex)
    A yuki-onna walks lightly over the snow, suffering no speed reduction over icy or snowy terrain of any depth, moving absolutely silently and leaving no footprints behind (unless she chooses to).

    Spell-Like Abilities (CL 8th)
    at willcharm person (Will DC 15), disguise self (Will DC 15), gaseous form (self only)
    3/daybeckoning call (Will DC 16), detect thoughts (Will DC 16), gust of wind (Fort DC 16)

    Unearthly Grace (Su)
    Like a nymph, a yuki-onna is inhumanly beautiful and graceful. She adds her Charisma modifier as a bonus to all saving throws, and as a deflection bonus to her Armor Class.


    --

    For Player Characters

    Gear and Loot
    A yuki-onna usually does not use or carry gear, though she is fully capable of using gear designed for a humanoid, and some individuals may carry and use such gear. A slain yuki-onna's body disperses in a swirling flurry of snowflakes, some of which condense into a small diamond that functions as a lesser crystal of cold assault, worth 3000 gp.

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the yuki-onna an RLA of +0.
    Last edited by Blue Jay; 2021-01-22 at 10:02 PM.

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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Blue Jay View Post
    I appreciate the effort you've put into analyzing this. To the point quoted above, I really don't want to split the statistics anymore than I have already: separate AC's or hit point pools would just make it more complicated than it needs to be.
    Here, the issue mostly comes to how we differ in "Needs to be", since I get ridiculously analytical and 3.5 feeds that fire like mad with the oodles of precedent for extremely fiddly bits and pieces.

    And I don't really understand your comment about "AC bloat" though: are you saying that I should reduce natural armor and cover the difference with wearable armor? I guess that makes sense: I'll tinker with it a bit.
    Basically, almost all "bruiser" monsters in 3.5 that are remotely playable as RHD end up with bloated AC, because almost all of them derive level-appropriate AC nearly exclusively from baseline Natural Armor and Dexterity, which then stacks with everything to basically double the character's overall AC bonuses because they have level-appropriate AC built in before their items. Anything playable runs into this problem quite soon.


    I honestly don't see the archery as an important part of this monster: it's just there as a backup plan, so the monster can defend itself against flying opponents or for Parthian shots as it flees combat. I'm not really willing to shift feats over towards archery, and I don't want to pile on any more special abilities or bonus feats, so I think it'll just have to deal with the mediocre archery it has now. Maybe bumping up the Dexterity score makes sense, though.
    I was thinking mostly from a "page space" standpoint of not needing to make separate creatures for the various permutations of mounted combatant by having the locked in abilities not specify what the rider is doing, which the current version is perfectly fine with beyond the Ethereal Charge being fully specific to the all-in Lance hit. Doesn't seem to actually work alongside Ride By Attack's allowance for more hit-and-run combat, even.

    It also still doesn't have the text the Nuckalavee does for the "Medium sized weapons on Large creature" thing, so it uses Large weapons by default.

  26. - Top - End - #26
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    Default Re: Blue Jay's Bestiary

    Quote Originally Posted by Morphic tide View Post
    Here, the issue mostly comes to how we differ in "Needs to be", since I get ridiculously analytical and 3.5 feeds that fire like mad with the oodles of precedent for extremely fiddly bits and pieces.
    Yeah, isn't it great?

    Quote Originally Posted by Morphic tide View Post
    Basically, almost all "bruiser" monsters in 3.5 that are remotely playable as RHD end up with bloated AC, because almost all of them derive level-appropriate AC nearly exclusively from baseline Natural Armor and Dexterity, which then stacks with everything to basically double the character's overall AC bonuses because they have level-appropriate AC built in before their items. Anything playable runs into this problem quite soon.
    Oh, from the perspective od using thes monster as a PC. I understand now. Yeah, that's a good idea: trading ot some natural armor for wearable armor will also add some extra loot to the monster.

    Quote Originally Posted by Morphic tide View Post
    I was thinking mostly from a "page space" standpoint of not needing to make separate creatures for the various permutations of mounted combatant by having the locked in abilities not specify what the rider is doing, which the current version is perfectly fine with beyond the Ethereal Charge being fully specific to the all-in Lance hit. Doesn't seem to actually work alongside Ride By Attack's allowance for more hit-and-run combat, even.
    Ah, another perspective I didn't consider.

    What if I gave it an "ethereal arrow" sort of ability, where its arrows ignore concealment and cover? He'd probably still need more damage output to be a real ranged threat, though.

    Quote Originally Posted by Morphic tide View Post
    It also still doesn't have the text the Nuckalavee does for the "Medium sized weapons on Large creature" thing, so it uses Large weapons by default.
    Yeah, that was intentional, because this guy was supposed to be more about damage output than the nuckelavee, but from a verisimilitude perspective, I should switch those: the folkloric nuckelavee is supposed to have large arms, and the dread cavalier is supposed to be a humanoid skeleton up there.

    So, maybe I will ad Hybrid Anatomy here, lower the Strength score like you suggested earlier, and then either add a rounds-per-day haste ability or some more hit dice for the BAB to get a full attack.
    Last edited by Blue Jay; 2020-12-15 at 09:07 AM.

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    Quote Originally Posted by Blue Jay View Post
    Ah, another perspective I didn't consider.

    What if I gave it an "ethereal arrow" sort of ability, where its arrows ignore concealment and cover? He'd probably still need more damage output to be a real ranged threat, though.
    I was thinking more along the lines of generalizing the effect to an "Ethereal Dash" of being able to use the underlying mechanics currently in the Ethereal Charge for Flatfooted/abrupt Flanking with any attack instead of just charging, or an "Ethereal Blow" that basically works out to being Brilliant Energy + Cover bypassing for one solid hit to shrug off most defenses, tied to Standard Action attacking, either as an alteration to the Attack action or as its own specific action.
    Last edited by Morphic tide; 2020-12-15 at 11:42 AM.

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    Sisiutl (Remake)

    This monster originally comes from the folklore of Native American tribes of the Pacific Northwest, but all I could really find about it on the internet was a few random tidbits and vague summaries, with very little detail. A lot of what I could find describes it as a creature with magical healing powers, and a ferocious beast whose blood can make a warrior indestructible. It was apparently a rather important and powerful creature in their folklore, butthe monster from Stormwrack was kind of weak-sauce. So, I thought I'd try to expand on it a bit. I gave it the Dragon type, to make it more powerful in melee; I added some spell-like abilities that mimic some of the folkloric abilities; I improved its Alternate Form ability; and I also translated some of the folklore into things that can be harvested from its body when slain. I think it will be a much more versatile and potent monster this way. Hopefully I didn't go overboard and make it too powerful

    --

    Sisiutl
    Size/Type: Huge Dragon (Aquatic)
    Hit Dice: 10d12+70 (135 hp)
    Initiative: +7
    Speed: Swim 60 ft
    Armor Class: 23 (++12 natural, +3 Dex, -2 size), Touch 11, Flat-footed 20
    BAB/Grapple: +10 / +25
    Attack: bite +15 melee (1d8+7) or gore +15 melee (1d8+7)
    Full Attack: 2 bites +15 melee (1d8+7) and 2 gores +15 melee (1d8+7)
    Space/Reach: 15 ft / 10 ft
    Special Attacks: Constrict, Improved grab, Petrifying gaze, Spell-like abilities
    Special Qualities: All-around vision, Amphibious, Change shape, Damage reduction 10/-, Darkvision 60 ft, Dragon traits, Dual actions, Immune to petrification, Low-light vision
    Saves: Fort +14, Ref +10, Will +11
    Abilities: Str 25, Dex 16, Con 25, Int 13, Wis 18, Cha 18
    Skills: Bluff +11, Concentration +14, Diplomacy +11, Disguise +11, Heal +11, Intimidate +19, Knowledge (arcana) +8, Knowledge (nature) +8, Listen +11, Sense Motive +11, Spot +11, Swim +22, Use Magic Device +11
    Feats: Improved Initiative, Multiattack, Multigrab, Swim-By Attack
    Environment: Any cold
    Organization: solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: usually Lawful Neutral
    Advancement: 11-18 HD (Huge), 19-24 HD (Gargantuan)
    Level Adjustment: +2

    --

    All-Around Vision (Ex)
    A sisiutl’s two heads greatly enhance its vigilance. While in its natural form, it cannot be flanked, and it gains a +4 racial bonus on all Listen and Spot checks.

    Alternate Form (Su)
    A sisiutl’s natural form is of a two-headed, horned serpent with a humanoid face at the juncture between its two necks. It can also take on several alternate forms.

    The first form it can take is the form of a specific Small or Medium humanoid; a sisiutl in humanoid form always takes the same appearance and traits. It can also take the form of any aquatic animal of Small to Huge size with no more hit dice than the sisiutl itself has. While in one of these forms, it gains the physical ability scores, movement modes, natural attacks and special qualities of its alternate form, but retains access to its amphibious special quality and its spell-like abilities.

    Finally, it can also take on the form of a war canoe (Stormwrack) with a grinning humanoid face in the middle, and its two serpentine heads facing fore and aft. In this form, it retains its gaze attack, but cannot make bite attacks. The canoe is self-propelled, and can move itself across the surface of the water at the sisiutl’s Swim speed. It cannot dive below the surface. A sisiutl usually takes this form to aid a humanoid being whom it has judged worthy.

    Amphibious (Ex)
    A sisiutl can breathe normally in both air and water.

    Constrict (Ex)
    A sisiutl deals automatic bite damage against a grappled opponent with a successful grapple check.

    Dual Actions (Ex)
    A sisiutl in its natural form has two heads, and can split its attention effectively. Whenever a sisiutl in its natural form takes a standard action to make an attack, use a racial special ability or cast a spell, it can perform a second standard action at the same time with its other head, to either make an attack or use one of its racial special abilities.

    Additionally, when a sisiutl in its natural form performs a full attack, it treats both of its bite attacks and both of its gore attacks as primary natural weapons.

    Improved Grab (Ex)
    To use this ability, a sisiutl must successfully hit a creature of up to one size category larger than itself with a bite attack. If it does, it can immediately attempt to start a grapple against that creature without provoking an attack of opportunity from its target, and without requiring an initial touch attack.

    Petrifying Gaze (Su)
    30-ft radius. Turn to stone permanently (Fort DC 22 negates). It can suppress or resume this ability at will as a free action.

    Spell-Like Abilities
    A sisiutl can cast the following spells as spell-like abilities, with caster level 9th. The saving throw DCs are Wisdom-based.
    3/day — bestow curse (Will DC 18), panacea (Will DC 18), stoneskin
    1/day — restoration

    --

    For Player Characters

    Gear and Loot
    A sisiutl usually does not use gear of any kind, but it may carry weapons or other gear in humanoid form.

    If slain, a sisiutl’s blood and scales can be harvested. Its blood can be rubbed on the body to grant some of its supernatural toughness. The effect is the same as a potion of stoneskin (CL 9th). Enough blood can be harvested from a single sisiutl corpse to produce 1d6+1 doses. A dead sisiutl's body can also yield 3d6 undamaged scales, which make excellent arrowheads. An arrow crafted from one of these scales is automatically treated as a +1 keen arrow.


    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the sisiutl an RLA of +1.
    Last edited by Blue Jay; 2021-01-22 at 10:02 PM.

  29. - Top - End - #29
    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: Blue Jay's Bestiary

    Reaping Willow (Original Creation)

    Hey, I made a pun monster! I'm not generally a fan of puns, but sometimes I want to use them anyway. I've always had a bit of a fascination for plant creatures, but I've always found it hard to strike a balance between "a monster concept I find interesting" and "a plant monster that is unique." Anyway, here's an attempt to make a tree monster in the spirit of the Ironmaw and Dark Tree and the like, but hopefully somewhat distinct.

    --

    Reaping Willow
    Size/Type: Huge Plant
    Hit Dice: 10d8+70 (115 hp)
    Initiative: +2
    Speed: 0 ft (see "Uproot")
    Armor Class: 22 (+12 natural, +2 Dex, -2 size), Touch 10, Flat-footed 20
    BAB/Grapple: +7 / +21
    Attack: scythe +13 melee (3d6+7, x4) or root tendril +11 melee (0) or splinterbolt +7 ranged (4d6, 18-20/x3)
    Full Attack: scythe +13 melee (3d6+7, x4) or 3 root tendrils +11 melee (0) or splinterbolt +7 ranged (4d6, 18-20/x3)
    Space/Reach: 15 ft / 15 ft (20 ft with scythes, 40 ft with root tendrils)
    Special Attacks: Drag, Improved grab, Magic blades, Root tendrils, Scythe sweep, Spell-like abilities, Splinterbolt
    Special Qualities: Damage reduction 10 / slashing, Low-light vision, Plant traits, Scent, Tremorsense 60 ft, Uproot
    Saves: Fort +13, Ref +5, Will +5
    Abilities: Str 23, Dex 14, Con 23, Int 4, Wis 15, Cha 8
    Skills: Balance +3, Hide -5*, Listen +6, Spot +6, Survival +9
    Feats: Combat Reflexes, Improved Toughness, Multigrab, Power Attack, Track B
    Environment: temperate woods
    Organization: solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: usually Neutral or Neutral Evil
    Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)
    Level Adjustment: --


    --

    Drag (Ex)
    At the beginning of each of the reaping willow’s turns, it can make an opposed Strength check as a free action against each creature that it is grappling with its root tendrils (roll separately for each creature). The reaping willow adds its size modifer (+8) to this check. On a success, it drags the creature 10 feet closer to itself.

    Alternately, the reaping willow can attempt to drag its victim down into the soil. If it wins the opposed Strength check, its victim is pulled a foot or two into the ground. The victim is considered entangled and immobilized. It may attempt to extract itself from the ground with a Strength or Escape Artist check (DC 21 for either one) as a standard action.

    Improved Grab (Ex)
    To use this ability, the reaping willow must first hit an opponent with a root tendril attack. If it hits, it may immediately make a grapple check against its target as a free action, without requiring an initial touch attack or provoking an attack of opportunity from its target.

    Magic Blades (Su)
    A reaping willow’s two scythe-like branches are magic weapons with a +1 enhancement bonus on attack and damage rolls.

    Root Tendrils (Ex)
    When rooted in the ground (see “Uproot,” below), a reaping willow can move its serpentine roots about stealthily beneath the surface, snaring the feet of unsuspecting opponents who think they have remained out of its reach. A reaping willow has 3 root tendrils, each with a reach of 50 feet. It can make one touch attack with each root tendril as a natural attack. Its target is considered flat-footed against the root tendril, because it comes up from the ground and surprises him. If the attack succeeds, it deals no damage, but the reaping willow may use its Improved Grab ability.

    Scythe Sweep (Ex)
    As a standard action, a reaping willow may slash in a great arc with one of its scythes, attacking all creatures within reach. When it does this, all creatures within the scythe’s reach (20 feet) in a 180-degree arc take damage equal to the reaping willow’s scythe attack (usually 3d6+7 slashing damage), and are knocked prone. A creature that succeeds on a Reflex saving throw (DC 21) only takes half damage and is not knocked prone.

    Spell-Like Abilities
    A reaping willow may cast any of the following spells as a druid with caster level equal to its hit dice:
    at will — entangle (centered on itself), speak with plants
    3/day — fire seeds, wall of thorns

    Splinterbolt (Ex)
    As a standard action, a reaping willow may hurl a cluster of splinters at a target within 80 feet. On a successful hit, the target takes 4d6 points of piercing damage. This attack threatens a critical hit on a roll of 18 to 20, and deals triple damage on a successfully confirmed critical hit. This is otherwise similar to a splinterbolt spell.

    Uproot (Ex)
    A reaping willow typically roots itself in the ground, usually near a river or other source of water. As a full-round action, it can uproot itself. While uprooted, it loses the use of its root tendril attacks and its tremorsense. However, it gains a base land speed of 20 feet while uprooted.

    The reaping willow may re-root itself in the ground as another full-round action, thereby regaining access to its tremorsense and root attacks, but losing its movement.

    Skills
    A reaping willow has a +4 racial bonus on all Survival checks. When rooted in a forested environment, it gains a +10 racial bonus on Hide checks to look like a normal willow tree.

    --

    For Player Characters

    Gear and Loot
    Reaping willows lack true manipulators, and thus cannot normally use equipment. However, the scythe-like branches of a slain reaping willow can be harvested and wielded as +1 scythes that magically resize to suit any wielder from Small to Huge size. These scythes are remarkably lightweight, being made of wood that is as sharp and hard as steel, but as light as darkwood (half the weight of a normal scythe).

    Inevitability's Reassigned LA
    For a game that uses Inevitability's Reassigned Level Adjustments, I recommend giving the reaping willow an RLA of +0.
    Last edited by Blue Jay; 2021-01-22 at 10:03 PM.

  30. - Top - End - #30
    Barbarian in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Blue Jay's Bestiary

    Got to say I like this one. I mean, a playable plant creature which isn't a vampire fungus and gets all those lovely, overpowered plant traits and then some for a measly +2 LA (instead of a, say, +5 on top of copious amounts of RHD)? That's just fantastic.
    That being said, this planty seems to get away with a bit too much compared to other, similar creatures. Think of treants! Those also have a starting ECL of 12 with a decidedly worse distribution (7 RHD, +5 LA) and they have to make do with 2d6 slams, a weak trample ability and that ridiculous double damage against objects, where your willow gets a 20 to 40' reach for its 3d6/×4 magical scythe attack, another, 4d6 attack (18-20/×3) with an 80' range, a whirlwind attack equivalent (made more powerful by the aforesaid superior reac) with an at will and two 3/day offensive SLAs to boot. Again, I appreciate greatly that you try to do justice to all those poor little planties, but I'm not sure this isn't a bit too much as it is.

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