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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Deities of the Mbargu

    The mbargu produce very few true priests, but they have a substantial (if rather passive) religious faith, centered on the family of gods around whose portfolios their world revolves, plus one interloper god who is rising in popularity. Their creator, the goddess Musu, is in the unusual position (for a creatory deity) of being the youngest member of the pantheon, rather than one of the senior members. Mbargu recognize other deities from their homeworld and occasionally venerate travel and exploration deities from other worlds, but by and large a significant component of their religiosity is the laissez-faire attitude of their mother goddess, and other gods of watchfulness such as Helm may expect too much commitment and activity.

    Musu
    Lesser Power of Arcadia
    River of Life, the Flowering, She Who Watches All, the Green Goddess
    Alignment: Lawful neutral (true neutral tendencies)
    Portfolio: Mbargu, life, death, renewal, patience, forbearance, fungi
    Divine Realm: Arcadia/Buxenus/Camelthorn, formerly Arcadia/Nemausus/Camelthorn
    Symbol: A giraffe's head with trees emerging from its ossicones
    Domains Decay, Forbearance*, Law, Life, Plant, Renewal, Repose
    Favored Weapon: Longspear

    One of the very last deities to have established a realm on Nemausus before it collapsed into Mechanus, Musu the Flowering is the youngest deity of the mbargu, as well as their creator. Millennia ago, Musu made the acquaintance of the giant deity Diancastra, who had elected to take on a male aspect as part of a scheme. The two had a dalliance and Musu came away inspired to create life of her own in order to see what it would do and how it would approach the world. Her children inherited prodigious size and an inscrutably clever language from their "father" and a laissez-faire nature from their mother, originally a nature goddess representing the cycle, abundance, and variety of life.

    Originally an extremely involved goddess, Musu soon came to learn that her grandfather Makama would ensure consequences for overstepping her duties and being unfairly generous to her progeny, for his purview of the dangers of the natural world would be threatened by an overconfident, overcapable race. Her last major gift to them came from her own father Mbisi, who offered to grant her one gift from himself to bestow on the mbargu. Conspiring once more with Diancastra, Musu asked her father to put each gift into a box and she would choose one box. He put extra eyes into one box and barklike protective skin into the other. Diancastra drew a square around them in the sand and Musu chose "this box," the one in which both were contained, which her father, amused at their cheek, granted.

    Today, Musu's faith remains the predominant religion among the mbargu, though they have begun to adopt foreign gods as their travels take them to far-off worlds. Her shrines are set up at the sources of rivers, on watersheds, and major ceremonies are held at deltas and river mouths. She is the goddess of birth and death, of food and famine, of sickness and succor. Her sacred animal is the giraffe, which stands aloof watching over all but must bow deeper than any other if it is to eat of the same grass that all others can share in with ease, symbolizing her unpretentious nature. Her followers teach that life is to be taken as it comes and that the true mastery of things comes in being willing to experience and learn from them, be they for good or ill. Musu is often venerated in mbargu communities by the inclusion of a central pool, brook, or stream around which to congregate.

    Mbisi
    Intermediate Power of Mechanus
    The All-Seeing, the Watcher, Great Tree-Father, Giver of Sight, Witness of All
    Alignment: True neutral
    Portfolio: Sight, visions, knowledge, flora and fauna, watchfulness, forests, preservation of nature
    Divine Realm: Mechanus/Sundrinker Isle
    Symbol: A four-eyed wooden mask
    Domains Forest*, Knowledge, Plant, Protection, Watchfulness*
    Favored Weapon: Quarterstaff

    A watcher, a guide, and an impassive collector of information, Mbisi manifests as a colossal treant-like being studded with thousands of eyes of every shape and description - cat's eyes, dragon's eyes, goat's eyes, frog's eyes, and so on. Although he is a second-generation deity, Mbisi is regarded as a patriarch and high authority by his many children and even third-generation powers who did not descend from him often look to the Watcher for their cues. Impartial, with a quiet sense of humor, Mbisi rarely gets involved in mortal affairs except where the protection of nature itself is at stake. The watchful power dislikes providing counsel or direction, but is happy to share true information and observations, which can often influence decisions while still allowing for the listener to make a choice. Mbisi is the child of the dread god Makama by a shadowy presence, and his eyes are ever watchful for his father's many threats and his mother's insidious lurkings.

    On Mechanus, Mbisi's realm can be seen from a great distance, for it lies in the center of a "dark region" due to the god's own powers - a rift to the Quasi-Elemental Plane of Radiance exists to brighten the nearby cogs of Mechanus, but its light streams down like rivers or waterfalls flowing into the myriad eyes of the colossal Mbisi, who appears as though surrounded by spotlights in the twilight. Mbisi is venerated in mbargu communities in the form of the oldest and mightiest tree, which is painted with eye motifs in tribute to the Watcher and treated as the living representation of the community itself, its capacity to grow, to learn, and to flourish. Mbargu communities have dissolved when their watch-tree has been destroyed. Mbisi occasionally dispatches axiomaticPlH observersLoM as his planar allies and is known to have relations with the formians. His sacred animal is the oyster, which emulates his eye motif, taking in everything about the world in which they inhabit without going forth and intervening, collecting the best of what they discover to create pearls.

    Makama
    Greater Power of Elysium
    The Dreaded, the Perilous, Dread Lord, the Many Faces of Danger, Most Cardinal Terror, the Sum of All Fears, the Glorious and Terrible, Death-Tamer, the Mighty and Monstrous
    Alignment: Neutral evil
    Portfolio: Danger, discovery, the sun, the ocean, powerful beasts, forces of nature, risk
    Divine Realm: Elysium/Thalassa/Shores of the Worthy
    Symbol: A lion's face surrounded by seven snakes to form a sun-like figure
    Domains Beast*, Courage, Danger*, Evil, Knowledge, Ocean, Sun
    Favored Weapon: Kukri

    One of the oldest and most senior powers of the mbargu homeworld, Makama's influence lies across many worlds, for he is the creator of and patron of displacer beasts and their cousins the kamadans, as well as sometimes being tied to creatures such as wemics, wereleopards, and other creatures of a feline nature. Makama's role in mbarg life is somewhat unusual for an evil-aligned deity; his clergy run schools and hospitals, serving as teachers and medics, counselors and strategists. The god of dangers, Makama is without mercy but not inherently cruel; rather, he wants mortals to experience a healthy respect for the perils around them, to study and learn from them, to know what they can overcome and what they must stand down against.

    Makama takes many forms, including that of an anthropomorphic kamadan or displacer beast, a prowling panther made of shadows, or a terrible storm; however, his most common incarnation is an anthromorphic lion with a blinding, searing halo of sunlight, often either shown as a fish or a column of swirling waters from the waist down, whose mane is composed of dreadlocks in many colors, all of which are live snakes. In this depiction he represents many kinds of danger - violent and overt (the lion), subtle and insidious (the snake), powerful and predictable (the sun), unknown and uncertain (the ocean). Makama is a ferocious opponent of fear for fear's sake - his dogma stipulates that "there is nothing in nature which thrives by feeding on itself," and so fear is not allowed to be the exception. Fear, he teaches, is a form of respect, a mark of something that is to be acknowledged, studied, and either mastered or defended against. For this reason, Makama's clerics are forbidden to wield spells with the fear descriptor - artificial fear is unrelated to true danger and thus of no worth to Makama.

    Curious to many scholars of the Planes is that Makama makes his home deep in Elysium, a plane ostensibly antithetical to his evil nature; however, the realm of Makama is unexpectedly welcoming, and his neighbors, while skeptical, are generally tolerant of his presence - especially the guardinals, who appreciate his role on their plane, for Makama's predatory creations move through the layers of Elysium and disturb those visitors at risk of succumbing to the bliss of the joyful lands. It is a role none native to the plane relish, but one they feel is a kindness that must be offered - and they silently thank the Dread Lord for taking up this mantle. His realm, meanwhile, is a place of succor and plenty because it is kept only for the worthy - those who sought to understand and master the dangers of their world in life, teaching others in their turn, and bringing betterment to their communities. Those who had a healthy respect for danger and a desire to brave the wilds for the sake of knowledge and to pass on the gifts of their learning to future generations are Makama's worthy, and to them is afforded an afterlife of peace and plenitude on the islands of Thalassa. Makama's realm guards the isles of Avalon and he is not above sending the occasional menacing beast to test those who would try to visit that sacred place.

    Felines of all kinds are sacred to Makama, who is venerated in mbargu communities by the placement of beast skulls at gates and crossroads, a reminder of dangers gone before and those yet to come. A patron of adventurers, Makama's temples are often valuable waypoints for travellers to secure provisions and equipment for the road ahead.

    Other Deities of the Mbargu

    The mbargu are not a tremendously religious people, but their history has been touched by other powers besides the core three that make up their communal veneration and are involved in societal structure. The interloper god Anaghan, a traveling power of exploration, found a following when he inspired mbargu to sail the stars on spelljammers. The lurking shadow of the antithetical goddess Elili, the mate of Makama, brings strife and destruction to many peoples of the mbargu homeworld. Lastly, where fungus thrives, the demon prince Zuggtmoy is never far behind; she has never forgiven Musu for the theft of the spores that instill mbargu with so much of their heartiness and have become such a key piece of their culture (even though it was actually Diancastra who was behind the theft), but so far her plots to infiltrate mbargu society and corrupt them to her worship have had limited success. More successful have been her plots to abduct and enslave mbargu, breeding them with fiends to create fungus-infested half-demon muscle.

    Anaghan
    Lesser Power of the Elemental Plane of Air
    Cloudcutter, the White Pelican, the Starseeker
    Alignment: Chaotic good
    Portfolio: Sky, stars, spelljamming, exploration
    Divine Realm: Elemental Plane of Air/Star Galleon
    Symbol: A cloud partitioned by a star shape
    Domains Air, Chaos, Good, Sky, Star*, Travel
    Favored Weapon: Halberd

    A power from a distant world, worshipped by an avian people known as the orzobars, Anaghan and his followers move from sphere to sphere, exploring the worlds of wildspace. An enthusiastic spirit of discovery and voyaging, Anaghan has little time to attend to his groundling faithful but always means well by them, encouraging them to take up opportunities to break free of the confines of the spheres and see what strange and wondrous vistas await through the flow, or across the Great Wheel. His attitude is that of a blowsy, scatterbrained uncle, sharply focused on his keenest interests and ardent that his clerics do likewise, but hopelessly adrift in matters terrestrial. The communities his faith has touched are of divided opinion on Anaghan - some viewing him as a figure of inspiration and opportunity, others as a disruptor fracturing social stability and stealing away with the young and able-bodied to unfathomable places whence they might never be seen again.

    Mbargu communities do not commonly maintain a point of veneration for Anaghan; those that do often choose a crystal of some sort placed in a public space to catch the glimmers of the sun through the canopy. Anaghan's sacred animal is said to be the pelican, a bird capable of carrying others in flight using its vast bill.

    Elili
    Intermediate Power of the Abyss
    The Veiled Voice, Mother of Nightmares, a Shadow, the Poisoner of Hope
    Alignment: Chaotic evil
    Portfolio: Evil monsters, foulness, corruption, darkness, destruction, drowning
    Divine Realm: Abyss/13/The Blood Tor (the Garden of Night), formerly Abyss/89/Shadowsea (the Garden of Night), previously Abyss/500/the Sea of Blood
    Symbol: Two feline eyes over a starry veil or fanned jellyfish tentacles
    Domains Beast*, Blackwater, Chaos, Corruption, Darkness, Destruction, Evil, Trickery
    Favored Weapon: Dagger

    Through the annals of history on the mbargu homeworld, various peoples record in their myths and legends of disasters, nightmares, and monsters; all of these are in some way attributed to "a shadow" that came upon something or other. In the origin of the displacer beast, it is said that a great panther named Shantu beseeched Makama for the power to give fright to hunters emboldened by their confidence and the purging of the dark shadows of the world with fire and sword. It is said that Makama called to his veiled mate, and drew a thread from her veil, offering it to Shantu to devour, but warning the panther that nothing is consumed for its qualities without giving its all, for good and ill. The thread bound to Shantu, body and soul, becoming tentacles barbed to strike and a coat of trickery - but the wicked darkness of Elili came with it.

    This is the method of the Veiled Voice, a counselor of dark dreams and bringer of corruption and woe. Often taking the form of a werepantheress veiled in starlight, or a scyllanStorm of inky black aspect as though mirroring the night sky, Elili is a transient and impermanent force of destruction and evil, insisting always that she be referred to simply as "a shadow" rather than, say, "the Shadow," for she delights in being the straw that breaks the camel's back, the missing nail for want of which the whole house comes tumbling down, the drop of honey that causes a chain reaction of death and despair. She has been known for a time among the Vedic pantheon and was for centuries a guest of Kali before that goddess migrated from the 500th layer of the Abyss to seize the 643rd, the Caverns of the Skull, as her new domain. She then took up with Dagon at the obyrith's invitation, but in the past thousand years she has shared the 13th layer with the Faerûnian deities Beshaba and Umberlee. Occasionally tapped as an ally by other powers of evil, Elili is considered darkly reliable, as she is rarely interested in long-term involvement and too capricious to bear any particular fondness for or territoriality concerning any of her "projects." In her own mind, the dark goddess is just a shadow that passes by, destroying lives and corrupting worlds, though she deeply enjoys lurking around some favorite friends and erstwhile lovers, including her infamous and enduring affair with Makama, the ancient god of dangers. Though he finds her cruelty, negligence, and sadistic pursuits distasteful, her perennial mate remains attracted to the sheer volume of peril and calamity that she represents.

    Perhaps the most dreadful thing about the venomous and destructive goddess is how tremendously calm, contemplative, and patient she is capable of being - her multifarious plots, interests, and attentions are so diverse and so diverting that no individual setback spurs her to anger. Indeed, those who have tangled with the chiefest servants of Elili report how vastly disturbing it is to see them in defeat, exhibiting such unconcern, such total disconnect, that it is hard not to wonder if in fact some terrible scheme has already been resolved behind the scenes.

    Elili is not openly venerated in mbargu society or indeed in most any society; her few shrines and temples are generally overseen by inimical beings such as cloakers, kopruMMII, werebeasts, and the like. It has been intimated by dark divinations that a shadow may be approaching the malefic sea god Panzuriel in order to assist the latter in some foul scheme; no doubt such an alliance, however temporary, would be disastrous for all those caught in its wake. Elili's sacred animal is the jellyfish, transparent and beautiful, but hiding deadly venom.

    Zuggtmoy
    Demon Lord of the Abyss
    Demon Queen of Fungi, Lady of Rot and Decay, Lady of Fungi
    Alignment: Chaotic evil
    Portfolio: Fungi
    Divine Realm: Abyss/222/Shedaklah
    Symbol: A broken jawless skull with a sickly mushroom growing from a hole in its crown
    Domains Chaos, Corruption, Evil, Fungus*, Plant
    Favored Weapon: Scythe

    Forever scheming to attain greater heights of power and be counted among the most supreme rulers of the Abyss, Zuggtmoy's ambitions have always been checked through the agency of more powerful and competent schemers such as Lolth and Tharizdun, as well as her enduring feud with Juiblex the Faceless Lord. The mbargu are a young race in relative terms, and one deeply tied to the symbiotic fungi they have cultivated, descended from magical spores stolen from the Demon Queen of Fungi herself. If Zuggtmoy can extend her fibrous talons to snatch them up, she may find herself with a great deal more power on the Material Plane, especially as the mbargu have already started traveling between spheres via spelljamming. Of course, such corruption takes time, and is no easy feat, but the foul tanar'ri lady is nothing if not territorial. While her inroads with them to date have been of profoundly limited success, Zuggtmoy knows that all it takes to rot away the defenses is a single exposed weakness, combined with time and favorable conditions. That, after all, is the essence of her beloved molds and mushrooms. When Mbisi is not watching closely enough, when Musu can be duped into accepting the growing darkness as part of the natural cycle, then the demon will strike true - and thousands of mbargu souls will likely hang in the balance.

    Beast Domain
    Granted Power Rebuke, command, or bolster magical beasts as an evil cleric rebukes undead. Magical beasts are considered to have turn resistance equal to their Intelligence bonus, if any. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
    1st - beast clawsSC
    2nd - charm beast (as charm person, but applies to animals and magical beasts only)
    3rd - girallon's blessingSC
    4th - displacer formSC
    5th - form of the threefold beastCM
    6th - aspect of the earth hunterSC
    7th - mass animalistic powerPHBII
    8th - ally of beasts*
    9th - shapechange

    Danger Domain
    Granted Power Gain Improved Initiative as a bonus feat.
    1st - omen of perilSC
    2nd - nerveskitterSC
    3rd - phantom foeDM
    4th - discern danger*
    5th - nightmare
    6th - greater discern danger*
    7th - menacing mirage*
    8th - mass death wardSC
    9th - antipathy

    Forbearance Domain
    Granted Power Once per day as an immediate action, when you fail a saving throw against an attack that would have a partial effect on a successful save, you may suffer the partial effect in place of the full effect, as though you had succeeded on your saving throw (this does not actually count as succeeding on a saving throw). You may use this ability an additional time per day for every five levels of cleric you possess, rounded down.
    1st - sanctuary
    2nd - soul wardCC
    3rd - body wardCC
    4th - delay deathSC
    5th - stalwart pactSC
    6th - superior resistanceSC
    7th - renewal pactSC
    8th - ironguardSC
    9th - mass heal

    Forest Domain
    Granted Power Gain Self-Sufficient as a bonus feat. Add Survival to your list of class skills.
    1st - sanctuary
    2nd - soul wardCC
    3rd - body wardCC
    4th - delay deathSC
    5th - stalwart pactSC
    6th - superior resistanceSC
    7th - renewal pactSC
    8th - ironguardSC
    9th - mass heal

    Fungus Domain
    Granted Power You possess the power of fungal spread. Once per day per cleric level, you may make a melee touch attack against a living creature. On a successful hit, you deal 1 point of Constitution damage as spores transfer from your hand into that creature's body. A Fortitude save (DC 10 + 1/2 your cleric level + your Con modifier) negates this Constitution damage. When a creature contaminated with these spores falls below 1 hit point while within 120 ft. of you, that creature immediately suffers 1d4 damage and you heal an amount of damage equal to 1d4 + your Constitution modifier (minimum 1). Any excess hit points gained in this way are gained as temporary hit points and last for 1 hour. Fungal spread is a poison effect; creatures immune to poison are immune to this ability.
    1st - spore fieldCS
    2nd - decompositionSC
    3rd - mold touchPGtF
    4th - liferotDR347
    5th - memory rotSC
    6th - transport via plants
    7th - fungal doom*
    8th - march of mold*
    9th - shambler

    Star Domain
    Granted Power You gain low-light vision. You may spontaneously convert prepared spells to dancing lights. You gain the StartouchedDR340 feat.
    1st - guiding starDR340
    2nd - glitterdust
    3rd - astrology*
    4th - shooting starDR340
    5th - blistering radianceSC
    6th - starmantleBoED
    7th - holy starSC
    8th - star body*
    9th - black blade of disasterSC

    Spoiler: New Spells
    Show
    Ally of Beasts
    Conjuration (Summoning)
    Level: Beast 8, Druid 8, Favored Soul 8, Ranger 4, Wu Jen 8
    Components: V, S, M, F
    Casting Time: 1 round or 10 minutes
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures
    Duration: 1 round/level or 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    Reaching out to the land, you call upon great beasts to come forth and join your cause for a time. This spell functions as summon monster I with exceptions as noted below. You can summon any of the below groups of creatures provided your alignment is within one step of theirs (neutral creatures can be summoned by any caster).

    Spoiler: Summonable Creatures
    Show
    Creature Number AL Favored Terrain Source
    Ankheg 2d3 N Warm plains Monster Manual
    Aranea 1d4+1 N Temperate forests Monster Manual
    Ash Rat 2d3 CN Any warm land Monster Manual II
    Ashworm 2d3 N Warm plains and deserts Sandstorm
    Asperi 1d4+1 NG Any mountains Monster Manual II
    Avalancher 1d3 N Cold mountains Monster Manual III
    Basilisk 1d3 N Warm deserts Monster Manual
    Bearhound 1 NG Temperate forests Monster Manual III
    Behir 1 N Warm hills Monster Manual
    Blink Dog 2d3 LG Temperate plains Monster Manual
    Blood Ape 1d3 N Warm forests and mountains Monster Manual II
    Blood Hawk 2d3 N Any forest, plains, hills, and mountains Fiend Folio
    Branta 2d3 N Cold forests Frostburn
    Bulette 1 N Temperate hills Monster Manual
    Camelopardel 1d4+1 NG Warm deserts Sandstorm
    Canisphinx 1d3 NE Warm deserts Sandstorm
    Chekryan 1d4+1 N Warm deserts Sandstorm
    Chimera 1 CE Temperate hills Monster Manual
    Cloaked Ape 2d3 N Warm forests Monster Manual II
    Cockatrice 2d3 N Temperate plains Monster Manual
    Corollax 2d3 N Warm forests Monster Manual II
    Criosphinx 1 N Warm deserts Monster Manual
    Cryohydra (6 heads) 1 N Cold marshes Monster Manual
    Darkmantle 2d3 N Underground Monster Manual
    Death Dog 2d3 NE Any desert, hill, plains, mountains, or underground Fiend Folio
    Digester 1 N Warm forests Monster Manual
    Displacer Beast 1d4+1 LE Temperate hills Monster Manual
    Dragonne 1 N Temperate deserts Monster Manual
    Feral Yowler 1d3 CE Temperate mountains Monster Manual III
    Frost Salamander 1 CE Any cold and underground Monster Manual II
    Gambol 1d3 CN Warm forests Monster Manual II
    Giant Eagle 2d3 NG Temperate mountains Monster Manual
    Giant Owl 2d3 NG Temperate forests Monster Manual
    Giant Raven 2d3 N Cold mountains Frostburn
    Girallon 1d3 N Warm forests Monster Manual
    Gorgon 1 N Temperate plains Monster Manual
    Gravorg 1 N Underground Monster Manual II
    Gray Render 1 N Temperate marshes Monster Manual
    Griffon 1d4+1 N Temperate hills Monster Manual
    Grimalkin 2d3 N Temperate plains Monster Manual II
    Hammerclaw 1d4+1 NE Temperate aquatic Stormwrack
    Hieracosphinx 1d3 CE Warm deserts Monster Manual
    Hippocampus 2d3 N Temperate aquatic Stormwrack
    Hippogriff 2d3 N Temperate hills Monster Manual
    Hydra (8 heads) 1 N Temperate marshes Monster Manual
    Ice Toad 1d4+1 N Cold marshes Frostburn
    Jackalwere 2d3 CE Any temperate land Fiend Folio
    Krenshar 2d3 N Temperate forests Monster Manual
    Lamia 1d3 CE Temperate deserts Monster Manual
    Lammasu 1 LG Temperate deserts Monster Manual
    Leucrotta 1d4+1 CE Temperate hills or mountains Monsters of Faerûn
    Manticore 1d3 LE Warm marshes Monster Manual
    Mudmaw 1 N Warm marshes Monster Manual II
    Nethersight Mastiff 1 N Any cold or temperate land Monster Manual II
    Owlbear 1d4+1 N Temperate forests Monster Manual
    Pegasus 2d3 CG Temperate forests Monster Manual
    Phase Spider 1d3 N Warm hills Monster Manual
    Phase Wasp 2d3 N Any temperate or warm land Monster Manual II
    Peryton 1d3 CE Temperate forests, hills, or mountains Monsters of Faerûn
    Pyrohydra (6 heads) 1 N Warm marshes Monster Manual
    Ramfish 1 N Temperate aquatic Stormwrack
    Remorhaz 1 N Cold deserts Monster Manual
    Sand Hunter 2d3 NG Warm deserts Sandstorm
    Saurosphinx 1d3 N Warm deserts Sandstorm
    Sea Cat 1d4+1 N Temperate aquatic Monster Manual
    Seawolf 1d4+1 CE Temperate aquatic Stormwrack
    Senmurv 1d4+1 LG Any forests and mountains Fiend Folio
    Shadow Asp 2d3 N Underground Fiend Folio
    Shocker Lizard 2d3 N Warm marshes Monster Manual
    Sisiutl 1 LN Temperate aquatic Stormwrack
    Spider Eater 1d3 N Temperate forests Monster Manual
    Stirge 2d3 N Warm marshes Monster Manual
    Swamplight Lynx 1 N Any marshes Monster Manual II
    Threskisphinx 1 NG Warm deserts Sandstorm
    Unicorn 2d3 CG Temperate forests Monster Manual
    Urskan 1d3 N Cold hills Frostburn
    Winter Wolf 1d3 NE Cold forests Monster Manual
    Worg 2d3 NE Temperate plains Monster Manual
    Zezir 1d3 CE Warm deserts Monster Manual III


    You may instead use this spell as though it were summon nature's ally VII, except that you may only summon animals or vermin with it when used in this way. When used to summon magical beasts, if you are within the favored terrain of your summoned beast at the time this spell is cast, the creatures you summon with this spell gain a +2 bonus to their attack rolls, skill checks, ability checks, saving throws, AC, and damage rolls. When used to summon magical beasts, if the material component is provided and the casting time is increased to 10 minutes, the duration of the spell is extended to 1 hour per level and begins after the summoned creatures have eaten their fill. Note that using any method to elide the material component (e.g. Eschew Materials) invalidates this method of casting the spell.

    Material Component: You may optionally provide, as an additional material component, fresh food of sufficient volume to satiate the creatures you intend to summon. As noted above, providing this component along with extending the casting time results in extending the duration of the spell.

    Focus: A wooden staff, wood-hafted polearm, or quarterstaff.

    Astrology
    Divination
    Level: Druid 3, Hexblade 2, Ranger 3, Shaman 3, Star 3
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous

    As divination, with the restriction that it can only be cast at night. If not cast beneath a clear and starry sky (for example, inside a building with an opaque ceiling, underground, or when the sky is cloudy), the chance of an accurate answer is decreased by 10%. Unlike divination, astrology may be retried regarding the same question and produce a potentially different response - however, the caster must wait until the following night before making such an attempt. Under any conditions that severely alter the night skies or the patterns of the stars (such as the alien skies signEE), astrology may simply fail entirely.

    Material component: A diamond worth at least 50 gp

    Discern Danger
    Divination
    Level: Assassin 2, Danger 4, Trapsmith 2, Ranger 2, Vigilante 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)

    As the psionic power danger sense. You gain uncanny dodge while under the effects of discern danger (or improved uncanny dodge if you already possessed uncanny dodge). You also benefit from a +2 insight bonus to initiative for the duration of this spell.

    Material component: A piece of red cloth

    Fungal Doom
    Conjuration (Creation)
    Level: Druid 7, Fungus 7
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 round/level (D)
    Saving Throw: See text
    Spell Resistance: Yes

    You create fast-growing spores within the body of a living creature that rapidly take root, spread, and grow into toxic fungal masses. The afflicted creature is immediately sickened for the duration of the spell and must make a Fortitude save each round after the first. On the first subsequent failed save, the afflicted creature becomes nauseated for the duration of the spell; every failed save against this spell from that point on deals 1d4 points of Constitution drain as the fungus spreads within its body. When the afflicted creature is reduced to 0 Constitution, it dies and a phycomidDR337 with maximum HD for the target creature's size (3 for Small, 6 for Medium, 9 for Large) emerges from its body along with 1d3+1 violet fungi that grow in squares adjacent to the phycomid. These fungi also spawn if the afflicted creature is killed while under the effects of this spell, though it takes 1d4 rounds before they emerge. Fungi created in this manner are not under the control of the caster and do not vanish at the end of the spell's duration.

    Fungal doom is a disease and poison effect and is incapable of afflicting creatures with any elemental subtype (Air, Earth, Fire, Water) as their biology is inimical to the spores. Creatures immune to poison and/or disease suffer no effects from fungal doom. Delay diseaseSC and delay poison both pause the duration of the spell, preventing the need for further saves while they are in effect, though they do not remove any of the effects that have already begun. Neutralize poison, remove disease, or at least 10 points of fire or cold damage dealt to the target while this spell is in effect will all end its duration and effects immediately, though any Constitution that has been drained is still lost.

    Material component: Violet fungus tentacles and tree resin

    Greater Discern Danger
    Divination
    Level: Assassin 4, Danger 6, Trapsmith 3, Ranger 4, Vigilante 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to one creature/2 levels, no two of which can be any further than 30 ft. apart
    Duration: 1 hour/level (D)

    As the psionic power danger sense. Those under the effects of greater discern danger gain improved uncanny dodge and benefit from a +2 insight bonus to initiative. The duration of this spell is divided evenly among all targets, rounded down to the nearest full hour.

    Material component: A piece of red cloth

    March of Mold
    Conjuration (Summoning)
    Level: Druid 8, Fungus 8, Ranger 4
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned fungus creatures
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    As summon nature's ally I, except you can choose to summon any two of the groups on the below table. All creatures and hazards so summoned are of neutral alignment regardless of their normal alignment and will obey the caster's simple instructions even if they would normally be unable to understand directions, insofar as they are able (so an immobile patch of mold will not move toward a target). Creatures and hazards summoned via this spell do not trigger the effects of one another based on proximity, though other methods (e.g. piercing a gas spore, bringing fire near a patch of brown mold) can be employed normally even by summoned creatures if they are able. A creature can be summoned into the same space as a hazard, but a hazard must be summoned into a space that is not occupied prior to the casting of the spell. For hazards, the numbers below refer to the number of 5 ft. square patches summoned.

    Creature or Hazard Number Source
    Ascomoid 1d4+1 Dungeonscape
    Basidirond 1d3 Dragon 337
    Black Mold 1d4+1 Cityscape
    Bone Fungus 1d3 Dungeonscape
    Brown Mold 2d3 Dungeon Master's Guide
    Choke Mold 2d3 Dragon 347
    Concussion Fungus 1d4+1 Dragon 316
    Fetid Fungus 2d3 Monster Manual V
    Floatbloat 1d4+1 Dungeon 136
    Frenzy Fungus 1d3 Dragon 316
    Gas Spore 1d4+1 Lords of Madness
    Obliviax 2d3 Dragon 355
    Phantom Fungus 1d4+1 Monster Manual
    Phycomid 1d4+1 Dragon 337
    Scarlet Heart Mushroom 1d3 Dungeon 126
    Shrieker 2d3 Monster Manual
    Sluggard Fungus 1d4+1 Dragon 316
    Spirit Moss 1 Dungeon 126
    Stealstool 1d3 Dungeon 136
    Torment Toadstool 2d3 Dungeon 126
    Violet Fungus 1d4+1 Monster Manual
    Yellow Mold 1d3 Dungeon Master's Guide

    Menacing Mirage
    Illusion (Glamer, Phantasm) [Mind-Affecting]
    Level: Beguiler 7, Danger 7, Jester 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: One 30 ft. cube/level
    Duration: Concentration + 1 hour/level (D)
    Saving Throw: See text
    Spell Resistance: No

    As mirage arcana, but creatures within the affected area are subject to a mind-affecting phantasm that makes them perceive threats out of the corner of their eye, noises that aren't there but sound hostile, scents reminiscent of lurking predators, and other such distractions. While the main effect of the spell is a glamer and is not mind-affecting, the phantasm effect causes afflicted creatures to be flanked at all times and to suffer a -2 penalty to initiative checks as they struggle to distinguish real dangers from imagined ones.

    Creatures that interact with the glamer are entitled to a Will save to disbelieve as normal; however, only creatures who have already saved against the glamer effect are permitted to save to negate the phantasm effect. Such an attempt can be made as a move action at any time after successfully disbelieving the glamer. If it fails, the creature attempting the save is not permitted to try again unless presented with substantial evidence that there is no meaningful threat to be found around them.

    At the time of casting, the caster may select one target per 3 levels to be exempt from the phantasm effect of this spell.

    Star Body
    Transmutation [Fire, Light]
    Level: Paladin 4, Shaman 8, Star 8
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)

    Infusing yourself with the essence of quasi-elemental radiance, you gain the benefits of elemental bodySC cast as a fire spell, with the following additional features:

    • You are immune to brilliant energy weapons.
    • Your natural attacks possess the brilliant energy property.
    • You gain the benefits of avoid planar effectsSC with respect to positive energy (you cannot be forced to gain hit points over your maximum via a positive energy effect)
    • Sighted creatures within 60 ft. of you are dazzled (no save)
    • Any sighted creature that comes within 30 ft. of you is permanently blinded (Fortitude negates). A creature that successfully saves against this effect does not need to make further saves against it for the duration of the spell.
    • You shed light around you as a daylight spell.
    • You are immune to being blinded, being dazzled, and any other penalties based on exposure to bright light (e.g. light sensitivity).

    Focus: A diamond worth at least 1000 gp.
    Last edited by afroakuma; 2022-09-21 at 10:10 PM.
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    I really like this pantheon. I really like the mbargu as a whole, really. Big shame about that LA +2, though—not saying it’s wrong on them, just saying it’s not fun to play. Are there any other peoples who might worship this pantheon?

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    Quote Originally Posted by afroakuma View Post
    March of Mold
    Conjuration (Summoning)
    Level: Druid 8, Fungus 8, Ranger 4
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned fungus creatures
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    As summon nature's ally I, except you can choose to summon any two of the groups on the below table. All creatures and hazards so summoned are of neutral alignment regardless of their normal alignment and will obey the caster's simple instructions even if they would normally be unable to understand directions, insofar as they are able (so an immobile patch of mold will not move toward a target). Creatures and hazards summoned via this spell do not trigger the effects of one another based on proximity, though other methods (e.g. piercing a gas spore, bringing fire near a patch of brown mold) can be employed normally even by summoned creatures if they are able. A creature can be summoned into the same space as a hazard, but a hazard must be summoned into a space that is not occupied prior to the casting of the spell. For hazards, the numbers below refer to the number of 5 ft. square patches summoned.

    Creature or Hazard Number Source
    Ascomoid 1d4+1 Dungeonscape
    Basidirond 1d3 Dragon 337
    Black Mold 1d4+1 Cityscape
    Bone Fungus 1d3 Dungeonscape
    Brown Mold 2d3 Dungeon Master's Guide
    Choke Mold 2d3 Dragon 347
    Concussion Fungus 1d4+1 Dragon 316
    Fetid Fungus 2d3 Monster Manual V
    Floatbloat 1d4+1 Dungeon 136
    Frenzy Fungus 1d3 Dragon 316
    Gas Spore 1d4+1 Lords of Madness
    Obliviax 2d3 Dragon 355
    Phantom Fungus 1d4+1 Monster Manual
    Phycomid 1d4+1 Dragon 337
    Scarlet Heart Mushroom 1d3 Dungeon 126
    Shrieker 2d3 Monster Manual
    Sluggard Fungus 1d4+1 Dragon 316
    Spirit Moss 1 Dungeon 126
    Stealstool 1d3 Dungeon 136
    Torment Toadstool 2d3 Dungeon 126
    Violet Fungus 1d4+1 Monster Manual
    Yellow Mold 1d3 Dungeon Master's Guide
    Am I missing something here? A lot of stuff on the list is CR 3 or lower. Yellow Mold is almost an outlier with its 6. And then there are the shriekers. Why is this spell 8th level?

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    Quote Originally Posted by Alea View Post
    I really like this pantheon. I really like the mbargu as a whole, really. Big shame about that LA +2, though—not saying it’s wrong on them, just saying it’s not fun to play. Are there any other peoples who might worship this pantheon?
    Not in its entirety, but in part at least yes. If you'd like we could try to design some kind of "lesser mbarg" that doesn't have that +2.

    Quote Originally Posted by Metastachydium View Post
    Am I missing something here? A lot of stuff on the list is CR 3 or lower. Yellow Mold is almost an outlier with its 6. And then there are the shriekers. Why is this spell 8th level?
    It's predicated on summon monster spells, and in particular such spells allow you to get one creature from their own list, 1d3 from the next-lower, or 1d4+1 from any level below that. This list is just to facilitate rattling off all eligible forms of fungus creature to help players out. Also note that it summons two groups from that list, allowing you to set up obnoxious pairings. It's not intended to have the full combat utility of, say, planar ally.
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    Quote Originally Posted by afroakuma View Post
    It's predicated on summon monster spells, and in particular such spells allow you to get one creature from their own list, 1d3 from the next-lower, or 1d4+1 from any level below that. This list is just to facilitate rattling off all eligible forms of fungus creature to help players out. Also note that it summons two groups from that list, allowing you to set up obnoxious pairings. It's not intended to have the full combat utility of, say, planar ally.
    Yes, but… SM6 gives you 1d4+1 CR 6–8 creatures; the only core outliers are Janni and Large Elementals. This list has, like… Shriekers and brown mold. And shriekers, did I mention shriekers? Not even yellow mold is super useful at that level.

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    Quote Originally Posted by Metastachydium View Post
    Yes, but… SM6 gives you 1d4+1 CR 6–8 creatures; the only core outliers are Janni and Large Elementals. This list has, like… Shriekers and brown mold. And shriekers, did I mention shriekers? Not even yellow mold is super useful at that level.
    No, summon monster VI can get you one CR 4-8 creature, ranging from janni to Gargantuan fiendish centipedes. Summon monster VIII can get you one CR 7-11 creature, 1d3 creatures from the next lower list, or 1d4+1 creatures from any list lower than that. Including summon monster I, which would let you get 1d4+1 fiendish ravens if you wanted to. At CR 1/6 apiece. Likewise, you can get shriekers using this spell... but do you want to? Almost certainly not - but that doesn't make it not an option. This spell provides volume and flexibility, allowing you to summon two groups of fungi with a variety of possible applications, including meat shields (...figuratively), terrain hazards, alarms, and just general obstacular purposes. It's not intended to be particularly effective against 15th level characters, any more than summoning a hellcat would be.
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    Quote Originally Posted by afroakuma View Post
    No, summon monster VI can get you one CR 4-8 creature, ranging from janni to Gargantuan fiendish centipedes. Summon monster VIII can get you one CR 7-11 creature, 1d3 creatures from the next lower list, or 1d4+1 creatures from any list lower than that.
    I misspoketyped and meant exactly that: a sensibly cast SM8 provides a minimum of 1d4+1 (mostly, i.e. with two exceptions) CR 6–8 critters.

    Including summon monster I, which would let you get 1d4+1 fiendish ravens if you wanted to. At CR 1/6 apiece. Likewise, you can get shriekers using this spell... but do you want to? Almost certainly not - but that doesn't make it not an option. This spell provides volume and flexibility,
    But that's my gripe. That one can use SM8 suboptimally is a thing, but it's only a thing because there's a whole line of SM spells. The desire to make the list of fungi quasi-comprehensible for a given (I'd say fairly low) CR range is respectable, but I absolutely can't imagine how a great many things on the list can be useful in any way or combination. Shriekers are just the poster mushrooms for that. Explicitly possible trap options are not a good things to bake into any design, and in its current form, the spell offers a lot of these. I mean,

    It's not intended to be particularly effective against 15th level characters, any more than summoning a hellcat would be.
    that is fair, of course, but a hellcat or air elemental has its uses; a duo of largely (or completely) harmless, stationary CR 1–3 terrain elements… Really doesn't. You're better off using low-level stuff like Alarm or Blockade instead.

    (Edit: Please note that I'm this insistent with constructive intent and while fully aware that you, as a more experienced and knowledgeable brewer, can and will ignore my concerns as you see fit.)
    Last edited by Metastachydium; 2022-09-21 at 03:07 PM.

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    Quote Originally Posted by Metastachydium View Post
    a hellcat or air elemental has its uses; a duo of largely (or completely) harmless, stationary CR 1–3 terrain elements… Really doesn't. You're better off using low-level stuff like Alarm or Blockade instead.
    Is it your intent, then, that I simply strip down the table? Remove the shriekers and their kindred? I'm not of a mind to change the spell level except as a last resort, and if I did I wouldn't pull it below 6th.
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    Quote Originally Posted by afroakuma View Post
    Is it your intent, then, that I simply strip down the table? Remove the shriekers and their kindred?
    Yes, I think that could solve the issue. Many of the low CR options would make interesting additions to the SNA-line that incentivize creative applications of the spell, but an 8th level spell is no place for them.

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    That seems completely wrong-headed to me. The spell is too powerful to summon these creatures? That makes no sense. Summon nature’s ally VIII can summon 1d4+1 CR-⅙ monkeys; why shouldn’t this be able to summon 1d4+1 or 2d3 of some other low-CR thing?

    This seems—at worst—like a communication issue, like maybe the spell should warn players that those options are very weak and not leveraging the full power of the spell. Though that seems pretty awkward, not to mention something of a judgment call for which to call out and which to not. I think it’s fine as is, personally.

    Well, fine for a summoning spell. 3.5e summoning sucks. This spell compares favorably to, say, twinned summon nature’s ally IV, which is probably the closest official comparison. Is twinned summon nature’s ally IV a good spell? No, no it is not. But that’s 3.5e summoning for you.

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    Quote Originally Posted by Alea View Post
    That seems completely wrong-headed to me. The spell is too powerful to summon these creatures? That makes no sense. Summon nature’s ally VIII can summon 1d4+1 CR-⅙ monkeys; why shouldn’t this be able to summon 1d4+1 or 2d3 of some other low-CR thing?
    I think I've addressed this above; such a use of SM/SNA is possible, but not RAI, nor is it the same as if the list for SM/SNA6/7/8 explicitly contained half a dozen trap options for the sake of completeness.

    Well, fine for a summoning spell. 3.5e summoning sucks. This spell compares favorably to, say, twinned summon nature’s ally IV, which is probably the closest official comparison. Is twinned summon nature’s ally IV a good spell? No, no it is not. But that’s 3.5e summoning for you.
    I don't think that is a very good comparison, but even then, 2d4+2 hippogriffs/dire bats/small air elementals or 2 unicorns (i.e. creatures from the SNA 2–4 range) sound a tad bit more useful and versatile than 1–3 patches of yellow mold (itself a stronger option from the fungal list) and 2–6 shriekers.

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    I had a response, but it’s nothing that fro didn’t already say, so I’m just going to drop it. You seem, to me, to be hyper-fixated on “what if this poor 15th-level cleric is really stupid and doesn’t realize that some of these options are extremely niche, and chooses their summons completely at random?” which I just don’t find to be a compelling concern. In a different game system, where your options were carefully tailored and “trap options” completely avoided, maybe you’d have a point, but that’s not the system this brew is for. For better or worse, in this system, the player of a 15th-level cleric is expected to handle monumental complexity and studiously evaluate options to avoid traps. This is a drop in the ocean. And if some weird niche case could really be improved by having a bunch of shriekers, a 15th-level fungal cleric should have that option.
    Last edited by Alea; 2022-09-22 at 12:01 PM.

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    Quote Originally Posted by Alea View Post
    I had a response, but it’s nothing that fro didn’t already say, so I’m just going to drop it. You seem, to me, to be hyper-fixated on “what if this poor 15th-level cleric is really stupid and doesn’t realize that some of these options are extremely niche, and chooses their summons completely at random?” which I just don’t find to be a compelling concern. In a different game system, where your options were carefully tailored and “trap options” completely avoided, maybe you’d have a point, but that’s not the system this brew is for. For better or worse, in this system, the player of a 15th-level cleric is expected to handle monumental complexity and studiously evaluate options to avoid traps. This is a drop in the ocean. And if some weird niche case could really be improved by having a bunch of shriekers, a 15th-level fungal cleric should have that option.
    That a system has bugs and trap options is no reason to make more bugs and trap options and include them in 'brew, as far as I'm concerned. That there is already monumental complexity in the system is a blessing (I absolutely love 3.5 with its endless field of strange and counterintuitive possibilities) and a curse, but I don't think the only way to make a 'brew fit in is to asssure that players are given more rope to hang themselves with.

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    A reason on its own? Of course not; no one is advocating for the inclusion of trap options for the sake of trapping players. Those “trap options” are included because if it ever came up that for some reason a fungal cleric genuinely wanted those things, they ought to have the ability to summon them. That they would be “traps” in most cases is not that compelling a reason to deny them that ability. They never would have gotten to 15th level if they didn’t know how to navigate trap options.

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    Well, indeed, I agree that if a fungal priest wanted to summon shriekers and smalltime molds, they should be able to do so. But an 8th level spell is hardly the right tool for that. To illustrate the notion: would Limited Wish be a better spell if one of its explicitly stated functions were gaining the ability to summon 1d3+7 nonmagical clubs that appear on the ground in a square adjacent to the caster?

    As for 15th level and knowing better, well, in-game experience and player experience are two discrete things. But that isn't the gist of the thing, really. I'm not saying one should treat prospective end users as if they were stupid; what I'm advocating is tweaking the spell so that all of it make equal sense for a reasonable player.

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    Gree
    Large Magical Beast
    HD 3d10+12 (28 hp)
    Speed 70 ft. (14 squares)
    Init: +2
    AC 15; touch 11; flat-footed 13 (+4 natural, +2 Dex, -1 size)
    BAB +3; Grp +11
    Attack Hoof +6 melee (1d6+4) or bite +6 melee (1d6+6, 19-20/x2)
    Full Attack 2 hooves +6 melee (1d6+4) and bite +1 melee (1d6+6, 19-20/x2)
    Space 10 ft. Reach 5 ft.
    Special Attacks Breath weapon, superior equine
    Special Qualities Darkvision 60 ft., low-light vision, scent, slothful beast
    Saves Fort +6 Ref +5 Will +3
    Abilities Str 18, Dex 15, Con 17, Int 9, Wis 10, Cha 18
    Skills Bluff +5 (+9 when pretending to be a horse), Disguise +5 (+9 to pose as horse), Jump +5, Listen +1, Spot +1, Survival +1
    Feats Iron WillB, Run, Toughness
    Environment Any plains
    Organization Solitary
    Challenge Rating 3
    Treasure Half standard
    Alignment Usually neutral evil
    Advancement 4-6 HD (Large)

    An odious beastie is the gree
    Its heart but pure mendacity
    In shape describes the noble steed
    But spur nor rein will e'er give heed
    Swift pace and silken mane admire
    Though ware the breath of ash and fire
    That height of otiosity
    An odious beastie is the gree


    Long considered a myth among grooms due to their rarity, grees are an obnoxious nuisance at the best of times and a dangerous, entitled pest more often than not. Their shape invites an immediate understanding of the troubles they pose, for the gree is nearly identical to a heavy horse - save that it is by far more handsome, more hale, more hearty, with a soft and silky mane and tail, strong fine hooves, and incredible running speed. In most respects, a gree appears to be the perfect horse - except that it is slothful, entitled, cruel, and ill-tempered. A cold simmering malice runs within the mind of a gree, a nasty superiority complex not borne out by anything it has done or will do. Grees almost universally share palomino or chestnut coloration with ordinary horses and are never black; even still, some sages link them (incorrectly) to the Lower Planar steeds called nightmares, when in truth grees have far closer ties to the Plane of Faerie.

    Legend has it that the first gree was a horse so exceptional that a great deity sought it out for a steed; the gree demanded many gifts from this god in exchange for serving as mount, including that it be foremost among all other steeds, that its hair be made as the finest silk, that it should have the wind itself in its pace. All these and more were granted, but when the hour came for the god to take the saddle before his fellows, the gree, by now quite full of itself due to all of its wondrous gifts, decided that it should have pride of place. In its hubris, it demanded that the god beg to be allowed to mount it - not ask, beg, and before all of his court. Angered at the beast's insulting demand, the god laid a curse upon it then and there, that if it would not take him as a rider then surely it would take none other. The truth of this legend is unknown, as is the identity of the god in question (though many believe it to have been Oberon). Regardless, as the myth indicates, grees despise being ridden and make notoriously poor mounts. They also hate being used to draw carriages, pull loads, or really do anything except get fed and groomed and allowed to roam free as they will. In part this is to do with their diet, for unlike true horses grees are omnivorous. Small rodents, birds, and most especially gnomes and fey (when they think they can get away with it) are a gree's favorite foods, and while it will sullenly make do with apples and carrots and sugar, a gree fed only on hay and grasses will plot vicious murder in retaliation.

    Grees have fine flat teeth that are strong enough to snap bone, and their eyes belie a nictitating membrane in the right light conditions that can be noticed by an experienced eye. The average gree is also noticeably more inattentive than an ordinary horse, neither seeing nor hearing as well. They understand Common and one other language (typically Elven or Sylvan) though they cannot speak or read, and are skilled at imitating true horses, at least until their bad tempers invariably get the better of them. Grees think little of horses but will mate with them for pleasure or out of boredom; the resultant offspring are 25% likely to be grees themselves, though the parent cares nothing for the foal. Grees raised without exposure to other grees or horses are less likely to pick up the prideful and malevolent personality traits endemic to those that find themselves "superior" due to their speed and the fineness of their hair, but they maintain the qualities of being slothful and poor steeds. As such, there is no market for gree foals, save for those unsavory individuals who seek to turn a profit by selling "the finest horse ever seen" and hightailing it out of reach before their customers can discover the truth.

    Breath Weapon (Su) 30 ft. line or 15 ft. cone of fire once every 1d4 rounds (but no more than three times per day), 2d8 fire damage, Reflex DC 14 half. The save DC is Constitution-based.

    Slothful Beast (Ex) A gree may have the physique of a horse, but its superior musculature belies how easily it fatigues when asked to take on any kind of labor. A gree's carrying capacity is that of a bipedal creature one size category smaller than itself. Grees suffer a -4 penalty to saving throws to resist becoming fatigued or exhausted, to Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

    Superior Equine (Su) Horses, unicorns, pegasi, nightmares, and other equine creatures within 60 ft. of a gree seem to weaken while within its presence, taking a -2 profane penalty to all ability scores for as long as they remain in the radius and for 24 hours thereafter (the duration resets if they leave and return). A Will save (DC 15) negates this effect for 24 hours, and any equine so affected may make a new save once every 24 hours to end the effect. The save DC is Charisma-based.

    Skills A gree has a +4 racial bonus to Bluff and Disguise checks to pretend to be a horse. The Ride DC for anyone attempting to use a gree as a mount is modified by the gree's Charisma modifier. Elves, half-elves, and fey receive a +2 bonus to opposed Sense Motive and Spot checks to identify that a gree is not a horse.
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  17. - Top - End - #137
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Ertoch

    Bastard offspring of a mortal being and one of the Dukes of Hell, the nobility of Baator, ertochs are rare but powerful, almost always resembling lesser versions of their infernal sire and possessed of dark magical abilities, supernatural strength and force of personality, and profane "blessings" born in the depths of the Lower Planes. Many ertochs serve their sires, a member of the Dark Eight, or even a Lord of the Nine as powerful agents more easily able to reach and operate on the Prime Material Plane due to their heritage; some, however, remain lowly pawns of the Hells, their powerful bloodline conveying none of their sire's cruel ambitions. A few, of whom little is spoken save to shame a Duke, have turned aside from the path of evil. These failures remain nonetheless fully endowed with their birthright, which might cast a long enough shadow to deny them the mantle of a saint but still represents a tremendous boon for all those who oppose the baatezu.

    Ertochs are seldom born on the Planes, where a myriad of less trifling pursuits present themselves to the many appetites of Baator's aristocracy; more commonly, they are born from a tryst between a favored cultist of a Lord of the Nine and a Duke responding to a temporary summons. Superior to a mere half-fiend (indeed, the child of an ertoch and a mortal will be a half-fiend), ertochs are considered true baatezu, and their plotting and malice rarely fail to live down to the darkest ideals of the Pit.

    The heritage of an ertoch is paramount in determining its nature, form, and abilities; just as the Dukes of Hell themselves are endowed with unique forms, so too do these forms reflect in their offspring. Most ertochs demonstrate at least two of the sire's eye appearance, skin appearance, and other prominent features such as horns, tail, or fangs; all ertochs reflect at least one of these, in addition to having hooves, talons, or other bestial appendages in place of feet, rendering them unable to wear footwear. Most would be considered strikingly handsome or beautiful examples of a member of their mortal bloodline, were it not for the often vividly apparent signs of their infernal heritage.

    While ertochs are imbued with the mark of their sire's avowed Hell, they are under no obligation to espouse loyalty to that layer's Lord, though in general it is simply easier for an ertoch to fit the existing power structure into which it was born. It is considered exceedingly insulting, and is thus commensurately rare, for an ertoch born into one of Baator's political camps (headed by Baalzebul and Mephistopheles, respectively) to defect to the other. Those sired by a Duke of Nessus almost never leave the service of Asmodeus, and few would trust those that have, for it is likely that they will always maintain their first allegiance to the Lord Below.

    Spoiler: Sample Ertoch: Malheri
    Show
    Malheri of the Iron March
    Medium Outsider (Baatezu, Evil, Extraplanar, Human, Lawful)
    Human Ertoch (Merodach) 1st-level Warrior
    HD 1d8+12 (16 hp)
    Speed 40 ft. (8 squares)
    Init: +5
    AC 17; touch 11; flat-footed 16 (+4 armor, +2 natural, +1 Dex)
    BAB +1; Grp +5
    Attack Glaive +6 melee (1d10+6 and 1 vile, x3) or claw +5 melee (1d4+4)
    Full Attack Glaive +6 melee (1d10+6 and 1 vile, x3) or 2 claws +5 melee (1d4+4)
    Space 5 ft. Reach 5 ft. (10 ft. with glaive)
    Special Attacks Domain abilities, duke's eye (pain), spell-like abilities
    Special Qualities Darkvision 60 ft., DR 5/good or silver, immunity to fire and poison, infernal vitality, resistance to acid 10 and cold 10, see in darkness, SR 13, telepathy 100 ft.
    Saves Fort +6 Ref +1 Will +2
    Abilities Str 19, Dex 13, Con 18, Int 13, Wis 14, Cha 16
    Skills Climb +6, Intimidate +7, Knowledge (the planes) +5, Use Magic Device +7
    Feats Devil's FavorB, FCII, Evil BrandB, BoVD, Evil's BlessingB, EE, Improved Initiative, Mark of DisB, FCII, Vile Martial StrikeB, BoVD (glaive), Weapon Focus (glaive)
    Environment Any (Nine Hells of Baator)
    Organization Solitary, may be accompanied by two spinagonsFCII and/or 2d3 1st-level human warriors.
    Challenge Rating 4
    Treasure Double standard (including glaive and chain shirt)
    Alignment Lawful evil
    Advancement by class Favored Class Any

    A minor by-blow of Duke Merodach, Malheri serves as an undercaptain of a section of Dis known as the Iron March, a baleful region outside the city proper where mortal "recruits" who have been impressed into Hell's service are trained. Delegated to the role in place of devils with better things to be doing, Malheri is suspicious of the handful of spinagons under his ostensible command and quick to torment the lemures and mortal prisoners for his bitter and petty amusement. Threats to use his pain gaze are sufficient to intimidate weaker minds, while his death touch is a suitable weapon of terror to remind his charges that Malheri is not to be trifled with. Despite his intimidating appearance, however, Malheri has put his time to ill use, not even training as a proper fighter. His slothfulness stems from the ease of his position and the sheer utility of his inherent abilities in enforcing his rule. Malheri likes to style himself "the Iron Wolf," an epithet more commonly used for his half-brother Turagh-eret, but behind his back both his followers and his prisoners call him "the Iron Goat" for his ungainly gait, hooved feet, and disproportionately long horns.

    Born to a cultist of Dispater, Malheri has recently been charged by his superior with leading a "recruiting mission" to his mother's home world on the Prime Material Plane. Having taken up residence in a ruined keep overlooking a forsaken city that fell to infernal cults, he and his associates believe themselves to be more than up to the task of dragging witless mortals to serve in the Blood War.

    Domain Abilities Malheri has access to the granted powers of the Death, Evil, and Strength domains.

    Death Domain Granted Power (Su) Once per day, Malheri may make a melee touch attack against a living creature. If the attack succeeds, Malheri rolls 1d6 and compares it to the touched creature's hit points. If the result is at least equivalent to the touched creature's current hit points, that creature dies immediately (no save). This is a death effect.

    Evil Domain Granted Power Malheri uses his spell-like abilities with the Evil descriptor at +1 caster level.

    Strength Domain Granted Power (Su) Once per day as a free action, Malheri may grant himself a +1 enhancement bonus to Strength for 1 round.

    Duke's Eye (Su) Once per day as a swift action, Malheri may grant himself a gaze attack that affects creatures within 30 ft. who meet his gaze. Such creatures suffer a -4 penalty to attack rolls, skill checks, and ability checks for 1 round (Will negates) as they suffer from wracking pain. A creature immune to pain is unaffected by this ability.

    Spell-Like Abilities (Sp) At will - produce flame, pyrotechnics (DC 15); 1/day - cause fear (DC 14), enlarge person, protection from good. Caster level 1st (2nd for Evil spells), save DCs Charisma-based.


    Spoiler: Sample Ertoch: Achtialon
    Show
    Achtialon, Gift of Night
    Medium Outsider (Baatezu, Evil, Extraplanar, Goblinoid, Lawful)
    Hobgoblin Ertoch (Zepar) 4th-level Rogue/5th level Paladin (Sword of CelestiaDR349)
    HD 4d6+5d10+64 (98 hp)
    Speed 40 ft. (8 squares)
    Init: +3
    AC 21; touch 13; flat-footed 19 (+4 armor, +4 natural, +3 Dex, +1 deflection)
    BAB +8; Grp +14
    Attack +1 keen longsword of Celestia +16 melee (1d8+10, 17-20/x2) or Lyliax +13 melee (1d6+7 + 1 vile) or claw +14 melee (1d4+6)
    Full Attack +1 keen longsword of Celestia +16/+11 melee (1d8+10, 17-20/x2) or Lyliax +13/+8 melee (1d6+7 + 1 vile) or 2 claws +14 melee (1d4+6)
    Space 5 ft. Reach 5 ft.
    Special Attacks Domain abilities, duke's eye (insanity) 2/day, smite evil 2/day (+8 to attack, +5 damage), sneak attack +2d6, spell-like abilities, sword of Celestia 6/day, turn undead
    Special Qualities Aura of courage, aura of good, darkvision 60 ft., divine grace, divine health, DR 5/good or silver, evasion, immunity to fire and poison, infernal vitality, lay on hands (40 hp), resistance to acid 10 and cold 10, see in darkness, SR 21, telepathy 100 ft., trap sense +1, uncanny dodge
    Saves Fort +19 Ref +16 Will +15
    Abilities Str 22, Dex 16, Con 22, Int 14, Wis 20, Cha 26
    Skills Bluff +13, Climb +13, Concentration +11, Hide +15, Jump +13, Intimidate +20, Knowledge (local) +9, Listen +12, Move Silently +19, Search +9, Sense Motive +10, Spot +12, Tumble +9
    Feats Devil's AuraFCII (DC 22, 2/day), Devil's FavorB, FCII, Devoted InquisitorCAdv (DC 22), Evil BrandB, BoVD, Evil's BlessingB, EE, Mark of MaladominiB, FCII, Telling BlowPHBII, Vile Martial StrikeB, BoVD (short sword), Weapon Focus (longsword)
    Environment Any (Nine Hells of Baator)
    Organization Solitary
    Challenge Rating 13
    Treasure Half standard plus 3 potions of cure serious wounds, +2 blurringMIC leather armor of silent movesMIC imbued with lesser iron ward diamondMIC, Lyliax, ghost shroudMIC, devastation gauntletsMIC, ring of the darkhiddenMIC, cloak of elvenkind, mask of masteryMIC, vest of escape, +2 belt of magnificenceMini)
    Alignment Lawful good
    Advancement by class Favored Class Any

    The whiff of fetid sulfur is often the first and only warning that Achtialon is near; ambushing from above, his vision of justice is swift, cold, and lacking in mercy for those of an evil bent. The lucky ones end up insane; the less fortunate may end up with wounds that will not heal, assuming they are permitted to walk away with their lives at all. Born into a hobgoblin tribe devoted to extinguishing a holy order and delivering the souls of the populace to Baalzebul, Achtialon was kidnapped shortly after his birth by a man known only as the Gray Sage and brought to the undercity, where he was left to his own devices and became a talented rogue. With an easy charm that allowed him to persuade others to overlook his heritage, the young rogue became prominent in the criminal underworld. He was eventually manipulated into stealing Lyliax, the Sibilant Sword, from Lord Atheris, a cultist of Baalzebul who had helped the hobgoblins call forth Duke Zepar to "bless" the tribe with an ertoch. This weapon, his dark birthright, was a gift from Zepar; however, upon seizing it, Achtialon was filled not with wicked exultation as his sire had hoped, but rather with a disquiet that grew into revulsion. The song of the Sibilant Sword presented a threat to the young ertoch's way of life, and when the Gray Sage reappeared to counsel him that it could only be destroyed in the holy font of the cathedral, he broke in, hoping to rid himself of the temptation it offered and the menace it suggested.

    Achtialon was captured by the knights of the cathedral, who intended to slay him for his transgressions but found through magical means that while the young rogue had few principles, he did not mean ill. Sentenced to duty in their monastery, he found that the idea of true justice - not merely law and order, but purposeful recognition of wrongdoing and efforts to seek redress - resonated with him. He sought to take the vows of a paladin, and after many years and many trials, was invited to their ranks. However, peace was not to follow - the cursed blade could not be destroyed in the holy font without annihilating the holy protections of the cathedral, and even keeping it in the building was enough for its insidious influence to stir discord, deception, and suspicion. For the sake of his fellow faithful, Achtialon knew what he had to do - the blade called for him, and he would silence its song by taking possession of it once more. Sneaking into the strongroom in the dead of night, the ertoch stole away with his despised birthright and fled the city, vowing that the wicked blade would only henceforth be drawn to strike against evildoers, and seeking atonement for this act as well as what would follow. Now separated from his holy order by necessity, Achtialon has maintained his vows but works alone, an infernal shadow prowling the rooftops of another city in the dead of night, hunting those who would despoil the peace. Stealth, terror, and surprise are his allies, and he is ever vigilant against the aggression of the Nine Hells.

    Achtialon is a nearly-black hobgoblin with taloned feet like those of a bird, cloaked in a ghostly shroud that seems to slightly bend the light around him. Using a repertoire of magical items stolen from evildoers as well as his sacred sword of Celestia and (when necessary) the accursed sword Lyliax, he serves as an adversary of evil and a bringer of a kind of dark but fair justice. His sire is livid about the "failure" and greatly desires to wipe the slate clean, to say nothing of recovering the dark blade he gifted from his personal treasury. Baalzebul's court continuously mock the Dwarf Duke for his failings, adding to his inherent viciousness.

    Spoiler: Lyliax
    Show
    Lyliax
    Also known as the Sibilant Sword, Lyliax is an intelligent +1 bloodfeedingBoVD short sword forged in the Nine Hells. To a cursory examination, it appears to be a sword of good steel with a fiendish bat-like face carved into the crossguard and a twisted clawed leg for a hilt; however, when seen out of the corner of the eye, the blade appears dark and shadowy. Its alignment is lawful evil, and it possesses Int 14, Wis 18, and Cha 18, with an Ego of 24. Lyliax cannot speak but can communicate telepathically, always in a hypnotic and musical voice that wielders refer to as its "song." The sword can see out to 120 ft. with darkvision and can detect good, though it does not confer this ability on the wielder. It can also detect thoughts, though it is limited to thoughts associated with negative emotions - self-doubt, suspicion, spite, resentment, frustration, and so on. Once per day, the sword may broadcast a suggestion to anyone whose thoughts it has read in this way, encouraging them to act in some minor way on their feelings; for example, a man suspicious of his wife might be tempted to follow her when she goes out, or an initiate struggling to understand a holy text might be tempted to take a night off and indulge in a bit of wine. The wielder is immune to these abilities.

    The sword craves to be brought to bear against those of good intention, and has been known to defy even a paragon of evil to wreak its particular brand of seductive and petty malison, resulting in it being less than ideal as a tool for the subtle and calculating. Lyliax believes its sowing of discord to be in support of an ambitious master who can bring a new and tyrannical order to the ruin that it strews, and certainly it is inarguable that it makes those around it act in a more diabolical fashion.

    The wielder can use the sword's spell-like abilities as a standard action; these include critical strikeSC 3/day, doom 3/day, veil of shadowSC 3/day, and once per day the sword may be struck against a solid surface to produce an infernal threnodySC, the bat's mouth on the crossguard opening in a wordless shriek; doing so, however, renders the sword unable to employ its telepathy or other inherent abilities while the infernal threnody is active, nor can any of its other spell-like abilities be used for the duration. While the infernal threnody is active, attacks with Lyliax do an additional 1d6 sonic damage and 1 vile damage, but decrease the remaining duration by 1 round. The caster level for any of Lyliax's spell-like abilities is equal to the wielder's character level, while save DCs are based on the better of the sword's Charisma modifier (+4) or the wielder's.

    Lyliax is much harder to destroy than an ordinary magical weapon; to be destroyed, it must be immersed in at least 20 pints of holy water prepared by a good-aligned spellcaster of at least 10th level, in a font located within the effects of a hallow spell. Doing so causes the blade to screech, piercing any kind of silence effect and permanently deafening all within 60 ft., and it ejects itself from the water unharmed unless held down by the hilt for a full two minutes, during which one pint of holy water boils away each round. Whosoever holds it in the water suffers 2 points of Strength drain as a horrible withering darkness crawls up their arm and permanently loses 1 hit point (this cannot be regained by any means). Upon completion of this procedure, all of the holy water will have boiled away and the hallow effect around the area is dispelled. If this ritual is disrupted before the sword is destroyed, the resultant shriek from the sword pierces through the planes and alerts the infernal Duke Zepar to its location.


    Domain Abilities Achtialon has access to the granted powers of the Charm, Death, and Evil domains.

    Charm Domain Granted Power (Su) Once per day as a free action, Achtialon may increase his Charisma by 4 for 1 minute.

    Death Domain Granted Power (Su) Once per day, Achtialon may make a melee touch attack against a living creature. If the attack succeeds, Achtialon rolls 9d6 and compares it to the touched creature's hit points. If the result is at least equivalent to the touched creature's current hit points, that creature dies immediately (no save). This is a death effect.

    Evil Domain Granted Power Achtialon uses his spell-like abilities with the Evil descriptor at +1 caster level.

    Duke's Eye (Su) Once per day as a swift action, Achtialon may grant himself a gaze attack that affects creatures within 30 ft. who meet his gaze. Such creatures suffer the effects of the confusion spell (Will DC 22 negates).

    Spell-Like Abilities (Sp) At will - produce flame, pyrotechnics (DC 20); 1/day - animate dead, calm emotions (DC 20), cause fear (DC 19), charm person (DC 19), death knell (DC 20), death ward, desecrate, good hope, magic circle against good, protection from good, suggestion (DC 21), unholy blight (DC 22). Caster level 9th (10th for Evil spells), save DCs Charisma-based.


    Creating an Ertoch
    "Ertoch" is an inherited template that can be added to any humanoid, monstrous humanoid, magical beast, fey, giant, or dragon of size between Small and Huge (referred to hereafter as the base creature). Each ertoch was sired by a Duke of Hell (referred to as the sire) and possesses certain characteristics based on this sire.

    Spoiler: Dukes of Hell
    Show
    Duke Eyes Skin Other Features Domain Gaze Weapon Layer
    Amduscias Fire red Yellow Purple horn Trickery Stunning Claws Avernus
    Malphas Black Dark Black feathers in hair Mentalism Pain Longsword Avernus
    Alocer Fire red Red-gold Lion's mane and fangs War Blindness Longsword Dis
    Arioch Reptilian Wine-red Forked tail Retribution Death Halberd Dis
    Biffant Blue-green Blood-red Small hooked horns Planning Despair Morningstar Dis
    Merodach Wolflike Fur Long wide-set horns Strength Pain Glaive Dis
    Titivilus Any Pale Satyrlike horns Trickery Sleep Bastard sword Dis
    Bael Watery gold Golden Red hair, round eyes, bovine features War Stunning Morningstar Minauros
    Caarcrinolas Glittering yellow Gray/brown fur Three scarlet horns Law Pain Scythe Minauros
    Focalor Any Pale pink-green Fish scales on thighs and underarms Ocean Stunning Quarterstaff Minauros
    Melchon Any Fire red Bull-like horns Poison* Despair Greataxe Minauros
    Chamo Brown Scarlet Small horns Liberation Stunning Quarterstaff Phlegethos
    Balan Fire red Yellow Lower body darkens to scarlet Death Pain Battleaxe Phlegethos
    Bathym Black Fishbelly white Hissing voice Inquisition Sleep Mace Phlegethos
    Gaziel None Brown-red Skeletal appearance Death Despair Ranseur Phlegethos
    Agares Watery red Scarlet Knotted ribs Sky Pain Quarterstaff Stygia
    Amon§ Any Any Wolf's head Winter Despair Mace Stygia
    Gorson† Black Yellow Lion's tail Knowledge Stunning Scimitar Stygia
    Herodias§ Any Scarlet Goat-like horns Pride Despair Claw Stygia
    Machalas White Black Batlike features Charm Stunning Axe Stygia
    Tartach Any Fire orange Leonine feet Suffering Stunning Longsword Malbolge
    Abigor Any Ochre Loud voice, small horns War Stunning Battleaxe Maladomini
    Barbatos Green Crimson Horns, rich persuasive voice Exploration* Sleep Ranseur Maladomini
    Bileth Fire red Crimson Nonfunctional bat wings Tyranny Fear Unarmed strike Maladomini
    Neabaz Any Any Nonfunctional insect wings Harbinger* Fear Longsword Maladomini
    Zepar Any Dark Twisted or clawed feet Charm Insanity Short sword Maladomini
    Adonides Glittering black Any Scarlet skin below the waist Inquisition Stunning Quarterstaff Cania
    Barbas Any Crimson Significant body fat Wealth Insanity GoadFrost Cania
    Bele Hollow Ivory Crimson skin below the waist Retribution Fear Mace Cania
    Bifrons White Gray Serpentine lower body Cold Stunning Scimitar Cania
    Hutijin Fire red Dark rust-red Fiendish visage Law Persuasion Trident Cania
    Buer Red Silver Centaurlike lower body Knowledge Despair Longbow Nessus
    Bune Black Green Griffonlike beak Greed Death Ranseur Nessus
    Morax Scarlet Dark brown Massive curling horns Strength Stunning Throwing axe Nessus
    Rimmon Any Blue-white chitin Chitinous skin Cold Pain Trident Nessus
    Zagum Yellow with black pupils Crimson Bony collar of spikes around the head Community Pain Claw Nessus

    * indicates a new domain found in this thread
    † indicates a dead duke; new ertochs will not descend from this duke
    § indicates an exiled duke who no longer holds position in an archdevil's court


    An ertoch uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type
    The creature’s type changes to outsider (augmented base creature's type) and it gains the baatezu, evil, extraplanar (when not in the Nine Hells of Baator), and lawful subtypes. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

    Hit Dice
    The creature's racial hit dice, if any, change to d8s. Hit dice from class levels remain unchanged.

    Speed
    Regardless of the configuration of its lower body (some ertochs are serpentine below the waste, some centaurlike, most relatively humanoid and bipedal), all ertochs have a ground speed of 40 ft. or the base creature's ground speed, whichever is better. An ertoch retains all the other movement speeds of the base creature but gains no new movement types.

    Armor Class
    Increase the base creature's natural armor bonus by 2. At character level 5th, increase the base creature's natural armor bonus by a further 2, and increase it a final time by 2 at character level 10th.

    Attack
    An ertoch retains all the attacks of the base creature and gains two claw attacks as natural weapons. If the base creature can use weapons, the ertoch retains this ability. A creature with natural weapons retains those natural weapons.

    Full Attack
    An ertoch fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack. Unarmed, an ertoch uses its two claws as well as any other natural weapons to attack.

    Damage
    An ertoch's claw attack deals damage based on its size or uses the original claw's damage, if the base creature possessed claw attacks already, whichever is better.

    Size Damage
    Small 1d3
    Medium 1d4
    Large 1d6
    Huge 1d8

    Special Attacks
    An ertoch retains the base creature's special attacks and gains the following:

    Domain Abilities An ertoch possesses the granted powers of the Death domain, the Evil domain (including its spell-like abilities), and one other domain based on the ertoch's sire (if the sire's domain is Death, the ertoch gains a second daily use of that domain's ability). An ertoch uses these abilities as a cleric of its character level.

    Duke's Eye (Su) Once per day as a swift action, plus once per day for each five character levels the ertoch possesses, it may unleash a gaze attack that lasts for one round. The gaze has a range of 30 ft. and the save DC is 10 + 1/2 the ertoch's HD + the ertoch's Charisma modifier. The effects of the ertoch's gaze are based on its sire, and may manifest as any of the following:

    Gaze Effect
    Blindness Permanently blinded (Fort negates)
    Death Cursed (Fort negates) to die in 1d3+1 rounds. Can be removed with remove curse. Cannot affect creatures with more HD than the ertoch.
    Despair As crushing despair; affected creatures have a 1 in 4 chance of taking no action on their turn (Will negates)
    Fear As fear (Will partial)
    Insanity As confusion (Will negates)
    Pain -4 penalty to attack rolls, skill checks, and ability checks from wracking pains (Will negates)
    Persuasion As charm monster (Will negates)
    Sleep Unconsciousness (Will negates). Cannot affect creatures with more HD than the ertoch.
    Stunning Stunned for 1d4 rounds, or dazed 1d4 rounds if immune to stun (Will negates). Cannot affect creatures with more HD than the ertoch.

    Unless otherwise specified, the duration of the gaze effect is a number of rounds equal to the ertoch's character level. An ertoch gains an additional daily use of this ability at character level 6th and every five character levels thereafter (11th, 16th, etc.)

    Spell-Like Abilities (Sp) An ertoch possesses the ability to use produce flame and pyrotechnics at will as a sorcerer of its character level. Additionally, an ertoch possesses the ability to use the spells of the Death and Evil domains, and one other domain based on its sire, once per day (if the sire's domain is the Death domain, such spells may be used a second time per day) as a cleric of its character level. An ertoch may use spells from these domains based on its character level - the 1st-level spell in each domain is always available; the 2nd-level spell at character level 3rd; the 3rd-level spell at character level 5th; the 4th-level spell at character level 7th; the 5th-level spell at character level 9th; the 6th-level spell at character level 11th; the 7th-level spell at character level 13th; the 8th-level spell at character level 15th; the 9th-level spell at character level 17th.

    Special Qualities
    An ertoch retains all the special qualities of the base creature and gains the following:

    Darkvision (Ex) An ertoch has darkvision out to 60 ft.

    Damage Reduction (Ex) An ertoch has damage reduction 5/good or silver. At character level 11th and above, this changes to damage reduction 10/good and silver.

    Immunities (Ex) An ertoch is immune to fire and poison.

    Infernal Vitality (Ex) An ertoch gains 2 hp for each Devil-Touched, Divine, Incarnum, or Vile feat it possesses (including any it possesses as bonus feats).

    Resistances (Ex) An ertoch gains resistance to acid 10 and cold 10.

    Spell Resistance (Ex) An ertoch possesses spell resistance equal to 12 + its character level.

    Telepathy (Su) An ertoch possesses telepathy out to 100 ft.

    Abilities
    Adjust from the base creature as follows: Str +6, Dex +2, Con +6, Int +4, Wis +4, Cha +8.

    Skills
    Ertochs always treat Intimidate, Knowledge (the planes), and Use Magic Device as class skills.

    Feats
    Same as base creature; in addition, the ertoch gains Devil's FavorFCII, Evil BrandBoVD, Evil's BlessingEE, and Vile Martial StrikeBoVD (corresponding to the sire's favored armament; replace with Vile Natural Attack if the sire's favored weapon is claw) as bonus feats, as well as the Mark featFCII (e.g. Mark of Avernus) corresponding with the sire's home layer as a bonus feat.

    Languages
    As base creature, plus Infernal.

    Environment
    Any (Nine Hells of Baator)

    Challenge Rating
    HD 5 or less, same as the base creature +3; 6-10, same as the base creature +4; 11+, same as the base creature +5.

    Alignment
    The vast majority of ertochs are lawful evil from birth to grave, though some have had experiences that have allowed their alignment to change over time.

    Level Adjustment
    While it is estimated that the ertoch template confers a level adjustment roughly equivalent to +6, this template is not recommended for player characters.

    ~~~

    New Domains

    Exploration Domain
    Granted Power You gain Track or Urban TrackingECS as a bonus feat. Add Survival to your list of class skills.
    1st - pass without trace
    2nd - knock
    3rd - locate object
    4th - evacuation runeSC
    5th - nightstalker's transformationSC
    6th - find the path
    7th - passwall
    8th - ethereal jaunt
    9th - astral projection

    Harbinger Domain
    Granted Power Add Intimidate to your list of class skills. For every three cleric levels you possess, you may use divine presenceCC as a spell-like ability once per day (minimum 1/day).
    1st - comprehend languages
    2nd - enthrall
    3rd - tongues
    4th - sending
    5th - greater command
    6th - visage of the deitySC
    7th - bestow greater curseSC
    8th - moment of prescience
    9th - greater visage of the deitySC
    Last edited by afroakuma; 2023-04-28 at 07:38 AM.
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  18. - Top - End - #138
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Mousewolf
    Diminutive Animal
    HD ¼d8 (1 hp)
    Speed 20 ft. (4 squares)
    Init: +2
    AC 16; touch 16; flat-footed 14 (+4 size, +2 Dex)
    BAB +0; Grp -15
    Attack Bite +6 melee (1d2-3)
    Full Attack Bite +6 melee (1d2-3)
    Space 0 ft. Reach 0 ft.
    Special Attacks -
    Special Qualities Low-light vision, scent
    Saves Fort +2 Ref +4 Will +3
    Abilities Str 4, Dex 15, Con 10, Int 2, Wis 12, Cha 6
    Skills Climb +2*, Hide +16, Jump +2*, Listen +9*, Move Silently +8*, Spot +5, Survival +5*, Swim +2*
    Feats Alertness, TrackB, StealthyB, Weapon FinesseB
    Environment Any plains, hills, and forests
    Organization Solitary, pair, or pack (7-48)
    Challenge Rating 1/6
    Treasure None
    Alignment Always true neutral
    Advancement -

    Social animals who operate in close-knit packs, mousewolves are aptly named - small enough to be held in the palm of a human hand, they resemble husky puppies or wolf cubs, always with at least two tones of fur (white & black, brown & black, grey & white being common) and disproportionately large, triangular ears that twitch and swivel to pick up the sounds of prey. Facultative carnivores, their favored prey are mice, though any rodent is fair game. Larger rodents such as rats or rabbits may require the assistance of another packmate to take down safely, and the most ambitious will attempt to go after tiny reptiles or birds, though creatures of Small or larger size are too intimidating to consider as prey. When warm-blooded food is not available, mousewolves are willing to dig for worms or slurp up ants and other insects, albeit reluctantly. Mousewolves are fierce and as territorial as creatures of their size can be, but if raised from their first week of life can be semi-domesticated, always retaining their wild side but willing to form bonds with and show affection (in their own way) to humanoids. Their voice is a tiny yip, almost a chirp in tone, and their "growl" could better be described as a purr or quiet buzz, while their "howl" is more of a whistle or loud coo in pitch. Cats and mousewolves get along famously, each thinking it is the predator in the equation and merely toying with the other, though as cats are larger they will take on whole packs of mousewolves. Larger birds, foxes, and wolves may occasionally pursue a mousewolf as food, but only owls consider them to be preferable prey. On worlds where the two share territory, mousewolves are favored pets of halflings and may be found with wild fey.

    In every other way, the behavior of a mousewolf is akin to that of a very young puppy. Mousewolves form their social bonds from a very young age and are rarely found alone. Trainers find that cupping them in a hand and holding them close to their hearts to allow the mousewolf to acclimate to the breathing rhythms of a humanoid is a particularly effective method.

    Skills Mousewolves have a +4 racial bonus to Listen, Move Silently, and Survival checks. Mousewolves use the better of their Strength or Dexterity modifier on Climb, Jump, and Swim checks.

    As a Familiar

    Mousewolves may be selected as familiars. They confer a +3 bonus to their master's Survival checks.
    Last edited by afroakuma; 2023-01-06 at 04:21 PM.
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Glypper
    Large Animal
    HD 5d8+10 (32 hp)
    Speed 40 ft. (8 squares)
    Init: +2
    AC 15; touch 11; flat-footed 13 (+4 natural, +2 Dex, -1 size)
    BAB +3; Grp +10
    Attack Beak +6 melee (1d8+4, x4)
    Full Attack Beak +6 melee (1d8+4, x4)
    Space 10 ft. Reach 5 ft.
    Special Attacks Exhume
    Special Qualities Glyph tracks, low-light vision, tremorsense 60 ft.
    Saves Fort +4 Ref +4 Will +1
    Abilities Str 16, Dex 15, Con 14, Int 2, Wis 12, Cha 10
    Skills Balance +6*, Jump +7*, Listen +5, Spot +5, Survival +5
    Feats Alertness, RunB, Weapon Focus (beak)
    Environment Temperate and cold hills
    Organization Solitary or pair
    Challenge Rating 2
    Treasure None
    Alignment Always true neutral
    Advancement -

    Truly odd-looking creatures, glyppers are perhaps best described as a cross between a crane and a deer; a tawny brown mammalian body with a flexible neck that can rotate 180 degrees, a bony plate fused to a long spearlike beak, and its feet - its most infamous feature, resembling a bird's talons fused with a broken whisk, all flattened digits sprawled in a "basket" with each able to shift, adjust, and rotate nearly 360 degrees, resulting in a bizarre pattern of glyphlike tracks as the beast stalks across the land, adjusting its gait to try and feel out prey digging through the ground. Its body hair is slightly curly and fuzzy and it lacks a tail, but none can mistake the bizarre slow-blinking black eyes set into its ivory-plated head, which is almost always kept such that its beak is angled parallel with the ground. Not only are the tracks of no two glyppers alike, but no two steps from the same glypper leave the same track.

    Glyppers prefer moles, rodents, and terrestrial amphibians, reptiles, and loose eggs. They also have a fondness for apples and have been known to use their beaks to "spear" the fruit down from a tree. The only vocalization a glypper is known to make is a kind of "aak," which can sound either short and officious or drawn out and interrogative. Glyppers dislike using their talons to attack as it reduces their field of tremorsense and diminishes their overall balance. The piercing damage of their beak is generally quite sufficient to meet their needs, such as they are. Some gnomes have tried using glyppers as mounts, but results have never been particularly positive - at best, the glypper will bend its head around and stare silently at the offending would-be rider until they get the point, while at worst, the spearing beak is headed for the rider's tender bits. Glyppers can and do use their beaks to scratch themselves, and mated pairs have been noted to groom one another.

    Exhume (Ex) A glypper can attack a burrowed creature as long as it is no further than 5 ft. underground. If it does so, it may start a grapple check as a free action that does not provoke an attack of opportunity to drag the burrowed creature above ground. This grapple can only be performed on creatures at least two size categories smaller than the glypper.

    Glyph Tracks (Ex) Glypper tracks can be mistaken for strange glyphs or complex runes, though they have no magical properties. The Survival DC to track a glypper moving at ordinary speed is reduced by 4 - these tracks are unmistakable. However, when a glypper runs, it folds its talons together to create a stronger and more concise striking surface to propel it further and faster; a running glypper is considerably more difficult to track (+8 to the Survival DC) as the tracks become extremely sparse and can be mistaken for a number of other unusual prints, divots, or scratches in the earth.

    Skills Glyppers have a +4 racial bonus to Balance and Jump checks.
    Last edited by afroakuma; 2023-01-07 at 03:07 PM.
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Clog Treoir
    Medium Fey
    HD 6d6+6 (27 hp)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 16; touch 13; flat-footed 13 (+3 natural, +3 Dex)
    BAB +3; Grp +5
    Attack +1 flaming quarterstaff +7 melee (1d6+3 + 1d6 fire)
    Full Attack +1 flaming quarterstaff +7 melee (1d6+3 + 1d6 fire)
    Space 5 ft. Reach 5 ft.
    Special Attacks Knocking bell, spell-like abilities, torch of the treoir
    Special Qualities DR 5/cold iron, find the path, low-light vision, see invisibility
    Saves Fort +3 Ref +8 Will +7
    Abilities Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 15
    Skills Bluff +11, Concentration +10, Knowledge (geography) +10, Knowledge (nature) +10, Sense Motive +11, Spot +11, Survival +11
    Feats Weapon Focus (quarterstaff)
    Environment Any aboveground
    Organization Solitary
    Challenge Rating 5
    Treasure Standard
    Alignment Usually chaotic (any)
    Advancement by class Favored Class ScoutCAdv

    Thy guttered brand hath heard the knock
    Ahead along the shadow'd walk
    It burns alone, the guide-man's light
    Sole candle in the misty night
    He wordless leads, who knows the way
    But ware his path, for none can say
    If any man this earth hath trode
    Who home hath reached, from clog treoir's road


    A kind of guide-spirit, the clog treoir is a nocturnal fey creature that lurks in poorly-traveled areas, silently watching for those who are lost in the dark. Resembling a stooped bald man with long pointed ears that form a "Y" shape, no mouth, and cloudy white eyes, the clog treoir sports a well-worn coarse cloak and is always found with a wooden bell on a cord around its waist and a long staff of wood whose top burns with a soft flame. The motives of clog treoirs are guessed at, at best; they do not speak, and telepathic conversation with them has yielded little more than thought versions of the same basic ideas they communicate by gesture - "follow," "this way," "come," "wait," and so forth. A single sage believes she has sussed out the truth of them, though she had to buy the information from a powerful baron of Faerie and the price was steep; in her words, the clog treoir feeds on uncertainty, trepidation, and "dim hope". In theory, this motivates them to deliver their charges back to the proper path before curiosity and need give way to skepticism or anger; in practice, however, it's a roll of the dice as to whether a clog treoir will lead its followers to their destination, to a perilous end, or into the deeps of the night to be lost. Clog treoirs are inactive during the day, finding hiding places or slipping across a boundary to Faerie until evening comes.

    Clog treoirs have been found serving both the Seelie and Unseelie Courts, though they appear to have few friends in either; fey crossroads are their preferred haunts but they will lurk in out-of-the-way ruins, abandoned roads, lonely moors, solitary hills... anywhere a traveler might find themselves lost and in need of a guide, a clog treoir might take as its temporary residence. They have been known to show limited deference to followers of deities of travel such as Shaundakul and Fharlanghn, but even clerics of these powers rarely turn to a clog treoir except in great need. Victims of a clog treoir have sometimes been found, led far astray from their destinations but always returning with tales of adventure, peril, and some amount of treasure found. Of course, those are just the ones who came back - it is well known that some who follow the lonely torch of the clog treoir have never returned to lands of the mortal realm, though whether they are dead or lost in the Plane of Faerie is hard to say.

    Find The Path (Sp) A clog treoir can use find the path at will as a 12th-level cleric, but can only target itself. It can use a location described to it as the basis for this spell, rather than needing to know the destination itself.

    Knocking Bell (Sp) A clog treoir carries a wooden bell on his person at all times, which it can mute or unmute as a swift action. While the bell is capable of producing sound, it reduces the DC to hear a clog treoir at any distance by 8 - this despite not seeming to be any louder than a soft wooden "tock" sound, no matter how far away the listener is. The sound of the bell, a kind of knock or clack, seems to permeate the night air. As a standard action, a clog treoir can deliberately "ring" the bell, creating a loud knock that affects a single target within 60 ft. as hold person (Will DC 15 negates). The clog treoir can attempt this without being able to perceive a specific target, but if this is done, the bell's knock randomly affects an eligible target without the clog treoir being able to discriminate between friend or foe.

    See Invisibility (Su) A clog treoir constantly sees invisibility as the spell cast by a 3rd-level sorcerer.

    Spell-Like Abilities (Sp) At will - longstrider, obscuring mist; 3/day - faerie fire, goodberry, hide from animals, produce flame; 1/day - gaseous form (self only), invisibility (self only); 1/week - dimension door. Caster level 6th, save DCs Charisma-based.

    Torch of the Treoir (Sp) A clog treoir carries a branch of wood at all times that functions as a quarterstaff. While wielded by the clog treoir, such a branch is treated as a +1 flaming weapon (on one end only, if used as a double weapon). Other nonmagical sources of flame within 120 ft. of the clog treoir's quarterstaff are extinguished unless the flame they would produce would occupy a space greater than a 5 ft. square. Magical flames and creatures of living fire (such as fire elementals) are unaffected, and a clog treoir will usually go out of its way to avoid such fires.
    Last edited by afroakuma; 2023-01-07 at 03:16 PM.
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  21. - Top - End - #141
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    As ever, if anyone has any requests, I'm all ears.
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  22. - Top - End - #142
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Ertoch
    The ertoch is interesting. For too long demonkind got all the special crossbreeds (like cambions). Finally it's devilkind's time. (Do the 'loth next. ) Also, I don't think I've ever seen before anything that went this in-depth into the dukes, so thanks for that.
    By the way, the Harbinger domain... something about it feels strange. It feels like it's a slightly changed version of the Herald domain.

    Quote Originally Posted by afroakuma View Post
    Mousewolf
    These are the cutest thing you've ever made. Maybe the cutest thing I've ever seen on this forum. I suggest Challenge Rating: Awww!

    Quote Originally Posted by afroakuma View Post
    Glypper
    This is weird stuff. I approve.

    Quote Originally Posted by afroakuma View Post
    Clog Treoir
    Those are weird. Is this another take on the Will-o-wisp? Are they based on specific folklore?

    Quote Originally Posted by afroakuma View Post
    As ever, if anyone has any requests, I'm all ears.
    Could you convert the ruvoka as a playable race? Or do that fleshing out of the demons' evolving you mentioned in the Questions Thread?

    Edit: Or maybe an altraloth template?

  23. - Top - End - #143
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by Tzardok View Post
    The ertoch is interesting. For too long demonkind got all the special crossbreeds (like cambions). Finally it's devilkind's time. (Do the 'loth next. ) Also, I don't think I've ever seen before anything that went this in-depth into the dukes, so thanks for that.
    Always nice to cover them again, they do get insufficient love.

    By the way, the Harbinger domain... something about it feels strange. It feels like it's a slightly changed version of the Herald domain.
    I mean, it is, so... good?

    Those are weird. Is this another take on the Will-o-wisp? Are they based on specific folklore?
    I suppose technically they could be considered another take on a will-o'-wisp, but they were not planned that way and are not based on specific folklore.

    Could you convert the ruvoka as a playable race?
    Still planning to, just a lot going into that.

    Or do that fleshing out of the demons' evolving you mentioned in the Questions Thread?

    Edit: Or maybe an altraloth template?
    Those are definitely coming in the future.
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Ice Paraelemental

    Spoiler: Small
    Show
    Ice Paraelemental, Small
    Small Elemental (Air, Cold, Extraplanar, Water)
    HD 2d8 (9 hp)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 17; touch 12; flat-footed 16 (+5 natural, +1 Dex, +1 size)
    BAB +1; Grp -3
    Attack Icicle +3 melee (1d4 and 1d4 cold, x3) or icicle +3 ranged (1d4 and 1d4 cold, x3)
    Full Attack Icicle +3 melee (1d4 and 1d4 cold, x3) or icicle +3 ranged (1d4 and 1d4 cold, x3)
    Space 5 ft. Reach 5 ft.
    Special Attacks Chill metal (DC 11, 5 ft.)
    Special Qualities Darkvision 60 ft., elemental traits, ice affinity, immunity to cold, vulnerability to fire
    Saves Fort +3 Ref +4 Will +0
    Abilities Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
    Skills Balance +9*, Listen +3, Spot +2
    Feats Combat Reflexes, Weapon Finesse (icicle)B
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 1
    Treasure None
    Alignment Usually neutral
    Advancement 3 HD (Small)

    Spoiler: Medium
    Show
    Ice Paraelemental, Medium
    Medium Elemental (Air, Cold, Extraplanar, Water)
    HD 4d8+8 (26 hp)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 18; touch 13; flat-footed 15 (+5 natural, +3 Dex)
    BAB +3; Grp +4
    Attack Icicle +7 melee (1d6+1 and 1d6 cold, x3) or icicle +7 ranged (1d6+1 and 1d6 cold, x3)
    Full Attack Icicle +7 melee (1d6+1 and 1d6 cold, x3) or icicle +7 ranged (1d6+1 and 1d6 cold, x3)
    Space 5 ft. Reach 5 ft.
    Special Attacks Chill metal (DC 14, 10 ft.)
    Special Qualities Darkvision 60 ft., elemental traits, ice affinity, immunity to cold, vulnerability to fire
    Saves Fort +6 Ref +7 Will +1
    Abilities Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
    Skills Balance +11*, Listen +4, Spot +3
    Feats Combat Reflexes, Weapon Finesse (icicle)B, Weapon Focus (icicle)
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 3
    Treasure None
    Alignment Usually neutral
    Advancement 5-7 HD (Medium)

    Spoiler: Large
    Show
    Ice Paraelemental, Large
    Large Elemental (Air, Cold, Extraplanar, Water)
    HD 8d8+32 (68 hp)
    Speed 30 ft. (6 squares)
    Init: +5
    AC 18; touch 13; flat-footed 15 (+6 natural, +5 Dex, -1 size)
    BAB +6; Grp +12
    Attack Icicle +11 melee (2d6+2 and 2d6 cold, x3) or icicle +11 ranged (2d6+2 and 2d6 cold, x3)
    Full Attack 2 icicles +11 melee (2d6+2 and 2d6 cold) or 2 icicles +11 ranged (2d6+2 and 2d6 cold, x3)
    Space 10 ft. Reach 10 ft.
    Special Attacks Chill metal (DC 17, 15 ft.)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, ice affinity, immunity to cold, vulnerability to fire
    Saves Fort +8 Ref +11 Will +2
    Abilities Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
    Skills Balance +13*, Listen +6, Spot +5
    Feats Combat Reflexes, Improved ToughnessMMIII, Weapon Finesse (icicle)B, Weapon Focus (icicle)
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 5
    Treasure None
    Alignment Usually neutral
    Advancement 9-15 HD (Large)

    Spoiler: Huge
    Show
    Ice Paraelemental, Huge
    Huge Elemental (Air, Cold, Extraplanar, Water)
    HD 16d8+80 (152 hp)
    Speed 30 ft. (6 squares)
    Init: +7
    AC 21; touch 15; flat-footed 14 (+7 Dex, +6 natural, -2 size)
    BAB +12; Grp +24
    Attack Icicle +18 melee (2d8+4 and 2d8 cold, 19-20/x3) or icicle +18 ranged (2d8+4 and 2d8 cold, 19-20/x3)
    Full Attack 2 icicles +18 melee (2d8+4 and 2d8 cold, 19-20/x3) or 2 icicles +18 ranged (2d8+4 and 2d8 cold, 19-20/x3)
    Space 15 ft. Reach 15 ft.
    Special Attacks Chill metal (DC 24, 20 ft.)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, ice affinity, immunity to cold, vulnerability to fire
    Saves Fort +14 Ref +17 Will +5
    Abilities Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
    Skills Balance +15*, Listen +10, Spot +9
    Feats Ability Focus (chill metal), Combat Reflexes, Improved Critical (icicle), Improved ToughnessMMIII, Polar ChillUA, Weapon Finesse (icicle)B, Weapon Focus (icicle)
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 7
    Treasure None
    Alignment Usually neutral
    Advancement 17-20 HD (Huge)

    Spoiler: Greater
    Show
    Ice Paraelemental, Greater
    Huge Elemental (Air, Cold, Extraplanar, Water)
    HD 21d8+105 (199 hp)
    Speed 30 ft. (6 squares)
    Init: +8
    AC 26; touch 16; flat-footed 18 (+10 natural, +8 Dex, -2 size)
    BAB +15; Grp +28
    Attack Icicle +22 melee (2d8+5 and 2d8 cold, 19-20/x3) or icicle +22 ranged (2d8+5 and 2d8 cold, 19-20/x3)
    Full Attack 2 icicles +22 melee (2d8+5 and 2d8 cold, 19-20/x3) or 2 icicles +22 ranged (2d8+5 and 2d8 cold, 19-20/x3)
    Space 15 ft. Reach 15 ft.
    Special Attacks Chill metal (DC 26, 25 ft.)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, ice affinity, immunity to cold, vulnerability to fire
    Saves Fort +16 Ref +20 Will +7
    Abilities Str 20, Dex 27, Con 18, Int 8, Wis 11, Cha 11
    Skills Balance +16*, Listen +12, Spot +12
    Feats Ability Focus (chill metal), Combat Reflexes, Dodge, Improved Critical (icicle), Improved ToughnessMMIII, Mobility, Polar ChillUA, Weapon Finesse (icicle)B, Weapon Focus (icicle)
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 9
    Treasure None
    Alignment Usually neutral
    Advancement 22-23 HD (Huge)

    Spoiler: Elder
    Show
    Ice Paraelemental, Elder
    Huge Elemental (Air, Cold, Extraplanar, Water)
    HD 24d8+? (199 hp)
    Speed 30 ft. (6 squares)
    Init: +9
    AC 27; touch 17; flat-footed 18 (+10 natural, +9 Dex, -2 size)
    BAB +18; Grp +32
    Attack Icicle +26 melee (2d8+6 and 2d8 cold, 19-20/x3) or icicle +26 ranged (2d8+6 and 2d8 cold, 19-20/x3)
    Full Attack 2 icicles +26 melee (2d8+6 and 2d8 cold, 19-20/x3) or 2 icicles +26 ranged (2d8+6 and 2d8 cold, 19-20/x3)
    Space 15 ft. Reach 15 ft.
    Special Attacks Chill metal (DC 28, 30 ft.)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, ice affinity, immunity to cold, resistance to fire 10, vulnerability to fire
    Saves Fort +18 Ref +23 Will +8
    Abilities Str 22, Dex 29, Con 18, Int 10, Wis 11, Cha 11
    Skills Balance +17*, Listen +27, Spot +27
    Feats Ability Focus (chill metal), Combat Reflexes, Energy Resistance (fire)E, Dodge, Improved Critical (icicle), Improved ToughnessMMIII, Mobility, Polar ChillUA, Spring Attack, Weapon Finesse (icicle)B, Weapon Focus (icicle)
    Environment Paraelemental Plane of Ice
    Organization Solitary
    Challenge Rating 11
    Treasure None
    Alignment Usually neutral
    Advancement 25-48 HD (Huge)


    Hailing (no pun intended) from the Paraelemental Plane of Ice, ice paraelementals are cognate to the elementals of the greater Inner Planes, living embodiments of cold and frost that spear adversaries with deadly piercing icicles emerging from their bodies. Crystalline and roughly humanoid in shape, ice paraelementals enjoy absorbing heat insofar as it does not damage them, spreading the chill of their home plane and demonstrating the supremacy of ice over all things. They are not as a general rule given to malevolence, though some have fallen in with a fiendish entity calling itself Cryonax, a dark and foreboding beast with resemblance to the demon prince Demogorgon. This vile creature plots to supplant one of the Elemental Planes with the Paraelemental Plane of Ice, a scheme which seems to have no chance of success but which would threaten massive cosmic upheaval should Cryonax somehow triumph. Ice paraelementals' icicles deal piercing damage and can be thrown with a range increment of 10 ft.

    Chill Metal (Su) All metal that enters the given radius around an ice paraelemental must save or be affected as by chill metal; unlike the spell, once the metal reaches the freezing stage, it remains there as though in the third round of the spell effect, only progressing along the normal effects and warming up again once it has spent at least one full round outside the radius of the ice paraelemental. An ice paraelemental has no ability to restrain or direct this effect, it is automatic. Metal that saves against an ice paraelemental's chill metal ability cannot be affected by that same ice elemental's chill metal ability for 24 hours.

    Ice Affinity (Ex) Ice paraelementals never need to make Balance checks when moving on ice or snow unless some additional factor (e.g. grease) is present to require a check. Ice paraelementals take normal damage from desiccationSand instead of double damage as other creatures with the Water subtype would. They take double damage from salt-based attacks and a handful of thrown salt deals damage to them as a flask of acid would. They take half damage from water-based attacks. In conditions of severe cold, an ice paraelemental heals 1 hit point per round as though possessing the fast healing ability.

    Skills Ice paraelementals have a +8 racial bonus to Balance checks as the cold they naturally shed creates frost to anchor them to the ground.
    Last edited by afroakuma; 2023-03-06 at 02:36 PM.
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  25. - Top - End - #145
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Magma Paraelemental

    Spoiler: Small
    Show
    Magma Paraelemental, Small
    Small Elemental (Earth, Extraplanar, Fire)
    HD 2d8+2 (11 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 16; touch 10; flat-footed 16 (+6 natural, +1 size, -1 Dex)
    BAB +1; Grp +0
    Attack Slam +5 melee (1d6+3 and 1d6 fire)
    Full Attack Slam +5 melee (1d6+3 and 1d6 fire)
    Space 5 ft. Reach 5 ft.
    Special Attacks Burn (DC 12), heat 1d6
    Special Qualities Darkvision 60 ft., elemental traits, immunity to fire, magmatic, vulnerability to cold
    Saves Fort +4 Ref +2 Will +0
    Abilities Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
    Skills Balance +7*, Listen +3, Spot +2
    Feats Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 1
    Treasure None
    Alignment Usually neutral
    Advancement 3 HD (Small)

    Spoiler: Medium
    Show
    Magma Paraelemental, Medium
    Medium Elemental (Earth, Extraplanar, Fire)
    HD 4d8+12 (30 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 17; touch 9; flat-footed 17 (+8 natural, -1 Dex)
    BAB +3; Grp +8
    Attack Slam +8 melee (1d8+5 and 1d6 fire)
    Full Attack Slam +8 melee (1d8+3 and 1d6 fire)
    Space 5 ft. Reach 5 ft.
    Special Attacks Burn (DC 15), heat 1d6
    Special Qualities Darkvision 60 ft., elemental traits, immunity to fire, magmatic, vulnerability to cold
    Saves Fort +7 Ref +3 Will +1
    Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
    Skills Balance +7*, Listen +4, Spot +3
    Feats Cleave, Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 3
    Treasure None
    Alignment Usually neutral
    Advancement 5-7 HD (Medium)

    Spoiler: Large
    Show
    Magma Paraelemental, Large
    Large Elemental (Earth, Extraplanar, Fire)
    HD 8d8+32 (68 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 18; touch 8; flat-footed 18 (+10 natural, -1 Dex, -1 size)
    BAB +6; Grp +17
    Attack Slam +12 melee (2d8+7 and 2d6 fire)
    Full Attack 2 slams +12 melee (2d8+7 and 2d6 fire)
    Space 10 ft. Reach 10 ft.
    Special Attacks Burn (DC 18), heat 2d6
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, immunity to fire, magmatic, vulnerability to cold
    Saves Fort +10 Ref +5 Will +2
    Abilities Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
    Skills Balance +7*, Listen +6, Spot +5
    Feats Cleave, Improved Overrun, Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 5
    Treasure None
    Alignment Usually neutral
    Advancement 9-15 HD (Large)

    Spoiler: Huge
    Show
    Magma Paraelemental, Huge
    Huge Elemental (Earth, Extraplanar, Fire)
    HD 16d8+80 (152 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 19; touch 7; flat-footed 19 (+12 natural, -1 Dex, -2 size)
    BAB +12; Grp +29
    Attack Slam +19 melee (2d10+9 and 2d6 fire)
    Full Attack 2 slams +19 melee (2d10+9 and 2d6 fire)
    Space 15 ft. Reach 15 ft.
    Special Attacks Burn (DC 25), heat 2d6
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, immunity to fire, magmatic, vulnerability to cold
    Saves Fort +15 Ref +9 Will +7
    Abilities Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
    Skills Balance +7*, Listen +10, Spot +9
    Feats Ability Focus (burn), Cleave, Great Cleave, Improved Overrun, Iron Will, Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 7
    Treasure None
    Alignment Usually neutral
    Advancement 17-20 HD (Huge)

    Spoiler: Greater
    Show
    Magma Paraelemental, Greater
    Huge Elemental (Earth, Extraplanar, Fire)
    HD 21d8+126 (220 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 21; touch 7; flat-footed 21 (+14 natural, -1 Dex, -2 size)
    BAB +15; Grp +33
    Attack Slam +23 melee (2d10+10 and 2d6 fire)
    Full Attack 2 slams +23 melee (2d10+10 and 2d6 fire)
    Space 15 ft. Reach 15 ft.
    Special Attacks Burn (DC 27), heat 2d6
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to fire, magmatic, resistance to cold 10, vulnerability to cold
    Saves Fort +17 Ref +11 Will +9
    Abilities Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
    Skills Balance +7*, Listen +12, Spot +12
    Feats Ability Focus (burn), Cleave, Energy Resistance (cold)E, Great Cleave, Improved Overrun, Improved ToughnessMMIII, Iron Will, Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 9
    Treasure None
    Alignment Usually neutral
    Advancement 22-23 HD (Huge)

    Spoiler: Elder
    Show
    Magma Paraelemental, Elder
    Huge Elemental (Earth, Extraplanar, Fire)
    HD 24d8+144 (252 hp)
    Speed 30 ft. (6 squares)
    Init: -1
    AC 23; touch 7; flat-footed 23 (+16 natural, -1 Dex, -2 size)
    BAB +18; Grp +37
    Attack Slam +27 melee (3d10+11 and 2d6 fire)
    Full Attack 2 slams +27 melee (3d10+11 and 2d6 fire)
    Space 15 ft. Reach 15 ft.
    Special Attacks Burn (DC 29), heat 2d6
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to fire, magmatic, resistance to cold 10, vulnerability to cold
    Saves Fort +17 Ref +11 Will +9
    Abilities Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
    Skills Balance +7*, Listen +27, Spot +27
    Feats Ability Focus (burn), Cleave, Energy Resistance (cold)E, Great Cleave, Improved Natural Attack (slam), Improved Overrun, Improved ToughnessMMIII, Iron Will, Power Attack
    Environment Paraelemental Plane of Magma
    Organization Solitary
    Challenge Rating 11
    Treasure None
    Alignment Usually neutral
    Advancement 25-48 HD (Huge)


    Intimidating and awe-inspiring, magma paraelementals are molten blobs vaguely resembling a humanoid torso made of lava and bits of cooling crust floating on the "skin." Intensely hot but heavier and slower than a fire elemental, what a magma paraelemental lacks in wicked speed it makes up for with powerful blows, pure resilience, and dogged obstinacy. They attempt to overrun their foes like a tidal wave of flaming death, leaving a wake of lava that makes the ground around them deadly to approach. Magma paraelementals can be singleminded in their approach to handling an adversary, but generally keep to themselves if not provoked or called forth to an environment they do not enjoy. Summoners be warned - a magma paraelemental may serve while magically compelled, but they're not stupid - they are quick to pick up on why they've been brought to a cold, uncomfortable place, and unlike fire elementals they gain no satisfaction from melting things to slag to slake their need for more heat.

    Burn (Ex) Those hit by a magma elemental's slam attack must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

    Heat (Ex) Merely touching or being touched by a magma paraelemental automatically deals fire damage.

    Magmatic (Ex) For every 10 points of cold damage suffered by a magma paraelemental, it is slowed for 1 round. When a magma paraelemental successfully bull rushes or overruns an opponent, it automatically deals damage as though from a successful attack. Whenever a magma paraelemental exits a square, that square is treated as difficult terrain for any creature without the Fire subtype and deals 2d6 fire damage to any creature entering it for 1 round. Total immersion in water deals 10d6 damage per round to a magma paraelemental and deals 1d4 fire damage per hit die of the magma paraelemental to all creatures in a 30 ft. radius as steam erupts from the point of contact.

    Skills Magma paraelementals have a +8 racial bonus to Balance checks as their slow, flowing, molten forms fuse to surfaces and melt hazards.
    Last edited by afroakuma; 2023-03-06 at 02:30 PM.
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  26. - Top - End - #146
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    You accidentally wrote Huge three times in the spoiler titles.

  27. - Top - End - #147
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Wait, are paraelementals not already statted, or are you just replacing them?
    Spoiler: Vanity quotes
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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
    Quote Originally Posted by AuthorGirl View Post
    I wish it was possible to upvote here.

    I use braces (also known as "curly brackets") to indicate sarcasm. If there are none present, I probably believe what I am saying; should it turn out to be inaccurate trivia, please tell me rather than trying to play along with an apparent joke I don't know I'm making.

  28. - Top - End - #148
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    They are. Manual of the Planes, 3.0 But IIRC, the Ice Affinity and Magmatic abilities are new.

  29. - Top - End - #149
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Ooze Paraelemental

    Spoiler: Small
    Show
    Ooze Paraelemental, Small
    Small Elemental (Earth, Extraplanar, Water)
    HD 2d8+4 (13 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +0
    AC 17; touch 11; flat-footed 17 (+6 natural, +1 size)
    BAB +1; Grp +3
    Attack Slam +4 melee (1d6+2 and 1d4 acid)
    Full Attack Slam +4 melee (1d6+2 and 1d4 acid)
    Space 5 ft. Reach 5 ft.
    Special Attacks Acid (DC 12)
    Special Qualities Darkvision 60 ft., elemental traits, ooze affinity, resistance to cold 5 and fire 5, vulnerability to electricity
    Saves Fort +4 Ref +0 Will +0
    Abilities Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
    Skills Balance +8*, Listen +2, Spot +3
    Feats Improved GrappleB, Improved ToughnessMMIII
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 1
    Treasure None
    Alignment Usually neutral
    Advancement 3 HD (Small)

    Spoiler: Medium
    Show
    Ooze Paraelemental, Medium
    Medium Elemental (Earth, Extraplanar, Water)
    HD 4d8+16 (34 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +1
    AC 18; touch 11; flat-footed 17 (+7 natural, +1 Dex)
    BAB +3; Grp +10
    Attack Slam +6 melee (1d8+3 and 1d6 acid)
    Full Attack Slam +6 melee (1d8+3 and 1d6 acid)
    Space 5 ft. Reach 5 ft.
    Special Attacks Acid (DC 15)
    Special Qualities Darkvision 60 ft., elemental traits, ooze affinity, resistance to cold 10 and fire 10, vulnerability to electricity
    Saves Fort +7 Ref +2 Will +1
    Abilities Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
    Skills Balance +9*, Listen +3, Spot +4
    Feats Improved GrappleB, Improved ToughnessMMIII, Power Attack
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 3
    Treasure None
    Alignment Usually neutral
    Advancement 5-7 HD (Medium)

    Spoiler: Large
    Show
    Ooze Paraelemental, Large
    Large Elemental (Earth, Extraplanar, Water)
    HD 8d8+40 (76 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +2
    AC 19; touch 11; flat-footed 17 (+8 natural, +2 Dex, -1 size)
    BAB +6; Grp +19
    Attack Slam +10 melee (2d8+5 and 1d6 acid)
    Full Attack 2 slams +10 melee (2d8+5 and 1d6 acid)
    Space 10 ft. Reach 10 ft.
    Special Attacks Acid (DC 18)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, ooze affinity, resistance to cold 15 and fire 15, vulnerability to electricity
    Saves Fort +10 Ref +4 Will +2
    Abilities Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
    Skills Balance +10*, Listen +5, Spot +6
    Feats Dodge, Improved GrappleB, Improved ToughnessMMIII, Power Attack
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 5
    Treasure None
    Alignment Usually neutral
    Advancement 9-15 HD (Large)

    Spoiler: Huge
    Show
    Ooze Paraelemental, Huge
    Huge Elemental (Earth, Extraplanar, Water)
    HD 16d8+96 (168 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +4
    AC 21; touch 12; flat-footed 17 (+9 natural, +4 Dex, -2 size)
    BAB +12; Grp +31
    Attack Slam +17 melee (2d10+7 and 1d6 acid)
    Full Attack 2 slams +17 melee (2d10+7 and 1d6 acid)
    Space 15 ft. Reach 15 ft.
    Special Attacks Acid (DC 23)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, immunity to cold and fire, ooze affinity, vulnerability to electricity
    Saves Fort +15 Ref +9 Will +5
    Abilities Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
    Skills Balance +12*, Listen +9, Spot +10
    Feats Combat Reflexes, Dodge, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 7
    Treasure None
    Alignment Usually neutral
    Advancement 17-20 HD (Huge)

    Spoiler: Greater
    Show
    Magma Paraelemental, Greater
    Huge Elemental (Earth, Extraplanar, Water)
    HD 21d8+126 (220 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +5
    AC 23; touch 13; flat-footed 18 (+10 natural, +5 Dex, -2 size)
    BAB +15; Grp +35
    Attack Slam +21 melee (2d10+8 and 2d6 acid)
    Full Attack 2 slams +21 melee (2d10+8 and 2d6 acid)
    Space 15 ft. Reach 15 ft.
    Special Attacks Acid (DC 27)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to cold and fire, ooze affinity, vulnerability to electricity
    Saves Fort +17 Ref +12 Will +7
    Abilities Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
    Skills Balance +13*, Listen +12, Spot +12
    Feats Ability Focus (acid), Combat Reflexes, Dodge, Elusive TargetCWar, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 9
    Treasure None
    Alignment Usually neutral
    Advancement 22-23 HD (Huge)

    Spoiler: Elder
    Show
    Ooze Paraelemental, Elder
    Huge Elemental (Earth, Extraplanar, Water)
    HD 24d8+144 (252 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +6
    AC 25; touch 14; flat-footed 19 (+11 natural, +6 Dex, -2 size)
    BAB +18; Grp +39
    Attack Slam +25 melee (2d10+9 and 2d6 acid)
    Full Attack 2 slams +25 melee (2d10+9 and 2d6 acid)
    Space 15 ft. Reach 15 ft.
    Special Attacks Acid (DC 27)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to cold and fire, ooze affinity, resistance to electricity 10, vulnerability to electricity
    Saves Fort +19 Ref +14 Will +8
    Abilities Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
    Skills Balance +14*, Listen +27, Spot +17
    Feats Ability Focus (acid), Combat Reflexes, Dodge, Elusive TargetCWar, Energy Resistance (electricity)E, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
    Environment Paraelemental Plane of Ooze
    Organization Solitary
    Challenge Rating 11
    Treasure None
    Alignment Usually neutral
    Advancement 25-48 HD (Huge)


    Sometimes called "mud elementals," ooze paraelementals are foul-smelling, acrid, and dangerously corrosive puddles of slimy fluid capable of extruding pseudopods and rising up a torsolike mass at their center that forms a rudimentary "body" separate from the muck of their home plane. Ooze paraelementals enjoy slowly dissolving and crushing solid objects, serving as decontaminators (insofar as such a term can apply when removing impediments to "pure" filth) of their home environment. On the Prime, their attitudes are little different. Ooze paraelementals are dark-colored, thick, and behave similarly to non-Newtonian fluids in motion and nature, though they are still able to thin the substance of their bodies enough to slither into tiny cracks and openings (slowing them to a speed of 5 ft. while moving through such openings). Vulnerable to some of the same effects as a true ooze, they exhibit different characteristics than those they most closely resemble (such as a black pudding), but the deadly acid they secrete is similar in its wicked potency.

    Acid (Ex) An ooze paraelemental secretes a corrosive acid that dissolves organic material and metal quickly, but does not affect stone. Any contact with the ooze paraelemental deals acid damage, and armor and clothing dissolve and become useless immediately unless they succeed on Reflex saves. A metal or wooden weapon that strikes an ooze paraelemental also dissolves immediately unless it succeeds on a Reflex save. The save DCs are Constitution-based.

    An ooze paraelemental's acidic touch deals damage each round to wooden or metal objects equal to the save DC of its acid ability, but the ooze paraelemental must remain in contact with the object for 1 full round to deal this damage.

    All ooze paraelementals are immune to the acid of other ooze paraelementals, but are not inherently immune to any other form of acid.

    Ooze Affinity (Ex) An ooze paraelemental is affected by anything that would specifically affect a creature with the ooze type; if such an effect permits a saving throw, the ooze paraelemental gets a +4 bonus to such a save. An ooze paraelemental takes double damage from desiccationSand and from salt-based damage sources. If an ooze paraelemental is targeted with transmute mud to rock or a similar effect must make a Fortitude saving throw against the effect; on a failure, it becomes petrified, while if successful on its saving throw it takes 5d6 damage and is slowed for 1 minute.

    Skills Ooze paraelementals have a +8 racial bonus to Balance checks as their bodies can naturally blend the best of slickness for motion and stickiness for bonding to surfaces.

    Spoiler: House Rule: Acid Is Unfair
    Show
    While at low levels exposure to an ooze paraelemental's acid ability (or that of other creatures, most infamously other oozes) might result in the loss of a replaceable weapon, shield, or suit of armor, when magical items get involved, even with their superior saving throws, "save or be destroyed" effects can be ruthlessly unfair and significantly damage the future success potential of the victim. There is value, in my opinion, in having access to foes that present different kinds of adverse risk and thus attendant tactical considerations for the party, but a few bad d20 rolls could end up costing a player character considerably more in resources than even suffering a reversible death would.

    To balance these competing needs, I propose this house rule for any magical, psionic, or otherwise "superior" piece of equipment exposed to an acid ability, whether it be the ooze paraelemental detailed above or a printed creature such as a black pudding. At the DM's discretion this might also apply to masterwork items.

    For Weapons: Take the weapon's base damage dice and determine their maximum unmodified value (e.g. a weapon that deals 2d6 damage would have an MUV of 12). Each failed save against the acid ability imposes a cumulative -2 penalty to attack and damage rolls with the specified weapon. When the cumulative penalty from this exposure equals the maximum unmodified value, the weapon is ruined. Add the weapon's enhancement bonus or enhancement-equivalent value (e.g. a +1 flaming mace has a value of +2, 1 from the enhancement bonus and 1 from the effective value of the flaming property). For instance, a +3 longsword would have an MUV of 8 (1d8 base damage) plus 3 (+3 weapon enchantment) for a total of 11. Repairs may be effected on an acid-damaged weapon; with 8 hours of work, a Craft check (DC 20, penalized by the same penalty the acid has applied to the weapon), and 100 gp for materials (labor may cost extra), one increment of acid damage (one -2 penalty) is removed from the weapon.

    For Armor and Shields: Each failed save against the acid ability imposes a cumulative -1 penalty to the AC value afforded by the item (e.g. a chain shirt offers +4 AC, one exposure to acid would reduce it to +3). When the consistent AC value (not temporary or conditional) of the item, reduced by the cumulative penalty from such exposure, equals 0, the item is ruined. Each "plus" of bonus the armor or shield imparts to AC is counted toward its total AC value. Repairs may be effected on an acid-damaged armor or shield; with 8 hours of work, a Craft check (DC 20, penalized by the same penalty the acid has applied to the weapon), and 100 gp for materials (labor may cost extra), one increment of acid damage (one -1 penalty) is removed from the armor or shield.

    A ruined item cannot be used; it can be restored to full utility at a cost of 25% of its market price for materials and labor; the process follows the normal process for crafting an item, and whoever is doing the labor must be capable of crafting the original item.

    The spell mending does not repair acid damage, which is too substantial, nor can a spell such as fabricate be used to effect repairs (fabricate can create something out of something else, but acid damage depletes the existing material).

    Bookkeeping? Yes, but let's face it, if you're the kind of person who wants to use acid rules to blow up items, you already like bookkeeping and this is less mean.
    Last edited by afroakuma; 2023-03-06 at 02:32 PM.
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  30. - Top - End - #150
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by Tzardok View Post
    You accidentally wrote Huge three times in the spoiler titles.
    Good catch, repaired.

    Quote Originally Posted by enderlord99 View Post
    Wait, are paraelementals not already statted, or are you just replacing them?
    They're statted, I'm just replacing them because they suck and because I need to set up a lot of para- and quasielemental stuff to do ruvoka later.
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