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Alternate World Creatures


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Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:13 am

Yagnoloth
Large Outsider (Evil, Yugoloth)
Hit Dice: 14d8 + 126 (189 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 29 (+4 Dexterity, +16 natural, -1 size), touch 13, flat-footed 25 Kain Darkwind
Base Attack/Grapple: +14/+32 Site Admin
 
Attack: Slam +28 melee (3d6 + 21 and stun /19-20/x2) Posts: 13685
Full Attack: Slam +28 melee (3d6 + 21 and stun /19-20/x2) and longsword +18/+13/+8 melee (1d8 + 4 /19-20/x2) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft. (5 ft. with lesser arm)
Special Attacks: Breath weapon, devour, spell-like abilities, stun
Special Qualities: Damage reduction 10/good, darkvision, greater arm, immunity to acid and poison, lesser arm, resistance to cold 10,
electricity 10 and fire 10, spell resistance 27, telepathy 100 ft.
Saves: Fort +18, Ref +13, Will +12
Abilities: Str 38, Dex 19, Con 28, Int 17, Wis 16, Cha 20
Skills: Bluff +23, Climb +31, Concentration +26, Diplomacy +9, Intimidate +23, Jump +31, Knowledge (nobility and royalty) +20, Knowledge
(the planes) +20, Listen +20, Profession (governor) +20, Sense Motive +20, Spot +20, Survival +3 (+5 on other planes)
Feats: Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Weapon Focus (slam)
Climate/Terrain: Lower Planes (Hades or Gehenna)
Organization: Solitary
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 15-30 HD (Large), 31-42 HD (Huge)
Level Adjustment:+10

Breath Weapon (Su): Once per minute, a yagnoloth can breath a 40 foot cone, dealing 8d6 points of acid damage. (Reflex DC 26 half) Any
creature taking damage from the cloud must also make a Fortitude save (DC 26) or become nauseated for 1d6 rounds.

Devour (Ex): By touching a helpless opponent as a full round action that provokes attacks of opportunity, a yagnoloth may devour its very
essence. This deals 1d4 points of ability drain to all ability scores and inflicts 1d4 negative levels for each round the touch is maintained. A
creature not slain by the devouring can restore its lost levels and ability scores by slaying the yagnoloth within 24 hours, otherwise the loss
is permanent and can only be regained through the proper restoration spells.

Spell-like Abilities: At will- alter self, animate dead, charm person (DC 16), contagion, dispel magic, greater teleport, shocking grasp. Caster
level 14th

Stun (Ex): A creature struck by a yagnoloth’s slam attack must make a Fortitude save (DC 26) or be stunned for 1d6 rounds. On a critical
hit, a failed save stuns a victim for 2d6 rounds and a successful save stuns a victim for 1 round.

Greater Arm (Ex): A yagnoloth’s slam attack is treated as a two handed weapon for any purpose where it is beneficial to do so, such as
sunder attempts or the Power Attack feat.

Lesser Arm (Ex): A yagnoloth’s weaker arm is treated as having ½ the strength score of the yagnoloth. It wields weapons one size
category smaller than the yagnoloth. However, the yagnoloth does not take any further off-hand penalty for fighting with its lesser arm.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

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Re: Alternate World Creatures
by Kain Darkwind » Mon Apr 07, 2008 4:13 am

Piscoloth
Medium Outsider (Aquatic, Evil, Yugoloth)
Hit Dice: 11d8 + 66 (115 hp)
Initiative: +8
Speed: 20 ft., swim 60 ft.
Armor Class: 27 (+4 Dexterity, +13 natural), touch 14, flat-footed 23
Kain Darkwind
Base Attack/Grapple: +11/+17 Site Admin
Attack: Pincer +17 melee (1d10 + 6 /18-20/x4)  
Posts: 13685
Full Attack: 2 pincers (1d10 + 6 /18-20/x4) and tentacles (2d4 + 3 and poison) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Poison, spell-like abilities, summon yugoloth
Special Qualities: Augmented criticals, damage reduction 10/good or mithril, darkvision, immunity to acid and poison, resistance to cold
10, electricity 10 and fire 10, spell resistance 27, telepathy 100 ft.
Saves: Fort +18, Ref +16, Will +15
Abilities: Str 22, Dex 19, Con 22, Int 14, Wis 16, Cha 17
Skills: Climb +20, Hide +18, Intimidate +17, Jump +14 (+32 in the water), Knowledge (the planes) +16, Listen +17, Move Silently +18, Spot
+17, Sense Motive +17, Swim +28
Feats: Cleave, Improved Initiative, Power Attack, Swim-by Attack
Climate/Terrain: Lower Planes (Gehenna or Hades)
Organization: Solitary or pair or squad (4-6)
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral evil
Advancement: 12-24 HD (Medium), 25-33 HD (Large)
Level Adjustment:+8

Poison (Ex): Injury, DC 21, 1d4 Dex/paralyzed for 1d10 rounds A successful save against the poison’s secondary effects merely slows the
victim for the same amount of time.

Spell-like Abilities: At will- alter self, animate dead, charm person (DC 14), contagion, darkness, detect good, desecrate, fear (DC 14), greater
teleport, hold monster (DC 18), protection from good, rage (DC 16), stinking cloud (DC 16); 3/day – blink, phantasmal killer (DC 17). Caster
level 11th

Summon Yugoloth (Sp): Thrice per day, a piscoloth can automatically summon another piscoloth, 1d4 mezzoloths or 1d6 echidnoloths.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:13 am

Mezzoloth
Medium Outsider (Evil, Yugoloth)
Hit Dice: 10d8 + 80 (125 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 30 (+5 Dexterity, +12 natural, +3 shield), touch 15, flat-footed 22
Kain Darkwind
Base Attack/Grapple: +10/+18 Site Admin
Attack: Trident +20 melee/+17 ranged (1d8 + 14 /x3)  
Posts: 13685
Full Attack: Trident +20/+15 melee (1d8 + 14 /x3) and 2 claws +16 melee (1d6 + 4) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 10/good or mithril, darkvision, immunity to acid and poison, resistance to cold 10, electricity 10 and
fire 10, spell resistance 24, telepathy 100 ft.
Saves: Fort +14, Ref +12, Will +7
Abilities: Str 27, Dex 21, Con 24, Int 7, Wis 11, Cha 14
Skills: Climb +16, Intimidate +15, Jump +17, Listen +13, Move Silently +18, Spot +13 Use Magic Device +15
Feats: Improved Initiative, Improved Toughness, Multiattack, Power Attack
Climate/Terrain: Lower Planes (Gehenna or Hades)
Organization: Solitary, squad (3-8) or platoon (9-30)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-18 HD (Medium), 19-30 HD (Large)
Level Adjustment:+9

Spell-like Abilities: Always active – see invisibility, at will- alter self, animate dead, burning hands (DC 13), cause fear (DC 13), charm person
(DC 13), contagion, darkness, desecrate, detect magic, greater teleport, hold person, inflict serious wounds (DC 16), mirror image, sleep (DC
13); 3/day – cloudkill (DC 17), dispel magic. Caster level 10th

Summon Yugoloth (Sp): Once per day, a mezzoloth can attempt to summon 1d4 mezzoloths or 1d6 hydroloths with a 40% chance of
success.

Possessions: Mezzoloths carry +1 heavy shields and wield +2 tridents in battle.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:14 am
Charonaloth (Marraenoloth)
Medium Outsider (Evil, Yugoloth)
Hit Dice: 10d8 + 50 (95 hp)
Initiative: +7
Speed: 40 ft., swim 40 ft.
Armor Class: 21 (+3 Dexterity, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +10/+14
Attack: Pole +16 melee (1d8 + 8 plus paralysis)
Full Attack: Pole +14/+14/+9 melee (1d8 + 8 plus paralysis)
Space/ Reach: 5 ft. /5 ft. (10 ft. with staff) Kain Darkwind
Site Admin
Special Attacks: Fear gaze, paralysis, spell-like abilities, summon yugoloth  
Special Qualities: Damage reduction 10/good or mithril, darkvision, immunity to acid and poison, resistance to cold 10, electricity 10 and Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
fire 10, spell resistance 22, telepathy 100 ft. Location: Watering by the mudhole
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 18, Dex 16, Con 20, Int 16, Wis 21, Cha 17
Skills: Appraise +16, Balance +16, Bluff +10, Diplomacy +5, Intimidate +9, Knowledge (the planes) +16, Listen +18, Move Silently +16,
Profession (boater) +18, Sense Motive +18, Spot +18, Survival +18 (+20 on other planes), Swim +25
Feats: Ability Focus (fear gaze), Improved Initiative, Quicken Spell-like Ability, Two Weapon Fighting
Climate/Terrain: River Styx
Organization: Solitary
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 11-24 HD (Medium), 25-30 HD (Large)
Level Adjustment:+8

Fear Gaze (Su): 60 ft., Will DC 20 negates panic for 1d4 rounds.

Spell-like Abilities: At will- alter self, animate dead, charm person (DC 16), contagion, dispel magic, greater teleport, inflict serious wounds
(DC 16). Caster level 10th

Paralysis (Su): A creature struck by a charonaloth’s staff or claw must make a Fortitude save (DC 18) or be paralyzed for 2d4 rounds. A
Fortitude save is allowed each round to throw off the effects.

Summon Yugoloth (Sp): Once per day, a charonaloth can attempt to summon another charonaloth or 1d6 hydroloths with a 85% chance of
success. This is the equivalent of a 6th level spell.

Possessions: Charonaloths can wield their boat poles in combat, dealing damage as a Large +2 quarterstaff.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:14 am

Dergholoth
Large Outsider (Evil, Yugoloth)
Hit Dice: 9d8 + 54 (94 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 24 (+1 Dexterity, +14 natural, -1 size), touch 10, flat-footed 23
Kain Darkwind
Base Attack/Grapple: +9/+23 Site Admin
Attack: Claw +18 melee (1d8 + 10)  
Posts: 13685
Full Attack: 2 claws +18 melee (1d8 + 10) and 3 masterwork battleaxes +19 melee (2d6 + 10 /x3) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, mind drain, multiweapon parry, spell-like abilities
Special Qualities: All around vision, damage reduction 10/good or mithril, darkvision, immunity to acid and poison, resistance to cold 10,
electricity 10 and fire 10, spell resistance 20, telepathy 100 ft.
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 30, Dex 13, Con 23, Int 5, Wis 13, Cha 9
Skills: Climb +22, Hide +9, Listen +13, Move Silently +13, Search +5, Spot +21
Feats: Multiattack, Multiweapon Fighting, Power Attack
Climate/Terrain: Lower Planes (Gehenna or Hades)
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Possessions
Alignment: Always neutral evil
Advancement: 10-16 HD (Large), 17-27 HD (Huge)
Level Adjustment:+8

Improved Grab (Ex): A dergholoth must hit with a claw attack to use this ability. A dergholoth can strike a grappled opponent with any
weapon held in its other hands.

Mind Drain (Su): As a full round action, a dergholoth can produce a mind-numbing drone that duplicates the effects of a feeblemind spell.
(Will DC 13 negates) Those who fail their saves return to normal in 1d8 rounds, but must make a Fortitude save (DC 20) or suffer 1d2
points of Int, Wis and Cha damage.

Multiweapon Parry (Ex): A dergholoth can give up any number of its weapon attacks each round. Each attack sacrificed grants a
cumulative +2 shield bonus to Armor Class. A dergholoth cannot move or activate spell-like abilities while it is parrying.

Spell-like Abilities: At will- alter self, animate dead, charm person (DC 10), contagion, darkness, desecrate, fear (DC 12), greater teleport;
3/day – sleep (DC 10). Caster level 9th

Skills: A dergholoth has a +8 racial bonus on Search and Spot checks.

Possessions: A dergholoth usually has 3 masterwork one handed melee weapons, such as longswords or battleaxes. They carry no other
treasure.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:14 am

Hydroloth
Large Outsider (Aquatic, Evil, Yugoloth)
Hit Dice: 7d8 + 35 (66 hp)
Initiative: +3
Speed: 30 ft., fly 20 ft. (clumsy), swim 60 ft.
Armor Class: 20 (+3 Dexterity, +8 natural, -1 size), touch 12, flat-footed 17
Kain Darkwind
Base Attack/Grapple: +7/+18 Site Admin
Attack: Bite +13 melee (2d6 + 7) or spit +9 ranged touch (2d6 acid and sleep)  
Posts: 13685
Full Attack: Bite +13 melee (2d6 + 7) and 2 claws +11 melee (1d8 + 3) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Rake, spell-like abilities, spit, summon elemental, summon yugoloth
Special Qualities: Damage reduction 10/good or mithril, darkvision, immunity to acid and poison, resistance to cold 10, electricity 10 and
fire 10, spell resistance 20, telepathy 100 ft.
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 25, Dex 16, Con 21, Int 10, Wis 13, Cha 12
Skills: Climb +17, Hide +9, Intimidate +11, Jump +17, Listen +11, Move Silently +13, Spot +11, Swim +25
Feats: Multiattack, Power Attack, Swim-by Attack
Climate/Terrain: Lower Planes (Gehenna or Hades)
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-16 HD (Large), 17-21 HD (Huge)
Level Adjustment:+10

Rake (Ex): While flying or swimming only. +13 melee, 1d8 + 3

Spell-like Abilities: At will- alter self, animate dead, charm person (DC 13), contagion, create water, darkness, desecrate, greater teleport,
water walk. Caster level 7th

Spit (Ex): As a ranged touch attack with a range of 60 feet, a hydroloth can spit a foul stream of fluids dealing 2d6 acid damage. Those
struck by the spit (even those not taking damage) must also make a Fortitude save (DC 18) or fall unconscious for 1d8 rounds.

Summon Elemental (Sp): 3/day a hydroloth can summon a Large water elemental. It can only do so within range of a body of water at
least twice the elemental’s size.

Summon Yugoloth (Sp): Once per day, a hydroloth can attempt to summon another hydroloth with a 40% chance of success.

Advancement: A hydroloth’s spit deals 1d6 points of acid damage for every 3 HD it possesses. Huge hydroloths deal 1d8 points of acid
damage for every 3 HD it possesses. At 10 HD, a hydroloth can summon a huge water elemental, at 14 HD it can summon a greater water
elemental and at 17 HD it can summon an elder water elemental.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:14 am

Red Slaad
Large Outsider (Chaotic, Slaad)
Hit Dice: 7d8 + 21 (52 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 19 (+2 Dex, +8 natural, -1 size), touch 11, flat-footed 17
Kain Darkwind
Base Attack/Grapple: +7/+16 Site Admin
Attack: Bite +11 melee (2d8 + 5)  
Posts: 13685
Full Attack: Bite +11 melee (2d8 + 5) and 2 claws +9 melee (1d4 + 2 plus implant) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, spell resistance 14
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +15, Hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8
Feats: Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Limbo
Organization: Solitary, pair, gang (3-5) or pack (6-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment: +6

Implant (Ex): A creature struck by a red slaad’s claw attack must succeed on a Fortitude save (DC 16) to avoid implantation. A helpless
creature gets no saving throw.
The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. 24 hours before the egg fully
matures, the victim falls extremely ill (-10 penalty to all ability scores, minimum 1) A remove disease spell rids a victim of the pellet, as
does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not), deals 1d4 points of damage to
the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.

Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every non-slaad within 20 feet must succeed on a DC 16 Fortitude
save or be stunned for 1d3 rounds.

Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the
equivalent of a 3rd level spell.

Advancement: Red slaadi gain an additional use of their stunning croak attack at 10 HD and every 3HD thereafter. Huge red slaadi have a
range of 40 feet on their stunning croak.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:15 am

Blue Slaad
Large Outsider (Chaotic, Slaad)
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 24 (+2 Dex, +13 natural, -1 size), touch 11, flat-footed 22
Kain Darkwind
Base Attack/Grapple: +10/+20 Site Admin
Attack: Claw +15 melee (2d6 + 6)  
Posts: 13685
Full Attack: 4 claws +15 melee (2d6 + 6) and bite +13 melee (2d8 + 3 plus disease) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Disease, spell-like abilities, summon slaad
Special Qualties: Darkvision, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, spell resistance 17
Saves: Fort +11, Ref +9, Will +5
Abilities: Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Skills: Climb +18, Hide +11, Jump +18, Listen +11, Move Silently +15, Spot +11
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Limbo
Organization: Solitary, pair, gang (3-5) or pack (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: +6

Disease (Su): Slaad fever - bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Dex and 1d3 Cha.
An afflicted humanoid reduced to 0 Charisma by slaad fever immediately transforms into a red slaad. It retains none of the features, traits,
memories or abilities of its former self, and is a normal red slaad in all respects.
If the infected being is an arcane spellcaster, the disease instead produces a green slaad.

Spell-like Abilities: At will – hold person (DC 13), passwall, telekinesis (DC 15); 1/day – chaos hammer (DC 14). Caster level 10th.

Summon Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is
the equivalent of a 4th level spell.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:15 am

Green Slaad
Large Outsider (Chaotic, Slaad)
Hit Dice: 13d8 + 65 (123 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 28 (+3 Dex, +16 natural, -1 size), touch 12, flat-footed 25
Kain Darkwind
Base Attack/Grapple: +13/+25 Site Admin
Attack: Claw +20 melee (1d6 + 8)  
Posts: 13685
Full Attack: 2 claws +20 melee (1d6 + 8) and bite +18 melee (2d8 + 4) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualties: Darkvision, damage reduction 10/lawful or cold iron, fast healing 5, immunity to sonic, resistance to acid 10, cold 10,
electricity 10 and fire 10, spell resistance 20
Saves: Fort +13, Ref +9, Will +10
Abilities: Str 26, Dex 17, Con 21, Int 14, Wis 14, Cha 16
Skills: Climb +24, Concentration +21, Hide +15, Intimidate +19, Jump +24, Knowledge (arcana) +10, Knowledge (the planes) +10, Listen
+18, Move Silently +19, Spellcraft +20, Spot +18
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability
Climate/Terrain: Limbo
Organization: Solitary or gang (2-5)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 14-20 HD (Large), 21-39 HD (Huge)
Level Adjustment: +6

Spell-like Abilities: At will – chaos hammer (DC 17), detect magic, detect thoughts (DC 15), fear (DC 17), hold person (DC 16), protection
from law, see invisibility, shatter (DC 15), telekinesis (DC 18); 3/day – dispel law (DC 18), deeper darkness, fireball (DC 16). Caster level 13th.

Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability
is the equivalent of a 5th level spell.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Re: Alternate World Creatures
by Kain Darkwind » Mon Apr 07, 2008 4:15 am

Gray Slaad
Medium Outsider (Chaotic, Slaad)
Hit Dice: 16d8 + 96 (168 hp)
Initiative: +10
Speed: 40 ft.
Armor Class: 31 (+6 Dex, +15 natural), touch 16, flat-footed 25
Kain Darkwind
Base Attack/Grapple: +16/+22 Site Admin
Attack: Claw +22 melee (1d8 + 6)  
Posts: 13685
Full Attack: 2 claws +22 melee (1d8 + 6) and bite +20 melee (2d8 + 3 plus disease) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities, spells, summon slaad
Special Qualities: Change shape, darkvision, damage reduction 10/lawful and cold iron, fast healing 10, immunity to sonic, resistance to
acid 10, cold 10, electricity 10 and fire 10, spell resistance 27
Saves: Fort +16, Ref +16, Will +14
Abilities: Str 23, Dex 22, Con 23, Int 19, Wis 19, Cha 21
Skills: Bluff +24, Climb +25, Concentration +25, Diplomacy +7, Hide +25, Intimidate +26, Jump +25, Knowledge (arcana) +23, Knowledge
(the planes) +23, Listen +23, Move Silently +25, Spellcraft +25, Spot +23
Feats: Craft Wondrous Item, Empower Spell, Improved Initiative, Multiattack, Quicken Spell-like Ability, Widen Spell
Climate/Terrain: Limbo
Organization: Solitary or pair
Challenge Rating: 15
Treasure: Double Standard
Alignment: Always chaotic neutral
Advancement: 17-23 HD (Medium), 24-39 HD (Large), 40-48 HD (Huge)
Level Adjustment: +8

Spell-like Abilities: Always active – see invisibility, at will – chaos hammer (DC 19), deeper darkness, detect magic, detect thoughts (DC 17),
fear (DC 19), fireball (DC 18), hold person (DC 18), identify, invisibility, lightning bolt (DC 18), magic circle against law, protection from law,
shatter (DC 17), telekinesis (DC 18); 3/day – animate objects, dispel law (DC 20), fly, power word stun. Caster level 16th.

Spells: Gray slaadi cast spells as sorcerers.


Spells per day: 6/8/7/7/7/6/3 (Caster level 12th; DC 15 + caster level)

Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1d4 red, 1d4 blue or 1 green slaadi with a 60% chance of success.
This ability is the equivalent of a 6th level spell.

Change Shape: A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural
weapons. A gray slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad
reverts to its natural form when killed. A true seeing spell reveals its natural form.

Advancement: Gray slaadi cast sorcerer spells at a level equal to ¾ of their HD.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:15 am

Death Slaad
Medium Outsider (Chaotic, Slaad)
Hit Dice: 19d8 + 133 (218 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 36 (+8 Dex, +18 natural), touch 18, flat-footed 28
Kain Darkwind
Base Attack/Grapple: +19/+29 Site Admin
Attack: Claw +29 melee (3d6 + 10 plus stun)  
Posts: 13685
Full Attack: 2 claws +29 melee (3d6 + 10 plus stun) and bite +27 melee (2d10 + 5) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Sneak attack +5d6, spell-like abilities, spells, stun, summon slaad
Special Qualities: Darkvision, damage reduction 15/lawful and cold iron, fast healing 10, immunity to sonic, resistance to acid 10, cold 10,
electricity 10 and fire 10, spell resistance 30
Saves: Fort +18, Ref +17, Will +18
Abilities: Str 31, Dex 27, Con 25, Int 24, Wis 24, Cha 26
Skills: Balance +10, Bluff +30, Climb +32, Concentration +29, Escape Artist +30, Hide +30, Intimidate +32, Jump +38, Knowledge (arcana)
+29, Knowledge (the planes) +29, Listen +29, Move Silently +30, Search +29, Spellcraft +31, Spot +29, Tumble +32, Use Magic Device +30
Feats: Cleave, Empower Spell-like Ability, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability
Climate/Terrain: Limbo
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Double Standard
Alignment: Always chaotic neutral
Advancement: 19-26 HD (Medium), 27-45 HD (Large), 46-57 HD (Huge)
Level Adjustment: +12

Stun (Ex): Creatures struck by a death slaad’s claw attack must succeed on a Fortitude save (DC 26) or be stunned for 1 round. Multiple
hits in a round do not extend the effect.

Spell-like Abilities: Always active – see invisibility, at will – animate objects, chaos hammer (DC 22), deeper darkness, detect magic,
detect thoughts (DC 20), dispel law (DC 23), fear (DC 22), finger of death (DC 25), fireball (DC 21), fly, hold person (DC 21), identify,
invisibility, lightning bolt (DC 21), magic circle against law, protection from law, shatter (DC 20), telekinesis (DC 21), word of chaos (DC 25);
3/day – circle of death (DC 24), cloak of chaos (DC 26), implosion (DC 27), power word blind, power word kill, power word stun. Caster
level 19th.
Spells: Death slaadi cast spells as a sorcerers.
Spells per day: 6/8/8/8/8/7/6/4 (Caster level 14th; DC 18 + caster level)

Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1d6 red, 1d6 blue, 1d4 green or 1 grey slaadi with an 80%
chance of success. This ability is the equivalent of an 8th level spell.

Change Shape: A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its
natural weapons. A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the
slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Advancement: Death slaadi cast spells at a level equal to ¾ of their HD. They increase their sneak attack damage by 1d6 for every 4HD
they are advanced.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:15 am

White Slaad
Large Outsider (Chaotic, Slaad)
Hit Dice: 24d8 + 264 (372 hp)
Initiative: +13
Speed: 50 ft., fly 60 ft. (good)
Armor Class: 45 (+4 deflection, +9 Dex, +23 natural, -1 size), touch 22, flat-footed 36
Kain Darkwind
Base Attack/Grapple: +24/+42 Site Admin
Attack: Claw +37 melee (4d6 + 14 plus stun) or chaos spit +32 ranged touch (9d4 chaos)  
Posts: 13685
Full Attack: 2 claws +37 melee (4d6 + 14 plus stun) and bite +35 melee (4d8 + 7 plus 9d4 chaos) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Chaos blood, stun, spell-like abilities, summon slaad
Special Qualities: Change shape, chaos blessing, darkvision, damage reduction 20/epic, lawful and cold iron, fast healing 20, immunity to
sonic, resistance to acid 20, cold 20, electricity 20 and fire 20, spell resistance 33
Saves: Fort +30, Ref +28, Will +27
Abilities: Str 39, Dex 29, Con 33, Int 26, Wis 26, Cha 28
Skills: Balance +13, Bluff +36, Climb +41, Concentration +38, Diplomacy +13, Escape Artist +36, Hide +32, Intimidate +40, Jump +53,
Knowledge (arcana) +35, Knowledge (the planes) +35, Listen +35, Move Silently +36, Search +35, Spellcraft +39, Spot +35, Tumble +40,
Use Magic Device +36
Feats: Cleave, Empower Spell-like Ability, Great Cleave, Improved Bullrush, Improved Initiative, Improved Sunder, Multiattack, Power Attack,
Quicken Spell-like Ability
Climate/Terrain: Limbo
Organization: Solitary or pair
Challenge Rating: 21
Treasure: Double Standard
Alignment: Always chaotic neutral
Advancement: 25-35 HD (Large), 36-48 HD (Huge)
Level Adjustment: +12

A white slaad's natural weapons count as adamantine for the purposes of damage reduction and damaging objects.

Chaos Blood (Su): The chaos damage dealt by a white slaad's spittle or bite continues dealing 4d4 damage for 11 rounds. Protection from
chaos and similar effects halve the damage. Dispel chaos can end the duration of someone affected. The duration is Con-based, the
damage is Cha-based. The white slaad's spittle has a range of 150 ft.

Stun (Ex): Creatures struck by a white slaad’s claw attack must succeed on a Fortitude save (DC 33) or be stunned for 1d6 rounds.
Multiple hits in a round do not extend the effect.

Spell-like Abilities: Always active – cloak of chaos (DC 27), detect magic, detect thoughts (DC 21), see invisibility, at will – animate objects,
chain lightning (DC 25), deeper darkness, delayed blast fireball (DC 22), dispel law (DC 24), greater dispel magic, fear (DC 23), finger of death
(DC 26), mass hold monster (DC 28), invisibility, magic circle against law, maw of chaos* (DC 28), planeshift, power word blind, power word
kill, power word stun, shatter (DC 21), telekinesis (DC 22), word of chaos (DC 26); 3/day – circle of death (DC 25), implosion (DC 28), mage's
disjunction Caster level 24th

Summon Slaad (Sp): Twice per day a white slaad can attempt to summon 2d10 red, 2d10 blue, 1d10 green, 1d6 grey slaadi or 1d4 death
slaadi. This ability is the equivalent of an epic level spell. There is a 15% chance a group of slaadi other than those intended are
summoned. (For example the white slaad attempts to summon 1d10 green slaad, but 1d4 death slaad show up instead.) Use 1d4 to
determine which group shows up instead.

Change Shape: A white slaad can assume any humanoid, giant or monstrous humanoid form as a standard action. In humanoid form, a
white slaad cannot use its natural weapons. A white slaad remains in one form until it chooses to assume a new one. A change in form
cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Chaos Blessing (Su): Once per hour as an immediate action, a white slaad can reroll any roll it has just made and take the best result.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:16 am

Black Slaad
Large Outsider (Chaotic, Slaad)
Hit Dice: 29d8 + 406 (536 hp)
Initiative: +14
Speed: 60 ft., fly 120 ft. (good)
Armor Class: 56 (+4 deflection, +10 Dex, +33 natural, -1 size), touch 23, flat-footed 46
Kain Darkwind
Base Attack/Grapple: +29/+49 Site Admin
Attack: Claw +44 melee (4d8 + 16 plus stun) or chaos spit +38 ranged touch (10d4 chaos)  
Posts: 13685
Full Attack: 2 claws +44 melee (4d8 + 16 plus stun) and bite +42 melee (4d10 + 8 plus 10d4 chaos) or 2 claws +44 melee and 4 tongues Joined: Tue Apr 01, 2008 12:02 pm
+42 melee touch (10d4 chaos) Location: Watering by the mudhole

Space/ Reach: 10 ft. /10 ft.


Special Attacks: Chaos blood, stun, spell-like abilities, summon slaad
Special Qualities: Change shape, chaos blessing, damage reduction 20/epic, lawful and cold iron, fast healing 30, immunity to sonic,
resistance to acid 30, cold 30, electricity 30 and fire 30, see in darkness, spell resistance 40
Saves: Fort +34, Ref +30, Will +29
Abilities: Str 43, Dex 31, Con 39, Int 28, Wis 28, Cha 30
Skills: Balance +14, Bluff +42, Climb +48, Concentration +46, Escape Artist +42, Hide +38, Intimidate +46, Jump +64, Knowledge (arcana)
+17, Knowledge (dungeoneering) +17, Knowledge (history) +17, Knowledge (the planes) +41, Knowledge (religion) +17, Listen +41, Move
Silently +42, Search +41, Spellcraft +45, Spot +41, Tumble +46, Use Magic Device +42
Feats: Cleave, Empower Spell-like Ability, Great Cleave, Improved Bullrush, Improved Initiative, Improved Sunder, Multiattack, Power Attack,
Quicken Spell-like Ability, Widen Spell-like Ability
Climate/Terrain: Limbo
Organization: Solitary or pair
Challenge Rating: 28
Treasure: Double Standard
Alignment: Always chaotic neutral
Advancement: 30-41 HD (Large), 42-58 HD (Huge)
Level Adjustment: +13

A black slaad's natural weapons count as adamantine for the purposes of damage reduction and damaging objects.

Chaos Blood (Su): The chaos damage dealt by a black slaad's spittle or bite continues dealing 5d4 damage for 14 rounds. Protection from
chaos and similar effects halve the damage. Dispel chaos can end the duration of someone affected. The duration is Con-based, the
damage is Cha-based. The black slaad's spittle has a range of 300 feet.

Stun (Ex): Creatures struck by a black slaad’s claw attack must succeed on a Fortitude save (DC 38) or be stunned for 1d6 rounds. An
already stunned creature that fails its save against the stun becomes brain damaged, taking 1d2 points of Int, Wis and Charisma damage
each time.

Spell-like Abilities: Always active – cloak of chaos (DC 28), detect magic, detect thoughts (DC 22), see invisibility, at will – animate objects,
chain lightning (DC 26), deeper darkness, delayed blast fireball (DC 27), dispel law (DC 25), fear (DC 24), mass hold monster (DC 29),
implosion (DC 29), greater invisibility, mage's disjunction, magic circle against law, maw of chaos* (DC 29), planeshift, power word blind,
power word kill, power word stun, shatter (DC 22), telekinesis (DC 25), word of chaos (DC 27); 3/day – greater ruin (DC 32), mass frog (DC
32), spell worm (DC 31) Caster level 29th

Summon Slaad (Sp): Twice per day a black slaad can attempt to summon 3d10 red, 3d10 blue, 2d10 green, 2d10 grey slaadi or 1d10 death
slaadi. This ability is the equivalent of an epic level spell. There is a 10% chance a group of slaadi other than those intended are
summoned. (For example the black slaad attempts to summon 2d10 green slaad, but 1d10 death slaad show up instead.) Use 1d4 to
determine which group shows up instead.

Change Shape: A black slaad can assume any humanoid, giant or monstrous humanoid form as a standard action. In a changed form, a
black slaad cannot use its natural weapons. A black slaad remains in one form until it chooses to assume a new one. A change in form
cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Chaos Blessing (Su): Three times per hour as an immediate action, a black slaad can reroll any roll it has just made and take the best
result.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:16 am

Noble Djinni
Large Outsider (Air)
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +10
Speed: 20 ft., fly 60 ft. (perfect)
Armor Class: 24 (+3 armor, +6 Dex, +6 natural, -1 size), touch 15, flat-footed 18
Kain Darkwind
Base Attack/Grapple: +10/+20 Site Admin
Attack: Great scimitar +16 melee (2d6 + 7 /15-20/x2) or slam +15 melee (1d10 + 6)  
Posts: 13685
Full Attack: Great scimitar +16/+11 melee (2d6 + 7 /15-20/x2) and slam +10 melee (1d10 + 6) or 2 slams +15 melee (1d10 + 6) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualties: Darkvision, immunity to acid, spell resistance 20, telepathy 200 ft.
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 22, Dex 23, Con 18, Int 16, Wis 17, Cha 17
Skills: Appraise +16, Bluff +8, Concentration +17, Craft (silk working) +16, Diplomacy +10, Escape Artist +19, Intimidate +10, Knowledge
(the planes) +16, Listen +16, Move Silently +19, Sense Motive +16, Spellcraft +16, Spot +16, Use Rope +6 (+8 with bindings)
Feats: Combat Reflexes, Fly-by Attack, Improved Critical (scimitar), Improved Initiative*, Power Attack
Climate/Terrain: Elemental Plane of Air
Organization: Solitary, pair or retinue (1 with 4-8 regular djinn)
Challenge Rating: 8
Treasure: Double Standard
Alignment: Often chaotic good
Advancement: 11-20 HD (Large), 21-35 HD (Huge)
Level Adjustment: +8

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.

Spell-Like Abilities: At will—invisibility (self only), plane shift*; 3/day— create food and water, create wine (as create water), gaseous form
(one hour duration), major creation (vegetable matter and metal less precious than silver is permanent), persistent image (DC 18), wind
walk, wish (to nongenies only)[/i]; 1/day – call lightning storm (DC 18), control winds, heroes' feast. Caster level 10th.
*Genies can plane shift to the Inner, Astral and Material Planes.
Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this
form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must
be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature
occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the
creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An
affected creature must succeed on a DC 24 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It
must also succeed on a second DC 24 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking
1d8 points of damage each round. A creature with a fly speed is allowed a DC 24 Reflex save each round to escape the whirlwind. The
creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in
the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in
the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at
one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter
equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have
concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Possessions: Noble djinn typically carry +1 great scimitars and wear +2 silk swathes for armor.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:16 am

Noble Efreeti
Large Outsider (Fire)
Hit Dice: 13d8 + 52 (110 hp)
Initiative: +9
Speed: 20 ft., fly 40 ft. (perfect)
Armor Class: 27 (+4 armor, +5 Dex, +9 natural, -1 size), touch 14, flat-footed 22
Kain Darkwind
Base Attack/Grapple: +13/+25 Site Admin
Attack: Great falchion +21 melee (3d6 + 13 plus 1d8 fire /15-20/x2) or slam +20 melee (1d10 + 8 plus 1d8 fire)  
Posts: 13685
Full Attack: Grand falchion +21/+16/+11 melee (3d6 + 13 plus 1d8 fire /15-20/x2) or 2 slams +20 melee (1d10 + 8 plus 1d8 fire) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Heat, spell-like abilities
Special Qualities: Change shape, darkvision, immunity to fire, spell resistance 22, telepathy 200 ft., vulnerability to cold
Saves: Fort +12, Ref +13, Will +11
Abilities: Str 27, Dex 21, Con 18, Int 14, Wis 17, Cha 17
Skills: Bluff +19, Craft (metal working) +18, Concentration +20, Diplomacy +12, Disguise +7 (+9 acting), Intimidate +21, Knowledge (the
planes) +18, Listen +19, Move Silently +21, Sense Motive +10, Spellcraft +18, Spot +19
Feats: Cleave, Combat Reflexes, Fly-by Attack, Improved Critical (scimitars), Improved Initiative*, Power Attack
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, pair or retinue (1 with 4-8 regular efreet)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Often lawful evil
Advancement: 14-26 HD (Large), 27-39 HD (Huge)
Level Adjustment: +8

Heat (Ex): A noble efreeti deals 1d8 additional fire damage with natural and melee attacks with metal weapons. This damage is also dealt
each round to any creature grappling the efreeti.

Spell-Like Abilities: At will - detect magic, plane shift*, produce flame, pyrotechnics (DC 14), scorching ray; 3/day – enlarge monster (DC
17), fireball (DC 16), gaseous form, invisibility, permanent image (DC 19), reduce monster (DC 17), wall of fire (DC 17), wish (to nongenies
only); 1/day – desert binding** (DC 21), firebrand*** (DC 18). Caster level 13th.
*Genies can plane shift to the Inner, Astral and Material Planes.
**Sandstorm
***Spell Compendium

Change Shape (Su): A noble efreeti can assume the form of any humanoid, monstrous humanoid or giant its size or smaller.

Possessions: Noble effreet typically carry +1 great falchions and wear +4 bracers of armor.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:16 am

Noble Dao
Large Outsider (Earth)
Hit Dice: 11d8 + 55 (104 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 24 (+2 armor, +2 Dex, +11 natural, -1 size), touch 11, flat-footed 22
Kain Darkwind
Base Attack/Grapple: +11/+23 Site Admin
Attack: Lash +20 melee (1d10 + 9 plus fatigue) or slam +20 melee (2d6 + 8 plus shove)  
Posts: 13685
Full Attack: Lash +20/+15/+10 melee (1d10 + 9 plus fatigue) or 2 slams +20 melee (2d6 + 8 plus shove) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft. (20 ft. with lash)
Special Attacks: Fatigue, shove, spell-like abilities
Special Qualities: Change shape, darkvision, earth mastery, spell resistance 21, telepathy 200 ft.
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 26, Dex 15, Con 18, Int 13, Wis 17, Cha 17
Skills: Appraise +15, Bluff +17, Craft (gem cutting) +15, Diplomacy +10, Intimidate +16, Knowledge (the planes) +15, Listen +17, Sense
Motive +17, Spellcraft +15, Spot +17
Feats: Cleave, Combat Expertise, Improved Disarm, Improved Toughness*, Power Attack
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary, pair or retinue (1 with 4-8 regular dao)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Often neutral evil
Advancement: 12-22 HD (Large), 23-37 HD (Huge)
Level Adjustment: +8

Fatigue (Ex): Those struck by a noble dao's whip (or any bludgeoning manufactured weapon they wield) must make a Fortitude save (DC
19) or become fatigued. Those already fatigued become exhausted if they fail this save. Those exhausted suffer 3d10 points of nonlethal
damage if they fail the save.

Shove (Ex): A creature struck by a noble dao's slam attack is subject to a bull rush attempt (+12 bonus), although the dao does not move
with the victim. Earth mastery bonuses or penalties apply.

Spell-Like Abilities: At will - detect magic, gaseous form, invisibility, move earth, misdirection, passwall, persistent image (DC 18), [i]plane
shift*, transmute rock to mud, wall of stone; 3/day – blast of sand (DC 17), wish (to nongenies only); 1/day – desert binding (DC 21),
earthquake. Caster level 11th.
*Genies can plane shift to the Inner, Astral and Material Planes.
**Sandstorm

Change Shape (Su): A noble dao can assume the form of any humanoid, monstrous humanoid or giant its size or smaller.

Earth Mastery (Ex): A dao gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or
waterborne, the dao suffers a -4 penalty on attack and damage rolls. (These are not included in the dao's stat block)

Possessions: Noble dao typically carry a massive +1 lash that functions similarly to a whip, although it works against all creatures, not just
those that lack armor. It can deal lethal or nonlethal damage. A noble dao can apply his Strength modifier rather than his Dexterity to
attack rolls made with the weapon. Dao wear +1 silk swathes of light fortification.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:16 am

Noble Marid
Large Outsider (Water)
Hit Dice: 14d8 + 56 (119 hp)
Initiative: +9
Speed: 20 ft., swim 60 ft.
Armor Class: 30 (+6 armor, +5 Dex, +10 natural, -1 size), touch 14, flat-footed 25
Kain Darkwind
Base Attack/Grapple: +14/+26 Site Admin
Attack: Harpoon +22 melee (2d8 + 13) or harpoon +19 ranged (2d8 + 9) or slam +21 melee (1d10 + 8)  
Posts: 13685
Full Attack: Harpoon +22/+17/+12 melee (2d8 + 13) or 2 slams +21 melee (1d10 + 8) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Drench, spell-like abilities, vortex, water mastery
Special Qualities: Change shape, darkvision, spell resistance 23, telepathy 200 ft.
Saves: Fort +13, Ref +14, Will +12
Abilities: Str 27, Dex 20, Con 18, Int 18, Wis 17, Cha 17
Skills: Appraise +21 (+23 gems), Bluff +20, Craft (gem working) +21, Concentration +21, Diplomacy +26, Disguise +3 (+5 acting),
Intimidate +5, Knowledge (nobility) +21, Knowledge (the planes) +21, Listen +20, Sense Motive +20, Spellcraft +21, Spot +20, Swim +33
Feats: Cleave, Combat Reflexes, Improved Initiative*, Power Attack, Swim-by Attack
Climate/Terrain: Elemental Plane of Water
Organization: Solitary, pair or retinue (1 with 4-8 regular marids)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Often chaotic neutral
Advancement: 14-28 HD (Large), 29-41 HD (Huge)
Level Adjustment: +8

Drench (Ex): The marid's touch puts out all open flames of non-magical origin that are its size category or smaller.

Spell-Like Abilities: At will – control water, create water, detect magic, dispel fire, gaseous form, invisibility, planeshift, purify drink, see
invisibility, solid fog, water breathing; 3/day – air breathing, transformation of the deeps**; 1/day – limited wish (to nongenies only),
maelstrom** (DC 21). Caster level 14th.
*Genies can plane shift to the Inner, Astral and Material Planes.
**Stormwrack

Change Shape (Su): A noble marid can assume the form of any humanoid, giant or aquatic creature its size or smaller.

Vortex (Su): A marid can transform itself into a whirlpool once every 10 minutes and remain in that form for up to 10 rounds. In this form,
it can move through the water or along the bottom at its swim speed.
The whirlpool is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The marid controls the exact height, but it must
be at least 10 feet.
A marid’s movement while in whirlpool form does not provoke attacks of opportunity, even if the marid enters the space another creature
occupies. Another creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the marid moves into or through the
creature’s space.
Creatures one or more size categories smaller than the marid might take damage when caught in the whirlpool and may be swept up by it.
An affected creature must succeed on a DC 28 Reflex save when it comes into contact with the whirlpool or take 3d6 points of damage. It
must also succeed on a second DC 28 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically
taking 1d8 points of damage each round. A creature with a swim speed is allowed a DC 28 Reflex save each round to escape the whirlpool.
The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlpool cannot move except to go where the marid carries them or to escape the whirlpool. Creatures caught in
the whirlpool can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in
the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The marid can have only as many trapped inside a whirlpool at
one time as will fit inside the whirlpool’s volume.
The marid can eject any carried creatures whenever it wishes, depositing them wherever the whirlpool happens to be.
If the whirlpool’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter
equal to half the whirlpool’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have
concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A marid in whirlpool form cannot make melee attacks and does not threaten the area around it.

Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its foe touch the water. If an opponent or marid is
landbound, the marid suffers a -4 penalty on attack and damage rolls. (These are not included in the marid's stat block)

Possessions: Noble marids typically carry +1 harpoons and wear +3 sharkskin armor.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:17 am

Blood of Erythnul
Medium Outsider (Augmented Human)
Hit Dice: 5d12 + 15 (75 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 19 (+3 armor, +3 Dex, +5 natural, -2 rage), touch 11, flat-footed 19
Kain Darkwind
Base Attack/Grapple: +5/+10 Site Admin
Attack: Morningstar +11 melee (1d8 + 10)  
Posts: 13685
Space/Reach: 5 ft. /5 ft. Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Special Attacks: Powerful blows
Special Qualities: Damage reduction 5/good, improved uncanny dodge, rage, uncanny dodge
Saves: Fort +9, Ref +7, Will +5
Abilities: Str 20, Dex 16, Con 20, Int 8, Wis 8, Cha 8
Skills: Balance +11, Climb +13, Intimidate +7, Jump +17, Listen +7, Spot +7, Swim +13
Feats: Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Pandemonium (Citadel of Slaughter)
Organization: Solitary, pair or wound horde (3-20)
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Evil
Advancement: 6-15 HD (Medium)

Powerful Blows (Ex): A Blood of Erythnul adds twice its Strength modifier to damage dealt with one handed weapons and three times its
Strength modifier to damage dealt with two handed weapons. It gains a +3 damage bonus from Power Attack for every -1 penalty it takes
to attack. (+6 with two handed weapons)

Rage (Ex): The Blood of Erythnul exist in a constant state of rage, identical to a barbarian of their HD. This rage does not end. Should it be
countered (such as through a spell like calm emotions) the Blood begins taking 1 point of damage per round until it regains its rage or until
it dies.

Possessions: A Blood of Erythnul springs to life with a masterwork morningstar and masterwork hide armor (that does not slow it down).
When killed, these possessions melt away as well. If the Blood lived long enough to obtain other weapons and armor, it may have these as
treasure.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:17 am

Blood of Erythnul
Medium Outsider (Augmented Gnoll)
Hit Dice: 9d12 + 54 (162 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 21 (+3 armor, +3 Dex, +7 natural, -2 rage), touch 11, flat-footed 21
Kain Darkwind
Base Attack/Grapple: +9/+16 Site Admin
Attack: Battleaxe +17 melee (1d8 + 14 /x3)  
Posts: 13685
Full Attack: Battleaxe +17/+12 melee (1d8 + 14 /x3) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful blows
Special Qualities: Damage reduction 5/good, darkvision, improved uncanny dodge, rage, uncanny dodge
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 25, Dex 16, Con 23, Int 6, Wis 8, Cha 6
Skills: Balance +15, Climb +17, Intimidate +10, Jump +20, Listen +11, Spot +11
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Pandemonium (Citadel of Slaughter)
Organization: Solitary, pair or wound horde (3-20)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic Evil
Advancement: 10-19 HD (Medium)

Powerful Blows (Ex): A Blood of Erythnul adds twice its Strength modifier to damage dealt with one handed weapons and three times its
Strength modifier to damage dealt with two handed weapons. It gains a +3 damage bonus from Power Attack for every -1 penalty it takes
to attack. (+6 with two handed weapons)

Rage (Ex): The Blood of Erythnul exist in a constant state of rage, identical to a barbarian of their HD. This rage does not end. Should it be
countered (such as through a spell like calm emotions) the Blood begins taking 1 point of damage per round until it regains its rage or until
it dies.

Possessions: A Blood of Erythnul springs to life with a masterwork battleaxe and masterwork hide armor (that does not slow it down).
When killed, these possessions melt away as well. If the Blood lived long enough to obtain other weapons and armor, it may have these as
treasure.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:17 am

Blood of Erythnul
Medium Outsider (Augmented Bugbear)
Hit Dice: 11d12 + 88 (220 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 26 (+3 armor, +4 Dex, +11 natural, -2 rage), touch 12, flat-footed 26
Kain Darkwind
Base Attack/Grapple: +11/+19 Site Admin
Attack: Morningstar +20 melee (1d8 + 16)  
Posts: 13685
Full Attack: Morningstar +20/+15/+10 melee (1d8 + 16) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful blows
Special Qualities: Damage reduction 10/good, darkvision, improved uncanny dodge, rage, uncanny dodge
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 27, Dex 18, Con 25, Int 8, Wis 8, Cha 6
Skills: Balance +18, Climb +22, Intimidate +12, Jump +26, Listen +13, Move Silently +22, Spot +13
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Pandemonium (Citadel of Slaughter)
Organization: Solitary, pair or wound horde (3-20)
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: 12-22 HD (Medium)

Powerful Blows (Ex): A Blood of Erythnul adds twice its Strength modifier to damage dealt with one handed weapons and three times its
Strength modifier to damage dealt with two handed weapons. It gains a +3 damage bonus from Power Attack for every -1 penalty it takes
to attack. (+6 with two handed weapons)

Rage (Ex): The Blood of Erythnul exist in a constant state of rage, identical to a barbarian of their HD. This rage does not end. Should it be
countered (such as through a spell like calm emotions) the Blood begins taking 1 point of damage per round until it regains its rage or until
it dies.

Possessions: A Blood of Erythnul springs to life with a masterwork morningstar and masterwork hide armor (that does not slow it down).
When killed, these possessions melt away as well. If the Blood lived long enough to obtain other weapons and armor, it may have these as
treasure.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:17 am

Blood of Erythnul
Large Outsider (Augmented Ogre)
Hit Dice: 13d12 + 104 (260 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 32 (+3 armor, +2 Dex, +20 natural, -2 rage, -1 size), touch 9, flat-footed 32
Kain Darkwind
Base Attack/Grapple: +13/+28 Site Admin
Attack: Greatclub +24 melee (2d8 + 33)  
Posts: 13685
Full Attack: Greatclub +24/+19/+14 melee (2d8 + 33) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 10 ft. /10 ft.
Special Attacks: Powerful blows
Special Qualities: Damage reduction 10/good, darkvision, improved uncanny dodge, low light vision, rage, uncanny dodge
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 33, Dex 14, Con 27, Int 4, Wis 8, Cha 5
Skills: Balance +18, Climb +27, Intimidate +13, Jump +35, Listen +7, Spot +7
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Pandemonium (Citadel of Slaughter)
Organization: Solitary, pair or wound horde (3-20)
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 14-26 HD (Medium)

Powerful Blows (Ex): A Blood of Erythnul adds twice its Strength modifier to damage dealt with one handed weapons and three times its
Strength modifier to damage dealt with two handed weapons. It gains a +3 damage bonus from Power Attack for every -1 penalty it takes
to attack. (+6 with two handed weapons)

Rage (Ex): The Blood of Erythnul exist in a constant state of rage, identical to a barbarian of their HD. This rage does not end. Should it be
countered (such as through a spell like calm emotions) the Blood begins taking 1 point of damage per round until it regains its rage or until
it dies.

Possessions: A Blood of Erythnul springs to life with a masterwork greatclub and masterwork hide armor (that does not slow it down).
When killed, these possessions melt away as well. If the Blood lived long enough to obtain other weapons and armor, it may have these as
treasure.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:17 am

Blood of Erythnul
Large Outsider (Augmented Troll)
Hit Dice: 17d12 + 204 (408 hp)
Initiative: +11
Speed: 40 ft.
Armor Class: 32 (+5 Dex, +20 natural, -2 rage, -1 size), touch 12, flat-footed 32
Kain Darkwind
Base Attack/Grapple: +17/+33 Site Admin
Attack: Claw +28 melee (1d6 + 24)  
Posts: 13685
Full Attack: 2 claws +28 melee (1d6 + 24) and bite +26 melee (1d6 + 12) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 10 ft. /10 ft.
Special Attacks: Powerful blows, rend
Special Qualities: Damage reduction 10/good, darkvision, improved uncanny dodge, low light vision, rage, regeneration 10, scent, uncanny
dodge
Saves: Fort +22, Ref +15, Will +11
Abilities: Str 35, Dex 20, Con 35, Int 4, Wis 7, Cha 4
Skills: Balance +25, Climb +32, Jump +36, Listen +18, Spot +18
Feats: Awesome Blow, Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Pandemonium (Citadel of Slaughter)
Organization: Solitary, pair or wound horde (3-20)
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil
Advancement: 18-34 HD (Medium)

Powerful Blows (Ex): A Blood of Erythnul adds twice its Strength modifier to damage dealt with primary natural weapons and its Strength
modifier to damage dealt with secondary natural weapons. It gains a +3 damage bonus from Power Attack for every -1 penalty it takes to
attack.

Rend (Ex): If a Blood hits with both claw attacks, it tears the flesh, dealing 2d6 + 36 damage

Rage (Ex): The Blood of Erythnul exist in a constant state of rage, identical to a barbarian of their HD. This rage does not end. Should it be
countered (such as through a spell like calm emotions) the Blood begins taking 1 point of damage per round until it regains its rage or until
it dies. (This is lethal damage and cannot be healed with regeneration.)

Regeneration (Ex): Fire and acid deal normal damage to a Blood of Erythnul. If it loses a limb or body part, the lost portion regrows in 3d6
minutes. The creature can reattach the severed member instantly by holding it to the stump.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:18 am

Godson
Medium Outsider (Divine)
Hit Dice: 20d8 + 220 (340 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 37 (+9 deflection, +3 Dex, +15 natural) touch 22, flat-footed 34
Kain Darkwind
Base Attack/Grapple: +20/+38 Site Admin
Attack: Slam +28 melee (2d6 + 8)  
Posts: 13685
Full Attack: 2 slams +28 melee (2d6 + 8) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Divine blast, divine shield, spell-like abilities,
Special Qualities: Damage reduction 15/epic, fast healing 10, nondetection, powerful build, resistance to cold 20 and fire 20, spell
resistance 34
Saves: Fort +22, Ref +15, Will +19
Abilities: Str 27, Dex 16, Con 31, Int 21, Wis 24, Cha 28
Skills: Balance +5, Bluff +32, Diplomacy +36, Disguise +32 (+34 acting), Intimidate +34, Jump +14, Knowledge (the planes) +28,
Knowledge (religion) +28, Listen +30, Move Silently +26, Search +32, Sense Motive +30, Spot +30, Survival +30, Tumble +26
Feats: Cleave, Diehard, Endurance, Improved Initiative, Improved Sunder, Improved Toughness, Power Attack
Climate/Terrain: Mortal Coil
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Any

Divine Blast (Su): Once per hour, a godson can release a blast of divine power as a 200 foot ray, dealing 9d12 points of damage.

Divine Shield (Su): Once per hour as an immediate action, a godson can shape divine energy around him to ward him from harm. This
absorbs 50 points of damage before collapsing.

Spell-like Abilities: Always active- tongues, true seeing; at will- chain lightning (DC 25), charm monster (DC 23), cure critical wounds (DC 23),
fire storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, levitate, persistent image (DC 24), polymorph ; 3/day – summon
monster IX, summon nature’s ally IX; 1/day – gate, maze, meteor swarm (DC 28). Caster level 20th
In addition, godsons have access to two domains granted by their divine parent. They can cast the 1st through 4th level spells at will, the
5th through 7th level spells 3/day and the 8th and 9th level spells 1/day. They may make use of the granted domain power as if they were
20th level clerics. If the domain power has a limited usage per day, the godson can make use of it once per hour.

Nondetection (Ex): A godson is constantly under the effect of nondetection. (Caster level 20th)

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:19 am

Titan
Huge Outsider (Chaotic)
Hit Dice: 20d8 + 280 (370 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 37 (+9 deflection, +1 Dex, +19 natural, -2 size) touch 18, flat-footed 36
Kain Darkwind
Base Attack/Grapple: +20/+44 Site Admin
Attack: Maul of the titans +37 melee (4d8 + 19 /x3)  
Posts: 13685
Full Attack: Maul of the titans +37/+33/+27/+23 melee (4d8 + 19 /x3) or 2 slams +34 melee (1d8 + 16) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 15 ft. /15 ft.
Special Attacks: Oversized weapon, spell-like abilities, spells
Special Qualities: Damage reduction 15/lawful, darkvision, spell resistance 35
Saves: Fort +26, Ref +13, Will +19
Abilities: Str 43, Dex 12, Con 39, Int 21, Wis 24, Cha 28
Skills: Balance +7, Bluff +21, Climb +22, Concentration +37, Craft (weapon) +16, Diplomacy +13, Disguise +9 (+11 acting), Intimidate +34,
Jump +38, Knowledge (arcana) +28, Knowledge (religion) +28, Listen +30, Perform (oratory) +32, Sense Motive +30, Search +28, Spellcraft
+19, Spot +30, Survival +11 (+13 tracking), Swim +16
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bullrush, Improved Sunder, Power Attack
Climate/Terrain: Carceri
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Any Chaotic
Advancement: 21-30 HD (Huge), 31-40 HD (Gargantuan)
Level Adjustment: +0

Oversized Weapon (Ex): Titans wield weapons one size category larger than themselves with no penalty.

Spell-like Abilities: At will- bless, chain lightning (DC 25), charm monster (DC 23), commune with nature, cure critical wounds (DC 23), fire
storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, levitate, persistent image (DC 24), polymorph; 3/day – etherealness,
summon monster IX, summon nature’s ally IX, word of chaos (DC 26); 1/day – gate, maze, meteor swarm (DC 28) Caster level 20th

Spells: Titans cast spells as wizards and clerics with the Chaos plus two others.
Cleric spells per day: 13/8/8/8/7/7/6/6/5/5 (Caster level 20th; DC 17 + spell level)
Wizard spells per day: 9/6/5/5/5/5/4/4/4/4 (Caster level 20th; DC 15 + spell level)

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

Elder Titan
Gargantuan Outsider (Chaotic)
Hit Dice: 40d8 + 760 (940 hp)
Initiative: +10
Speed: 100 ft.
Armor Class: 60 (+10 deflection, +2 Dex, +9 insight, +33 natural, -4 size) touch 27, flat-footed 49
Base Attack/Grapple: +40/+74
Attack: Maul of the titans +67 melee (6d8 + 28 /x5) or javelin +44 ranged (4d6 + 28 plus 3d6 electricity)
Full Attack: Maul of the titans +67/+63/+57/+53 melee (6d8 + 28 /x5) or 2 slams +58 melee (2d8 + 22)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Oversized weapon, spell-like abilities, spells
Special Qualities: Damage reduction 25/greater epic and lawful, darkvision, spell resistance 46
Saves: Fort +39, Ref +24, Will +31
Abilities: Str 55, Dex 14, Con 45, Int 28, Wis 28, Cha 35
Skills: Balance +25, Bluff +35, Climb +65, Concentration +60, Craft (weapon) +40, Diplomacy +41, Disguise +35 (+37 acting), Gather
Information +35, Handle Animal +40, Intimidate +57, Jump +88, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (religion)
+45, Listen +50, Perform (oratory) +55, Sense Motive +40, Search +40, Spellcraft +45, Spot +50, Survival +30 (+34 tracking), Swim +65
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bullrush, Improved Critical (maul), Improved Initiative, Improved Sunder,
Power Attack, Weapon Focus (maul)
Epic Feats: Epic Toughness, Epic Weapon Focus (maul), Overwhelming Critical (maul), Superior Initiative
Climate/Terrain: Carceri
Organization: Solitary
Challenge Rating: 33
Treasure: Triple Standard
Alignment: Any Chaotic
Advancement: 41-60 HD (Gargantuan), 61-80 HD (Colossal), 81-120 HD (Titanic)
Level Adjustment: +0

Oversized Weapon (Ex): Elder titans wield weapons one size category larger than themselves with no penalty.

Spell-like Abilities: Always active – freedom of movement, see invisibility; at will- bless, chain lightning (DC 28), charm monster (DC 26),
commune with nature, cure critical wounds (DC 26), fire storm (DC 29), greater dispel magic, greater teleport, hold monster (DC 27),
invisibility, levitate, persistent image (DC 27), polymorph, summon monster IX, summon nature’s ally IX, word of chaos (DC 29); 3/day –
contact other plane, etherealness, gate, greater scrying, maze, meteor swarm (DC 31), planeshift; 1/day – miracle (DC 31), wish (DC 31)
Caster level 35th
In addition, elder titans can select one domain from which they can cast every spell therein at will.

Spells: Elder titans cast spells as wizards and clerics with the Chaos domain plus 2 others.
Cleric spells per day: 15/9/8/8/8/8/6/6/6/6 (Caster level 30th; DC 19 + spell level)
Wizard spells per day: 13/7/6/6/6/6/5/5/5/5 (Caster level 30th; DC 19 + spell level)

Possessions: Elder titans use an epic version of the maul of titans. It is a Colossal +6 maul that deals quadruple damage to objects,
constructs and undead. They also fling +6 returning javelins of shocking blast.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

Re: Alternate World Creatures


by Kain Darkwind » Mon Apr 07, 2008 4:19 am

Treant (CR 8)
XP 4,800
NG Huge plant
Init -1; Senses low-light; Perception +12
Languages Common, Sylvan, Treant; treespeech
_____________________________________________________________
Kain Darkwind
Site Admin
AC 21, touch 7, flat-footed 21, combat 29  
Posts: 13685
(–1 Dex, +14 natural, –2 size) Joined: Tue Apr 01, 2008 12:02 pm
hp 114 (12d8 + 60); DR 10/slashing Location: Watering by the mudhole

Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning


Weakness axes, fire
Fort +13, Ref +3, Will +9
_____________________________________________________________

Speed 30 ft.
Melee 2 slams +17 (2d6 + 9/19–20)
Ranged rock +7 (2d6+9)
Space 15 ft.; Reach 15 ft.
Base Atk +9; Combat +20 (+22 sunder)
Attack Options improved sunder, power attack (-3, +6)
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
_____________________________________________________________

Abilities Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
SQ animate trees, double damage against objects, tree friend
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); Racial +16 Stealth
in forests
Treasure standard
_____________________________________________________________

Animate Trees (Sp) A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a
tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the
treant’s animation and rock- throwing abilities), gaining the treant’s vulnerability to fire. If the treant that animated it terminates the
animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

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

Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet
them with an attitude of friendly or helpful.

Tree Friend A treant (and its animated tree allies) gain a flanking bonus from allied non-animate trees. Trees do not provide a cover bonus
to foes against a treant. A treant does not suffer the maximum visibility distance in a forest of allied trees.

Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-

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