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Initiator Monsters - Printable Version

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Initiator Monsters - Manly Man - 04-18-2018

Taking some inspiration from the three monsters presented in the Tome of Battle book, I've begun to make bestiary entries that help supplement the initiator archetypes I've done. I have a few ideas, such as an example or two of undead, outsiders, and other such things. I may even have a go at making a couple of Cie'th into initiators, but that's going to be a far-off thing, if it ever becomes a thing.

All maneuvers are linked to the SRD, as well as the disciplines themselves, and the maneuvers and stances all have their level next to them.

If you have any initiator monster ideas of your own, don't hesitate to share and discuss here!


RE: Initiator Monsters - Manly Man - 04-18-2018

Blackbones

Born of once-living warriors who lived the life of a martial adept, these skeletons wield fighting techniques as sable as their ash-black bones, using their fighting prowess and ebon swords to eliminate foes.

Blackbones (CR 11)
XP 12,800
NE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +17

DEFENSE
AC 30, touch 18, flat-footed 30 (+7 armor, +4 Dex, + 4 natural, +4 shield)
hp 138 (12d8+84)
Fort +11 Ref +9 Will +17
Defensive Abilities channel resistance +6 DR 10/bludgeoning and good Immune ice, undead traits; Absorb shadow Weakness fire vulnerability, holy vulnerability

OFFENSE
Speed 30 ft.
Melee +2 keen dark sword +19/+14 (1d10+10, 17-20/x2), shield bash +18/+13 (1d8+9)
Special Attacks deadly strike
Maneuvers and Stances (IL 12)
Stances- outer sphere stance (1st), snapping turtle stance (1st), battle dragon’s stance (3rd), the dragon knows (5th), oathbreaker’s aura (6th)
Strikes- hangman’s curse (4th), ricochet shell (4th), thrashing dragon twist (5th), witch’s revenge (5th), warlock’s blow (6th)
Boosts- leaping dragon (1st), murderous spite (2nd)
Counters- defensive shell (2nd), word of retribution (2nd), burnished shell (3rd), steel shell (6th)
Disciplines: Cursed Razor, Iron Tortoise, Thrashing Dragon
The blackbones is considered to have all of its maneuvers readied. It recovers three maneuvers of its choice when making a successful critical hit; it may only recover maneuvers in this manner once per round. Alternately, it may recover one maneuver of its choice as a standard action. Its initiation modifier is Charisma.

STATISTICS
Str 27, Dex 18, Con -, Int 16, Wis 14 Cha 24
Base Atk +9; CMB +17; CMD 31
Feats Prodigious Two-Weapon Fighting, Two-Weapon Fighting, Shield Focus, Defensive Expertise, Improved Shield Bash, Double Slice
Skills Acrobatics +15, Climb +10, Intimidate +22, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +17, Sense Motive +17, Spellcraft +18, Stealth +15
Languages Abyssal, Common, Draconic
SQ quick counter, uncanny dodge, vile will

SPECIAL ABILITIES

Deadly Strike (Ex): The grim satisfaction of landing an especially debilitating blow upon an enemy fills the blackbones with a dark fervor that strengthens its blows further. Whenever the blackbones lands a successful critical hit, it deals an additional 2d6 damage. All further attacks made by the blackbones on the creature that suffered the critical hit that activated this ability deal an additional 2d6 damage for two rounds. Landing another critical hit on the affected target while this ability is still active extends the duration by one round; the duration may only be extended once per round in this manner.

This ability may not be used with weapons that inflict non-lethal damage. Creatures immune to critical hits or precision damage are not be affected by this ability.

Quick Counter (Ex): Three times per day, the blackbones may initiate a counter as a free action. This ability may only be used once per round.

Uncanny Dodge (Ex): A blackbones has uncanny dodge, as the thief ability.

Vile Will (Ex): A blackbones’ inherent desire to destroy and burning hatred for its enemies begets a force of will that is especially hard to break. It adds its Charisma modifier to all Will saves.

ECOLOGY
Environment any
Organization solitary, pair, strike team (3-6), troop (4-16)
Treasure Standard, +2 keen dark sword, +1 breastplate, +2 heavy steel shield of bashing

Opponents both canny and wily, blackbones are said to arise from dark knights who took the path of a martial disciple. Their strength and presence are even greater in undeath than they were in life, and they take great advantage of this, wielding the powerful dark swords that they had while still living and making aggressive use of their shields. They are always to be found outside of combat with their battle dragon’s stance active, granting them a great advantage when the fighting starts, and a significant boost to damage while fighting with sword and shield; however, a blackbones is wise enough to switch out to a different stance when their current stance does not suit their current situation optimally. Typically, they make heavy use of their counters, and are unafraid to force enemies to engage them in melee with warlock’s blow. Surrounding one is never a good idea, for they will not hesitate to use thrashing dragon twist to devastate multiple enemies at once.

Blackbones are about 6 feet tall and weigh 30 pounds.


RE: Initiator Monsters - Manly Man - 07-23-2018

Domovoi

With a sly grin does the goblin before you draw a sharp cutlass, positioning themselves expertly with their blade pointing towards you in one hand and a spell crackling in the other.

Goblin Dilettante 4 (CR 3)
XP 800
NE Small Humanoid (Goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 19, touch 15, flat-footed 17 (+2 armor, +4 Dex, +2 shield, +1 size)
hp 30 (4d8+12)
mp 7
Fort +7 Ref +6 Will +7

OFFENSE
Speed 30 ft.
Melee masterwork cutlass  +9 (1d6+5+1d6, 18-20/x2)
Special Attacks eldritch striker, spell combat, spellstrike

Spells Known (Red Mage CL 4th, concentration +8)

0th– detect magic, elemental orb, ignite, mending, read magic
1st–  blizzard (DC 14), cure (DC 14), fire (DC 14), thunder (DC 14),
2nd– blizzard II (DC 15), cure II (DC 15), fire II (DC 15), temper, thunder II (DC 15)

Maneuvers and Stances (IL 4th)
Stances- leaping spirit dance (1st), scarlet einhander (1st)
Strikes- dimensional strike (1st), scything strike (1st)
Boosts- energy spark (2nd)
Counters- eldritch shield (1st), half-gone (2nd)
Disciplines: Elemental Flux, Scarlet Throne, Veiled Moon
The domovoi has four of the five maneuvers it knows readied (GM’s choice) when battle starts, and always begins in the scarlet einhander stance; the modifiers for the stance are included in the statblock. It recovers maneuvers as per the dilettante’s class features. Its initiation modifier is Charisma.

STATISTICS
Str 8, Dex 20, Con 16, Int 14, Wis 14 Cha 16
Base Atk +3; CMB +3; CMD 24
Feats Weapon Finesse, Weapon Focus (cutlass), Deadly Agility
Skills Acrobatics +12, Bluff +9, Knowledge (arcana) +7, Perception +9, Sense Motive +9, Spellcraft +9, Stealth +16
Languages Common, Goblin, Giant
SQ accurate initiation, red magery (martial ruby knowledge), ruby knowledge, arcane pool 5, quick learner (weapon bond), armored mage (light), ruby arcana (eldritch striker), quick cast 1/day

SPECIAL ABILITIES

Accurate Initiation (Ex): As the dilettante ability.

Red Magery (Ex): As the dilettante ability, described below.

Martial Ruby Knowledge: You treat all aspects of any maneuver you initiate as though your initiation modifier was two points higher.

Ruby Knowledge (Ex): As the dilettante ability.

Spell Combat (Ex): As the red mage ability.

Arcane Pool (Su): As the dilettante ability.

Quick Learner: As the red mage ability, described below.

Weapon Bond (Ex): The red mage selects one weapon he is proficient with. He gains Weapon Focus with this weapon, even if he does not meet the prerequisites for it. The red mage can only take this ability once.

Spellstrike (Su): As the red mage ability.

Armored Mage (Ex): As the red mage ability.

Ruby Arcana: As the dilettante ability, described below.

Eldritch Striker (Su): The dilettante may cast a spell and initiate a strike maneuver with the same standard action. The spell must be a single-target hostile spell. The strike must take a standard action or less. They may not use this in conjunction with spell combat.

Quick Cast (Ex): As the red mage ability.

ECOLOGY
Environment any
Organization solitary, pair, trio squad (2-5), troop (4-16)
Treasure Standard, masterwork cutlass, leather armor

While far from elite warriors, amongst goblin ranks, the domovoi is usually regarded much more highly than most others of or near their standing. Their skill with both blade and magic is rightly feared by those foolish enough to underestimate them, and their fighting techniques even blend the magical and mundane so seamlessly that it’s sometimes nigh impossible to tell whether they’re initiating a strike or casting a spell.

When engaging in combat, a domovoi’s first instinct is usually to use an arcane point to enhance their weapon. Against enemies who seem like they may be tougher, they may instead initiate energy spark with their first swift action instead, if they are close enough to move into melee. They make heavy use of their arcane pool to augment their Elemental Flux maneuvers, and are especially fond of frustrating spellcasters by lessening or even negating the spells targeting them. If they feel the need to be more defensive, they may switch their stance to leaping spirit dance to help make any Reflex saves that befall them.