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05-23-2017, 11:01 AM
(This post was last modified: 05-23-2017, 11:02 AM by Fortheseen.)
Alright, I added in the spell for all three of them. I liked your idea for it and I made some slight changes to it to balance it out more later on. Also if you want better details on it check out the Magic+ tab.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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06-04-2017, 08:50 AM
(This post was last modified: 06-04-2017, 08:51 AM by Fortheseen.)
Chimera Family
Chimera
This creature has the hindquarter of a big goat and the forequarters of a great lion. It has dragon wings and three heads: a horned goat, a mane-less lion, and a fierce dragon.
CR 8 XP 4800
CE Large Magical Beast
Init: +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
AC 19, touch 10, flat-footed 18(+1 Dex, +9 natural, -1 size)
hp 88(9d10+36)
Fort +9, Ref +7, Will +6
Resist fire 5, lightning 5, water 5
Speed 30 ft.. fly 50 ft.(poor)
Melee Bite +11(2d6+4), bite +11(1d8+4 plus burn), gore +11(1d8+4), 2 claws +11(1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, breath weapon(20-ft. Cone, 6d8 fire damage, Reflex DC 17 for half, usable 1d4 rounds), burn(1d6, DC 17)
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
Base Atk +9; CMB +14; CMD 25(29 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Skill Focus(Perception), Toughness
Skills Fly +7, Perception +10, Sealth +4(+8 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
Languages Draconic
Aqualung(Su)
A chimera can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status(Fort save DC 17 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Chimera Brain
This black chimera is slightly smarter and more dangerous than any of its weaker versions.
CR 14 XP 38400
CE Huge Magical Beast
Init: +6; Senses all-around vision, darkvision 60 ft., low-light vision, scent; Perception +20
AC 28, touch 10, flat-footed 26(+2 Dex, +18 natural, -2 size)
hp 182(17d10+90)
Fort +15, Ref +12, Will +10
DR 10/cold iron and magic; Resist ice 10; Immune death effects, disease, fire, lightning, poison, water; SR 25
Speed 30 ft.. fly 50 ft.(poor)
Melee Bite +23(2d8+8/19-20), bite +23(2d6+8/19-20 plus burn), gore +23(2d6+8), 2 claws +23(1d8+8)
Space 15 ft.; Reach 10 ft.
Special Attacks Aqualung, breath weapon(60-ft. Cone, 13d8 fire damage, Reflex DC 23 for half, usable 1d4 rounds), burn(2d8, DC 23), Fulmination, Snowstorm
Str 27, Dex 15, Con 21, Int 5, Wis 16, Cha 10
Base Atk +17; CMB +27; CMD 37(41 vs. trip)
Feats Cleave, Hover, Improved Critical(bite), Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception), Toughness, Vital Strike
Skills Fly +15, Perception +20, Sealth +1(+5 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
Languages Draconic
Aqualung(Su)
A chimera brain can emit a 30-ft.-cone of watery breath, once every 1d2 rounds. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status(Fort save DC 20 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Fulmination(Su)
A chimera brain can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-radius, once every 1d3 rounds. Creatures in the area of effect take 10d6 points of lightning damage are inflicted with Disable status for 1d4 rounds, a successive Fortitude save (DC 21) for half damage and negates status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Snowstorm(Su)
A chimera brain can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 22) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell(DC 27).
Dhorme Chimera
This winged monster has the body of a lion, though two more heads flank its central feline one – a dragon and a horned goat. They tend to ambush wondering parties in the desert.
CR 10 XP 9600
CE Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +14
AC 25, touch 11, flat-footed 23(+2 Dex, +14 natural, -1 size)
hp 126(12d10+60)
Fort +12, Ref +10, Will +8
Resist fire 10, lightning 10, water 10; Immune poison
Speed 30 ft.. fly 50 ft.(poor)
Melee Bite +16(2d6+6), bite +16(1d8+6 plus burn), gore +16(1d8+6), 2 claws +16(1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, breath weapon(30-ft. Cone, 9d8 fire damage, Reflex DC 20 for half, usable 1d4 rounds), burn(1d8, DC 20), Fulmination
Str 22, Dex 14, Con 19, Int 4, Wis 14, Cha 10
Base Atk +12; CMB +19; CMD 31(35 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception), Toughness
Skills Fly +11, Perception +14, Sealth +5(+9 in deserts); Racial Modifiers +2 Perception, +4 Stealth in deserts
Languages Draconic
Aqualung(Su)
A dhorme chimera can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status(Fort save DC 19 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Fulmination(Su)
A dhorme chimera can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-radius, once every 1d4 rounds. Creatures in the area of effect take 10d6 points of lightning damage are inflicted with Disable status for 1d4 rounds, a successive Fortitude save (DC 20) for half damage and negates status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Gorgimera
This green chimera acts much like the chimera but with more wide array of elemental attacks.
CR 12 XP 19200
CE Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +17
AC 27, touch 11, flat-footed 25(+2 Dex, +16 natural, -1 size)
hp 161(15d10+80)
Fort +14, Ref +11, Will +9
DR 5/cold iron; Resist fire 15, ice 5, lightning 15, water 15; Immune disease, poison; SR 23
Speed 30 ft.. fly 50 ft.(poor)
Melee Bite +20(2d6+6), bite +20(1d8+6 plus burn), gore +20(1d8+6), 2 claws +20(1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, breath weapon(40-ft. Cone, 11d8 fire damage, Reflex DC 22 for half, usable 1d4 rounds), burn(2d6, DC 22), Fulmination, Snowstorm
Str 24, Dex 15, Con 20, Int 4, Wis 15, Cha 10
Base Atk +15; CMB +23; CMD 35(39 vs. trip)
Feats Cleave, Hover, Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception), Toughness, Vital Strike
Skills Fly +14, Perception +17, Sealth +5(+9 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
Languages Draconic
Aqualung(Su)
A gorgimera can emit a 30-ft.-cone of watery breath, once every 1d3 rounds. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status(Fort save DC 20 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Fulmination(Su)
A gorgimera can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-radius, once every 1d4 rounds. Creatures in the area of effect take 10d6 points of lightning damage are inflicted with Disable status for 1d4 rounds, a successive Fortitude save (DC 21) for half damage and negates status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Snowstorm(Su)
A gorgimera can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 22) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell(DC 27).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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06-04-2017, 08:56 AM
(This post was last modified: 06-04-2017, 08:58 AM by Fortheseen.)
Toad Family
Archeotoad
This large toad is bright purple and yellow, with electric-green stripes on its hind legs. It has the ability to turn groups of foes into frogs.
CR 10 XP 9600
N Large Magical Beast
Init: +7; Senses low-light vision, scent; Perception +18
AC 25, touch 12, flat-footed 21(+3 dex, +13 natural, -1 size)
hp 123(11d10+66)
Fort +13, Ref +12, Will +6
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +17(2d6+10 plus poison) or tongue +17 touch(1d3+5 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks Frog Song, Leap, Pond's Chorus, pull(tongue, 10 feet), swallow whole(2d6+10 bludgeoning damage, AC 16, 12 hp)
Str 25, Dex 16, Con 23, Int 4, Wis 16, Cha 6
Base Atk +11; CMB +19(+23 grapple); CMD 32(36 vs. trip)
Feats Cleave, Improved Initiative, Improved Natural Attack(bite), Lightning Reflexes, Power Attack, Skill Focus(Perception)
Skills Acrobatics +16(+20 jump), Perception +21, Stealth +7, Swim +24; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
Once every 1d3 rounds, an archeotoad will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 17) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Leap(Ex)
An archeotoad ability to jump with his Acrobatics checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. An archeotoad's maximum height is not affected by his size, allowing leaps higher than their own height. In additional, the archeotoad may jump as part of a charge action. Whenever the archeotoad jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe using his bite, the archeotoad deals ad additional +1d6 points of damage (maximum of 3d6). If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the archeotoad jumps beyond the first 10 feet, the archeotoad deals an extra 1d6 points of damage.
Poison(Ex)
Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes an archeotoad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 21; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Pond's Chorus(Su)
1/day, an archeotoad will croak multiple times as if it were making a song towards affecting all those within 30 feet. That target must make a Fortitude save(DC 19) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 6th level spell(DC 27).
Elf Toad
This large toad is bright blue and white, with electric-red stripes on its hind legs.
CR 5 XP 1600
N Large Magical Beast
Init: +6; Senses low-light vision, scent; Perception +13
AC 19, touch 11, flat-footed 15(+2 dex, +8 natural, -1 size)
hp 63(6d10+30)
Fort +10, Ref +9, Will +2
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +11(1d8+9 plus poison) or tongue +11 touch(1d3+4 plus poison and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
Special Attacks Frog Song, pull(tongue, 10 feet), swallow whole(1d8+9 bludgeoning damage, AC 14, 6 hp)
Str 22, Dex 15, Con 20, Int 1, Wis 11, Cha 6
Base Atk +6; CMB +13(+17 grapple); CMD 25(29 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Skill Focus(Perception)
Skills Acrobatics +10(+14 jump), Perception +13, Stealth +6, Swim +18; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
2/day, an elf toad will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 14) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes an elf toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.
Gigantoad
Stubby warts dot the skin of this horse-sized brown toad. Its throat bulges and ripples as though about to croak.
CR 2 XP 600
N Large Magical Beast
Init: +1; Senses low-light vision, scent; Perception +8
AC 14, touch 10, flat-footed 13(+1 dex, +4 natural, -1 size)
hp 27(3d10+9)
Fort +6, Ref +6, Will +0
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +6(1d6+6 plus poison) or tongue +6 touch(1d2+3 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
Special Attacks Frog Song, pull(tongue, 10 feet), swallow whole(1d6+6 bludgeoning damage, AC 12, 2 hp)
Str 19, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +3; CMB +8(+12 grapple); CMD 19(23 vs. trip)
Feats Lightning Reflexes, Skill Focus(Perception)
Skills Acrobatics +5(+9 jump), Perception +8, Stealth +5, Swim +12; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
1/day, a gigantoad will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 13) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes a gigantoad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.
Leap Frog
This large frog is bright green and yellow, with electric-blue stripes on its hind legs. It has the ability to jump from high lengths upon its foes.
CR 9 XP 6400
N Large Magical Beast
Init: +7; Senses low-light vision, scent; Perception +18
AC 24, touch 12, flat-footed 21(+3 dex, +12 natural, -1 size)
hp 112(10d10+60)
Fort +13, Ref +12, Will +4
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +16(2d6+10 plus poison) or tongue +16 touch(1d3+5 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks Frog Song, Leap, pull(tongue, 10 feet), swallow whole(2d6+10 bludgeoning damage, AC 16, 11 hp)
Str 24, Dex 16, Con 22, Int 3, Wis 13, Cha 6
Base Atk +10; CMB +18(+22 grapple); CMD 31(35 vs. trip)
Feats Improved Initiative, Improved Natural Attack(bite), Lightning Reflexes, Power Attack, Skill Focus(Perception)
Skills Acrobatics +15(+19 jump), Perception +18, Stealth +7, Swim +23; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
Once every 1d4 rounds, a leap frog will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 15) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Leap(Ex)
A leap frog ability to jump with his Acrobatics checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. A leap frog's maximum height is not affected by his size, allowing leaps higher than their own height. In additional, the leap frog may jump as part of a charge action. Whenever the leap frog jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe using his bite, the leap frog deals ad additional +1d6 points of damage (maximum of 3d6). If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the leap frog jumps beyond the first 10 feet, the leap frog deals an extra 1d6 points of damage.
Poison(Ex)
Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes a leap frog with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 21; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Poison Toad
This large toad is bright green and red, with electric-blue stripes on its hind legs.
CR 3 XP 800
N Large Magical Beast
Init: +2; Senses low-light vision, scent; Perception +10
AC 17, touch 11, flat-footed 15(+2 dex, +6 natural, -1 size)
hp 39(4d10+16)
Fort +8, Ref +8, Will +1
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +8(1d6+7 plus poison) or tongue +8 touch(1d2+3 plus poison and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
Special Attacks Frog Song, pull(tongue, 10 feet), swallow whole(1d6+7 bludgeoning damage, AC 13, 3 hp)
Str 21, Dex 15, Con 18, Int 1, Wis 10, Cha 6
Base Atk +4; CMB +10(+14 grapple); CMD 22(26 vs. trip)
Feats Lightning Reflexes, Skill Focus(Perception)
Skills Acrobatics +7(+11 jump), Perception +10, Stealth +6, Swim +14; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
1/day, a poison toad will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 14) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes a poison toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.
Toxic Frog
This large frog is bright purple and white, with electric-red stripes on its hind legs. Beware of its poison which can turn anyone into a toad.
CR 7 XP 3200
N Large Magical Beast
Init: +6; Senses low-light vision, scent; Perception +16
AC 21, touch 11, flat-footed 19(+2 dex, +10 natural, -1 size)
hp 84(8d10+40)
Fort +11, Ref +10, Will +3
Defenseive Abilities poisonous skin; Immune poison, frog
Weakness Ice
Speed 30 ft., swim 30 ft.
Melee Bite +13(1d8+9 plus poison) or tongue +13 touch(1d3+4 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks Frog Song, pull(tongue, 10 feet), swallow whole(1d8+9 bludgeoning damage, AC 15, 8 hp)
Str 23, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +15(+19 grapple); CMD 27(31 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception)
Skills Acrobatics +12(+16 jump), Perception +16, Stealth +6, Swim +20; Racial Modifiers +4 Acrobatics(+8 jump), +4 Stealth, +8 Swim
Frog Song(Su)
Once every 1d4 rounds, a toxic frog will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save(DC 15) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Injury; save Fort DC 19; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Poisonous Skin(Ex)
A creature that strikes a toxic frog with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.
Skin – contact; save Fort DC 19; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Here are the Chimera and Toad families. I've also changed Hedgehog Pie Family to outsiders since they were considered as demons on FF compared to magical beasts. I won't be posting the new blue mage spells for a couple weeks. I need to redo a 'minor' mistake on about 70% of the monsters made so far... So enjoy what I've got up at the moment. I will also post a new PDF with all the new creatures and the fixed issue.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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06-12-2017, 09:53 PM
(This post was last modified: 11-26-2017, 06:56 PM by Fortheseen.)
Alright, I finally fixed the minor issue, most of the attack bonuses have been changed for a majority of the creatures. I did some balance changes to the Mu family removing their resist all for status effects. I found a writing mistake in the Zuu family and had to change the skills over. I've also added in some monsters from Vil's list onto here to make it easier to look at. The ones so far added in are: Cactuar, Goblin, Hobgoblin, Mandragora, Ochu, and Warmech. I made some major changes to Warmech to make it feel more like a robot than a plain construct. I'll be adding in the new blue mage spells and having the pdf with the full list of the new updated creatures very soon. I also plan to add in more lizard types to the lizard family since there is only one there lol...
*I moved the pdf to the first page to make it easier to find.*
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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06-13-2017, 10:57 PM
(This post was last modified: 06-13-2017, 10:59 PM by Manly Man.)
Something I'm wondering is if you were to make the Zaghnol from IX, what family would it belong to? It strikes me as kind of a runty cousin of the Behemoth, which even has a lightning-damage ability in FFd20 as well, so the two of them being related could be a possibility. Maybe Electrocute could be an ability that zaps any creature within 30 ft. that attacks you for 2d6 lightning damage or summat, something appropriate for a CR 6 monster.
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I could either make it a Dualhorn or Behemoth family. Dualhorn are basically smaller versions of the behemoths. I can make Eletrocute be a long distance Electric Shock with 2d6 damage instead of 2d8 which Kuza kit(behemoth family) has. From what i'm reading about it is that it's similar to thundara but I could adjust to be be more like thunder II.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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07-21-2017, 10:17 AM
(This post was last modified: 07-21-2017, 10:18 AM by Fortheseen.)
Doomstone Family
Demonolith
A giant stone with remains of a grave-looking fiend from the Farplane that swipes razor-sharp claws at its foes and with various ailment statuses.
CR 14 XP 38400
NE Large Undead
Init: 0; Senses Darkvision 60 ft.; Perception +23
AC 29, touch 9, flat-footed 29(+20 natural, -1 size)
hp 196(20d8+120)
mp 196
Fort +12, Ref +8, Will +13
Defensive Abilities holy burst resistance +6; DR 15/good; Immune Earth, Petrify, undead traits
Weakness Water and Holy
Speed 10 ft.
Melee Claw +21 (2d6+10/19-20x3 plus weakness)
Special Attacks Stone Breath, Weakness
Spells Known(Black Mage CL 20th; concentration +25)
1st – Blind(DC 16)
2nd – Poison(DC 17)
3rd – Bio(DC 18), Blindga(DC 18), Slow(DC 18)
4th – Poisonga(DC 19), Statue(DC 19)
5th – Drain(DC 20), Gravity(DC 20)
6th – Confusion(DC 21), Slowga(DC 21)
7th – Countdown, Graviga(DC 22)
8th – Doom(DC 23), Mass Confusion(DC 23)
9th – Death(DC 24)
Str 24, Dex 10, Con -, Int 20, Wis 12, Cha 22
Base Atk +15; CMB +23; CMD 33
Feats Cleave, Combat Casting, Critical Focus, Devastating Strike, Great Cleave, Improved Critical(Claw), Improved Devastating Strike, Lightning Reflexes, Power Attack, Vital Strike
Skill Perception +23, Spellcraft +23, Stealth +27
Languages Abyssal, Common + 3 others
Razor-sharp Claw(Ex)
Due to having an oversized claw and being extremely shape, the demonolith's claw is considered two size categories larger and its critical tier is increased to x3.
Stone Breath(Su)
Once every 1d4+1 rounds, a Demonolith can breath out a dry gray breath hitting all those within a 30-ft. cone. The targets within the area of effect will receive the Petrify status (Fortitude save DC 22 to negate). Blue mages may learn this ability as a 6th level spell (DC 27).
Weakness(Ex)
Whenever a Demonolith strikes its opponent with its claw, they must make a save for every status ailment inflicted upon them. The following status effects are Blind(Fortitude save 26), Confuse(Will save 26), Sap(Fortitude save 26), Sleep(Will save 26), Slow(Fortitude save 26), and Zombie(Fortitude save 26) for 1d4 rounds.
Dolmen
A giant stone with remains of a grave-looking fiend from the Farplane with stony defenses. It swipes razor-sharp claws at its foes and can Petrify them, too.
CR 7 XP 3200
NE Large Undead
Init: -1; Senses Darkvision 60 ft.; Perception +13
AC 20, touch 8, flat-footed 19(-1 dex, +12 natural, -1 size)
hp 77(10d8+40)
mp 49
Fort +7, Ref +2, Will +8
Defensive Abilities holy burst resistance +4; DR 10/good; Immune Earth, Petrify, undead traits
Weakness Water and Holy
Speed 10 ft.
Melee Claw +11 (2d6+7/19-20x3 plus weakness)
Special Attacks Stone Breath, Weakness
Spells Known(Black Mage CL 10th; concentration +13)
1st – Blind(DC 14)
2nd – Poison(DC 15)
3rd – Bio(DC 16), Blindga(DC 16), Slow(DC 16)
4th – Poisonga(DC 17), Statue(DC 17)
5th – Drain(DC 18), Gravity(DC 18)
Str 20, Dex 8, Con -, Int 16, Wis 12, Cha 18
Base Atk +7; CMB +13; CMD 22
Feats Cleave, Combat Casting, Improved Critical(Claw), Power Attack, Vital Strike
Skill Perception +13, Spellcraft +13, Stealth +16
Languages Abyssal, Common + 1 other
Razor-sharp Claw(Ex)
Due to having an oversized claw and being extremely shape, the dolmen's claw is considered two size categories larger and its critical tier is increased to x3.
Stone Breath(Su)
Once every 1d4+1 rounds, a Dolmen can breath out a dry gray breath hitting all those within a 30-ft. cone. The targets within the area of effect will receive the Petrify status (Fortitude save DC 20 to negate). Blue mages may learn this ability as a 6th level spell (DC 27).
Weakness(Ex)
Whenever a Dolmen strikes its opponent with its claw, they must make a save for every status ailment inflicted upon them. The following status effects are Blind(Fortitude save 19), Confuse(Will save 19), and Sap(Fortitude save 19) for 1d4 rounds.
Tomb
A giant stone with remains of a grave-looking fiend from the Farplane that attacks with various status ailments. The battle can turn especially ugly if it inflicts Confuse on the entire party.
CR 10 XP 9600
NE Large Undead
Init: -1; Senses Darkvision 60 ft.; Perception +18
AC 23, touch 8, flat-footed 22(-1 dex, +15 natural, -1 size)
hp 136(15d8+75)
mp 110
Fort +10, Ref +7, Will +10
Defensive Abilities holy burst resistance +5; DR 10/good; Immune Earth, Petrify, undead traits
Weakness Water and Holy
Speed 10 ft.
Melee Claw +16 (2d6+9/19-20x3 plus weakness)
Special Attacks Stone Breath, Weakness
Spells Known(Black Mage CL 15th; concentration +19)
1st – Blind(DC 15)
2nd – Poison(DC 16)
3rd – Bio(DC 17), Blindga(DC 17), Slow(DC 17)
4th – Poisonga(DC 18), Statue(DC 18)
5th – Drain(DC 19), Gravity(DC 19)
6th – Confusion(DC 20), Slowga(DC 20)
7th – Countdown, Graviga(DC 21)
8th – Doom(DC 22), Mass Confusion(DC 22)
Str 22, Dex 9, Con -, Int 18, Wis 12, Cha 20
Base Atk +11; CMB +18; CMD 27
Feats Cleave, Combat Casting, Devastating Strike, Great Cleave, Improved Critical(Claw), Lightning Reflexes, Power Attack, Vital Strike
Skill Perception +18, Spellcraft +18, Stealth +21
Languages Abyssal, Common + 2 others
Razor-sharp Claw(Ex)
Due to having an oversized claw and being extremely shape, the tomb's claw is considered two size categories larger and its critical tier is increased to x3.
Stone Breath(Su)
Once every 1d4+1 rounds, a Tomb can breath out a dry gray breath hitting all those within a 30-ft. cone. The targets within the area of effect will receive the Petrify status (Fortitude save DC 21 to negate). Blue mages may learn this ability as a 6th level spell (DC 27).
Weakness(Ex)
Whenever a Tomb strikes its opponent with its claw, they must make a save for every status ailment inflicted upon them. The following status effects are Blind(Fortitude save 22), Confuse(Will save 22), Sap(Fortitude save 22), Sleep(Will save 22), and Slow(Fortitude save 22) for 1d4 rounds.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Posts: 221
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07-21-2017, 10:24 AM
(This post was last modified: 07-27-2017, 11:56 PM by Fortheseen.)
Bee Family
Bee
Striking yellow and black markings and a coat of bristling hairs cover this immense bee. Its stinger is the size of a dagger blade.
CR 1 XP 400
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +1
AC 13, touch 12, flat-footed 11(+2 dex, +1 natural)
hp 19(3d8+3)
Fort +4, Ref +3, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +2(1d4 plus poison)
Str 11, Dex 14, Con 13, Int -, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 14(18 vs. trip)
Feats Hover
Skills Fly +6
Poison(Ex)
Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d3 non-elemental damage; cure 1 save.
Death Hornet
This creature looks like a larger version of a normal hornet with striking orange and purple markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with deathly venom. This hornet tries to paralyze their foe before dripping venom into them while trying to keep them alive but just barely.
CR 9 XP 2400
N Medium Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15
AC 22, touch 15, flat-footed 17(+5 dex, +7 natural)
hp 117(12d10+48)
Fort +12, Ref +13, Will +6
Immune poison, paralyze; Resist earth 15
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +16(1d8+4/19-20 plus poison)
Special Attacks Blind Needles, Death Needles, Poison Needles, Sharp Edge
Str 18, Dex 20, Con 18, Int 3, Wis 15, Cha 9
Base Atk +12; CMB +16; CMD 31
Feats Ability Focus(Death Needles), Flyby Attack, Hover, Improved Critical(Stinger) Improved Initiative, Power Attack
Skills Fly +17, Perception +15
Blind Needles(Su)
5/day, a death hornet shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Death Needles(Su)
3/day, a death hornet shoots out black needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 8d4 points of non-elemental damage. The creature must make a Fortitude save(DC 18) or gain the paralyze status affect. This is considered a poison effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Poison(Ex)
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d12 non-elemental damage; cure 1 save.
Poison Needles(Su)
A death hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since death hornets have such sharp stingers their critical range and damage is increased by 1.
Hornet
This creature looks like a larger version of a normal wasp with a jet black body and reddish eyes. Its stinger is the size of a long blade and drips with deadly venom.
CR 4 XP 1200
N Medium Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision; Perception +7
AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 47(5d10+15)
Fort +7, Ref +7, Will +2
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +7(1d8+3 plus poison)
Special Attacks Poison Needles
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Hover, Power Attack
Skills Fly +9, Perception +7
Poison(Ex)
Sting — injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.
Poison Needles(Su)
3/day, a hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+8) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 13) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Killer Bee
This creature looks like a larger version of a normal bee with striking orange and black markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with killer venom. These bees are extremely aggressive and attack those who come within 300 feet within their nest.
CR 6 XP 2400
N Medium Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +11
AC 19, touch 14, flat-footed 15(+4 dex, +5 natural)
hp 72(8d10+24)
Fort +9, Ref +10, Will +4
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +7(1d8+2/19-20 plus poison)
Special Attacks Blind Needles, Poison Needles, Sharp Edge
Str 16, Dex 18, Con 17, Int 2, Wis 14, Cha 9
Base Atk +8; CMB +11; CMD 25
Feats Flyby Attack, Hover, Improved Initiative, Power Attack
Skills Fly +13, Perception +11
Blind Needles(Su)
3/day, a killer bee shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Poison(Ex)
Sting — injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d8 non-elemental damage; cure 1 save.
Poison Needles(Su)
A killer bee shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since killer bees have such sharp stingers their critical range and damage is increased by 1.
Wasp
Striking yellow and black markings and a coat of bristling hairs cover this immense wasp. Its stinger is the size of a short blade and drips with venom.
CR 2 XP 600
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +1
AC 15, touch 13, flat-footed 12(+3 dex, +2 natural)
hp 25(4d8+8)
Fort +6, Ref +4, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +4(1d6+1 plus poison)
Str 12, Dex 16, Con 14, Int -, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 17(21 vs. trip)
Feats Hover
Skills Fly +8
Poison(Ex)
Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1 save.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Posts: 221
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Joined: Mar 2017
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07-21-2017, 10:28 AM
(This post was last modified: 07-21-2017, 04:22 PM by Fortheseen.)
Wyvern Family
Dragon Aevis
A crystal winged dragon-like creature without forearms and its tail tipped with a hooked stinger. A rare breed of wyvern with an aggressive attitude for intruders.
CR 15 XP 51200
N Huge Dragon
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +31
AC 28, touch 12, flat-footed 24(+3 Dex, +1 dodge, +16 natural, -2 size)
hp 252(20d12+120)
Fort +18, Ref +15, Will +13
Defensive Abilities ray reflection; Immune Paralysis, Sleep; Resist earth 15, fire 10, ice 10; SR 26
Weakness Wind
Speed 20 ft., fly 60 ft. (poor)
Melee sting +26 (2d6+8 plus poison), bite +26 (4d6+6 plus grab), 2 wings +21 (2d6+3 plus poison2)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath Weapon(40-ft. Cone, 12d8 fire damage, Reflex DC 26 half, usable every 1d4 rounds), Rake(2 talons +10, 1d8+8 plus poison2), Wind Slash
Str 27, Dex 16, Con 22, Int 7, Wis 12, Cha 9
Base Atk +20; CMB +30(+34 grapple); CM 44
Feats Critical Focus, Dodge, Improved Critical(bite), Improved Natural Attack(bite), Improved Natural Attack(sting), Improved Natural Attack(wing), Improved Vital Strike, Power Attack, Staggering Critical, Vital Strike
Skills Fly +16, Perception +31, Sense Motive +24, Stealth +16; Racial Modifier +4 Perception
Languages Draconic
Poison(Ex)
Sting – injury; save DC 26; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Poison2(Ex)
Wings or Talons – injury; save DC 26; frequency 1/round for 6 rounds; effect 1d10 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Ray Reflection(Ex)
A dragon aevis' scales reflect ray spells back upon the ray's source if the ray fails to overcome the dragon's spell resistance.
Wind Slash(Su)
Once every 1d4+1 rounds as a full round action a dragon aevis can choose to do this effect twice since it reacts really quickly. A dragon aevis uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save(DC 19) for half damage. Blue mages may learn this ability as a 8th level spell(DC 31).
Lesser Lopros
A blue winged dragon-like creature without forearms and its tail tipped with a hooked stinger. This creature hides on ceilings of icy caves waiting for their next target to eat.
CR 9 XP 6400
N Large Dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +22
AC 23, touch 11, flat-footed 21(+1 Dex, +1 dodge, +12 natural, -1 size)
hp 130(11d12+55)
Fort +12, Ref +8, Will +10
Immune Paralysis, Sleep; Resist earth 15, ice 10
Weakness Wind
Speed 20 ft., fly 60 ft. (poor)
Melee sting +15 (1d8+5 plus poison), bite +15 (2d6+5 plus grab), 2 wings +10 (1d6+2 plus poison2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon(40-ft. Cone, 6d8 ice damage, Reflex DC 20 half, usable every 1d4 rounds), Rake(2 talons +10, 1d6+5 plus poison2), Wing Cutter
Str 21, Dex 13, Con 20, Int 7, Wis 12, Cha 9
Base Atk +11; CMB +17(+21 grapple); CM 28
Feats Critical Focus, Dodge, Improved Initiative, Improved Natural Attack(sting), Iron Will, Power Attack
Skills Fly +9, Perception +22, Sense Motive +15, Stealth +11; Racial Modifier +4 Perception
Languages Draconic
Poison(Ex)
Sting – injury; save DC 20; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Poison2(Ex)
Wings or Talons – injury; save DC 20; frequency 1/round for 6 rounds; effect 1d6 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Wing Cutter(Su)
3/day, a wyvern can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, Reflex save(DC 17) for half damage. Blue mages may learn this ability as a 2nd level spell(DC 19).
Wyvern
A red winged dragon-like creature without forearms and its tail tipped with a hooked stinger.
CR 6 XP 2400
N Large Dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
AC 19, touch 10, flat-footed 18(+1 Dex, +9 natural, -1 size)
hp 73(7d12+28)
Fort +9, Ref +6, Will +8
Immune Paralysis, Sleep; Resist earth 10, fire 10
Weakness Wind
Speed 20 ft., fly 60 ft. (poor)
Melee sting +10 (1d6+4 plus poison), bite +10 (2d6+4 plus grab), 2 wings +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon(40-ft. Cone, 4d8 fire damage, Reflex DC 17 half, usable every 1d4 rounds), Rake(2 talons +10, 1d6+4), Wing Cutter
Str 19, Dex 12, Con 18, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12(+16 grapple); CM 23
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception)
Skills Fly +5, Perception +18, Sense Motive +11, Stealth +7; Racial Modifier +4 Perception
Languages Draconic
Poison(Ex)
Sting – injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Wing Cutter(Su)
3/day, a wyvern can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, Reflex save(DC 16) for half damage. Blue mages may learn this ability as a 2nd level spell(DC 19).
Wyrm
A green winged dragon-like creature without forearms and its tail tipped with a hooked stinger also called the greater wyvern. These creatures sometimes can be found near other wyverns.
CR 13 XP 25600
N Large Dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +27
AC 26, touch 12, flat-footed 23(+2 Dex, +1 dodge, +14 natural, -1 size)
hp 201(16d12+96)
Fort +16, Ref +12, Will +11
Immune Paralysis, Sleep; Resist earth 15, fire 10, ice 10
Weakness Wind
Speed 20 ft., fly 60 ft. (poor)
Melee sting +22 (1d8+6 plus poison), bite +22 (2d8+6 plus grab), 2 wings +17 (1d8+3 plus poison2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon(40-ft. Cone, 10d8 fire damage, Reflex DC 24 half, usable every 1d4 rounds), Rake(2 talons +10, 1d8+6 plus poison2), Wind Slash
Str 23, Dex 14, Con 22, Int 7, Wis 12, Cha 9
Base Atk +16; CMB +23(+27 grapple); CM 39
Feats Critical Focus, Dodge, Improved Natural Attack(bite), Improved Natural Attack(sting), Improved Natural Attack(wing), Power Attack, Staggering Critical, Vital Strike
Skills Fly +14, Perception +27, Sense Motive +20, Stealth +16; Racial Modifier +4 Perception
Languages Draconic
Poison(Ex)
Sting – injury; save DC 24; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Poison2(Ex)
Wings or Talons – injury; save DC 24; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Wind Slash(Su)
3/day, a wyrm uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save(DC 19) for half damage. Blue mages may learn this ability as a 8th level spell(DC 31).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Posts: 221
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Joined: Mar 2017
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07-21-2017, 03:23 PM
(This post was last modified: 08-02-2017, 09:19 PM by Fortheseen.)
Pixie Family
Farfadet
This tiny creature looks like a humanoid with large wispy wings and long ears.
CR 1 XP 400
CN Tiny Fey
Init: +3; Senses detect evil, detect good, low-light vision; Perception +7
AC 16, touch 16, flat-footed 12(+4 dex, +2 size)
hp 8(2d6)
mp 3
Fort +1, Ref +7, Will +5
DR 5/cold iron; Resist Holy 10
Weakness Shadow
Speed 15 ft., Fly 60 ft.(perfect)
Melee shortsword +3(1d3-3/19-20)
Range shortbow +7(1d3-3/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Zephyr Arrow
Spells Known(White Mage/Illusionist CL 1st, concentration +1)
At will – Dancing Lights, Daze(DC 10), Holy Orb
1st – Color Spray(DC 11), Cure, Light(DC 11)
Str 5, Dex 19, Con 11, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 5
Feats Hover*, Weapon Finesse
Skills Escape Artist +14, Fly +20, Perception +7, Sense Motive +6, Stealth +17
Languages Common, Sylvan
SQ luminous
Luminous(Ex)
A farfadet naturally sheds light equal to that provided by a torch. A farfadet can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if its wishes.
Zephyr Arrow(Su)
1/day, a farfadet shoots out a green arrow towards her opponent within 60 ft. The farfadet must makes a range touch attack(+8), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.(Fortitude save 14 to negate). Blue mage may learn this ability as a 2nd level spell(DC 19).
Pixie
This small whimsical-looking creature darts about swiftly on wildly colored gossamer wings.
CR 4 XP 1200
CN Small Fey
Init: +5; Senses detect chaos, detect evil, detect good, detect law, low-light vision; Perception +10
AC 18, touch 17, flat-footed 12(+5 dex, +1 dodge, +1 natural, +1 size)
hp 19(4d6+4)
mp 10
Fort +2, Ref +9, Will +7
Defensive Abilities invisibility; DR 10/cold iron; Resist Holy 15; SR 15
Weakness Shadow
Speed 20 ft., Fly 60 ft.(perfect)
Melee shortsword +8(1d4-2/19-20)
Range longbow +8(1d6-2/x3)
Special Attacks Zephyr Arrow
Spells Known(White Mage/Illusionist CL 4th, concentration +7)
At will – Dancing Lights, Daze(DC 13), Holy Orb
1st – Color Spray(DC 14), Cure, Heal, Light(DC 14), Mage Armor
2nd – Blur, Cure II, Healara, Jitterbugs(DC 15), Light II(DC 15)
Str 7, Dex 21, Con 12, Int 16, Wis 16, Cha 16
Base Atk +2; CMB -1; CMD 15
Feats Dodge, Hover*, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge(nature) +10, Perception +10, Sense Motive +11, Stealth +16, Use Magic Device +10
Languages Common, Sylvan
SU Autumn Breeze
Gear Shortsword, longbow, quiver (10 arrows)
Autumn Breeze(Su)
3/day, a pixie surrounds herself in a redish green breeze that heals for 3d8+12 points of damage. Blue mages may learn this ability as a 2nd level spell(DC 19).
Invisibility(Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Zephyr Arrow(Su)
3/day, a pixie shoots out a green arrow towards her opponent within 60 ft. The pixie must makes a range touch attack(+8), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.(Fortitude save 15 to negate). Blue mage may learn this ability as a 2nd level spell(DC 19).
Seelie
This small white whimsical-looking creature darts about swiftly on pink colored gossamer wings.
CR 6 XP 2400
NG Small Fey
Init: +11; Senses detect chaos, detect evil, detect good, detect law, low-light vision; Perception +14
AC 22, touch 19, flat-footed 14(+7 dex, +1 dodge, +3 natural, +1 size)
hp 39(8d6+8)
mp 37
Fort +3, Ref +13, Will +10
Defensive Abilities charmed life, invisibility; DR 10/cold iron; Resist Holy 15; SR 17
Weakness Shadow
Speed 20 ft., Fly 60 ft.(perfect)
Melee longsword +11(1d6-1/19-20)
Range longbow +11(1d6-1/x3)
Special Attacks Lethe Arrow, Spring Breeze, Zephyr Arrow
Spells Known(White Mage/Illusionist CL 8th, concentration +12)
At will – Dancing Lights, Daze(DC 14), Holy Orb, Ghost Sound(DC 14)
1st – Color Spray(DC 15), Cure, Heal, Light(DC 15), Mage Armor, Silent Image(DC 15)
2nd – Blur, Cure II, Healara, Jitterbugs(DC 16), Light II(DC 16), Magic Mouth
3rd – Cura, Cure III, Dispel, Displacement, Light III(DC 17), Lightra
4th – Esuna, Holy(DC 18), Illusory Wall(DC 18)
Str 8, Dex 24, Con 13, Int 16, Wis 18, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Hover*, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge(nature) +14, Perception +14, Sense Motive +15, Stealth +20, Use Magic Device +14
Languages Common, Sylvan
SU White Wind
Gear Longsword, longbow, quiver (10 arrows)
Charmed Life(Ex)
A seelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Invisibility(Su)
A seelie remains invisible even when it attacks. This ability is constant, but the seelie can suppress or resume it as a free action.
Lethe Arrow(Su)
1/day, a seelie shoots out a blue arrow towards her opponent within 60 ft. The seelie must makes a range touch attack(+11), if it hits, the attack deals 8d6 points of wind damage and inflicts amnesia status effect(Will save 19 to negate). Blue mage may learn this ability as a 5th level spell(DC 25).
Spring Breeze(Su)
1/day, a seelie surrounds herself in a blueish yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save(DC 17) or be inflicted with Sleep status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).
White Wind(Su)
1/day, a seelie summons a soft healing wind healing herself and all nearby allies within 30 ft. for 4d6+15 points of damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Zephyr Arrow(Su)
5/day, a seelie shoots out a green arrow towards her opponent within 60 ft. The seelie must makes a range touch attack(+11), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.(Fortitude save 16 to negate). Blue mage may learn this ability as a 2nd level spell(DC 19).
Sidhe
This serene woman has pointed ears, flowing crimson hair, and colored gossamer wings. She wears an elegant dress and a crown of twigs.
CR 10 MR 3 XP 9600
CN Medium Fey(Mythic)
Init: +12M; Senses detect chaos, detect evil, detect good, detect law, low-light vision; Perception +17
AC 29, touch 24, flat-footed 15(+5 deflection, +8 dex, +1 dodge, +5 natural)
hp 89(11d6+62)
mp 68
Fort +12, Ref +20, Will +17
Defensive Abilities charmed life; DR 10/cold iron; Resist Holy 15; SR 21
Weakness Shadow
Speed 30 ft., Fly 60 ft.(good)
Melee +1 longsword +14(1d8+1/19-20) or touch +13(1d4 Cha damage)
Range +1 longbow +14(1d8+1/x3)
Special Attacks life drain, Lethe Arrow, Mythic Power(3/day, Surge +1d6), Zephyr Arrow
Spells Known(White Mage/Illusionist CL 11th, concentration +16)
At will – Dancing Lights, Daze(DC 16), Holy Orb, Ghost Sound(DC 16)
1st – Charm(DC 17) Color Spray(DC 17), Cure, Heal, Light(DC 16), Mage Armor, Silent Image(DC 17)
2nd – Blur, Cure II, Healara, Jitterbugs(DC 18), Light II(DC 17), Magic Mouth
3rd – Cura, Cure III, Dispel, Displacement, Light III(DC 18), Lightra
4th – Esuna, Holy(DC 19), Illusory Wall(DC 20), Raise
5th – Bless, Curaga, False Pain(DC 21), Lightga(DC 20), Persistent Image(DC 21)
6th – Arise, Holy II(DC 21), Illusory Pit(DC 22), Mislead(DC 22), Veil(DC 22)
Str 10, Dex 26, Con 18, Int 16, Wis 20, Cha 21
Base Atk +5; CMB +5; CMD 29
Feats Alertness, Combat Casting, Dodge, Hover*, Improved Initiative^(M), Persuasive^(M), Quicken Spell(charm), Spell Focus(enchantment), Weapon Finesse
Skills Acrobatics +16, Bluff +15, Diplomancy +25, Escape Artist +17, Fly +19, Knowledge(arcana) +12, Knowledge(nature) +14, Perception +17, Sense Motive +18, Spellcraft +6, Stealth +17, Use Magic Device +15
Languages Common, Sylvan; tongues
SU Angel Whisper, change shape(any female humanoid), Summer Breeze, unearthly grace, White Wind
Gear Longsword +1, longbow +1, quiver (20 +1 arrows)
Angel Whisper(Su)
1/day, a sidhe heals herself or an ally by 3d6+12 points of damage and bestows Auto-raise upon their ally or self. Blue mages may learn this ability as a 7th level spell(DC 29).
Charmed Life(Ex)
A sidhe gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Lethe Arrow(Su)
3/day, a sidhe shoots out a blue arrow towards her opponent within 60 ft. The sidhe must makes a range touch attack(+13), if it hits, the attack deals 8d6 points of wind damage and inflicts amnesia status effect(Will save 20 to negate). Blue mage may learn this ability as a 5th level spell(DC 25).
Summer Breeze(Su)
3/day, a sidhe surrounds herself in a yellowish orange breeze that functions like Esuna. If there is no bad status effect to remove or fails to remove the status effect then the caster gains Fast Healing 5 for three rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Unearthly Grace(Su)
A sidhe adds her Charisma modifier as a radial bonus on all her saving throws and as a deflection bonus to her AC.
White Wind(Su)
3/day, a sidhe summons a soft healing wind healing herself and all nearby allies within 30 ft. for 4d6+15 points of damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Zephyr Arrow(Su)
A sidhe shoots out a green arrow towards her opponent within 60 ft. The sidhe must makes a range touch attack(+13), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.(Fortitude save 16 to negate). Blue mage may learn this ability as a 2nd level spell(DC 19).
Sprite
This tiny creature looks like a humanoid with wispy wings and long ears.
CR 1/3 XP 135
CN Diminutive Fey
Init: +3; Senses detect evil, detect good, low-light vision; Perception +6
AC 17, touch 17, flat-footed 14(+3 dex, +4 size)
hp 4(1d6)
mp 1
Fort +0, Ref +5, Will +2
DR 2/cold iron; Resist Holy 10
Weakness Shadow
Speed 15 ft., Fly 60 ft.(perfect)
Melee shortsword +3(1d2-4/19-20)
Range shortbow +7(1d2-4/x3)
Space 1 ft.; Reach 0 ft.
Special Attacks -
Spells Known(White Mage/Illusionist CL 1st, concentration +1)
At will – Dancing Lights, Daze(DC 10), Holy Orb
1st – Color Spray(DC 11), Cure, Light(DC 11)
Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Hover*, Weapon Finesse
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Languages Common, Sylvan
SQ luminous
Luminous(Ex)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if its wishes.
Unseelie
This small black whimsical-looking creature darts about swiftly on purple colored gossamer wings.
CR 6 XP 2400
NE Small Fey
Init: +11; Senses detect chaos, detect evil, detect good, detect law, low-light vision; Perception +13
AC 22, touch 19, flat-footed 14(+7 dex, +1 dodge, +3 natural, +1 size)
hp 39(8d6+8)
mp 37
Fort +3, Ref +13, Will +9
Defensive Abilities charmed life, invisibility; DR 10/cold iron; Resist Shadow 15; SR 17
Weakness Holy
Speed 20 ft., Fly 60 ft.(perfect)
Melee longsword +11(1d6-1/19-20)
Range longbow +11(1d6-1/x3)
Special Attacks Black Wind, Lethe Arrow, Spring Breeze, Zephyr Arrow
Spells Known(Black Mage/Illusionist CL 8th, concentration +12)
At will – Dancing Lights, Dark Orb, Daze(DC 14), Ghost Sound(DC 14)
1st – Color Spray(DC 15), Dark(DC 15), Enfeeblement(DC 15), Mage Armor, Silent Image(DC 15)
2nd – Blur, Dark II(DC 16), Darkness, Jitterbugs(DC 16), Magic Mouth
3rd – Dark III(DC 17), Darkra, Dispel, Displacement
4th – Dark Blight(DC 18), Esuna, Illusory Wall(DC 18), Shadow Step
Str 8, Dex 24, Con 13, Int 18, Wis 16, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Hover*, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge(nature) +15, Perception +13, Sense Motive +14, Stealth +20, Use Magic Device +14
Languages Common, Sylvan
Gear Longsword, longbow, quiver (10 arrows)
Black Wind(Su)
1/day, a unseelie spreads dark waves from herself. All creatures within a 30 ft.-radius must make a Reflex save(DC 17) for half damage or take 3d6+12 points of shadow damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Charmed Life(Ex)
A unseelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Invisibility(Su)
A unseelie remains invisible even when it attacks. This ability is constant, but the unseelie can suppress or resume it as a free action.
Lethe Arrow(Su)
1/day, a unseelie shoots out a blue arrow towards her opponent within 60 ft. The unseelie must makes a range touch attack(+11), if it hits, the attack deals 8d6 points of wind damage and inflicts amnesia status effect(Will save 19 to negate). Blue mage may learn this ability as a 5th level spell(DC 25).
Winter Breeze(Su)
1/day, a unseelie surrounds herself in a blueish white breeze within a 30-ft.-radius. This spell functions like Greater Dispel expect it only applies the area dispel effect to all the creatures within the area of effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Zephyr Arrow(Su)
5/day, a unseelie shoots out a green arrow towards her opponent within 60 ft. The unseelie must makes a range touch attack(+11), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.(Fortitude save 16 to negate). Blue mage may learn this ability as a 2nd level spell(DC 19).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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07-21-2017, 04:20 PM
(This post was last modified: 07-22-2017, 05:28 PM by Fortheseen.)
Hey there FF fans, I'm going to start doing bigger monster updates from now on but the downside will be i'll be updating it once every month or two. I want to start with I added in Zaghnol into the behemoth family with similar stats to the Kuza Kit expect for his spell. Electrocute in FFIX had different effects based on what creature used it so I made it have a random selection based on what you roll. I added in Chrome Giant into the Iron Giant Family. Thanks to Manly man, I was able to finally figure out what I needed to do with that creature which I had planned to add in due to lacking of Mighty Guard III but beware its not an easy foe to dispatch. I finally added in some lizard/basilisks into the lizard family. The basilisks are based from FFX and one of their moves acted like sonic damage so hopefully that isn't too powerful. I also added in Doomstones from FFX with their aoe petrify ability and nasty melee attack with many status effects. I didn't have any fey creatures made so far in this game so I decided to add in the pixie family from FFXI/XIV. There is a new status effect with pixie family's lethe arrow so I'm not sure if that will be changed later on if not. If not there might have a new spell for most other classes as well. I made the wasp family with some range touch attack abilities. Last but not least is the wyvern family. I decided to add in two new families with nasty poison moves and some weakness to wind since it seems rarer than most elemental weaknesses. I also thought of the idea when playing FFXV last month. I hope you enjoy and I'll try to get the spells in by the next couple of weeks.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Posts: 221
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08-24-2017, 02:52 PM
(This post was last modified: 08-24-2017, 03:01 PM by Fortheseen.)
Gigas Family
Blood Gigas
These pale giants are covered in bone armor and use the necromancer arts to bring joy to their lives. They're the most feared gigas of all and not only strike down their foes but bring them back to life for torture.
CR 17 XP 102,400
CE Huge Humanoid (Giant)
Init: +3; Senses low-light vision, scent; Perception +33
Aura Fear aura(50 ft., DC 27)
AC 33, touch 12, flat-footed 21(+6 armor, +2 Dex, +2 deflection, +15 natural, -2 size)
hp 300(25d8+200)
mp 295
Fort +22, Ref +11, Will +13
DR 5/- Defensive Abilities rock catching; Immune Shadow; Resist Earth 15, +6 sleep, stun, paralysis, poison, and disease resistance
Speed 50 ft., (35 ft. in armor)
Melee +3 keen scythe +35/+30/+25/+20 (3d8+27/19-20/x4) or 2 Slams +32 (2d6+16)
Ranged +3 composite longbow +22/+17/+12/+7 (3d6+19/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
Spells Known(Necromancer CL 25th, concentration +30)
1st – Dark(DC 16), Dread(DC 16), Enfeeblement(DC 16), Fear(DC 16)
2nd – Dark II(DC 17), Death Knell(DC 17), False Life
3rd – Dark III(DC 18), Darkra(DC 18), Mass Enfeeblement(DC 18), Infect(DC 18), Ray of Exhaustion(DC 18), Vampiric Touch(DC 18)
4th – Bestow Curse(DC 19), Dark Blight(DC 19), Greater False Life, Raise, Slay Living(DC 19)
5th – Darkga(DC 20), Drain(DC 20), Waves of Fatigue(DC 20), Zombify(DC 20)
6th – Arise, Eyebite(DC 21), Feeblemind(DC 21), Fleshshiver(DC 21), Ray of Entropy(DC 21), Syphon(DC 21), Unwilling shield(DC 21)
7th – Shadow Blast(DC 22), Waves of Exhaustion(DC 22), Mass Zombify(DC 22)
8th – Arisega, Greater Bestow Curse(DC 23), Blackfire(DC 23), Doom(DC 23), Symbol of Death(DC 23)
9th – Banshee Wail(DC 24), Death(DC 24), Mass Feeblemind(DC 24), Full-Life, Polar Midnight(DC 24)
Str 42, Dex 16, Con 26, Int 16, Wis 20, Cha 20
Base Atk +18; CMB +36; CMD 49
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Vital Strike, Power Attack, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus(scythe)
Skills Arcobatics +24, Climb +24, Imtimidate +28, Perception +33, Sense Motive +30
Languages Common, Draconic, Giant, Undercommon
SQ Armored Mage, Lifetap, Militant
Gear bone breastplate +3, composite longbow +3 with 20 arrows, keen scythe +3
Armored Mage(Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. A blood gigas limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.
Lifetap(Su)
Whenever the blood gigas casts spells that deal shadow damage to a living creature, he gains health back equal to spell level of the spell + 5. If this would put him above his normal hit points total just dissipates.
Magnitude 8(Su)
Once every 1d4 rounds and must be within reach of the ground, an blood gigas can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 28) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Militant(Ex)
Blood Gigas are proficient with all simple and all martial weapons.
Elm Gigas
These giants are slightly larger than the thunder gigas with darker skin. These giants can wield aero magic and fly.
CR 14 XP 38,400
CE Huge Humanoid (air, Giant)
Init: +7; Senses low-light vision, scent; Perception +29
AC 31, touch 12, flat-footed 29(+6 armor, +2 Dex, +2 deflection, +13 natural, -2 size)
hp 220(21d8+147)
mp 111
Fort +19, Ref +10, Will +12
Defensive Abilities rock catching; Immune Wind; Resist Earth 15
Weakness Lightning
Speed 50 ft., (35 ft. in armor)
Melee +2 greatsword +30/+25/+20 (4d6+24/17-20) or 2 Slams +28 (2d6+15)
Ranged +2 composite longbow +18/+13/+8 (3d6+17/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
Spells Known(Red Mage CL 21st, concentration +25)
Constant – Fly
1st – Aero(DC 15)
2nd – Aero II(DC 16), Blur, Grace, Temper, Wind Barrier
3rd – Aera(DC 17), Aero III(DC 17), Haste
4th – Gale Winds, Vanish
5th – Aeroga(DC 19), Slice(DC 19)
6th - Hastega
Str 40, Dex 16, Con 24, Int 16, Wis 20, Cha 16
Base Atk +15; CMB +32; CMD 45
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical(greatsword), Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Arcobatics +20, Climb +19, Imtimidate +22, Perception +29, Sense Motive +26
Languages Auran, Common, Draconic, Giant
SQ Armored Mage, Militant
Gear breastplate +2, composite longbow +2 with 20 arrows, greatsword +2
Armored Mage(Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. An elm gigas limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.
Magnitude 8(Su)
Once every 1d4 rounds and must be within reach of the ground, an elm gigas can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 28) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Militant(Ex)
Elm Gigas are proficient with all simple and all martial weapons.
Fire Gigas
These giants resemble twisted dwarves made huge. They are masters of metallurgy and military tactics.
CR 10 XP 9600
CE Large Humanoid (fire, Giant)
Init: -1; Senses low-light vision, scent; Perception +14
AC 24, touch 8, flat-footed 24(+8 armor, -1 Dex, +8 natural, -1 size)
hp 142(15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune Fire; Resist Earth 15
Weakness Water
Speed 40 ft. (30 ft. in armor)
Melee greatsword +21/+16/+11 (3d6+15) or 2 Slams +20 (1d8+10)
Ranged Rock +10 (1d8+15 plus 1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Fire Roar, Heated Rock, Rock Throwing (120 ft.)
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency(greatsword), Power Attack, Weapon Focus(greatsword)
Skills Climb +14, Imtimidate +17, Perception +14
Languages Common, Giant
Gear half-plate, greatsword
Earthquake(Su)
Once every 1d2 rounds, a fire gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 19 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Fire Roar(Su)
3/day, a fire gigas roars an fiery cone blast within 30-ft. burst. Any creature within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 10d6 points of fire damage and are inflicted with the Burn status effect. Blue mages may learn this ability as a 5th level spell (DC 25).
Heated Rock (Su)
Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.
Hill Gigas
A giant roaming the hillsides. He puts all of his strength into a mean double slam and sometimes he'll also send an earthquake out at you.
CR 7 XP 3200
CE Large Humanoid (Giant)
Init: -1; Senses low-light vision, scent; Perception +6
AC 21, touch 8, flat-footed 21(+4 armor, -1 Dex, +9 natural, -1 size)
hp 89(10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching; Resist Earth 15
Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 Slams +13 (1d8+7)
Ranged Rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Rock Throwing (120 ft.)
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency(greatclub), Power Attack, Weapon Focus(greatclub)
Skills Climb +10, Imtimidate +12, Perception +6
Languages Giant
Gear hide armor, greatclub
Earthquake(Su)
Once every 1d4 rounds, a hill gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 18 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Ice Gigas
These giants roam the frost lands raiding nearby villages and hunting down beasts.
CR 9 XP 6400
CE Large Humanoid (cold, Giant)
Init: -1; Senses low-light vision, scent; Perception +10
AC 21, touch 8, flat-footed 21(+4 armor, -1 Dex, +9 natural, -1 size)
hp 133(14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities rock catching; Immune Ice; Resist Earth 15
Weakness Fire
Speed 40 ft. (30 ft. in armor)
Melee greataxe +18/+13 (3d6+13) or 2 Slams +18 (1d8+9)
Ranged Rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Ice Roar, Rock Throwing (120 ft.)
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Martial Weapon Proficiency(greataxe), Power Attack, Weapon Focus(greataxe)
Skills Climb +13, Imtimidate +16, Perception +13
Languages Common, Giant
Gear chain shirt, greataxe
Earthquake(Su)
Once every 1d2 rounds, an ice gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 19 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Ice Roar(Su)
3/day, an ice gigas roars an icy cone blast within 30-ft. burst. Any creature within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 10d6 points of ice damage and are inflicted with the Frozen status effect. Blue mages may learn this ability as a 5th level spell (DC 25).
Thunder Gigas
This thunderous giant brings down the storm.
CR 13 XP 25,600
CE Huge Humanoid (Giant)
Init: +2; Senses low-light vision, scent; Perception +27
AC 29, touch 11, flat-footed 27(+6 armor, +2 Dex, +1 deflection, +12 natural, -2 size)
hp 199(19d8+114)
Fort +17, Ref +8, Will +11
Defensive Abilities rock catching; Immune Lightning
Weakness Earth
Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Melee +1 greatsword +27/+22/+17 (4d6+22/17-20) or 2 Slams +26 (2d6+14)
Ranged +1 composite longbow +15/+10/+5 (3d6+15/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake, Lightning Roar
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD 42
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical(greatsword) Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Arcobatics +18, Climb +17, Imtimidate +20, Perception +27, Sense Motive +24, Swim +22
Languages Auran, Common, Draconic, Giant
SQ Militant, water breathing
Gear breastplate +1, composite longbow +1 with 20 arrows, greatsword +1
Earthquake(Su)
Once every 1d2 rounds, a thunder gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Lightning Roar(Su)
3/day, a thunder gigas roars a thunderous cone blast within 45-ft. burst. Any creature within the area of effect must make a Reflex save DC 21 for half damage and negate the status effect or take 15d6 points of lightning damage and are inflicted with the Static status effect. Blue mages may learn this ability as a 6th level spell (DC 27).
Militant(Ex)
Thunder Gigas are proficient with all simple and all martial weapons.
Water Breathing(Ex)
Storm giants can breathe water as well as air.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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08-24-2017, 03:02 PM
(This post was last modified: 11-19-2017, 09:50 AM by Fortheseen.)
Ogre Family
Mad Ogre
Violence is a way of life for ogres. These crazed brutes mete out beatings for even the slightest infraction.
CR 9 XP 6400
Ogre berserker 6
CE Large Humanoid (Giant)
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +16
AC 17, touch 8, flat-footed 15(+4 armor, +2 dex, +1 deflection, +5 natural, -4 rage, -1 size)
hp 95(HD 10; 4d8+6d10+44)
Fort +13, Ref +8, Will +4
Resist Earth 10, Ice 10
Speed 40 ft.
Melee +1 Greataxes +16/+16/+16/+11 (3d6+18/x3)
Ranged Javelin +10/+5 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks frenzy (16 rounds/day), rage powers(Powerful Stance, Renew Vigor)
Tactics:
Base Statistics When he's not raging, the brute's statistics are AC 21, touch 12, flat-footed 19; Melee +1 greataxe +13/+13/+8 (3d6+11/x3), Ranged javelin +10/+5 (1d8+7); Str 25; CMB +17; CMD 29; Skill Climb +13
Str 31, Dex 15, Con 19, Int 6, Wis 12, Cha 5
Base Atk +9; CMB +20; CMD 32
Feats Alertness, Double Slice, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus(greataxe)
Skills Climb +16, Perception +16, Survival +9(+12 track)
Languages Giant
SQ Ferocity, Ronso Grip, Track
Combat Gear cure potion(3), hi-potion; Other gear chain shirt, 2 +1 greataxes, javelin(3), cloak of resistance +1, ring of protection +1, 7d10 gil
Ferocity (Ex)
A mad ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.
Frenzy (Ex)
A made ogre can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a mad ogre can frenzy for a number of rounds per day equal to 2 + his Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. To end the frenzy, the character may attempt a DC 15 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any berserk ability the character may have as well as rage. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during her turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one round of usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During a frenzy, the mad ogre must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). When a frenzy ends, the mad ogre is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Powerful Stance (Ex)
The mad ogre can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Renewed Vigor (Ex)
As a standard action, the mad ogre heals 2d8 points of damage + his Constitution modifier. This ability can be used only once per day.
Ronso’s Grip (Ex)
The mad ogre has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were light weapons.
Track (Ex)
The mad ogre adds half his berserker levels to Survival skill checks made to follow or identify tracks.
Ogre
This creature's python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
CR 3 XP 800
CE Large Humanoid (Giant)
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5
AC 17, touch 8, flat-footed 17(+4 armor, -1 Dex, +5 natural, -1 size)
hp 30(4d8+12)
Fort +6, Ref +0, Will +3
Resist Ice 5
Weakness Fire
Speed 40 ft.
Melee Greatclub +7 (2d8+7)
Ranged Javelin +1(1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
Before Combat Ogres rarely lay ambushes, and when they do, it's not so much because they are lazy. If they can kill a man with a well-thrown javelin, they don't have to fight or chase him down.
During Combat Once battle is joined, ogres wade into the thick of melee, swinging their clubs at any target that presents itself.
Morale When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp.
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
Combat Gear cure potion; Other gear chain shirt, greatclub, javelin(3), 5d10 gil
Ogre Chief
Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' chiefs, who mete out beating for even the slightest infraction. They also lead a small group of ogres around them.
CR 7 XP 3200
Ogre fighter 4
CE Large Humanoid (Giant)
Init: +3; Senses darkvision 60 ft., low-light vision; Perception +7
AC 22, touch 8, flat-footed 21(+9 armor, -1 Dex, +5 natural, -1 size)
hp 76(8 HD; 4d8+4d10+36)
Fort +12, Ref +1, Will +5
Resist Earth 5, Ice 10
Weakness Fire
Speed 30 ft.
Melee Mwk Greatsword +15/+10 (3d6+15/19-20) or Greatclub +14/+9 (2d8+14)
Ranged Javelin +5/+0 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
During Combat The ogre chief closes with soft-looking enemies and use her massive reach (with lunge, if necessary) to box them in.
Str 26, Dex 8, Con 19, Int 8, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 25
Feats Improved Initiative, Iron Will, Lunge, Power Attack
Skills Climb +10, Intimidate +3, Perception +7
Languages Giant
SQ Chosen Weapon(Greatsword), Melee Power, Rain of Blows
Combat Gear cure potion(2), hi-potion, bag of tricks(gray); Other Gear full plate, greatclub, javelins(3), mwk greatsword, 40d10 gil
Rain of Blows(Ex)
When wielding a melee weapon that a fighter has Chosen Weapon with, he may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with anything that grants additional attacks (such as haste)
Ogre Mage
Clad in beautiful robes, this exotically garbed giant roars, its tusks glistening and it eyes afire with murderous intent.
CR 8 XP 4800
Ogre black mage 5
LE Large Humanoid (Giant)
Init: +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 17, touch 12, flat-footed 14(+3 Dex, +5 natural, -1 size)
hp 81(9 HD; 4d8+5d6+54); regeneration 5
mp 13
Fort +11, Ref +5, Will +9
Defensive Abilities Elemental Shield; Resist Fire 5, Ice 10; SR 19
Speed 40 ft.
Melee Greatsword +12 (3d6+10)
Ranged Power Staff(ice) +8(1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Spells Known(Black Mage CL 5th; concentration +7)
0th – Dark Orb, Daze(DC 14), Elemental Orb, Read Magic, Touch of Fatigue(DC 14)
1st – Blind(DC 15), Blizzard(DC 16), Dark(DC 15), Mage Armor, Sleep(DC 15),
2nd – Blizzard II(DC 17), Dark II(DC 16), Frost Fall(DC 17), Icy Breath(DC 17), Temper
3rd – Blindga(DC 17), Blizzara(DC 18), Blizzard III(DC 18), Dark III(DC 17), Darkra(DC 17), Elemental Aura(Ice)[DC 18], Haste, Sleepga(DC 17), Slow(DC 17)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +13; CMD 26
Feats Combat Casting, Combat Expertise, Improved Initiative, Iron Will, Martial Weapon Proficiency(greatsword)
Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge(arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ Arcane Pool, Concentrate, Dark Affliction, Focused Caster, Spell Mastery(2), Spell Proficiency
Combat Gear cure potion(2), ether(1); Other gear voidfrost robe, greatsword, power staff(ice), 5d10 gil
Arcane Pool (Su) [4 points]
The ogre mage gains an arcane pool, as if he was a red mage of the same level as his black mage level. The black mage does not naturally gain any ruby arcana, but may select extra ruby arcana feat. The black mage treats his black mage level as his red mage level for all ruby arcana, and must meet their prerequisites. The black mage does not gain any other red mage class feature (such as spell combat, spellstrike, or spell recall), and cannot select ruby arcana that affect or depend on these abilities.
The ogre mage can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Multiple uses of this ability do not stack with themselves.
Concentrate (Ex)
The black mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The black mage must take the second roll, even if it is worse. The black mage can use this ability once per day.
Dark Affliction (Su)
Any black magic enfeebling spells that the ogre mage casts provide a penalty to saving throws against that status effect equal to the spell level of the spell for 1 round.
Elemental Shield (Su)
Ogre mages can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, an ogre mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance equal to 4 to all elements for the round. An ogre mage may use elemental shield five times per day.
Focused Caster (Ex)
An ogre mage may roll twice on any concentration check and take the higher result.
Spell Proficiency (Ex)
Ogre mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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08-24-2017, 03:05 PM
(This post was last modified: 08-24-2017, 03:05 PM by Fortheseen.)
Unicorn Family
Duplicorn
This magnificent beast looks like a huge white horse, but with black tufts of fur, and two spiraling horns on her brow.
CR 10 XP 9600
CN Huge Magical Beast
Init: +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 16, flat-footed 20(+5 deflection, +3 dex, +7 natural, -2 size)
hp 126(12d10+60)
Fort +13, Ref +11, Will +7
DR 10/cold iron; Immune charm, compulsion, holy, poison
Speed 70 ft.
Melee Gore +12 (2d8+7 plus 1d6 holy), 2 Hooves +8(1d8+3 plus 1d6 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14 plus 2d6 holy)
Str 24, Dex 16, Con 20, Int 4, Wis 18, Cha 20
Base Atk +12; CMB +21; CMD 34(38 vs trip)
Feats Blind-Fight, Endurance, Improved Initiative, Multiattack, Run, Weapon Focus(gore)
Skills Acrobatics +15, Climb +20, Perception +18, Stealth +10, Survival +18; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A duplicorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A duplicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Magmanir
This magnificent beast looks like a black horse, but with jagged bones as extra armor, brown tufts of fur, and an extremely long curved sickle-shaped horn on his brow. The magmanir are slightly taller versions of the mesmenir.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Holy 5; Immune compulsion
Speed 60 ft.
Melee Gore +12(2d6+5), 2 Hooves +8(1d6+2); if horn is broken: Bite +11(1d8+5), 2 Hooves +8(1d6+2)
Range Sickle-horn +9 (1d8+5/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+10), Sickle-horn Throwing (30 ft.)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The magmanir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the magmanir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 18 hp.
Mesmenir
This magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur, and an extremely long curved sickle-shaped horn on his brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 17, touch 12, flat-footed 14(+3 dex, +5 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5
Speed 60 ft.
Melee Gore +8(2d6+4), 2 Hooves +5(1d6+2); if horn is broken: Bite +7(1d8+4), 2 Hooves +5(1d6+2)
Range Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The mesmenir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the mesmenir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 12 hp.
Nightmare
This eerie horse-like creature's skin is an inky blackness. Fire spurts from his hair and nostrils, his hooves spray sparks, and a single black horn on his forehead.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Shadow 5; Imunne charm, compulsion, poison
Weakness Holy
Speed 60 ft.
Melee Gore +12(1d8+5), 2 Hooves +8(1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d6+10)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A nightmare's gore attack is treated as a magic evil weapon for the purposes of damage reduction.
Spiracorn
This magnificent beast looks like a white horse, but with brown tufts of fur, and two spiraling horns on her brow.
CR 7 XP 3200
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
AC 22, touch 17, flat-footed 18(+4 deflection, +4 dex, +5 natural, -1 size)
hp 78(8d10+32)
Fort +10, Ref +10, Will +6
DR 10/cold iron; Resist Holy 10; Immune charm, compulsion, poison
Speed 60 ft.
Melee Gore +12 (2d6+5 plus 1d4 holy), 2 Hooves +8(1d6+2 plus 1d4 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d6+10 plus 2d4 holy)
Str 20, Dex 18, Con 18, Int 4, Wis 18, Cha 18
Base Atk +8; CMB +14; CMD 28(32 vs trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Weapon Focus(gore)
Skills Acrobatics +12, Climb +14, Perception +13, Stealth +8, Survival +13; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A spiracorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A spiracorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Unicorn
This magnificent beast looks like a white horse, but with a single long ivory horn on her brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 15, touch 12, flat-footed 12(+3 dex, +3 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5; Imunne charm, compulsion, poison
Weakness Shadow
Speed 60 ft.
Melee Gore +8(1d8+4), 2 Hooves +5(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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08-24-2017, 03:06 PM
(This post was last modified: 08-24-2017, 03:06 PM by Fortheseen.)
Vice Family
Magic Vice
This vice switches between his sickle and staff. The Magic Vice likes to steal from his victims before escaping.
CR 5 XP 1600
Vice Thief 8
NE Medium Humanoid (Goblinoid)
Init: +4; Senses Darkvision 60 ft., Perception +10(+12 vs surprise attacks)
AC 20(22 vs traps), touch 15(17 vs traps); flat-footed 16(+4 armor, +4 dex, +2 natural, +1 dodge)
hp 65(8d8+24)
Fort +5, Ref +10(12 vs traps), Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge, Uncanny Dodge
Speed 40 ft.
Melee Mwk Sickle +11/+6 (1d6+4) or Mwk Quarterstaff +9/+4 (1d6+2)
Special Attacks Debilitating Injury, Magic Hammer, Steal(+12 to Steal combat maneuvers), +4d6 sneak attack
Str 14, Dex 18, Con 16, Int 14, Wis 12, Cha 8
Base Atk +6(+8 for Steal); CMB +8(+22 to Steal combat maneuvers); CMD 22(24 vs steal)
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse(Sickle)
Skills Acrobatics +13, Climb +11, Disable Device +13(+15 vs traps), Disguise +8, Escape Artist +13, Perception +10(+12 vs surprise attacks, +14 vs trap finding), Sense Motive +10, Sleight of Hand +19, Stealth +13, Use Magic Device +8; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Fast Fingers, Fast Getaway, Maneuver Mastery(Steal), Mark, Measure the Mark, Improved Theft, Thief's Edge(Sleight of Hand), Skilled Liar
Combat Gear cure potions(2), ether(1); Other gear mwk sickle, mwk quarterstaff, genji leather armor & 3d6 gil
Debilitating Injury (Ex)
Whenever a magic vice deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a thief talent or other special ability). The magic vice can choose to apply any one of the following penalties when the damage is dealt.
Bewildered:The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the thief. At 10th level and 16th level, the penalty to AC against attacks made by the thief increases by –2 (to a maximum of –8).
Disoriented:The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the thief. At 10th level and 16th level, the penalty on attack rolls made against the thief increases by –2 (to a maximum of –8).
Hampered:All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Escape(Ex)
Magic vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 19 hp.
Greater Magic Hammer(Su)
3/day, a magic vice can summon a magical hammer and launches (+10 ranged touch attack) it at a single target within 30 feet for 3d4 points of MP damage. Blue mages may learn this ability as a 3rd level spell (DC 21).
Vice
Standing as tall as a human, this muscular, green-skinned creature with bird claws as feet peers her opponent down looking to steal another item for her collection.
CR 2 XP 600
Vice Thief 3
NE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5(+6 vs surprise attacks)
AC 18(19 vs traps), touch 14(15 vs traps); flat-footed 14(+4 armor, +3 dex, +1 dodge)
hp 22(3d8+6)
Fort +3, Ref +6(+7 vs traps), Will +2
Defensive Abilities Evasion
Speed 40 ft.
Melee Sickle +5 (1d6+3)
Special Attacks Magic Hammer, Steal(+6 to Steal combat maneuvers), +2d6 sneak attack
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17(19 vs steal)
Feats Combat Expertise, Dodge, Improved Steal, Weapon Finesse(Sickle)
Skills Acrobatics +7, Climb +6, Disable Device +7(+8 vs traps), Disguise +3, Escape Artist +7, Perception +5(+6 vs surprise attacks, +6 vs trap finding), Sense Motive +5, Sleight of Hand +11, Stealth +7, Use Magic Device +3; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Mark, Measure the Mark
Combat Gear cure potion(1); Other gear sickle, genji leather armor
Escape(Ex)
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 6 hp.
Magic Hammer(Su)
3/day, a vice can summon a magical hammer and launches (+5 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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08-24-2017, 03:08 PM
(This post was last modified: 08-24-2017, 03:12 PM by Fortheseen.)
Wendigo Family
Bashura
This semi-large brown hairy ape-like creature ranges between 8-10 feet tall, weighs in excess of 450 pounds, and is covered in black fur.
CR 6 XP 2400
N Large Monstrous Humanoid
Init: +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 17, touch 11, flat-footed 15(+2 Dex, +6 natural, -1 size)
hp 89(8d10+48)
Fort +9, Ref +8, Will +6
Resist Ice 15
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +15 (2d6+8)
Ranged Rock +10 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 26, Dex 15, Con 20, Int 9, Wis 10, Cha 10
Base Atk +8; CMB +17; CMD 29
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +21, Imtimidate +11, Perception +11, Stealth +2(+10 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the bashura takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a bashura can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a bashura gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the bashura will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Kottos
This large black hairy ape-like creature with four arms and is covered in purple fur. These creatures are guardians in mountain areas of temples.
CR 11 XP 12800
N Large Monstrous Humanoid
Init: +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 13, flat-footed 19(+4 Dex, +10 natural, -1 size)
hp 176(14d10+112)
Fort +13, Ref +13, Will +10
DR 5/cold iron; Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 4 Slams +24 (2d6+11)
Ranged 2 Rocks +18 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 32, Dex 18, Con 24, Int 9, Wis 12, Cha 10
Base Atk +14; CMB +26; CMD 40
Feats Cleave, Greater Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike
Skills Climb +30, Imtimidate +17, Perception +18, Stealth +10(+18 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Greater Blood Rage, Raise Dukes
Greater Blood Rage(Ex)
When the kottos takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 Constitution and +4 Strength, but takes a -4 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a kottos can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a kottos gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the kottos will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Wendigo
This large hairy ape-like creature ranges between 8-12 feet tall, weighs in excess of 500 pounds, and is covered in snowy white fur.
CR 8 XP 4800
N Large Monstrous Humanoid
Init: +7; Senses darkvision 60 ft., low-light vision, scent; Perception +14
AC 20, touch 12, flat-footed 17(+3 Dex, +8 natural, -1 size)
hp 132(10d10+82)
Fort +12, Ref +9, Will +8
Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +19 (2d6+10)
Ranged Rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +21; CMD 34
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +25, Imtimidate +13, Perception +14, Stealth +5(+13 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the wendigo takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a wendigo can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a wendigo gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the wendigo will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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08-24-2017, 03:22 PM
(This post was last modified: 09-03-2017, 09:03 PM by Fortheseen.)
Alright, 5 more creature families added in. The gigas are the gaints from the earlier games. The ogre family with classes close to what they were in the earlier games. The unicorn family has unicorn types from FF1 and duplicorns/mesmenir from FFXV/FFVIII. Hopefully the Sickle-horn throwing ability isn't too confusing. I tried to base it off a magical boomerang. The vice family from FFIX with similar traits. The Wendigo family from FFX with some slight changes to raise dukes. I've also redid the goblin family and added in classes for each goblin type as well as added in some more goblins. I wasn't sure if I needed to add in all the class traits so I left some class descriptions. Let me know if you want me to add those in. I'll be adding in them blue mage spells later again, peace out!
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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This is amazing. I am going to use so many monsters and now i dont really have to rely on the Pathfinder Bestiary.
Do you think you might ever do a section with boss monsters. Maybe have a core build so GM's can power them up as needed for themselves. I would love to help in anyway possible if needed.
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