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Bestiary+
#1
Hey what's up everyone. I thought I would do the monster collection a little different this time around. I will group them by monster type for example Lamias will be their own family group and I will also have each family group on its own slot. I will probably split up larger monster groups like elementals for example since there are SOOOOO many of them for each elemental type. I am still working on them at the moment and plan to have that finish by this month I hope lol... I will have to add in the pictures in later since I have limited time today. I plan to make the spells in a different thread just to keep the bestiary for the creatures. Alright time to copy and paste away! I'll finish posting the rest of the monsters later. I'm going to be adding in extra pdfs to make it easier to the creators to add in those selective creature groups.

*I have the bestiary pdf with update 1.0 on 11/26/17*
*Dragon Family added on FF Monsters pdf with update 1.1 on 2/11/18 also added Dragon Family pdf for new website on 3/22/18*
*Orc Family added on pdf with update 1.2.1 on 6/24/18*
*Yagudo Family added on pdf with update 1.2.2 on 8/2/18*
*Quadav Family added on pdf with update 1.2.3 on 10/19/18*
*Update on the Yagudo and Orc family/pdfs with  update 1.2.4 on 12/7/18*
*Update Bestiary pdf with most recent monster, also removed Dragon, Orc, and Yagudo since they're added in the main pdf now with update 1.2.5 on 2/17/19*


Attached Files
.pdf   FF Monsters Part II.pdf (Size: 677.51 KB / Downloads: 9)
.pdf   FF Monsters Part I.pdf (Size: 908.1 KB / Downloads: 11)
.pdf   Quadav Family.pdf (Size: 164.68 KB / Downloads: 9)
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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#2
Ahriman Family

Ahriman
A giant pale yellow eye with two enormous wings and two tiny legs. Its eye constantly drips thick green ichor, and occasionally blinks. It inhabits mostly broken towers and castles or ruins. It has the ability to inflict many status affects upon its prey.
CR 10 XP 9600
NE Large Aberration (Evil)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +17

AC 24, touch 15, flat-footed 19(+5 Dex, -1 size, +1 dodge, +10 natural)
hp 110(13d8+52)
mp 84
Fort +8, Ref +9, Will +9
Immune Blind, Doom, & Sleep

Speed 25 ft.; Fly 30 ft. (good)
Melee Bite +10 (1d10+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Bewitching Gaze, Confusing Glare, Umbral Storm
Spells Known(Necromancer CL 13th; concentration +17)
8th – Doom(DC 22)

Str 15, Dex 21, Con 19, Int 10, Wis 12, Cha 18
Base Atk +9; CMB +12; CMD 27
Feats Dodge, Improved Initiative, Improved Natural Attack(Bite), Mobility, Skill Focus(Perception)
Skills Fly +21, Perception +17
Language Infernal, Abyssal

Bewitching Gaze(Su)
An ahriman can unleash an overwhelming gaze at a target inflicting many status effects. The target must make a Fortitude save(DC 20) per each status affect or be inflicted with Blind, Silence, Immobilize, Disable, or Petrify for 2d4 rounds each. Blue mages may learn this ability as a 6th level spell (DC 27).

Confusing Glare(Su)
An ahriman can unleash a mind-affecting gaze against a group of targets within 30 foot cone. The targets must be facing towards the ahriman for the effect to even work also must make a Will save (DC 20) or be inflicted with Confuse status for 1d4 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Umbral Storm(Su)
An anriman can unleash a blinding electricity burst against a group of targets within 20 feet radius and they must make a Reflex save (DC 18) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).

Blood Eye
A giant red eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its prey and is quite good at being a pest in battle.
CR 2 XP 600
NE Small Aberration (Evil)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +6

AC 17, touch 15, flat-footed 13(+1 size, +3 Dex, +1 dodge, +2 natural)
hp 21(3d8+6)
Fort +3, Ref +4, Will +3
Immune Blind & Sleep

Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite +3 (1d4)
Special Attacks Confusing Gaze, Umbral Gaze

Str 10, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Improved Initiative, Skill Focus(Perception)
Skills Fly +9, Perception +6
Language Infernal, Abyssal

Confusing Gaze(Su)
A blood eye can unleash a mind-affecting gaze against a single target within 30 feet. The target must be looking towards the blood eye for the effect to even work also must make a Will save (DC 16) or be inflicted with Confuse status for 1d2 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).

Umbral Gaze(Su)
A blood eye can unleash a blast of electricity against a single target within 30 feet. The blood eye must make a range touch attack (+4), if it hits, the attack deals 1d6+2 points of lightning damage and must make a Fortitude save (DC 13) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).

Evil Eye
A giant gray eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its prey and it seeks prey on whom it can feed upon.
CR 4 XP 1200
NE Medium Aberration (Evil)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +9

AC 18, touch 14, flat-footed 14(+3 Dex, +1 dodge, +4 natural)
hp 47(6d8+18)
Fort +5, Ref +5, Will +5
Immune Blind & Sleep

Speed 20 ft.; Fly 30 ft. (Good)
Melee Bite +5 (1d6+1)
Special Attacks Confusing Gaze, Umbral Storm

Str 12, Dex 17, Con 16, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Dodge, Improved Initiative, Mobility, Skill Focus(Perception)
Skills Fly +12, Perception +9
Language Infernal, Abyssal

Confusing Gaze(Su)
An evil eye can unleash a mind-affecting gaze against a single target within 30 feet. The target must be looking towards the evil eye for the effect to even work also must make a Will save (DC 16) or be inflicted with Confuse status for 1d2 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).

Umbral Storm(Su)
An evil eye can unleash a blinding electricity burst against a group of targets within 20 feet radius and they must make a Reflex save (DC 16) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).

Floating Eye
A giant eye with two enormous wings and two tiny legs. It has the ability to blind its prey and is quite good at being a nuisance in battle.
CR 1/2 XP 200
NE Small Aberration (Evil)
Init: +6; Senses Darkvision 60 ft., low-light vision; Perception +4

AC 14, touch 13, flat-footed 12(+1 size, +2 Dex, +1 natural)
hp 7(1d8+2)
Fort +2, Ref +2, Will +2
Immune Blind

Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite -1 (1d4-1)
Special Attacks Umbral Gaze

Str 7, Dex 14, Con 14, Int 6, Wis 10, Cha 8
Base Atk +0; CMB -3; CMD 9
Feats Improved Initiative
Skills Fly +6, Perception +4
Language Infernal, Abyssal

Umbral Gaze(Su)
A floating eye can unleash a blast of electricity against a single target within 30 feet. The floating eye must make a range touch attack (+3), if it hits, the attack deals 1d6+2 points of lightning damage and must make a Fortitude save (DC 12) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).

Plague Horror
A giant black eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its prey and picks off the weak ones within the group.
CR 6 XP 2400
NE Medium Aberration (Evil)
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +13

AC 21, touch 14, flat-footed 14(+4 Dex, +1 dodge, +6 natural)
hp 75(9d8+36)
Fort +7, Ref +7, Will +7
Immune Blind & Sleep status effects

Speed 20 ft.; Fly 30 ft. (good)
Melee Bite +8 (1d8+3)
Special Attacks Confusing Glare, Umbral Storm

Str 14, Dex 19, Con 18, Int 10, Wis 12, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Dodge, Improved Initiative, Improved Natural Attack(Bite), Mobility, Skill Focus(Perception)
Skills Fly +16, Perception +13
Language Infernal, Abyssal

Confusing Glare(Su)
A plague horror can unleash a mind-affecting gaze against a group of targets within 30 foot cone. The targets must be facing towards the plague horror for the effect to even work also must make a Will save (DC 18) or be inflicted with Confuse status for 1d4 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Umbral Storm(Su)
A plague horror can unleash a blinding electricity burst against a group of targets within 20 feet radius and they must make a Reflex save (DC 17) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).
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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#3
I'm glad you still have all this. I was a little worried.
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#4
Bat Family

Bat
Just your run of a mill bat.
CR 1/6 XP 65
N Diminutive Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6

AC 16, touch 16, flat-footed 14(+2 dex, +4 size)
hp 3(1d10-2)
Fort +0, Ref +4, Will +2

Speed 5 ft., Fly 40 ft.(good)
Melee Bite +7(1d3-4)
Space 1 ft.; Reach 0 ft.
Special Attacks Blood Drain

Str 3, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 5
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifiers +4 Perception

Blood Drain(Su)
Once per day, a bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).

Blood Bat
This red looking bat with glowing yellow eyes has blood dripping off of it and seeking more.
CR 4 XP 1200
NE Large Magical Beast
Init: +4; Senses Blindsense 60 ft., low-light vision; Perception +10

AC 17, touch 14, flat-footed 12(+4 dex, -1 size, +1 dodge, +3 natural)
hp 45(5d10+15)
Fort +7, Ref +8, Will +4
Immune Blind

Speed 20 ft., Fly 50 ft.(good)
Melee Bite +8(2d6+3), tail lash +3(1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek

Str 17, Dex 19, Con 17, Int 2, Wis 16, Cha 6
Base Atk +5; CMB +9; CMD 23
Feats Dodge, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +7, Fly +15, Perception +10, Stealth +10; Racial Modifiers +4 Perception

Leech(Su)
3/day, a blood bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 15) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).

Shriek(Ex)
A blood bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same blood bat’s shriek for 24 hours. The save DC is Constitution-based.

Cave Bat
A basic bat in a cave.
CR 1 XP 400
N Small Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6

AC 14, touch 14, flat-footed 13(+2 dex, +1 size, +1 natural)
hp 11(2d10-4)
Fort +1, Ref +5, Will +2

Speed 15 ft., Fly 40 ft.(good)
Melee Bite +5(1d6-2)
Special Attacks Blood Drain

Str 7, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 10
Feats Weapon Finesse
Skills Fly +13, Perception +7; Racial Modifiers +4 Perception

Blood Drain(Su)
Once per day, a cave bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).

Poison Bat
This green looking bat has a poison bite.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Blindsense 30 ft., low-light vision; Perception +8

AC 15, touch 14; flat-footed 12(+3 dex, +1 dodge, +1 natural)
hp 21(3d10)
Fort +3, Ref +5, Will +4

Speed 20 ft., Fly 40 ft.(good)
Melee Bite +5(1d6 plus poison)
Special Attacks Blood Drain

Str 11, Dex 16, Con 10, Int 2, Wis 16, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Weapon Finesse
Skills Fly +15, Perception +8; Racial Modifiers +4 Perception

Blood Drain(Su)
3/day, a poison bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).

Poison(Ex)
Bite — injury; save Fort DC 10; frequency 1/round for 3 rounds; effect 1d3 non-elemental damage; cure 1 save. The save DC is Constitution-based.

Steel Bat
This bat is made out of steel with red glowing eyes seeking nourishment from another victim. What it lacks in speed, it makes up with defense.
CR 7 XP 3200
NE Large Magical Beast
Init: +7; Senses Blindsense 60 ft., low-light vision; Perception +15

AC 21, touch 13, flat-footed 17(+3 dex, -1 size, +1 dodge, +8 natural)
hp 100(9d10+54)
Fort +11, Ref +11, Will +6
Immune Blind; Resist Wind 5

Speed 20 ft., Fly 50 ft.(poor)
Melee Bite +14(2d6+6), tail lash +9(1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek

Str 22, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness
Skills Escape Artist +9, Fly +9, Perception +15, Stealth +10; Racial Modifiers +4 Perception

Leech(Su)
5/day, a steel bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 17) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).

Shriek(Ex)
A steel bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same steel bat’s shriek for 24 hours. The save DC is Constitution-based.

Vampire Bat
This type of bat feed on the blood of others.
CR 5 XP 1600
NE Large Magical Beast
Init: +9; Senses Blindsense 60 ft., low-light vision; Perception +11

AC 19, touch 15, flat-footed 13(+5 dex, -1 size, +1 dodge, +4 natural)
hp 45(7d10+28)
Fort +9, Ref +10, Will +5
Immune Blind

Speed 20 ft., Fly 50 ft.(good)
Melee Bite +11(2d6+4), tail lash +6(1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek

Str 18, Dex 20, Con 18, Int 2, Wis 16, Cha 6
Base Atk +7; CMB +11; CMD 26
Feats Dodge, Improved Initiative, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +9, Fly +11, Perception +11, Stealth +11; Racial Modifiers +4 Perception

Leech(Su)
5/day, a vampire bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 16) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).

Shriek(Ex)
A vampire bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 17 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same vampire bat’s shriek for 24 hours. The save DC is Constitution-based.
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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#5
[color=#ffffff]Behemoth Family[/color]

Behemoth
Behemoths resemble huge bulls with overly developed muscles. They have dark purple carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth.
CR 13 XP 25600
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28

AC 23, touch 8; flat-footed 23(+15 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10

Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Shock Wave, Thunderbolt

Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23

Impale(Ex)
When charging, a behemoth deals double damage with horns.

Shock Wave(Su)
3/day, a behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 19), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).

Thunderbolt(Su)
Once every 1d4 rounds, a behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).

Dark Behemoth
Dark Behemoths resembles black huge bulls with overly developed muscles. They have dark carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a dark behemoth falls it likes to takes its foes along with it.
CR 18 XP 153600
N Huge Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +37

AC 32, touch 10; flat-footed 30(+22 natural, +2 dex, -2 size)
hp 371(29d10 +240)
Fort +24, Ref +20, Will +13
Immune Silence & death affecting-effects

Speed 40 ft.
Melee 2 Claws +36(2d6+11), Gore +35(2d8+11)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Magnitude 8, Shock Wave, Thunderbolt

Str 32, Dex 14, Con 26, Int 6, Wis 16, Cha 8
Base Atk +29; CMB +42; CMD 54
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw & Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Vital Strike, Weapon Focus(Gore)
Skills Acrobatics +34, Climb +40, Perception +37, Survival +32

Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 27 Reflex save) on who ever struck the killing blow.

Impale(Ex)
When charging, a behemoth deals double damage with horns.

Magnitude 8(Su)
Once every 1d4 rounds, a dark behemoth 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 27) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).

Shock Wave(Su)
5/day, a dark behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 22), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).

Thunderbolt(Su)
Once every 1d2 rounds, a dark behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 23) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).

King Behemoth
King Behemoths resembles yellow huge bulls with overly developed muscles. They have yellow carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a king behemoth falls it likes to takes its foes along with it.
CR 16 XP 76800
N Huge Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +33

AC 29, touch 9; flat-footed 28(+20 natural, +1 dex, -2 size)
hp 314(26d10 +189)
Fort +22, Ref +18, Will +12

Speed 40 ft.
Melee 2 Claws +32(2d6+10), Gore +31(2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Shock Wave, Thunderbolt

Str 30, Dex 12, Con 24, Int 6, Wis 14, Cha 8
Base Atk +26; CMB +38; CMD 49
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +30, Climb +36, Perception +33, Survival +28

Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 26 Reflex save) on who ever struck the killing blow. If silenced this affect does nothing.

Impale(Ex)
When charging, a behemoth deals double damage with horns.

Shock Wave(Su)
5/day, a king behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 21), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).

Thunderbolt(Su)
Once every 1d3 rounds, a king behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 22) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).

Kuza Beast
A formidable foe with large horns that positively crackle with electricity. It's a distance cousin of the behemoth with more of yellow tint to it.
CR 14 XP 38400
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28

AC 25, touch 8; flat-footed 25(+17 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10
Resist lightning 15

Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Fists of Lightning and Thunder, Impale, Thunderbolt

Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23

Fists of Lightning and Thunder(Su)
3/day, a kuza beast can cause its natural attacks to do either lightning or thunder damage(caster's choice). A lightning attack deals an additional 3d6 points of lightning damage, and the resulting flash blinds the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the blindness. A thunder attack deals an additional 3d6 points of sonic(non-elemental) damage, and the resulting thunderclap deafens the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the deafness. Blue mages may learn this ability as a 3rd level spell(DC 21).

Impale(Ex)
When charging, a kuza beast deals double damage with horns.

Thunderbolt(Su)
Once every 1d4 rounds, a kuza beast can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).

Kuza Kit
A beast wreathed in lightning and specializes in thunder attacks. It represents a younger version of a kuza beast.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10

AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4
Resist lightning 5

Speed 30 ft.
Melee 2 Claws +13(1d6+6), Gore +12(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electric Shock, Impale

Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7

Electric Shock(Su)
A kuza kit can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning damage to the target and a successful Reflex save(DC 16) halves damage. Blue mages may learn this ability as a 2nd level spell(DC 19).

Impale(Ex)
When charging, a kuza kit deals double damage with horns.

Zaghnol
A brownish red bull-like creature with a blue mohawk running down its back specializes in thunder attacks.
CR 6 XP 2400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9

AC 19, touch 11; flat-footed 17(+2 dex, +8 natural, -1 size)
hp 85(8d10+42)
Fort +10, Ref +6, Will +3
Resist lightning 10
Weakness Water

Speed 30 ft.
Melee 2 Gores +15(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electrocute, Impale

Str 22, Dex 14, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Overrun, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +7, Climb +11, Perception +9, Survival +6

Electrocute(Su)
Once every 1d2 rounds, a zaghnol charges themselves up with electricity with varying effects. To determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8 for Elemental Touch(lightning), 9 for Thundara, & 10 for Thunder III. The caster can decide who they want to target once they know the result and if they don't like their result they can cancel the affect but must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell(DC 19).

Impale(Ex)
When charging, a zaghnol deals double damage with horns.
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.
Reply
#6
(03-06-2017, 12:07 PM)Viladin Wrote: I'm glad you still have all this. I was a little worried.

It's alright I saved all the creatures. I'm not sure about the other guy though.
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.
Reply
#7
Bomb Family

Ballon(Green Bomb)
A green, floating ball of emerald fire, with big eyes, and en even bigger mouth. Ballons are often shaped similarly to an fireball with arms and a face, and are capable of self-destructing. They usually have bright green eyes and a wicked, toothy grin.
CR 5 XP 1600
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +10

AC 17, touch 14, flat-footed 13(+3 Dex, +3 natural, +1 dodge)
hp 50(6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Fire, outsider traits
Weakness water

Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; concentration +7)
1st – Fire(DC 12)
2nd – Fire II(DC 13)

Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feat Dodge, Improved Initiative, Mobility
Skill Fly + 10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the ballon, the ballon increase in size by 1-ft. in diameter (the ballon increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the bomb explodes as an immediate action, destroying itself and dealing 6d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).

Bomb
A red, floating ball of crimson fire, with big eyes, and en even bigger mouth. Bombs are often shaped similarly to an fireball with arms and a face, and are capable of self-destructing. They usually have bright yellow eyes and a wicked, toothy grin.
CR 3 XP 800
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +8

AC 15, touch 13, flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33(4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Fire, outsider traits
Weakness water

Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; concentration +4)
1st – Fire(DC 11)
2nd – Fire II(DC 12)

Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feat Dodge, Improved Initiative
Skill Fly + 8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the bomb, the bomb increase in size by 1-ft. in diameter (the bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the bomb explodes as an immediate action, destroying itself and dealing 4d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).

Circuitron(Lightning Bomb)
A yellow, floating ball of topaz lightning, with big eyes, and en even bigger mouth. Circuitron are often shaped similarly to an lightningball with arms and a face, and are capable of self-destructing. They usually have bright purple eyes and a wicked, toothy grin.
CR 7 XP 3200
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +12

AC 19, touch 15, flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72(8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Lightning, outsider traits
Weakness earth

Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; concentration +10)
1st – Thunder(DC 13)
2nd – Thunder II(DC 14)
3rd – Thunder III(DC 15)

Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feat Dodge, Improved Initiative, Mobility, Spring Attack
Skill Fly + 14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the circuitron, the circuitron increase in size by 1-ft. in diameter (the circuitron increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the circuitron explodes as an immediate action, destroying itself and dealing 8d6 points of lightning and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 18 for half dmg).

Cryohedron(Ice Bomb)
A blue, floating ball of azure ice, with big eyes, and en even bigger mouth. Cryohedron are often shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have bright blue eyes and a wicked, toothy grin.
CR 7 XP 3200
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +12

AC 19, touch 15, flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72(8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Ice, outsider traits
Weakness fire

Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; concentration +10)
1st – Blizzard(DC 13)
2nd – Blizzard II(DC 14)
3rd – Blizzard III(DC 15)

Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feat Dodge, Improved Initiative, Mobility, Spring Attack
Skill Fly + 14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the Cyrohedron, the cyrohedron increase in size by 1-ft. in diameter (the cryohedron increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the Cyrohedron explodes as an immediate action, destroying itself and dealing 8d6 points of ice and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 18 for half dmg).

Cryonade
A blue, floating ball of azure ice, with big eyes, and en even bigger mouth. Cryonade are often shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have bright blue eyes and a wicked, toothy grin.
CR 5 XP 1600
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +10

AC 17, touch 14, flat-footed 13(+3 Dex, +3 natural, +1 dodge)
hp 50(6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Ice, outsider traits
Weakness fire

Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; concentration +7)
1st – Blizzard(DC 12)
2nd – Blizzard II(DC 13)

Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feat Dodge, Improved Initiative, Mobility
Skill Fly + 10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the bomb, the cryonade increase in size by 1-ft. in diameter (the cryonade increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the cyronade explodes as an immediate action, destroying itself and dealing 6d6 points of ice and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).

Galvanade
A yellow, floating ball of topaz lightning, with big eyes, and en even bigger mouth. Galvanade are often shaped similarly to an lightningball with arms and a face, and are capable of self-destructing. They usually have bright purple eyes and a wicked, toothy grin.
CR 5 XP 1600
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +10

AC 17, touch 14, flat-footed 13(+3 Dex, +3 natural, +1 dodge)
hp 50(6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Lightning, outsider traits
Weakness earth

Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; concentration +7)
1st – Thunder(DC 12)
2nd – Thunder II(DC 13)

Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feat Dodge, Improved Initiative, Mobility
Skill Fly + 10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the galvanade, the galvanade increase in size by 1-ft. in diameter (the galvanade increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the galvanade explodes as an immediate action, destroying itself and dealing 6d6 points of lightning and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).

Grenade(Black Bomb)
A black, floating ball of ebony fire, with big eyes, and en even bigger mouth. Grenades are often shaped similarly to an fireball with arms and a face, and are capable of self-destructing. They usually have bright blue eyes and a wicked, toothy grin.
CR 7 XP 3200
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +12

AC 19, touch 15, flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72(8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Fire, outsider traits
Weakness water

Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; concentration +10)
1st – Fire(DC 13)
2nd – Fire II(DC 14)
2rd – Fire III(DC 15)

Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feat Dodge, Improved Initiative, Mobility, Spring Attack
Skill Fly + 14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the grenade, the grenade increase in size by 1-ft. in diameter (the grenade increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the grenade explodes as an immediate action, destroying itself and dealing 8d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 18 for half dmg).

Ice Bomb
A blue, floating ball of azure ice, with big eyes, and en even bigger mouth. Ice bombs are often shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have bright blue eyes and a wicked, toothy grin.
CR 3 XP 800
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +8

AC 15, touch 13, flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33(4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Ice, outsider traits
Weakness fire

Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; concentration +4)
1st – Blizzard(DC 11)
2nd – Blizzard II(DC 12)

Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feat Dodge, Improved Initiative
Skill Fly + 8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the ice bomb, the ice bomb increase in size by 1-ft. in diameter (the ice bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the ice bomb explodes as an immediate action, destroying itself and dealing 4d6 points of ice and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).

King Bomb
This bomb is a larger version of itself and makes itself known to be king of the bombs. The king bomb will not self-destruct until it dies making many other bombs from its remains.
CR 12 XP 19200
CE Large Outsider (Fiend)
Init: +10; Senses Darkvision 60 ft., low-light vision; Perception +20

AC 24, touch 16, flat-footed 18(+6 Dex, +8 natural, +1 dodge, - 1 size)
hp 179(16d10+96)
mp 77
Fort +10, Ref +16, Will +11
Immune Fire, outsider traits
Weakness water

Speed Fly 40 ft. (average)
Melee 2 Bites +20 (2d8+5)
Spells Known(Red Mage CL 16th; concentration +20)
1st – Fire(DC 15)
2nd – Fire II(DC 16)
3rd – Fira(DC 17), Fire III(DC 17)
4th – Blaze Spikes
5th – Burn(DC 19), Firaga(DC 19)
6th – Blaze Spikes II

Str 20, Dex 22, Con 20, Int 3, Wis 12, Cha 18
Base Atk +16; CMB +22; CMD 38
Feat Dodge, Improved Initiative, Improved Natural Attack (Bite), Juke, Mobility, Sidestep, Spring Attack, Toughness
Skill Fly + 23, Perception +20, Survival +20
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After the king bomb goes unconscious or dies, it explodes as an immediate action, destroying itself and dealing 14d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 23 for half dmg). After its own destruction it creates 1d6+1 bombs in its place anywhere the explosion was at.

Krysta
A blue, floating ball of azure ice, with big eyes, and en even bigger mouth. Krysta are often shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have bright blue eyes and a wicked, toothy grin.
CR 9 XP 6400
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15

AC 21, touch 15, flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107(11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Ice, outsider traits
Weakness fire

Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; concentration +14)
1st – Blizzard(DC 14)
2nd – Blizzard II(DC 15)
3rd – Blizzara(DC 16), Blizzard III(DC 16)
4th – Ice Spikes

Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feat Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skill Fly + 18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the krysta, the krysta increase in size by 1-ft. in diameter (the krysta increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the krysta explodes as an immediate action, destroying itself and dealing 10d6 points of ice and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 19 for half dmg).

Perkunas
A yellow, floating ball of topaz lightning, with big eyes, and en even bigger mouth. Perkunas are often shaped similarly to an lightningball with arms and a face, and are capable of self-destructing. They usually have bright purple eyes and a wicked, toothy grin.
CR 9 XP 6400
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15

AC 21, touch 15, flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107(11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Thunder, outsider traits
Weakness Earth

Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; concentration +14)
1st – Thunder(DC 14)
2nd – Thunder II(DC 15)
3rd – Thundara(DC 16), Thunder III(DC 16)
4th – Shock Spikes

Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feat Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skill Fly + 18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the perkunas, the perkunas increase in size by 1-ft. in diameter (the perkunas increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the perkunas explodes as an immediate action, destroying itself and dealing 10d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 19 for half dmg).

Purobolos(Purple Bomb)
A purple, floating ball of amethyst fire, with big eyes, and en even bigger mouth. Purobolos are often shaped similarly to an fireball with arms and a face, and are capable of self-destructing. They usually have bright violet eyes and a wicked, toothy grin.
CR 9 XP 6400
CE Medium Outsider (Fiend)
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15

AC 21, touch 15, flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107(11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Fire, outsider traits
Weakness water

Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; concentration +14)
1st – Fire(DC 14)
2nd – Fire II(DC 15)
3rd – Fira(DC 16), Fire III(DC 16)
4th – Blaze Spikes

Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feat Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skill Fly + 18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the purobolos, the purobolos increase in size by 1-ft. in diameter (the purobolos increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the purobolos explodes as an immediate action, destroying itself and dealing 10d6 points of fire and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 19 for half dmg).

Thunder Bomb
A yellow, floating ball of topaz lightning, with big eyes, and en even bigger mouth. Thunder bombs are often shaped similarly to an lightningball with arms and a face, and are capable of self-destructing. They usually have bright purple eyes and a wicked, toothy grin.
CR 3 XP 800
CE Medium Outsider (Fiend)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +8

AC 15, touch 13, flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33(4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Lightning, outsider traits
Weakness earth

Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; concentration +4)
1st – Thunder(DC 11)
2nd – Thunder II(DC 12)

Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feat Dodge, Improved Initiative
Skill Fly + 8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct

Self-Destruct(Ex)
After each successful physical attack made against the thunder bomb, the thunder bomb increase in size by 1-ft. in diameter (the thunder bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds); after the 3rd successful physical attack, the thunder bomb explodes as an immediate action, destroying itself and dealing 4d6 points of lightning and physical (half & half) dmg to everything within a 15-ft.-radius (Reflex save DC 14 for half dmg).
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.
Reply
#8
Bulette Family

Baretta
The weakest of the bulette family, this armor-plated creature roams in packs of two to four.
CR 5 XP 1600
N Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +6

AC 21, touch 11, flat-footed 19(+2 Dex, +10 natural, -1 size)
hp 58(6d10+24)
Fort +9, Ref +7, Will +5
Defensive Abilities Spines; Resist earth 5

Speed 30 ft.
Melee Bite +11(2d6+7/19-20), 2 Claws +10(1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks leap, savage bite

Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 24(28 vs. trip)
Feats Improved Initiative, Iron Will, Weapon Focus(Bite)
Skills Acrobatics +7(+15 jumping), Perception +6; Racial Modifiers +4 on Acrobatics checks made to jump

Leap(Ex)
A baretta can perform a special kind of pounce attack by jumping into combat. When a baretta charges, it can make a DC 20 acrobatics check to jump into the air and land next to its enemies. If it makes the acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite(Ex)
A baretta bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Spines(Ex)
A barette has large spines that jut from between its armor plates; anyone attacking it with natural attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the quill break off and embed in his flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.

Bulette
This armor-plated creature's toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders.
CR 7 XP 3200
N Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +11

AC 23, touch 11, flat-footed 21(+2 Dex, +12 natural, -1 size)
hp 84(8d10+40)
Fort +11, Ref +8, Will +5
Defensive Abilities Spines; Resist earth 5

Speed 30 ft.
Melee Bite +14(2d6+9/19-20), 2 Claws +13(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks leap, savage bite

Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Base Atk +8; CMB +15; CMD 27(31 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus(Perception), Weapon Focus(Bite)
Skills Acrobatics +9(+17 jumping), Perception +11; Racial Modifiers +4 on Acrobatics checks made to jump

Leap(Ex)
A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20 acrobatics check to jump into the air and land next to its enemies. If it makes the acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite(Ex)
A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Spines(Ex)
A bulette has large spines that jut from between its armor plates; anyone attacking it with natural attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the quill break off and embed in his flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.

Ironback
This armor-plated creature is related to the bulette except what it lacks in spines, it makes up in armor.
CR 9 XP 6400
N Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +13

AC 25, touch 11, flat-footed 23(+2 Dex, +14 natural, -1 size)
hp 112(10d10+60)
Fort +12, Ref +9, Will +6
DR 5/cold-iron; Resist earth 5

Speed 30 ft.
Melee Bite +17(2d6+10/19-20), 2 Claws +16(1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks leap, savage bite

Str 24, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Base Atk +10; CMB +18; CMD 30(34 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus(Perception), Toughness, Weapon Focus(Bite)
Skills Acrobatics +11(+19 jumping), Perception +13; Racial Modifiers +4 on Acrobatics checks made to jump

Leap(Ex)
An ironback can perform a special kind of pounce attack by jumping into combat. When an ironback charges, it can make a DC 20 acrobatics check to jump into the air and land next to its enemies. If it makes the acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite(Ex)
An ironback's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Skarnbulette
The larger version of a bulette with extra armor-plating and larger spines.
CR 11 XP 12800
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +16

AC 25, touch 10, flat-footed 23(+2 Dex, +15 natural, -2 size)
hp 145(13d10+78)
Fort +14, Ref +10, Will +8
Defensive Abilities Spines; DR 5/cold-iron; Resist earth 10

Speed 40 ft.
Melee Bite +20(2d8+12/19-20), 2 Claws +19(2d6+8)
Space 15 ft.; Reach 10 ft.
Special Attacks leap, savage bite

Str 26, Dex 15, Con 22, Int 2, Wis 14, Cha 6
Base Atk +13; CMB +23; CMD 35(39 vs. trip)
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception), Toughness, Weapon Focus(Bite)
Skills Acrobatics +14(+22 jumping), Perception +16; Racial Modifiers +4 on Acrobatics checks made to jump

Leap(Ex)
A skarnbulette can perform a special kind of pounce attack by jumping into combat. When a skarnbulette charges, it can make a DC 20 acrobatics check to jump into the air and land next to its enemies. If it makes the acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite(Ex)
A skarnbulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Spines(Ex)
A skarnbulette has very large spines that jut from between its armor plates; anyone attacking it with light or one-handed melee weapons, natural attacks, or unarmed strikes take 1d8 damage and must make a DC 16 Reflex save or have the quill break off and embed in his flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
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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#9
Centipede Family

Ankheg
This orange creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 10 XP 9600
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +18

AC 22, touch 10, flat-footed 20(+2 dex, +12 natural, -2 size)
hp 126(12d10+60)
Fort +12, Ref +10, Will +4
Immune earth, mind-affecting effects
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +15(2d6+5 plus poison), Sting +15(2d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake

Str 20, Dex 15, Con 19, Int -, Wis 10, Cha 2
Base Atk +12; CMB +19; CMD 31(can't be tripped)
Feats Furious Focus, Improved Initiative, Power Attack, Skill Focus(Perception), Toughness, Vital Strike
Skills Climb +22, Perception +18, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth

Earthquake(Su)
Once every 1d3+1 rounds, an ankheg can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).

Poison(Ex)
Bite or sting — injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Andagranda
This king of a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger and also likes to create massive earthquakes with its mighty stinger.
CR 15 XP 51200
N Gargantuan Magical Beast
Init: +7; Senses Darkvision 60 ft.; Perception +18

AC 25, touch 9, flat-footed 22(+3 dex, +16 natural, -4 size)
hp 201(16d10+128)
Fort +17, Ref +15, Will +5
Immune earth, mind-affecting effects
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +22(3d6+9 plus poison), Sting +21(3d6+9 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attack Earthquake, Magnitude 8

Str 28, Dex 16, Con 24, Int -, Wis 10, Cha 2
Base Atk +16; CMB +29; CMD 42(can't be tripped)
Feats Furious Focus, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness, Vital Strike, Weapon Focus(Bite)
Skills Climb +25, Perception +22, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth

Earthquake(Su)
Once every 1d2 rounds, an andagranda can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 21) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).

Magnitude 8(Su)
Once every 1d6+1 rounds, an andagranda 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 26) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).

Poison(Ex)
Bite or sting — injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 2d6 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Centipede
This brown lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 1/2 XP 200
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +4

AC 14, touch 12, flat-footed 12(+2 dex, +2 natural)
hp 5(1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects; Resist earth 5
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +2(1d6-1 plus poison)

Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2
Base Atk +0; CMB -1; CMD 11(can't be tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth

Poison(Ex)
Bite — injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Groundpede
This purple creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 7 XP 3200
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +15

AC 17, touch 10, flat-footed 15(+2 dex, +7 natural, -2 size)
hp 94(9d10+45)
Fort +10, Ref +8, Will +3
Immune mind-affecting effects; Resist earth 10
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +11(2d6+4 plus poison), Sting +11(2d6+4 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake

Str 19, Dex 15, Con 18, Int -, Wis 10, Cha 2
Base Atk +9; CMB +15; CMD 27(can't be tripped)
Feats Improved Initiative, Power Attack, Skill Focus(Perception), Toughness
Skills Climb +19, Perception +15, Stealth +14; Racial Modifiers +4 Perception, +8 Stealth

Earthquake(Su)
Once every 1d4+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).

Poison(Ex)
Bite or sting — injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Hundlegs
This gray armored lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 2 XP 400
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +6

AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 23(3d8+9)
Fort +5, Ref +4, Will +1
Immune mind-affecting effects; Resist earth 5
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d6+1 plus poison), Sting +5(1d6+1 plus poison)

Str 12, Dex 16, Con 14, Int -, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 16(can't be tripped)
Feats Toughness, Weapon Finesse
Skills Climb +14, Perception +6, Stealth +13; Racial Modifiers +4 Perception, +8 Stealth

Poison(Ex)
Bite or sting — injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Redlegs
This large red armored lengthy, segmented horror writhes and twists, pulsing its fiery mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +6; Senses Darkvision 60 ft.; Perception +8

AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, fire 10
Weakness Ice

Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 fire damage), Sting +5(1d8+3 plus 1d6 fire damage)
Space 10 ft.; Reach 10 ft.

Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth

Remorazz
This large blue armored lengthy, segmented horror writhes and twists, pulsing its icy mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +7; Senses Darkvision 60 ft.; Perception +8

AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, ice 10

Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 ice damage), Sting +5(1d8+3 plus 1d6 ice damage)
Space 10 ft.; Reach 10 ft.

Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
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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#10
Clockwork Family

Clockwork Dragon
Made from gleaming metal and countless complex cogs and gears, this draconic creature has the presence of a dangerous killing machine.
CR 16 XP 76,800
N Huge Construct (clockwork)
Init: +8; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +8

AC 34, touch 14, flat-footed 28(+4 Dex, +2 dodge, +20 natural, -2 size)
hp 203(25d10+40)
Fort +8, Ref +14, Will +8
DR 15/adamantine; Immune construct traits; Resist fire 20; SR 27
Weakness lightning

Speed 60 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +33(4d6+12), 2 claws +33(2d8+12), tail slap +28(2d6+6), 2 wings +28(2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks adamantine weapons, breath weapon(100-ft. Line, 14d6 fire damage, Reflex DC 22 half, usable every 1d4 rounds), self-destruction

Str 34, Dex 19, Con -, Int -, Wis 11, Cha 1
Base Atk +25; CMB +39; CMD 55(59 vs trip)
Feats Improved Initiative, Lightning Reflexes
Skills Fly +8, Perception +8, Swim +20; Racial Modifiers +8 Fly, +8 Perception
SQ difficult to create, efficient winding, swift reactions

Adamantine Weapons (Ex)
The teeth and claws of a clockwork dragon are made of adamantine and have the qualities of a weapon made from that material.

Efficient Winding (Ex)
Built for long and dangerous missions, a clockwork dragon can function for 3 days per HD each time it's wound.

Self-Destruction (Ex)
When a clockwork dragon's hit points are reduced to 10% of its total (20 in the case of most clockwork dragon) or less but are still above 0, the creature self-destructs on its next turn, bursting into an explosion of metal scraps and steam that deals 10d6 points of slashing damage plus 10d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 22 Reflex save halves the damage. The save is Charisma-based.

Clockwork Mage
This faceless construct has a crystal set into its chest, bristling with arcane energy.
CR 9 XP 6,400
N Medium Construct (clockwork)
Init: +9; Senses darkvision 60 ft., low-light vision; Perception +2

AC 25, touch 17, flat-footed 18(+5 Dex, +2 dodge, +8 natural)
hp 119(15d10+20)
Fort +5, Ref +12, Will +7
DR 5/adamantine; Immune construct traits; SR 20
Weakness lightning

Speed 30 ft.
Melee 4 slams +18(1d4+3)
Special Attacks crystal magic

Str 16, Dex 21, Con -, Int -, Wis 14, Cha 1
Base Atk +15; CMB +18; CMD 35
Feats Improved Initiative, Lightning Reflexes
SQ difficult to create, swift reactions, winding

Crystal Magic (Su)
A clockwork mage's crystal magic allows it to cast spells as if using a spell trigger magic item (CL 9th) without the use of MP. The crystal type determines a clockwork mage's spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Shadow: 1st – Blind(DC 11), Bone Armor, Dark(DC 11), Dread(DC 11), Obscure(DC 11); 2nd – Bone Shield, Dark II(DC 12), Darkness, Darkvision, Obscure II(DC 12); 3rd – Blindga(DC 13), Dark III(DC 13), Darkra, Infect(DC 13), Obscure III(DC 13), Void Aura(DC 13)
Holy: 1st – Brighten(DC 11), Charm(DC 11), Dia(DC 11), Light(DC 11); 2nd – Aid, Brighten II(DC 12), Burst of Radiance(DC 12), Dia II(DC 12), Grace, Holy Weapon, Light II(DC 12); 3rd – Barrier, Brighten III(DC 13), Dia III(DC 13), Dispel, Light III(DC 13), Lightra, Searing Light
Fire: 1st – Burning Disarm(DC 11), Detonate(DC 11), Fire(DC 11), Flame Breath(DC 11); 2nd – Burning Arc(DC 12), Detonate II(DC 12), Fiery Shuriken, Fire II(DC 12), Flaming Sphere(DC 12), Shooting Star, Temper; 3rd – Ash Storm,  Detonate III(DC 13), Fira, Fire III(DC 13)
Water: 1st – Engulf(DC 11), Shell, Sleep(DC 11), Water(DC 11), Water Blast; 2nd – Engulf II(DC 12), Water II(DC 12); 3rd – Aqueous Orb(DC 13), Engulf III(DC 13), Shell II, Shellra, Sleepga(DC 13), Water III(DC 13), Watera, Water Walk
Earth: 1st – Entomb(DC 11), Protect, Stone(DC 11), Stone Fist; 2nd – Entomb II(DC 12), Might, Shield, Stone II(DC 12), Stone Call, Wall Climb; 3rd – Entomb III(DC 13), Immobilize(DC 13), Protect II, Protectra, Slow(DC 13), Stone III(DC 13), Stonera
Wind: 1st – Aero(DC 11), Blast(DC 11), Quick Step, Wind Armor, Wind Shield; 2nd – Aero II(DC 12), Blast II(DC 12), Float, Silence(DC 12), Wind Barrier; 3rd – Aera, Aero III(DC 13), Battering Blast(DC 13), Blast III(DC 13), Cloak of Winds, Floatga
Lighting: 1st – Shocking Grasp, Spark(DC 11), Thunder(DC 11); 2nd – Defensive Shock, Spark II(DC 12), Sure Strike, Thunder II(DC 12); 3rd – Call Lightning(DC 13), Displacement, Haste, Lightning Bolt(DC 13), Spark III(DC 13), Thundara, Thunder III(DC 13)
Ice: 1st – Blizzard(DC 11), Frostbite, Icicle Dagger, Mage Armor, Slick(DC 11); 2nd – Blizzard II(DC 12), Frigid Touch, Frost Fall(DC 12), Icy Breath(DC 12), Slick(DC 12); 3rd – Blizzara, Blizzard III(DC 13), Ice Spears(DC 13), Sleet Storm, Slick III(DC 13)

Clockwork Soldier
Cogs and gears are visible in the gaps of this metallic creature's armor. It wields a polearm as it stands ready at attention.
CR 6 XP 2,400
N Medium Construct (clockwork)
Init: +6; Senses darkvision 60 ft., low-light vision; Perception +0

AC 20, touch 14, flat-footed 16(+2 Dex, +2 dodge, +6 natural)
hp 70(8d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune construct traits
Weakness lightning

Speed 30 ft.
Melee +1 halberd +18/+13(1d10+13/x3) or 2 claws +17(1d8+9)
Special Attacks latch

Str 28, Dex 15, Con -, Int -, Wis 11, Cha 1
Base Atk +8; CMB +17(+19 disarm); CMD 31(33 vs disarm)
Feats Improved Initiative, Lightning Reflexes
SQ efficient winding, lightning craze, proficient, standby, swift reactions

Efficient Winding (Ex)
A clockwork soldier can function for 2 days per HD each time it's wound.

Lightning Craze (Ex)
Whenever struck by any lightning damage there is a 50% chance the clockwork soldier can malfunction giving it the confuse status effect during its next turn.

Latch (Ex)
Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.

Proficient (Ex)
A clockwork soldier is proficient with all simple and martial weapons.

Standby (Ex)
A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration. A clockwork soldier can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
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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#11
Cockatrice Family

Cocadrille
A hideous bird that uses its stout beak to vent its frustrations. A distant cousin of the cockatrice with an extra 'bite'.
CR 5 XP 1600
N Small Magical Beast
Init: +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +12

AC 18, touch 16, flat-footed 13(+4 Dex, +1 dodge, +1 size, +2 natural)
hp 52(7d10+7)
Fort +6; Ref +9; Will +4
Immune Petrify and Burn; Resist fire 5
Weakness ice

Speed 20 ft.; Fly 60 ft. (poor)
Melee Bite +12(1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Fireflash, Petrify

Str 10, Dex 19, Con 12, Int 2, Wis 14, Cha 8
Base Atk +7; CMB +6; CMD 20
Feats Dodge, Improved Natural Attack(Bite), Skill Focus(Perception), Weapons Finesse(Bite)
Skill Fly +8, Perception +12

Fireflash(Su)
3/day, a cocadrille can focus a single target to burst into flames. The target takes 4d6 points of fire damage and is inflicted with Blind status for 1d4 rounds(Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (DC 19).

Petrify(Su)
3/day, a cocadrille can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 4th level spell (DC 23).

Cockatrice
A hideous avian creature has the body of a emaciated rooster, the wings of a bat, and a long scaly tail.
CR 3 XP 800
N Small Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +10

AC 15, touch 15, flat-footed 11(+3 Dex, +1 dodge, +1 size)
hp 35(5d10)
Fort +4; Ref +7; Will +2
Immune Petrify and Burn; Resist fire 5

Speed 20 ft.; Fly 60 ft. (poor)
Melee Bite +9(1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks Petrify 

Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +2; CMD 15
Feats Dodge, Skill Focus(Perception), Weapons Finesse
Skill Fly +6, Perception +10

Petrify(Su)
3/day, a cocadrille can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 17 to negate). Blue mages may learn this ability as a 4th level spell (DC 23).
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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#12
Death Claw Family

Death Claw
It is an green anthropomorphic, six-armed insectoid enemy with bone spikes at the end of each limb. The death claw has the ability to paralysis its foe so it can rend them apart.
CR 11 XP 12800
NE Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +13

AC 23, touch 13, flat-footed 19(+4 dex, +10 natural, -1 size)
hp 126(12d10+60)
Fort +13, Ref +12, Will +7
DR 5/magic
Weakness Ice

Speed 40 ft.
Melee 6 Claws +19(1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Rend(2 claws, 1d8+10;4 claws, 2d6+10;6 claws, 2d8+10), Death Claw

Str 24, Dex 18, Con 18, Int 6, Wis 12, Char 6
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus(Claw)
Skill Acrobatics +16, Climb +19, Perception +13, Stealth +16

Death Claw(Su)
Once every 1d2 rounds, a death claw can wrap its craws around its target squeezing the life from them. The death claw must make a melee touch attack(+19), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 20) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Improved Rend(Ex)
When a death claw hits with its claws in 1 round, depending on the number of claw strikes that hit the target improves the damage of the latching onto the opponent's body and tearing flesh. If two claws hit the damage will be 1d8+10, if four claws hit the damage will be 2d6+10, or if six claws hit the damage will be 2d8+10.

Iron Claw
It is an gray iron anthropomorphic, six-armed insectoid enemy with steel spikes at the end of each limb. The iron claw is considered a killing machine, destroying all those who dare get in its way.
CR 16 XP 76800
NE Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +18

AC 27, touch 13, flat-footed 23(+4 dex, +14 natural, -1 size)
hp 179(16d10+96)
Fort +15, Ref +14, Will +9
DR 10/adamantine
Weakness Ice

Speed 40 ft.
Melee 6 Claws +24(2d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Rend(2 claws, 2d6+12;4 claws, 2d8+12;6 claws, 4d6+12), Death Claw

Str 26, Dex 18, Con 20, Int 6, Wis 14, Char 6
Base Atk +16; CMB +24; CMD 38
Feats Cleave, Cleaving Finish, Great Cleave, Improved Cleaving Finish, Improved Initiative, Improved Natural Attack, Iron Will, Power Attack, Toughness, Weapon Focus(Claw)
Skill Acrobatics +20, Climb +24, Perception +18, Stealth +20

Death Claw(Su)
An iron claw can wrap its craws around its target squeezing the life from them. The iron claw must make a melee touch attack(+24), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 21) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Improved Rend(Ex)
When a death claw hits with its claws in 1 round, depending on the number of claw strikes that hit the target improves the damage of the latching onto the opponent's body and tearing flesh. If two claws hit the damage will be 2d6+12, if four claws hit the damage will be 2d8+12, or if six claws hit the damage will be 4d6+12.
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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#13
Dualhorn Family

Dual Horn
A rampaging bull with (as its name implies) two horns, which sometimes breathes fire.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10

AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4

Speed 30 ft.
Melee 2 Claws +14(1d6+6), Gore +13(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Breath

Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Power Attack, Improved Overrun, Multiattack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7

Impale(Ex)
When charging, a dual horn deals double damage with horns.

Fire Breath(Su)
A dual horn's breath weapon is usable once every 1d4 rounds, deals 4d6 points of damage in a 20-foot cone, and allows a DC 16 Reflex save for half damage.

Grendel
A rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and its also heavily armored.
CR 11 XP 12800
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +20

AC 24, touch 11; flat-footed 22(+2 dex, +13 natural, -1 size)
hp 168(16d10+80)
Fort +15, Ref +14, Will +8
DR 5/-; Resist fire 10

Speed 30 ft.
Melee 2 Claws +23(1d6+8), Gore +22(2d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath

Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 8
Base Atk +16; CMB +23; CMD 35
Feats Charge Through, Improved Natural Attack(Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +18, Climb +23, Perception +20, Survival +17

Impale(Ex)
When charging, a grendel deals double damage with horns.

Fire Ball(Su)
A grendel generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).

Fire Breath(Su)
A grendel's breath weapon is usable once every 1d4 rounds, deals 12d6 points of damage in a 30-foot cone, and allows a DC 23 Reflex save for half damage.

Valaha
A grayish blue rampaging bull with two horns, which sometimes breathes fire and shoots fire balls out.
CR 8 XP 4800
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +16

AC 20, touch 9; flat-footed 20(+11 natural, -1 size)
hp 117(12d10+48)
Fort +12, Ref +8, Will +7
Resist fire 5

Speed 30 ft.
Melee 2 Claws +18(1d6+7), Gore +17(1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath

Str 24, Dex 11, Con 18, Int 6, Wis 12, Cha 8
Base Atk +12; CMB +20; CMD 30
Feats Charge Through, Improved Overrun, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +13, Climb +18, Perception +16, Survival +12

Impale(Ex)
When charging, a valaha deals double damage with horns.

Fire Ball(Su)
A valaha generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 17) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).

Fire Breath(Su)
A valaha's breath weapon is usable once every 1d4 rounds, deals 8d6 points of damage in a 30-foot cone, and allows a DC 20 Reflex save for half damage.
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.
Reply
#14
Flan Family

Flan, Small
CR 1 XP 400
N Small Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +2

AC 14, touch 10, flat-footed 14(-1 Dex, +3 natural, +1 size)
hp 14(2d8+2)
mp 3
Fort +1, Ref -1, Will +0
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +5 (1d4+4 plus elemental damage 1d4)
Spells Known (Red Mage CL 2nd; concentration +3)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)

Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 13
Base Atk +1; CMB +3; CMD 12
Feat Improved Initiative
Skill Perception +2

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.

Flan, Medium
CR 3 XP 800
N Medium Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +4

AC 13, touch 9, flat-footed 13(-1 Dex, +4 natural)
hp 34(4d8+16)
mp 6
Fort +4, Ref +0, Will +1
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +8 (1d6+7 plus elemental damage 1d6)
Spells Known (Red Mage CL 4th; concentration +6)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)
2nd – Dark Flan(Dark II), Divine Flan(Light II), Earth Flan(Stone II), Fire Flan(Fire II), Ice Flan(Blizzard II), Lightning Flan(Thunder II), Water Flan(Water II), Wind Flan(Aero II)

Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 14
Base Atk +3; CMB +8; CMD 17
Feat Improved Initiative, Toughness
Skill Perception +4

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.

Flan, Large
CR 5 XP 1,600
N Large Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +11

AC 14, touch 8, flat-footed 14(-1 Dex, +6 natural, -1 size)
hp 76(8d8+40)
mp 19
Fort +6, Ref +1, Will +2
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +12 (2d6+10 plus elemental damage 1d8)
Spells Known (Red Mage CL 8th; concentration +11)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)
2nd – Dark Flan(Dark II), Divine Flan(Light II), Earth Flan(Stone II), Fire Flan(Fire II), Ice Flan(Blizzard II), Lightning Flan(Thunder II), Water Flan(Water II), Wind Flan(Aero II)
3rd – Dark Flan(Dark III), Divine Flan(Light III), Earth Flan(Stone III), Fire Flan(Fire III), Ice Flan(Blizzard III), Lightning Flan(Thunder III), Water Flan(Water III), Wind Flan(Aero III)

Str 25, Dex 8, Con 19, Int 4, Wis 11, Cha 16
Base Atk +6; CMB +14; CMD 23
Feat Improved Initiative, Power Attack, Skill Focus(Perception), Toughness
Skill Perception +11

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.

Flan, Huge
CR 7 XP 3,200
N Huge Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +22

AC 18, touch 7, flat-footed 18(-1 Dex, +11 natural, -2 size)
hp 117(12d8+72)
mp 40
Fort +9, Ref +3, Will +4
DR 10/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +16 (2d8+13 plus elemental damage 2d6)
Spells Known (Red Mage CL 12th; concentration +16)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)
2nd – Dark Flan(Dark II), Divine Flan(Light II), Earth Flan(Stone II), Fire Flan(Fire II), Ice Flan(Blizzard II), Lightning Flan(Thunder II), Water Flan(Water II), Wind Flan(Aero II)
3rd – Dark Flan(Dark III), Divine Flan(Light III), Earth Flan(Stone III), Fire Flan(Fire III), Ice Flan(Blizzard III), Lightning Flan(Thunder III), Water Flan(Water III), Wind Flan(Aero III)
4th – Dark Flan(Reflect), Divine Flan(Esuna), Earth Flan(Rock Spikes), Fire Flan(Blaze Spikes), Ice Flan(Ice Spikes), Lightning Flan(Shock Spikes), Water Flan(Vanish), Wind Flan(Gale Winds)

Str 28, Dex 8, Con 21, Int 4, Wis 11, Cha 18
Base Atk +9; CMB +20; CMD 29
Feat Alertness, Cleave, Diehard, Improved Initiative, Power Attack, Skill Focus(Perception), Toughness
Skill Perception +22

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.

Flan, Greater
CR 9 XP 6,400
N Huge Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +26

AC 20, touch 7, flat-footed 20(-1 Dex, +13 natural, -2 size)
hp 178(16d8+106)
mp 68
Fort +10, Ref +4, Will +7
DR 10/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +21 (2d8+15 plus elemental damage 2d6)
Spells Known (Red Mage CL 16th; concentration +21)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)
2nd – Dark Flan(Dark II), Divine Flan(Light II), Earth Flan(Stone II), Fire Flan(Fire II), Ice Flan(Blizzard II), Lightning Flan(Thunder II), Water Flan(Water II), Wind Flan(Aero II)
3rd – Dark Flan(Dark III), Divine Flan(Light III), Earth Flan(Stone III), Fire Flan(Fire III), Ice Flan(Blizzard III), Lightning Flan(Thunder III), Water Flan(Water III), Wind Flan(Aero III)
4th – Dark Flan(Reflect), Divine Flan(Holy), Earth Flan(Rock Spikes), Fire Flan(Blaze Spikes), Ice Flan(Ice Spikes), Lightning Flan(Shock Spikes), Water Flan(Vanish), Wind Flan(Gale Winds)
5th – Dark Flan(Darkga), Divine Flan(Lightga), Earth Flan(Stonega), Fire Flan(Firaga), Ice Flan(Blizzaga), Lightning Flan(Thundaga), Water Flan(Waterga), Wind Flan(Aeroga)

Str 30, Dex 8, Con 21, Int 4, Wis 11, Cha 20
Base Atk +12; CMB +24; CMD 33
Feat Alertness, Cleave, Diehard, Improved Initiative, Iron Will, Power Attack, Skill Focus(Perception), Toughness, Weapon Focus(Slam)
Skill Perception +26

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.

Flan, Elder
CR 11 XP 12,800
N Huge Ooze
Init: +3; Senses Darkvision 60 ft.; Perception +30

AC 22, touch 7, flat-footed 22(-1 Dex, +15 natural, -2 size)
hp 221(20d8+131)
mp 106
Fort +13, Ref +7, Will +8
DR 15/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type

Speed 20 ft.
Melee Slam +25 (2d8+16 plus elemental damage 2d6)
Spells Known (Red Mage CL 20th; concentration +21)
1st – Dark Flan(Dark), Divine Flan(Light), Earth Flan(Stone), Fire Flan(Fire), Ice Flan(Blizzard), Lightning Flan(Thunder), Water Flan(Water), Wind Flan(Aero)
2nd – Dark Flan(Dark II), Divine Flan(Light II), Earth Flan(Stone II), Fire Flan(Fire II), Ice Flan(Blizzard II), Lightning Flan(Thunder II), Water Flan(Water II), Wind Flan(Aero II)
3rd – Dark Flan(Dark III), Divine Flan(Light III), Earth Flan(Stone III), Fire Flan(Fire III), Ice Flan(Blizzard III), Lightning Flan(Thunder III), Water Flan(Water III), Wind Flan(Aero III)
4th – Dark Flan(Reflect), Divine Flan(Holy), Earth Flan(Rock Spikes), Fire Flan(Blaze Spikes), Ice Flan(Ice Spikes), Lightning Flan(Shock Spikes), Water Flan(Vanish), Wind Flan(Gale Winds)
5th – Dark Flan(Darkga), Divine Flan(Lightga), Earth Flan(Stonega), Fire Flan(Firaga), Ice Flan(Blizzaga), Lightning Flan(Thundaga), Water Flan(Waterga), Wind Flan(Aeroga)
6th – Dark Flan(Syphon), Divine Flan(Holy II), Earth Flan(Rock Spikes II), Fire Flan(Blaze Spikes II), Ice Flan(Ice Spikes II), Lightning Flan(Shock Spikes II), Water Flan(Greater Vanish), Wind Flan(Hastega)

Str 32, Dex 8, Con 21, Int 4, Wis 11, Cha 22
Base Atk +15; CMB +27; CMD 36
Feat Alertness, Cleave, Diehard, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness, Weapon Focus(Slam)
Skill Perception +30

Elemental Damage(Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
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.
Reply
#15
Funguar Family

Funguar
A mushroom with a fanged mouth and a varying number of eyes. Funguars often use pollen to do things like putting the party to sleep.
CR 2 XP 600
N Small Plant
Init: +2; Senses Darkvision 60 ft., low-light vision; Perception +2

AC 15, touch 13, flat-footed 13(+2 Dex, +1 size. + 2 natural)
hp 23(3d8+9)
Fort +6, Ref +3, Will +3
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire

Speed 20 ft.
Melee Bite +5 (1d6 plus poison), 2 slams +0 (1d3 plus poison)
Special Attacks Dream Pollen

Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +2; CMB +1; CMD 13
Feats Blind-Fight, Weapon Finesse
Skills Stealth +10(+14 in swamps and underground), Survival +3(+7 in swamps and underground); Racial Modifiers +4 Stealth and Survival in swamps and underground

Poison (Ex)
Slam – injury; save Fort DC 14; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves

Dream Pollen(Su)
3/day, a funguar can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 14) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Mycotoxin
An autumn mushroom with a fanged mouth and a varying number of eyes. Mycotoxins often use pollen to sleep their targets and nausea powder to weaken them after.
CR 5 XP 1600
N Small Plant
Init: +3; Senses Darkvision 60 ft., low-light vision; Perception +2

AC 17, touch 14, flat-footed 14(+3 Dex, +1 size. +3 natural)
hp 63(7d8+35)
Fort +9, Ref +5, Will +4
Immune plant traits; Resist earth 10, ice 5, water 10
Weakness fire

Speed 20 ft.
Melee Bite +9 (1d6+1 plus poison), 2 slams +4 (1d3+1 plus poison)
Special Attacks Dream Pollen, Naesea Powder, White Wind

Str 12, Dex 16, Con 18, Int 7, Wis 14, Cha 17
Base Atk +5; CMB +5; CMD 18
Feats Blind-Fight, Power Attack, Toughness, Weapon Finesse
Skills Stealth +15(+19 in swamps and underground), Survival +7(+11 in swamps and underground); Racial Modifiers +4 Stealth and Survival in swamps and underground

Poison (Ex)
Slam – injury; save Fort DC 17; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves

Dream Pollen(Su)
3/day, a mycotoxin can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 15) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Nausea Powder(Su)
2/day, a mycotoxin can fill the air with a nauseous gas within a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save(DC 16) or take 3d6 points of non-elemental damage and are inflicted with Poison status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

White Wind(Su)
1/day a mycotoxin release a soft healing breeze healing all allies within a 30-ft.-radius. Allies within the area of effect are healed by 4d6+15 damage. Blue mages may learn this ability as a 3rd level spell(DC 21).

Exoray
A winter mushroom with a fanged mouth and a varying number of eyes. Exorays often use pollen to start out and switch between their powders to add various status affect to their opponents.
CR 7 XP 3200
N Small Plant
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +3

AC 19, touch 15, flat-footed 15(+4 Dex, +1 size. +4 natural)
hp 91(10d8+50)
Fort +11, Ref +7, Will +6
Immune plant traits; Resist earth 10, ice 10, water 10
Weakness fire

Speed 20 ft.
Melee Bite +12 (1d8+2 plus poison), 2 slams +10 (1d4+2 plus poison)
Special Attacks Dream Pollen, Naesea Powder, Silver Powder, White Wind

Str 14, Dex 18, Con 18, Int 7, Wis 16, Cha 19
Base Atk +7; CMB +8; CMD 22
Feats Blind-Fight, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Finesse
Skills Stealth +19(+23 in snow and underground), Survival +11(+15 in snow and underground); Racial Modifiers +4 Stealth and Survival in snow and underground

Poison (Ex)
Slam – injury; save Fort DC 19; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves

Dream Pollen(Su)
5/day, an exoray can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 16) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Nausea Powder(Su)
3/day, an exoray can fill the air with a nauseous gas within a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save(DC 17) or take 3d6 points of non-elemental damage and are inflicted with Poison status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

Silver Powder(Su)
3/day, an exoray can emit a 15-ft.-cone of silver dust. Creatures within the cone are affected by the following status effects for 1d4 rounds each: Blind (Fortitude save DC 17 to negate), Poison (Fortitude save DC 17 to negate), & Silence (Fortitude save DC 17 to negate). The exoray must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 3rd level spell(DC 21).

White Wind(Su)
3/day an exoray release a soft healing breeze healing all allies within a 30-ft.-radius. Allies within the area of effect are healed by 4d6+15 damage. Blue mages may learn this ability as a 3rd level spell(DC 21).

Death Cap
A black mushroom with a fanged mouth and a varying number of eyes. Death caps smell of death and decay and are a living nightmare when it comes to status affects.
CR 9 XP 6400
N Medium Plant
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +3
Aura stench (DC 21, while within 30 ft. plus 1 round)

AC 22, touch 15, flat-footed 17(+5 Dex, +7 natural)
hp 124(13d8+78)
Fort +13, Ref +11, Will +7
Immune plant traits; Resist earth 10, ice 10, shadow 10
Weakness fire

Speed 20 ft.
Melee Bite +14(1d10+3 plus poison), 2 slams +12(1d6+3 plus poison)
Special Attacks Bad Breath, Dream Pollen, Poison Gas

Str 16, Dex 20, Con 20, Int 7, Wis 16, Cha 20
Base Atk +9; CMB +12; CMD 27
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Finesse
Skills Stealth +22(+24 in swamps and underground), Survival +14(+18 in swamps and underground); Racial Modifiers +4 Stealth and Survival in swamps and underground

Poison (Ex)
Slam – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves

Bad Breath(Su)
3/day, a death cap can emit a 30-ft.-cone of foul gas. All creatures within the cone are affected by the following status effects for 1d4 rounds each: Berserk(Will save DC 20 to negate), Blind (Fortitude save DC 20 to negate), Confuse (Will save DC 20 to negate), Poison (Fortitude save DC 20 to negate), Silence (Fortitude save DC 20 to negate), & Slow (Fortitude save DC 20 to negate). The death cap must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 5th level spell(DC 25).

Dream Pollen(Su)
7/day, a death cap can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 17) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Poison Gas(Su)
3/day, a death cap can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, Fortitude save(DC 21) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell(DC 27).

Stench(Ex)
A death cap constantly emits a putrid stench that nearly every form of animal life finds offensive. All living creatures (except death caps or other funguar) within 30 feet of a death cap must succeed on a DC 21 Fortitude save or be nauseated for as long as they remain within 30 feet of the creature. Moving out of the affected area leaves the character sickened for 1 round after which time he recovers immediately. The save DC is Constitution-based.
Creatures that successfully save cannot be affected by the same death cap’s stench for 24 hours. This is a poison effect.
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.
Reply
#16
Air Elemental Family

Air Elemental, Minor
CR 1 XP 400
N Small Outsider (air, elemental, extraplanar)
Init +7; Senses Darkvision 60 ft.; Perception +4

AC 17, touch 14, flat-footed 14(+3 Dex, +3 natural, +1 size)
hp 14(2d10)
mp 2
Fort +3, Ref +6, Will +0
Defensive Abilities air mastery; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee Slam +6(1d4+1 plus 1d4 wind damage)
Special Attacks Whirlwind (DC 11, 10-20 ft.)
Spells Known(Black Mage CL 2nd, concentration +2)
1st – Aero(DC 11)

Str 12, Dex 17, Con 10, Int 11, Wis 11, Cha 4
Base Atk +2; CMB +2; CM 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge(planes) +2, Perception +4, Stealth +11
Languages Auran

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental
This elemental is multiple swirling green arced lines that form a tornado with a green light at the center surrounded by whirling winds.
CR 3 XP 800
N Medium Outsider (air, elemental, extraplanar)
Init +9; Senses Darkvision 60 ft.; Perception +7

AC 19, touch 16, flat-footed 13(+5 Dex, +1 dodge, +3 natural)
hp 33(4d10+8)
mp 7
Fort +6, Ref +9, Will +1
Defensive Abilities air mastery; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee Slam +9(1d6+3 plus 1d6 wind damage)
Special Attacks Whirlwind (DC 14, 10-30 ft.)
Spells Known(Black Mage CL 4th, concentration +4)
1st – Aero(DC 11)
2nd – Aero II(DC 12)

Str 14, Dex 21, Con 14, Int 11, Wis 11, Cha 4
Base Atk +4; CMB +6; CM 22
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge(planes) +4, Perception +7, Stealth +10
Languages Auran

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental, Large
CR 5 XP 1600
N Large Outsider (air, elemental, extraplanar)
Init +11; Senses Darkvision 60 ft.; Perception +11

AC 21, touch 17, flat-footed 13(+7 Dex, +1 dodge, +4 natural, -1 size)
hp 72(8d10+24)
mp 27
Fort +9, Ref +13, Will +2
Defensive Abilities air mastery; DR 5/-; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee 2 Slams +14(1d8+4 plus 1d6 wind damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Whirlwind (DC 18, 10-40 ft.)
Spells Known(Black Mage CL 8th, concentration +8)
1st – Aero(DC 11)
2nd – Aero II(DC 12)
3rd – Aera, Aero III(DC 13)
4th – River of Wind(DC 14), Vanish

Str 18, Dex 25, Con 16, Int 11, Wis 11, Cha 4
Base Atk +8; CMB +13; CM 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge(planes) +7, Perception +11, Stealth +11
Languages Auran

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental, Huge
CR 7 XP 3200
N Huge Outsider (air, elemental, extraplanar)
Init +13; Senses Darkvision 60 ft.; Perception +13

AC 22, touch 18, flat-footed 12(+9 Dex, +1 dodge, +4 natural, -2 size)
hp 98(10d10+40)
mp 45
Fort +11, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/-; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee 2 Slams +17(2d6+6 plus 1d8 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 21, 10-50 ft.)
Spells Known(Black Mage CL 8th, concentration +8)
1st – Aero(DC 12)
2nd – Aero II(DC 13)
3rd – Aera, Aero III(DC 14)
4th – River of Wind(DC 15), Vanish
5th – Aeroga, Slice(DC 16)

Str 22, Dex 29, Con 18, Int 13, Wis 11, Cha 4
Base Atk +10; CMB +18; CM 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge(planes) +10, Perception +13, Stealth +9
Languages Auran + 1 other

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental, Greater
CR 9 XP 6400
N Huge Outsider (air, elemental, extraplanar)
Init +16; Senses Darkvision 60 ft.; Perception +16

AC 27, touch 21, flat-footed 14(+12 Dex, +1 dodge, +6 natural, -2 size)
hp 127(13d10+52)
mp 77
Fort +12, Ref +20, Will +6
Defensive Abilities air mastery; DR 10/-; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee 2 Slams +23(2d8+7 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 23, 10-60 ft.)
Spells Known(Black Mage CL 13th, concentration +15)
1st – Aero(DC 13)
2nd – Aero II(DC 14)
3rd – Aera, Aero III(DC 15), Haste
4th – River of Wind(DC 16), Vanish
5th – Aeroga, Slice(DC 17)
6th – Greater Vanish, Hastega, Path of the Winds,
7th – Blade Barrier(DC 19), Scouring Winds, Slice II(DC 19)

Str 24, Dex 35, Con 18, Int 15, Wis 11, Cha 4
Base Atk +13; CMB +22; CM 45
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge(planes) +15, Perception +16, Stealth +15
Languages Auran + 2 others

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental, Elder
CR 11 XP 12800
N Huge Outsider (air, elemental, extraplanar)
Init +16; Senses Darkvision 60 ft.; Perception +19

AC 29, touch 21, flat-footed 16(+12 Dex, +1 dodge, +8 natural, -2 size)
hp 156(16d10+64)
mp 121
Fort +14, Ref +22, Will +7
Defensive Abilities air mastery; DR 10/-; Immune Wind, elemental traits
Weakness Ice

Speed fly 100 ft. (perfect)
Melee 2 Slams +26(2d8+9 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 27, 10-60 ft.)
Spells Known(Black Mage CL 16th, concentration +19)
1st – Aero(DC 14)
2nd – Aero II(DC 15)
3rd – Aera, Aero III(DC 16), Haste
4th – River of Wind(DC 17), Vanish
5th – Aeroga, Slice(DC 18)
6th – Greater Vanish, Hastega, Path of the Winds,
7th – Blade Barrier(DC 20), Scouring Winds, Slice II(DC 20)

Str 28, Dex 35, Con 18, Int 17, Wis 11, Cha 4
Base Atk +16; CMB +27; CM 50
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge(planes) +15, Perception +16, Stealth +15
Languages Auran + 3 others

Air Mastery(Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
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.
Reply
#17
Holy Elemental Family

Holy Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar)
Init +1; Senses Darkvision 60 ft.; Perception +7

AC 17, touch 13, flat-footed 15(+1 dodge, +1 Dex, +4 natural, +1 size)
hp 14(2d10)
mp 3
Fort +3, Ref +4, Will +2
Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee Slam +3(1d4 plus 1d4 holy damage)
Special Attacks Dizzy Vision(DC 11)
Spells Known(White Mage CL 2nd, concentration +4)
1st – Light(DC 13)

Str 11, Dex 12, Con 10, Int 4, Wis 14, Cha 14
Base Atk +2; CMB +1; CM 13
Feats Combat Casting, Dodge, Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge(planes) +1, Perception +7, Spellcraft +1, Stealth +8
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
Once per day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Holy Elemental
This elemental is multiple white pyramids that rotate around a white light in the circle that also has smaller round lights swirling around the light as well just outside of the pyramids.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar)
Init +3; Senses Darkvision 60 ft.; Perception +10

AC 18, touch 14, flat-footed 14(+1 dodge, +3 Dex, +4 natural)
hp 30(4d10+4)
mp 10
Fort +5, Ref +7, Will +6
Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee Slam +5(1d6+1 plus 1d6 holy damage)
Special Attacks Dizzy Vision(DC 13)
Spells Known(White Mage CL 4th, concentration +7)
1st – Cure, Light(DC 14)
2nd – Light II(DC 15)

Str 13, Dex 16, Con 12, Int 4, Wis 16, Cha 14
Base Atk +4; CMB +5; CM 18
Feats Combat Casting, Dodge, Iron Will, Power Attack
Skills Acrobatics +8, Escape Artist +8, Knowledge(planes) +3, Perception +10, Spellcraft +3, Stealth +10
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
Once per day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Holy Elemental, Large
CR 5 XP 1600
N Large Outsider (elemental, extraplanar)
Init +3; Senses Darkvision 60 ft.; Perception +16

AC 19, touch 13, flat-footed 15(+1 dodge, +3 Dex, +6 natural, -1 size)
hp 67(8d10+16)
mp 38
Fort +8, Ref +9, Will +8
DR 5/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee 2 Slams +9(1d8+3 plus 1d8 holy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Dizzy Vision(DC 16)
Spells Known(White Mage CL 8th, concentration +13)
1st – Cure, Light(DC 17)
2nd – Light II(DC 18)
3rd – Cura, Cure III, Dispel, Light III(DC 19), Lightra
4th – Esuna, Holy(DC 20), Holy Smite(DC 20)

Str 17, Dex 16, Con 14, Int 4, Wis 20, Cha 14
Base Atk +8; CMB +12; CM 25
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Holy), Iron Will, Power Attack
Skills Acrobatics +12, Escape Artist +12, Knowledge(planes) +5, Perception +16, Spellcraft +5, Stealth +10
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
3/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Holy Elemental, Huge
CR 7 XP 3200
N Huge Outsider (elemental, extraplanar)
Init +4; Senses Darkvision 60 ft.; Perception +19

AC 21, touch 13, flat-footed 16(+1 dodge, +4 Dex, +8 natural, -2 size)
hp 98(10d10+40)
mp 61
Fort +11, Ref +11, Will +11
DR 5/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee 2 Slams +13(2d6+5 plus 1d10 holy damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dizzy Vision(DC 19)
Spells Known(White Mage CL 10th, concentration +16)
1st – Cure, Light(DC 18)
2nd – Light II(DC 19)
3rd – Cura, Cure III, Dispel, Light III(DC 20), Lightra
4th – Esuna, Holy(DC 21), Holy Smite(DC 21)
5th – Curaga, Holy Light, Lightga

Str 21, Dex 18, Con 18, Int 4, Wis 22, Cha 14
Base Atk +10; CMB +17; CM 31
Feats Cleave, Combat Casting, Dispel Synergy, Dodge, Elemental Focus(Holy), Iron Will, Power Attack
Skills Acrobatics +15, Escape Artist +15, Knowledge(planes) +7, Perception +19, Spellcraft +7, Stealth +10
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
5/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Holy Elemental, Greater
CR 9 XP 6400
N Huge Outsider (elemental, extraplanar)
Init +5; Senses Darkvision 60 ft.; Perception +24

AC 23, touch 14, flat-footed 17(+1 dodge, +5 Dex, +9 natural, -2 size)
hp 136(13d10+65)
mp 112
Fort +13, Ref +13, Will +14
DR 10/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee 2 Slams +18(2d8+7 plus 2d6 holy damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dizzy Vision(DC 21)
Spells Known(White Mage CL 13th, concentration +21)
1st – Cure, Light(DC 20)
2nd – Light II(DC 21)
3rd – Cura, Cure III, Dispel, Light III(DC 22), Lightra
4th – Esuna, Holy(DC 23), Holy Smite(DC 23)
5th – Curaga, Holy Light, Lightga
6th – Auto-Cure, Esunaga, Greater Dispel, Holy II(DC 25)
7th – Bravery, Faith, Full-Cure, Greater Esuna

Str 25, Dex 20, Con 20, Int 4, Wis 26, Cha 14
Base Atk +13; CMB +22; CM 37
Feats Cleave, Combat Casting, Destructive Dispel, Dispel Synergy, Dodge, Elemental Focus(Holy), Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +19, Escape Artist +19, Knowledge(planes) +10, Perception +24, Spellcraft +10, Stealth +14
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
7/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Holy Elemental, Elder
CR 11 XP 12800
N Huge Outsider (elemental, extraplanar)
Init +6; Senses Darkvision 60 ft.; Perception +28

AC 26, touch 14, flat-footed 19(+1 dodge, +6 Dex, +11 natural, -2 size)
hp 168(16d10+80)
mp 167
Fort +15, Ref +16, Will +16
DR 10/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

Speed 30 ft.
Melee 2 Slams +22(2d8+8 plus 2d8 holy damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dizzy Vision(DC 23)
Spells Known(White Mage CL 16th, concentration +25)
1st – Cure, Light(DC 22)
2nd – Light II(DC 23)
3rd – Cura, Cure III, Dispel, Light III(DC 24), Lightra
4th – Esuna, Holy(DC 25), Holy Smite(DC 25)
5th – Curaga, Holy Light, Lightga
6th – Auto-Cure, Esunaga, Greater Dispel, Holy II(DC 27)
7th – Bravery, Faith, Full-Cure, Greater Esuna
8th – Holy III(DC 29), Holy Burst(DC 29)

Str 27, Dex 22, Con 20, Int 4, Wis 28, Cha 14
Base Atk +16; CMB +26; CM 42
Feats Cleave, Combat Casting, Destructive Dispel, Dispel Synergy, Dodge, Elemental Focus(Holy), Greater Elemental Focus(Holy), Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +23, Escape Artist +23, Knowledge(planes) +13, Perception +28, Spellcraft +13, Stealth +18
Languages Celestial

Blend with Light(Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door(Sp)
9/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision(Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
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.
Reply
#18
Fire Elemental Family

Fire Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar, fire)
Init +6; Senses Darkvision 60 ft.; Perception +5

AC 17, touch 14, flat-footed 14(+2 dex, +1 dodge, +3 natural, +1 size)
hp 14(2d10)
mp 2
Fort +3, Ref +5, Will +2
Immune Fire, elemental traits
Weakness Water

Speed 50 ft.
Melee Slam +5(1d4 plus burn)
Special Attacks Burn(1d4 DC 11)
Spells Known(Black Mage CL 2nd, concentration +2)
1st – Fire(DC 11)

Str 11, Dex 14, Con 11, Int 11, Wis 14, Cha 4
Base Atk +2; CMB +1; CM 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +6, Climb +4, Escape Artist +6, Intimidate +4, Knowledge(planes) +2, Perception +5
Languages Ignan

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fire Elemental
This elemental is multiple embers floating around a red light in the center that has a fiery c-shape around the center.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar, fire)
Init +8; Senses Darkvision 60 ft.; Perception +7

AC 18, touch 15, flat-footed 13(+4 dex, +1 dodge, +3 natural)
hp 33(4d10+8)
mp 7
Fort +6, Ref +8, Will +3
Immune Fire, elemental traits
Weakness Water

Speed 50 ft.
Melee Slam +8(1d6+1 plus burn)
Special Attacks Burn(1d6, DC 14)
Spells Known(Black Mage CL 4th, concentration +4)
1st – Fire(DC 11)
2nd – Fire II(DC 12)

Str 13, Dex 18, Con 15, Int 11, Wis 14, Cha 4
Base Atk +4; CMB +5; CM 19
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +5, Knowledge(planes) +4, Perception +7
Languages Ignan

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fire Elemental, Large
CR 5 XP 1600
N Large Outsider (elemental, extraplanar, fire)
Init +10; Senses Darkvision 60 ft.; Perception +13

AC 18, touch 15, flat-footed 13(+6 dex, +1 dodge, +4 natural, -1 size)
hp 78(8d10+32)
mp 28
Fort +10, Ref +12, Will +6
DR 5/-; Immune Fire, elemental traits
Weakness Water

Speed 50 ft.
Melee 2 Slams +13(1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn(1d8, DC 18)
Spells Known(Black Mage CL 8th, concentration +9)
1st – Fire(DC 12)
2nd – Fire II(DC 13)
3rd – Fira, Fire III(DC 14)
4th – Blaze Spikes

Str 15, Dex 22, Con 18, Int 12, Wis 14, Cha 4
Base Atk +8; CMB +11; CM 28
Feats Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15, Climb +9, Escape Artist +13, Intimidate +9, Knowledge(planes) +6, Perception +13
Languages Ignan + 1 other

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fire Elemental, Huge
CR 7 XP 3200
N Huge Outsider (elemental, extraplanar, fire)
Init +12; Senses Darkvision 60 ft.; Perception +15

AC 22, touch 17, flat-footed 13(+8 dex, +1 dodge, +5 natural, -2 size)
hp 105(10d10+50)
mp 46
Fort +12, Ref +15, Will +7
DR 5/-; Immune Fire, elemental traits
Weakness Water

Speed 60 ft.
Melee 2 Slams +16(2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d6, DC 20)
Spells Known(Black Mage CL 10th, concentration +12)
1st – Fire(DC 13)
2nd – Fire II(DC 14)
3rd – Fira, Fire III(DC 15)
4th – Blaze Spikes
5th – Burn(DC 17), Firaga

Str 19, Dex 26, Con 20, Int 14, Wis 14, Cha 4
Base Atk +10; CMB +16; CM 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17, Climb +13, Escape Artist +17, Intimidate +9, Knowledge(planes) +10, Perception +15
Languages Ignan + 2 others

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fire Elemental, Greater
CR 9 XP 6400
N Huge Outsider (elemental, extraplanar, fire)
Init +13; Senses Darkvision 60 ft.; Perception +18

AC 24, touch 18, flat-footed 14(+9 dex, +1 dodge, +6 natural, -2 size)
hp 145(13d10+78)
mp 80
Fort +14, Ref +17, Will +8
DR 10/-; Immune Fire, elemental traits
Weakness Water

Speed 60 ft.
Melee 2 Slams +20(2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d8, DC 22)
Spells Known(Black Mage CL 13th, concentration +16)
1st – Fire(DC 14)
2nd – Fire II(DC 15)
3rd – Fira, Fire III(DC 16)
4th – Blaze Spikes
5th – Burn(DC 18), Firaga
6th – Blaze Spikes II, Flare(DC 19)
7th – Burn II(DC 20)

Str 25, Dex 28, Con 22, Int 16, Wis 14, Cha 4
Base Atk +13; CMB +22; CM 42
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +24, Climb +20, Escape Artist +22, Intimidate +15, Knowledge(planes) +13, Perception +18
Languages Ignan + 3 others

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fire Elemental, Elder
CR 11 XP 12,800
N Huge Outsider (elemental, extraplanar, fire)
Init +14; Senses Darkvision 60 ft.; Perception +21

AC 27, touch 19, flat-footed 16(+10 dex, +1 dodge, +8 natural, -2 size)
hp 179(16d10+96)
mp 125
Fort +16, Ref +20, Will +9
DR 10/-; Immune Fire, elemental traits
Weakness Water

Speed 60 ft.
Melee 2 Slams +24(2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d10, DC 24)
Spells Known(Black Mage CL 16th, concentration +20)
1st – Fire(DC 15)
2nd – Fire II(DC 16)
3rd – Fira, Fire III(DC 17)
4th – Blaze Spikes
5th – Burn(DC 19), Firaga
6th – Blaze Spikes II, Flare(DC 20)
7th – Burn II(DC 21)
8th – Blaze Spikes III, Flare II(DC 22)

Str 27, Dex 30, Con 22, Int 18, Wis 14, Cha 4
Base Atk +16; CMB +26; CM 47
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Climb +27, Escape Artist +29, Intimidate +19, Knowledge(planes) +23, Perception +21
Languages Ignan + 4 others

Burn(Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
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.
Reply
#19
Water Elemental Family

Water Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar, water)
Init +0; Senses Darkvision 60 ft.; Perception +5

AC 17, touch 11, flat-footed 17(+6 natural, +1 size)
hp 15(2d10+2)
mp 3
Fort +4, Ref +3, Will +3
Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee Slam +5(1d6+3 plus 1d4 water damage)
Special Attacks Drench, Vortex(DC 15, 10-30 ft.), Water Mastery
Spells Known(Black Mage CL 2nd, concentration +3)
1st – Water(DC 12)

Str 14, Dex 10, Con 13, Int 12, Wis 12, Cha 4
Base Atk +2; CMB +3; CM 13
Feats Combat Casting, Iron Will, Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge(planes) +5, Perception +5, Stealth +8, Swim +14
Languages Aquan + 1 other

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water Elemental
This elemental is multiple water bubbles that surround a larger water filled bubble with a blue light in the center.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar, water)
Init +1; Senses Darkvision 60 ft.; Perception +7

AC 17, touch 11, flat-footed 16(+1 Dex, +6 natural)
hp 33(4d10+8)
mp 10
Fort +6, Ref +5, Will +5
Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee Slam +7(1d8+4 plus 1d6 water damage)
Special Attacks Drench, Vortex(DC 15, 10-30 ft.), Water Mastery
Spells Known(Black Mage CL 4th, concentration +6)
1st – Water(DC 13)
2nd – Water II(DC 14)

Str 16, Dex 12, Con 15, Int 14, Wis 14, Cha 4
Base Atk +4; CMB +6; CM 22
Feats Cleave, Combat Casting, Iron Will, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge(planes) +7, Perception +7, Stealth +6, Swim +16
Languages Aquan + 2 others

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water Elemental, Large
CR 5 XP 1,600
N Large Outsider (elemental, extraplanar, water)
Init +2; Senses Darkvision 60 ft.; Perception +11

AC 18, touch 12, flat-footed 15(+2 Dex, +1 dodge, +6 natural, -1 size)
hp 72(8d10+24)
mp 33
Fort +9, Ref +8, Will +6
DR 5/-; Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee 2 Slams +12(1d8+5 plus 1d6 water damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Drench, Vortex(DC 19, 10-40 ft.), Water Mastery
Spells Known(Black Mage CL 8th, concentration +11)
1st – Water(DC 14)
2nd – Water II(DC 15)
3rd – Water III(DC 16), Watera
4th – Hydraulic Torrent(DC 17)

Str 20, Dex 14, Con 17, Int 16, Wis 14, Cha 4
Base Atk +8; CMB +14; CM 27
Feats Cleave, Combat Casting, Dodge, Great Cleave, Iron Will, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge(planes) +10, Perception +11, Stealth +5, Swim +24
Languages Aquan + 3 others

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water Elemental, Huge
CR 7 XP 3,200
N Huge Outsider (elemental, extraplanar, water)
Init +4; Senses Darkvision 60 ft.; Perception +15

AC 21, touch 13, flat-footed 16(+4 Dex, +1 dodge, +8 natural, -2 size)
hp 98(10d10+40)
mp 53
Fort +11, Ref +11, Will +7
DR 5/-; Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee 2 Slams +15(2d6+7 plus 1d8 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex(DC 22, 10-60 ft.), Water Mastery
Spells Known(Black Mage CL 10th, concentration +14)
1st – Water(DC 15)
2nd – Water II(DC 16)
3rd – Water III(DC 17), Watera
4th – Hydraulic Torrent(DC 18)
5th – Drown(DC 19), Wateraga

Str 24, Dex 18, Con 19, Int 18, Wis 14, Cha 4
Base Atk +10; CMB +19; CM 34
Feats Cleave, Combat Casting, Dodge, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge(planes) +13, Perception +15, Stealth +3, Swim +26
Languages Aquan + 4 others

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water Elemental, Greater
CR 9 XP 6,400
N Huge Outsider (elemental, extraplanar, water)
Init +5; Senses Darkvision 60 ft.; Perception +18

AC 23, touch 14, flat-footed 17(+5 Dex, +1 dodge, +9 natural, -2 size)
hp 136(13d10+65)
mp 98
Fort +13, Ref +15, Will +8
DR 10/-; Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee 2 Slams +20(2d8+9 plus 2d6 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex(DC 26, 10-60 ft.), Water Mastery
Spells Known(Black Mage CL 13th, concentration +19)
1st – Water(DC 18)
2nd – Water II(DC 19)
3rd – Water III(DC 20), Watera
4th – Hydraulic Torrent(DC 21)
5th – Drown(DC 22), Wateraga
6th – Confusion(DC 22), Control Water
7th – Drown II(DC 23)

Str 28, Dex 20, Con 21, Int 22, Wis 14, Cha 4
Base Atk +13; CMB +24; CM 40
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Water), Great Cleave, Improved Bull Rush, Iron Will, Lightning Reflexes Power Attack
Skills Acrobatics +18, Escape Artist +20, Knowledge(planes) +19, Perception +18, Stealth +10, Swim +30
Languages Aquan + 6 others

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water Elemental, Elder
CR 11 XP 12,800
N Huge Outsider (elemental, extraplanar, water)
Init +5; Senses Darkvision 60 ft.; Perception +21

AC 24, touch 15, flat-footed 17(+6 Dex, +1 dodge, +9 natural, -2 size)
hp 168(16d10+80)
mp 149
Fort +15, Ref +18, Will +9
DR 10/-; Immune Water, elemental traits
Weakness Lightning

Speed 20 ft., swim 90 ft.
Melee 2 Slams +24(2d10+10/19-20 plus 2d6 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex(DC 26, 10-60 ft.), Water Mastery
Spells Known(Black Mage CL 16th, concentration +23)
1st – Water(DC 19)
2nd – Water II(DC 20)
3rd – Water III(DC 21), Watera
4th – Hydraulic Torrent(DC 22)
5th – Drown(DC 23), Wateraga
6th – Confusion(DC 23), Control Water
7th – Drown II(DC 25)
8th – Mass Confusion(DC 25), Seamantle

Str 30, Dex 22, Con 21, Int 24, Wis 14, Cha 4
Base Atk +16; CMB +28; CM 45
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Water), Great Cleave, Improved Bull Rush, Improved Critical(Slam), Iron Will, Lightning Reflexes Power Attack
Skills Acrobatics +25, Escape Artist +25, Knowledge(planes) +26, Perception +21, Stealth +17, Swim +37
Languages Aquan + 7 others

Drench(Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel(caster level equals elemental's HD).

Vortex(Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery(Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
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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#20
Goblin Family

Goblin
This creature stand barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
CR 1/2 XP 200
Goblin Fighter 1
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception -1

AC 16, touch 13; flat-footed 14(+2 armor, +2 dex, +1 shield, +1 size)
hp 7(1d10+1)
Fort +3, Ref +2, Will -1

Speed 30 ft.
Melee Short sword +3 (1d4+1/19-20)
Ranged Short bow +4 (1d4/x3)
Special Attacks Goblin Punch

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Short sword)
Gear Shortsword, shortbow, quiver (10 arrows), leather armor, buckler

Goblin Punch(Su)
1/day, a goblin can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)

Goblin Guard
An elite version of the goblin with slightly better equipment. They might be still scrawny but they're still in large packs.
CR 2 XP 600
Goblin Fighter 2
NE Small Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +0

AC 20, touch 14; flat-footed 17(+4 armor, +3 dex, +2 shield, +1 size)
hp 15(2d10+2)
Fort +4, Ref +6, Will +0

Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+4/19-20)
Ranged Longbow +6 (1d8/x3)
Special Attacks Goblin Punch

Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative
Skills Ride +12, Stealth +12, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Longsword), Melee Power
Gear Longsword, longbow, quiver (10 arrows), hide, heavy wooden shield

Goblin Punch(Su)
A goblin guard can launch a wind blast (+6 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)

Goblin Mage
This goblinoid wields the lightning arts and a lightning power staff to attack from far range.
CR 5 XP 1600
Goblin Elementalist 7
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception +8

AC 16, touch 14; flat-footed 13(+3 dex, +2 natural, +1 size)
hp 44(7d6+21)
mp 30
Fort +5, Ref +5, Will +6
Defensive Abilities Elemental Specialization(Lightning); Immune sleep; Resist lightning 6
Weakness earth

Speed 30 ft.
Melee Dagger +5 (1d3+2/19-20)
Ranged Power Staff +6 (1d6+4)[lightning]
Special Attacks Goblin Punch, Innate Spell(Thunder)
Spells Known(Elementalist CL 7th, concentration +11)
1st – Mage Armor, Spark(DC 17), Thunder(DC 17)
2nd – Defensive Shock(DC 18), Spark(DC 18), Thunder II(DC 18)
3rd – Lightning Bolt(DC 19), Thundara(DC 19), Thunder III(DC 19)
4th – Ball Lightning(DC 20), Shock Spikes(DC 20), Stoneskin, Vanish

Str 14, Dex 16, Con 16, Int 18, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20
Feats Combat Casting, Elemental Focus(lightning), Elemental Penetration(lightning), Improved Initiative
Skills Knowledge(arcana) +11, Knowledge(engineering) +11, Perception +8, Ride +14, Spellcraft +11, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orcish + 1 other
SQ Empowered Magic, Focus Caster, Knowledge is Power, Silent Magic
Combat Gear cure potion(2), ether(1); Other Gear Shocking Robe, Power Staff(Lightning)

Elemental Seal (Ex)
A goblin mage can increase the potency of her next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. She can use this ability twice per day.

Elemental Specialization (Ex)
An elementalist specializes in the element of her choosing. Doing so makes her stronger against her element but weaker against her element’s weakness. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. She also takes half damage against her chosen element or quarter damage if she makes her save. The elementalist suffers a -2 penalty to saving throws against spells and spell-like effects against her chosen element’s weakness. She also takes double damage against her chosen element’s weakness or normal damage if she makes her save.

Goblin Punch(Su)
A goblin mage can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)

Hobgoblin
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny observant eyes.
CR 1 XP 400
Hobgoblin Fighter 2
LE Medium Humanoid (Goblinoid)
Init: +2; Senses Darkvision 60 ft., Perception +2

AC 17, touch 12; flat-footed 15(+4 armor, +2 dex, +1 shield)
hp 19(2d10+6)
Fort +5, Ref +2, Will +1

Speed 30 ft.
Melee Longsword +5 (1d8+5/19-20)
Ranged Longbow +3 (1d8+3/x3)
Special Attacks Engulfing Winds

Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1); Other Gear Longsword, longbow, quiver (10 arrows), genji leather armor, buckler

Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Hobgoblin Guard
An elite version of the hobgoblin with slightly better equipment. They usually lead a pack of hobgoblins into battle.
CR 3 XP 800
Hobgoblin Fighter 3
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +3

AC 19, touch 13; flat-footed 16(+4 armor, +3 dex, +2 shield)
hp 29(3d10+12)
Fort +6, Ref +4, Will +2

Speed 30 ft. (20 ft. in armor)
Melee Longsword +8 (1d8+9/19-20)
Ranged Composite Longbow +5 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds, Overhand Chop

Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Toughness, Weapon Focus(longsword)
Skills Perception +3, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(2); Other Gear Longsword, composite longbow, quiver (10 arrows), hide, heavy wooden shield

Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Red Cap
Extremely trained Hobgoblins that wear a red cap. These goblinoids are smarter and stronger.
CR 4 XP 1200
Hobgoblin Fighter 5
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5

AC 24, touch 13; flat-footed 21(+6 armor, +3 dex, +2 natural, +3 shield)
hp 49(5d10+20)
Fort +8, Ref +4, Will +2
Defensive Abilities Melee Defense

Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12 (1d8+11/19-20)
Ranged Composite Longbow +8 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Overhand Chop, Reliable Strike(7/day)

Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Power Attack, Toughness, Weapon Focus(longsword)
Skills Acrobatics +4, Perception +5, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1), hi-potion(1); Other Gear Mwk Longsword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield

Red Captain
The red captain leads red caps into battle and glory. The red captain doesn't choose to protect their minions because he want too. The red captain chooses to protect them for tactically advantage and will let their minions die to save themselves.
CR 5 XP 1600
Hobgoblin Knight 6
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +7

AC 25, touch 13; flat-footed 22(+6 armor, +3 dex, +3 natural, +3 shield)
hp 71(6d12+30)
Fort +9, Ref +5, Will +6
Defensive Abilities Active Defense, Bulwark, Defensive Stance(Fearless Defense), Resist, Shield Block; DR 2/-

Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12/+7 (1d10+4/19-20)
Ranged Composite Longbow +9 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks

Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23(25 vs bull rush, overrun, trip, & trample)
Feats Power Attack, Shield Focus, Toughness, Weapon Focus(knight sword)
Skills Climb +8, Perception +7, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Armor Training, Defend Ally, Fortress of Defense, Shield Training, Stand Firm
Combat Gear cure potion(2), hi-potion(1); Other Gear Mwk Knight Sword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
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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