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Bestiary+
Archfiend Family


Barbariccia



Before you floats a tall woman with golden hair several times the length of her body. The Empress of Winds, as she is called, surrounds herself with incredibly forceful winds that make her spin as though she was a tornado herself.



Barbariccia (CR 15)
XP 51,200
CE Medium outsider (Eidolon, Lightning, Native, Wind)
Init +14; Senses blindsense 120 ft.; Perception +28



DEFENSE
AC 31, touch 25, flat-footed 31 (+6 natural, +5 deflection, +10 Dex)
hp 352 (16d12+160)
mp 167
Fort +20 Ref +20 Will +19
DR 15/cold iron and good Immune blind, curse, death effects, disease, earth, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep, wind Resist lightning 30



OFFENSE
Speed 40 ft., fly (perfect) 60 ft.
Melee 2 claws +24 (2d8+23+1d6 wind plus grab plus Silence (Will DC 27) for 2d8 rounds), hair (acts as a tentacle, deals slashing damage) +22 (1d8+16+2d6 wind plus grab plus Silence (Will DC 27) for 2d8 rounds)
Space/Reach 5 ft./5 ft. (15 ft. with hair)
Special Attacks calcifying ray, maelstrom, twister
Spells Known (Black Mage CL 16th; concentration +25)
  • 1st (DC 20): aero, blast, spark, thunder
  • 2nd (DC 21): aero II, blast II, spark II, thunder II
  • 3rd (DC 22): aera, aero III, blast III, dispel, spark III, thundara, thunder III
  • 4th (DC 23): aero IV, thunder IV
  • 5th (DC 24): aeroga, shock, slice, thundaga
  • 6th (DC 25): burst, chain lightning, greater dispel, path of the winds, tornado
  • 7th (DC 26): blade barrier, shock II, slice II
  • 8th (DC 27): stormbolts, tornado II


STATISTICS
Str 36, Dex 30, Con 30, Int 28, Wis 28 Cha 28
Base Atk +16; CMB +29; CMD 54
Feats Improved Initiative, Power Attack (included in the statistics above), Combat Reflexes, Cleave, Flyby Attack, Great Cleave, Blind-Fight, Multiattack
Skills Acrobatics +29, Appraise +28, Bluff +28, Diplomacy +28, Escape Artist +17, Fly +37, Handle Animal +16, Heal +16, Intimidate +28, Knowledge (arcana) +35, Knowledge (dungeoneering) +30, Knowledge (engineering) +30, Knowledge (geography) +35, Knowledge (history) +30, Knowledge (local) +30, Knowledge (nature) +35, Knowledge (nobility) +30, Knowledge (planes) +35, Knowledge (religion) +30, Perception +28, Sense Motive +28, Sleight of Hand +20, Spellcraft +28, Stealth +26, Use Magic Device +28
Languages All
SQ driving gale, uncanny dodge



SPECIAL ABILITIES



Calcifying Ray (Su): As a swift action, Barbariccia can make a ranged touch attack against a single creature within a 60 ft. range. If it hits, the target is Petrified at the end of their next turn (no save). Items or spells that remove the Petrified status prevent the Petrified status from taking effect if used before the end of the target’s turn. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).



Driving Gale (Su): As a standard action, Barbariccia can strengthen the winds that surround her, circling her hair around her in a cyclonic shape. While this ability is in effect, all creatures in a 15 ft. radius are given the Squalled condition. All creatures in a 10 ft. radius are given the Squalled condition and take 1d6 wind damage per round. All creatures adjacent to her are dazzled, given the Squalled condition, and take 2d6 wind damage per round. Any flying creatures within a 10 ft. radius are treated as though flying through hurricane force winds, and any adjacent flying creatures are treated as though flying through tornado force winds. All of Barbariccia’s melee attacks deal an additional 1d6 wind damage, and she gains the benefits of the Snatch feat as though she was a Gargantuan creature, with her hair being treated as a claw attack for the purposes of the Snatch feat; she may hold up to two Large creatures, four Medium creatures, eight Small creatures, sixteen Tiny creatures, thirty-two Diminutive creatures, or sixty-four Fine creatures at a time in her hair while this ability is in effect, and may choose to simply hold them instead of dealing damage, if she so wishes. All attacks made against her have a 50% miss chance and deal half damage, and all ranged weapons (including massive weapons and artillery, such as catapulted missiles or cannonfire) automatically miss. She also gains the improved uncanny dodge ability. If an enemy successfully makes an attack from above that hits her (such as a dragoon using their deadly lancer ability after a vertical jump), this ability ends, and anything she was holding in her hair falls to the ground. She can otherwise end it as a free action, and in either case, she cannot use this ability again for 1d3 rounds.



Maelstrom (Su): As a full-round action, while the driving gale ability is in effect, Barbariccia can unleash a black, draining wind upon her enemies. All enemies in a 20 ft. radius burst, with a range of 30 feet, must make a Fortitude save (DC 28) or be reduced to a number of hit points equal to their HD. Those who are already at such a level of hit points or lower are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead. Blue mages may learn this ability as a 9th level spell (Knowledge: Planes DC 33).

Twister (Ex): As a standard action, Barbariccia may target a single creature within 60 feet, surrounding them with swirling black winds. The target must make a Fortitude save (DC 25) or be reduced to a number of hit points equal to their HD. If the target is already at such a level of hit points or lower, they are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).



Cagnazzo



The Elemental Archfiend of Water, known by some as the Drowned King, bellows out his maniacal laughter as you face him, gathering water around his body.



Cagnazzo (CR 13)
XP 25,600
NE Large outsider (Eidolon, Native, Water)
Init +8; Senses blindsense 120 ft.; Perception +25



DEFENSE
AC 27, touch 18, flat-footed 23 (+9 natural, +5 deflection, +4 Dex, -1 size)
hp 294 (14d12+126)
mp 121
Fort +18 Ref +13 Will +17
DR 15/adamantine and magic Immune blind, curse, death effects, disease, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep, water Resist fire 30
Weaknesses vulnerability to ice





OFFENSE
Speed 40 ft., swim 60 ft.
Melee bite +20 (2d8+19+1d6 water), 2 claws +20 (2d6+19+1d6 water)
Space/Reach 10 ft./10 ft.
Special Attacks big wave
Spells Known (Black Mage/Illusionist CL 14th; concentration +21)
  • 1st (DC 18): auditory hallucination, disappear, disguise self, engulf, silent image, ventriloquism, water, water blast
  • 2nd (DC 19): disguise other, engulf II, minor image, silence, slipstream, water II
  • 3rd (DC 20): audiovisual hallucination, dispel, engulf III, haste, major image, slow, water III, watera
  • 4th (DC 21): illusory wall, silencega, vanish, water IV
  • 5th (DC 22): drown, geyser, persistent image, seeming, waterga
  • 6th (DC 23): control water, flood, greater dispel, greater vanish, mislead, permanent image, programmed image, silenceja, slowga, veil
  • 7th (DC 24): drown II, vanishga, vortex


STATISTICS
Str 32, Dex 18, Con 28, Int 24, Wis 26 Cha 24
Base Atk +14; CMB +26; CMD 45
Feats Improved Initiative, Power Attack (included in the statistics above), Cleave, Quickened Spell, Great Cleave, Blind-Fight, Extend Spell
Skills Acrobatics +21, Bluff +24, Diplomacy +24, Disguise +24, Intimidate +24, Knowledge (arcana) +33, Knowledge (dungeoneering) +25, Knowledge (engineering) +25, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +30, Knowledge (nobility) +33, Knowledge (planes) +30, Knowledge (religion) +25, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +17, Swim +36, Use Magic Device +24
Languages All
SQ amphinious, backsplash, gather water, shellbound



SPECIAL ABILITIES



Amphibious (Ex): Cagnazzo can breathe air or water just as easily as the other, and is at no risk of drowning or suffocating in any case.



Backsplash (Ex): When a hostile spell is used on Cagnazzo, after the spell’s effects come into play, he may cast silence or slow upon the one who targeted him as a free action.



Big Wave (Su): When his gather water ability is in effect, as a standard action, Cagnazzo can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 12d6 + 21 water damage and are knocked prone. A DC 24 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 24 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 20) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).



Drowning Aura (Su): All creatures within a 15 ft. radius of Cagnazzo when his gather water ability is in effect are given the Drenched condition unless they make a Fortitude save DC 24 to resist it for the round, and all creatures within a 10 ft. radius take 1d6 points of water damage per round at the start of Cagnazzo's turn.



Gather Water (Su): As a standard action, Cagnazzo can call forth a pool of water that swirls around him. This gives him the Drenched condition, removes his vulnerability to water, and makes him immune to fire, but also gives him vulnerability to lightning. When Cagnazzo takes lightning damage from a spell, the one who used the spell may make a dispel check (DC 25); if successful, the water disperses.

Shellbound (Ex): As a move action, Cagnazzo may retract into his shell, bolstering his defenses and closing his wounds. While in his shell, he can take no actions, but all damage dealt to him is halved, and he is considered to automatically succeed on any Reflex saves. His damage reduction becomes DR 15/-, and he heals 8d6 hit points per round spent in his shell. As a move action, he can leave his shell, returning his defenses to normal.



Rubicante



Standing proud and tall, Rubicante, the Autarch of Flame, towers over you. With a wave of his hand, you are all restored to full strength, and he beckons you forth, promising unto you a noble, fiery death.



Rubicante (CR 17)
XP 102,400
LE Large outsider (Eidolon, Fire, Native)
Init +13; Senses blindsense 120 ft.; Perception +28



DEFENSE
AC 36, touch 26, flat-footed 27 (+10 natural, +8 deflection, +9 Dex, -1 size)
hp 456 (19d12+228)
mp 232
Fort +23 Ref +20 Will +21
DR 20/chaotic and silver Immune blind, curse, death effects, disease, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep Absorb fire Weakness vulnerability to ice and water



OFFENSE
Speed 40 ft., teleportation 120 ft.
Melee 2 claws +29 (3d8+25+2d6 fire plus Burning (Reflex DC 29) for 2d8 rounds)
Space/Reach 10 ft./10 ft.
Special Attacks glare, inferno
Spells Known (Black Mage CL 19th; concentration +29)
  • 1st (DC 22): detonate, fire
  • 2nd (DC 23): burning arc, detonate II, fiery shuriken, fire II, flaming sphere
  • 3rd (DC 24): detonate III, fira, fire III
  • 4th (DC 25): blaze spikes, comet (only deals fire damage), fire IV, volcanic storm, wall of fire
  • 5th (DC 26): burn, firaga, fire snake
  • 6th (DC 27): blaze spikes II, blazing winds, cometra (only deals fire damage), contagious flame, flare
  • 7th (DC 28): burn II
  • 8th (DC 29): blaze spikes III, fire storm, flare II
  • 9th (DC 30): meteor (only deals fire damage)


STATISTICS
Str 40, Dex 28, Con 34, Int 30, Wis 30 Cha 30
Base Atk +19; CMB +36; CMD 62
Feats Improved Initiative, Power Attack (included in the statistics above), Combat Reflexes, Cleave, Ability Focus (inferno), Great Cleave, Blind-Fight, Ability Focus (glare), Improved Natural Attack (claw), Elemental Focus (fire)
Skills Acrobatics +31, Appraise +32, Bluff +32, Diplomacy +32, Disable Device +31, Escape Artist +31, Heal +32, Intimidate +32, Knowledge (arcana) +40, Knowledge (dungeoneering) +40, Knowledge (engineering) +40, Knowledge (geography) +40, Knowledge (history) +40, Knowledge (local) +39, Knowledge (nature) +40, Knowledge (nobility) +40, Knowledge (planes) +40, Knowledge (religion) +40, Linguistics +23, Perception +32, Sense Motive +32, Sleight of Hand +31, Spellcraft +32, Stealth +24, Use Magic Device +32
Languages All
SQ cloak of flames, life-giving warmth, the fire still burns



SPECIAL ABILITIES



Cloak of Flames (Su): As a swift action, Rubicante can either open up or close his cloak, making his tactics lean towards being more aggressive or more defensive. While his cloak is closed, Rubicante absorbs fire, ice, and water damage, and is immune to all other elements. His deflection bonus to AC increases by 4, and he gains the benefits of evasion, improved evasion, uncanny dodge, and improved uncanny dodge. While his cloak is open (reflected in the statistics above), he loses the boost to his deflection bonus, and loses his ice and water absorption and immunity to all other elements except for his fire absorption.



Glare (Su): As a standard action, Rubicante may select a single target within 90 feet, who then takes 15d10 fire damage, dealing half damage to those normally immune to fire and treating fire resistance as if it was 10 points lower. They must then make a Reflex save (DC 30) for half damage. Blue mages can learn this ability as an 8th level spell (Knowledge: Planes DC 31).



Inferno (Su): As a standard action, while his cloak is open, Rubicante can unleash a burst of hellfire in a 60 ft. radius. All creatures, including Rubicante, within the radius take 20d8 fire damage, dealing half damage to those normally immune to fire and treating fire resistance as if it was 10 points lower, also inflicting the Burning status, while Rubicante absorbs half of the damage rolled and does not suffer the Burning status effect. A successful Reflex save (DC 31) halves the damage dealt and negates the Burning status effect. Blue mages can learn this ability as a 9th level spell (Knowledge: Planes DC 33).



Life-Giving Warmth (Su): Once per day, as a standard action, Rubicante may bathe those around him in a healing light. All dead creatures within a 30 ft. radius are resurrected without fail and with no negative side effects, and all creatures (including those resurrected by this ability) are healed fully, have any ability damage, ability drain, negative levels, and status effects removed, and if they have MP or some other pool of energy (such as an arcane pool or ki pool), that is also restored fully. This ability is usually reserved for his enemies before he engages them.

The Fire Still Burns (Su): As a free action, whenever Rubicante is struck by a spell of the Elemental (Fire) school of 5th level or higher, or otherwise absorbs 50 points of fire damage from a single source, he may spend 5 MP to emulate a raise effect on all creatures within a 30 ft. radius, using his HD in place of a caster level, except that they only take a single negative level instead of two.



Scarmiglione



Hunched over, the Blighted Despot lurches closer to you, but can hardly be seen beneath his long, dun cloak, only golden eyes that glisten with malice.



Scarmiglione (CR 9)
XP 6,400
NE Medium outsider (Earth, Eidolon, Native, Shadow)
Init +10; Senses darkvision 120 ft.; Perception +18



DEFENSE
AC 23, touch 17, flat-footed 17 (+7 natural, +6 Dex)
hp 150 (10d8+70)
Fort +9 Ref +9 Will +12
DR 10/bludgeoning and magic Immune channel, earth, undead traits
Weaknesses vulnerability to holy



OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +13 (1d8+12 plus Poison (Fort save DC 21) for 1d6 rounds and Curse (Will save DC 21) for 1d6 rounds), 2 claws +13 (1d10+12 plus Disease (Fort save DC 21) for 1d4 rounds and Sap (Fort save DC 21) for 1d4 rounds)
Ranged necrotic feedback +13 (2d6 shadow, range 120 ft.)
Space/Reach 5 ft./5 ft.



STATISTICS
Str 26, Dex 23, Con -, Int 19, Wis 20 Cha 22
Base Atk +7; CMB +15; CMD 31
Feats Toughness, Improved Initiative, Power Attack (included in the statistics above), Cleave, Lunge
Skills Acrobatics +18, Climb +20, Intimidate +19, Knowledge (arcana) +25, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +25, Knowledge (nobility) +20, Knowledge (planes) +25, Knowledge (religion) +30, Perception +18, Stealth +19, Use Magic Device +16
Languages All
SQ black aura, necrotic feedback



SPECIAL ABILITIES



Black Aura (Su): All creatures within a 10 ft. radius of Scarmiglione take 2 points of shadow damage per round. When struck in melee, all adjacent creatures, as well as the one who struck him, take 1d6 shadow damage.



Necrotic Feedback (Su): When Scarmiglione is struck by a ranged attack, he may, as a free action, respond with a ranged touch attack upon the one who attacked him. If it hits, the target takes 2d6 shadow damage.





Scarmiglione Z



The rotten, hulking frame of his true form having been exposed, the Elemental Archfiend of Earth howls out his lust for death.



Scarmiglione Z (CR 11)
XP 12,800
NE Large outsider (Earth, Eidolon, Native, Shadow)
Init +9; Senses blindsense 120 ft.; Perception +22



DEFENSE
AC 25, touch 18, flat-footed 20 (+7 natural, +4 deflection, +5 Dex, -1 size)
hp 240 (12d12+96)
Fort +16 Ref +13 Will +15
DR 10/bludgeoning and magic Immune channel, earth, undead traits
Weaknesses vulnerability to fire and holy



OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +16 (2d6+17+1d6 earth plus Sap (Fort save DC 24) for 1d4 rounds), 2 claws +16 (2d8+17+1d6 earth plus Disease (Fort save DC 24) for 1d4 rounds), 2 tentacles +14 (1d10+12+1d6 earth plus Curse (Will save DC 24) for 1d6 rounds)
Ranged necrotic feedback +16 (2d6 shadow, range 120 ft.)
Space/Reach 10 ft./10 ft. (15 ft. with tentacle)
Special Attacks bloodreaver, curse, shriek, zombie breath



STATISTICS
Str 28, Dex 21, Con -, Int 22, Wis 24 Cha 26
Base Atk +12; CMB +22; CMD 41
Feats Improved Initiative, Power Attack (included in the statistics above), Cleave, Multiattack, Great Cleave, Blind-Fight, Critical Focus
Skills Acrobatics +20, Climb +32, Intimidate +20, Knowledge (arcana) +33, Knowledge (dungeoneering) +28, Knowledge (engineering) +22, Knowledge (geography) +28, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +28, Knowledge (nobility) +22, Knowledge (planes) +33, Knowledge (religion) +33, Perception +22, Stealth +19, Use Magic Device +23
Languages All
SQ black aura, necrotic feedback



SPECIAL ABILITIES



Black Aura (Su): All creatures within a 10 ft. radius of Scarmiglione Z take 2 points of shadow damage per round. When struck in melee, all adjacent creatures, as well as the one who struck him, take 1d6 shadow damage.



Bloodreaver (Su): Scarmiglione Z can feast upon the essence of his enemies with but a touch. As a standard action, he makes a melee touch attack; if successful, the enemy takes 8d6 points of shadow damage, and he is healed as much. The target must also make a Fort save (DC 24), or be staggered for 1 round. If used on undead or creatures immune to shadow damage, it still functions, dealing non-elemental damage instead, and they must still roll a Fort save to negate the stagger effect. Blue Mages can learn this ability as a 6th-level spell (Knowledge: Religion DC 27).



Curse (Su): Scarmiglione Z can curse those around him in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 22) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).



Necrotic Feedback (Su): When Scarmiglione Z is struck by a ranged attack, he may, as a free action, respond with a ranged touch attack upon the one who attacked him. If it hits, the target takes 2d6 shadow damage.



Shriek (Su): Scarmiglione Z can give voice to an unsettling shriek. All creatures within a 30-foot spread of him must make a DC 20 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).



Vindication (Ex): When Scarmiglione Z takes fire or holy damage, he may use his curse ability as a free action.



Zombie Breath (Su): Scarmiglione can breathe out a nasty, foul breath in a 30-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 25) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).

Signing of Fortheseen 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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I've updated the pdf for most of the new creatures made so far but I did not get the bombs or Quadav in there yet.

Signing of Fortheseen 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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