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Bestiary+
Gilgamesh Monsters 3 of 102+
Extended Malboro Family: 

Malboro Seedling

   
CR 3


Freshing hatched these Seedlings only know how to do one thing but to consume and grow sometimes consuming their own kind. As a seedling they are completely blind and cannot sense much around them. They can only smell with their many pores all over them when meat is coming towards them. That's when they know it's feeding time.


It has been documented that adventurer's have collected and tamed such small beasts in their cocoon states and raised them as pets. These pets are raised as guard dogs and kept on a stick diet to keep their growth down to a feesible size so they do not evolve their deadly breath attacks. They smell quite pleasant when they are in their youngest forms.


XP 800
Type: Plant
Size: Medium
Init +6
Senses: Perception +7

DEFENSE

AC 18, touch 13; flat-footed 13 (+1 natural armor)
hp 37 (4d8+17)
Fort +8, Ref +6, Will +2
Defensive Abilities
Immune Lightning, plant traits; Resist Water 5
Weaknesses Fire and Ice



OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +7 (1d4+6 + Poison)
Space 5 ft.; Reach 5 ft.
Special Attacks: Toxic Kiss & Poison Bite

STATISTICS

Str 18, Dex 14, Con 16, Int 2, Wis 11, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats: Toughness, Improved Initiative, Natural Armour
Skills: Perception +7, Stealth +1 (+10 in Forested Areas)


SPECIAL ABILITIES (Ex & Su)


Toxic Blown Kiss[color=#000000][font=Varela, Arial, sans-serif][b] ([/font][/color][/b][color=#000000][font=Varela, Arial, sans-serif]Su): [/font][/color][color=#000000][font=Varela, Arial, sans-serif]Like Bad Breath Toxic Kiss is a 30' cone, it acts the same but inflicts sap damage of 2d4 per round for 1d4+1 rounds and can be only cured by ensuna. Fortitude to negate this is DC 15. Acts just like Bio.[/font][/color]


Poison Bite (Ex): Fort negates poison DC 14, for 3 rounds, effect 1d6+2 Damage. Also if bitten or touched the poison does transfer.


Acting In Battle:


Lack the cunning that an adult malboro uses to hunt, simply running on instinct running to the closest thing to their next meal. These creatures are known to be caninbles.


Organization:


Generally Seedlings can be seen in bushels of 2-8, 9- 16, 17-32 & 33-64 at a time.


Malboro Sapling

   


CR 6


As the Sapplings grow much larger then their previous seedling form they lose their outer protective covering as they react adolecense. Now they are able to see and hunt for food. They have learned to cast magic as well as further develop their hunting skills. It is not unheard of for a wandering adventurer to disappear while having a run in with a Sappling.


XP 2,400
Size: Large Plant
Init +6
Senses low-light vision , Perception +10

DEFENSE

AC 20, touch 11; flat-footed 19 (+2 Dex, +8 natural armor, -1 size)
hp 83 (9d8+42)
Fort +11, Ref +7, Will +4
Defensive Abilities
Immune Lightning, plant traits; Resist Water 7
Weaknesses Fire and Ice



OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +13 (1d6+9)
Spit Ranged +8 1d4+6 + paralysis (1d4 rounds, DC 18)
Ranged 2 Vine Tendrils +8 (grab plus feed and pull) [Can only feed one medium creature per day]
Space 10 ft.; Reach 10 ft.
Special Attacks Spit, Pull, Poison Breath
Spells Known (Concentration +10)


1st (DC 13) – virulence

2nd (DC 14) – poison

3rd (DC 15) – bio, infect

4th (DC 16) – contagion, poisonga

STATISTICS

Str 22, Dex 15, Con 22, Int 2, Wis 13, Cha 14
Base Atk +6; CMB +12; CMD 22
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Multiattack, Skill Focus (Climb)
Skills:Climb +16, Perception +10, Stealth +2 (+15 in Forested Areas)
SQ: Camouflage


SPECIAL ABILITIES (Ex & Su)


Poison Breath (Ex)
[color=#000000][font=Varela, Arial, sans-serif]Like Bad Breath, Poison Breath is a 30' cone, it acts the same but inflicts the Poison (1d6+2 damage) and Sap (2d4 damage) damage to all targets within range for 6 rounds. Fortitude to negate this is DC 17. [/font][/color]
[color=#000000][font=Times New Roman, serif]Camouflage (Ex)[/font][/color]
[color=#000000][font=Varela, Arial, sans-serif]Because a malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check (modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice the plant.[/font][/color]
[b][color=#000000][font=Times New Roman, serif]Feed (Ex)[/font][/color][/b]
[color=#000000][font=Varela, Arial, sans-serif]When a malboro grapples a creature with its tendrils, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.[/font][/color]

Spit Paralysis (Su)


This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 16). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis varies and is included in the creature’s description.


Acting In Battle:
Typically the Sappling uses its Vines to ensnare its prey to consume it quickly and if other prey is around to kill it at its leisure for food for later after it digests. But during those first couple of secounds the sappling acts quickly.


Organization:


Most of the time Sapplings hunt in pairs or are alone in the wild. It is not unheard of to see multiples together in the same breeding grounds though.


Malboro King


   



[font=Times New Roman, serif]CR 20[/font]


This malboro, through its abstinence of the odd practice of heterogenesis by which its lesser ilk procreate, has reached the foreseeable pinnacle of its development. Its hide has grown hard to the very point of petrification, and the crown it wears is studded with a glittering gemstone for each year of its life. Truly a king among foul-smelling vegetables.

Over the centuries of its long life this malboro has seen and taken in a lot. Unlike its children and family like it has learned from its mistakes and even been able to set up traps. No, this malboro has far more intelligence that your typical malboro. And that my friends is what makes it a dangerous foe.


[font=Times New Roman, serif]XP[/font] [color=#333333][font=Varela, sans-serif]307,200[/font][/color]  
[font=Times New Roman, serif]Type: Plant[/font]
[font=Times New Roman, serif]Size: CE Gargantuan[/font]
[font=Times New Roman, serif]Init +9[/font]
[font=Times New Roman, serif]Senses Darkvision 60ft., keen scent; Perception +42[/font]
[font=Times New Roman, serif]Auras frightful presence (60 ft., DC 32); stench (DC 35, 10 rounds); Greater Dispel  (DC 35 on all Ribbons); All around vision[/font]
[font=Times New Roman, serif]DEFENSE:[/font]

[font=Times New Roman, serif]AC 36, touch 12; flat-footed 14 (+5 Dex, +1 Dodge, +24 natural armor, -4 size)[/font]
[font=Times New Roman, serif]HP 547 (36d8+385) [666 Max]; Regeneration 5 (fire) Fast Healing 10; MP 325[/font]
[font=Times New Roman, serif]Fort +27, Ref +15, Will +17[/font]
[font=Times New Roman, serif]Defensive Abilities [/font]
[font=Times New Roman, serif]DR 10/- Immune Lightning, Plant Traits; Resistances Earth 10; Absorbs Water[/font]

[font=Times New Roman, serif]OFFENSE:[/font]

[font=Times New Roman, serif]Speed 30 ft., Climb 30 ft.[/font]
[font=Times New Roman, serif]Melee Bite +31 (6d6 +22 plus burp) on a successful bite a malboro king also inflicts Deshell II (-4 to all saves)[/font]
[font=Times New Roman, serif][color=#000000][font=Varela, Arial, sans-serif]Ranged [/font][/color][color=#000000][font=Varela, Arial, sans-serif]6[/font][/color] [color=#000000][font=Varela, Arial, sans-serif]Vine Tendrils +34 ([/font][/color][color=#000000]5d8+11 plus 1 str, dex or con dmg, plus Venom) [/color][color=#000000][font=Varela, Arial, sans-serif](grab plus feed and pull)[/font][/color] [Vined attacks can either borrow through the ground or lay on the ground up to 240' away from the Malboro King][/font]
[font=Times New Roman, serif]Breath Dueling Breath Can use two Breath attacks at a time but cools them both down at the same time[/font]
[font=Times New Roman, serif]Space 20 ft. Reach 20 ft.[/font]
[font=Times New Roman, serif]Special Attacks Extremely Bad Breath, Pull, Gaze, Venom, fast swallow whole (AC 24, 3d8 acid damage, 5d6 constriction damage, DC 30 on Sap, Diseased & Venom hp 35) [/font]
[font=Times New Roman, serif]Spells Known (Concentration +39)  King Malboro has Quicken Spell.[/font]
[font=Times New Roman, serif]MP Cost[/font]
[font=Times New Roman, serif]1 (DC 20) – Virulence, Dread[/font]
[font=Times New Roman, serif]2 (DC 21) – Poison, Death Armour[/font]
[font=Times New Roman, serif]3 (DC 22) – Bio, Infect, Vampiric Touch , Dispel[/font]
[font=Times New Roman, serif]4 (DC 23) – Contagion , Poisonga, Woundra[/font]
[font=Times New Roman, serif]5 (DC 24) – Biora, Drain , Infectga , Poisonja, Venom [/font]
[font=Times New Roman, serif]6 (DC 25) – Greater Contagion, Syphon, Dread Spikes II, Dispel, Greater[/font]
[font=Times New Roman, serif]7 (DC 26) – Frost Breath, Countdown[/font]
[font=Times New Roman, serif]8 (DC 27) – Blackfire[/font]
[font=Times New Roman, serif]9 (DC 28) – Mass Enfeeblement[/font]
[font=Times New Roman, serif]10 (DC 29) – Doomaga[/font]

[font=Times New Roman, serif]Doomaga (Level 10 Magic)this spell acts just like Doom except it targets one target plus one addition for each modifier in your chr score.[/font]


[font=Times New Roman, serif]STATISTICS:[/font]

[font=Times New Roman, serif]Str 32, Dex 20, Con 30, Int 11, Wis 26, Cha 26[/font]
[font=Times New Roman, serif]Base Atk +22; CMB +37; CMD 43[/font]
[font=Times New Roman, serif]Feats: Blind-Fight, Combat Reflexes, Endurance, Diehard, Improved Initiative, Multiattack, Dodge, Improved Natural Attack (Bite), Iron Will, Lightning Reflexes, Skill Focus (Climb), Improved Iron Will, Ability Focus (Extreme Bad Breath), Improved Stench, Toughness, Toxic Stench, Weapon Focus Vines, Quicken Spell[/font]
[font=Times New Roman, serif]Skills: Climb +51, Perception +42[/font]
[font=Times New Roman, serif]SQ: Camouflage, Vine Tendrals, Frightful Presence, Stench, Toxic Stench, Offspring[/font]


[font=Times New Roman, serif]SPECIAL ABILITIES (Ex & Su):[/font]

[font=Times New Roman, serif]All-Around Vision (Ex) The creature sees in all directions at once. It cannot be flanked.[/font]


[font=Times New Roman, serif]Burp (SU) While being consumed and in the stomach of the malboro king players must make a DC 24 checks for Sap, Diseased & Venom. This occurs every round.[/font]


[font=Times New Roman, serif]Camouflage (Ex) Because a malboro king blends in with the foliage that is its natural habitat, a DC 40 Perception check (modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice the plant.[/font]


[font=Times New Roman, serif]Cloying Breath (SU) 9/day, a malboro king can emit a 50-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each:[/font]
[font=Times New Roman, serif]Sleep (Will save DC 25 to negate), Slow (Fortitude save DC 25 to negate), Weighted (Fortitude save DC 25 to negate) [/font]


[font=Times New Roman, serif]Deep Breath (SU) 1/day, if a malboro king hp is dropped to below half it can emit a 50-ft. Cone of Cloying Breath, Extremely Bad Breath, Frost Breath and Putrid Breath in a single action. Every double or triple effects are rolled multiple times. This does not count against the multiple times a day for the other breath weapons for individual use. It puts all the breath weapons on the 1d6 cool down. [/font]


[font=Times New Roman, serif]Extremely Bad Breath (SU) 3/day, a malboro king can emit a 50-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d6 rounds each: [/font]
[font=Times New Roman, serif]Berserk (Will save DC 32 to negate), Blind (Fortitude save DC 32 to negate), Confuse (Will save DC 32 to negate), Cursed (Will save DC 32 to negate), Disable (Fortitude save DC 32 to negate), Disease (Fortitude save DC 32 to negate), Entangled (Reflex save DC 32 to negate), Frog (Fortitude save DC 32 to negate), Mini (Fortitude save DC 32 to negate), Silence (Fortitude save 32 to negate), Petrify (Fortitude save 32 to negate), Poison (Fortitude save 32 to negate), Sap (Fortitude save DC 32 to negate), Shakened (Will save DC 32 to negate), Sleep (Will save DC 32 to negate), Slow (Fortitude save DC 32 to negate), Stop (Fortitude save DC 30 to negate), Stunned (Fortitude save DC 32 to negate) Venom (Fortitude save DC 32 to negate), Weighted (Fortitude save DC 32 to negate), Zombie (Fortitude save DC 32 to negate). The malboro menace must wait 1d6 rounds to use this ability again. Not all spells will cure all status effects. Certain Status effects will remain permanent with this Breath Attack unless cured with a spell or an item: Frog, Mini, Petrify, Zombie. All other breath weapons act as normal.[/font]


[font=Times New Roman, serif]Fast Swallow (Ex) The Malboro King can use its swallow whole ability as a free action at any time during its turn when its prey is within its reach, not just at the start of its turn.[/font]


[font=Times New Roman, serif]Feed (Ex) When a malboro king grapples a creature with its tendrils, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its tendrils. This feeding deals 5d8+11 points of damage and 1 point of Str, Dex or Con damage to the target (Use a 1d3 to decide what ability is being damaged). If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established. [/font]


[font=Times New Roman, serif]If the tentacle is close enough to malboro king to be swallowed then the feeding and strength damage takes effect followed by the swallow and constrict damage on its following turn.[/font]


[font=Times New Roman, serif]Frightful Presence (Ex) This special quality makes a Malboro Kings’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 33). An opponent that succeeds on the saving throw is immune to that same Malboro King’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. Frightful presence is a mind-affecting fear effect.[/font]

[font=Times New Roman, serif]Frost Breath (Ex) [/font]7/day[font=Times New Roman, serif] a malboro king can emit a 50-ft.-cone of subfridgit tempature and ice at the targets for 20d6 ice damage and Frozen effect. Fortitude for Frozen DC 30. The effect of Frozen lasts for 1D4+1 Rounds.[/font]

[font=Times New Roman, serif]Keen Scent (Ex) The Malboro King can notice other creatures by scent in a 300 radius.[/font]


[font=Times New Roman, serif]Offspring (Ex) Can create 2d4+1 offspring as a free action that hatch in 1d2 rounds on, around or near the King Malboro. Once hatched these Seedlings are Malboro Seedlings. [/font]

[font=Times New Roman, serif]The Malboro King can create up to a total of 64 Malboro Seedlings without increasing the total CR of the battle. The battle can even start with some seedlings in its seeds at the beginning of their cycle.[/font]


[font=Times New Roman, serif]Putrid Breath (Su) 7/day, a malboro king can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save DC 30 to negate), Blind (Fortitude save DC 30 to negate), Confuse (Will save DC 30 to negate), Disable (Fortitude save DC 30 to negate), Disease (Fortitude save DC 30 to negate), Silence (Fortitude save DC 30 to negate), Petrify (Fortitude save DC 30 to negate), Poison (Fortitude save DC 30 to negate), Sap (Fortitude save DC 30 to negate), Sleep (Will save DC 30 to negate), and Slow (Fortitude save DC 30 to negate). The malboro king must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 9th level spell (Knowledge: Nature DC 35).[/font]


[font=Times New Roman, serif]Regeneration (Ex) The Malboro King with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.[/font]


[font=Times New Roman, serif]Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.[/font]


[font=Times New Roman, serif]Stench (Ex) The Malboro King with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 60 feet must succeed on a Fortitude save (DC 38) or be sickened. The duration of the sickened condition is given in the creature’s descriptive text. Creatures that successfully save cannot be affected by the same Malboro King’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.[/font]


Toxic Stench (Ex) The first round a creature is affected by your stench, it must also make a successful Fortitude save against the same DC to resist becoming poisoned. The poison also adds confusion for 1 round to its effects.

[font=Times New Roman, serif]Venom (Ex) [color=#000000]The target of this Ranged Attack from a vine tendril receives the Venom status effect (A much stronger effect then poison). The target takes 2d8+3 hp of non-elemental damage and 1d6+1 mp damage per round (Do not take any resistances or DR into consideration when applying the Venom damage). A Fortitude save of DC 30 can negate this effect. This effect lasts 1d4+1 round unless cured with a remedy or antidote only.[/color] The effects do not stack if infected multiple times.[/font]

   



[font=Times New Roman, serif]Vine Tendrils (Ex) A Malboro King can take control of any network of vines (allowing its venom to soak into it for attacking purposes) and has attached itself to and use up to six of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 50 hit points, DR 20/slashing, and a Break DC of 35. If one of these vines is destroyed, the malboro king can assume control of another vine as a move action to bring it to bear in combat.[/font]






[font=Times New Roman, serif]Acting In Battle:[/font]
[font=Times New Roman, serif]The Malboro King tries to enfeeble his targets quickly before dismembering them slowly and painfully after the getting his first meal underway. Before the battle even starts he will have laid 10d4 Malboro Seedlings across the battle ground disguised as clumps of vegetation, when hatched they are immediately ready for combat. The King will continue to create seedlings throughout the entire encounter to ensure his victory by making sure he isn't the only target on the field. After the battle he will return to his domain and the young will wonder elsewhere. [/font]

[font=Times New Roman, serif]Upon any party member coming into contact with the Malboro King's Tentacles a Will save on Ribbons and Super Ribbons have to be made as Greater Dispel is on constant effect in an aura around it. [/font]


[font=Times New Roman, serif]Organization:[/font]

Only one Malboro King can be around at one time. In case there are more then one around the two fight to the death to see who is the survivor thus is the way of the malboro.

Treasure: 
Crown of Pestilence (True Artifact)[Cannot be Sold]- Grants +6 INT, +6 WIS, +6 CHR, Immunity to all Status Effects (Super Ribbon), Cannot be removed until the Malboro King is dead. It will shrink to the users size, will also change alignment one step over toward evil. When removed the alignment stays on the character, if he were to put it back on the alignment changes one step again. When an evil character dawns this crown, their body is destroyed and their body is destroyed and they become the new Malboro King. It takes 24 hours to attune to the wearer before the bonuses and alignment change become in effect. 
  • After one month of wearing the crown you have to make a Fortitude save of the worst of the Extreme Bad Breath DC 30. If they fail they gain plant traits, if they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their jaws become elongated and needle-like and gain a bite attack (2d6+1 sap Dmg), if they already had a bite attack their dice goes up by one hit die when this happen they get a -4 Charisma drain (permanent). If they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their blood becomes toxic and adds venom to their bite, any creature that hits them with their bite attack must make a Fort save or become Nauseated for 1 round. If they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their forearms starts to swell and grow to unnatural proportions (must buy gear as as if you were a large creature) gaining an additional +10 Natural armour and Fast Healing 5. You also take another -2 Charisma Drain. At this point the crown takes root in the wearers head. 
  • After the next Year after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail they their body is destroyed and take on a ton of plant matter and become the new Malboro King their alignment immediately changes to CE, if they succeed they have to make the check again next month at a +1 per successful DC. 
Destroying the Crown of Pestilence can only be done by bathing it in the planets lifestream of a planet for 24 hours with 10 mages of caster level 20 or higher to be casting ensuna on it simultaneously. This causes the crown the explode in a 30 ft radius explosion of necrodic shadow damage dealing 400 points of damage to anything within the area. This energy forever damages this spot of the lifestream of the planet preventing life ever taking root on this planet ever again (You are killing the planet).

Artifact From FFXII- Specifics and Tickered by Norinia#0764 (Crown of Pestilence)
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Bestiary+ - by Fortheseen - 03-06-2017, 11:58 AM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:02 PM
RE: Bestiary+ - by Viladin - 03-06-2017, 12:07 PM
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RE: Bestiary+ - by Viladin - 04-07-2017, 10:21 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 10:52 PM
RE: Bestiary+ - by Viladin - 04-07-2017, 10:59 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 11:04 PM
RE: Bestiary+ - by Fortheseen - 04-21-2017, 09:22 AM
RE: Bestiary+ - by Fortheseen - 04-21-2017, 11:10 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 09:08 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:04 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:26 AM
RE: Bestiary+ - by Viladin - 05-01-2017, 03:15 PM
RE: Bestiary+ - by Fortheseen - 05-02-2017, 04:33 AM
RE: Bestiary+ - by Manly Man - 05-02-2017, 09:36 AM
RE: Bestiary+ - by Viladin - 05-02-2017, 01:02 PM
RE: Bestiary+ - by Manly Man - 05-02-2017, 06:34 PM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 12:41 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 01:33 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 10:02 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 10:40 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 08:34 PM
RE: Bestiary+ - by Viladin - 05-04-2017, 12:55 AM
RE: Bestiary+ - by Fortheseen - 05-04-2017, 01:46 AM
RE: Bestiary+ - by Fortheseen - 05-08-2017, 04:34 AM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:46 PM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:47 PM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:56 PM
RE: Bestiary+ - by Manly Man - 05-22-2017, 11:53 PM
RE: Bestiary+ - by Fortheseen - 05-23-2017, 11:01 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 08:50 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 08:56 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 09:02 AM
RE: Bestiary+ - by Fortheseen - 06-12-2017, 09:53 PM
RE: Bestiary+ - by Manly Man - 06-13-2017, 10:57 PM
RE: Bestiary+ - by Fortheseen - 06-15-2017, 10:19 PM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:17 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:24 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:28 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 03:23 PM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 04:20 PM
RE: Bestiary+ - by Manly Man - 07-22-2017, 02:26 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 02:52 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:02 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:05 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:06 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:08 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:22 PM
RE: Bestiary+ - by Hiei - 09-05-2017, 12:00 PM
RE: Bestiary+ - by Fortheseen - 09-05-2017, 05:02 PM
RE: Bestiary+ - by Hiei - 09-06-2017, 09:33 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:33 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:36 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:39 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:43 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:45 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:47 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 10:13 AM
RE: Bestiary+ - by Manly Man - 11-19-2017, 09:09 PM
RE: Bestiary+ - by Fortheseen - 11-23-2017, 04:02 PM
RE: Bestiary+ - by silverwerret - 11-26-2017, 05:01 PM
RE: Bestiary+ - by Fortheseen - 11-26-2017, 06:08 PM
RE: Bestiary+ - by silverwerret - 11-26-2017, 06:27 PM
RE: Bestiary+ - by Fortheseen - 11-26-2017, 06:58 PM
RE: Bestiary+ - by Viladin - 12-23-2017, 03:27 PM
RE: Bestiary+ - by Fortheseen - 12-24-2017, 10:53 AM
RE: Bestiary+ - by Viladin - 12-29-2017, 05:15 PM
RE: Bestiary+ - by Fortheseen - 12-29-2017, 05:26 PM
RE: Bestiary+ - by Viladin - 12-30-2017, 02:17 AM
RE: Bestiary+ - by Loxsis - 01-04-2018, 12:01 PM
RE: Bestiary+ - by Fortheseen - 01-04-2018, 01:10 PM
RE: Bestiary+ - by Loxsis - 01-09-2018, 09:49 AM
RE: Bestiary+ - by Fortheseen - 01-09-2018, 02:08 PM
RE: Bestiary+ - by Loxsis - 01-09-2018, 02:32 PM
RE: Bestiary+ - by Fortheseen - 01-10-2018, 12:16 PM
RE: Bestiary+ - by Fortheseen - 01-15-2018, 02:39 PM
RE: Bestiary+ - by Manly Man - 01-09-2018, 02:34 PM
RE: Bestiary+ - by Fortheseen - 01-10-2018, 12:18 PM
RE: Bestiary+ - by Loxsis - 01-16-2018, 12:06 PM
RE: Bestiary+ - by Fortheseen - 01-19-2018, 04:17 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:33 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:42 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:55 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:08 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:12 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:17 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:36 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:43 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:48 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:52 PM
RE: Bestiary+ - by Fortheseen - 06-24-2018, 09:15 PM
RE: Bestiary+ - by Fortheseen - 07-07-2018, 08:35 PM
RE: Bestiary+ - by Fortheseen - 07-07-2018, 08:43 PM
RE: Bestiary+ - by Fortheseen - 08-02-2018, 11:18 AM
RE: Bestiary+ - by Fortheseen - 10-19-2018, 08:08 PM
RE: Bestiary+ - by DMLeibfrid - 12-06-2018, 07:41 PM
RE: Bestiary+ - by Fortheseen - 12-07-2018, 02:39 PM
RE: Bestiary+ - by DMLeibfrid - 02-11-2019, 10:26 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:04 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:06 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:13 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:44 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 02:46 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 02:50 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:12 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:28 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:30 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:31 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 05:31 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 07:40 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 09:44 PM

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