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Bestiary+
Thank you, I was planning on making boss monsters for each family group at some point. For example I was planning on adding in Princess Flan and the legendary dragons from FFVI way later down. I should have an earlier post with websites that help with creating monsters. I know I use: https://www.d20pfsrd.com/bestiary/rules-...-creation/
As my main source of monster creation and balancing. I also use: http://www.d20pfsrd.com/bestiary/bestiar...ers-by-cr/
To look up creatures similar to the creature I'm creating and converting it into a final fantasy monster. I tend to use: http://finalfantasy.wikia.com/wiki/Category:Creatures Maybe not the exact page but I do search up creature types and what they do and how to convert their move set into pathfinder.

You can create whatever creature you feel like doing. I'll try to look over them all and compare them. I've been helping Manly Man out with his creatures as well.
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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Oh man those dragons, That would be epic.

I like the Espers that are already created, but how would i power them down so that they are faced at lower lvl's similar to the games. There CR's all seem like end game/post game optional bosses.
Which goes along with my idea for a bestiary, boss monsters should be a bit different in that they are made with a base CR rating like a 5 or something. Then an entry on the basic path to strengthen them. So if i wanted my party to fight the Princess Flan at lvl 8 for instance. Idk its just my brainstorming.

If you want to move the discussion to pm's thats fine or if you think its good knowledge to have posted her then by all means, lol.
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[color=#ffffff]Mummy Family[/color]

[color=#ffffff]Grand Mummy[/color]
[color=#ffffff]Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.[/color]
[color=#ffffff]CR 7 XP 3200[/color]
[color=#ffffff]LE Medium Undead[/color]
[color=#ffffff]Init: +2; Senses Darkvision 60 ft.; Perception +18[/color]
[color=#ffffff]Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 21 negates)[/color]


[color=#ffffff]AC 29, touch 12, flat-footed 27(+7 armor, +2 Dex, +10 natural)[/color]
[color=#ffffff]hp 100(12d8+48)[/color]
[color=#ffffff]Fort +7, Ref +8, Will +11[/color]
[color=#ffffff]DR 5/-; Defensive Abilities holy burst resistance +4; Immune Undead Traits[/color]
[color=#ffffff]Weakness Fire and Holy[/color]


[color=#ffffff]Speed 20 ft.[/color]
[color=#ffffff]Melee Slam +19 (2d6+13 plus mummy rot)[/color]
[color=#ffffff]Special Attacks Danse Macabre[/color]


[color=#ffffff]Str 29, Dex 14, Con -, Int 6, Wis 17, Char 17[/color]
[color=#ffffff]Base Atk +9; CMB +18; CMD 30[/color]
[color=#ffffff]Feats Ability Focus(despair), Improved Natural Attack, Lightning Reflexes, Power Attack, Toughness, Weapon Focus(Slam)[/color]
[color=#ffffff]Skill Perception +18, Stealth +13[/color]
[color=#ffffff]Languages Common[/color]
[color=#ffffff]Gear +1 chainmail, gem-encrusted torque worth 600 gp[/color]


[color=#ffffff]Danse Macabre(Ex)[/color]
[color=#ffffff]1/day, a grand mummy waves his hands about which spreads a dark purple wave of blight within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save(DC 20) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell(DC 31).[/color]


[color=#ffffff]Despair(Su)[/color]
[color=#ffffff]All creatures within a 30-ft. radius that see a grand mummy must make a DC 21 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same grand mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.[/color]


[color=#ffffff]Mummy Rot(Su)[/color]
[color=#ffffff]Mummy Rot: curse and disease – slam; save Fort DC 19; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -.[/color]
[color=#ffffff]Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.[/color]


[color=#ffffff]Mummy[/color]
[color=#ffffff]Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.[/color]
[color=#ffffff]CR 5 XP 1600[/color]
[color=#ffffff]LE Medium Undead[/color]
[color=#ffffff]Init: +0; Senses Darkvision 60 ft.; Perception +16[/color]
[color=#ffffff]Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)[/color]


[color=#ffffff]AC 20, touch 10, flat-footed 20(+10 natural)[/color]
[color=#ffffff]hp 62(8d8+24)[/color]
[color=#ffffff]Fort +4, Ref +2, Will +8[/color]
[color=#ffffff]DR 5/-; Defensive Abilities holy burst resistance +2; Immune Undead Traits[/color]
[color=#ffffff]Weakness Fire and Holy[/color]


[color=#ffffff]Speed 20 ft.[/color]
[color=#ffffff]Melee Slam +14 (1d8+10 plus mummy rot)[/color]
[color=#ffffff]Special Attacks -[/color]


[color=#ffffff]Str 24, Dex 10, Con -, Int 6, Wis 15, Char 15[/color]
[color=#ffffff]Base Atk +6; CMB +13; CMD 23[/color]
[color=#ffffff]Feats Power Attack, Toughness, Skill Focus(Perception), Weapon Focus(Slam)[/color]
[color=#ffffff]Skill Perception +16, Stealth +11[/color]
[color=#ffffff]Languages Common[/color]


[color=#ffffff]Despair(Su)[/color]
[color=#ffffff]All creatures within a 30-ft. radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.[/color]


[color=#ffffff]Mummy Rot(Su)[/color]
[color=#ffffff]Mummy Rot: curse and disease – slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -.[/color]
[color=#ffffff]Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.[/color]


[color=#ffffff]Pharaoh[/color]
[color=#ffffff]Dirty golden linen strips swathe this emaciated, once-kingly figure from head to toe. It wears a crown of jewels and its eyes glimmer with an unholy blight.[/color]
[color=#ffffff]CR 12 XP 19200[/color]
[color=#ffffff]LE Medium Undead[/color]
[color=#ffffff]Init: +2; Senses Darkvision 60 ft.; Perception +24[/color]
[color=#ffffff]Aura greater despair (30 ft., paralyzed for 1d4 rounds, then shaken for 1d4 rounds, Will DC 21 negates)[/color]


[color=#ffffff]AC 31, touch 13, flat-footed 29(+7 armor, +1 deflection, +2 Dex, +11 natural)[/color]
[color=#ffffff]hp 156(16d8+96)[/color]
[color=#ffffff]mp 37[/color]
[color=#ffffff]Fort +10, Ref +9, Will +15[/color]
[color=#ffffff]DR 10/-; Defensive Abilities holy burst resistance +6, rejuvenation; Immune Ice, Lightning, Undead Traits[/color]
[color=#ffffff]Weakness Fire[/color]


[color=#ffffff]Speed 30 ft.[/color]
[color=#ffffff]Melee Slam +22 (2d6+15 plus insidious mummy rot)[/color]
[color=#ffffff]Special Attacks Danse Macabre, Sandstorm warth(DC 23, 10d8 fire and slashing), Undead Mastery(DC 23)[/color]
[color=#ffffff]Spells Known(Necromancer CL 9th, concentration +14)[/color]
[color=#ffffff]1st – Dark(DC 17), Dread(DC 17), Enfeeblement(DC 16), Fear(DC 17), Summon Undead I[/color]
[color=#ffffff]2nd – Dark II(DC 18), Death Knell(DC 18), False Life, Summon Undead II[/color]
[color=#ffffff]3rd – Adhorrent Blight(DC 18), Dark III(DC 19), Darkra(DC 19), Dispel, Halt Undead(DC 19), Mass Enfeeblement(DC 18), Infect(DC 18), Ray of Exhaustion(DC 19), Summon Undead III, Vampiric Touch(DC 19)[/color]
[color=#ffffff]4th – Bestow Curse(DC 19), Contagion(DC 19), Dark Blight(DC 20), Greater False Life, Greater Fear(DC 20), Slay Living(DC 19), Summon Undead IV[/color]
[color=#ffffff]5th – Darkga(DC 21), Drain(DC 21), Summon Undead V, Waves of Fatigue(DC 21), Zombify(DC 21)[/color]


[color=#ffffff]Str 30, Dex 14, Con -, Int 15, Wis 20, Char 20[/color]
[color=#ffffff]Base Atk +12; CMB +22; CMD 34[/color]
[color=#ffffff]Feats Ability Focus(greater despair), Combat Casting, Elemental Focus(Dark), Improved Natural Attack, Lightning Reflexes, Power Attack, Toughness, Weapon Focus(Slam) + 1 more[/color]
[color=#ffffff]Skill Intimidate +15, Knowledge(religion) +16, Perception +24, Sense Motive +16, Spellcraft +15, Stealth +17[/color]
[color=#ffffff]Languages Common, Necril, Undercommon[/color]
[color=#ffffff]SQ Armored Mage[/color]
[color=#ffffff]Gear +1 gold breastplate, headband of inspired wisdom +2, ring of protection +1, gem cover crown worth 1200 gp, gem-encrusted torque worth 600 gp[/color]


[color=#ffffff]Armored Mage(Ex)[/color]
[color=#ffffff]Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. A pharaoh limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.[/color]


[color=#ffffff]Danse Macabre(Ex)[/color]
[color=#ffffff]3/day, a pharaoh waves his hands about which spreads a dark purple wave of blight within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save(DC 22) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell(DC 31).[/color]


[color=#ffffff]Greater Despair(Su)[/color]
[color=#ffffff]All creatures within a 30-ft. radius that see a pharaoh must make a DC 21 Will save or be paralyzed by fear for 1d4 rounds, then shaken for the following 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same pharaoh's greater despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.[/color]


[color=#ffffff]Insidious Mummy Rot(Su)[/color]
[color=#ffffff]Insidious Mummy Rot: curse and disease – slam; save Fort DC 23; onset 1 minute; frequency 1/day; effect 2d4 Con and 2d4 Cha; cure -.[/color]
[color=#ffffff]Insidious mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 21 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from insidious mummy rot transforms into a pile of sand and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.[/color]


[color=#ffffff]Rejuvenation(Su)[/color]
[color=#ffffff]One day after a pharaoh is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d10 days. If the body starts anew. After this time, the pharaoh awakens fully healed in its tomb. To permanently destroy a pharaoh, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order.[/color]


[color=#ffffff]Sandstorm Warth(Su)[/color]
[color=#ffffff]3/day as a standard action, a pharaoh can exhale a blast of superheated sand in a 40-foot cone. The blast deals 10d8 points of fire and slashing damage and are blinded for 2d4 rounds. A successful Reflex save halves this damage and negates the blind.[/color]


[color=#ffffff]Undead Mastery (Su)[/color]
[color=#ffffff]As a standard action, a pharaoh can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the pharaoh’s control (the save DC is Charisma-based).[/color]
[color=#ffffff]An undead with an Intelligence score is allowed an additional save every day to break free of the pharaoh’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same pharaoh’s undead mastery for 24 hours. A pharaoh can control up to 96 Hit Dice of undead creatures. If the pharaoh exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per summon undead. If another creature is currently controlling an undead that fails its save against undead mastery, the pharaoh must roll an opposed Charisma check against the current controller. If the pharaoh succeeds, it wrests away control of the undead. Otherwise, the pharaoh’s undead mastery attempt has no effect.
[/color]
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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[color=#ffffff]Mammoth Family[/color]

[color=#ffffff]Gorgias[/color]
[color=#ffffff]The mammoth-like creature has darker fur. This monster's powerful gore can deal a great deal of damage.[/color]
[color=#ffffff]CR 12 XP 19200[/color]
[color=#ffffff]N Huge Magical Beast[/color]
[color=#ffffff]Init: +1; Senses low-light vision, scent; Perception +20[/color]


[color=#ffffff]AC 24, touch 9, flat-footed 23(+1 dex, +15 natural, -2 size)[/color]
[color=#ffffff]hp 183(15d10+112)[/color]
[color=#ffffff]Fort +16; Ref +10; Will +9[/color]
[color=#ffffff]Resist Ice 15[/color]
[color=#ffffff]Weakness Fire[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee gore +23(2d8+12), slam +23(1d8+12), 2 stomps +21(2d6+6)[/color]
[color=#ffffff]Space 15 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Snowstorm, Trample(1d8+18, DC 29)[/color]


[color=#ffffff]Str 34, Dex 12, Con 24, Int 2, Wis 14, Cha 6[/color]
[color=#ffffff]Base Atk +15; CMB +28(+30 bull rush); CMD 38(40 vs. bull rush, 42 vs. trip)[/color]
[color=#ffffff]Feats Improved Bull Rush, Improved Natural Attack(gore), Iron Will, Multiattack, Toughness, Weapon Focus(slam), Weapon Focus(stomp), Weapon Focus(gore)[/color]
[color=#ffffff]Skills Perception +20[/color]


[color=#ffffff]Snowstorm(Su)[/color]
[color=#ffffff]2/day, a gorgias can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 17) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell(DC 27).[/color]


[color=#ffffff]Megalodoth[/color]
[color=#ffffff]This massive elephant-like creature is covered in long, coarse hair, and its tusk sweep upward in great curves of yellowed ivory.[/color]
[color=#ffffff]CR 10 XP 9600[/color]
[color=#ffffff]N Huge Magical Beast[/color]
[color=#ffffff]Init: +0; Senses low-light vision, scent; Perception +17[/color]


[color=#ffffff]AC 21, touch 8, flat-footed 21(+13 natural, -2 size)[/color]
[color=#ffffff]hp 154(13d10+91)[/color]
[color=#ffffff]Fort +14; Ref +8; Will +7[/color]
[color=#ffffff]Resist Ice 15[/color]
[color=#ffffff]Weakness Fire[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee gore +23(2d6+11), slam +23(1d8+11), 2 stomps +21(2d6+5)[/color]
[color=#ffffff]Space 15 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Snowstorm, Trample(1d8+16, DC 27)[/color]


[color=#ffffff]Str 33, Dex 10, Con 23, Int 2, Wis 13, Cha 6[/color]
[color=#ffffff]Base Atk +13; CMB +26(+28 bull rush); CMD 36(38 vs. bull rush, 40 vs. trip)[/color]
[color=#ffffff]Feats Improved Bull Rush, Iron Will, Multiattack, Toughness, Weapon Focus(slam), Weapon Focus(stomp), Weapon Focus(gore)[/color]
[color=#ffffff]Skills Perception +17[/color]


[color=#ffffff]Snowstorm(Su)[/color]
[color=#ffffff]1/day, a megalodoth can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 17) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell(DC 27).[/color]
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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[color=#ffffff]Naga Family[/color]

[color=#ffffff]Mahanaga[/color]
[color=#ffffff]Sister species of the nagrani, other than the whiter color of their scales, the two are virtually indistinguishable. She is also no less cold-blooded nor any less sinister than her kinswoman, only stronger.[/color]
[color=#ffffff]CR 12 XP 19200[/color]
[color=#ffffff]CE Large Aberration[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., Perception +27[/color]


[color=#ffffff]AC 29, touch 18; flat-footed 20(+8 dex, +1 dodge, +11 natural, -1 size)[/color]
[color=#ffffff]hp 154(17d8+85)[/color]
[color=#ffffff]mp 79[/color]
[color=#ffffff]Fort +10, Ref +14, Will +14[/color]
[color=#ffffff]DR 10/-; Defensive Abilities guarded thoughts; Immune poison[/color]


[color=#ffffff]Speed 30 ft.[/color]
[color=#ffffff]Melee Bite +17 (2d8+6 plus poison) or sting +17 (2d6+6 plus poison)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks Tongue[/color]
[color=#ffffff]Spells Known(Black Mage CL 12th, concentration +17)[/color]
[color=#ffffff]0th – Daze(DC 15), Elemental Orb, Read Magic[/color]
[color=#ffffff]1st – Blind(DC 16), Dark(DC 17), Mage Armor, Sleep(DC 16), Stone(DC 16)[/color]
[color=#ffffff]2nd – Dark II(DC 18), Silence(DC 17), Stone II(DC 17)[/color]
[color=#ffffff]3rd – Blindga(DC 18), Dark III(DC 19), Darkra(DC 18), Sleepga(DC 18), Stonera(DC 18), Stone III(DC 18)[/color]
[color=#ffffff]4th – Dazera(DC 19), Disable(DC 19), Frog(DC 19), Silencega(DC 19), Vanish[/color]
[color=#ffffff]5th – Crush(DC 20), Drain(DC 21), Stonega(DC 20)[/color]
[color=#ffffff]6th – Greater Vanish, Shadowfire Ray, Syphon(DC 22)[/color]


[color=#ffffff]Tactics:[/color]
[color=#ffffff]A naga never likes to fight a fair battle. Unless directly threatened, the first action a naga typical performs is to cast greater vanish. The creature then casts mage armor. The naga will remain concealed with the use of its Stealth skill and vanish until it can either capture a large number of opponents within the radius of a Sleepga or Tongue if it's a single target.[/color]


[color=#ffffff]Str 22, Dex 26, Con 20, Int 20, Wis 18, Cha 10[/color]
[color=#ffffff]Base Atk +12; CMB +19; CMD 37(cannot be tripped)[/color]
[color=#ffffff]Feats Alertness, Combat Casting, Combat Expertise, Dodge, Elemental Focus(Shadow), Greater Spell Penetration, Lightning Reflexes, Spell Penetration, Stealthy[/color]
[color=#ffffff]Skills Bluff +25, Knowledge(Local) +23, Perception +27, Sense Motive +26, Spellcraft +23, Stealth +31[/color]
[color=#ffffff]Languages Common, Infernal, Undercommon + 2 others[/color]
[color=#ffffff]SQ Oversized Maw[/color]


[color=#ffffff]Guarded Thoughts(Ex)[/color]
[color=#ffffff]Nagarani are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.[/color]


[color=#ffffff]Oversized Maw(Ex)[/color]
[color=#ffffff]The collection of membranous skin surrounding the jaw of this creature has lead many to underestimate the powerful bite that the nagarani can deliver. If forced into a melee combat battle or cornered, the nagarani will make use of its bite attack. A nagarani's maw is immensely large, and this ability increases the damage dice of it's bite attack as if it was two size categories larger.[/color]


[color=#ffffff]Poison(Ex)[/color]
[color=#ffffff]Sting – injury; save Fort DC 22; frequency 1 round; effect frog for 4 rounds; cure 1 save.[/color]
[color=#ffffff]The save DC is Constitution-based.[/color]


[color=#ffffff]Tongue(Su)[/color]
[color=#ffffff]A mahanaga can lick a nearby unsuspecting foe also prefers to use tongue with stealth. Must make a melee touch attack(+18). This creature must make a Will Save(DC 18) or have Sleep Status Effect for 1d8+4 rounds. Blue mage may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Naga[/color]
[color=#ffffff]With scales of dark green moss, the creature has many jagged spines running along the length of it's back and tail, and a human-like face with glowing red eyes.[/color]
[color=#ffffff]CR 6 XP 2400[/color]
[color=#ffffff]CE Medium Aberration[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., Perception +13[/color]


[color=#ffffff]AC 21, touch 16; flat-footed 15(+6 dex, +1 dodge, +4 natural)[/color]
[color=#ffffff]hp 63(9d8+18)[/color]
[color=#ffffff]mp 16[/color]
[color=#ffffff]Fort +5, Ref +11, Will +7[/color]
[color=#ffffff]Weakness Holy[/color]


[color=#ffffff]Speed 30 ft.[/color]
[color=#ffffff]Melee Bite +12 (2d6+1) or sting +12 (1d4+1 plus poison)[/color]
[color=#ffffff]Special Attacks Tongue[/color]
[color=#ffffff]Spells Known(Black Mage CL 6th, concentration +7)[/color]
[color=#ffffff]0th – Daze(DC 11), Elemental Orb, Read Magic[/color]
[color=#ffffff]1st – Blind(DC 12), Dark(DC 12), Mage Armor, Sleep(DC 12), Thunder(DC 12)[/color]
[color=#ffffff]2nd – Dark II(DC 13), Silence(DC 13), Thunder II(DC 13)[/color]
[color=#ffffff]3rd – Blindga(DC 14), Dark III(DC 14), Darkra(DC 14), Sleepga(DC 14), Thundara(DC 14), Thunder III(DC 14)[/color]


[color=#ffffff]Tactics:[/color]
[color=#ffffff]A naga never likes to fight a fair battle. Unless directly threatened, the first action a naga typical performs is to cast mage armor. The naga will remain concealed with the use of its Stealth skill until it can either capture a large number of opponents within the radius of a Sleepga or Tongue if it's a single target.[/color]


[color=#ffffff]Str 13, Dex 23, Con 15, Int 12, Wis 12, Cha 8[/color]
[color=#ffffff]Base Atk +6; CMB +7; CMD 13(cannot be tripped)[/color]
[color=#ffffff]Feats Combat Casting, Dodge, Lightning Reflexes, Spell Penetration, Weapon Finesse[/color]
[color=#ffffff]Skills Bluff +15, Knowledge(Local) +11, Perception +12, Sense Motive +11, Spellcraft +11, Stealth +19[/color]
[color=#ffffff]Languages Common, Undercommon[/color]
[color=#ffffff]SQ Oversized Maw[/color]


[color=#ffffff]Oversized Maw(Ex)[/color]
[color=#ffffff]The collection of membranous skin surrounding the jaw of this creature has lead many to underestimate the powerful bite that the naga can deliver. If forced into a melee combat battle or cornered, the naga will make use of its bite attack. A naga's maw is immensely large, and this ability increases the damage dice of it's bite attack as if it was two size categories larger.[/color]


[color=#ffffff]Poison(Ex)[/color]
[color=#ffffff]Sting – injury; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Con damage; cure 1 save.[/color]
[color=#ffffff]The save DC is Constitution-based.[/color]


[color=#ffffff]Tongue(Su)[/color]
[color=#ffffff]A naga can lick a nearby unsuspecting foe also prefers to use tongue with stealth. Must make a melee touch attack(+7). This creature must make a Will Save(DC 15) or have Sleep Status Effect for 1d8+4 rounds. Blue mage may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Nagarani[/color]
[color=#ffffff]A sharp-featured humanoid head crowns the dark powerful, sinuous body of this snake-like monstrosity with a bed of snakes lies atop her head where her hair should be.[/color]
[color=#ffffff]CR 10 XP 6400[/color]
[color=#ffffff]CE Large Aberration[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., Perception +24[/color]


[color=#ffffff]AC 25, touch 17; flat-footed 17(+7 dex, +1 dodge, +8 natural, -1 size)[/color]
[color=#ffffff]hp 136(15d8+75)[/color]
[color=#ffffff]mp 53[/color]
[color=#ffffff]Fort +10, Ref +14, Will +12[/color]
[color=#ffffff]DR 5/-; Defensive Abilities guarded thoughts; Immune poison[/color]


[color=#ffffff]Speed 30 ft.[/color]
[color=#ffffff]Melee Bite +16 (2d8+6 plus poison) or sting +16 (2d6+6 plus poison)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks Tongue[/color]
[color=#ffffff]Spells Known(Black Mage CL 10th, concentration +14)[/color]
[color=#ffffff]0th – Daze(DC 14), Elemental Orb, Read Magic[/color]
[color=#ffffff]1st – Blind(DC 15), Dark(DC 16), Mage Armor, Sleep(DC 15), Stone(DC 15)[/color]
[color=#ffffff]2nd – Dark II(DC 17), Silence(DC 16), Stone II(DC 16)[/color]
[color=#ffffff]3rd – Blindga(DC 17), Dark III(DC 18), Darkra(DC 17), Sleepga(DC 17), Stonera(DC 17), Stone III(DC 17)[/color]
[color=#ffffff]4th – Dazera(DC 18), Disable(DC 18), Frog(DC 18), Silencega(DC 18), Vanish[/color]
[color=#ffffff]5th – Crush(DC 19), Stonega(DC 19)[/color]


[color=#ffffff]Tactics:[/color]
[color=#ffffff]A naga never likes to fight a fair battle. Unless directly threatened, the first action a naga typical performs is to cast vanish. The creature then casts mage armor. The naga will remain concealed with the use of its Stealth skill and vanish until it can either capture a large number of opponents within the radius of a Sleepga or Tongue if it's a single target.[/color]


[color=#ffffff]Str 22, Dex 24, Con 20, Int 18, Wis 17, Cha 10[/color]
[color=#ffffff]Base Atk +11; CMB +18; CMD 35(cannot be tripped)[/color]
[color=#ffffff]Feats Alertness, Combat Casting, Combat Expertise, Dodge, Elemental Focus(Shadow), Lightning Reflexes, Spell Penetration, Stealthy[/color]
[color=#ffffff]Skills Bluff +23, Knowledge(Local) +20, Perception +24, Sense Motive +23, Spellcraft +20, Stealth +28[/color]
[color=#ffffff]Languages Common, Infernal, Undercommon + 1 other[/color]
[color=#ffffff]SQ Oversized Maw[/color]


[color=#ffffff]Guarded Thoughts(Ex)[/color]
[color=#ffffff]Nagarani are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.[/color]


[color=#ffffff]Oversized Maw(Ex)[/color]
[color=#ffffff]The collection of membranous skin surrounding the jaw of this creature has lead many to underestimate the powerful bite that the nagarani can deliver. If forced into a melee combat battle or cornered, the nagarani will make use of its bite attack. A nagarani's maw is immensely large, and this ability increases the damage dice of it's bite attack as if it was two size categories larger.[/color]


[color=#ffffff]Poison(Ex)[/color]
[color=#ffffff]Sting – injury; save Fort DC 22; frequency 1 round; effect frog for 4 rounds; cure 1 save.[/color]
[color=#ffffff]The save DC is Constitution-based.[/color]


[color=#ffffff]Tongue(Su)[/color]
[color=#ffffff]A nagarani can lick a nearby unsuspecting foe also prefers to use tongue with stealth. Must make a melee touch attack(+17). This creature must make a Will Save(DC 18) or have Sleep Status Effect for 1d8+4 rounds. Blue mage may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Water Naga[/color]
[color=#ffffff]Slender spines and brightly colored frills stretch back from the human-like face of this massive water snake. Every motion of the serpent's long form sets its brightly patterned scale and glistening fins to flashing like gems in the surf.[/color]
[color=#ffffff]CR 8 XP 6400[/color]
[color=#ffffff]CE Large Aberration (aquatic)[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., Perception +15[/color]


[color=#ffffff]AC 22, touch 16; flat-footed 14(+6 dex, +1 dodge, +5 natural, -1 size)[/color]
[color=#ffffff]hp 91(10d8+50)[/color]
[color=#ffffff]mp 23[/color]
[color=#ffffff]Fort +8, Ref +11, Will +10[/color]
[color=#ffffff]Weakness Lightning[/color]


[color=#ffffff]Speed 30 ft., swim 50 ft.[/color]
[color=#ffffff]Melee Bite +11 (2d8+5 plus poison) or sting +11 (1d8+5 plus poison)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks Tongue[/color]
[color=#ffffff]Spells Known(Black Mage CL 7th, concentration +9)[/color]
[color=#ffffff]0th – Daze(DC 12), Elemental Orb, Read Magic[/color]
[color=#ffffff]1st – Blind(DC 13), Dark(DC 14), Mage Armor, Sleep(DC 13), Water(DC 13)[/color]
[color=#ffffff]2nd – Dark II(DC 14), Silence(DC 14), Water II(DC 14)[/color]
[color=#ffffff]3rd – Blindga(DC 15), Dark III(DC 15), Darkra(DC 15), Sleepga(DC 15), Water III(DC 15), Watera(DC 15)[/color]
[color=#ffffff]4th – Dazera(DC 16), Disable(DC 16), Frog(DC 16), Silencega(DC 16), Vanish[/color]


[color=#ffffff]Tactics:[/color]
[color=#ffffff]A naga never likes to fight a fair battle. Unless directly threatened, the first action a naga typical performs is to cast vanish. The creature then casts mage armor. The naga will remain concealed with the use of its Stealth skill and vanish until it can either capture a large number of opponents within the radius of a Sleepga or Tongue if it's a single target.[/color]


[color=#ffffff]Str 20, Dex 23, Con 20, Int 14, Wis 17, Cha 10[/color]
[color=#ffffff]Base Atk +7; CMB +13; CMD 29(cannot be tripped)[/color]
[color=#ffffff]Feats Combat Casting, Dodge, Elemental Focus(Shadow), Lightning Reflexes, Spell Penetration[/color]
[color=#ffffff]Skills Bluff +18, Knowledge(Local) +13, Perception +15, Sense Motive +14, Spellcraft +13, Stealth +20[/color]
[color=#ffffff]Languages Aquan, Common, Undercommon[/color]
[color=#ffffff]SQ Amphibious, Oversized Maw[/color]


[color=#ffffff]Oversized Maw(Ex)[/color]
[color=#ffffff]The collection of membranous skin surrounding the jaw of this creature has lead many to underestimate the powerful bite that the naga can deliver. If forced into a melee combat battle or cornered, the naga will make use of its bite attack. A naga's maw is immensely large, and this ability increases the damage dice of it's bite attack as if it was two size categories larger.[/color]


[color=#ffffff]Poison(Ex)[/color]
[color=#ffffff]Sting – injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.[/color]
[color=#ffffff]The save DC is Constitution-based.[/color]


[color=#ffffff]Tongue(Su)[/color]
[color=#ffffff]A water naga can lick a nearby unsuspecting foe also prefers to use tongue with stealth. Must make a melee touch attack(+12). This creature must make a Will Save(DC 18) or have Sleep Status Effect for 1d8+4 rounds. Blue mage may learn this ability as a 3rd level spell(DC 21).
[/color]
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
[color=#ffffff]Garula Family[/color]

[color=#ffffff]Garula[/color]
[color=#ffffff]Large quadrupedal mammal that forms herds around a matriarch. This gentle giant can be found all around the plains. Gentle by nature, the Garula only attack when provoked.[/color]
[color=#ffffff]CR 9 XP 6400[/color]
[color=#ffffff]N Large animal[/color]
[color=#ffffff]Init: +0; Senses low-light vision, scent; Perception +15[/color]


[color=#ffffff]AC 22, touch 9, flat-footed 22(+13 natural, -1 size)[/color]
[color=#ffffff]hp 127(13d8+78)[/color]
[color=#ffffff]Fort +15; Ref +8; Will +5[/color]
[color=#ffffff]Resist Ice 10[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee gore +19(2d4+10), slam +19(1d6+10), 2 stomps +17(2d4+5)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks Trample(1d6+15, DC 21)[/color]


[color=#ffffff]Str 30, Dex 10, Con 20, Int 2, Wis 13, Cha 6[/color]
[color=#ffffff]Base Atk +9; CMB +20(+22 bull rush); CMD 30(32 vs. bull rush, 34 vs. trip)[/color]
[color=#ffffff]Feats Great Fortitude, Improved Bull Rush, Multiattack, Toughness, Weapon Focus(slam), Weapon Focus(stomp), Weapon Focus(gore)[/color]
[color=#ffffff]Skills Climb +12, Perception +15[/color]


[color=#ffffff]Garulessa[/color]
[color=#ffffff]Enormous garulan mother, chosen from among the other females in the herd. After provoking herself in a fierce competition for superiority, the garulessa will defend her herd from the threat of outsiders by unleashing an aggressive assault.[/color]
[color=#ffffff]CR 11 XP 12800[/color]
[color=#ffffff]N Huge animal[/color]
[color=#ffffff]Init: +6; Senses low-light vision, scent; Perception +20[/color]


[color=#ffffff]AC 25, touch 10, flat-footed 23(+15 natural, +2 dex, -2 size)[/color]
[color=#ffffff]hp 179(16d8+128)[/color]
[color=#ffffff]Fort +19; Ref +12; Will +8[/color]
[color=#ffffff]Resist Earth 10, Ice 15[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee gore +23(2d6+12), slam +23(1d8+12), 2 stomps +21(2d6+6)[/color]
[color=#ffffff]Space 15 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Trample(1d8+18, DC 25)[/color]


[color=#ffffff]Str 34, Dex 14, Con 24, Int 2, Wis 16, Cha 6[/color]
[color=#ffffff]Base Atk +12; CMB +26(+28 bull rush); CMD 38(40 vs. bull rush, 42 vs. trip)[/color]
[color=#ffffff]Feats Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Toughness, Weapon Focus(slam), Weapon Focus(stomp), Weapon Focus(gore)[/color]
[color=#ffffff]Skills Climb +17, Perception +20[/color]


[color=#ffffff]Neo Garula[/color]
[color=#ffffff]These enormous garulans are a tougher breed and live in the snowy mountains. They can be found in the plains during the winter season and can be seen with the herd.[/color]
[color=#ffffff]CR 12 XP 19200[/color]
[color=#ffffff]N Huge animal[/color]
[color=#ffffff]Init: +6; Senses low-light vision, scent; Perception +22[/color]


[color=#ffffff]AC 28, touch 10, flat-footed 26(+18 natural, +2 dex, -2 size)[/color]
[color=#ffffff]hp 201(18d8+144)[/color]
[color=#ffffff]Fort +20; Ref +13; Will +8[/color]
[color=#ffffff]Immunity Ice; Resist Earth 10[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee gore +25(2d6+13), slam +25(1d8+13), 2 stomps +23(2d6+6)[/color]
[color=#ffffff]Space 15 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Trample(1d8+19, DC 25)[/color]


[color=#ffffff]Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 6[/color]
[color=#ffffff]Base Atk +13; CMB +28(+30 bull rush); CMD 40(42 vs. bull rush, 44 vs. trip)[/color]
[color=#ffffff]Feats Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Toughness, Weapon Focus(slam), Weapon Focus(stomp), Weapon Focus(gore)[/color]
[color=#ffffff]Skills Climb +20, Perception +22[/color]
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
[color=#ffffff]Gargoyle Family[/color]

[color=#ffffff]Belphegor[/color]
[color=#ffffff]Seemingly carved from a dark green stone, this sinister crouching humanoid resembles a horned, winged demon. Usually leads a pack of gargoyles with them.[/color]
[color=#ffffff]CR 8 XP 4800[/color]
[color=#ffffff]CE Large Monstrous Humanoid (Earth)[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., low-light vision; Perception +15[/color]


[color=#ffffff]AC 22, touch 11; flat-footed 20(+2 Dex, +11 natural, -1 size)[/color]
[color=#ffffff]hp 123(11d10+66)[/color]
[color=#ffffff]Fort +9, Ref +9, Will +8[/color]
[color=#ffffff]DR 10/cold iron; Resist Earth 15[/color]
[color=#ffffff]Weakness Wind[/color]


[color=#ffffff]Speed 40 ft., fly 60 ft. (average)[/color]
[color=#ffffff]Melee 2 Claws +16(1d8+6), Bite +16(1d8+6), gore +16(1d8+6)[/color]
[color=#ffffff]Space 10 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Bloody Claw, Snatch, Triumphant Roar[/color]


[color=#ffffff]Str 22, Dex 15, Con 22, Int 10, Wis 12, Cha 8[/color]
[color=#ffffff]Base Atk +11; CMB +18; CMD 30[/color]
[color=#ffffff]Feats Bloody Assault, Cleave, Death from Above, Improved Initiative, Power Attack, Skill Focus(Fly)[/color]
[color=#ffffff]Skills Fly +19, Perception +15, Stealth +15(+19 in stony areas); Racial Modifiers +2 Stealth(+6 in stony environs)[/color]
[color=#ffffff]Languages Common, Terran[/color]
[color=#ffffff]SQ freeze[/color]


[color=#ffffff]Bloody Claw(Su)[/color]
[color=#ffffff]3/day, A belphegor forms a crimson claw draining the life force from their target with a melee touch attack(+9). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also takes 1 point of ability damage to a random stat: 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Freeze(Ex)[/color]
[color=#ffffff]A belphegor can hold itself so still it appears to be a statue. A belphegor that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.[/color]


[color=#ffffff]Snatch(Ex)[/color]
[color=#ffffff]A belphegor can start a grapple when it hits with both claw attacks, as though it had the grab ability. If it grapples a creature of size Medium or smaller, it squeezes each round for automatic claw damage with a successful grapple check. A belphegor can fly while holding a creature that weighs 350 pounds or less. It cannot throw creatures it is carrying, but can drop them as a free action.[/color]


[color=#ffffff]Triumphant Roar(Su)[/color]
[color=#ffffff]1/day, the belphegor releases a raging fierce roar boosting their personal attack power by +6 for three rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Foras[/color]
[color=#ffffff]An unsightly demon that resembles an obsidian human with scythes that pierce its own hands. Both intelligent and persistent, the foras fades into the darkness to more effectively stalk its prey.[/color]
[color=#ffffff]CR 11 XP 12800[/color]
[color=#ffffff]CE Large Monstrous Humanoid (Earth)[/color]
[color=#ffffff]Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +19[/color]


[color=#ffffff]AC 26, touch 12; flat-footed 23(+3 Dex, +14 natural, -1 size)[/color]
[color=#ffffff]hp 178(15d10+105)[/color]
[color=#ffffff]Fort +12, Ref +12, Will +10[/color]
[color=#ffffff]DR 10/adamantine; Resist Earth 15[/color]
[color=#ffffff]Weakness Wind[/color]


[color=#ffffff]Speed 40 ft., fly 60 ft. (average)[/color]
[color=#ffffff]Melee 2 Claws +21(2d8+6/x4), Bite +21(1d8+6), gore +21(1d8+6)[/color]
[color=#ffffff]Space 10 ft.; Reach 10 ft.[/color]
[color=#ffffff]Special Attacks Bloody Claw, Scythe Claws, Snatch, Terror Eye, Triumphant Roar[/color]


[color=#ffffff]Str 24, Dex 16, Con 24, Int 12, Wis 12, Cha 8[/color]
[color=#ffffff]Base Atk +15; CMB +23; CMD 36[/color]
[color=#ffffff]Feats Bloody Assault, Cleave, Death from Above, Flyby Attack, Hover, Improved Initiative, Power Attack, Skill Focus(Fly)[/color]
[color=#ffffff]Skills Fly +23, Perception +19, Stealth +19(+23 in stony areas); Racial Modifiers +2 Stealth(+6 in stony environs)[/color]
[color=#ffffff]Languages Common, Terran + 1 other[/color]
[color=#ffffff]SQ freeze[/color]


[color=#ffffff]Bloody Claw(Su)[/color]
[color=#ffffff]3/day, A foras forms a crimson claw draining the life force from their target with a melee touch attack(+9). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also takes 1 point of ability damage to a random stat: 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Freeze(Ex)[/color]
[color=#ffffff]A foras can hold itself so still it appears to be a statue. A foras that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.[/color]


[color=#ffffff]Scythe Claws(Ex)[/color]
[color=#ffffff]Foras have improved claw damage by 2 sizes and have their critical bonus damage increase to x4.[/color]


[color=#ffffff]Snatch(Ex)[/color]
[color=#ffffff]A foras can start a grapple when it hits with both claw attacks, as though it had the grab ability. If it grapples a creature of size Medium or smaller, it squeezes each round for automatic claw damage with a successful grapple check. A foras can fly while holding a creature that weighs 350 pounds or less. It cannot throw creatures it is carrying, but can drop them as a free action.[/color]


[color=#ffffff]Terror Eye(Su)[/color]
[color=#ffffff]1/day, the foras strikes fear in its opponents within a 30-ft. cone freezing them in time. Anyone caught in the cone-shaped effect must make a Will Save(DC 20) or be inflicted with the Stop status effect for 3 rounds. This is considered a fear effect. Blue mages may learn this ability as a 9th level spell(DC 33).[/color]


[color=#ffffff]Triumphant Roar(Su)[/color]
[color=#ffffff]2/day, the foras releases a raging fierce roar boosting their personal attack power by +6 for five rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Gargoyle[/color]
[color=#ffffff]Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged demon.[/color]
[color=#ffffff]CR 5 XP 1600[/color]
[color=#ffffff]CE Medium Monstrous Humanoid (Earth)[/color]
[color=#ffffff]Init: +6; Senses Darkvision 60 ft., low-light vision; Perception +10[/color]


[color=#ffffff]AC 18, touch 12; flat-footed 16(+2 Dex, +6 natural)[/color]
[color=#ffffff]hp 63(6d10+24)[/color]
[color=#ffffff]Fort +6, Ref +7, Will +6[/color]
[color=#ffffff]DR 10/magic, Resist Earth 15[/color]
[color=#ffffff]Weakness Wind[/color]


[color=#ffffff]Speed 40 ft., fly 60 ft. (average)[/color]
[color=#ffffff]Melee 2 Claws +9(1d6+3), Bite +9(1d6+3), gore +9(1d6+3)[/color]
[color=#ffffff]Special Attacks Bloody Claw[/color]


[color=#ffffff]Str 17, Dex 15, Con 19, Int 8, Wis 12, Cha 8[/color]
[color=#ffffff]Base Atk +6; CMB +9; CMD 21[/color]
[color=#ffffff]Feats Improved Initiative, Power Attack, Skill Focus(Fly)[/color]
[color=#ffffff]Skills Fly +14, Perception +10, Stealth +10(+16 in stony areas); Racial Modifiers +2 Stealth(+6 in stony environs)[/color]
[color=#ffffff]Languages Common, Terran[/color]
[color=#ffffff]SQ freeze[/color]


[color=#ffffff]Bloody Claw(Su)[/color]
[color=#ffffff]3/day, A gargoyle forms a crimson claw draining the life force from their target with a melee touch attack(+9). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also takes 1 point of ability damage to a random stat: 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell(DC 21).[/color]


[color=#ffffff]Freeze(Ex)[/color]
[color=#ffffff]A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.[/color]
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
[color=#ffffff]Turtle Family[/color]

[color=#ffffff]Adamantoise[/color]
[color=#ffffff]A savage turtle with a metallic gray shell and a long rigid beak. His eyes and carapace crackle with a dim energy and his large hollow mouth seeps thick gray smoke.[/color]
[color=#ffffff]CR 13 XP 25600[/color]
[color=#ffffff]N Huge Magical Beast[/color]
[color=#ffffff]Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +25[/color]


[color=#ffffff]AC 32, touch 8, flat-footed 32(+24 natural, -2 size)[/color]
[color=#ffffff]hp 214(18d10+126)[/color]
[color=#ffffff]Fort +18; Ref +11; Will +7[/color]
[color=#ffffff]DR 5/-; Immune Earth; Resist Non-Elemental 10[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee 2 Bites +29 (3d6+11)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks breath weapon(1d4+1 rounds, 60-ft. cone, DC 26, 10d6 non-elemental damage), Earthquake[/color]


[color=#ffffff]Str 32, Dex 10, Con 24, Int 2, Wis 12, Cha 6[/color]
[color=#ffffff]Base Atk +18; CMB +30 (+32 vs. bull rush); CMD 40 (42 vs. bull rush;44 vs. trip)[/color]
[color=#ffffff]Feats Awesome Blow, Cleave, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus(bite)[/color]
[color=#ffffff]Skills Acrobatics +23, Climb +33, Perception +25, Survival +23[/color]
[color=#ffffff]SQ Turtle Shell[/color]


[color=#ffffff]Earthquake(Ex)[/color]
[color=#ffffff]As a full-round action, the adamantoise can leap into the air and crash to the ground, shaking the earth with his bulk; all creatures standing on the ground within 30 feet must make a Fortitude save (DC 26) or be stunned for 1d4 rounds.[/color]


[color=#ffffff]Turtle Shell(Ex)[/color]
[color=#ffffff]2/day, when the adamantoise's hp is under 50%(107 health), he may activate this ability to increase his defense and heal up at the cost of inactivity. The adamantoise receives Fast Healing 10, DR 15/, +10 Armor Bonus, and all Elemental Resist 15 for up to 5 rounds but cannot perform any other actions. Blue mages may learn this ability as a 6th level spell (DC 27).[/color]


[color=#ffffff]Fell Tortoise[/color]
[color=#ffffff]This lumbering purple tortoise hides in the depths of caves and comes out only during the night.[/color]
[color=#ffffff]CR 8 XP 4800[/color]
[color=#ffffff]N Large Magical Beast[/color]
[color=#ffffff]Init: -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +16[/color]


[color=#ffffff]AC 26, touch 8, flat-footed 26(-1 dex, +18 natural, -1 size)[/color]
[color=#ffffff]hp 105(10d10+50)[/color]
[color=#ffffff]Fort +12; Ref +7; Will +3[/color]
[color=#ffffff]Resist Earth 15, Shadow 5[/color]
[color=#ffffff]Weakness Ice[/color]


[color=#ffffff]Speed 30 ft.[/color]
[color=#ffffff]Melee Bite +18 (2d6+12)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks breath weapon(1d4+1 rounds, 40-ft. cone, DC 20, 6d6 earth damage)[/color]


[color=#ffffff]Str 26, Dex 8, Con 20, Int 2, Wis 11, Cha 6[/color]
[color=#ffffff]Base Atk +10; CMB +18 (+20 vs. bull rush); CMD 27 (29 vs. bull rush;31 vs. trip)[/color]
[color=#ffffff]Feats Awesome Blow, Improved Bull Rush, Power Attack, Vital Strike, Weapon Focus(bite)[/color]
[color=#ffffff]Skills Acrobatics +14, Climb +22, Perception +16, Survival +14[/color]
[color=#ffffff]SQ Shell[/color]


[color=#ffffff]Shell(Ex)[/color]
[color=#ffffff]As a move action, a fell tortoise can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a fell tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.[/color]


[color=#ffffff]Great Tortoise[/color]
[color=#ffffff]This lumbering tortoise is the size of a pony and its head features a powerful, razor-sharp beak.[/color]
[color=#ffffff]CR 5 XP 1600[/color]
[color=#ffffff]N Large Magical Beast[/color]
[color=#ffffff]Init: -2; Senses Darkvision 60 ft., low-light vision, scent; Perception +12[/color]


[color=#ffffff]AC 23, touch 7, flat-footed 23(-2 dex, +16 natural, -1 size)[/color]
[color=#ffffff]hp 58(6d10+24)[/color]
[color=#ffffff]Fort +9; Ref +3; Will +2[/color]
[color=#ffffff]Resist Earth 10[/color]
[color=#ffffff]Weakness Ice[/color]


[color=#ffffff]Speed 20 ft.[/color]
[color=#ffffff]Melee Bite +13 (2d6+10)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks breath weapon(1d4+1 rounds, 30-ft. cone, DC 17, 4d6 water damage)[/color]


[color=#ffffff]Str 24, Dex 6, Con 18, Int 2, Wis 10, Cha 6[/color]
[color=#ffffff]Base Atk +6; CMB +13 (+15 vs. bull rush); CMD 21 (23 vs. bull rush; 25 vs. trip)[/color]
[color=#ffffff]Feats Improved Bull Rush, Power Attack, Weapon Focus(bite)[/color]
[color=#ffffff]Skills Acrobatics +9, Climb +17, Perception +12, Survival +10[/color]
[color=#ffffff]SQ Shell[/color]


[color=#ffffff]Shell(Ex)[/color]
[color=#ffffff]As a move action, a great tortoise can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a great tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.[/color]


[color=#ffffff]Magma Tortoise[/color]
[color=#ffffff]This lumbering molten rock tortoise breathes out fire and for some odd reason is not immune to fire?[/color]
[color=#ffffff]CR XP 00[/color]
[color=#ffffff]N Huge Magical Beast[/color]
[color=#ffffff]Init: -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +21[/color]


[color=#ffffff]AC 29, touch 7, flat-footed 29(-1 dex, +22 natural, -2 size)[/color]
[color=#ffffff]hp 156(14d10+84)[/color]
[color=#ffffff]Fort +15; Ref +8; Will +5[/color]
[color=#ffffff]Immune Earth; Resist Fire 10[/color]
[color=#ffffff]Weakness Ice[/color]


[color=#ffffff]Speed 40 ft.[/color]
[color=#ffffff]Melee 2 Bites +23 (2d8+10)[/color]
[color=#ffffff]Space 10 ft.; Reach 5 ft.[/color]
[color=#ffffff]Special Attacks breath weapon(1d4+1 rounds, 50-ft. cone, DC 23, 8d6 fire damage)[/color]


[color=#ffffff]Str 30, Dex 8, Con 22, Int 2, Wis 12, Cha 6[/color]
[color=#ffffff]Base Atk +14; CMB +24 (+26 vs. bull rush); CMD 33 (35 vs. bull rush;37 vs. trip)[/color]
[color=#ffffff]Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus(bite)[/color]
[color=#ffffff]Skills Acrobatics +18, Climb +28, Perception +21, Survival +19[/color]
[color=#ffffff]SQ Shell[/color]


[color=#ffffff]Shell(Ex)[/color]
[color=#ffffff]As a move action, a magma tortoise can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a magma tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.[/color]
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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Hey hey hey, another big monster update! I've added in the Mummy, Mammoth, Naga, Garula, Gargoyle, and Turtle families in. The Garulas are pretty similar to the Mammoth from what I read on their back grounds also from FFV, FFVI, and FFXV. The Garula are the more gentle versions of the Mammoths. I finally added in Naga from FFXV with some added touches from earlier installments. Added in some spells for them as well since they felt more like spell casters to me. The gargoyle family has probably the most blue magic from this selective group of monsters this time around which I will get to later this week or next. I gave the Adamantoise a boost in power for the most point. I also added in Mover for the Object family. I made the Mover's CR set for one only but they're almost always in groups of 3s so beware of that CR change. I didn't really add an reward selection but the reward is almost always better than it's CR considers it as. I would suggest a +1 or +2 CR reward bonus for them. Tongue I did a minor fix on the Ogre family. I should have a better dragon selection next update either next month or later on. Alright folks, enjoy!
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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Noice! The turtle family reminded me that I need to get on making the Pulsian oretoises.
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(11-19-2017, 09:09 PM)Manly Man Wrote: Noice! The turtle family reminded me that I need to get on making the Pulsian oretoises.

I look forward to that.
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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Are you planning on releasing your bestiary in a pdf, like how you have the magic? Like i said in the other, printing off what I can find. I understand it is a ton of info and organizing, so I understand if you don't.
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(11-26-2017, 05:01 PM)silverwerret Wrote: Are you planning on releasing your bestiary in a pdf, like how you have the magic? Like i said in the other, printing off what I can find.  I understand it is a ton of info and organizing, so I understand if you don't.

I have a pdf but it's a few months outdated at the moment. I could probably have it done within a couple days. I think I might have to post it on the first page since people are having trouble finding it among the list of monsters lol...
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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No worries, this is an awesome job, and we all appreciate it.
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(11-26-2017, 06:27 PM)silverwerret Wrote: No worries, this is an awesome job, and we all appreciate it.

Thank you, I actually I just finished it. There wasn't much I needed to add in. I have the pdf posted on the first page.
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 underestimated how much you have done, ForTheSeen. :p I don't think I'll be finished for the Christmas update. I didn't realize you had made over 250 pages of monsters.
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(12-23-2017, 03:27 PM)Viladin Wrote: I underestimated how much you have done, ForTheSeen. :p I don't think I'll be finished for the Christmas update. I didn't realize you had made over 250 pages of monsters.

I may have gotten a little carried away with it. Tongue
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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This Bestiary makes me hate/love you, ForTheSeen. I hope you know this. :p
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(12-29-2017, 05:15 PM)Viladin Wrote: This Bestiary makes me hate/love you, ForTheSeen. I hope you know this. :p

I'm glad one of us is enjoying this. Tongue  I really love making creatures and spells. I do not know if you want to wait for my dragon update for the dragon tab or not but I should have that one done within the week lol...
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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(12-29-2017, 05:26 PM)Fortheseen Wrote:
(12-29-2017, 05:15 PM)Viladin Wrote: This Bestiary makes me hate/love you, ForTheSeen. I hope you know this. :p

I'm glad one of us is enjoying this. Tongue  I really love making creatures and spells. I do not know if you want to wait for my dragon update for the dragon tab or not but I should have that one done within the week lol...

Can't wait unfortunately. Gotta pile this out on the 1st. BUT, if you could, separate the new stuff from the old stuff and send me a Word document of any new monsters/spells please Smile
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