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Bestiary+
#41
Zuu Family

Ruhk
Slightly larger than their zuu counterparts, ruhk have green feathers and are more aggressive than zuus.
CR 7 XP 3200
NE Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +16

AC 20, touch 12; flat-footed 17(+3 dex, +8 natural, -1 size)
hp 84(8d10+40)
Fort +12, Ref +9, Will +5; +4 vs. disease
Immune Sleep

Speed 10 ft., Fly 50 ft. (average)
Melee 2 Bites +15(2d6+9 plus disease and 1d6 bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Wing, Helldive

Str 24, Dex 17, Con 19, Int 2, Wis 16, Cha 7
Base Atk +8; CMB +16; CMD 29
Feats Great Fortitude, Skill Focus (Perception), Power Attack, Toughness, Weapon Focus (Bite)
Skills Fly +11, Perception +17; Racial Modifiers +4 Perception
SQ Diseased

Breath Wing(Su)
3/day, a ruhk can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save(DC 17) for half damage. Blue mages may learn this ability as a 4th level spell(DC 23).

Diseased(Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, ruhk are harbingers of disease much more so than the standard ruhk. Any creature bitten by a ruhk has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular ruhk, though attacks by different ruhks are resolved normally and may result in multiple illnesses. While ruhk aren't immune to all disease, they do gain a +4 racial bonus on all saving throws against such ailments.

Helldive(Ex)
Once per round, when at least 30 feet in the air, a ruhk can dive at an opponent for massive damage. This attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and the target must make a Fortitude save (DC 17) or be stunned for 1 round.

Tot Aevis
The largest and most dangerous of the zuu family, the tot aevis. These red feathered birds of prey live in the mountain ranges and drive bomb unexpected prey.
CR 11 XP 12,800
NE Huge Magical Beast
Init: +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +25

AC 21, touch 12; flat-footed 17(+4 dex, +9 natural, -2 size)
hp 168(15d10+90)
Fort +17, Ref +13, Will +10; +4 vs. disease
Immune Sleep & Zombie

Speed 20 ft., Fly 60 ft. (average)
Melee 2 Bites +22(2d8+7 plus disease and 1d8 bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath Wing, Helldive, Zombie Breath

Str 26, Dex 18, Con 22, Int 2, Wis 16, Cha 7
Base Atk +15; CMB +25; CMD 37
Feats Great Fortitude, Improved Natural Attack(Bite), Iron Will, Skill Focus (Perception), Power Attack, Toughness, Weapon Focus (Bite)
Skills Fly +18, Perception +25; Racial Modifiers +4 Perception
SQ Diseased

Breath Wing(Su)
5/day, a tot aevis can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save(DC 17) for half damage. Blue mages may learn this ability as a 4th level spell(DC 23).

Diseased(Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, tot aevis are harbingers of disease much more so than the standard tot aevis. Any creature bitten by a tot aevis has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular tot aevis, though attacks by different tot aevis are resolved normally and may result in multiple illnesses. While tot aevis aren't immune to all disease, they do gain a +4 racial bonus on all saving throws against such ailments.

Helldive(Ex)
Once per round, when at least 30 feet in the air, a tot aevis can dive at an opponent for massive damage. This attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and the target must make a Fortitude save (DC 20) or be stunned for 1 round.

Zombie Breath(Ex)
A tot aevis can breath out a nasty foul breath in a 30-ft.-cone. 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).

Zuu
These creatures are large, ugly, black birds. They resemble vultures with over-developed muscles. They are avian whose beak have regressed, turning into jagged teeth like those of a tyrant wyrm.
CR 4 XP 1200
NE Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +13

AC 17, touch 11; flat-footed 15(+2 dex, +6 natural, -1 size)
hp 52(5d10+20)
Fort +10, Ref +6, Will +3; +4 vs. disease
Immune Sleep

Speed 10 ft., Fly 50 ft. (average)
Melee Bite +11(2d6+9 plus disease)
Space 10 ft.; Reach 5 ft.
Special Attacks Helldive, Wing Cutter

Str 22, Dex 15, Con 18, Int 2, Wis 15, Cha 7
Base Atk +5; CMB +12; CMD 24
Feats Great Fortitude, Skill Focus (Perception), Toughness, Weapon Focus (Bite)
Skills Fly +7, Perception +13; Racial Modifiers +4 Perception
SQ Diseased

Diseased(Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, ruhk are harbingers of disease much more so than the standard ruhk. Any creature bitten by a ruhk has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular ruhk, though attacks by different ruhks are resolved normally and may result in multiple illnesses. While ruhk aren't immune to all disease, they do gain a +4 racial bonus on all saving throws against such ailments.

Helldive(Ex)
Once per round, when at least 30 feet in the air, a ruhk can dive at an opponent for massive damage. This attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and the target must make a Fortitude save (DC 14) or be stunned for 1 round.

Wing Cutter(Su)
3/day, a zuu can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, Reflex save (DC 14) for half damage. Blue mages may leearn this ability as a 2nd level spell(DC 19).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#42
Dragon Family Part II

White Dragon
This dragon's scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.
CR 16 XP 76,800
CE Huge Dragon (cold)
Init +4; Senses dragon senses, snow vision; Perception +30
Aura ice aura(5-ft., 1d6 ice damage), frightful presence(210 ft., DC 22)

AC 32, touch 8, flat-footed 32(+24 natural, -2 size)
hp 252(19d12+133)
mp 169
Fort +17, Ref +13, Will +15
DR 10/magic; Immune Ice, Paralysis, Sleep; SR 26
Weakness Fire

Speed 40 ft., burrow 30ft., fly 200 ft. (poor), swim 60 ft.
Melee Bite +27(2d8+15/19-20), 2 claws +27(2d6+10), 2 wings +25(1d8+5), tail slap +25(2d6+15)
Space 15 ft.; Reach 10 ft.(15 ft. with bite)
Special Attacks Blizzard, Breath Weapon(50-ft. Cone, 14d10 ice damage, Reflex DC 26 half, usable every 1d4 rounds), Crush(Small creatures, DC 25, 2d8+15), Dragon Force, Northern Cross
Spells Known(Black Mage CL 19th, concentration +23)
At will – Bleed, Detect Magic, Mending, Message, Read Magic
1st – Blizzard(DC 14), Slick(DC 14)
2nd – Alter self, Blizzard II(DC 15), Elemental Resistance, See Invisibility, Slick II(DC 15)
3rd – Blizzara(DC 16), Blizzard III(DC 16), Dispel, Haste, Slick III(DC 16)
4th – Greater Invisibility, Ice Spikes, Ice Storm(DC 17)
5th – Blizzaga(DC 18), Freeze(DC 18), Icy Prison(DC 18)
6th – Freezing Sphere(DC 19), Greater Dispel, Ice Spikes II, Icy Blast(DC 19)
7th – Freeze II(DC 20)
8th – Ice Spikes III, Polar Ray(DC 21)
9th – Mass Icy Prison(DC 22), Polar Midnight(DC 22)

Str 30, Dex 10, Con 25, Int 16, Wis 18, Cha 16
Base Atk +19; CMB +31; CM 41(45 vs. trip)
Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical(bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Fly +14, Intimidate +25, Knowledge(arcana) +25, Knowledge(history) +25, Perception +30, Sense Motive +30, Spellcraft +25, Stealth +14, Swim +41; Racial Modifier +8 swim
Languages Common, Draconic
SQ Icewalking, Ice shape

Dragon Force(Su)
A white dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn this ability as a 9th level spell (DC 33).

Ice Aura(Su)
A white dragon radiates an aura of ice. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon's turn.

Ice Shape(Su)
A white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice.

Icewalking(Ex)
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Northern Cross(Su)
Once every 1d4 rounds, a white dragon will summon a 30 ft.-radius blizzard in a select area completely freezing all those who fail their Fortitude save(DC 26). This effect functions as mass icy prison. A white dragon will always start the fight with this ability. Blue mages may learn this ability as a 9th level spell(DC 33).

Snow Vision(Ex)
A white dragon learns to see perfectly in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.

Yellow Dragon
Scales the color of topaz armor this ferocious dragon while crowned with large pointy horns.
CR 16 XP 76,800
NE Huge Dragon (air)
Init +7; Senses dragon senses; Perception +24
Aura electricity aura(5-ft., 1d6 lightning damage), frightful presence(210 ft., DC 22)

AC 33, touch 11, flat-footed 30(+22 natural, +3 dex, -2 size)
hp 239(19d12+114)
mp 179
Fort +17, Ref +16, Will +14
DR 10/magic; Immune Lightning, Paralysis, Sleep; SR 26
Weakness Earth

Speed 40 ft., fly 200 ft. (poor)
Melee Bite +27(2d8+13/19-20), 2 claws +26(2d6+9), 2 wings +24(1d8+4), tail slap +24(2d6+13)
Space 15 ft.; Reach 10 ft.(15 ft. with bite)
Special Attacks Breath Weapon(100-ft. line, 14d10 lightning damage, Reflex DC 25 half, usable every 1d4 rounds), Crush(Small creatures, DC 25, 2d8+13), Dragon Force, Gigavolt
Spells Known(Black Mage CL 19th, concentration +24)
At will – Bleed, Light, Detect Magic, Mending, Message, Read Magic
1st – Spark(DC 16), Thunder(DC 16)
2nd – Alter self, Elemental Resistance, See Invisibility, Spark II(DC 17), Thunder II(DC 17)
3rd – Dispel, Haste, Spark III(DC 18), Thundara(DC 18), Thunder III(DC 18)
4th – Ball Lightning(DC 19), Greater Invisibility, Shock Spikes
5th – Lightning Arc(DC 20), Shock(DC 20), Thundaga(DC 20)
6th – Chain Lightning(DC 21), Greater Dispel, Shock Spikes II
7th – Shock II(DC 22)
8th – Shock Spikes III, Stormbolts(DC 22)
9th – Lightning Form(DC 23)

Str 28, Dex 16, Con 22, Int 20, Wis 13, Cha 16
Base Atk +19; CMB +30; CM 43(47 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical(bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Shatter Defenses, Weapon Focus(bite)
Skills Fly +14, Intimidate +25, Knowledge(arcana) +27, Knowledge(dungeoneering) +27, Perception +25, Sense Motive +30, Spellcraft +25, Stealth +14, Survival +24
Languages Common, Draconic

Dragon Force(Su)
A yellow dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn this ability as a 9th level spell (DC 33).

Gigavolt(Su)
Once every 1d4 rounds, a yellow dragon can charges up and shoots out a charged bolt towards its target or a 60-ft. radius of lightning centered shock wave from its self. The single target shot does 20d10 points of lightning damage or the radius blast does 15d10 points of lightning damage per target, a Reflex save for half damage(DC 25). A blue mage may learn this ability as a 9th level spell(DC 33).
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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#43
These family types will probably change over time I know for sure the plant family will dissolve at some point into smaller groups as well as the robots and dragons. I know some family groups only have one creature that's because I actually have plans to add in more for that family group. I will keep a reply on what changes I've made whenever I do it. I will have all the magics the creatures cast on the Magic+ thread instead so look forward to that change 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.
Reply
#44
Ragora Family

Grat
This blue leafy icy plant shoots out seeds at its opponents and is commonly found in pairs or more.
CR 5 XP 1600
N Small Plant
Init: +8; Senses Low-light vision; Perception +11

AC 19, touch 15, flat-footed 15(+4 dex, +4 natural, +1 size)
hp 58(7d8+28)
Fort +8, Ref +6, Will +5
Immune Plant traits; Resist earth 5, ice 10, water 5
Weakness Fire

Speed 10 ft.
Range 4 Seeds +10(1d4+1)[30 foot range]
Special Attacks Seed Cannon

Str 13, Dex 18, Con 16, Int 2, Wis 16, Char 8
Base Atk +5; CMB +5; CMD 18
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Toughness
Skill Perception +11, Stealth +12(+16 in tundra); Racial Modifiers +4 Stealth in tundra

Seed Cannon(Su)
5/day, a grat can shoot a massive burst of seeds towards(+10 ranged touch attack) a single target within 30 feet. If it hits, the target takes 2d8 piercing damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Ragora
This green leafy plant shoots out seeds at its opponents and is commonly found in pairs or more.
CR 2 XP 600
N Small Plant
Init: +7; Senses Low-light vision; Perception +6

AC 16, touch 13, flat-footed 14(+3 dex, +2 natural, +1 size)
hp 23(3d8+9)
Fort +5, Ref +4, Will +3
Immune Plant traits; Resist earth 5, water 5
Weakness Fire

Speed 10 ft.
Range 2 Seeds +6(1d4+1)[30 foot range]
Special Attacks Seed Cannon

Str 12, Dex 16, Con 14, Int 2, Wis 14, Char 8
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Toughness
Skill Perception +6, Stealth +7(+11 in vegetation); Racial Modifiers +4 Stealth in vegetation

Seed Cannon(Su)
3/day, a ragora can shoot a massive burst of seeds towards(+6 ranged touch attack) a single target within 30 feet. If it hits, the target takes 2d8 piercing damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Sandragora
This brown leafy plant shoots out seeds at its opponents and is commonly found in pairs or more. They have the ability to shoot multiple shoots at once that can confuse its enemy.
CR 9 XP 6400
N Small Plant
Init: +10; Senses Low-light vision; Perception +18

AC 22, touch 17, flat-footed 16(+6 dex, +5 natural, +1 size)
hp 118(13d8+65)
Fort +12, Ref +10, Will +8
Immune Plant traits; Resist earth 10, water 15
Weakness Fire

Speed 10 ft.
Range 4 Seeds +16(1d6+1)[30 foot range]
Special Attacks Seed Burst, Seed Cannon

Str 14, Dex 22, Con 18, Int 2, Wis 18, Char 8
Base Atk +9; CMB +10; CMD 26
Feats Clustered Shots, Improved Initiative, Improved Natural Attack, Point-Blank Shot, Precise Shot, Toughness
Skill Perception +18, Stealth +20(+24 in desert); Racial Modifiers +4 Stealth in desert

Seed Burst(Su)
Once per 1d2 rounds, a sandragora can shoot multiple seeds(+16 ranged touch attack per seed) at a single target within 30 feet. If it hits, the target takes 14d6 piercing damage(1d6 per seed) and must make a Will save(DC 20) or be inflicted with the Confuse status for 1d4 rounds.

Seed Cannon(Su)
A sandragora can shoot a massive burst of seeds towards(+16 ranged touch attack) a single target within 30 feet. If it hits, the target takes 2d8 piercing damage. Blue mages may learn this ability as a 2nd level spell (DC 19).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#45
Earth Elemental Family

Earth Elemental, Minor
CR 1 XP 400
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4

AC 18, touch 9, flat-footed 18(-1 dex, +9 natural)
hp 18(2d10+7)
mp 2
Fort +5, Ref -1, Will +3
Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +6(1d6+4 plus 1d4 earth damage)
Special Attacks Earth Mastery
Spells Known(Red Mage CL 2nd, concentration +2)
1st – Stone(DC 11)

Str 17, Dex 8, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CM 13
Feats Improved Bull Rush, Power Attack, Toughness
Skills Appraise +1, Climb +7, Knowledge(dungeoneering, planes) +1, Perception +4, Stealth +7
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)

Earth Elemental
This elemental is multiple rocks surrounding a earthen crystal in the middle. The surrounding rocks float around the crystal.
CR 3 XP 800
N Medium Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +7

AC 18, touch 9, flat-footed 18(-1 dex, +9 natural)
hp 42(4d10+20)
mp 5
Fort +8, Ref +0, Will +4
Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +9(1d8+7 plus 1d6 earth damage)
Special Attacks Earth Mastery
Spells Known(Red Mage CL 4th, concentration +4)
1st – Stone(DC 11)
2nd – Stone II(DC 12)

Str 21, Dex 8, Con 18, Int 6, Wis 11, Cha 11
Base Atk +4; CMB +9; CM 18
Feats Cleave, Improved Bull Rush, Power Attack, Toughness
Skills Appraise +1, Climb +10, Knowledge(dungeoneering, planes) +3, Perception +7, Stealth +3
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)

Earth Elemental, Large
CR 5 XP 1600
N Large Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +11

AC 18, touch 8, flat-footed 18(-1 dex, +10 natural, -1 size)
hp 95(8d10+56)
mp 19
Fort +12, Ref +1, Will +6
DR 5/-; Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 Slams +14(2d6+7 plus 1d8 earth damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Earth Mastery
Spells Known(Red Mage CL 8th, concentration +9)
1st – Stone(DC 12)
2nd – Shield, Stone II(DC 13)
3rd – Slow(DC 14), Stone III(DC 14), Stonera

Str 25, Dex 8, Con 22, Int 6, Wis 11, Cha 13
Base Atk +8; CMB +16; CM 25
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack, Toughness
Skills Appraise +6, Climb +15, Knowledge(dungeoneering) +3, Knowledge(planes) +6, Perception +11, Stealth +5
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)

Earth Elemental, Huge
CR 7 XP 3200
N Huge Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +13

AC 19, touch 7, flat-footed 19(-1 dex, +12 natural, -2 size)
hp 131(10d10+88)
mp 29
Fort +14, Ref +2, Will +7
DR 5/-; Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 Slams +17(2d8+9 plus 1d10 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known(Red Mage CL 10th, concentration +12)
1st – Stone(DC 13)
2nd – Shield, Stone II(DC 14)
3rd – Slow(DC 15), Stone III(DC 15), Stonera
4th – Guard, Rock Spikes, Stoneskin

Str 29, Dex 8, Con 26, Int 8, Wis 11, Cha 15
Base Atk +10; CMB +21; CM 30
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack, Toughness
Skills Appraise +7, Climb +18, Knowledge(dungeoneering) +5, Knowledge(planes) +8, Perception +13, Stealth +4
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)

Earth Elemental, Greater
CR 9 XP 6400
N Huge Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +16

AC 21, touch 7, flat-footed 21(-1 dex, +14 natural, -2 size)
hp 189(13d10+140)
mp 50
Fort +18, Ref +3, Will +8
DR 10/-; Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 Slams +22(2d10+11 plus 2d6 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known(Red Mage CL 13h, concentration +16)
1st – Stone(DC 14)
2nd – Shield, Stone II(DC 15)
3rd – Slow(DC 16), Stone III(DC 16), Stonera
4th – Guard, Rock Spikes, Stoneskin
5th – Crush(DC 18), Stonega

Str 33, Dex 8, Con 30, Int 8, Wis 11, Cha 17
Base Atk +13; CMB +26; CM 31
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Toughness
Skills Appraise +10, Climb +25, Knowledge(dungeoneering) +10, Knowledge(planes) +13, Perception +16, Stealth +7
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)

Earth Elemental, Elder
CR 11 XP 12800
N Huge Outsider (earth, elemental, extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +19

AC 23, touch 7, flat-footed 23(-1 dex, +16 natural, -2 size)
hp 235(16d10+176)
mp 73
Fort +20, Ref +4, Will +10
DR 10/-; Immune Earth, elemental traits
Weakness Wind

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 Slams +27(2d12+13/19-20 plus 2d6 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known(Red Mage CL 16h, concentration +19)
1st – Stone(DC 14)
2nd – Shield, Stone II(DC 15)
3rd – Slow(DC 16), Stone III(DC 16), Stonera
4th – Guard, Rock Spikes, Stoneskin
5th – Crush(DC 18), Stonega
6th – Rock Spikes II, Slowga(DC 19)

Str 37, Dex 8, Con 30, Int 10, Wis 11, Cha 17
Base Atk +16; CMB +31; CM 40
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical(Slam), Improved Overrun, Improved Sunder, Power Attack, Toughness
Skills Appraise +19, Climb +32, Knowledge(dungeoneering, planes) +19, Perception +19, Stealth +10
Languages Terran

Earth Glide(Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery(Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.(These modifiers are not included in the statistics block.)
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
#46
Lightning Elemental Family

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

AC 14, touch 13, flat-footed 12(+2 Dex, +1 natural, +1 size)
hp 14(2d10)
mp 3
Fort +3, Ref +5, Will +1
Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee Slam +5(1d4 plus 1d4 lightning damage)
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 2nd, concentration +4)
1st – Thunder(DC 13)

Str 10, Dex 15, Con 10, Int 14, Wis 12, Cha 4
Base Atk +2; CMB +1; CM 13
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge(planes) +6, Perception +6
Languages Auran + 2 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Lightning Elemental
This elemental is multiple purple sparks that arc outward with a purple light at the center surrounded by smaller sparks.
CR 3 XP 800
N Medium Outsider (air, elemental, extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +7

AC 16, touch 15, flat-footed 11(+4 Dex, +1 dodge, +1 natural)
hp 30(4d10+4)
mp 10
Fort +5, Ref +8, Will +2
Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee Slam +8(1d6+2 plus 1d6 lightning damage)
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 4th, concentration +6)
1st – Thunder(DC 13)
2nd – Thunder II(DC 14)

Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 4
Base Atk +4; CMB +6; CM 21
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge(planes) +7, Perception +7
Languages Auran + 2 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Lightning Elemental, Large
CR 5 XP 1600
N Large Outsider (air, elemental, extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +12

AC 18, touch 16, flat-footed 11(+6 Dex, +1 dodge, +2 natural, -1 size)
hp 67(8d10+16)
mp 33
Fort +8, Ref +12, Will +3
DR 5/-; Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee Slam +13(1d8+3 plus 1d8 lightning damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 8th, concentration +11)
1st – Thunder(DC 14)
2nd – Thunder II(DC 15)
3rd – Lightning Bolt(DC 16), Thundara, Thunder III(DC 16)
4th – Ball Lightning(DC 17), Shock Spikes

Str 16, Dex 23, Con 14, Int 16, Wis 12, Cha 4
Base Atk +8; CMB +12; CM 29
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge(planes) +14, Perception +12
Languages Auran + 3 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Lightning Elemental, Huge
CR 7 XP 3200
N Huge Outsider (air, elemental, extraplanar)
Init +12; Senses Darkvision 60 ft.; Perception +14

AC 19, touch 17, flat-footed 10(+8 Dex, +1 dodge, +2 natural, -2 size)
hp 91(10d10+30)
mp 53
Fort +10, Ref +15, Will +6
DR 5/-; Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee 2 Slams +16(2d6+5 plus 1d10 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 10th, concentration +14)
1st – Thunder(DC 15)
2nd – Thunder II(DC 16)
3rd – Lightning Bolt(DC 17), Thundara, Thunder III(DC 17)
4th – Ball Lightning(DC 18), Shock Spikes
5th – Lightning Arc(DC 19), Shock(DC 19), Thundaga

Str 20, Dex 27, Con 16, Int 18, Wis 12, Cha 4
Base Atk +10; CMB +17; CM 36
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge(planes) +17, Perception +14
Languages Auran + 4 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Lightning Elemental, Greater
CR 9 XP 6400
N Huge Outsider (air, elemental, extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +18

AC 23, touch 19, flat-footed 12(+10 Dex, +1 dodge, +4 natural, -2 size)
hp 118(13d10+39)
mp 90
Fort +11, Ref +18, Will +7
DR 10/-; Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee 2 Slams +21(2d8+6 plus 2d6 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 13th, concentration +18)
1st – Thunder(DC 16)
2nd – Thunder II(DC 17)
3rd – Lightning Bolt(DC 18), Thundara, Thunder III(DC 18)
4th – Ball Lightning(DC 19), Shock Spikes
5th – Lightning Arc(DC 20), Shock(DC 20), Thundaga
6th – Chain Lightning(DC 21), Shock Spikes II
7th – Shock II(DC 22)

Str 22, Dex 31, Con 16, Int 20, Wis 14, Cha 4
Base Atk +13; CMB +21; CM 42
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +26, Escape Artist +26, Fly +14, Knowledge(planes) +21, Perception +18
Languages Auran + 5 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Lightning Elemental, Elder
CR 11 XP 12800
N Huge Outsider (air, elemental, extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +21

AC 26, touch 20, flat-footed 14(+11 Dex, +1 dodge, +6 natural, -2 size)
hp 145(16d10+48)
mp 131
Fort +13, Ref +21, Will +9
DR 10/-; Immune Lightning, elemental traits
Weakness Earth

Speed fly 100 ft. (perfect)
Melee 2 Slams +25(2d8+8 plus 2d8 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known(Black Mage CL 16th, concentration +21)
1st – Thunder(DC 16)
2nd – Thunder II(DC 17)
3rd – Lightning Bolt(DC 18), Thundara, Thunder III(DC 18)
4th – Ball Lightning(DC 19), Shock Spikes
5th – Lightning Arc(DC 20), Shock(DC 20), Thundaga
6th – Chain Lightning(DC 21), Shock Spikes II
7th – Shock II(DC 22)
8th – Shock Spikes III, Stormbolts(DC 23)

Str 26, Dex 33, Con 16, Int 20, Wis 14, Cha 4
Base Atk +16; CMB +26; CM 48
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +15, Knowledge(planes) +24, Perception +21
Languages Auran + 5 others

Metal Mastery(Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal(such as an iron giant).

Spark Leap(Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.
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
#47
Happy Birthday, Fortheseen. And thanks for the Bestiary help.
Reply
#48
(03-10-2017, 01:13 AM)Viladin Wrote: Happy Birthday, Fortheseen. And thanks for the Bestiary help.

Thanks dude, and no problem. I find this quite fun. 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.
Reply
#49
Ice Elemental Family

Ice Elemental, Minor
CR 1 XP 400
N Small Outsider (air, cold, elemental, extraplanar, water)
Init -1; Senses Darkvision 60 ft., snow vision; Perception +6

AC 16, touch 10, flat-footed 16(-1 dex, +6 natural, +1 size)
hp 18(2d10+7)
mp 2
Fort +5, Ref +2, Will +3
Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee Slam +4(1d4+1 plus 1d4 ice damage)
Special Attacks Numbing Cold(DC 13)
Spells Known(Black Mage CL 2nd, concentration +2)
1st – Blizzard(DC 11)

Str 12, Dex 8, Con 14, Int 11, Wis 12, Cha 8
Base Atk +2; CMB +2; CM 11(can't be tripped)
Feats Iron Will, Power Attack, Toughness
Skills Escape Artist +9, Intimidate +4, Knowledge(planes) +5, Perception +6, Stealth +8, Swim +9
Languages Aquan
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Ice Elemental
This elemental is multiple ice crystals moving in and out around a light blue light creating a chilly aura around itself.
CR 3 XP 800
N Medium Outsider (air, cold, elemental, extraplanar, water)
Init +0; Senses Darkvision 60 ft., snow vision; Perception +9

AC 16, touch 10, flat-footed 16(+6 natural)
hp 39(4d10+16)
mp 7
Fort +7, Ref +4, Will +5
Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee Slam +7(1d6+3 plus 1d6 ice damage)
Special Attacks Numbing Cold(DC 15)
Spells Known(Black Mage CL 4th, concentration +4)
1st – Blizzard(DC 11)
2nd – Blizzard II(DC 12)

Str 16, Dex 10, Con 16, Int 11, Wis 14, Cha 8
Base Atk +4; CMB +7; CM 17(can't be tripped)
Feats Cleave, Iron Will, Power Attack, Toughness
Skills Escape Artist +11, Intimidate +6, Knowledge(planes) +7, Perception +9, Stealth +7, Swim +11
Languages Aquan
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Ice Elemental, Large
CR 5 XP 1600
N Large Outsider (air, cold, elemental, extraplanar, water)
Init +5; Senses Darkvision 60 ft., snow vision; Perception +13

AC 17, touch 10, flat-footed 16(+1 dex, +7 natural, -1 size)
hp 78(8d10+32)
mp 28
Fort +10, Ref +7, Will +6
DR 5/-; Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee 2 Slams +12(1d8+5 plus 1d8 ice damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Numbing Cold(DC 18)
Spells Known(Black Mage CL 8th, concentration +9)
1st – Blizzard(DC 12)
2nd – Blizzard II(DC 13)
3rd – Blizzara, Blizzard III(DC 14)
4th – Ice Spikes, Ice Storm(DC 15)

Str 20, Dex 12, Con 18, Int 13, Wis 14, Cha 8
Base Atk +8; CMB +14; CM 25(can't be tripped)
Feats Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Escape Artist +15, Intimidate +10, Knowledge(planes) +12, Perception +13, Stealth +8, Swim +13
Languages Aquan + 1 other
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Ice Elemental, Huge
CR 7 XP 3200
N Huge Outsider (air, cold, elemental, extraplanar, water)
Init +7; Senses Darkvision 60 ft., snow vision; Perception +15

AC 20, touch 12, flat-footed 16(+3 dex, +1 dodge, +8 natural, -2 size)
hp 112(10d10+60)
mp 46
Fort +12, Ref +10, Will +7
DR 5/-; Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee 2 Slams +15(2d6+7 plus 1d10 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold(DC 20)
Spells Known(Black Mage CL 10th, concentration +12)
1st – Blizzard(DC 13)
2nd – Blizzard II(DC 14)
3rd – Blizzara, Blizzard III(DC 15)
4th – Ice Spikes, Ice Storm(DC 16)
5th – Blizzaga, Cone of Cold(DC 17), Freeze(DC 17), Icy Prison(DC 17)

Str 24, Dex 16, Con 20, Int 15, Wis 14, Cha 8
Base Atk +10; CMB +19; CM 33(can't be tripped)
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Escape Artist +17, Intimidate +12, Knowledge(planes) +15, Perception +15, Stealth +8, Swim +15
Languages Aquan + 2 others
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Ice Elemental, Greater
CR 9 XP 6400
N Huge Outsider (air, cold, elemental, extraplanar, water)
Init +8; Senses Darkvision 60 ft., snow vision; Perception +18

AC 23, touch 13, flat-footed 18(+4 dex, +1 dodge, +10 natural, -2 size)
hp 154(13d10+91)
mp 80
Fort +14, Ref +12, Will +8
DR 10/-; Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee 2 Slams +20(2d8+7 plus 2d6 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold(DC 22)
Spells Known(Black Mage CL 13th, concentration +16)
1st – Blizzard(DC 14)
2nd – Blizzard II(DC 15)
3rd – Blizzara, Blizzard III(DC 16)
4th – Ice Spikes, Ice Storm(DC 17)
5th – Blizzaga, Cone of Cold(DC 18), Freeze(DC 18), Icy Prison(DC 18)
6th – Ice Spikes II, Icy Blast(DC 19)
7th – Freeze II(DC 20)

Str 28, Dex 18, Con 22, Int 17, Wis 14, Cha 8
Base Atk +13; CMB +24; CM 39(can't be tripped)
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike
Skills Escape Artist +20, Intimidate +15, Knowledge(planes) +18, Perception +18, Stealth +12, Swim +17
Languages Aquan + 3 others
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Ice Elemental, Elder
CR 11 XP 12800
N Huge Outsider (air, cold, elemental, extraplanar, water)
Init +9; Senses Darkvision 60 ft., snow vision; Perception +21

AC 24, touch 14, flat-footed 18(+5 dex, +1 dodge, +10 natural, -2 size)
hp 190(16d10+112)
mp 125
Fort +16, Ref +15, Will +9
DR 10/-; Immune Ice, elemental traits
Weakness Fire

Speed 20 ft., burrow(ice & snow only) 20 ft., swim 60 ft.
Melee 2 Slams +24(2d10+7/19-20 plus 2d8 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold(DC 24)
Spells Known(Black Mage CL 16th, concentration +20)
1st – Blizzard(DC 15)
2nd – Blizzard II(DC 16)
3rd – Blizzara, Blizzard III(DC 17)
4th – Ice Spikes, Ice Storm(DC 18)
5th – Blizzaga, Cone of Cold(DC 19), Freeze(DC 19), Icy Prison(DC 19)
6th – Ice Spikes II, Icy Blast(DC 20)
7th – Freeze II(DC 21)
8th – Ice Spikes III, Polar Ray(DC 22)

Str 30, Dex 20, Con 22, Int 19, Wis 14, Cha 8
Base Atk +16; CMB +28; CM 44(can't be tripped)
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical(slam), Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike
Skills Escape Artist +24, Intimidate +18, Knowledge(planes) +23, Perception +21, Stealth +16, Swim +19
Languages Aquan + 4 others
SQ Ice Glide, Icewalking

Ice Glide(Su)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking(Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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

Snow Vision(Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.
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
#50
Shadow Elemental Family

Shadow Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar)
Init +1; Senses Darkvision 120 ft., see in darkness; Perception +7

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

Speed 30 ft.
Melee Slam +3(1d4 plus 1d4 shadow damage)
Special Attacks Dimmed Vision(DC 11)
Spells Known(Necromancer CL 2nd, concentration +4)
1st – Dark(DC 13)

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

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Shadow Elemental
This elemental is multiple black arced lines that curve inside with darkness whirling inside the center where a black light is at.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar)
Init +3; Senses Darkvision 120 ft., see in darkness; Perception +9

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

Speed 30 ft.
Melee Slam +5(1d6+1 plus 1d6 shadow damage)
Special Attacks Dimmed Vision(DC 13)
Spells Known(Necromancer CL 4th, concentration +7)
1st – Dark(DC 14)
2nd – Dark II(DC 15)

Str 12, Dex 16, Con 13, Int 4, Wis 14, Cha 16
Base Atk +4; CMB +5; CM 18
Feats Combat Casting, Dodge, Iron Will, Power Attack
Skills Acrobatics +8, Escape Artist +8, Knowledge(planes) +3, Perception +9, Stealth +10
Languages Abyssal

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Shadow Elemental, Large
CR 5 XP 1600
N Large Outsider (elemental, extraplanar)
Init +8; Senses Darkvision 120 ft., see in darkness; Perception +13

AC 19, touch 14, flat-footed 14(+1 dodge, +4 Dex, +5 natural, -1 size)
hp 67(8d10+16)
mp 38
Fort +8, Ref +10, Will +6
DR 5/-; Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Weakness Holy

Speed 30 ft.
Melee 2 Slams +9(1d8+2 plus 1d8 shadow damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Dimmed Vision(DC 16)
Spells Known(Necromancer CL 8th, concentration +13)
1st – Bone Armor, Dark(DC 17)
2nd – Dark II(DC 18)
3rd – Dark III(DC 19), Darkra
4th – Boneshatter(DC 20), Shadow Step

Str 14, Dex 18, Con 15, Int 4, Wis 14, Cha 20
Base Atk +8; CMB +11; CM 25
Feats Combat Casting, Dodge, Elemental Focus(Shadow), Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +13, Escape Artist +13, Knowledge(planes) +5, Perception +13, Stealth +11
Languages Abyssal

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Shadow Elemental, Huge
CR 7 XP 3200
N Huge Outsider (elemental, extraplanar)
Init +10; Senses Darkvision 120 ft., see in darkness; Perception +15

AC 21, touch 15, flat-footed 14(+1 dodge, +6 Dex, +6 natural, -2 size)
hp 91(10d10+30)
mp 61
Fort +10, Ref +13, Will +7
DR 5/-; Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Weakness Holy

Speed 30 ft.
Melee 2 Slams +12(2d6+4 plus 1d10 shadow damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dimmed Vision(DC 18)
Spells Known(Necromancer CL 10th, concentration +16)
1st – Bone Armor, Dark(DC 18)
2nd – Dark II(DC 19)
3rd – Dark III(DC 20), Darkra
4th – Boneshatter(DC 21), Shadow Step
5th – Darkga, Drain(DC 22)

Str 18, Dex 22, Con 17, Int 4, Wis 14, Cha 22
Base Atk +10; CMB +16; CM 32
Feats Combat Casting, Dodge, Elemental Focus(Shadow), Improved Initiative, Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +17, Escape Artist +17, Knowledge(planes) +7, Perception +15, Stealth +12
Languages Abyssal

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Shadow Elemental, Greater
CR 9 XP 6400
N Huge Outsider (elemental, extraplanar)
Init +11; Senses Darkvision 120 ft., see in darkness; Perception +19

AC 23, touch 16, flat-footed 15(+1 dodge, +7 Dex, +7 natural, -2 size)
hp 127(13d10+52)
mp 112
Fort +12, Ref +15, Will +9
DR 10/-; Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Weakness Holy

Speed 30 ft.
Melee 2 Slams +16(2d8+5 plus 2d6 shadow damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dimmed Vision(DC 20)
Spells Known(Necromancer CL 13th, concentration +21)
1st – Bone Armor, Dark(DC 20)
2nd – Dark II(DC 21)
3rd – Dark III(DC 22), Darkra
4th – Boneshatter(DC 23), Shadow Step
5th – Darkga, Drain(DC 24)
6th – Shadowfire Ray(DC 25), Syphon(DC 25)
7th – Countdown, Shadow Blast(DC 26)

Str 20, Dex 24, Con 19, Int 4, Wis 16, Cha 26
Base Atk +13; CMB +20; CM 37
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Shadow), Greater Spell Penetration, Improved Initiative, Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +21, Escape Artist +21, Knowledge(planes) +10, Perception +19, Stealth +16
Languages Abyssal

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Shadow Elemental, Elder
CR 11 XP 12800
N Huge Outsider (elemental, extraplanar)
Init +12; Senses Darkvision 120 ft., see in darkness; Perception +22

AC 26, touch 17, flat-footed 17(+1 dodge, +8 Dex, +9 natural, -2 size)
hp 156(16d10+64)
mp 167
Fort +14, Ref +18, Will +10
DR 10/-; Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Weakness Holy

Speed 30 ft.
Melee 2 Slams +20(2d8+6 plus 2d8 shadow damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dimmed Vision(DC 22)
Spells Known(Necromancer CL 16th, concentration +25)
1st – Bone Armor, Dark(DC 22)
2nd – Dark II(DC 23)
3rd – Dark III(DC 24), Darkra
4th – Boneshatter(DC 25), Shadow Step
5th – Darkga, Drain(DC 26)
6th – Shadowfire Ray(DC 27), Syphon(DC 27)
7th – Countdown, Shadow Blast(DC 28)
8th – Doom, Evaporate(DC 29), Symbol of Death(DC 29)

Str 22, Dex 26, Con 19, Int 4, Wis 16, Cha 28
Base Atk +16; CMB +24; CM 42
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Shadow), Greater Elemental Focus(Shadow), Greater Spell Penetration, Improved Initiative, Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +25, Escape Artist +25, Knowledge(planes) +13, Perception +22, Stealth +20
Languages Abyssal

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

See in Darkness(Su)
A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend(Su)
In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment(20% miss chance). Artificial illumination, even a light spell, does not negate this ability; a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.
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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#51
I got most of the elemental families in by now(expect for the holy one) changed the elemental family name to holy and I also added in some funguar add on creatures on the funguar family. I also added in some new spells from the newer funguars. I'll be adding in more tougher versions of some of the older creatures the following week. I may even update some of the older version creatures from the FFD20 page. I plan adding in more chocobo colors within the month to the chocobo family. Hopefully these elementals make your game play more interesting and 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.
Reply
#52
Coerul Family

Bandercoeurl
This vile savage carnivore resembles a tiger with a slightly bigger head and two long whiskers.
CR 8 XP 4800
NE Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13

AC 18, touch 13; flat-footed 14(+4 Dex, +5 natural, -1 size)
hp 98(10d10+40)
mp 46
Fort +11, Ref +11, Will +5

Speed 40 ft.
Melee 2 Claws +17(1d8+7 plus grab), Bite +16(2d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks Blaster, Pounce, Rake(2 claws +17, 1d8+7)
Spells Known(Black Mage CL 10th, concentration +12)
1st – Blizzard(DC 13), Thunder(DC 13)
2nd –  Blizzard II(DC 14), Poison(DC 14), Silence(DC 14), Thunder II(DC 14)
3rd – Bio(DC 15), Blizzara(DC 15), Blizzard III(DC 15), Lightning Bolt(DC 15), Thundara(DC 15), Thunder III(DC 15)
4th – Ball Lightning(DC 16), Poisonga(DC 16), Silencega(DC 16)
5th – Blizzaga(DC 17), Cone of Cold(DC 17), Drain(DC 17), Freeze(DC 17), Lightning Arc(DC 17), Shock(DC 17), Shock(DC 17)

Str 25, Dex 18, Con 18, Int 14, Wis 14, Cha 8
Base Atk +10; CMB +17(+21 grapple); CMD 31(35 vs. trip)
Feats Combat Casting, Improved Initiative, Skill Focus(Perception), Spell Penetration, Weapon Focus(claw)
Skills Acrobatics +16, Perception +13, Stealth +13(+17 in areas of tall grass), Swim +16; Racial Modifiers +4 Acrobatics, +4 Stealth(+8 in tall grass)

Blaster(Su)
A bandercoeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The coeurl must make a ranged tough attack(+13), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save(DC 15) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

Pounce(Ex)
A bandercoeurl can make a full attack(including its rake attack) when it makes a charge attack.

Coeurl
This savage carnivore resembles a tiger in some respects with two long whiskers.
CR 5 XP 1600
N Large Magical Beast
Init: +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +8

AC 14, touch 11; flat-footed 12(+2 Dex, +3 natural, -1 size)
hp 54(6d10+18)
mp 15
Fort +8, Ref +7, Will +3

Speed 40 ft.
Melee 2 Claws +12(1d8+6 plus grab), Bite +11(2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks Blaster, Pounce, Rake(2 claws +12, 1d8+6)
Spells Known(Black Mage CL 6th, concentration +6)
1st – Blizzard(DC 11), Thunder(DC 11)
2nd –  Blizzard II(DC 12), Poison(DC 12), Silence(DC 12), Thunder II(DC 12)
3rd – Bio(DC 13), Blizzara(DC 13), Blizzard III(DC 13), Lightning Bolt(DC 13), Thundara(DC 13), Thunder III(DC 13)

Str 23, Dex 15, Con 17, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +13(+17 grapple); CMD 25(29 vs. trip)
Feats Improved Initiative, Skill Focus(Perception), Weapon Focus(claw)
Skills Acrobatics +10, Perception +8, Stealth +7(+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth(+8 in tall grass)

Blaster(Su)
A coeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The coeurl must make a ranged tough attack(+7), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save(DC 14) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

Pounce(Ex)
A coeurl can make a full attack(including its rake attack) when it makes a charge attack.

Coeurl Regina
This vile savage carnivore resembles a tiger with a bigger head and two long whiskers. She protects the weaker version of her kin.
CR 14 XP 38400
NE Large Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +21

AC 24, touch 14; flat-footed 18(+5 Dex, +9 natural, -1 size)
hp 189(18d10+56)
mp 157
Fort +16, Ref +16, Will +10
Immune mind-affecting effects

Speed 40 ft.
Melee 2 Claws +26(2d6+8 plus grab), Bite +25(2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks Blaster, Hyper Blaster, Pounce, Rake(2 claws +26, 2d6+8)
Spells Known(Black Mage CL 18h, concentration +22)
1st – Blizzard(DC 15), Thunder(DC 14)
2nd –  Blizzard II(DC 16), Poison(DC 16), Silence(DC 16), Thunder II(DC 16)
3rd – Bio(DC 17), Blizzara(DC 17), Blizzard III(DC 17), Lightning Bolt(DC 17), Thundara(DC 17), Thunder III(DC 17)
4th – Ball Lightning(DC 18), Poisonga(DC 18), Silencega(DC 18)
5th – Blizzaga(DC 19), Cone of Cold(DC 19), Drain(DC 19), Freeze(DC 19), Lightning Arc(DC 19), Shock(DC 19), Shock(DC 19)
6th – Chain Lightning(DC 20), Confusion(DC 20), Flare(DC 20), Icy Blast(DC 20), Syphon(DC 20)
7th – Freeze II(DC 21), Shock II(DC 21)
8th – Flare II(DC 22), Mass Confusion(DC 22)
9th – Death(DC 23), Star Flare(DC 23)

Str 26, Dex 20, Con 20, Int 18, Wis 14, Cha 8
Base Atk +18; CMB +27(+31 grapple); CMD 42(46 vs. trip)
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Improved Natural Attack(claw), Iron Will, Power Attack, Skill Focus(Perception), Spell Penetration, Weapon Focus(claw)
Skills Acrobatics +25, Perception +21, Stealth +22(+26 in areas of tall grass), Swim +19; Racial Modifiers +4 Acrobatics, +4 Stealth(+8 in tall grass)

Blaster(Su)
A coeurl regina can send out a pulse of electricity through its whiskers at a single target within 30 ft. The coeurl regina must make a ranged tough attack(+22), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save(DC 15) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

Hyper Blaster(Su)
3/day, a coeurl regina can send out a pulse of extreme electricity through its whiskers at a single target within 30 ft. The coeurl regina must make a ranged tough attack(+22), if it hits, the target takes 5d6 points of lightning damage and must make a Fortitude save(DC 21) or be inflicted with Death status. Blue mages may learn this ability as a 9th level spell(DC 33).

Pounce(Ex)
A coeurl regina can make a full attack(including its rake attack) when it makes a charge attack.

Master Coeurl
This vile savage carnivore resembles a tiger with a bigger head and two long whiskers. It seeks out prey to toy with.
CR 12 XP 19200
NE Large Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +17

AC 20, touch 14; flat-footed 15(+5 Dex, +6 natural, -1 size)
hp 137(14d10+56)
mp 93
Fort +13, Ref +14, Will +8
Immune mind-affecting effects

Speed 40 ft.
Melee 2 Claws +22(2d6+8 plus grab), Bite +21(2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks Blaster, Hyper Blaster, Pounce, Rake(2 claws +22, 2d6+8)
Spells Known(Black Mage CL 14th, concentration +17)
1st – Blizzard(DC 14), Thunder(DC 14)
2nd –  Blizzard II(DC 15), Poison(DC 15), Silence(DC 15), Thunder II(DC 15)
3rd – Bio(DC 16), Blizzara(DC 16), Blizzard III(DC 16), Lightning Bolt(DC 16), Thundara(DC 16), Thunder III(DC 16)
4th – Ball Lightning(DC 17), Poisonga(DC 17), Silencega(DC 17)
5th – Blizzaga(DC 18), Cone of Cold(DC 18), Drain(DC 18), Freeze(DC 18), Lightning Arc(DC 18), Shock(DC 18), Shock(DC 18)
6th – Chain Lightning(DC 19), Confusion(DC 19), Flare(DC 19), Icy Blast(DC 19), Syphon(DC 19)
7th – Freeze II(DC 20), Shock II(DC 20)

Str 26, Dex 20, Con 18, Int 16, Wis 14, Cha 8
Base Atk +14; CMB +24(+25 grapple); CMD 39(43 vs. trip)
Feats Combat Casting, Improved Initiative, Improved Natural Attack(claw), Iron Will, Skill Focus(Perception), Spell Penetration, Weapon Focus(claw)
Skills Acrobatics +21, Perception +17, Stealth +18(+22 in areas of tall grass), Swim +15; Racial Modifiers +4 Acrobatics, +4 Stealth(+8 in tall grass)

Blaster(Su)
A master coeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The master coeurl must make a ranged tough attack(+18), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save(DC 15) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell(DC 21).

Hyper Blaster(Su)
Once per day, a master coeurl can send out a pulse of extreme electricity through its whiskers at a single target within 30 ft. The master coeurl must make a ranged tough attack(+18), if it hits, the target takes 5d6 points of lightning damage and must make a Fortitude save(DC 21) or be inflicted with Death status. Blue mages may learn this ability as a 9th level spell(DC 33).

Pounce(Ex)
A master coeurl can make a full attack(including its rake attack) when it makes a charge attack.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#53
Malboro Family

Great Malboro
A large yellow-and-brown-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping maws.
CR 12 XP 19200
NE Huge Plant
Init: +7; Senses Low-light vision, scent; Perception +18

AC 27, touch 11; flat-footed 24(+3 Dex, +16 natural, -2 size)
hp 202(17d8+153); Fasting Healing 6
mp 133
Fort +19, Ref +10, Will +10
Immune Lightning, plant traits; Resist Water 10
Weakness Fire

Speed 20 ft., Climb 20 ft.
Melee Bite +19(2d8+13)
Range 4 Vine Tendrils +13(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Bad Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 17th, concentration +19)
1st – Virulence(DC 13)
2nd –  Poison(DC 14)
3rd – Bio(DC 15), Infect(DC 15)
4th – Contagion(DC 16), Poisonga(DC 16)
5th – Biora(DC 17), Drain(DC 17), Infectga(DC 17)
6th – Greater Contagion(DC 18), Syphon(DC 18)
7th – Plague Storm(DC 19)
8th – Doom(DC 20)

Str 28, Dex 17, Con 28, Int 2, Wis 16, Cha 15
Base Atk +12; CMB +23(+27 grapple); CMD 40(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack(Bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus(Climb)
Skills Climb +24, Perception +18, Stealth +9(+25 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Bad Breath(Su)
4/day, a great malboro 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 18 to negate), Blind(Fortitude save DC 18 to negate), Confuse(Will save DC 18 to negate), Silence(Fortitude save DC 18 to negate), Poison(Fortitude save DC 18 to negate), and Slow(Fortitude save DC 18 to negate). The great malboro must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 5th level spell(DC 25).

Camouflage(Ex)
Because a great 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.

Feed(Ex)
When a great 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.

Vine Tendrils(Ex)
A great malboro can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 15 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the great malboro can assume control of another vine as a move action to bring it to bear in combat.

Malboro
A large black-and-green-patterned plant, with countless rows of dripping teeth. Hundreds of thick twitching tentacles cascade from its base.
CR 8 XP 4800
NE Huge Plant
Init: +7; Senses Low-light vision, scent; Perception +13

AC 23, touch 11; flat-footed 20(+3 Dex, +12 natural, -2 size)
hp 134(12d8+96); Fasting Healing 4
mp 66
Fort +16, Ref +9, Will +6
Immune Lightning, plant traits; Resist Water 10
Weakness Fire & Ice

Speed 20 ft., Climb 20 ft.
Melee Bite +15(2d6+12)
Range 4 Vine Tendrils +10(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Bad Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 12th, concentration +14)
1st – Virulence(DC 13)
2nd –  Poison(DC 14)
3rd – Bio(DC 15), Infect(DC 15)
4th – Contagion(DC 16), Poisonga(DC 16)
5th – Biora(DC 17), Drain(DC 17), Infectga(DC 17)
6th – Greater Contagion(DC 18), Syphon(DC 18)

Str 26, Dex 16, Con 26, Int 2, Wis 15, Cha 14
Base Atk +9; CMB +19(+23 grapple); CMD 32(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus(Climb)
Skills Climb +19, Perception +13, Stealth +4(+20 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Bad Breath(Su)
3/day, a malboro 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 17 to negate), Blind(Fortitude save DC 17 to negate), Confuse(Will save DC 17 to negate), Silence(Fortitude save DC 17 to negate), Poison(Fortitude save DC 17 to negate), and Slow(Fortitude save DC 17 to negate). The malboro must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 5th level spell(DC 25).

Camouflage(Ex)
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.

Feed(Ex)
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.

Vine Tendrils(Ex)
A malboro can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 10 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the malboro can assume control of another vine as a move action to bring it to bear in combat.

Malboro Menace
A large blue-and-gray-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping maws. This is considered the worst of the Malboro family to run into so you better become prepared for the worse.
CR 16 XP 76800
NE Huge Plant
Init: +8; Senses Low-light vision, scent; Perception +18

AC 32, touch 13; flat-footed 24(+4 Dex, +1 dodge, +19 natural, -2 size)
hp 285(24d8+216); Fasting Healing 12
mp 264
Fort +23, Ref +14, Will +14
Immune Lightning, plant traits; Resist Water 15
Weakness Fire

Speed 20 ft., Climb 20 ft.
Melee Bite +26(2d8+15)
Range 4 Vine Tendrils +20(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Putrid Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 24th, concentration +27)
1st – Virulence(DC 14)
2nd –  Poison(DC 15)
3rd – Bio(DC 16), Infect(DC 16)
4th – Contagion(DC 17), Poisonga(DC 17)
5th – Biora(DC 18), Drain(DC 18), Infectga(DC 18)
6th – Greater Contagion(DC 19), Syphon(DC 19)
7th – Plague Storm(DC 20)
8th – Doom(DC 21)

Str 30, Dex 18, Con 28, Int 2, Wis 18, Cha 16
Base Atk +18; CMB +30(+34 grapple); CMD 44(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Improved Natural Attack(Bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus(Climb)
Skills Climb +31, Perception +25, Stealth +16(+32 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Camouflage(Ex)
Because a malboro menace 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.

Feed(Ex)
When a malboro menace 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.

Putrid Breath(Su)
5/day, a malboro menace 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 23 to negate), Blind(Fortitude save DC 23 to negate), Confuse(Will save DC 23 to negate), Disable(Fortitude save DC 23 to negate), Disease(Fortitude save DC 23 to negate), Silence(Fortitude save DC 23 to negate), Petrify(Fortitude save DC 23 to negate), Poison(Fortitude save DC 23 to negate), Sap(Fortitude save DC 23 to negate), Sleep(Will save DC 23 to negate), and Slow(Fortitude save DC 23 to negate). The malboro menace must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 9th level spell(DC 33).

Vine Tendrils(Ex)
A malboro menace can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 20 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the malboro menace can assume control of another vine as a move action to bring it to bear in combat.
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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#54
Alright, I've been sort of busy this month so I won't have the chocobos out til next month lol... I've added in two more groups of creatures the malboro and coruel. I've updated/changed the behemoths and did some changes to the dualhorns. I plan to add in more sub types for other family groups with the next couple of weeks. I also finish the holy elementals roughly a few weeks back so all the elementals should be good I hope. Tongue Let me know if you want a type of monster up here and I'll get working on it. I'm not doing any named characters or bosses quite yet so do not ask. 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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#55
I plan for the Bestiary update BEFORE the FFXIV Expansion. Because I'll be too busy afterwards lol
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#56
(04-07-2017, 10:21 PM)Viladin Wrote: I plan for the Bestiary update BEFORE the FFXIV Expansion. Because I'll be too busy afterwards lol

Alright, that's fine. I'll probably be adding more in afterwards. I'll look over what I've got now and see if I missed anything. Do you know when that'll be?
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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#57
(04-07-2017, 10:52 PM)Fortheseen Wrote:
(04-07-2017, 10:21 PM)Viladin Wrote: I plan for the Bestiary update BEFORE the FFXIV Expansion. Because I'll be too busy afterwards lol

Alright, that's fine. I'll probably be adding more in afterwards. I'll look over what I've got now and see if I missed anything. Do you know when that'll be?

Most likely over the next month. I'll take what you have and do a bit of organization and proofreading/balancing.
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#58
(04-07-2017, 10:59 PM)Viladin Wrote:
(04-07-2017, 10:52 PM)Fortheseen Wrote:
(04-07-2017, 10:21 PM)Viladin Wrote: I plan for the Bestiary update BEFORE the FFXIV Expansion. Because I'll be too busy afterwards lol

Alright, that's fine. I'll probably be adding more in afterwards. I'll look over what I've got now and see if I missed anything. Do you know when that'll be?

Most likely over the next month. I'll take what you have and do a bit of organization and proofreading/balancing.

Okay, I'll try to be on a little more often in the next month. I was trying to add in some of your creatures and make some slight changes to some of them.
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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#59
Skeleton Family

Blood Bones
This armored creature looks like a red skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 3 XP 800
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +7

AC 20, touch 12, flat-footed 18(+3 armor, +2 Dex, +5 natural)
hp 25(4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities holy burst resistance +2; DR 5/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy

Speed 30 ft.
Melee Greatsword +6 (2d6+4), or 2 claws +6 (1d4+3)
Special Attacks Hell Slash, Marrow Drain

Str 17, Dex 15, Con -, Int 11, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Improve Initiative, Power Attack
Skills Acrobatics +7, Climb +5, Escape Artist +7, Perception +7, Stealth +9
Languages Abyssal
Gear Studded leather armor, greatsword

Hell Slash(Su)
2/day, as a swift action, a blood bones can imbue its greatsword with dark energies. The next time the blood bones strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 13), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Marrow Drain(Su)
3/day, a blood bones can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 12) or be drained for 1d4 MP which heals the blood bones for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).

Dark Skeleton
An armored black skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice as it strikes fear within its opponents.
CR 7 XP 3200
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +13
Aura frightful presence (60 ft., DC 18)

AC 25, touch 14, flat-footed 22(+4 Armor, +3 Dex, +7 natural, +1 Deflection)
hp 77(10d8+30)
Fort +6, Ref +6, Will +7
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy

Speed 40 ft.
Melee +1 Greatsword +14 (2d6+8) or 2 claws +12 (1d6+5)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud

Str 21, Dex 16, Con -, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +12; CMD 25
Feats Cleave, Improve Initiative, Great Cleave, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +13, Climb +12, Escape Artist +13, Perception +13, Stealth +16
Languages Abyssal, Common + 1 other
Gear Chain Shirt +1, Greatsword +1

Black Cloud(Su)
3/day, a dark skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A dark skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).

Blood Saber(Su)
1/day, a dark skeleton can drain the health of all nearby enemies with a 15-ft.-radius spread. A dark skeleton deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).

Hell Slash(Su)
4/day, as a swift action, a dark skeleton can imbue its greatsword with dark energies. The next time the dark skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).

Draugar
An armored ancient dark skeleton with gold tattoos wielding a greatsword and causing mayhem to all living creatures. The draugar are guardians of ancient ruins.
CR 12 XP 19200
NE Medium Undead
Init: +8; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 22)

AC 31, touch 16, flat-footed 25(+6 Armor, +3 Dex, +9 natural, +3 Deflection)
hp 142(17d8+68)
Fort +9, Ref +9, Will +10
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy

Speed 30 ft.
Melee +3 Greatsword +23/+18/+13 (2d6+7)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud, Malediction

Str 24, Dex 18, Con -, Int 15, Wis 10, Cha 18
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Vital Strike, Weapon Focus(Greatsword)
Skill Acrobatics +18, Climb +17, Escape Artist +18, Perception +20, Stealth +21
Languages Abyssal, Common + 1 other
Gear Breastplate +3, Greatsword +3

Black Cloud(Su)
5/day, a draugar can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A draugar deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 17) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).

Blood Saber(Su)
3/day, a draugar can drain the health of all nearby enemies with a 15-ft.-radius spread. A draugar deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 20) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).

Hell Slash(Su)
5/day, as a swift action, a draugar can imbue its greatsword with dark energies. The next time the draugar strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 16), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Horror Cloud(Su)
5/day, a draugar can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 17) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).

Malediction(Su)
1/day, a draugar can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 23) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (DC 33).

Elite Skeleton
A skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice.
CR 5 XP 1600
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +10

AC 22, touch 12, flat-footed 20(+4 Armor, +2 Dex, +6 natural)
hp 49(7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy

Speed 40 ft.
Melee Greatsword +10 (2d6+6) or 2 claws +9 (1d4+4)
Special Attacks Black Cloud, Hell Slash, Marrow Drain

Str 19, Dex 15, Con -, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Cleave, Improve Initiative, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +9, Climb +8, Escape Artist +9, Perception +10, Stealth +12
Languages Abyssal, Common
Gear Chain Shirt, Greatsword

Black Cloud(Su)
1/day, an elite skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 15) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).

Hell Slash(Su)
3/day, as a swift action, an elite skeleton can imbue its greatsword with dark energies. The next time the elite skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 14), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Marrow Drain(Su)
3/day, an elite skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).

Skeleton
This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets.
CR 1/3 XP 135
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +0

AC 16, touch 12, flat-footed 14(+2 armor, +2 Dex, +2 natural)
hp 5(1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy

Speed 30 ft.
Melee Broken scimitar +0 (1d6), claw -3 (1d4+1), or 2 claws +2 (1d4+2)
Special Attacks Marrow Drain

Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improve Initiative
Gear Leather armor, broken scimitar

Marrow Drain(Su)
Once per day, a skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).

Skuldier
An armored blue skeleton wielding a greatsword and causing mayhem to all living creatures. Some say their fallen knights who seek revenge on those who brought them their demise but still mistaken all living as foes.
CR 9 XP 6400
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 20)

AC 27, touch 15, flat-footed 24(+4 Armor, +3 Dex, +8 natural, +2 Deflection)
hp 107(14d8+42)
Fort +7, Ref +7, Will +9
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy

Speed 30 ft.
Melee +2 Greatsword +19/+14 (2d6+6)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud

Str 22, Dex 17, Con -, Int 14, Wis 10, Cha 17
Base Atk +10; CMB +16; CMD 29
Feats Cleave, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Weapon Focus(Greatsword)
Skill Acrobatics +15, Climb +14, Escape Artist +15, Perception +17, Stealth +18
Languages Abyssal, Common + 1 other
Gear Scale Mail +2, Greatsword +2

Black Cloud(Su)
3/day, a skuldier can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A skuldier deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).

Blood Saber(Su)
2/day, a skuldier can drain the health of all nearby enemies with a 15-ft.-radius spread. A skuldier deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).

Hell Slash(Su)
5/day, as a swift action, a skuldier can imbue its greatsword with dark energies. The next time the skuldier strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).

Skull Warrior
This armored creature looks like a yellow skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 1 XP 400
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +5

AC 18, touch 12, flat-footed 16(+3 armor, +2 Dex, +3 natural)
hp 11(2d8)
Fort +0, Ref +2, Will +3
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy

Speed 30 ft.
Melee Scimitar +2 (1d6+3/18-20), claw -1 (1d4+3), or 2 claws +4 (1d4+3)
Special Attacks Hell Slash, Marrow Drain

Str 16, Dex 14, Con -, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Improve Initiative
Skills Acrobatics +5, Climb +4, Escape Artist +5, Perception +5, Stealth +7
Gear Studded leather armor, scimitar

Hell Slash(Su)
Once per day, as a swift action, a skull warrior can imbue its scimitar with dark energies. The next time the skull warrior strikes a creature with its scimitar, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 12), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).

Marrow Drain(Su)
2/day, a skull warrior can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skull warrior for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#60
Hey there folks, another minor update here. I've added in a couple more Mu types in and added in a whole new section for Skeletons. Also added in plain zombies in the zombie section encase you don't want to look back at the bestiary tab on the website just until the websites bestiary gets updated. I'll be adding in some more chocobo colors on my next batch and it might take some research to make each one unique. There were a lot more blue mage spells this time around so check them out when your free. Alright, peace!
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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