Lesser Planar Allies for Calistria, etc.


Homebrew and House Rules

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There's not a whole lot of 6 HD or less critters for use with lesser planar ally, and, after a bit, calling your goddess of lust and vengeance for an ally and getting a fire mephit get old.

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Option one, an awakened entropic half-dragon (black) giant wasp. My template-fu is weak...

GILDED NIGHT CR 7
XP 3,200
CN Large dragon (augmented vermin, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +18

DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 75 (6d10+42)
Fort +12, Ref +6, Will +3
Damage Reduction 5/lawful; Immune acid, paralysis, sleep; Resist fire 10; Spell Resistance 13

OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee 2 claws +13 (1d6+8), 1 bite +13 (1d8+12), 1 sting +13 (1d8+12 plus poison); power attack 2 claws +11 (1d6+12), 1 bite +11 (1d8+18), 1 sting +11 (1d8+18 plus poison)
Special Attacks breath weapon (60 ft. line of acid, 6d6 damage, Ref DC 20 halves) 1/day, smite law (+2 attack and +2 damage against a lawful foe as a swift action) 1/day

STATISTICS
Str 26, Dex 12, Con 24, Int 7, Wis 13, Cha 15
Base Atk +6, CMB +11; CMD 22 (26 vs. trip)
Feats Hover, Improved Initiative, Power Attack
Skills Climb 6 (+17), Fly 6 (+14), Intimidate 6 (+11), Perception 6 (+18); Racial Modifiers +8 Perception
Languages Elven

SPECIAL ABILITIES
Poison (Ex) Sting – injury; save Fort DC 21; frequency 1 / round for six rounds; effect 1d2 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

ECOLOGY
Environment Calistria’s Garden of Venomous Delights
Organization solitary
Treasure none

Gilded Night is a servant of the goddess Calistria, whose appearance leaves no question as to its lineage, as an awakened entropic giant wasp with the blood of a black dragon in its veins. Its carapace is glistening ebony offset by metallic golden bands that curl upon themselves in fantastical fractal patterns, and its wings are thin sheets of iridescent onyx, resplendent with a play of many shimmering colors. The six legs of its wasp’s body end in tripartite talons, and it’s mandibles scissor open to reveal a reservoir of draconic acid, waiting to be unleashed.

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[Design notes; yeah, I know, you can't awaken a vermin. But *Calistria* can, 'cause she's all like, a god, and scoffs at your feeble rules.]

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Calistria totally needs a hawk creepy bug-lady, that looks somewhat like a cross between David Bowie's wife Iman and an organic-armored Witchblade.

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KARIMA, HANDMAIDEN OF FURY CR 6
XP 2,400
CN Medium outsider (elf)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 mithril shirt, +4 Dex, +2 natural)
hp 42 (6d8+12)
Fort +4, Ref +9, Will +3; +2 vs. enchantment spells and effects
Damage Reduction 5/lawful; Defensive Abilities evasion, uncanny dodge; Immune sleep; Resist acid 10, fire 10; Spell Resistance 12

OFFENSE
Speed 30 ft., fly 30 ft. (good)
Melee 2 claws +8 (1d4+1 plus poison) or 1 Tripartate Whip +10 (1d8+1 plus poison, disease and / or curse)
Ranged triple sting +7/+7/+7 (1d4+1 plus poison)
Special Attacks bleeding attack, finesse rogue, offensive defense, smite law 1/day (+2 attack and damage to one lawful target), sneak attack +3d6, sudden betrayal, trap sense +2, tripartite whip, triple sting

STATISTICS
Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 14
[0 + 7 + 5 – 2 + 0 + 5 = 15, +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis racial, +1 Dex at 4th)

Base Atk +4, CMB +5; CMD 19
Feats Weapon Finesse (B), Point-Blank Shot, Skill Focus (bluff), Weapon Focus (whip)
[48] Skills Acrobatics 6 (+13), Bluff 6 (+14), Escape Artist 6 (+13), Fly 6 (+17), Perception 6 (+12), Sleight of Hand 6 (+13), Stealth 6 (+13), Use Magic Device 6 (+11); Racial Modifiers +2 Perception
Languages Elven

SPECIAL ABILITIES
Sudden Betrayal (Su) As a move-equivalent action, Karima can make a bluff check to feint a target within 30 ft., following it up with a sneak attack as a standard action. Whether she succeeds or fails in this attempt, if she attempts to repeat this special feint action against a single target in consecutive rounds, the DC increases by five for each subsequent round. If she allows a round to pass between attempts, the DC returns to normal.

Triple Sting (Su) Karima can generate three dart-sized stingers from either hand as a swift action and hurl them at one or more targets with a standard action at her basic attack bonus minus 2. This action cannot be performed more than a single time per round. These attacks have the range increment and damage of a masterwork dart, but are also coated with giant wasp poison. She can perform this action twice per minute (once from each hand) and loses the use of one of her claw attacks per use, and cannot use that claw attack until the ability has recharged.

Tripartate Whip Karima’s +1 scorpion whip[/b] is made of braided strands of adamantine, cold iron and mithril, and counts as silver, cold iron or adamantine, whichever is most favorable, when it strikes. Its three heads strike a single target, and result in the whip inflicting damage as a weapon two size classes larger (although it does not otherwise count as an oversized weapon and only weights 5 lbs.). Through the grace of Calistria, Karima is proficient in the use of whips, and the [i]Tripartate Whip has additional properties in her hands. Upon a successful hit, she can, at her discretion, inject a dose of giant wasp poison, afflict the target with contagion (Fort DC 15), or bestow curse (Will DC 15) upon the victim (either at CL 7). All saving throws benefit from her +2 elven racial bonus to overcome Spell Resistance, if appropriate. If she confirms a critical hit with the Tripartate Whip, Fury’s Handmaiden can afflict the hapless soul with all three effects. In keeping with the types of missions for which she is called, Karima commonly afflicts foes with sexually transmitted diseases, or curses that inhibit the fertility or function of a male target.

Wasp Poison (Ex) Sting – injury; save Fort DC 15; frequency 1 / round for six rounds; effect 1d2 Dex damage; cure 1 save. The save DC is Constitution-based (even when applied via her Tripartate Whip or triple sting attacks).

ECOLOGY
Environment Calistria’s Garden of Venomous Delights
Organization solitary
Treasure none (her equipment returns to the Garden, even if she is defeated)

In contrast to her cold demeanor, the Handmaiden of Fury is a stunningly beautiful elven woman, impossibly slender, with dusky skin rivaling that of any Keleshite princess. Her mithril shirt seems to be made of impossibly tiny links of pure gold, dazzling in color and light as sequined silk to the touch, while her infamous whip coils suggestively about her shoulders and waist, like a living thing, the ends of its three lashes ending in bulbous stingers, like those of some terrible scorpion.

Her surreal beauty is marred only slightly by the sight of her slender hands, which end in three taloned fingers, and the armor like growths of chitin decorating her shoulders, hips and forearms. Six gauzy translucent wasp wings fold forth from her back, appearing similar to a cloak, when not in use, and beating so fast as to be almost invisible as they bear her aloft.

In combat, she is a terror to behold, rising above the reach of ground-bound targets, and using her Sudden Betrayal ability to sneak attack her target with her triple sting, before turning to the use of the Tripartate Whip. When possible, she will switch targets round to round, to be able to make constant use of Sudden Betrayal, but against a single target, she will simply take advantage of the ability every other round, alternating between use of the wasp venom of her triple sting, the bleed damage of her bleeding attack rogue talent, and diseases or curses delivered through the Tripartate Whip to wear down her foe, taking advantage of her aerial maneuverability and her offensive defense rogue talent to avoid blows.

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[Design notes. Originally, the tripartite whip did three separate attacks for 1d4, but, combined with her +3d6 sneak attack, that would be far more deadly than appropriate for her CR. She also originally had the +2 racial bonus to poison DC that came with the Giant Wasp Poison, but I dropped that when I recalled that she could administer up to three doses to a person in a single around, through her triple sting attack. The save DCs would quickly fly through the roof, and leaving it at DC 15 kept it, initially, at the same range as her contagion and bestow curse attacks. Someone based on a Rogue chassis ends up with AC, hit point and attack numbers less than the CR would suggest for their level, but the amount of defensive abilities she gets from her entropic template & rogue levels and the scary potential for stacking poison (and perhaps diseases and curses) all over you, warrants her having that CR, IMO.]

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Logically, I would now proceed to come up with 6 HD (or less) lesser planar ally options for Abadar, Iomedae, Urgathoa, etc., etc.

But my muse just laughs and laughs at thinking about this any more tonight. :)


Set wrote:
But my muse just laughs and laughs at thinking about this any more tonight. :)

Could be worst...

this one's fine, but the rest is NSFW...


Desna next! Awesome work.

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Cheapy wrote:
Desna next! Awesome work.

Thanks for the kind words!

Desna was not on my short list, but since you got the idea in there before I started pondering, already my subconscious is on it.

Sneaky!

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Dreams and nightmares, bringing inspiration and terror.

Desna's first lesser planar ally (the second is still fluttering around in my mind);

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This shadowy veiled figure resembles a sensuous and seductive Varisian dancer, whose gender seems to vary, depending on the preferences of the viewer. He or she moves in an erotic and captivating dance, moving with breathtaking grace and confidence over the ground as if the fluttering veils were ethereal wings. Hands that feel as hot as the sun, and as cold as the void between the stars clutch the sides of your face as the dancers face contorts into a thing of unspeakable horror.

STARRY-EYED DANCER CR 7
XP 3,200
CN Medium aberration (amphibious, extraplanar, incorporeal)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +18

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 deflection, +3 Dex)
hp 39 (6d8+42)
Fort +4, Ref +5, Will +6
Special Defenses incorporeal; Immune sleep; Resist cold 10; Spell Resistance 13
Weaknesses light sensitivity, vulnerability to illusion

OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +7 (1d8 cold damage + 1d8 fire damage plus nightmare touch)
Special Attacks death curse, dream thief, fascinating gaze, nightmare touch

STATISTICS
Str –, Dex 17, Con 14, Int 11, Wis 13, Cha 19
Base Atk +4, CMB +7; CMD 21
Feats Ability Focus (fascinating gaze), Ability Focus (nightmare touch), Improved Initiative
Skills Fly 6 (+12), Knowledge (local) 6 (+9), Perception 6 (+10), Stealth 6 (+16), Swim 0 (+11); Racial Modifiers +4 Stealth
Languages Aklo; telepathy 100 ft.
SQ amphibious, dream thief, hide in plain sight, incorporeal

SPECIAL ABILITIES
Death Curse (Su) If a Starry-Eyed Prophet is slain, or dismissed to its home realm (see below), all enemies of the creature within 30 ft. is cursed to suffer the effects of a nightmare spell at CL 7 for the next three nights (but can make separate saving throws vs. Will at DC 17 each night to avoid that nights occurrence). This effect can be ended early via remove curse, break enchantment or more powerful (or specific, dream-affecting) magics, or by a lesser restoration willingly cast by a cleric of Desna.

Dream Thief (Su) A Starry-Eyed Killer can view the dreams of a sleeping individual with an ability similar to detect thoughts, usable at will, but only to view the dreams of someone who is unconscious, asleep or fascinated by the creature's gaze attack, and the duration is concentration. If a subject resists this effect (Will DC 17), they cannot be affected again by it for 24 hours.

Fascinating Gaze (Su) The seductive appearance and movements of the Starry-Eyed Wanderer cause all viewers within 30 ft. to be fascinated if they do not make a Will save (DC 19). Those fascinated will react normally to other forms of danger, as per the fascinated condition, but will treat the sensual moves of the Starry-Eyed Jade as harmless, unless the creature uses its nightmare touch to attack another. (Using its nightmare touch in its non-harmful application will not shock viewers out of their fascinated state, however.)

Hide in Plain Sight (Su) A Starry-Eyed Horror can make a hide check as long as it is within 10 ft. of a shadow or area of shadowy illumination, similar to a Shadowdancer.

Nightmare Touch (Su) The Starry-Eyed Lover’s touch can bring either enlightenment or the terrors of the night. Anyone the creature touches can be either affected by an augury spell (as if the recipient had cast the spell themself, at CL 7) or a phantasmal killer spell (also at CL 7), requiring a Will save (DC 19) and perhaps also a Fortitude save (DC 19) to avoid coming to harm. If the victim of the phantasmal killer effect resists and is capable of reflecting the spell, per the description on PFRPG p 319, the Starry-Eyed Dreamer is not harmed, but is immediately dispelled back to its home and will not answer that callers pleas for 24 hours. The creatures’ incorporeal touch need not inflict damage, if it does not wish it, and it typically does not harm those that it is gifting with enlightenment. Once it has affected an individual with its gift of enlightenment, they cannot benefit from its touch for a full thirty days, but it can attempt to strike them dead with blasphemous revelation after mind-shattering insight, without restriction.

Vulnerability to Illusion (Su) The Starry-Eyed Vision has a -4 to all saving throws versus illusion, and takes +50% damage from shadow magic effects, whether it succeeds in recognizing their shadow-nature or not.

ECOLOGY
Environment The Dark Places between the Stars
Organization solitary
Treasure none

The Starry-Eyed Emissary goes by many names, and must be called by a different title each time it is summoned by an individual priest of Desna. Its true gender, if it even has one, is unknown, and it shares its joyful enlightenment or its horrific revelations as directed, caring little for reasons why, trusting that the priest who has sung it down has their reasons, and will answer to the goddess if their reasons are not worthy. Its place is not to judge, merely to bring enlightenment to those who call its ever-changing name (or to bring ruinous and terrible insight upon those they wish stricken down).

Starry-Eyed Destroyers feed off of the dreams of others, and must spent at least an hour per day using their dream-thief ability (usually on sleeping individuals, who are never aware of their presence). This ability causes no harm to those whose dreams are 'tasted,' although they may be aware of a sensation of someone watching them, in their dream. If the creature goes a day without 'feeding' in this manner, it loses a point of Wisdom, and if it's Wisdom ever drops to three, it becomes temporarily chaotic evil, and begins instead feeding by afflicting others with its nightmare touch. During this time (and only this time), each person who dies from its phantasmal killer attack restores 1 pt. of Wisdom to the creature, and it continues a mad killing spree until it's Wisdom is fully restored, at which point its alignment returns to chaotic neutral, and it must again feed through the use of its dream-thief ability.

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[Design notes. This sucker comes nowhere near it's CR for AC, hit points, etc. And yet, incorporeal. Pretty much a death sentence for half of the creatures of its CR, since they can't touch it. Some things just don't go by the chart. And yeah, I know, basing a monster on the terrible, terrible phantasmal killer spell is silly, but it's *exactly* the spell I wanted for this, even if it's mechanics are a bit painful. Thankfully a single Ability Focus feat affects both saving throws... I owe some of the concept behind this creature to Patricia McKillips's The Forgotten Beasts of Eld, and some to Londo Molari calling his assistant a 'moon-faced assassin of joy.' Cheap Tricks' Dream Police were in no way involved.]

Silver Crusade

Watching this thread like a hawk.

Starry-Eyed Dancer rocks. I love the idea of Desna having a collection of downright weird, alien-mindset creatures in her stable of servants, especially considering how well-travelled throughout the universe she is.

....of course now that Calistria has a Iman in her employ, she's going to need a David Bowie... ;)

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Mikaze wrote:

Watching this thread like a hawk.

Starry-Eyed Dancer rocks. I love the idea of Desna having a collection of downright weird, alien-mindset creatures in her stable of servants, especially considering how well-travelled throughout the universe she is.

....of course now that Calistria has a Iman in her employ, she's going to need a David Bowie... ;)

Thanks!

And, no. I just lost an hour of my live at TV Tropes reading about Labyrinth. Statting up Jareth would probably kill me. :)

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And a second lesser planar ally option for Desna;

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This swarm of incredibly colorful butterflies produce a dazzling light, like that of multiple torches, but move with eerie silence. As they get closer, four-bladed wings, vaguely resembling the blades of a starknife, and bodies of delicate seeming clear crystal can be seen. The starflies move in spiraling motions, like spinning shuriken or falling leaves, but can turn and wheel in coordinated displays with impossible speed.

STARFLY SWARM CR 6
XP 2,400
NG Diminutive magical beast (augmented vermin, good, swarm)
Init +6; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +3
Damage Reduction 5/evil; Defensive Abilities night traveller, swarm traits; Immune weapon damage; Resist acid 10, cold 10, electricity 10; Spell Resistance 13
Weakness swarm traits

OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee swarm (0 damage)
Space 10 ft.; Reach 0 ft.
Special Attacks envelopment, winged grasp

STATISTICS
Str 1, Dex 15, Con 12, Int 10, Wis 12, Cha 14
Base Atk +6, CMB – (+11 to grapple); CMD – (21 to resist attempts to break its grapple)
Feats Flyby Attack, Hover, Improved Initiative
Skills Fly 6 (+21), Perception 6 (+10), Stealth 0 (-6 when illuminated, +14 when ‘cloaked in night’); Racial Modifiers +4 Perception
Languages Sylvan
SQ all-around vision, cloaked in night, night traveler, swarm traits

SPECIAL ABILITIES
All-Around Vision (Ex) A starfly swarm can see in all directions. Starfly Swarms gain a +4 racial bonus to Perception checks and cannot be flanked.

Envelopment (Su) Starflies generate torch-equivalent light and anyone within their space suffers the effects of a glitterdust spell (CL 6, Will DC 17 to avoid blindness) and are also deafened by the sound of eerie howling winds and discordant tinkling music that assaults those they engulf. (These sounds are inaudible to those outside of their space, and the Will save to avoid blindness also prevents one from being deafened by this effect.) They can extinguish the effects of the light and sound at will, or dim it to a gentle flicker equivalent to candle-light and the sound of distant music (still only audible to those they engulf, however). The saving throw is Charisma-based and includes a +2 racial bonus. While fully illuminated, a Starfly Swarm suffers an additional -4 penalty to Stealth checks.

Cloaked in Night (Ex) When Starflies extinguish their natural illumination, their tiny bodies become cool and black, and their brightly colored wings similarly flush with dark colors, rendering them difficult to see in shadowy surroundings, affording them the stealth modifiers of creatures of their individual size (diminutive) instead of the penalties of their swarm size (large)..

Night Traveller (Ex) Starflies regularly travel beyond the reaches of the sky, to their home in the Orrery Gardens of the moon. They do not need to breath, eat or sleep, and can safely traverse the void between the surface of Golarion and its moon.

Winged Grasp (Ex)Starflies are unnaturally strong for their size, and a Starfly Swarm is capable of lifting creatures or objects that it has enveloped into the air and carry them away. Against a resisting target, the Starfly Swarm must make a grapple CMB check against the CMD of the target, and if successful can then make a single move action. Each attempt to break free of the grapple occurs before the Starfly Swarm can move, and possibly drag the captive higher into the sky. For the purposes of this grapple check (and calculating carrying capacity), the Starfly Swarm is treated as a single size Large creature with a Strength score of 19, allowing it to carry 232 lbs. as light encumbrance, 466 lbs. as medium encumbrance (fly speed 40 ft.) or 700 lbs. as a heavy load (it is incapable of flying with a heavy load, but could drag a foe 5 ft. along the ground). Note that it travelling straight up requires double movement, so a Starfly Swarm can only lift a target 30 ft. (at light encumbrance) or 20 ft. (at medium encumbrance) directly upwards. Starfly Swarms generally communicate with their captives, offering them a chance to surrender, before dropping them to their possible doom, but a struggling captive may break free and plummet to his fate against their advisement. A starfly swarm can grapple up to four small or medium-sized targets at a time (or one large sized creature), but can only attempt to grapple a single target as a single attack action.

ECOLOGY
Environment Anywhere between their home on the moon and the night skies of Golarion
Organization solitary (swarm)
Treasure standard (their crystalline bodies and colorful wings are valuable)

Starflies are not individually intelligent, but when gathered into a swarm, they develop intelligence equal to that of a man. Their kindly nature and lack of natural weaponry leads to them appearing harmless, although their ability to grapple foes with their tiny crystal legs and drag them into the sky is feared by anyone who lacks the ability to survive a fall from great heights…

They rarely choose to use this talent for harm, preferring to deposit more reasonable foes far away from where they are making mischief, and their true joy is when they are called upon by the clerics in service to the Bellflower Network, appearing by night to engulf entire families of halflings, and dim their natural radiance to be all-but imperceptible against the starry sky, to whisk their precious cargo over the borders of oppressive nations and to freedom, far over the heads of watchful border guards.

Starflies feed on light, music and joy, and dance above Varisian campfires at night, as the band below them feeds the flames and quickens the tempo, to honor these servants of the Far-Wanderer they honor as their goddess. The light of the sun is too rich a feast for their comfort, and Starflies prefer to appear by night (although sunlight does them no harm), and it is said that they spend the daytime resting in a special place on the surface of the moon (although others doubt they could traverse such distances every day, and suggest that they spend most days resting in natural caverns or abandoned ruins).

The bodies of individual starflies are beautiful, if alien, things, made of clear crystal with many smaller multicolored veins and ‘organs’ visible within. Their wings have the feel of wire-stiffened velvet, and the colorful patterns on a living starfly change without warning as they move, often forming into surreal and sometimes disturbing patterns, or even what appears to be glyphs or symbols in some unknown tongue (although attempts to decipher these apparent symbols indicate that they are without meaning). When they die, the colors stop changing and swirling into new configurations, forever frozen in whatever pattern they were in at the time of death, and some starfly bodies with particularly striking combinations of colors, or patterns that resemble meaningful images, may sell for more than those that are more visibly damaged, or have drab or meaningless patterns.

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[Design notes; Yeah, it's a butterfly swarm that's been awakened and has (most of) the celestial creature template, and is also kinda like a Living Glitterdust spell, that doesn't do any damage, but can pick up and carry people around (and possibly drop them to their deaths, if they get really obnoxious!). It's pretty darn close to the weirdest idea I've had in, well, days, at least. :)

Since it does no damage, the smite evil property of the celestial creature template and the distraction special ability of the swarm type are pretty much irrelevant.

'Kay, Calistria and Desna. Next deity has to not have an interest in bugs!]

Edit: Grr. Forgot Space/Reach on Gilded Night. Wish I could edit stuff way, way after-the-fact!

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Easy enough to come up with something for a deity that I like, now for something from one of the deities that doesn't do much for me.

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This oversized suit of fullplate is covered with terrible curving blades, serrated and crusted with old blood from many battles. Fastened to one wrist by a chain of black adamant is an equally oversized greatsword of cold iron. An exultant roar, as of many savages howling their bloodlust to the sky, comes from its empty faceplate as it charges towards you.

BLOOD MAIL CR 7
XP 3,200
CN Large construct (augmented, chaos)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +8 mw fullplate, +2 natural, -1 size); -2 when raging
hp 63 (6d10+30); fast healing 3 (see below)
Fort +2, Ref +3, Will +5; +2 Will saves when raging
Defensive Abilities hardness 10; Immune construct traits (but see below); Spell Resistance 13
Weakness not mindless (susceptible to mind-affecting effects (charm, compulsion, morale effects, patterns and phantasms))

OFFENSE
Speed 30 ft.
Melee raging mw cold iron greatsword +12/+7 (3d6+9); raging power attack mw cold iron greatsword +10/+5 (3d6+15); raging two-weapon fighting mw cold iron greatsword +10/+5 (3d6+9) and mw cold iron armor spikes +10 (1d8+3 plus bleed and disease)
Space 10 ft.; Reach 10 ft.
Ranged hurled cold iron armor spikes +7 (1d8+4 plus bleed and disease)
Special Attacks blood fever, hurl armor spikes

STATISTICS
Str 19, Dex 13, Con –, Int 9, Wis 10, Cha 10

Base Atk +6, CMB +11; CMD 22
Feats Cleave, Power Attack, Two-Weapon Fighting
Skills Perception 6 (+6)
Languages Common
SQ barbed blades, construct traits, fueled by combat, from hell’s heart, I stab at thee, unholy rage

SPECIAL ABILITIES
Barbed Blades (Ex) The armor spikes adorning a suit of ragemail are curved and barbed blade-like growths that inflict both piercing or slashing damage, for the purposes of overcoming damage reduction, and are composed of cold iron. [As with any weapon wielded by a creature with the chaos subtype, they are also treated as chaotic, for the purposes of overcoming damage reduction.]

Blood Fever (Su) The armor spikes of a suit of ragemail are crusted with the blood of hundreds of ancient battles, and cause 1d6 bleed damage on a successful hit, and the target must make a Fort save (DC 15) or contract filth fever. The save is Charisma-based, and has a +2 racial bonus.

From Hell’s Heart, I Stab at Thee (Su) If a suit of ragemail is destroyed, it gains a free attack of opportunity on the individual who struck it last (as long as that individual is within reach) at its full basic attack bonus (minus any penalties for power attacking). This attack is always made with the creature’s sword, if available (or its armor spikes, if not), and inflicts damage to the sword as well, as a sunder attempt, possibly destroying its own weapon in this last act of defiance. At the end of the round in which the ragemail is destroyed, the armor shudders and launches a spray of armor spikes that inflict it’s normal damage (plus bleed and filth fever) on all targets within 30 ft., friend or foe, unless they make a Reflex save (DC 15) to avoid the projectiles. This attack results in the armor no longer having armor spikes, but the masterwork fullplate remains intact, unless the damage inflicted to the creature would have logically resulted in its destruction as well. The save is Charisma-based, and has a +2 racial bonus.

Fueled by Combat(Su) In any round that the construct either inflicts damage to another, or suffers injury, it benefits from fast healing 3.

Hurl Armor Spikes (Su) A suit of ragemail can hurl armor spikes from its body, with the range of a thrown javelin. Spikes thrown this way rust away at the end of the round, and are regenerated at the same time on the body of the creature. Thrown spikes inflict their bleed damage, and may transmit filth fever normally.

Unholy Rage (Ex) The violent spirit that animates a suit of ragemail can rage as a 1st level barbarian for six rounds per day. It is not fatigued at the end of a rage. It does not gain a +4 bonus to its Constitution score, but does gain 12 extra temporary hit points and a +2 bonus to any Fortitude saves it might need to pass while raging.

ECOLOGY
Environment Gorum’s Armory, or any worldly battlefield to which they are called
Organization solitary
Treasure incidental (mw fullplate, possibly mw greatsword, adamantine weapon cord)

Those who serve Our Lord in Iron rarely die quiet deaths, but sometimes it happens that a faithful follower dies a terribly frustrating ‘straw death,’ felled by treachery, or stricken down by illness. When this happens, Gorum does not look kindly upon them, and forces their spirits into great suits of plate armor, and welds immense greatswords to their gauntleted hands with a chain of black adamant, so that they will never lose their grip on their weapon again.

They are sent time and again to the mortal plane, to fight and fight again, only to know grudging acceptance when they have been destroyed six times in combat. Such is the nature of Gorum’s faithful that some, even after atoning in this manner for their shameful inglorious deaths, request to remain in this form, regarding this punishment as a great blessing.

Ragemails have no fear of death. They crave destruction on the battlefield, although they will not resist instructions to fight tactically, if those orders are clearly given, repeated as necessary and not easily ‘misunderstood.’ The angry and determined spirits that empower a suit of ragemail give it an intelligence not normally seen in animated suits of armor or other constructs, and also make them vulnerable to mind-affecting effects. It is said that there is no greater shame than for a ragemail to return to the great battlefield, having been stricken by a fear effect…

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[Design notes. It's a construct, but not a mindless one, it has the hardness appropriate to iron, Gorum's metal of choice, and heals slowly as long as it's in combat, but not otherwise. Gross armor spikes and a greatsword, and it's good to go. Really, design-wise, this was kinda cake. It's also hella easy to scale up, for higher level planar ally options. Upgrade rounds of rage to equal HD, fast healing to 1/2 HD, and, say, +1 Str / extra HD. Around 12 HD, up it to size Huge, for a horrific brute.]


dot

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And, since I've set the precedent for two lesser planar ally capable flunkies for each god, here's another for Gorum;

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This humanoid figure is composed of hundreds of broken and sundered metal weapons, primarily composed of cold iron, and has a body covered with thousands of jagged edges. The metal scrapes against itself as the creature moves forward, hurling parts of its own body as it approaches.

LOCKJAW CR 6
XP 2,400
CN Medium outsider (chaos, earth, elemental, extraplanar)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +9

DEFENSE
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 63 (6d10+30)
Fort +9, Ref +2, Will +5
Defensive Abilities hardness 10; Immune elemental traits; Spell Resistance 12
Weakness Vulnerable to rusting effects

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee cold iron slam +11 (2d6+7 plus disease); power attack cold iron slam +9 (2d6+13 plus disease)
Ranged thrown blades +6 (1d8+5 plus disease)
Special Attacks earth mastery, thrown blades

STATISTICS
Str 20, Dex 10, Con 19, Int 6, Wis 11, Cha 11
Base Atk +6, CMB +11; CMD 21
Feats Cleave, Improved Bull Rush (B), Improved Sunder (B), Power Attack, Toughness
Skills Appraise 6 (+7), Climb 6 (+14), Perception 6 (+9)
Languages Terran
SQ armor spikes, incorporation, versatile magical cold iron strike

SPECIAL ABILITIES
Armor Spikes (Ex) The body of Lockjaw is so covered with jagged blades that it is treated as having cold iron armor spikes, for the purposes of creatures attempting to grapple it. If it successfully bull rushes a foe, that foe automatically takes damage (1d6+5) from its armor spikes.

Disease (Su) Lockjaw – injury; save Fort DC 17; onset immediate; frequency 1/day; effect 1d3 Dex damage and unable to open one’s mouth to speak or eat; cure 1 save. The save DC is Constitution based. [This is a supernaturally swift version of the disease. The disease would have an onset time of 1 day, under normal circumstances.]

Incorporation (Su) If Lockjaw successfully sunders a metal weapon, it can absorb that weapon as a free action into its body, healing a number of hit points equal to the original hit points of the weapon. The absorbed weapon can only be recovered from Lockjaw’s corpse, and will require whatever sort of repair is appropriate to its condition.

Thrown Blades (Ex) Lockjaw can hurl jagged chunks of cold iron from its body at foes that refuse to engage (or as it approaches), with the range and damage of a thrown cold iron spear (although the weapon inflicts bludgeoning, piercing and slashing damage, like its slam attacks).

Versatile Magical Cold Iron Strike (Ex) The slam attacks, armor spikes or thrown blades of Lockjaw are treated as bludgeoning, piercing and slashing, as well as magical and cold iron, for the purposes of overcoming damage reduction. The many sundered blades and weapons that compose its body do not impart any masterwork or magical enhancement bonuses or properties to Lockjaws attacks. Additionally, Lockjaw’s slam attacks are treated as from a creature of one size class larger, when calculating their damage. [As with any natural attack or weapon wielded by a creature with the chaos subtype, they are also treated as chaotic, for the purposes of overcoming damage reduction.]

ECOLOGY
Environment Gorum’s Armory, or any worldly battlefield to which they are called
Organization solitary
Treasure standard (damaged weapons and masterwork weapons equal to standard treasure can be salvaged if make whole is available, otherwise, scrap iron worth one fifth that)

Lockjaw is the name by which this creature is known, which the unwary might suspect comes from the cruel bear-trap blade it typically ‘wears’ as a ‘grin,’ but there are known to be at least a half-dozen such in service to Gorum, all answering to the same name, and, eerily, sharing the same memories, according to gossip among clergy who have called forth more a number of them over the years.

Lockjaw despises those who use magic to ‘cheat,’ and attacks them first, with the intent to afflict them with supernaturally-swift-acting version of the disease it is named after, paralyzing their jaw muscles and leaving them unable to implore their gods or speak their twisting arcane syllables. It then moves on to what it considers more worthy targets, armed men of war, and attempts to smash the weapons in their grasp to bent and twisted bits of metal, that it incorporates into its own body.

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[Design notes; ye olde bog standard medium earth elemental, advanced up 2 HD, given +2 Str, Dex and Con, the Hardness of Iron, and some appropriate abilities. Technically, there was no need to mention the specific damage-class increase for the slam attack, but it's convenient to have it there for anyone wanting to reverse-engineer it and make a Large or Huge version.]

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Mikaze wrote:
Starry-Eyed Dancer rocks. I love the idea of Desna having a collection of downright weird, alien-mindset creatures in her stable of servants, especially considering how well-travelled throughout the universe she is.

If I had been thinking more clearly and not burping these out as they come into my brain, I would have *not* given Starry-Eyed Dancer the extraplanar subtype. Desna's servants will more commonly be *otherworldly,* but not extraplanar.

Plus I plum forgot to put the extraplanar subtype on the blood mail or Karima. Blood mail is a lame, lame name. When I touch that up, I'm totally gonna change it to something cooler sounding...

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And, to Abadar we go;

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This humanoid figure lurches in an ungainly fashion, seemingly composed of thousands of tiny bricks of clay, held together by wire. Dozens of miniscule people, no larger than ants, can be seen scurrying along ramparts built into the very ‘flesh’ of this lumbering fortification. The smoke of forges deep within can be seen streaming from dozens of chimneys upon it’s shoulders, and deep within its stained-glass eyes, cabals of ant-sized spellcasters chant in unison, calling upon forces both arcane and divine.

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THE CITY THAT WALKS LIKE A MAN CR 6
XP 2,400
CN Medium outsider (extraplanar, law)
Init +1; Senses darkvision 60 ft.; Perception +16

DEFENSE
AC 24, touch 11, flat-footed 21 (+6 breastplate, +1 Dex, +5 natural, +2 heavy steel shield)
hp 57 (6d10+24); fast healing 3
Fort +9, Ref +3, Will +6
Defensive Abilities hardness 5

OFFENSE
Speed 20 ft.
Melee sharpened crossbow strike +10/+5 (1d8+4) or sharpened crossbow strike +6/+1 (1d8+4) and shield slam +6 (1d4+2); power attack sharpened crossbow strike +8/+3 (1d8+8)
Ranged mw light repeating crossbow +8/+3 (1d8 plus poison)
Special Attacks dual spells
Spell-Like Abilities (CL 1, concentration +9)
At will – acid splash, arcane mark, bleed (Will DC 15), create water, dancing lights, daze (Will DC 15), detect magic, detect poison, disrupt undead, flare (Fort DC 15), ghost sound (Will DC 15), guidance, light, mage hand, mending, message, open/close, prestidigitation, purify food & drink, ray of frost, read magic, resistance, stabilize, touch of fatigue (Fort DC 15), virtue

STATISTICS
Str 19, Dex 13, Con 19, Int 16, Wis 17, Cha 10
Base Atk +6, CMB +10; CMD 21
Feats Power Attack, Toughness, Two-Weapon Fighting
54 Skills Appraise 6 (+12), Craft (armorsmithing) 6 (+12), Craft (bowyer/fletcher) 6 (+12), Craft (civic construction) 6 (+12), Disable Device 6 (+10), Heal 6 (+12), Knowledge (engineering) 6 (+12), Perception 6 (+16), Sense Motive 6 (+12); Racial Bonus +4 Perception checks
Languages Axiomite, Azlanti, Common, Osirioni; telepathy 10 ft.
SQ all-around vision, armor spikes, cantrip mastery

SPECIAL ABILITIES
All-around Vision (Ex) The City That Walks Like a Man can see in all directions and cannot be flanked. It receives a +4 bonus to Perception checks.

Cantrip Mastery (Su) Due to their mastery of ‘small magics,’ the spellcasters within a City are capable of casting cantrips cooperatively, granting them the equivalent of the Ability Focus feat with all cantrips.

Dual Spells (Sp) The cabals of ant-sized clerics and wizards that gather in each of the ‘star chambers’ behind the stained-glass windows that serve the humanoid-shaped city as eyes are capable of casting cantrips, but no stronger magics. Each of the two cabals can cast a single cantrip per round, in addition to whatever physical action the City is taking. These spells do not have to be cast at the same target, but must obey normal range restrictions and are cast at CL 1.

Poison (Ex) Crystal Tears crossbow bolt – injury; save Fort DC 15; frequency 1/round for six rounds; effect 1d2 Dex damage plus sickened 1 round; cure 2 saves.

We Shall Fight in the Shade (Ex) Many dozens of ant-sized archers emerge from panels during each round the City That Walks Like a Man is in combat, attempting to harry foes with their ludicrously tiny flights of arrows. Much like a whip, these arrows are incapable of affecting anyone with an armor bonus of +1 or greater, or a natural armor bonus of +3 or greater, but all other foes within 10 ft. of the City That Walks Like a Man are struck automatically by 1d6 of these arrows, taking 1 pt. of nonlethal damage per arrow that hit, and those damaged are mildly discomforted by the (to the Citizens, anyway) ‘terribly deadly’ alchemical toxins they bear, having to make a Fort save (DC 13, plus 1 for each arrow that hit beyond the first in that round) or suffer the effects of the Sickened condition for 1 round.

ECOLOGY
Environment Axis, the Eternal City
Organization solitary, state (2-5), nation (6-10), empire (11-20)
Treasure incidental

It is known to planar scholars that the plane of Law is home to a race of ants the size of men, but fewer know that the Eternal City is also home to a race of men the size of ants.

In the realm of Aroden, the Cities That Walk Like Men dwell, each ‘City’ being a constructed thing of brick and wire, shaped like a human form, and controlled from within by many hundreds of ant-sized people, human in form, but so fine in stature that they live in a perpetual state of agoraphobia, afraid to step outside of their ambulatory ‘cities.’ Through clever systems of pulleys and levers, and many thousands of clay bricks held together with dozens of yards of fine wire, they assemble their man-shaped cities, and, from within, cause them to walk around and function within a society suited for beings much much larger than themselves, like some tiny barely-visible puppeteers.

They are formidable crafters, and have designed clever repeating crossbows that can also be used as an axe, for melee combat, and folding steel shields that are no more cumbersome (or protective) than a buckler when folded up, but can deploy in a moment to serve as a heavy shield, for the defense of their mobile communities.

Medium-sized Cities That Walk Like Men have something of a chip on their shoulders about their capability, as their clerics and wizards are incapable of channeling the power of any magic stronger than a cantrip, and their warriors weapons are barely perceptible to individual attackers the size of their entire city. Still, they fire their arrows to harry foes, as they can, and cast their cantrips to provide guidance to the city as it strikes, or to attempt to touch of fatigue anyone in contact with their community’s walls, or daze a foe at range. Due to the many smaller components of the city that are damage during any attack, a simple mending spell can also be used to repair 1 hit point of damage to the City, potentially boosting the effects of the dozens of dedicated Citizens who are working at all times to maintain and repair their home (represented by the fast healing of the City). Those native to Axis know that the Medium-sized Cities are considered but children, and that Axis itself is home to individuals of Gargantuan and Colossal, with Citizen populations numbering in the millions. It is said that the cabals of clerics and wizards living in such metropolitan communities are capable of casting lower order magics with the same uncanny proficiency that their least cousins can achieve with mere cantrips, and that their warriors have bedecked their cities with dozens upon dozens of what they consider monstrous siege ballista, each the size of a heavy crossbow, to a man, and just as deadly.

Their prayers of Aroden, their original patron, no longer answered, the Cities That Walk Like Men have turned to the service of Abadar en masse, and answer the calls of his clergy dutifully, if not enthusiastically. When a City That Walks Like a Man is destroyed on the mortal plane, it splits open and as the many hundreds of miniature men tumble out, they dissolve away into mist and return in moments to their home, where they must forge a new City and begin anew, often choosing a new name for their new city, regarding the old name as ill-fortuned.

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[Design notes; These dudes aren’t quite as physically brutal as some of the others, but are more useful as ‘utility summons,’ thanks to their ability to cast any cleric or wizard cantrip, and their useful selection of spells, appropriate to their nature, and yet, oh-so-conveniently useful to PCs who lack one of their particular skills.

I’m pretty sure this idea is even weirder than the butterfly swarm that picks people up and drops them…]

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I used up too much of my Abadar-mojo on The City That Walks Like a Man, so I'm gonna have to leapfrog to the next one for a moment, while my inspiration catches up;

Asmodeus (and Lamashtu) have less need for a larger selection of lesser planar allies, as there are rarely a shortage of devils and demons to fill that need. But I made one anyway!

A whirlwind of red and violet flames spins towards you, the sound of flames drowned out by the wailing cries of tortured souls, whose faces you can briefly see being thrown through the flames.

HELLFIRE ELEMENTAL CR 6
XP 2,400
LE Medium outsider (elemental, evil, extraplanar, fire, law)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +9

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 51 (6d10+18)
Fort +5, Ref +5, Will +2
Damage Reduction 5/good; Immune elemental traits, fire; Resist acid 10, cold 10; Spell Resistance 12
Weaknesses vulnerable to cold

OFFENSE
Speed 40 ft., fly 60 ft. (good, only in firewind form)
Melee hellfire slam +11 (1d6+3 +1d6+3 hellfire damage plus burn)
Ranged hellfire ranged touch +9 (1d6+3)
Special Attacks burn (1d6, DC 18), firewind, throw hellfire, smite evil 1/day
Spell-like Abilities (CL 6, concentration +6)
3/day – darkness
1/day – greater teleport (self and up to 50 lbs. of objects only), pyrotechnics (Ref DC 15), unholy blight (Will DC 17)

STATISTICS
Str 14, Dex 19, Con 14, Int 10, Wis 11, Cha 16
Base Atk +6, CMB +8; CMD 22
Feats Dodge, Improved Initiative (B), Mobility, Toughness, Weapon Finesse (B)
Skills Acrobatics 6 (+13), Bluff 6 (+12), Climb 3 (+11), Intimidate 6 (+12), Knowledge (planes) 3 (+6), Knowledge (religion) 3 (+6), Linguistics 3 (+4, Infernal, Auran, Terran), Perception 6 (+9)
Languages Ignan, Auran, Infernal, Terran
SQ throw hellfire

SPECIAL ABILITIES
Firewind (Su) The hellfire elemental can assume a whirlwind form, similar to that of an air elemental of equal size. Any creatures making contact with the hellfire elemental in this form is affected as if by the slam attack of the creature, including the bonus damage from the hellfire and burn properties. Hellfire elementals can only fly in their firewind form.

Hellfire (Su) The body of a hellfire elemental radiates intense heat, and anyone touching it, or struck by its slam attack, suffers an additional 1d6+3 hellfire damage. Any fire damage inflicted by a hellfire elemental, even the secondary damage of its burn special ability, is half fire damage and half divine power that cannot be resisted. The unnatural resilience of hellfire allows it to burn even underwater, and affords the elemental with a +2 racial bonus to its Burn DC, which is based off of its Charisma modifier instead of its Constitution modifier.

Throw Hellfire (Su) A hellfire elemental can throw hellfire with range and effect equal to the produce flame spell at CL 6 (although it only produces damage equal to 1d6+ ½ the creatures HD, maximum +10). This adds 1d6+3 damage to its slam attacks (or can be made as a touch attack in lieu of a slam attack) or can be thrown 120 ft. as a ranged attack. Half of the damage is fire damage, and the other half infernal divine power that cannot be resisted.

ECOLOGY
Environment The Nine Hells, or the Elemental Plane of Fire
Organization solitary, pyre (2-5), conflagration (6-9)
Treasure incidental (adamantine unholy symbol of Asmodeus is the creatures sole possession, and will not be safe to touch until long after it is dead)

Hellfire elementals are devout followers of the King of Hell, and serve as his mouthpieces on the plane of fire, where he has many interests. No matter their skills, they are rarely summoned to bargain or proselytize, however, but as cruel engines of fiery destruction, sent to sweep through as many victims as they can in their firewind forms, and sow confusion and terror with their spell-like abilities, as they leave ashes and agony in their wake.

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[Design notes; It's a medium fire elemental with 2 more HD, and cherry picked stuff from the half-fiend / fiendish creature templates. I slowed it down a little, because I didn't want it as fast as an air elemental in the firewind form, and it better fits the more weighty and self-important nature of the hellfire elemental, which thinks itself a priest among its kind, that it not be rushing about *too* impetuously.]


These are all very creative. I really like the Starry Eyed Dancer and the City that Walks like a Man. I am going to have to adapt some of these for my game world.

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neonmagician wrote:
These are all very creative. I really like the Starry Eyed Dancer and the City that Walks like a Man. I am going to have to adapt some of these for my game world.

Thanks! Those are two of my favorites, as well!

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One more for Abadar;

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A golden feathered woman with wings in place of arms, accompanied by an animated gold and steel light shield and an animated gold and steel light crossbow, hovers before you. She has two heads angled slightly to the right and to the left, combining the features of an eagle and a beautiful woman, and she regards you suspiciously from both.

MIRESS, DEFENDER OF THE CITY CR 7
XP 3,200
LN Medium outsider (extraplanar, law)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15

DEFENSE
AC 23, touch 13, flat-footed 18 (+6 mw agile breastplate, +3 Dex, +2 natural, +2 +1 animated light steel shield)
hp 39 (6d10+6)
Fort +3, Ref +8, Will +7
Damage Reduction 5/chaotic; Defensive Abilities evasion, uncanny dodge; Resist acid 10, cold 10, fire 10; Spell Resistance 13

OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee 2 mw cold iron talon-spurs +10 (1d6+2), 2 mw cold iron wing-spurs +5 (1d6+1)
Ranged animated mw crossbow +11/+6
Spell-like Abilities (CL 6, concentration +8)
3/day – command (Will DC 13), grease (Ref DC 13, creates a slippery pile of coins)
1/day – chaos hammer (Will DC 16), greater teleport (self and up to 50 lbs. of objects only), wall of stone

STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 15, Cha 14
Base Atk +6, CMB +8; CMD 21
Feats Augment Summoning (B), Rapid Reload, Weapon Finesse, Weapon Focus (crossbow)
36 Skills Acrobatics 3 (+6*), Bluff 3 (+8), Diplomacy 6 (+11), Fly 6 (+13*), Knowledge (planes) 3 (+6), Linguistics 6 (+9, Auran, Axiomatic, Common, Formian, Infernal, Terran), Perception 6 (+15), Sense Motive 3 (+8); Racial Modifier +4 Perception
[*Armor Check Penalty – 3 (-1 for Climb and jump checks)]
Languages Auran, Axiomatic, Celestial, Common, Formian, Infernal, Terran
SQ animate crossbow, animate shield, eagle’s cry, sneak attack +2d6, stonecaller

SPECIAL ABILITIES
All-Around Vision (Ex) Her two heads are always alert, and keep her well-apprised of any threat. Miress cannot be flanked and gains a +4 bonus to Perception checks.

Animate Crossbow (Su) Miress is accompanied by a floating mw light crossbow composed of gold-adorned steel. The crossbow is accompanied by a small floating metal box containing 10 cold iron bolts that have been weapon blanched with silver. Any bolts drawn from this quiver rust away into nothingness 1 round after being removed, and replace themselves at the same rate. The crossbow can load and fire itself as if she was wielding it with her full basic attack value, and benefitting from her feats and class abilities, but requires only a free action on her part to direct. It remains within her space, and counts as an attended object while in use. Bolts fired from the crossbow are treated as if she were wielding the weapon, and so do not suffer from to hit penalties or cover from her own body. If this weapon is sundered or lost, she is proficient with all sorts of crossbows (including hand or repeating crossbows), and can animate a found weapon as readily as the one she traditionally bears, being limited to its level of quality or enchantment, and whatever bolts she can scrounge. The box of bolts accompanying her crossbow loses its ability to generate new bolts when not in her possession, and she cannot pass this quality onto another quiver or container, but must return to Axis to requisition a replacement.

Animate Shield (Su) In addition to her floating crossbow, Miress has a floating +1 light steel shield (also decorated in gold, with the symbol of her patron, Abadar) that provides it’s full defensive benefit to her, so long as she is capable of directing it with a free action. If this shield is sundered or lost, she can animate another shield, from buckler to tower shield, with this ability, but is limited to its abilities (and, in the case of a tower shield, hindrances).

Eagle’s Cry (Su) With a shriek from both heads, Miress can call forth a pair of resolute eagles to appear anywhere within close range as a standard action. Both eagles have feathers, beaks and claws of magically-potent gold, and their natural attacks are treated as magical for the purposes of overcoming damage reduction. They also benefit from a +2 bonus to their natural armor, and the normal benefits of her Augment Summoning feat. These eagles function as if called forth by summon monster I and remain for six rounds, or until she attempts another eagle’s cry or use of stonecaller.

Stonecaller (Su) Miress can call forth a small earth elemental as a standard action by stamping her feet on the ground. This earth elemental is made of gold ore, and has a +3 bonus to their natural armor and hardness 5, in addition to the benefits of her Augment Summoning feat. It remains present for six rounds, or until activates another use of stonecaller or uses her eagle’s cry ability.

ECOLOGY
Environment Axis, the Eternal City
Organization solitary
Treasure standard (mw agile breastplate with decorative gold engravings doubling its value, +1 light steel shield w/ similar engravings (double base value only), mw light steel crossbow w/ similar engravings, finely decorated metal box of cold iron silver-blanched bolts)

Miress was once something similar to an avoral, a beautiful creature of chaos and the natural world. But her curiosity was always her doing, and she found the cities of men to be fascinating. Against the urges of her kind, she found herself drawn to the cities, and saw them from far above, as organic growths that inspired her. Did not the natural world find its way into the city’s heart, in the form of pigeons and cats and mice, living out their lives in the way of their small kind?

Seduced by form and beauty being crafted, instead of allowed to develop organically, she came to the Eternal City, and sought service to Abadar, the god of the cities. Her people wept to see her abandon the song of freedom and the call of the wild, but her eagle eyes have found new forms of beauty, and she laughs off any suggestion that she has ‘abandoned’ or ‘betrayed’ anything, considering her chaos-loving kinfolk to have perhaps a bit too dogmatic in their rigid and inflexible unwillingness to try something new… Her form has been transmuted by the will of Abadar, and the parts of her spirit that were once of chaos, are now of law, so that, despite her origins, she is now a creature of law, through and through.

Faced with opposition, Miress calls forth either a small ‘gold elemental,’ or a pair of resolute ‘golden eagles,’ and then uses them to provide flanking cover so that her own attacks strike with a surgeon’s precision, taking advantage of her sneak attack damage.

The talons at the end of her legs, and the pinions of her wings are enhanced by razor sharp steel spurs, enhancing the damage done by these attacks. If these spurs are damaged or lost, she inflicts only 1d4 damage with her wing buffets and foot talons, and the attacks no longer benefit from the masterwork bonus to hit, or count as cold iron for the purposes of overcoming damage reduction.

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[Design notes; I came from a completely different place, and ended up with a very similar character to Calistria's Handmaiden of Fury. Weirdness. I think I like her 'chaotic girl in the big city' backstory than her mechanics...]

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In the middle of thinking, ‘How does a woman with wings instead of arms and hands open doors or dress herself or go to the little winged girls room?’ I realized that I had just come up with my first lesser planar ally for Zon-Kuthon…

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Floating before you, this tall and emaciated humanoid figure is bound at ankles and wrists by black iron chains that pin its arms folded across its chest. Similar iron bands encase its jaw and cross its eyes, leaving it apparently sightless and incapable of speech. Dozens of smaller steel chains writhe about like blind, seeking maggots, cruel hooks and barbs at their distant ends, connected to the creature by rings pierced through its pale flesh.

THE SEEKERS OF FREEDOM CR 6
XP 2,400
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init +1; Senses darkvision 60 ft., blindsight 100 ft.; Perception +14

DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 57 (6d10+24)
Fort +8, Ref +3, Will +7
Damage Reduction 5/silver or good; Resist cold 10; Spell Resistance 12

OFFENSE
Speed fly 30 ft. (average)
Melee 2 mw cold iron hooked chains +7 (1d6 plus bleed)
Space 5 ft.;Reach 5 ft. (10 ft. with hooked chains)
Spell-like Abilities (CL 6, concentration +7)
Constant – mage hand, unseen servant
At will – silent command (Will DC 12)
1/day – silent greater teleport (self and up to 50 lbs. of objects only)

STATISTICS
Str 10, Dex 13, Con 17, Int 10, Wis 12, Cha 12
Base Atk +6, CMB +6; CMD 17
Feats Endurance, Diehard, Toughness, Weapon Finesse (B)
36 Skills Diplomacy 6 (+10), Fly 6 (+9*), Intimidate 6 (+10), Knowledge (religion) 6 (+9), Perception 6 (+14), Sense Motive 6 (+10); Racial Modifier +4 Perception
[*Armor Check Penalty – 1]
Languages Infernal; telepathy 100 ft.
SQ armor of chains, I bind thy arms, I bind thy legs, I bind thy sight & speech, vampiric barbs

SPECIAL ABILITIES
Armor of Chains (Ex) The leather straps and metal chains that adorn function as a mithril chain shirt for the purposes of armor bonus, arcane spell failure, armor check penalties, etc.

I Bind Thy Arms (Su) The wrists of a seeker are pierced through by an iron spike that is bound in place by chains that pin its arms in a folded position across its chest. This act of sacrifice empowers the seeker with ‘manipulation without arms,’ a constant spell-like ability of mage hand and unseen servant. Destroying these bindings (hardness 10, hit points 10) causes the seeker to lose the use of both of these spell-like abilities and its dancing chains attack.

I Bind Thy Legs (Su) The ankles of a seeker are pierced through by an iron spike that is held in place by chains that bind its lower legs together. This act of sacrifice empowers the seeker with ‘movement without legs,’ the ability to fly at a speed of 30 ft. (good maneuverability) and the ability to use greater teleport as a spell like ability upon itself and 50 lbs. of objects once per day. Destroying these bindings (hardness 10, hit points 10) causes the seeker to lose both its capacity for flight and its ability to teleport. Its atrophied and crippled legs are incapable of bearing its weight, and a seeker whose legs are unbound can only drag itself along (either magically, or with its arms, if they are also unbound) at a speed of 5 ft.

I Bind Thy Sight and Speech (Su) A featureless black iron mask is applied hot to the face of a seeker, seared into place and covering his eyes, ears, nose and mouth. This act of sacrifice grants the seeker ‘sight without eyes,’ blindsense with a 100 ft. range and all-around vision (+4 Perception checks, cannot be flanked), ‘speech without tongue,’ telepathy with a 100 ft. range and the ability to cast command 3/day, and the ability to go without food or drink or rest as if wearing a ring of sustenance. Additionally, the seeker no longer needs to breathe, and suffers no effect from inhaled toxins. If this mask is sundered or destroyed (hardness 10, hit points 10), the seeker loses all-around vision, blindsight, telepathy, its command SLA and the ability to go without food, drink or breathe or function with reduced need for rest, the seeker immediately becomes fatigued, from hunger and thirst, although it does not immediately take damage. Due to the atrophied sensory organs and vocal chords of a seeker, it can only speak in a whisper, and treats all creatures as having partial concealment.

Vampiric Barbs (Su) If it strikes a creature with its hooked chains, the hook attaches and begins draining blood for 1d6 bleed damage per round. A successful attempt to stop this bleed effect detaches the hook with no further damage to the target. The seeker is assumed to have a dozen such barbed hooks available, but can only animate two per round to attack. Any number can remain lodged within those already struck however, and the seeker recovers damage equal to half of any bleed damage inflicted, as the blood flows up the chains into its own body. If a target attempts to leave the 10 ft. range of the barbed hooks, or otherwise tear free the hooks, it must make a Strength check (DC 10, +2 for each additional hook in the same victim) to tear the hook(s) free, causing another 1d6 damage, but ending the bleed effect automatically. If the seeker attempts to move out of range, the same effect occurs. If a target succeeds by ten or more on this Strength check, he instead tears the ring from the flesh of the seeker, causing it 1d6 damage (which bypasses DR), and does not suffer damage himself.

ECOLOGY
Environment The Rookery of Screams
Organization solitary, dark trinity (3), dark conclave (5) or dark congregation (9)
Treasure standard ()

Seekers after Freedom are a sect of Zon-Kuthon worshippers who in life believed that only in bondage could they develop true freedom. Binding their eyes, they believe to awaken ‘inner sight.’ Binding their arms strengthens their ability to function without arms, etc. Whatever the success rate of their works in life, in the afterlife of their dark lord, they have found true enlightenment, and continue their practices, and developing unusual gifts for the sacrifices they make.

They fancy themselves genteel scholars of the dark lore of Zon-Kuthon, and make pleasant conversation, attempting to convince others of the obvious rightness of their actions and their faith. When such attempts at reason fail, as they so often do, they are more than willing to attempt conversion through more direct means of persuasion, being quite skilled at the arts of torture and mortification of the flesh.

Seekers hover impassively into conflict, their chains lashing about them and securing themselves to as many living foes as they can, so that the seeker receives a constant stream of healing blood, stolen from his victims. Only those most versed in planar lore (or who have faced them before) may know of their secret weakness, that the destruction of their bindings can cause them to lose the abilities those sacrifices have granted them.

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[Design notes; yeah, I played too much City of Heroes. These are totally reflavored Mu Mystics!]


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And one for Shelyn;

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This graceful man-sized heron has feathers that shine with all the colors of the rainbow, and has a long prehensile feathered tail. It’s presence is accompanied by a chorus of birdsong, of many different species, from eagle’s cry to songbird’s trill, all blending in perfect harmony.

SPECTRAL SINGER CR 6
XP 2,400
CG Medium outsider (angel, chaotic, good, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); +2 additional deflection bonus vs. the attacks of evil subjects
hp 45 (6d10+12)
Fort +5, Ref +7, Will +3; +4 vs. poison, +2 vs. the attacks of evil subjects
Defensive Abilities evasion, incorporeal; Resist electricity 10, fire 10; Spell Resistance 12

OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee incorporeal touch +9 (spectral strike)
Space 5 ft.;Reach 5 ft. (10 ft. with tail-lash)
Spell-like Abilities (CL 6, concentration +8)
Constant – detect evil, detect magic
3/day – color spray (Will DC 13)
1/day – widened color spray (Will DC 13)

STATISTICS
Str –, Dex 17, Con 12, Int 10, Wis 15, Cha 15
Base Atk +6, CMB +6; CMD 21 (23 vs. evil)
Feats Alertness, Flyby Attack, Hover
36 Skills Diplomacy 6 (+11), Fly 6 (+12), Perception 6 (+13), Perform (dance) 6 (+11), Perform (song) 6 (+11), Sense Motive 6 (+13)
Languages Auran, Celestial; truespeech
SQ aura of light, bardic performance (countersong, distraction, fascinate, inspire courage +2, inspire competence +2, song of healing 2) 16 rounds / day, protective aura

SPECIAL ABILITIES
Aura of Light (Su) The spectral singer radiates light equivalent to a lantern, but can reduce these levels to that of a torch or a candle, but no dimmer.

Bardic Performance (Su) The spectral singer can use song or dance to generate bardic performance as a bard of sixth level, or to perform a song of healing, activating these effects as a move-equivalent action and maintaining them as a free action, if desired.

Protective Aura (Su) The spectral singer generates a protective aura similar to that of more powerful angels, but at reduced strength (+2 deflection bonus to AC and +2 resistance bonus to saving throws versus evil creatures) and only extending to a 5 ft. radius and providing the benefits of a lesser globe of invulnerability versus 1st level spells.

Song of Healing (Su) A 2 HD spectral singer can use performance to boost the healing rate of those it regards as allies, giving all listeners within 30 ft. fast healing 1 (which stacks with any other form of fast healing). For every additional 4 HD of the spectral singer, the fast healing granted increases by 1, to a maximum of fast healing 5 at 18 HD. To be affected, an ally must be able to hear the bard’s performance, which relies on audible components.

Spectral Strike (Su) The incorporeal strike of the spectral singers tail conducts an effect similar to that of a weaker version of a prismatic spray effect. A creature struck must make a Fortitude save (DC 16) or be blinded by the dazzling colors of the spectral strike for 2d4 rounds. The creature struck also may suffer one or more effects, determined randomly by the roll of a d8;
1) 20 pts. fire damage (Ref DC 18 halves),
2) 20 pts. sonic damage (Ref DC 18 halves),
3) 20 pts. electricity damage (Ref DC 18 halves),
4) poison – contact save Fort DC 18; frequency 1/round for six rounds; effect1d2 Con; save 1 save,
5) hold person (Fort DC 18 negates),
6) confusion, as confusion spell (Will DC 18 negates),
7) teleported away in a random direction as dimension door (Will DC 18 negates),
8) roll twice more, rerolling any ‘8’ results.
This effect is treated as a 4th level spell with a caster level of 7 and the save DC has a +2 racial bonus.

ECOLOGY
Environment
Organization solitary or pair
Treasure none

Spectral singers are eagle-shaped avatars of beauty composed of rainbow-colored light and a chorus of music that sounds like hundreds of songbirds singing in a complicated medley. These bird-like forms are incorporeal, and produce magically potent songs and dance-like movements with the effects similar to bardic performance, and can do so while also attacking with their long flowing tail, which conveys effects similar to a weaker form of prismatic spray.

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When Lamashtu isn't sending a demon or a barghest, she could also be implored to send something truly fetid;

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This deformed mass of flesh resembles a freakish hybrid of gnoll, goblin and minotaur, with the heads of each immured within its body and a knotted tangle of goblinoid arms and legs sprouting off of it in wild disarray. It scuttles forward on its six legs, three mouths gibbering a maddening cant to the Mother of Madness.

MADSPEAKER CR 6
XP 2,400
CE Medium outsider (chaotic, demon, evil, extraplanar, goblinoid)
Init +3; Senses all-around vision, darkvision 60 ft., scent; Perception +15
Aura Unluck (20 ft.)

DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 63 (6d10+30)
Fort +9, Ref +8, Will +2
Damage Reduction 5/cold iron or good; Defensive Abilities amorphous, natural cunning; Immune critical hits, electricity, poison, precision damage; Resist acid 10, cold 10, fire 10; Spell Resistance 12

OFFENSE
Speed 40 ft., swim 20 ft.
Melee six claws +7(1d4+1), 3 bites +7 (1d6+1 plus grab plus disease)
Special Attacks blood feast, engulf (3d6 damage plus 3 Con damage, AC 13, hp 6), ground manipulation, spittle (+9 ranged touch)
Spell-like Abilities (CL 6, concentration +8)
Constant – detect good, detect law
3/day – doom (Will DC 13)
1/day – bestow curse (Will DC 15), shatter (Will or Fort DC 14)

STATISTICS
Str 12, Dex 17, Con 19, Int 4, Wis 11, Cha 15
Base Atk +6, CMB +7; CMD 20 (24 vs. trip)
Feats Ability Focus (gibbering), Alertness, Toughness
18 Skills Linguistics 6 (+6), Perception 6 (+15), Sense Motive 0 (+2), Swim 6 (+18)
Languages Abyssal, Common, Fey, Goblin, Giant, Gnoll, Undercommon

SPECIAL ABILITIES
All-Around Vision (Ex) A madspeaker sees in all directions at once. It cannot be flanked.

Amorphous (Ex) A madspeaker's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Blood Feast (Ex) On a successful grapple check after grabbing, several of the creature's mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d6 points of bite damage and 1 point of Constitution damage as it drains its victim's blood. Each point of Constitution damage dealt in this manner (or through engulf) heals the creature of 3 hit points of damage.

Disease (Ex) Filth Fever: Bite—injury; save Fort DC 17; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Engulf (Ex) This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the madspeaker's body, where several of its mouths continue to feed and drain blood. A madspeaker can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the speaker's damage reduction still applies to those inside), the speaker simply flows together again and can still use its engulf attack.

Gibbering (Su) As a free action, a madspeaker can emit a cacophony of maddening sound. All creatures other than madspeakers, goblinoids, gnolls, minotaurs and followers of Lamashtu within 60 feet must succeed on a DC 19 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same madspeaker's gibbering for 24 hours. The save DC is Constitution-based and has a +2 bonus from Ability Focus.

Ground Manipulation (Su) At will as a standard action, a madspeaker can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the speaker moves off of the location. A madspeaker can move through these areas with ease, but other creatures treat them as difficult terrain.

Grab (Ex) A madspeaker can use its grab attack against a foe of up to Medium size.

Natural Cunning (Ex) Although madspeakers are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Spittle (Ex) Each round as a free action, a madspeaker can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 17 Fortitude save. The save DC is Constitution-based.

Unluck Aura (Su) A madspeaker radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on goblins, gnolls, minotaurs or followers of Lamashtu. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the madspeaker unluck aura.

ECOLOGY
Environment
Organization solitary
Treasure none

Madspeakers are the conglomerate souls of several goblins, a gnoll and a minotaur, smashed together by Lamashtu into a freakish mass of maddened inchoate horror. Demonic in nature, these horrible creatures seem related to the aberrations known as gibbering mouthers and share many traits with these malformed monstrosities, but also have the ability to twist the primal chaos of the universe to afflict all around them with ill-fortune.

[Design notes; A gibbering mouther advanced to 6 HD, made into a demonic outsider, given some goblin, gnoll and / or minotaur flavor, a filth fever conveying bite and the beloved-by-all-players ability to generate the aura of unluck of a pugwampi. What more horrible thing could one call from the Mother of Monsters?]


Set wrote:

THE CITY THAT WALKS LIKE A MAN CR 6

XP 2,400
CN Medium outsider (extraplanar, law)
Init +1; Senses darkvision 60 ft.; Perception +16
Set wrote:

MIRESS, DEFENDER OF THE CITY CR 7

Spell-like Abilities (CL 6, concentration +8)
3/day – command (Will DC 13), grease (Ref DC 13, creates a slippery pile of coins)
1/day – chaos hammer (Will DC 16), greater teleport (self and up to 50 lbs. of objects only), wall of stone

Are this intended?

Dark Archive

freduncio wrote:
Set wrote:

THE CITY THAT WALKS LIKE A MAN CR 6

XP 2,400
CN Medium outsider (extraplanar, law)
Are this intended?

Ooh, good catch. Probably a cut-n-paste error from an earlier critter. The 'Cities' are definitely supposed to be Lawful!


Set, you are a genius. That is all.

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morphail wrote:
Set, you are a genius. That is all.

Thanks!

And, a lesser planar ally option for Erastil;

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This servant of Erastil resembles a winged centaur with fantastic spiraling antlers, as of some unearthly stag, atop its shaggy elk-like head. It’s arms are longer and more powerful than those of a typical centaur, and it bears an oversized longspear and longbow.

HORNED HUNTER CR 6
XP 2,400
LG Large outsider (extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +16
Aura aura of menace (Will DC 23), magic circle against evil

DEFENSE
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size; +2 deflection vs. evil)
hp 63 (6d10+30)
Fort +9, Ref +8, Will +8; +4 vs. poison
Damage Reduction 5/magic; Immune charm, compulsion, disease, electricity, poison; Resist acid 10, cold 10; Spell Resistance 17

OFFENSE
Speed 60 ft., fly 120 ft. (good)
Melee gore+12 (2d6+6), mw longspear +12/+7 (2d6+6), 2 hooves +7 (1d3+3)
Ranged mw comp (+6) longbow +10/+5 (2d6+6)
Space 10 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks smite evil 1/day (+8 attack, +6 damage), powerful charge (gore 4d6+12)
Spell-like Abilities (CL 6, concentration +14)
At will – detect evil, greater teleport (self plus 50 lbs. of objects only), light
3/day – cure light wounds, protection from evil
2/day – neutralize poison
1/day – aid, bless, cure moderate wounds, cure serious wounds

STATISTICS
Str 22, Dex 19, Con 20, Int 13, Wis 25, Cha 26
Base Atk +6, CMB +12; CMD 25 (29 vs. trip)
Feats Hover, Multiattack, Weapon Focus (horns)
42 Skills Acrobatics 6 (+13), Fly 6 (+15), Knowledge (planes) 6 (+10), Perception 6 (+16), Sense Motive 6 (+16), Stealth 6 (+17), Survival 6 (+16, +19 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Celestial, Common, Sylvan; truespeech
Special Qualities magical strike, wild empathy +18

SPECIAL ABILITIES
Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.

Magical Strike (Ex) A horned hunter’s gore attack is treated as a magic weapon for the purposes of damage reduction.

Wild Empathy (Su) This works like the druid's wild empathy class feature, except the horned hunter has a +6 racial bonus on the check. Horned hunters with druid levels add this racial modifier to their wild empathy checks.

ECOLOGY
Environment
Organization solitary or mated pair
Treasure none

Horned hunters are centauroid creatures with powers similar to those of a half-celestial unicorn. They are sent to the material plane to assist the followers of Old Deadeye, and serve as wise counsel, as well as fierce protectors of threatened communities, families and farmsteads.

[Design notes; it's the half-celestial unicorn, with a few extra HD, tweaked to be more of an archon than the generic 'celestial,' and with a centauroid body type, allowing it to use weapons. Pretty basic design.]

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And something for Gozreh;

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Moraeus is a slender half-elven male with long flowing hair and an androgynous appearance, clad in scaled hide armor. He soars winglessly through the air with inhuman grace, surrounded by a maelstrom of airborne debris and sea spray, bearing an oversized trident in both hands.

MORAEUS, HERALD OF THE STORM CR 6
XP 2,400
CN Medium outsider (amphibious, chaos, elf, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, storm vision; Perception +13
Aura maelstrom (Will DC 16)

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +7; +4 vs. environmental cold or heat, +2 vs. enchantment spells and effects
Damage Reduction 5/cold iron or law; Immune sleep effects, weather effects; Resist cold 10, electricity 10, sonic 10; Spell Resistance 12

OFFENSE
Speed 30 ft., swim 60 ft., fly 100 ft. (perfect)
Melee storm trident +7/+2 (2d6 +1d6 cold, electricity or sonic damage)
Ranged storm trident +10/+5 (2d6 +1d6 cold, electricity or sonic damage)
Special Attacks ice strike, storm strike, storm trident
Spell-like Abilities (CL 6, concentration +8)
At will – create water, mage hand, open/close
3/day – cure moderate wounds, gust of wind (Fort DC 14), hydraulic push*, lightning bolt (Ref DC 15), obscuring mist, summon nature’s ally III (1d3 air, ice, lightning or water elementals only)
1/week – control weather
*APG

STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 14
[0 + 5 + 2 + 3 + 2 + 5 = 15, +2 racial bonus to Dex]
Base Atk +6, CMB +6; CMD 19
Feats Flyby Attack, Hover, Skill Focus (survival, B), Toughness, Whirlwind Attack (B)
36 Skills Fly 6 (+20), Heal 6 (+13), Knowledge (nature) 6 (+9), Linguistics 3 (+6), Perception 6 (+13), Survival 6 (+14), Swim 3 (+14); Racial Bonus +2 Perception
Languages Auran, Aquan, Common, Elven, Sylvan; truespeech
Special Qualities adaptability, elf blood, elven immunities, keen senses, multitalented, storm vision

SPECIAL ABILITIES
Ice Strike (Su) As a standard action, Moraeus can generate a dozen axe-head sized blades of silvered steel coated with ice that inflict 1d6 slashing damage and an additional 1d6 dice of cold damage to all within a 10 ft. radius. The damage is treated as magical chaotic slashing damage for the purposes of overcoming damage reduction. Anyone damaged is slowed for 1 round. A Reflex save (DC 18) negates damage. The save is Dexterity-based and includes a +2 racial bonus.

Maelstrom Aura (Su) Moraeus can surround himself with a whirling aura of wind and water that fills the squares surrounding his space, with the effects of the wind wall spell. This aura is usable underwater, as well as in open air, and also obscures the clear sight of Moraeus as if he were protected by a blur spell, providing him with partial concealment. Those standing within spaces occupied by the howling winds and stinging spray suffer the effects of distraction and are deafened for 1 round if they do not make a Will save (DC 16). Moraeus is not impeded by any of the effects of his own maelstrom aura and can start or dismiss this aura as a free action at any time.

Storm Strike (Su) As a standard action, Moraeus can generate a dozen darts of silvered steel crackling with electricity that inflict 1d6 piercing damage and an additional 1d6 electrical damage to all within a 20 ft. radius. The damage is treated as magical chaotic piercing damage for the purposes of overcoming damage reduction. Anyone damaged is stunned for 1 round. A Reflex save (DC 18) negates damage. The save is Dexterity-based and includes a +2 racial bonus.

Storm Trident (Su) Moraeus bears an oversized masterwork trident in both hands that appears to be made of equal parts of ice, lightning gnarled driftwood, coral and whalebone, and reappears in his hand at the end of any round if it is thrown or otherwise leaves his grasp. When it strikes, he can choose for it to inflict +1d6 damage, choosing from cold, electricity or sonic damage. As long as the storm trident is in his hands, he can use it to perform a Whirlwind Attack, as if he possessed the feat, despite not qualifying for the prerequisites. He does not suffer any penalty for using the storm trident as an oversized weapon in this manner, so long as he uses both hands.

Storm Vision (Su) Moraeus can see through any form of precipitation, or underwater, without difficulty, including through magically generated fog, such as from an obscuring mist or fog cloud. He is unaffected by any effects of weather, such as strong wind.

ECOLOGY
Environment
Organization solitary
Treasure none

Moraeus serves Gozreh with enthusiasm, riding the storm winds that bear him aloft and protect him from harm, and calling upon the forces of ice, lightning and thunder to strike down those who defile the natural world. He has a great hatred of pirates, and of airborne creatures that befoul their surroundings, such as harpies, but otherwise seems a genial, whimsical fellow, with an attitude closer to that of a fey than a half-elf. He wears hide armor made from the scales of some silvery aquatic creature, which is half the weight of a normal suit of hide armor and is treated as light armor for its effects on movement rate, fluttering strips of leather decorated with many colorful feathers and an oversized trident that he uses to conduct elemental effects.


Great thread, Set!

It reminds me of this great ENworld thread Help with minions for planar binding spells!

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Thanael wrote:
Great thread, Set!

Thanks!

Quote:
It reminds me of this great ENworld thread Help with minions for planar binding spells!

Neat, thanks for linking to that. I like how different posters came at the idea from different angles (adding or reducing HD from other outsiders, making extraplanar versions of other monsters, etc.).


I think the abadar one should be named The City Writ Small. Sounds better to me at least. And jeez paizo, hire Set already!

Silver Crusade

Lockjaw's getting used. Have just the spot for 'im. :D

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Cheapy wrote:
I think the abadar one should be named The City Writ Small. Sounds better to me at least. And jeez paizo, hire Set already!

I appreciate the sentiment, but with the amount of errors I see in the stat-blocks above, Sean would probably flay me alive and hang me out as an example to the others. :)

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And a second Erastilian lesser planar ally option;

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This white-furred stag-man is as tall as an ogre, but has a noble appearance, a mixture of man and stag. Its rack of antlers can detach and function as paired blades or an oversized longbow, and its hooves carry it through the forest with uncanny deftness.

CERNE CR 6
XP 2,400
LG Large outsider (extraplanar, good, lawful)
Init +4 (+6 in forested terrain); Senses darkvision 60 ft., low-light vision; Perception +16 (+18 in forested terrain)

DEFENSE
AC 19, touch 13, flat-footed 15 (+4 mw hide armor, +4 Dex, +2 natural, -1 size; +2 deflection vs. chaos or evil)
hp 63 (6d10+30)
Fort +9, Ref +8, Will +8
Damage Reduction 5/chaos or evil; Immune disease, poison; Resist cold 10, electricity 10, fire 10; Spell Resistance 17

OFFENSE
Speed 40 ft. (60 ft. when unarmored)
Melee gore+12 (2d6+9) or 2 hornblades +10/+5 and +10/+5 (2d6+6/x3)
Ranged mw comp (+6) longbow +10/+5 (2d6+6/x3) or rapid manyshot +8/+8/+8/+3 (2d6+6/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks aberration bane, powerful charge (gore 4d6+12)
Spell-like Abilities (CL 6, concentration +8)
Constant – protection from chaos, protection from evil
At will – stabilize
3/day – animal messenger, bless, cure light wounds
1/day – reincarnation, extended summon nature’s ally II (only to summon a pair of celestial or resolute riding dogs)

STATISTICS
Str 22, Dex 19, Con 20, Int 13, Wis 12, Cha 15
Base Atk +6, CMB +12; CMD 25
Feats Manyshot (B), Point-Blank Shot, Precise Shot, Rapid Shot
42 Skills Acrobatics 3 (+10), Handle Animal 6 (+10), Knowledge (geography) 3 (+7, +9 in forested terrain), Knowledge (nature) 6 (+12), Perception 6 (+10, +12 in forested terrain), Sense Motive 6 (+10), Stealth 6 (+13, +15 in forested terrain), Survival 6 (+12, +14 in forested terrain)
Languages Common, Sylvan; speak with animals
Special Qualities favored terrain +2 (forest), hornblade, hornbow, natural awareness, natural incarnation, silvered magical strike, wild empathy +11

SPECIAL ABILITIES
Aberration Bane (Su) Three times per day a cerne can charge a single arrow with power as a move-equivalent action. The arrow will only retain this charge until the end of the round, but if fired within that time is treated as a +1 aberration bane arrow.

Hornblade (Su) The massive antlers atop a cerne’s head can be removed as a free action and used as a pair of axe-like weapons. These antlers are treated as masterwork battleaxes that the cerne treats as light weapons and can use as if it possessed the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. They can also be hurled with the range of throwing axes, and disappear at any round in which they leave the cerne’s grasp (or are sundered), regrowing atop the cerne’s head immediately.

Hornbow (Su) A cerne’s antlers can also be used as a composite longbow rated for the creature’s strength, and generates their own arrows when the string is drawn. Transforming the antlers from hornblade to hornbow form, or attaching them to the cerne’s head is always a free action. The arrows vanish at the end of the round they are fired, and share the traits of the hornbow itself, being treated as magical, silver, lawful and good for the purposes of overcoming damage reduction.

Natural Awareness (Ex) A cerne has a +2 bonus to knowledge (nature) and survival checks. Additionally, survival and knowledge (nature) are treated as class skills. In forested terrain, a cerne suffers neither movement penalty nor hindrance (cover or concealment) from natural foliage.

Natural Incarnation (Su) In a 10 minute ritual, a cerne can cause a willing or helpless creature to be polymorphed into the form of an animal native to the surrounding environment of similar size and power. The creature to be affected is suspended in mid-air by vines or twine, and during the course of the ritual is swarmed by caterpillars that wrap a cocoon of silk around it. At the end of the ritual, the cocoon splits open, and the target emerges in its new form. The target can make a Will save (DC 15) at this point to retain knowledge of its past incarnation, in which case it retains its original mental attributes, but otherwise the target creature assumes the intellect and memories of a normal creature of its new type.

Silvered Magical Strike (Ex) A cerne’s antlers are treated as a magic silver weapon for the purposes of damage reduction.

Wild Empathy (Ex) This works like the druid's wild empathy class feature, except cerne have a +4 racial bonus on the check. Cerne with druid levels add this racial modifier to their wild empathy checks.

ECOLOGY
Environment
Organization solitary
Treasure none

Cerne serve as protectors of the woodlands, and seek out creatures natural or unnatural that would despoil the woodlands, or affect the land. In situations of conflict, cerne call forth a pair of celestial or resolute riding dogs, and harry their foes with ranged fire.

Cerne have great respect for the cycle of life, and regard even death as an opportunity for new life, occasionally using their ability to reincarnate a deceased foe into a new natural form, and their natural incarnation ability to transform defeated foes into forms appropriate to the terrain, offering even the vilest foe a choice between transformation or destruction.

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Ah Nethys, one of my favorite gods. Such wonderful Domains you have! And so delightfully dualistic, or, perhaps more accurately, two-faced...

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A pack of cats, two dozen strong, of the exotic breed known as the ‘Osirioni Wise-Eye,’ stalk towards you with an eerie unity of purpose, the cold light of unnatural intelligence shining from their eyes.

WISE-EYE CR 6
XP 2,400
CN, LN, NE or NG Tiny magical beast (chaos, evil, good *or* law, determined at the time of summoning)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12 (+14 vs. favored enemies)

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size; +2 deflection vs. chaos, evil, good or law, determined at time of casting)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +6
Defensive Abilities improved evasion, swarm traits (as a swarm of tiny creatures, a Wise-Eye Swarm only takes half damage from piercing and slashing attacks); Immune fear, polymorph effects; Resist acid 10; Spell Resistance 12

OFFENSE
Speed 30 ft.
Melee swarm (2d6, +1d6+2 vs. favored enemies)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (Fort DC 14, or DC 16 vs. aberrations, undead and selected outsiders)
Spell-like Abilities (CL 6, concentration +6)
Constant – protection from chaos or protection from evil or protection from good or protection from law (determined at the time of summoning, and the same as the alignment subtype of outsider it chooses as favored enemy)

STATISTICS
Str 2, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6, CMB –; CMD
Feats Alertness (B), Improved Initiative, Skill Focus (perception), Weapon Finesse
6 Skills Acrobatics 1 (+6), Climb 1 (+10), Perception 3 (+12, +14 vs. favored enemies), Sense Motive 0 (+3, +5 vs. favored enemies), Stealth 1 (+10, +12 vs. favored enemies), Swim 0 (+2); Racial Modifiers +4 Climb, +4 Stealth; uses Dex to modify Climb and Swim
Languages Common; telepathy 100 ft.
Special Qualities favored enemy (aberration, undead, one outsider type), foebane, hunter of the dead, magical strike

SPECIAL ABILITIES
Favored Enemies (Ex) Wise-Eye is treated as if having selected aberrations and undead as Favored Enemies, and gains a +2 bonus to Bluff, Knowledge, Perception, Sense Motive and Survival checks against these creatures, as well as to attack and damage rolls against such creatures, and being able to make Knowledge checks untrained regarding them. It also gains these benefits against a single type of outsider, determined at the time of summoning, either of the chaotic, evil, good or lawful subtype, and this must be the opposite of the alignment subtype chosen for the wise-eye swarm.

Foebane (Su) Wise-Eye’s attacks inflict +1d6 damage against its favored enemies, like a weaker version of the bane weapon enhancement, and the save DC of its distraction ability has a +2 sacred bonus against its favored enemy types.

Hunter of the Dead (Su) The many claws and fangs of Wise-Eye can affect incorporeal creatures as if they possessed the ghost touch weapon enhancement, and its distraction attack can affect undead creatures, who cannot normally be affected by the nauseated condition.

Magical Strike (Ex) Wise-Eye's attacks are treated as magic weapons for the purposes of damage reduction, as well as having whatever alignment type is selected at the time of summoning.

ECOLOGY
Environment
Organization swarm
Treasure none

Clergy of Nethys learn to call forth a swarm of Osirioni wise-eyes as a lesser planar ally, and to bend them towards a singular focus, aligned towards chaos, evil, good or law, as they choose, although the conjuring takes on the alignment type of the type of swarm they conjure, and an evil Nethyn cannot call forth a good-aligned swarm. Whatever alignment is chosen becomes the alignment and alignment type of the swarm, and it’s favored enemy outsider type and protection from evil aura are the opposite alignment.

Unlike traditional conjurings, these beasts are not extraplanar in nature, but are temporarily empowered beasts drawn from the mortal plane of Golarion, some say snatched away from their homes and hearths and pressed into service (although none have ever proven such one way or the other). Whatever their origin, the wise-eyes are empowered with a singular intelligence, similar to that of an arcanist’s familiar, and with special traits that empower them to be effective forces against otherworldly or unnatural things, such as aberrations, undead and outsiders whose alignment types are opposed to their own.

This specific conjuring is also sometimes called a ‘familiar swarm,’ or, in Geb, as ‘those damn cats,’ but refers to itself as in the singular as ‘Wise-Eye,’ and the cats called to serve as this communal entity all have the lanky exotic looks of that breed. No matter how many cats appear to ‘die’ in such service, no mortal cat ever seems to have ‘disappeared’ and ‘turned up dead’ later, as a result of such service, and the clergy of Nethys claim that this is because Nethys rewards them for such service by restoring them to life and returning them home after service, with no Osirioni wise-eye ever being called to make this sacrifice more than nine times.

The entity known as Wise-Eye (even if every swarm is composed of different component cats, and there are four possible alignment options) has a surprisingly consistent 'personality,' and expects a certain level of respect from its summoner. It does serve as the representative of a god, after all, and is rarely hesitant to express dissatisfaction or disapproval of behavior or the quality of offerings. Suggestions that such behavior is 'catty' or 'finicky' are sure ways to earn Wise-Eye's disfavor. While conjurers have been known to assign a gender to Wise-Eye (usually the opposite of their own, based on its behavior and their own negative biases), it is composed of a mixture of male and female cats, and does not consider itself subject to such classifications. Wise-Eye claims that the intelligence and magical power that composes its true form exists even when no 'cat swarms' are empowered by its presence, and that it sees through the eyes of every wise-eye (and, occasionally, even boasts that it can see through the eyes of any familiar, or any cat, or perhaps both), even when not conjured into the world in this fashion. It also claims to serve Nethys by mutual agreement, and to be an older divinity in its own right, although exhibits disdain for anyone who suggests that it must have 'fallen on hard times' to now be a mere servant to another deity...

It's safe to say, whatever the truth, that Wise-Eye has a flirting on-again, off-again sort of relationship with the concept of honesty.

[Design notes; a swarm of cats, with some of the traits of a familiar of a 6th level wizard, some specific abilities that make them particularly good at fighting aberrations, undead and specific outsiders, and the magical beast type. Totally ripped off from, er… inspired by some Lovecraft story.]

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First concept for a lesser planar ally of Urgathoa. It's mostly a throw-away idea, since it has nothing to do with disease or hunger, and only nominally undeath. I just liked the visual of a critter with a pair of scythes for limbs, reaping in service to Urgathoa.

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A horse sized praying mantis with a blue-black translucent carapace, filled with empty nothingness and leaking foul mist, advances forward with unnatural silence and swiftness.

THE BLACK REAPER CR 6
XP 2,400
NE Large undead (extraplanar, evil, incorporeal)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Aura unnatural aura (30 ft.)

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 deflection, +3 Dex, +1 dodge, -1 size)
hp 39 (6d8+12)
Fort +2, Ref +3, Will +7
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

OFFENSE
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee 2 reaping blades incorporeal touch +7 (2d4 negative energy +1d2 Strength damage/x4 crit)
Space 10 ft.; Reach 10 ft.
Special Attacks lunge, shadow bite, sudden strike

STATISTICS
Str –, Dex 17, Con –, Int 6, Wis 14, Cha 15
Base Atk +4, CMB +7; CMD 21
Feats Blind-Fight, Dodge, Improved Initiative
12 Skills Climb 2 (+16), Fly 2 (+4), Intimidate 2 (+7), Perception 2 (+11), Sense Motive 2 (+7), Stealth 2 (+8, +16 in shadows); Racial Modifiers +4 Perception, +4 Stealth (+12 in shadows); uses Dex to modify Climb
Languages Aklo; telepathy 100 ft.
Special Qualities reaping blades

SPECIAL ABILITIES
Lunge (Ex) The Black Reaper’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When the Black Reaper attacks with a claw in this manner, it gains a +4 bonus on its attack roll. The Black Reaver cannot make attacks of opportunity with its lunge.

Reaping Blades (Ex) The gleaming bladed forearms of the Black Reaper have a critical multiplier of x4, like the scythes they resemble. Instead of normal damage, they inflict only negative energy damage, and this damage is halved if the target is incorporeal or undead.

Shadow Bite (Ex) When the Black Reaper strikes with both of its claw attacks, it can make a bite attack against that foe as a secondary attack. The bite is a +2 attack that inflicts 1d6 points of negative energy damage on a hit plus energy drain (1 level, DC 15).

Sudden Strike (Ex) The Black Reaper is particularly adept at moving quickly when its foes are surprised. During a surprise round, the Reaper may act as if it had a full round to act, rather than just one standard action.

Sunlight Powerlessness (Ex) The Black Reaper is powerless in natural sunlight (not merely a daylight spell) and flee from it. If it is caught in sunlight, it cannot attack and is staggered.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of the Black Reaper at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the Reaper.

ECOLOGY
Environment
Organization solitary
Treasure none

The Black Reaper is a silent killer called forth by the clergy of Urgathoa to bring silent death to their foes. It manifests as a praying mantis composed of shadow and fog, and stalks its prey with relentless enthusiasm, taunting its target telepathically with chanted hymns to the Pallid Princess as it tears away their strength and life-force with its negative energy-fueled attacks.

[Design Notes; giant praying mantis, with magical beast traits (cause it’s got an Int 6 and comes from another plane) overwritten by undead traits. Incorporeal and with shadow and spectre like abilities. I didn’t want too much energy drain for this dude, so having it only occur on a triggered secondary attack, instead of with each reaping claw strike, seemed the way to go. This was not my first choice for an Urgathoan lesser planar ally but I wanted it out of my head before I moved on to something far more appropriate to a goddess of disease, hunger and undeath…]

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Another Urgathoan lesser planar ally, focused more on her specific interests. (Black Reaper Fort save should be +4. Er. I hate stat-block errors!)

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This red and black armored centipede is the size of a rhinoceros, and has a head with many bladed teeth at each end of its length. The stench of corruption accompanies them as one of the heads rears back and belches forth a black cloud of pestilent filth and carrion.

HUNGER THAT NEVER DIES CR 6
XP 2,400
NE Huge undead (extraplanar, evil)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Aura unnatural aura (30 ft.)

DEFENSE
AC 17, touch 10, flat-footed 13 (+2 Dex, +7 natural, -2 size)
hp 51 (6d8+24)
Fort +5, Ref +4, Will +7
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE
Speed 40 ft., climb 40 ft.
Melee 2 bites +11 (2d8+13 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (30-ft. cone, 3d6 negative energy damage + disease, Fort DC 16, usable every 1d4 rounds), hunger for life, swallow whole (3d6 negative energy damage, AC 13, 5 hp)
Spell-Like Abilities (CL 6th, concentration +9)
Constant – detect undead

STATISTICS
Str 29, Dex 15, Con –, Int 6, Wis 14, Cha 16
Base Atk +4, CMB +15; CMD 27 (cannot be tripped)
Feats Improved Initiative, Improved Natural Attack (bite), Toughness
12 Skills Climb 0 (+17), Perception 6 (+15), Stealth 6 (+11); Racial Modifiers +4 Perception, +8 Stealth
Languages Aklo; telepathy 100 ft.

SPECIAL ABILITIES
Disease (Su) Bubonic Plague: Breath weapon or swallow whole – contact; save Fort DC 16; onset immediate; frequency 1/day; effect 1d4 Con damage and target is fatigued; cure 2 consecutive saves. The save DC is Charisma-based.

Hunger for Life (Su) Negative energy damage inflicted by the Hunger That Never Dies, either via breath weapon or upon those it has swallowed whole, pulls the life-energy from those it damages, and restores half the value inflicted as healing to the creature. Any excess hit points drained are gained as temporary hit points. The creature cannot have more than 40 temporary hit points in this fashion, and any above that number are lost. The breath weapon (or swallow whole damage) of Hunger That Never Dies can either inflict half damage to undead in the area of effect, or heal half the rolled effect, at the whim of Hunger That Never Dies.

Poison (Ex) Bite – injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Charisma-based.

Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of Hunger That Never Dies at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of Hunger That Never Dies.

ECOLOGY
Environment
Organization solitary
Treasure none

Hunger That Never Dies is a monstrous undead centipede ravaged by supernatural hunger and with a slavering maw at each end of its fetid length. It is a spawning ground for disease, carrying the same bubonic plague that Urgathoa bestows upon her favored ‘Daughters,’ and can generate negative energy within itself to harm the living, heal the undead, or even to damage other undead creatures, if it so desires.

[Design Notes; huge centipede, undead traits, Urgathoa’s focus on hunger and gluttony leads to Improved Natural Attack (bite), a pair of heads, the swallow whole capability and the ability to ‘feed’ from the negative energy damage it inflicts. The focus on disease could go with ghoul fever, but Urgathoa seems to be fond of bubonic plague, as well, so I went with that instead.]

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And one for Torag;

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This heavily armored dwarven woman has golden hair and skin like marble, and carries a pair of heavy steel shields in place of a weapon, using both with skill that no mortal warriors could match.

TORAGSDOTTIR, SHIELDMAIDEN OF THE MOUNTAIN-KINGS CR 6
XP 2,400
LG Medium outsider (archon, dwarf, extraplanar, good, lawful)
Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +15
Aura aura of menace (Will DC 15), protective aura

DEFENSE
AC 22, touch 10, flat-footed 18 (+8 mw half-plate, +2 heavy spiked shield, +2 heavy spiked shield); +4 vs. giants
hp 63 (6d10+30)
Fort +9, Ref +2, Will +7; +6 vs. poison, +2 vs. spells and spell-like abilities
Damage Reduction 10/evil; Defensive Abilities improved evasion, improved uncanny dodge; Immune fire, petrification, Resist acid 5, cold 5, electricity 5; Spell Resistance 15

OFFENSE
Speed 20 ft.
Melee mw heavy spiked shield slam +11/+6 (1d6+4) or two fighting mw spiked shield slams +9/+4 (1d6+4) and off-hand mw spiked heavy shield slam +9 (1d6+2); +1 vs. orcs and goblinoids
Special Attacks stunning shield bash
Spell-Like Abilities (CL 6th, concentration +6)
Constant – detect evil
At will – aid, greater teleport (self plus 50 lbs. of objects only)
1/day – daylight, shield other

STATISTICS
Str 16, Dex 10, Con 18, Int 10, Wis 14, Cha 10
[10 + 0 + 10 + 0 + 0 + 0 = 20, +2 Con, +4 Wis racial, +1 Str at 4th)
Base Atk +6, CMB +9; CMD 19 (23 vs. bull rush or trip)
Feats Two-Weapon Fighting (B), Dodge, Endurance, Diehard, Toughness
36 Skills Appraise 6 (+9, +11 to appraise non-magical materials with precious metals or gems), Craft (armorsmith) 6 (+9), Diplomacy 6 (+9), Knowledge (planes) 6 (+9), Perception 6 (+13, +15 to notice unusual stonework), Sense Motive 6 (+11); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Dwarvish; truespeech
Special Qualities aasimar racial traiits, dwarven racial traits, shieldmaiden, wall of shields

SPECIAL ABILITIES
Aura of Menace (Su) A righteous aura surrounds Shieldmaidens that fight or get angry. Any hostile creature within a 20-foot radius of the Shieldmaiden must succeed on a Will save to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Shieldmaiden that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Shieldmaiden's aura for 24 hours.

Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Shieldmaiden. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in the Shieldmaiden’s statistics block

Shieldmaiden (Ex) A Shieldmaiden can benefit from the use of two shields (but not two tower shields) at the same time, both benefitting from the shield bonuses of each, and doubling the bonus gained from Shield Specialization, and also treats them as light weapons for the purposes of two-weapon fighting. She gains automatic use of the Improved Shield Bash, Saving Shield, Shield Focus, Shield Slam, Shield Specialization and Two-Weapon Fighting feats with the use of heavy shields.

A Shieldmaiden is dependent upon her shields to make use of her improved evasion and improved uncanny dodge abilities. If one of her shields is sundered or disarmed, she only gains the benefits of evasion and uncanny dodge, and if both are destroyed or lost, she loses access to those abilities as well, although she can regain them by equipping shields of any sort.

Stunning Shield Bash (Su) If a Shieldmaiden strikes an opponent twice in 1 round with one or both shields, the target is stunned for 1 round.

Wall of Shields (Su) The Shieldmaiden can create a barrier of shields similar to the effects of a blade barrier spell, but inflicting only 1d6 damage to those that pass through it. This effect is treated as a 2nd level spell, and can be used three times per day.

ECOLOGY
Environment
Organization solitary
Treasure none

Shieldmaidens all answer to the name of Toragsdottir, although whether or not they have any relation to the dwarven god, let alone such a close one, remains unclear. Called forth by the clergy of Torag, Shieldmaidens primarily serve a defensive role, protecting their caller, or the target designated by their caller, with single-minded devotion.

[Design Notes; I had a bunch of ideas for shield-related abilities, such as being able to shield-bash without losing the AC bonus from the shield, or being able to share the shield bonus with adjacent allies, but pretty much any idea I had already had a feat that did the same thing, so I just gave the shieldmaiden six bonus shield feats.]

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And something for Norgorber, which relates to his dominion over poison and thievery, as well as alchemy (not so much secrets...).

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This slender robed figure vanishes in a moment, her robe pooling on the ground as her invisible form surges forward, the only sign of her presence being the sharp sting of her poisoned blades.

POISON WALKER CR 6
XP 2,400
NE Medium outsider (amphibious, extraplanar, evil)
Init +3; Senses blindsense 60 ft., detect poison, scent; Perception +9 (+12 to detect traps)

DEFENSE
AC 17, touch 14, flat-footed 13 (+2 leather armor, +4 Dex, +1 natural)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +5
Damage Reduction 1/-; Defensive Abilities evasion, uncanny dodge; Immune critical hits, disease, flanking, poison, precision-based damage, sleep effects, paralysis, polymorph and stunning; Resist acid 10

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee 2 mw short swords +9/+4 (1d6 plus poison) and +9 (1d6 plus poison)
Ranged thrown dagger +8/+3 (1d4 plus poison)
Special Attacks generate poison, sneak attack +1d6
Spell-Like Abilities (CL 6th, concentration +6)
Constant – detect poison
3/day – delay poison
1/day – lesser restoration, neutralize poison, obscuring mist

STATISTICS
Str 11, Dex 17, Con 16, Int 10, Wis 10, Cha 10
[1 + 7 + 7 + 0 + 0 + 0 = 15, +2 Dex, +1 Con at 4th)
Base Atk +6, CMB +6; CMD 19
Feats Two-Weapon Fighting (B), Blind-Fight, Quick-Draw, Weapon Finesse
36 Skills Climb 6 (+17), Diplomacy 6 (+9), Disable Device 6 (+12), Perception 6 (+9, +12 to detect traps), Stealth 6 (+12, +52 for invisibility when not moving, +32 when moving), Survival 6 (+9, +12 to identify or follow tracks, +16 to track by scent), Swim 0 (+8); Racial Modifiers +4 to Survival checks when tracking by scent
Languages Common; telepathy 100 ft.
Special Qualities blind, improved alchemical invisibility, improved squeeze, track +3, trapfinding +3

SPECIAL ABILITIES
Blind (Ex) Poison walkers are blind (but have blindsense) and are immune to gaze attacks, visual effects, visible illusions and other attack forms that rely on sight.

Generate Poison (Ex) Within their blood, a poison walker can generate any contact, injury or ingested poison with a value of up to 100 gp./HD of the creature. Making this choice is a free action, and the poison walker can change the toxin in their blood as often as once per round. Any creature biting the poison walker can be affected by a contact, injury or ingested poison in their bloodstream, and a creature clawing or otherwise inflicting slashing or piercing damage with their own bodies can be affected by a contact venom in their blood. While equipped with their special notched blades, the poison walker can cut themselves as a free action as part of an attack action to coat their weapons with a dose of whatever poison is currently in their bloodstream, and this action causes no significant injury to the poison walker. A poison walker can also produce a dose of this venom from its mouth (either spit onto an object in hand or a grappled foe or delivered by a kiss), or a finger (cutting it with its fingernail, as a move-equivalent action), for more subtle use in non-combat situations, although this may require a sleight of hand check to deliver unobserved. Any poison generated by a poison walker remains potent for one hour, or until expended by use.

Improved Alchemical Invisibility (Su) Poison walkers are permanently invisible. Due to the lasting alchemical changes made to their flesh, they remain difficult to perceive even in the presence of an anti-magic field, and count as under the effects of a blur spell in such situations. The alchemical procedure used upon them has also been used upon their blades and the leather armor they wear (although is not permanent, and must be regularly refreshed), but not upon the all-concealing hooded robes and scarves they wear, which allow them to travel through mortal cities as ‘robed pilgrims.’ They can remove their robes as a swift action, rendering themselves instantly invisible.

Improved Squeeze (Ex) A poison walkers body has been altered so much that it no longer has a normal humanoid anatomy, and can squeeze as if it were a creature one size class smaller (in addition to gaining many ooze-like immunities).

ECOLOGY
Environment
Organization solitary
Treasure standard (2 masterwork short swords, 2 daggers, leather armor, 3 flasks alchemical fire, 3 flasks acid, 1 tanglefoot bag, 1 smokestick, 1 thunderstone)

These favored servants of Norgorber are permanently invisible, their flesh, bones and organs having been bleached of all color by painful alchemical treatments. To those able to see invisible, they are laced with hundreds of scars, their leathery flesh having been pierced many times to draw forth the toxins that seethe within their bodies. They move with an unnatural sinuosity, as their invisible scarred flesh is but a skin over a mostly liquid core, dissolved away by alchemical treatments into a mass of toxins

Poison walkers prefer to use giant wasp venom or large scorpion venom depending on their assessment of their target, although those called forth to capture foes alive may attempt to subdue them with drow poison. They can also sneak into even the best-guarded locations, to leave behind ingested toxins in foodstores, or contact poisons on a foes personal gear, although the toxins they generate only have a limited duration, so such tactics must be planned accordingly.

Poison walkers are mute, and indeed lack vocal chords entirely, but can communicate via telepathy in a whispering tone.

[Design notes; I wanted an ooze made of variable poison and I wanted alchemically-invisible assassins (inspired by the alchemically-invisible dude in the Rivals Guide) with poison for blood, and so I just sort of split the difference and gave these alchemically-invisible assassins some ooze traits, to represent how their internal organs and tissues had been replaced with a swamp of toxic sustances.]

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And something unexpected for Irori;

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Floating on a circular carpet a yard above the ground, this man has three faces and six arms, the leftmost of which are those of an elderly man, and the rightmost of which are those of a beardless youth, framing the central face of a mature man. His six arms begin moving in mechanical precision, as three voices rise in incantation, calling forth magical force.

THE DISCIPLE OF FORMS CR 6
XP 2,400
LN Medium outsider (extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect magic; Perception +9

DEFENSE
AC 21, touch 17, flat-footed 18 (+4 mage armor, +3 Dex, +4 shield)
hp 45 (6d10+12)
Fort +4, Ref +8, Will +6
Damage Reduction 5 / chaos; Defensive Abilities Evasion; Resist Cold 5, Electricity 5, Fire 5, Sonic 5

OFFENSE
Speed 10 ft., 30 ft. flying (average)
Melee three unarmed strikes +6/+6/+6 (1d6) or six unarmed strikes +4/+4/+4/+4/+4/+4 (1d6)
Special Attacks geometric forms, greater force missile 7/day (3d4+3), spells, wand
Spell-Like Abilities (CL 6th (7th for force spells), concentration +7)
Constant – detect magic

Spellls Prepared (CL 6th (7th for force spells), concentration +10)
3rd (3) – force-prepared lingering fireball x2 (7d6+3, Ref DC 18)
2nd (4) – force-prepared toppling scorching ray x2 (2 rays, 4d6+3/4d6), extended mage armor, extended shield
1st (4) – toppling magic missile x4 (4d4+7)
0 (4) – daze (Will DC 14), light, mage hand, open/close
Prohibited Schools Conjuration, Illusion

STATISTICS
Str 11, Dex 16, Con 15, Int 19, Wis 13, Cha 13
[1 + 5 + 5 + 10 + 0 + 0 = 20, +2 Dex, +3 Int, +3 Wis, +3 Cha, +1 Con at 4th)
Base Atk +6, CMB +6; CMD 19 (23 to avoid effects that would remove him from his disk)
Feats Improved Unarmed Strike (B), Extend Spell, Lingering Spell, Toppling Spell
60 Skills Bluff 6 (+10), Craft (alchemy) 6 (+13), Craft (cloth/weaving) 6 (+13), Fly 6 (+12, +16 on disk), Knowledge (arcana) 6 (+13), Knowledge (planes) 6 (+13), Linguistics 6 (+13, Auran, Aquan, Ignan, Terran, Celestial, Infernal), Perception 6 (+10), Sense Motive 6 (+10), Spellcraft 6 (+13); Racial Modifiers +4 to Fly checks when riding his disk.

Languages Auran, Aquan, Axiomatic, Celestial, Common, Draconic, Ignan, Infernal, Terran, Tian, Vudran
Special Qualities intense spells, master of force, missile specialist, of three minds, spells, swift shield

SPECIAL ABILITIES
Geometric Forms (Su) Six times per day, as a standard action, The Disciple of Forms can create a geometric form of force that fills a single square within 30 ft. The force construct has a hardness of 30 and 20 hit points, and is otherwise treated as a wall of force, making it an effective barrier, particularly if The Disciple of Forms creates several blocking a narrow corridor. A geometric form remains in position until destroyed for up to one hour, although the Disciple of Forms can cause a geometric form to disappear as a standard action at any range. If a geometric form is created in a square that contains a living creature, that creature is immediately and violently ejected into a surrounding square randomly, and must make a Reflex save (DC 18 negates) or take 3d6 damage.

Greater Force Missile (Sp) The Disciple of Forms can generate a force missile as a standard action seven times per day, similar to that of an evocation specialist wizard, but inflicting 3d4 base damage, plus the modifier from Intense Spells.

Intense Spells (Su) Whenever The Disciple of Forms casts an evocation spell that deals damage, he adds additional damage equal to half his wizard level. This bonus only applies once to a spell, not once per missile or ray. This damage is not increased by Empower Spell or similar effects. This damage is the same type as the spell.

Master of Force (Su) The Disciple of Forms automatically succeeds at any Spellcraft check to identify a force spell being cast, and can take an immediate action to attempt to counterspell a spell with the force descriptor as if he had a prepared quickened dispel magic. He can only attempt to counter spells of the force descriptor in this manner, and need not expend a prepared spell (or slot) to do so. The dispel checks receives a +2 modifier, and against force spells, The Disciple of Forms is treated as caster level 7.

Force Specialist (Ex) The Disciple of Forms reduces the metamagic costs of any force spell prepared with one or more metamagic feats by one (to a minimum of its original spell level). XXX is treated as if benefitting from the Spell Focus and Spell Penetration feats, as regards spells with the [force] descriptor, casts spells with the [force] descriptor at +1 caster level, and can prepare up to his Hit Dice in energy-descriptor spells per day as [force] spells. The Disciple of Forms can prepare and cast any force spell as if it were an evocation spell, even if it is from a prohibited school. He can use his own caster level when activating a spell-trigger or spell-completion item of a force spell, or using a spell-like ability of a force descriptor spell, and applies the benefits of Force specialist and Intense Spells to such spells.

Of Three Minds (Ex) Each of The Disciple of Forms three heads (and the pair of arms that attend them) are capable of taking a standard action or using a swift action during a round, in addition to any single movement action taken by The Disciple of Forms as a whole. Like other creatures, The Disciple of Forms can also choose to use one of his standard actions to take a double move action instead, and can convert his two additional standard actions to movement-equivalent actions in this manner, although he can never actually move faster than his movement rate would allow (in other words, he can only convert one standard action to a double-move action, additional standard actions can only be expended on move-equivalent actions, such as retrieving a stored item).

Spells The Disciple of Forms prepares and casts spells like an evocation specialist wizard of equal level to his Hit Dice, including access to the cantrips class feature.

Swift Shield (Sp) Three times per day, The Disciple of Forms can evoke the effects of a shield spell as an immediate action. This effect lasts only until the end of your next round.

Transporting Disk (Su) The Disciple of Forms rides a floating disk that moves in any direction (including straight up) at his mental direction at a fly speed of 30 ft. with average maneuverability. While ‘mounted’ in this manner, he is treated as if moving under his own power, and can take a 5 ft. step, or take a double-move or run action as if walking. If the disk is destroyed or dispelled, he can re-summon it as a standard action. He has a +4 to CMD checks to avoid maneuvers that would remove him from the disk (drag, reposition, trip, etc.), and has a +4 to Fly checks when riding his disk.

ECOLOGY
Environment
Organization solitary
Treasure standard (wand of magic missiles (50 charges, CL 1 (CL 7 in his hands))

The Disciple of Forms serves Irori without question, as the Perfected One has accepted his own flawed nature and helped him to rise above the weakness in his crippled legs, and the divisions in his tripartite nature. Only through extensive meditation and mediation between his warring selves, did he find enlightenment, reconciling his past, present and future selves, and conquering the bitterness that had consumed him after the crippling injury that left him barely able to stand unassisted.

His mastery of destructive magics honed by a focus on his own disability, the Disciple of Forms has learned to both compensate for his feeble legs, while bringing the more able-bodied to the ground with precisely aimed bursts of magical force.

The Disciple of Forms dresses in fine silk robes, and keeps his appearance immaculate, with a fine circular silk carpet covering his floating disk and perhaps giving the appearance that he is riding a magical carpet of flying, to those unfamiliar with his unique mode of transportation. His venerable third is wrinkled, but sharp of eye, with long fingernails and wispy white mustache and beard, while his youthful third speaks in the high voice of a child who has not yet reached physical maturity. Between these thirds, his mature face is weathered and stern, showing streaks of iron-gray in his short beard and close-cropped hair.

[Design Notes; The god of monks and physical self-perfection has a six-armed handicapped wizard as a lesser planar ally? What can I say, I was feeling puckish.]

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I couldn't leave the god of monks with just a *wizard* for a planar ally, now could I? :)

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This young-looking man is simply dressed, and bears no visible armor or weapons. As he comes closer, his movements grow more elaborate, and it becomes difficult to concentrate on anything but his ritualized movements.

THE THOUGHTFUL MASTER CR 7
XP 2,400
LN Medium outsider (extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 19, touch 19, flat-footed 10 (+3 Dex, +1 dodge, +5 Monk bonus)
hp 39 (6d8+6 +6 (FC Monk))
Fort +6, Ref +8, Will +9; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Immune disease; Spell Resistance 16

OFFENSE
Speed 50 ft.
Melee unarmed strike +7 (1d8) or flurry of blows +7/+7/+2 (1d8)
Special Attacks arts of persuasion, entrancing kata, flurry of blows, heart clutch, stunning or fatiguing fist 6/day (Fort DC 17)

STATISTICS
Str 10, Dex 16, Con 13, Int 10, Wis 18, Cha 10
[0 + 10 + 3 + 0 + 7 + 0 = 20, +2 Wis, +1 Wis at 4th)
Base Atk +4, CMB +9; CMD 27
Feats Improved Unarmed Strike (B), Stunning Fist (B), Improved Grapple (B), Dodge (B), Deflect Arrows (B), Dazzling Display (B), Agile Maneuvers, Improved Initiative, Weapon Finesse
36 Skills Acrobatics 6 (+12, +18 to jumps), Bluff 6 (+13), Diplomacy 6 (+13), Intimidate 6 (+13), Perception 3 (+10), Sense Motive 6 (+17), Stealth 3 (+9); Racial Bonus +4 Bluff, +4 Diplomacy, +4 Intimidate, +4 Sense Motive
Languages Vudran; tongue of the sun and the moon
Special Qualities still mind, fast movement, maneuver training, ki pool (magic, 7), slow fall 30 ft., high jump, purity of body, abundant step, diamond soul, timeless body, tongue of the sun and the moon, empty body

SPECIAL ABILITIES
Arts of Persuasion (Ex) The Thoughtful Master uses the better of the skill ranks of the Monk class or Outsider type, and treats skills from either class or type as class skills. He has a +4 racial bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks, and he gains Dazzling Display as a bonus feat, even if he does not qualify for the prerequisites, and can use it in conjunction with any monk weapon with which he is proficient (or with unarmed strike).

Entrancing Kata (Su) As a standard action, the Thoughtful Master can perform ritualized martial arts forms that require one or more viewers within 90 ft. to make a Will save (DC 17, the save is Wisdom-based) or become fascinated for as long as he continues performing the dance (which only requires a move-equivalent action to maintain, once initiated). So long as he makes no obvious threatening moves, and remains unarmed, he can approach a fascinated figure and make one unarmed attack on that individual as a standard action, treating the target as flat-footed. He can affect up to three individuals with this fascination effect at one time (although an attack on one will end the fascination for all), and can maintain the entrancing kata for up to ten rounds per day. The entrancing kata is a mind-affecting enchantment (compulsion) effect, and requires that the subjects be able to clearly see the Thoughtful Master.

Heart Clutch (Ex) When the Thoughtful Master has pinned a foe, he can attempt to extract their heart as a full-round action on the next turn (taking this action does not release the foe from the grapple, which is maintained as a free action during this procedure). This process requires such concentration that he is considered flat-footed for the round, but if the target remains pinned at the end of the round, he must make a Fort save (DC 17, the save is Wisdom-based) or die immediately, his heart torn from his chest. If the subject saves, he takes 2d8 magic bludgeoning/piercing damage, and remains pinned. This power is not effective against constructs, elementals, oozes, plants or undead, or any other creature that either does not possess a heart, or would not be unduly harmed by the removal of its heart. He can attempt this attack a number of times per day equal to half his Monk level.

Superior Training (Ex or Su) The Thoughtful Master is capable of using multiple techniques far in advance of his monk level, such as abundant step, diamond soul, timeless body, tongue of the sun and the moon and empty body. He is treated as a 6th level Monk for the use of these abilities. The Thoughtful Master typically carries no weapons, but is proficient with all weapons with the Monk designation, in addition to those automatically known by Monks.

ECOLOGY
Environment
Organization solitary
Treasure none

The Thoughtful Master has gone beyond traditional martial arts training, focusing so obsessively on advanced teachings and the mastery of ki that he has transcended the usual limits of the art. He displays techniques far in advance of his martial studies, and is considered by some an upstart, and others to have stunted his development by neglecting his martial training in the process of developing his ki.

Still, few can argue that he has not mastered esoteric arts of mind over body, allowing him to dull the minds of others with his precise movements, and learned to strike a deadly blow on those that have been immobilized within his grasp. While an adequate combatant, he is often summoned for his social skills, supernaturally enhanced, seemingly to compensate for his own somewhat dull personality. Those unaffected by his presence will find it quite obvious that some glamor is at play, as those he flatters hang on his every word, no matter how banal or droll.

[Design Notes; I wanted to make a monk that felt vaguely psionic-ish. I wanted to make a monk / psionic that, instead of being a monk with some psi-like abilities, was kinda/sorta a reflavored mind flayer, with a ‘mind blast’ effect and a ‘brain extract’ effect, which I re-skinned into entrancing kata and heart clutch, both of which are less powerful than the abilities they replace, but fit better with the theme and the CR. So yeah, a wizard wasn't an unorthodox enough lesser planar ally for Irori, I had to make this one a not-really-mind-flayer...]

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Something else for Zon-Kuthon. A variant Kyton seemed terribly obvious, and an animated giant spikey chain is hardly better, but hey, it was quick and easy to stat up!

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This massive anchor and chain are forged from corroded cold iron, and is covered with jagged edges of rust and the splintered remains of foul-smelling barnacles, long dead. Imbued with a malign spirit of woe, it slithers forward like a serpent, it’s barnacle-encrusted anchor-head rising to strike with crushing force.

ATROPOS’ BANE CR 7
XP 2,400
LE Large construct (evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural armor, -1 size)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +2
Defensive Abilities hardness 10; Immune construct traits; Spell Resistance 16

OFFENSE
Speed 40 ft.
Melee slam +12 (2d6+9 plus grab) or power attack slam +10 (2d6+15 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+9)

STATISTICS
Str 22, Dex 10, Con –, Int 10, Wis 10 Cha 10
Base Atk +6, CMB +13; CMD 23 (cannot be tripped)
Feats Improved Initiative, Improved Natural Attack (slam), Power Attack
12 Skills Climb 6 (+12), Perception 6 (+6)
Languages Infernal (cannot speak); telepathy 100 ft.
Special Qualities construction points (constrict, grab, metal), haunted, jagged cold iron strike

SPECIAL ABILITIES
Haunted (Ex) Atropos’ Bane is haunted by the malevolent spirits of those who have died because of it. It takes damage from positive energy as if it were an undead creature and can be detected by detect undead.

Jagged Cold Iron Strike (Ex) Atropos’ Bane is forged from cold iron and counts as a magical cold iron weapon with both Bludgeoning and Piercing qualities for the purposes of damage reduction. As a creature with the [evil] and [law] subtypes, it also is treated as evil and lawful aligned for this purpose.

ECOLOGY
Environment
Organization solitary
Treasure none

At one time, this massive corroded anchor and chain served a slavership, the Atropos, but when the chain failed in a storm, the ship and her crew (and cargo) were smashed upon the rocks and lost. Some dark residue from the three dozen souls that perished that night now haunts the chain that failed them, and it now serves the dark lord, Zon-Kuthon, seeking to drag others to a similar doom.

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Another lesser planar ally option for Norgorber's clergy, a 'snake hydra.'

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This creature is composed of four monstrous serpents merged together into a serpentine form, superficially similar to a hydra. Each head is that of a different type of serpent, from majestic cobra to sinister viper to brightly colored sea snake, and all drool deadly venom.

BLACKFANG CR 7
XP 2,400
NE Large outsider (amphibious, evil, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +14

DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural armor, -1 size)
hp 51 (6d10+18); fast healing 6
Fort +8, Ref +5, Will +8
Damage Reduction 5/silver; Immune poison; Resist acid 10; Spell Resistance 16

OFFENSE
Speed 20 ft., swim 20 ft.
Melee 4 bites +10 (1d6+3 plus grab plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (1d6+3), multiple tails, pounce, spit venom

STATISTICS
Str 17, Dex 17, Con 16, Int 10, Wis 12 Cha 15
Base Atk +6, CMB +11; CMD 22 (cannot be tripped)
Feats Combat Reflexes, Improved Initiative, Iron Will
36 Skills Bluff 6 (+11), Knowledge (planes) 6 (+9), Linguistics 6 (+6, Abyssal, Aklo, Aquan, Infernal, Terran, Undercommon), Perception 6 (+14), Sense Motive 6 (+10), Swim 6 (+20); Racial Bonus +4 Perception
Languages Abyssal, Aklo, Aquan, Common, Infernal, Terran, Undercommon
Special Qualities all-around vision, hydra traits, lesser regenerate head, toxic blood

SPECIAL ABILITIES
All-Around Vision (Ex) Blackfang’s many eyes and rotating style of movement allows it to see in all directions at once. It cannot be flanked.

Fast Healing (Ex) Blackfang has fast healing equal to its Hit Dice.

Hydra Traits (Ex) Blackfang can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to his HD (but benefits from Blackfang’s DR 5/silver). To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to Blackfang’s body equal to his current HD. Blackfang cannot attack with a severed head, but takes no other penalties.

Lesser Regenerate Head (Ex) When one of Blackfang’s heads is destroyed, it regrows in 1d4 rounds. To prevent new heads from growing, at least 5 points of cold or fire damage must be dealt to the stump (a touch attack to hit) before it regrows. Cold or fire damage from area attacks can affect stumps and the body simultaneously. Blackfang doesn’t die from losing its heads until all are cut off and the stumps seared by cold or fire.

Multiple Tails (Ex) Using his four tails, Blackfang can constrict up to four medium-sized targets at one time. It cannot attempt to constrict a single target with more than one tail, however.

Spit Venom (Ex) Blackfang can spit its venom into the eyes of an opponent as a ranged touch attack (+8 to hit). A creature hit by the venom must make Fortitude saves to resist the poison (see below) as if bitten, and must also succeed a DC 18 Reflex save or be blinded. The save DC for this ability is Constitution-based and has a +2 racial bonus.

Toxic Blood (Ex) Any creature that bites Blackfang suffers the effects of its poison as if it had been bitten.

Universal Poison (Ex) Bite – injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str, Dex and Con damage; cure 2 saves. The save DC is Constitution-based.

ECOLOGY
Environment
Organization solitary
Treasure none

Blackfang is a hydra-like creature created four massive venomous serpents merged together by the hand of Blackfingers, able to deliver a toxin of its own choice on anyone it bites, damaging either Strength, Dexterity or Constitution, as well as constricting those it bites in the serpentine coils of its lower body. Its heads are those of a king cobra, a green mamba, a saw-scaled viper and a yellow-bellied sea snake.

Blackfang fancies itself a scholar and a linguist, and enjoys philosophical debate with itself, and with grappled prey, which it encourages to moderate its own internal debates between its four heads, at least, until the potent cocktail of venoms coursing through its body ends its life...

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Oh hey, I didn't do anything for Iomedae, did I? So, here she goes, a former servant of Aroden, now altered to be more suitable to the Inheritor.

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This celestial servitor manifests as a spiraling constellation of animated weapons and shields. A pair of heavy shields, emblazoned with the holy symbol of Iomedaes, swoop to defend and protect a quartet of floating longswords, accompanied by four daggers, all of cold grey iron and decorated with blackened silver and ruddy gold.

THE CONSTELLATION OF BLADES CR 6
XP 2,400
LG Large construct (extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE
AC 22, touch 13, flat-footed 18 (+4 Dex, +3 natural armor, +6 2 +1 heavy cold iron shields, -1 size)
hp 63 (6d10+30)
Fort +2, Ref +6, Will +3
Hardness 10; Immune construct traits; Resist electricity 10, fire 10; Spell Resistance 16

OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee 4 +1 cold iron longswords +10 (1d8+5), pwr atk 4 +1 cold iron longswords +8 (1d8+9)
Ranged 4 +1 returning cold iron daggers +10 (1d4+5)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, radiant energy blades 3/day, smite chaos or smite evil 1/day

STATISTICS
Str 18, Dex 18, Con -, Int 10, Wis 12 Cha 10
Base Atk +6, CMB +11; CMD 25 (special)
Feats Cleave, Combat Reflexes, Power Attack
12 Skills Fly 6 (+16), Perception 6 (+11); Racial Bonus +4 Perception
Languages Celestial; telepathy 100 ft.
Special Qualities all-around vision, constellation of blades

SPECIAL ABILITIES
All-Around Vision (Ex) The constellation of blades can see in all directions. It gains a +4 racial bonus to Perception and cannot be flanked.

Constellation of Blades (Ex) The constellation of blades has no central body, only two shields, four longswords and four daggers, all of which lose their magical properties if the creature is slain, becoming broken masterwork cold iron items. If an attacker disarms a sword, shield or dagger, that item drops to the ground, inert, for five rounds, before returning to the main body of the constellation of blades. If an attacker sunders a weapon or the shield, the creature loses the benefits of that item for the remainder of the combat, as it has no means of repairing damaged components. An attempt to sunder a dagger decreases the CMD to 22 (due to their tiny size) and they have hardness 10 and 21 hit points. A longsword decreases the CMD to 23, and they have hardness 10 and 25 hit points. Sundering a shield requires targetting CMD of 24, and the shield has hardness 10 and 30 hit points. If a weapon (or shield) suffers the broken condition, it remains floating amid the constellation but cannot attack (or provide its AC benefit). Any weapon (or shield) that is separated from the body of the creature disappears when it returns to its home plane, and can be recalled by the constellation of blades as a swift action, if it is conscious, regardless of range.

Engulf (Ex) The constellation of blades can move through spaces occupied by creatures smaller than itself without hindrance, and ignores difficult terrain. It is treated as a small-sized creature for the purposes of squeezing into tight or confined spaces. When it occupies the same squares as other creatures, it can choose to affect them much like a swarm, inflicting 2d6 damage to all within its space, and causing distraction (DC 17, the save is Strength-based). It can selectively choose not to damage or distract specific individuals within its space, if it so desires.

Radiance (Su) The holy symbol at the center of the constellation of blades’ shields are under the effects of a cold white continual flame spell at CL 6, and, if dispelled, the constellation of blades can renew this effect as a free action on its next turn. It can suppress this effect if desired as a swift action.

Radiant Energy Blades (Su) As a swift action, the constellation of blades can cause its cold iron blades to transform into pure positive energy, functioning as if they possessed the brilliant energy property for the purposes of bypassing armor and shedding light, but inflicting full damage (+1d8+5 positive energy damage, as a cure light wounds spell cast at CL 6) to any undead creature struck, no damage on unliving matter or construct creatures, and no damage to living creatures (who are instead healed of 1d8+5 hit points of damage if struck or touched, as per a cure light wounds cast at CL 6). The constellation of blades can transform its blades into positive energy in this manner three times per day.

Smite Chaos or Smite Evil (Su) 1/day as an immediate action, the constellation of blades can choose to either smite chaos or smite evil, gaining a bonus equal to its Charisma modifier to hit a target of the appropriate alignment, and bonus damage equal to its HD against that target. This effect lasts until the target is dead, or the constellation of blades next rests.

ECOLOGY
Environment Mount Celestia
Organization solitary
Treasure standard (cold iron masterwork blades and shields)

The Constellation of Blades used to serve Aroden, and was a coldly lawful enforcer, but has since been co-opted into the service of the inheritor, who has changed its fundamental nature, infusing it with the essence of good, as well as law. Rumor says that the blades were once carried by a quartet of warrior-clerics of the Last Azlanti, and developed a shared sentience, similar to that of the singular intelligence that other magical blades are known to possess, so that, when their masters finally fell, they continued to serve their master’s master, Aroden himself, as a conjoined entity, impressing other lesser blades of their former masters into their service.

The existence of a Sarenraen variation, known as the Scirroco of Steel, composed of genie-forged brazen scimitars and jambiya of a particularly boisterous disposition, carried aloft on a whirling djinni whirlwind, tends to throw doubt on this noble tale, but it’s a good story, nonetheless.

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So far;

Abadar – The City That Walks Like a Man, Miress, Defender of the City
Asmodeus – Hellfire Elemental
Calistria – Gilded Night, Karima, Handmaiden of Fury
Cayden Cailean –
Desna – Starry-Eyed Dancer, Starfly Swarm
Erastil – Horned Hunter, Cerne
Gorum – Ragemail, Lockjaw
Gozreh – Moraeus, Herald of the Storm
Iomedae – The Constellation of Blades
Irori – The Disciple of Forms, The Thoughtful Master
Lamashtu – Madspeaker
Nethys – Wise-Eye
Norgorber – Poison Walker, Blackfang
Pharasma –
Rovagug – Widdershins
Sarenrae –
Shelyn – Spectral Singer
Torag – Toragsdottir, Shieldmaiden of the Mountain-Kings,
Urgathoa – The Black Reaper, Hunger That Never Dies
Zon-Kuthon – The Seekers of Freedom, Atropos’ Bane

Need one more for Asmodeus, Gozreh, Iomedae, Lamashtu, Nethys, Rovagug, Shelyn and Torag, and any at all for Cayden, Pharasma and Sarenrae, whom I've neglected terribly.

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And something for Rovagug, as much a 'Father of Monsters' as Lamashtu is Mother.

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A whirling mass of crustacean limbs, thorn-vined ‘tentacles’ and eel-like heads moves towards you in a spiraling dance, threatening you with an everchanging arsenal of monstrous natural weapons. The tortured vocalizations of a half-dozen wildly different beasts form a dreadful cacophony as it wails it’s anguish and outrage.

WIDDERSHINS CR 6
XP 2,400
CE Large magical beast (amphibious, chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural armor, -1 size)
hp 63 (6d10+30)
Fort +9, Ref +8, Will +2
Defensive Abilities moderate fortification, quasi-amorphous; Damage Reduction 5/silver; Resist acid 10, fire 10; Spell Resistance 16

OFFENSE
Speed 40 ft.
Melee 1 bite +10 (2d6+7 plus adaptive bite), 2 claws +10 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks acid spit (30 ft. range, 3d6 damage), strangling vines, webs (as Large monstrous spider)

STATISTICS
Str 21, Dex 16, Con 19, Int 10, Wis 11 Cha 9
Base Atk +6, CMB +12; CMD 25 (cannot be tripped)
Feats Endurance, Diehard, Toughness
12 Skills Climb 0 (+5, +13 if adapted to climb), Fly 0 (+3, +11 if adapted to fly), Perception 6 (+9), Stealth 6 (+12), Swim 0 (+5, +13 if adapted to swim); Racial Bonus +8 to Fly checks when adapted to have a fly speed
Languages Abyssal, Aklo, Undercommon
Special Qualities

SPECIAL ABILITIES
Adaptive Bite (Ex) When Widdershins bites a foe, it can choose one of the following secondary effects as an immediate action; acid (+1d6 acid damage), blood drain (1 pt. Con damage and gains 5 hit points of healing, if it inflicts Con damage), disease (demon fever, Fort DC 17), electricity (as electric eel), grab + gnaw (as moray eel), or poison (as giant wasp, Fort DC 17). The DC against the wasp poison or demon fever is Con-based.

Adaptive Movement (Ex) Widdershins can adapt its body once per round as an immediate action to gain one of the following movement types; burrow (sand or snow) 20 ft., climb 20 ft., fly (average maneuverability) 40 ft. or swim 20 ft. It can only have one such additional movement type at a time, and its form visibly changes to grant the new movement options.

All-Around Vision (Ex) Widdershin’s many eyes and rotating style of movement allows it to see in all directions at once. It cannot be flanked.

Moderate Fortification (Ex) Whenever a critical hit or sneak attack is scored on Widdershins, there is a 50% chance that the critical hit or sneak attack is negated and damage is rolled normally.

Quasi-Amorphous (Ex) Widdershin’s evershifting flesh is malleable, so that it is able to move through an area as small as one-half it’s space without squeezing, or one-quarter it’s space when squeezing. Widdershins is effectively impossible to trip, as any action that causes it to lose its footing results in the growth of new legs immediately, negating the effect.

Strangling Vines (Ex) As a standard action, once per minute, Widdershins can release two sharp-leafed vines from its body that can attack foes within 30 ft. of the creature. They detach once they entangle a target (and may be directed to attack separate targets within range) and continue to entangle the foe for 6 rounds before withering and dying (unless killed separately. The vines have the constrict property, AC 16 and must take 6 hit points of damage to kill, although they are immune to damage from bludgeoning or piercing weapons, which will damage the person they are constricting, instead).

ECOLOGY
Environment The Pit of Gormuz
Organization solitary
Treasure none

Widdershins is a whirling maelstrom of flesh, spouting heads, claws, tentacles and flailing useless limbs as it moves, reabsorbing them moments later, sometimes in what appears to be a brutal and perpetual act of self-cannibalization. It’s forms are often insectile or aquatic or reptilian in form, but mammalian, avian and even plant-like growths also appear, and are often as quickly re-absorbed in the never ending war of flesh that is the creature’s pain-wracked and mad existence.

Rovagug sends Widdershins, so named for its scuttling form of movement, spinning as it walks on a dozen mismatched legs, to answer the calls of his mad clergy, showing them the thousand forms of death that he has prepared in his monstrous children, all part and parcel of this one horrible mutation.

Lantern Lodge RPG Superstar 2015 Top 32

Dotting. Definitely going to be using some of these in my games! ^_^

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SirGeshko wrote:
Dotting. Definitely going to be using some of these in my games! ^_^

Very cool. Feel free to let me know how it goes, if you do. I haven't playtested these critters, so some of them might have some ridiculous exploit that didn't occur to me when writing them up!

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Something for Cayden. It's a beer elemental. It's also a dog. Who knows what I was thinking?

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This elemental creature has a dark golden-brown body in the shape of a large mastiff made completely of liquid, heady with the powerful odor of strong liquors that make up its form. The pungent fumes of alcohol can be visibly seen wafting from its body, as it wags its tail and prepares to pounce.

HAIR OF THE DOG CR 5
XP 1,600
CG Medium outsider (chaotic, elemental, extraplanar, good, water)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura drunkenness (5 ft., DC 17, 1 hour)

DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural armor)
hp 45 (6d10+12)
Fort +9, Ref +4, Will +6
Damage Reduction 5/evil or law; Defensive Abilities half damage from slashing weapons; Immune elemental traits, piercing damage; Resist acid 10; Spell Resistance 16

OFFENSE
Speed 40 ft., swim 60 ft.
Melee bite +10 (1d6+6), slam +10 (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, once every 1d4 rounds, drunkenness, Fort save DC 17 negates), drench
Spell-Like Abilities (CL 6th, concentration +8)
3/day – lesser restoration, neutralize poison

STATISTICS
Str 19, Dex 15, Con 19, Int 6, Wis 12 Cha 15
Base Atk +6, CMB +10; CMD 22 (26 vs. trip)
Feats Cleave, Dodge, Power Attack
18 Skills Acrobatics 9 (+2, +6 when jumping), Perception 6 (+10), Stealth 6 (+11), Swim 0 (+12), Survival 6 (+10, +14 when tracking via scent); Racial Bonus +4 Acrobatics while jumping, +4 Survival when tracking by scent
Languages Aquan, Celestial; telepathy 100 ft.
SQ amorphous, amphibious, hair of the dog, high octane

SPECIAL ABILITIES
Amorphous (Ex) Hair of the dog’s body is malleable and shapeless. It is immune to precision damage (such as sneak attack) and critical hits, and can move through an area as small as one-quarter it’s space without squeezing, or one-eight its space when squeezing.

Drunkenness (Su) Hair of the dog is composed of exceptionally potent alcoholic spirits, so potent that close proximity can intoxicate nearby foes, and it can deliberately belch forth fumes powerful enough to instantly make the soberest man reel with drunkenness. Each time a subject fails a save versus either the aura or the breath weapon of this creature, it gains a -2 cumulative penalty to attack rolls, saving throws and skill & ability checks that lasts for one hour from the most recent exposure. This is treated as a poison effect, and creatures that have a resistance or immunity to poison will benefit from those traits. Mundane and magical cures for both intoxication and poison can also be used to resolve the effects. Hair of the dog can suppress his aura of drunkenness, or resume it, as a free action. The save DC is Constitution-based and has a +2 racial bonus.

Hair of the Dog (Su) Hair of the dog can also remove the effects of intoxication from another creature by touch. Someone who has been cured in this fashion will be immune to all forms of drunkenness for 1 hour.

High Octane (Ex) The potency of hair of the dog’s composition results in explosive results if he is attacked by fire, requiring all within adjacent squares to make a Reflex save against the DC of the original effect or suffer half damage. Hair of the dog suffers no extra damage from fire attacks, as the brunt of this explosive reaction travels away from his liquid form.

ECOLOGY
Environment Elysium
Organization solitary
Treasure none

Hair of the dog can only be summoned forth from a 20 gallon keg of ale, and pours forth to assume the form of a great mastiff composed of dark ale. He is a playful elemental spirit, immune to his own aura of drunkenness, but behaving in a sloppy inebriated fashion all the same. He’s quite resilient, although not terribly dangerous, when it comes to pure physical damage, but when it comes to incapacitating large groups of people with his aura and his breath weapon, there are few who can match his effectiveness.

Silver Crusade

Every one of these posts is getting printed and tucked into my Golarion folder. :)

The names alone are great, even before you get to the meaty bits.

There's also something absurdly badass(in a very good way) about a creature ability named "High Octane".

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