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Grue
It is pich black. You are unlikely to see the creature which attacked you.
Grue
CR 7 (3,200 XP)
NE Small Abberation
Init: +8, Senses: Darkvision 120 ft, Perception +13
AC: 22, Touch 14, Flat Footed 17
(+4 Dex, +1 size, +7 natural)
hp: 63 (9d8+27)
Fort: +8, Ref: +12, Will +8
Speed: 20 ft
Melee: Claw +8 (1d4-1)
Speial Attacks: Mind Worm, Whispers of Madness
Spell-like Abilities (CL 9) At Will-Darkness
Str 8, Dex 19, Con 16, Int 11, Wis 10, Cha 16
Base Atk: +9, CMB +7, CMD 21
Feats: Blind Fight, Improved Initative
Skills: Perception +13, Stealth +18
Languages: Common, Undercommon
Enviroment: Underground
Organization: Solitary, Pair, Gang (3-12)
Treasure: Standard
Mindworm (Su): 50 ft range, Will DC 20 or stunned for 1d6 rounds
Whispers of Madness: 25 ft range, Will DC 17 or 1d6 Wisdom damage

Grue are strange humanoid abberations that dwell in the dark underbelly of the world. Some think they are an offshoot of dark creepers and dark stalkers, while others think they were once gnomes or halfling that delved too deep and discovered things better left buried. What ever they once were they have turned into killers with incredible abilities to warp people's minds. They prowl the dark tunnels of the Darklands searching for prey. Sometimes they even prowl the sewers of humanoid cities. Anytime you head into the darkness underground be prepared, for you are likely to be eaten by a grue.


Hey, I was recently asking about grue? Is there one kind of grue? More than two? A slew?

RPG Superstar 2012

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.


taig wrote:

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.

Zork. A game currently best known for the phrase "It is dark. You are likely to be eaten by a grue." EDIT: Oh, I thought you meant the thing it was referencing.

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taig wrote:

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.

This was from the 4E MM.


David, I hope you gather all your monsters up into a pdf, titled perhaps Bestiarum Fryerensis.

RPG Superstar 2012

Davi The Eccentric wrote:
taig wrote:

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.

Zork. A game currently best known for the phrase "It is dark. You are likely to be eaten by a grue."

Yeah, I remember that, but I could have sworn there was a 2e book that had grues.

Either that, or I'm finally losing it...

Dark Archive

taig wrote:

There was a 2e book that had grues.

Either that, or I'm finally losing it...

The 1e Monster Manual II had Elemental Grues, the Charggrin, etc.

But you could still be losing it anyway. :)

What do the Mind Worm and Whispers of Madness abilities do?

RPG Superstar 2012

Set wrote:
taig wrote:

There was a 2e book that had grues.

Either that, or I'm finally losing it...

The 1e Monster Manual II had Elemental Grues, the Charggrin, etc.

But you could still be losing it anyway. :)

What do the Mind Worm and Whispers of Madness abilities do?

Thanks, Set! Totally different kinds of grues than this one.

Yes, David, do tell about the special abilities.

<Gets back into straitjacket>


[cymbal crash]Gruesome![/cymbal crash]

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Set wrote:


What do the Mind Worm and Whispers of Madness abilities do?

Whispers of Madness is pretty much what it sounds like, you slowly go insane as the grue's psionics whisper dark things to you. Mind Worm basically is a fancy way of saying that you are infected by a psionic parasite that does a number on your nerveous system.


Mairkurion {tm} wrote:
David, I hope you gather all your monsters up into a pdf, titled perhaps Bestiarum Fryerensis.

I agree.

Dark Archive

Okay, this is my entirely original creation.

Dreamborn, Lustspawn
Approaching you from the alleyway is a beautiful woman. She has an unearthly quality to her and something about the way she moves and looks seems familiar. It is almost as though all your dreams have come true.
Dreamborn, Lustspawn
CR 5 (1,600 XP)
NE Medium Outsider
Init: +2, Senses: Low-light Vision, Perception +1
AC: 18, Touch: 12, Flat footed: 16
(+2 Dex, +6 natural)
hp: 52 (7d10+14)
Fort +6, Ref +7, Will +6
Speed 30 ft
Melee: Slam +8 (1d6+1)
Special Attacks: Energy Drain, Inspire Lust
Str 12, Dex 14, Con 15, Int 10, Wis 12, Cha 19
Base Atk: +7, CMB: +8, CMD 19
Feats: Decietful, Great Fortitude, Improved Great Fortitude, Persuasive
Skills: Bluff +19, Diplomacy +19, Disguise +19, Intimidate +7, Knowledge (Local) +10, Sense Motive +11, Stealth +12
Languages: Common
SQ: Minor Shape Change, Telepathy
Environment: Any urban
Organization: Solitary
Treasure: Standard
Energy Drain (Su): By making flesh to flesh contact, the lustspawn can drain a person's vital essence. If they succeed on a touch attack they force the target of the attack to make a DC 18 Fortitude save or be drained of 1d6 Con. This ability is usable at will. Each week that they go without draining energy from someone, their Constitution score, and all attributes tied to it, drop by 1 point.
Inspire Lust (Su): The lustspawn has the ability to inspire feelings of lust and desire in other beings. Three times per day they can use this ability to force anyone within a 60 ft radius to make a DC 20 Will save. Anyone who fails this save is effect as though they had been affected by a Charm Person spell. The lustspawn can choose who is effected by this ability, regardless of gender or preference.
Minor Shape Change (Sp): The lustspawn can change their apperance in an effect similar to the Disguise Self Spell, save that the effect is permenant until the lustspawn desires a new shape.
Telepathy (Sp): Lustspawn can read the surface thought and erotic desires of any being within a 1/2 mile of it, even if they do not share a common language.

Born from the ethereal essence of dreams, Dreamborn represent the deepest desires and fears of all humanoid creatures. Lustspawn, as their name implies, are born from the erotic desires that most beings are afraid to express. They live only to take advantage of the weak willed, tempting them with their deepest fantasies and then draining them of their vital energy. Generally they target deviants, not because of any sense of morality but because deviants are less like to report an attack or where they are going. Lustspawn do not gather together and have no culture of their own.

Dark Archive

I also have wrathspawn and fearspawn in the works.


David Fryer wrote:
...something [in] the way she moves...

Damn. Have you been talking to some of my old flames?

Dark Archive

Davi The Eccentric wrote:
taig wrote:

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.

Zork. A game currently best known for the phrase "It is pitch black. You are likely to be eaten by a grue."

I tried to work that into my description for fun.


"less likeLY to report..."

David, I like the flavor of this monster, if you didn't get that from my earlier comment. So, the Db - Lustspawn would basically fill the same roll as a succubus, but for lower level play? My only query at this point then would be, would it be helpful to shift the CR down a little more, or did you craft this monster to fit a specific scenario? It suggests an enriching of cosmology, so I wonder if you are going to produce more about an ethereal realm of dreams to support these new Dreamborn.

The Exchange

Davi The Eccentric wrote:
taig wrote:

Nice. Where were these originally? I remember there were a bunch of different kinds of grue in the original source, too.

Zork. A game currently best known for the phrase "It is dark. You are likely to be eaten by a grue." EDIT: Oh, I thought you meant the thing it was referencing.

Not a torch or a match in your inventory.

Dark Archive

As written, the Lustspawn doesn't seem 'evil' enough. She feeds off of people, preferably deviants, but the feeding doesn't necessarily kill anyone, just leave them drained, and the damage would recover within a week or so. It's not spectacularly *nice,* by any means, but she isn't really 'bringing evil into the world' or acting malicious in any way, just doing what she must do to feed.

To be appropriately evil, IMO, these various dreamspawn should not just feed off of a single target, but feed off of the actions they are inspiring in others. A wrathspawn wouldn't just feed because someone is angry, but would be fed by provoking someone into wrathful anger that spills the blood of others. A lustspawn wouldn't feed by bumping uglies with their victim, but by manifesting near a lustful person and tempting them into greater and greater acts of excess, leading to person who is normally just lusty becoming something worse, a predator and a 'user' who, at best, ends up leaving a trail of broken hearts (or wrecked homes, or betrayed lovers) behind them. The spawn ends up feeding off of the lustful, wrathful, fearful, etc., but also in such a way as to leave behind shattered and broken lives.

Dark Archive

The lustspawn was never really about spreading evil in the world or anything like that. They are entirely focused on their own survival. In fact they might even lean more toward neutral than NE. The fearspawn and the wrathspawn are going to be much more about spreading evil and destruction in the world.

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Mairkurion {tm} wrote:

"less likeLY to report..."

David, I like the flavor of this monster, if you didn't get that from my earlier comment. So, the Db - Lustspawn would basically fill the same roll as a succubus, but for lower level play? My only query at this point then would be, would it be helpful to shift the CR down a little more, or did you craft this monster to fit a specific scenario? It suggests an enriching of cosmology, so I wonder if you are going to produce more about an ethereal realm of dreams to support these new Dreamborn.

I'm not sure I will produce more stuff about the realm of dreams. The lustspawn and the other dreamborn are not meant to be Golarion specific and many other settings already have a dream plane that they have described. Also I set the CR so that I could use it in my own campaign in the near future, and the characters are 3rd level, soon to be 4th. So the CR seemed about right to fight my campaign.

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Mind Ripper
The tall figure in front of you could be an elf, except for the tentacles that surround it's mouth.
Mind Ripper
CR 6 (2,400 XP)
LE Medium Abberation
Init: +3, Senses: Darkvision 60 ft, Low-light Vision, Perception +1
AC: 19, Touch: 13, Flat footed: 16
(+3 Dex, +6 natural)
hp: 52 (8d8+16)
Fort: +8, Ref: +9, Will: +10
Speed: 30 ft
Melee: shortsword +7 (1d6+1/19-20), tentacles +2 (1d4+1)
Ranged: Masterwork light crossbow +10
Special Attacks: Mind Blast (60 ft cone, Will DC 17 or stunned for 3d4 rounds.)
Sorcerer Spells Known: (CL 6)
3rd (4/day) Fireball
2nd (6/day) False Life, Summon Monster II
1st (7/day) Burning Hands, Charm Person (DC 14), Mage Armor, Summon Monster I
Str 12, Dex 17, Con 14, Int 12, Wisdom !2, Cha 16
Base Atk: +6, CMB: +9, CMD 20
Feats: Agile Maneuvers, Combat Casting, Combat Reflexes, Eschew Materials, Spell Focus (Evocation)
Skills: Diplomacy +15, Knowledge (Arcana) +12, Spellcraft +12
Languages: Common, Undercommon
Enviroment: Underground
Organization: Solitary, Pair, Coven (3-12)
Treasure: Standard

Drow legends tell of an erly tribe that delved too deep into places where even drow fear to go. These drow were captured by the neothelid and experemented on, twisting them in body and mind. The most successful of these experements became known as mind rippers, because of their ability to freeze groups of people usng just the power of their mind.
Some say that the neothelids granted the mind rippers a portion of the essence of their own dark maters. For some reason, know only o them, the neothelids turned the mind rippers loose and they now haunt the hidden grottos and dark caverns of the Darklands.


Where is your campaign set?

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Mairkurion {tm} wrote:
Where is your campaign set?

It's a homebrew, mostly with elements of Mystara but using the deities from Golarion.


What about the cosmology?

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Sthein
Crawling out of the woods comes a bizzare looking creature. From the waist up, it resembles and very attractive elf. However, from the waist down it has the body of a large serpent.
Sthein
CR 4 (1,200 XP)
Usually CG Large Monsterous Humanoid
Init:+2, Senses: Darkvision 60 ft, Low-light Vision, Perception +3
AC: 17, Touch: 10, Flat footed: 16
(+1 Dex, +7 natural, -1 size)
Fort: +6, Ref: +9, Will: +6
Speed: 40 ft
Melee: masterwork ranseur +6 (2d4+3/x3), bite +1 (1d6+2 plus poison)
Special Attacks: Posion (Injury, Fortitude DC 15, Inital and secondary 1d4 Con)
Sorcerer Spells Known (CL 4): 1st (5/day)-Cause Fear (DC 13)
0-Detect Magic, Daze (DC 12), Flare, Ray of Frost
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 15
Base Atk: +4, CMB +6, CMD: 18
Feats: Alertness, Combat Casting
Skills: Perception +3, Sense Mtive +10, Spellcraft +7
Languages: Common, Elven
SQ: Alternate Form
Enviroment: Warm forests
Organization: Solitary, Pair, Family (3-10)
Treasure: Standard
Alternate Form (Su): Sthein have the inate ability to assume humanoid form. They can assume the unique form of a humanoid of elven origin. their tail is replaced by a pair of legs, but otherwise they have the same apperance and coloration as their natural form.

In ancient times some groups of elves worshiped snakes and were allies with Guardian Naga. The most powerful of their priests and preistesses developed a true ritual which bound their blood to the blood of their naga allies to become a new people. Eventually these new people, known as sthein, faded from eleven society as the elves turned to other gods. However, they are still among us, moving in secret and advancing plots that only they know or understand.

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Mairkurion {tm} wrote:
What about the cosmology?

It uses the Great Wheel from traditional 3.5. The demiplane of dreams is part of the plane of shadows in my world.

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Urgal
This savage looking humanoid looms over you with wicked looking claws and sharp curving ram-like horns on it head. Despite it's formidable natural weapons, it is the sword in it's hands that worries you most.
Urgal
CR 4 (1,200 XP)
Usually LN Medium Monsterous Humanoid
Init: +2, Senses: Darkvision 60 ft, Scent, Perception +1
AC: 17, Touch: 12, Flat footed: 15
(+3 armor, +2 Dex, +2 natural)
hp: 42 (5d10+15)
Fort: +4, Ref: +7, Will: +6
Speed: 40 ft
Melee: Shortsword +7 (1d6+2/19-20), Spear +7 (1d8+3/x3), Gore +2 (1d6+2), Claw +2 (1d4+2)
Ranged: Spear +7 (1d8+2), Sling +7 (1d4)
Str: 15, Dex: 14, Con: 17, Int: 10, Wis: 12, Cha: 8
Base Atk: +5, CMB: +7, CMD: 19
Feats: Combat Reflexes, Power Attack, Run
Skills: Climb +10, Intimidate +7, Stealth +10, Survival +9
Languages: Urgal
Environment: Temperate Forest
Organization: Solitary, Pair, Tribe (3-100)
Treasure: NPC Gear: (Studded leather, sghortsword, spear, sling, other treasure)

Urgal are a race that is distantly related to orcs. Some even believe that they may have ogre blood as well or that at some point in the past they were created by melding orcs and minotaurs using unknown magic. The urgal are a warlike species, but one that is also bound by a strict honor code. Female urgal will not even consider a ram as a mate until they have killed at least three opponents in battle. Status among urgal is also determined based on strength and prowess at war. They have long been at war with humans, with atrocities being commited on both sides. However, some urgal have begin looking for ways to ally with humans, realizing that thir race may face extermination if they can't change their own behavior and humans attitudes towards them.

This is an adaptation from a race that appears in the Inheritance saga by Christopher Paolini.

Dark Archive

Is the Sthein the same critter from Bastards & Bloodlines, or is there some other source that both you and they drew from? Of the various races in that book, the Sthein is one of the most interesting.

I like the name, reminiscent of Stheno, sister of Medusa.

The Urgal reminds me, visually, of the Trollocs from the first Wheel of Time book, although they seem quite different as a race.

Dark Archive

It is the very same. However, I decided to convert it as a monster instead of as a race. Visually this is what the Urgal look like.

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Comming soon, gnollapalooza.


I thought that was supposed to fall in Lamashan?

Dark Archive

It had to be rescheduled due to conflicts with Minotaurcon.


For all descriptions:

"It's" is a contraction of "it is."
"Its" is the possessive.

Don't believe me -- look it up.

Dark Archive

Gnollapalooza begins!

Gnoll Berserker
This massive gnoll looks even more feral than usual.
Gnoll Berserker
CR 5 (1,600 xp)
Gnoll Barbarian 4
CE Medium Humanoid (gnoll)
Init: +1, Senses: Darkvision 60 ft, Perception +10
AC 17, Touch 11, Flat Footed 16
(+4 armor, +1 Dex, +1 dodge, +1 natural)
hp: 58 (2d8 plus 4d12+18)
Fort: +6, Ref: +4, Will: +2
Speed: 40 ft
Melee: +1 greatsword +10 (2d6+7/19-20), greataxe +9 (1d12+6), Bite +3 (1d4+2)
Ranged: Masterwork longbow +7 (1d8/x3)
Special Attacks: Animal Fury, Rage (21 rounds/day)
Str 19, Dex 12, Con 17, Int 8, Wis 13, Cha 10
Base Attack: +5, CMB: +9, CMB: 20
Feats: Combat Reflexes, Dodge, Extra Rage, Mobility
Skills: Climb +13, Knowledge (Nature) +8, Perception +10
Language: Gnoll
SQ: Fast Movement, Knockback, Trap Sense +1, Ucanny Dodge
Environment: Warm Plains or Deserts
Organization: Solitary, Pair, Raiding Party (3-6)
Treasure: NPC Gear (Chain shirt, +1 greatsword, greataxe, masterwork longbow w/20 arrows, other treasure.

Gnolls are feirce warriors when aroused and none is more destructive than a gnoll berserker. They have mastered the art of pure mayhem and have even learned to put themselves in a trance like state that allpws them the maximize their destructive potential. They often rise to leadership in their tribes, although their rule tends to be short and bloody.

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Gnoll Claw Fighter
This gnoll seems more disciplined that the rest, but only by a little. He seems eager to rip you apart with his bare hands.
Gnoll Claw Fighter
CR 4 (1,200 xp)
Gnoll Monk 3
LE Medium Humanoid (gnoll)
Init: +3, Senses: Darkvision 60 ft, Perception +10
AC 16, Touch 15, Flat Footed 13
(+3 Dex, +1 Natural, +2 Wis)
hp: 32 (5d8+10)
Fort: +8, Ref +6, Woll +5 (+7 vs. enchantments)
Speed: 40 ft
Melee: Unarmed Strike +7 (1d6+2), Kukri +6 (1d4+2/18-20)
Special Attacks: Furry of Blows
Str 15, Dex 17, Con 14, Int 13, Wis 14, Cha 8
Base Atk: +4, CMB: +6, CMD 19
Feats: Combat Expertise, Combat Reflexes, Dodge, Stunning Fist, Two Weapon Fighting, Weapon Finess (Unarmed Strike)
Skills: Acrobatics +11, Intimidate +7, Perception+10, Sense Motive +10, Stealth +11
Languages: Common Gnoll
SQ: Evasion, Fast Movement, Manuever Training, Still Mind
Environement: Warm Plains and deserts
Organization: Solitary
Treasure: NPC Gear (Two kukri, other treasure)

Very few gnolls ever display the disipline needed to learn the skills to become a claw fighter, but those that do are both respected and despised by their more chaotic bretheren. Because they are so rare there a seldom more than one or two in a tribe, but they are always at the forefront of any gnoll attack, using their skills to aid their tribe. Amongst their own kind their are loners, prefering solitude to the disorder that is a gnoll camp. They are also the most likely of all gnolls to be encountered on thir own.

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Gnoll, Deathtouched
This gnoll seems strange, almost as if life and death don't matter to him. Strange patches on it's fur almost appear to form a skull like pattern.
Gnoll, Deathtouched
CR 4 (1,200 xp)
Init: +2, Senses: Darkvision 60 ft, Perception +2
AC 17, Touch 13, Flat Footed 15
(+3 Armor, +2 Dex, +1 dodge, +1 natural)
hp: 39 (6d8+12)
Fort: +3, Ref: +5, Will: +1
Speed: 30 ft
Melee: Claw Bracers +5 (1d6+2/19-20)
Str 15, Dex 15, Con 14, Int 10, Wis 11, Cha 8
Base Atk +3, CMB: +5, CMD: 17
Feats: Alertness, Dodge, Two Weapon Fighting
Skills: Handle Animal +6, Perception +2, Sense Motive +2, Survival +7
Languages: Gnoll
SQ: Deathtouched
Environemnt: Warm plains and deserts
Organization: Solitary, Pair, Group (3-10)
Treasure: NPC Gear (Studded leather armor, two claw bracers, other treasure)
Deathtouched (Su): When a deathtouched gnoll is reduced to below zero hit points it automatically dies and is raised as a 5 HD zombie on the next turn.

Although gnolls are creations and servants of Lamashtu, a few have been touched by the power of Urthaga. Whetehr these gnolls are born this way or are created in some obscure ritual is something that only gnolls themselves know. Such creatures are embraced by the tribe and are treated with great respect for evry gnoll knows that should one of these deathtouched die, they will rise again to continue to fight for their tribe.

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Gnoll Slaver
This gnoll is followed closely by a heyena. It looks at you with greed in it's eyes, as it grips the manacles on it's belt.
Gnoll Slaver
CR 6 (2,400 xp)
Gnoll Ranger 5
CE Medium Humanoid (gnoll)
Init: +2, Senses: Dark Vision 60 ft, Perception +9
AC 19, Touch 12, Flat Footed 17
(+5 armor, +2 Dex, +1 dodge, +1 natural)
hp: 57 (7d8+26)
Fort: +9, Ref: +6, Will: +1
Speed: 20 ft, 30 ft unarmored
Melee: Shortsword +7 (1d6+1/19-20), Handaxe +7 (1d6+1/x3)
Ranged: Masterwork longbow +10 (1d8/x3)
Special Attacks: Favored Enemy(Humanoid(Human))+4, Favored Enemy (Humanoid(Elf))+2, Favored Terrain (Desert)
Str 13, Dex 14, Con 17, Int 10, Wis 11, Cha 10
Feats: Blind Fight, Combat Reflexes, Endurance, Point Blank Shot, Precise Shot, Toughness
Skills: Clim +11, Handle Animal +10, Knowledge (Geography) +10, Knowledge (Nature)+10, Perception +10, Survival +10
Language: Gnoll
SQ: Hunter's Bond (Heyena), Track, Wild Empathy
Environment: Warm plains and deserts
Organization: Solitary, Pair, Gang (3-6)
Treasure: NPC Gear (Scale mail, masterwork longbow with 20 arrows, shortsword, hand axe, three potion of Stabilize, other treasure)

Gnolls are known for taking slaves, both to serve them and to trade with other races. Some gnolls specialize in hunting down other humanoids to enslave. Working together with trained heyenas, they search their homelands for those who might fetch a decent price.

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Gnoll War Priest
This gnoll stands tall and proudly displays the unholy symbol of Lamashtu as he rushes forward, howling prayers to the Mother of Monsters and waving a falchon as he does.
Gnoll War Priest
CR 6 (2,400 xp)
Gnoll Cleric 5 of Lamashtu
CE Medium Humanoid (gnoll)
Init: +0, Senses: Darkvision 60 ft, Perception +2
Auras: Chaos, Evil, Madness
AC 20, Touch 10, Flat Footed 20
(+9 armor, +1 natural)
hp: 49 (7d8+21)
Fort: +11, Ref: +1, Will: +6
Speed: 20 ft, 30 ft unarmored
Melee: Masterwork falchon +8 (2d4+1/18-20), dagger +0 (1d4+1/19-20)
Ranged: Light crossbow +4 (1d8/19-20), dagger +4 (1d4+1/19-20)
Special Attacks: Channel Negative Energy (3d6, DC 13 for half, 4/day), Visions of Madness (4/day)
Spells Prepared: 3rd- Animate Dead, Rage (d)
2nd-Bull's Strength (x2)(d), Deathknell, Sonic Burst (DC 14)
1st-Cause Fear (x2) (DC 13), Doom (DC 13), Lesser Confusion (DC 13)(d), Magic Weapon
Str 12, Dex 10, Con 17, Int 10, Wis 14, Cha 12
Base Atk: +4, CMB: +5, CMD: 15
Feats: Command Undead, Heavy Armor Proficency, Selective Channeling, Weapon Focus (Falchion)
Skills: Knowledge (Religion) +10, Sense Motive +12
Language: Gnoll
SQ: Orisons, Strength Surge
Environment: Warm plains and deserts
Organization: Solitary
Treasure: NPC Gear (Half plate, masterwork falchion, four daggers, light crossbow w/10 bolts, silver unhoy symbol, other treasure)

Chosen by Lamashtu to lead her faithful into battle, gnoll war priests are the most fanatic and driven members of their tribes. Although some have abitions to rule, most prefer the roll of advisor to the chief, a position with power, but not as much risk of losing ones head if things go badly. In battle they use their divine powers to both weaken their enemies and strengthen their allies, all while claiming a share of the glory for themselves.


David -

If you ever take a break during the Gnollapalooza, it would be interesting / humorous if you come up with a summoner with a pet eidolon: a Bulmahnaut! Jason started a thread for samples here and I figured some of us would get a kick out of seeing that!

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I'm familiar with the Bulmahnauts. In fact I am Bulmahnaut #3. I will look into it though. I'm going to have to read up on the eidolons before I do it.

Dark Archive

The five gnolls I posted here is the whole of gnollapalooza, for now.


David Fryer wrote:
It looks at you with greed in it's eyes, as it grips the manacles on it's belt.

You're doing that just to spite me now, aren't you?

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Stuffy Grammarian wrote:
David Fryer wrote:
It looks at you with greed in it's eyes, as it grips the manacles on it's belt.
You're doing that just to spite me now, aren't you?

There is a reason that I'm a History teacher.

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Check out this thread and give me your thoughts please.


David Fryer wrote:
Check out this thread and give me your thoughts please.

What's a blademage? Without knowing that, I can't competently comment on the spells list.

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Kirth Gersen wrote:
David Fryer wrote:
Check out this thread and give me your thoughts please.
What's a blademage? Without knowing that, I can't competently comment on the spells list.

It's going to be an arcane warrior.


David Fryer wrote:
I'm familiar with the Bulmahnauts. In fact I am Bulmahnaut #3. I will look into it though. I'm going to have to read up on the eidolons before I do it.

I know you are. I follow up on it ... when it's active.

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Urizen wrote:
David Fryer wrote:
I'm familiar with the Bulmahnauts. In fact I am Bulmahnaut #3. I will look into it though. I'm going to have to read up on the eidolons before I do it.
I know you are. I follow up on it ... when it's active.

I just posted up another idea I had been stirring around in my ind for an Eidolon over ther. Take a look and tell me what you think of it.


David Fryer wrote:
I just posted up another idea I had been stirring around in my ind for an Eidolon over ther. Take a look and tell me what you think of it.

I saw you post that picture elsewhere and I thought it was pretty cool. Seeing it's originally from Blizzard, is it something from WoW? I've never played the video game, so I'm unfamiliar.

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