This is a place for my, and maybe your ideas that fit RAW but they don't allow in other topics here.
For example...
Vampire Unicorn
It loos like a unicorn, but emaciated, and it's horn looks like a rino's tusk. It's tail, mane, and goatee are all black. It's eyes are red.
Name: Vampire Unicorn CR: 7
Type:Undead Terrain: Forrest Climate:Temperate
XP: 3,200
Alignment: CE Size: Large Type(Subtype): Undead Undead(Augmented Beast)
AC 23 Touch 14 Flat footed 20 ;(+3dex,+9natural,-1size;+2 deflection )
Hp 32 ( 4 d 8 + 12 ) Fast healing 5
Fort +7 ,Ref +7 ,Will +6
DA: Channel Resistance+4, DR 10/Magic and Silver;
Immune Undead Traits, Resist Cold 10, Electricity 10
Weaknesses, Vampire Weaknsses
Offense
Powerful charge(Gore,2D8+8)
Speed 60
Melee gore +8(1D8+4),2 holves +4(1D3+2)
Energy Drain, 2 levels once a round.
Space 10 Reach 5feet
Special Attacks, Powerful charge(Gore,2D8+8)
Spell-Like Abilities(CL9th)
At will-detect Good(Free Action),darkness
3/day-Cause light wounds
1/day-cause moderate wounds,Greater Teleport(Within the forrest it once lived in), poison(DC21)
Statistics
Str 24 ,Dex 21 ,Con - ,Int 13 ,Wis 23 ,Cha 28
Base Atk. +4 ;CMB +9 ;CMD 22(26 vs. trip
Feats, Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Bluff+8, Perception +18, Sense Motive +8, Stealth +16,
Survival +7(+10 in forrests),
Racial Modifiers +3Survival, +4 Stealth
Languages Common and Sylvan
SQ Magical Strike(Magical and Evil) Wild Empathy +17
Ecology Temperate Forrests, Dungeons, Underdark
Environment Forrest(at night of course)
Organization Solitary or family(vampire plus 2-8 spawn)
Treasure Usually none
Special Abilities
Magic circle against good(SU)
Magical Strike (EX) Its gore attack is treated as a magic evil weapon for the purposes of damage
reduction.
Wild Empathy(SU)They retain their wild empathy because they are defending nature in their own way.
When a unicorn dies there is a chance it will rise as a vampire to seek it's revenge. It feeds only on humaniods and domestic animals. It cannot turn it's fellow unicorns unless they are already dead. It can turn other sorts of horses, cows, mules, ect. It cannot take back it's original horn, but
it will seek the one who took it. They may serve as mounts for winter druids or Gnoll rangers.
Phantom Hitchhikers are beings that don't know they are dead, and with the strength of that belief they form an illusionary (sp) body that's 75% real. They hitch rides to their destination with cars, trucks, caravans, or whatever.
"See the hitcher with the sad eyes?
Be ready for a bad surprise.
Give a ride or leave them be.
The murderous ambushers you soon will see!"
If near their remains, they act out their death.
If avenged or given a funeral, they transform into a petitioner.
Taunting Fruit.
This orange colored fruit grows on semi tropical trees.
It has eyes and a mouth that is forever taunting everyone.
It is often grown in glass and wood houses which the fruit calls "Not really greenhouses." Note that it has lots of vitamin C and is a sovern cure for scurvy. It is often juiced or made into tarts. Some like to throw them into dungeon rooms to set off traps and ambushes.
Supposedly, they came in a time machine that crashed and noone could repair.
It's a tiny plant monster. It crawls like a worm, and can roll.
Speed 5, Hits 1D2 +jester or bard levels.
If you check out my Avatar on Facebook, you will see a Dracula Pegataur.
My vampire Unicorn can't turn into a bat. If Dracula is a Prestige class for vampires maybe.
I'm working on the Oogler.
Ooglers
Also known as Aberrant Eyeballs, Lost Lookers, the Unblinking Ones, or Iris.
This floating eyeball has an iris with a swirling pattern.
Usual power: Charm person beam. Will save or trust thoughts it puts in target’s head.
Name: Tiny Oogler Bud CR: ½
Type: Aberration Terrain: Any air Climate: Not Arctic
XP: 200
Alignment: LE Size: Tiny Type(Subtype): Aberration
Init: +4 ; Senses darkvision 60 ft Perception +4
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC 17 Touch 17 Flat footed 17 ;( 15+size adjustment )
Acid reflex-Any weapon must fort save or take acid damage if it hits the
white of the eye.
Hp 5 ( 1d8 + 1 ) [1D4 if attached]
Fort +0 ,Ref +0 ,Will +2
___________________________________________________________________________ ______________________________________________
Offense
___________________________________________________________________________ ______________________________________________
Speed 30 (Flying only)
Melee Acid touch (1D4)
Space N/A Reach N/A
Spell-Like Abilities: Constant Mage Hand and Fly.
___________________________________________________________________________ ______________________________________________
Statistics
___________________________________________________________________________ ______________________________________________
Str 6 ,Dex 10 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. +2 ;CMB 0 ;CMD 0
Feats Improved initiative
Skills Fly: 5 Intimidate 5 Knowledge(The Planes): 5 Perception: 5
Stealth 5 Survival 5
Languages Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
___________________________________________________________________________ ______________________________________________
Ecology
___________________________________________________________________________ ______________________________________________
Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, etc.
___________________________________________________________________________ ______________________________________________
Special Abilities
___________________________________________________________________________ ______________________________________________
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 50 feet + 10ft per dice. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
If attached; All saves are as parent body, Hit points are 1D4, and does not think for itself. Dice dependent things, like eye beam saves and range are as parent body.
If unattached: Usually eats bugs and tries to grow larger.
Name: Oogler-Adult CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: M Type(Subtype): Aberration
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp 40 ( 6d8+6 )
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
5 buds, one on; top, lower surface, right side, one left side, and on back. Usually Dispel on right, Scorching ray on back, Sleep on top, Cause wounds on left,
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
Name: Oogler Rex CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: Size: Type(Subtype):
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp ( 10d8+10)
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
General. All ooglers have internal gas bags and strange ring shaped brains behind their iris.
These strange brains generate their eye beam, their telepathy, their flight, and their mage hand.
The flight and mage hand are both telekinetically based. Aside from the brain and iris the thing is amorphous, allowing it to shrink or blow up like a balloon. This also allows it to instantly repair minor punctures so it won't pop like a balloon unless dead.
Eye powers: Range 50ft + 10ft per dice. Save DC 15 (14+dice)
1: Charm Monster: Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. It works on anything intelligence 1 or higher and not immune. Duration 1 hour per hit dice, then they get another save.
2: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels
3: Sleep Ray: Hit dice is maximum hit dice affected by sleep.
4: Cause wounds beam: (1D8 per 2 dice) + 1per level damage. Heals undead.
5: Scorching ray: 1D6 per hit die. Spell resistance, yes
6: Lightning beam: 1D6 per hit dice ref save for half. No spell resistance.
7: Freeze ray: 1D6 per hit dice ref save for half.
8:Vibro ray: 1D6 per hit dice ref. save for half. Failed save includes deafness for 1D6 minutes.
It's getting harder as I progress. Any help would be appreciated.
I could increase natural armor as it gets bigger, but its rubbery.
Should I give the central eye a cone shaped ray? Would that be a monster feat?
Order Loving Geometric Golems
These things that reside in the plane of pure law are made of an unfamiliar alloy. They come in several forms.
Type I Sphere
Type II 4 sided pyramid
Type III Cube
Type IV 8 sided spindle
Type V 10 sider triangle formed
Type VI 12 sided pentigon formed
Type VII 20 sided triangle formed
Type VIII 30 sider (very rare)
Type IX The unique godlike 100 sider.
They all have spirits of purest lawful neutral ancored inside of their hull by a soul symbol. Their eyes(1 per roman numeral) can be closed and their limbs can be retracted (2 arms and 2 legs seemed practicle) allowing them to roll for charges and running speed.
Thus a OLGG Sphere is size M and can slam for 2D6 with at least a 10 start. It might have 4D8 before class levels.
The Were-Cephlapoid
New details.
It has telepahic powers. If it succeds in reading thoughts, charming, or dominating, the target must fort save to avoid contracting the disease. An infected Were Cephlapoid can only read thoughts, and the DC is just 15. A born Were-Cephlapoid would have a DC of 20.
They have a beak instead of a mouth(1-4 damage and it attaches) as well as tenticles(4 for infected, 6 for full born) around the beak that also attach.
Order Loving Geometric Golems are outsiders, and will regenerate if summoned and killed. Even if truly destroyed, their replacement will be hard to tell from the original.