
Mar, the Shadehorn |

Here's DeviousDevious's submission: the Half-Umbral Dragon Unicorn.
Background is in the alias. He was pretttyyyyyy bummed, but's come through his sadness at losing his family and home, and while he knows he won't be able to undo that, he's not ready to end the fight.

Andostre |

Hi, I'm submitting Karlov, a gargoyle who is great at doing gargoyle things. In the spirit of a monsters-themed campaign, I tried to have his character sheet resemble a Bestiary entry, but let me know if you'd prefer it formatted more like a traditional character sheet.
About myself: Having GMed a PbP campaign and having played in various campaigns on the Paizo boards, I am familiar with how things work here. I understand the importance of keeping posting momentum going, which is the responsibility of both the GM and the players.
I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of related, continuous PbPs since... dang, since 2006. Those aren't on this board, but I am involved in a few other more recent PbPs on this board. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.
Let me know if there are any questions, and good luck to everyone!

Philo Pharynx |

Garthag is not smart, but Garthag is quick. Only a few smoke trolls yet live. Once they lived deep in the volcano, where the hot breath of the earth flows. They are not so big as other trolls, but other trolls choke on the breath of the earth. But the dead do not breathe. They sent bones against them, bones that dripped the green water that burns. Many died, but Garthag went up to the surface with his family. There were many creatures fleeing the dead. All fled going to the lands of the Great One Who Protects. The Great One has rules, but he keeps the dead out. Garthag fights to keep family safe.
Garthag CR 3
XP 800
Male smoke cave troll
N Medium outsider (humanoid, air, elemental, extraplanar, fire, giant)
Init +8; Senses cloud sight, darkvision 90 ft., low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 24, touch 19, flat-footed 15 (+8 Dex, +1 dodge, +5 natural)
hp 52 (5d10+25); regeneration 3 (acid or fire)
Fort +9, Ref +10, Will +4; +2 bonus vs. fear
Defensive Abilities air mastery, smokey form; Immune gas-based attacks, bleed, critical hits, fire, flanking, inhaled poison, paralysis, poison, precision damage, sleep, stunning
Weaknesses vulnerability to cold
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Offense
--------------------
Speed 60 ft., climb 40 ft., fly 60 ft. (perfect); smoke travel
Melee bite +12 (1d6+2), 3 claws +12 (1d4+8)
Space 5 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks breath weapon (20 ft. cube, 2d6 fire plus 1d4 Con, Fort DC 17 partial, 5 rnd. duration), rend (2 claws, 1d6+12)
--------------------
Statistics
--------------------
Str 15, Dex 26, Con 20, Int 8, Wis 9, Cha 8
Base Atk +3; CMB +6; CMD 24
Feats Iron Will, Slashing Grace[ACG], Weapon Finesse
Skills Acrobatics +8 (+20 to jump), Climb +18, Fly +16, Linguistics +0, Perception +6, Stealth +8 (+13 in areas of fog, smoke, or clouds); Racial Modifiers +8 Climb
Languages Auran, Common, Giant, Ignan
SQ dual-minded, fearless
--------------------
Special Abilities
--------------------
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Breath Weapon (DC 17) (Su) 20 ft. cube, 2d6 fire plus 1d4 Con, Fort DC 17 partial, 5 rnd. duration
Climb (40 feet) You have a Climb speed.
Cloud Sight (Su) See perfectly in clouds or fog, even those created by magic.
Darkvision (90 feet) You can see in the dark (black and white only).
Dual-Minded Members of this race gain a +2 bonus on all Will saving throws.
Fearless +2 bonus vs. Fear saves.
Fly (60 feet, Perfect) You can fly!
Immune to Gas-Based Attacks Immune to gas, fog, or cloud-based attacks and spells.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Fire You are immune to fire damage.
Immunity to Flanking You are immune to flanking.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 3 (acid or fire) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slashing Grace (Claw) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smoke Travel (600 ft. range) Move between areas filled with smoke upto long range.
Smokey Form (Ex) Has constant concealment (20% miss chance).
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

mishima |

I'll do a full block momentarily but here is the plan...
DDdsh (Dot-Dot-Dash in the rhythmic clacking of his flails)
Flail Snail (CR 4)
Cat's Luck 1rp: +2 dex
Fast 1rp: +10 speed
Alchemically Quickened: +10 base speed, blur when move more than 10 ft
The alchemist was well aware of the myriad of valuable properties possessed by the flail snail's various offal. The shell alone was worth 5000 gold and could be powdered for antimagic robes and shields. It's stomach and liver, when properly processed went into certain mixures of health. The skin and even its mucus could resist fire and grant strange climbing properties to its imbibers.
It was thus for pragmatic reasons the alchemist sought to increase the flail snail's metabolism, such that these prizes could be more quickly harvested. It was there in an underground laboratory DDdsh hatched, but the Cabal had other plans. The undead seethed through the walls crashing every egg and every vial of the enclave, but the alchemist's bioexperiments had given DDdsh a bizarre speed. The great shell crashed through a window into a huge underground cavern, tumbling 100s of feet to safety far below. After years of wandering in the Underdark (killing all he encountered), DDdsh emerged into the greater ocean, just near Lungarfiliax's fortress on the sea.

TheoreticallyYours |

Would Carrion Sense apply to sniffing out undead made from corpses?
I'm dotting with Alpha, a scar ridden Winter Wolf who watched as one by one his pack was ripped apart and raised to be undead mounts for the unholy armies.
Many times, they were faced with undead immune or resistant to cold, making their breath attacks redundant. They were hunted by exhaustion techniques, the undead never needing to rest or eat, and weren't slowed by injuries unless a leg was missing.
His scars were many, from countless battles with that army. Even when aligned with frost giants or orcs, they all slowly fell into undeath.
So they trekked to the Sanctuary. 12 started. 2 arrived. The new Alpha, and the pup he could hold and run with. He had grabbed the first he had seen.
His hatred for the undead runs deep. His alpha title a stinging reminder that every other member of his pack is undead.
So he adopted that name. And he fights to earn it.

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Officially withdrawing Vito and replacing said introduction with Fenrir; apologies for the inconvenience! Anyways, here we are....
Race: Jackalwere
Template: Animal Lord
1 RP: Kneecapper, Skill Training
As with last time, links are in the sheet!
Fenrir's birth was curse; his birth would bring about the destruction of his clan, so the elders told. It didn't quite work out that way, but it was close.
He grew up stronger, better, more clever than any other Jackalwere in his clan; the clan jackals had more respect for him than they did anyone else in the clan; even mundane dogs and wolves seemed to respect him far more than they did any normal being. So, nominally, he was both respected and feared by his community.
He went on his first raid at the age of 7. By 11, he was leading ambushes against passing caravans. So, naturally, at the age of 13, his pack was overrun by undead.
He was spared. It was his birthday, so naturally he did what he wanted; to spend time with the jackals and wolves. None in his clan really wanted to be near him, as most begrudgingly tolerated him, no more, while the rest feared him. So, he hung out, feeding and playing with them, as he was wont to do. Until one grizzled veteran, a jackal with many scars and graying fur, suddenly started acting strange, growling and trying to lead Fenrir away. Fenrir scanned for danger, but saw nothing, heard nothing. This continued the rest of the day, with more and more of his dogs acting strangely. This naturally put Fenrir on edge; so when the ship came, hordes of undead streaming from it, he quickly set the dogs free. He ran to protect his camp, but by the time he reached it, it was already overrun. He fought as he could, but to no avail. There were too many, and not enough time, and when he could fight no more, he ran.
The dogs kept him company as he journeyed, alerting him to danger. And that was his life, for several months, until he stumbled across the sanctuary. He immediately offered his services as a warrior. Despite some misapprehensions about him, they agreed.
So here it started....

Nikolaus de'Shade |

Nikolaus de'Shade wrote:shout out to Vrog Skyreaver, still interested in collaborating?Yup. I missed the boat and I am trying to catch up. Going to build my character using the giant rules from "In The Company of Giants" to make my half-celestial Ogre.
Cool - feel free to PM me and we can talk backgrounds :)

Andostre |

I did this for "fun," but hopefully it's useful:
Ready:
For the Night is Dark - Svelk Aquilon the Dark Stalker (still needs backstory)
TheWaskally - Gladis the Sea Hag
DeviousDevious - Mar, the Shadehorn, a Half-Umbral Dragon Unicorn
Andostre - Karlov the Gargoyle
Philo Pharnyx - Garthag the Smoke Cave Troll
PirateDevon - Xaeken the Aranea
Almonihah - Keenbeak the Griffon (still needs backstory)
Proposed:
william Nightmoon - Sahuagin
Chobo - Pixie
Nikolaus de'Shade - Blink Dog
alexgndl - Hive Warrior
Cuàn - Lichen Leshy
Debbie Downer - Bugbear
Havocprince - Blighted Fey Quickling
Jace Nailo - Hydra
Ivory Songbird - Mossbeard the Treant
Kittenmancer - Imixallan the Brass Dragon
Master Han Del of the Web - Church Grim
mishima - DDdsh the Flail Snail
TheoreticallyYours - Alpha the Winter Wolf
Fenrir - Fenrir the Jackalwere
Vrog Skyreaver - Half-celestial Ogre

GM Choon |

Fenrir: Unfortunately, your template has the following requirements
“Animal Lord” is an inherited template that can be added to any humanoid of 10 Hit Dice or more
You could state this as your goal, to get this template, and I could save that as a reward for when you reach 10 HD.
Everyone: I have decided to go with a collaborative leveling approach. This is new to me and I'm honestly making this up as I go, but I envision you gaining 1 CR per "level". You may bank this CR in order to gain certain templates, age categories, hit dice, etc. The challenge will ramp up consistent with the CR gained, regardless if you've spent it. I envision this as resulting in a kind of betting game where you can take your CR immediately for a hit dice advance or an RP point or something, or you can back it for something more dramatic like an age category or a simple template or something.
I am literally spitballing this as I type, so refinement, tweaks, and testing are going to be needed and will probably happen during play.
As for how often you will level? I am currently thing 2-3 encounters per level, so relatively quick. To compensate for all the little things that usually die along the way to a normal level, each encounter will be challenging at least for the current party CR, making holding on to CR for a big upgrade a risky business, but rewarding one.
Thoughts on this are welcome.

Almonihah |

It sounds interesting, but I'm curious how you're going to determine how much we get per CR. In some cases it's defined for you, like with age categories and templates, but, well... CR is an oversimplification in the best of circumstances, and it really falls apart when you start doing things like stacking templates and adding hit dice. A Giant Half-Celestial Advanced Griffon may have some pretty awesome stats, but the fact that it still only has five HD means it'll have some serious problems when something its CR actually hits it. Whereas a 13-HD griffon will have the HP to take some hits and a good BaB, but will probably be outshone by a same-CR dragon by a large margin.
Obviously this isn't an insurmountable problem, but it's one we'll want to discuss solutions to ahead of time. I do *like* the idea, and I want it to work, it's just going to take a lot of work to get right.

xlr8er365 |

Race: Corpsefeeder Otyugh
Template: Advanced
RP: Paragon (+Int,+Cha,-Dex) and Carrion Sense
Otyugh's are generally avoided for being one of the most disgusting creatures on all of Golarion, making their homes in the vilest cesspools and sewers of the civilized world. What many critics do not know, however, is that the Otyugh are not merely mindless, garbage-eating scavengers, but actually possess a decent amount of intelligence. G'dursk, however, has come to possess an even higher level of intelligence than his cousins. After the fall of civilization, G'dursk followed rumors to the Dragon Haven, consuming any undead he came across for sustenance since that was all he could find, adapting that diet into an offensive weapon to defend himself and evolving better senses to track his new prey. Once he arrived in the Haven, G'drusk slithered into the sewers and began building his new home of trash and refuse. Occasionally, when a creature died, it would be thrown into the sewer to be consumed by G'dursk and the other Otyughs, so that they would not rise as undead under the Cabal's command. One day, however, G'dursk ate some creature, its body too mangled to identify a species, which infused him with great power, raising his mental capacity far above the average Otyugh, at the expense of reducing his reflexes due to one of the bones getting lodged in one of his organs. With his newfound power, G'dursk left the sewer in search of a higher meaning than just eating garbage; perhaps he could even aid in the fight to take back the world.

GM Choon |

yes, I realize that this is unconventional at best and crazy at worst. As I mentioned in the intro, a spring might have come loose when I started this thing.
This system will be, as I said, collaborative. The players will need to cooperate with me and each other to not take complete advantage of the flexibility I'm providing. In other words, we will discuss and come to a civil agreement about the rate of power advancement and such. This will require a lot of discussion and good feedback, naturally, and I'm open to that.

Andostre |

Interpretive CR and age category advancement sounds reasonable, barring class levels. I was going to suggest further race points, but I think a PC would run out of 1 CR increment's worth of options in the race builder fairly quickly. An option to consider is trading in earned CRs for feats. Another is allowing players to invent templates and age categories (for races that don't have them). Any inventions should be put up for review by the other players and GM, of course.
Also, I think selected PCs should just agree to not get too hung up on each PC being of exactly the same power level and just try to prioritize fun.

GM Choon |

Yes, basically. I wanted the players to "bank" CR points and have those more powerful options, like age categories, available only after one has earned a certain number of... "advances" let's say, instead of being required to choose something immediately as must happen in normal leveling at the risk of being weaker than is probably safe for a length of time.

DeviousDevious |

I wouldn't be too worried about leveling. Handing out ability increases, if they don't already come with templates or whatever you end up doing, is a fine way to add survivability to characters.
Especially if you're just doing it for a handful of PC characters, you can pretty easily tailor stat increases to help boost saves, HP, attack mods, etc.

Lekkric18 |

This looks great. I'm thinking about a half-dragon doppelgänger that has been serving Lungarfiliax as a spy. He is mostly used just to go amongst the "people" and identify/eliminate problem areas before they erupt. He has a few identities that he uses most often when he is working with certain races, and is a (different) respected member of the community of each one. This should be a fun opportunity to RP different characters depending on what is needed at the time or who he's dealing with while still actually only playing one.

Nako - Art Burd |

I present Hask-Hask, an Advanced Hydra. Originating from somewhere in the region around where the Sanctuary now stands, he was born in the typical way of most Hydra's, as a small tadpole-like organism spewed out from another Hydra's neck. He and the rest of his brood stayed in the same general vicinity of each other in order to capture and consume larger prey. Over time, he grew stronger, faster, and smarter than the rest of the brood, whom he managed to keep together more than their base nature would normally allow. However, he was not as strong as he could potentially have been, as the muscles in his neck needed to support the larger brain-cases in his head. His brood, which stuck together long past the time that they would normally have separated, hunted in this region for decades, their naturally regenerative tissue keeping them fit and strong. However, when the Cabal forces swept across the land, the brood scattered into the marsh. Hask-Hask saw many of his siblings perish that day, and he was the only one who made it to the safety of the Sanctuary. However, a few have assaulted the safe area as members of the undead horde. Residing in a small patch of marshland, Hask-Hask has started to create a new brood of larvae, hoping that they will share in his increased intelligence, as he knows that even if his previous brood had survived, they would have perished when they tried to consume the other denizens of the Sanctuary.

Andostre |

Yes, basically. I wanted the players to "bank" CR points and have those more powerful options, like age categories, available only after one has earned a certain number of... "advances" let's say, instead of being required to choose something immediately as must happen in normal leveling at the risk of being weaker than is probably safe for a length of time.
This isn't exactly "banking" the advancement like you're saying, but one idea I just had that could work for my gargoyle (if selected) is to select one of the higher-CR variants, and then I could gradually take templates (or whatever) that are in-line with that variant. Then, when I reach the CR equal to the variant, I just "trade in" all of the selections I've made to that point and then just play the variant as is in the Bestiary.
For example, Karlov is currently CR 5. A four-armed gargoyle is CR 9. I can find options that add a limb or hit dice or whatever until I reach CR 9, and then I just re-build him as a four-armed gargoyle. Just brainstorming how this could work.

Andostre |

Updated list:
Ready:
For the Night is Dark - Svelk Aquilon the Dark Stalker (still needs backstory)
TheWaskally - Gladis the Sea Hag
DeviousDevious - Mar, the Shadehorn, a Half-Umbral Dragon Unicorn
Andostre - Karlov the Gargoyle
Philo Pharnyx - Garthag the Smoke Cave Troll
PirateDevon - Xaeken the Aranea
Almonihah - Keenbeak the Griffon (still needs backstory)
Jace Nailo - Hask-Hask the Hydra (still needs backstory)
Proposed:
william Nightmoon - Sahuagin
Chobo - Pixie
Nikolaus de'Shade - Blink Dog
alexgndl - Hive Warrior
Cuàn - Lichen Leshy
Debbie Downer - Bugbear
Havocprince - Blighted Fey Quickling
Ivory Songbird - Mossbeard the Treant
Kittenmancer - Imixallan the Brass Dragon
Master Han Del of the Web - Church Grim
mishima - DDdsh the Flail Snail
TheoreticallyYours - Alpha the Winter Wolf
Fenrir - Fenrir the Jackalwere
Vrog Skyreaver - Half-celestial Ogre
xlr8er365 - G'dursk the Refined Otyugh
Lekkric18 - Half-dragon Doppelgänger

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Fenrir: Unfortunately, your template has the following requirements
“Animal Lord” is an inherited template that can be added to any humanoid of 10 Hit Dice or more
You could state this as your goal, to get this template, and I could save that as a reward for when you reach 10 HD.
Ok, GM, that's the plan. Lvl 10, I'll take the Animal Lord Template. Clearly, I'm having a little bit of trouble working with the Templates. I still want to play, but I don't want to try your patience, either.
I do hope applying with a CR 2 is ok, I just don't see a CR 5 monster I'm really interested in playing!
Removing the Animal Lord template as we speak.

He'sDeadJim |
1 person marked this as a favorite. |

OK...you asked for it! I think you already know I don't mind playing monsters!
=)
Fristcore "Frist" Emberclaw
Flame Drake (CR5).
Born in the haven, and the only living child of a Red dragon, Frist was the only survivor of her eggs being attacked by a powerful mummy. His egg was damaged and infected by the mummy rot to a certain extent. Brought to Haven as an egg, he survived through dragon magic, but Frist was born as a lowly Drake rather than as a full Dragon. HIs mother abandoned him and now he carries a big chip on his shoulder...despising other drakes and and trying to feel superior to the others with his Dragon-blood. His only real wish is to be a full Dragon some day, or get his revenge on the mummy that cause his deformation!
RP bonuses:
Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Elemental Assault (1 RP): Prerequisite: Dragon type or outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action. (NOTE: Since I already get a fire bonus on my bite attack...I'm assuming this works with my only other melee attack...the tails slap!)

Lekkric18 |

I have the crunch finished for Merge, my half-dragon doppelganger.
I'll write up the fluff tonight or tomorrow, but basically he's been an agent of the boss dragon for a few years, using his ability to blend (merge) into the different groups of humanoid monsters. I'll make up a few different identities, one for each race he deals with often, as a part of his cover. His whole demeanor changes when he's shapeshifted (which is 99.9% of the time), so his natural personality isn't very well formed. Basically I'll do all the fluff for Merge, and then abbreviated versions for a half dozen other characters that are his cover identities. :)

He'sDeadJim |

Fristcore "Frist" Emberclaw
Flame Drake (CR5).
Would you prefer I go ahead and create an Alias for Frist?

Vrog Skyreaver |

Changing my submission slightly:
Half-Celestial Hound Archon CR 5
LG Medium Outsider (Archon, Extraplanar, Good, Lawful, Native)
Init: ; Senses: Darkvision 60', Detect Evil, Low-Light Vision, Scent; Perception +
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Defense
-------
AC 21, Touch 11, Flat-Footed 20 (+10 Natural, +1 Dex; +2 Deflection vs. Evil)
HP 51 (6d10+18)
Fort +9, Ref +6, Will +11; +4 vs. Poison, +2 Resistance vs. Evil
DR 10/Evil; Immune Electricity, Petrification; SR 15
-------
Offense
-------
Speed 50'
Melee Bite +10 (1d8+4), Slam +10 (1d4+4) or MW Greatsword +11/+6 (2d6+6), Bite +5 (1d8+2)
Spell-Like Abilities: (CL 6)
Constant - Detect Evil, Magic Circle vs. Evil
At Will - Aid, Continual Flame, Greater Teleport (Self only +50 lbs.), Message
3/day - Protection from Evil
1/day - Ant Haul, Bless, Aid, Detect Evil, CSW, Neutralize Poison
----------
Statistics
----------
Str 19, Dex 12, Con 17, Int 12, Wis 17, Cha 14
Bab +6; CMB +10; CMD 21/23
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +10, Intimidate +11, Perception +12, Sense Motive +2, Stealth +14, Survival +16; Racial Modifiers +4 Stealth, +4 Survival
SQ Change Shape (Beast Shape II)
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Special Abilities
-----------------
Change Shape (Any doglike or Wolf-Like creature of the animal type; per Beast Shape I)
1 RP Race Options: Lesser Spell-Like Ability (Ant Haul 1/day), Fast (+10' bonus to base speed)
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Treasure
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Masterwork Greatsword

GM Choon |

He'sDeadJim wrote:Would you prefer I go ahead and create an Alias for Frist?Fristcore "Frist" Emberclaw
Flame Drake (CR5).
That's not necessary.

Andostre |

Updated list:
Ready:
For the Night is Dark - Svelk Aquilon the Dark Stalker (still needs backstory)
TheWaskally - Gladis the Sea Hag
DeviousDevious - Mar, the Shadehorn, a Half-Umbral Dragon Unicorn
Andostre - Karlov the Gargoyle
Philo Pharnyx - Garthag the Smoke Cave Troll
PirateDevon - Xaeken the Aranea
Fenrir - Fenrir the Jackalwere
Almonihah - Keenbeak the Griffon
Jace Nailo - Hask-Hask the Hydra (still needs backstory)
Lekkric18 - Merge the Half-dragon Doppelganger
He'sDeadJim - Fristcore "Frist" Emberclaw the Flame Drake
Vrog Skyreaver - Ardwellyn the Half-Celestial Hound Archon (still needs backstory)
Proposed:
william Nightmoon - Sahuagin
Chobo - Pixie
Nikolaus de'Shade - Blink Dog
alexgndl - Hive Warrior
Cuàn - Lichen Leshy
Debbie Downer - Bugbear
Havocprince - Blighted Fey Quickling
Ivory Songbird - Mossbeard the Treant
Kittenmancer - Imixallan the Brass Dragon
Master Han Del of the Web - Church Grim
mishima - DDdsh the Flail Snail
TheoreticallyYours - Alpha the Winter Wolf
xlr8er365 - G'dursk the Refined Otyugh

Almonihah |

Oh, I know what could be a useful guide for CR-based 'leveling': the Talented Bestiary... if you have a copy of it.

Nikolaus de'Shade |

Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
DR 5/magic, SR 16. Resist 10: acid, cold, electricity
HP: 25 (3d10+9)
Fort +6, Ref +7, Will +6 (Immunity to Disease, +4 vs poison.)
OFFENSE
Melee: Bite +6 (1d6+3)
Smite Evil: Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Speed 50 ft, Fly 100ft (good).
Spell-Like Abilities (Concentration +7)
Constant—blink (CL7)
At will—quickened dimension door (self only) (CL7)
3/day – Protection from Evil (CL = HD)
1/day – Bless, Aid, Detect Evil (CL = HD)
STATISTICS
Str 16, Dex 19, Con 16, Int 12, Wis 17, Cha 13
(+4 Str, +4 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha from Half Celestial)
Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
Feats: Combat Reflexes, Iron Will
Skills: (21 = 3x[6+Int/HD])
Acrobatics +10 (3 ranks, +4 Dex, +3 class)
Climb +8 (2 ranks, +3 Str, +3 class)
Fly +10 (3 ranks, +4 Dex, +3 class)
Perception +9 (3 ranks, +3 Wis, +3 class)
Sense Motive +5 (2 ranks, +3 Wis)
Stealth +10 (3 ranks, +4 Dex, +3 class)
Survival +9 (13) (3 ranks, +3 Wis, +3 class (+4 scent))
Swim +8 (2 ranks, +3 Str, +3 class)
Languages: Sylvan, ?
Race Points: Fast (1RP): +10ft movement speed.
Improved Natural Armor (1RP): Members of this race gain a +1 natural armor bonus.
Fluff to come.

mishima |

Crunch for DDdsh the Flail Snail below, and with Fluff above my submission is complete...unless we are doing an inventory of some sort?
DDdsh
Flail Snail
N Large magical beast
Init +0; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
DEFENSE
AC 19, touch 9, flat-footed 19 (+0 Dex, +10 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +2
Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10
OFFENSE
Speed 30 ft., climb 10 ft. (blur when move more than 10 ft)
Melee 4 slams +7 (1d4+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 16, Dex 10, Con 14, Int 5, Wis 12, Cha 8
Base Atk +4; CMB +9; CMD 18 (can’t be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +5, Stealth +1
Languages Flail Snail (sign language, slime writing, cannot speak)
SQ mucus, slime rope, suction
SPECIAL ABILITIES
Mucus (Ex)
As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.
Retraction (Ex)
A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.
Slime Rope (Ex)
A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.
Suction (Ex)
A flail snail’s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.
Warp Magic (Su)
Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected.
If a spell is warped, roll 1d10 and consult the following table.
d10 Result
1-3 Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4-6 Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it instead.
7-9 Spell fails. Nothing happens.
10 Spell rebounds on caster (as spell turning).

Yho Yho |

In the aftermath of the great devastation wrought by the undead hordes, a sect dedicated to the goddess Sarenrae gathered and sent up their most earnest prayers for deliverance. At the conclusion of their ceremony, a rift opened up, revealing the infinite void. In the blackness of that tear in the fabric of reality, a small glimmer appeared.
"Behold!" the High priestess exclaimed, "The goddess sends us a phoenix to burn this foul scourge from our lands!"
A few moments went by as the congregation waited for the shining beacon to magnify into it's grand form of splendor. Closer and closer, so small it seemed from such a distance away...so small! Anticipation turned into puzzlement as the form, growing ever near, never seemed to get any bigger.
"Behold!" the High priestess exclaimed again, "by the grand wisdom of The Dawnflower, the massive form of our saving beast is cloaked in the infinite void of the cosmos! Everyone step back so that it may manifest before us. Give it room!" Everyone stepped back to allow room for the entity to safely manifest before them.
Finally, the glimmer came to the fore and sprung into the Prime Plane before the faithful. From the rift came a beautiful dove, as bright as the sun and surrounded by an aura of blazing white flames...no bigger than the size of an eagle.
A few awkward moments passed in dead silence. Suddenly, from the back came a voice, "Holy crap, it didn't get any bigger!"
"Behold! the High Priestess exclaimed a third time, "I shall bathe it in the divine power of Sarenrae. Surely, it will then reveal its true massive form to us!" In a sweeping ceremony, the priestess infused the diminutive fireling with the divine power of The Dawnflower, ordaining it a cleric of Sarenra...and then...
The voice from the back sounded once more, "Ummm...I don't think that worked. Maybe you should try again."
Undaunted, the Yhohm spoke in the Celestial language, which rang within their minds in the Common tongue, like a hymn from a choir of angels, ♫"Fear not! I have come to lead the charge against this foul scourge that blights this world!"♫
A few more moments of uncomfortable silence passed, until, from the back of the room came the voice again, "Yeah...right! Do you get any bigger? No? Holy bajeezus we're screwed!"
Sensing the utter lack of confidence before him, the Yhohm announced it would go out into the lands to survey the situation in an effort to discover how best to lead the charge. Everywhere he roamed, Yho Yho found desolation and tragedy, Every time he tried to gather lost souls to raise an army and inspire hope, he was met with the same scoffing derision about his size.
Carefree determination turned into cynicism, and cynicism gave way to utter despair. In what seemed his darkest hour, Yho Yho came upon a sanctuary. Barely fluttering in, he was met by the grand keeper, the dragon Lungarfiliax. But before the dragon could welcome the Yhohm, Yho Yho interjected,
♫"NO, I don't get any bigger!"♫
I give you Yho Yho, the Yhohm with the Cleric Template....
He doesn't get any bigger!

Phntm888 |
Okay, I saw this, and I thought, that's kind of neat. I wonder what sort of creature I should play. So I looked at some bestiary things - janni, some giants, ogre, troll, and then I had a brilliant idea.
Meet Roarhoot - the mutant Owlbear. He understands the Common tongue, but lacks the necessary physical features to speak it. Still, he roars, growls, and hoots in an approximation of speech that, even though no one can understand it, might mean he's trying to say something.
RoarHoot
Mutant Owlbear CR 5
N Large aberration
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 47 (5d10+20)
Fort +10, Ref +7, Will +1
Special Defenses fast healing 5, Immune radiation
OFFENSE
Speed 40 ft.
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (+4 Str, +4 Con, +2 Will, -2 AC) 16 rounds/day
STATISTICS
Str 19, Dex 16, Con 18, Int 6, Wis 10, Cha 8
Base Atk +5; CMB +10 (+14 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
Languages Common
SQ Fast (1 RP), Reach (1 RP)
“Mutant” is an acquired template that can be added to any living, corporeal creature. A mutant retains the base creature’s statistics and special abilities except as noted here.
CR: As base creature +1.
Type: The creature’s type changes to aberration. Do not recalculate HD, BAB, or saves.
Defensive Abilities: Mutants are immune to radiation.
Attacks: A mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.
Special Abilities: A mutant retains any extraordinary and supernatural qualities of the base creature.
Mutations: A mutant gains one of the mutations below when it acquires this template, plus an additional mutation for every 4 HD it possesses. By taking an extra deformity, a mutant can add an additional beneficial mutation. Only the first extra deformity provides this benefit. A mutant that gains additional HD after acquiring this template does not gain additional special abilities.
Fast Healing (Ex)
The mutant has fast healing 5.
Rage (Ex)
The mutant gains the ability to enter a manic rage, as the barbarian rage class feature. The mutant uses its HD (5) as its barbarian level.
Deformities: Each mutant has one of the following deformities. It can take a second to gain an extra special ability as detailed above. If a deformity would not disadvantage the mutant, it cannot be taken.
Fractured Mind (Ex)
When the mutant fails a Will save, it is confused for 1 round.
Abilities: A mutant gains a +4 bonus to two ability scores of its choice (Dexterity, Intelligence) and takes a –2 penalty to two ability scores of its choice (Wisdom, Charisma).
Skills: A mutant gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills.
The origins of Roarhoot are unknown. It’s clear he’s been altered in some way - he’s quicker than a normal owlbear, in both speed and reflexes, and has longer arms and a longer neck. He fights with even more rage than a normal owlbear, as well, and easily shakes of wounds. And then there’s the eyes - where most owlbears stare only with animal-like intelligence, Roarhoot’s have a glimmer of cunning and thought in them - unnaturally so, to say the least. He seems to understand what was once known as the Taldane, or Common tongue, and his roars, hoots, and growls very nearly resemble normal speech.
Roarhoot was driven into Haven like so many other monsters, and immediately claimed a forested territory near the edge of the shield. Being very unfriendly, most creatures don’t desire to venture into his territory, but when they do, such as when the shield expands and traps undead in it, they usually find only the remains of the undead, savagely mauled by Roarhoot. Roarhoot is very unfriendly, and often growls at those in his territory, but he seems to understand that those who come in are not enemies, per se, and will not attack them, occasionally joining them in hunting the undead, particularly if they are powerful ones.
Roarhoot’s actual origin is that he was acquired as an Owlbear cub by a member of the Technic League, who wanted to see what exposure to controlled amounts of radiation would do to such a strange and unusual creature as an Owlbear. Over several years he exposed Roarhoot to varying amounts of radiation, which slowly warped his physical anatomy, resulting in many beneficial changes, as well as granting him the ability to better think and reason. The process, however, also fractured Roarhoot’s mind, such that he was easily enraged and confused, and the Technic League scientist was one day killed by his own experiment. Roarhoot then fled the scientist’s laboratory, fleeing through Numeria and into Ustalav, where he first encountered the undead of the Cabal. Sneaking his way through the country, killing weaker undead as he went, Roarhoot journeyed south, until he finally came to Haven.

Andostre |

Updated list:
Ready:
For the Night is Dark - Svelk Aquilon the Dark Stalker (still needs backstory)
TheWaskally - Gladis the Sea Hag
DeviousDevious - Mar, the Shadehorn, a Half-Umbral Dragon Unicorn
Andostre - Karlov the Gargoyle
Philo Pharnyx - Garthag the Smoke Cave Troll
PirateDevon - Xaeken the Aranea
Fenrir - Fenrir the Jackalwere
Almonihah - Keenbeak the Griffon
Jace Nailo - Hask-Hask the Hydra
Lekkric18 - Merge the Half-dragon Doppelganger
He'sDeadJim - Fristcore "Frist" Emberclaw the Flame Drake
Vrog Skyreaver - Ardwellyn the Half-Celestial Hound Archon (still needs backstory)
Nikolaus de'Shade - Caraid the blink dog
mishima - DDdsh the Flail Snail
VoodooMonkey - Yho Yho the Yhohm
Phntm888 - Roarhoot the Owlbear
Proposed:
william Nightmoon - Sahuagin
Chobo - Pixie
Nikolaus de'Shade - Blink Dog
alexgndl - Hive Warrior
Cuàn - Lichen Leshy
Debbie Downer - Bugbear
Havocprince - Blighted Fey Quickling
Ivory Songbird - Mossbeard the Treant
Kittenmancer - Imixallan the Brass Dragon
Master Han Del of the Web - Church Grim
TheoreticallyYours - Alpha the Winter Wolf
xlr8er365 - G'dursk the Refined Otyugh
Woran - blink dog

Nako - Art Burd |

"Hassk-Hassk believess that the propossed method of advancment iss probably the besst that can be done, as upgrading monssterss iss more difficult to do than player characterss. However, ssome monssterss will be eassier to do this with than others.
And yess, Hassk-Hassk alwayss referss to Hassk-Hassk as Hassk-Hassk, and will likely alwayss refer to otherss by their name, never a pronoun."