Kaiju, Mogaru

Summoned Monster!!!!'s page

19 posts. Alias of Jeremy Clements.


Full Name

Summoned Monster/Animated Object!!!

About Summoned Monster!!!!

Huge Crap-tastic, Broke-ass-pile-of-Trap!(Animated Object!):

N Huge construct
Init -2 Senses darkvision 60, low-light vision; Perception -5
~
DEFENSE
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
hp 78 (7d10+40 +size)
Fort +2, Ref +0, Will -3
Defensive Abilities:
Hardness 5
Immune (Construct Traits)
CMB +19 CMD 27
Speed 30 ft.
Combat:
Melee Slashing Attack +15 (1d8+15)-Crit on a 19-20! (+5 ft Extra Reach)
+
Melee Piercing Attack +15 (1d8+15)-×3 multiplier on crits!
~
4 Construct points!
*Additional Attack (Ex, 1 CP): Gains an additional slam attack.
~
*Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.
~
*Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
~
*Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.

Small Lightning Elemental:

CR 1

XP 400
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Immune electricity, elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap

[dice=Slam Attack! w/Metal Mastery!]1d20 + 5 + 3[/dice]
[dice=Bludgeoning + Lightning]1d4 + 1d3[/dice]
[dice=Miss Chance?]1d100[/dice]

STATISTICS

Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Language Auran

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

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

*Elemental Traits
An elemental has the following features.
~Immunity to bleed, paralysis, poison, sleep effects, and stunning.
~Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
~Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
~Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
~Elementals do not breathe, eat, or sleep.

Velociraptor:
CR 2
Source Bestiary 4 pg. 59
XP 600
N Small animal
Init +7; Senses low-light vision, scent; Perception +10
Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
Offense
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge
Statistics
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15; Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
Ecology
Environment warm forests or plains
Organization solitary, pair, or pack (3–12)
Treasure none
Special Abilities
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.
Description
A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of Medium or even Large creatures. Its leaping charge attack grants it a significant advantage against foes in thick underbrush.

A velociraptor is around 1-1/2 feet tall and 7 feet long, and weighs 35 pounds.

Simple Template: Celestial (CR +0 or +1)

Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally.

A celestial creature’s CR increases by +1 only if the base creature has 5 or more HD.

A celestial creature’s quick and rebuild rules are the same.
Rebuild Rules:

Senses The creature gains darkvision 60 ft.

Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.

SR The creature gains spell resistance equal to its new CR +5

Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Resist: Cold, Acid, and Electricity: '5'
/////

[dice=Talon 1(Leap Charge)]1d20 + 6 + 2[/dice]
[dice=Damage w/Charge]2d6 + 2 [/dice]

AC 15, touch 14, flat-footed 12; CMD 15
hp 22
Fort +6, Ref +6, Will +3
Defensive Abilities: evasion; SR:7; Resist: Cold, Acid, and Electricity: '5'

////

[dice=Bite w/Smite and Flank]1d20 + 6 + 2[/dice]
[dice=Damage w/Smite]1d4 + 1[/dice]

[dice=Talon 1 w/Smite+Flank]1d20 + 6 +2[/dice]
[dice=Damage w/Smite]1d6 + 1[/dice]

[dice=Talon 2 w/Smite+Flank]1d20 + 6 +2[/dice]
[dice=Damage w/Smite]1d6 + 1[/dice]

//////////////////////////////////////////

[dice=Water Elemental Slam!]1d20 + 5[/dice]
[dice=Slam Damage)]1d6 + 3[/dice]
or
[dice=Water Elemental Slam w/Power Attack!]1d20 + 5 - 1[/dice]
[dice=Slam Damage]1d6 + 3 + 3[/dice]
~NOTE: Water Mastery = add +1 to hit and damage when elemental and enemy are both touching water!

[dice=Fire Elemental Slam!]1d20 + 4[/dice]
[dice=Slam Damage+Burn(Fire)]1d4+1d4[/dice]

[spoiler=Burn (Reflex DC:11)]
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire (see Burn universal monster ability for complete details.[//spoiler]

[dice=Earth Elemental Slam w/Power Attack!+Elemental Mastery]1d20 + 6 - 1+1[/dice]
[dice=Slam Damage+Elemental Mastery]1d6 + 4 + 3 +1[/dice]

NOTE: Water Mastery = add +1 to hit and damage when elemental and enemy are both touching the ground!