Squirrelshades |
Squirrelshades, I posted a pit fiend // balor combination a bit earlier, but I called it by a different name - just a personal preference. Whatever you'd like to call it, enjoy.
And I'm looking forward to the hell raptors as well. In the meantime, I think this next combination is one of the most flavorful creature concepts I've seen in a while.
** spoiler omitted **...
Ah I missed that, because it wasn't called Pitlor. Good job though, I like it!
Avoron |
Combining a chuspiki with a ratfolk was tricky, because ratfolk don't have any racial HD. I ended up just using a sample level 3 ratfolk gunslinger from the monster codex and applying the template as well as I could, but it worked weirdly with one half being a creature with class levels.
CN Small aberration
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +0
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Defense
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AC 19, touch 15, flat-footed 16(+4 armor, +3 Dex, +1 dodge, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +3
Defensive Abilities nimble +1, wind blessed, wind form
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Offense
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Speed 30 ft., fly 60 ft. (perfect)
Melee mwk handaxe +8 (1d4/x3), tail fan +2 (1d6/x3)
Ranged mwk musket +8 (1d10/x4) or air blast +7 (2d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks grit (2), swarming
Psychic Magic (CL 3rd; concentration +3)
5 PE—alter winds (1 PE, DC 11), gust of wind (2 PE, DC 12), whispering wind (2 PE)
Spell-Like Abilities (CL 3rd; concentration +3)
Constant—feather fall
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Gunsmithing, Point-Blank Shot, Rapid Reload (musket), Weapon Finesse
Skills Acrobatics +9, Climb +4, Craft (alchemy) +8, Fly +17, Knowledge (local) +5, Perception +8, Sleight of Hand +7, Stealth +12, Swim +4
Languages basic aerokinesis, deeds (deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, utility shot), gunsmith
SQ naturally buoyant, poor mouth
I also made a combination of a beholder and a mind flayer as Threeshades suggested, even though they're not Pathfinder creatures (using the Eberron Pathfinder conversions). I'm not very familiar with their mechanics, so I have no idea if the conversions were accurate or balanced in the first place, but I did my best to combine them in a reasonable way.
LE Large aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception +19
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Defense
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AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp 97 (13d8+39)
Fort +9, Ref +5, Will +13
SR 21
Weaknesses blindness vulnerability
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Offense
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Speed 30 ft., fly 20 ft. (good)
Melee bite +5 (1d8+1), 4 tentacles +10 (1d6+2 plus grab)
Ranged 10 eye rays +10 touch
Space 10 ft.; Reach 5 ft.
Special Attacks antimagic cone, eye rays (DC 19), mind blast (DC 19), thought tentacles
Psi-Like Abilities (ML 13th; concentration +20)
At will—compelling voice (DC 17, three targets), defy gravity, empathic connection (DC 14), inertial armor (+11 armor), planar travel, read thoughts (DC 15)
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Statistics
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Str 15, Dex 13, Con 17, Int 18, Wis 16, Cha 16
Base Atk +9; CMB +12 (+16 grapple); CMD 23
Feats Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Weapon Focus (ray)
Skills Bluff +15, Diplomacy +15, Fly +15, Intimidate +19, Knowledge (arcana) +15, Perception +19, Sense Motive +15, Spellcraft +20, Stealth +13, Survival +14
Languages Common, Undercommon, telepathy 100 ft.
SQ naturally buoyant, poor mouth
Next up: clockwork hulk!
Avoron |
N Gargantuan construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 32, touch 10, flat-footed 28 (+2 Dex, +2 dodge, +22 natural, -4 size)
hp 214 (28d10+60)
Fort +9, Ref +13, Will +9
DR 15/adamantine; Immune construct traits, magic
Weaknesses vulnerable to electricity
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Offense
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Speed 40 ft.
Melee 4 slams +41 (6d8+17 plus grab)
Ranged cannon +26/+21/+16/+11 (6d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks death burst, grind, self-destruction, trample (3d6+25, DC 41)
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Statistics
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Str 44, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +28; CMB +49 (+53 grapple); CMD 63
Feats Improved Initiative, Lightning Reflexes
SQ swift reactions, winding
Next up: pyrogriff!
Avoron |
1 person marked this as a favorite. |
N Gargantuan magical beast (fire)
Init +8; Senses darkvision 60 ft., detect magic, detect poison, low-light vision, scent, see invisibility; Perception +44
Aura shroud of flame (20 ft., 4d6 fire, DC 26)
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Defense
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AC 23, touch 10, flat-footed 19 (+4 Dex, +13 natural, -4 size)
hp 230 (20d10+120); regeneration 10 (cold or evil)
Fort +18, Ref +18, Will +9
Defensive Abilities self-resurrection; DR 15/evil; Immune fire; SR 26
Weaknesses vulnerable to cold
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Offense
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Speed 30 ft., fly 90 ft. (good)
Melee bite +25 (2d8+9 plus 1d6 fire), 2 talons +26 (2d6+9/19-20/x3 and 1d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks pounce, rake (2 claws, 1d8+9 plus 1d6 fire))
Spell-Like Abilities (CL 20th, concentration +22)
Constant—detect magic, detect poison, see invisibility
At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire
3/day—fire storm (DC 24), greater restoration, heal, mass cure critical wounds, quickened greater dispel magic, quickened wall of fire
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Statistics
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Str 29, Dex 19, Con 22, Int 14, Wis 17, Cha 15
Base Atk +20; CMB +34; CMD 48 (52 vs. trip)
Feats Blinding Critical, Combat Reflexes, Critical Focus, Improved Critical (talon), Improved Initiative, Iron Will, Quicken Spell-Like Ability (greater dispel magic, wall of fire), Skill Focus (Perception), Weapon Focus (talon)
Skills Acrobatics +31, Diplomacy +9, Fly +21, Intimidate +9, Knowledge (arcana, nature) +9, Perception +44, Sense Motive +10; Racial Modifiers +4 Acrobatics, +12 Perception
Languages Auran, Celestial, Common, Ignan
Next up: lilith.
Set |
I also made a combination of a beholder and a mind flayer as Threeshades suggested, even though they're not Pathfinder creatures (using...
Best of Dragon Annual 1 (IIRC) had an article on this idea, and opined that it was best for gameplay / balance to have one half of the hybrid creature be a humanoid or normal animal, because one of their playtest hybrids was a beholder / vampire, and that turned out to be too much. :)
Beholder / hydra was a thing, IIRC, on that note. Mind Flayer / cloud giant might be a fun 'little Cthulhu' option.
Does PF have an aspidechelone/island turtle? 'Cause combining one of those with a dragon turtle could be scary. Or a phoenix with a roc. But really, both of those (and mind flayer / cloud giant) are just 'making stuff bigger.'
Abraham spalding |
One
Two
Three
Four
Five
And now we are past the portrait.
Init +6; Senses Low-light vision, Scent; Perception +9
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Defenses
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AC 18, touch 12, flat-footed 15(+3 Dex, +6 Natural, -1 Size)
Hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
Defensive Abilities ink cloud (30-foot-radius sphere)
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Offenses
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Speed 40 ft, Swim 30 ft., jet 200 ft.
Melee 2 claws +18(1d8+7), bite +18(2d6+7 plus grab), 8 tentacles +16(1d4+3 plus grab)
Space 10 ft.; Reach 10 ft. (20ft. with tentacles)
Special Attack constrict (tentacle, 1d4+3), pounce, rake (2 claws +17, 2d4+7)
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Statistics
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Str 24, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Attack +10; CMB +19(+23 grapple); CMD 22(can't be tripped)
Feats Multiattack, Improve Initiative, Iron Will, Skill Focus(stealth), Weapon Focus (bite, claw, tentacle)
Skills Acrobatics +11, Escape Artist +17, Perception +9, Swim +13, Stealth +18
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Special Abilities
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Poison(Ex)
Bite-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves
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Ecology
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Environment Where you least want them
Organization solitary
Treasure incidental
Avoron |
Azatas are forces of chaos that care about helping people. Demons are forces of chaos that care about hurting people.
Lilith doesn't care.
CN Large outsider (chaotic, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, true seeing; Perception +3
Aura unholy aura (DC 24)
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Defense
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AC 28, touch 17, flat-footed 24 (+4 deflection, +4 Dex, +11 natural, -1 size)
hp 216 (16d10+128)
Fort +22, Ref +18, Will +17
DR 10/cold iron and good; Immune electricity, petrification, poison; Resist acid 10, cold 10, fire 10 SR 28
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Offense
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Speed 40 ft., fly 70 ft. (average)
Melee +1 falcata +23/+18/+13/+8 (2d6+7/17–20/x3), 5 +1 falcatas +23 (2d6+4/17–20/x3), tail slap +16 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance (22 rounds/day), constrict (2d6+9 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th, concentration +22)
Constant—true seeing, unholy aura (DC 24)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 23), telekinesis (DC 21)
3/day—blade barrier (DC 22), darkness, fly, hallucinatory terrain (DC 20), knock, light
1/day—charm person (DC 17), speak with animals, speak with plants, summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Spells Known (CL 16th, concentration +22)
3rd (2/day)—charm monster (DC 19), cure serious wounds
2nd (5/day)—hold person (DC 18), invisibility, sound burst (DC 18), suggestion (DC 18)
1st (6/day)—charm person (DC 17), cure light wounds, identify, sleep (DC 17)
0 (at will)—dancing lights, daze (DC 16), detect magic, lullaby (DC 16), mage hand, read magic
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Statistics
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Str 22, Dex 18, Con 26, Int 16, Wis 17, Cha 22
Base Atk +16; CMB +23 (+27 grapple); CMD 37
Feats Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (falcata), Improved Critical (falcata), Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (falcata)
Skills Acrobatics +15, Bluff +25, Diplomacy +25, Fly +21, Intimidate +17, Knowledge (engineering, nature) +14, Perception +30, Perform (stringed instruments) +17, Sense Motive +22, Stealth +11, Survival +18, Use Magic Device +17 Racial Modifiers +8 Perception, +4 Survival
Languages Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft., truespeech
Next up: dodecouatl
Avoron |
I don't even mind that this combination weakens a few of the coatl's spell-like abilities: it has a huge size, a sixty foot flight speed, pounce, and twelve bite attacks, each with grab, constrict, and poison.
NG Huge outsider (native)
Init +5; Senses darkvision 60 ft., detect chaos/evil/good/law, low-light vision, scent; Perception +23
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Defense
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AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)
hp 138 (12d10+72); fast healing 12
Fort +9, Ref +9, Will +10
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Offense
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Speed 20 ft., fly 60 ft. (good), swim 20 ft.
Melee 12 bites +17 (2d6+6 plus grab and poison)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (2d6+6), pounce
Spell-Like Abilities (CL 12th, concentration +13)
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 13), ethereal jaunt (CL 16th), invisibility, plane shift (DC 18)
Spells Known (CL 12th, concentration +13)
4th (4/day)—charm monster (DC 15), freedom of movement
3rd (6/day)—gaseous form, magic circle against evil, summon monster III
2nd (6/day)—cure moderate wounds, eagle's splendor, scorching ray, silence (DC 13)
1st (7/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)—daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize
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Statistics
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Str 23, Dex 13, Con 21, Int 9, Wis 15, Cha 13
Base Atk +12; CMB +19 (+23 grapple); CMD 30
Feats Alertness, Combat Reflexes, Eschew Materials, Improved Initiative, Lunge, Toughness, Weapon Focus (bite)
Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +8, Knowledge (arcana, religion) +6, Perception +23, Sense Motive +14, Spellcraft +6, Survival +10, Swim +21, Use Magic Device +9 Racial Modifiers +2 Perception
[b]Languages] Celestial, Common, Draconic; telepathy 100 ft.
Next up: nascodaemon
Avoron |
In addition to applying the amalgam template, I switched around this creature's subtype and alignment to make it better match its name. Not sure how well that worked out, but here it is.
NE Medium outsider (daemon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good, low-light vision, scent; Perception +8
Aura magic circle against good
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Defense
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AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural; +2 deflection vs. good)
hp 45 (6d10+12)
Fort +7, Ref +6, Will +5; +2 resistance vs. good
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10 SR 15
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Offense
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Speed 50 ft.
Melee bite +8 (1d8+3 plus allergic reaction), slam +8 (1d4+1) or mwk greatsword +9/+4 (2d6+3), bite +3 (1d8+2 plus allergic reaction)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 6th, concentration +6)
Constant—detect good, magic circle against good
At Will—aid, continual flame, message
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Statistics
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Str 15, Dex 12, Con 14, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +8; CMD 19
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +7, Intimidate +7, Perception +8, Sense Motive +8, Stealth +14, Survival +11; Racial Modifiers +4 Stealth, +4 Survival
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ change shape (beast shape II)
Next up: gorgotaur
Avoron |
1 person marked this as a favorite. |
Nice suggeston - it seems there are very few problems in life that cannot be solved by "give it more heads." In the meantime, here's the next combination.
CN Large aberration
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
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Defense
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AC 17, touch 19, flat-footed 17 (+8 natural, -1 size)
hp 68 (8d8+32)
Fort +8, Ref +2, Will +7
Defensive Abilities natural cunning
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Offense
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Speed 30 ft.
Melee mwk greataxe +11/+6 (3d6+7/x3), gore +8 (2d8+2), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, turn to stone, Fortitude DC 18 negates), powerful charge (gore, 4d8+7), trample (2d8+7, DC 19)
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Statistics
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Str 21, Dex 10, Con 19, Int 5, Wis 13, Cha 9
Base Atk +6; CMB +12; CMD 22
Feats Great Fortitude, Improved Initiative, Multiattack, Power Attack
Skills Intimidate +3, Perception +9, Stealth +0, Survival +9; Racial Modifiers +4 Perception, +4 Survival
Languages Giant
Next up: forest of the sun
Avoron |
I really like how this one turned out.
N Colossal aberration
Init +8; Senses blindsight 60 ft., darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +26
Aura magnetic pulse (30 ft., DC 30)
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Defense
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AC 25, touch 6, flat-footed 21 (+4 Dex, +19 natural, -8 size)
hp 310 (23d8+207)
Fort +16, Ref +13, Will +13
Defensive Abilities death throes, electrical jolt, split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning and piercing damage; Resist cold 30, fire 30; SR 30
Weaknesses vulnerable to sonic
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Offense
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Speed 50 ft., climb 30 ft., fly 30 ft. (perfect)
Melee 2 slams +25 (4d10+16/19-20 plus 6d6 electricity, 6d6 fire, and grab)
Ranged 1d4 plasma rays +13 touch (6d6 electricity plus 6d6 fire) or 4 thorns +13 (2d8+16/19-20 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (4d10+16 plus 6d6 electricity and 6d6 fire), engulf (DC 39, 6d6 electricity plus 6d6 fire)
Spell-Like Abilities (CL 23rd; concentration +24)
At will—control weather, lightning bolt (DC 14), tree shape (Colossal tree), transport via plants
3/day—chain lightning (DC 17)
1/day—storm of vengeance (DC 20), whirlwind (DC 19)
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Statistics
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Str 43, Dex 19, Con 29, Int 9, Wis 11, Cha 13
Base Atk +17; CMB +41 (+43 sunder); CMD 55 (57 vs. sunder, can’t be tripped)
Feats Ability Focus (engulf), Dazing Assault, Improved Critical (slam, thorn), Improved Precise Shot, Improved Initiative, Improved Sunder, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Skills Climb +50, Fly +30, Perception +26
Languages Aklo, Sylvan
SQ no breath, planar acclimation
Next up: phase aranea
Avoron |
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +5
Defensive Abilities ethereal jaunt
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Offense
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Speed 50 ft., climb 30 ft.
Melee bite +9 (2d6+6 plus aranea poison, phase spider poison, and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks ethereal ambush, web (+8, DC 16, hp 6)
Sorcerer Spells Known (CL 6th; concentration +7)
2nd (4/day)—invisibility, mirror image
1st (7/day)—charm person (DC 12), mage armor (1 already cast), silent image (DC 12), sleep (DC 12)
0th (at will)—daze (DC 11), detect magic, ghost sound (DC 11), light, mage hand, resistance
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Statistics
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Str 19, Dex 16, Con 17, Int 10, Wis 13, Cha 13
Base Atk +6; CMB +11 (+15 grapple); CMD 24 (36 vs. trip)
Feats Ability Focus (poison), Improved Initiative, Iron Will
Skills Acrobatics +9 (+17 to jump), Climb +18, Escape Artist +7, Knowledge (arcana) +4, Perception +9, Stealth +5 Racial Modifiers +2 Acrobatics, +8 Climb, +2 Perception
Languages Aklo, Common, Sylvan
SQ change shape (humanoid; alter self)
Next up: bearded nightmare
Avoron |
How do you improve on an evil flaming flying centaur? Simple: give it a beard. Although an infernal glaive and at-will greater teleport are nice too.
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
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Defense
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AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 57 (6d10+24)
Fort +11, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
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Offense
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Speed 40 ft., fly 90 ft. (good)
Melee mwk glaive +13/+8 (2d8+9 plus infernal wound), bite +6 (1d4+3), 2 hooves +6 (1d6+3 plus 1d4 fire)
or bite +11 (1d4+6), 2 claws +11 (1d8+6), 2 hooves +6 (1d6+3 plus 1d4 fire)
Space 10 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard, smoke
Spell-Like Abilities (CL 12th; concentration +12)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—plane shift (self plus 1 rider only), summon (level 3, 1 bearded devil or 6 lemures, 50%)
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Statistics
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Str 22, Dex 14, Con 19, Int 10, Wis 12, Cha 11
Base Atk +6; CMB +13; CMD 25 (29 vs. trip)
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +20, Fly +10, Intimidate +9, Knowledge (planes) +6, Perception +10, Sense Motive +10, Stealth +7, Survival +7
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Speaking of infernal things, next up: hell raptor!
Avoron |
1 person marked this as a favorite. |
And now... the moment you've all (presumably) been waiting for...
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +1
Immune fire
Weaknesses vulnerability to cold
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Offense
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Speed 60 ft.
Melee bite +6 (1d8+2 plus 1d6 fire), foreclaws +1 (1d4+1 plus 1d6 fire), 2 talons +6 (1d8+2 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 15 for half), pounce
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Statistics
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Str 14, Dex 14, Con 17, Int 4, Wis 11, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Improved Initiative, Power Attack
Skills Acrobatics +16 (+28 to jump), Perception +15, Stealth +22, Survival +4; Racial Modifiers +8 Acrobatics, +8 Perception, +13 Stealth
Languages Infernal (cannot speak)
And just in case that's not enough...
LE Huge outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +24
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Defense
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AC 25, touch 9, flat-footed 24 (+6 armor, +1 Dex, +10 natural, -2 size)
hp 138 (12d10+72)
Fort +14, Ref +9, Will +7
Immune fire
Weaknesses vulnerability to cold
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Offense
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Speed 50 ft.
Melee bite +20 (3d6+10/19-20 plus 2d6 fire and grab), 2 claws +20 (1d8+10/19-20 plus 2d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (30-ft. cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 22 half), pounce, rake (2 talons +20, 1d8+10 plus 2d6 fire)
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Statistics
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Str 30, Dex 13, Con 22, Int 3, Wis 13, Cha 8
Base Atk +12; CMB +24 (+28 grapple); CMD 35
Feats Improved Critical (bite, claws), Improved Initiative, Iron Will, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +8 (+16 to jump), Perception +24, Stealth +11, Survival +8; Racial Modifiers +8 Perception, +5 Stealth
Languages Infernal
Next up: guardian hydra
Avoron |
LG Huge magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12
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Defense
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AC 23, touch 11, flat-footed 20 (+3 Dex, +12 natural, -2 size)
hp 138 (12d10+72); fast healing 12
Fort +14, Ref +11, Will +8
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Offense
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Speed 40 ft., swim 20 ft.
Melee 12 bites +18 (4d6+7 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
Spells Known (CL 12th; concentration +13)
4th (4/day)—divine power, greater invisibility
3rd (6/day)—cure serious wounds, dispel magic, lightning bolt (DC 14)
2nd (6/day)—detect thoughts (DC 13), lesser restoration, see invisibility, scorching ray
1st (7/day)—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile
0 (at will)—daze (DC 11), detect magic, light, mage hand, open/close, ray of frost, read magic, stabilize
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Statistics
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Str 24, Dex 16, Con 23, Int 9, Wis 15, Cha 13
Base Atk +12; CMB +21; CMD 34
Feats Ability Focus (poison), Eschew Materials, Improved Critical (bite), Improved Natural Attack (bite), Iron Will, Power Attack, Weapon Focus (bite)
Skills Bluff +5, Diplomacy +5, Knowledge (arcana) +3, Perception +12, Sense Motive +6, Spellcraft +3, Stealth -1, Swim +19; Racial Modifiers +2 Perception
Languages Celestial, Common
SQ hydra traits, regenerate head
Next up: gorgoblepas
Avoron |
We really do - is anyone interested in making some? In the meantime, here's the next combination.
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +24
Aura stench (30 ft., DC 23, 10 rounds)
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Defense
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AC 23, touch 8, flat-footed 23 (-1 Dex, +15 natural, -1 size)
hp 161 (14d10+84)
Fort +15, Ref +8, Will +8
SR 23
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Offense
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Speed 40 ft., swim 20 ft.
Melee bite +19 (3d6+6), gore +19 (2d8+6), 2 hooves +17 (1d8+3)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. cone, poison or turn to stone, Fortitude DC 25 negates), trample (4d6+9, DC 23)
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Statistics
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Str 22, Dex 9, Con 23, Int 4, Wis 15, Cha 10
Base Atk +14; CMB +21; CMD 30
Feats Ability Focus (breath weapon), Improved Initiative, Improved Iron Will, Iron Will, Multiattack, Power Attack, Skill Focus (Perception)
Skills Perception +24, Swim +18; Racial Modifiers +8 Swim
Languages Aklo
Next up: alragora
Avoron |
NE Large plant
Init +5; Senses low-light vision; Perception +23
Aura calming fragrance (60 ft., DC 23)
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Defense
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AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp 218 (19d8+133)
Fort +17, Ref +9, Will +10
Immune plant traits; Resist acid 5, cold 5, electricity 10; SR 24
Weaknesses vulnerable to supernatural darkness
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Offense
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Speed 40 ft., burrow 10 ft., climb 40 ft.
Melee bite +20 (2d6+2 plus grab), 2 slam +20 (1d8+2 plus poison), 4 vines +20 (1d10+7 plus grab and bleed)
Space 10 ft.; Reach 10 ft. (15 ft. with slam)
Special Attacks bleed (2d6), blood drain (1d2 Constitution), constrict (1d10+10), feed, shriek
Spell-Like Abilities (CL 19th; concentration +21)
At will—charm monster (DC 16), detect thoughts (DC 14), suggestion (DC 15)
3/day—glitterdust (DC 14), [i]hold monster (DC 17)
1/day—[i]commune with nature, mind fog, wall of thorns
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Statistics
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Str 25, Dex 13, Con 22, Int 9, Wis 15, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 33
Feats Ability Focus (calming fragrance), Alertness, Combat Reflexes, Deceitful, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Toughness
SkillsBluff +10, Climb +19, Disguise +10, Knowledge (nature) +3, Perception +23, Sense Motive +10, Stealth +1 (+9 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation
Languages Abyssal, Aklo, Common, Elven, Sylvan
Next up: vouivern
Avoron |
CN Large dragon (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +30
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Defense
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AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
hp 168 (16d12+64)
Fort +14, Ref +11, Will +13
Defensive Abilities unwavering mind; Immune cold, sleep, paralysis; Resist fire 10, sonic 10
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Offense
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Speed 30 ft., fly 60 ft. (poor), swim 50 ft.
Melee bite +19 (3d6+4/19-20 plus grab), 2 claws +19 (2d6+4/19-20), sting +19 (1d6+4 plus poison), 2 wings +14 (1d8+2/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 8d6 fire, Reflex DC 22 half, usable every 1d4 rounds), rake (2 talons +19, 1d6+4)
Spell-Like Abilities (CL 16th; concentration +17)
At will—charm person (DC 12), comprehend languages, ghost sound (DC 11), speak with animals (snakes only)
1/day—charm animal (DC 12, snakes only), shout (DC 15), song of discord (DC 16)
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Statistics
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Str 19, Dex 12, Con 18, Int 9, Wis 13, Cha 13
Base Atk +16; CMB +21 (+25 grapple); CMD 32
Feats Critical Focus, Deafening Critical, Improved Critical (bite, claw, wing), Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +10, Fly +14, Intimidate +9, Perception +30, Sense Motive +20, Stealth +16, Swim +21; Racial Modifiers +4 Perception, +8 Swim
Languages Common, Draconic, Sylvan
Next up: fautyr
Avoron |
CN Medium fey
Init +2; Senses low-light vision; Perception +20
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Defense
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AC 19, touch 12, flat-footed 16 (+3 armor, +2 Dex, +4 natural)
hp 44 (8d8+16)
Fort +4, Ref +8, Will +8
DR 5/cold iron
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Offense
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Speed 40 ft.
Melee mwk longspear +7 (1d8+3), horns +1 (1d6+1)
Ranged mwk composite shortbow +7 (1d6+2/x3)
Special Attacks panpipes, pipes
Spell-Like Abilities (CL 8th; concentration +12)
At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), hideous laughter (DC 15), summon nature's ally III
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Statistics
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Str 14, Dex 15, Con 14, Int 11, Wis 14, Cha 18
Base Atk +4; CMB +6; CMD 18
Feats Combat Reflexes, Point-Blank Shot, Precise Shot, Skill-Focus (Perception)
Skills Acrobatics +7, Bluff +15, Diplomacy +10, Disguise +9, Intimidate +9, Knowledge (nature) +6, Perception +20, Perform (wind) +19, Sense Motive +7, Stealth +17, Survival +13; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
Next up: lammashedu
Avoron |
I guess you could make the gorgon's petrifying breath weapon a poison, but it's already described as a gas that it breathes out, so calling it a poison would change little except making more creatures immune to it. You could simply combine the two breath weapon effects into one, so that they are activated with a single action and require the same turn delay. Or you could give it the normal Con damage poison of the catoblepas, but have it petrify at 0 Con instead of killing. I just went with the most straightforward combination, giving it both breath weapon options that it can choose between on any given turn.
LG Large magical beast
Init +9; Senses darkvision 60 ft., detect chaos, detect evil, low-light vision, true seeing; Perception +3
Aura magic circle against evil (20 ft.)
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Defense
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AC 26, touch 14, flat-footed 25 (+3 armor, +1 Dex, +4 insight, +9 natural, -1 size)
hp 115 (11d10+55); fast healing 5
Fort +12, Ref +12, Will +9
Defensive Abilities prescience; DR 10/evil; Resist electricity 10, fire 10; SR 20
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +16 (1d8+6), gore +16 (2d8+6), 2 hooves +11 (1d6+3), 2 wings +11 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +16, 1d8+6), trample (2d6+9, DC 21)
Spell-Like Abilities (CL 11th; concentration +14)
Constant—detect chaos, detect evil, true seeing
3/day—cure moderate wounds, dispel magic, greater invisibility, magic circle against evil, remove disease, shield other
1/day—dimension door, dismissal (DC 17), flame strike (DC 17), restoration
Spells Known (CL 11th; concentration +14
3rd (5/day)—cure serious wounds, searing light
2nd (7/day)—cure moderate wounds, lesser restoration, resist energy
1st (7/day)—bless, command (DC 14), cure light wounds, detect evil, divine favor
0 (at will)—detect magic, detect poison, guidance, mending, purify food and drink, resistance, stabilize
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Statistics
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Str 23, Dex 12, Con 20, Int 17, Wis 19, Cha 16
Base Atk +11; CMB +18 (+22 bull rush); CMD 29 (31 vs. bull rush, 33 vs. trip)
Feats Eschew Materials, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Skills Diplomacy +17, Fly +17, Knowledge (arcana) +9, Knowledge (planes, religion) +10, Perception +18, Sense Motive +18
Languages Auran, Celestial, Common; telepathy 100 ft.
Next up: pseudobarghest