Dark Souls Bestiary - the Asylum to Anor Londo


Homebrew and House Rules

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New Londo Ruins

Ghost CR 12
NE medium undead (accursed incorporeal)
Init +9; Senses darkvision, spiritsense 60 ft.; Perception +14
DEFENSE
AC 24, touch 20, flat-footed 18 (+5 dex, +1 dodge, +4 deflection, +4 natural)
hp 127 (15d8+60)
Fort +9, Ref +12, Will +12; +4 vs channel positive energy
Defensive Abilities accursed incorporeality
Immune acid, electricity, poison
Vulnerable fire
OFFENSE
Speed 20 ft., fly 20 ft. (average)
Melee claws +16/+16/+16/+16 (1d6+4 plus 1d6 negative energy plus grab)
Space 5 ft.; Reach 15 ft.
Special Attacks constrict (1d6+4 plus 2d6 negative energy)
STATISTIC
Str 18, Dex 20, Con -, Int 7, Wis 13, Cha 18
Base Atk +11; CMB +15; CMD 30
Feats dodge, improved initiative, improved natural attack (claws), iron will, lightning reflexes, mobility, spring attack, weapon finesse
Skills Fly +18, Perception +14, Stealth +18
Special Abilities
Accursed Incorporeality (Su): This ability is similar to the incorporeal subtype, except that they cannot be harmed by magic or magic weapons at all. All attacks pass harmlessly through them, and their attacks pass through armor, treating all attacks as touch attack. The only exception to this is if the target is cursed. A creature suffering from a curse (usually bestow curse) treats a creature with accursed incorporeality as if they were solid.

Banshee CR 14
NE medium undead (accursed incorporeal)
Init +6; Senses darkvision, spiritsense 60 ft.; Perception +21
DEFENSE
AC 27, touch 22, flat-footed 20 (+6 dex, +1 dodge, +5 deflection, +5 natural)
hp 161 (17d8+85)
Fort +5, Ref +5, Will +10; +4 vs channel positive energy
Defensive Abilities accursed incorporeality
Immune acid, electricity, poison
Vulnerable fire
OFFENSE
Speed 20 ft., fly 20 ft. (average)
Melee ghost blade +18/+18/+18/+18 (1d6+5 plus 1d6 negative energy plus grab)
Space 5 ft.; Reach 15 ft.
Special Attacks constrict (1d6+5 plus 2d6 negative energy)
Spell Like Abilities (CL 14)
3/day - lightning bolt (DC 18)
1/day - chain lightning (DC 21)
STATISTIC
Str 20, Dex 23, Con -, Int 7, Wis 15, Cha 20
Base Atk +12; CMB +; CMD
Feats alertness, dodge, improved initiative, improved natural attack (claws), iron will, lightning reflexes, mobility, spring attack, weapon finesse
Skills Fly +20, Perception +21, Stealth +20
Special Abilities
Accursed Incorporeality (Su): This ability is similar to the incorporeal subtype, except that they cannot be harmed by magic or magic weapons at all. All attacks pass harmlessly through them, and their attacks pass through armor, treating all attacks as touch attack. The only exception to this is if the target is cursed. A creature suffering from a curse (usually bestow curse) treats a creature with accursed incorporeality as if they were solid.

Darkwraith CR 14
NE medium undead
Init +0; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 29, touch 12, flat-footed 27 (+10 armor, +1 dex, +1 dodge, +7 natural)
hp 210 (20d8+120)
Fort +11, Ref +8, Will +13; +4 vs channel energy, poison
DR 10/good; Resist acid 20
OFFENSE
Speed 20 ft.
Melee +2 darksword +22/+17/+12 (1d10+8/19-20), +1 darkhand gauntlet +20 (1d4+7 plus grab)
or unarmed +21 (1d3+6 plus Fort 20 vs 1 negative level)
Special Attacks humanity drain (on grab, Fort 20 vs 1 negative level)
STATISTIC
Str 22, Dex 15, Con --, Int 9, Wis 13, Cha 20
Base Atk +15; CMB +21 (+23 grapple); CMD 33
Feats cleave, dodge, double slice, exotic weapon proficiency (bastard sword), improved grapple, improved unarmed strike, power attack, toughness, two weapon fighting, weapon focus (bastard sword)
Skills Climb +19, Intimidate +23, Knowledge (religion) +12, Perception +19, Sense Motive +14
Languages Abyssal, Common, Infernal
SQ soul purchases (+1 weapon, +2 weapon, +1 armor)
Gear mwk bone fullplate, Darkhand gauntlet, Darksword (mwk bastard sword)
Special Abilities
Drain Humanity (Su): The touch of a Darkwraith drains humanity. Any creature, living or undead, touched by a Darkwraith gains 1 negative level, even if they would normally be immune to negative levels due to creature type. The Darkwraith, meanwhile, gains 5 temp HP (which last for 1 hour) for every negative level they bestow. Furthermore, for 1 minute after a Darkwraith drains humanity, it gains a +1 morale bonus to hit and damage.
A Darkwraith can also channel this power through their gauntlet (but not their sword), but only when grappling a target.

Mass of Souls CR 14
NE huge ooze
Init +3; Senses blindsight 60 ft.; Perception
DEFENSE
AC 27, touch 11, flat-footed 24 (+3 dex, +16 natural, -2 size)
hp 218 (19d8+133)
Fort +13, Ref +9, Will +6;
DR 5/piercing or slashing; Immune acid, critical hits, poison, sneak attack
Vulnerable fire
OFFENSE
Speed 20 ft.
Melee gore +22/+22/+22 (2d6+10)
Special Attacks grime spew (30 ft. cone, reflex DC 26 negates), whisp release (DC 20)
STATISTIC
Str 30, Dex 17, Con 25, Int --, Wis 10, Cha 1
Base Atk +14; CMB +26; CMD 39
Special Abilities
Grime Spew (Ex): This ability functions as a breath weapon. The mass of souls releases a vomit-like spew of clinging acid. Creatures can avoid this spew with a DC 26 reflex save. Those that fail to evade suffer 4d6 acid damage per round for 6 rounds and are slowed. A creature may make a Fort save each round (DC 26) to negate the slow effect and reduce the acid damage to 2d6 for that round.
Whisp Release (Ex): As a standard action, a mass of souls can release a whisp - a humanity-seeking skull-shaped orb that explodes on contact with a humanity-possessing target, dealing 14d6 fire damage (Ref DC 20 for half) to a 20 ft radius burst. The mass of souls must wait 1d4 rounds before creating another whisp, but there is no limit to the number they can create per day.

Four Kings CR 15 (all four are a CR 19 encounter)
CE large undead
Init +9; Senses darkvision 60 ft. Perception +25
DEFENSE
AC 30, touch , flat-footed (+10 armor, +5 dex, +1 dodge, +5 natural, -1 size)
hp 253 (22d8+154)
Fort +15, Ref +12, Will +15; +4 vs positive energy
Immune acid, poison; Resist Cold 20; SR 26
OFFENSE
Speed 30 ft.
Melee mwk greatsword +26/+21/+16/+11 (3d6+15/17-20)
or unarmed strike +25 (1d4+10 plus grab plus drain humanity)
Ranged abyss arrow +20/+20 (4d6 cold plus 2d6 negative energy)
Special Attacks drain humanity, wrath of kings (as per channel negative energy; Will DC 22, 22d6 negative energy)
STATISTIC
Str 30, Dex 20, Con --, Int 13, Wis 11, Cha 22
Base Atk +16; CMB +27; CMD 42
Feats cleave, dodge, great cleave, great fort, improved critical (greatsword), improved grapple, improved initiative, improved unarmed strike, iron will, power attack, toughness
Skills Intimidate +31, Knowledge (arcana) +26, Knowledge (religion) +26, Perception +25, Sense Motive +25
Languages Abyssal, Common, Elven, Infernal
SQ soul purchases (+4 armor)
Gear mwk 'mithril' chainmail, mwk greatsword
Special Abilities
Drain Humanity (Su): The touch of a the Four Kings drains humanity. Any creature, living or undead, touched by the Four Kings gains 1 negative level, even if they would normally be immune to negative levels due to creature type. The Four Kings, meanwhile, gains 5 temp HP (which last for 1 hour) for every negative level they bestow. Furthermore, for 1 minute after a Four Kings drains humanity, it gains a +1 morale bonus to hit and damage.


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Valley of Drakes

Drake CR 9
Advanced Forked-Tail Wyvern
Breath weapon has same DC and shape, but instead of the text written, it deals 10d6 electrical damage.


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Oolacile

Sanctuary Guardian CR 16/MR 6
CE Huge magical beast
Init +6; Senses all-around vision, darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 238 (17d10+145)
Fort +15, Ref +12, Will +8
DR 10/cold iron and epic; Immune bleed, death effects, disease, poison; Resist acid 10, electricity 10, fire 10 SR 30
OFFENSE
Speed 30 ft.
Melee bite +26 (2d8+11/19-20x3 plus grab), 2 claws +26 (1d8+11), gore +26 (2d6+11), tail slap +24 (2d6+5 plus 2d6 acid)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (120-ft. line, 14d8 electric damage, Reflex DC 23 for half, usable every 1d4 rounds), pounce, wind blast (120-ft line, 14d6 blunt and staggered 1 round, Ref DC 23 negates, Fort DC 23 negates the stagger but not the damage).
STATISTIC
Str 33, Dex 10, Con 21, Int 5, Wis 12, Cha 10
Base Atk +17; CMB +30 (+34 grapple); CMD 40
Feats Awesome Blow, CleaveM, Improved Critical (bite)M, Improved Vital Strike, Iron Will, Lightning Reflexes, Multi-Attack, Power AttackM, Vital Strike
Skills Perception +12, Stealth +2
Languages Draconic

Wooden Scarecrows CR 10
N medium plant
Init +4; Senses low-vision; Perception +2
DEFENSE
AC 23, touch 14, flat-footed 19 (+4 dex, +9 natural)
hp 127 (15d8+60)
Fort +13, Ref +9, Will +7
Immune plant traits
Vulnerable fire
OFFENSE
Speed 30 ft.
Melee trident +17/+12/+7 (1d8+9/x3 plus trip)
or pruning shears +17/+12/+7 (1d6+9/x3 plus 1d6 bleed)
STATISTIC
Str 22, Dex 18, Con 19, Int -, Wis 15, Cha 1
Base Atk +11; CMB +17; CMD 31

Stone Guardians CR 12
N large construct
Init -1; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 28, touch 9, flat-footed 28 (+19 natural, -1 size)
hp 118 (16d10+30)
Fort +5, Ref +5, Will +5
DR 20/blunt; Immune acid, construct traits; Resist fire 20
OFFENSE
Speed 20 ft.
Melee mwk large greataxe +21/+16/+11/+6 (3d6+7)
Special Attacks ground upheaval (DC 18)
STATISTIC
Str 20, Dex 11, Con --, Int --, Wis 10, Cha 1
Base Atk +16; CMB +22; CMD 32
Skills Perception +8
SQ keen vision
Special Abilities
Ground Upheaval (Ex): A stone guardian can, as a full-round action the round after missing a target with an greataxe attack, tear its axe out of the ground to cause an explosion of debris around it. This explosion causes no damage to the stone guardian, but all other creatures within a 15 ft. radius of the stone guardian take 10d6 blunt damage and are knocked prone. A DC 18 Reflex save halves the damage and negates being knocked prone.
Keen Vision (Ex): Stone Guardians have unusually good vision, particularly when seeking threats at range. They take half the usual penalties for distance to perception checks. Also, they treat perception as if they had ranks equal to half their HD in it, even though stone guardians do not have an int score.

Abyss Attack Dog CR 9
As Nessian Warhound. Remove breath weapon. Change extra damage on bite from fire to negative energy. Also add 1d6 bleed to bite attack. Remove both fire immunity and vulnerability to cold; replace with Resist acid and fire 10. Add DR 5/good.

Black Dragon Kalameet CR 19
Ancient Umbral Dragon.

Bloadhead CR 11
CE medium aberration
Init +3; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 25, touch , flat-footed (+3 dex, +1 dodge, +11 natural)
hp 136 (16d8+64)
Fort +11, Ref +10, Will +11
Resist acid 10, cold 10
Defensive Abilities all around vision
OFFENSE
Speed 40 ft.
Melee slams +20/+20 (1d6+7)
or flurry of blows +18/+18/+18/+18 (1d6+7)
Space 5 ft; Reach 10 ft.
Special Attacks flurry of blows
STATISTIC
Str 24, Dex 16, Con 18, Int 3, Wis 13, Cha 7
Base Atk +12; CMB +19; CMD 32
Feats alertness, cleave, dodge, great fort, improved natural attack (slam), lightning reflexes, power attack, weapon focus (slam)
Skills Climb +14, Perception +20
Languages Abyssal, Common

Bloadhead Sorcerer CR 13
CE medium aberration
Init +7; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 27, touch , flat-footed (+3 dex, +1 dodge, +13 natural)
hp 180 (19d8+95)
Fort +12, Ref +11, Will +14
Resist acid 10, cold 10
Defensive Abilities all around vision
OFFENSE
Speed 30 ft.
Melee oolacile catalyst +19/+14/+9 (1d6+4 plus 4d6 negative energy)
Special Attacks dark touch
Spell Like Abilities (CL 13)
at will - dark orb (DC 17)
3/day - cloudkill (DC 19), darkbead (DC 19), empowered dark orb (DC 17)
STATISTIC
Str 18, Dex 17, Con 18, Int 7, Wis 13, Cha 19
Base Atk +14; CMB +18; CMD 31
Feats ability focus (dark touch), alertness, dodge, empower spell-like ability (dark orb), great fort, improved initiative, iron will, lightning reflexes, power attack, toughness
Skills Climb +15, Knowledge (arcana) +11, Perception +18, Spellcraft +11
Languages Abyssal, Common, Infernal
SQ dark magic
Special Abilities
Dark Magic (Su): Bloathead Sorcerers have a special collection of spell-like abilities. Dark Orb is a Fireball that deals negative energy damage rather than fire damage. Dark Bead functions as Cone of Cold, except that it deals negative energy damage rather than cold damage.
Dark Touch (Su): Any weapon held by a bloathead sorcerer deals 4d6 negative energy damage. A will save (DC 22).

Chained Prisoner CR 15
CE large aberration
Init -1; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 30, touch , flat-footed (-1 dex, +22 natural, -1 size)
hp 231 (22d8+132)
Fort +7, Ref +7, Will +13;
DR 10/adamantium;
OFFENSE
Speed 20 ft.
Melee heavy flail +22/+17/+12/+7 (2d8+9)
w/ power attack +22/+12/+7/+2 (2d8+24)
Special Attacks impale
STATISTIC
Str 22, Dex 8, Con 20, Int 3, Wis 10, Cha 7
Base Atk +16; CMB +23; CMD 32
Feats cleave, furious focus, great cleave, greater vital strike, improved vital strike, power attack, toughness, vital strike, weapon focus (heavy flail)
Skills Climb +20, Perception +14
Languages Abyssal, Common, Infernal
Special Abilities
Impale (Ex): As a standard action, the chained prisoner can attempt to impale a victim of medium size or smaller. The chained prisoner must first hit the target (with a +21 bonus). If successful, the target takes 2d10+12 damage and 1 con damage as the chained prisoner runs them through. At that point, the chained prisoner makes a CMB check against the victim's CMD score. Success indicates that the victim is also grappled, in which case they are lifted bodily into the air, stuck on the end of the spike. A chained prisoner never gains the grappled condition from while grappling a foe in this manner. A chained prisoner cannot impale a second victim so long as the first victim is still attached to its spike. An impaled victim does not take additional damage each round, but instead takes 2d6 bleed per round while impaled and for 4 rounds after being freed. A cure spell can end the bleed early, but not while hte victim remains impaled (ie, still has the grappled condition).
A victim can free itself by making a successful CMB check to break the grapple as normal (effectively pulling themselves off of the spike). Alternatively, a victim can choose to take an additional 1d6 con damage to end the grapple condition as a full-round action by tearing themselves off of the spike, effectively disemboweling themselves. Again this special method of freeing oneself only applies to impale-based grapples, not any other grapple the chained prisoner attempts.

Humanity Phantoms (Medium) CR 10
N medium ooze (incorporeal)
Init +4; Senses blindsight 60 ft. Perception +0
DEFENSE
AC 24, touch 14, flat-footed 20 (+4 dex, +10 natural)
hp 127 (15d8+60)
Fort +9, Ref +9, Will +5
Defensive Abilities incorporeal
Immune acid, bleed, poison; Resist cold 20, electricity 20
Vulnerable magic weapons
OFFENSE
Speed 30 ft. (cannot double move, charge, or run)
Melee incorporeal touch +15 (8d6 negative energy)
Special Attacks engulf (DC 17, 8d6 negative energy)
STATISTIC
Str -, Dex 19, Con 18, Int -, Wis 10, Cha 10
Base Atk +11; CMB +11; CMD 26
Special Abilities
Magic Weapon Vulnerability (Su): Magic weapons deal damage to humanity phantoms as if they had the ghost touch special property (rather than dealing half damage as normal). Other magical attacks, spells, spell-like, super-natural abilities, and non-magic weapons, are unaffected by this ability and respond to incorporeal defensive ability as normal.

Variants: For Large and Small Humanity Phantoms, add the Giant or Young template respectively.

Manus, Father of the Abyss CR 19
CE huge outsider (native)
Init +6; Senses darkvision 120 ft.; Perception +26
DEFENSE
AC 34, touch , flat-footed (+2 dex, +1 dodge, +5 deflection, +18 natural, -2 size)
hp 350 (20d10+240)
Fort +23, Ref +10, Will +17;
Defensive Abilities healed by both positive and negative energy
DR 10/epic; Immune acid, negative levels, poison; Resist cold 20, electricity 20; SR 30
OFFENSE
Speed 40 ft.
Melee giant catalyst +30 (3d6+13), claw +29 (1d8+13), slam +29 (1d8+13), long arm +29 (2d6+13)
w/power attack catalyst +24 (3d6+25), claw +23 (1d8+25), slam +23 (1d8+25), long arm +23 (2d6+25)
Space 15 ft.; Reach 15 ft. (30 ft with long arm)
Special Attacks abyss rain (DC 25), dark orb barrage (DC 25), long arm sweep (2d6+19)
STATISTIC
Str 36, Dex 14, Con 32, Int 10, Wis 17, Cha 20
Base Atk +20; CMB +35; CMD 47
Feats cleave, dodge, exotic weapon proficiency (giant catalyst), great cleave, improved initiative, iron will, lightning reflexes, multiattack, power attack, toughness
Skills Disguise +28, Knowledge (dungeoneering) +23, Perception +26, Stealth +17
Languages Abyssal, Common, Infernal
SQ long arm, mutiattack expert, soul deflection
Special Abilities
Abyss Rain (Su): Manus rains bolts of dark energy down from above. This ability functions in a similar fashion to the firestorm spell, but rather than dealing fire damage, it deals 22d6 negative energy damage. All creature in one of the effected 5 ft squares may make a Reflex saving throw to dodge or a Will saving throw to resist, but not both. The DC for both saves is 25, and either save reduces the damage by half (abilities that cause creatures to take no damage on a successful save, such as Evasion or Stalwart, work normally).
Dark Orb Barrage (Su): Manus releases a cone of negative energy (in the form of many dark orbs) that blast any target in its path. All creatures within a 60 ft cone must make a DC 25 Reflex saving throw to dodge or a DC 25 Will saving throw to resist, but not both, or take 22d6 negative energy damage. Creatures that pass either save take half damage (as Abyss Rain above).
Long Arm (Ex): Manus can manifest a "long arm" - a tentacle-like limb that functions as a tail for the purposes of attacks and damage. This "long arm" is able to make tail sweep attacks as if Manus was a gargantuan dragon.
Multiattack Expert (Ex): Manus is skilled at the use of both manufactured weapons and his natural attack. As such, he applies his full strength bonus to both, as if he were a two-weapon fighter with the double-slice feat.
Soul Deflection (Su): Manus gains a bonus to deflection equal to his charisma modifier.

Silver Crusade

Yay!

What about Artorias and Gough?


Rysky wrote:

Yay!

What about Artorias and Gough?

Gough is a friendly NPC, and other than Priscilla (who is also technically an area boss), I haven't stated any of the friendly NPCs yet.

For Artorias, I thought about it and originally planned to, but I got stuck on how to portray him.

The Artorias we meet in game is wounded and corrupted. That meant that I had two design options:

Option 1: Build the unseen full power non-corrupted Artorias and then apply modifications based on his broken arm and the abyss corruption.

Option 2: Just create a monster based on his corrupted form and assume that new monster to be at full power/health.

Option 1 felt cumbersome, and Option 2 felt incomplete.

Instead, I'm thinking that what I want to do is, at some later point, create a set of healthy NPC stat blocks for Artorias, Orinstein, Gough, and Ciaran. And maybe Havel too, since I skipped his hollow form.

Which means that, for proper monsters, I am down to just Gwyndoline and Gwyn.

After that, it's all NPCs, which I should probably make a new thread for.

Also, I'm not sure I want to do NPCs next or a smattering of DS3 monsters. This all started because I got my DS miniatures, and several of them are DS3 specific (Giant Hollow Axemen, Winged Knight, Outrider Knight, and Dancer of the Boreal Valley), so I want to stat those four at the very least.

Silver Crusade

Cool.


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Just stumbled over this. Very oool, Zelgadas! Since my current campaign borrows heavily from Dark Souls in one of its main plots, this is really helpful. Keep up the good work!!


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Endzeitgeist wrote:
Just stumbled over this. Very oool, Zelgadas! Since my current campaign borrows heavily from Dark Souls in one of its main plots, this is really helpful. Keep up the good work!!

Thanks! I try.

And speaking of which....

Dark Sun Gwyndolin CR 18/MR 6
LN medium outsider (extraplanar)
Init +10/-10; Senses darkvision (no limit); Perception +16
DEFENSE
AC 34, touch , flat-footed (+5 armor, +5 def, +6 dex, +2 dodge, +6 natural)
hp 267 (18d10+168)
Fort +16, Ref +21, Will +19;
DR 10/Epic; Resist acid 10, cold 30; SR 30
OFFENSE
Speed 20 ft.
Ranged darkmoon longbow +28/+28/+28/+23/+18/+13 (1d8+11 plus 1d6 cold plus 1d8+5 on the first two attacks/x3)
or ranged touch +24/+24/+24 (4d6+6 cold)
Special Attacks mythic power (6/day, surge +1d8)
Spell Like Abilities (CL 18)
at will - cone of cold (DC 21), cold scorching ray, dimension door, freezing sphere (DC 22), mirage arcana, teleport
3/day - cold meteor swarm (DC 25), programmed image (DC 22)
1/day - screen (24)
STATISTIC
Str 13, Dex 22, Con 22, Int 19, Wis 18, Cha 22
Base Atk +18; CMB +19; CMD 35
Feats dodgeM, far shot, improved initiative, improved precise shot, manyshotM, point blank shot, precise shot, rapid shotM, weapon focus (longbow)
Skills Bluff +27, Diplomacy +24, Disguise +24, Intimidate +15, Knowledge (arcana) +25, Knowledge (nobility) +25, Knowledge (religion) +25, Perception +16, Perform (act) +27, Sense Motive +25, Spellcraft +22
Languages Celestial, Common, Draconic, Elven
SQ dead eye, divine source (3), dual initiative, permanent images, resilient arcana, tangible illusion, thwart detection
Gear moonlight robe (as robe of the archmagi), darkmoon longbow (+5 frost longbow), crown of the dark sun (+5 deflection, functions as a rod of metamagic [empower])
Special Abilities
Dead Eye (Ex): All of Gwyndolin's ranged attacks, including ranged touch spells, apply his dexterity modifier to damage as precision damage. This additional damage does not apply to creatures that are immune to sneak attacks, critical hits, or other forms of precision damage.
Permanent Images (Su): Gwyndolin's illusion spell-like abilities are extended unto infinity - they only end if disrupted, dispelled, or if Gwyndolin specifically cancels them. As such, they are all treated as both permanent image spells as well as the spell listed. For example, the Dark Moon Sanctum is protected by a permanent screen SA. This ability is tied to his illusion of Gwynevere. If that image is destroyed, all of his other illusions lose their permanency (and, since they have all since continued past their duration, end immediately). Gwyndolin can create a new master image of Gwynevere (using programmed image above), but doing so takes 24 hours.

Edit: Whoops! Typo fixed.

Sovereign Court

Looks pretty good.


Gwyndolin is closer to the deadly-level I'll actually use as written...so thanks!! I'll probably slap some serious kineticist options on him as well. :D


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Endzeitgeist wrote:
Gwyndolin is closer to the deadly-level I'll actually use as written...so thanks!! I'll probably slap some serious kineticist options on him as well. :D

Glad to here! Maybe you can use Gwyn as well.

Gwyn, Lord of Cinder CR 20/MR 0
LE medium undead (extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +32
DEFENSE
AC 36, touch 16, flat-footed 30 (+14 armor, +5 dex, +1 dodge, +6 natural)
hp 391 (27d8+270)
Fort +18, Ref +14, Will +17; +4 channel resist
DR 5/epic; Immune fire; Resist electricity 20
OFFENSE
Speed 30 ft.
Melee "godsword" greatsword +30/+30/+25/+20/+15 (2d6+38/17-20)
Special Attacks explosive hand
STATISTIC
Str 30, Dex 20, Con 28, Int 3, Wis 14, Cha 20
Base Atk +20; CMB +30; CMD 45
Feats cleave, dodge, great cleave, great vital strike, improved critical (greatsword), improved grapple, improved initiative, improved unarmed strike, improved vital strike, lungeM, power attack, toughness, vital strike, weapon focus (greatsword)
Skills Perception +32
Languages Celestial, Common
SQ always a chance, godsword
Special Abilities
Godsword (Su): Any sword that Gwyn holds becomes +5 flaming burst speed while in his hands.
Explosive Hand (Su): If Gwyn grapples a creature (requiring an unarmed strike), that victim suffers 24d6 Fire damage in addition to normal grapple damage.
Mythic Rank 0: Gwyn, Lord of Cinders, was an MR 10 creature in life. However, what remains of a Lord of Cinder is little more than a burnt out husk. As such, Gwyn retains MR 0, which causes him to count as a mythic creature for the purposes of feats and abilities that specifically target (or fail to target) mythic creatures while retaining almost none of the other benefits. He only gets half of the proper Mythic DR for his HD, and he can only use the base ability of his one remaining mythic feat. Gwyn has no Mythic Power or Mythic Surge. Gwyn loses his champion's strikes and all of his path abilities except one - "always a chance", which eliminates automatic misses on a roll of natural 1 to hit (ie, if he rolls a nat 1 on his first attack, and 31 to hit would hit his target's AC, then he hits as normal rather than auto-failing).


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Crap. Fix Gwyn's Con to -- and Charisma to 28. I kept forgetting that he was undead.


Anyway, since I'd prefer to do some more low-to-mid CR monsters rather than high level NPCs next, I've moved on to Dark Souls 3 for a few highlight monsters.

While I work on Outrider Knights, I will pose this question to all of you: what creature type is Pus of Man?

Ooze?

Aberration?

Something else?

I'm currently leaning towards a large Ooze with a vaguely proto-shoggoth bent.

Sovereign Court

It's technically something else...lorewise but we aren't to spend too much time on that part:

I would go with an Ooze, just because it would give about the same immunities as undead.


Eltacolibre wrote:

It's technically something else...lorewise but we aren't to spend too much time on that part:

I would go with an Ooze, just because it would give about the same immunities as undead.

My DS3 Lore isn't as good as my DS1 Lore, but I was under the impression that the Pus of Man was basically wild humanity (similar to the Humanity Phantoms and Bloatheads). That was one of the reasons I went with ooze or aberration as my top two - because that's how I stated the Humanity Phantoms and Bloatheads respectively.

Sovereign Court

Somewhat related to that, the age of Gods, when the pact between humans and gods were respected was known as the dragonless era.

Some people essentially believes that Pus of Man is the last stage before the birth of a dragon and related to the Dark Sigil(Accumulation of curse, seems to always be on the shoulder).

So guess it would be something between undead and dragon if that makes any kind of sense.


Eltacolibre wrote:

Somewhat related to that, the age of Gods, when the pact between humans and gods were respected was known as the dragonless era.

Some people essentially believes that Pus of Man is the last stage before the birth of a dragon and related to the Dark Sigil(Accumulation of curse, seems to always be on the shoulder).

Interesting. Okay, I can work with that.

A semi-related question: Outrider Knights. I was planning to stat them as undead, but then two things occurred to me.

1) They appear to be abyss-corrupted, which I often stat as aberration instead of undead (such as bloatheads).

2) They don't respawn. While that obviously has more to do with them being mini-bosses (or actual bosses) than anything else, it could also imply that they aren't actually undead.

Thoughts?

Silver Crusade

Hmmm, I'd make them monstrous humanoids or aberrations or even humanoids with a template.

Since

Spoiler:
The Pontiff Hounds (the croci-dogs you fight in Irithyll) is what could have become of them if they hadn't been wearing the armor.

Sovereign Court

Monstrous Humanoid (If just monster HD) or Elemental-infused Human (if you want to go with class levels).


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Eltacolibre wrote:
Monstrous Humanoid (If just monster HD) or Elemental-infused Human (if you want to go with class levels).

Trying to avoid class levels. My earlier builds relied on that and they took a lot longer to make. Plus, with one exception, the Outriders appear to have lost all semblance of their former selves, so class levels don't make much sense.

Also, I decided to go with aberrations because aberrations and undead have the same HD and saves and I didn't want to have to recalculate everything (since I was 85% done with them when I had my "they aren't undead" realization). Plus wiki page for the Dancer specifically mentions "caustic dark ooze that drips from her body" and compares her to abyss-tainted Artorias. And if I was going to build him post-abyss tainting, it would be as an aberration.

Speaking of which...

Large Hollow Soldier CR 5
NE large undead
Init -1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 18, touch 8, flat-footed 18 (-1 dex, +10 natural, -1 size)
hp 59 (7d8+28)
Fort +5, Ref +1, Will +5;
OFFENSE
Speed 30 ft.
Melee large greataxe +9 (3d6+13/x3)
STATISTIC
Str 20, Dex 8, Con --, Int 3, Wis 10, Cha 16
Base Atk +5; CMB +11; CMD 20
Feats cleave, furious focus, great cleave, power attack, toughnessB
Skills Perception +10
Languages Common

Pus of Man CR 6
CE large ooze
Init +2; Senses blindsight 60 ft.; Perception +13
DEFENSE
AC 18, touch 12, flat-footed 15 (+2 dex, +1 dodge, +6 natural, -1 size)
hp 75 (10d8+30)
Fort +3, Ref +3, Will +3;
Immune critical hits, precision damage, sneak attacks
OFFENSE
Speed 20 ft.
Melee bite +11 (2d6+6), claws +10/+10 (1d8+4)
Special Attacks breath weapon (30 ft cone, DC 18, 7d6 acid), control host
STATISTIC
Str 18, Dex 14, Con 16, Int 9, Wis 17, Cha 16
Base Atk +7; CMB +12; CMD 24
Feats cleave, dodge, great cleave, power attack, weapon focus (bite)
Skills Perception +13
Languages Abyssal, Common, Draconic (cannot speak)
SQ emerge, proto-dragon
Special Abilities
Control Host (Su): The Pus of Man can occupy a living or undead creature. While it does so, the possessed creature behaves normally, although the Pus of Man can choose to control the creature as if it were dominated. However, the Pus of Man cannot use any of its other abilities while controlling a host. To do battle itself, it must Emerge (see below).
Emerge (Ex): When the host creature is slain or when the Pus of Man decides to take direct action, it can emerge from its host, exploding up out of the host's body from the shoulder and taking the form of a proto-dragon (see below). If the host is not already dead, emerging immediately kills the host.
Proto-Dragon (Su): After emerging from its host, a Pus of Man takes the form of a dragon made of Ooze sticking out of the corpse of its former host. It retains control over the host's legs - one of the few parts of the host that still work, but otherwise behaves entirely as a large sized dragon for the purposes of attacks and breath weapon.

Winged Knight CR 7
NE huge undead
Init +1; Senses darkvision 60 ft. Perception +14
DEFENSE
AC 20, touch 9, flat-footed 19 (+9 armor, +1 dex, +2 natural , -2 size)
hp 85 (10d8+40)
Fort +8, Ref +4, Will +10;
DR 10/magic; Resist acid 10, electricity 10, fire 10
Vulnerable cold, negative energy
OFFENSE
Speed 30 ft.
Melee huge halberd +12/+7 (3d8+10)
Special Attacks pillars of light (DC 18)
STATISTIC
Str 24, Dex 13, Con --, Int 9, Wis 17, Cha 16
Base Atk +7; CMB +15; CMD 26
Feats cleave, great cleave, great fort, power attack, toughness
Skills Climb +20, Intimidate +16, Perception +14
Languages Common
Special Abilities
Pillars of Light (Su): As a full round action, a Winged Knight can summon divine pillars of light. This ability calls down blasts of divine energy randomly around the winged knight. A character caught within 20 ft. of the winged knight may avoid the pillars with a DC 18 reflex save. If a character fails to avoid the light, they take 8d6 divine damage and are blinded for 1 round. A DC 18 Fort save negates the blindness, but does not reduce the damage.

Boreal Outrider Knight CR 8
CE large aberration
Init +5; Senses darkvision 60 ft.; Perception
Aura cold (DC 16)
DEFENSE
AC 21, touch 10, flat-footed 20 (+10 armor, +1 dex, +1 helm, -1 size)
hp 102 (12d8+48)
Fort +7, Ref +9, Will +8;
Resist cold 30
OFFENSE
Speed 30 ft.
Melee +1 icy burst long sword +15/+10 (2d6+7 plus 1d6 cold)
Special Attacks pounce
STATISTIC
Str 22, Dex 20, Con 16, Int 7, Wis 10, Cha 15
Base Atk +9; CMB +16; CMD 31
Feats armor focus, cleave, great cleave, power attack, toughness, vital strike
Skills Acrobatics +11, Knowledge (religion) +9, Perception +13
Languages Common
Gear mwk fullplate, mwk helm, mwk large longsword
Special Abilities
Cold Aura (Su): Any creature that ends it s turn within 10 ft. of an outrider knight takes 1d6 cold damage and must make a Fort save DC 16 or be slowed for 1 round.
Cold Touch (Su): Any sword held by an outrider knight functions as a +1 icy burst sword. The effect ends immediately if the blade leaves the outrider knight's hand.

Dancer of the Boreal Valley CR 14
CE huge aberration
Init +5; Senses darkvision 60 ft.; Perception +23
Aura abyss 10 ft.
DEFENSE
AC 30, touch 16, flat-footed 24 (+6 armor, +2 deflection, +5 dex, +1 dodge, +8 natural, -2 size)
hp 210 (20d8+120)
Fort +11, Ref +11, Will +12;
DR 5/adamantium; Resist cold 30, fire 30
OFFENSE
Speed 50 ft.
Melee +1 flaming scimitar +21/+16/+11 (2d6+9 plus 1d6 fire/15-20), +1 frost scimitar +21/+16/+11 (2d6+9 plus 1d6 cold/15-20); +4 to confirm criticals
Special Attacks bardic performance (32 rounds/day; inspire courage +3)
STATISTIC
Str 20, Dex 21, Con 20, Int 10, Wis 10, Cha 22
Base Atk +15; CMB +22; CMD 37
Feats critical focus, dodge, double slice, greater two weapon fighting, improved critical (scimitar), improved two weapon fighting, skill focus (perform [dance]), toughness, two weapon fighting, weapon focus (scimitar)
Skills Acrobatics +28, Perception +23, Perform (dance) +32, Perform (sexual) +26
Languages Celestial, Common
SQ battle bard
Gear dancer's armor (mwk mithral breastplate), dancer's crown (+2 deflection, resist fire 10, cold 10), +1 flaming scimitar, +1 frost scimitar
Special Abilities
Abyss Aura (Su): Any creature that ends its turn within 10 ft. of the Dancer takes 1d6 acid damage and 1d6 negative energy damage due to the caustic liquid constantly dripping from the dancer's body.
Battle Bard (Su): The Dancer functions as 12th level bard with the Dervish Dancer archetype. As such, she can inspire courage +3, but the effect only applies to the dancer herself. The Dancer can begin a performance as a swift action, and her attacks above reflect her using inspire courage during combat.

Vordt of the Boreal Valley CR 9
An Outrider Knight with the Giant Template and a Heavy Mace instead of a Longsword.

Silver Crusade

Cool!

Hmmm, why did you decide to make he Winged Knights Undead, more specifically the ones with access to miracles and who can actually fly?


Pontiff Knights are hell on wheels with their multiple guard breaking attacks.

Silver Crusade

Yeeee.... arrows are your friend there.

Arrows are always your friend.


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Rysky wrote:

Cool!

Hmmm, why did you decide to make he Winged Knights Undead, more specifically the ones with access to miracles and who can actually fly?

Well, I didn't make the more advanced version. The one I made was the one wandering around in the Undead Settlement.

As to why undead - because I had no reason to assume it was otherwise. When I see a dude in armor in Dark Souls who does not speak, I tend to assume "hollow" unless given evidence otherwise.

That is, of course, why I started making the Outrider Knights undead, then started working on the Dancer, realized she wasn't undead, and had to go back and fix the basic Outriders.

The Dancer's Lore made me question whether she or the other Outriders were undead. The Winged Knights lore, meanwhile, doesn't suggest much of anything except that they may be some sort of experiment created in the Grand Archives that escaped. There was nothing to suggest creature type, so I went with default (undead).

However, I will be the first to admit that I am much better versed in DS1 lore (which I have played) to DS3 lore (which I have not played yet).

Honestly, the only reason I statted the Winged Knight at all is because I have a miniature of it that I want to use. If not for that, I'd likely just have skipped it for now.


MannyGoblin wrote:
Pontiff Knights are hell on wheels with their multiple guard breaking attacks.

Since Pontiff Sulyvahn is going to feature in my game this fall/winter, Pontiff Knights have made the short-list of remaining DS3 monsters I'm going to make.

However, my employer needs me to do some extra work this week, so I may not have them up as quickly as I have the last few.

Silver Crusade

Ah, gotcha :3


MannyGoblin wrote:
Pontiff Knights are hell on wheels with their multiple guard breaking attacks.

Speaking of Pontiff Knights, would you say that they are Medium or Large size?

I wanted to make them Medium to match the other Knight style enemies (Black/Silver Knights are medium for example), but one look at a Fire Witch and I was like "yeah, Fire Witches are large" so I was wondering if I should go back and size-up Pontiff Knights to match.

Thoughts?


Hmmm I am guessing medium


MannyGoblin wrote:
Hmmm I am guessing medium

Okay, good.

They're very tall, but also very skinny. I don't really get the impression that their weapons or stuff are larger than normal.

Am I over-reacting to the Fire Witch size then? Should they be medium also, since they to are tall and skinny? Cause they're REALLY tall.

Silver Crusade

Hmmm from what I remember Fire Witches are probably a Large on the small side.


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We can call this section "the minions, hanger-ons, and servants of Pontiff Sulyvahn.

--

Peasant Hollow CR 3
NE medium undead
Init +1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee sickle +5/+5 (1d6+2)
or hammer +5 (1d10+3/x3)
Ranged firebomb +4 ranged touch (2d4 fire)
STATISTIC
Str 14, Dex 13, Con -, Int -, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 16
SQ rapid assault
Gear sickle, hammer, or four firebombs
Special Abilities
Rapid Assault (Ex): When attacking with a sickle, as a full round action, a peasant hollow can attack twice at its highest attack, as if affected by a haste spell. After making a rapid assault, a peasant hollow takes a -2 penalty to AC for 1 round.

Cathedral Evangelist CR 7
LE large undead
Init +0; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 20, touch 9, flat-footed 20 (+3 armor, +0 dex, +8 natural, -1 size)
hp 85 (10d8+40)
Fort +6, Ref +3, Will +10;
DR 5/slashing; Resist 10 fire
OFFENSE
Speed 30 ft.
Melee morning star +12/+7 (2d6+6)
or unarmed +12/+7 (1d4+6 plus grab)
Special Attacks channel negative energy (DC18, 4d6), immolation
Spell-Like Abilities (CL 7)
at will - interrogation, summon swarm
3/day - blistering invective (DC 15), castigate (DC 15), flames of the faithful
STATISTIC
Str 22, Dex 11, Con -, Int 9, Wis 17, Cha 16
Base Atk +7; CMB +14 (+16 for grapple); CMD 24
Feats cleave, improved grapple, improved unarmed strike, power attack, toughness
Skills Intimidate +16, Knowledge (religion) +12, Perception +16
Languages Common
Gear evangelist robe (functions as hide shirt), large morning star, prayer book
Special Abilities
Immolation (Su): By calling on the power taught to them by Pontiff Sulyvahn, Cathedral Evangelists are able to set themselves on fire. This fire deals 6d6 fire damage per round to both the Evangelist and any creature she grapples.

Thrall (aka Hollow Slaves) CR 5
LE small undead
Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 dex, +1 helm, +2 natural, +1 size)
hp 45 (7d8+14)
Fort +3, Ref +5, Will +6
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee heavy pick +9 (1d4+2/x4)
or battleaxe +9 (1d6+3/x3)
Special Attacks sneak attack (+3d6 +3 bleed)
STATISTIC
Str 14, Dex 17, Con -, Int 8, Wis 13, Cha 12
Base Atk +5; CMB +6; CMD 19
Feats improved initiative, toughness, weapon focus (battleaxe, heavy pick)
Skills Intimidate +9, Knowledge (religion) +7, Perception +9, Stealth +12
Languages Common
Gear small battle axe or small heavy pick, leather hood helm

Infested Corpse CR 5
NE medium undead
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 dex, +5 natural)
hp 45 (7d8+14)
Fort +4, Ref +4, Will +5
Immune positive energy
Vulnerable fire
OFFENSE
Speed 30 ft.
Melee swarming slam +8 (1d6+4 plus swarm plus blood drain)
Special Attacks blood drain (DC 14, 1d3 con), swarm (2d6)
STATISTIC
Str 16, Dex 14, Con -, Int -, Wis 10, Cha 14
Base Atk +5; CMB +8; CMD 20
SQ staggered
Special Abilities
Blood Drain (Ex): A creature that takes damage from an Infested Corpse's swarm damage must make a DC 14 Fort save of be infested with maggots. The host must make a DC 14 each minute or take 1d2 con damage. A single successful save ends the effect. A creature that does not save and who is slain by this con damage rises as an Infested Corpse.
Swarm (Ex): An Infested Corpse is animated not by the power of the darksign but by an infestation of maggots that attack other undead creatures hoping for fresh food. Whenever the Infested Corpse hits with a slam attack, the target is subjected to a swarm of maggots, dealing 2d6 damage and blood drain (see above).

Corpse Grub CR 7
Rot Grub Swarm

Writhing Rotten Flesh CR 6
See Ooze (in Depths)

Starved Hound CR 5
See Undead Attack Dog (in Depths). Add advanced template.

Devout of the Deep CR 7
NE medium undead
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 19, touch , flat-footed (+4 armor, +3 dex, +2 natural)
hp 75 (10d8+30)
Fort +5, Ref +7, Will +8;
Vulnerable fire
OFFENSE
Speed 30 ft.
Melee longsword +12/+7 (1d8+5/19-20)
or spear +12/+7 (1d8+7/x3)
Ranged light crossbow +10/+10/+5 (1d8/19-20)
or fire bomb +11/+6 touch (2d4 fire)
STATISTIC
Str 20, Dex 18, Con -, Int 10, Wis 13, Cha 14
Base Atk +7; CMB +12; CMD 26
Feats point blank shot, rapid reload, rapid shot, toughness, weapon focus (light crossbow)
Skills Bluff +12, Knowledge (religion) +13, Perception +14, Stealth +15
Languages Common
Gear armored coat

Variant: Grave Warden. CR 8
Apply advanced template, remove all current weapons, replace all feats (except toughness) with doubleslice, improved two weapon fighting, two weapon fighting, weapon focus (short sword). Equip with two mwk short swords.

Variant: Devout Bomber. CR 7
Gains the Immolation ability from Cathedral Evangelist above. Remove all weapons except longsword. Replace all feats (except toughness) with improved grapple, improved unarmed strike, power attack, and weapon focus (longsword). Add special attack Death Throes (Ref 17 vs 8d6 fire on death).
Tactics: A Devout Bomber uses Immolation immediately upon seeing a foe and attempts to grapple, only resorting to their longsword if they cannot grapple a foe.

Large Devout of the Deep CR 6
Large Hollow Soldiers plus Advanced Template
Alternatively, add additional HD until they reach CR 8 or so.

Man Grub CR 4
Advanced Grothlut Fleshwarped

Cathedral Knight CR 9
LE medium undead
Init -1; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 24, touch 9, flat-footed 24 (+9 armor, -1 dex, +2 natural, +4 shield)
hp 119 (14d8+56)
Fort +4, Ref +4, Will +9;
DR 5/adamantium; Resist fire 20
Vulnerable electricity
OFFENSE
Speed 20 ft.
Melee greatsword +17/+12 (2d6+9/19-20)
w/power attack +14/+9 (2d6+18/19-20)
or heavy mace +16/+11 (1d8+6)
w/power attack +13/+8 (1d8+12)
Ranged heavy crossbow +9 (1d10/19-20)
Special Attacks lay on hands (8/day; swift action, self only, restore 5d6 HP)
STATISTIC
Str 22, Dex 9, Con -, Int 9, Wis 15, Cha 16
Base Atk +10; CMB +16; CMD 25
Feats cleave, great cleave, improved shield bash, power attack, toughness, weapon focus (greatsword), weapon specialization (greatsword)
Skills Climb +1, Intimidate +13, Knowledge (religion) +9, Perception +12, Sense Motive +12
Languages Common
SQ holy warrior
Gear fullplate, tower shield, greatsword, heavy crossbow, heavy mace
Special Abilities
Holy Warrior (Su); A Cathedral Knight gains lay-on-hands as a 10th level paladin and may take feats as if it had fighter levels equal to half its HD.

Deacon CR 8
CE medium undead (pyromancer)
Init +3; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 armor, +3 dex, +4 natural)
hp 95 (10d8+50)
Fort +7, Ref +6, Will +11; +4 vs channel
DR 5/slashing; Resist cold 20
OFFENSE
Speed 30 ft.
Melee deacon's chime +13/+8 (1d8+6)
Ranged extended burning fire blast +11 ranged touch (5d6+3 fire)
or extended burning blue flame blast +11 ranged touch (10d6+3 fire) * (requires gather power or mental prowess)
Special Attacks channel negative energy (9/day, DC 18, 5d6), infusions (burning, extended range, fan flames[DC 18])
Spell-Like Abilities (CL 9)
3/day - shield other, stumble gap (DC 15)
1/day - bestow curse (DC 17), inflict serious wounds (DC 17)
STATISTIC
Str 22, Dex 16, Con -, Int 15, Wis 19, Cha 18
Base Atk +7; CMB +13; CMD 26
Feats channel smite, extra channel, skill focus (knowledge [religion]), toughness, weapon focus (ranged touch)
Skills Intimidate +17, Knowledge (arcana) +15, Knowledge (religion) +18, Perception +17, Sense Motive +17, Spellcraft +15
Languages Common
SQ gather power, infusion specialization (2), mental prowess (reduce by 1, 1/day), mind over matter, overwhelming power +3

Archdeacon Royce CR 11
CE medium undead (pyromancer)
Init +3; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+7 armor, +3 dex, +4 natural)
hp 133 (14d8+70)
Fort +8, Ref +7, Will +15; +4 vs channel
DR 5/slashing; Resist cold 20
OFFENSE
Speed 30 ft.
Melee archdecon's chime +16/+11 (1d8+5)
Ranged extended burning fire blast +14 ranged touch (7d6+4 fire)
or extended burning blue flame blast +14 ranged touch (14d6+4 fire) * (requires gather power or mental prowess)
Special Attacks channel negative energy (9/day, DC 21, 9d6), deep soul, infusions (burning, extended range, fan flames[DC 21])
STATISTIC
Str 20, Dex 16, Con -, Int 15, Wis 19, Cha 18
Base Atk +10; CMB +15; CMD 28
Feats channel smite, extra channel, iron will, skill focus (knowledge [religion]), spell penetration, toughness, weapon focus (ranged touch)
Skills Intimidate +21, Knowledge (arcana) +19, Knowledge (religion) +25, Perception +21, Sense Motive +21, Spellcraft +19
Languages Common
SQ gather power, infusion specialization (3), mental prowess (reduce by 1, 2/day), mind over matter, overwhelming power +4, soul purchases (+4 armor, phylactery of negative channeling)
Special Abilities
Deep Soul (Su): Archdeacon Royce can modify his negative energy channeling, and that of those around him, into a powerful single target attack that tracks its target and can pass through solid objects. As a full-round action which costs of 2 uses of channel negative energy, Archdeacon Royce can create a dark orb above his head. Any nearby deacons can also spend 2 uses of channel negative energy to add their own power to the orb. The following round, at the beginning of Archdeacon Royce's turn, the orb tracks its target. This tracking does not require line of sight, but the target must be within 120 ft of Archdeacon Royce. The target is permitted a reflex save to dodge the attack at the last moment (DC 21 negates), but the target takes a -2 penalty to that save if they cannot see the orb (such as if they have hidden behind a wall). The orb deals Archdeacon Royce's channel negative energy damage plus the damage of each deacon that adds to it, up to a maximum of 26d6. Furthermore, a creature slain by this attack suffers a Bestow Curse spell (Will 21 negates) upon respawning at the bonfire.

Pontiff Knight CR 10
LE medium undead
Init +4; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 23, touch 15, flat-footed 18 (+6 armor, +4 dex, +1 dodge, +2 natural)
hp 142 (15d8+75)
Fort +10, Ref +9, Will +11;
OFFENSE
Speed 30 ft.
Melee mwk curve blade +18/+13/+8 (1d10+9/18-20)
mwk scythe +18/+13/+8 (2d4+9/x4)
Special Attacks alchemical acid breath (3/day, 60 ft line; Ref 18, 10d6 acid)
STATISTIC
Str 22, Dex 19, Con -, Int 13, Wis 15, Cha 20
Base Atk +11; CMB +17; CMD 31
Feats cleave, combat expertise, dodge, great cleave, mobility, power attack, spring attack, whirlwind attack
Skills Climb +24, Intimidate +23, Knowledge (religion) +19, Perception +20, Stealth +22
Languages Common
Gear pontiff knight armor (mithrial breastplate), pontiff knight crown, scythe or elven curve blade

Variant: Shield User. Replace Scythe or Curve blade with Scimitar, adjusting feats to match. Add mwk Heavy Shield, increasing AC by +2.

Fire Witch (aka Burning Stake Witch) CR 12
CE large undead
Init +5; Senses darkvision 60 ft.; Perception
DEFENSE
AC 26, touch 15, flat-footed 20 (+6 armor, +5 dex, +1 dodge, +1 helm, +4 natural, -1 size)
hp 147 (14d8+84)
Fort +9, Ref +9, Will +11
OFFENSE
Speed 30 ft.
Melee trident +20/+15 (2d6+15)
Ranged extended burning fire blast +15 ranged touch (7d6+4 fire)
or extended burning blue flame blast +15 ranged touch (14d6+4 fire) * (requires gather power or mental prowess)
Special Attacks infusions (burning, eruption [DC 22], extended range, fan flames [DC 22], snake)
STATISTIC
Str 30, Dex 20, Con -, Int 11, Wis 15, Cha 21
Base Atk +10; CMB +21; CMD 36
Feats cleave, dodge, great cleave, power attack, toughness, weapon focus (ranged touch, trident)
Skills Intimidate +22, Knowledge (religion) +17, Perception +19, Stealth +18
Languages Common
SQ gather power, infusion specialization (3), mental prowess (reduce by 1, 2/day), mind over matter, overwhelming power +4
Gear fire witch armor (mithral breastplate), mwk helm, large trident

Pontiff Sulyvahn CR 14
CE Large undead
Init +4; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 29, touch 14, flat-footed 24 (+5 armor, +4 dex, +1 dodge, +10 natural, -1 size)
hp 210 (20d8+120)
Fort +16, Ref +14, Will +20; +4 channel positive
Immune acid, bleed, cold, poison; SR 18
OFFENSE
Speed 40 ft.
Melee profaned greatsword +23/+18/+13 (2d6+11 plus 1d6 fire/17-20), greatsword of judgement +23/+18/+13 (2d6+11 plus 1d6 cold/17-20)
Ranged cold scorching ray +18/+18/+18 touch (4d6 cold)
Spell-Like Abilities (CL 15, CL 17 vs SR)
at will - cold scorching ray
3/day - cone of cold (DC 21), freezing sphere (DC 22)
STATISTIC
Str 30, Dex 19, Con -, Int 21, Wis 19, Cha 22
Base Atk +15; CMB +26; CMD 40
Feats combat expertise, dodge, doubleslice, greater two-weapon fighting, improved critical (greatswords), improved two weapon fighting, mobility, spring attack, two weapon fighting, whirlwind attack
Skills Bluff +26, Diplomacy +26, Intimidate +29, Knowledge (arcana) +28, Knowledge (nobility) +25, Knowledge (religion) +28, Perception +27, Sense Motive +27, Spellcraft +28
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ massive blade grip
Gear robes of the archmagi, profaned ultra greatsword (+1 flaming burst), greatsword of judgement (+1 frost burst),
Special Abilities
Massive Blade Grip (Ex): Pontiff Sulyvahn treats medium greatswords as if they are light weapons designed for his size.


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Oh - here's some guys I made a while ago, but planned to post after I did more NPC type entries. Since I've jumped over to DS 3 instead, I figured I'd just stick them up anyway.

Also, in case anyone's wondering, this represents my current idea for creating NPCs with the Undead Curse. They remain "humanoid" type but gain "undead" as a subtype. They also gain 2 undead HD in addition to the HD they gain as humanoids with class levels (I may take that out, since it is rather cumbersome and I have streamlined my approach more since this, but these guys can be grandfathered in since I don't want to have to recalculate everything).

For the purposes of spells, effects, positive energy, etc, they count as humanoids not undead - unless the go hollow, in which cast their type changes fully to undead and they no longer count as humanoid for the above.

Thus Cure Light heals these guys, but harms Hollows. Detect Undead, Searing Light, and Control Undead treat creatures that are humanoid (undead) as any other humanoid.

However, for the purposes of aging, eating, sleeping, drinking, breathing, etc, humanoid (undead) creatures count as undead. Plus the whole "respawn at bonfires" thing.

So yeah, that's my solution - a humanoid type that has "one foot in the grave" so to speak.

---

Pharis, Forest Hunter Archer CR 10
LE female medium humanoid (undead)
Init +5 (+7 in forest or urban); Senses Perception +16
DEFENSE
AC 25, touch 16, flat-footed 20 (+5 armor, +1 def, +5 dex, +2 natural, +2 shield)
hp 104 (10d10+2d8+36)
Fort +9, Ref +12, Will +7; evasion
OFFENSE
Speed 30 ft.
Melee mwk scimitar +18/+13/+8 (1d6+5/18-20)
Ranged +1 comp longbow +16/+16/+11/+6 (1d8+4/x3)
vs humanoid (undead) +w/deadly aim +19/+19/+14/+9 (1d8+16/x3)
Special Attacks favored enemy (humanoid [undead] +6, animals +2, undead +2)
Ranger Spells Prepared (CL 7th, concentration +8)
2nd - barkskin
1st - longstrider, pass without trace, resist energy
STATISTIC
Str 16, Dex 21, Con 14, Int 8, Wis 12, Cha 10
Base Atk +11; CMB +14; CMD 29
Feats deadly aim, enduranceB, improved precise shotB, point blank shot, precise shotB, rapid shotB, slashing grace (scimitar), toughnessB, weapon finesse, weapon focus (longbow, scimitar)
Skills Handle Animal +14, Knowledge (geography) +14, Knowledge (nature) +14, Perception +16, Stealth +19, Survival +15
Languages Common
SQ dark sign, favored terrain (forest, urban), hunter's bond (Forest Hunters), Soul Purchases (+2 Dex, +2 armor, +1 bow, +1 helm, +1 shield), swift tracker, wooland stride
Gear mwk studded leather, mwk buckler, mwk comp longbow (+3), mwk scimitar, potion of invisibility x3, twin humanities, jaunty hat

Forest Hunter Bandit CR 9
LE medium humanoid (undead)
Init +2; Senses Perception +7
DEFENSE
AC 24, touch 12, flat-footed 22 (+5 armor, +2 dex, +1 helm, +2 natural, +4 shield)
hp 88 (10d10+2d8+24)
Fort +8, Ref +7, Will +6
OFFENSE
Speed 30 ft.
Melee +1 battle axe +17/+12/+7 (1d8+5/x3)
w/ power attack +14/+9/+4 (1d8+11/x3)
STATISTIC
Str 18, Dex 14, Con 12, Int 9, Wis 10, Cha 8
Base Atk +11; CMB +15; CMD 27
Feats alertness, cleave, improved shield bash, lightning reflexes, power attack, toughnessB, weapon focus (battle axe)
Skills Handle Animal +13, Perception +7, Stealth +7
Languages Common
SQ dark sign, soul purchases (+1 weapon, +2 armor, +2 shield, +2 str)
Gear mwk studded leather, mwk heavy shield, leather helm, mwk battle axe

Forest Hunter Cleric CR 10
LE medium humanoid (undead)
Init +1; Senses Perception +13
DEFENSE
AC 22, touch 10, flat-footed 22 (+6 armor, +2 natural, +4 shield) (26 with shield of faith)
hp 81 (12d8+24)
Fort +9, Ref +5, Will +16
OFFENSE
Speed 20 ft.
Melee mwk heavy mace +13/+8 (1d8+3)
w/div power+16/+16/+11 (1d8+6)
Special Attacks channel positive energy (7/day; DC 17, 5d6)
Cleric Spells Prepared (CL 10th, concentration +14)
5th - break enchantment, flame strike (DC 20), spell resistance
4th - command plants, cure critical wounds, divine power, order's wrath (DC 19)
3rd - cure serious wounds, invisibility purge, protection from energy, searing light
2nd - barkskin, cure moderate wounds, lesser restoration, resist energy, sound burst (DC 16)
1st - bless, cure light wounds, divine favor, sanctuary (DC 15), shield of faith
0 (at will) - detect magic, light, mending, resistance
STATISTIC
Str 16, Dex 10, Con 10, Int 12, Wis 19, Cha 14
Base Atk +8; CMB +11; CMD 22
Feats alertness, extra channel, improved shield bash, selective channel, spell focus (evocation), toughnessB, weapon focus (heavy mace)
Skills Heal +19, Knowledge (religion) +10, Perception +13, Sense Motive +23, Spellcraft +10
Languages Common
SQ dark sign, domains (plant, protection), soul purchases (+2 wis, +2 armor, +2 shield, +2 resistance)
Gear mwk hide armor, mwk heavy shield, mwk heavy mace

Forest Hunter Knight CR 10
LE medium humanoid (undead)
Init +1; Senses Perception +12
DEFENSE
AC 27, touch 11, flat-footed 26 (+10 armor, +1 dex, +1 helm, +2 natural, +3 shield)
hp 116 (10d10+2d8+48)
Fort +10, Ref +5, Will +8
OFFENSE
Speed 20 ft.
Melee +2 bastard sword +20/+15/+10 (1d10+10/17-20 [+6 to confirm])
Special Attacks challenge (4/day; +3 hit if threatening; +10 damage),
STATISTIC
Str 22, Dex 12, Con 14, Int 8, Wis 13, Cha 12
Base Atk +11; CMB +17; CMD 28
Feats critical focus, exotic weapon proficiency (bastard sword), improved critical (bastard sword), improved shield bash, toughnessB, weapon focus (bastard sword), weapon specialization (bastard sword)B
Skills Climb +14, Handle Animal +14, Perception +12, Survival +12
Languages Common
SQ banner, dark sign, greater resolve, order (aid allies, strategy), resolve 5/day, soul purchases (+2 wpn, +2 strength, +1 armor, +1 shield, +1 resistance)
Gear mwk fullplate, mwk heavy shield, mwk bastard sword

Forest Hunter "Sorcerer" CR 10
LE medium humanoid (undead)
Init +3; Senses Perception +11
DEFENSE
AC 21, touch 14, flat-footed 17 (+3 armor, +3 dex, +1 dodge, +2 natural, +2 shield) (23 with shield cast)
hp 82 (10d6+2d8+36)
Fort +5, Ref +9, Will +12
OFFENSE
Speed 30 ft.
Melee +1 short sword +8/+3 (1d6+4/19-20)* (includes magic weapon and arcane strike)
Ranged cold scorching ray ranged touch +9/+9 (4d6+5 cold)
Special Attacks elemental wall, force missiles 8/day, intense spells (+5 damage to evocation)
Wizard Spells Prepared (CL 10th, Concentration +15)
5th - cone of cold (2, DC 21), empowered lightning bolt (DC 19), telekinesis (DC 20)
4th - cold fireball (2 DC 19), ice storm (DC 20), stoneskin, wall of ice
3rd - cold scorching ray (2), haste, lightning bolt (2, DC 19)
2nd - blur, cold burning hands (DC 17), frigid touch, invisibility, shatter, sonic scream (DC 18)
1st - ear-piercing scream (DC 17), magic missile (2), magic weapon, shield, shocking grasp
0 (at will) - acid splash, light, mage hand, ray of frost
STATISTIC
Str 12, Dex 16, Con 12, Int 20, Wis 13, Cha 8
Base Atk +6; CMB +7; CMD 20
Feats arcane strike, combat casting, dodge, elemental spell (cold)B, empower spellB, lightning reflexes, scribe scrollB, spell focus (evocation), spell specialization (cone of cold), toughnessB
Skills Acrobatics +10, Climb +10, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (religion) +18, Perception +11, Spellcraft +20, Stealth +18, Survival +11
Languages Common
SQ dark sign , soul purchases (+3 armor, +2 int, +1 shield, +1 resistance)
Gear robe, mwk buckler, mwk short sword, mage catalyst (replaces material components as Eschew Materials feat)

Forest Hunter Thief CR 10
LE medium humanoid (undead)
Init +6; Senses Perception
DEFENSE
AC 24, touch 16, flat-footed 18 (+4 armor, +5 dex, +1 dodge, +2 natural, +2 shield)
hp 102 (10d8+2d8+48)
Fort +5, Ref +13, Will +7; improved evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 dagger +17/+12 (1d4+8/17-20)
Special Attacks rogue talents (bleeding attack, ki pool [3 pt], surprise attack, vanishing trick), sneak attack +5d6, +5 bleed
STATISTIC
Str 10, Dex 22, Con 14, Int 10, Wis 13, Cha 12
Base Atk +8; CMB +8; CMD 24
Feats dodge, extra ki, improved critical (dagger), slashing grace (dagger) toughnessB, weapon finesse, weapon focus (dagger)
Skills Acrobatics +19, Climb +13, Disable Device +21 (+26 vs traps), Escape Artist +19, Knowledge (dungeoneering) +15, Perception +16 (+21 vs traps), Stealth +21, Survival +11
Languages Common
SQ dark sign, soul purchases (+2 weapon, +2 dex, +1 armor, +1 shield), trapfinding
Gear mwk studded leather armor, mwk buckler, mwk dagger

Silver Crusade

I hated those bastards -_-

Good for farming though :3


Here's an open conceptual question for people.

What race are the people of Anor Londo?

Some of them appear to be at least part-human. While the Silver Knights in Anor Londo seem to be illusions, the Black Knights you fight elsewhere do appear to be undead.

Likewise, the Darkmoon Fire Keeper appears to be a former human as well.

Plus, there's the whole "everything in two sizes" thing that Anor Londo does - big stuff for the big people and small stuff for the small people.

Artorias and Ciaran both look human, but apparently neither identify as human. However, Artorias seems to have SOME trace of the dark soul in him since he was corrupted by the Abyss (which requires humanity).

Contrast with Dusk of Oolacile, who is an elf in concept art, and who is the only female (non-fire keeper/non-hollow) other than Ciaran that you can't drain humanity from (implying that neither of them is human). This also explains why Dusk is unaffected by the abyss (she has no humanity to drive wild).

Artorias, meanwhile, does. Not much (Elizabeth says he has not a trace of darkness, and Ciaran doesn't consider him human), but apparently some since he is transformed.

Anyway, so in Anor Londo, we have some medium humanoids that have no humanity (Ciaran), some medium humanoids who DO have humanity (Artorias, Silver Knights/Black Knights), some large humanoids who are either independently immortal or can become undead, and the gods.

One suggestion I've seen is that the "gods" are actually just the same giants we see elsewhere, but ascended to "Lordship" by Gwyn's First Flame fragment and the resulting bloodline therefrom.

Another suggestion I've seen (in this very thread) is that the residents of Anor Londo are celestials. In theory this could work - if Artorias was an Aasamar with human blood, thus tainting him with the Dark Soul.

I have also considered following the Dusk president and making the medium humanoids of Anor Londo into elves and half-elves.

I ask because I'm doing some concept work (race and class) for the Four Knights of Gwyn and Havel the Rock (all of whom I am building in their 'prime').

One idea was to make Artorias and Havel half-elves, Ciaran a full elf, Gough a huge giant, and Ornstein a large giant.

Another idea was to make Artorias and Havel aasamars, Ciaran a medium celestial, Ornstein a large celestial, and Gough a huge giant (since everyone seem to agree that Gough is a straight-up giant).

Sooo... thoughts?

Silver Crusade

"However, Artorias seems to have SOME trace of the dark soul in him since he was corrupted by the Abyss (which requires humanity)."

I don't think it's stated anywhere that you have to have humanity in order to be corrupted by the abyss, in 3 you fight a Dragon corrupted by the abyss even. Having a piece of the Dark Soul would make you more susceptible to the abyss though.

As for Artorias and the other knights I believe Aasimar would work, being lesser gods serving Gwyn and his family.

Regarding the Gods though that I think about, something Keith Baker said regarding the Dael'kyr from Eberron and why they looked like humans, "That's not what you should be asking, what you should be asking is why humans look like them."

Also going off the appearance of Gwyndolin, Priscilla, Yorshka, Fillianore, and the Painter and reading the description of the Gold and Silver Covestous Serpent Rings my headcanon is that the Gods, and not the Primordial Serpents, are the "Serpents" the rings speak of. It's possible they could even be offshoots.


If you are doing stuff from Dark Souls III, wouldn't Ornstein at least have to be an alter ego or a Tulpa?

Sovereign Court

Guess the four knights are technically lesser gods. I suppose in pathfinder term, you could even compare them to Nephilim. but corrupted of course.


Mavrickindigo wrote:
If you are doing stuff from Dark Souls III, wouldn't Ornstein at least have to be an alter ego or a Tulpa?

You mean Ornstein's empty armor that you fight in DS3? I think I would just make that a separate monster. Like one of those CR 2 Undead Armor creatures from B4 (I think? Maybe B3?). But much higher CR, obviously.

Anyway...

Okay, the consensus seems to be to go with the Aasamar build. Cool.

Eltacolibre wrote:
I suppose in pathfinder term, you could even compare them to Nephilim but corrupted of course.

**makes a face**

While the Paizo interpretation of the Nephilim is accurate to some legends, I really dislike it. Several other (arguably more important) legends rely on Nephilim being nearly indistinguishable from humans. Which is why the Book of Passion features a version more accurate to those legends.

... of course, I suppose I could use my version of Nephilim from the BoP... which is medium sized and basically an aasamar/tiefling crossbreed.


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Here's a few critters while I work on the Knights.

-

Ravenous Crystal Lizard CR 8
NE huge magical beast
Init +3; Senses darkvision 60ft. Perception +13
DEFENSE
AC 21, touch , flat-footed (+3 dex, +10 natural, -2 size)
hp 105 (10d10+50)
Fort +11, Ref +10, Will +3;
DR 5/adamantium; Immune acid, cold, poison; Resist fire 20
OFFENSE
Speed 40 ft.
Melee bite +14 (2d6+6), claws +14/+14 (1d8+6), +9 tail slap (2d6+3)
Special Attacks crystal breath (30 ft cone, Ref DC 19, 10d6), pounce, rolling attack
STATISTIC
Str 22, Dex 16, Con 18, Int 3, Wis 11, Cha 4
Base Atk +10; CMB +18; CMD 31
Feats cleave, great cleave, multiattack, power attack, toughness
Skills Perception +13
Special Abilities
Crystal Breath (Su): A ravenous crystal lizard can breathe a blast of cold crystals as a standard action. Creatures caught in the area take 10d6 damage, half cold and half piercing. The DC is con based.
Rolling Attack (Ex): As a full-round action, a ravenous crystal lizard can roll 80 ft., attacking all creatures in its path. During the roll, it may attack a total of six times, each at +14 for 1d8+3 damage. If only a single target it in its path, it can apply all six attacks to that target. If multiple creatures are in its path, it can divide up the six attacks as it likes.

-

Corvian CR 6
NE medium undead
Init +3; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 dex, +1 dodge, +4 natural)
hp 68 (8d8+32)
Fort +5, Ref +7, Will +7; +4 vs poison
DR 5/slashing; Resist acid 20;
Vulnerable fire
OFFENSE
Speed 20 ft.; fly 40 ft. (poor)
Melee scythe +11 (2d4+7)
STATISTIC
Str 20, Dex 17, Con -, Int 7, Wis 12, Cha 17
Base Atk +6; CMB +11; CMD 24
Feats alertness, dodge, lightning reflexes, toughness
Skills Fly +4, Perception +14
Languages Common

Variant: Corvian Storyteller CR 7
Apply Bard Creature template to standard Corvian.

Silver Crusade

No transformation sequence?


Rysky wrote:
No transformation sequence?

They can't/don't attack in wingless form, and they don't use their 'transformation' for ambushes or surprising people, really, so it's more of a descriptive flavor thing. It doesn't "do" anything to help them mechanically.

Silver Crusade

Zelgadas Greyward wrote:
Rysky wrote:
No transformation sequence?
They can't/don't attack in wingless form, and they don't use their 'transformation' for ambushes or surprising people, really, so it's more of a descriptive flavor thing. It doesn't "do" anything to help them mechanically.

Yeah, I does the opposite, which many a player are thankful for :3


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Here's two knights and Havel. I did them at "minimum" level - that is, the lowest level they could be and still do all the things they do. To create tougher versions, just level them up some more.

Oh, and note the Design Notes below Havel which explain where some of the feats come from.

Havel the Rock CR 11
11 Barbarian (invulnerable rager)
CN medium outsider (native, nephilim)
Init +0; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 30, touch 10, flat-footed 30 (+12 armor, +1 helm, +7 shield) (23 two handed)
hp 170 (11d12+99)
Fort +16, Ref +3, Will +4;
DR 5/-
OFFENSE
Speed 20 ft.
Melee large dragon bone +26/+21/+16 (2d8+15/x3) *one handed
large dragon bone +26/+21/+16 (2d8+20/x3) *two handed
or tower shield bash +24 (1d6+13)
Special Attacks greater rage (30/day; Guarded Stance, Increased DR, Knockback, Powerful Blow, Superstition)
STATISTIC
Str 30, Dex 10, Con 28, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +21; CMD 31
Feats Archon Defense, Archon Technique, Divine Heritage (oversized weapons), Exotic Weapon Proficiency (dragon tooth)B, Heavy Armor Proficiency, Improved Shield Bash, Tower Shield Proficiency
Skills Climb +16, Intimidate +14, Perception +15, Survival +15
Languages Celestial, Common
SQ fast movement, soul purchases (+6 Str, +6 Con, +5 weapon, +3 armor, +3 shield)
Gear mwk stoneplate, greatshield, large dragon tooth (counts as large dwarven waraxe, but deals blunt damage)

DESIGN NOTE: Divine Heritage is a feat I just made up. It is identical to "Fiendish Heritage" except that it applies to nephilim instead of tieflings. It replaces all nephilim racial traits aside from the ability bonuses, darkvision, and languages.

DESIGN NOTE 2: Archon Defense and Archon Technique are taken from "Path of Iron" as the only way I could find to allow Havel and Artorias to shield bash with tower shields.

Dragonslayer Ornstein CR 13
LG large outsider (native)
Init +5; Senses darkvision 60 ft.; Perception
DEFENSE
AC 34, touch 17, flat-footed 28 (+14 armor, +2 deflect, +5 dex, +1 dodge, +1 helm, +2 natural, -1 size)
hp 110 (13d8+52)
Fort +17, Ref +14, Will +13
OFFENSE
Speed 30 ft.
Melee spear +22/+17 (2d6+19/x3)
with spellstrike +20/+20/+15 (2d6+15/x3 plus spell on first attack)
Ranged electric scorching ray +13/+13/+13 (4d6 elect)
Special Attacks magus arcana (close range, critical strike, empowered magic, pool strike), spell combat, spellstrike
Magus Spells Prepared (CL 13th, concentration +16)
5th - empowered lightning bolt (DC 16)
4th - ball lightening (DC 17), dragon breath (DC 17), electric fireball (DC 16)
3rd - electric scorching ray (2), electric intense burning hands (DC 14), lightening bolt (DC 16)
2nd - defensive shock, electric burning hands (DC 14), intense shocking grasp (3)
1st - magic missile, shocking grasp (3), true strike
0 (at will) - daze, detect magic, flare, light, spark
STATISTIC
Str 28, Dex 20, Con 18, Int 17, Wis 10, Cha 14
Base Atk +9; CMB +19; CMD 34
Feats arcane strike, dodge, elemental spell, empower spell, extra arcane pool, improved initiative, intense spell, weapon focus (spear)B, weapon specialization (spear)B
Skills Acrobatics +10, Diplomacy +10, Intimidate +12, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +8, Ride +12, Sense Motive +8, Spellcraft +13
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ fighter training, heavy armor, improved spell recall, knowledge pool, soul purchases (+5 armor, +2 deflect, +4 Str, +4 Dex, +4 Con, +4 weapon, +5 resistance)
Gear mwk mithril fullplate, mwk large spear

Artorias CR 13
Ranger (skirmisher) 13
LG medium outsider (native, nephilim)
Init +1; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 31, touch , flat-footed (+12 armor, +1 dex, +1 helm, +7 shield)
hp 149 (13d10+78)
Fort +14, Ref +9, Will +4; evasion
OFFENSE
Speed 20 ft.
Melee greatsword of Artorias +23/+18/+13 (2d8+12), mwk tower shield +23 (1d6+10)
Special Attacks favored enemy (+4 dragons, +4 aberrations, +2 darkwraiths), hunter's tricks (bolster companion, hateful attack, sic 'em, upending strike, vengeance strike), quarry
STATISTIC
Str 24, Dex 12, Con 22, Int 8, Wis 10, Cha 15
Base Atk +13; CMB +20; CMD 31
Feats Archon Defense, Archon Technique, Boon Companion, Divine Heritage (oversized weapons), Exotic Weapon Proficiency (bastard sword), Improved Shield Bash, Shield MasterB, Shield SlamB, Tower Shield Proficiency, Two-Weapon FightingB
Skills Handle Animal +18, Intimidate +18, Knowledge (nobility) +12, Perception +16, Stealth +17
Languages Abyssal, Celestial, Common, Infernal
SQ camouflage, favored terrain (3), hunter's bond (Sif), Soul Purchases (+6 Strength, +6 Con, +3 armor, +3 shield, +5 weapon), swift tracker, woodland stride
Gear mwk mithral fullplate, mwk tower shield, greatsword of Artorias (mwk large bastard sword)

Sif CR --
LG large animal
Init +3; Senses low-light vision, scent; Perception +15
DEFENSE
AC 25, touch 13, flat-footed 21 (+3 dex, +1 dodge, +12 natural, -1 size)
hp 115 (11d8+66)
Fort +12, Ref +10, Will +4; evasion
OFFENSE
Speed 50 ft.
Melee bite +15 (1d8+10)
Special Attacks trip
STATISTIC
Str 25, Dex 17, Con 20, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +16; CMD 29
Feats cleave, dodge, great cleave, power attack, toughness, weapon focus (bite)
Skills Perception +15
SQ devotion, link


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And here's another.

Hawkeye Gough CR 13
NG huge humanoid (giant)
Init +7; Senses blindsight, scent; Perception +26
DEFENSE
AC 29, touch , flat-footed (+4 armor, +4 Dex, +1 helm, +12 natural, -2 size)
hp 245 (16d8+2d10+162)
Fort +20, Ref +12, Will +12
OFFENSE
Speed 50 ft.
Melee slams +23/+23 (2d6+11)
Ranged +5 gargantuan longbow +25/+20/+15 (4d6+16)
w/deadly aim +21/+16/+11 (4d6+24)
STATISTIC
Str 33, Dex 24, Con 29, Int 14, Wis 20, Cha 12
Base Atk +14; CMB +; CMD
Feats Awesome Blow, Cleave, Deadly Aim, Far ShotB, Improved Bull Rush, Intimidating Prowess, Iron Will, Point Blank ShotB, Power Attack, Rapid Shot, Weapon Focus (longbow)
Skills Climb +17, Craft (wood carving) +23, Diplomacy +18, Intimidate +20, Perception +26
Languages Celestial, Common, Giant
SQ oversized weapons, soul purchases (+6 dex, +4 con, +5 weapon)
Gear huge chain shirt, gargantuan longbow (str +11)


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And finally...

Lord's Blade Ciaran CR 13
LG medium outsider (native, nephilim)
Init +10; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 30, touch 19, flat-footed 23 (+8 armor, +2 deflect, +6 dex, +1 dodge, +1 helm, +2 natural)
hp 110 (13d10+39)
Fort +11, Ref +14, Will +5; evasion
OFFENSE
Speed 30 ft.
Melee kukris +20/+20/+15/+10 (1d4+8/15-20)
with study +23/+23/+18/+13 (1d4+11/15-20)
Special Attacks sneak attack (+4d6 plus 4 bleed), studied target (+3, 3 targets)
STATISTIC
Str 20, Dex 22, Con 16, Int 10, Wis 13, Cha 10
Base Atk +13; CMB +18; CMD 34
Feats critical focus, dodge, greater two weapon fightingB, improved critical (kukri), improved initiative, improved two weapon fightingB, outflank, two weapon fightingB, vital strike, weapon focus (kukri)
Skills Acrobatics +22, Heal +17, Knowledge (local) +16, Perception +17, Sense Motive +17, Stealth +22
Languages Celestial, Common,
SQ slayer's advance, slayer talents (bleeding attack, evasion, poison use, ranger combat style [3]), soul purchases (+6 Str, +6 Dex, +3 wpn, +3 wpn, +4 armor, +2 def, +2 natural), stalker, swift tracker, track
Gear mwk mithril chain shirt, two mwk kukri, 10 doses of wyvern poison

So there's the Four Knights of Gwyn (and Havel) done. Next up... is a surprise.

Silver Crusade

Mimic?


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Rysky wrote:
Mimic?

Naw - I did that back in Sen's Fortress.

Instead, I figured since it's the 4th of July, it was a good day to Praise the Sun!

Solaire of Astora CR 3
LG medium humanoid (undead)
Init +0; Senses Perception +1
DEFENSE
AC 22, touch 10, flat-footed 22 (+9 armor, +1 helm, +2 shield)
hp 34 (4d10+8)
Fort +8, Ref +4, Will +8;
Immune fear; Resist fire 10
OFFENSE
Speed 20 ft.
Melee longsword +10 (1d8+5/19-20)
w/smite +13 (1d8+9/19-20)
Special Attacks channel positive energy (2d6), lay-on-hands (7/day, 2d6), mercy (shaken), smite evil 2/day
Paladin Spells Prepared (CL1)
1st - cure light wounds
STATISTIC
Str 18, Dex 10, Con 13, Int 8, Wis 12, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats extra lay-on hands, weapon focus (longsword)
Skills Diplomacy +8, Knowledge (religion) +4
Languages Common
SQ aura of good, divine grace, divine health, soul purchases (+1 weapon, +2 charisma)
Gear mwk fullplate, mwk helm, mwk heavy steel shield, mwk longsowrd, orange charred ring, divine scroll of electric scorching ray

I made him the planned APL for the Gargoyle fight.

Silver Crusade

Yay!


My kid has Strep throat today, so I'm taking a day off from work to keep an eye on him. However, since that mostly involves getting him the occasional drink or snack while he watches MST3K, I have plenty of time to do some Dark Souls monsters or NPCs.

So - any requests? I'll check back in an hour or so.

Silver Crusade

*channels positive feelings for the kiddo*

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