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  1. #21
    Community Member Proton's Avatar
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    Quote Originally Posted by Xgya View Post
    ...

    How secure do you feel about a player gaining control over such a being for an extended period of time? ... ...
    True, it is easy to bind. But is it worth it? First, its voice cannot be turned off, I'll have to specify that. Second, it's gaze is still active, but anything binding itself to something this cursed is bound to suffer a severe if not fatal consequence. Even if they managed to survive, using powerful magic to hold the bond but suppress the curse that comes with it, the creature is shrouded in mystery. This gives DMs a lot of elbow grease for even worse unexpected consequences. In mythology, in one part of the world, it is considered an aspect of the devil itself. I never defined its final state on this, leaving it open on purpose. Therefore, by binding an Akuma to serve, you could accidentally end up getting the attention of all Akuma's (happens much easier since there are not a lot of them), which are something like Avatars, but with their own odd system, or possibly offending the oldest of their kind, which would be dangerous considering a fledging of its kind starts out with 22 DC (as they claim the ladder, it doesn't take too long before they are too powerful for any binding). They may have their own culture, laws, customs, and all sorts of strange things that are beyond anyone's ability to scrutinize because they are all spread out over the universe operating alone at all times. I'll admit its not done yet, there are a few things to go over, it should be done soon. I'd be perfectly fine with players taking control of one, and fast learning never to ever try doing so again. Its a great way to lose a character real fast... remember these things trap souls, drag souls to hell, and that is only for leisure and fun, a hobby on the side of whatever bizarre schemes and conspiracies they involve themselves with.
    Last edited by Proton; 11-20-2018 at 07:55 PM.
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  2. #22
    Community Member Proton's Avatar
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    (Created)


    AURORON
    Huge Magical Elemental (Light)
    Hit Dice: 16d8+64 (132 hp)
    Initiative: +8 (+8 dex)
    Speed: fly 120 ft. (perfect)
    AC: 24 (-2 size, +8 dex, +8 natural)
    Base Attack/Grapple: +12/---
    Attacks: touch +12 touch
    Damage: 8d8+15 (save to halve damage)-see text
    Face/Reach: 15 ft. by 15 ft./ 10 ft.
    Special Attacks: Magic control, consume, explode
    Special Qualities: Incorporeal, DR 10/+1, magic control, PR 50, Fire & Sonic Resistance 50
    Saves: Fort +16, Ref +18, Will +16
    Abilities: Str -, Dex 27, Con 30, Int 19, Wis 17, Cha 21
    Skills: Inuit Direction +20, Spot +10
    _________________________________
    Climate/Terrain: Any sky
    Organization: Solitary
    Challenge Rating: 21
    Treasure: None
    Alignment: Any Chaotic
    Advancement: 17-32 HD (Gargantuan)

    ---Aurorons are very beautiful creatures made entirely of light and magic. They appear as a smaller version of an aurora that moves around. Their colors are both brighter and deeper then a real aurora, and flicker and change unlike a real aurora. Despite their beauty, aurorons can be very dangerous. Aurorons tend to gravitate towards other sentient life forms, either out of curiosity, malice, or hunger (although an auroron doesn’t need to eat, it consumes the life force of anything it touches). They are invulnerable to all forms of physical attack. Fire, cold, electricity, and most other forms of energy simply pass right through them. Darkness will not function within 100 feet of them. Spells cast within their presence malfunction, coming out as rainbow patterns that fizzle away.
    ---These creatures are erratic and extremely dangerous,. They are impossible to control and any such attempt causes them to violently turn on the would-be controller. Little is known about were they come from or how they reproduce, but fortunately; they are always alone and extremely rare.
    ---Aurorons never speak, but telepathically understand what others are saying or thinking up to 100 feet.

    Combat
    ---Aurorons float around in a way that appears random. Most creatures don’t even suspect that they are sentient beings, until and unless they attack. For every 3 minutes that a creature spends within 150 feet of an auroron, there is a 10% (on a roll of 81-00 the auroron slowly flies away) chance the auroron will attack. It never announces its attack and merely slowly floats up to the creature and begins draining its life away. If an auroron is attacked, it always counter-attacks. Nearly every creature is threatened by the deadly touch of an auroron, and spell casters are at their mercy. Fortunately for the spell casters, most auroron are only encountered up above in the clouds high in the sky and rarely ever fly down to the surface.
    Spell and magic control (Su): Using magic around an auroron is a very bad idea; it is the living manifestation of magic and understands magic with its very essence. Any spell or spell-like ability that is cast within 30 feet of an auroron is no longer under the dictates of the caster. Once the spell is complete, the auroron decides where the spell’s target is, or if the spell even works at all. It can cause the spell to change into an explosion, dealing 1d6 points of damage to all creatures within 10 feet of the caster for every level of the spell. An auroron is immune to the explosion. If a spell caster casts a spell from outside its area of control, aiming the spell into its area, the auroron instantly gains control of the spell. The creature is otherwise immune to the effect of all magic, even the effects of a wish spell. For this reason spellcasters in particular have good reason to fear an auroron. Even the divine magical powers of an immortal are not exempt from an auroron’s intense control over magic.
    Consume life force (Su): The deadly touch of an auroron causes its victims to light up like a light bulb, their bones briefly showing. This dangerous attack deal 1d6 points of ability drain to all six ability score at the same time, draining every aspect of the creature’s life force, unless it makes a successful Fortitude save (DC 16) to take only 1 point of ability damage to all six attributes instead. The affected creature must also make a successful Fortitude save (DC 13) or be stunned for 1d4 rounds. Smoke vapors rise from the victim’s body after being touched, and if any one of the victim’s attribute scores should drop to 0 or below, that creature’s flesh explodes violently and the bones that are left behind turn into fine ashes that blow away in the wind.
    ---The touch also deals 8d8+15 points of damage to the opponent unless he makes a Reflex save (DC 20) to halve the damage. An auroron can make 2 touch attacks per a round.
    Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons and supernatural abilities can harm an auroron. Only the magical bonus of a magic weapon gets through to deal the damage. For example: a hit with a +4 long sword would only do 4 points of damage; whereas, a hit made with a +2 long sword would only deal 2 points of damage, etc, etc.
    ---With the exception of attacks made by force effects or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by an auroron ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
    Anti-Darkness aura (Su): Aurorons emanate a 20-foot aura of light. This light is similar to daylight conditions and no form of darkness or deeper darkness functions within the aura. Areas affected by darkness return to their dark state when the auroron leaves.
    Empathic Analysis (Sp): An auroron can sense the intentions of thinking creatures that are within 100 feet of it. If a creature intends to attack the auroron, the auroron automatically detects the hostile thought and prepares itself. Aurorons are impossible to surprise.
    Flying (Ex): An auroron is made of light and magic, so it flies through space and matter naturally. No means can disrupt the auroron’s ability to fly.
    Vulnerability to Anti-Magic (Ex): An auroron’s greatest weakness is an area affected by an anti-magic field. If an auroron occupies such an area, the auroron automatically suffers 10d6 points of damage per a round of exposure. The auroron will immediately seek the quickest way out of the affected area, usually flying straight up. Aurorons can feel anti-magic fields within 60 feet of them, and almost always move away from the fields.
    Exploding Touch (Su): Any magic item that comes in contact with an auroron explodes unless it makes a successfully make a Reflex save (DC 20). If the item explodes, it deals 6d6 points of damages to any creature within 10 feet. If the item survives, it has a 10% chance of gaining a permanent +1 to its magical bonus or automatically gains 2-12 charges. This dangerous attack works as the auroron touches its opponent.
    ---An auroron can make a slam attack instead of trying to make a touch attack, attempting to occupy the area that its opponent stands. If successful, all of the opponent’s items are threatened by this ability, as is the opponent’s life force.
    Divine Immunities: This creature has a divine rank of 6 and is immune to ability damage, ability drain, energy drain, transmutation, mind-affecting effects, acid, cold, death effects, disease, disintegration, electricity, paralysis, poison, sleep, stunning, imprisonment, and banishment.
    Last edited by Proton; 11-25-2018 at 11:15 AM.
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  3. #23
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    (Myth)


    AZIZA
    Small Fey
    Hit Dice: 8d6+28 (42 hp)
    Initiative: +3 (+3 dex)
    Speed: 10 ft., fly 120 ft. (average)
    AC: 19 (+1 size, +3 dex, +5 natural)
    Base Attack/Grapple: +4/-2
    Attacks: short sword +4 melee
    Damage: short sword 1d6-2
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Metal allergy, divination, healing powers, summon the spirits
    Saves: Fort +7, Ref +13, Will +11
    Abilities: Str 6, Dex 17, Con 16, Int 15, Wis 19, Cha 14
    Skills: Animal Empathy +12, Diplomacy +18, Hide +13, Knowledge (the planes) +8, Knowledge (arcana) +9, Knowledge (nature) +14, Listen +4, Move Silently +6, Spot +7, Use Magic Device +7, Wilderness Lore +14
    Feats: Alertness, Iron Will, Quicken Spell, Extend Spell, Still Spell, Silent Spell
    _________________________________
    Climate/Terrain: Any temperate or warm forest
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually neutral good
    Advancement: By character class

    ---Standing only 4 feet from the ground, the Aziza has a weak physique. They are skinny woodland creatures that usually remain hidden in the trees. They appear much like wild elves with large blue butterfly wings. Their hair is sparkling silver and their eyes are yellow in the day and white at night. They have small goat-ties and tiny antlers similar to an elk's. Aziza has dark green skin and a warm smile the reveals their good-hearted nature. They wear only natural clothes and crystal jewelry.
    ---Azizas never stray from the forest they are born in, watching over it for the entire duration of their 2 thousand year life spans. They are known to assist humans who find themselves in danger or serious need of food in the winter. Elves of all sorts seek them out for their practical and spiritual knowledge. They always offer up such knowledge freely. Wounded animals rely on them for healing and they can, in turn, call upon the animals for protection and aid. If the animals are unable to provide the power of protection they need, then they call upon the spirits of the land. Azizas only seek to bring good into the world and none have ever been known to be evil.
    ---Azizas speak Common, Elven, and Sylvan.

    Combat
    ---When defending their forests, azizas use every trick in the book. They are smart and wise, and usually begin a battle by hiding and then rallying the animals of the forest. When the animals come forward to attack, the hidden azizas use their spell-like abilities to assist. If all else fails, they will summon the spirits of the forest. Other then protecting their forests, azizas have no interest in fighting and will use tree stride to flee most unwanted encounters. If they are forced to defend themselves, they will make full use of their spell-like abilities and then try to escape in the midst of the chaos that follows.
    Spell-Like Abilities: At will---create water, detect poison, know direction, purify food and drink, calm animals, entangle, faerie fire, shillelagh, speak with animals, tree shape, warp wood, speak with plants, dispel magic, quench; 3/day---call lightning, spike growth, freedom of movement, repel vermin, awaken; 1/day---cure critical wounds, remove disease, remove blindness/deafness, summon nature’s ally III, divination, commune with nature, tree stride; Caster level 13th (save DC 13 + spell level).
    Metallic Allergy (Ex): Azizas are allergic to metal and take double damage from metallic weapons. If they touch metal for more than 1 minute, they must make a Fortitude save (DC 16) or take 1 point of Constitution damage. Any damage from a metallic weapon or Constitution damage results in a scar that never goes away, short of using a wish spell.
    Summon the Spirits (Su): Once per a month an aziza can summon the spirits of the forest, if the forest it lives in is in danger of being directly or indirectly destroyed. This ability causes 3d6 ghosts (either animal ghosts or treant ghosts) to appear out of the ground and trees where the aziza lives. The spirits will remain in the forest until the problem is solved. Should the forest be destroyed, the ghosts will haunt those responsible, killing them one by one, before they can ever rest again. The ghosts do not go away if the azizi who summoned them is slain. The aziza cannot use this ability to save its own life, only the life of its forest home.
    Low-light Vision: This creature has low-light vision.

    AZIZA CHARACTERS
    An aziza’s preferred class is the Ranger. Aziza PC’s have an effective character level (ECL) equal to their class level +7. Therefore, a 1st level aziza ranger’s ECL is 8 and is equivalent to a 8th level character.
    Last edited by Proton; 11-25-2018 at 11:22 AM.
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  4. #24
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    BAGINIS
    Medium-size Fey
    Hit Dice: 7d8+35 (67 hp)
    Initiative: +5 (+5 dex)
    Speed: 20 ft., fly 360 ft. (perfect)
    AC: 20 (+5 dex, +5 natural)
    Base Attack/Grapple: +3/+7
    Attacks: 2 claws +12 melee
    Damage: claw 1d6+4
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Spell-like Abilities
    Special Qualities: flying
    Saves: Fort +11, Ref +10, Will +8
    Abilities: Str 19, Dex 20, Con 21, Int 16, Wis 16, Cha 18
    Skills: Concentration +13, Hide +12, Spellcraft +8, Spot +8
    Feats: Alertness, Ambidextrous, Blind-Fighting, Combat Casting, Dodge, Improved Critical (claws), Empower spell, Enlarge Spell, Maximize Spell, Power Attack, Sunder
    _________________________________
    Climate/Terrain: Any warm mountains
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually neutral
    Advancement: By character class

    ---Baginis are a cross between a human and some unidentified type of animal. They are always female and appear as beautiful women with long red hair and light brown skin. Their eyes are in particular very beautiful and they use them to charm human men and distract them from noticing their clawed fingers and toes. A fierce fighter in combat, baginis rarely ever kill, instead taking humanoids as captives.
    ---Due to their wild nature and temperament, baginis prefer to live in the wilderness in warm climates far away from any civilizations. They are usually reclusive, though they have been known to keep captives. Animals seem to follow them for some unknown reason, and they can command these followers to protect them. A baginis live a thousand years. They are generally harmless if left alone and will go to great lengths to avoid encounters they don't plan for.
    ---Baginis speak Common.

    Combat
    ---Baginis like to try and capture those they attack, first weakening them rays of enfeeblement, knocking them out with color spray, or hypnotizing them with their eyes. They will generally keep their captives for 3d6 weeks before letting them go. If fighting against some fiend, aberration, or beast the baginis will fly out of range and exhaust its spell-like abilities until it has sufficiently weakened its foe, before flying forward to make claw attacks.
    Spell-Like Abilities: At will---command (animals only), ray of enfeeblement, color spray, ventriloquism, animate rope, magic weapon, protection from arrows, glitterdust, hypnotic patterns, levitate, nondetection, gust of wind; Caster level 18th (save DC 13 + spell level).
    Flying (Su): Baginis can fly through the air magically up to 360 feet as a free action. Their ability to flee is compromised whenever they enter an area that would deny magical effects, such as an anti-magic field.
    Low-light Vision: This creature has low-light vision.

    BAGINIS CHARACTERS
    A baginis' preferred class is the Fighter. Baginis PC’s have an effective character level (ECL) equal to their class level +6. Therefore, a 1st level baginis fighter’s ECL is 7 and is equivalent to a 7th level character.
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  5. #25
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    BAKKE
    Medium-size Magical Beast
    Hit Dice: 8d8+16 (60 hp)
    Initiative: +13 (+13 dex)
    Speed: 360 ft., fly 360 ft.
    AC: 25 (+13 dex, +2 natural)
    Base Attack/Grapple: +8/+11(+16)
    Attacks: 2 claws +11(+16) melee, bite +11(+16) melee
    Damage: claw 1d6+3(+8), bite 1d6+2(+6)
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Blood drain, whirlwind
    Special Qualities: Immunities, DR 10/+1, SR & PR 10, haste, night strength, dimension door, blind sight
    Saves: Fort +9, Ref +10, Will +9
    Abilities: Str 16/26, Dex 36, Con 18, Int 16, Wis 18, Cha 15
    Skills: Hide +10, Move Silently +6, Spot +9
    Feats: Alertness, Dodge
    _________________________________
    Climate/Terrain: Any warm
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Usually chaotic neutral
    Advancement: 9-16 HD (Large)
    7-27 HD (Huge)

    ---Bakkes are mischievous bat-like beasts that aren’t generally dangerous. They come out in the nighttime, which bestows them with great strength, to feed from the blood of sleeping farm animals. Bakkes move quickly, zipping around as they search for new prey. They are skitterish and avoid humanoids. A bakke will flee if discovered, despite the fact that it is usually capable of defeating those who discover it. They sleep like bats deep within caves during the day. Here, they are much more aggressive and will attack anything that trespasses into their territory.
    ---A bakke resembles an extraordinarily large bat. It has a large head and its face reveals rational thoughts. Bakkes can hold objects in their tiny hands. When they land on the ground they walk around like humanoids, though they move as though they exist within an accelerated time frame.
    ---Bakkes speak their own primitive language (bakken) using a frequency that is not audible to the human ear.

    Combat
    ---Bakkes will avoid fighting unless defending their cavernous homes. There, they turn into whirlwinds and charge into their foes. Afterwards, they bite their foes as much as possible. Bakkes hate light and will try to knock out any light source they can. If a fight is going badly for a bakke, it always saves 1 dimension door so it can make a get-a-away.
    Blood drain (Ex): Like oversized vampire bats, a bakke can bite a sleeping creature and drain its blood. Their saliva has a powerful anesthetic in it, suppressing the nervous system of the affected animal. Creatures that the bakke bites must make a Fortitude save (DC 13) or take 1 points of Dexterity damage as the anesthetic hampers their coordination. Sleeping creatures are automatically affected and the bakke can drink their blood, dealing 1 point of damage per a round. For every 3 points of blood drained in this way, the bakke heals 1 point of damage.
    Whirlwind (Su): A bakke can fly into a whirlwind as a standard action, transforming itself into a whirlwind for up to 4 rounds (and must wait 6 rounds before it can use this ability again). As a whirlwind, the bakke travels through the air at its fly speed. The whirlwind is 1 foot wide at the base, 3 feet at the top, and 6 feet tall. The bakke can lower the height of its whirlwind form to as low as 2 feet in height as a free action (and raise it back to 6 the next turn).
    ---This whirlwind pulls all flying and levitating creatures within 10 feet into it unless they succeed at a Reflex save (DC 15). Creatures on the ground that are within 5 feet must succeed at a Reflex save (DC 11) or be pulled into the whirlwind. Creatures that are pulled (or come in contact with) into the whirlwind automatically taking 3d6+12 points of damages per a round while being held be the whirlwind. The each round after they are pulled in they are allowed a Reflex save (DC 15) to escape the whirlwind. The bakke can fling any creature trapped within it as a free action. Creatures that are flung aside travel 15 feet and take 2d6 points of damage.
    Immunities: Bakkes are immune to all mind-affecting effects and paralysis.
    Haste (Su): A bakke is permanently hasted, and can take one extra partial action per a round.
    Night Strength (Su): During the night, a bakke gains a +10 to its Strength score (Strength 26). When the sun is up, the bakke’s strength returns to 16.
    Dimension Door (Su): Up to 3 times a day, a bakke can dimension door (as cast by a 13th level spell caster).
    Blind Sight (Ex): In the light of day is totally blind and relies on echo sound to give it blind sight. It can ‘see’ up to 1000 feet with its blind sight. It also has low light vision 2 times better then a normal human’s.
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  6. #26
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    BIRD FOLK
    Diminutive Humanoid
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +5 (+5 dex)
    Speed: 10 ft., fly 180 ft. (good)
    AC: 19 (+4 size, +5 dex)
    Base Attack/Grapple: +1/-14
    Attacks: short bow +6 range, beak +1 melee
    Damage: Short bow 1d2, beak 1 hp
    Face/Reach: 1 ft. by 1 ft./ 0 ft.
    Saves: Fort +1, Ref +2, Will +1
    Abilities: Str 4, Dex 20, Con 13, Int 9, Wis 11, Cha 13
    Skills: Heal +3, Hide +8, Intuit Direction +6, Listen +8, Move Silently +13, Search +3, Spot +6, Use Magic Device +3
    Feats: Alertness, Flyby Attack
    _________________________________
    Climate/Terrain: Any land
    Organization: Solitary, pair, group, or flock
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Any
    Advancement: By character class

    ---Bird-folk are bird-like humanoids that are found in any climate. There are too many different kinds and tribes to mention all of them here. Their tribes usually share a common alignment. Some are helpful, while others are dangerous predators. While few have spell casting capabilities, most are just scavengers. They prefer to observe strangers from the safety of the tree top branches. Sometimes they trade knowledge or magic items that their tribe has acquired for large supplies of food, if they are in need of it.
    ---A Bird-folk appears to be a humanoid bird that stands about 1 foot tall. Their wings have hands and their legs are much longer than an ordinary bird’s. They can have features of any bird, and those features stay uniform to their respective tribes. Some examples of different types found throughout Sena are: Falcons, Sparrows, Geese, Turkeys, Ducks, Parrots, Pigeons, Ostriches, Woodpeckers, Owls, Penguins, and so on. Even a type can have several sub-species with it, for example: Spotted Owls, Golden Owls, Gray Hooded Owls, Moon Owls, Prairie Owls, and so on.
    ---Bird folk share their own common language (Chiir) that consists of chirps and whistles.

    Combat
    Nearly every bird-folk flees from anything perceived as dangerous. If a bird-folk must fight, it will try to prick its foes with its tiny beak or fly out of range and fire arrows, while using anything it can as cover. Tales tell of how a single bird-folk defeated insurmountable odds, defeating a band of ogres by hiding in the treetop foliage and shooting arrows at them for hours, until the last two living ogres ran from the forest never to return. The ogres claim that it was a wicked band of hobgoblins, which heard the angry chirp of the mighty bird folk as they took to the foot. One thing is for certain, when a flock of several thousand bird-folks cooperate, they can become quite dangerous.
    Skills: Bird folk receive a +8 racial bonus to their Hide checks. They also receive a +6 racial bonus to their listen checks.
    Low-light Vision: This creature has low-light vision.

    BIRD-FOLK CHARACTERS
    A bird-folk’s preferred class is the Ranger. Bird-folk PC’s have an effective character level (ECL) equal to their class level. Therefore, a 1st level bird-folk ranger’s ECL is 1 and is equivalent to a 1st level character.
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  7. #27
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    BLACK DOG
    Large Fey
    Hit Dice: 12d6+52 (72 hp)
    Initiative: +2 (+2 dex)
    Speed: 60 ft., swim 60 ft.
    AC: 23 (-1 size, +2 dex, +12 natural)
    Base Attack/Grapple: +6/+14
    Attacks: bite +10 melee
    Damage: Bite 1d10+4
    Face/Reach: 5 ft. by 10 ft./ 5 ft.
    Special Attacks: Gaze of doom, breath of ill fate
    Special Qualities: Immunities, leave no trail, shadow walk, shadow door, DR 20/+2, SR & PR 20, electricity resistance 30
    Saves: Fort +13, Ref +12, Will +13
    Abilities: Str 18, Dex 15, Con 23, Int 14, Wis 12, Cha 3
    Skills: Jump +12, Listen +12, Move Silently +16, Spot +15, Swim +13, Wilderness Lore +8
    Feats: Alertness, Lightning Reflexes, Iron Will
    _________________________________
    Climate/Terrain: Any land
    Organization: Solitary
    Challenge Rating: 16
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 13-18 HD (Huge)
    19-27 HD (Gargantuan)

    ---Lone travelers at night often fear howling, for it may be the haunting sound of the black dog. Also known as the Cu Sith, a black dog is a supernatural force of nature that brings death to those it visits. They are impossible to hunt, for they leave no trail, no scent, and no means to follow them. They can disappear into the shadows and just as easily appear from the shadows. Few people ever survive an encounter with one, most die within days after any such a visit; either from sickness or a heart attack. Oddly, a black hound never attacks children, who seem to be immune to the beast’s deadly gaze and curses.
    ---A Black Dog is just what it sounds to be, a large black hound the size of a calf. It has a fierce expression on its face at all times, and its features are far more horrid then a regular hound. Its eyes glow bright red in the dark and it drools continuously.
    ---Black dogs don’t speak, but understand Common and Abyssal.

    Combat
    ---Black dogs lay low, stalking through the tall grass or forest foliage until they stumble into an encounter. If they encounter a solitary creature, they will rush out of hiding and attempt to tear him limb for limb. Otherwise, they make a single gaze or breath attack before disappearing into the shadows.
    Gaze of Doom (Su): Any intelligent creature that sees a black dog must make a Will save (DC 17) or begin suffering from terrible nightmares two days later. The nightmares persist night after night, until magically removed (with a remove curse or successful dispel magic spell) or until the victim dies in his sleep from a heart attack (from loss of Constitution in conjunction with the stress of the nightmare). The effect is the same as the nightmare spell as cast by a 15th level sorcerer (Will save DC 17), except that a dispel evil spell doesn’t stun the black dog, the victim loses 2d6 points of Constitution damage every night it fails to make a successful Fortitude save (DC 17) while having the nightmare, and the victim has a nightmare every night unless they make a successful Will save (DC 17).
    Pass without Trace (Ex): Black dogs never leave any scent nor trail behind them whenever they travel, as though they were always under the influence of an improved pass without trace spell.
    Shadow Walk (Su): The black dog can walk through the Plane of Shadow as a standard action. This ability functions as the spell shadow walk; except the black dog cannot take other creatures along with it. Black dogs can end up almost anywhere, considering that they can travel to other planes that border the plane of shadow.
    Shadow Jump (Su): A black dog can travel between shadows as though using a dimension door spell. Both the starting and ending points must be enshrouded in shadow and must be within 100 feet of each other. It uses this ability as a free action.
    Breath of Ill Fate (Su): The black dog can breath a black cloud that is 10 feet by 10 feet and 8 feet high. Any creature that is caught within the cloud must make a Fortitude save (DC 15) or be inflicted with a magical disease called death fever. The incubation period for death fever is 1d3 days. Every day afterwards, the inflicted creature must make a Fotitude save (DC 15) or lose 3 hit points and 1 point of Constitution. He cannot be healed or recover hit points or Constitution until the disease is removed. The disease can be removed by a remove disease spell or dispel evil spell. Using a dispel evil spell restores the creature’s Constitution immediately and restores up to 15 hit points of damage.
    Children’s Security (Ex): Oddly enough, children are immune to both the Gaze of Doom and Breath of Ill Fate of the black dog. Even stranger, black dogs never attack children. They have been known to protect lost children and help lead them back to their homes, despite being a cruel and vicious killer of man. Sages hypothesize that black dogs are the spirits of children who where killed by their parents, and seek revenge upon all adults that they encounter.
    Immunities (Ex): Black dogs are immune to cold damage.
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
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  8. #28
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    (Created)


    BLÄSE
    Large Ooze
    Hit Dice: 10d10+46 (112 hp)
    Initiative: -5 (-5 dex)
    Speed: 20 ft., climb 20 ft.
    AC: 13 (-1 size, -5 dex, +9 natural)
    Base Attack/Grapple: +7/+6
    Attacks: touch +7 touch, bubble trap +7 ranged touch
    Damage: Acidic cling 3d6 (acid), bubble trap
    Face/Reach: 5 ft. by 10 ft./ 5 ft.
    Special Attacks: Bubble trap, bubble blast, acidic cling
    Special Qualities: Immunity
    Saves: Fort +8, Ref +6, Will +10
    Abilities: Str 1, Dex 1, Con 16, Int 18, Wis 1, Cha 1
    Skills: Hide +2, Move Silently +10, Spot +8
    Feats: Alertness
    _________________________________
    Climate/Terrain: Any underground
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 11-22 HD (Huge)
    23-52 HD (Gargantuan)

    ---These awful oozes crawl rapidly along the ground, searching for any blood-filled life form that they can devour. They are dangerous to say the least; for they are extremely intelligent, a fact that many unsuspecting humanoids have discovered the hard way. A seasoned adventurer will usually avoid combating one altogether, knowing that there is little to gain and much to lose in such a process. They are not hateful and devious, like so many humanoids suspect, merely hungry and indifferent to the suffering they cause in their wake.
    ---A blase looks like a bloody pool of bubbles that slides across surfaces. They can cling to ceilings, walls, and even ropes. They float across water and are unable to dive due to their bubbly bodies. Their bubbles are large and clear, but gain a reddish hue after they drink the blood of their victims. Large bubbles constantly float off from their bodies and pop after spending several seconds in the air.

    Combat
    ---A blasé attacks just about anything in its path, though the creature never does so thoughtlessly. It will consider each action it takes. Blases are fond of hiding behind a door and then oozing under the doors crack while shooting bubbles at their prey. If one of the blasé’ s foes becomes trapped in a bubble, the creature will cling to any companions the foe has, possibly jumping from one creature to another, but usually focusing its attacks on spell casters first. Blases also like to cling to the ceiling just behind a door, falling on any creature that passes through the door.
    Bubble Trap (Su): The blasé can fire up to three giant bubbles 3 feet in diameter up to 50 feet (no range increment) as a standard action. Any creature hit must make a Reflex save (DC 18) or be trapped inside a giant bloody bubble. The bubbles can hold large or smaller creatures, growing or shrinking in size to accommodate anything it traps. The bubble levitates 6 to 8 feet from the ground and the creature levitates within the bubble. The creature is held magically, as though a dimensional anchor spell were cast upon him, while being in the bubble.
    ---Blood is siphoned from his body every time the bubble takes damage, maintaining its integrity. If he strikes the bubble with any weapon, he takes any damage he would of otherwise dealt to the bubble, as the bubble draws his blood directly out of his skin, tearing holes open all over his body in the process. If any thing hits the bubble from the outside, the creature inside the bubble takes the damage instead of the bubble. Strands of blood connect from the areas that he bleeds directly to the bubble, fueling it.
    ---If the creature waits patiently without trying to escape, the bubble pops within 2d6 rounds. The creature loses 1 hit points of damage per a round regardless of what’s done, as the bubble draws out the creature’s blood. Creatures that are trapped in the blasé’s Bubble trap are unable to cast spells or use spell-like abilities.
    Bubble Blast (Su): As a free action, blases can shoot a spray of glowing red bubbles, hitting any creature within a cone that is 12 feet at the base, 18 feet at the end, and 20 feet long. The bloody bubbles pop into an acid liquid upon hitting anything, dealing 2d6 points of acid damage to any object or creature the first round and dealing 1d6 points of acid damage the next. Creatures within the cone of projection can make a Reflex save (DC 16) to jump or move out of the way. Creatures wearing armor take halve the damage and their armor takes the other half (unless wearing full plate, which instead takes all the damage).
    Acidic Cling (Ex): A blase clings to any creature with a successful hit and automatically deals 3d6 points of acid damage per a round. Only killing the blasé releases its cling. It may elect to lash out and cling to another creature, so long as that creature is within striking distance. It may fire bubble traps or a bubble blast while clinging. If the blasé moves to cling to another creature, the creature it clung to takes 2d6 points of acid damage at the end of the turn and another 1d6 points of acid damage at the end of the following turn. Creatures wearing armor take halve the damage and their armor takes the other half (unless wearing full plate, which instead takes all the damage).
    Amorphous (Ex): Blases are not subject to flanking or critical hits. They are immune to poison, sleep, paralysis, stunning, and polymorphing. A blase can squeeze through a two-inch wall with a three-inch hole in it as a move-equivalent action. This creature has blindsight at a range of 60 feet.
    Bloody Growth (Ex): A blasé is made of bubbling blood and gains 1 temporary hit point for every 2 hit points its deals to another creature using its Acidic Cling attack. It also gains 1 temporary hit point for every 2 pints of blood it devours, so long as the blood isn’t dried up. The blasé gains 1 permanent hit point for every 12 temporary hit points that it gains.
    Perfect Climb (Ex): Blases move easily while climbing. They can move full speed across ceilings, overhangs, and any slanted or vertical surface without making a climb check. If a blase takes damage, it does not need to make a climb check to avoid losing its grip.
    Immunities (Ex): Blases are immune to all physical damage, acid, and electricity. Fire, force effects, ghost touched weapon, and most magic deals normal damage to a blasé.
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  9. #29
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    (Created)


    BLOOD BEAR
    Huge Magical Beast
    Hit Dice: 13d10+44 (136 hp)
    Initiative: +0
    Speed: 30 ft., swim 20 ft.
    AC: 19 (-2 size, +11 natural)
    Base Attack/Grapple: +13/+35
    Attacks: 2 claws +26 melee, bite +26 melee
    Damage: Claw 1d10+13, bite 1d12+16
    Face/Reach: 10 ft. by 10 ft./ 15 ft.
    Special Attacks: Draw upon blood, blood retrieval, roar of fear, strike the earth, stunning swap, purification breath, improved grab
    Special Qualities: Keen senses, regeneration, immunities
    Saves: Fort +16, Ref +9, Will +15
    Abilities: Str 36, Dex 10, Con 30, Int 4, Wis 9, Cha 5
    Skills: Climb +6, Intimidate +9, Listen +5, Spot +4
    Feats: Alertness, Power Attack, Cleave, Great Cleave, Great Fortitude
    _________________________________
    Climate/Terrain: Any mountain or forest
    Organization: Solitary
    Challenge Rating: 18
    Treasure: None
    Alignment: Always neutral
    Advancement: 14-38 HD (Gargantuan)
    39-64 HD (Colossal)

    ---Blood Bears are aggressive predators that attack almost anything that enters their territory, even other blood bears. They have exceptional senses and are far too cunning to be considered ordinary animals. They have several unique magical powers that help bolster their bold and confident demeanors. They have the power to draw blood directly from their wounds or the wounds of their prey. They often push over trees in a display of might. They are also bred to fight in the arenas found throughout the kingdoms of Therox.
    ---A blood bear looks like a prehistoric cave bear, with thick black fur and huge paws sporting terrible claws. Their jet black eyes are full of fury and their ears slope back like daggers. They have a red mask of fur that covers their eyes, much like a raccoon’s. The teeth of a blood bear are made of stone.

    Combat
    ---Blood bears charge into combat without warning, attack the nearest creatures they come across. Blood bears are very difficult to kill because they can retrieve their own blood and the blood of their enemies. If several opponents are pressing the blood bear, it will use its petrifying breath to wear their numbers down, but prefers to use its claws and bite as much as possible, so it may take advantage of its draw upon the blood ability. Blood bears always fight to the death.
    Improved grab (Ex): To use this ability, the blood bear must hit with a claw attack.
    Keen Senses (Ex): A blood bear can see twice as good as a human in normal light and three times better in low-light conditions.
    Regeneration (Ex): A blood bear regenerates 6 hit points per a round. Fire and acid deal normal damage to a blood bear.
    ---If a blood bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
    Draw upon Blood (Su): As a standard action, a blood bear can draw the blood from any wounded a creature it can see, causing the creature to take ½ as much damage as they have already sustained at the end of the turn (for example: if a cleric normally has 80 hit points and in battle lost 10 hit points, this ability would do 5 hit points to that cleric. If the cleric is hit again for 21 damage points the next turn, he would have lost 36 hit points so far and would take 18 points of damage at the end of the turn (36/2 equals 18, round down for odd numbers). The blood bear gains half as many hit points as temporary hit points as it deals damage with this ability, as the blood fills its mouth and wounds. The blood bear can use this ability at will.
    Blood Retrieval (Su): As a standard action, the blood bear can call its blood to return into its body and close up open scars, or if it suffered fire or acid damage, draw the soil from the earth and transmute it into blood-tissue. The blood (or dirt) jumps from the ground and flies through the air right into the blood bear’s wounds. By using this ability, the blood bear gains 90% of any damage it has already sustained. For example: if a blood bear normally has 136 hit points and has already lost 60 hit points, then it would regain 51 hit points from this ability. The blood bear can use this ability at will.
    Resistant to Fear (Ex): Blood bears are stubborn creatures that rarely ever get frightened. All blood bears receive a +8 racial bonus to any save that involves resisting a fear effect.
    Immunity to Blunt Weapons (Ex): Blunt weapons are incapable of harming a blood bear; its bones and veins heal automatically and instantly reform any such attacks. Magical weapons that are blunted deal ¼ the amount of damage that they would otherwise normally deal.
    Petrification Breath (Su): Once per a day, as a standard action a blood bear can breath a red cloud that 10-feet by 10-feet by 10-feet up to a distance of 20 feet, petrifying anything it hits. Creatures within the area of effect must succeed at a Reflex save (DC 15) to avoid the cloud. Creatures that fail to make a Reflex save are calcified into bloodstone.
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
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  10. #30
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    (Created)


    BLOODWEED
    Small Plant
    Hit Dice: 6d8+22 (44 hp)
    Initiative: +0
    Speed: -
    AC: 17 (+1 size, +6 natural)
    Base Attack/Grapple: +4/+3
    Attacks: 4 tentacles +9 melee
    Damage: Tentacles 1d4+3
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Blood sucking roots, poison, improved grab
    Saves: Fort +12, Ref +2, Will +4
    Abilities: Str 16, Dex 10, Con 16, Int 1, Wis 1, Cha 1
    _________________________________
    Climate/Terrain: Any temperate or warm aquatic
    Organization: Solitary, cluster, or field
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Always neutral
    Advancement: 7-32 HD (Gargantuan)
    33-74 HD (Colossal)

    ---Bloodweeds are carnivorous plants that float atop large seas and oceans, devouring anything that becomes entangled within them. They are motionless until they detect motion within their vines. At that point, they grab whatever is causing the commotion, first grabbing it and then attempting to drain all of its liquid (blood). They often grow in huge patches that form fields on the ocean or sea’s surface. Smaller animals (anything fine or smaller still) swim through them safely, for they only trouble themselves with larger prey. In turn, the smaller animals seeking safety lure larger animals to the bloodweeds, assuring that its food supply won’t fall short.
    ---Bloodweeds appear like red sea weed that float across the surface of the ocean. They have vine-like branches that grow out from their center in all directions. They reach diameters up to 20 feet and often live in patches that form sea top fields. Bones and leftovers litter these fields, making them look like sea top graveyards. If their branches are closely inspected, small thorns with cilia can be seen growing from every direction of the branch.

    Combat
    ---Blood weeds do nothing but wait for other animals to swim into their mass, grabbing them and digging their roots into its flesh to drink its blood as soon as possible. Pirates enjoy throwing creatures into patches of bloodweed to watch the death and carnage that follows. Other creatures make them into living traps or bury treasure in the murky water below them. Blood weeds attack anything tiny or larger, and always fight to the death.
    Improved grab (Ex): To use this ability, the blood weed must hit with one of its tentacles.
    Blood Sucking Roots (Ex): Once a blood weed has maintained a grapple on a creature a round, it inserts its roots into the victim's flesh and begins to drain blood. Thereafter, the victim suffers 1 point of Constitution damage and 1 point of Strength damage per a round. Should the victim manage to tear off the blood weed after it has rooted itself in their flesh, they will suffer an additional point of Constitution and Strength damage while simultaneously inflicting 2d6 hit points of damage to themselves.
    Poison (Ex): Bloodweeds deliver their stinging poison (Fortitude save 22 DC) with each successful tentacle attack. The initial damage is paralysis for 1d4+2 rounds and the secondary damage is 1d4 points of strength damage.
    Plant: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. Isn’t subject to critical hits and has low-light vision.
    Last edited by Proton; 12-04-2018 at 12:29 PM.
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  11. #31
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    (Myth - I think this one was added in a later addition of the monster manuals then what I had at the time)



    BOGS
    Small Fey
    Hit Dice: 4d6+16 (26 hp)
    Initiative: +3 (+3 dex)
    Speed: 20 ft.
    AC: 17 (+1 size, +3 dex, +3 natural)
    Base Attack/Grapple: +3/+5
    Attacks: venomous dagger +10 melee, bite +6 melee
    Damage: Venomous dagger 1d4+6, bite 1d4+4
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Paralysis gaze, taint of madness, spell-like abilities
    Special Qualities: Hide in shadows, second sense, dimension door, immunities, DR 15/+1
    Saves: Fort +5, Ref +5, Will +6
    Abilities: Str 23, Dex 17, Con 14, Int 13, Wis 15, Cha 4
    Skills: Hide +13, Listen +7, Move Silently +13, Open Locks +15, Spot +5, Use Magic Device +6
    Feats: Alertness, Dodging, Skill Focus (move silently), Weapon Focus (dagger)
    _________________________________
    Climate/Terrain: Any land or underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually neutral evil
    Advancement: By character class

    ---Bogs are gobliniod fey with an evil nature. They are cruel and malicious, often torturing their victims to death after paralyzing them. They prefer to terrorize murderers and liars, leaving good people alone. They often live hidden in the midst of small towns and villages, watching for easy targets to brutalize. They eat the flesh of their victims and leave only the bones. Bogs are unusually strong for their size and imbued with many dangerous powers. They carefully choose their victims from the lower classes of society. Bogs always know when their being hunted or pursued. Parents often tell stories about them to scare their children into being honest and fair.
    ---A Bog resembles a small and very skinny deformed goblin. Their head droops between their shoulders, which stick upward like two towers. Their twisted legs don't look as though they could support them. They have long crooked tails that drag and swing behind them. Their faces are stretched horizontally with long pointy noses, little sharp teeth, and big yellow eyes. Their long ears slope straight back. Their purplish black skin radiates with a tinge of darkness.
    ---Bogs speak Common and Sylvan.

    Combat
    ---Bogs hide in the shadows when scoping out for creatures they believe deserve to die. They follow such creature’s home. The bog then carefully breaks into the creature’s home and hides in its closet or under its bed. When the creature goes to sleep, they make slight sounds to spook their victims. When the creature investigates, they try to trap their victims with their paralyzing gaze. Paralyzed creatures rarely ever survive the night; much less the next few minutes. Bogs are clever and cunning, and have many abilities that help them to ‘play’ with their victims. Bogs avoid direct combat as much as possible. If a bog must fight, it uses its environment to its advantage and tries to paralyzed its foes.
    Paralyzing Gaze (Ex): Any creature that looks at a bog feels an icy cold chill and becomes paralyzed for 2d4 minutes unless they make a successful Will save (DC 14). Bogs attempt to step out of the shadows and catch their opponents off guard with this ability.
    Skills: Bogs receive a +12 racial bonus to their hide checks when attempting to hide in a shadow.
    Second Sense (Ex): A bog knows automatically whenever it is being followed, tracked, or magically watched; though the bog has no idea of what or who is following it, tracking it, or scrying upon it
    Devouring the Sanity (Su): If a bog devours its victim’s brain, that creature’s spirit will go insane. If the creature is resurrected, it will be permanently insane (as affected by an insanity spell cast by a 21st level sorcerer). Only a wish or miracle spell can remove the insanity from the affected creature.
    Spell-Like Abilities: At will---darkness, ghost sounds, mage hand, open/close, hold portal, knock; 3/day---sleep, detect secret doors, cause fear, expeditious retreat, spider climb, glitterdust; 1/day---blur, invisibility, dimension door; Caster level 8th (save DC 11 + spell level).
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.

    BOG CHARACTERS
    ---A bog’s preferred class is the Rogue. Bog PC’s have an effective character level (ECL) equal to their class level +7. Therefore, a 1st level bog rogue’s ECL is 8 and is equivalent to an 8th level character.
    Last edited by Proton; 12-04-2018 at 12:39 PM.
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  12. #32
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    (Myth - fun one at that)



    BOLLA


    Bolla
    Gargantuan Dragon
    Hit Dice: 16d12+80 (202 hp)
    Initiative: +0 v
    Speed: 60 ft., borrow 20 ft.
    AC: 26 (-4 size, +20 natural)
    Base Attack/Grapple: +16/+38
    Attacks: 2 claws +26 melee bite +26 melee,
    Damage: Claw 3d6+10, bite 6d6+10,
    Face/Reach: 30 ft. by 60 ft. / 20 ft.
    Special Attacks: Improved grab, swallow, constrict, trample
    Special Qualities: DR 30/+3, SR & PR 15
    Saves: Fort +12, Ref +21, Will +27
    Abilities: Str 30, Dex 10, Con 20,
    Int 10, Wis 15, Cha 9
    Skills: Spot +15, Listen +12
    Feats: Alertness, Improved Critical (bite), Power Attack, Sunder, Great Sunder, Cleave
    __________________________________________
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: 17-36 HD (Gargantuan)


    ---The bolla is a dragon-like creature that spends an entire year sleeping deep within the earth. One day a year it wakes up and goes on a feeding rampage, devouring any unfortunate enough to be in its path. After a twelve-year cycle it mutates into an even fiercer creature called a Kulshedra, a terrible fire-breathing dragon with nine deadly tongues.
    ---The bolla appears as a massive serpent with huge purple scales that look like shields. It has red diamond patterns running down its back and its belly is light green. Its eyes are entirely blue and its tongue is black.
    ---The kulshedra speak Draconic.

    Combat
    ---A bolla tries to grab and swallow the largest creature present, trampling smaller creatures that get in its way. It rarely ever uses its constrict ability, since its overly eager to fill its stomach. Its powerful drive to eat causes it to aggressively attack anything its sees in a direct and spontaneous manner.
    Improved grab (Ex): To use this ability, the bolla must hit with a claw attack.
    Swallow Whole (Ex): A bolla can swallow a single creature that is at least one size category smaller then itself by making a successful grapple check (grapple bonus +38), so long as it already has the opponent in its mouth. While the opponent is inside he or she takes 2d8+8 points of bludgeoning damage plus 1d8+6 points of acidic damage per a round. A successful grapple check allows the opponent to crawl up to the creature’s mouth, where another grapple check must be made to escape its jaws. The opponent can opt to try and cut his or her way out from the creature’s belly. This can only be done with claws, light piercing weapon, or slashing weapon. The opponent must deal at least 25 points of damage to the creature’s gullet (AC 24) in order to cut open a whole large enough for him or her to crawl out of. After the opponent crawls out, muscular action closes the stomach back up, so any other swallowed creature must start the process anew. A bolla can hold in its stomach 1 huge, 4 large, 16 medium-sized, or 32 small or smaller creatures at a time.
    Regeneration (Ex): A bolla regenerates 6 hit points per a round. Acid deal normal damage to a bolla.
    ---If a bolla loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
    Trample (Ex): A bolla can trample medium-sized or smaller creatures for 4d8+10 points of damage. Opponents that don’t make attacks of opportunity against the psymidd can attempt to make a Reflex save (DC 32) to halve the damage.
    Constrict (Ex): A bolla root deals 2d6+10 points of damage against large or smaller creatures that are held by one of its branches or roots with each successful grapple.
    Fire Immunity: Bolla's are immune to all fire damage.
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.


    Kulshedra
    Colossal Dragon
    Hit Dice: 37d12+629 (1,001 hp)
    Initiative: +0
    Speed: 120 ft., fly 90 ft. (poor)
    AC: 52 (-8 size, +50 natural)
    Base Attack/Grapple: +28/+58
    Attacks: 2 claws +42 melee , bite +42 melee tongue strike +42 melee
    Damage: claws 3d6+14, bite 10d6+14, tongue 3d10+14
    Face/Reach: 50 ft. by 100 ft. / 50 ft.
    Special Attacks: Improved grab, swallow, devour, trample, breath, fire blood
    Special Qualities: DR 30/+3, SR & PR 15 DR 50/+5, SR & PR 30
    Saves: Fort +12, Ref +21, Will +27 Fort +3, Ref +2, Will +3
    Abilities: Str 30, Dex 10, Con 20, Str 39, Dex 10, Con 44,
    Int 10, Wis 15, Cha 9 Int 22, Wis 23, Cha 22
    Skills: Spot +15, Listen +12 Spot +30, Listen +45
    Feats: Alertness, Improved Critical (bite), Power Attack, Sunder, Great Sunder, Cleave, Great Cleave
    __________________________________________________ __________________________
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 23
    Treasure: Double Standard
    Alignment: Always chaotic evil
    Advancement: 38-96 HD (Colossal)


    ---The kulshedra is the mutated result of a bolla that survives 12 years. The kulshedra no longer sleeps and spends much of its time hunting other creatures to devour. The kulshedra has an endless stomach and its appetite is limitless. It can drink up an entire lake in an effort to fill its endless stomach.
    ---When the bolla mutates into the monstrous Kulshedra, it grows arms, legs, wings, and two long pointy horns. Its colors remain the same as the bolla, but its tongue splits into nine harpoon-like spears. It also snorts clouds of smoke and constantly spits fire, burning whatever flammable materials it can.

    Combat
    ---No longer sleeping, the bolla transforms into the even hungrier kulshedra, whose appetite burns eternally. Raw fire fills its veins and it becomes a menacing sight of smoke and flame as it charges into combat. Like the bolla it changed from, its primary concern is to fill its stomach, which constantly burns in hunger. It is a little more restrained then its childhood counterpart, and uses its breath or tongue if those attacks prove to be more effective. As the creature takes more damage, it becomes more dangerous to be around, as searing flames blast out from its wounds to burn all who approach. Killing a kulshedra releases all of the spirits it devoured, causing a powerful explosion.
    Improved grab (Ex): To use this ability, the kulshedra must hit with a bite attack.
    Swallow Whole (Ex): A kulshedra can swallow a single creature that is at least one size category smaller then itself by making a successful grapple check (grapple bonus +39), so long as it already has the opponent in its mouth. While the opponent is inside he or she takes 2d8+8 points of bludgeoning damage plus 20d8+6 points of fire damage per a round. A successful grapple check allows the opponent to crawl up to the creature’s mouth, where another grapple check must be made to escape its jaws. The opponent can opt to try and cut his or her way out from the creature’s belly. This can only be done with claws, light piercing weapon, or slashing weapon. The opponent must deal at least 36 points of damage to the creature’s gullet (AC 28) in order to cut open a whole large enough for him or her to crawl out of. After the opponent crawls out, muscular action closes the stomach back up, so any other swallowed creature must start the process anew. Those who die within the creature’s stomach are considered devoured. A kulshedra can stuff its mouth all day long, since its remains are quickly incinerated within its bellow. This gives the creature a horrific appetite.
    Devour (Su): The flames within a kulshedra are unquenchable, everything it eats is reduced to ash. The creature sustains itself on the sustenance of the souls it collects this way. Those devoured cannot be resurrected until the kulshedra is killed or a wish or miracle is used to release their souls first. If a kulshedra is killed, its body explodes; releasing all of the spirits it’s devoured. All incorporeal creatures within 100 feet of the kulshedra take 10d10+20 points of fire damage and are knocked back as many feet as they take damage unless the make a Reflex save (DC 24) to halve the damage and keep their ground.
    Trample (Ex): A kulshedra can trample gargantuan or smaller creatures for 4d8+13 points of damage. Opponents that don’t make attacks of opportunity against the kulshedra can attempt to make a Reflex save (DC 32) to halve the damage.
    Breath (Su): Once every round a kulshedra can breath a 60-foot cone of fire, dealing 36d6 points of fire damage (Reflex save DC 44, halve damage). Creatures that fail to save catch on fire and burn for 2d8 rounds, taking 1d6 points of damage per a round (save DC 18). The fire can be put out using a move-equivalent action or as a partial action using 1 gallon of water.
    Tongue strike (Ex): The 9 whip-like tongues of a kulshedra threatens a critical on a natural roll of 17-20 and deal x3 damage. Its tongues can hit a creature up to 50 feet away. Creatures hit by the kulshedra’s tongue must make a successful Reflex save (DC 24) or radiate with abysmal fire, taking 1d6 points of fire damage and 1d6 points of unholy (evil) for the next 9 rounds. All creatures within 10 feet of the creature radiating fire also take 1d6 points of fire damage and 1d6 points of unholy (evil) damage (stacking). Only using 3 gallons of water as a move-equivalent action, can the magical-affecting flame be snuffed out.
    Fire Blood (Ex): Any time the kulshedra take slashing damage, firing bursts out of its wounds instead of blood. For every point of damage delivered, the cone blast’s range increases 2 feet and deals an additional 1d6 points of fire damage. Thus, if a kulshedra takes 20 points of damage, a 40 feet cone of fire would blast out of its body, dealing 20d6 points of damage to all affected. Even worse, the fire continues to blast out of the wounds for as long as the wound remains open. Since the kulshedra regenerates 10 hps a round, the next round the wound’s blast would have a 20-foot range and deal 10d6 points of damage. The closer a kulshedra gets to death, the more its body tears apart as violent flames rip out of it.
    Regeneration (Ex): A kulshedra regenerates 10 hit points per a round. Acid deal normal damage to a kulshedra.
    ---If a kulshedra bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
    Fire Affinity: Kulshedra are healed by fired damage instead of harmed by it. If a fire damaging spell or effect would deal damage to a kulshedra, it instead heals it for an equal amount of damage. Unlike Bolla, Kulshredra take x2 damage from cold.
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
    Last edited by Proton; 12-04-2018 at 01:08 PM.
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  13. #33
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    (Created)



    BONE BOW
    Medium-Size Construct (Evil)
    Hit Dice: 12d10+50 (132 hp)
    Initiative: +6 (+6 dex)
    Speed: 30 ft.
    AC: 24 (+6 dex, +3 natural, +5 armor)
    Base Attack/Grapple: +9/+13
    Attacks: 4 arrows +19 ranged melees
    Damage: arrows 1d6+2
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Infuse bow and arrow
    Special Qualities: Construct, bone shape, subjective gravity
    Saves: Fort +8, Ref +6, Will +10
    Abilities: Str 18, Dex 22, Con -, Int 10, Wis 10, Cha 10
    Skills: Climb +8, Jump +12, Spot +10, Tumble +10
    Feats: Dodge, Mobility, Far Shot, Many Shot, Point Blank Shot, Rapid Shot, Weapon Focus (bow)
    Epic Feat: Combat Archery, Distant Shot, Epic Dodge, Epic Weapon Focus (bow), Improved Manyshot, Swarm of Arrows, Uncanny Accuracy
    _________________________________
    Climate/Terrain: Any
    Organization: Solitary or Pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 13-18 HD (Large)
    19-36 HD (Huge)

    ---Bone bows are created for one purpose, to kill. Only evil spell casters create bone bows, using them as guards or adornments for their unholy dungeons. Bone bows attack living creatures on sight, except for the spell caster who created them. Bone bows are incredibly tenacious constructs, following and stalking their foes for hours. Their unnatural skill with a bow is matched only by the greatest of archers.
    ---Bone bows look like skeletons wearing elven chain mail armor. Their gloss-covered bones are covered with red veins. They usually bear the insignia of their creator. Only the purple glow of their eyes can be seen from within the helmets they wear. Bone bows cannot move silently, and the sound of bones popping and scraping against each other can be heard when they move.
    ---Bone bows understand the language of their creators.

    Combat
    ---Bone bows run along the ceiling searching for life to destroy. When they come across a living creature, they immediately begin a missile assault, firing up to 4 missiles per a round. They will do everything possible to prevent creatures from coming near them. They use as much cover as possible when firing their arrows from out of the dark. A bone bow always fights to the death. They are proficient with all types of bows.
    Construct: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effects that require a Fortitude save unless the effect also works on objects. Isn’t subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Constructs are not at risk from death from massive damage. Cannot be raised or resurrected. Constructs do not heal damage, but can be repaired, as object would be. Fast healing or regeneration works if the construct has the ability.
    Infuse Bow and Arrow (Su): Whenever a bone bow picks up a bow, it infuses the bow with magical energy. So long as the bone bow holds the bow, the bow is considered a +2 weapon. This also applies to any arrows the bone bow holds; though the arrows shatter after hitting their targets. The bone bow’s ability to enhance bows stacks. Foe example: if a bone bow were to pick up a +3 magical bow, then the bow would become a +5 magical bow in the hands of the bone bow. This also applies to magical arrows.
    Bone Shape (Su): As a standard action, a bone bow can draw forth the bones of creatures that have died within the last hour and shape them into arrows. Alternatively, it can fuse the bones with itself to recover lost hit points. In order to use this ability, the creature must have a skeleton. The bone bow can form 1 arrow from a tiny creature, 4 arrows from a small creature, 20 arrows from a medium-size creature, 64 arrows from a large creature, 320 arrows from a huge creature, 964 arrows from a gargantuan creature, and up to 3000 arrows from a colossal creature. The bone bow can form a maximum of 20 arrows per a round or recover up to 20 hit points (which fuses the bone material into the bone bow). Whenever it uses this ability, it leaves boneless corpses in its wake.
    Subjective Gravity (Su): Gravity affects a bone bow differently then other creatures. Whatever surface it stands on is the ‘floor’ that gravity holds it to. Thus, a bone bow can run across ceiling and jump only to fall back up to the ceiling again. It can also run sideways on walls as though it ran across the ground. It is immune to all spells and effects that utilize gravity as a weapon, such as the spell reverse gravity.
    Darkvision: This creature has darkvision with a range of 60 feet.

    CREATING A BONE BOW
    An 18th level or higher arcane spell caster can create a bone bow. The spell caster must find the body of an epic archer (an epic arcane archer of the 11th level or higher) and remove its fingers, eyes, and ears. It then places the organs and body parts onto the corpse of a lycanthrope. He then pours 10,000 gps worth of melted gold onto the corpse and casts animate dead, fabricate, control undead, and limited wish upon the corpse. Within the nest 10 hours, corpse’s flesh melts and its bones take on the shape of the bone bow, the gold changes into the gloss that covers the bone bow’s bones, and it gains consciousness. There is a 1% chance that the bone bow will go mad and attack its creator. If a bone bow goes mad as such, not only will it attack living creators, it will attack undead and other constructs as well. The spell caster loses 5,000 experience points during the process of creating a bone bow.
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  14. #34
    Community Member Proton's Avatar
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    (Myth)



    BRAG
    Small Shapechanger
    Hit Dice: 6d8+26 (46 hp)
    Initiative: +4 (+4 dex)
    Speed: 60 ft., swim 120 ft.
    AC: 23 (+1 size, +4 dex, +8 natural)
    Base Attack/Grapple: +4/+4
    Attacks: 2 claws +10 melee, bite +8 melee
    Damage: Claw 1d6+4, bite 1d8+2
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Spell-like abilities, adhesive, brag ride
    Special Qualities: Shape shift
    Saves: Fort +8, Ref +6, Will +10
    Abilities: Str 19, Dex 19, Con 16, Int 16, Wis 11, Cha 14
    Skills: Bluff +13, Disguise +17, Escape Artist +12, Forgery +5, Hide +6, Listen +6, Move Silently +7, Open Locks +3, Pick Pocket +5, Read Lips +9, Spot +5, Use Magic Device +4
    Feats: Alertness, Skill Focus (disguise)
    _________________________________
    Climate/Terrain: Any land
    Organization: Solitary or gang
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually chaotic neutral
    Advancement: By character class

    ---Brags are goblin-like creatures with the power to shapechange. They are mischievous and enjoy the darker side of humor. They often appear as horses. Those foolish enough to mount ‘the horse’ are in for a terrible ride. The brags run through sticker bushes, duck before thick branches, and finally dump the rider in the middle of a hostile swamp or lake, laughing as they gallop away. Brags are careful not to play any of their nasty pranks while in their true form, misleading others to think that some other creature is behind their mischief. They rarely ever intend to kill, though their jokes often cause death. When they gather together, they love bragging about their most recent pranks.
    ---Brags look much like goblins and often travel with or live in goblin settlements. They have larger eyes, longer teeth, and pointier ears then goblins, though the goblins don't seem to notice. They have deep indigo bellies and they take the trouble to hide their bellies from their goblin kin. Though they are capable of leading and control their goblin kin, brags have no interest in roles of leadership; for they enjoy their evil jokes far too much to devote themselves to the time consuming task of leadership.
    ---Brags speak Goblin, Orcish, Common, and Sylvan.

    Combat
    ---Brags usually don’t get into fights; most often they either accidentally kill those they play pranks on or dump them in a swamp. If a brag is forced into combat, it alters its form into the fiercest creature its ever seen, uses bull’s strength, and tries to tear its foes apart. Brags are smart enough to focus their attacks on spell caster before dealing with other possible threats.
    Alter Form (Su): Brags can alter their forms into any large, medium-sized, or small creature that they have seen. This ability works like a polymorph self spell as cast by a 13th level sorcerer. The brag can maintain whatever form it changes into for up to 2 hours at a times and can shift up to 12 times per day. Changing from form to form is a standard action.
    Spell-Like Abilities: At will---detect magic, grease, obscuring mist, comprehend language, ventriloquism, detect thoughts; 3/day---invisibility, color spray, animate rope, shatter, misdirection; 1/day---bull’s strength, nondetection, stinking cloud, suggestion; Caster level 9th (save DC 11 + spell level).
    Adhesive (Su): The brag can make a part of its body adhesive at will as a free action. If a creature touches it, they become stuck to it unless they succeed at a Reflex save (DC 16). Creatures that are stuck to a brag receive a –4 penalty to all their combat rolls and are unable to strike or harm the brag that they are adhered to in any way unless they make a Will save (DC 20) for each attempted attack.
    Brag Ride (Su): Creatures that weigh more then the brag (the brag ways 60 lbs in its natural form, though it can assume the shape and weight of any creature up to 800 lbs.) carry it around, whereas, creatures that the brag outweighs are carried around or dragged by it. If the two creatures weigh the same or within 30 pounds of each other’s weight, the stronger of the two carries the weaker around. This adhesiveness is magical and the brag does not need to make a grapple check to keep its hold.
    ---The brag uses this ability most often while altered into the form of a horse, and any creature foolish enough to get on it as a horse is in for a terrible ride. The brag (now a laughing horse) will run intentionally through sticker bushes and under low branches, doing 1d2 points of damage to the rider for every round that the brag runs through thick foliage. After a long freaky ride, the brag bucks the rider off in some marsh or swamp and runs away laughing. An alternative form is to appear as a ‘good old dog’, should someone be foolish enough to pet it, it runs off laughing while dragging them by the hand. Those dragged by brags take 1d2 points of damage each round.
    Darkvision: This creature has darkvision with a range of 60 feet.

    BRAG CHARACTERS
    ---A brag’s preferred class is the Rogue. Brag PC’s have an effective character level (ECL) equal to their class level +8. Therefore, a 1st level brag rogue’s ECL is 9 and is equivalent to a 9th level character.
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  15. #35
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    (Created - one of the all time best - a useful creature to have for many reasons)



    BROODER
    Medium-Size Beast
    Hit Dice: 6d10+20 (50 hp)
    Initiative: +4 (+4 dex)
    Speed: 50 ft.
    AC: 13 (+3 natural)
    Base Attack/Grapple: +4/+7
    Attacks: bite +7 melee, dirt kick +4 ranged
    Damage: bite 2d8++3, dirt kick ‘blindness’
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Confusion cloud, dirt kick
    Special Qualities: Fast-healing 1
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 16, Dex 10, Con 18, Int 3, Wis 10, Cha 7
    Skills: Inuit Direction +4, Listen +10, Spot +16, Swim +7
    Feats: Alertness
    _________________________________
    Climate/Terrain: Any warm or temperate
    Organization: solitary or herd
    Challenge Rating: 6
    Treasure: None
    Alignment: Usually neutral
    Advancement: 7-12 HD (Gargantuan)

    ---A Brooder is a giant guinea pig-like creature that often travels in giant herds. The only features that distinguish them from guinea pigs are their large size and the small horns that stick out from behind their ears. Although they originate from Gravitoss they have no bio-metallic Gravital hides and have developed a special means of survival when they lived on their violent home world of Gravitoss.
    ---When a Brooder is threatened, the cowardly creature makes a loud screeching sound and releases a highly toxic gas from pores found at the side of their body that pacify and confuse their would-be predators. This gas is actually an addictive drug, and sometimes brooders are kept as pets for access to it. Their flesh is not the best food, for it intoxicates even stronger then the gas they can release (still a hungry or inexperience beast may try and devour one). They scare really easy, use their gas defensively, and run away.

    Combat
    ---The brooder is always on guard and if it sees even a little rabbit, its eyes bulge, it squeaks, releases a cloud of gas, and kicks dirt as it runs away. It rarely ever uses its bite attack, even though its jaws are powerful enough to crush apart stone.
    Confusion and Pacification Cloud (Ex): Brooders have large pores that run along the sides of their bodies. If a brooder is threatened or attacked, it releases a spurt of vapor that spreads instantly (and forcibly) into a cloud that confuses any creature, affecting both their nervous system as well as their mind. They must make a Fortitude save (DC 15) on behalf of their nervous system, or they will be unable to control the actions of their body, jumping and moving about as though they were confused, this is the same as the spell confusion, except they can't attack anything. This cloud has some chemical compound that causes it to effect undead creatures as well. The creature must also make a Will save (DC 24) or become mentally pacified for 1d4 hours, unable to do anything but wander around amazed by the stupidest things. They will be unable to attack anything while they are pacified and usually become very hungry. Pacified creatures receive a –2 performance penalty to any roll they make. This cloud effects anything that has an intelligent score of 1 or greater, invading whatever area controls the perceptive input of the creature effected.
    Dirt Kick (Ex): If the brooder is standing over dry soil, sand, or gravel (even in thick grass) and gets attacked, it will move its legs so fast along the ground the it scrapes the ground and kicks dirt up into a cloud of dust that is 6 feet in width and height and 10 feet long. The cloud of dust obscures vision, as would an obscuring mist spell. It also threatens to blind any creature that is facing the brooder, as little pieces of dirt fly into their eyes (Reflex save DC 13). Creatures are only blinded temporarily for 3d6 rounds and the dirt cloud settles 2 rounds after being dispersed. Spell casters caught within this area must make concentration checks (DC 11) or lose any spells they are casting.
    The brooder kicks dirt even while it runs, so any pursuing creature within 10 feet behind it must make continuous saves for each round that they pursue it. A running brooder often creates a wall of dust as it runs. This cloud is often mixed with the toxins that induce confusion, so creatures that pursue a brooder must also check to see if it is confused as well.
    Fast Healing (Ex): Brooders regain 1 hit point per a round. This does not include hit points lost from starvation, thirst, or suffocation, and it does now allow the brooder to reattach or regrow lost limbs. Acid and fire damage deal them normal damage.
    Low-light Vision: This creature has low-light vision.
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  16. #36
    Community Member Proton's Avatar
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    I'm late with my posts here, been so busy lately, so much more coming up. But I'm still waking up and having even had a meal yet, soon. I'll post a few and run.


    (Created)



    CELESTIAL
    Natturine
    Large Outsider
    Hit Dice: 18d8+54 (155 hp)
    Initiative: +7 (+7 dex)
    Speed: 30 ft., fly 90 ft. (good)
    AC: 20 (-1 size, +7 dex, +4 natural)
    Base Attack/Grapple: +18/+28
    Attacks: 2 claws +24 melee, bite +24 melee
    Damage: Claw 1d6+6, bite 1d8+6
    Face/Reach: 5 ft. by 5 ft. / 10 ft.
    Special Attacks: Spell-like abilities, stunning claws,
    contingency wounds, dimensional strike,
    improved grab, push, brilliant feathers,
    holy blood, smite evil, crushing jaws
    Special Qualities: Detection, tracking
    DR 20/+2, SR & PR 10, fire and
    sonic resistance 20, regeneration 6
    Saves: Fort +20, Ref +24, Will +28
    Abilities: Str 22, Dex 24, Con 21,
    Int 26, Wis 24, Cha 22
    Skills: Animal Empathy +7, Climb +9
    Knowledge (nature) +12, Swim +16
    Feats: Endurance, Power Attack, Cleave
    __________________________________________________ __________________________________________________ ____
    Climate/Terrain: Any land and underground
    Organization: Solitary
    Challenge Rating: 22
    Treasure: Double Standard
    Alignment: Always chaotic good
    Advancement: 19-36 HD (Large)


    Celestials are noble beings that can be found guarding the upper planes. They are so virtuous that paladins may feel insignifigent in their presence. If not hunting down the fiends through the multiverse, they are advising other beings of the dangers of evil or guiding other beings to the path of virtue. They all are courageous, and rarely ever turn down the opportunity to battle evil wherever it appears.
    Celestials speak Celestial, Draconic and Infernal.

    Combat
    Celestials will avoid harming other good creatures as much as possible. They fight bravely when facing the creatures of the lower planes. Celestials with a variety of magical powers will soften up their foes before moving in, while celestials without so many magical powers will stride into hand-to-hand combat.
    Darkvision: This creature has darkvision with a range of 60 feet.
    (fix this part later)

    Natturine
    Natturines live in the huge forests found in the upper planes, where they play games by the day and fly down to the material plane at night to hunt for infernal outsiders to maul. They make excellent use of their power, stretching a combat over the length of a night if they must in order to take down more powerful enemies. They are relentless stalkers once they have captured the scent of evil and are superb trackers who rarely lose their game.
    Natturines appear as 8-foot tall cave bears that weigh as much as 2600 pounds. They have golden fur and brilliant white eyes that glow when evil creatures are near. They have huge eagle-like wings that are gold on the outside and have all the colors of the rainbow on the inside and span up to 18 feet.
    Combat
    Natturines hunt evil. They are cunning creatures that know how to win battles against creatures more powerful then themselves. A natturine stretches a fight out if it must; wearing its opponents out while it heals. Its blood burns the flesh of any evil creature it touches, its jaws crush apart the strongest weapons, its claws hit with such force they stun, and its wings contain great power. Using these along with its spell-like abilities, dimensional strikes, and contingency wounds; makes the natturine a deadly creature of the night. Most evil creatures it encounters try to run away, only to discover that the natturine is almost impossible to lose.
    Tracking (Ex): A natturine can pick up the trail of any evil creature, provided that the evil creature has passed through the area within the last 3 hours. Using their keen smell, eyesight, and an innate ability they never lose the trail. Natturines will follow the trail until they catch up with the creature or until they crossed paths with a more recent trail.
    Crushing Jaws (Ex): Natturines have teeth that are more powerful then metal and jaws that can crush apart diamonds. Whenever they deal critical damage, their bite inflicts x3 that damage and forces that opponent’s armor or shield (determine randomly if the opponent has both) to make a save (DC 10 + the damage dealt) or be crushed into pieces. The creature can also crush and destroy its opponent’s weapon on a successful sunder attack, unless its opponent’s weapon makes a save (DC 10 + the damage dealt) to survive the attack.
    Regeneration (Ex): A natturine regenerates 6 hit points per a round. Fire, sonic, and unholy (evil) attacks deal normal damage to a natturine.
    If a natturine loses a limb or body part, the lost part grows back within 2d6 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
    Smite Evil (Su): Whenever a natturine attacks an evil creature, it adds its charisma modifier (+6) to its to hit roll. It also deals an additional 12 points of holy (good) damage with each successful hit.
    Holy Blood (Ex): The holy blood that runs through the veins of a natturine is filled with goodness and deals holy damage to evil creatures. It sprays a mist of blood whenever a creature deals damage to it with a slashing weapon or natural weapon and unless they make a successful Reflex save (DC 10 + the damage dealt) or they take 3d6 points of holy (good) damage. A creature hit with the holy blood will continue to take 1d6 points of holy (good) damage for 1d4 rounds. A creature can make a move-equivalent action to wash off the blood, if they have access to at least 1 gallon of water.
    Spell-Like Abilities: At will---detect evil, deathwatch, detect undead, endure elements, obscuring mist, hold person, invisibility purge; 3/day---divine favor, freedom of movement, restoration, ethereal jaunt; 1/day---plane shift, holy word; Caster level 13th (save DC 13 + spell level).
    Detection (Ex): Always active: detect evil, see invisibility, and detect traps. These abilities function as cast by a 12th level spell caster.
    Brilliant Feathers (Su): As a standard action, a natturine can stand upwards and open its wings, revealing the rainbow feathers that line the wing’s interior. It then flaps it wings, causing a 20-foot cone of spiraling rainbows to shoot forth. Any evil creature caught within the cone must make a Fortitude save or begin changing colors and glowing. The creature takes 2d6 points of holy (good) damage for 5 rounds and must make a successful Will save (DC 16) each round it takes damage or lose its next opportunity to make a standard action. At the end of the duration, they stop glowing.
    Push (Ex): Natturines can make a bull rush maneuver without provoking an attack of opportunity.
    Improved grab (Ex): To use this ability, the natturine must hit with a claw attack.
    Dimensional Strike (Su): A natturine can disappear the instant after it delivers damage, preventing any counter attacks that may occur. The natturine must deal damage to an evil creature, but uses this ability as a free action. It disappears into a dimensional void, and travels as if by means of a dimension door spell as cast by a 13th level sorcerer.
    Contingency Wounds (Su): If a natturine takes any damage, it automatically blinks. This prevents any follow up damage that can occur from multiple attacks. This ability is otherwise the same as a blink spell as cast by a 12th level sorcerer.
    Stunning Claws (Su): A natturine stuns evil creatures by making a successful claw attack, smashing them with holy power. The creature must make a Fortitude save (DC 12 + the damage dealt) to avoid the effect. If the creature fails to save it is stunned for a number of rounds equal to the damage it took.



    JadeWing
    Diminutive Outsider
    Hit Dice: 1d8+1 (6 hp)
    Initiative: +9 (+9 dex)
    Speed: 5 ft., fly 360 ft. (perfect)
    AC: 23 (+4 size, +9 dex)
    Base Attack/Grapple: +1/-16
    Attacks: Bite +1 melee
    Damage: bite 1d2
    Face/Reach: 1 ft. by 1 ft./ 0 ft.
    Special Attacks:
    Special Qualities: Detection, protection, immunity, retreat,
    DR 10/+1, SR & PR 20, MR 30, fire & sonic resistance 20
    Saves: Fort +0, Ref +12, Will +4
    Abilities: Str 1, Dex 28, Con 7, Int 2, Wis 10, Cha 13
    Skills: Hide +20, Intuit Direction +4, Listen +12, Spot +21
    Feats: Alertness
    __________________________________________________ __________________________________________________ ____
    Climate/Terrain: Any warm (special)
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral good
    Advancement: None

    Jade Wing
    Living only in the most beautiful places of the world, the Jadewing has become a symbol of beauty and freedom. These little birds are said to be a gift from the gods, and certainly benefit beings that they detect are good. They tend to relieve the sufferings of heroes and then vanish just as swiftly as they came. They won’t tolerate the presence of evil and never hesitate to fly away from anything evil.
    A Jadewing appears as a parakeet of any color with eyes that glow in the dark and a tuft of colorful feathers on its head. It has two long tail feathers that are usually golden or white. When it flies it leaves tracers that sparkle behind it.

    Combat
    Jadewings are the eyes of heaven. In most cases, they don’t fight, even if they are cornered. They use their powers to gather information and retreat from conflicts. The only weapon a jadewing has is its bite attack.
    Detection (Ex): Always active: detect evil, protection from evil, and true seeing. These abilities function as cast by a 15th level spell caster.
    Restoration (Su): Once per a week a jadewing can use the spell-like ability of restoration as cast by a 13th level cleric. The jadewing must rest for one hour after using this ability.
    Retreat (Su): If a jadewing is running from another creature, or in some way trying to escape, its flying speed magically increases to a rate of 980 feet.
    Spell-Reflection (Su): If a touch or ranged touch spell or spell-like ability that target’s a jadewing is prevented by the jadewing’s magic resistance, it reflects back to its caster instead of fizzling.
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  17. #37
    Community Member Proton's Avatar
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    (Myth)




    CHERUFE
    Gargantuan Elemental (Fire) (Earth)
    Hit Dice: 24d8+211 (310 hp)
    Initiative: +0
    Speed: 20 ft., borrow 10 ft.
    AC: 26 (-4 size, +20 natural)
    Base Attack/Grapple: +17/+42
    Attacks: 2 slams +30 melee
    Damage: Slam 6d6+13
    Face/Reach: 20 ft. by 20 ft./ 20 ft.
    Special Attacks: Spit magma, heated blood, improved grab, exploding death, heated aura, sear through steel, burn the soul, choking smoke, quaking steps
    Special Qualities: Immunities, plates of rock, DR 35/+4, SR & PR 40, fire subtype
    Saves: Fort +28, Ref +18, Will +22
    Abilities: Str 37, Dex 10, Con 30, Int 9, Wis 9, Cha 1
    Skills: Spot +16
    Feats: Power Attack, Cleave, Great Cleave
    _________________________________
    Climate/Terrain: Any volcanic
    Organization: Solitary, pair, or pad
    Challenge Rating: 23
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: 25-128 HD (Colossal)

    These horrible aberrations combine earth and fire, forming lava. They are feared as the deadly lava monster. They require the sacrifice of young and lovely maidens or they go on burning rampages, engulfing entire villages and even cities into flames. They are almost always hostile and attack any non-cherufe on sight. When maidens are tied up and left for them, they will leave the offering people alone. A cherufe feeds by burning the flesh of a humanoid and drawing out the spirit released through death, thus, they are notorious because those they devour are impossible to resurrect. Cherufes live in active volcanoes and haunt only civilizations found within a hundred miles or less of their volcanic homes.
    Cherufes looks like a giant walking humanoid shapes of lava. Their limbs are simple and end without any fingers or toes and they have ever-changing faces that boil with anger. Smoke constantly rises from their head and they leave lava footprints that dry within 10 minutes. Cherufes can alter their form, turning their legs into long snake-like tails that they slither around on, leaving a wall of fire in their path. When they cool, plates of magma rock cover their bodies, slowing them; and also acting as armor. Every step they take causes the earth to shake violently and the air around them is so hot that their image sways in the heat.
    Cherufes speak Abyssal.

    Combat
    The cherufe is far too cunning to be the conglomeration of burning magma that it is. It will often encircle its foes in a wall of fire and cloud of smoke while spitting magma. After its foes are encircled, it moves in, grabbing any spell casters before turning its attention to any other creatures. If overwhelmed by smaller creatures, it will either slither backward or form legs and begin using its tremor walk to knock them over. The cherufe has a bad habit of walking on creatures that fall over while spitting magma or slamming foes within reach. Cherufes always fight to the death and explode violently when they die.
    Spit Magma (Ex): As a standard action, a cherufe can throw up to two magma balls per a round at any opponent within a distance of 40 feet. These magma balls hum throw the air, trailed by flames. Any creature hit by a magma ball takes 3d6 points of fire damage for 1d4+2 rounds, as the magma burns their flesh. Afterwards, they burn for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
    Burning Blood (Ex): Any weapon damages a cherufe melts or burns up unless it makes a Reflex save (DC 18, DC 26 for non-metallic weapons). Fire touched weapons such, as a flametongue sword are immune to this effect. Any creature that touches (hitting it with a natural weapon or fist, for example) a cherufe immediately takes 3d6 points of fire damage (no save) and burns, taking flame damage for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
    Improved grab (Ex): The cherufe loves to use this ability, if it hits an opponent that is at least one size category smaller then itself with one of its slams, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus + 20). If it gets a hold, it deals automatic slam damage each round the hold is maintained and all also automatically deals 6d6 additional hit points of fire damage.
    Exploding Death (Ex): If a cherufe dies, it explodes in a ball of flame and lava splatter. Any creature within 30 feet of the exploding cherufe takes 8d6 points of fire damage unless they succeed at a Reflex save (DC 18) to halve the damage. They also burn if they fail to make their save, taking flame damage for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
    Heated Aura (Ex): Cherufes radiate intense heat and have a 15-foot aura of heat that deals 2d6 points of fire damage per a round to any creature within. The heat causes the cherufe's image to blur (as the spell). Anything within the aura is blurred.
    Sear through Steel (Ex): A cherufe can melt steel with a touch, effectively burning through pure metal (such as massive thick metal doors) at a speed rate of 5 feet. The creature can burrow (burn through) through pure stone at a speed rate of 10 feet and moves at its normal rate through anything less fire resistant. The cherufe leaves a tunnel in the process.
    See through Smoke (Su): The cherufe can see through any form of smoke normally, regardless of its thickness or nature. Thus, the creature can see through a thick magical smoke that would normally obscure the vision of just about any creature.
    Burn the Soul (Ex): A creature that is burned to death by a cherufe or a cherufe’s flames has its soul pulled into the creature’s magma body, fueling its life force with the pain of their burning soul. All they know from that point onwards is the pain of fire. The character cannot be raised from the dead except by means of a wish or miracle spell. Even if the character is raised from the dead, its body will be covered with burn scars, which are impossible to remove except with another wish or miracle spell. The character will always suffer a –1 morale penalty to its saving throws, to hit attacks, and skill checks whenever it is around fire. This effect is permanent, a residue effect of knowing only the purest of pain within the body of the cherufe.
    Whenever a creature’s soul is pulled into a cherufe, the cherufe gains whatever hit points the creature would normally have at full, as temporary hit points.
    Choking Smoke (Ex): As a free action, a cherufe can begin emanating a 60-foot aura of choking smoke. The smoke raises into the air at a speed rate of 60 feet and its perimeter increase by 10 feet each round that it raises. This ability obscures all vision, even creatures with true seeing, darkvision or the like cannot see through the thick black smoke. The cherufe receives all the benefits as if it were invisible. Any creature within the cloud, can either hold its breath or begin suffocating as they take 2d6 points of damage as thick heated smoke enter their lungs. If their eyes are open, they must make a Fortitude save (DC 27) or be blinded for 2d6 hours from the smoke burning their eyes. Creatures outside of the smoky aura see a large cloud of smoke that slowly moves along the ground and rises into the sky simultaneously.
    Plates of Rock (Ex): Whenever the cherufe finds itself in a temperature below 40 degrees, or whenever it take 20 or more points of cold damage, the outside magma of its body cools and hardens into large plates of rock for 3d4 rounds before melting back into magma. The plates of thick rock act as armor to the creature, and it receives a bonus of +1 to its AC for each remaining round of plates. For example: a cherufe is hit with a cone of cold and plates of rock form from the coldness for 7 rounds. The cherufe has a +7 to its AC until the beginning of the next turn, at which points its AC bonus drops to +6, and the next turn it drops to +5, and so on. So long as the cherufe has plates of rock around itself, it is effectively slowed; this effect is the same as that of a slow spell. The creature cannot use its sear through steel ability and all DC saves against its heated blood ability receive a +4 circumstance bonus to their rolls. After the last + bonus to its AC is gone, the cherufe’s abilities return to normal.
    Quaking Steps (Su): Whenever a cherufe walks across the ground it releases powerful vibrations through its legs, causing all medium-sized or smaller creatures on foot to fall down unless they succeed at a Reflex save (DC 13) from the ripple. Spell-casters will lose any spells they try to cast unless they make a concentration check (DC 15+ spell level), as the rippling vibrations shake them. The creature leaves 6-foot round footprints as it walks made of lava. Any creature that walks across the lava footprint takes 2d6 points of fire damage (no save). If a creature falls (possibly from the tremors) into a footprint it takes double damage instead.
    Wall of Fire (Su): A cherufe can alter its legs into a snake-like tail that it slithers on made of magma. While so, it leaves a wall of fire as cast by a 30th level sorcerer behind it wherever it slithers. Altering forms is a standard action.
    Elemental: Immune to poison, sleep, paralysis, stunning. Isn’t subject to critical hits and cannot be flanked. Cannot be raised or resurrected, except with a wish or miracle spell.
    Darkvision: This creature has darkvision with a range of 60 feet.
    Immunities (Ex): Cherufes are immune to death effects, disintegration, death from massive damage, sleep, mind-affecting effects, transmutation, energy drain, ability drain, ability damage, banishment, and imprisonment.
    Fire Subtype: This creature is immune to all fire damage and takes double damage from cold except on a successful save.
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  18. #38
    Community Member Proton's Avatar
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    (Created)



    CHILL
    Medium-Size Aberration (Incorporeal) (Cold)
    Hit Dice: 5d8+20 (48 hp)
    Initiative: +3 (+3 dex)
    Speed: fly 30 ft. (good)
    AC: 16 (+3 dex, +3 natural)
    Base Attack/Grapple: +3/---
    Attacks: 2 touches +3 touch
    Damage: Touch 3d6 (cold)
    Face/Reach: 5 ft. by 5 ft./ 5 ft.
    Special Attacks: Spell-like abilities, ice sculpture, cold aura, icy fingers
    Special Qualities: Levitation, incorporeal form, DR 15/+1, cold subtype
    Saves: Fort +5, Ref +4, Will +6
    Abilities: Str -, Dex 16, Con 15, Int 16, Wis 13, Cha 3
    Skills: Hide +12, Move Silently +18, Spot +16
    _________________________________
    Climate/Terrain: Any underground
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 6-13 HD (Large)
    14-27 HD (Huge)

    A chill is an evil and haunting aberration from the elemental plane of Cold. Few creatures ever see one or learn about them. They enjoy the safety of invisibility and radiate an aura of extreme cold that is capable of freezing a creature within seconds. Most often, creatures don’t know where the cold is coming from and die before ever finding out. When creatures freeze into statues of ice, the chills move into the center of the statue to devour the soul of its victim. Chills never make a sound and simply pass through the floor if they are somehow discovered.
    A chill looks like a floating white ball with a single blue eye in the center. Hundreds of writhing gray tentacles droop to the floor beneath it, resembling thick dreaded nits of hair. Two skinny arms occasionally stick out from the tentacle mass, though it usually keeps them hidden within it. A mist of invisible frost falls from its core, filling whatever room it is in.
    Chills don’t speak but understand Infernal.

    Combat
    Chills remain motionless, relying on their invisibility and cold auras to wear down or kill their opponents. They don’t pursue creatures that avoid their deadly cold, but will attack any creature that sees them or seems to survive indefinitely within their aura of coldness. Chills use their silence ability to hamper magic use and their web or hypnotic patterns ability to hold creatures within their deadly aura. If a chill’s cold is powerless against its foes, it will try to escape using dimension door or gaseous form.
    Spell-Like Abilities: Always active---invisibility; at will---ray of frost, mage hand, obscuring mist, chill metal, silence; 3/day---resist elements, web, hypnotic patterns; 1/day---dimension door, nondetection, gaseous form; Caster level 8h (save DC 11 + spell level).
    Levitate (Su): Chills can levitation horizontally at a speed of 30 feet. They can also decide to levitate vertically at a speed of 15 feet. If they should happen to fall, they are able to use this ability to slow themselves, as affected by a feather fall spell.
    Ice Sculpture (Su): Once per a day a chill can attempt to petrify any creature that is small or smaller into a frozen sculpture of ice. The creature must make a successful touch attack to release the charge and use up this power for the day. The creature that is touched turns completely into ice, freezing in whatever position that they stood in at the time, unless they make a successful Reflex save (DC 15) to avoid the affect entirely. Chills like to keep their ice sculptures as long as possible.
    Aura of Coldness (Su): A 15-foot aura of icy coldness follows a chill wherever it goes. This automatically deals 2d6 points of cold damage to any creature that enters it, and continues to deal 2d6 points of cold damage at the beginning of each turn to all creatures within it. A chill in gaseous form does not radiate coldness.
    Icy Fingers (Su): Anything a chill touches with its long icy fingers takes 3d6 points of cold damage.
    Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities can harm a chill. With the exception of attacks made by force effect or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by a chill ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
    Cold Subtype: This creature is immune to all cold damage and takes double damage from fire except on a successful save.
    Darkvision: This creature has darkvision with a range of 60 feet.
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  19. #39
    Community Member Proton's Avatar
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    (Created)



    CHOG
    Large Aberration
    Hit Dice: 11d8+99 (144 hp)
    Initiative: +3 (+3 dex)
    Speed: 30 ft., borrow 10 ft.
    AC: 22 (-1 size, +3 dex, +8 natural)
    Base Attack/Grapple: +9/+20
    Attacks: 2 claws +16 melee, bite +16 melee
    Damage: claw 3d6+7, bite 6d6+7
    Face/Reach: 5 ft. by 5 ft./ 10 ft.
    Special Attacks: Psionics, improved grab, improved disarm, improved critical, decapitate
    Special Qualities: Regeneration 6, borrow
    Saves: Fort +16, Ref +12, Will +10
    Abilities: Str 25, Dex 17, Con 28, Int 16, Wis 13, Cha 10
    Skills: Hide +7, Listen +10, Spot +8
    Feats: Power Attack, Cleave
    _________________________________
    Climate/Terrain: Any
    Organization: Solitary, gang, or death squad
    Challenge Rating: 13
    Treasure: Double Standard
    Alignment: Always chaotic evil
    Advancement: 17-32 HD (Huge)
    33-64 HD (Gargantuan)

    Chogs are subterranean creatures that come to the surface at night to hunt for humanoid creatures. They dig complex tunnels under the earth, making them into mazes. They are organized and ferocious beasts that compete for dominance. They swallow heads whole in order to digest the brain from within the skull and then vomit up the empty skull afterwards. After killing those they encounter, they bring the heads to their underground lairs. Chogs were created long ago by some mad race of alien to serve as a slave race of soldiers. The chogs proved to be smarter and more dangerous then the race realized and turned on their creators, hunting them to the point of extinction. The chogs mutated psionic powers by devouring the brain tissue of their creators.
    Chogs appear as ugly humanoids with jet-black skin. They have two regular black eyes and 3 red eyes that are laterally stacked over each other. Their huge mouths are filled with several rows of teeth. They have long tongues that have little mouths on the end, which they use to burrow into the skulls of their victims and eat at the brain. Three long horns fall back from their heads and their hands and feet have only two toes and fingers, ending with hooked claws.
    Chogs speak Abyssal.

    Combat
    Although chogs are without fear, they always seek the easiest means to defeat their prey. Chogs begin battle by making mind blast attacks and prefer to slaughter the helpless to a real fight. Still, chogs are ferocious in combat. They possess claws and teeth that can tear through metal. Chogs often bite the heads off of their foes in the midst of combat. They always use claws of the vampire before entering melee. If they have time, they like to charge up a dissolving touch before striding into battle. Chogs are intelligent and coordinate their attacks against foes that prove to be more powerful.
    Psionics (Sp): At will---claws of the vampire, inertial barrier, dissolving touch, adamant grasp. The abilities are the same as those manifested by a 12th-level psion.
    Attack/Defense Modes (Sp): At will---mind blast/intellect fortress.
    Improved grab (Ex): To use this ability, the chog must hit with a claw attack.
    Improved Disarm (Ex): A chog is adept at disarming its opponents and receives a +4 bonus on all disarming attempts. If it successfully disarms its opponent, it instead grabs the creature’s weapon. The chog usually throws the weapon 3d6x10 feet afterwards as a partial action.
    Improved Critical (Ex): A chog has powerful claws and score a critical hit on a natural roll of 17-20 and deal x3 damage.
    Decapitate (Ex): A chog can unhinge its jaw and bite off the head of any larger or smaller creature. On a natural roll of 20, the creature hit by the chog must make a successful Reflex save (DC 13 + damage dealt) or lose its head and die. The creature scores critical hits with its bite on a natural roll of 18-20, dealing x5 damage on a critical.
    Borrow (Ex): A chog can tear through the earth at a speed of 10 feet. It leaves a tunnel that is four 4 wide and 4 feet tall behind it in the process.
    Regeneration (Ex): A chog regenerates 6 hit points per a round. Fire and acid deal normal damage to a chog.
    If a chog bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
    Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
    (DDO PVP PVE 24/7 options options come check us out better then ever!!!) = (+) Sales
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