Author Topic: Iconic Monsters  (Read 34210 times)

DMofDarkness

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Re: Iconic Monsters
« Reply #30 on: July 03, 2013, 05:03:26 PM »
More invisibility Fun:

Phantom Fungus (EL 3 Mook):
Spoiler


Phantom fungi are some of the strangest plants ever to have evolved. Not only are they carnivorous, as but a few other plants are, they are also ambulatory, actively seek flesh, and have the utterly unique adaptation of naturally being invisible to the naked eye. They also, bizarrely, carry with them a pollen that acts as a pheromone, forcing nearby creatures to attack it before any other targets. The reason for this adaptation is simple: the spores for the next generation of phantom fungi are released when the original dies, rather than adding onto the colony that comprises the original fungus. Each encounter, they either feed the next generation or become the next generation, causing them to become highly prolific in the deep places below the surface of the earth.

Phantom Fungi are mindless, operating solely on instinct; as a result, many individuals, often those living below the surface of the earth, in the natural habitat of the Phantom Fungus, have found ways to use them as attack animals. They primarily do this by sticking them in corridors and wearing special chemicals tuned to those particular Phantom Fungi to prevent the fungi from attacking employees, and occasionally by just dropping them off in a town and letting the fungi attack everyone not wearing the chemicals, or have the Fungi wear invisible leashes for handlers to lead them around by. (Again, there is no non-prescription Fungus repellant; it is only effective against a few fungi at a time.)

[Large][Plant]
Elite Operative (Knight)
UAM: +3 BAB: +3

+3 Initiative, 35 ft Speed, [Tremorsense] 20ft.
53 HP, 16 AC, Fort +4, Ref +4, Will +4, Awareness 14.
[Melee] 10 ft, [Close] 30 ft, [Medium] 130 ft, [Long] 520 ft, [Extreme] 1300 ft.

Traits: [Immune] to [Dazzled], [Deafened], [Bleeding], [Exhausted], [Fear], [Mind-affecting], and the in-combat use of the Intimidate skill.

Abilities: Str 16, Dex 16, Con 10, Int 8, Wis 8, Cha 8.
Skills: Acrobatics +4, Athletics +4, Stealth +4.
Social defenses: Bluff 12, Diplomacy 12, Intimidate 12, Perception 12.
Combat maneuver DC: 11
Feats: Senseshift Adept, The Earth Cracks

Activated abilities

Attack action: +7 Attack 1d6+3 damage +7 [Precision] damage on Deadly Blades (Melee [Melee]) Bite

Swift/Immediate/Free action

Broken Ring: Once per [Scene], if a Phantom Fungus has yet to make any other actions on their turn they may become [Invisible] as a free action until the end of the [Scene]. Doing so causes them to choose whether to fight or flee on this turn and at the beginning of their turn each [Round] for the rest of the [Scene]. If they decide to flee, their only available actions until the beginning of their next turn are to Run, use their move action(s) to move, or make use of the Stealth skill. If they decide to fight they must skip either a standard action or move action during that turn (this has no effect if the creature already skips a standard action or all its move actions due to other conditions). If a Phantom Fungus is unable to flee it must fight.

Move Action:

Standard Action:

Nonaction:
Senseshift Adept: Phantom Fungi can manipulate their senses, having no proper organs to host them. This might allow them to peer around a corner with a stem, examine the inside of a lock with moss, listen with its tongue, taste things it touches with its feet, or manipulate any other sense it would normally have.

In addition, the Phantom Fungus has [Immunity] to [Dazzled] and [Deafened] and a +2 feat bonus to Awareness.

Deadly BladesEX: If an opponent fails a save against a combat maneuver a Phantom Fungus performs that deals damage, or it hits with an attack from a combat maneuver that does not require a save, that combat maneuver deals 7 additional damage with the [Precision] descriptor equal. This damage is not applied to normal attacks made while using Power Attack, Precise Strike, or Deadly Aim. This damage never stacks with itself. For instance, if a single attack is both a Trip and a Charge due to some special ability, it only applies once.

Valiant ChallengeEX: Creatures in a Phantom Fungus's [Melee] range must target the Fungus if able when making melee attacks. The first instance of this ability to apply against a given creature overrides subsequent instances, so the first Fungus to arrive is the mandatory target until they leaves, even if a second Fungus also engages the same foe at a later time.

Passive:
Establishing Your RootsEX: Plants have [Immunity] to [Bleeding] and [Exhausted].

Cellulose HeadEX: Mindless plants have no Intelligence modifier and cannot use Knowledge or Interaction skills, but have [Immunity] to [Fear], [Mind-affecting] effects, and the in-combat use of the Intimidate skill.

The Earth Cracks: Phantom Fungi have [Tremorsense] out to 20 ft.

Items: Broken Ring.

Tactics
Fungi are mindless. They do two things: Charge, and take a step back before Charging again. (The Fungi, having a 10ft reach, can always move 10ft to charge.) They attack anyone not wearing chemicals that repel them, and keep flailing at them until either they or their targets are dead.

turalisj

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Re: Iconic Monsters
« Reply #31 on: July 03, 2013, 05:25:26 PM »
 Nice Phantom Fungus. Might bump him up to EL6 to make him a challenge for my players....

turalisj

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Re: Iconic Monsters
« Reply #32 on: July 04, 2013, 01:10:50 AM »
 Could you stat up the Balor from 3.5 DnD? (and maybe the Balor from Lord of the Rings...)

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Re: Iconic Monsters
« Reply #33 on: July 04, 2013, 01:44:39 AM »
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DMofDarkness

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Re: Iconic Monsters
« Reply #34 on: July 04, 2013, 04:52:43 AM »
Mystify, I'm going to put the Balor back in the OP, if you're fine with that, possibly giving it a proper statblock later.

Owlbear (EL 5):
Spoiler


Owlbears. Another result of a mad wizard's experiments, this creature has, despite its lack of self-preservation instincts, extreme aggression, and illogical composition, managed to thrive. It's found in nearly every temperate forest on the planet, usually as the local apex predator. Owlbears usually live in mated pairs, often with young, though these young often wind up abandoned while the parents go off hunting for food for them and their brood.

Owlbear young, less aggressive than their parents and so less likely to kill themselves in attempts to escape, are often the target of poachers, fetching high market prices as guards for rich estates. While the Owlbears can't be properly trained, they can be let loose in wide areas, where they act as extremely effective security guards, as well as interesting observational pieces for villagers. When kept on estate grounds between the outer walls and the mansion itself, Owlbears are some of the best guards there are, able to keenly locate prey and then flying into a frenzy trying to kill it, alerting properly sentient guards and keeping thieves occupied, or killed without trial, in the meantime, with no legal repercussions. As Owlbears consume animals whole, including the bones, they are often used to dispose of dead bodies and meddlers who stood over the trapdoor while they monologued to nobles about how they weren't going to get away with it.

[Large][Magical Beast]
Rage/Utter Brute/Path of Destruction/Earth Elemental
KOM: Str (+5), KDM: Con (+4), BAB: +5

+1 Initiative, 55 ft Speed, [Tremorsense] 30ft.
96 HP, 21* AC, Fort +11*, Ref +6, Will +5*, Awareness 15.
[Melee] 15 ft, [Close] 35 ft, [Medium] 150 ft, [Long] 600 ft, [Extreme] 1500 ft.
*Decreases by 1 when not Raging.

Traits: [Damage reduction] 6, [Lesser resistance] to damage from non-flying foes, exits difficult terrain without penalty. Foes with flying can be attacked as though they weren't, and cannot move through Owlbear's square.

Abilities: Str 20, Dex 12, Con 18, Int 10, Wis 10, Cha 14.
Skills: Athletics +9, Vigor +9, Perception +5, Intimidate +7
Social defenses: Bluff 15, Diplomacy 15, Intimidate 17, Perception 17.
Combat maneuver DC: 16
Feats: Weaponized,  The Earth Cracks, Towering

Activated abilities

Attack action: +12* Attack 17** damage ([Brutal 2] [Reach] Melee [Melee]) Claw
*Decrease by 3 when not raging.
**Decrease by 2 when not raging.

Swift action
CleaveEX: Once per [Round], as a swift action, when an Owlbear hits an opponent with a melee attack and deal damage to that opponent with that attack, they may compare their attack roll from that attack to the AC of another target opponent within [Melee] range. If the attack roll equals or exceeds that opponent’s AC, they deal that much damage to that opponent.

RageEX: Owlbears channel the barbarian rage, a state where they gain heightened morale and physical prowess. As a swift action, if an Owlbear is not [Fatigued], [Exhausted], or in a rage, they can enter a rage, which lasts for a maximum number of [Rounds] equal to 7. While in a rage, an Owlbear gains a +2 bonus to attack rolls and damage it deals with attacks, and a +1 bonus to combat maneuver DCs and Fortitude and Will saves. When an Owlbear enter a rage, it also gains 10 temporary HP. These temporary HP are lost when the rage ends. An Ownbear can always prematurely end its rage as a free action.

When an Owlbear's rage ends (either before the beginning of its turn due to its duration running out, or on its turn due to ending it prematurely), it becomes [Fatigued] for as many [Rounds] as it spent raging (minimum 1), and it cannot begin a rage on either the turn it ends or on its following turn.

Move Action:
EarthspikeSU: The Owlbear's flailing claws deal as much damage to those around it as its beak does. Once per [Round], as move action, an Owlbear may create a 10 ft radius spread originating from itself, dealing 9 damage to opponents within the area as a [Ground] effect.

Standard Action:

Nonaction:
WhirlwindEX: If an Owlbear would make one or more melee attacks during their standard action, they may add the [Volley] descriptor to a single one of those attacks; this attack with the [Volley] descriptor is applied against every opponent in [Melee] range.

Powerful RageEX: An Owlbear's rage gives it unusual physical ability that overcomes its naturally clunky size. The Owlbear gains a +2 item bonus to Strength. While in a rage, it does not suffer any of the normal penalties of being [Large].

UnforgivingEX: The first time an Owlbear hits with an attack each [Round], after dealing damage, it deals [HP reduction] equal to that amount of damage, up to 5. In addition, once per [Encounter], as an Owlbear dies, it may take a standard action. It's still [Dead], so healing won’t help it, and it can’t activate abilities to resurrect itself if it opts to activate Unforgiving. Triggered abilities with no action cost may be activated instead of the standard action.

Passive:
Earth AffinityEX: Owlbears gain [Damage reduction] 4. In addition, moving out of a square of difficult terrain does not cost an Owlbear extra movement.

UncivilizedEX(Defender): Owlbears have a [Melee] natural weapon with the [Brutal 2] and [Reach] properties. In addition, an Owlbear have a +2 bonus that is both fury and item to Armor Class.

Towering: Unless an Owlbear is [Swimming] or [Burrowing], it can make melee attacks against [Flying] creatures even if it is not [Flying], and [Flying] creatures cannot pass through its space during their movements. Owlbears have have [Lesser resistance] against damage from opponents who are not [Flying].

Weaponized: Instead of rolling dice for base weapon damage, Owlbears use their KOM. This does not affect damage dice from additional damage such as the Sneak Attack ability of the Assassin track.

The Earth Cracks: Owlbears have [Tremorsense] out to 30 ft as a result of their impeccable sense of smell.

Items:

Tactics
Owlbears don't care much for tactics, instead preferring to just fly into a Rage as soon as they see prey or a threat (e.g. adventurers) and Charge them, usually getting in a position to hit more than one of them with their Whirlwind attack and following up with an Earthspike (using Intimidate as a partial move action), to the end effect of everything within 10ft of the owlbear getting hit with both claws and the Owlbear's beak. When in combat, the owlbear will use all its swift actions imaging the area with Tremorsense, trying to smell out thieves who escaped their regular senses. As they have no sense of allies aside from their kin, Owlbears will attack even allies with their rage, and as a result few individuals fight alongside them. When brought into combat, the Owlbear will invariably fight to the death.
« Last Edit: July 04, 2013, 07:37:23 AM by DMofDarkness »

Regitnui

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Re: Iconic Monsters
« Reply #35 on: July 04, 2013, 05:31:51 AM »
This is fast becoming one of my favourite threads here. One nitpick: the Cleave entry in Owlbear, references the griffin.
Sebrica - The House of Corners
A Homebrew Campaign Setting

Mystify

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Re: Iconic Monsters
« Reply #36 on: July 04, 2013, 08:55:19 AM »
Mystify, I'm going to put the Balor back in the OP, if you're fine with that, possibly giving it a proper statblock later.
Sure, that is fine.
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DMofDarkness

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Re: Iconic Monsters
« Reply #37 on: July 04, 2013, 02:31:51 PM »
Marilith (EL 14):
Spoiler


It's well known that some individuals were born to lead. Of the demons on the Prime Material, it's well known that the Rakshasa were born to lead the world in subtle ways. However, on the field of battle, Marilith are outmatched among the ranks of demons as tacticians. Not for their brains, nor overwhelming physical power; they were born to lead because of their unmatched (among Demons, at least) magical prowess. To this end, Mariliths come into the world with 6 arms and an intuitive means of bending the world to their whim, and they mix it into their martial traditions in a way unheard of in other races. When a Marilith decides how a battle will proceed, Demons have no choice but to follow the battle plan, or find their ways marred by choking vapors and scarring thorns. While few are happy with it, even fewer would forsake the advantage that the Marilith's magic give them on the field of battle.

Mariliths, knowing that few would dare disagree with them, are arrogant and aggressive, and are quick to enter combat themselves, and often create obstacles that hinder their own already fragile strategies in the heat of combat. Nevertheless, they are clever enough to take advantage of their mistakes the vast majority of the time, and their unexpected changes in battle strategies often disrupt their opponents' plans more than the Marilith's, though a clever enough tactician might be able to trick a Marilith into advancing their own battle strategies. Nevertheless, Mariliths often thrive on the battlefield, preying on those who underestimate them and strong enough to tear foes to pieces single-handedly.

Mariliths are 'mounted' on their tails.

[Large][Outsider]
Demon/Path of Destruction/Just Blade/Arcane Secrets
KOM: Cha (+7), KDM: Con (+5), BAB: +14

+2 Initiative, 85 ft Speed, Fly*, [Darkvision], [Tremorsense] 40ft.
223 HP, 36 AC, Fort +12, Ref +15, Will +18, Awareness 24.
[Melee] 15 ft, [Close] 60 ft, [Medium] 240 ft, [Long] 960 ft, [Extreme] 2400 ft.
*The Marilith's mount does not have the Fly movement mode, so the Marilith's flight cannot be used.

Traits: [Lesser resistance] to [Electricity], physical damage, and damage from creatures without [Flying]. [Damage Reduction] 5. Can attack [Flying] creatures while on the ground. 20% [Miss chance].

Abilities: Str 10, Dex 18, Con 20, Int 14, Wis 10, Cha 24.
Skills: Athletics +14, Ride +18, Vigor +19 Geography +14, Intimidate +24, Diplomacy +21
Social defenses: Bluff 24, Diplomacy 26, Intimidate 31, Perception 31.
Combat maneuver DC: 21
Feats: The Earth Cracks, Towering, Cataphract, The Scattering Wind, Something of a Traditionalist, Damage Specialization

Activated abilities

Attack action: +25 1d6+17 damage + 7 [Precision] damage ([Brutal 3] Warpeater Melee [Melee]) 6 Swords
Backup attack: +23 Attack 1d6+14 damage + 7 [Precision] damage ([Brutal 2] [Devastating] Melee [Melee]) Demon Claws

Swift/Immediate/Free action
Abominable EssenceSU: (Apocalyptic Visions): Brief glimpses into the future offer Mariliths keen insights into battle. Once per [Round], as a swift action, Mariliths may gain a +3 bonus to attack rolls or to Armor Class for one [Round].

Grim HeritorSU: As a swift action, or part of another swift action, a Marilith may call forth from the abyss six swords of pure iron forged from the hellfire of the Abyss.

These swords have the [Arcane] property and three other weapon properties of your choice, and is a Greater item of your design with enchantments as normal for a magic weapon of its type. These choices are permanent. This weapon, called the 6 Swords, does not count against a Marilith's normal limit of attuned magic items. Though the 6 Swords possess the [Arcane] property, the weapon itself is a supernatural ability, and attacks with it benefit from magic weapon item bonuses to attack, magic item enchantments that trigger on a hit, and the [Brutal] property. Mariliths may only have 6 Swords in existence at a time, and may cause them to disappear as a free action.

Mystic FocusSU: The Marilith's additional arms allow it unparalleled ability to weave magic into their supernaturally empowered swords. They begin each [Encounter] with their 6 Swords uncharged. Once per [Round], as a swift action, if their 6 Swords are not already charged, they may choose a spell-like ability that they possess. If the Marilith does so, its 6 Swords becomes charged. While their 6 Swords are charged, they possess a 20% [Miss chance].

When a Marilith hits an opponent with an attack made using their 6 Swords, if the 6 Swords are charged, they may render it uncharged; note the result of the attack roll for that attack, and activate the chosen spell-like ability (if able) without provoking attacks of opportunity as a [Surge] effect. If the spell-like ability targets one or more creatures, the Marilith must choose that opponent as a target of the spell-like ability if able. If the spell-like ability targets one or more squares, the Marilith must choose one square that opponent occupies as a target of the spell-like ability if able. If the Marilith would make an attack roll for an attack against a creature as part of activating the spell-like ability, compare the noted result to that creature’s AC instead. If it equals or exceeds that creature’s AC, that attack hits that creature. Abilities and effects other than the spell-like ability’s effects that take place as the result of a hit or critical hit don’t activate as a result of this hit.
(Remember: Something of a Traditionalist makes this active as part of a Charge.)

Unbearable Lightness Of CastingEX: Mariliths may activate any Arcane Secret they know (denotated by a *) as a swift action.

CleaveEX: Once per [Round], as a swift action, when a Marilith hits an opponent with a melee attack and deals damage to that opponent with that attack, it may compare its attack roll from that attack to the AC of another target opponent within [Melee] range. If the attack roll equals or exceeds that opponent’s AC, the Marilith deals that much damage to that opponent.

Move Action
Mental ThrustSU: As a move action, a Marilith may cause target opponent within [Close] range to be [Blown away] in a direction of their choosing. If that opponent would enter and leave a square the Marilith occupies, it provokes an attack of opportunity from the Marilith before passing on its less than merry way. A successful Reflex save (DC 24) negates this effect.

Devastating BarrageSU: Mariliths can manipulate the latent forces of the universe. Once per [Round], as a move action, they may create a line with a maximum length of 40 ft. Creatures occupying a square in the line are moved to the last square in the line.

The Marilith then creates an implosion, dealing 28 damage to creatures other than itself in that square or any square adjacent to that square, moving those creatures to that square, and knocking them [Prone]. A successful Fortitude save (DC 24) halves the damage and negates the [Prone] condition and the moving effect from the implosion.

Standard Action
Demon MagicSLA: Once per [Encounter], as a standard action, a Marilith may use either darkness or see invisibility, as the spells.

Vessel of EntropySLA (Chaos Hammer): Twice per [Encounter], as a standard action, a Marilith may deal 14d8 damage and inflict [Energy drained] to all opponents within [Close] range. A successful Fortitude save (DC 24) halves the damage and negates the [Energy drained] condition.

Hungry ShadowsSLA*: As a standard action, a Marilith may create a 15 ft radius spread originating from target square within [Medium] range, dealing 7 damage and inflicting a -1 penalty to attack rolls and and Reflex and Fortitude saves to all opponents in the spread and halving the movement speed of each of those opponents for 2 [Rounds]. This is an Evocation effect.

Space, DiscontentSLA* (Lungbreaker):  As a standard action, a Marilith may create three 5 ft radius spreads originating from target square within [Close] range. Each spread lasts for 4 [Rounds]. Creatures on opposite sides of a spread lose line of effect to each other and are [Concealed] in respect to one another. Creatures within a spread are [Concealed] to creatures outside of it, and vice versa. Whenever a creature besides itself begins its turn inside a spread or the first time each [Round] that a creature besides the Marilith enters a spread, it becomes [Nauseated] for one [Round]. A successful Fortitude save (DC 24) negates the [Nauseated] condition. This is a Creation effect.

DweomertideSLA*: Mariliths have access to the Arcane Secrets, Spellbreaker and Reweave.
  • Spellbreaker: As a standard action, a Marilith may end a single target effect created by a spell or spell-like ability of lower than 5th circle that has a duration and that originates from a creature or square within [Medium] range or targeted a creature within [Medium] range. This is a [Dispelling] effect.
  • Reweave: As a standard action, a Marilith may restore one effect ended by a [Dispelling] effect in the last two [Rounds] that affected a creature or object within [Medium] range.

Space, TwistedSLA*: Mariliths have access to the following Arcane Secrets:
  • Revelation: As a standard action, a Marilith may create a spread with a radius of 25 ft originating from target square within [Close] range. This spread lasts for 2 [Rounds]. While opponents are within the spread, creatures are [Revealed], and if they are [Invisible], they are treated as not being [Invisible]. This is a Divination effect.
  • Dark Tendrils: As a standard action, a Marilith may use wall of thorns, as the spell.

Nonaction
WhirlwindEX: A Marilith's 6 arms give it an unparalleled ability to strike multiple enemies at once. If a Marilith would make one or more melee attacks during their standard action, they may add the [Volley] descriptor to a single one of those attacks; this attack with the [Volley] descriptor is applied against every opponent in [Melee] range.

Disrupting PresenceEX: Mariliths are a living force of entropy, and creatures who attempt mental focus close to them suffer the consequences. Any opponent who activates a spell, spell-like, or supernatural ability within a Marilith's [Melee] range takes 14 damage.

Terrifying PresenceEX: At the beginning of a Marilith's turn, opponents within a Marilith's [Melee] range must make a Will save (DC 24) every [Round] or become [Shaken]. This application of the [Shaken] condition doesn’t stack with itself, but stacks normally with other [Fear] effects. This is a [Mindaffecting] [Fear] effect.

Path of BladesEX: When a Marilith uses the Charge maneuver, it can make a single additional attack with the [Volley] descriptor as it makes the Charge; this attack with the [Volley] descriptor is applied to all opponents within [Melee] range of squares the Marilith enters move into as part of the Charge. This attack deals 21 damage.

Passive:
Demonic TraitsEX: Mariliths have a +3 bonus on all Intimidate checks. It also has the following natural weapon:
Demon Claws – Melee, range [Melee], [Brutal 2], [Devastating].

Thick SkinnedEX: Mariliths have a +5 item bonus to their Armor Class, and [Lesser resistance] to physical damage.

Vectored ThrustSU: Mariliths have the Fly movement mode.

The Earth Cracks: Mariliths have [Tremorsense] out to 40 ft.

Towering: Unless a Marilith is [Swimming] or [Burrowing], it can make melee attacks against [Flying] creatures even if it is not [Flying], and [Flying] creatures cannot pass through the Marilith's space during its movements. It has [Lesser resistance] against damage from opponents who are not [Flying].

Cataphract: While a Marilith is on a mount, it gains a +2 feat bonus to attack rolls, it does not take the normal penalty to AC when it Charges, and whenever it deals damage with an attack, it deals 2 additional damage if it has activated the Deadly Aim or Power Attack maneuver this [Round].

Damage Specialization: Whenever a Marilith deals damage with an attack, it deals 7 additional damage with the [Precision] descriptor.

Something of a Traditionalist: Mariliths have 28 additional HP. As long as a Marilith possesses the Mystic Focus ability, whenever it uses the Charge combat maneuver, they may activate the Mystic Focus ability as a part of their Charge, rather than as a swift action.

The Scattering Wind: Twice per [Encounter], when a Marilith hits an opponent with an attack using a weapon, it may end target effect created by a single spell or spelllike ability that has a duration and that originates from the opponent or targeted the opponent. This is a [Dispelling] effect.

Silver Harness: When a Marilith would be moved by an effect or ability while mounted, the mount is moved instead.

Grip Treads: Once per [Encounter], if a Marilith is the rider of a mount, it may Charge again immediately upon completion of the Charge combat maneuver.

Items: Silver Harness, Grip Treads, 6 Swords (Warpeater Greater Weapon).

Tactics
While in single combat, Mariliths tend to initiate combat by charging a distant foe, hitting as many people with Path of Blades on the way as possible, and casting Wall of Thorns off the charge generated by Something of a Traditionalist to encompass the target, before charging a bit back or to the side off of Grip Treads, again hitting as many as they can with Path of Blades, recharging their weapon (though it can't be used again immediately) along the way. Afterwards, they use Unbearable Lightness of Casting to cast another Wall of Thorns along the same area, finishing the onslaught by using Devastating Barrage to move foes into the Wall, and move those ensconced in the wall a bit further in, dealing a total of 84 damage to each opponent forced to move through the walls, with another 84 coming the second as soon as they leave the wall before it's dispelled (even if they leave via Teleportation effects). From there, if their foes are not destroyed, they will branch out their tactics, dispelling defenses with the Scattering Wind, walling foes in with more Wall of Thorns and shutting them down with Space Discontent (Lungbreaker) and delivering the final blow to heavily damaged enemies with Chaos Hammer, while keeping the same action pattern of using their Standard action to Charge twice, cast one spell as a [surge] effect (which will be Wall of Thorns, Chaos Hammer, or Space Discontent (Lungbreaker)), move action to position foes with Devastating Barrage, and Swift action to cast an additional SLA (either Wall of Thorns or Lungbreaker).

Note that the Mystic Focus from the second Charge will cause the 20% [Miss chance] to be granted to the Marilith on opponents' turns.
« Last Edit: July 04, 2013, 02:34:47 PM by DMofDarkness »

DMofDarkness

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Re: Iconic Monsters
« Reply #38 on: July 06, 2013, 04:59:05 PM »
T.U.C.K.E.R. (EL 1):
Spoiler

Trapsmiths Undermining Certain Kobold Extermination Regiments.

Kobolds. The very name is synonymous with the beginnings of an adventurer's career. Known for being Myriads of skirmishers beneath the surface of the earth, strip mining precious minerals from the earth and hoarding them for their masters, Kobolds are often killed by adventurers by the dozen. Being a physically weak race and unable to muster powerful champions to fight against their oppressors, they instead decided to turn to subtle, grinding ambush tactics to wear out those who would seek to harm them. In addition to putting regular traps to use against intruders, some Kobolds are specialized in the use of explosives and in-combat trap deployment, designed to harry intruders to give Kobold civilians a chance to evacuate invaded mines, and potentially exasperate intruders to the point where they just give up and leave the mine or are brought down by the myriad of explosives and chemicals the Kobolds use.

While most T.U.C.K.E.R.s are still in training to defend the mines against low-level parties, some T.U.C.K.E.R.s, particularly the ones that have a few levels under their belt, track adventurer movements and lead raids against them, leading high level Kobold myriads against adventurers who refuse to leave their kind alone, occasionally taking over (or building) small towns to lure adventurers into Ambushes with. Those who have faced against T.U.C.K.E.R.s and the Kobolds under them have been known to avoid further Kobold mines like the plague, rather than face the exasperation (and danger) of dealing with them anymore.

[Small][Humanoid]
Demo Man/A Reign of Arrows/Battle's Tempering/Professional Soldier
(Ranger chassis, race as Elf but racial bonus to Larceny, [Ghostwise Sight] becomes [Darkvision], and bonus feat options are The Bigger They Are, Feign Death, and Recon.)
KOM: Dex (+4), KDM: Int (+3), BAB: +1

+4 Initiative, 25 ft Speed,[Darkvision].
26 HP, 14 AC, Fort +2, Ref +6, Will +2, Awareness 14.
[Melee] 5 ft, [Close] 25 ft, [Medium] 110 ft, [Long] 440 ft, [Extreme] 1100 ft.

Traits:

Abilities: Str 10, Dex 18, Con 8, Int 16, Wis 12, Cha 14.
Skills: Acrobatics +5, Larceny +6, Stealth +5, Geography +4, Nature +4, Bluff +3
Social defenses: Bluff 12, Diplomacy 14, Intimidate 13, Perception 13.
Combat maneuver DC: 14
Feats: The Bigger They Are, Perfect Defense

Activated abilities

Attack action: +5 Attack 1d6+6 damage (+3 [Precision] vs [Flatfooted] opponents) +1d4 to opponents in [Close] range ([Brutal 1] [Distant] [Pointblank] Ranged [Medium]) Crossbow
+6 Attack 1d4+5 [Fire] damage (+3 [Precision] vs [Flatfooted] opponents) +[Burning] (DC 14 Reflex negates) Ranged [Close] Smells like Victory

Swift action
Reap the WhirlwindEX: T.U.C.K.E.Rs can, with minimal preparation and using only the resources at hand, create deadly ambushes for the enemies of the Kobold race. T.U.C.K.E.Rs can prepare traps, which can be deployed in combat as a swift action. They can deploy one trap per [Encounter]. A trap will remain functional until the end of the [Encounter], with some exceptions. Every trap has a unique effect when sprung, and while traps are normally visible, they can be concealed with the Larceny skill. T.U.C.K.E.Rs have access to the following traps:
  • Tanglefoot Paste: Atomized in a fine mist that hovers in the air, this paste covers up to five squares in [Close] range of the T.U.C.K.E.R at time of deployment. Each affected square must touch at least one other affected square. Targets entering these squares must make a Fortitude save (DC 14), or stop their movement and become [Flat-footed] until their next turn.
  • Tripwire: A tripwire is stretched across a 30 ft line originating from target square within [Medium] range. The entire tripwire must exist entirely within your [Medium] range. Those attempting to leave a square covered by the line fall [Prone]. A successful Reflex save (DC 14) negates the [Prone] condition. A tripwire can only trigger twice before being destroyed utterly.
  • Fumigator: A fumigator can be thrown to any square inside [Medium] range, creating a 20 ft radius spread of with a thin gas that has mild hallucinogenic effects originating from that square. Whenever a creature begins its turn inside the spread or the first time each [Round] that a creature enters the spread, that creature starts seeing double, forcing it to treat all creatures as [Fully concealed] for the next 2 [Rounds]. A successful Will save (DC 14) negates this effect. A fumigator dissipates after 4 [Rounds].

Smells Like VictoryEX: T.U.C.K.E.R.s are trained in the use of caustic chemicals to debilitate their foes. As a move action or a swift action, T.U.C.K.E.R.s can mix noxious chemicals
into a vial, which lasts for one [Round], at which point it becomes useless. These vials can be thrown as attacks in an attack action, and T.U.C.K.E.R.s can throw as many vials per [Round] as they have vials to throw, as a ranged attack ([Close] range), with a +1 item bonus to the attack roll. A target hit by the vial takes 1d4+5 [Fire] damage, and starts [Burning]. A successful Reflex save (DC 14) negates the [Burning] condition.

Perfect Defense: T.U.C.K.E.R.s are automatically aware whenever an opponent to whom they have line of sight activates the Charge, Deadly Aim or Power Attack combat maneuver. Once per [Encounter], as an immediate action, the T.U.C.K.E.R. may force target opponent activating the Charge combat maneuver within [Medium] range to end its movement from the Charge at any point during its Charge and forsake any remaining attacks from it.

Additionally, once per [Encounter], as an immediate action, a T.U.C.K.E.R. may cause target opponent within [Medium] range to lose any bonuses to damage from the Power Attack or Deadly Aim combat maneuvers for one [Round].

Move Action
Smells Like VictoryEX: T.U.C.K.E.R.s are trained in the use of caustic chemicals to debilitate their foes. As a move action or a swift action, T.U.C.K.E.R.s can mix noxious chemicals
into a vial, which lasts for one [Round], at which point it becomes useless. These vials can be thrown as attacks in an attack action, and T.U.C.K.E.R.s can throw as many vials per [Round] as they have vials to throw, as a ranged attack ([Close] range), with a +1 item bonus to the attack roll. A target hit by the vial takes 1d4+5 [Fire] damage, and starts [Burning]. A successful Reflex save (DC 14) negates the [Burning] condition.

Standard Action

Nonaction

Passive:
Dead-eyeEX: T.U.C.K.E.R.s fight best when they don’t fight fair. When a T.U.C.K.E.R. hits a [Flat-footed] opponent with a ranged attack, they deal 3 additional damage with the [Precision] descriptor.

The Bigger They Are: When attacking a creature one or more size category larger than yourself, your attacks deal 1 additional damage.

Items:

Tactics
T.U.C.K.E.R.s always work in teams. Sometimes with other T.U.C.K.E.R.s, sometimes with Myriads of Kobold mooks, sometimes with both. T.U.C.K.E.R.s, when allied with other T.U.C.K.E.R.s, begin combat by firing Smells Like Victory bombs at hapless intruders, particularly those that seem to have low reflex saves, often while [Covered] and having easy access to escape routes too small for others to follow them in. When in groups, T.U.C.K.E.R.s work with two adjacent to each other, each with one trap in front of their hiding place to defend themselves against attackers, and one used to harry intruders. They will fire Smells Like Victory bombs at the attackers until at least one is [Burning] and doesn't spend a move action to put it out. (As they cannot Charge well while the T.U.C.K.E.R.s are within [Medium] range, this is a surprisingly likely event.) At this point, they will focus fire with their Crossbows on the most damaged member of the group, seeking to pick off their attackers one at a time before retreating to elsewhere in the mines of the Kobolds.

In the event that a single T.U.C.K.E.R. is supporting a regular Kobold Myriad, it will spend its combat round by planting a Fumigator in the midst of the adventurers and then firing at them with its Crossbow, before beating a hasty retreat should it be pursued.

Draz

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Re: Iconic Monsters
« Reply #39 on: July 27, 2013, 02:10:45 AM »
I'm going to post one of my simple iconic monster designs, separate from the rest of the project it's a part of ... mostly just so I can see what the stat block format I've been using will look like on the Forum.

Hill Giant
Level 7 [Large] Giant
Spoiler
Initiative +5; HP 136; DR 3; AC 25; Fort +12; Ref +8; Will +7; Speed 55.
* Melee attack (fistnat) +12: 1d6+18 physical damage, [Melee] range (20 ft).
* Ranged attack (hurled boulders) +15: 1d6+20 physical damage, [Medium] range (170 ft).
Passive Abilities:
Spoiler
* The Hill Giant has the [Darkvision] vision mode.
* [Ex] When an effect other than [Fast healing] would heal the Hill Giant, it heals an additional +5 HP.  Any healing effect that originates from another creature heals +7 HP.  These effects stack.
* [Ex] The first time each [Round] that the Hill Giant hits an opponent, the target takes [HP reduction] equal to 7 or the damage dealt by the attack, whichever is less.
* [Ex] The Hill Giant gains a +1 fury bonus to attacks for every time in the [Encounter] that it has missed with an attack (max +7).
* [Ex] The Hill Giant may take immediate actions or make attacks of opportunity even while it is [Flat-footed].
* [Ex] The Hill Giant takes no damage from extreme hot or cold weather.
Free/Non-Actions:
Spoiler
* [Ex] At the beginning and at the end of each of its turns, the Hill Giant may move 5 ft.  This movement does not provoke attacks of opportunity.  Effects and conditions other than [Dead] that prevent movement do not prevent this.  If the Hill Giant is [Grappled] or [Pinned], this movement does not end those conditions, but causes the grappling or pinning creature to move with the same trajectory.
* [Ex] Once per [Round] at any time during the [Round], the Hill Giant can make a Vigor check.  This does not require an action.
* When the Hill Giant attacks with its hurled boulders weapon, it may attack two targets that are within 10 ft of each other.  A separate attack roll is made for each target, with a -5 penalty.
* [Ex] Once per [Encounter], if the Hill Giant makes a successful Fortitude or Will save against an offensive action that has a lesser effect on a successful save, it may ignore the effect entirely.
* [Ex] Once per [Encounter], if the Hill Giant dies, it may take a standard action while dying.  This action cannot prevent its death from occurring.
Partial Move/Move Actions:
Spoiler
* [Ex] After declaring that it is using the Power Attack maneuver, the Hill Giant may shift the penalty of this maneuver from its attack rolls to its AC as a move action.  If an attack roll targets some other value in place of the Hill Giant's AC, that value is penalized by half of the Power Attack penalty.
* [Ex] While it wields its hurled boulders weapon, if the Hill Giant uses part of a move action to make an in-combat Bluff check against an opponent, it may substitute a Perception check for the results of the Bluff check.
Standard Action: The Hill Giant may take an attack action to attack twice, with attack rolls of +15/+10 (assuming the hurled boulders weapon; before situational or temporary modifiers).

Awareness 19; Bluff defense 19; Diplomacy defense 17; Intimidate defense 17; Perception defense 17; maneuver DCs 18.
Athletics +12; Vigor +15; Intimidate +12; Perception +9; other skills by ability score.
STR +5; DEX +2; CON +6; INT +0; WIS +2; CHA +0
Inner Workings:
Spoiler
Race: Utter Brute
Class: Barbarian; Tracks: Path of the Ancestors, Utter Brute, Smiting; KOM Constitution, KDM Strength
Feats: Multiclass Flexibility, Sniper, Sinister Sinews, Reckless Strike
Fist: melee, [Reach], [Brutal 2]
Hurled Boulders: ranged, [Brutal 3], [Scything], Sophisticated, Masterwork.
« Last Edit: July 27, 2013, 02:25:58 AM by Draz »

Lanaya

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Re: Iconic Monsters
« Reply #40 on: July 29, 2013, 09:03:49 PM »
I'm currently statting up the four elementals, in both regular (EL6) and elder (EL12) varieties. I'm rather inexperienced with Legend and this is my first monster creation attempt (which is part of why I'm doing it, I'm always the GM and need to learn how to do this stuff), so apologies if I've screwed anything up.

Fire Elemental (EL 6)
Spoiler


Fire elementals are beings of pure flame. They often appear in a humanoid shape, but their amorphous bodies can take other forms if they wish it. Like the fire they are made from they are powerful forces of nature, uncaring and uncomprimising, that leave naught but destruction in their wake.

[Medium][Primordial]
Elementalist/Discipline of the Crane/Fire Elemental/Battle’s Tempering
KOM: Str (+3), KDM: Dex (+5), BAB: +6

+8 Initiative, 55 ft Speed.
91 HP, 23 AC, Fort +6, Ref +12, Will +7, Awareness 17.
[Melee] 10 ft, [Close] 40 ft, [Medium] 160 ft, [Long] 640 ft, [Extreme] 1600 ft.

Traits: [Immunity] to [Sickened], [Resistance] to [Fire], [Vulnerability] to [Cold].

Abilities: Str 16, Dex 20, Con 10, Int 14, Wis 12, Cha 10.
Skills: Acrobatics +11, Athletics +9, Stealth +11, Arcana +8, Bluff +6, Intimidate +6.
Social defenses: Bluff 17, Diplomacy 18, Intimidate 16, Perception 16.
Combat maneuver DC: 18
Feats: Multiclass Flexibility (Elementalist to Dex), By Will Sustained, A Light Against Shadow, Tell Them, Still Angry.

Activated abilities

Attack action: +10 Attack 1d6+4 damage ([Energised] (Fire) Melee [Melee]) Unarmed Strike

Standard action
Elemental BurstSLA: The Fire Elemental directs a torrent of flame at a foe, dealing 6d6+5 [Fire] damage to each creature within a target square within [Close] range. A successful Reflex save (DC 18) halves the damage.

Forced VulnerabilitySLA: Once per [Encounter], the Fire Elemental can hurl a bolt dealing 6d6 [Fire] damage at a target within [Medium] range and inflicting [Vulnerability] to [Fire] on them until the end of its next turn. A Reflex save (DC 18) halves the damage and negates the [Vulnerability] condition.

Flame KissSU: The Fire Elemental caresses its target with a brief flicker of flame, dealing 5 [Fire] damage to two different target opponents within [Medium] range, and causing those opponents to begin [Burning]. Alternatively, as part of a move action, it can deal 5 [Fire] damage to one target opponent within [Medium] range, and cause the opponent to begin [Burning].

Move action
Flame KissSU: See above.

Passive
Elemental BurstSLA: Whenever one of the Fire Elemental's abilities affects a creature with [Immunity] to [Fire], it may choose to treat their [Immunity] as if it were [Greater Resistance] to that effect's damage.

Flame KissSU: If the Fire Elemental would take energy damage with the [Fire] descriptor, it is instead healed for all the damage it would have taken. This counts as a form of [Immunity], so it takes damage as normal and is not healed by any effects that specifically ignore [Immunity] to [Fire]. Any [Resistance] or [Vulnerability] it has against the [Fire] descriptor is ignored if it would be healed by that damage with the [Fire] descriptor.

Persistent InfernoSU: At the beginning of the Fire Elemental's turn, it is healed 3 hit points for each creature with the [Burning] condition within [Close] range, up to a maximum of 12.

Fast MovementEX: The Fire Elemental gains a +10 ft bonus to its movement speed.

Between the RaindropsEX: The Fire Elemental gains a +2 deflection bonus to Armour Class.

Rather Quick than DeadEX: Moving out of a square of difficult terrain does not cost the Fire Elemental extra movement. In addition, it gains a +3 bonus on initiative checks.

Dive for CoverEX: Once per [Encounter], when the Fire Elemental makes a successful Reflex saving throw against an offensive action that would normally have a lesser effect on a successful save (such as a spell with a save of “Reflex half ”), it instead ignores the effect entirely.

Items
Flaming Fists: A Fire Elemental’s unarmed attacks are lesser magic weapons with the Sophisticated enchantment, granting them the Elemental [Fire] property.

Elder Fire Elemental (EL12)
Spoiler
Elder fire elementals are the most powerful of their kind, much larger than their kin and even more fearsome combatants.

[Large][Primordial]
Elementalist/Discipline of the Crane/Elemental/Battle’s Tempering
KOM: Str (+4), KDM: Dex (+7), BAB: +12

+13 Initiative, 70 ft Speed, Fly.
195 HP, 32 AC, Fort +10, Ref +20, Will +12, Awareness 24.
[Melee] 20 ft, [Close] 55 ft, [Medium] 220 ft, [Long] 880 ft, [Extreme] 2200 ft.

Traits: [Immunity] to [Sickened], [Nauseated] and [Bleeding], [Resistance] to [Fire], and physical damage, [Vulnerability] to [Cold], [Fast healing] 12.

Abilities: Str 18, Dex 24, Con 10, Int 16, Wis 14, Cha 10.
Skills: Acrobatics +19, Athletics +16, Stealth +19, Arcana +15, Bluff +12, Intimidate +12.
Social defenses: Bluff 24, Diplomacy 25, Intimidate 22, Perception 22.
Combat maneuver DC: 25
Feats: Multiclass Flexibility (Elementalist to Dex), By Will Sustained, A Light Against Shadow, Cheerful Hemoglobin, You Will Falter, Tell Them, Still Angry.

Activated abilities

Attack action: +16 Attack 1d6+8 damage ([Elemental] (Fire) Melee [Melee]) Unarmed Strike

Standard Action
Elemental BurstSLA: The Elder Fire Elemental directs a torrent of flame at a foe, dealing 12d6+7 [Fire] damage to each creature within a target square within [Close] range. A successful Reflex save (DC 23) halves the damage. This ability can be activated as a swift action once per round.

Forced VulnerabilitySLA: Once per encounter, the Elder Fire Elemental may hurl a bolt dealing 12d6 [Fire] damage at a target within [Medium] range and inflicting [Vulnerability] to [Fire] on them until the end of your next turn. A Reflex save (DC 23) halves the damage and negates the [Vulnerability] condition.

Elemental BallSLA: Once per encounter, the Elder Fire Elemental may create a 20-foot radius spread originating from a target square within [Long] range, dealing 12d6 [Fire] damage to creatures in the area and pushing them each to the closest square outside of the spread that is unnocupied by an obstacle. A successful Reflex save (DC 23) halves the damage and negates the pushing effect.

Elemental WallSLA: Once per encounter, if there would be no creature occupying a square within the resulting area, the Elder Fire Elemental may create a line with a length of 120 originating from target square within [Medium] range, which lasts for the remainder of the [Encounter]. Whenever a creature begins its turn on a square in the line or the first time each [Round] that a creature enters a square in the line, it is dealt 24 points of [Fire] damage, is [Blinded] for two rounds, and begins [Burning].

Flame KissSU: The Elder Fire Elemental caresses its target with a brief flicker of flame, dealing 7 [Fire] damage to two different target opponents within [Medium] range, and cause those opponents to begin [Burning]. Alternatively, as part of a move action, it can deal 7 [Fire] damage to one target opponent within [Medium] range, and cause the opponent to begin [Burning].

Deftly StrikingEX: Moving with the speed of a raging inferno, the Elder Fire Elemental can, as a standard action, make an attack action at any time during a movement, and continues that movement afterwards.

Move action
Flame KissSU: See above.

Swift/Free/Immediate action
Elemental BurstSLA: See above.

Unbearable RadianceSU: If the Elder Fire Elemental does not already have a heat spread, as a swift action it may create a heat spread with a radius of its [Melee] range originating from it that moves with it and lasts until it is dismissed as an immediate action. Opponents who begin their turn in this spread are dealt 12 [Fire] damage, begin [Burning], and are rendered [Fatigued] until the [Burning] condition is removed. A successful Fortitude save (DC 20) negates the damage and the [Fatigued] condition.

Nonaction
Shape the ElementsSLA: The first time each [Round] that a creature makes a save against the Elder Fire Elemental's Elemental Burst, Forced Vulnerability or Elemental Ball abilities, if the save fails, it is [Blinded] for two rounds and begins [Burning].

FirewalkerSU: Once per move action the Elder Fire Elemental takes, it may transport itself adjacent to any creature within [Close] range that is [Burning]. This movement does not provoke attacks of opportunity, and is not a [Teleport] effect.

Passive
Elemental BurstSLA: Whenever one of the Elder Fire Elemental's abilities affects a creature with [Immunity] to [Fire], it may choose to treat their [Immunity] as if it were [Greater Resistance] to that effect's damage.

Flame KissSU: If the Elder Fire Elemental would take energy damage with the [Fire] descriptor, it is instead healed for all the damage it would have taken. This counts as a form of [Immunity], so it takes damage as normal and is not healed by any effects that specifically ignore [Immunity] to [Fire]. Any [Resistance] or [Vulnerability] it has against the [Fire] descriptor is ignored if it would be healed by that damage with the [Fire] descriptor.

Persistent InfernoSU: At the beginning of the Elder Fire Elemental's turn, it is healed 5 hit points for each creature [Burning] within [Close] range, up to a maximum of 24.

FirewalkerSU: [Burning] opponents within the Elder Fire Elemental's [Melee] range cannot extinguish the flames as a move action.

Fast MovementEX: The Elder Fire Elemental gains a +20 ft bonus to its movement speed.

Between the RaindropsEX: The Elder Fire Elemental gains a +4 deflection bonus to Armour Class.

Through the CloudsEX: The Elder Fire Elemental gains the Fly movement mode.

Rather Quick than DeadEX: Moving out of a square of difficult terrain does not cost the Elder Fire Elemental extra movement. In addition, it gains a +6 bonus on initiative checks.

Dive for CoverEX: Once per [Encounter], when the Elder Fire Elemental makes a successful Reflex saving throw against an offensive action that would normally have a lesser effect on a successful save (such as a spell with a save of “Reflex half ”), it instead ignores the effect entirely.

For IreEX: The Elder Fire Elemental has [Fast healing] 7, and becoming [Flat-footed] does not prevent it from making attacks of opportunity or taking immediate actions.

Look of a SurvivorEX: The Elder Fire Elemental has [Resistance] to physical damage.

Items
Flaming Fists: An Elder Fire Elemental’s unarmed attacks are greater magic weapons with the Energised [Fire] and Sophisticated (Elemental [Fire]) enchantments.

Shield Amulet: Elder Fire Elementals have a +2 bonus on Reflex saves.
« Last Edit: October 04, 2013, 12:44:03 AM by Lanaya »

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Re: Iconic Monsters
« Reply #41 on: July 29, 2013, 11:20:30 PM »
why in the world do the elemental's need serpent? They are throwing around spells left and right, when will they need to attack normally to get combat maneuvers?
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Lanaya

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Re: Iconic Monsters
« Reply #42 on: July 29, 2013, 11:47:44 PM »
I added it so their unarmed strikes would be dealing fire damage, whether it actually enhances their combat ability was a secondary concern.

Mystify

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Re: Iconic Monsters
« Reply #43 on: July 30, 2013, 12:28:19 AM »
I added it so their unarmed strikes would be dealing fire damage, whether it actually enhances their combat ability was a secondary concern.
if you want to do that just enchant them with sophisticated. Adding an entire track just for that effect is a huge waste
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Re: Iconic Monsters
« Reply #44 on: July 30, 2013, 12:30:25 AM »
Oh yeah, thanks. I forgot about that. I'll update them in a bit.

EDIT: Changed, I gave them Battle's Tempering instead.
« Last Edit: July 30, 2013, 01:12:13 AM by Lanaya »