Author Topic: Norse Bestiary  (Read 14504 times)

ksbsnowowl

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Re: Norse Bestiary
« Reply #30 on: January 04, 2013, 11:30:26 PM »
      Saint Ghaele
Size/Type:        Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:        10d8+30 (75 hp)
Initiative:        +5
Speed:            50 ft. (10 squares), fly 150 ft. (perfect)
Armor Class:   29 (+1 Dex, +14 natural, +4 insight), touch 15, flat-footed 28, or
AC vs Evil:   33 (+1 Dex, +14 natural, +4 insight, +4 deflection), touch 19, flat-footed 32, or
Globe AC:   20 (+1 Dex, +5 deflection, +4 insight), touch 20, flat-footed 19
BAB/Grapple:   +10/+17
Attack:            +4 holy greatsword +21 melee (2d6+14 plus holy touch /19-20) or light ray +11 ranged touch (2d12)
Full Attack:        +4 holy greatsword +21/+16 melee (2d6+14 plus holy touch /19-20) or 2 light rays +11 ranged touch (2d12)
Space/Reach:     5 ft./5 ft.
Special Attack:   Spell-like abilities, spells, gaze, holy power, holy touch
Special Qual:   Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., fast healing 5, immunity to acid, cold, electricity and petrification,
         low-light vision, protective aura, resistance to fire 10, spell resistance 28, tongues, wisdom to AC
Saves:            Fort +10 (+4 vs poison), Ref +8, Will +11
Abilities:        Str 25, Dex 12, Con 17, Int 16, Wis 19, Cha 20
Skills:            Concentration +16, Diplomacy +7, Escape Artist +14, Handle Animal +18, Hide +14, Jump +15, Knowledge (any two) +16, Listen +17,
         Move Silently +14, Ride +16, Sense Motive +17, Spot +17, Use Rope +1 (+3 with bindings)
Feats:            Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment:   A chaotic good-aligned plane
Organization:   Solitary, pair, or squad (3-5)
Challenge Rate:   15
Treasure:        No coins; double goods; standard items
Alignment:        Always chaotic good
Advancement:   11-15 HD (Medium); 16-30 HD (Large)
Level Adjust:    —

    A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
    Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

    Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
    A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, charm monster (DC 21), color spray (DC 18), comprehend languages, continual flame, cure light wounds (DC 18), dancing lights, detect evil, detect thoughts (DC 19), disguise self, dispel magic, hold monster (DC 22), greater invisibility (self only), major image (DC 20), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 23), prismatic spray (DC 24), wall of force. Caster level 12th. The save DCs are Charisma-based.
   At will--guidance, resistance, virtue, bless. Caster level 10th.  The save DC's are Charisma-based.

Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 14 + spell level)
0—cure minor wounds, detect magic, guidance, light, resistance, virtue;
1st—bless, obscuring mist*, command, divine favor, obscuring mist, sanctuary, shield of faith;
2nd—aid, align weapon, bear’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth;
3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing;
4th—air walk*, death ward, dismissal, divine power, restoration, extra spell slot;
5th—control winds*, flame strike, raise dead, true seeing;
6th—banishment, blade barrier, chain lightning*, heal;
7th—animal shapes*, holy word, summon monster VII.

*Domain spell. Domains: Air and Animal.

Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 22 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 22 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex):  A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su):  A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
    A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su):  Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
Tongues (Su):  Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.


Shadow Creature Ghaele
Size/Type:        Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:        10d8+20 (65 hp)
Initiative:        +5
Speed:            75 ft. (10 squares), fly 225 ft. (perfect)
Armor Class:   25 (+1 Dex, +14 natural), touch 11, flat-footed 24, or
              14 (+1 Dex, +3 deflection), touch 14, flat-footed 13
BAB/Grapple:   +10/+17
Attack:            +4 unholy greatsword +21 melee (2d6+14/19-20) or light ray +11 ranged touch (2d12)
Full Attack:        +4 unholy greatsword +21/+16 melee (2d6+14/19-20) or 2 light rays +11 ranged touch (2d12)
Space/Reach:     5 ft./5 ft.
Special Attack:   Spell-like abilities, spells, gaze
Special Qual:   Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., evasion, fast healing 2, immunity to electricity and petrification,
         low-light vision, protective aura, resistance to cold 15 and fire 10, shadow blend, spell resistance 28, tongues
Saves:            Fort +9, Ref +8*, Will +10   *evasion
Abilities:        Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16
Skills:            Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Jump +23, Knowledge (any two) +16, Listen +16,
         Move Silently +20, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)
Feats:            Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment:   Vanaheim
Organization:   Solitary, pair, or squad (3-5)
Challenge Rate:   14
Treasure:        No coins; double goods; standard items
Alignment:        Always chaotic evil
Advancement:   11-15 HD (Medium); 16-30 HD (Large)
Level Adjust:    —

    A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
    Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

    Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
    A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.

Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A shadow ghaele has access to two of the following domains: Air, Animal, Chaos, Evil, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level)
0—cure minor wounds, detect magic, guidance, light, resistance, virtue;
1st—bless, obscuring mist*, command, divine favor, obscuring mist, sanctuary, shield of faith;
2nd—aid, align weapon, bear’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth;
3rd—gaseous form*, prayer, remove curse, searing light, true darkness, water breathing;
4th—air walk*, death ward, divine power, restoration, true deeper darkness;
5th—control winds*, flame strike, raise dead, true seeing;
6th—banishment, blade barrier, chain lightning*, heal;
7th—animal shapes*, holy word, summon monster VII.

*Domain spell. Domains: Air and Animal.

Gaze (Su): In humanoid form—slay good creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nongood creatures, and good creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex):  A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su):  A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
    A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su):  Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a
light or continual flame spell, does not negate this ability, but a daylight spell will.
Tongues (Su):  Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
« Last Edit: January 05, 2013, 11:42:32 AM by ksbsnowowl »

ksbsnowowl

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Re: Norse Bestiary
« Reply #31 on: January 05, 2013, 11:48:24 AM »

Saint TULANI
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:    18d8+126 (207 hp)
Initiative:    +10
Speed:       40 ft. (8 squares), fly 90 ft. (perfect)
Armor Class:    44 (+6 Dex, +20 natural, +8 insight), touch 24, flat-footed 38
BAB/Grapple:   +18/+23
Attack:    +4 brilliant energy holy longsword +27 melee (1d8+9/19–20 plus 2d6 holy, plus holy touch) or
         dream ray +24 ranged touch (1d6 Cha)
Full Attack:    +4 brilliant energy holy longsword +27/+22/+17/+12 melee (1d8+9/19–20 plus 2d6 holy, plus holy touch) or
         dream ray +24 ranged touch (1d6 Cha)
Special Attack:   Dream ray, gaze, spell-like abilities, sword of light, holy power, holy touch
Special Qual:   Alternate form, bardic music, darkvision 60 ft., eladrin subtype, damage reduction 15/cold iron or unholy, DR 10/evil,
         fast healing 9, immune to acid, cold, electricity, and petrification, low-light vision, protective aura, resist fire 10,
         spell resistance 30, tongues, +4 racial bonus on saves against poison, Wisdom to AC
Saves:       Fort +18 (+22 against poison), Ref +17, Will +19
Abilities:    Str 20, Dex 22, Con 24, Int 24, Wis 26, Cha 30
Skills:       Bluff +31, Concentration +28, Diplomacy +35, Disguise +10 (+12 acting), Gather Information +33, Hide +27,
         Intimidate +33, Jump +9, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18,
         Knowledge (the planes) +28, Listen +29, Move Silently +27, Perform (any one) +31, Sense Motive +29,
         Sleight of Hand +8, Spellcraft +30, Spot +29, Survival +8 (+10 in aboveground natural environments or on
         other planes; +12 if in both)
Feats:       Dodge, Improved Initiative, Mobility, Purify Spell-Like Ability, Spring Attack, Power Attack, Words of Creation
Environment:    Vanaheim
Organization:    Solitary or court (1 tulani plus 3–12 coures, 2–8 firres, and 1–4 ghaeles, with a 50% chance of 1–6 bralanis or 1 shiradi)
Challenge Rate:   20
Treasure:    Double standard
Alignment:    Always chaotic good
Advancement:   19–36 HD (Large); 37–54 HD (Huge)
Level Adjust:    +12

   The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.
   The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning.
   Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind.
   Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.

Combat
Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat.
   A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
   A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 31 negates. The DC is Charisma-based.
Spell-Like Abilities: At will—bless, chain lightning (DC 33) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 35), cure serious wounds (DC 30), dancing lights, detect thoughts (DC 29), dispel magic, divine favor, guidance, haste (DC 30), greater invisibility (DC 31), major image (DC 30), polymorph any object (DC 35), resistance, righteous smite*(DC 34), greater teleport (self and 50 pounds of gear only), telekinesis (DC 32), virtue, wall of force; 1/day—heal (DC 33), meteor swarm (DC 36), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.
   The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.
   *New spell described in Chapter 6 of this book.
Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly
Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
   A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Bardic Music: Tulanis use the bardic music ability as 18th level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.
Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.






Shadow Creature TULANI
Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:    18d8+108 (189 hp)
Initiative:    +10
Speed:       60 ft. (12 squares), fly 135 ft. (perfect)
Armor Class:    36 (+6 Dex, +20 natural), touch 16, flat-footed 30
BAB/Grapple:   +18/+23
Attack:    +4 brilliant energy unholy longsword +27 melee (1d8+9/19–20 plus 2d6 unholy) or
         dream ray +24 ranged touch (1d6 Cha)
Full Attack:    +4 brilliant energy unholy longsword +27/+22/+17/+12 melee (1d8+9/19–20 plus 2d6 unholy) or
         dream ray +24 ranged touch (1d6 Cha)
Special Attack:   Dream ray, gaze, spell-like abilities, sword of light
Special Qual:   Acid resistance 10, cold resistance 15, alternate form, bardic music, eladrin subtype, evasion,
         damage reduction 15/cold iron or unholy, darkvision 60 ft., fast healing 2, low-light vision, protective aura,
         shadow blend, spell resistance 30, tongues, +4 racial bonus on saves against poison
Saves:       Fort +19 (+23 against poison), Ref +19*, Will +20   *evasion
Abilities:    Str 20, Dex 22, Con 22, Int 24, Wis 24, Cha 26
Skills:       Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27,
         Intimidate +31, Jump +17, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18,
         Knowledge (the planes) +28, Listen +28, Move Silently +33, Perform (any one) +29, Sense Motive +28,
         Sleight of Hand +8, Spellcraft +30, Spot +28, Survival +7 (+9 in aboveground natural environments or on other planes)
Feats:       Combat Reflexes (7 AoO's), Dodge, Improved Initiative, Mobility, Spring Attack, Power Attack, Robilar's Gambit
Environment:    Vanaheim (Unseelie Court)
Organization:    Solitary or court (1 tulani plus 3–12 coures, 2–8 firres, and 1–4 ghaeles, with a 50% chance of 1–6 bralanis or 1 shiradi)
Challenge Rate:   19
Treasure:    Double standard
Alignment:    Always chaotic evil
Advancement:   19–36 HD (Large); 37–54 HD (Huge)
Level Adjust:    +12

   The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.
   The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning.
   Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind.
   Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.

Combat
   Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat.
   A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
   A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nongood creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. A good creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Gaze (Su): Slay good creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artifi cial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Spell-Like Abilities: At will—chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility (DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite (evil version)*(DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day—heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.
   The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight (evil version)*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.
   1/day--Plane Shift (to or from the Plane of Shadow only). Caster Level 15th.
   *New spell described in Chapter 6 of this book.
Sword of Light (Su): A shadow tulani can create a +4 brilliant energy unholy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly
Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
   A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Bardic Music: Tulanis use the bardic music ability as 18th level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.
Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.
Shadow Creature Abilities: +2 luck bonus on all saves, evasion, fast healing 2, plane shift
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.

Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

(Note, magic armor's caster level is three times its enhancement bonus (unless a special ability requires a higher one) - +1 = 3rd; +2 = 6th; +3 = 9th, etc.)



Their treasure is supposed to be double standard. (Standard for CR 18 is 47,000 gp)
As the lesser of them is Gestalt CR 18, we'll give them 94,000 gp in other gear.
Make it all items that will benefit both halves, such as a Belt of Giant Strength +6.
« Last Edit: January 05, 2013, 02:01:55 PM by ksbsnowowl »

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Re: Norse Bestiary
« Reply #32 on: January 17, 2013, 11:01:25 AM »
Nature's Revenge

Wendigo War Troll
Large Fey (Augmented Monstrous Humanoid, cold)
Hit Dice: 12d6+132 (174 hp)
Initiative: +11
Speed: Fly 120 ft. (perfect)
Armor Class: 37 (-1 size, +14 natural armor, +5 breastplate, +7 Dex, +2 deflection), touch 18, flat-footed 30
Incorporeal AC: 18 (-1 size, +7 Dex, +2 deflection), touch 18, flat-footed 11
Base Attack/Grapple: +12/+28
Attack: Bite +23 melee (1d8+18 [15-20/x3]) or (2d4+18) plus disease, plus ravenous bite
Full Attack: Bite +23 melee (1d8+18 [15-20/x3]) plus disease, plus ravenous bite
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, disease, maddening whispers, ravenous bite
Special Qualities: Damage reduction 5/adamantine, darkvision 90 ft., low-light vision, regeneration 5, regeneration 9, scent, spell resistance 20, corner of the eye, wind walk
Saves: Fort +15, Ref +15, Will +13
Abilities: Str 35, Dex 24, Con 33, Int 8, Wis 17, Cha 14
Skills: Hide +11, Listen +12, Move Silently +15, Spot +13, Survival +11
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Improved Critical (Bite), Track*
Environment: Cold forest
Organization: Solitary
Challenge Rating: 14
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +10

This hulking creature stands upright. Although it has the feral features of a troll, its rubbery green skin has a dark, metallic tinge and it wears substantial armor. The creature holds a greatsword with ease and is clearly a skilled warrior.

These intelligent and dangerous creatures were bred specifically for war. Never without their weapons and armor, war trolls know nothing of peace, only the chaos of constant battle. They typically travel from battle to battle in mercenary bands. Like forest trolls (see page 179), they are capable of sophisticated tactics that most other trolls cannot match.

Although they are now a separate variety of troll, war trolls were once ordinary trolls of unusual strength and intelligence. Gathered together by a powerful cabal of arcane spellcasters, these trolls were magically engineered and augmented. They were then bred to produce soldiers of incredible power.

War trolls have a great love of magic weapons and armor, and they actively seek such equipment if it is properly sized for their frames. A typical war troll is 9 feet tall and weighs about 700 pounds.

War trolls speak Giant.

COMBAT

Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.

Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 27 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.

Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Regeneration 5 (Ex): Fire deals normal damage to a wendigo.

Disease (Su): Any creature hit by a wendigo’s bite attack must succeed on a Fortitude save (DC 27) or become infected with the wendigo’s hunger. The incubation period is 1d3 days, and the disease deals 1d3 points of Wisdom damage. Additionally, each day that a victim takes Wisdom damage from the disease, he must succeed on a Will save (DC 18) or become overwhelmed with an insatiable hunger for the flesh of its own race. The victim stalks and tries to kill the closest member of its own race; if it does so, it feeds on the victim’s body and then returns home with no memory of the tragic event. If a victim of this hunger is reduced to a Wisdom score of 0, he transforms into a wendigo immediately and races off into the night sky at such speed that his feet burn away into bloody, charred stumps.

Maddening Whispers (Su): A wendigo may use its maddening whispers on any one target within 120 feet once per day. The wendigo may use this ability while wind walking. Only the chosen victim can hear the insane whispers and invitations of the wendigo. The victim must make a successful Will save (DC 18) or take 1d3 points of Wisdom damage. Typically, a wendigo stalks a chosen victim for days, wearing down the victim’s Wisdom score until it attacks and attempts to bring down its disease upon the poor soul. A wendigo will stop stalking a target that resists the maddening whispers for more than three days and fly off to seek easier prey.

Ravenous Bite (Ex): A wendigo threatens a critical hit on a natural roll of 18–20 when attacking with its bite, and deals triple damage on a successful critical hit. A wound resulting from a critical hit bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).

Cold Subtype (Ex): A wendigo is immune to cold damage. It takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Corner of the Eye (Su): A wendigo that stalks a victim while wind walking always seems to lurk just at the corner of its chosen victim’s field of vision. This victim takes a –2 penalty on all Wisdom-based skill checks as long as the wendigo stalks him.

Wind Walk (Su): A wendigo can wind walk at will, transforming from physical form to incorporeal form or back again as a move action.

Skills: Same as the base creature, except that the wendigo gains a +8 racial bonus on Hide, Move Silently, and Survival checks.

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Re: Norse Bestiary
« Reply #33 on: January 17, 2013, 01:40:25 PM »
Shadow Creature Verdant Prince          CR 12
Usually NE Medium fey
Init: +12;
Senses: Darkvision 60 ft., low-light vision; Listen +12, Spot +12
Languages: Elven, Common, Druidic, Sylvan
-----------------------------------------------------------------------
AC: 26, touch 23, flat-footed 18; Dodge, Mobility (+8 Dex, +5 deflection, +3 natural)
hp: 136 (16 HD); DR 10/cold iron; Cold resistance 15; Fast Healing 2
Resist: evasion, SR 20
Fort +16, Ref +25, Will +19
Weakness: double damage from cold iron
-----------------------------------------------------------------------
Speed: 60 ft. (8 squares)
Melee: staff of the woodlands +13/+8 (1d6+6)
Space: 5 ft.; Reach 5 ft.
Base Atk: +8; Grp +11
Combat Gear: expended staff of the woodlands (acts as +2 quarterstaff and allows wielder to use pass without trace at will), wand of magic missile (5th)
Spell-Like Abilities: (CL 16th):
At will — dimension door (only when starting point and destination are adjacent to a tree or plant creature), disguise self (DC 16) 1/day — baleful polymorph (DC 20), call lightning storm (DC 20), changestaff, cure critical wounds, fire seeds (DC 21), repel metal or stone, wall of thorns.
1/day - Mirror Image (CL 5th), Plane Shift (CL 15th, to or from the Plane of Shadow only)
-----------------------------------------------------------------------
Abilities: Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 21
SQ: oath bond, unearthly grace, Shadow Blend
Feats: Combat Casting, Dodge, Improved Initiative, Improved Toughness, Mobility, Stealthy, TrackB
Skills: Appraise +8, Balance +15, Bluff +15, Climb +8, Concentration +13, Diplomacy +14, Disguise +10 (+12 acting), Escape Artist +13, Gather Information +7, Handle Animal +6, Hide +15, Intimidate +17, Jump +22, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +10, Listen +12, Move Silently +21, Search +8, Sense Motive +11, Sleight of Hand +15, Spellcraft +10 (+12 deciphering scrolls), Spot +12, Survival +11 (+13 following tracks, +13 in above ground natural environments), Swim +8, Tumble +19, Use Magic Device +19 (+21 for scrolls), Use Rope +8 (+10 involving bindings)
Advancement: by character class; Favored Class: druid; see text
-----------------------------------------------------------------------
Oath Bond (Su): A verdant prince can strike a powerful supernatural bargain with another willing creature. The bargain can be nearly anything, but must involve an exchange of services or goods. A verdant prince can make an oath bond with only one creature at a time. If either party does not hold up its end of the bargain, it takes a –6 penalty to all ability scores and is sickened until the bargain is fulfilled. When a bargain isn’t fulfilled, the wronged party becomes immediately aware of the broken oath and gains a constant awareness of the oath breaker’s distance and direction. This awareness does not extend across the boundaries of planes, but it does relate the information that an oathbreaker is not on the same plane. Only death or a wish or miracle spell can end an oath bond before the bargain is fulfilled or negate the penalties that a broken oath bond imposes. When the oath bond is negated by death or magic, the other party becomes aware that the oath was ended or suppressed but not how or where.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Unearthly Grace (Su): A verdant prince adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Shadow Creature abilities (4):
- +2 luck bonus to all saving throws
- Fast Healing 2
- Mirror Image (Sp): 1/day. Caster level 5th.
- Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th.

Skills: +6 racial bonus to Move Silently checks.
« Last Edit: January 17, 2013, 01:44:52 PM by ksbsnowowl »

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Re: Norse Bestiary
« Reply #34 on: January 23, 2013, 01:59:16 AM »
            Saint BRALANI
            Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:          6d8+24 (51 hp)
Initiative:       +8
Speed:          40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class:       23 (+4 Dex, +6 natural, +3 insight), touch 17, flat-footed 19
BAB/Grapple:      +6/+10
Attack:          +1 holy scimitar +11 melee (1d6+4 plus holy touch/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Full Attack:       +1 holy scimitar +11/+6 melee (1d6+4 plus holy touch/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Space/Reach:      5 ft./5 ft.
Special Attacks:    Spell-like abilities, whirlwind blast, holy power, holy touch
Special Qualities:    Alternate form, damage reduction 10/cold iron or evil, damage reduction 5/+1, darkvision 60 ft., fast healing 3, immunity to acid, cold, electricity and petrification, low-light vision, resistance to fire 10, spell resistance 17, tongues
Saves:          Fort +9 (+4 vs poison), Ref +9, Will +8
Abilities:          Str 18, Dex 18, Con 19, Int 13, Wis 16, Cha 18
Skills:          Concentration +13, Diplomacy +6, Escape Artist +13, Handle Animal +13, Hide +13, Jump +10, Listen +14, Move Silently +13, Ride +6, Sense Motive +12, Spot +14, Tumble +13, Use Rope +4 (+6 with bindings)
Feats:          Alertness, Blind-Fight, Improved Initiative
Environment:       Olympian Glades of Arborea
Organization:       Solitary, pair, or squad (3–5)
Challenge Rating:    8
Treasure:       No coins; double goods; standard items
Alignment:       Always chaotic good
Advancement:    7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:   +7

The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an
ever-changing rainbow of hues.

The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will— bless, blur, charm person (DC 17), guidance, gust of wind (DC 18), mirror image, resistance, virtue, wind wall; 2/day—lightning bolt (DC 19), cure serious wounds (DC 19).
Caster level 6th. The save DCs are Charisma-based.

Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 19 half). The save DC is Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.






            Shadow Creature BRALANI
            Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:          6d8+18 (45 hp)
Initiative:       +8
Speed:          60 ft. (8 squares), fly 150 ft. (perfect)
Armor Class:       20 (+4 Dex, +6 natural), touch 14, flat-footed 16
BAB/Grapple:      +6/+10
Attack:          +1 holy scimitar +11 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Full Attack:       +1 holy scimitar +11/+6 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Space/Reach:      5 ft./5 ft.
Special Attacks:    Spell-like abilities, whirlwind blast
Special Qualities:    Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., fast healing 2, immunity to electricity and petrification, low-light vision, resistance to cold 11 and fire 10, shadow blend, spell resistance 17, tongues
Saves:          Fort +8, Ref +9, Will +7
Abilities:          Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills:          Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +18, Listen +13, Move Silently +19, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats:          Alertness, Blind-Fight, Improved Initiative
Environment:       Vanaheim
Organization:       Solitary, pair, or squad (3–5)
Challenge Rating:    7
Treasure:       No coins; double goods; standard items
Alignment:       Always chaotic evil
Advancement:    7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:   +7

The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an
ever-changing rainbow of hues.

The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15).
Caster level 6th. The save DCs are Charisma-based.

Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artifi cial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks.

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Re: Norse Bestiary
« Reply #35 on: January 23, 2013, 11:37:33 AM »
This is a cool old monster that was converted over at the Creature Catalog:

Leshy
Medium Fey
Hit Dice: 12d6+60 (102 hp)
Initiative: +5 (+9 in forests)
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 Dex, +2 deflection, +7 natural), touch 17, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Club +11 melee (1d6+5) or Greatclub +11 melee (1d10+7) or Shillelagh +12 melee (2d6+6)
Full Attack: Club +11/+6 melee (1d6+5) or Greatclub +11/+6 melee (1d10+7) or Shillelagh +12/+7 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Size change, spells, rock throwing, tree club
Special Qualities: Damage reduction 10/cold iron, forest dependent, forest mastery, low-light vision, spell resistance 22, unearthly grace, wild empathy
Saves: Fort +13, Ref +15, Will +14
Abilities: Str 21, Dex 20, Con 20, Int 18, Wis 19, Cha 14
Skills: Concentration +20, Diplomacy +17, Hide +20 (+28 in forests), Intimidate +17, Knowledge (nature) +19, Listen +19 (+27 in forests), Move Silently +20, Spellcraft +19, Spot +19 (+27 in forests), Survival +19 (+21 in aboveground natural environments)
Feats: Augment SummoningB, Combat Reflexes, Extend Spell, Great Fortitude, Power Attack, Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 13
Treasure: Half coins; no goods; no items
Alignment: Usually neutral good
Advancement: 13-24 HD (Medium)
Level Adjustment: —
 
This creature resembles a young elf garbed in green and red clothes. Its appearance is comical, with its coat buttoned incorrectly, and its shoes on the wrong feet.

Leshies are sylvan guardians of old and ancient forests. There is always a single leshy tied to a given forest. A leshy will die if his forest is destroyed, although this rarely happens due to the size of old-growth forests. Should the leshy perish, a new one supernaturally appears to take its place within a few days.

Leshies spend their time maintaining and patrolling their bonded woods, aiding good creatures and driving away evil ones. Leshies know every detail of the forest they inhabit and make excellent guides if they can be persuaded. Money has no inherent value to leshies, but they often keep small amounts of wealth to use for bartering purposes.

Leshies are herbivorous, subsisting primarily on berries, fruit, roots, and tubers.

A leshy is 5 to 6 feet tall in its natural form and weighs 100 to 200 pounds. Leshies can live to 1,000 years of age, retaining a youthful appearance throughout their lives.

Leshies speak Sylvan and Common.

COMBAT

Leshies never carry manufactured weapons, but may wield fallen trees as clubs. Although they can hurl rocks when assuming their larger forms, they consider the act barbaric and rarely employ the tactic. Leshy are accomplished spellcasters, and often spontaneously swap prepared spells for summon nature's ally spells.

Forest Dependent (Su): Each leshy is mystically bound to a single forest and must never stray more than 300 yards from its borders. Any who do become ill and die within 4d6 hours. A leshy's forest does not radiate magic.

Forest Mastery (Ex): A leshy can use the Hide skill in any sort of forest terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in forests even while being observed. While in forest terrain, a leshy gains a +8 racial bonus on Hide, Listen, and Spot checks, and a +4 racial bonus on initiative.

Rock Throwing (Ex): When assuming Large or Huge size, a leshy may hurl rocks. Leshies are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A leshy that assumes Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments, dealing 2d6+5 points of damage. A leshy that assumes Huge size can hurl rocks of 60 to 80 pounds (Medium objects), dealing 2d8+7 points of damage. The range increment is 120 feet for a leshy's thrown rocks, regardless of size.

Size Change (Su): At will, leshies can change their size by one category. A leshy cannot increase its size larger than Huge, and may not decrease its size smaller than Tiny. With each size increase, make the following adjustments: +4 Strength, -2 Dexterity, +2 natural armor, -1 attack bonus, and -1 size adjustment to Armor Class. With each size decrease, make the following adjustments: -4 Strength, +2 Dexterity, -2 natural armor, +1 attack bonus, and +1 size adjustment to Armor Class. In Large or Huge size, a leshy may use its rock throwing ability.

Spells: A leshy casts spells as a 12th-level druid.

Typical Druid Spells Prepared (6/6/5/5/4/3/2; save DC 14 + spell level):
0—create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance;
1st—calm animals, entangle, faerie fire, longstrider, shillelagh, speak with animals;
2nd—animal messenger, barkskin, lesser restoration, resist energy, tree shape;
3rd—cure moderate wounds, daylight, extended owl's wisdom, plant growth, spike growth;
4th—air walk, freedom of movement, rusting grasp, scrying;
5th—extended command plants, tree stride, wall of thorns;
6th—greater dispel magic, live oak.

Tree Club (Ex): As a move action a leshy can tear off a branch or uproot a small tree and wield it as an improvised club or greatclub at no penalty. A Large leshy deals 1d8 points of damage with a club, and 2d8 points of damage with a greatclub, while a Huge leshy deals 2d6 with a club and 3d8 with a greatclub. A Small leshy deals 1d4 points of damage with a club, and 1d8 points of damage with a greatclub, while a Tiny leshy deals 1d3 with a club and 1d6 with a greatclub.

Unearthly Grace (Su): A leshy adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a leshy has a +8 racial bonus on the check.
« Last Edit: January 23, 2013, 11:42:31 AM by ksbsnowowl »

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Re: Norse Bestiary
« Reply #36 on: January 23, 2013, 01:40:58 PM »
The Bakemono from Oriental Adventures could make a decent little group of low-level troll-lings.  Here is a Half-Troll Bakemono and a Feral Bakemono.  I think I prefer the Feral version, because it maintains an intelligence of 2 (as opposed to 1), and it also has a lower CR, with makes them a decent low-level horde type monster.

They also maintain an AC that is actually hittable by PC's at those levels.

Half-Troll Bakemono
Small Giant (Goblinoid, Shadowlands)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 30 ft.
AC: 22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 20
BAB/Grapple: +0/+1
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: Bite 1d8+5, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend 2d3+7
Special Qualities: Darkvision 60 ft., fast healing 5, scent
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 11, Cha 5
Skills: Hide +5, Listen +6, Move Silently +1, Spot +2
Feats: Alertness
Climate/Terrain: Shadowlands
Organization: Gang (2–4), pack (16–35, usually with 1 warlord or 1–3 Shadowlands ogres), or army (51–100, led by 2–8 Shadowlands ogres)
Challenge Rating: 2 [GCR 1]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Bakemonos are the “goblins” of the Shadowlands—small, powerfully muscled humanoids with the intelligence and the temperament of vicious attack dogs. The bulk of the race are much like hounds whose leashes are held by Shadowlands ogres. A few—those gifted with extraordinary intelligence— advance in levels (usually as warriors), use armor and weapons, and lead their kin as warlords.
The average bakemono is about 4 feet tall, 150 pounds, and rippling with powerful muscles. Bakemonos speak their own language. Those with exceptional intelligence also speak Rokugani (Common).

COMBAT
Most bakemono are too stupid to use weapons, and they really have little need for them. They leap in to attack like bulldogs, clenching their jaws around anything they can catch, and raking with their filthy claws. They attack in packs, throwing themselves on their victims without fear or strategy.


Feral Bakemono
Small Monstrous Humanoid (Goblinoid, Shadowlands)
Hit Dice: 1d10+2 (7 hp)
Initiative: -1
Speed: 40 ft.
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
BAB/Grapple: +0/+0
Attacks: Bite +5 melee, 2 claws +0 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref -1, Will +1
Abilities: Str 18, Dex 8, Con 14, Int 2, Wis 13, Cha 7
Skills: Hide +3, Jump +8, Listen +7, Spot +3
Feats: Alertness
Climate/Terrain: Shadowlands
Organization: Gang (2–4), pack (16–35, usually with 1 warlord or 1–3 Shadowlands ogres), or army (51–100, led by 2–8 Shadowlands ogres)
Challenge Rating: 1 [GCR 1/2]
Treasure: 50% coins, standard goods and items, no scrolls
Alignment: Always chaotic evil
Advancement: By character class

ksbsnowowl

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Re: Norse Bestiary
« Reply #37 on: January 25, 2013, 12:07:06 AM »
I'll be needing these guys soon...

Advanced GRAY SLAAD (stat boosts Dex and Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 16d8+128 (200 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +16/+28
Attack: Claw +24 melee (2d6+8)
Full Attack: 2 claws +24 melee (2d6+8) and bite +21 melee (3d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +18, Ref +13, Will +12
Abilities: Str 27, Dex 16, Con 26, Int 14, Wis 14, Cha 14
Skills: Climb +27 [19], Concentration +24 [16], Hide +18 [19], Jump +27 [19], Knowledge (arcana) +21 [19], Listen +21 [19], Move Silently +22 [19], Search +21 [19], Spellcraft +23 [19], Spot +21 [19], Survival +5 (+7 following tracks) [3]
Feats: Multiattack, Improved Initiative, Weapon Focus (claw), item creation feat (any one), Combat Reflexes, Large and In Charge
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: +6

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.

A green slaad that survives for more than a century retreats into isolation for at least a year. It returns as a smaller, leaner gray slaad and devotes most of its time and attention to magical study. Gray slaadi enjoy crafting magic items to further their own power.

Combat
Gray slaadi prefer to fight from a distance, using their spell-like abilities, although they don’t shy away from melee.
    Spell-Like Abilities: At will—chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14); 3/day—animate objects, dispel law (DC 17), fly; 1/day—power word stun. Caster level 10th. The save DCs are Charisma-based.
    Change Shape (Su): A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A gray slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1–2 red slaadi or 1 blue slaad with a 60% chance of success, or 1 green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
   Large and In Charge: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round. [vs Med: +12 +1/5 dmg] [vs Large: +8 +1/5 dmg]

Increase the Gray Slaad by 6 HD, to Large size:  +6 HD, +6 BAB, +3 to all saves, 60 skill points (+6 to all but survival), 2 Ability Score Increases, 2 feats.
Large size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+4 CR

Advanced DEATH SLAAD (Ability Score Increase to Dex, Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 23d8+184 (287 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +23/+36
Attack: Hammer of Thunderbolts +34 (4d6+9), or Claw +31 melee (4d6+9 plus stun)
Full Attack: Hammer of Thunderbolts +34/+29/+24/+19, and claw +29 melee (4d6+9 plus stun) and bite +29 melee (4d8+4); or
   2 Claws +31 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun, spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +21 (+4 vs poison), Ref +19, Will +17   (+1 against spells and effects from good creatures)
Abilities: Str 29, Dex 22, Con 26, Int 18, Wis 18, Cha 18
Skills: Climb +34 [25], Concentration +30 [22], Escape Artist +31 [25], Hide +27 [25], Intimidate +29 [25], Jump +34 [25], Knowledge (any two) +29 [25, 25], Listen +29 [25], Move Silently +31 [25], Search +29 [25], Spot +29 [25], Survival +19 (+21 when tracking) [15], Use Rope +6 (+8 with bindings) [0 ]
Feats: Cleave, Combat Reflexes, Fiendish Heritage, Fiendish Legacy, Improved Initiative, Multiattack, Power Attack, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually chaotic neutral, sometimes chaotic evil
Advancement: 16–22 HD (Medium); 23–45 HD (Large)
Level Adjustment: —

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.

    Death slaadi are grays that undergo some mysterious ritual that transforms them into veritable killing machines. Although they have spell-like abilities like gray slaadi, death slaadi focus more on killing than on magical power. They look exactly like gray slaadi.
    All slaadi obey the command of a death slaad, out of fear more than anything else. Death slaadi represent a corruption of pure chaos by evil rather than true exemplars of it.

Combat
Although its prowess with its natural weapons is fearsome, a death slaad enjoys wielding a magic weapon if available.
    Stun (Ex): Three times per day, a death slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 21 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.
    Spell-Like Abilities: At will—animate objects, chaos hammer (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18), finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC 16); 3/day—circle of death (DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implosion (DC 23), power word blind. Caster level 15th. The save DCs are Charisma-based.; 1/day  - teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Caster Level 23rd.
    Change Shape (Su): A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1–2 red or blue slaadi with a 60% chance of success, or 1–2 green slaadi with a 40% chance of success. This ability is the equivalent of a 6th-level spell.

Hammer of Thunderbolts
    This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
    When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.

Increase the Death Slaad by 8 HD, to Large Size, +8 HD, +8 BAB, +4 to all saves, 96 skill points (+7 to all but Use Rope, 5 extra put into Concentration), 2 Ability Score Increases, 2 feats.
Large Size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+5 CR
« Last Edit: January 25, 2013, 12:11:03 AM by ksbsnowowl »

ksbsnowowl

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Re: Norse Bestiary
« Reply #38 on: October 08, 2013, 05:03:38 PM »
Fire Troll (32-point buy)
Spoiler
Fire Troll  (32-point buy)
Large Giant (Fire)
Hit Dice: 10d8+100 (145 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +7/+22
Attack: Claw +17 melee (1d8+11)
Full Attack: 2 claws +17 melee (1d8+11) and bite +15 melee (1d8+5)
Space/Reach: 10 feet/10 feet
Special Attacks: Rend 2d8+16
Special Qualities: Acidic blood, darkvision 90 ft., fire and acid immunity, fiery regeneration, low-light vision, regeneration 8, scent, vulnerability to cold
Saves: Fort +17, Ref +7, Will +7
Abilities: Str 32, Dex 19, Con 30, Int 10, Wis 19, Cha 8
Skills: Climb +24, Survival +17
Feats: Improved Bull Rush, Improved Natural Attack (claws), Multiattack, Power Attack, TrackB
Environment: Any warm
Organization: Solitary or gang (2-4)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +12

This blood-red, smooth-skinned troll is larger than a typical member of its species. Its eyes glow with a fierce yellow flame, while a shock of orange and yellow hair rises from its scalp. Its claws and teeth are long, sharp, and black as charred steel.
Unlike other trolls, the fire troll is immune to acid and fire damage. These brutes make their homes in areas of extreme heat, from the hottest equatorial jungles to dungeon chambers lodged deep within the burning heart of active volcanoes.

Fire trolls typically build their homes in areas inaccessible to creatures that are vulnerable to fire. The trolls might dwell within a cave concealed by a lava flow. Fire trolls look at molten rock in the same way a human might regard a cool, refreshing pool of water.

Unlike other trolls, fire trolls rarely work with other creatures. They hunt fire giants for sport, and consider themselves the ultimate masters of the areas they claim. They are intelligent, cunning, and capable of making long term plans to increase
their hold over a region. When fire trolls work with other creatures, they do so as equal partners. This mercenary streak sometimes proves troublesome for the trolls' allies, as fire trolls are willing to break off a fight if faced with an overpowering
foe or a tantalizing bribe. Fire trolls love treasures and magic items that can resist extreme heat. Such gifts can sway them to
setting aside their weapons or withdrawing from a conflict.

COMBAT
Fire trolls are smarter than normal trolls. They prefer to strike from ambush, and whenever possible they exploit their immunity to fire and acid damage. A fire troll might wade into a stream of magma to leap out and attack passing travelers. Fire trolls use their Improved Bull Rush feat to knock foes into magma before diving in after them. Their love of roasted, burnt flesh makes this tactic their preferred method of fighting.

In areas of extreme heat, fire trolls prefer hit and run attacks to wear down their enemies. They know that softer creatures—as they call those vulnerable to heat—lose their strength and vitality when exposed to searing temperatures for extended periods. Fire troll Spellcasters use dispel magic to tear away any defenses against heat attacks before a tribe closes for combat.

Rend (Ex): If a fire troll hits the same target with both of its claw attacks, it latches on and tears into him. This attack deals an additional 2d8+13 points of damage.

Acidic Blood (Ex): The fire troll's blood is highly acidic. Any weapon used to strike the troll risks exposure to this searing acid. The acid deals 1d6 points of damage. A DC 23 Reflex save negates this damage. The weapon's hardness does not provide any protection against this acid. Attackers who use natural weapons, such as an unarmed strike, must make this save or take the damage. This ability's save DC is Constitution-based.

Fiery Regeneration (Ex): The fire troll's regeneration ability draws on the energy available in areas of severe heat (110 *F or higher). Under such conditions, the fire troll's regeneration increases by 4 points to 12 points per round. If any effect that deals fire damage targets a troll, its regeneration ability increases to 20 points for 1 round. If the troll is exposed to multiple attacks
during the same round, its improved regeneration's duration remains 1 round.

Regeneration (Ex): Electricity deals normal damage to a fire troll.

Vulnerability to Cold (Ex): Trolls regenerate cold damage despite their weakness to it. If cold damage drops a fire troll to 0 or fewer hit points, it must make a Fortitude save (DC 15 + cold damage taken) or be frozen in place. The troll is helpless for 2d4 rounds. If further physical or electrical damage reduces it to -10 hit points or lower, its frozen body shatters into dozens of pieces, killing it.


10 HD CR 9 fire troll -> +10 levels of Cleric (Surtr), Favored Soul, Druid, or Spirit Shaman = CR 14 and would have NPC gear…

Cleric (Sutr) 10:
+7 BAB, +7 Fort, +3 Ref, +7 Will
+10d8 hp (290 hp)

Domains: Fire, … Destruction?
Destruction, Evil, Fire, Law, Purification, Strength, War (as per a FR wiki)


32 point buy:
Str 14 (6)   +18 ->    32
Dex 13 (5)   +6 ->    19
Con 14 (6)   +16 ->   30
Int 10 (2)   +0   10
Wis 17 (13)   +2   19 -> +3 from levels =   22
Cha 8 (0)   +0   8

Fire Troll (32-point buy) Cleric 10 of Surtr
Spoiler
Fire Troll Cleric 10 of Surtr
Large Giant (Fire)
Hit Dice: 20d8+200 (290 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 27 (-1 size, +4 Dex, +4 chain shirt, +10 natural), touch 13, flat-footed 23
Buffed Armor Class: 34 (-1 size, +4 Dex, +4 chain shirt, +3 Magic Vestment, +4 Shield of Faith, +10 natural), touch 17, flat-footed 30
Base Attack/Grapple: +14/+29
Attack: Greatsword +24 melee (3d6+16), or Claw +24 melee (1d8+11)
Full Attack: Greatsword +24/+19/+14 melee (3d6+16) and Bite +22 melee (1d8+5)
2 claws +24 melee (1d8+11) and bite +22 melee (1d8+5)
GMW +3 Greatsword +27/+22/+17 melee (3d6+19) and Bite +22 melee (1d8+5)
Space/Reach: 10 feet/10 feet
Special Attacks: Rend 2d8+16, spells, Turn Undead
Special Qualities: Acidic blood, darkvision 90 ft., fire and acid immunity, fiery regeneration, low-light vision, regeneration 8, scent, vulnerability to cold
Saves: Fort +24, Ref +10, Will +16
Abilities: Str 32, Dex 19, Con 30, Int 10, Wis 22, Cha 8
Skills: Climb +24, Jump +15, Survival +19, Concentration +20, Knowledge (Religion) +5, Spellcraft +5
Feats: Improved Bull Rush, Improved Natural Attack (claws), Multiattack, Power Attack, Practiced Spellcaster, Combat Reflexes, Robilar’s Gambit, TrackB
Environment: Any warm
Organization: Solitary or gang (2-4)
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +12

This blood-red, smooth-skinned troll is larger than a typical member of its species. Its eyes glow with a fierce yellow flame, while a shock of orange and yellow hair rises from its scalp. Its claws and teeth are long, sharp, and black as charred steel.
Unlike other trolls, the fire troll is immune to acid and fire damage. These brutes make their homes in areas of extreme heat, from the hottest equatorial jungles to dungeon chambers lodged deep within the burning heart of active volcanoes.

Fire trolls typically build their homes in areas inaccessible to creatures that are vulnerable to fire. The trolls might dwell within a cave concealed by a lava flow. Fire trolls look at molten rock in the same way a human might regard a cool, refreshing pool of water.

Unlike other trolls, fire trolls rarely work with other creatures. They hunt fire giants for sport, and consider themselves the ultimate masters of the areas they claim. They are intelligent, cunning, and capable of making long term plans to increase
their hold over a region. When fire trolls work with other creatures, they do so as equal partners. This mercenary streak sometimes proves troublesome for the trolls' allies, as fire trolls are willing to break off a fight if faced with an overpowering
foe or a tantalizing bribe. Fire trolls love treasures and magic items that can resist extreme heat. Such gifts can sway them to
setting aside their weapons or withdrawing from a conflict.

COMBAT
Fire trolls are smarter than normal trolls. They prefer to strike from ambush, and whenever possible they exploit their immunity to fire and acid damage. A fire troll might wade into a stream of magma to leap out and attack passing travelers. Fire trolls use their Improved Bull Rush feat to knock foes into magma before diving in after them. Their love of roasted, burnt flesh makes this tactic their preferred method of fighting.

In areas of extreme heat, fire trolls prefer hit and run attacks to wear down their enemies. They know that softer creatures—as they call those vulnerable to heat—lose their strength and vitality when exposed to searing temperatures for extended periods. Fire troll Spellcasters use dispel magic to tear away any defenses against heat attacks before a tribe closes for combat.

Rend (Ex): If a fire troll hits the same target with both of its claw attacks, it latches on and tears into him. This attack deals an additional 2d8+13 points of damage.

Acidic Blood (Ex): The fire troll's blood is highly acidic. Any weapon used to strike the troll risks exposure to this searing acid. The acid deals 1d6 points of damage. A DC 23 Reflex save negates this damage. The weapon's hardness does not provide any protection against this acid. Attackers who use natural weapons, such as an unarmed strike, must make this save or take the damage. This ability's save DC is Constitution-based.

Fiery Regeneration (Ex): The fire troll's regeneration ability draws on the energy available in areas of severe heat (110 *F or higher). Under such conditions, the fire troll's regeneration increases by 4 points to 12 points per round. If any effect that deals fire damage targets a troll, its regeneration ability increases to 20 points for 1 round. If the troll is exposed to multiple attacks
during the same round, its improved regeneration's duration remains 1 round.

Regeneration (Ex): Electricity deals normal damage to a fire troll.

Vulnerability to Cold (Ex): Trolls regenerate cold damage despite their weakness to it. If cold damage drops a fire troll to 0 or fewer hit points, it must make a Fortitude save (DC 15 + cold damage taken) or be frozen in place. The troll is helpless for 2d4 rounds. If further physical or electrical damage reduces it to -10 hit points or lower, its frozen body shatters into dozens of pieces, killing it.

Spells:  This fire troll is a 10th level cleric of Surtr (CL 14th)
Domains: Fire and Destruction
Spells per day: (6/6+1/6+1/4+1/4+1/3+1)
0 –
1 – Burning Hands*, Lesser Vigor, Shield of Faith, Bless, Divine Favor, ?, ?
2 – Produce Flame* Silence, Resist Energy, Lesser Restoration, Align Weapon, ?, ?
3 – Resist Energy*Dispel Magic, Invisibility Purge, Water Breathing, Stone Shape
4 – Wall of Fire*, Divine Power, Freedom of Movement, Air Walk, ?
5 – Fire Shield*, Righteous Might, Flame Strike, ?

Rebuke Undead 2/day (1d20-1)
Turn Water/Rebuke Fire 2/day (1d20-1)
Smite 1/day (+4 to attack, +10 damage)

ksbsnowowl

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Re: Norse Bestiary
« Reply #39 on: February 09, 2014, 11:13:29 PM »
The Jotunheim Frost Giants and Muspelheim Fire Giants statted in Deities and Demigods are a mess.  Both are listed as outsiders, but the Frost Giant's numbers are based upon having Giant HD, and the Fire Giant's numbers are based upon having Outsider HD.  They also both have feats as if they were a Giant RHD 22/Barb 20 and a Giant RHD 20/Fighter 19.

More discussion and rumination on the topic can be seen at:
http://www.ruleofcool.com/smf/index.php/topic,854.0.html

Here are a few early attempts to recreate these beings using the MM3's Eldritch Giant as a base.

Without Divine Rank:
Frost Giant:
Spoiler
Jotunheim Frost Giant
Gargantuan Giant (Cold)
Hit Dice: 25d8+275 (387 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 30 (–4 size, +1 Dex, +17 natural, +4 chain shirt, +2 heavy steel shield), touch 7, flat-footed 29
Base Attack/Grapple: +18/+50
Attack: War Axe +35 melee (4d8+20/x3)
Full Attack: War Axe +35/+30/+25/+20 melee (4d8+20/x3)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, natural willpower, immunity to cold, vulnerability to fire
Saves: Fort +25, Ref +9, Will +19
Abilities: Str 50, Dex 12, Con 32, Int 18, Wis 16, Cha 12
Skills: Concentration +39, Diplomacy +3, Hide -15, Jump +24 (+28 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Cleave, Exotic Weapon Proficiency (dwarven war axe), Improved Bull Rush, Iron Will, Knockback, Large and In Charge, Power Attack, Shock Trooper, Weapon Focus (dwarven war axe)
Environment: Temperate mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1-2 Thrym Hounds)
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

Natural Willpower (Ex):  Unlike most giants, Jotunheim giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Jotunheim giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a frost giant’s thrown rocks.

Fire Giant:
Spoiler
Muspelheim Fire Giant
Gargantuan Giant (Fire)
Hit Dice: 25d8+275 (387 hp)
Initiative: +1
Speed: 35 ft. (7 squares) in full plate armor; base speed 50 ft.
Armor Class: 32 (–4 size, +1 Dex, +17 natural, +8 full plate), touch 7, flat-footed 31
Base Attack/Grapple: +18/+50
Attack: Greatsword +35 melee (6d6+30/19–20)
Full Attack: Greatsword +35/+30/+25/+20 melee (6d6+30/19–20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, natural willpower, immunity to fire, vulnerability to cold
Saves: Fort +25, Ref +9, Will +19
Abilities: Str 50, Dex 12, Con 32, Int 18, Wis 16, Cha 12
Skills: Concentration +39, Diplomacy +3, Hide -17, Jump +14 (+28 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Large and In Charge, Power Attack, Shock Trooper, Knockback, Weapon Focus (Greatsword)
Environment: Temperate mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1–2 greater fire elementals)
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

Natural Willpower (Ex): Unlike most giants, Muspelheim giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Muspelheim giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a fire giant’s thrown rocks.

Quasi-Deities with Divine Rank 0:

Technically, all deities, including quasi-deities, are supposed to get maximum hit points for their HD. None of the ones statted in D&Dg actually show that benefit, however.  I have placed that number in brackets beside the average hit point value.

Frost Giant:
Spoiler
Jotunheim Frost Giant; Quasi-deitiy, (Divine Rank 0)
Gargantuan Outsider (Cold, Evil)
Hit Dice: 25d8+275 (387 hp) [475 hp]
Initiative: +1
Speed: 120 ft. (24 squares)
Armor Class: 31 (–4 size, +1 Dex, +17 natural, +4 chain shirt, +2 heavy steel shield,+1 deflection), touch 8, flat-footed 30
Base Attack/Grapple: +18/+50
Attack: War Axe +35 melee (4d8+20/x3)
Full Attack: War Axe +35/+30/+25/+20 melee (4d8+20/x3)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., damage reduction 10/+6, immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; giant blood, low-light vision, natural willpower, immunity to cold, rock catching, resistance to fire 5, vulnerability to fire, SR 32, immortal, quasi-deity traits
Saves: Fort +25, Ref +9, Will +19
Abilities: Str 50, Dex 12, Con 32, Int 18, Wis 16, Cha 12
Skills: Concentration +39, Diplomacy +3, Hide -15, Jump +52 (+56 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Cleave, Exotic Weapon Proficiency (dwarven war axe), Improved Bull Rush, Iron Will, Knockback, Large and In Charge, Power Attack, Shock Trooper, Weapon Focus (dwarven war axe)
Environment: Temperate mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1-2 Thrym Hounds)
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: —

Giant Blood (Ex):  For all effects related to race, a Jotunheim Frost Giant is considered a giant.

Natural Willpower (Ex):  Unlike most giants, Jotunheim giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Jotunheim giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a frost giant’s thrown rocks.

Quasi-deity traits: Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 32; immortal.

Fire Giant:
Spoiler
Muspelheim Fire Giant; Quasi-deitiy, (Divine Rank 0)
Gargantuan Outsider (Evil, Fire)
Hit Dice: 25d8+275 (387 hp) [475 hp]
Initiative: +1
Speed: 85 ft. (17 squares) in full plate armor; base speed 120 ft.
Armor Class: 33 (–4 size, +1 Dex, +17 natural, +8 full plate, +1 deflection), touch 8, flat-footed 32
Base Attack/Grapple: +18/+50
Attack: Greatsword +35 melee (6d6+30/19–20)
Full Attack: Greatsword +35/+30/+25/+20 melee (6d6+30/19–20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., damage reduction 10/+6, immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; giant blood, low-light vision, natural willpower, immunity to fire, rock catching, vulnerability to cold, SR 32, immortal, quasi-deity traits
Saves: Fort +25, Ref +9, Will +19
Abilities: Str 50, Dex 12, Con 32, Int 18, Wis 16, Cha 12
Skills: Concentration +39, Diplomacy +3, Hide -17, Jump +34 (+56 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Large and In Charge, Power Attack, Shock Trooper, Knockback, Weapon Focus (Greatsword)
Environment: Temperate mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1–2 greater fire elementals)
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: —

Giant Blood (Ex):  For all effects related to race, a Muspelheim Fire Giant is considered a giant.

Natural Willpower (Ex): Unlike most giants, Muspelheim giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Muspelheim giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a fire giant’s thrown rocks.

Quasi-deity traits: Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 32; immortal.

Here are some "Legendary" Frost and Fire Giants.  These are basically Eldritch Giants with most of their racial abilities stripped away, given the appropriate subtypes, and the weapons/armor (and feats) swapped around.  I've lowered their CR by 1.

~20% of their race will have the SLA's and eldritch mastery ability reinstated (returning the CR to 15), and ~half of those will have gestalted levels of casting (10-15 levels) at and additional +1 CR.
I could, of course, give these individuals the Primordial Giant template for extra SLA fun.

Legendary Frost Giant:
Spoiler
Legendary Frost Giant
Huge Giant (Cold)
Hit Dice: 25d8+225 (337 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 30 (–2 size, +1 Dex, +13 natural, +4 chain shirt, +2 heavy steel shield), touch 9, flat-footed 29
Base Attack/Grapple: +18/+42
Attack: War Axe +33 melee (3d8+16/x3)
Full Attack: War Axe +33/+28/+23/+18 melee (3d8+16/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, natural willpower, immunity to cold, rock catching, vulnerability to fire
Saves: Fort +23, Ref +9, Will +19
Abilities: Str 42, Dex 12, Con 28, Int 18, Wis 16, Cha 12
Skills: Concentration +37, Diplomacy +3, Hide -11, Jump +20 (+24 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Cleave, Exotic Weapon Proficiency (dwarven war axe), Improved Bull Rush, Iron Will, Knockback, Large and In Charge, Power Attack, Shock Trooper, Weapon Focus (dwarven war axe)
Environment: Jotunheim
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1-2 Thrym Hounds)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

Natural Willpower (Ex): Unlike most giants, Legendary giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Legendary giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a fire giant’s thrown rocks.

Legendary Fire Giant:
Spoiler
Legendary Fire Giant
Huge Giant (Fire)
Hit Dice: 25d8+225 (337 hp)
Initiative: +1
Speed: 35 ft. (7 squares) in full plate armor; base speed 50 ft.
Armor Class: 32 (–2 size, +1 Dex, +13 natural, +8 full plate), touch 9, flat-footed 31
Base Attack/Grapple: +18/+42
Attack: Greatsword +33 melee (4d6+24/19-20)
Full Attack: Greatsword +33/+28/+23/+18 melee (4d6+24/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, natural willpower, immunity to fire, rock catching, vulnerability to cold
Saves: Fort +23, Ref +9, Will +19
Abilities: Str 42, Dex 12, Con 28, Int 18, Wis 16, Cha 12
Skills: Concentration +37, Diplomacy +3, Hide -13, Jump +10 (+24 unarmored), Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Knockback, Large and In Charge, Power Attack, Shock Trooper, Weapon Focus (greatsword)
Environment: Muspelheim
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 gestalted wizard or cleric of 10th–15th level plus 1-2 greater fire elementals)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —

Natural Willpower (Ex): Unlike most giants, Legendary giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Legendary giants have a +6 racial bonus on Will saves.

Rock Throwing (Ex):  The range increment is 120 feet for a fire giant’s thrown rocks.

You could also make use of Titans.  They fill the same sort of mythological niche and even can advance to gargantuan.  The SLAs are inappropriate, but that's easy enough to address.
Now why'd you have to go and make sense like that, and after I put all that work into fiddling with stats?

That's actually a pretty damn good idea.  The 3.0 Titan cast spells as either a 20th level wizard or 20th level Cleric (in addition to a bevy of SLA's).  Maybe I'll just strip out everything but the chassis, lower the CR (because really, the differences between the Titan & the Eldritch Giant without their racial abilities and SLA's is minuscule) a few points, and call that the base member of the legendary jotun race.  Gestalt on wizard casting to "replace" the SLA's on the CR 21 version...

So, I need to make some Titan versions as well.

Here is the Titan-based Legendary Frost Giant:
Spoiler
      Legendary Frost Giant (Titan)
Size/Type:     Huge Outsider (Cold, Extraplanar)
Hit Dice:    20d8+280 (370 hp)
Initiative:    +1
Speed:    60 ft. (12 squares)
Armor Class:    38 (-2 size, +1 Dex, +19 natural, +7 +3 chain shirt, +3 +1 Large Wooden Shield), touch 9, flat-footed 37
Base Attack/Grapple:    +20/+44
Attack:    Huge MW Battleaxe +35 melee (3d6+16/×3) or
         Rock +19 ranged (2d8+16) or slam +34 melee (1d8+16)
Full Attack:    Huge MW Battleaxe +35/+30/+25/+20 melee (3d6+16/×3) or
         Rock +19 ranged (2d8+16) or 2 slams +34 melee (1d8+16)
Space/Reach:    15 ft./15 ft.
Special Attacks:    Rock throwing
Special Qualities:    Darkvision 60 ft., low-light vision, immunity to cold, rock catching, vulnerability to fire
Saves:    Fort +26, Ref +13, Will +21
Abilities:    Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Skills:       Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Hide -8, Heal +20, Intimidate +32, Jump +50 (+51 unarmored), Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats:    Blind-Fight, Cleave, Improved Bull Rush, Knockback, Large and In Charge, Power Attack, Shock Trooper
Environment:    Jotunheim
Organization:    Solitary or pair
Challenge Rating:    16
Treasure:    Standard coins; double goods; standard items (plus +3 chain shirt, +1 large wooden shield, and MW battleaxe)
Alignment:    Usually chaotic evil
Advancement:    21-30 HD (Huge); 31-60 HD (Gargantuan)
Level Adjustment:    —

A legendary frost giant titan is about 25 feet tall and weighs about 14,000 pounds.
Legendary frost giant titans speak Abyssal, Common, Celestial, Draconic, and Giant.

Combat
Giant Blood (Ex):  For all effects related to race, a Jotunheim Frost Giant is considered a giant.
Rock Throwing (Ex):  The range increment is 120 feet for a frost giant's thrown rocks.
The CR calculation by Vorpal Tribble over at GitP still puts this thing's CR at 22, but then it also puts my Legendary Frost Giant based upon a stripped-down Eldritch Giant at CR 19 (a base Eldritch Giant w/ it's magical abilities, but lacking the cold subtype or rock throwing, is CR 15).  So, I eyeballed the CR at 16.  Seems appropriate.  One with 17 Gestalt caster levels (Archivist, Cleric, Sorcerer, or Wizard) would be CR 17.

Here is a Titan-based Legendary Fire Giant.
Spoiler
      Legendary Fire Giant (Titan)
Size/Type:     Huge Outsider (Fire, Extraplanar)
Hit Dice:    20d8+280 (370 hp)
Initiative:    +1
Speed:    40 ft. in half plate (8 squares); base speed 60 ft.
Armor Class:    37 (-2 size, +19 natural, +10 +3 half plate), touch 8, flat-footed 37
Base Attack/Grapple:    +20/+44
Attack:    Huge MW Greatsword +35 melee (4d6+24 [19-20/×2]) or
         Rock +19 ranged (2d8+16) or slam +34 melee (1d8+16)
      Leap Attack (-5) +32* melee (4d6+39 [19-20/x2])   *+2 for charging included
Full Attack:    Huge MW Greatsword +35/+30/+25/+20 melee (4d6+24 [19-20/×2]) or
         Rock +19 ranged (2d8+16) or 2 slams +34 melee (1d8+16)
Space/Reach:    15 ft./15 ft.
Special Attacks:    Rock throwing
Special Qualities:    Darkvision 60 ft., low-light vision, immunity to fire, rock catching, vulnerability to cold
Saves:    Fort +26, Ref +13, Will +21
Abilities:    Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Skills:       Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Hide -8, Heal +20, Intimidate +32, Jump +37 (+51 unarmored), Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats:    Blind-Fight, Cleave, Improved Sunder, Combat Brute, Large and In Charge, Power Attack, Leap Attack
Environment:    Muspelheim
Organization:    Solitary or pair
Challenge Rating:    16
Treasure:    Standard coins; double goods; standard items (plus +3 half plate, and MW greatsword)
Alignment:    Usually lawful evil
Advancement:    21-30 HD (Huge); 31-60 HD (Gargantuan)
Level Adjustment:    —

A legendary fire giant titan is about 25 feet tall and weighs about 14,000 pounds.
Legendary fire giant titans speak Infernal, Common, Celestial, Draconic, and Giant.

Combat
Giant Blood (Ex):  For all effects related to race, a Muspelheim Fire Giant is considered a giant.
Rock Throwing (Ex):  The range increment is 120 feet for a fire giant's thrown rocks.

Here is a Fire Giant Titan advanced to Garganuan size.  He still hasn't spent his new skill points or feat slots.
Spoiler
      Legendary Fire Giant (Titan)
Size/Type:     Gargantuan Outsider (Fire, Extraplanar)
Hit Dice:    31d8+527 (666 hp)
Initiative:    +1
Speed:    40 ft. in half plate (8 squares); base speed 60 ft.
Armor Class:    39 (-4 size, +23 natural, +10 +3 half plate), touch 6, flat-footed 39
Base Attack/Grapple:    +31/+64
Attack:    Huge MW Greatsword +49 melee (4d6+31 [19-20/×2]) or
         Rock +28 ranged (2d8+21) or slam +48 melee (1d8+21)
      Leap Attack (-5) +46* melee (4d6+46 [19-20/x2])   *+2 for charging included
Full Attack:    Huge MW Greatsword +49/+44/+39/+34 melee (4d6+31 [19-20/×2]) or
         Rock +28 ranged (2d8+21) or 2 slams +48 melee (1d8+21)
Space/Reach:    20 ft./20 ft.
Special Attacks:    Rock throwing
Special Qualities:    Darkvision 60 ft., low-light vision, immunity to fire, rock catching, vulnerability to cold
Saves:    Fort +34, Ref +18, Will +26
Abilities:    Str 52, Dex 12, Con 44, Int 21, Wis 28, Cha 24
Skills:       Balance +7, Bluff +19, Climb +27, Concentration +40, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Hide -12, Heal +20, Intimidate +32, Jump +42 (+56 unarmored), Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +21; 143 skill points
Feats:    Blind-Fight, Cleave, Improved Sunder, Combat Brute, Large and In Charge, Power Attack, Leap Attack, 21, 24, 27, 30
Environment:    Muspelheim
Organization:    Solitary or pair
Challenge Rating:    21
Treasure:    Standard coins; double goods; standard items (plus +3 half plate, and MW greatsword)
Alignment:    Usually lawful evil
Advancement:    32-60 HD (Gargantuan)
Level Adjustment:    —

A legendary fire giant titan is about 25 feet tall and weighs about 110,000 pounds.
Legendary fire giant titans speak Infernal, Common, Celestial, Draconic, and Giant.

Combat
Giant Blood (Ex):  For all effects related to race, a Muspelheim Fire Giant is considered a giant.
Rock Throwing (Ex):  The range increment is 120 feet for a fire giant's thrown rocks.


+5 CR, +11 Outsider HD (11d8+ con), +11 BAB, +5 to all saves, 143 skill points, 4 feats, 2 stat bumps.
Gargantuan size (+8 Str, +4 Con, +4 Natural Armor, -2 attacks/AC) [+4 grapple, -4 hide] Size/Reach: 20 ft./20 ft.

ksbsnowowl

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Re: Norse Bestiary
« Reply #40 on: February 09, 2014, 11:34:00 PM »
Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +12, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +25, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ?
Organization: Solitary
Challenge Rating: 19
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
      *Already used




Shadow Creature Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 60 ft. (8 squares), fly 135 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, shadow blend, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +20, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +31, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ? and plane of shadow
Organization: Solitary
Challenge Rating: 20
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Creature Abilities: +2 luck bonus to all saving throws, evasion, fast healing 2, mirror image 1/day.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
   1/day - mirror image. Caster level 5th.
      *Already used

ksbsnowowl

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Re: Norse Bestiary
« Reply #41 on: February 09, 2014, 11:39:17 PM »
Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+390 (525 hp)
Initiative: +0
Speed: 80 ft.
AC: 31 (–8 size, +29 natural), touch 2, flat-footed 31
BAB/Grapple: +22/+54
Attacks: Mountain giant club +30/+25/+20/+15 melee, or 2 slams +30 melee, or rock +31 ranged
Damage: Mountain giant club (4d8+24/19–20), slam (2d6+16), rock (4d8+16)
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+24, fling, grapple, rock throwing, trample 4d6+24
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants
Saves: Fort +30, Ref +10, Will +10
Abilities: Str 43, Dex 10, Con 37, Int 6, Wis 10, Cha 7
Skills: Jump +39 [3], Listen +15 [15], Spot +15 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Large and In Charge, Power Attack, Track
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class

Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee.Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds.

Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breechcloth and a shirt made of rough animal hide that barely covers a large pot belly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straightforward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body.  (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 2d6+24 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that sucessfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+16 points of damage, and any opponent it strikes takes 4d8+16 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +54). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+24 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 41) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

Skills and Feats: A mountain giant has EHD as though it were a Huge creature.




Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+450 (585 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+55
Attacks: Mountain giant club +31/+26/+21/+16 melee, or 2 slams +31 melee, or rock +32 ranged
Damage: Mountain giant club 4d8+25/19–20, slam 2d6+17, rock 4d8+17
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+25, fling, grapple, rock throwing, trample 4d6+25, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +32*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 45, Dex 10, Con 41, Int 4, Wis 8, Cha 5
Skills: Jump +40 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

Spoiler
Earth Strike (Ex):  Once per day the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth.  The mineral warrior adds its Constitution bonus (+15) to its attack roll and deals 1 extra point of damage per racial Hit Die.

 
Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant ’s favorite ranged weapon is a big rock.

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. The size of the range increment varies with the giant’s kind (see individual entries). A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects).

Rock Catching (Ex): A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock’s size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.
 
Rock Size       DC
Small       15
Medium-size    20
Large       25
Huge       30
Gargantuan    35
Colossal       40

 
MOUNTAIN GIANT
Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee. Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds. Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breech cloth and a shirt made of rough animal hide that barely covers a large potbelly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straight-forward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountain side. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body. (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 40) or be pinned, automatically taking 2d6+25 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+17 points of damage, and any opponent it strikes takes 4d8+17 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +55). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.
 
Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+25 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 42) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.


Primordial Giant Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+420 (555 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+53
Attacks: Mountain giant club +29/+24/+19/+14 melee, or 2 slams +29 melee, or rock +30 ranged
Damage: Mountain giant club 4d8+22/19–20, slam 2d6+15, rock 4d8+15
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+22, fling, grapple, rock throwing, trample 4d6+22, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +31*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 41, Dex 10, Con 39, Int 8, Wis 8, Cha 9
Skills: Jump +38 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

Spoiler
Earth Strike (Ex):  Once per day the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth.  The mineral warrior adds its Constitution bonus (+14) to its attack roll and deals 1 extra point of damage per racial Hit Die.

 
Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant ’s favorite ranged weapon is a big rock.

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. The size of the range increment varies with the giant’s kind (see individual entries). A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects).

Rock Catching (Ex): A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock’s size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.
 
Rock Size       DC
Small       15
Medium-size    20
Large       25
Huge       30
Gargantuan    35
Colossal       40

 
MOUNTAIN GIANT
Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee. Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds. Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breech cloth and a shirt made of rough animal hide that barely covers a large potbelly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straight-forward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountain side. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body. (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 39) or be pinned, automatically taking 2d6+22 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+15 points of damage, and any opponent it strikes takes 4d8+15 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +53). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.
 
Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 40) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spell-Like Ability: At will - invisibility purge, CL 31.  (155 foot radius)

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

ksbsnowowl

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Re: Norse Bestiary
« Reply #42 on: February 09, 2014, 11:47:13 PM »
Ran out of room for the Slaadi above:

Green Slaad (advanced as a Gestalt Slaad//Wizard)
Spoiler
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36 point buy:
Str 10 (2) - 22
Dex 14 (6) - 16
Con 16 (10) - 24
Int 17 (13) - 17
Wis 11 (3) - 11
Cha 10 (2) - 12

+3 skills at full ranks (also increase Concentration to full ranks by dropping climb to half)
(These skill points were spent as if this Slaad was a Gestalt Slaad//Wizard; alter them and spend CC if just using these stats)

GREEN SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+63 (103 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +9/+19
Attack: Claw +14 melee (1d6+6)
Full Attack: 2 claws +14 melee (1d6+6) and bite +12 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 22, Dex 16, Con 24, Int 17, Wis 11, Cha 12
Skills: Climb +12 [6], Concentration +19 [12], Hide +11 [12], Jump +18 [12], Kn (Arcana) +15 [12], Kn (the Planes) +15 [12], Listen +12 [12], Move Silently +15 [12], Search +12 [12], Spellcraft +17 [12], Spot +12 [12], Survival +6 (+8 following tracks, +8 on other planes, +10 combined) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7

This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.

If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
    A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
    Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
    Green slaadi work in groups if doing so suits their immediate needs.

Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
    Spell-Like Abilities: At will—chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day—dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th. The save DCs are Charisma-based.
    Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.



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36 point buy:
Str 10 (2) - 22
Dex 14 (6) - 16
Con 16 (10) - 24
Int 17 (13) - 17
Wis 11 (3) - 11
Cha 10 (2) - 12

+3 skills at full ranks (also increase Concentration to full ranks by dropping climb to half)
(These skill points were spent as if this Slaad was a Gestalt Slaad//Wizard; alter them and spend CC if just using these stats)

Gestalt GREEN SLAAD//Wizard 9
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+63 (103 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +9/+19
Attack: Claw +14 melee (1d6+6)
Full Attack: 2 claws +14 melee (1d6+6) and bite +12 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 22, Dex 16, Con 24, Int 17, Wis 11, Cha 12
Skills: Climb +12 [6], Concentration +19 [12], Hide +11 [12], Jump +18 [12], Kn (Arcana) +15 [12], Kn (the Planes) +15 [12], Listen +12 [12], Move Silently +15 [12], Search +12 [12], Spellcraft +17 [12], Spot +12 [12], Survival +6 (+8 following tracks, +8 on other planes, +10 combined) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Scribe Scroll, (Wiz 5th)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7

This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.

If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
    A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
    Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
    Green slaadi work in groups if doing so suits their immediate needs.

Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
    Spell-Like Abilities: At will—chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day—dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th. The save DCs are Charisma-based.
    Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
Spells:  This Green Slaad was created from a wizard.  He has retained his original casting ability as a 9th level Wizard.  Spells per day: 4/5/5/4/2/1



Spellbook:
0- all core
1- True Casting, Mage Armor, Shield
2- Ray of Stupidity, Wraithstrike, Mirror Image
3- Dispel Magic, Anticipate Teleport, Heart of Water
4- Dimension Door, Enervation, Greater Mirror Image, Heart of Earth
5- True Haste, Wall of Stone


Red Slaad (Advanced, Ftr 2, charger)
Spoiler
RED SLAAD Fighter 2 (36 point buy with equipment)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+2d10+72 (128 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +4 Dex, +4 chain shirt, +8 natural), touch 13, flat-footed 21
Base Attack/Grapple: +12/+25
Attack: Bite +20 melee (2d8+8) or Battleaxe +20 melee (2d6+12)
Full Attack: Bite +20 melee (2d8+8) and 2 claws +18 melee (1d4+4 plus implant), or
   Battleaxe +20/+15/+10 (2d6+8) and Bite +18 melee (2d8+4) and Claw +18 melee (1d4+4 plus implant)
Leap Attack (5)*: Battleaxe +22/+17/+12 (2d6+18) and Bite +20 (2d8+14) and Claw +20 (1d4+14 plus implant)      AC: 18, touch 6, flat-footed 14
*includes the +2 for Charging
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +16, Ref +11, Will +7
Abilities: Str 28, Dex 18, Con 22, Int 8, Wis 10, Cha 6
Skills: Balance +9, Climb +23, Hide +13, Jump +23, Listen +13, Move Silently +17, Spot +13, Tumble +7(.5)
Feats: Dodge, Mobility, Multiattack, Power Attack, Leap Attack, Imp Bull Rush, Shock Trooper
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6

This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.

Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
    A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
    Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.

Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
    Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
    Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 21 Fortitude save to avoid implantation. The save DC is Constitution-based.
    Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
    If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
    Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 21 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
    Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.


Blue Slaad (Advanced, finalized)
Spoiler
Advanced BLUE SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (2d6+7)
Full Attack: 4 claws +18 melee (2d6+7) and bite +16 melee (2d8+3 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 24, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Skills: Climb +22, Hide +13, Jump +22, Listen +13, Move Silently +17, Spot +13
Feats: Combat Reflexes, Multiattack, Large and In Charge, Hold the Line, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6

This hulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.

Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.
    A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.
    Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.

Combat
Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.
    Spell-Like Abilities: At will—hold person (DC 13), passwall, telekinesis (DC 15); 1/day—chaos hammer (DC 14). Caster level 8th. The save DCs are Charisma-based.
    Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 20, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
    An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.
    If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
    S u m m o n Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.


Blue Slaad (Advanced, Ftr 2, finalized)
Spoiler
Advanced BLUE SLAAD Fighter 2 (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+2d10+98 (163 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 [23] (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (2d6+9)
AoO: Claw +26 melee (2d6+9) (Opposed Str +13 [+1/5 damage] vs Med)
Full Attack: 4 claws +22 melee (2d6+9) and bite +20 melee (2d8+4 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +18, Ref +12, Will +8
Abilities: Str 29, Dex 18, Con 24, Int 8, Wis 10, Cha 8
Skills: Climb +25, Hide +15, Jump +25, Listen +15, Move Silently +19, Spot +15 (+15 CC skill points)
Feats: Dodge, Combat Reflexes, Multiattack, Deft Opportunist, Hold the Line, Large and In Charge, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6

This hulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.

Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.
    A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.
    Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.

Combat
Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.
    Spell-Like Abilities: At will—hold person (DC 12), passwall, telekinesis (DC 14); 1/day—chaos hammer (DC 13). Caster level 8th. The save DCs are Charisma-based.
    Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 23, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
    An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.
    If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
    Summon Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.


Advanced Green Slaad (finalized)
Spoiler
Advanced GREEN SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d6+7)
Full Attack: 2 claws +18 melee (1d6+7) and bite +16 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 24, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Skills: Climb +19 [12], Concentration +19 [15], Hide +12 [15], Jump +19 [12], Listen +15 [15], Move Silently +16 [15], Search +15 [15], Spot +15 [15], Survival +6 (+8 following tracks) [6]
Feats: Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Large and In Charge
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7

This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.

If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
    A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
    Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
    Green slaadi work in groups if doing so suits their immediate needs.

Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
    Spell-Like Abilities: At will—chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day—dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th. The save DCs are Charisma-based.
    Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.


Green Slaad (Advanced, gestalt Sorcerer, finalized):
Spoiler
Advanced GREEN SLAAD//Sorcerer 12 (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+84 (138 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +12/+22
Attack: Claw +17 melee (1d6+6)
Full Attack: 2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +15, Ref +11, Will +8
Abilities: Str 22, Dex 16, Con 24, Int 10, Wis 11, Cha 20
Skills: Climb +18 [12], Concentration +22 [15], Hide +14 [15], Jump +18 [12], Listen +15 [15], Move Silently +18 [15], Search +15 [15], Spot +15 [15], Survival +6 (+8 following tracks) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Versatile Spellcaster
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: GCR 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7

This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.

If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
    A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
    Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
    Green slaadi work in groups if doing so suits their immediate needs.

Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
    Spell-Like Abilities: At will—chaos hammer (DC 19), detect magic, detect thoughts (DC 17), fear (DC 19), protection from law, see invisibility, shatter (DC 17); 3/day—dispel law (DC 20), deeper darkness, fireball (DC 18). Caster level 9th. The save DCs are Charisma-based.
    Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
    Spellcasting:  This Green Slaad was created from a Spellweaver, and he inherited his original casting ability as a 12th level Sorcerer.  Spells known 9/5/5/4/3/2/1; spells/day 6/8/7/7/7/6/3; save DC 15 +spell level.

Spells Known:
(per day)
(6) 0-mage hand, read magic, dancing lights, ghost sound, open/close, prestidigitation, mending, acid splash, arcane mark;
(7) 1st- mage armor, shield, magic missile, feather fall, babau slime;
(7) 2nd- mirror image, web, ray of stupidity, scorching ray, resist energy;
(7) 3rd- displacement, dispel magic, stinking cloud, ray of exhaustion;
(7) 4th- dimension door, enervation, polymorph other;
(5) 5th- true haste, cloudkill;
(3) 6th- disintegrate;

NB: Not sure about his spell selection.  This is just taken straight from the Spellweaver I used in my game.  Not all Spellweavers would be the same.

ksbsnowowl

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Re: Norse Bestiary
« Reply #43 on: February 09, 2014, 11:50:02 PM »
Assassin Devil (Dogai)
Spoiler
ASSASSIN DEVIL (DOGAI)
This humanlike creature has solid gray skin. Its head is almost blank, but it has the faintest suggestion of a nose and two burning, red eyes. Most disturbing is its wicked smile: It curves menacingly and seems fixed, revealing bone white teeth.

Assassin Devil                        CR 11
Always LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init: +9; Senses: blindsight 60 ft., see in darkness; Listen +23,
   Spot +23
Languages: Celestial, Common, Draconic, Infernal;
   telepathy 100 ft.
-----------------------------------------------------------------------------
AC: 27, touch 19, flat-footed 27 (18); Dodge, Mobility, improved uncanny dodge
   (+9 Dex, +8 natural)
Miss Chance: 20% shadow form
hp: 105 (14 HD); DR 10/good
Immune: fire, poison
Resist: acid 10, cold 10, evasion; SR 21
Saves:  Fort +12, Ref +18, Will +15
-----------------------------------------------------------------------------
Speed: 30 ft. (6 squares); Spring Attack
Melee: mwk cold iron longsword +20/+15/+10 (1d8+6/17–20)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +18
Atk Options: sneak attack +5d6
Special Actions: assassin’s shadow step, shadow form
Combat Gear: elixir of sneaking, 3 potions of cure light wounds
Spell-Like Abilities (CL 14th):
   At will—dimension door, fog cloud, nondetection, tongues
   1/day—greater teleport (self plus 50 pounds of objects only)
-----------------------------------------------------------------------------
Abilities: Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 17
Special Attacks: sneak attack, spell-like abilities
Feats: Dodge, Improved Critical (longsword), Mobility,
   Spring Attack, Weapon Focus (longsword)
Skills: Balance +28, Bluff +20, Climb +21, Diplomacy +7,
   Disguise +3 (+5 acting), Escape Artist +26, Hide +26,
   Intimidate +5, Jump +23, Listen +23, Move Silently +26,
   Sense Motive +23, Spot +23, Tumble +28, Use Rope +9
   (+11 bindings)
Advancement: by character class; Favored Class: rogue
Possessions: combat gear plus masterwork cold iron longsword
-----------------------------------------------------------------------------
Assassin’s Shadow Step (Su): As a swift action, an assassin
   devil can turn invisible until the end of its current turn.
   The creature remains invisible even if it attacks. An
   assassin devil can use this ability at will.
Shadow Form (Su): As a swift action, an assassin devil can
   cause itself to turn into a shadowy, indistinct figure
   seemingly carved from pure shadow. While in this form,
   an assassin devil has concealment (20% miss chance)
   in all but sunlight or in the area of a daylight spell. In
   addition, an assassin devil gains a +4 bonus on Hide
   checks. An assassin devil can end this effect with a
   second swift action, and it can remain in shadow form for
   as long as it wishes.

Phantom Assassin Devil (Phantom Dogai)
Spoiler
PHANTOM ASSASSIN DEVIL (PHANTOM DOGAI)
This humanlike creature has solid gray skin. Its head is almost blank, but it has the faintest suggestion of a nose and two burning, red eyes. Most disturbing is its wicked smile: It curves menacingly and seems fixed, revealing bone white teeth.

Phantom Assassin Devil                        CR 13
Always LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init: +9; Senses: blindsight 60 ft., see in darkness; Listen +23,
   Spot +23
Languages: Celestial, Common, Draconic, Infernal;
   telepathy 100 ft.
-----------------------------------------------------------------------------
AC: 30, touch 22, flat-footed 30 (21); Dodge, Mobility, improved uncanny dodge
   (+9 Dex, +8 natural, +3 deflection)
Miss Chance: 20% shadow form
hp: 105 (14 HD); DR 10/good
Immune: fire, poison
Resist: acid 10, cold 10, evasion; SR 21
Saves:  Fort +12, Ref +18*, Will +15
-----------------------------------------------------------------------------
Speed: 30 ft. (6 squares); Spring Attack
Melee: mwk cold iron short sword +23/+18/+13 (1d6+4/17–20)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +18
Atk Options: sneak attack +5d6
Special Actions: assassin’s shadow step, shadow form, incorporeal jaunt
Combat Gear: elixir of sneaking, 3 potions of cure light wounds
Spell-Like Abilities (CL 14th):
   At will—dimension door, fog cloud, nondetection, tongues
   1/day—greater teleport (self plus 50 pounds of objects only)
-----------------------------------------------------------------------------
Abilities: Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 17
Special Attacks: sneak attack, spell-like abilities, phantom strike
Feats: Dodge, Improved Critical (short sword), Mobility,
   Spring Attack, Weapon Finesse
Skills: Balance +28, Bluff +20, Climb +21, Diplomacy +7,
   Disguise +3 (+5 acting), Escape Artist +26, Hide +26,
   Intimidate +5, Jump +23, Listen +23, Move Silently +26,
   Sense Motive +23, Spot +23, Tumble +28, Use Rope +9
   (+11 bindings)
Advancement: by character class; Favored Class: rogue
Possessions: combat gear plus masterwork cold iron longsword
-----------------------------------------------------------------------------
Assassin’s Shadow Step (Su): As a swift action, an assassin
   devil can turn invisible until the end of its current turn.
   The creature remains invisible even if it attacks. An
   assassin devil can use this ability at will.
Shadow Form (Su): As a swift action, an assassin devil can
   cause itself to turn into a shadowy, indistinct figure
   seemingly carved from pure shadow. While in this form,
   an assassin devil has concealment (20% miss chance)
   in all but sunlight or in the area of a daylight spell. In
   addition, an assassin devil gains a +4 bonus on Hide
   checks. An assassin devil can end this effect with a
   second swift action, and it can remain in shadow form for
   as long as it wishes.
Phantom Defense (Su): All phantoms gain a deflection bonus to
   Armor Class equal to their Charisma bonus or +1, whichever
   is higher.  A phantom’s armor bonus, deflection bonus,
   natural armor bonus, and shield bonus count toward its Armor
   Class, whether it or its attackers are incorporeal or corporeal.
Phantom Strike (Ex): For the purpose of resolving spells, melee
   attacks, ranged attacks, and other attacks that require only
   momentary contact to deal damage or have their effects, a
   phantom is considered to be both incorporeal and corporeal
   when it is incorporeal. Thus, the phantom receives its normal
   Strength bonus on attack rolls and damage rolls, and it can use
   material components to cast its spells.
Incorporeal Jaunt (Su): A phantom can become incorporeal as a swift
   action. It can become corporeal again as a swift action or a
   standard action.
Vulnerability to Ghost Touch (Ex): If damaged by a ghost touch
   attack, a phantom takes half again (+50%) as much damage from
   that attack, regardless of whether a saving throw is allowed or
   whether that save succeeds.
When incorporeal, a phantom cannot grapple.  A phantom cannot
   use attack options or special actions that require prolonged
   contact with a target, such as adhesive, swallow whole, and
   similar actions.

ksbsnowowl

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Re: Norse Bestiary
« Reply #44 on: February 09, 2014, 11:50:48 PM »
Slaughter Wight Tomb Warden 3
Spoiler
SLAUGHTER WIGHT TOMB WARDEN 3
Medium Undead
Hit Dice: 21d12+24 (160 hp) [Turning Immunity]
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 24 (+6 Dex, +4 natural, +4 mwk Chain Shirt), touch 16, flat-footed 18
Base Attack/Grapple: +12/+19
Attack: Slam +19 melee (1d8+10/17–20 plus energy drain), or
   Slam +14 melee (1d8+15/17–20 plus energy drain)*
Full Attack: Slam +19 melee (1d8+10/17–20 plus energy drain), or
   Slam +14 melee (1d8+15/17–20 plus energy drain)*, or
   MW Battleaxe +20/+15/+10 melee (1d8+7/x3) and Slam +14 melee (1d8+3/17-20 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Augmented critical, darkvision 60 ft., inescapable craving, undead traits, turning immunity,    tomb sense, power of the dead
Saves: Fort +9, Ref +13, Will +12
Abilities: Str 24, Dex 22, Con —, Int 11, Wis 10, Cha 16
Skills: Climb +17, Hide +27, Listen +19, Move Silently +23, Spot +23, Swim +13
Feats: Improved Critical, Improved Initiative, Improved Toughness, Power Attack, Toughness, Combat Reflexes, Blindfight, Robilar's Gambit
Environment: Any
Organization: Solitary, gang (2–4), or death squad (5–10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment:—
*Includes -5 adjustment for Power Attack feat.
 
A slaughter wight is about the height and weight of a human.
Slaughter wights speak Common.

COMBAT
Slaughter wights are deadly combatants, not only because of their supernaturally strong blows and ability to drain life from their foes, but also because of their special knowledge that allows them to deal and master death (see feats).
   A slaughter wight normally attacks using its Power Attack feat, taking a –5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
   Augmented Critical (Ex): A slaughter wight is so practiced at dealing death that it has learned the trick of better aiming its blows to deal maximum damage. Coupled with its Improved Critical feat, a slaughter wight’s threat range for its slam attack is 17–20.
   Create Spawn (Su): Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. Spawn created by a slaughter wight are under its command and remain enslaved until their master’s destruction. They have the statistics of normal wights and do not retain any of the abilities they had in life.
   Sometimes a newly created spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances (that is, the DM decides when this occurs).
   Energy Drain (Su): A living creature hit by a slaughter wight’s slam attack gains one negative level. Removing the negative level requires a DC 21 Fortitude save. The save DC is Charisma-based. When a slaughter wight bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.
   Inescapable Craving: A slaughter wight has an inescapable craving for life force, which it satisfi es by using its energy drain attack.
   Weapon and Armor Proficiency: Tomb wardens gain proficiency with simple and martial weapons, and with light, medium, and heavy armor.
   Turn Immunity (Ex): As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal.
   Tomb Sense (Su): While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden of 2nd level or higher automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb.
   Power of the Dead (Su): While it is within the tomb, graveyard, or similar resting place it protects, a 3rd-level tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effects last for 10 minutes. 
   Slam +22 melee (1d8+13/17–20 plus energy drain), or
   Slam +17 melee (1d8+18/17–20 plus energy drain)*, or
   MW Battleaxe +23/+18/+13 melee (1d8+10/x3) and Slam +17 melee (1d8+6/17-20 plus energy drain)
   Fort +12, Ref +16, Will +15

Ex-Tomb Wardens:  If a tomb warden leaves the tomb it protects for longer than seven days, or if it relinquishes guardianship of the tomb, it loses all class features (except for armor proficiencies). It must undergo atonement to regain these class features.


Phantom Slaughter Wight Tomb Guardian 3
Spoiler
PHANTOM SLAUGHTER WIGHT TOMB WARDEN 3
Medium Undead
Hit Dice: 21d12+24 (160 hp) [Turning Immunity]
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 27 (+6 Dex, +4 natural, +3 deflection, +4 mwk Chain Shirt), touch 19, flat-footed 21
Base Attack/Grapple: +12/+19
Attack: Slam +19 melee (1d8+10/17–20 plus energy drain), or
   Slam +14 melee (1d8+15/17–20 plus energy drain)*
Full Attack: Slam +19 melee (1d8+10/17–20 plus energy drain), or
   Slam +14 melee (1d8+15/17–20 plus energy drain)*, or
   MW Battleaxe +20/+15/+10 melee (1d8+7/x3) and Slam +14 melee (1d8+3/17-20 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Augmented critical, darkvision 60 ft., inescapable craving, undead traits, turning immunity,    tomb sense, power of the dead
Saves: Fort +9, Ref +13, Will +12
Abilities: Str 24, Dex 22, Con —, Int 11, Wis 10, Cha 16
Skills: Climb +17, Hide +27, Listen +19, Move Silently +23, Spot +23, Swim +13
Feats: Improved Critical, Improved Initiative, Improved Toughness, Power Attack, Toughness, Combat Reflexes, Blindfight, Robilar's Gambit
Environment: Any
Organization: Solitary, gang (2–4), or death squad (5–10)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment:—
*Includes -5 adjustment for Power Attack feat.
 
A slaughter wight is about the height and weight of a human.
Slaughter wights speak Common.

COMBAT
Slaughter wights are deadly combatants, not only because of their supernaturally strong blows and ability to drain life from their foes, but also because of their special knowledge that allows them to deal and master death (see feats).
   A slaughter wight normally attacks using its Power Attack feat, taking a –5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
   Augmented Critical (Ex): A slaughter wight is so practiced at dealing death that it has learned the trick of better aiming its blows to deal maximum damage. Coupled with its Improved Critical feat, a slaughter wight’s threat range for its slam attack is 17–20.
   Create Spawn (Su): Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. Spawn created by a slaughter wight are under its command and remain enslaved until their master’s destruction. They have the statistics of normal wights and do not retain any of the abilities they had in life.
   Sometimes a newly created spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances (that is, the DM decides when this occurs).
   Energy Drain (Su): A living creature hit by a slaughter wight’s slam attack gains one negative level. Removing the negative level requires a DC 21 Fortitude save. The save DC is Charisma-based. When a slaughter wight bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.
   Inescapable Craving: A slaughter wight has an inescapable craving for life force, which it satisfi es by using its energy drain attack.
   Weapon and Armor Proficiency: Tomb wardens gain proficiency with simple and martial weapons, and with light, medium, and heavy armor.
   Turn Immunity (Ex): As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal.
   Tomb Sense (Su): While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden of 2nd level or higher automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb.
   Power of the Dead (Su): While it is within the tomb, graveyard, or similar resting place it protects, a 3rd-level tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effects last for 10 minutes. 
   Slam +22 melee (1d8+13/17–20 plus energy drain), or
   Slam +17 melee (1d8+18/17–20 plus energy drain)*, or
   MW Battleaxe +23/+18/+13 melee (1d8+10/x3) and Slam +17 melee (1d8+6/17-20 plus energy drain)
   Fort +12, Ref +16, Will +15

Ex-Tomb Wardens:  If a tomb warden leaves the tomb it protects for longer than seven days, or if it relinquishes guardianship of the tomb, it loses all class features (except for armor proficiencies). It must undergo atonement to regain these class features.

   Phantom Defense (Su): All phantoms gain a deflection bonus to Armor Class equal to their Charisma bonus or +1, whichever is higher.  A phantom’s armor bonus, deflection bonus, natural armor bonus, and shield bonus count toward its Armor Class, whether it or its attackers are incorporeal or corporeal.
   Phantom Strike (Ex): For the purpose of resolving spells, melee attacks, ranged attacks, and other attacks that require only momentary contact to deal damage or have their effects, a phantom is considered to be both incorporeal and corporeal when it is incorporeal. Thus, the phantom receives its normal Strength bonus on attack rolls and damage rolls, and it can use material components to cast its spells.
   Incorporeal Jaunt (Su): A phantom can become incorporeal as a swift action. It can become corporeal again as a swift action or a standard action.
   Vulnerability to Ghost Touch (Ex): If damaged by a ghost touch attack, a phantom takes half again (+50%) as much damage from that attack, regardless of whether a saving throw is allowed or whether that save succeeds.

   When incorporeal, a phantom cannot grapple.  A phantom cannot use attack options or special actions that require prolonged contact with a target, such as adhesive, swallow whole, and similar actions.