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| RAGNAROKISCOMING200706-26-07, 11:56 PM | here i will be posting monsters from DMC. Frost The area around you fills with an icy mist. As it clears you see a frost-blue demonic humanoid with reptilian qualities. It spots you and charges with its massive claws. The first thing you think to yourself is that it’s a demon of ice, so fire is your best weapon. You’re wrong….. Frosts are ice demons that spawn from the coldest regions of Hell. They stand seven feet tall. On the backs of both hands protrudes 3 massive claws made of ice. Their skin is tough and appears as if it’s wearing icy armor. It also provides protection against fire. Frosts are fearsome foes on the battlefield due to their strength and stamina. Frost (medium outsider) (evil, cold) HD: 20d8 + 160 (320) Initiative: +15(improved initiative) Speed: 60ft. 90ft (on all fours) AC: 38 (+11 dex +17 natural) BAB/ Grapple: +20/+30 Attack: claw +40 + 3d6 cold damage Full attack: 2 claws +40 + 3d6 cold damage Space/reach: 5ft/5ft Special attacks: claw swipe, ice field, ice shield, ice shot, teleport slash Special qualities: fire resistance 30, DR15/+3 Saves: fort+30 ref+33 wil+22 Abilities: str27 dex32 con26 int13 wis15 cha16 Skills: climb+25, intimidate+27, jump+30, spot+22, tumble+28 Feats: combat reflexes, improved initiative, lightning reflexes, great cleave, acrobatic Environment: Hell Organization: solitary, group (3 frost) CR: 18 Treasure: nothing Alignment: chaotic evil Advancement: 21- 40HD Level adjustment: N/A Combat: Frosts love to charge into battle. They love using their claws to cause the most damage. When they are in trouble they get on all fours and run far away to recover their health using their ice shield. Once finished they charge back into battle. Claw swipe (ex): a powerful single slash. It deals damage equal to its highest attack + 3 times its strength bonus. Ice field (ex): this attack is formidable and has ended many a heroes life. The frost jumps high into the air and slams its claws into the ground, creating a field of ice spikes. It deals damage equal to 12d8 cold damage in a 15ft radius. It can use this attack every 1d6 rounds. Ice shot (ex): the frost shoot out 3 razor-sharp ice spike from its hands. It deals 4d8 cold damage in a 20ft cone. It can use this attack every 1d4 rounds. Teleport slash(ex): frosts love using this attack on long- combatants. If an opponent is more than 20ft but less than 30ft away, the frost uses this attack. It deals normal damage and can catch a foe flat-footed. Reflex DC: 26(15 + its dex bonus). Ice shield: if a frost health is ¼ of its maximum, it will employ this special defense. First it will run 90ft away. Then it will erect its ice shield. While in this ice shield it has fast healing 30. It will stay in this shield unless 3 things happen. The first being, that it reaches full health. The second being, that it dissipates due to how long its been inside (5+ wis bonus rounds). The third being, that you destroy it. It has a hardness of 30 and 150 hit points. Fire spells or weapons work wonders on destroying the ice shield since their damage is doubled. Fortunately, the Frost can only use this 1/day. permafrost skin: a frost's skin is tough and highly resistant to fire. Only fire that ignores fire resistance is effective.:eek: |
| RAGNAROKISCOMING200707-24-07, 03:45 PM | Newly added. 7/24/07 The Fallen (large outsider, neutral, evil) HD: 19d8 + 133 (285) Initiative: +13 Speed: fly speed 90 ft(perfect) AC: 22 (-1 size + 9 dex + 4natural) touch 18 flat-footed 13 BAB/ Grapple: +19/+26 Attack: +5 brilliant energy, keen, returning, seeking, speed, great sword +30 melee (2d10+10/17-20/x3) Full attack: +5 brilliant energy, keen, returning, seeking, speed, great sword +30/+25/+20/+15/+10 melee (2d10+10/17-20/x3) Space/reach: 10ft/10ft Special attacks: piercing sword, blink Special qualities: DR 25/+4, fire, acid, cold resistance 20, darkvision 60ft, regeneration15, diamond wings Saves: fort+22, ref+27, will+20 Abilities: str27 dex28 con24 int14 wis16 cha15 Skills: bluff+19, concentration+22, escape artist+18, heal+23, hide+24, intimidate+17, search+20, spot+24, Feats: combat expertise, improved feint, combat reflexes, improved initiative, martial weapon proficiency(greatsword), power attack, weapon focus(greatsword), weapon specialization(greatsword) Environment: Netherworld Organization: solitary or group( 3-5 fallen) CR: 15 Treasure: double standard Alignment: neutral evil Advancement: 20 – 45(large) Level adjustment: – You approach the Gateway to Hell when suddenly, white, radiant feathers fall from the sky. You look up to see a bright light. The light fades and you see an angelic being with six wings wrapped around its body. It floats closer to you and unfurls its wings, revealing something truly horrific. In the middle of its torso is a hideous demonic face with great fangs. The creature’s eye shine white light, but bleed eternally. It then proceeds to extend out its right arm. Just then, a glowing blue blade forms in its hands. It points the sword at you, ready to battle. This is the unholy Fallen. The Fallen are a race of fallen angels. They fell from grace eons ago. Now they work for Infernal Lords of the Realms Below. Their purpose is to protect the Gates, which lead into the Realms Below. They do this without question. The Fallen, however, have their own agenda, which remains a mystery to all. They are 10ft tall and weigh 500 pounds. In their right hands, they carry their prized greatswords, which where once used to slay evil. combat: Fallen love to fly around the battlefield, never setting foot on the ground. They’ll charge in with their swords to attack. Afterwards, they’ll teleport to a safe location. They use this tactic a lot. However, if their foes are hot on their trails, they’ll stop running and get defensive. They’ll use their wings to protect them from harm, while occasionally lashing out at their foes with a power attack. On the other hand, foes who are elusive or out of range, will meet quick death as the Fallen launch their swords at them, stunning them long enough for the Fallen to get close and finish the job. Blink (su): A Fallen can blink as the spell( CL 23rd), and can evoke or end the effect as a free action. Diamond wings (ex):If a Fallen feels it’s in danger, it will wrap itself up with its wings creating an impenetrable shield. The wings can be broken for a short time, after they receive a certain amount of damage. The wings have 200 hp and a hardness of 25. For every 3 HD they possess their wings grow tougher, gaining 10 hp and a +1 bonus to hardness. The maximum is 300hp and 35 hardness. Once the wings have been broken, the Fallen is stunned for one round (no save). Also they can’t grow their wings back until 2d8 rounds have passed. After their wings grow back, they have to wait another 1d4 rounds before using this ability again. *note- while employing this ability, the Fallen take no damage, except when they make an attack. This attack is always a power attack. Piercing sword (ex): A fallen may throw its sword at a foe stunning them. Reflex save DC (10 + ½ HD + dex bonus) negates. It deals damage equal to its highest attack damage + HD. If you are hit, you are stunned for 1d6 rounds. |
| RAGNAROKISCOMING200707-24-07, 03:47 PM | ANY SUGGESTIONS ARE APPRECIATED |
| Viatos07-24-07, 07:42 PM | Dude, that's what, like, a +10 weapon that thing drops? At CR 15? CR 21 seems more appropriate to me. Just bump the HP and AC about 100/3. |
| RAGNAROKISCOMING200707-25-07, 12:55 AM | Dude, that's what, like, a +10 weapon that thing drops? At CR 15? CR 21 seems more appropriate to me. Just bump the HP and AC about 100/3. yea i guess it shouldn't drop anything just disappear huh? |
| RAGNAROKISCOMING200707-31-07, 01:43 PM | added 7/31/07 Hell Vanguard (large outsider, chaotic, evil) HD: 27d8 + 189 (405) Initiative: +8 Speed: 30ft AC: 40(10 – 1 size + 8 dex + 13 natural + 10 concealment) BAB/ Grapple: +27/+45 Attack: + 5 keen, unholy, great scythe + 48 melee (2d8 +32 + 2d6 unholy damage/17-20/x4) Full attack: + 5 keen, unholy, great scythe + 48/+43/+38/+33 melee (2d8 +32 + 2d6 unholy damage/17-20/x4) Space/reach: 10ft/10ft Special attacks: temporal strike Special qualities: darkvision60ft., DR 30/ good and magic, regeneration 15, acid, cold, and fire resistance 20, shroud, SR31 Saves: fort+30, ref+25, will+33 Abilities: str38 dex26 con25 int12 wis15 cha16 Skills: bluff+ 23, concentration+ 20, escape artist+ 27, gather information+18, hide 25+, intimidate+ 28, listen+ 22, move silently+ 28, search+ 21, sense motive+ 18, spot+19 Feats: dodge, mobility, spring attack, power attack, cleave, great cleave , martial weapon proficiency (great scythe), weapon focus (great scythe), weapon specialization (great scythe) Environment: Hell or anywhere Organization: solitary or group( 1 Hell Vanguard and 10 prides ) CR: 20 Treasure: nothing Alignment: CE Advancement:28-50(large) Level adjustment: - A dark mist forms in front of you. Soon, you see a scythe with a purple blade, twirling in the darkness. Upon closer inspection you see the creature that is wielding the scythe. It appears as a gaunt demonic figure with gray - white skin wrapped tightly against its bones, giving it a skeletal look. This is a Hell Vanguard. Hell Vanguards are the reapers of Hell. They travel the planes searching for good and evils souls alike. Whichever ones they find are forever damned. They have been known to use these souls to make their scythes stronger. That’s why their blades appear like they are made of screaming faces. If a Hell Vanguard encounters a powerful creature, it will do whatever it takes to steal its soul. For the souls that are not used to power its scythe, they are sent straight to Hell. Hell Vanguards stand 12ft. tall and can weigh up to 100 pounds. combat: Hell Vanguards love to sit back and watch their minions attack its foes. However, if its minions do not prove they are up for the task, that’s when they make their move. They use temporal strike to their heart’s content until their foe is dead. If It doesn’t employ its special ability, it will resort to using its unholy scythe to dispatch its foes. Temporal Strike(ex): Hell Vanguards can teleport at will and attack its foe while their backs are turned. This special ability has 2 variations. - The first is that it will disappear, then reappear behind its prey, charging forth and whirling its scythe. This attack is quick and damages the victim as if it were caught flat-footed. Reflex save(15 + ½ HD + dex bonus) halves the damage and you are not caught flat- footed. - The second variation is that it will disappear and reappear under its chosen target. It then launches upward whirling its scythe, catching the target flat-footed. It also launches them (10 + 2 x str bonus (round to the nearest 5th number)) ft into the air. When they hit the ground they take damage depending on how far the fell. Reflex save(15 + ½ HD + dex bonus) halves the damage, you are not caught flat- footed, and you are not launched into the air. *Hell Vanguards can use this ability every 1d4 rounds. And they reappear up to 10 ft away from its target in any direction. When they reappear they twirl their scythes and let out a disturbing groan, as if to taunt its victim. This provokes an attack of opportunity. Shroud(ex): The Hell Vanguard are always surrounded in a shroud of darkness which looks like a dark cloak. This gives them a + 10 concealment bonus. As they grow stronger, so does their shroud. For every 5 HD after 20th level they gain an extra 1 point to their original bouns. |
| RAGNAROKISCOMING200708-02-07, 12:29 AM | added 8/1/07 Pride ( medium outsider, chaotic, evil) HD: 3d8 +3 (27) Initiative: +1 Speed: 15ft. AC: 20( 10 + 1 dex +9 natural) BAB/ Grapple: +5/+8 Attack: +1 keen scythe + 9 melee (1d6 +3/17-20/x4) Full attack: +1 keen scythe + 9/+4 melee (1d6 +3/17-20/x4) Space/reach: 5ft/5ft Special qualities: darkvision 60ft Saves: fort+8, ref+5, will+2 Abilities: str 17 dex12 con13 int6 wis5 cha6 Skills: listen+10, move silently+12, search+8, spot6 Feats: power attack Environment: Hell Organization: group(15-30 pride) CR: 1 Treasure: nothing Alignment: CE Advancement: 6-12(medium) Level adjustment: – A dark-hooded skeletal figure lumbers towards you with its rusty scythe gripped in both of its bony hands. It closes in on you, and raises its scythe to attack. Prides are among the weakest of the devils of Hell. In Hell they govern souls of those sent to Hell for the sin of pride. They use scythes to dispatch foes. They stand 6 ft tall and weigh up to 50 pounds. Combat: Pride are slow to act, usually making only one or two power attacks before dying. In great numbers they pose a greater danger, but can still be easily dispatched. |
| RAGNAROKISCOMING200708-04-07, 11:51 PM | added 8/4/07 Orangguerra (Huge outsider, chaotic, evil) HD: 25d8 + 250 (450hp) Initiative: +8 (+ 4 improved initiative) Speed: 40ft. AC: (+ 4 Dex, + 26 natural, - 2 size) touch 12 , flat-footed 34 BAB/ Grapple: +23/+ 49 Attack: 1 slam + 46 melee (2d8 + 30), 1 bite + 38 melee (3d8 +14) Full attack: 2 slams + 46 melee (2d8 + 30), 1 bite + 38 melee (3d8 +14) Space/reach: 15ft./15ft. Special attacks: Pound, Sonic Blast, Spinning Slam, Strangle Special qualities: Darkvision 120 ft., DR20/ epic and good, SR34 Saves: Fort +34, Ref +22, Will +20 Abilities: Str 40, Dex 19, Con 30, Int 13, Wis 13, Cha 16, Skills: Climb +28, Intimidate +22, Jump +28, Listen +20, Search +24, Spot +25, Tumble +18, Feats: Acrobatic, Cleave, Great Cleave, Great Fortitude, Improved BullRush, Improved Initiative, Improved Overrun, Lightning Reflexes, Power Attack Environment: Hell Organization: Solitary (unique) CR: 23 Treasure: triple standard Alignment: Chaotic Evil Advancement: 26-56HD (huge) Level adjustment: – A massive, hulking creature approaches you, shoving its minions out of its way. It appears as a demonic orangutan-like creature with 4 glowing green eyes. Its arms are powerfully muscled and covered in bloody, orange hair. Its fangs are massive and capable of crushing bones. This is the “Terrible Orangguerra”. This creature spawned from the darkest reaches of hell. It is a one of a kind devil. It tends to bully its minions in order for them to do his bidding. It stands 20 ft. tall and weighs 5 tons. Combat: The Orangguera charges at its target like a predator on the hunt. It starts off by slamming its foes with its massive hands. For those too far to reach, the Orangguerra uses its Sonic Blast or Spinning slam abilities to deal with them. Pound(Ex): The Orangguerra raises its fists into the air and slams them, with full force, unto its target. It deals 2 times the normal slam damage. This ability can be used once each round, and counts as a standard action. Skills(Ex):The Orangguerra gains a + 10 racial bonus on Jump, Search, and Spot skills. Sonic Blast(Su): The Orangguerra opens its fanged maw and unleashes a ball of contained sonic energy at its target. It deals 25d8 points of sonic damage. Reflex save DC (33) negates. This ball is 10ft. in diameter and travels in a 200ft. line. Spinning Slam(Ex): The Orangguerra curls up into a ball and launches itself at its target. This ability deals normal slam damage, but can reach anything within 30ft. Reflex save DC (33) negates. Strangle(Ex): On a successful grapple check, the Orangguerra strangles its victim. It deals 6d8 + Strength bonus, points of damage. |
| RAGNAROKISCOMING200708-05-07, 10:02 PM | Demonchorus (small outsider, chaotic, evil) HD: 5d8 + 5 (45hp) Initiative: +8 ( +4 improved initiative) Speed: fly 60ft.(perfect) AC: 23 (+ 4 Dex, + 8 natural, + 1 size) touch 15, flat-footed 19 BAB/ Grapple: +6/+1 Attack: N/A Full attack: N/A Space/reach: 5ft./5ft. Special attacks: Glyph Blast Special qualities: Darkvision 60ft., SR15 Saves: Fort + 5, Ref + 6, Will + 3 Abilities: Str 8, Dex 18, Con 12, Int 8, Wis 7, Cha 7, Skills: Concentration + 12, Escape Artist +8, Feats: lightning reflexes Environment: Hell Organization: group (5-10 Demonchoruses) CR: 4 Treasure: nothing Alignment: Chaotic Evil Advancement: 6-10HD(small) Level adjustment: – You hear a demonic child’s laughter behind you. You turn to see an obsidian stone statue in the shape of a baby. Its small wings keep it afloat. From the cracks of its skin you see blue flames. The Demonchorus are actually fallen cheribum. These demons work for devils and other evil beings as scouts and spies. If they are ever caught, they’ll fly away in terror, only to return and continue spying. They are 2 ½ ft. tall and weigh 15 pounds. Combat: Demonchoruses fly around the battlefield at all times. They avoid getting too close to their target, in fear of getting killed. Instead they stay at least 10ft. away and attack with their Glyph Blasts. While waiting to use this ability again, they fly around the battlefield. Glyph Blast (Su): This special ability forms a glyph around its target and explodes, damaging them. Reflex save DC(13) negates. If hit the target must succeed a Fortitude save DC(13) or be stunned for 1 round. The Demonchorus must then wait 1d4 rounds before using this ability again |
| RAGNAROKISCOMING200708-06-07, 04:53 PM | added 8/6/07 Auromancer(medium outsider, chaotic, evil) HD: 6d8 + 6 (54hp) Initiative: +4 Speed: 30ft.(cannot run) AC: 21(4 + Dex, +7 natural) touch 14, flat-footed 17 BAB/ Grapple: +6/+5 Attack: staff + 5 melee (1d4+1) Full attack: staff + 5 melee (1d4+1) Space/reach:5 ft./5ft. Special attacks: Ice spikes Special qualities: darkvision 60ft., SR16, teleport Saves: Fort + 8, Ref + 5, Will + 7 Abilities: Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 Skills: Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, Feats: Combat casting, Dodge, Mobility Environment: Hell Organization: group(5-10 Auromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) CR: 5 Treasure: nothing Alignment: Chaotic Evil Advancement: 7-15HD(medium) Level adjustment: – A hooded figure appears before you. It raises its staff and launches spikes of ice at you. Auromancers are evil demonic magicians. They specialize in ice magic. They stand 6ft. tall and weigh 50 pounds. Combat:The auromancer, like all mancers, tend to use their spell and teleport away from the first sign of danger. Ice spikes(Su): Auromancers can launch spikes of ice from their staff, which follows the closest target, dealing 8d6 points of cold damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. Skills:Auromancers receive a + 4 conditional bonus when using their Ice Spikes ability. Teleport(Ex):Auromancers can teleport as if they were a 13th level caster. Brontomancer(medium outsider, chaotic, evil) HD: 6d8 + 6 (54hp) Initiative: +4 Speed: 30ft.(cannot run) AC: 21(4 + Dex, +7 natural) touch 14, flat-footed 17 BAB/ Grapple: +6/+5 Attack: staff + 5 melee (1d4+1) Full attack: staff + 5 melee (1d4+1) Space/reach:5 ft./5ft. Special attacks: Lightning Bolt Special qualities: darkvision 60ft., SR16, teleport Saves: Fort + 8, Ref + 5, Will + 7 Abilities: Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 Skills: Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, Feats: Combat casting, Dodge, Mobility Environment: Hell Organization: group(5-10 Brontomancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) CR: 5 Treasure: nothing Alignment: Chaotic Evil Advancement: 7-15HD(medium) Level adjustment: – A hooded figure appears before you. It raises its staff and brings down a bolt of lightning upon you. Brontomancers are evil demonic magicians. They specialize in lightning magic. They stand 6ft. tall and weigh 50 pounds. Combat: The brontomaner, like all mancers, tend to use their spell and teleport away from the first sign of danger. Lightning Bolt(Su): Brontomancers can rain down lightning bolts upon their target if they are within 90ft. of it, dealing 10d6 points of electric damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. Skills: Brontomancers receive a + 4 conditional bonus when using their Lightning Bolt ability. Teleport(Ex): Brontomancers can teleport as if they were a 13th level caster. Pyromancer(medium outsider, chaotic, evil) HD: 6d8 + 6 (54hp) Initiative: +4 Speed: 30ft.(cannot run) AC: 21(4 + Dex, +7 natural) touch 14, flat-footed 17 BAB/ Grapple: +6/+5 Attack: staff + 5 melee (1d4+1) Full attack: staff + 5 melee (1d4+1) Space/reach:5 ft./5ft. Special attacks: Flamethrower Special qualities: darkvision 60ft., SR16, teleport Saves: Fort + 8, Ref + 5, Will + 7 Abilities: Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 Skills: Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, Feats: Combat casting, Dodge, Mobility Environment: Hell Organization: group(5-10 Pyromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) CR: 5 Treasure: nothing Alignment: Chaotic Evil Advancement: 7-15HD(medium) Level adjustment: – A hooded figure appears before you. It raises its staff and launches fire at you. Pyromancers are evil demonic magicians. They specialize in fire magic. They stand 6ft. tall and weigh 50 pounds. Combat: The pyromacer, like all mancers, tend to use their spell and teleport away from the first sign of danger. Flamethrower(Su): Pyromancers can shoot fire at anyone within 30ft., dealing 10d6 points of fire damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. Skills:Pyromancers receive a + 4 conditional bonus when using their Flamethrower ability. Teleport(Ex): Pyromancers can teleport as if they were a 13th level caster. |
| the_unthinkable08-09-07, 02:26 PM | Don't forget the rest of the Hells, and the Puppets from DMC 1. Try including more enemies from DMC 1. |
| RAGNAROKISCOMING200708-10-07, 12:09 PM | Don't forget the rest of the Hells, and the Puppets from DMC 1. Try including more enemies from DMC 1. They still need editing. Anyway I'm gonna do all monsters & bosses from DMC 1-3. :cool: |
| RAGNAROKISCOMING200708-10-07, 02:46 PM | The Msira Msira (small outsider, chaotic, evil, extraplanar) HD: 3d8 + 3 (16hp) Initiative: +7 Speed: 30ft. AC: 16 ( +3 Dex, + 2natural, +1 size) touch14 , flat-footed13 BAB/ Grapple: +3/+0 Attack: claw +5 melee (1d3+1), or bite +4(1d3 + 1) Full attack: 2 claws +5 melee (1d3+1), and 1 bite +4(1d3) Space/reach: 5ft./5ft. Special attacks:Acidic Spit, Spiderwalk, Spinning Claw Special qualities: Darkvision 60ft. Saves: Fort +4, Ref +8, Will +0 Abilities: Str 12, Dex 17, Con 12, Int 3, Wis 4, Cha 5 Skills: Balance +6, Climb +7, Hide +13, Jump +7, Tumble +6 Feats: Lightning Reflexes, Improved Initiative Environment: Hell Organization: Group (10-30 Msira) or (15 Msira & 15 other “Msira”) CR: 3 Treasure: Nothing Alignment: Chaotic Evil Advancement: 4-6HD (medium) Level adjustment: – A demonic dark-blue creature approaches you. It looks like a demonic, emaciated monkey. Its eyes are big and glow red. Harmless black flames occasionally erupt from the cracks of its skin. Msira look timid, but they are far from that. They are savage and greedy creatures. They stand 3ft. tall and weigh 20 pounds. Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close. Acidic Spit (Ex): Msira can spit purple acid at their foes. This ability has a range of 10ft. It deals 4d4 points of acid damage. Reflex save DC(12) half damage. If hit, the target must then make a Fortitude save DC(12) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based. Spiderwalk(Ex): The Msira can climb walls as the Spider Climb spell cast by a 3th level caster. Spinning Claw(Ex): The Msira can launch itself at its foe, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(14) no damage. This ability is Dex based. Homromsira (small outsider, chaotic, evil, extraplanar, fire) HD: 6d8 + 12 (39hp) Initiative: +8 Speed: 30ft. AC: 19(+ 4 Dex, + 4 natural, + 1 size) touch 15, flat-footed15 BAB/ Grapple: +6/+4 Attack: claw +9 + 1d6 fire damage melee (1d3 + 2 + 2d6 fire damage), or bite+4 + 1d6 fire damage melee (1d3 + 1 + 2d6 fire damage) Full attack: 2 claws +9 + 1d6 fire damage melee (1d3 + 2 + 2d6 fire damage), and 1bite+4 + 1d6 fire damage melee (1d3 + 1 + 2d6 fire damage) Space/reach:5ft./5ft. Special attacks: Flaming Acid, Spiderwalk, Spinning Claw Special qualities: Darkvision 60ft., fire immunity Saves: Fort +7, Ref +11, Will +2 Abilities: Str 14, Dex 18, Con 15, Int 3, Wis 4, Cha 5 Skills: Balance +13, Climb +11, Hide +13, Jump +11, Tumble +8 Feats: Lightning Reflexes, Improved Initiative, Dodge Environment: Hell Organization: Group (10-30 Homromsira) or (10 Homromsira & 20 other “Msira”) CR: 5 Treasure: Nothing Alignment: Chaotic Evil Advancement: 7-12HD(small) Level adjustment: – A demonic monkey-like creature, with magma-like skin, stands before you. Harmless flames cover its body. The Flaming “Msira”, as some call it, represents the burning desire its victims once had. They stand 3ft. tall and weigh 30 pounds. Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close. Flaming Acid(Ex): Homromsira can spit flaming orange acid at their foes. This ability has a range of 10ft. It deals 4d4 points of acid damage + 2d6 points of fire damage. Reflex save DC(15) half damage. This ability is Con based. Spiderwalk(Ex): The Homromsira can climb walls as the Spider Climb spell cast by a 6th level caster. Spinning Claw(Ex): The Homromsira can launch itself at its foe, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(17) no damage. This ability is Dex based. Gbusmsira (small outsider, chaotic, evil, extraplanar ) HD: 8d8 + 16 (52 hp) Initiative: +8 Speed: 30ft. AC: 21(+ 4 Dex, + 6 natural, + 1 size) touch 15, flat-footed17 BAB/ Grapple: +8/+7 Attack: claw +12 + poison melee (1d3 + 3 + poison), or bite +7 + poison melee (1d3 + 1 + poison) Full attack: 2 claws +12 + poison melee (1d3 + 3 + poison), and 1 bite +7 + poison melee (1d3 + 1 + poison) Space/reach: 5ft./5ft. Special attacks: Spiderwalk, Spinning Claw , Venom Special qualities: Darkvision 60ft., immune to poison Saves: Fort +8, Ref +10, Will +3 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 4, Cha 5 Skills: Balance +12, Climb +12, Hide +19, Jump +14, Tumble +8 Feats: Lightning Reflexes, Improved Initiative, Dodge Environment: Hell Organization: Group (15-20 Gbusmsira) or (15 Gbusmsira & 15 other “Msira”) CR: 6 Treasure: Nothing Alignment: Chaotic Evil Advancement: 9-16HD(small) Level adjustment: – A demonic monkey-like creature, with dark-blue skin, stands before you. It glares at you with its saucer-like white eyes.. The “Msira” of Venom. Gbusmsira look similar to Msira, except they aren’t covered in flames, and have white eyes. These “Msira” spit a potent venom and their claws are poisonous. They are the personification of poison. They stand 3 ½ ft. tall and weigh 35 pounds. Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close. Spiderwalk(Ex): The Homromsira can climb walls as the Spider Climb spell cast by a 8th level caster. Spinning Claw(Ex): The Gbusmsira can launch itself at its foe, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(18) no damage. This ability is Dex based. Venom(Ex): Gbusmsira can spit purple acid at their foes. This acid is more potent than a Msira’s.This ability has a range of 10ft. It deals 4d8 points of acid damage. Reflex save DC(16) half damage. If hit, the target must then make a Fortitude save DC(16) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based. Jomothumsira (small outsider, chaotic, evil, extraplanar) HD:10d8 + 30 (75hp) Initiative: +10 Speed: 30ft. AC: 22( +6 Dex, + 5 natural, + 1 size) touch 17, flat-footed 16 BAB/ Grapple: +10/+10 Attack: claw +15 + 2d6 unholy damage melee (1d3 + 4 + 2d6 unholy damage), or bite +10 + 2d6 unholy damage melee (1d3 + 2 + 2d6 unholy damage) Full attack: 2 claws +15 + 2d6 unholy damage melee (1d3 + 4 + 2d6 unholy damage), or 1 bite +10 + 2d6 unholy damage melee (1d3 + 2 + 2d6 unholy damage) Space/reach: 5ft./5ft. Special attacks: Dark Acid, Spiderwalk, Spinning Claw Special qualities: Darkvision 60ft. Saves: Fort +9, Ref +14, Will +3 Abilities: Str 18, Dex 22, Con 16, Int 4, Wis 5, Cha 5, Skills: Balance +18, Climb +16, Hide +22, Jump +16, Tumble +18 Feats: Lightning Reflexes, Improved Initiative, Dodge, Mobility Environment: Hell Organization: Group(5-15 Jomothumsira) or (10 Jomothumsira & 20 other “Msira”) CR: 8 Treasure: Nothing Alignment: Chaotic Evil Advancement: 10-18HD(small) Level adjustment: - A demonic monkey-like creature, with black skin, stands before you. Harmless black and blue flames cover its body. Jomothusmsira are the strongest of the “Msira”. They are also the most evil. Its claws and teeth exude dark energy. They are the personification of darkness and evil. They stand 4ft. tall and weigh 40 pounds. Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close. Dark Acid(Ex): Jomothumsira can spit black acid at their foes. This ability has a range of 10ft. It deals 4d4 points of acid damage + 2d6 unholy damage. Reflex save DC( 18 ) half damage. If hit, the target must then make a Fortitude save DC( 18 ) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based. Spiderwalk(Ex): The Jomothumsira can climb walls as the Spider Climb spell cast by a 10th level caster. Spinning Claw(Ex): The Jomothusmsira can launch itself at its foe, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(21) no damage. This ability is Dex based. |
| RAGNAROKISCOMING200708-12-07, 01:32 AM | Demon Puppets added 8/11/07 Marionette (Medium outsider, chaotic, evil, extraplanar) HD:5d8 + 10 (32hp) Initiative:+5 Speed: 15ft.(can’t run) AC: 19(+ 1 Dex, + 8 natural, +0 size) touch 11, flat-footed 18 BAB/ Grapple: +5/+9 Attack: Pendulum blade +11 melee (1d4 + 6/x3), or Throwing Daggers + 6 ranged (1d3 + 1), or Handgun +6 ranged (1d8 + 1) Full attack: Pendulum blade +11/+6/+1 melee (1d4 + 6/x3), or Throwing Daggers + 6/+1 ranged (1d3 + 1), or Handgun +6/+1 ranged (1d8 + 1) Space/reach: 5ft./5ft. Special attacks: Death Spin, Mounted Stabbing, Puppets Shout Special qualities:Arsenal, Darkvision 60ft. Saves: Fort +6, Ref +5, Will +1 Abilities: Str 18, Dex 13, Con 14, Int 4, Wis 4, Cha 3, Skills: Balance +6, Disguise +4, Hide +9, Jump +15, Listen +2, Search +3 Feats: Improved Initiative, Point Blank Shot, Power Attack Environment: Hell Organization: Group(10-20 Marionettes) CR:5 Treasure: nothing Alignment: Chaotic Evil Advancement: 6-10HD (medium) Level adjustment: – Laying on the ground motionless, you see a fiendish-looking puppet, the size of a human. Its colors on its clothes are mismatched. You ignore it and walk past it. Just then, you hear a wooden clattering on the floor. You turn around and see that not only is it alive but, it has massive pendulum-shaped blades on its hands. The Marionettes are lesser demons that borrow the bodies of puppets in order to exist in the Mortal Coil. Nearly invisible strings, allow them to move. They use pendulum-shaped blades to dispatch their foes. They stand 6ft. tall and weigh 40 pounds. Combat:The Marionette waits for their victim to past them before they make a move. Once their victims walk past them, the Marionette springs to life hoping to catch their target flat-footed. Once their target is aware of them, they’ll use their blades to attack them in melee combat. If its target is too far away from them, they’ll use their guns. Arsenal:Aside from the handgun, a Marionette can have a shot gun. Shotgun- cost:10gp, Dmg(M):3d8, critical x3, range: 50ft., weight:5lbs., type: piercing Death Spin (Ex): The Marionette spins towards its foe with its blades, ready to slice them up. The Marionette can make a full attack against 1 target within 20ft. of them while using this ability. Mounted Stabbing (Ex): The Marionette latches on to its prey and stabs the repeatedly in the neck. If the Marionette makes a successful grapple check, they latch on to their foes and make a full attack. The target must make an Escape Artist check DC (16) to break free. This ability is Str based. Puppets Shout (Su): The Marionette lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (13) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (13) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 1 round. Bloody Mari (Medium outsider, chaotic, evil, extraplanar) HD: 10d8 + 30 (75hp) Initiative: +6 Speed: 15ft. (can’t run) AC: 22 (+2 Dex, + 10 natural, + 0 size) touch 12 , flat-footed 20 BAB/ Grapple: +10/+15 Attack: Pendulum blade +17 melee (1d4 + 7/x3), or Throwing Daggers + 12 ranged (1d3 + 2), or Handgun +12 ranged (1d8 + 2) Full attack: Pendulum blade +17/+12/+7/+2 melee (1d4 + 7/x3), or Throwing Daggers + 12/+7/+2 ranged (1d3 + 2), or Handgun +12/+7/+2 ranged (1d8 + 2) Space/reach: 5ft./5ft. Special attacks: Death Spin, Mounted Stabbing, Puppets Shout Special qualities: Arsenal, Darkvision 60ft Saves: Fort +10, Ref +9, Will +4 Abilities: Str 21, Dex 15, Con 16, Int 4, Wis 4, Cha 3 Skills: Balance +15, Disguise +9, Hide +15, Jump +18, Listen +10, Search +10 Feats: Improved Initiative, Point Blank Shot, Power Attack, Two - Weapon Fighting Environment:Hell Organization: Group(10-20 Bloody Maries) CR:8 Treasure:Nothing Alignment:Chaotic Evil Advancement:11-20HD (medium) Level adjustment: - Laying on the ground motionless, you see a fiendish-looking puppet, the size of a human. Its clothes are bloody red, hence the name. From your previous encounter with the Marionette, you realize this creature is really alive. But still it doesn’t make a move. Bloody Maries are the result of a Marionette who has slain many innocent victims. The clothes are red with the blood of their victims. These puppets are stronger than their lesser kin. They stand 6ft. tall and weigh 60 pounds. Combat:Just like the Marionettes, these wait for their victims to pass and try to catch them flat-footed. Then they engage in melee combat, while using their guns to take out targets too far away from them to reach. Arsenal:Aside from the handgun, a Bloody Mari can have a shot gun. Shotgun- cost:10gp, Dmg(M):3d8, critical x3, range: 50ft., weight:5lbs., type: piercing Death Spin (Ex): The Bloody Mari spins towards its foe with its blades, ready to slice them up. Bloody Mari can make a full attack against anything within 20ft. of them while using this ability. Mounted Stabbing (Ex): The Bloody Mari latches on to its prey and stabs the repeatedly in the neck. If the Bloody Mari makes a successful grapple check, they latch on to their foes and make a full attack. The target must make an Escape Artist check DC (20) to break free. This ability is Str based. Puppets Shout (Su): The Bloody Mari lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (17) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (17) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 1 round. This ability is Dex based. Fetish (Medium outsider, chaotic, evil, extraplanar) HD: 15d8 + 75 (142hp) Initiative: +8 Speed: 15ft. (can’t run) AC: 27(+ 4 Dex, + 13 natural, + 0 size) touch 14, flat-footed 23 BAB/ Grapple: +15/+22 Attack: *Returning Wheel +25 melee (1d4 + 10/x3), or beak (bite) +22 (2d8 + 7) Full attack: *Returning Wheel +25/+20/+15/+10 melee (1d4 + 10/x3), and beak (bite) +22 (2d8 + 7) Space/reach: 5ft./5ft. Special attacks: Fiery Death Spin, Flamethrower, Flaming Discs, Mounted Head-butt, Puppets Shout Special qualities: Darkvision 60ft Saves: Fort +14, Ref +13, Will +6 Abilities: Str 25, Dex 18, Con 20, Int 5, Wis 5, Cha 4 Skills: Balance +22, Disguise +15, Hide +22, Jump +25, Listen +15, Search +15 Feats: Cleave, Great Cleave, Improved Initiative, Point Blank Shot, Power Attack, Two-Weapon Fighting, Two-Weapon Defense Environment: Hell Organization: Group (2-5 Fetish) CR:13 Treasure: Nothing Alignment: Chaotic Evil Advancement: 16-30HD (medium) Level adjustment: – You see yet another demonic puppet. Yet, this one seems different, very different. This puppet has an even more gruesome look than the Marionettes and Bloody Maries. Its body is covered in what appears like mud and feathers. Their head is that of a giant bird. And instead of blades, they carry massive wheels. The Fetishes are the leaders of all Marionettes and Bloody Mari. They are masters of fire, and often use it to destroy their foes. They stand 7ft. tall and weigh 80 pounds. Combat:Fetishes don’t wait, like the other puppets. Instead they go after their foes. They use wheels to fight. Against tougher foes, the Fetish will set these wheels on fire to deal extra damage. Aside from the wheels, the Fetish can also spit flames at its targets. Fiery Death Spin (Ex): The Fetish spins towards its foe, with its wheels ablaze, ready to slice them up. The Fetish can make a full attack against anything within 20ft. of them while using this ability. On top of that they deal an extra 3d6 points of fire damage. Flamethrower (Su): The Fetish can spit a line of flames up to 10ft., dealing 10d6 points of fire damage. Reflex save DC (21) half damage. This ability is Dex based. Flaming Discs (Su):The Fetish can set its wheels on fire. Once it uses this ability its attacks deal an extra 2d6 points of fire damage. It can chose whether to extinguish these flames or not. Mounted Head-butt (Ex): The Fetish latches on to its prey and stabs the repeatedly in the neck with its massive beak. If the Fetish makes a successful grapple check, they latch on to their foes and make a full attack with their beaks with a –5 penalty on each attack. The target must make an Escape Artist check DC (24) to break free. This ability is Str based. Puppets Shout (Su): The Fetish lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (21) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (21) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 2 rounds. This ability is Dex based. *Returning Wheel:15gp, Dmg(M):1d4, critical x2, range: 10ft., weight:5lbs., type: slashing |
| RAGNAROKISCOMING200708-13-07, 01:39 PM | Demon Goats added 8/13/07 Goatling (Large outsider, chaotic, evil, extraplanar) HD: 12d8 + 60 (114hp) Initiative:+8 Speed: 40ft. AC: (+ 4 Dex, + 13 natural, -1size) touch 13, flat-footed 22 BAB/ Grapple: +12/+24 Attack: claw + 24 melee (2d6 + 12), or hoof (slam) + 20 melee (2d6 + 8 ) Full attack: 2 claws + 24 melee (2d6 + 12), and 2 hooves (slam) + 20 melee (2d6 + 8 ) Space/reach: 10ft./10ft. Special attacks:Spell-like Ability, Blue Fire Glyphs Special qualities: Darkvision 60ft., DR5/good, SR21 Saves: Fort +15, Ref +12, Will +11 Abilities: Str 26, Dex 18, Con 20, Int 18, Wis 16, Cha 14 Skills: Concentration +20, Escape Artist +19, Hide +19, Intimidate +17, Jump +23, Knowledge(any one) +19, Listen +20, Search +19, Sense Motive +18, Speak Languages +15, Spot +20, Tumble +20 Feats: Alertness, Combat Casting, Great Fortitude, Improved Initiative, Power Attack Environment:Hell Organization:Group (5-7) CR: 11 Treasure: Nothing Alignment:Chaotic Evil Advancement:13-24HD(Large), 25-37(Huge) Level adjustment: – A portal opens up on the floor in front of you. You see, slowly rising up from it, a demonic goat creature. It is muscular and has massive leathery wings. Two massive goat horns, adorns its head. It walks as if were human. It is far from that. Goatlings are the weakest of the Goat Demons. Yet, they are still capable of mass chaos. They are fluent in human languages and have powerful magic at their disposal. They stand 9ft. tall and weigh 300 pounds. Combat:As soon as the Goatling rises up from its portal, it runs towards the nearest foe. It attacks with its claws and hooves. If their target tries to make a run for it, the Goatling either jumps towards them or takes flight. If it takes flight it will make good use of its spell-like ability, Magic Missile. Blue Fire Glyphs (Su):A Goatling can set blue glyphs under its chosen target and unleash blue flames. These flames deal 5d6 points of damage. Half is fire, the other is unholy, meaning that it ignores Energy Resistance and Immunity. Reflex save DC (20) half damage. The Goatling can use this ability 3 times per round, each requiring a Reflex save. This ability is Int based. Spell-like abilities: The Goatling has CL 12th. At will- Magic Missile DC(13) |