Eltheynn's Bestiarium [Archive] - Wizards Community

Post/Author/DateTimePost
Eltheynn

02-16-04, 04:46 PM
Here I will be adding new monsters of my own design.

Arcbound (Large Construct)

Hit Dice: 12d10 +30 (96 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+15
Attack: Slam +9 melee (2d8+5)
Full Attack: 2 slams +9 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy Beams
Special Qualities: Construct traits, damage reduction 5/adamantine, immunity to magic, Repair
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 20, Dex 10, Con —, Int —, Wis 12, Cha 1
Skills: None.
Feats: None.
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment: —

An arcbound is a collection of mechanic pieces (one per HD), held together into a single composite form by pure magical energy. It has no possessions and no weapons.
An arcbound is 12 feet tall and weighs about 5,000 pounds. An arcbound cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

Combat

An Arcbound smashes, and then smashes again. If in a group, it will also aid the other Arcbounds using his Repair ability if it is safe to do so.

Energy Beams (Ex): 20-foot cone of force, free action once every 1d4+1 rounds; 3d6 damage, Fortitude DC 19 negates. The save DC is Constitution-based.

Repair (Ex): As a Move-equivalent action, an Arcbound may send a piece of itself (requires rolling for attack) towards an already damaged Arcbound that still has at least 25% of its HP. If the attack hits, the piece attaches to the damaged Arcbound, healing 1d10 HP, while reducing the HP of the Arcbound that sent the piece by the same amount.

Construction
An Arcbound's body is constructed from 2500 pounds of bronze and 2500 pounds of steel, stuck together by raw magic. Assembling the body requires a DC 25 Craft (armorsmithing) or Craft (weaponsmithing) check.
CL 15th; Craft Construct, geas/quest, make whole, magic missile Price 150,000 gp; Cost 80,000 gp + 5,600 XP.


Bloodshedder (Medium Outsider [Evil])

Hit Points: 4d8 +10 (28 HP)
Initiative: +0
Speed: 30 ft. (4 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+9
Attack: Touch +4 melee (1d4 Con Damage).
Full Attack: 2 Touch +4 melee (1d4 Con Damage each).
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Wave, Spell-like Abilities.
Special Qualities: Outsider Traits, Damage Reduction 2/-
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 12, Dex 10, Con 18, Int 10, Wis 8, Cha 6
Skills: Balance +6, Bluff +6, Intimidate +8, Concentration +6, Heal +7, Hide +6, Move Silently +6.
Feats: Ability Focus (Blood Wave), Great Fortitude, Endurance, Diehard.
Environment: Any
Organization: Solitary, pair or gang (2-4)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Evil
Advancement: 4-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: —

Bloodshedders are creatures always covered in a thin, thick exoskeleton madee of blood, who dwell in the Evil aligned Planes. They survive on others' blood, and are so related to it that they have developed ways of using it to their advantage in combat.

Combat
If they're sure they have a chance of winning, Bloodshedders may attack fiercely on their own, otherwise they'll wait till they see a new prey or till reinforcements arrive.

Blood Wave: Twice per day, a Bloodshedder may call forth a wave of blood that covers a 20' +1'/HD radius, dealing 1d2 points of Bludgeoning Damage to all creatures in the area of effect. All effected creatures are entitled to a Fortitude Save against DC 18 to avoid being nauseated for 1 round.

Spell-like Abilities: Inflict Moderate Wounds 1/day.

Brightfeather (Tiny Magical Beast [Extraplanar], [Good])

Hit Points: 2d10 (11 HP)
Initiative: +4 (+4 Dex)
Speed: Fly 40 feet (8 squares), Perfect
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/+0
Attack Bite +0 melee (1d3–1)
Full Attack: Bite +0 melee (1d3-1)
Space/Reach: 10ft/0 ft.
Special Attacks: Spell-like Abilities, Blinding Feather
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 15, Con 10, Int 6, Wis 12, Cha 4
Skills: +4 Hide, +3 Spot (+2 Racial bonus)
Feats: Weapon Finesse (Bite)
environment: Warm and Temperate Forests
Organization: Pack (2–4) or
Challenge Rating: 3
Treasure:None
Alignment: Always Neutral Good
Advancement: —
Level Adjustment: —

Brightfeathers are beings of good. Shaped like birds with multicolored feathers that make them seem a flying rainbow, they come from any Good-aligned Plane, and serve as watchers to ensure that all is OK, and to alert the Forces of Good if need be.

Combat
Brightfeathers tend to avoid engaging in combat, but if they notice Evil beings they will often try to combat them to the best of their ability if there's no other means of defeating them.

Spell-like Abilities: 1/day: Scintillating Pattern, Searing Light, both as a 5th level Caster.

Blinding Feather: When in groups of at least 4 individuals, Brightfeathers can reflect daylight using their wings. Whenever 4 or more Brightfeathers are within 20 feet of each other, they can work together to create a blast of light. This effect has a radius of 60 feet, centered on any one contributing Brightfeather. The fire deals 1d4 points of fire damage for each Brightfeather contributing to it, to a maximum of 10d4. A Reflex save (DC 10 plus the number of Brightfeathers contributing) reduces the damage by half.

Mengue (Tiny Vermin)

Hit Points: 1/4d8 (1hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–13
Attack Bite +0 melee (1d3–5 plus poison)
Full Attack: Bite +0 melee (1d3–5 plus poison)
Space/Reach: 1/2 ft/0 ft.
Special Attacks: Spell-like Abilities.
special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Skills: Climb +10, Hide +18, Spot +4
Feats: Weapon Finesse (Bite)
environment: Any Forest and underground
Organization: Colony (8–16)
Challenge Rating: 2
Treasure:None
Alignment: Always Neutral
Advancement: —
Level Adjustment: —

Mengues are like a red and green centipede with very small horns and two teeth that act as those of certain snakes, injecting poison in its victims. The Poison does 1 Con Damage unless the victim passes a Fort Save (DC 10)

Combat
When in danger, the Mengues (pronounced MEN-guess) will try to hide or run away, but if need be, they will put thier Spell-like Abilities to good use.

Spell-like Abilities: 1/day: Suggestion as a 5th Level Caster.

Neurogoo (Small Ooze, Psionic)

Hit Points: 4d10 + 10 (35 hp)
Initiative: -2
Speed: 10 feet (2 squares)
Armor Class: 10 (-2 Dexterity, +2 Natural), Touch 8, Flat-footed 10
Attacks: Touch +4 melee
Space/Reach: 5 feet/5 feet
Special Attacks: Castigate Mind
Special Qualities: Blindsight, Psionics
Saves: For +0, Ref +0, Will +2
Abilities: Str 2, Dex 6, Con 2, Int 14, Wis 12, Cha 8
Skills: Sense Motive +10, Listen +5, Spot +5, Intuit Direction +8
Feats: Iron Will, Alertness
Enviroment: Underground
Organization: Solitary or pair
Challenge Rating: 8
Treasure:None
Alignment: Always lawful evil
Advancement: 4- 8 HD (Medium), 8- 14 (Large)
Level Adjustement: -

A Neurogoo is an amorphous mass of brain cells (usually wastes of Mr. Illithid's last meal) that have mutated into a bigger structure.

Combat

A Neurogoo uses its skills to determine the location of the PC's and their possible upcoming actions, and uses it to its own advantage.

Castigate Mind (Su): Once per round, as a full-round action, a Neurogoo may attack the mind of one target within a 10' radius of it. The target is entitled a Will Save (DC 14) to negate the effects, and on a failure, is assaulted by nightmares, suffering 1d2 damage to CON and WIS. The DC is INT based.

Psionics: At will: Detect Psionics, Manifester level 4th; 2/day: Biocurrent, Telempathic Projection, Manifester level 4th.

Nubosu (Large Elemental [Air])

Hit Points: 10d8+5 (49 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 60 feet (perfect)
Armor Class: 11 ( -1 Size, +2 Dex), Touch 11,
Flat-footed 10
Attack: +6 melee
Space/Reach: 10 feet/10 feet
Special Attacks: Spell-like Abilities
[Special Qualities:[/B] Darkvision 60 ft., Elemental traits, Create Cloud
Saves: +4 Fort, +8 Ref, +2 Will
Abilities: Con 12, Str 12, Dex 14, Int 10, Wis 8, Cha 8
Skills: Listen + 5, Spot +5, Bluff +6
Feats: Flyby Attack, Improved Initiative, Weapon Finesse, Hover
Environment: Any, except deserts and underground
[Organization:[/B] Solitary or pack (2-4)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11–16 HD (Large); 16–20 HD (Huge)
Level Adjustment: —

Nubosu [pronounced Noo-BO-soo, with the "o" as in "Don't") are elemental creatures that live on clouds, which they use to create storms (generally over people passing by, just for watching them run for cover).

Create Cloud (Su): Once per day, a Nubosu may create a cloud to live in, which will last until the nubosu falls from it. The cloud provides Half concealment to the nubosu.

Spell-like Abilities: 2/day: Control Weather

Oxancanu (Large Monstrous Humanoid)

Hit Points: 12d10 +20 (86 hp)
Initiative: +0
Speed: 40 feet (8 squares)
Armor Class: 17 (-1 Size, +8 Natural) Touch 10, Flat-footed 17
Base Attack/Grapple: +12/+16
Attack: +6 Claw (1d8+4)
Full Attack: 2 Claws (1d8+4)
Special Attacks: Thundering Roar
Special Qualities: Special Vulnerability
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 16, Dex 10, Con 14, Int 6, Wis 4, Cha 4
Skills: Listen +5, Spot +5, Survival +5
Feats: Toughness, Ability Focus (Thundering Roar), Snatch, Alertness
Environment: Any forest
Organization: Solitary or pair (A male and a Female Oxancanu)
Challenge Rating: 12
Alignment: Always Neutral Evil
Treasure:
Advancement: 13-20 HD (Huge)
Level Adjustment: —

The Oxancanu is an ugly monster with yellow skin and an enormous amount of muscle. The Male Oxancanus grow long red and bown beards that reach their knees.

Combat

An Oxancanu (pronounced o-SHAN-ka-noo, with the "o" as in "don't" and the second "a" as in "can't") will attack everyone in sight fiercely.

Thundering Roar: Once every 1d4+1 rounds, an Oxancanu may perform a Thundering Roar. All non-deaf beings within 60' of the Oxancanu must pass a Fort Save against DC 20 or be deafened for one hour, and a Will Save (same DC) or be shaken for 1d4 rounds

Special Vulnerability: The Oxancanu's beard has a single white hair among the thousands of red and brown hairs it's formed of. If that hair is broken, the Oxancanu must pass a Fort Save (same DC as the save for Massive Damage) or die. It takes a Spot check DC 80 to Notice the hair and a opposed Strenght check to break it.

Ramidreju (Large Magical Beast)

Hit Points: 6d10 + 10 (43 hp)
Initiative: +2
Speed: Overland 40 feet. (8 squares), Burrow 60 feet (12 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3)
Special Attacks: Constrict
Special Qualities: Low-light vision, Magical Skin
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 15, Dex 10, Con 17, Int 4, Wis 13, Cha 4
Skills: Listen +4, Spot +5
Feats: Alertness, Toughness, Improved Natural Armor (Already included in AC above)
Environment: Temperate forests and underground
Organization: Solitary
Challenge Rating: 5
Treasure: Special (if undamaged, the Ramidreju's hide is worth about 500 GP)
Alignment: Always Neutral
Advancement: 7–12 HD (Huge)
Level Adjustment: —

The Ramidreju (pronounced Ra-mee-DRE-who, with the "e" as in "Death") is a strange animal, a kind of halfbreed between a snake and a boar. Its head is like those of boars, with big teeth that he uses to dig holes, and its body is long and scaly, yet with a pair of pseudopodes that the Ramidreju uses to walk.

Combat

A Ramidreju tries to avoid combat if at all possible, but when forced to fight, it will try to knock its opponents and grapple them to use its Constrict Ability.

Constrict (Ex): The Ramidreju traps its opponent using its body, and crushes the opponent, dealing 1d8 bludgeoning damage, after making a successful grapple check.

Magical Skin (Su): If used to brew a potion that heals (such as a potion of Cure Light Wounds) the Ramidreju's skin upgrades the potion one step (i.e. from Cure Light Wounds to Cure Moderate Wounds). The 3rd level cap for potions doesn't apply if the skin is used (thus, a potion of Cure Serious Wounds can be upgraded to a potion of Cure Critical Wounds).

The Tidal Root (Gargantuan Plant [Aquatic])

Hit Points: 24d8 + 30 (138 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Swim 60 feet.
Armor Class: 28 (-4 size, +2 Dex, +20 Natural) 8 Touch, 26 Flat-Footed
Base Attack/Grapple: +19/+24
Attack: Tentacle +19 melee (4d6 +6)
Full Attack: 4 Tentacles + 19 melee (4d6 +6 each)
Space/Reach: 20'/15' (25' with tentacle)
Special Attacks: Constrict 1d8+6, Improved Grab, Whirlpool, Brutal Nurture
Special Qualities: Blindsight 30 ft, plant traits, Tremorsense
Saves: Fort +20, Ref +9, Will +9
Abilities:Str 20, Dex 12, Con 18, Int 8, Wis 10, Cha 8
Skills:Survival +6, Bluff +9,
Feats: Ability Focus (Brutal Nurture) (Already Included Below), Improved Natural Armor (already included in AC above), Multiattack, Improved Natural Attack (Already Included in Attacks above), Improved Initiative, Power Attack, Cleave, Greater Cleave.
Environment: Warm seas
Organization: Solitary
Challenge Rating: 17
Treasure: Double Standard
Alignment: Always Neutral Evil
Advancement: 15-27 HD (Colossal)
Level Adjustment: —

The Tidal Root is a strange plant of great size, formed by large roots that embrace the ground and nearby rocks. It has 4 long tentacles which it uses to get hold of almost anything that passes nearby and prey on it, often causing ships to sink, and killing other aquatic forms of life.
Contrary to other plants, it's completely mobile, and can swim great distances. It also has a carnivore diet, and hunts whatever it can by grappling the prey with its tentacles and dissolving it with a special acid, secreted by an appendage attached to each tentacle.

Combat

The Tidal Root is brutal in combat, but also has a tactical edge. It will always put its Whirlpool Ability to good use, and if the prospective prey survives, the Root will use it's natural attacks to attempt to grapple it. If in trouble, it will Feint using it's Bluff skill, and only when in serious trouble will it flee from combat.

Constrict (Ex): The Tidal Root traps its opponent using its body, and crushes the opponent, dealing 1d8 bludgeoning damage, after making a successful grapple check.

Whirlpool: By shaking its tentacles, the Tidal Root can, as a Full Round Action, create a Whirlpool (a 40' cone) which starts to pull any floating/swimming/diving creatures and/or objects towards the ground. All creatures within the cone must succeed at a Swim Check against DC 25 to avoid its effects.

Brutal Nurture: When reduced to 25% or les of its HP, the Tidal Root may use its Brutal Nurture Special Attack. To do so, it must first succesfully grab a living target with one if its tentacles. Then, on the subsequent rounds it starts to suck the target's blood with its suction cups (which add +2 to the DC of any check to break free of the grapple), dealing 1d6 Constitution damage per round. The target is allowed a Fort Save against DC 29 for half damage.
The Tidal Root heals 1 HP per every 2 points of Constitution damage dealt this way.

Z'Graht (Large Aberration)

Hit Points: 12d8 + 10 (64 HP)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+9
Attack: Scythe +9 melee (2d4+3) or Bite + 9 Melee (1d6+3) or Eye Ray (1d4 Constitution Damage or Paralysis or Dominate Person).
Full Attack: 2 Scythes +9 melee (2d4+3 each) or 2 Bites + 9 Melee (1d6+3 each) or all Eye Rays (1d4 Constitution Damage/Paralysis/Dominate Person).
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful Presence
Special Qualities: Aberration Traits, Spell Resistance 23, Damage Reduction 5/-
Saves: Fort +7, Ref +4, Will +7
Abilities: Str 17, Dex 10, Con 16, Int 3, Wis 8, Cha 2
Skills: Tumble +1.
Feats: Weapon Focus (Scythe), Weapon Proficiency (Scythe), Improved Critical (Scythe), Ability Focus (Frightful Presence).
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: 13-20 HD (Huge)
Level Adjustment: —

The first (and only known) Z'Graht was created by an old Wizard to protect his Mansion where he conducted all his magical research. Z'Graht are mindless weird creatures with three heads: one that resembles that of a bird, another one which only feature is a enormous mouth with three rows of sharp teeth and a third one with three little black eyes. Its torso is scaly and thin, with two scythes where the arms should be, and twisted roots instead of legs.

Combat

Z'Graht mercilessly destroy anything that they deem a threat to its master. Which usually means everyone they perceive, unless they're told otherwise.
In spite of the broad array of choices they have available when it comes to attacking, which makes them an opponent to be feared, they favor their scythes.

Frightful Presence (Ex): A Z'Graht can unsettle foes with its mere presence. The ability takes effect automatically whenever the creature attacks or charges. Creatures within a radius of 30 feet + half the Z'Graht’s HD are subject to the effect if they have fewer HD than the Z'Graht. A potentially affected creature that succeeds on a Will save DC 18 remains immune to that Z'Graht’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Z'Graht ignore the frightful presence of other of its kind.
Eltheynn

02-16-04, 04:48 PM
Reserved.
Eltheynn

02-16-04, 04:49 PM
Reserved
Zombie Lord

02-18-04, 10:16 AM
To be honest, I don't see how the Tidal Root is a CR 25.
Eltheynn

02-18-04, 11:08 AM
Originally posted by Zombie Lord
To be honest, I don't see how the Tidal Root is a CR 25.

Yeah, I guess 25 is too much, but I just wanted someone to confirm I went overboard with th CR... What do you suggest? Something like 10-15?

Anyway, gonna up its power a bit.... Is everything else OK?
Zombie Lord

02-18-04, 11:48 AM
That seems like it would be a better fit. Don't forget to update the tentacle attack bonus.
Eltheynn

02-18-04, 11:57 AM
Originally posted by Zombie Lord
That seems like it would be a better fit. Don't forget to update the tentacle attack bonus.

Done... Powered up, adjusted CR to 16, changed tentacle BAB....
Eltheynn

02-22-04, 11:47 AM
:bump:
Zombie Lord

02-22-04, 12:22 PM
I think you forgot the strength bonus on the attacks for the tidal root.
Eltheynn

02-22-04, 12:34 PM
Originally posted by Zombie Lord
I think you forgot the strength bonus on the attacks for the tidal root.

They do 1d6 +6... Is this what you're referring to?

P.S: Gotta edit some saves... Badly done saves, that is...
Zombie Lord

02-22-04, 12:38 PM
Actually, I believe that the attack bonus should be +19 (BAB 18, +5 str, -4 size).
Eltheynn

02-22-04, 12:46 PM
Originally posted by Zombie Lord
Actually, I believe that the attack bonus should be +19 (BAB 18, +5 str, -4 size).

*checks* *double-checks* GAH! You're right.... Seems I missed the pluses for STR (Where did I get this one had just 18?) I should start to work each monster separately (no copy-paste) to avoid all this... Would save me some work..
His Majesty

09-27-04, 04:04 PM
Neat monsters. I think I'll use them at one point or another.

You forgot to write the Oxancanu's treasure line. Also, I'd suggest replacing the Mengue's suggestion with something else. As a vermin, it is probably incapable of speech, and thus suggestion would be pretty useless. If it can speak, you should write that.
Eltheynn

10-07-04, 12:34 PM
Neat monsters. I think I'll use them at one point or another.

You forgot to write the Oxancanu's treasure line. Also, I'd suggest replacing the Mengue's suggestion with something else. As a vermin, it is probably incapable of speech, and thus suggestion would be pretty useless. If it can speak, you should write that.


Oxancanu's treasure line should read: None, I think (based on the tales about it on Spanish mythology). At best it could have some cows that it had not devoured yet or something...
As far as the Mengue goes... Does "Telepathic Bond" cut it? Dunno, I'll think about it and maybe make a few changes. Probably add a note that specifically states that the Suggestion works without Verbal Components. That is, whenever I can.

P.S: If you ever use them critters, let me know how it goes (specially if they need CR adjustements).