101 Mournland Creatures

Post/Author/DateTimePost
#1

BlackDragon71425

Aug 27, 2008 12:52:29
So I thought this would be a pretty interesting idea. We'll see what the community thinks. We already have a 1001 Mournland Horrors Thread. I thought a 101 Mournland Creatures would be kinda cool to see. I just like seeing the new monsters people make up, and the Mournland is a great place for inspiration.

I encourage everyone to post new monsters, or repost others from older threads. I've seen a few Mournland themed creatures in older posts, and I'll probably copy and paste them here if their owners don't. But I will give credit where credit is due. I will request no Living Spells though, as there is already a couple threads dedicated to that. Also, posting NPC's from the Mournland is encouraged, as is existing monsters with templates if you want to stat something out that way.

Like other 101 or 1001 threads, please number your posts!

Let the creative juices flow!
#2

BlackDragon71425

Aug 27, 2008 12:56:20
1)
IMAGE(http://www.keiththompsonart.com/images/full/pripyatbeast.jpg)

Pripyerta Beast
Large Undead
Hit Dice: 8d12+8 (56hp)
Initiative: +4
Speed: 40ft
Armor Class: 21 (+4 Dex, -1 Size, +8 natural)
Base Attack/Grapple: +6/+20
Attack: Slam +11 melee (1d6+6)
Full Attack: 6 Slams +11 melee (1d6+6) and, Bite +9 melee (1d8+3)
Space/Reach: 10ft/5ft
Special Attacks: Improved Grab, Trample (1d6+9), Foul Presence
Special Qualities: Undead Traits, Darkvision 60ft, DR 5/good
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 22, Dex 18, Con-, Int 4, Wis 12, Cha 1
Skills: Listen +5, Jump +11, Spot +3
Feats: Multiattack, Power Attack, Improved Toughness, Multigrab(B)
Environment: Mournland
Organization: Solitary, Pair, Herd (3-5)
CR: 9
Alignment: Neutral Evil
Advancement: 8-12 (Large), 13-17 (Huge)
LA:-

An unholy amalgam of dead livestock and humanoid remains rises from the pile of bodies, stuffing the deceased into its slavering maw. Its lidless cow eyes roll to look at you, as its nest of legs, arms and hooves propels itself towards you.

Pripyerta Beasts are horrors created from the magical energies unleashed on the day of Mourning, and are still being created to this day. Various forms exist, but all are horrifying amalgams of livestock and human remains, intestines slither along the ground, bare flesh and bone pulse beneath a forest of human arms and legs, and livestock legs. A cow or horse skull, still wet, with lidless eyes makes the head, with mane of human jaws and skin on the back of the head. A large humanoid mouth splits open in the middle of the creature’s torso and a flailing pink tongue whips about.

Combat:
Improved Grab (Ex): A Pripyerta Beast can attempt a grapple as a free action after hitting an opponent. With its Multigrab Feat, it can hold onto foes, taking a -10 penalty to grapple checks to do so.

Trample (Ex): By moving in a straight line, a Pripyerta Beast can trample creatures up to medium size under its manylegs. This attack deals bludgeoning damage (1d6+9). Opponents can make an attack of opportunity at a -4 penalty, or can attempt a Reflex save, DC 20, for half damage.

Foul Presence (Su): A Pripyerta Beast is a horrible foe to look upon. When first looking upon a Pripyerta Beast, all foes within 30ft must make a DC 18 Fort save or be nauseated for 2d6 rounds.
#3

BlackDragon71425

Aug 27, 2008 17:59:42
2)

Zeric (Mistling Pixie Rogue 2)
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Small Fey
Hit Dice: 3d6+9 (19hp)
Initiative: +4
Speed: 20ft, 60ft fly (good)
Armor Class:23(+1 size,+4 Dex,+3 natural,+5 armor), touch 15, Flat-footed 19
Base Attack/Grapple: +2/-3
Attack: Cyrite Short Sword +7 melee (1d4-1/19-20) or claw +7 melee (1d3-1plus poison)
Full Attack: Cyrite Short Sword +7 melee (1d4-1/19-20) and claw +2 melee (1d3-1 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, Poison, Conjure Living Spell, Sneak Attack, Trapfinding, Trap Sense +1
Special Qualities: DR 10/cold iron and magic, Greater Invisibility, low light vision, Spell Resistance 18, Immune to disease, poison and polymorph. Resistance to acid/electricity/fire 10. Madness, Misty Aura, Evasion.
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 9, Dex 18, Con 15, Int 16, Wis 11, Cha 16
Skills: Bluff +9, Concentration +8, Diplomacy +10, Escape Artist +10, Hide +14(+22 in fog), Intimidate+7, Listen+9, Move Silently +10, Open Lock +5, Search +10, Sense Motive +4, Sleight of Hand +12, Spot +4, Tumble +10.
Feats: Dodge(B), Weapon Finesse, Virulent Poison
Environment: The Mournland (The Grey Mists)
Organization: Solitary (Sometimes with Conjured Living Spell)
Challenge Rating: 5
Treasure: Standard plus +1 mithral chainshirt, Cyrite short sword.
Alignment: Chaotic Evil
Advancement: By character class
LA: +10

One of your potions detaches itself from your belt and flies off, a crazed cackling follwing behind.

Before the Mourning, Zeric was a just a regular pixie living in a forest on the border of Breland and Cyre. Now, Zeric has been turned into a crazed cleptomaniac, compelled to seek out any adventurers passing through the Dead Grey Mist and steal as much from them as possible before they pass beyond his borders. If adventurers can follow the crafty fey back to his tree, which has been turned into a blackened husk with dried humanoid skin for leaves, they will find a trove a goods that Zeric has stolen.

Zeric appears much as he did before his transformation, but his limbs are twisted in a corkscrew fashion, his hair and beard have turned into a flowing mist, and his eyes glow with a crazed yellow light. His wings are scorched and tattered but do not hinder him in the least. He carries a short sword that dances with lines of rainbow colors and he wears a chain shirt covered in the skin leaves of his tree.

Combat:
Zeric uses a combination of his Greater Invisibility, Obscuring Mist and Dancing Lights to distract his targets while he robs them blind. He is very confident in his thieving abilities, as he has never been caught yet. Zeric doesn't plan on wasting time fighting if he is ever caught stealing. Even in his broken mind, he has a plan for that occasion. He'll conjure his living dispel magic companion to cover his escape, blending into the mists as he flies erratically back to his tree. Zerics claw attacks are treated as magic and chaotic aligned for the purpose of overcoming damage reduction.

Spell-like Abilities: 3/day-Obscuring Mist; 1/day-Lesser Confusion(DC14), Dancing Lights, Detect Evil, Detect Good, Detect Law, Detect Chaos, Detect Thoughts(DC15), Dispel Magic, Entangle(DC14), Permanent Image(DC19;visual and auditory elements only), Polymorph(self only), Tashas Hideous Laughter(DC15). Caster level 8th. Save DC's are Charisma based.

Poison (Ex): Injury/Claw. Fort DC 15. Initial/Secondary damage, 1 Dex/1 Dex

Conjure Living Spell (Sp): Once per day, as a full round action, Zeric can transform valid spell-like ability into a living spell. The Conjured Living Spell lasts for thre hours or until Zeric dismisses it. The Living Spell obeys all of Zerics mental commands. Zeric usually uses this ability to conjure a Living Dispel Magic. (See below for stats)

Sneak Attack (Ex): If Zeric can catch his foes flat footed or otherwise unable to properly defend themselves from attack, he adds 2d6 damage to attack.

Greater Invisibility (Su): Zeric remains invisible even when he attacks. This ability is constant, but Zeric can suppress or resume it as a free action.

Madness (Ex): Anyone targeting Zeric with a thought detection, mind control or telepathic ability makes direct contact with his tortured mind and takes 1d4 points of Wisdom damage.

Misty Aura (Su): Zeric constantly emits a whispy grey mist from his mouth, hair and beard. This effect grants him concealment (20% miss chance) and a +8 circumstance bonus to Hide in areas of mist, fog, smoke or other vaporous conditions.

Living Dispel Magic
Large Ooze
Hit Dice: 8d10 (44hp)
Initiative:+0
Speed: 40ft
Armor Class: 12 (+0 Dex, -1 size, +3 Deflection), touch 12, flat-footed 12
Base Attack/Grapple: +6/+12
Attack: Slam +7 melee (1d6+3)
Full Attack: Slam +7 melee (1d6+3)
Space/Reach: 10ft/5ft
Special Attacks: Spell Effect, Engulf
Special Qualities: Ooze Traits, DR 10/magic, Spell Resistance 18
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 14, Dex 11, Con 14, Int-, Wis 11, Cha 14
Skills: -
Feats: -
Environment: The Mournland
Organization: Solitary
CR: Not applicable (Summoned creature)
Treasure: None
Alignment: Neutral
Advancement:-
LA:-

A mostly clear blob, streaked only with red, oozes towards you.

This Living Spell is Zeric's occasional companion.

Combat:
The Living Spell obeys Zeric's mental commands.

Spell Effect (Sp): When summoned, the spell can be either the targeted or area effect of dispel magic.

Engulf (Ex): The living spell can flow around as many enemies as can fit within its space as a standard action. They cannot slam during the same round that they engulf. Opponents can make attacks on the living spell, but do not get a save to avoid the engulf attempt. Those who do not make thier attacks may make a Reflex save, DC 16, to avoid being engulfed. On a success they are pushed back or aside, their choice.
#4

BlackDragon71425

Aug 27, 2008 18:55:51
3) Couldn't find who originally made this, msg me if it is urs. I also added the Swarm Jump. This creature totally has a Mournland feeling to it.

Shaakera
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Large Aberration
Hit Dice: 13d8+78 (136 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+22
Attack: Claw +15 melee (1d8+12+1 vile)
Full Attack: 2 claws +15 melee (1d8+12+1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spit swarm, poison, berserk, rend
Special Qualities: Darkvision 60ft., all-around vision, damage reduction 10/bludgeoning or byshek, spell resistance 21, Swarm Jump
Saves: Fort +10, Ref +4, Will +9
Abilities: Str 29, Dex 11, Con 23, Int 6, Wis 9, Cha 7
Skills: Listen +7, Spot +7
Feats: Leap Attack, Vile Natural Attack , Iron Will, Power Attack, Cleave
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: -

A huge chitin plated creature ambles towards you. As it comes closer, you see a mass of fused insects squirming beneath its armor. It lifts two arms of writhing insects and charges towards you.

The Daelkyr are infamous for their hideous creations, perverting nature itself. The Shaakera is a creation of a Daelkyr vermin lord obsessed with the mindless swarms. The Shaakera is one of its most prized creations, formed from a swarm of mindless centipedes. Fused together to form a mockery of a body, the swarm is encased in tough chitin armor plates to support its body and provide protection.
With the defeat of the Daelkyr by the Gatekeepers, the Shaakera were left to fend for themselves in the depths of Khyber. Most of the Shaakera live alone, traversing the depths with little purpose and even less understanding. Their only true motivation is the need to survive, so they will most often attack out of hunger rather than anything else. However, some Shaakera remain in the command of the Daelkyr trapped in Khyber or the other powerful aberrations in the depths, such as mindflayers. Mindflayers in particular enjoy feeding stray monsters or explorers to the Shaakera to provide light entertainment.
Shaakeras do not speak, but understand Daelkyr and undercommon.

Combat
A shaakera's tactics in battle are simple, and although it possesses some intelligence, it prefers a head on assault in nearly all situations. If it senses it might not win the fight with ease, it will spit its vermin spawn over its foes.

All-around Vision (Ex): The many centipedes which make up the shaakera's body each have eyes, allowing the Shaakera to see all around it at all times. It gains a +8 racial bonus on spot and search checks, and it can't be flanked.

Spit Swarm (Ex): Three times per day, a Shaakera can vomit a centipede swarm. This action is a full-round action that provokes an attack of opportunity. The swarm can appear in any squares adjacent to the Shaakera whether they contain creatures or not. Creatures within the area of the centipede swarm take swarm damage immediately.

Swarm Leap (Su): At will, as a move action, a Shaakera can instantly teleport itself between any of the centipede swarms it or any other Shaakera has spit up within 1 mile of its current location as long as their is room for it to exit.

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d4 Dex. The save DC is Constitution-based.

Rend (Ex): If a Shaakera hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This automatically deals 2d8+13 points of damage and the victim must save or become poisoned.

Berserk (Ex): When a Shaakera enters combat, every round there is a cumulative 5% chance each round that its anguish causes its hive mind to degenerate into a feral bloodlust. The Shaakera gains a +4 bonus to strength and constitution but takes a -2 penalty to its armor class. While berserking, a Shaakera attacks the nearest creature, friend or foe, until either it or its opponent is dead. Upon killing a creature the berserk ends and the Shaakera's berserk chance resets to 0%.
#5

BlackDragon71425

Aug 27, 2008 19:01:09
4) This one I found in Trolls Beastiary, don't know who made it though, doesn't say. Sorry for the difference in stat block, this was how it came and I didn't feel like changing it.

Glass Horror
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Glass Horror (CR 10)
Always LN Large construct
Init +5; Senses darkvision 60ft.; Listen +8, Spot +8
Languages -
========================================
AC 26, touch 10, flat-footed 25
(+1 Dex, -1 size, +16 natural)
hp 97 (13 HD); DR 10/bludgeoning
Fort +7, Ref +7, Will +8
Weakness vulnerability to sonic ========================================
Speed 40ft. (8 squares)
Melee 2 claws +17 (2d6+9/19-20) and bite +12 (1d8+4)
Space 10ft.; Reach 10ft. (5ft. with bite)
Base Atk +9; Grp +22
Atk Options blood drain; Cleave, Power Attack
Special Actions shape glass
========================================
Abilities Str 29, Dex 12, Con 16, Int 4, Wis 11, Cha 4
Feats Cleave, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack
Skills Listen +8, Spot +8
Advancement 14-26 HD (Large); 27-39 HD (Huge)


Blood Drain (Ex) A glass horror can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 2d4 points of Constitution drain each round. On each such successful drain attack, the glass horror gains 5 temporary hit points.
Shape Glass (Su) Three times per day a glass horror can control the glass of the Glass Plateau, shaping it in one of the following ways as a standard action:
Spires: Spikes of glass burst up from the ground, skewering the creatures in the area. The glass horror can affect up to six 10ft. squares with this ability. 1d4 spires attack all creatures in the chosen area with an attack bonus of +15, each dealing 3d6+5 points of piercing damage on a successful hit. The spires remain after using this ability, so that squares containing spires cost 10ft. of movement to enter.
Prison: Long shards of glass form a prison around a single creature, trapping it unless it succeeds on a Reflex save (DC 19). Trapped creatures are unable to move, though can take actions that don’t require movement (such as casting a still spell). The new glass formation is permanent, and a creature can break free only by destroying the prison. The prison walls have 40hp, hardness 5 and a break DC of 30. The save DC is Constitution based.
Plane: The glass in up to six 10ft. squares is smoothed so that it becomes difficult to balance on. The chosen area is treated as if it were under the effects of a grease spell. This effect is permanent.

Glass horrors are one of the few creatures besides living spells to wander the Glass Plateau in the centre of the Mournland. These creatures are shaped from living glass, and thirst for blood to refill their veins.

Strategies and Tactics
Glass horrors use animalistic tactics enhanced by their ability to shape glass. They will typically attack the creature which causes it the most harm, holding it with a prison of glass if it is out of reach. The glass horror will often try to grapple the strongest opponent, so that it has more blood to drain before its target is sucked dry. If it senses it might not win a fight easily, the glass horror will shape glass spires as soon as it can.

Sample Encounters
Glass horrors, being rare even on the Glass Plateau, are rarely found in groups of more than one. Occasionally glass horrors follow living spells, ambushing those that try to flee the spells or scavenging the scraps they leave behind.
Lone Wanderer (EL 10): A single glass horror stalks the Glass Plateau for prey, searching for a rare meal.
Scavenger (EL 12): A glass horror follows a pair of living cloudkill spells, hoping to feed on what they leave behind, though perhaps hungry enough to join the battle before either the living spells or prey are dead.

Ecology
Glass horrors were created on the Day of Mourning along with the rest of the Glass Plateau. It is thought that the blood which runs through their veins belongs to the people caught in the area at the time of the explosion. No one can be sure how or even if glass horrors reproduce, though some believe they spawn spontaneously when blood is spilled on the plateau.
Glass horrors gain sustenance only from the blood they drink. They cannot eat, nor do they breathe, and possess no internal organs save for a heart and the blood vessels which run throughout their bodies.
Although they spend most of their time on the Glass Plateau, glass horrors sometimes find they need to wander off the plateau in search of fresh blood. The bodies of long dead soldiers, their corpses still fresh, are especially prized by glass horrors since their wounds (and blood) regenerate and they never decay.
Environment: Glass horrors rarely leave the Glass Plateau, and never leave the Mournland.
Typical Physical Characteristics: Glass horrors stand roughly 14ft. tall, and their spherical bodies have a diameter of about 6ft.
Alignment: Glass horrors are cruel and sadistic, unavoidably tainted by the Mournland. Though bestial in personality, they have no particular leaning towards Chaos or Law.

Typical Treasure
Glass horrors drink the blood of their victims then leave the bodies. As such, they carry no treasure.

Glass Horror Lore
Characters with ranks in Knowledge (dungeoneering) can learn more about glass horrors. When a character makes a successful skill check, the following is revealed, including the information from lower DC’s.
Knowledge (Dungeoneering)
DC - Result
20 - This creature is a glass horror, a cruel creature made of living glass which drinks the blood of its victims. This result reveals all aberration traits.
25 - Glass horrors are resistant to physical damage unless it is dealt by a bludgeoning weapon.
30 - Glass horrors have the ability to shape glass from the Mournland, constructing makeshift prisons or even sharp spikes
#6

BlackDragon71425

Aug 27, 2008 19:04:47
5) This creature was originally made by Dracomortis. Disregarding the creation story of this creature, and the Plane of Mirrors material, it makes a great monster to fight on the Glass Plateau.

Glass Spider
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Glass Spider
Large Magical Beast (Extraplanar)
Hit Dice: 6d10+24 (57 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+7 plus poison)
Full Attack: Bite +10 melee (1d8+7 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Glass web, poison
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., low-light vision, mirror walking, mirrorsight, reflective body, vulnerability to sonic
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 21, Dex 15, Con 18, Int 3, Wis 14, Cha 1
Skills: Climb +11, Listen +6, Spot +7
Feats: Cleave, Improved Bull Rush, Power Attack
Environment: Plane of Mirrors
Organization: Solitary, pair, mirror (3–7), or reflection (10–20)
Challenge Rating: 5
Treasure: None
Alignment: Always true neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —

This eight-legged creature vaguely resembles an enormous spider. Its body is covered in a hard, reflective substance that gives off a glaring light.

Originally created by the famed sorcerer Azure Farhand to serve as bodyguards against the various mirror-selves he and others like him had inadvertently created whilst wandering the Plane of Mirrors, the predatory glass spiders are well-suited for the job. Unfortunately, as Azure soon learned, the creatures have trouble discerning the mirror-selves from the originals and thus began attacking both indiscriminately and soon became uncontrollable. Although Azure effectively wiped most of them out, a few escaped onto the Material Plane and promptly vanished through other mirrors, wandering off to terrorize other locations far removed from their former master.

Left to their own devices, glass spiders lost even the ability to distinguish between the Plane of Mirrors and the Material Plane. They now actively hunt inhabitants of both, believing everything they encounter to be a mirror-self they were designed to destroy. Several instances have been reported of glass spiders attacking themselves, apparently catching glimpses of themselves in mirrors and believing the image to be a mirror-self. This self-destructive behavior has led some to question whether these creatures haven’t gone insane over the years, but regardless of their grasp on reality they remain cunning and deadly predators.

A glass spider is about 10 feet tall, with a leg span of 12 feet or so. Their extremely heavy bodies can weigh 800 pounds or more. Although they understand Common, they cannot speak and do not appear to heed any words, even from Azure.

Combat
For all their faults, glass spiders are ingenious combatants. They usually attack an opponent on the Material Plane and drag them onto the Plane of Mirrors, then place a glass web over the portal back to the Material Plane; the victim, confused and desperate to return home, attempts to run through the portal and straight into the web, where it is summarily cut to death by the razor-sharp threads. Oftentimes, a glass spider will allow a victim and its newly-created mirror-self to battle one another and then finish off the victor.

Glass Web (Ex): A glass spider can throw a crystalline web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to grab while pulling free.
An entangled creature can escape with a DC 17 Escape Artist check or burst the web with a DC 17 Strength check. Both are standard actions. The save DC is Constitution-based. The web has 16 hit points and hardness 3.
Each round that a victim remains in contact with the webbing, it takes 1d6 points of damage as the glass-sharp filaments slice into its flesh. Each round the creature remains trapped, this damage increases by 1d6 (2d6 the second round, 3d6 the third round, and so on) as the wire digs deeper, to a maximum of 5d6 points of damage per round. If a victim remains trapped for three rounds, it also takes 1 point of Constitution damage due to extreme blood loss and an additional 1 point of Constitution damage every three rounds thereafter.

Mirror Walking (Su): A glass spider can shift between the Plane of Mirrors to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the mirror walking spell (caster level 15th) (see Manual of the Planes, or treat it as an ethereal jaunt that transports you to the Plane of Mirrors).

Mirrorsight (Su): A glass spider can see onto the Plane of Mirrors from the Material Plane, as well as onto the Material Plane from the Plane of Mirrors, through any mirror.

Poison (Su): Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. The save DC is Constitution-based. A victim reduced to 0 Constitution by a glass spider’s poison turns into pure glass; while glassed, a victim does not recover Constitution by natural means, although spells can restore the damage as normal. A stone to flesh spell can restore a victim to its previous state.

Reflective Body (Ex): The crystalline plating on a glass spider’s body is extremely reflective towards light. Any spell with the light descriptor that affects the glass spider is reflected around its body in a 60-foot radius, affecting all creatures within range. The resulting effect is treated in all ways as if the affected creatures had been targeted by the caster.

Skills: Glass spiders have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
#7

BlackDragon71425

Aug 27, 2008 19:08:24
6) I envision this monster being attracted to one of the "natural" happenings in the Mournland; A long black river of oil, 10ft high by 10ft wide, floating just above the ground, winding through the Mournland.
Original concept by gino, posted and created by Lazzmaniandevil.

Petroll
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Petroll
Size/Type: Large Giant
Hit Dice: 9d8+45 (85 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: when not ignited 22 (-1 size, +4 Dex, +5 natural, +4 deflection), touch 17, flat-footed 18;
when ignited 18 (-1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5 plus ignitable oil)
Full Attack: 2 claws +10 melee (1d6+5 plus ignitable oil) and bite +5 melee (1d6+2 plus ignitable oil)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ignitable oil, rend 2d6+7, splashing spittle
Special Qualities: Darkvision 90 ft., deflecting oil, ignition, immunity to fire, low-light vision, regeneration 5, scent
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 21, Dex 18, Con 21, Int 13, Wis 10, Cha 6
Skills: Escape artist +10 (+18 when not ignited), hide +9 (+17 when hiding in fire), listen +8, move silently +10, spot +8
Feats: Alertness, iron will, improved initiative, power attack
Environment: Warm mountains and volcanoes
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Like their more conventional trolls cousins, trolls have a very uneven gait and awkwardly looking long arms. They have a slimy appearance and are constantly produce large quantities of oil. A typical adult Petroll stands about 8-9 feet tall and weighs 350 pounds. Petrolls are more intelligent and cunning than most trolls. They like to set up ambushes, starting a fire near a community, hiding in the flames and attacking those who come. They speak Giant and in most cases, Ignan or Common.

Ignitable oil (Ex): When it is ignited, the burning oil covering the petroll's body adds 1d6 fire damage to every petroll's attacks. Furthermore, anybody successfully striking a petrol with a natural or 5ft-range melee weapon also takes 1d6 fire damage, as their hands inevitably need to pass through the flames to get to the petroll's body. When it is not ignited, the oil covering the petroll's body doesn't do any extra damage, but it does stain clothes and similar materials.

Splashing spittle (Ex): The Petroll has the ability to spit its oily saliva at any target within 30ft. When the petroll's body is ignited, the oily saliva automatically gets ignited as well as it passes through the flames and deals 4d6 fire damage to the target. Furthermore, any creature within 5ft of the target might receive splashes of the spittle that deals 1d6 fire damage. In both cases, a DC 19 Reflex save halves the damage. The save DCs are constitution-based. When it is not ignited, the petrol can still spit if he wants to, but its oily saliva doesn't do any damage, although it does stain clothes and similar materials.

Deflecting oil (Ex): When it is not ignited, the oil covering the petroll's body is so slippery that weapons and other attacks tend to slip off the petroll's body, effectively granting it a +4 deflection bonus to AC. That bonus isn't applicable while the oil is burning, i.e., the petrol as ignited.

Ignition (Su): Up to three times per day, a Petroll can produce a small spark that, although insufficient to cause damage on its own, can ignite inflammable materials. In most situations, the Petroll will use it to ignite itself.

Rend (Ex): If a Petroll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+7 points of damage.

Regeneration (Ex): Cold and acid deal normal damage to a Petroll. If a Petroll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Skills: The oil covering the petroll's body when it is not ignited grants it a +8 racial bonus on escape artist checks. An ignited Petroll gains a +8 racial bonus on hide checks when hiding in a fire.
#8

BlackDragon71425

Aug 27, 2008 19:11:17
7) Another creation by Dracomortis.

Bile Myotis
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Bile Myotis
Small Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+2
Attack: Bite +8 melee (1d6+3 plus disease)
Full Attack: Bite +8 melee (1d6+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bile, disease, festering wound
Special Qualities: Blindsense 20 ft., darkvision 60 ft.
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide +14*, Listen +18, Spot +13
Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, mess (3–5), or vomit (7–11)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5–8 HD (Small); 9–12 HD (Medium)
Level Adjustment: —

You hear an odd, high-pitched thrill. Then, without warning, a sickly brown bat-like creature is upon you – and your flesh is burning.

The bile Myotis is a revolting creature if ever one existed. Its body is bat-like, but there the semblance ends. It is covered in a short, bristly fur that varies from dark brown to a sickly green. The majority of its hideous face is taken up by an enormous mouth full of two rows of needle-like teeth which constantly drips a mix of saliva and digestive acid. It reeks of an acrid smell that can only be described as vomit.

A bile Myotis is so named both for its stench and for its disgusting method of attack – literally regurgitating the contents of its stomach in a deadly spray. It is the living incarnation of filth, spreading disease with both its bile and its powerful bite. Worse, wounds caused by a bile Myotis fester and rot, resisting even magical healing.

A bile Myotis is about 2 feet long, though its wingspan is some 8 feet wide, and weighs about 15 pounds. It does not speak, though it understands Common.

Combat
A bile Myotis prefers to attack from hiding, using its bile attack before swooping down and biting prey, then flying off and repeating the tactic until its opponent falls.

Bile (Ex): Once every 1d4 rounds, a bile Myotis can forcefully eject its stomach acid in a 15-foot cone, dealing 2d6 points of acid damage to everything in the area. A DC 16 Reflex save halves the damage. A creature hit by the bile is also subjected to the Myotis’ disease (see below). The save DC is Constitution-based and includes a +2 racial bonus.

Disease (Ex): Filth fever—bite or bile, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Festering Wound (Su): The damage a bile Myotis deals with its bite causes a festering wound. An injured creature loses 1 additional hit point per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 14 Heal check, a cure spell, or a heal spell. A character attempting to cast a cure spell or a heal spell on a creature damaged by a bile Myotis’ bite must succeed on a DC 14 caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Skills: A bile Myotis has a +10 racial bonus on Listen and Spot checks.
*A bile Myotis’ molted coat gives it a +8 racial bonus on Hide checks in areas with dead or dying vegetation.
#9

BlackDragon71425

Aug 27, 2008 23:03:29
8) Here's a template for making undead warforged.

Soulforged Reanimate
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Creating a Soulforged Construct
“Soulforged Reanimate” is an acquired template that can be added to any humanoid-shaped living construct of at least small size, hereafter referred to as the base construct.
A soulforged reanimate uses all the base construct’s statistics and special abilities except as noted here.

Size and Type: The construct’s type changes to undead and its Hit Dice increase to d12s. The construct loses any size or Constitution bonus to its hit points, and loses its living construct subtype. Do not recalculate base attack bonus or saves. Size is unchanged.

Attack: A soulforged construct gains a slam attack for each arm which deals damage based on size (as given below) plus its Strength bonus. If the base construct already has a slam attack, increase the damage to match the damage given in the table, or use the normal damage, whichever is greater.
Size Damage
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Full Attack: A soulforged construct fighting without weapons uses all its slam attacks when making a full attack. If armed with a weapon, it uses the weapon as its primary weapon, and, if it has a hand free, uses a slam as an additional secondary natural weapon (taking a -5 penalty to attack and applying ½ Strength bonus to damage).

Special Attacks: A soulforged construct retains all the special attacks of the base construct, and gains the following special attacks:

Charisma Drain (Su): Whenever it hits with a slam attack, a soulforged reanimate deals 1d4 points of Charisma damage. Each time the reanimate successfully drains Charisma, it heals 5 hit points.

Negative Energy Burst (Su): As a free action a soulforged reanimate can let out of burst of negative energy as ethereal gas rushes from its mouth. This attack deals 1d6 points of negative energy damage per Hit Dice of the reanimate to all living creatures within 20ft, with a Reflex save (DC 10 plus ½ reanimate’s HD plus Cha bonus) for half damage. Having used this attack, the soulforged reanimate must wait 1d4 rounds before it can use it again. Undead in the area, except the reanimate, are healed by this attack.

Inhabit Construct (Su): As a standard action while in incorporeal form, a soulforged reanimate can possess a construct to take control of its body, provided the reanimate has at least 1/3 of its total hit points. A construct can resist the possession by succeeding on a Will save (DC 10 + 1/2 reanimate's Hit Dice + Cha mod). On a successful save, the construct cannot be affected by the same reanimate's possession attempts for 24 hours. On possession, the reanimate maintains all of its abilities and statistics, but gains the Strength and Dexterity scores of its host, and can gains its host's extraordinary and supernatural abilities derived from its race. In addition, it gains the use of any of the host's construction-related feats (such as a warforged's Adamantine Body), and gains its natural armor bonus, size and movement modes. The reanimate loses the incorporeal subtype and any abilities associated with its breakdown ability. Slam attacks delivered in the new form drain Charisma as normal. The reanimate loses any feats or abilities associated with its original construct race. If reduced to 1/3 of its hit point total again, the reanimate must shed its new shell as given in the breakdown ability, and find a new host. Otherwise, the possession is permanent unless the reanimate is exorcised. The mind of the host is suppressed and dormant while the reanimate inhabits its body.
Special Qualities: A soulforged reanimate has all the special qualities of the base construct, plus the following special qualities:
-Darkvision out to 60ft.
-Turn Resistance +2
-Fast healing 5
-Undead traits

Breakdown (Ex): When reduced to below 1/3 of its maximum hit point total, the physical body of the soulforged reanimate breaks and the undead creature permanently sheds its construct shell. In this state, the reanimate gains the incorporeal subtype and loses its Strength score and natural attacks. It also loses feats and abilities associated with its construct body (including all Warforged feats) and those for which it no longer meets the prerequisites and turn resistance, though it gains a deflection bonus to its armor class equal to its Charisma bonus (minimum +1) and a fly speed of 30ft. with perfect maneuverability in place of its land speed. While in this form the reanimate gains an incorporeal touch attack that deals 1 point of Constitution damage and 1d4 points of Charisma damage on a successful hit (healing 5 hit points if Charisma is successfully drained). If the reanimate occupies the same space as a living creature, the reanimate need not make an attack roll to hit, meaning the victim automatically takes this damage when the reanimate attacks. A Warforged reanimate can choose to assume this form prematurely as a free action, though it cannot resume its original form once the change has been made.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Wis +2, Cha +4. The soulforged reanimate loses its Constitution score.

Feats: A soulforged reanimate retains all feats associated with its construct nature (Warforged feats, for example) until it breaks down (as noted in the description of that ability).

Challenge Rating: As the base construct +2.
Alignment: Usually evil (any)
Level Adjustment: +5
#10

BlackDragon71425

Aug 27, 2008 23:06:31
9) This creature is all Mournland. Don't know who made this one either.

Mournmare
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Mournmare
Large Aberration
Hit Dice: 11d8+55 (104hp)
Initiative: +1 (+1 Dex)
Speed: 40ft. (8 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Hoof +14 melee (1d8+7 plus paralysis)
Full Attack: 2 hooves +14 melee (1d8+7 plus paralysis)
Space/Reach: 10ft./5ft.
Special Attacks: Fear aura, paralysis
Special Qualities: Darkvision 60ft., regeneration 5, slick
Saves: Fort +10, Ref +4, Will +10
Abilities: Str 24, Dex 13, Con 21, Int 4, Wis 13, Cha 7
Skills: Listen +8, Spot +8
Feats: Die Hard, Great Fortitude, Endurance, Iron Will
Environment: The Mournland
Organization: Solitary or Herd (3-15)
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large)
Level Adjustment: -

A heavy black horse stands before you, its blood red eyes staring out from deep sockets. Its skin is charred, and its hair singed. As it moves close, its skin slides off it like oil, revealing a crimson skeleton dripping with fresh blood.

The mournmare is one of the many horrors created during the Mourning. The mournmares were created from Cyran warhorses, the magical energy released in the Mourning burning and liquefying their flesh and awakening their souls. The mournmares know nothing but pain and torment. Their existence is agony and they wish to take out their pain on all other life.
Their hatred at those who caused the Mourning that created them leads them to attack anyone or anything that comes too close, even if they are outnumbered or outmatched.
Mournmares are rarely found outside the Mournland. They will step out of the Dead Grey Mists into Valenar or Darguun to make quick and deadly attacks on wandering adventurers and soldiers, but this is a rare event, for the mournmares know they have the advantage in the ex-Cyran wasteland.

Combat"
Mournmares will attack without hesitation. They will usually attack head on, caring little for ambushes or other clever tactics. A mournmare always makes full use of its slick ability.

Fear Aura (Su): The presence of a mournmare can chill the heart of the bravest warriors. Any creature coming within 60ft of the mournmare must make a DC 16 Will save or become panicked while they remain in the aura. On leaving, the panicked creature will regain its control after 2d6 rounds, though is shaken for another 1d6 rounds. On a success, creatures become shaken for 1d6 rounds, and are immune to the effects of the aura for 24 hours. The save DC is Wisdom-based.

Paralysis (Su): Those hit by a mournmares bite or hoof attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Wisdom-based.

Slick (Ex): A mournmare can spread its oily skin across the ground to unbalance its foes. As an immediate action, the mournmares skin slides from its body in a pool around its legs. Creatures within 20ft of the mournmare can move at half speed by making a DC 10 Balance check. Failure means it can't move that rounds (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The slick is centered on the mournmare, and follows it as it moves. A mournmare is not affected by its own slick.

Regeneration (Ex): Acid and sonic damage deals normal damage to a mournmare. This regeneration functions only within the Mournland, and the mournmare cannot regrow severed limbs.
#11

BlackDragon71425

Aug 27, 2008 23:13:47
10) I thought this one was perfect for the Mournland; an infernal sheep, grazing on the eternally regenerating bodies of the fallen soldiers. Originally posted by Vorpal Tribble

Bahramsu
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Bahramsu
Medium Outsider (Evil, Extraplanar)
Hit Dice: 4d8 +28 (48 hp)
Initiative: +3
Speed: 40 ft. (8 squares), 10 ft. (burrow)
AC: 20 (+2 dex, +8 natural), touch 12, flat-footed 18; 20% miss-chance
BAB/Grapple: +4/+9
Attack: Bludgeon +4 melee (1d8+5)
Full attack: Bludgeon +4 melee (1d8+5), Bite +2 melee (1d6+5 plus infection)
Special Attacks: Infectious Bite, Soulshift Stench, Whispfleece
Special Qualities: Damage Reduction 5/magic, Outsider Traits, Poison Immunity, Resistance to Cold and Fire 5, Spell Resistance 19
Saves: Fort +12, Ref +7, Will +5
Abilities: Str 20, Dex 14, Con 24, Int 12, Wis 10, Cha 16
Skills: Hide +9, Intimidate +10, Jump +12, Knowledge (the planes) +8, Listen +7, Move Silently +9, Search +8, Spot +7, Survival +7
Feats: Improved Bull Rush, Improved Overrun, Power Attack(B)
Environment: The Mournland
Organization: Scouting (3-9), Flock (12-24), Herd (25-50)
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: 5-11 HD (Medium), 12-39 (Large)
Level Adjustment: --

The battlefield lies still; the only sound is the last breaths of the dying upon the wind. As the smoke settles many shapes comes into being, issuing deafening bleatings, and sounding of a tortured man's last cry of pain. They approach the fallen, and start to graze...


A bahramsu appears as a giant sheep with massive coiled horns inlayed with metal. In place of fur it has dirty fog billowing about it, resembling curling wool. Within the smokiness are hints of dark red specks. Its large, oval eyes are a brilliant ruby shade, with nictitating membranes flashing across them every few moments. Its muzzle is filled with inwardly curving teeth. Its wide, cloven hooves appear metallic and come to a sharp point.

A bahramsu weighs nearly six-hundred pounds and stand about four feet at the shoulder. They speak abyssal, common and infernal.

COMBAT:
The bahramsu are also known as the 'Battlefield Grazers, clearing areas of war of all dead, caring little if the dead were once friend or foe. Anything that remains alive, but unable to move itself, has the most to fear from the bahramsu, for if found, these demons eat it alive. Once dead from pain or loss of a major organ, the soul is directed to Dolurrh, from where the Bahramsu originate.

Even those whom are buried after a battle are not safe, for a Bahramsu has no qualms about digging up its meals.

If their meal is disturbed they do not hesitate to charge those who interfere, knocking them down and trampling them to death.

Combat:
Infectious Bite (Ex):
A Bahramsu's bite infects the wounds of its foe. Blood Rot — bite, Fortitude DC 19, incubation period 1d3 days, damage 1d4 Con per day. Unlike normal diseases Blood Rot continues to infect and weaken until the victim is cured. The save DC is Constitution-based.

For every bite sustained the DC raises by 1.

Sense Death (Sp): A Bahramsu can sense death and negative energy within 100 feet.

Spell-Like Abilities:
At will - Magic Circle Against Good; 2/day Plane Shift. Caster level 6th. The save DCs are Charisma-based.

Stench (Ex): A bahramsu's breath is curdled with the odor of its many past meals and the smoke surrounding it smell of charred meat. Any living creature (except other demons) within 10 feet must succeed on a DC 15 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area.

Rebuke Undead (Su): A bahramsu can rebuke or command undead as a 4th level cleric. This generally comes in the form of forcing the mobile corpses to lie still so as the Bahramsu may feast.

Soultrap (Su):
The soul of one who is killed and eaten by a bahramsu is trapped within the bahramsu, and any resurrection spell that requires the soul to be free automatically fails. If the bahramsu is slain, then the soul is freed.

Whispfleece (Ex):
A bahramsu continuously produces a noxious smoke about its body. The billowing is so thick that it grants the creature one-half concealment (20% miss-chance). Though it is difficult to see the bahramsu because of the smoke rising from its body, the smoke itself is visible, provided that the area has sufficient light to by which to see it.
#12

snarky_monkey

Aug 27, 2008 23:56:53

I made this guy as a little mournland extra thinking along the lines of awakened creatures and warforged. I've only stat'd him for 4e though, hope that's ok. critorfumble.snarkymonkey.com/vodoukin.htm