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758 KB Anonymous 03/08/08(Sat)16:29 No.1301249  
Stat me, you know you want to!
>> Anonymous 03/08/08(Sat)16:30 No.1301255
It's a cactus.
>> Anonymous 03/08/08(Sat)16:30 No.1301258
Str - 4
>> Anonymous 03/08/08(Sat)16:30 No.1301260
Carried items: 1000 needles.
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)16:31 No.1301261
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this thread is now about decapitated elves
>> Anonymous 03/08/08(Sat)16:31 No.1301262
Le monde entier est un cactus
et il n'est pas possible de s'asseoioioioioir
>> Anonymous 03/08/08(Sat)16:31 No.1301266
STR 6 DEX 14 CON 11 INT 4 WIS 8 CHA 4
>> Anonymous 03/08/08(Sat)16:31 No.1301267
You're my kind of man/monster, Eidolon.
>> Anonymous 03/08/08(Sat)16:32 No.1301272
Fuck off Cactuar.
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)16:33 No.1301274
thats what she said
>> Anonymous 03/08/08(Sat)16:34 No.1301277
Before she died from AIDS, right?
>> Anonymous 03/08/08(Sat)16:34 No.1301279
you better of sacrificed her corpse to Trog
>> Anonymous 03/08/08(Sat)16:35 No.1301285
Le monde entier est un cactus
Il est impossible de s'assoir
Dans la vie, il y a qu'des cactus
Moi je me pique de le savoir
Aïe aïe aïe, ouille, aïe aïe aïe

Dans leurs coeurs, il y a des cactus
Dans leurs porte-feuilles, il y a des cactus
Sous leurs pieds, il y a des cactus
Dans leurs gilets, il y a des cactus
Aïe aïe aïe, ouille ouille ouille, aïe

Pour me défendre de leurs cactus
A mon tour j'ai mis des cactus
Dans mon lit, j'ai mis des cactus
Dans mon slip, j'ai mis des cactus
Aïe aïe aïe, ouille, aïe aïe aïe

Dans leurs sourires, il y a des cactus
Dans leurs ventres, il y a des cactus
Dans leurs bonjours, il y a des cactus
Dans leurs cactus, il y a des cactus
Aïe aïe aïe, ouille, aïe

Le monde entier est un cactus
Il est impossible de s'assoir
Dans la vie, il y a qu'des cactus
Moi je me pique de le savoir
Aïe aïe aïe, ouille, aïe aïe aïe
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)16:36 No.1301287
before i slapped her in the side of her head, decapitating her while sticking my ax through the shoulder of her friend.
>> Anonymous 03/08/08(Sat)16:36 No.1301289
>> Anonymous 03/08/08(Sat)16:37 No.1301291
No way anything non-intelligent could grow as beautiful a mustache as Jumbo Cactuars!
>> Anonymous 03/08/08(Sat)16:41 No.1301310
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Suck it.
>> Anonymous 03/08/08(Sat)21:34 No.1302770
Fuck, I've actually been working on these guys, gimme a bit, and I'll post up what I have.
>> Anonymous 03/08/08(Sat)21:46 No.1302821
4 4 3 3 5 2 2 7 2+*

* - Invulnerable save.
>> Cactuar - Part 1 Anonymous 03/08/08(Sat)22:31 No.1303031
Small Plant
Hit Dice: 8d8 (36hp)
Initiative: +12
Speed: 50ft
AC: 24 (+1 Size, +8 Dex, +5 dodge*), Flatfooted 11, Touch 24
Base Attack/Grapple: +6 / +0
Attack: Needle Tackle +15 melee (1d4-2 plus Needles)
Full Attack: Needle Tackle +15 melee (1d4-2 plus Needles)
Face/Reach: 5ft / 5ft
Special Attacks: 1,000 needles, Needle Tackle
Special Qualities: Highly Evasive, Head for the Hills, Plant Immunities, Low-light Vision
Saves: Fort +6, Ref +10, Wil +4
Abilities: Str 7, Dex 27, Con 11, Int 10, Wis 14, Cha 14
Skills: Hide +20, Listen +7, Move Silently +11, Spot +6, Survival +6
Feats: Dodge, Improved Initiative(B), Mobility, Run(B), Weapon Finesse
Environment: Desert
Organization: Solitary, Stand (1-4)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Neutral
Advancement: By Character Class

In front of you you see what you first mistook to be a small cactus turn your way. It's appearance gives you the impression of exaggerated features and showcases two large eyes and a wide, circular mouth. It seems to giggle at you as you draw near.

Cactuar are small plant creatures of human intellect who live in dry and arid desert landscapes. They are small, humanoid shaped beings with wide, rounded legs and arms and a cylindrical torso. Their heads have a small cluster of thick needles which seems to pass for hair, and their bodies are covered in a network of sharp, steely needles. They are inquisitive and playful and attracted to things which sparkle or shine in the desert, and spend much time looking for and hoarding gems and precious metals.

Cactaur aren't particularly aggressive, but they are curious and will often follow parties, occasionally coming close to spy on them or try to steal from them. If surprised or threatened they will usually defend themselves with their thousand needles attack and powerful charging tackle. At the first opportunity, however, they will usually flee.
>> Anonymous 03/08/08(Sat)22:32 No.1303038
Built more for speed than battle, Cactaur almost always act first and are dizzying difficult to strike. They are, however, physically weak and most of the time they will flee rather than stick out combat.

Thousand Needles
A Cactaur can spin and launch their perilously sharp needles in a wide spray. This is a 60ft cone that deals 4d8 points of piercing damage to anyone caught in the way with a reflex save for half(DC 22). This save is dexterity based. Because the damage is dealt by numerous needles, the larger a foe is the more damage they take, increasing the damage by 2d8 for every additional 5ft of face. This attack depletes most of the needles of a Cactuar, and they must wait 1d4 days to grown new ones before they can use this ability again.

Needle Tackle
A Cactuar can also make a powerful tackling attack, much like a gore. This deals 1d4-2 points of piercing damage plus impales the target with a cluster of needles. The target must make a fortitude save(DC 14) or suffer a -2 penalty to all attack rolls, skill checks, and saving throws due to pain until the needles are removed(a full round action). This save is fortitude based. The penalty from multiple clusters of needles do not stack.

Highly Evasive
Cactaur are natural skilled at avoiding physical peril, and dodge nearly everything. A Cactaur never loses their dexterity bonus to AC even if flatfooted, flanked, or struck by an invisible attacker. Additionally, they have a special +5 dodge bonus to AC. This special dodge bonus to AC does not stack with any other dodge bonus, however.
>> Cactuar - Part 3 Anonymous 03/08/08(Sat)22:33 No.1303042
Head for the Hills!
As a full round action a cactuar may choose to withdraw, running straight away from any creature without provoking an attack of opportunity for moving through threatened areas. A cactuar who uses this ability moves at ten times their normal speed, rather than five times(or eight times their normal speed when wearing heavy armour or carrying a heavy load instead of four). A cactuar can use this ability once per hour.

Plant Immunities
Cactaur are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. Cactaur are not subject to critical hits.
>> Anonymous 03/08/08(Sat)22:35 No.1303050
>> Anonymous 03/08/08(Sat)22:36 No.1303054
We are pleased.
>> Anonymous 03/08/08(Sat)22:36 No.1303057
In before sexy woman cactuar
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)22:38 No.1303062
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needs more decapitated elves
>> Anonymous 03/08/08(Sat)22:38 No.1303066
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Not the OP, but I appreciate this. Looks good, and it's going to be useful for me.

Any way I can get the stating lightning to strike twice?
>> Anonymous 03/08/08(Sat)22:39 No.1303070
This is fucking awesome.
>> MonkeyToho 03/08/08(Sat)22:42 No.1303081


Any chance of one as a playable race? Just out of morbid curiosity.
>> Anonymous 03/08/08(Sat)22:43 No.1303083
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damn you! I wasn't going to do another one!
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)22:43 No.1303085
another what? for instance..penises
>> Anonymous 03/08/08(Sat)22:44 No.1303088
I think we all wanted to do that to him.
>> Eidolon !!x4UZsNRzxWG 03/08/08(Sat)22:46 No.1303098
im lost. brb gonna hit up /s/ to fap
>> Anonymous 03/08/08(Sat)22:48 No.1303113
I'll give it a swing, see what I can do with them(I assume you mean Tonberry/Pugs).

I wish I could find my old stuff I salvaged from my last HD, I had a bunch of Final Fantasy creatures statted out, all I've got onhand anymore are Ochu, Couerl, and the Adamantoise.
>> Anonymous 03/08/08(Sat)22:50 No.1303125
Indeed I did. However, any more you have would be good.
>> Tonberry Part 1 Anonymous 03/08/08(Sat)23:46 No.1303414
Small Aberration
Hit Dice: 10d8+10 (55hp)
Initiative: -2
Speed: 15ft
AC: 19 (+1 Size, -2 Dex, +10 natural), Flatfooted 19, Touch 9
Base Attack/Grapple: +7 / +3
Attack: +3 Blade of Slaughter +10 melee (1d4+3, 19-20 x2; plus Slaying effect)
Full Attack: +3 Blade of Slaughter +10/+5 melee (1d4+3, 19-20 x2; plus Slaying effect)
Face/Reach: 5ft / 5ft
Special Attacks: Blade of Slaughter, Karma
Special Qualities: Nearsighted, Dark Grudge, Darkvision(30ft), Spells
Saves: Fort +4, Ref +1, Wil +9
Abilities: Str 11, Dex 7, Con 13, Int 11, Wis 14, Cha 19
Skills: +9 Concentration, +14 Listen, +6 Survival
Feats: Blind-fight, Combat Casting, Still Spell, Empower Spell
Environment: Any underground
Organization: Solitary, Band (2-7), Grand Order (6-24)
Challenge Rating: 17
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

The strangely robed humanoid before you is vaguely reptilian in appearance, and you can see a fluked tail dragging the floor behind it in the glow from it's lamp. The long, serrated blade in it's hand glints menacingly as it cocks its head to one side, apparently trying to see if it actually heard your approach.

Tonberry, often referred to as Pugs, are a deadly sect of unknown origin who dwell underground, especially in places of great arcane power. It is unknown if they seek to understand and claim these places for their own, or if they are somehow contracted guardians of these mystical sites. The Tonberry are rarely forthcoming. They appear to be reptilian, with small clawed hands and feet and wide, yellow eyes that rotate aimlessly in their heads. Tonberry vision is very poor and they tend to rely on hearing to find their enemies. Most Tonberry wear robes or cloaks with large hoods.
>> Tonberry Part 2 Anonymous 03/08/08(Sat)23:47 No.1303416
In combat, Tonberry are quite simpleminded. They advance on their foes and strike them with their deadly Blade of Slaughter, a weapon of Tonberry design. Tonberry will, if the situation calls for it, cast protective spells and weaken their adversaries as they advance, letting their Karma and Dark Grudge abilities damage their foes further.

Blade of Slaughter
Crafted and enchanted by an unknown process, the Blade of Slaughter is a unique Tonberry Weapon. Functioning as a small +3 Vorpal Shortsword each hit by the blade produces a death effect like that of an Arrow of Slaying, requiring the foe to make a Fortitude Save(DC 20) or die. A Blade of Slaughter will not function for any creature but the Tonberry who crafted it, and in fact any non-Tonberry who picks it up or holds it is struck by it's slaying effect.

A Tonberry are karmic focal points, and they can create an aura of Deadly energies that damage those who are far removed from the Tonberry's alignment. As a standard action a Tonberry can activate this ability, causing anyone within 60ft of the Tonberry who is a different alignment to take 2d8 damage plus 2d8 for each additional step removed from the Tonberry their alignment is. For example a Lawful Evil Tonberry who uses Karma deals 2d8 damage to Lawful Neutral and Neutral Evil creatures, 4d8 to Lawful Good, True Neutral, and Chaotic Evil creatures, 4d8 to Neutral Good and Chaotic Neutral characters, and 6d8 to Chaotic Good characters. This is a supernatural ability.
>> Tonberry Part 3 Anonymous 03/08/08(Sat)23:48 No.1303419
A Tonberry casts spells as a Sorcerer 2 levels lower than their Hit dice(8th level). Additionally they may cast spells from the Death and Protection domains as arcane spells.

Dark Grudge
Any time a tonberry is struck for damage, all foes within 60ft take an amount of damage equal to half the damage inflicted on the tonberry. This is magical damage and not subject to damage reduction or energy resistance.

Tonberry are quite nearsighted and can see clearly only out to 30ft. Creatures and objects out to 60ft have concealment relative to the tonberry. They cannot see clearly beyond 60ft.


There we go... if anyone wants to see the others I mentioned, I'll see if I can dig them up.
>> MonkeyToho 03/09/08(Sun)00:02 No.1303496

My experience with Tonberrys have been that they simply don't fucking DIE. I'm somewhat amazed that, as a CR17 monster, it doesn't have more hit die, DR, or both.

Still, this thing is terrifying.
>> Anonymous 03/09/08(Sun)00:04 No.1303506
>> Anonymous 03/09/08(Sun)00:05 No.1303517
I hate to do this, but post whatever ya got. I am running a game based off the Final Fantasy mythos (is that the right term?) soon.
>> Anonymous 03/09/08(Sun)00:06 No.1303525

It's not really that good. Tonberries were fearsome in FF because they could kill you in one hit if you weren't fast enough. This crapfest is countered by Lesser Sphere of Invulnerability or whatever it's called and Death Ward. Or, really, just cast Shatter.
>> Anonymous 03/09/08(Sun)00:14 No.1303575
I specifically didn't include a Level Adjustment for them(or the Tonberry) because thier abilities are such that they would make illfitting PC's. I mean, the Cactuar has a +16 racial Dexterity bonus and a natural +5 dodge bonus... Even with the 8 lame plant HD you'd be looking at an LA of +4 or more. Those are the kind of distinctions that should be left up to the DM.

That's partly true, but generally when you run into tonberry it's the "OH SHIT" sort of encounter. I envision getting stuck in a cave full of these guys as a level 14 or so party, having to oh so carefully make your way out withing getting the DOINK. Rather than a straight up fight.

But, yes, I think I may have overestimated thier CR. Oops, and I forgot, they were supposed to have DR 10/Magic.

I'll have them up probably before the end of the night... I may have to do some conversion to them from 3.0 to 3.5
>> Anonymous 03/09/08(Sun)00:14 No.1303577
Good thread. Thanks for the contributions.
>> Coerl part 1 Anonymous 03/09/08(Sun)03:17 No.1304281
Large Magical Beast
Hit Dice: 5d10+15 (42hp)
Imitative: +2
Speed: 40ft
AC: 19 (+2 Dex, +8 Natural, -1 Size) Flatfooted 17, Touch 11
BAB/Grapple: +5 / +13
Attack: Bite +8 Melee (1d8+4 plus 1d6 electricity)
Full Attacks: Bite +8 Melee (1d8+4 plus 1d6 electricity), 2 claws +6 melee(1d6+2 plus 1d6 electricity)
Face/Reach: 10ft /5ft
Special Attacks: Blaster, Drain Touch, Spell-like Abilities
Special Qualities: Electricity Immunity, SR 19, Scent, Shocking Attack,
Darkvision 60ft, Low light Vision
Saves: +7 Fort, +6 Ref, +2 Wil
Abilities: Str 18, Dex 14, Con 17, Int 13, Wis 11, Cha 10
Skills: Balance +7, Climb +8, Hide +5, Jump +9, Move Silently +7
Feats: Multiattack, Ability Focus(Blaster)
Climate/Terrain: Any Mountain or Hill
Organization: Single, Pair, Pack (3-5), Colony (5-12 and 10-30 cubs)
Challenge Rating: 8
Treasure: No coins, No Goods, Double items
Alignment: Neutral Evil
Advancement: 6-10HD Large; 11-15HD Huge
>> Coerl part 2 Anonymous 03/09/08(Sun)03:20 No.1304288
The Coerl, or Spell Panther as they are often called, is an intelligent and cunning hunter. They live in small colonies near to civilized lands to hunt prey. Coerls don't hunt for food, they are vegetarians. Rather they hunt for sport and especially enjoy claiming intelligent prey. The more skilled their prey, the greater they seem to enjoy the hunt. While they slay their prey, they don't consume any, and don't loot the bodies, save to claim the most expensive and powerful looking item in the subject's possession as a trophy. They are always in conflict with elves and gnomes, and with some dwarven tribes, as well as with humans.

They resemble large, muscular tigers stripped in white and black. Their only unique features are their forked tails and the long, feathery haired tendrils the extend from the side of their faces where their whiskers should be. Coerls speak a language of their own devising, made of growls and hisses. Additionally, they usually understand common and the language of their nearest prey, though they aren't equipped to speak them.


Coerls are patient hunters, and will often shadow their prey for long periods of time to determine if they are worthy. If they are, then the Coerls move in to attack. They usually lead with their Blaster attack, all of them focusing on the most powerful looking subject in the group in an attempt to do away with them. If this fails, they switch to their spell like abilities trying to soften up their prey before moving to melee. They usually focus on melee characters first, letting their spell resistance shield them from spell casters.
>> Coerl part 3 Anonymous 03/09/08(Sun)03:20 No.1304291
Blaster(Su): As a standard action, the Coerl can make a touch attack with it's tendrils, and infuse it with a blast of energy that fossilizes flesh. The subject must make a fortitude save at DC 17 (10 + 1/2 HD + Con Bonus +2 Ability Focus) or be petrified. This only petrifies the subject's flesh, and does not effect any of their gear. A Coerl may use this ability once per day.

Drain Touch(Su): Three times per day, as a standard action, the Coerl can manifest a pulse of negative energy that drains their target of life. This ability requires a successful touch attack, and deals 3d6 points of negative energy damage. The Coerl immediately gains that much as healing. The target may make a fortitude save at DC 15 to halve the damage. This save is Constitution Based. This ability has no effect on undead or any creature with no constitution score.

Spell-like Abilities(Sp): At Will: Confusion(DC 14), Blindness/deafness(DC 12); 3/day: Lightning Bolt(DC 13). Each at Caster Level 5th.

Electricity Immunity(Ex): Coerls are naturally attuned to electricity, and as such are immune to electricity damage.

Scent(Ex): A Coerl can detect incoming enemies, sniff out hidden foes, and track by sense of smell. They can differentiate familiar odors just as a human can identify familiar sights with their eyes.

Shocking Attack(Ex): Coerls are charged with electrical energy, so much so, in fact, that they deliver a blast of shocking energy with each successful melee attack. Any attack they make deals an additional 1d6 points of electrical damage.
>> Ochu part 1 Anonymous 03/09/08(Sun)03:21 No.1304297
Huge Plant
Hit Dice: 15d8+75 (135 hp)
Initiative: +0
Speed: 10ft
AC: 22 (+0 Dex, +14 Natural, -2 Size); Touch 8, Flatfooted 22
BAB/Grapple: +11/+28
Attacks:Tendril +18 melee (2d6+9 plus Poison)
Attacks: 4 Tendrils +18 melee (2d6+9 plus Poison)
Face/Reach: 10ft x 10ft / 15ft
Special Attacks: Ochu Dance, Improved Grab, Swallow Whole, Devour, Poison
Special Qualities: Luring Scent, Temorsense 120ft, Plant Traits
Saves: +14 Fort, +5 Ref, +5 Wil
Abilities: Str 29, Dex 10, Con 20, Int -, Wis 10, Cha 6
Skills: -
Feats: -
Climate/Terrain: Temperate Forest or Swamp
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: -

Ochu(singular or plural) are often called the Lords of the Forest, and for good reason. They are powerful and dangerous forest predators who gain sustenance from devouring living prey they lure to their doom. They resemble immense pitcher plants, with a wide body like an inverted bell that gapes open at the top, filled with a mire of half-digested prey, stomach acids, and fetid rainwater. They have four long arm tendrils, each tipped with a triangular grasping tip covered in sharp spines. The creatures moves about slowly, wobbling forward on a series of root-like tendrils that expand from below their bulk. Their territory can often be recognized by a series of well trampled walking paths, disgorged masses of half-digested bones, and the pervasive lingering odor of their Luring Scent(see below).

The territory of the Ochu is usually in the deep forest, but as food gets scarce, they occasionally venture near the settlements of elves or humans. Most civilized areas consider them a great nuisance, not only for their fearful fighting ability, but because they can so easily lure off livestock and domestic animals.
>> Ochu part 2 Anonymous 03/09/08(Sun)03:22 No.1304305
In the wild, Ochu have little to do to hunt. They rely on their Luring Scent to draw in prey. If any creatures smaller than itself happen to venture within the radius of their Temorsense or their weak vision, then they charge forward and immediately attack, attempting to swallow as many creatures as it can hold. If they fill their gullet, or are fearful of the creatures they have encountered, they immediately use their Ochu Dance ability to put their opponents to sleep and escape.

Ochu Dance(Su): Twice per day, as a standard action, an Ochu can shake its body violently, spreading a cloud of thick spores. This is a 40ft high spread with a radius of 60ft, initially centered on the Ochu. Within this area all vision, including Darkvision, is limited to 5ft. A creature 5 feet away has half concealment(meaning that attacks against him have a 20% miss chance), any creature 10 or more feet away as total concealment (50% miss chance and attackers can't use sight to locate the target). This cloying fog slows all movement within it to 1/10th normal, and all combat suffers a -2 circumstance penalty to both attack and damage rolls. Additionally, the spores are a powerful anesthetic, and require a fortitude save at DC 22 (10 + 1/2 HD + Con Bonus) or fall asleep as the Sleep spell for 1d4 minutes. This effect has no HD limit, but a character who makes their save is immune to this particular Ochu's Sleep effect for 24 hours. This cloud persists for 3d6 rounds, unless a severe wind(31 mph+) is present, in which case they will disperse in 1d2 rounds. An Ochu is not impeded by it's own spore cloud, nor by similar clouds produced by others of their kind.
>> Anonymous 03/09/08(Sun)03:23 No.1304311
Improved Grab(Ex): If an Ochu hits an opponent at least one size category smaller than itself with two or more tentacle attacks it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity(grapple bonus +28). If it gets ahold, it can transfer an opponent to it's maw with another successful grapple check, dealing Devour damage, then try to swallow in the next round. Alternatively the the Ochu can attempt to handle the grapple normally, or to simply use it's tendrils to hold the opponent(-20 penalty on grapple check, but the Ochu is not considered
grappled). Either way, each successive grapple check deals tendril damage.

Swallow Whole(Ex): An Ochu can swallow a single creature that is at least one size category smaller than itself provided it already has that opponent in its maw (see Improved Grab above). Once inside the Ochu, the creature takes 2d6+9 points of bludgeoning damage and 2d4 points of acid damage per round from the creature's digestive hollow. A successful grapple check allows the swallowed creature to return to the creatures mouth where another successful grapple check is required to get free. Alternatively, a swallowed creature may attempt to cut it's way free with claws or with a light slashing
or piercing weapon. Dealing at least 20 points of damage to the gullet(AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. An Ochu's gullet can hold 2 large, 4 medium, 16 small, or 32 tiny or smaller opponents. An Ochu is likely to have 1d2 small, and 1d8 tiny creatures already digesting in it's gullet when discovered, due to it's Luring Scent(see below).
>> Ochu part 4 Anonymous 03/09/08(Sun)03:24 No.1304318
Devour(Ex): While an Ochu does not have a mouth, per se, they do have a gaping maw above their open gullet made of overlapping layers of plant muscle combined with long, sharp thorns. This functions as a mouth to hold the creatures they grasp, and deals 1d6+4 points of biting damage to any creature that is held here.

Poison(Ex): Each successful tendril attack delivers the Ochu's powerful poison. It requires a fortitude save at DC 22 (10 + 1/2 HD + Con bonus) against initial and secondary damage of 1d4 strength.

Luring Scent(Su): An Ochu is still much like it's pitcher plant cousins, and it relies on acquiring most of its sustenance from attracting prey. Ochu produce an intoxicating scent from specialized glands within the gaping pit of their maw. This scent can travel for a half mile or more, depending on wind conditions, and permeating a large selection of it's hunting grounds. All vermin and animals with an intelligence score of 2 or less that is exposed to this scent is inexorably lured toward the source of the scent with no saving throw. All other creatures that smell it must make a Willpower save (DC 22) or become complacent and calm, suffering a -2 to all skill checks, attack and damage rolls, and to initiative rolls for 1d4 hours. Those that succeed their save resist this effect, and will often recognize the undercurrent of dead and rotting meat that lurks beneath the otherwise beautiful scent. A creature that succeeds their save against this effect is immune to that particular Ochu's Luring Scent for 24 hours.
>> Ochu part 5 Anonymous 03/09/08(Sun)03:26 No.1304334
Temorsense(Ex): An Ochu can detect the location of any creature that is in contact with the ground within 120ft of it.

Plant Traits: An Ochu is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. It also has low-light vision, but poor eyesight limits its visual
range to 60ft.


Damn scrawny ass text fields....

At any rate, Yeah, this is about all I have... I'm still trying to fix the Adamantoise, If this is still around tomorow I might post more.

I tried all of the massive, glaring problems with these (being that they were made two or three years ago in 3.0), like fixing the skill points and such, if I've made a mistake that anyone catches, I'd appreciate a heads up.
>> Anonymous 03/09/08(Sun)03:39 No.1304396
Thanks man. Whenever you've got time. Really helped.
>> Anonymous 03/09/08(Sun)04:08 No.1304484
i know its been done before but we need a Malboro
>> Anonymous 03/09/08(Sun)04:10 No.1304503
For delicious tentacle raep?
>> Anonymous 03/09/08(Sun)06:41 No.1304931
of course
>> Anonymous 03/09/08(Sun)14:34 No.1306244
>> Adamantoise Part 1 Anonymous 03/09/08(Sun)16:17 No.1306739
Gargantuan Magical Beast
Hit Dice: 35d10+315 (490hp)
Initiative: -2
Speed: 20ft, Swim 40ft
AC: 39 (-2 Dex, -4 Size, +45 Natural); Touch 5, Flatfooted 35
BAB/Grapple: +35/+65
Attacks: Claw +49 melee (3d8+18 19-20, x2)
Attacks: 2 Claws +49 melee (3d8+18 19-20, x2), Bite +49 melee(2d8+9)
Face/Reach: 20ft x 40ft / 10ft
Special Attacks: Frightful Presence, Trample, Press, Acid Breath
Special Qualities: Damage Reduction 15/Adamantine and Epic, Low Light Vision, Darkvision 60ft, SR 30
Saves: +28 Fort, +16 Ref, +15 Wil
Abilities: 46 Str, 7 Dex, 29 Con, 4 Int, 16 Wis, 11 Cha
Skills: +15 Listen, +15 Spot, +15 Survival
Feats: Power Attack, Sunder, Cleave, Great Cleave, Improved Bull Rush, Improved Critical(Claw), Multiattack, Improved Multiattack, Awesome Blow, Endurance, Diehard.
Climate/Terrain: Any Aquatic or Underground
Organization: Solitary
Challenge Rating: 26
Treasure: 1/10 Coin, 50% Goods, 50% Items
Alignment: Neutral
Advancement: 36-50HD Gargantuan, 51-70HD Colossal

The Admantoise, named for the resemblance of their immense shells to the vaunted metal, is one of the largest and most dangerous creatures to walk the earth. They resemble gigantic sea turtles with large blue-black, almost metallic looking, shells. Their heads feature a wide mouth filled with long sharp teeth for tearing flesh, and their webbed feet end in long, vicious claws as big around as a mans arm. They aren't malicious creatures, but they are voracious hunters and will usually attack any creature they encounter in an attempt to sate their hunger.

If encountered in their lair, there will often be coins and other items from their prey laying about, cast aside as the creature feeds. If encountered in the wild, the creature will likely have little treasure, but there may be bits of coin, armour, or weapons stuck in the layers of muck on the beast's shell.
>> Adamantoise Part 2 Anonymous 03/09/08(Sun)16:17 No.1306740
Admantoise generally charge forward into battle as soon as they can, attempting to scatter their foes with their Frightful Presence and catch anyone that doesn't move and trample them. Then they simply crush them underfoot until they stop struggling and devour them. If harassed by fast moving or flying foes, they will use their acidic breath attack.

Frightful Presence(Ex): When an Admantoise bellows(a standard action) it evokes terror in all creatures within 30 feet with fewer HD or levels than it has. Each potentially effected creature must succeed a willpower save (DC 27). Creatures with 10 or fewer HD or levels who fail their save become panicked for 5d6 rounds, all others who fail their save become shaken for 5d6 rounds. A successful save leaves the creature immune to this particular Admantoise's Frightful Presence for 24 hours.

Trample(Ex): As a standard action, an Admantoise may attempt to trample opponents one or more size categories smaller than itself. This attack deals 4d10+27 points of bludgeoning damage. Targets may attempt either an attack of opportunity at a -4 penalty, or a reflex save at DC 45 for half damage.

Press(Ex): Any creature three or more size categories smaller than an Admantoise that is trampled by it(but not those that succeeded their reflex save)are considered pinned underneath the creature's bulk. As long as the Admantoise stays in place and makes a successful grapple check against the creature, then that creature is considered pinned and automatically takes trample damage.

Acid Breath(Su): An Admantoise can summon up a powerful belch of stomach acids to attack foes that it can not normally reach. This is a line of acids 5ft wide by 5ft high and 120ft long that deals 22d8 points of damage, reflex save for half at DC 36. They must wait 1d4 rounds after using this ability before they can use it again.
>> Anonymous 03/09/08(Sun)16:21 No.1306767
The admantoise is based on the powerful, endgame versions usually encountered in the latter dungeons. This is a pretty mild, as epic level critters go though.

If anyone has any other requests, I'll take a stab at them maybe... I'm getting back into the swing of things and I want to re-create my Ahriman and Bomb entries at least, so at least one of them will be up before the end of the day.
>> Anonymous 03/09/08(Sun)16:22 No.1306776
>> Anonymous 03/09/08(Sun)17:35 No.1307160
Size/Type: Medium Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 6d8+12 (39hp)
Iniative: +5
Speed: Fly 40ft (perfect)
AC: 19 (+5 Dex, +4 natural), Flatfooted 14, Touch 15
Base Attack/Grapple: +4 / +6
Attack: Slam +9 Melee (1d8+3 plus 1d6 fire)
Full Attack: Slam +9 Melee (1d8+2 plus 1d6 fire)
Face/Reach: 5ft / 5ft
Special Attacks: Burn, Flare up, Self Destruct
Special Qualities: Burning Rage, Darkvision 60ft, Elemental Traits, Fire Absorbtion, Vulnerability to Cold
Saves: Fort +4, Ref +10, Wil +1
Abilities: Str 15, Dex 20, Con 15, Int 5, Wis 9, Cha 9
Skills: Spot +4, Listen +3
Feats: Dodge, Improved Initiative(B), Mobility, Spring Attack, Weapon Finesse(B)
Environment: Elemental Plane of Fire
Organization: Solitary, Band (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic
Advancement: 7-12HD (large), 13-18HD (Huge), 19-24HD (Gargantuan)

Bombs are exceptionally dangerous creatures born from the chaotic heart of the elemental plane of fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotound balls of fire that hover wildly in the air, the semblance of a face with wild eyes and a wicked, sawtooth grin can be seen across thier front and two small, ineffectual arms flail wildly at thier side.

The older a bomb grows, the larger he becomes and the hotter his fire burns, chaning thier colour. Young bombs are red-orange, while older(large) bombs are yellow-green, elder bombs(huge) are blue-white, and Ancient bombs(Gargantuan) are Violet-black.

Bombs speak Ignan, but rarely do so except to taunt foes.
>> Bomb Part 2 Anonymous 03/09/08(Sun)17:36 No.1307167
Bombs dispise the material plane and hate being summoned or brought here. Most use thier Self Destruct ability as soon as possible, exploding in a ball of fire and returning thier spirit to the elemental plane of fire rather than spend time here. Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos, and burning mortals and will tortue and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn(Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save(DC 15) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Flare up(Ex): A bomb can stoke the elemental energy in the heart of thier body, releasing it as a wave of searing heat. As a full-round action a Bomb may release a 10ft spread of fire centered on them that deals 1d6 points of fire damage per HD(6d4 points of damage for the above bomb) with a reflex save(DC 15) for half. The save DC is Constitution-Based.

Self Desturct(Ex): The bombs final attack, as a standard action a bomb can choose to release all of it's pent up energy in a single firey conflagration, engulfing everyone within 30ft in a firestrom that deals 1d8 points of damage per two HD(3d8 for the above bomb). The intense heat of this attack allows no save.
>> Bomb Part 3 Anonymous 03/09/08(Sun)17:37 No.1307174
Burning Rage(Ex): A bomb that is struck for physical damage swells visiblly with rage, burning that much hotter. They gain the benefits of the Rage spell (+2 morale bonus to Strength and Constitution, +1 Morale bonus to will saves, -2 penalty to AC) until the end of the encounter. Additionally, while under the effects of this rage, thier flame deals 1d8 points of damage on a successful slam instead of 1d6.

Fire Absorption(Ex): Bombs are immune to fire. In addition any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are immune to poison, sleep effects, paralysis, and stunning, Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurected.


Bomb finished. I should have the malborro some time later today.
>> Anonymous 03/09/08(Sun)17:40 No.1307191

FUCK! I was just going to suggest this when I saw your post!
>> Anonymous 03/09/08(Sun)17:43 No.1307211
Thanks man, you're fuckin' awesome.
>> Anonymous 03/09/08(Sun)18:03 No.1307326
/r/ archive?
>> Anonymous 03/09/08(Sun)18:20 No.1307435
Definately needs Behemoth, preferably the Intangir version.
>> Anonymous 03/09/08(Sun)18:30 No.1307491
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>> Anonymous 03/09/08(Sun)18:42 No.1307553
Also, moogle race?
>> Anonymous 03/09/08(Sun)18:45 No.1307563
I'd say it'd be similar to Halflings.
>> Anonymous 03/09/08(Sun)18:48 No.1307585
+2 dex, -2 str?
I figured moogles would get a cha bonus too.
>> Anonymous 03/09/08(Sun)18:50 No.1307595
I really don't think they'd merit a Cha bonus. Maybe some bonuses on Cha skills. +2 Perform, +2 Diplomacy maybe?
>> Anonymous 03/09/08(Sun)18:52 No.1307603
what if. . .
-2 str
+2 dex
-2 con
+2 cha?
>> Anonymous 03/09/08(Sun)18:52 No.1307606
Hmm, I'm trying to think, for PC races.

FFXII/FFTA races or FFXI races?
>> Anonymous 03/09/08(Sun)18:59 No.1307626
I really don't see what merits them a Cha bonus.
>> Anonymous 03/09/08(Sun)19:00 No.1307631
Maybe you're right.
small size,
-2 str
+2 dex
+2 to diplomacy / perform checks,
what else do they need?
>> Anonymous 03/09/08(Sun)19:16 No.1307676
They should probably get the raptoran's progressive flight ability, if not completely then at least thier lower level glide capabilities.
>> Anonymous 03/09/08(Sun)19:24 No.1307709
Yeah, I was wracking my brain trying to think how to encompass their wings.

Also, I'm thinking, given that they've been used as messengers in different FF games that maybe Speak Language always a class skill?
>> Anonymous 03/09/08(Sun)19:25 No.1307712
>>1307606FFXI races

Galka are big dwarves
Elvaan are half orcs
Mithra are elves
Tarutaru are gnomes
>> Malborro Part 1 Anonymous 03/09/08(Sun)20:16 No.1307971
Huge Plant
Hit Dice: 20d8
Initiative: +0
Speed: 20ft
AC: 23 (-2 Size, +15 Natural), Flatfooted 23, Touch 8
Base Attack/Grapple: +15 / +31
Attack: Tentacle +21 melee (2d6+8 plus Poison) or Spine +13 Ranged (1d8 plus Poison)
Full Attack: 4 Tentacles +21 Melee(2d6+8 plus Poison) or Spine +13/+8/+3
Ranged (1d8 plus Poison)
Face/Reach: 15ft / 15ft
Special Attacks: Bad Breath, Death's Creep, Poison, Spines
Special Qualities: Acid Immunity, Low-light Vision, Plant Traits, Regeneration 5, Temorsense
Saves: Fort +19, Ref +6, Wil +4
Abilities: Str 27, Dex 11, Con 25, Int -, Wis 7, Cha 7
Skills: -
Feats: -
Environment: Any temperate
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: neutral
Advancement: 21-60HD (Huge)

Malborro are dangerous creatures formed of a symbiotic colony of fungus, molds, lichens, and other plants that creates a semblance of a creature. While a Malborro is unintelligent, they are incredibly resilient and their deadly toxicity makes them feared by everyone who encounters them.

They stand almost twenty feet tall and feature a swollen central body mass, bright green, supported on a series of long tentacle-like stalks. A dozen or more shafts, topped with spore-clusters like eyes, dot the top of the creature and give it a primitive sort of vision, reacting to movement and reflected light, though it usually relies on it's Temorsense to hunt. The middle of their body is split by a wide, ragged "mouth" lined with sharp hard spines. While they don't exactly 'eat' foes, they crush their bodies up in their gaping maw and let the meat rot their and be broken down by the various molds and fungi that make up their body.
>> Malborro Part 2 Anonymous 03/09/08(Sun)20:18 No.1307981
Malborro are anything but subtle. At the first signs of prey, they charge forward into the middle of them, releasing their Bad Breath attack, engulfing their foes with cloud of deadly poisonous spores. After that they simply pick off weakened stragglers, whipping them to death. Foes who run or fly away are sniped at by spitting clusters of poisoned spines at them. Malborro seldom chase foes if one or two are left behind to consume, but any beings left behind will be devoured without doubt.

Poison(Ex): Malborro produce a particularly virulent poison, which coats all of there natural weapons as well as their body. Being struck by a Malborro's natural weapon, striking a Malborro with an unarmed strike or natural weapon, grappling, or being grappled by, a Malborro will expose you to the poison.

Contact, DC 27 or suffer 2d4 points of initial and secondary Constitution damage and 1d6 initial and secondary dexterity damage. Anyone who suffers ability score damage from this poison much succeed a second saving throw at the same DC or be Confused, as the spell, for 1 minute. This is a mind-affecting effect. The save DC is Constitution-based. A foe who fails both fortitude saving throws against this poison must make a third saving throw or contract Death's Creep(disease, see below)

Death's Creep(Ex): A rare condition, Death's Creep is an infection caused by the Malborro's poison, which is also laced with the various fungi, molds, and other plants that make up the Malborro. This causes a visibly green mass to be growing on the site of the injury. Each day the subject must make a Saving throw (DC 27) or suffer 1d4 points of Constitution, Dexterity, Strength, and Wisdom damage as the green mass continues grow, feeding on their body and poisoning their blood with the hallucinogenic spores. It takes three successful saves in a row to fight off Death's Creep.
>> Malborro Part 3 Anonymous 03/09/08(Sun)20:18 No.1307985
Spines(Ex): A Malborro can spit clusters of spines from their mouth laced with their poison at targets as a ranged attack. This attack deals 1d8 points of damage, plus poison, and has a range increment of 50ft.

Bad Breath(Ex): The most deadly of the Malborro's abilities, Bad Breath is devastating to those who are unprepared. As a standard action a Malborro can unleash a 60ft spread of poisonous spores, centered on them. In addition to carrying the effects of the poison, the spores also inflict a number of other ailments: They burn the eyes, inducing blindness for 1d4 minutes, they choke the throat, rendering subjects unable to speak for an hour, they carry anesthetic properties that can cause a person to fall asleep for 3d4 rounds and to move lethargically afflicting them as though with the Slow spell for one minute. Each of these effects requires a separate DC 27 fortitude saving throw to resist. Fortunately a Malborro can only perform Bad Breath once a day.

Temorsense(Ex): A Malborro can detect the location of any creature that is in contact with the ground within 120ft of it.

Regeneration(Ex): Only Fire deals normal damage to a Malborro. Malborro can regrow just about any severed body part almost instantly(1d4 rounds).

Plant Traits: A Malborro is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. It also has low-light vision, but poor eyesight limits its visual range to 60ft.
>> Malborro Part 4 Anonymous 03/09/08(Sun)20:18 No.1307987
Grand Malborro
The spores that make up the Bad Breath attack(also present in their poison) are how the Malborro reproduce. Enemies subject to the bad breath attack who escape the Malborro but later die(either from injuries, poison, or Death's Creep) function as nesting beds for a new Malborro to grow from.

Sometimes, however, a foe who is infected with Death's Creep, manages to neither successfully cure the disease, nor to die. Particularly stout foes such as dragons, giants, or similar creatures can sometimes persist for weeks, or even months with Death's Creep, usually slowly going insane. It's possible for the new Malborro to actually be formed around the host while the host body is still mostly alive. In this instance the creature creates a sort of conscious mind for the new Malborro. These intelligent Malborro, called Grand Malborro, are powerfully deadly foes as they combine the Malborro's physical power with intellect and cunning(Their mental stats are Int 4, Wis 15, Cha 8. They gain the following skills and feats: Hide +8*, Move Silently +8, Survival +10. They have a +8 racial bonus to hide checks(reflected above) that increases to +12 in areas of dense vegetation or foliage. They have the following Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Awesome Blow, Ability Focus(Poison[also applies to Bad Breath]), Track. Their favoured tactic is to lie in ambush, delivering their Bad Breath attack from hiding.
>> Anonymous 03/09/08(Sun)20:21 No.1308002
Gah... Gaint Walls of Text are GIANT.

Still though, there's the Malborro down(I hope I managed to keep the flavour and the fear there while keeping it relatively "D&D"ish in terms of theme and design.)

That's probably going to be my last post for this evening, but if the thread is still here tomorow I might try my hand at some others, probably the Behemoth and Intangir variant, as well as sharing my Ahriman ideas...
>> Anonymous 03/09/08(Sun)20:46 No.1308146
Thank you so much! Though curiosity beacons: Would you up the CR of a Grand Marlboro?
>> Anonymous 03/09/08(Sun)20:51 No.1308180
You are a saint.
>> Anonymous 03/09/08(Sun)21:15 No.1308350
...but what are HUMES??? Huh HUH???

Galka should get some sort of feat that makes them hard to trip. They are "large" but also heavy and compact, and they have tails to help them balance.
>> Anonymous 03/09/08(Sun)21:16 No.1308366
Probably should, If only because they're able to use more advanced tactics and skills in combat, but i don't think it would go higher than CR +1.
>> Anonymous 03/09/08(Sun)21:22 No.1308421
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sup doods, i heard we were talking about marlboros
>> Anonymous 03/09/08(Sun)21:24 No.1308438
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>> Anonymous 03/09/08(Sun)21:25 No.1308451
ah brings me back to FFXI, thank god I quit once I realized there was nothing but GRINDAN
>> Anonymous 03/09/08(Sun)21:25 No.1308452
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>> Anonymous 03/09/08(Sun)21:31 No.1308493
A shame. I heard the story was great for a MUMORPEGUR. I wish it hadn't been GRINDAN and PARTY ONLY.
>> Anonymous 03/09/08(Sun)21:33 No.1308516
and the worst economy ever, christ a level 10 mob
drops a level 5 hat that only a person who brought
about 4 classes to cap can afford.
>> Anonymous 03/09/08(Sun)21:35 No.1308528
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>> Anonymous 03/09/08(Sun)21:38 No.1308542

on second thought...
>> Anonymous 03/09/08(Sun)21:39 No.1308548
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>> Anonymous 03/09/08(Sun)21:40 No.1308554
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>> Anonymous 03/09/08(Sun)21:44 No.1308575
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>> Anonymous 03/09/08(Sun)22:08 No.1308700
I lol'd hard
>> Anonymous 03/09/08(Sun)23:28 No.1309154
Archive dis shit
>> Anonymous 03/09/08(Sun)23:52 No.1309258
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This thread makes me happy everywhere, even my pee-pee place.
>> Anonymous 03/09/08(Sun)23:58 No.1309300

Archived, for now and forever, for epic win.
>> Anonymous 03/10/08(Mon)00:17 No.1309417
who the hell is this for instance guy? and what is his fascination with male genitalia?
>> Anonymous 03/10/08(Mon)00:43 No.1309578
He was on an advert for the Slipshine site aimed at women.

Something along the lines of "Did you know we have comics about things that appeal to Women too. (For instance, penises)."

And they've run with it
>> Anonymous 03/10/08(Mon)01:45 No.1309875
Bump this to keep it alive. I'm working on compiling these all into one doc following the monster manual format. I'll provide it tomorrow after work if this is still here.
>> Anonymous 03/10/08(Mon)08:17 No.1310848
Bump for more FF monster stats
>> Anonymous 03/10/08(Mon)08:42 No.1310868
stats plz
>> Anonymous 03/10/08(Mon)08:52 No.1310883
Creature - Cactus Plant


Agile 4 (Whenever this creature would be dealt damage, lower that amount by 4.)

GG, Tap: Deal 5 damage to target creature.

>> Anonymous 03/10/08(Mon)08:57 No.1310890
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Oh man, i totally want to make a Cactuar character now
>> Anonymous 03/10/08(Mon)09:30 No.1310930
In FFX-2, they made up a "Cactuar Nation". Still ... how would a Cactus walk around the world?
>> Anonymous 03/10/08(Mon)09:33 No.1310936
Right now I'm running a campaign where the major NPC is a giant intelligent bug. I'll figure something out
>> Anonymous 03/10/08(Mon)12:20 No.1311363
bumping with pic of intangir
>> Anonymous 03/10/08(Mon)12:21 No.1311367
fail bump with pic is fail
>> Anonymous 03/10/08(Mon)12:22 No.1311374
>>1310930In FFX-2, they made up a "Cactuar Nation". Still ... how would a Cactus walk around the world?


fuckingcatartrot RUNS
>> Anonymous 03/10/08(Mon)14:16 No.1311655
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Bump to the top to keep it active.

I'm working on the Behemoth's now (three varieties, Behemoth, King Behemoth, and Intangir)
>> Anonymous 03/10/08(Mon)14:21 No.1311665
Awesome. I'm looking forward to seeing them. I'm very excited to see what you're making out of them.
>> Anonymous 03/10/08(Mon)14:22 No.1311667
Someone sometime should try to do the Omega Weapon or Ozma at someplace somehow
>> Anonymous 03/10/08(Mon)14:26 No.1311677
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Counts as Cactaur?
>> Anonymous 03/10/08(Mon)14:27 No.1311680
Wow, this thread is still alive?!

Anyways, this thread inspired me to start on trying to develop a Red Mage base class. So thanks monster guy.
>> Anonymous 03/10/08(Mon)14:30 No.1311686
Red Wozard of Thay.
>> Anonymous 03/10/08(Mon)14:32 No.1311688
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I like how it has a level adjustment.
That means it can be a player race.
Yes, someone faps to this.
>> Anonymous 03/10/08(Mon)14:35 No.1311696
What's a Wozord?

Also, no, that does not mirror the Red Mage at all.
>> Anonymous 03/10/08(Mon)14:45 No.1311721
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>> Anonymous 03/10/08(Mon)14:49 No.1311738
dire cactuar
>> Anonymous 03/10/08(Mon)14:55 No.1311753
holy crap i made this thread like a week ago o.O
>> Anonymous 03/10/08(Mon)14:56 No.1311759
Anonymous 03/08/08(Sat)16:29 No.1301249
Anonymous 03/10/08(Mon)14:55 No.1311753
nah, only two days ago.
>> Anonymous 03/10/08(Mon)14:56 No.1311761

Did you enjoy your ban?
>> Anonymous 03/10/08(Mon)15:00 No.1311768
shut up i cant count very well
wasnt a ban, more like too busy trying not to die in crawl
>> Behemoth Part 1 Anonymous 03/10/08(Mon)15:28 No.1311861
Large Magical Beast
Hit Dice: 15d10+30(112hp)
Initiative: +2
Speed: 40ft
AC: 31 (-1 Size, +2 Dex, +20 natural), Flatfooted 29, Touch 11
Base Attack/Grapple: +15 / +29
Attack: Gore +24 Melee (2d8+15, x4)
Full Attack: Gore +24 Melee (2d8+15, x4) plus 2 Claws +24 melee(2d6+5)
Face/Reach: 10ft / 10ft
Special Attacks: Heave, Powerful Gore, Shooting Star
Special Qualities: Darkvision 60ft, Damage Reduction 10/-*, Fire, Acid, and Lighting Resistance 30, SR 25, Scent
Saves: Fort +11, Ref +11, Wil +7
Abilities: Str 31, Dex 14, Con 14, Int 2, Wis 15, Cha 11
Skills: Hide +2*, Spot +11, Listen +11
Feats: Awesome Blow, Multiattack, Improved Multiattack, Power Attack, Combat Reflexes
Environment: Any underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Often neutral
Advancement: 16-30HD Large, 31-45HD Huge

Behemoth's are a greatly feared creature, as fierce and violent as any dragon, who dwell in caves and caverns. Behemoth's are large, panther-like creatures with exceptionally long, black claws and a wickedly edges set of horns that jut from their head. Their hides are covered in coarse purple-black fur that blends in well with the dark tunnels they inhabit. While they usually move on all fours to travel, in combat they rear back on their hind legs for better reach and leverage.

Behemoth's are fiercely territorial and will defend their home tunnels against anyone who approaches. Their physical prowess is matched by their dangerous iconic Shooting Star attack.
>> Behemoth Part 2 Anonymous 03/10/08(Mon)15:29 No.1311868
Heave(Ex): Once per round, when a Behemoth is struck by a melee attack from a threatened square, the Behemoth may take an attack of opportunity against that attacker with their Gore attack only. This powerful rearing blow has a chance to knock their foe back as if they has used their Awesome Blow feat.

Powerful Gore(Ex): A Behemoth's gore attack is exceptionally powerful. It always adds one and a half times the behemoth's strength bonus, even when used with other natural weapons, and its critical damage modifier is x4.

Shooting Star(Su): As a standard action a Behemoth can launch a powerful burst of fire which resembles a meteor. This is a ranged touch attack with a range of 120ft. When the Shooting Star reaches it's target, whether it struck it successfully or not, it explodes in a 20ft radius burst dealing 1d8 points of fire damage per three HD(5d8 damage for the above Behemoth) with a reflex save at DC 17 for half. A creature successfully struck by a shooting star receives no save. This save is Charisma Based.

Scent(Ex): A Behemoth can detect incoming enemies, sniff out hidden foes, and track by sense of smell. They can differentiate familiar odors just as a human can identify familiar sights with their eyes.

*A Behemoth's claws can overcome DR/Magic as though they were magic weapons
>> Behemoth Part 3 Anonymous 03/10/08(Mon)15:30 No.1311870
Behemoth Lords
Particularly advanced behemoths(those with 31+ HD) are referred to as Behemoth Lords. In addition to their larger stature Behemoth Lords add the following Spell-like Abilities to their repertoire: At will: Meteor Swarm(DC 19), Chain Lightning(Empowered, DC 16), Firestorm(Empowered, DC 17). It's Damage Reduction improves to 15/- and their natural weapons can overcome both DR/magic and DR/Epic. A Behemoth Lord's Challenge Rating is increased by an additional +3.

Intangir are behemoth relatives who dwell on the Ethereal Plane. An Intangir can Manifest(as a ghost's ability of the same name) on the material plane as an Incorporeal creature gaining the Extraplanar subtype.. In addition to it's normal abilities, all of an Intangir's Natural Weapons and it's Shooting Star ability strike as Force Effects(affecting material, incorporeal, and ethereal creatures as normal). An Intangir's Challenge Rating is increased by +2.
>> Anonymous 03/10/08(Mon)15:32 No.1311878
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Ok, there's the Behemoth down. I ran the Behemoth Lord and Intangir as varients of the regular behemoth, you can adjust thier difficult by sliding the HD up and down(or combine them for a really nasty bugger).

I'll likely have some info on Ahriman up sometime later today, maybe. If anyone has anything else they might like to see, I'll see what I can do.
>> Anonymous 03/10/08(Mon)15:34 No.1311892
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Can't think of anything at the moment, but thanks so much for the stats.

>> Anonymous 03/10/08(Mon)16:14 No.1312044
How can you not have done the Chocobo yet?!

Also, Jumbo Cactuar. Should be a NPC.
>> Anonymous 03/10/08(Mon)16:20 No.1312055
Chocobos are ostriches addicted to narcotic weeds. Thats all there is to it.
>> Anonymous 03/10/08(Mon)16:25 No.1312076
Which is a perfectly good insentive to stat them.
It's not everyday you see knights charging stuff riding yellow crack-addicted ostriches.
>> Anonymous 03/10/08(Mon)16:36 No.1312122
No, thats a perfect reason to not stat them. Just use a fucking ostrich.
>> Chocobo Part 1 Anonymous 03/10/08(Mon)16:36 No.1312123

Actually, I had them done, I just forgot where I'd put them.

Large Animal
Hit Dice: 3d8+6 (19hp)
Initiative: +2
Speed: 60ft
AC: 15 (-1 Size, +2 Dex, +4 natural), Touch 12, Flatfooted 12
Base Attack/Grapple: +2 / +9
Attack: Kick +4 melee (1d8+4)
Full Attack: Kick +4 melee (1d8+4)
Face/Reach: 10ft / 5ft
Special Attacks: -
Special Qualities: Low-light Vision, Combat Trained
Saves: Fort +6, Ref +5, Wil +2
Abilities: Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +9, Spot +7
Feats: Endurance, Run(B)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 6-12HD Large

Chocobo are large, swift flightless birds that have been bred for vitality, strength, and aggression. They are often employed in desert and Savannah where their low water requirements and exceptional speed give them an edge over horses and similar creatures.

Chocobo bear their riders into combat with no hesitation. They lash out with deadly kicks on cue and can move great distances quickly.
>> Chocobo Part 2 Anonymous 03/10/08(Mon)16:39 No.1312133
Sprint(Ex): Once per hour, a Chocobo can move ten times its normal speed (600 feet) when it makes a charge.

Combat Trained: Chocobo are trained for combat. They Know the tricks attack, come, defend, down, guard, and heel and will attack even undead, aberrations, and other unnatural creatures. Chocobo are proficient with light, medium, and heavy armour.

*Chocobo receive a +6 racial bonus on spot checks and a +2 racial bonus on listen checks.

A Light load for a Chocobo is 151lbs or less. Their maximum load is 460lbs.

Training a Chocobo
Chocobo are specially bred and trained from birth to be combat animals. This requires a DC 18 handle Animal check and one year's time to rear the creature plus a DC 23 handle animal check and an additional 2 months time to train the creature. Chocobo sell for 150gp.
>> Anonymous 03/10/08(Mon)16:41 No.1312141
There are already Chocobo stats in one of the Dragon magazines. Can't remember which one though.
>> Anonymous 03/10/08(Mon)16:41 No.1312142
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a bit off topic: last year in ceramics I made this teaset. Its not functional, but its a damn good looking teaset.

need to touch up the head needles though, they look like they are green like the rest of the body.
>> Chocobo Part 3 Anonymous 03/10/08(Mon)16:45 No.1312159
Other Breeds:

Certain Other breeds of chocobo exist, and thier colouration is different than the nomal breed's bright yellow.

Black: Also called Mountain Chocobo, they Gain a climb speed of 20ft. This Grants them a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Fully Trained, Black Chocobo cost 300gp. Black chocobo eggs are 50gp each.

Blue: Actually light blue-green in colour, Blue or Sea Chocobo have a Swim speed of 40ft. This grants them a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fully Trained a Blue chocobo costs 200gp. Blue Chocobo Eggs cost 30gp each.
>> Anonymous 03/10/08(Mon)16:49 No.1312169
I second Jumbo Cactuar
>> Anonymous 03/10/08(Mon)17:16 No.1312339
on my computer at home, I think I have some 3.0 stats for every class in FFT in the form of a PDF.

I'll post it here tonight if I remember.
>> Anonymous 03/10/08(Mon)17:22 No.1312368
It's already been posted:
>> Anonymous 03/10/08(Mon)17:26 No.1312393
No, Black Chocobos fly.
>> Anonymous 03/10/08(Mon)17:28 No.1312403
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I love this thread so much.
>> Anonymous 03/10/08(Mon)17:30 No.1312409
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Black mages: their own race, or does the inky blackness just come with the profession?
>> Anonymous 03/10/08(Mon)17:45 No.1312485
Part of the job.
>> Anonymous 03/10/08(Mon)17:48 No.1312512
Vivi was a construct.
>> Anonymous 03/10/08(Mon)17:50 No.1312518
I think FFIX is the only game that had construct mages, though.
>> Anonymous 03/10/08(Mon)17:56 No.1312539
In FFIX they're like cloned vessels for the containment of souls, so probably qualify as their own race.
>> Anonymous 03/10/08(Mon)17:58 No.1312546
Well, supposedly the inky blackness is the shadow of the wide-brimmed hat, but I think it's more awesome if you just see it as a physical manifestation of their soul.
>> Anonymous 03/10/08(Mon)18:10 No.1312584
someone stat some FF abilities, like Goblin Punch.
>> Anonymous 03/10/08(Mon)18:17 No.1312606

>> Anonymous 03/10/08(Mon)18:19 No.1312611
FFIX's plot
>> Anonymous 03/10/08(Mon)18:19 No.1312612

I thought there was a flyer, but I was thinking Red for some reason.

Ok, Black's fly (60ft, clumsy) and Red's can climb.
>> Anonymous 03/10/08(Mon)19:10 No.1312847
Except in FFIX, it just comes with the job. In the original FF, when a Black Mage became a Black Wizard, he took off his hat and he was a human. In FF3 and FFV, when your party memebers became black mages, they'd just put on the hat. In FFXI, once again, you'd remain your normal race.

It appears that in FFIX, only Warforged could be Wizards though.
>> Anonymous 03/10/08(Mon)19:11 No.1312853
I mean: With FFXI being the exception
>> Anonymous 03/10/08(Mon)19:14 No.1312862
Every game except FF9, its just something that comes with the profession.
>> Ahriman Part 1(of way too many) Anonymous 03/10/08(Mon)21:04 No.1313426
Ahriman are a society of extrademensional beings who hail from lawful evil aligned plains such as Acheron, Baator, and Gehenna. Ahriman are a very ordered society, and everything, even their appearance, is uniform and regulated.

Ahriman are unique in that all Ahriman, regardless of rank or strength, shares the same basic form, though colouration and size differ between varieties. Ahriman are composed of a single, bloated central mass shaped vaguely like a teardrop who's face is broken up by a single large eye and a small mouth filled with sharp teeth. All Ahriman have wings which extend from shoulders growing from the back of the creature's body and extending in bat like fashion. These wings have small claws at the midway point with dexterous fingers that can grip small objects, but cannot wield weaponry. They also have two short, stout legs with wide, clawed feet and a long, agile tail.

Ahriman society is superlatively organized thanks to the creature's inherent telepathy and domination abilities(See below).Ruling Ahriman set plans into motion that are carried out with precision and nigh unwavering loyalty. Usually a higher ranking Ahriman will Dominate two or three powerful lieutenants, then set them to a task allowing them to dominate groups of weaker Ahriman to accomplish their tasks.

Ahriman, being fewer in number than many of the more powerful denizens of the outer planes, typically do not interfere with their plans unless they come into direct confrontation with the Ahriman first. Ahriman have little to gain on the material plane, not being directly tied to the souls of mortals as Demons or Devils, but they can still be summoned by adept spell casters and many are sought after as guardians and spies and will offer their services to powerful wizards or clerics in return for magic items.
>> Ahriman Part 2 Anonymous 03/10/08(Mon)21:04 No.1313428
Ahriman Subtype
All Ahriman have the Ahriman subtype, which grants the following traits(unless noted otherwise):

Darkvision 120ft

Immunity to Fire and Poison

Resistance to Acid 10, Electricity 10

Telepathy: An Ahriman can communicate telepathically with any creature who has a language within a certain distance. This is also the distance of their Domination ability(see below).

Spell-ray(Su): As a Standard Action an Ahriman can convert any spell or spell-like ability with a range of touch or which targets only a single creature into a ray with a range of 90ft. Those struck by this ray(a ranged touch attack) must make their saving throw as normal against that spell or spell-like ability.

Gaze(Su): All Ahriman have one or more Gaze attacks detailed in the creature's description. Ahriman with less than 10HD must spend a standard action concentrating to use their gaze attacks, but they otherwise function as normal gaze attack and remain active until the beginning of the Ahriman's next action.

Domination(Su): Any Ahriman can dominate(as Dominate Monster) an Ahriman with fewer HD within range of it's telepathy as a standard action. The dominated Ahriman gets no saving throw against this effect and remains the controlling Ahriman's command for 24 hours. The controlling Ahriman can renew this effect at any time as long as the dominated Ahriman is within the range of their Telepathy. An Ahriman can control a number of HD of other Ahriman equal to twice it's HD total at one time. An Ahriman may voluntarily relinquish control of one or more dominated Ahriman in order to control
new ones. A dominated Ahriman may also dominate up to it's HD total of other Ahriman.
>> Ahriman Part 3 Anonymous 03/10/08(Mon)21:05 No.1313431
Winged Eye
Tiny Outsider (Ahriman, Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (13hp)
Initiative: +4
Speed: 20ft, Fly 40ft(perfect)
AC: 19(+2 Size, +4 Dex, +3 Natural), Flatfooted 15, Touch 16
Base Attack/Grapple: +3 / -7
Attack: Claw +7 Melee (1d2-2) or Spell-ray +7 Ranged
Full Attack: 2 Claw +7 Melee (1d2-2), Tail +2 melee (1d3-2) or Spell-ray +7 Ranged
Face/Reach: 2 1/2ft / 0ft
Special Attacks: Spell-ray, Spell-like Abilities, Stunning Gaze
Special Qualities: Darkvision 120ft, DR 5/Good or Silver, Immunity to Fire, Poison, Resistance to Acid 5, Electricity 5, Telepathy 100ft
Saves: Fort +3, Ref +7, Wil +4
Abilities: Str 7, Dex 19, Con 10, Int 10, Wis 12, Cha 15
Skills: Diplomacy +8, Hide +18, Knowledge (any one) +6, Listen +7, Move Silently +10, Search +14, Spellcraft +6, Spot +15, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: Lawful Evil Plane
Organization: Solitary, Band(2-5), Flurry(5-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 4-6HD(Tiny), 7-9HD(Small)

Winged Eyes are the smallest Ahriman, and make up the bulk of their numbers in any given situation. They are weak and easily dominated by other Ahriman, so most any more powerful Ahriman you come across is likely to have 2 or more Winged Eyes in their control.

Winged eyes are small, barely a foot across in the body with a wingspan of not much over three feet. Their skin is faintly bluish with darker blue and purple highlights along their wings. Their eye is large and bright, usually red or orange.

In addition to their telepathy Winged Eyes can speak Common and Infernal in a high-pitched voice.

Winged eyes are weak and generally avoid combat, though if commanded by a dominating Ahriman they will, usually by mixing up attacks with their spell rays and their Stunning gaze.
>> Anonymous 03/10/08(Mon)21:05 No.1313434
A Winged Eye's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-ray(Su): As a Standard Action an Winged Eye can convert any spell they know or any spell-like ability they possess with a range of touch or which targets only a single creature into a ray with a range of 90ft. Those struck by this ray(a ranged touch attack) must make their saving throw as normal against that spell or spell-like ability or suffer it's effects.

Spell-like Abilities: At Will: Detect Good. 3/Day: Cause Fear(DC 13), 1/Day: Chill Touch(DC 13), Inflict Moderate Wounds(DC 14). Caster Level 3rd.

Stunning Gaze(Su): By concentrating(a standard action) a Winged Eye can produce a powerful disorienting gaze attack. Anyone who meets this gaze must succeed a Willpower save (DC 13) or be Dazed for 1 round. The save DC is Charisma-based.

Skills: Winged Eyes gain a +8 Racial Bonus on Search and Spot checks.
*Winged Eyes cannot Dominate other Ahriman, even those with fewer HD.

Winged Eyes as familiars:
A spell caster of at least 9th level with the Improved Familiar feat may choose a Winged Eye as a familiar. In addition to the normal benefits of a familiar, a Winged Eye may, instead of Delivering a Touch Spell normally as the familiar ability, convert that touch spell into a spell-ray as a standard action.
>> Ahriman Part 5 Anonymous 03/10/08(Mon)21:06 No.1313439
Medium Outsider(Ahriman, Evil, Extraplanar, Lawful)
Hit Dice: 9d8+18 (58hp)
Initiative: +3
Speed: 20ft, Fly 60ft(perfect)
AC: 18 (+3 Dex, +5 natural), Flatfooted 15, Touch 13
Base Attack/Grapple: +9 / 10
Attack: Claw +12 melee (1d4+1) or Spell-ray +12 Ranged
Full Attack: 2 Claw +12 melee (1d4+1) and Tail +7 Melee (1d6) or Spell-ray +12 Ranged
Face/Reach: 5ft / 5ft
Special Attacks: Spell-ray, Spell-like Abilities, Frightful Gaze
Special Qualities: Darkvision 120ft, DR 5/Good or Silver, Fast Healing 5, Immunity to Fire, Poison, Resistance to Acid 10, Electricity 10, Telepathy 100ft
Saves: Fort +8, Ref +9, Wil +8
Abilities: Str 13, Dex 17, Con 15, Int 10, Wis 14, Cha 15
Skills: Intimidate +14, Hide +15, Knowledge (any one) +10, Listen +12, Move Silently +15, Search +18, Spellcraft +10, Spot +18, Survival +12 (+14 following tracks)
Feats: Dodge, Mobility, Weapon Finesse, Flyby Attack
Environment: Lawful Evil Plane
Organization: Solitary, Band(2-5), Covey(1-2 plus 3-6 Dominated Winged eyes)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 10-18HD(medium)

Buer are fairly common Ahriman often summoned to the material world(via Summon Monster VI) by evil spell casters. They are occasionally employed in the material realm as Guardians as their Fearful Gaze ability causes weak-minded foes to flee from the area they protect.

Buer are about four feet across at the body with a wingspan of just over seven feet. They are yellow-green in colour with black talons and black wings. Their eyes are typically bright red or yellow.

Buer can speak common, infernal, and celestial.
>> Ahriman Part 6 Anonymous 03/10/08(Mon)21:06 No.1313440
Buer open the fight with their Frightful Gaze ability almost always, attempting to scatter their foes and break up formations. They generally try to Blind fighters and confuse the most powerful spell caster with Spell-ray attacks before they even think to move into melee range.

A Buer's natural weapons are treated as Evil-aligned and Lawful-aligned for the purpose of overcoming Damage reduction.

Spell-ray(su): As a Standard Action a Buer can convert any spell they know or any spell-like ability they possess with a range of touch or which targets only a single creature into a ray with a range of 90ft. Those struck by this ray(a ranged touch attack) must make their saving throw as normal against that spell or spell-like ability or suffer it's effects.

Spell-like Abilities: At Will: Detect Good, See Invisible, Teleport(Self plus 50lbs of equipment only). 3/Day: Blindness/Deafness(DC 15) Shocking Grasp(DC 13), Scorching Ray(DC 14), 1/Day: Inflict Critical Wounds(DC 16), Lightning Bolt(DC 15). Caster Level 9th.

Frightful Gaze(Su): By concentrating(a standard action) a Winged Eye can produce a powerful disheartening gaze attack. Anyone who meets this gaze must succeed a Willpower save (DC 16) or become Shaken for 1 minute. The save DC is Charisma-based.

Skills: Buer gain a +8 Racial Bonus on Search and Spot checks.
>> Ahriman Part 7 Anonymous 03/10/08(Mon)21:07 No.1313441
Medium Outsider(Ahriman, Evil, Extraplanar, Lawful)
Hit Dice:14d8+84 (147hp)
Initiative: +8
Speed: 20ft, Fly 60ft(perfect)
AC: 24(+4 Dex, +10 natural), Flatfooted 20, Touch 14
Base Attack/Grapple: +14 / +20
Attack: Claw +20 melee (1d4+6) or Spell-ray +18 Ranged
Full Attack: 2 Claw +20 melee (1d4+6) plus Tail +18 melee(1d6+3) or Spell-ray +18 Ranged.
Face/Reach: 5ft / 5ft
Special Attacks: Spell-ray, Spell-like Abilities, Dread Gaze
Special Qualities: Darkvision 120ft, DR 10/Good and Silver, Fast Healing 5, Immunity to Fire, Poison, Resistance to Acid 10, Electricity 10, Telepathy 100ft
Saves: Fort +15, Ref +13, Wil +12
Abilities: Str 22, Dex 19, Con 23, Int 22, Wis 17, Cha 27
Skills: Bluff +22, Climb +23, Concentration +23, Diplomacy +19, Disguise +15 (+17 acting), Intimidate +24, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +31, Sense Motive +23, Spellcraft +23, Spot +33, Survival +6 (+8 following tracks)
Feats: Dodge, Mobility, Flyby Attack, Multiattack, Improved Initiative
Environment: Lawful Evil Plane
Organization: Solitary, Band (2-5), Covey(1-2 plus 1-2 Dominated Buer plus
5-8 Dominated Winded Eyes)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 15-28HD(medium)

Plague-eyes are dangerous foes who combine terrible cunning with physical power and magical might. Plague-eyes are the lieutenants of Ahriman society and tend to handle most of the day to day operations. They are the Ahriman that the ruling caste dominates to delegate authority and they lord it over the weaker Buer and Winged Eyes.

Plague-eyes are about the same size as Buer, though generally more muscular. They are a deep maroon colour with purple and red highlights on their wings. Their eye is a brilliant purple or green.

Plague-eyes can speak Common, Draconic, Celestial, and Infernal.
>> Ahriman Part 8 Anonymous 03/10/08(Mon)21:07 No.1313443
Plague-eyes almost always lead with their Dread Gaze, attempting to inflict the most damaging curse on the group first before they can mount an effective defense. Unlike most other Ahriman, Plague-eyes aren't' afraid of melee combat and will often to finish off weakened foes by hand... or claw, as it were.

A Plague-eye's natural weapons are treated as Evil-aligned and Lawful-aligned for the purpose of overcoming Damage reduction.

Spell-ray(su): As a Standard Action a Plague-eye can convert any spell they know or any spell-like ability they possess with a range of touch or which targets only a single creature into a ray with a range of 90ft. Those struck by this ray(a ranged touch attack) must make their saving throw as normal against that spell or spell-like ability or suffer it's effects.

Spell-like Abilities: At Will: Detect Good, Detect Chaos, Discern Alignment, See Invisible, Greater Teleport(Self plus 50lbs of equipment only). 3/Day: Blindness/Deafness(DC 20), Contagion(DC 21), Poison (DC 22), Inflict Critical Wounds (DC 22), 1/Day: Slay Living(DC 23), Unholy Aura. Caster Level 14th.

Dread Gaze(Su): Plague-eyes can curse a foe with a glance. Anyone who meets a Plague-eye's gaze must succeed a Willpower save (DC 25) or be afflicted by Confusion, or suffer a -4 penalty to attack rolls, saves, ability checks, and skill checks as Bestow Curse. A Plague-eye chooses, as a free action at the beginning of it's turn, which effect it will be using for the turn. Both of these are permanent effects(but can be lifted with Break Enchantment or Remove Curse).

Skills: Plague-eyes gain a +8 Racial Bonus on Search and Spot checks.
>> Anonymous 03/10/08(Mon)21:07 No.1313448
OH DAMNIT! I just finished creating the pdf of all of these and you go and add another. Here's the link with everything up to the Chocobo. I made a couple spelling changes and reformatted somethings to match the MM. Let me know if anyone finds any errors.
>> Anonymous 03/10/08(Mon)21:15 No.1313487
And there's the entry for about 3 species of Ahriman down.

I've got some others (Flying shadow, Deathgaze, etc) that I'm piecing together.
>> Anonymous 03/10/08(Mon)21:23 No.1313528
You, Sir(or madam) are extreemly awesome.

I've been going back through my entries and spotting some mistakes I've made(The Bomb, for example, has the wrong Initiative. I forgot to include Improved Iniative, so it's Init: +9). But your formatting helps alot.

If possible, though, I would appreciate it if you would also add my Email address to the .pdf, I'd love to get feedback from anyone who happens to use these in an actual game.
>> Anonymous 03/10/08(Mon)21:30 No.1313556
Oh wow, thank you. I'm probobly going to be using these for that upcoming game of mine I mentioned earlier.
>> Anonymous 03/10/08(Mon)21:50 No.1313666

Will do, I'll add in a cover page or something. Any more additions planed soon?