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Beastiary

Started by Anastasia, August 10, 2011, 09:31:43 PM

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Anastasia

A listing of monsters, homebrewed creatures and things you've beaten up. It's a catchall.

Table of Contents

Sorted by native plane. Slain, captured or otherwise dispatched creatures are noted in parentheses, as are any other notes. Creatures with divine rank are in bold.

Abyss

Arborea

Astral Plane

Baator

Brightwater

Dweomerheart

Elemental Plane of Air
Spoiler: ShowHide


Grinning Zephyr
Primal Air Elemental (Includes flavor block for all primal elementals)
Ty-h'kadi, Lord of the Storms



Elemental Plane of Earth

Elemental Plane of Fire

Elemental Plane of Water

Elysium

Fury's Heart

Gates of the Moon

Hades

House of the Triad

Limbo

Mount Celestia

Negative Energy Plane

Other

Para-Elemental Plane of Ice

Para-Elemental Plane of Ooze

Plane of Shadow

Prime Material Plane

Quasi-Elemental Plane of Salt

Sylica

The Cauldron

Warrior's Rest

Ysgard [spoiler]

Children of Jormugandr
Jormugandr
Third Generation Spawn of Jormugandr
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Selune has a cadre of female planetars that serve her, created out of fire and moonlight. These elite servants are gifted with a tiny fragment of her power, so that they may better serve her will. They are more advanced than your typical planetar, but fall a little short of a solar's might. Shards typically gestalt as paladins of freedom, silverstars, clerics of Selune, fighters, bards or aerial avengers.

Source: Players Guide to Faerun, page 154.


Shards, Planetars of Selune

Size/Type: Large Outsider (Angel, Good, Chaotic)
Hit Dice: 21d8+126+21 (245 hp)
Initiative: +13
Speed: 50ft, fly 120ft (good)
Armor Class: 41 (+5 dex, +26 natural)
Base Attack/CMB/CMD: +21/+33/48
Attack: Greatsword+32 (3d6+16 plus moonlight 19-20 x2)
Full Attack: Greatsword+32 (3d6+16 plus moonlight 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, moonlight.
Special Qualities: Damage reduction 15/evil, epic and cold iron, darkvision 120ft, low-light vision, immunity to fire and cold, protective aura, regeneration 12, resistance to electricity and acid 20, spell resistance 37, tongues, moon magic.
Saves: Fort +18, Ref +17, Will +19
Abilities: Str 27, Dex 21, Con 22, Int 24, Wis 25, Cha 24
Skills: Bluff+31, Concentration+30, Diplomacy+31, Escape Artist+29, Gather Information+31, Heal+31, Hide+25, Intimidate+31, Knowledge(Arcana)+31, Knowledge(Local: Gate of the Moon)+31, Knowledge(Nature)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+31, Move Silently+29, Search+31, Sense Motive+31, Spellcraft+31, Spot+31.
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Flyby Attack(6), Moon Devotion(9), Toughness(12), Spell Focus(Good)(15), Ability Focus(Moonlight)(18)
Epic Feats: Superior Initiative(21)
Alignment: Always Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-greater restoration, mass charm monster, moonfire, resurrection, waves of exhaustion. Caster level 21st. The save DCs are 17 + spell level.

Spells

Shards can cast divine spells as 21st level clerics. A shard has access to the Good and Chaos domains. They may also cast spells related to the moon, see moon magic below.

Change Shape (Su)

A shard can assume the form of any Small or Medium humanoid.

Moon Magic (Ex)

Shards may cast any spell with the world moon in its name or any spell relating to the moon as a divine spell. These spells are considered to be a part of their class spell list as normal.

Moonlight (Su)

Any weapon or natural attack the Shard makes is filled with Selune's power. Each strike they make deals an extra 1d6 points of holy damage and 1d6 points of fire damage. Against non-good lycanthropes and any undead, the damage rises to 3d6 points of holy damage and 3d6 points of fire damage.  Any non-good lycanthropes or any undead that is damaged by moonlight must make a will save (DC 29) or be panicked for one round.


Gear:
Spoiler: ShowHide


+4 greatsword


Custom material
Spoiler: ShowHide


Moon Devotion [Domain]
Benefit: Once per day as a swift action, you can glow with moonlight. The light shed is equivalent to a torch. This light counts as true moonlight and is shed in a 10ft radius. In addition, you deal an extra point of damage per character level to non-good lycanthropes and undead.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The four fodder barbazu you beat up in the first session. I'm trying to avoid baddie sameness this game, but I felt it was reasonable for Hell. Quite frankly, the lower ranks are rather similar due to Hell's basic methodology. Besides, I figured it was fair game since you'd want to stomp some devils.

Bearded Devil 6//Fighter 6

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 6d10+18+6 (60 hp)
Initiative: +6
Speed: 40ft
Armor Class: 20 (+2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +6/+8/21
Attack: Glaive+9 (1d10+5 plus infernal wound)
Full Attack: Glaive+9/+4 (1d10+5 plus infernal wound)
Space/Reach: 5ft/5ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10   
Skills: 9+ability modifier.
Feats: Improved Initiative(1), Weapon Focus(Glaive)(F1), Power Attack(F2), Dodge(3), Weapon Specialization(F4), Toughness(6), Mobility(F6)
Epic Feats: -
Alignment: Lawful Evil
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Mercane are the merchants of the planes, now updated from the ELH. The changes are minimal; I could attempt a more expansive rewrite or read up on their 2nd edition statblock, but I don't feel this is essential. The statblock is serviceable enough.

Mercane

Size/Type: Large Outsider
Hit Dice: 7d8+21 (56 hp)
Initiative: +2
Speed: 30ft
Armor Class: 15 (-1 size, +2 dex, +4 natural)
Base Attack/CMB/CMD: +7/+13/25
Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Spell resistance 19, spell-like abilities, telepathy 100ft, darkvision 60ft.
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills: 10+ability modifier; +4 racial to appraise; +3 skill focus to appraise; +2 diligent to appraise and decipher script.
Feats: Combat Expertise(1), Skill Focus(Appraise)(3), Diligent(6)
Epic Feats: -
Alignment: Lawful Neutral

Spell-Like Abilities

3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 7th; save DC 12 + spell level.

Telepathy (Su)

Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills

Mercanes receive a +4 racial bonus on Appraise checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
Stars of Mystra are Mystra's seven favored servants. Celestials of incredible magical power, they serve the Mother of All Magic's purposes to the word. They are loyal beyond thought, being so closely connected to her that they are almost a part of Mystra. They serve as heralds, teachers and warriors; however, it is said that should one be captured and it's secrets discovered, one could wrest some control of the Weave away from Mystra. Indeed, Mystra uses them with great care and rarity.

The Stars of Mystra are somewhat akin to the Chosen of Mystra from canon Forgotten Realms. The basic concept of creatures invested with a little bit of Mystra's power follows the same line as the Chosen; however, this Mystra's style is not to give mortals that type of power. The last mortal in some time to receive this sort of power was Alicia, who Mystra intended to realize her potential and obtain divinity. This Mystra is somewhat more withdrawn from mortals at the very least; she blends traits of the various Mystras.

A Star of Mystra stands about eight feet tall. Surrounded by a halo of near-blinding light, the features of each Star is indistinct due to this light. Wings of blue arcane fire and Silver Fire hold it aloft. If one is able to look close, they can see seven stars of light hovering around the Star's head, like ioun stones.

The seven Stars of Mystra are inspired by the seven stars in Mystra's holy symbol. This Mystra -does- have the tendency to let her subordinates and worshipers get plenty of attention. Guess some traits just breed true.

Stars of Mystra do not advance in hit dice nor do they gestalt. They are created as-is, possessing no ability to advance.


Star of Mystra

Size/Type: Large Outsider (Good)
Hit Dice: 40d8+600+40 (960 hp)
Initiative: +16
Speed: 70ft, fly 210ft (perfect)
Armor Class: 65 (-1 size, +12 dex, +14 sacred, +30 natural)
Base Attack/CMB/CMD: +40/+53/89
Attack: Weave's Blood+58 (Variable damage; +19 one handed and +23 two handed)
Full Attack: Weave's Blood+58 (Variable damage; +19 one handed and +23 two handed)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities, silver fire.
Special Qualities: Damage reduction 30/epic and evil, spell resistance 60, immunity to fire and cold, resistance to electricity and acid 30, regeneration 25, silver blood, aura of magic's glory.
Saves: Fort +37, Ref +34, Will +38
Abilities: Str 29, Dex 35, Con 40, Int 42, Wis 42, Cha 42 
Skills: 43+ability modifier.
Feats: Initiate of Mystra(B), Words of Creation(B), Improved Initiative(1), Toughness(3), Empower Spell(6), Arcane Strike(9), Extend Spell(12), Maximize Spell(15), Twin Spell(18), Chain Spell(21), Quicken Spell(30)
Epic Feats: Epic Spell Capacity(B), Enhance Spell(24), Intensify Spell(27), Automatic Quicken Spell(30), Blinding Speed(33), Multiaction(36), Automatic Quicken Spell(39)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-Greater arcane sight, true seeing. At will-superb dispelling. 3/day-miracle. Caster level 47th. The save DCs are charisma based.

Spells

A Star of Mystra casts as a 40th arcane and divine caster(Caster level 47th). They get one set of each, with the exact types chosen by each Star. One may choose to cast as a wizard and a favored soul, another may elect to cast as a bard and a cleric. They may choose any class to copy spell progression, but at least one must be a full-casting class. For these purposes, a full casting class is considered any class that possesses nine levels of spellcasting from levels 1 to 20, not counting level 0 magic.

Aura of Magic's Glory (Su)

The Star of Mystra is surrounded by an overwhelming radiance that protects it and augments magic. This light makes the Star of Mystra impossible to look squarely at and provides material defense in the form of Mystra's favor, granting a +14 sacred bonus to armor class. Any good aligned creature or worshiper of any of the deities of Dweomerheart within 100ft of the Star of Mystra(including the Star of Mystra) gains a +7 sacred bonus to caster level for all spells and spell-like abilities. Likewise, any evil creatures or worshipers of Shar gain a -7 sacred penalty to the same. There is no saving throw, but divinities are allowed a divine rank check against Mystra to negate the penalty. If a creature qualifies for both categories, the Star of Mystra may choose which effect applies to it.

Silver Blood (Su)

The Stars of Mystra are shielded by the raw Silver Fire that flows through their veins in place of blood. As beings largely composed of the Weave and Mystra, they gain the following benefits:

- Immunity to antimagic. Like a deity, they may ignore the spell anti-magic field and similar effects.
- Immunity to effects that cause damage by continued bleeding, such as an infernal wound. This does not inhibit the spraying ability below.
- Superior resistance to magic. The Star of Mystra's spell resistance applies to any spell it wishes, including spells that do not normally allow spell resistance. This includes spells that do not directly target the Star of Mystra but that may cause damage to them, such as earthquake. If resisted, reality bends around them to ensure no effect is caused to the Star of Mystra. How this happens is adjudicated by the DM. A resisted earthquake spell does not shake the Star of Mystra and any geological effects miraculously avoid him or throws him out of the way without harm. 
- Whenever the Star of Mystra takes damage from an slashing or piercing attack, a spray of Silver Fire erupts out, instantly cauterizing the wound, and launches itself at the source of the attack. This treated as the beam attack of Silver Fire, but it only deals 7d10 points of damage.

Silver Fire (Su)

A Star of Mystra have access to the Silver Fire, which has the following abilities.

- At will, the Star of Mystra may emit a beautiful beam of Silver Fire. This beam has a range of 70 feet and has laser precision, able to turn corners and as strike as much or as little of the target as desired. This attack deals 40d10 points of damage, with a DC 50 reflex save. No mortal means of defense can stop this ability, as it destroys barriers as a divine blast does. 
- Once per minute with a touch can bestow the effects of a Heal, Greater Restoration, or Regenerate spell.
- The Silver Fire also can be activated within the body of a Star of Mystra (triggering automatically as a free action, once per round) to completely purge all external magical, supernatural, or psionic compulsions from that person as a greater dispel magic (with a caster level equal to the Star of Mystra's HD, and no cap). This makes the Star of Mystra effectively immune to all attempts to charm or control them.

Regeneration

Weapons that bypass the Star of Mystra's damage reduction or spells of 10th level or higher with the evil descriptor deal lethal damage to the Star of Mystra.


Gear:
Spoiler: ShowHide


Weave's Blood

Each Star of Mystra possesses a copy of this weapon. It is a simple ball of Silver Fire, about the size of a pebble. As a free action it can assume the form of any weapon of a size suitable for the wielder; in any event, the weapon is made of pure Silver Fire and deals damage as such instead of normal damage. This weapon is further treated as a +10 superior dispelling weapon. It may also store a spell as the spell storing ability, but with no cap to the level of the spell stored.

Each Weave's Blood is counted as a major artifact.

Seven Stars

Seven stars of light hover around the Star of Mystra's head, like ioun stones. As a free action when casting a spell, the Star of Mystra may call on one of these stones to add any one metamagic to the spell. This does not increase the casting time of the spell or raise the spell's effective level. Each stone may be used once per hour. The metamagic does not need to be one the Star of Mystra personally possesses.

Each set of Seven Stars is counted as a major artifact.


Custom Material
Spoiler: ShowHide


Superior Dispelling [Synergy]
Price: +4 bonus
Caster Level: 30th
Aura: Overwhelming abjuration
Synergy Prerequisite: Greater Dispelling

This weapon functions as a greater dispelling weapon, except that when you activate it, the creature struck is affected as if by a targeted superb dispelling effect. A superb dispelling weapon functions three times per day.

Superb Dispelling
Abjuration
Level: Sorc/Wiz 11, Clr 11

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to its tighter radius of effect.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This is the pair of razor boars you fought outside of Medicant. They're largely unchanged, save for an altered feat layout and changing up its vorpal tusks with razor tusks. It's a shame they never got to charge.

Medicant razor boar

Size/Type: Large Magical Beast
Hit Dice: 15d10+90 (177 hp)
Initiative: +1
Speed: 50ft
Armor Class: 27 (-1 size, +1 dex, +17 natural)
Base Attack/CMB/CMD: +15/+27/38
Attack: Razor Tusk+22 (1d8+8 19-20 x3 and sharpness plus +4 hit on charge +3d6 on charge)
Full Attack: Razor Tusk+22/+17 (1d8+8 19-20 x3 and sharpness) and 1 bite+22 (1d8+8) or 2 hooves+17 (1d4+4)
Space/Reach: 10ft/10ft
Special Attacks: Trample 2d6+12, razor tusks.
Special Qualities: Damage reduction 5/-, darkvision 60ft, fast healing 10, low-light vision, scent, spell resistance 21.
Saves: Fort +15, Ref +10, Will +7
Abilities: Str 27, Dex 13, Con 22, Int 2, Wis 14, Cha 9
Skills: 18+ability modifier.
Feats: Power Attack(1), Reckless Charge(3), Powerful Charge(6), Rapid Strike(Razor Tusks)(9), Greater Powerful Charge(12), Improved Critical(Razor Tusks)(15)
Epic Feats: -
Alignment: Neutral.

Racial and innate powers:
Spoiler: ShowHide


Razor Tusks (Ex)

A razor boar's tusks are exceedingly sharp, able to cut stone and hard gemstones with ease. As a result, a razor boar's tusks have a x3 critical hit multiplier. On a successful critical hit, the victim loses a limb, chosen randomly by the DM.

Trample (Ex)

Reflex DC 25 half. The save DC is Strength-based.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#6
The abomination template presented in the Epic Level Handbook isn't a bad idea, but I prefer a slightly different version of it. Most of the power of the template comes from DvR0 being inbuilt; as creatures intrinsically connected to the divine they warrant that power. The cursed trait also codified the fact that abominations are a mistake, something reviled and ultimately doomed by the same power that spawned them.

Abomination

An abomination is a cursed being, one with some sort of divine roots that lacks true divine or cosmic power. While the divine spark stays within them, so does a curse that holds them back. All abominations, with the exception of undead and dragon based abominations, are outsiders and usually of evil alignment.

Abomination

Abominations possess the following traits, unless specified otherwise in the creature's entry.

* Divine Rank

An abomination has divine rank 0. They gain all the powers and privileges that divine rank zero grants. A summary of the abilities divine rank zero grants is below.

- Outsider type with any appropriate alignment subtypes.
- Maximum hit points per hit die.
- Boosted speed as according to a table based on size.
- A natural armor bonus of +15 that overlaps with preexisting natural armor.
- Charisma modifier to armor class as a deflection bonus.
- Damage reduction 10/epic.
- Immunity to aging and it's related effects, cannot die from age. Do not need to eat, sleep or breathe.
- Can only be permanently slain by an opposed rank check in your home plane.
- Immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting. A rank check can overcome these immunities.
- Spell Resistance equal to 15 + HD.
- Charisma modifier as a resistance bonus to saving throws.
- +10 enhancement bonus to all ability scores.

* An abomination has energy resistance 50 to any element it is not immune or vulnerable to. This applies only to fire, cold, electricity, acid and sonic energy types.

* True Seeing (Su): An abomination sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to its hit dice.

* Telepathy (Su): Abominations can communicate telepathically with any creature within 500 feet that has a language.

* Regeneration: All abominations have regeneration equal to their hit dice + 5. The means to bypass this regeneration varies from abomination to abomination.

* Cursed (Ex): Every abomination has a specific curse. The nature of each curse varies, but is almost always a source of great misery for the abomination.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

They came, they saw, they sucked. This was okay! I didn't plan on them being a terribly difficult fight, just some fodder to cut through.

Medicant beholder. (Gauth)

Beholder 8//Scout 8

Size/Type: Medium Abberation
Hit Dice: 8d8+24 (64 hp)
Initiative: +8
Speed: 5ft, fly 30ft (good)
Armor Class: 20 (+3 dex, +7 natural)
Base Attack/CMB/CMD: +6/+5/18
Attack: Eye rays+9 ranged touch (various effects) and bite+0 (1d6-1)
Full Attack: Eye rays+9 ranged touch (various effects) and bite+0 (1d6-1)
Space/Reach: 5ft/5ft
Special Attacks: Eye rays, stunning gaze, skirmish 2d6/+2 AC,
Special Qualities: All-around vision, darkvision 60ft, trapfinding, battle fortitude+1, uncanny dodge, fast movement+10ft, trackless step, evasion, flawless stride, camouflage.
Saves: Fort +6, Ref +10, Will +9 (+1 fort)
Abilities: Str 8, Dex 16, Con 16, Int 15, Wis 15, Cha 14
Skills: 11+ability modifier.
Feats: Alertness(B), Improved Initiative(1), Ability Focus(Eye Rays)(3), Point Blank Shot(S4), Ability Focus(Stunning Gaze)(6), Precise Shot(S8).
Epic Feats: -
Alignment: Lawful Evil

Racial and innate powers:
Spoiler: ShowHide


All-Around Vision (Ex)

Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Eye Rays (Su)

Each of a gauth's six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 17. The save DCs are Charisma-based. Each ray may be used once per round as a free action, but no more than two on any single target. The six eye rays include:

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Gauths like to use this ray against warriors and other physically powerful creatures.
Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half ).
Dispel Magic: This works like the targeted dispel function of the spell. The gauth's dispel check is 1d20+8.
Scorching Ray: This works like the spell, dealing 4d6 points of fire damage (no save). A gauth creates only one fiery ray per use of this ability.
Paralysis: The target must succeed on a Fortitude save or be paralyzed for 2d10 minutes.
Exhaustion: This works like the spell ray of exhaustion (no save).

Stunning Gaze (Su)

Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the gauth's central eye is subject to its stunning gaze attack. Since the gauth can use its eye-rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I wanted to make an Abomination from scratch to test out the template, and who better than everyone's least favorite bitter bitch? I'd sell the flavor of the voidchildren if this were being fully polished up for consumption; instead, I left the design notes in at the bottom. Between that and and the fluff in the ability descriptions you should have an idea of what they're about.

Unlike most abominations and high level outsiders, voidchildren lack spell-like abilities. With Oblivion's Stare, they don't need much else.


Voidchild

Size/Type: Small Outsider (Evil, Abomination)
Hit Dice: 39d8+741+39+156 (1,248 hp)
Initiative: +23
Speed: 50ft, fly 180ft (average)
Armor Class: 74 (+1 size, +15 dex, +31 natural, +17 deflection)
Base Attack/CMB/CMD: +39/+47/89
Attack: Slam+55 (1d6+12 plus 3d8)
Full Attack: 2 slams+55/+50/+45/+40 (1d6+12 plus 3d8)
Space/Reach: 5ft/5ft
Special Attacks: Voidstrike, oblivion's stare.
Special Qualities: Damage reduction 35/epic, good and special, immunity to electricity, acid and sonic, polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, spell resistance 54, vulnerability to cold and fire, true seeing, telepathy 500ft, regeneration 44, cursed.
Saves: Fort +57, Ref +53, Will +49
Abilities: Str 34, Dex 40, Con 48, Int 32, Wis 33, Cha 44   
Skills: 42+ability modifier.
Feats: Ability Focus(Oblivion's Stare)(1), Ability Focus(Voidstrike)(3), Toughness(6), Improved Initiative(9), Rapidstrike(12), Weapon Finesse(15), Improved Rapidstrike(18), Power Attack(21)
Epic Feats: Superior Initiative(24), Armor Skin(27), Epic Toughness(30), Epic Ability Focus(Oblivion's Stare)(33), Epic Ability Focus(Voidstrike)(36), Epic Toughness(39)
Alignment: Neutral Evil

Racial and innate powers:
Spoiler: ShowHide


True Seeing (Su)

A voidchild sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level of 39.

Telepathy (Su)

A voidchild can communicate telepathically with any creature within 500 feet that has a language.

Damage Reduction

A voidchild takes full damage from epic, good aligned weapons. In addition, the weapon must deal at least one point of one of the following damage types: Fire, cold, positive energy or negative energy.

Regeneration

A voidchild takes lethal damage from attacks that successfully defeat its damage reduction(but not attacks that bypass it, such as force damage) and from spells with the good descriptor and either the fire or cold descriptor.

Cursed (Ex)

Creatures spawned from oblivion and yet not alive, voidchildren forever yearn. They yearn to return to the comfort of non-existence, yet they are hopelessly fascinated with the concept of life. They can obtain neither, the basic nature of a voidchild renders both impossible. This manifests in several mechanical effects.

A voidchild cannot heal lethal damage by any means but natural rest. Positive energy deals damage to the voidchild as if it was undead, negative energy deals damage to it as if it were alive. Spells that restore hit points through neither positive or negative energy likewise cannot heal the voidchild. A wish or miracle spell can heal a voidchild, each casting restores 10 hit points per caster level.

Voidchildren are fascinated by the duality of ice and fire. Bitter cold and raging fire represent both life and death in many ways. This resonates within them, rendering them vulnerable to both fire and cold energy damage. They crave to feel the life affirming touch of summer or the chilling embrace of winter, but all they feel is a numb pain and primal repulsion.

The curse of the voidchild runs so deeply that they are unable to even harness any of these types of damage to use. If they use a weapon, item, ability or any other source that deals fire, cold, positive energy or negative energy damage, this damage is automatically negated. For example, a voidchild who uses a longsword+1, flaming in battle finds it only to be a longsword+1. The flaming enchantment is suppressed as long as the voidchild uses it. Paradoxically, they crave heat and cold, so much so that they cannot benefit from protections against either element. Items that grant resistance to cold and fire are ineffective when used by a voidchild; spells that grant resistance or immunity to fire or cold likewise fail.

A voidchild cannot enter the Positive Energy Plane, Negative Energy Plane, Elemental Plane of Fire or the Para-Elemental Plane of Ice. Spells that attempt to do so fail. A voidchild attempting to pass through a portal to those realms finds it as solid as steel, impassable by any means. Even a wish or miracle spell cannot change this fundamental limitation.

Voidstrike (Su)

The slam attack of the voidchild destroys all it touches, be it alive or dead. The voidchild deals an extra 3d8 points of damage per successful slam attack. This damage also applies to attacks against objects and sunder attempts; further, voidstrike allows the voidchild to ignore the hardness of objects. This does not allow the voidchild to bypass damage reduction of creatures.

Any armor worn by the victim of a voidchild's slam attack is also affected. The armor must pass a DC 52 fortitude save or be immediately weakened. This reduces its armor bonus by 1 point and stacks with itself. Armor reduced to zero armor bonus is destroyed, crumbling into nothingness and forever lost. Natural armor is likewise subject to this, with the natural armor of the creature reduced by 1 point per strike, with a DC 52 fortitude to negate. Only one save is allowed per round, determining if every strike in that round reduced armor or natural armor. Damage done to armor or natural armor is permanent, but a DC 52 armorsmithing check can repair the damage to armor as long as it was not destroyed.  Natural armor can be restored by a heal, wish or miracle spell.

Deities are allowed an opposed rank check to negate the armor and natural armor damage of voidstrike each round. The voidchild gains a +4 bonus to this check.

Oblivion's Stare (Su)

By focusing the oblivion within itself through its eyes, the voidchild can make a devastating attack. The voidchild may take a standard action to look at a single target within 500ft. This causes the light of life(or the pulse of undeath) to fade from the target, sputtering out and causing 390 points of damage and 6 points of ability drain to all six ability scores. If the target survives, they are afflicted with the Song of Ending disease. A DC 52 fortitude save halves both the damage and ability drain, but does not negate the Song of Ending effect.

This effect penetrates barriers as a divine blast. The victim does not need to see the voidchild or meet its eyes it to work, nor does the target need to even be able to see.



Custom Material
Spoiler: ShowHide


New Disease: Song of Ending

DC 40; immediate onset, 1d8 vile charisma drain and despair.

Heroes who fight against The Lady of Loss may find themselves cursed with the Song of Ending. This disease causes the victim to be infected by the pure nothingness that Shar represents. The victim constantly hears the echo of the Song of Ending that is forever sung within Shar's domain. Those that hear it lose hope and eventually the sense of self, dying soon thereafter. In addition to the normal ability score drain of the disease, a creature infected with the Song of Ending is treated as being under a permanent Crushing Despair spell. This cannot be dispelled without removing the disease.

A creature reduced to zero charisma by Song of Ending dies, its body rising one round later as a greater shadow. The shadow must be slain before the victim can be resurrected. In any event, dying from the Song of Ending imposes a -20% chance to any resurrection chance rolls.

Song of Ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the Song of Ending. To do so requires a successful caster level check against DC 40.

Epic Ability Focus [Epic]
Prerequisite: Ability Focus for the ability you wish to select for Epic Ability Focus.
Benefit: Add +4 to the DC for all saving throws against the special attack on which the creature focuses. This stacks with the benefit from Ability Focus.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.



Design notes and brainstorming: [spoiler]---

Voidchildren are the result of Shar 'mating' with the concept of primal nothingness. Not fucking as much as simply uniting, though Shar might've done it that way too. Part of her portfolio is dark seduction and corruption, though it's a lesser element.

They are about 4 feet tall.

Black as shadows, could be mistaken for one if not for the defined facial features.

The curse it to be stuck 'between'. They crave to return to nothingness or live fully with Mother(Shar), but cannot. 

Needs to define why these work and are appropriate instead of using atropals. Mmm. They are 'born', but not truly alive, nor are they truly dead. They are the Void. A void that utterly loathes being given life, but hopelessly intrigued by the concept. Shar's existence prevents them from living or dying, they exist in a half-life that satisfies neither craving. They are a paradox.

They attack with oblivion - mostly Sus though they possess a decent natural attack routine. Need a way to make both unique.

Being neither alive or dead, voidchildren cannot heal from positive or negative energy. They only heal naturally or through a wish/miracle; both positive and negative energy deal damage to them.

The duality of fire and cold resonates within them, the same duality of life and death. As a result they are vulnerable to both energy types. However, they are immune to acid, electricity and sonic to compensate.

Feats are generic on purpose. A specific void-child would probably specialize more.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Throne Archons appear in the BoED. Despite being high on the archon hierarchy, they're not really equal to a planetar, cornugon or even a marilith. I've wanted to do this for awhile now and finally got around to doing it. I may have done this back in Balmuria 1 at some point, but I couldn't find it and I figured I'd redo it anyway.

Throne Archons gestalt as paladins and clerics. More variance can be found depending on the exact duty the archon tends to. Those that take prestige classes usually take the ones dedicated to the Hebdomad from the BoED or ones relevant to the deity they serve.


Throne Archons

Size/Type: Large Outsider (Good, Lawful, Archon)
Hit Dice: 20d8+160 (245 hp)
Initiative: +14
Speed: 40ft, fly 80ft (good)
Armor Class: 40 (+15 natural, +3 dexterity, +13 armor, -1 size)
Base Attack/CMB/CMD: +20/+32/52
Attack: Greatsword+34 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Full Attack: Greatsword+34/+29/+24/+19 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities.
Special Qualities: Aura of menace, damage reduction 15/evil and silver, darkvision 60ft, immunity to electricity and petrification, low-light vision, magic circle against evil, spell resistance 32, teleport, tongues.
Saves: Fort +20, Ref +22, Will +19 (+4 vs poison)
Abilities: Str 32, Dex 30, Con 27, Int 24, Wis 25, Cha 30
Skills: 23+ability modifier; +8 racial bonus to Intimidate and Sense Motive.
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Ability Focus(Penitentiary Gaze)(6), Improved Critical(Greatsword)(9), Law Devotion(12), Quicken Spell-Like Ability(Divine Favor)(15), Empower Spell-Like Ability(Righteous Smite)(18)
Epic Feats: -
Alignment: Lawful Exalted

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 20th. The save DCs are charisma based.

Aura of Menace (Su)

A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

The save DC for a Throne Archon's Aura of Menace is 32.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 32) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral:Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.


Gear: [spoiler]

Large Greatsword+4, holy and axiomatic.
Full plate+5. This armor, made in the forges of Jovar, is treated as being made of mithril.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Cherub

Cherubs replace Mustevals in the cosmology, as angels replace the Guardinals. Cherubim are small, innocent creatures that appear as tiny humanesque babies, though the exact racial features sometimes vary. Creatures of peace and harmony, they like nothing more when people get along and loathe discord. They instinctively dislike and pity evil, though they lack the means to vanquish evil themselves. Angels of higher station see them as children to be cherished, protected and nurtured. Woe to he who harms a cherub around a greater angel.

Cherubim get along well with Lantern Archons, who tend to get along with the friendly spirits. Courre eladrin also get along with them well, often playing small pranks on cherubim.


Size/Type: Small Outsider (Good, Angel)
Hit Dice: 2d8+4 (16 hp)
Initiative: +6
Speed: 10ft, fly 60ft (good)
Armor Class: 18 (+2 dex, +1 size, +5 natural)
Base Attack/CMB/CMD: +2/+0/12
Attack: Slam+0 (1d3-2)
Full Attack: Slam+0 (1d3-2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, low light vision, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues.
Saves: Fort +5, Ref +5, Will +5 (+4 vs poison)
Abilities: Str 6, Dex 15, Con 14, Int 7, Wis 14, Cha 15   
Skills: Concentration+7, Diplomacy+7, Escape Artist+7, Hide+11, Knowledge(Planes)+3, Knowledge(Religion)+3, Listen+11, Move Silently+7, Spot+11, Use Rope+7 
Feats: Improved Initiative(1)
Epic Feats: -
Alignment: Always any good.

Spell-like abilities

At will-Detect evil, detect poison. 1/day-calm emotions, elation*. The save DCs are charisma based.

*From the BoED

Skills

Cherubim have a +4 racial bonus to spot and listen checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#11
Movanic Devas are from the Fiend Folio. I updated it to 3.5 and tweaked a few of the abilities, as well as added another HD. They function about the same as before, only with a few changes to taste. One thing of note is that the SLA list of the movanic deva is quite developed. 3.5 outsiders have trimmed down SLA lists; things like consecrate/descrate, hallow/unhallow and atonement are often snipped away.  If the SLA list looks enlarged, that's why. I may update the astral deva's SLA list to reflect this, as I think possessing consecrate and like spells is entirely befitting of a celestial.

Movanic devas gestalt in almost anything they desire due to all around high ability scores. Most prefer things that aid in melee combat, though oftentimes they take on quite unusual choices due to serving the Prime Material. Others learn to channel positive energy and become clerics due to visiting the Positive Energy Plane. Likewise, the rare celestial necromancer can often trace his roots back to service as a movanic deva assigned to the Negative Energy Plane.


Movanic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 7d8+21 (60 hp)
Initiative: +8
Speed: 40ft, fly 80ft (good)
Armor Class: 22 (+4 dexterity, +8 natural)
Base Attack/CMB/CMD: +7/+10/24
Attack: Greatsword+13 (2d6+5 plus 1d6 fire)
Full Attack: Greatsword+13/+8 (2d6+5 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 5/evil, spell resistance 21, immunity to acid, cold and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, divine equilibrium, heavenly deflection, soothing presence of nature.
Saves: Fort +8, Ref +9, Will +7 (+4 vs poison)
Abilities: Str 16, Dex 18, Con 16, Int 14, Wis 15, Cha 17
Skills: 10+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Weapon Focus(Greatsword)(6)
Epic Feats: -
Alignment: Always Any Good

Racial and innate abilities:
Spoiler: ShowHide


Spell-like abilities

At will-aid, consecrate, continual flame, create food and water, detect evil, discern lies, prayer, protection from arrow. 3/day-atonement, bless weapon, cure serious wounds, daylight, death ward, divination, ethereal jaunt, hallow, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear. 1/day-commune. Caster level 7th. The save DCs are charisma based.

Divine Equilibrium (Ex)

Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.

Heavenly Deflection (Su)

Once per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. Deflected spells are negated as if counterspelled.

The deva must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

A movanic deva can assume the form of any Small or Medium humanoid or animal.

Soothing Presence of Nature (Ex)

Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva. Intelligent plants or animals with an intelligence score of 6 or higher are allowed a DC 26 will save to overcome this effect, should they desire to attack the deva. The save DC is charisma based and includes a +10 racial bonus.


Gear: [spoiler]

Greatsword+1, flaming.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Part 2 of the Fiend Folio celestial cleanup act, go! There's not much to say about Monadic Devas so I won't drag this out. One thing of note is that her feats are fairly generic. This is normal when I design a monster rather than a character; a monster usually chooses mostly SRD feats and chooses broad, generally useful ones. Individuals would obviously be more specialized.

Monadic Devas lean more towards classes for the holy and faithful, though a large minority investigate PrCs based around the elemental powers they are tasked with watching.


Monadic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 10d8+40+10 (99 hp)
Initiative: +7
Speed: 40ft, fly 90ft (good)
Armor Class: 25 (+3 dex, +12 natural)
Base Attack/CMB/CMD: +10/+15/28
Attack: Mace of Smiting+18 (1d8+10 19-20 x2)
Full Attack: Mace of Smiting+18/+13 (1d8+10 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 10/evil, spell resistance 24, immunity to acid, cold and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, deliverance, elemental ease, uncanny dodge.
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 20, Dex 16, Con 18, Int 17, Wis 17, Cha 17
Skills: 13+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Toughness(6), Improved Critical(Heavy Mace)(9)
Epic Feats: -
Alignment: Always Any Good.

Racial and innate powers:
Spoiler: ShowHide


At will-aid, charm monster, consecrate, continual flame, create food and water, detect evil, discern lies, hold monster, mirror image, prayer, protection from arrows. 3/day-atonement, cure serious wounds, daylight, death ward, dispel magic, divination, ethereal jaunt, hallow, holy aura, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear. 1/day-commune, dispel evil. Caster level 10th. The save DCs are charisma based.

Deliverance (Ex)

Monadic devas are immune to ability damage, ability drain, and energy drain.

Elemental Ease (Ex)

Monadic devas are immune to the deleterious effects of elemental traits of air-dominant, earth-dominant, fire-dominant, and water-dominant planes. They can breathe in any environment as if wearing a necklace of adaptation.

Change Shape (Su)

A monadic deva can assume the form of any Small or Medium humanoid.

Uncanny Dodge (Ex)

Devas retain their Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and they cannot be flanked except by a rogue of at least 14th level.


Gear:
Spoiler: ShowHide


Mace of Smiting.


Custom Material
Spoiler: ShowHide


Mace of Smiting

This +3 adamantine heavy mace has a +5 enhancement bonus against constructs. A critical hit dealt to an outsider or construct deals x4 damage rather than x2.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

In rare cases, a movanic deva loves its duty so much that it passes up chance after chance to promote to a higher caste. The chances to reach the rank of astral deva, planetar or perhaps even solar are passed over in favor of her current duty. These movanic devas are powerful champions for good, going from crusade to crusade in her chosen planes.

Avenging Angels are usually paladins, fighters or a specialist class dealing in positive or negative energy. Pure clerics almost invariably promote to planetars when the time is right, as do many who take up the serious study of arcane magic. Barbarians are also known of; while rare amid the devas, a movanic barbarian's chaotic nature suits staying to its favored tasks over taking up new, higher ones. No matter what the exact calling of an Avenging Angel, they have developed new powers to better cope with the realms they oversee, and in particular mortal kind.

As an aside, in retrospect I think Latha from Balmuria 1 would do better as an advanced movanic deva. Ah well, it's an exceedingly minor difference overall. Yes, I'm on a celestial kick. I've been meaning to do this for awhile.


Avenging Angel, 21 max HD Movanic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 21d8+168+21 (291 hp)
Initiative: +17
Speed: 50ft, fly 120ft (perfect)
Armor Class: 37 (+9 dexterity, +18 natural)
Base Attack/CMB/CMD: +21/+29/48
Attack: Greatsword+36 (2d6+17 plus 1d6 fire plus 2d6 holy plus 1d10 fire on critical 17-20 x2)
Full Attack: Greatsword+36/+31/+26/+31 (2d6+17 plus 1d6 fire plus 2d6 holy plus 1d10 fire on critical 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 15/epic and evil, spell resistance 35, immunity to acid, cold and petrification, resistance to fire and electricity 20, darkvision 120ft, protective aura, divine equilibrium, heavenly deflection, soothing presence, champion of the planes, mortal diplomacy.
Saves: Fort +20, Ref +21, Will +19 (+4 vs poison)
Abilities: Str 26, Dex 28, Con 26, Int 24, Wis 25, Cha 27
Skills: 24+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Weapon Focus(Greatsword)(6), Toughness(9), Improved Critical(Greatsword(12), Subduing Strike(15), Quicken Spell-Like Ability(Holy Smite(18)
Epic Feats: Superior Initiative(21)
Alignment: Always Any Good.

Racial and innate abilities:
Spoiler: ShowHide


Spell-like abilities

Always active-detect evil, discern lies, death ward. At will-aid, consecrate, continual flame, create food and water, hallow, holy smite, prayer, protection from arrows, summon nature's ally 7. 3/day-atonement, bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, neutralize poison, plane shift, remove curse, remove disease, remove fear, restoration. 1/day-commune, heal. Caster level 21st. The save DCs are charisma based.

Divine Equilibrium (Ex)

Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.

Heavenly Deflection (Su)

Three times per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. A deflected attack may be deflected or counterspelled, or the deva may choose to return the attack onto the attacker. A reflected attack uses the same rolls as the initial attack.

The deva must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

A movanic deva can assume the form of any Small or Medium humanoid or animal.

Soothing Presence of Nature (Ex)

Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva. Intelligent plants or animals with an intelligence score of 6 or higher are allowed a DC 38 will save to overcome this effect, should they desire to attack the deva. The save DC is charisma based and includes a +10 racial bonus.

Champion of the Planes (Ex)

Movanic devas of high level become attuned to the planes they defend. A movanic deva is considered a native when on the Mortal Coil, Negative Energy Plane and Positive Energy Plane. She is not subject to banishment or other effects that target extraplanar creatures while on those planes.

Mortal Diplomacy (Ex)

Through long practice of dealing with mortals of all kinds, the movanic deva has gained a deep understanding of how these creatures work. As a result she gains a +8 bonus to diplomacy, bluff and sense motive checks against natives of the Prime Material Plane.


Gear: [spoiler]

Greatsword+5, flaming burst and holy. The flames of this blade glow with heavenly heat, ignoring fire resistance(but not immunity).
[/quote]
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Malcanthet's build is not wholly original. Dragon 353 has an excellent version of her that served as a springboard to this build. Notes as follows.

- I took her to 3x the starting succubus HD and switched that side of the gestalt to a PrC from there. Technically succubi can only advance to 12 HD RAW, but most creatures go to x3 base hit dice. Why they don't is tied to the generally poor advancement=size increase rules, I reckon.

- The trouble with making deities is finding the proper combination of classes. Malcanthet's original build has sneak attack and other rogue elements, so that was an easy choice for one side of the gestalt. The other was more troublesome. While Beguiler could fit, Malcanthet has never been presented as a full caster and many of its spells are redundant for her anyway. Checking a few books lead me to Fatemaker. I hadn't really read the PrC before, but it fits Malcanthet perfectly.

- Malcanthet is a little too calculating and together for Anarchic Vile.

- Her domains are the four suggested in the FC1 with the addition of the Lust domain. If she gets another domain later, it'll probably be the Healing Domain. Remember, healing isn't intrinsically good, even if its often associated with good. Same idea as some types of negative energy, such as enervation, not being automatically evil. Anyway, they suggest the Healing Domain if the Temptation Domain isn't available. Healing and support fits into the feminine role Malcanthet embodies and allows one of her clerics to better aid and worm her way into the good graces of others.

- Malcanthet's bluff and diplomacy are absolutely bonkers. Bluff gives her a few fun tricks with the epic bluff rules, and diplomacy lets her make followers fanatic. She'd love a few more epic uses for those skills; that said, they're largely flavor. Malcanthet survives on guile and manipulation as much as force, she should be absolutely ferocious in these fields.

- Most of her unique powers are from the Dragon 353 writeup, only tweaked or enhanced for this.


Succubus 18/Fatemaker 26//Rogue 44

Malcanthet
Queen of the Succubi, Mistress of the Razor Throne
Demon Queen
Symbol: A pair of bright red feminine lips, pierced with an iron thorn that drips a single drop of blood.
Home Plane: Shendilavri, the 570th layer of the Abyss.
Alignment: Chaotic Vile.
Portfolio: Lust, desire, rape, beauty.
Worshipers: Whores, dominatrices, manipulators, hedonists.
Cleric Alignments: Chaotic Evil, Neutral Evil, Chaotic Neutral.
Domains: Chaos, Evil, Lust, Temptation, Trickery.
Favored Weapon: Lover's Lash (Scourge).

Size/Type: Medium Outsider (Evil, Chaotic, Demon)
Divine Rank: 6
Hit Dice: 18d8+26d6+396 (696 hp)
Initiative: +23, always goes first.
Speed: 60ft, fly 200ft (good)
Armor Class: 74 (+21 natural, +9 dex, +6 divine, +28 deflection)
Base Attack/CMB/CMD: +44/+53/106
Attack: Lover's Lash+59 (1d8+15 plus 31d6 sneak attack plus 2d6 unholy plus 3d6 electricity x2 plus 6d6 electricity on a critical hit)
Full Attack: Lover's Lash+59/+54/+49/+44 (1d8+15 plus 31d6 sneak attack plus 2d6 unholy plus 3d6 electricity x2 plus 6d6 electricity on a critical hit) and 2 wings+53 (1d8+4 plus 31d6 sneak attack) and tail+53 (1d6+4 plus 31d6 sneak attack and poison) or 2 claws+53 (1d4+4 plus 31d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell-like abilities, summon demon, sneak attack+31d6, crippling strike, opportunist, spells, ego manifestation 2/day.
Special Qualities: Damage reduction 20/cold iron, epic and good, darkvision 120 ft, immunity to electricity, acid and poison, resistance to acid, cold and fire 30, spell resistance 79, telepathy 200ft, tongues, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, confidence of the fated 5/day, aura of confidence+6, divine traits.
Saves: Fort +69, Ref +69, Will +72
Abilities: Str 29, Dex 29, Con 29, Int 32, Wis 30, Cha 66
Skills: Appraise+64, Balance+62, Bluff+110, Concentration+62, Diplomacy+110, Disguise+81, Escape Artist+62, Forgery+64, Hide+62, Intimidate+81, Knowledge(Local: Shendilvri)+64, Knowledge(Nobility and Royalty)+64, Knowledge(Planes)+64, Listen+63, Move Silently+62, Perform(Dance)+81, Perform(Oratory)+81, Perform(Song)+81, Sense Motive+63, Spot+63, Tumble+62, Use Magic Device+81, Use Rope+62
Feats: Dark Speech(B), Skill Focus(Diplomacy)(1), Combat Expertise(3), Improved Disarm(6), Improved Trip(9), Exotic Weapon Proficiency(Scourge)(12), Multiattack(15), Improved Multiattack(18), Flyby Attack(21), Quicken Spell-Like Ability(Mass Charm Monster)(24), Improved Initiative(27), Skill Focus(Bluff)(33),
Epic Feats: Trap Sense(B), Epic Reputation(R24), Lingering Damage(R28), Epic Skill Focus(Diplomacy)(30), Superior Initiative(R32), Great Charisma(F15), Great Charisma(36), Epic Skill Focus(Bluff)(R36), Supreme Confidence(F20), Great Ego(39), Improved Sneak Attack(R40), Epic Disarm(42), Great Charisma(F25), Blinding Speed(R44)
Salient Divine Abilities: Divine Blast, Divine Shield, Divine Skill Focus(Bluff), Divine Skill Focus(Diplomacy), Divine Rogue, Extra Domain(Lust), Increased Spell Resistance, Profane Beauty, Queen's Kiss, Spell Reflection, Supreme Initiative.
Alignment: Chaotic Vile

Racial powers:
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Energy Drain (Su)

Malcanthet can give 3d4 negative levels with a kiss or other act of passion. She must succeed on a grapple check to kiss an unwilling target. Those kissed must make a DC 60 will save or become dazed for 1 round. The save DC is charisma based.

Seductive Gaze (Su)

60ft, DC 60 will negates. Any creature that meets Malcanthet's gaze suffers a -6 to attack rolls, weapon damage rolls, saving throws, skill checks, ability checks and level checks for one minute. Once per round as a free action, Malcanthet can attempt to dominate a creature she has affected with her gaze, as by a dominate monster spell. A second will save is allowed to negate the domination. Malcanthet can dominate up to six creatures with this ability; the seventh creature dominated causes the first to be freed. This effect does not wear off and cannot be dispelled, it must be removed with a break enchantment, wish or miracle spell. The save DC is charisma based.

Poison (Ex)

DC 41, 3d8 wisdom damage and secondary domination. This domination functions as dominate monster and can affect creatures immune to poison. The wisdom damage does not, but the secondary effect can. The save DC is constitution based.

Summon Demons (Sp)

Six times per day Malcanthet may summon up to 44 hit dice of demons. This may be any combination that equals 44 hit dice, but no one monster may have more than 22 hit dice. Alternately, once per week Malcanthet may summon all of the Radiant Sisters.

Malcanthet prefers to summon lilitu, max hit dice succubi and incubi.



Divine powers:
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Spell-like abilities

At will-Animate objects, beckoning call, blasphemy, chaos hammer, charm monster, charm person, clairaudience/clairvoyance, cloak of chaos, confusion, create undead, desecrate, detect good, detect thoughts, disguise self, dispel good, dispel law, dominate monster, dominate person, ethereal jaunt, false vision, invisibility, irresistible dance, greater plane shift, greater teleport, magic circle against good, magic circle against law, mass charm monster, mass suggestion, mislead, nondetection, protection from good, protection from law, refuge, screen, scrying, shatter, soul link, suggestion, summon monster 9(chaotic evil creatures only), symbol of persuasion, sympathy, teleportation circle, unholy aura, unholy blight, word of chaos. Caster level 44th. The save DCs are charisma based.

Alter Reality (Su)

Malcanthet exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Malcanthet can use limited wish when doing so can help her promote decadence, sinful overindulgence, prostitution and sex as a means of control. Note that in the situation where Malcanthet and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Inflict Wounds (Su)

Malcanthet may cast any inflict wounds spell as a standard action. She may apply any metamagics to this that she pleases. The spell cannot be higher than ninth level.

Domain powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Evil: +1 bonus to the caster level of evil spells.
Lust: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.
Temptation: Choose a gender (Male). As long as you wear no armor, you gain a +2 competence bonus on Charisma checks opposed by creatures of this gender. Furthermore, the save DCs of any enchantment spells you use against this gender rises by 1.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Divine Aura (Ex)

The save DC against Malcanthet's divine aura is 44 and the radius is 600ft.

Immunities: Malcanthet is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on rerself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Malcanthet is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Malcanthet gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Malcanthet does not automatically fail on a natural attack roll or saving throw roll of 1. Malcanthet may take 10 on any check.

Communication: Malcanthet can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Malcanthet can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a sensual, pleasure inducing whisper at the height of passion. In this case, anyone within earshot of the sound can hear it.

Create Items: Malcanthet can create any wondrous item with power related to sex, temptation or lust; the maximum is 30,000 gold.

Portfolio Sense: Malcanthet is aware of any act of lust, manipulation or wanton desire that involves 500 or more people.



Rogue powers:
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Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Penetrating Strike (Ex)

When you flank an enemy and successfully attack that enemy, you may apply half of your sneak attack damage.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.



Fatemaker powers:
Spoiler: ShowHide


Spells

Malcanthet casts as a 26th level fatemaker. The save DCs are 38 + spell level.

10/10/10/10

1: Expeditious Retreat, Jump, Sanctuary, True Strike.
2: Daze Monster, Eagle's Splendor, Resist Energy, Spider Climb.
3: Haste, Protection From Energy, Suggestion, Tongues.
4: Neutralize Poison, Remove Curse, Restoration, Stoneskin.

Confidence of the Fated (Su)

Once per day, a fatemaker of 2nd level or higher can add her class level as a morale bonus on any single attack roll, weapon damage roll, saving throw, or skill check. At 7th level and higher, she can do this twice per day, but only once in any given round.
   
Sneak Attack (Ex)

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a fatemaker gets a sneak attack bonus from another source, the bonuses on damage stack.

Aura of Confidence (Su)

A fatemaker's confidence tends to rub off on her allies. Beginning at 4th level, a fatemaker grants a +1 morale bonus on attack rolls, saves, and skill checks to all adjacent allies (but not to herself). This ability functions only while the fatemaker is conscious. At 8th level, the bonus increases to +2.

Ego Manifestation (Sp)

At 10th level, a fatemaker's internal confidence and ego can be made physically manifest, increasing her size and power. This effect is the equivalent of the righteous might spell (caster level equals class level), except that the fatemaker doesn't gain damage reduction, but instead gains a +4 bonus on Intimidate checks. She can use this ability once per day.



Gear:
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Lover's Lash

Lover's Lash is a +6 lightning blast unholy adamantine scourge. This scourge deals horrid wounds that cannot be healed by means short of a wish or miracle spell. A creature reduced below 1 hit point by this lash is not killed. They are reduced to 1 hit point and subjected to the effects of an Eternity of Torture spell with no saving throw. This horrible fate can only be removed by anointing the victim with seven vials of holy water followed by consecutive castings of dispel evil, dispel chaos and finally a wish or miracle. On the last spell being cast the victim immediately dies. They may be resurrected as normal. Lover's Lash counts as a major artifact.

Malcanthet has various other suitable magical items, including a vast collection of jewelry, lingerie and other similar items. She prefers items that enhance her durability and defenses, or that allow her to dispel pesky magic such as protection from evil or mind blank. She scorns items that bolster her already impressive social skills, using them only when a situation is absolutely critical.



Custom Material: [spoiler]

Epic Disarm [Epic]
Prerequisite: Improved Disarm, dex 23
Benefit: You gain a +6 bonus on the CMB check you make to disarm your opponent, as well as a +6 bonus to CMD to resist being disarmed. This stacks with the bonus from Improved Disarm. When you successfully disarm a foe, you may send the weapon up to 30ft away in a direction of your choice. At your choosing, you may take the weapon if you have a free hand or send it flying at an ally or enemy within 30ft. If sent at an ally and they have a free hand, they may catch the weapon as a free action and use it.  If sent at an enemy, it is treated as an improvised weapon. Resolve this as if you had thrown the weapon at them.

PROFANE BEAUTY
Prerequisite: Any evil alignment, cha 39; plus access to one of the following domains: Charm, Lust, Temptation.
Benefit: Good creatures are nauseated by the sight of Malcanthet's ripe, profane beauty. Good creatures must make a fortitude save (DC 10 + 1/2 hit dice + charisma modifier + divine rank; DC 66) each time they touch or strike Malcanthet with a melee attack. Failure results in two negative levels. Malcanthet heals 20 hit points each time she deals negative levels with this ability.

QUEEN'S KISS
Benefit: Malcanthet can bestow boons on those she desires. Through a profane mating ritual that lasts six hours, she may give a creature a +12 profane bonus to any one ability score and to saving throws. As a standard action instead, a simple kiss can bestow a +4 profane bonus instead. The symbol of Malcanthet appears on the recipient's body in a place of Malcanthet's choosing. This boon lasts as long as the character lives. Malcanthet can monitor the character's condition and location as if she had placed a status spell on the character. She can communicate telepathically with the character at all times, despite any intervening distance and by concentrating, can observe the world around the character as if she were there in its place. While concentrating in this manner, Malcanthet can use any of her spell-like abilities through the recipient so that they manifest as if the recipient had used the abilities itself.

As a free action, Malcanthet can cause the mark to tear bloodily away from the recipient and fade, leaving an ugly red scar in its wake. This deals 2d6 points of Charisma drain to the creature and removes the profane bonuses. However, it does not disrupt Malcanthet's connection to the creature; Malcanthet can still use all of the other properties of the Queen's Kiss. Removing the mark or the scar can be done with a dispel evil or dispel chaos spell. Accepting this mark is a profoundly evil and chaotic act. Unwilling recipients are allowed a will save (DC 10 + 1/2 hd + cha modifier + divine rank; DC 66) to negate.

SPELL REFLECTION
Prerequisite: Caster level 21st, Increased Spell Resistance.
Benefit: Any spell that fails to penetrate your spell resistance is reflected back at the caster, as if you had cast it yourself. The spell uses the original caster's DC and caster level. Reflected spells fail to affect anyone else who was targeted initially, though they may be affected if the reflected spell would still target them. They are still entitled to any saving throws or spell resistance as normal.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?