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Started by Anastasia, April 28, 2014, 12:08:23 AM

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Anastasia

#15
This supercedes the paeliryon from the FC2. The FC2 one had a few mistakes, ineligible feats and incorrect hit points. These are fixed and the overall monster is tweaked to my tastes and its precise role in Hell. They're still inferior to pt fiends all in all, but not so much now as to be obviously inferior to that caste. They also tend to resemble sleeker pit fiends rather than what's shown in the FC2.

Individual paeliryons focus on classes that let them accomplish their duties better. Many are spymasters and take rogue, sorcerer or beguiler levels. Ones with unusual responsibilities adapt and take classes well suited to those duties. Few embrace martial combat, despite having a potent claw attack.


Paeliryon

Size/Type: Large Outsider (Devil, Evil, Lawful)
Hit Dice: 18d8+162+18 (263 hp)
Initiative: +13
Speed: 40ft, fly 100ft (average)
Armor Class: 36 (-1 size, +9 dex, +18 natural)
Base Attack/CMB/CMD: +18/+26/45
Attack: Claw+24 (1d8+7 plus 1d4 Cha 18-20 x3)
Full Attack: 2 claws+24 (1d8+7 18-20 plus 1d4 Cha 18-20 x3) and bite+19 (1d10+3)
Space/Reach: 10ft/10ft (20ft with claws)
Special Attacks: Spell-like abilities, deform, augmented critical, belittle, intoxicating perfume, summon devils.
Special Qualities: Damage reduction 15/silver and good, immunity to fire and poison, resistance to acid and cold 10, spell resistance 26, see in darkness, telepathy 100ft, retractable claws.
Saves: Fort +20, Ref +20, Will +17
Abilities: Str 25, Dex 28, Con 28, Int 26, Wis 23, Cha 29
Skills: Appraise+29, Bluff+30, Concentration+30, Decipher Script+29, Diplomacy+30, Disguise+30, Forgery+29, Gather Information+30, Hide+26, Intimidate+30, Knowledge(arcana)+29, Knowledge(local: hell)+29, Knowledge(N&R)+29, Knowledge(planes)+29, Listen+27, Move Silently+30, Sense Motive+27, Spot+27, Survival+27, Use Rope+30
Feats: Improved Initiative(1), Mortalbane(3), Toughness(6), Ability Focus(Belittle)(9), Empower Spell-Like Ability(Enervation)(12), Violate Spell-Like Ability(Enervation)(15), Quicken Spell-Like Ability(Greater Invisibility)(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-see invisibility, tongues. At will-charm monster, clairaudience/clairvoyance, desecrate, detect good, detect chaos, greater dispel magic, greater invisibility, greater mirror image, greater teleport (self+50 pounds only), hold monster, major image, mind blank, suggestion. 3/day-antilife shell, blasphemy, enervation, greater command, greater prying eyes, meteor swarm. Caster level 18th. The save DCs are 19 + spell level.

Deform (Ex)

Creatures hit by a paeliryon's claw attack take 1d4 points of Charisma damage.

Augmented Critical (Ex)

A paeliryon's claws threaten a critical hit on a natural 18-20, dealing triple damage on a successful critical hit.

Belittle (Su)

As a standard action, a paeliryon can unleash a torrent of epitaphs and insults. All nondevils within a 60ft cone must succeed on a DC 30 Will save or be stunned for 1 round and become shaken for 2d4 rounds thereafter. The save DC is Charisma based.

A creature that successfully saves cannot be affected again by that same paeliryon's belittle ability for 24 hours.

Intoxicating Perfume (Su)

As the mind fog spell, but the effect is centered on the paeliryon; at will; DC 28; caster level 18th. The save DC is Charisma-based. A creature that successfully saves cannot be affected  by a paeliryon's intoxicating perfume for 24 hours. Baatezu are immune to this ability. The paeliryon can lower or raise this ability as a free action.

Retractable Claws (Ex)

As a free action, a paeliryon can extend or retract its claws. When they are extended, the paeliryon's reach with its claw attacks increases by 10 feet.

Summon Baatezu (Sp)

Twice times per day, a paeliryon can summon four lemures, two bone devils or bearded devils, or one erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell (CL 18th).]


Gear:
Spoiler: ShowHide


Paeliryons favor a good deal of liquid wealth, as they have need of bribery material on demand.  They tend to skimp on personal equipment as a result, though most have bracers of armor, cloaks of resistance or similar items if faced with combat.
<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

#16
Basic orthons. They are mildly revised to fix a few mistakes in the original, such as an invalid feat choice and not listing the size modifier to armor class, and applying the normal house rules.

Orthons

Size/Type: Large Outsider (Devil, Evil, Lawful)
Hit Dice: 7d8+56 (89 hp)
Initiative: +1
Speed: 20ft
Armor Class: 24 (-1 size, +1 dex, +8 armor, +6 natural)
Base Attack/CMB/CMD: +7/+14/25
Attack: Hellspear+14 (2d6+9 19-20 x3) or hellfire crossbow+8 ranged touch (2d6 19-20 x2)
Full Attack: Hellspear+14/+9 (2d6+9 19-20  x3) or hellstroke+14/+14 (2d6+9 x3) or hellfire crossbow+8 ranged touch (2d6 19-20 x2)
Space/Reach: 10ft/10ft (20ft with hellspear)
Special Attacks: Dimensional interference, spell-like abilities, formation fighting, maggot burst.
Special Qualities: Immunity to fire and poison, resistance to acid and cold 10, see in darkness, telepathy 100ft, damage reduction 5/silver or good, stability, spell resistance 18.
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 11 
Skills: Balance+11, Climb+16, Concentration+18, Intimidate+10, Jump+16, Listen+12, Search+9, Spot+12, Swim+16, Survival+12, Use Rope+11
Feats: Iron Will(1), Weapon Focus(Hellspear)(3), Weapon Focus(Hellfire Crossbow)(6)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-greater teleport, see invisibility. Caster level 7th. The save DCs are 10 + spell level.

Hell Stroke (Ex)

An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its highest attack bonus against an opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.

Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20ft radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Formation Fighting (Ex)

If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack.

Maggot Burst (Ex)

The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is  slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.

Stability (Ex)

Orthons gain a +4 bonus to CMD against trip and bull rush attempts.


Gear:
Spoiler: ShowHide


Hellspear

This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon. Orthons treat Hellspears as martial weapons instead of exotic weapons.

Hellfire Crossbow

Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400ft and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.

Beyond these, orthons carry whatever treasures they can loot from the battlefield. They prefer to take healing potions whenever possible, as this spares them the tender mercies of diabolical infirmaries.
<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

#17
Solars have always been heads and shoulders above pit fiends and balors in the fluff, but the SRD version doesn't really reflect this. I made this revision back in Balmuria 1 and updated it for Balmuria 3. The changes are minimal. As only a few steps removed from deities, solars are flush with power and usually unique. The feats I chose are general to allow it to do a bit of everything, I figure most specialize more.

Solar

Size/Type: Large Outsider (Angel, Good)
Hit Dice: 22d8+220 (396 hp)
Initiative: +18
Speed: 50ft, fly 150ft (good)
Armor Class: 45 (-1 size, +7 dex, +21 natural, +8 armor)(+4 deflection vs evil)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greatsword+35 (3d6+18 19-20 x2) or longbow+34 (2d6+12 and +2/+2d6 bane x3) or slam+30 (2d8+13)
Full Attack: Greatsword+35/+30/+25/+20 (3d6+18 19-20 x2) or longbow+32/+32/+27/+22/+17 (2d8+13 x3) or 2 slams+30 (2d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 15, resistance to electricity and fire 20, spell resistance 35, tongues.
Saves: Fort +23, Ref +22, Will +24  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 29
Skills: Balance+35, Concentration+36, Craft(any three)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(N&R)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+37, Move Silently+35, Perform(Song)+34, Search+34, Sense Motive+37, Spellcraft+34, Spot+37, Swim+34
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Improved Sunder(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Empower Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always any good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A solar takes normal damage from epic, evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on its turn.

Spells

Solars can cast divine spells as 20th level clerics. A solar has access to two of the following domains, as well as any appropriate to it's deity or plane of service: Air, Destruction, Good or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.) The example solar here serves Elysium and has access to the Air, Good, Healing and Sun domains.

Solars cast as 20th level clerics(caster level 21st for spells with the good descriptor). The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Endure Elements), Bless Waterx2, Entropic Shieldx2, Remove Fearx2, Shield of Faithx2
[8+1/day]2: (Wind Wall), Align Weapon, Bear's Endurance, Delay Poison, Shatter, Shield Other, Silence, Spiritual Weapon, Zone of Truth
[8+1/day]3: (Cure Serious Wounds), Continual Flame, Create Food and Water, Locate Object, Protection from Energy, Searing Lightx4
[8+1/day]4: (Air Walk), Control Water, Death Wardx2, Dimensional Anchor, Dismissal, Freedom of Movementx2, Greater Magic Weapon
[7+1/day]5: (Blade Barrier), Flame Strike2, Hallowx2, Plane Shiftx3
[6+1/day]6: (Chain Lightning), Forbiddance, Healx3, Heroes Feast, Mass Owl's Wisdom
[6+1/day]7: (Sunbeam), Control Weather, Empowered Flame Strike, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Sunburst), Dimensional Lockx2, Fire Stormx2, Greater Spell Immunity, Summon Monster 8
[5+1/day]9: (Prismatic Sphere), Gate, Mass Healx3, Miracle

Change Shape (Su)

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


Gear:
Spoiler: ShowHide


All solars carry several powerful pieces of equipment. A solar is armed with a large greatsword+5, dancing. Such swords are usually made of at least adamantine, cold iron or silver and often of more exotic materials. Each solar also carries a large longbow+3. Any arrow shot from this bow counts as a bane weapon against its target. A solar also wears a golden breastplate+3 that has no armor check penalty and a maximum dexterity bonus of +7. More powerful solars have more potent forms of this equipment.

In addition, solars tend to gather their own equipment as they see fit. While a solar does not succumb to the lure of greed, they recognize that powerful equipment makes their success all the more likely. They tend to carry epic magic items and sometimes artifacts. Lesser magical items are usually passed onto lower celestials or mortals, as they need the benefits more than a solar.
<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

#18
This is a fallen solar constructed with the Gates of Hell fallen angel template. For the sake of gestalt, I treat it as a +0 LA template. Fallen solars are one of the greatest tragedies in Creation. For a creature that rose so high to fall so low is unthinkable, yet the lure of evil can ensnare anyone. If anything is to be learned from these piteous creatures, it is that no one is above temptation...and that even like this, the road to salvation is not closed if they are willing to repent.

Fallen Solar

Size/Type: Large Outsider (Angel, Evil)
Hit Dice: 22d8+220 (396 hp)
Initiative: +18
Speed: 50ft, fly 150ft (good)
Armor Class: 40 (-1 size, +10 dex, +21 natural)(+2 deflection vs good)
Base Attack/CMB/CMD: +22/+33/53
Attack: Greatsword+36 (3d6+20 19-20 x2) or longbow+34 (2d6+13) or slam+31 (2d8+15)
Full Attack: Greatsword+36/+31/+26/+21 (3d6+20 19-20 x2) or longbow+32/+32/+27/+22/+17 (2d8+13 x3) or 2 slams+31 (2d8+15)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and good, darkvision 120ft, low light vision, immunity to poison and acid, magic circle against good, regeneration 15, resistance to electricity and fire 20, spell resistance 35, telepathy 200ft, cursed.
Saves: Fort +23, Ref +22, Will +24  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 30, Dex 31, Con 32, Int 29, Wis 32, Cha 29
Skills: Balance+35, Concentration+36, Craft(any three)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(N&R)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+36, Move Silently+35, Perform(Song)+34, Search+34, Sense Motive+36, Spellcraft+34, Spot+36, Swim+35
Feats: Dark Speech(B), Improved Initiative(1), Power Attack(3), Improved Sunder(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Empower Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always any evil

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A fallen solar takes normal damage from epic, good aligned weapons, and from spells or effects with the good descriptor.

Spell-Like Abilities:

Always active-detect good. At will-animate objects, bestow curse, commune, contagion, continual flame, death knell, dimensional anchor, fear, greater dispel magic, greater teleport (self + 50 pounds of gear only), imprisonment, invisibility (self only), power word stun, resist energy, summon monster 7, speak with dead, unholy blight, waves of fatigue. 3/day-blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion. 1/day-power word blind, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of the fallen solar's always active abilities may be dispelled, but the fallen solar can reactive them as a free action on its turn.

Spells

Fallen solars can cast divine spells as 13th level clerics(caster level 20th). A fallen solar has access to two of the following domains, as well as any appropriate to it's deity or plane of service: Destruction, Evil, Trickery and War. The save DCs are Wisdom based. A fallen solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.) The example solar here serves Hades and has access to the Evil, Fire, Trickery and War domains.

Fallen solars cast as 13th level clerics(caster level 20th; caster level 21st for spells with the evil descriptor). The save DCs are 21 + spell level.

[6/day]0: Detect Magicx3, Inflict Minor Woundsx3
[8+1/day]1: (Protection from Good), Cause Fearx2, Curse Waterx2, Doomx2, Entropic Shieldx2
[8+1/day]2: (Produce Flame), Align Weapon, Bull's Strengthx3, Shatterx2, Silence, Spiritual Weapon
[7+1/day]3: (Nondetection), Animate Dead, Blindness/Deafness, Deeper Darkness, Invisibility Purgex3, Locate Object
[6+1/day]4: (Wall of Fire), Death Wardx2, Divine Power, Giant Vermin, Poison, Tongues
[5+1/day]5: (Flame Strike), Dispel Good, Greater Command, Insect Plague, Plane Shiftx2
[4+1/day]6: (Create Undead), Antilife Shell, Healx2, Symbol of Fear
[3+1/day]7: (Blasphemy), Empowered Flame Strikex3

Change Shape (Su)

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

Magic Circle against Good (Su)

A fallen solar is surrounded by a magic circle against good at all times. The caster level equals the fallen solar's hit dice.

Cursed (Ex)

Fallen solars have betrayed all they once stood for and have an unsettling nature about them. A fallen solar suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.


Gear:
Spoiler: ShowHide


Fallen solars are rarely allowed to keep their possessions when they are cast out of the heavens. As such, they have to begin gathering treasure anew. In the rare cases that a solar keeps its magical equipment, it corrupts to better serve its fallen master. The exact equipment of a fallen solar varies greatly, and while many gather equipment similar to what they used before they fell, no two are the same. The statblock here assumes a large greatsword+5, large longbow+3 and no armor.

Generally, fallen solars gather as much treasure and equipment as they need. They are freed from any ethical restraints and many succumb to greed.
<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 Hellfire Engine from the FC2 is a great idea for a monster. I really like how it works and the basic idea is good. My complaints are minimal otherwise, so I reworked it to my particular style to squeeze more power out of it with less hit dice bloat.

Changelog: Corrected a two point error in hit points due to a mistake in epic toughness's value. Minor typo and style patches.


Hellfire Engine

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 27d10+40+27+54 (391 hp)
Initiative: +0
Speed: 20ft
Armor Class: 38 (-2 size, +30 natural)
Base Attack/CMB/CMD: +20/+32/42
Attack: Slam+33 (2d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+33 (2d6+15 plus 9d6 hellfire)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, death throes, hellfire slams.
Special Qualities: Epic construct, cold iron body, construct traits, hellfire shield, steam burst, damage reduction 30/adamantine, epic and good, immunity to fire, resistance to acid and electricity 20, vulnerability to cold, see in darkness, telepathic.
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 40, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

Once every 1d4 rounds, the hellfire engine can breathe a 60ft cone of hellfire. This deals 20d10 points of hellfire damage to all creatures within the range, with a DC 32 Reflex save to halve. The save DC is Constitution based and includes a +9 racial bonus.

Death Throes (Ex)

When destroyed, a hellfire engine explodes in a 60ft radius burst that deals 20d10 points of hellfire damage to everything in the area (Reflex DC 32 half). The save DC is Constitution-based and includes a +9 racial bonus.

Hellfire Slams (Su)

A hellfire engine deals an extra 9d6 points of hellfire damage with its slam attacks.

Cold Iron Body (Su)

A hellfire engine is constructed wholly of cold iron, allowing its slam attacks to count as cold iron to bypass damage reduction.

Hellfire Shield (Su)

A hellfire engine emits massive amounts of heat. Any creature that touches or strikes the hellfire engine in melee takes 9d6 points of hellfire damage. Any weapons used also take this damage. A weapon reduced to zero hit points by this ability is melted and ruined. Weapons that deal cold damage, such as weapons with the frost enchantment, do not take this damage. A creature or object can only be affected by hellfire shield once per round.

Telepathic (Ex)

While hellfire engines lack any intelligence, they respond to telepathic commands by devils. This is restricted to general commands, such as attack, breathe hellfire, hold position or so forth.

Steam Burst (Ex)

Cold damage to the hellfire engine causes a spectacular burst of steam as superheated air and magic are cooled. Whenever the Hellfire Engine takes cold damage, it emits a cloud of steam in a radius around itself, equivalent to an obscuring mist spell. The exact size of the radius is equal to the amount of cold damage the Hellfire Engine took, rounded down to the nearest 5ft. For example, a Hellfire Engine that takes 13 points of cold damage emits a 10ft radius of steam. This mist lasts for 1 round and is immediately dispelled by a moderate wind or stronger. However, fire damage does not cause the steam to burn away.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.
<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

#20
Fluff:
Spoiler: ShowHide
Hoary hunters are elite servants of the Unseelie Court and the Queen of Air and Darkness. When a mortal has kindled the interest, scorn or fury of the Queen of Air and Darkness, a hoary hunter is dispatched to capture the creature's soul. The hunters strike without mercy, care or compassion, for they are the wrath of winter distilled into its most ethereal form. Further, they know that failure is personally punished by the Queen, who inflicts dreadful revenge on them.

Ecology

Hoary hunters are not part of any food chain. While they are frequent hunters, these hunts serve as tools to sharpen their abilities rather than out of need. As creatures of high rank within the court, any physical needs they have are immediately fulfilled by servants. It is worth noting that hoary hunters do not hold official rank in the court, but that the title of hoary hunter has authority equivalent to an earl.

The hoary hunters are all cold, dispassionate creatures. They are as the frozen mists that form them, hearts and souls long chilled to summer's caress. The Queen of Air and Darkness demands servants freed from petty emotions that interfere with killing. As such, she subjects a prospective hunter to a series of rituals that smothers the spark of emotion within them. The only emotion that is not held in check is satisfaction in the hunt.

When dealing with other creatures, a hoary hunter is distant and uncaring. So long as their hunts are not disturbed, they care little. Those that interfere or otherwise place themselves in the way are slaughtered for the insult, save for those fools with sufficient rank to make the killing politically troublesome. They are polite to the few nobles who deal with them outside of business. As glorified court assassins, they are held at bay from the more proper parts of the nobility. Still, politics are eternal and the hoary hunters do not wish to needlessly antagonize other nobles, for such petty grudges can potentially interfere with a hunt.

The hoary hunters were first created early in the Queen of Air and Darkness's reign. She remembered well what power the eladrin of might granted Queen Morwel, so she desired her own elite servants. The greatest warriors of the Sundering War were taken and subjected to the magic of the Queen, which transformed them into hoary hunters. This transformation makes the hunters unquestionably loyal to the Queen, who uses them to enforce her will on creatures that capture her wrath, attention or rarely her interest. These creatures are captured in body or soul and delivered back to the court.

Hoary hunters are served by hoary steeds, which are detailed in the next post.

The Hunt

On cold, moonlit nights, hoary hunters appear at midnight. They seek out their quarries until they succeed, are slain or dawn rises. This pattern repeats until the quarry is captured, killed or the hunt is fended off for five nights.

Any creature can be the quarry. Most targets are mortals on the Prime Material, but there is nothing that stops immortals on other planes from being attacked. This is however rare, as it requires the Queen's intervention. Likewise, (relatively) weak creatures (those of less than 15 hit dice) are rarely targeted, as it is a waste of the hunter's power. The most common targets are powerful mortals that have foiled the plans of the Unseelie Court or otherwise offended the Queen of Air and Darkness. Occasionally, the Queen sends the hunters out at the behest of another power or deity in exchange for a favor. This is both to accrue political capital and to keep mortal sages guessing as to the true motives of the hoary hunters.

Above all, a hoary hunter must always triumph. The Queen of Air and Darkness has no patience for those that fail. While hunters that are slain for good merely pass back to Yggdrasil for reincarnation, their next incarnation will be personally punished by the Queen. The ways a hoary hunter can fail are varied and the most common are as follows. A quarry might escape to a place where the hoary hunter cannot pursue, the quarry may die but not be soul bound, or the quarry may manage to defeat or elude a hunt for five nights. Regardless of why (with scant exceptions noted below), this results in the Queen's wrath falling on them. The hunter's name is stricken from the rolls of the hoary hunters, he stripped of his gear and clothing before the court and then sealed in a chunk of ice for all time. The failed hunter is displayed for other hoary hunters, so that they understand the price of failure.

A hoary hunter that is defeated but not killed for good will try again the next night, only with a proper war party. The contents of the war party vary, but almost always include at least another hoary hunter. Each night the hoary hunter will grow more desperate, resulting in more forces as it sells favors and cashes in debts. The hunters are not dumb, they attempt to gain allies that will counter the tactics of the quarry.

The sole exception to all of this is when a hoary hunter goes after quarry favored by Selune. The Moonmaiden takes great offense at the hoary hunter's invocation of lunar imagery and routinely dispatches powerful servants to even the odds. Should the hunters escalate, she is not beyond sending an avatar to rout them and claim the souls of the entire hunting party. While this does not stop the Queen from assigning these targets to the hoary hunters, the presence of extremely powerful servants or an avatar is considered acceptable grounds to cancel a hunt. This is one of the few situations that will not result in the hoary hunter being punished.

A quarry that successfully defeats the hunt will never again be targeted by the hoary hunters. In the vow of service to the Queen, the hunters swear to never repeat a failure. This includes the failures of other hoary hunters and binds them from taking further action. If there is any further reaction from the Unseelie fey, it will be from other forces.

Environment

Hoary hunters reside in the wild areas around the fey court. They maintain sprawling manors with vast wildlands around them, the better to have practice hunts. Otherwise, hoary hunters are encountered while chasing their quarry.

Typical Physical Characteristics

A typical hoary hunter resembles a human, elf or other humanoid made of cold mists. Anything they carry or wear takes on this appearance as well, though this is temporary and ceases once it is out of the hoary hunter's possession. They tend to appear slender to the point of emaciation. Most wear signet rings and other finery expected of a high noble.

Alignment

Always neutral evil. As dedicated servants of the Queen of Air and Darkness, they care about nothing but themselves and their mission. Even many of the normal concerns of the fey matter nothing to them.

Advancement

Hoary hunters rarely advance in hit dice. Few have reached 43 hit dice and none have reached 46. The reason for this isn't clear, but evidence suggests this is intentional sabotage by the Queen of Air and Darkness. It is likely so that her servants do not become powerful enough to challenge her authority. However, templates are not restricted in this fashion, so long as they do not change the hoary hunter's type or remove the cold subtype.

Gestalt

Almost every hoary hunter gestalts with ranger. The class fits them perfectly and allows them to excel at the hunt. The few that don't tend to pursue classes carefully selected to allow them to deal with a specific type of prey.


Changelog: Minor typo corrections. AC was was below what it should be, fixed. Added skills. Rewrote inexorable hunt. Rewrote fluff to incorporate parts of the work I've done on the fey. Added some more info on loot and how it fades/how to cheat that.

Hoary Hunter

Size/Type: Medium Fey (Cold)
Hit Dice: 40d6+520 (713 hp)
Initiative: +19
Speed: 30ft
Armor Class: 63 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +20/+34/67
Attack: Misty Embrace+45 (1d8+24 plus 3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Full Attack: Misty Embrace+45/+40/+35/+30 (1d8+24 plus 3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Immunity to cold, vulnerability to fire, low light vision, spell resistance 52, damage reduction 25/epic and cold iron, inexorable hunt, contingent resurrection.
Saves: Fort +25, Ref +29, Will +24
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: Bluff+51, Handle Animal+51, Hide+54, Intimidate+51, Jump+34, Jump+57, Knowledge(Geography)+48, Knowledge(Nature)+48, Listen+49, Move Silently+54, Ride+54, Search+48, Sense Motive+49, Spot+49, Survival+49, Swim+57
Feats: Improved Initiative(1), Mounted Combat(3), Ride By Attack(6), Improved Critical(Longsword)(9), Power Attack(12), Spirited Charge(15), Quicken Spell-Like Ability(Freezing Fog)(18), Weapon Focus(Longsword)(24)
Epic Feats: Superior Initiative(21), Overwhelming Critical(Longsword)(27), Devastating Critical(Longsword)(30), Penetrate Damage Reduction(Silver)(33), Penetrate Damage Reduction(Adamantine)(36), Dire Charge(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-true strike, freezing fog, fog cloud, greater plane shift, mass hold monster. 3/day-dimensional anchor, dominate monster, heal mount(applies to hoary hunter's mount), superb dispelling. Caster level 40th. The save DCs are 18 + spell level.

Inexorable Hunt (Su)

A hoary hunter able to inexorably track its chosen quarry across Creation. Once the Hoary Hunter appears on a cold, moonlit night, it knows exactly where its prey is and how to reach him. It knows its prey's location, the distance to the prey, any and all paths to reach the prey and any dangers along this path. This information is constantly updated as the situation changes. Normal magic, including mind blank, cannot stop this ability, but epic spells and the intervention of a deity can. Creatures of divine rank 0 or higher are immune to this ability.

Contingent Resurrection (Su)

A hoary hunter slain on the hunt vanishes, only to reappear one round later in its native fey realms, fully restored. This ability functions once per day. Unlike outsiders slain on another plane, hoary hunters may return to the plane they were slain on immediately. A hoary hunter slain in an anti-magic field or dead magic area does not resurrect and stays dead. Otherwise, a hoary hunter can only be slain by being defeated on the hunt and then in its home realm in the same night.


Gear: [spoiler]

Misty Embrace

Each hoary hunter carries a misty longsword with them. This longsword appears to be nothing more than the same ghostly frost that composes the hunter, though it is as hard as steel. Each one of these blades functions as a cold iron longsword+10, icy blast and ghost touch. Whenever the hoary hunter slays his opponent with this blade, the opponent must make a DC 45 Will save or be entrapped within this sword's diamond pommel stone. This functions as the spell soul bind.

Cold Moon

Hoary hunters carry a crescent shaped shield with them, one that resembles nothing more than misty moonlight held into one form. These shields are heavy steel shields+10. Unlike normal shields, these shields apply to touch armor class, including attacks from incorporeal sources. Further, these shields may be thrown as a full round action. Cold Moon has a range increment of 200ft and is treated as having the returning special quality. When thrown in this way, Cold Moon proves to be sharp, able to cut as well as a keen razor.

On a successful hit on a creature that is not his prey, this attack deals 5d6 points of slashing damage and 5d6 points of cold damage. On a successful hit on his prey, Cold Moon slices through the victim and causes blossoms of ice to explode out from them. This deals 20d10 points of slashing damage and 40d10 points of cold damage. If the prey survives this terrible blow, they must make a DC 45 Will save or be slowed for 1 hour.

The hoary hunter loses his shield bonus to armor class on any round that he throws Cold Moon, regaining it at the beginning of his next turn. Generally, hoary hunters will only use this on non-prey that they cannot attack directly, or against prey that they believe can withstand the blow. Killing prey with Cold Moon causes the prey's soul to escape and is treated as a failure for the hoary hunter, so they use this ability with great care.

When slain, a hoary hunter's equipment fades away into chilly mist. It is a projection, a relic from the eladrin roots of the fey race. It is said that proper magic can prevent this and allow their equipment to be looted. It is said that one way to do this is to kill the hoary hunter with only cold damage from spells or abilities affected by the piercing cold metamagic or similar measures.

Hoary hunters may have further treasure. They tend to borrow equipment when facing prey that fends them off the first night.
<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

Hoary steeds serve hoary hunters. They are mounts dedicated and bonded to their master.

Hoary Steed

Size/Type: Large Magical Beast (Cold)
Hit Dice: 20d10+180+20 (370 hp)
Initiative: +10
Speed: 100ft, fly 250ft (perfect)
Armor Class: 35 (-1 size, +6 dex, +20 natural)
Base Attack/CMB/CMD: +20/+31/47
Attack: Hoof+30 (3d6+10)
Full Attack: 2 hooves+30 (3d6+10) and bite+24 (5d8+5)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Immunity to cold and mind affecting, vulnerability to fire, damage reduction 15/cold iron and epic, spell resistance 32, improved evasion, misty breath, contingent resurrection.
Saves: Fort +21, Ref +18, Will +17
Abilities: Str 31, Dex 23, Con 28, Int 6, Wis 15, Cha 16
Skills: Hide+29, Listen+25, Move Silently+29, Spot+25
Feats: Improved Initiative(1), Toughness(3), Weapon Focus(Hoof)(6), Endurance(9), Steadfast Determination(12), Iron Will(15), Ability Focus(Breath Weapon)(18)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-etherealness. Caster level 20th. The save DCs are 13 + spell level

Breath Weapon (Su)

Interval 2d4 rounds, swift action to use. 20d8 cold damage, DC 33 Reflex halves. The save DC is Constitution based and includes a +2 racial bonus.

Improved Evasion (Ex)

This ability functions as the rogue ability of the same name.

Misty Breath (Su)

The breath of a hoary steed functions like a constant obscuring mist spell, centered on the steed. Hoary steeds and hoary hunters can see through the mist normally.

Contingent Resurrection (Su)

When a hoary hunter is killed, the hoary steed that serves it also dies. However, it is resurrected by the hoary hunter's contingent resurrection. A hoary steed that is killed without its master being killed reforms the next nightfall. The only way to slay a hoary steed for good is to permanently destroy its master.


Gear: [spoiler]

Hoary steeds have no treasure of their own. Most are equipped by the hoary hunter they serve. Enchanted barding is common, as well as measures to make the steed more durable.
<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

Revised deathdrinker demon. I tweaked them down in HD and boosted its racial features to compensate. The original was a 27 HD CR 18, so I tweaked that and generally improved it. The fact that they lack the demon subtype is intentional, as they aren't technically demons. Consistency? The Abyss doesn't care about that.

Changelog: The obligatory style and typo repairs. Increased the range of telepathy to 200ft. Added skills.


Deathdrinker

Size/Type: Huge Outsider (Chaotic, Evil)
Hit Dice: 21d8+336 (444 hp)
Initiative: +10
Speed: 50ft
Armor Class: 35 (-2 size, +2 dex, +15 natural, +10 armor)
Base Attack/CMB/CMD: +21/+35/47
Attack: Adamantine Greatsword+36 (4d6+23 plus bloodfeeding 17-20 x2)
Full Attack: Adamantine Greatsword+36/+31/+26/+21 (4d6+23 plus bloodfeeding 17-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, deathdrink.
Special Qualities: Damage reduction 15/cold iron, epic, good and lawful, darkvision 120ft, resistance to acid, cold, electricity, fire and sonic 20, immune to negative energy and poison, spell resistance 31, aura of unlife, glory in slaughter, telepathy 200ft.
Saves: Fort +28, Ref +14, Will +28 (Does not fail fort saves on a 1)
Abilities: Str 34, Dex 14, Con 42, Int 10, Wis 11, Cha 11 
Skills: Balance+26, Bluff+24, Climb+36, Concentration+40, Jump+44, Knowledge(Arcana)+24, Knowledge(Planes)+24, Knowledge(Religion)+24, Listen+24, Spot+24, Survival+24, Swim+36
Feats: Quicken Spell-Like Ability(Greater Teleport)(B), Combat Reflexes(1), Improved Initiative(3), Power Attack(6), Endurance(9), Steadfast Determination(12), Improved Critical(Greatsword)(15), Mage Slayer(18)
Epic Feats: Superior Initiative(21)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-air walk, freedom of movement, true seeing. At will-greater dispel magic, greater teleport. Caster level 17th (21st before mage slayer). The save DCs are 10 + spell level.

Aura of Unlife (Su)

Creatures take 6d6 points of damage at the end of each of the deathdrinker's turns if they are within 60 feet of it. This is a negative energy effect. Undead are instead healed of a like amount of damage.

Glory in Slaughter (Ex)

A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 hit dice).

Deathdrink (Su)

If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals 1d8 points of damage per hit die of the creature it killed.


Gear: [spoiler]

Deathdrinkers carry huge adamantine greatswords+5, bloodfeeding. Assume these weapons are at 0/10 capacity unless circumstances dictate otherwise. They wear huge breastplates+5 and wear a profane amulet that grants a +6 enhancement bonus to Constitution. Individual deathdrinkers gather additional treasure, preferring jewelry, amulets and weapons. They dislike things that mimic spells (except extremely direct and damaging ones) and anything that overly complicates killing.
<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

Dread wights are advanced wights, ones that have grown even stronger. These creatures hate the living with a passion and seek to kill them all. They are the stuff of nightmares, striking out of hate and hate alone. They lead groups of normal wights in terrible crusades against the living.

Changelog: Style and typo tweaks. Fixed init being two under its true value. Fixed damage being too low and rewrote the attack block. Added skills and added a note about the dread wight's racial bonus to hide/move silently.


Dread Wight

Size/Type: Medium Undead
Hit Dice: 14d12+98 (195 hp)
Initiative: +9
Speed: 40ft
Armor Class: 31 (+9 dex, +12 natural)
Base Attack/CMB/CMD: +7/+14/31
Attack: Slam+16 (1d6+7 plus two negative levels plus 7 damage on each negative level plus spell drain on negative level)
Full Attack: 2 slams+16/+11 Slam+16 (1d6+7 plus two negative levels plus 7 damage on each negative level plus spell drain on negative level)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, energy drain.
Special Qualities: Unholy toughness, undead traits, damage reduction 10/silver, darkvision 60ft, lifesense 60ft, improved evasion.
Saves: Fort +4, Ref +13, Will +13
Abilities: Str 24, Dex 28, Con -, Int 15, Wis 19, Cha 24 
Skills: Balance+26, Bluff+24, Climb+24, Hide+34, Knowledge(Religion)+19, Listen+23, Move Silently+34, Spot+23, Swim+26, Tumble+26
Feats: Alertness(B), Weapon Finesse(1), Improved Energy Drain(3), Life Drain(6), Spell Drain(9), Rapidstrike(12)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid slain by a dread wight becomes a wight in 1d4 rounds. Spawn are under the command of the dread wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su)

Living creatures hit by a dread wight's slam attack gain two negative levels. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma based. For each such negative level bestowed, the dread wight gains 5 temporary hit points.

Skills

Dread wights have a +8 racial bonus to hide and move silently 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

#24
Notes:
Spoiler: ShowHide


No changelog for Sharess, as I rebuilt her from the ground up. Her previous build was awkward and inelegant. This aims to fix that.

- I dropped fighter and celebrant of Sharess from her build. She now runs straight battle dancer and sorcerer. The battle performer ACF also gives her the bardic abilities her portfolio demands. Using this new ACF instead of bard is meant to make a point, as Sharess is not merely a pretty face. While her faithful will note that she's not a warrior goddess, it doesn't mean she isn't a warrior, either. The basic contradiction between pleasure loving hedonist and deadly killer is bound together by her feline side. Using a class that has fighting ability combined with bardic music fits her flavor.

- Her stats are overall slightly higher. I tweaked her ability scores up some, as she's meant to be a bit too strong for demigoddess status. Her own nature holds her back. With how humans and other creatures are ever so obsessed with pleasure and sex, she could certainly make a claim at being a lesser power.

- Her spells aren't quite done. I need to do a lot of custom spell work with other creatures, so I'll fill in her list from those later on. She added a lot of spells of her own the first time around.

- Mother of cats now grants pounce. She had pounce in an ass-backwards way with celebrant of Sharess before. It's also rewritten to better elaborate on how it works.

- Finally, the sphere of sunlight Sharess has alludes to Lathander having the Healing domain. While he doesn't have that in 3rd edition material, I've always felt it fits him and he should have it. So whenever I get around to statting him out, expect to see that.


Sharess
The Dancing Lady, Mother of Cats, Lady Bast
Demigoddess
Symbol: Feminine lips
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Hedonism, sensual fulfillment, festhalls, cats
Worshipers: Bards, hedonists, sensualists, feline descendants
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Good, Pleasure, Travel, Trickery
Favored Weapon: A great cat's paw (clawed bracer or unarmed strike)

Battle Dancer 41//Sorcerer 41

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 5
Hit Dice: 41d8+492+41 (861 hp)
Initiative: +25
Speed: 130ft, fly 270ft (perfect)
Armor Class: 103 (+12 dex, +19 deflection, +5 divine, +20 natural, +19 cha, +8 battle dancer, +10 armor)
Base Attack/CMB/CMD: +41/+65/133
Attack: Cat's Paws+72 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit) plus improved grab)
Full Attack: Cat's Paws+72/+67/+62/+57 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit) plus improved grab) and 2 rakes+72 (2d8+2d12+9 plus 2d6 anarchic plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Dancer's strike(chaotic, epic, silver), spells, pounce, improved grab, rake.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to cold and fire, spell resistance 56, low-light vision, scent, divine traits, bardic music 40/day, countersong, fascinate, inspire courage+8, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, metamagic specialist 16/day.
Saves: Fort +49, Ref +55, Will +48
Abilities: Str 32, Dex 34, Con 34, Int 36, Wis 33, Cha 49
Skills: Balance+61, Bluff+68, Climb+60, Concentration+61, Diplomacy+68, Escape Artist+61, Gather Information+68, Hide+61, Intimidate+68, Jump+100, Knowledge(Arcana)+62, Knowledge(Local: Brightwater)+62, Knowledge(Nature)+62, Knowledge(N&R)+62, Knowledge(Planes)+62, Listen+60, Move Silently+61, Perform(All)+68, Perform(Dance)+81, Spot+60, Swim+60, Tumble+61, Use Magic Device+68
Feats: Improved Initiative(1), Toughness(H), Improved Unarmed Strike(BD1), Eschew Materials(S1), Versatile Performer(3), Reach Spell(S5), Improved Natural Attack(Unarmed Strike)(6), Skill Focus(Perform:Dance)(9), Extend Spell(S10), Power Attack(12), Combat Reflexes(15), Silent Spell(S15), Darkstalker(18), Still Spell(S20), Empower Spell(21), Song of the Heart(24), Cloak Dance(27)
Epic Feats: Dancer's Strike(BD23), Epic Spell Capacity(S23), Fist of Anarchy(BD26), Ignore Material Components(S26), Improved Combat Reflexes(BD29), Improved Metamagic(S29), Superior Initiative(30), Blinding Speed(BD32), Automatic Metamagic(Still Spell)(S32), Epic Skill Focus(Perform:Dance)(33), Dire Charge(BD35), Automatic Metamagic(Silent Spell)(S35), Lasting Inspiration(36), Music of the Gods(BD38), Automatic Metamagic(Empower Spell)(S38), Group Inspiration(39), Inspire Excellence(BD41), Automatic Metamagic(Empower Spell)(S41)
Salient Divine Abilities: Battlesense, Alter Form, Divine Blast, Divine Inspiration, Extra Domain(Pleasure), Extra Domain(Travel), Extra Domain(Trickery), Irresistible Performance, Mother of Cats.
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Pounce (Ex)

If Sharess charges, she can make a full attack, including two rake attacks.

Improved Grab (Ex)

To use this ability, Sharess must hit with her unarmed strike. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the CMB check, she establishes a hold and can rake.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, astral projection, blade barrier, calm emotions, celestial blood, chaos hammer, charm monster, charm person, cloak of chaos, confusion, demand, dimension door, disguise self, dispel evil, dispel law, dominate monster, empyreal ecstasy, false vision, fly, find the path, geas/quest, good hope, greater teleport, heart's ease, holy aura, holy smite, holy word, insanity, invisibility, irresistible dance, locate object, longstrider, magic circle against evil, magic circle against law, mass eagle's splendor, mislead, nondetection, phase door, protection from evil, protection from law, remove fatigue, remove fear, screen, sharess' caress, shatter, spread of contentment, sublime revelry, suggestion, summon monster 9(chaotic good creatures only), teleport, time stop, word of chaos. Caster level 41st. The save DCs are 44 + spell level.

Alter Reality (Su)

Sharess 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. Sharess can use limited wish when doing so can help her promote the pursuit of pleasure, sensual fulfillment or the protection of felines. Note that in the situation where Sharess 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.

Domain powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Charm: 5/day, boost Cha by 4 points. Free action to use and lasts 1 minute.
Good: +1 bonus to the caster level of good spells.
Pleasure: You are immune to any effect that damages or drains your Charisma.
Travel: 20 rounds/day, act as if under freedom of movement. Activates automatically when needed. Supernatural ability.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Divine Aura (Ex)

The save DC against Sharess's divine aura is 34 and the radius is 50ft.

Immunities (Ex)

Sharess is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. 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. 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.

Sharess does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Sharess can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within five miles.

Remote Communication: As a standard action, Sharess can speak to any of her own worshipers, and to anyone within five miles from a site dedicated to her, or within five miles 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 purr, like a pleased cat. In this case, anyone within earshot of the sound can hear it.

Create Items: Sharess can create any wondrous item with power related to sex, pleasure and cats; the maximum is 4,500 gold.

Portfolio Sense: Sharess is aware of any act of pleasure, sensuality or acts primarily involving cats that involves 1,000 or more people.


Battle Dancer powers:
Spoiler: ShowHide


Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Sorcerer powers:
Spoiler: ShowHide


Sharess casts as a 41st level sorcerer (caster level 46th to defeat spell resistance). Her save DCs are 29 + spel level. Her metamagic options are Empower Spell (+1), Extend Spell (+1), Reach Spell (+1), Silent Spell (+1) and Still Spell (+1). All of her 0-3rd level spells are automatically stilled and silenced, and all of her 0-6th level spells are automatically empowered.

[9/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[11/day]1: Animate Rope, Enlarge Person, Detect Secret Doors, NerveskitterSC, True Strike.
[11/day]2: Animalistic Power, Cat's Grace, Eagle's Splendor, RazorfangsSC, RebukeSC
[11/day]3: Fireball, Greater Mighty WallopRotD, Ray of DizzinessSC, Repelling ShieldCM
[10/day]4: Crown of VeilsPHB2, Greater Mirror ImagePHB2, Greater Invisibility, Scry
[10/day]5: Animal Growth, Friend to FoePHB2, Lucent LanceSC, Zone of Respite
[9/day]6: Bite of the WeretigerSC, Mass Cat's Grace, Primal SpeedDM
[9/day]7: Delayed Blast Fireball, Hiss of SleepSC, SynostodweomerSC
[9/day]8: Fierce Pride of the BeastlandsSC, Greater Plane ShiftSC, Moment of Prescience
[9/day]9: Blinding GloryBoED, Foresight, Reaving DispelSC
[9/day]10: Celestial ValorHome, Curse of InadequacyHome, Energy ImmunityHome
[9/day]11: Power of the HuntressHome, Queen's DispleasureHome, Superb DispellingHome
[8/day]12: Beauty TriumphantHome, Legion's GatesHome, Sensual BlessingHome
[8/day]13: Greater Polar RayHome, Mass Energy ImmunityHome 1
[8/day]14: Mass Power of the HuntressHome, Purr of SharessHome, Radiant StormHome
[8/day]15: Cast to the Malicious FatesHome,  2
[5/day]16: Fifty Little DeathsHome, 2

CM - Complete Mage
DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
RotD - Races of the Dragon
SC - Spell Compendium



Gear:
Spoiler: ShowHide


Cat's Paws

These open palmed gauntlets perfectly fit over Sharess' hands, protecting three razor sharp claws. When worn, they blend perfectly into her form and become invisible, undetectable by any means. Cat's Paws add an extra 2d12 points of damage to Sharess' unarmed strikes and allow them to count as slashing to bypass damage reduction. Unlike other sources of extra damage dice, the bonus damage from Cat's Paws multiplies on a critical hit or other damage multipliers. These gauntlets grant Lady Bast's natural weapons a +7 natural enhancement bonus and the valorous and holy power enchantments.

These weapons were a gift from Sune in ancient times, celebrating a victory over the marilith Kina-Ja.

Graceful Vanity

This garb is the preferred clothing of Sharess, even when she wears nothing at all. It is passion-red silk chemise, appearing to be little more than blown smoke. However, it can freely change shape to match the whims of Sharess at any given time. Even when Sharess is nude, Graceful Vanity is with her and she gains the benefits from it. Graceful Vanity grants Sharess a +10 armor bonus to armor class and allows her to apply her Charisma modifier in place of her Strength modifier to attack and weapon damage rolls, as well as to CMB and CMD.

Sharess has a tremendous variety of equipment beyond this. She has a massive collection of gifts from various lovers. Further, Waukeen and Waukeen's district of Brightwater can provide Sharess with almost anything on request. It's against her nature to use magical items beyond the two above. She will only do so in cases of extreme danger or anger. The sole exception is a sphere of solid sunlight that can cast Mass Heal at will (caster level 50th and can heal up to 500 hit points per target). This was a gift from Lathander after a tryst and it has great sentimental value to Sharess. She enjoys using it and makes a point to bring out when she can.


Custom Material: [spoiler]

Alternate Class Feature: Battle Performer

You blend performance and martial arts into one whole, managing feats or martial daring accented by performance art.

Class: Battle Dancer

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace).

Benefit: You gain bardic music as a bard equal to your battle dancer level minus one. For example, a 5th level battle performer performs bardic music equal to a 4th level bard. You may use your battle dancer level in place of your bard level to determine daily uses of bardic music and any other variables related to bardic music, including qualifying for feats and abilities. If you have bard levels, your levels in bard and your levels in battle dancer stack (with the -1 penalty).

Special: An epic battle performer may substitute epic bard feats relating to bardic music to the battle dancer's epic feat list in place of feats related to battle dances.

Epic Dancer's Strike [Epic]
Prerequisite: Dancer's Strike, cha 21
Benefit: You now gain the benefit of your Dancer's Strike ability at all times. You do not need to use a standard action to activate it. In addition, your Dancer's Strike now counts as epic to bypass damage reduction.

Fist of Anarchy [Epic]
Prerequisite: Dancer's Strike (Chaotic)
Benefit: Your fists are imbued with a shard of pure chaos, as wild and unpredictable as your dances. Your unarmed strikes count as anarchic weapons, dealing an extra 2d6 points to creatures of lawful alignment. This ability stacks with similar abilities.

MOTHER OF CATS
Prerequisite: Cats as a portfolio element, Alter Form
Benefit: Sharess is the mother of all felines, granting her great power over them. No cat or feline blooded creature can attack Sharess or do her harm unless they succeed on a DC 54 Will save (DC 10 + 1/2 her hit dice + her Cha modifier + her divine rank). Sharess is a feline to the core of her being. Whenever she takes the form of a feline, it is considered her true form. True seeing does not reveal her other form, nor may she be forced to resume another form. She is able to talk, cast magic and use all of her abilities in feline form. Any feline form she takes with alter form may be of any size from Fine to Colossal. Finally, Sharess gains pounce, improved grab, rake, low-light vision and scent, regardless of her form.
<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

#25
The tarrasque as altered to my tastes. It's meant to be nastier and have a bit less hit dice bloat. Fixing a few of the easy I win buttons against it was also a factor. While there's ways to deal with it - flight still gives it problems - that's okay. Tarrasques are powerful creatures, but they're still of dim intellect and desire little more than eating.

Fluff:
Spoiler: ShowHide


The tarrasque is a legendary monster of fearsome power, known to be one of the mightiest creatures to reside in the Prime Material Plane. The tarrasque is routinely assumed to be a divine avenger, the world of evil gods or the wrath of elemental powers, in truth these creatures are wholly natural. They are rare apex predators born in the burning hearts of mountains, the result of powerful ley line energies gathering for uncounted ages. Once born, the tarrasque hungers and begins its infamous cycle.

Ecology

Tarrasques are apex predators. They sleep for 4d20 months, awaken for 1d4 days to hunt and repeat. About once a decade, the tarrasque awakens for 1d6 weeks. The tarrasque seeks to gorge itself at this time, before going to sleep for 2d12 years. A tarrasque will eat any and everything, including inorganic matter, but prefers plants and meat.

The tarrasque does not care about other creatures. They bear other creatures no ill will, beyond seeing them as a potential snack. It is capable of differentiating between different creatures, but only in the way a human might differentiate between chicken and steak.

No deity or force commands the tarrasque. The only thing it cares about is sating its hunger. Its hunger is relentless, seeking to satiate an appetite weaned on the primal energies of nature. Most civilizations that encounter a tarrasque believe it to be a singular creature and often believe it to be a form of divine punishment. While it is possible for a deity to direct a tarrasque, the various theories mortals come up with are the result of trying to understand and assign motive to the tarrasque. The only motive the tarrasque has is hunger, there is no malice to his actions, no matter how destructive to lesser creatures.

The conditions for a tarrasque's birth are rare. As a result, there is seldom more than one in any single Prime Material world. Many worlds never produce a tarrasque at all.

The tarrasque a treasured thrall for many deities or planar powers. Tarrasques are difficult to contain and naturally destructive, but one with the proper templates or training can be directed to powerful ends. It is known that a few half-fiend tarrasque participate in the Blood War, for example.

Environment

Tarrasques are native to the Prime Material. They can live anywhere they please, but prefer places with plenty of things to eat. A tarrasque is capable of creating a safe lair deep within a mountain that only it can enter. This is where the tarrasque sleeps when it is not feeding. The tarrasque's lair is immune to all scrying and divination spells, as ley lines naturally divert towards a tarrasque's lair. This influx of energy clouds any such spells.

Typical Physical Characteristics

Tarrasques begin at 70ft in length and 50ft in height. A typical specimen weighs about 100 tons. Most tarrasques grow bigger as they go through more feeding cycles.

Alignment

Neutral. Tarrasques care nothing for such things. If a tarrasque reaches a base Intelligence score of 10, it has gained enough awareness to care about things beyond satisfying its hunger. In that case, the tarrasque's alignment will change to match the tarrasque's personality.

Advancement

Tarrasques advance slowly. A tarrasque will advance to 45 hit dice over time, but no further unless it gains a base Intelligence score of 10 or higher. Otherwise, the tarrasque simply does not have the intellect or interest to improve itself and further. In addition to this, a tarrasque that reaches that level of Intelligence is able to break its feeding cycle. It may stay awake as it pleases, though it needs to consume a great deal of food to do so.

Gestalt

The Tarrasque does not gestalt. However, they are capable of taking templates. A typical tarrasque lacks the drive to learn anything in favor of eating. Should a tarrasque reach a base Intelligence score of 10 or higher, it gains the capability to care about such things. In that case, the tarrasque will take classes that suit it, usually ones that help it eat more.


The Tarrasque

Size/Type: Colossal Magical Beast
Hit Dice: 40d20+800+40+240 (1880 hp)
Initiative: +11
Speed: 20ft
Armor Class: 54 (-8 size, +3 dex, +49 natural)
Base Attack/CMB/CMD: +40/+70/83
Attack: Bite+62 (6d8+30 plus improved grab 15-20 x3)
Full Attack: Bite+62 (6d8+30 plus improved grab 15-20 x3) and 2 horns+62 (2d10+30 plus 2 Con) and 2 claws+62 (2d12+30) and tail slap+62 (4d8+30 plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding.
Special Qualities: Vast power, carapace, regeneration 100, damage reduction 25/epic, immunity to fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, resistance to acid, cold, electricity and sonic 50, scent, mettle.
Saves: Fort +60, Ref +43, Will +36
Abilities: Str 55, Dex 16, Con 50, Int 3, Wis 14, Cha  14
Skills: Listen+55, Spot+55 
Feats: Power Attack(B), Cleave(1), Great Cleave(3), Combat Reflexes(6), Improved Initiative(9), Toughness(12), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18), Multiattack(21), Improved Multiattack(24)
Epic Feats: Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36), Spellcasting Harrier(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses its full Strength modifier to determine its damage on its secondary natural weapons.

Augmented Critical (Ex)

The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. On a successful critical hit, the tarrasque's bite also severs a limb. The tarrasque may choose which limb to sever.

Overwhelming Power Attack (Ex)

The tarrasque deals two points of damage for each point of attack it sacrifices with power attack. This stacks to 3 for 1 in the event the tarrasque uses an attack that already gets a 2 to 1 return on Power Attack.

Frightful Presence (Ex)

The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 40 Will save or become shaken, remaining in that condition as long as they remain with 60ft of the tarrasque. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

To use this ability, the tarrasque must hit a Gargantuan or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it establishes a hold and can try to swallow the foe the following round.

Wounding (Ex)

The horns of the tarrasque deal jagged wounds that do not cease bleeding, causing 2 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by the tarrasque's tail slap must make a DC 60 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, the normally slow-moving tarrasque can move at a speed of 150ft.

Swallow Whole (Ex)

The tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+22 points of crushing damage plus 4d10+22 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

Carapace (Ex)

The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. This deals 8d10+44 damage, with a Reflex save DC 60 for half damage. This may be used in conjunction with its rush ability. The save DC is Strength based and includes a +8 racial bonus.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.


Gear: [spoiler]

The tarrasque carries no gear. However, its natural attacks have a +8 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.
<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

#26
Bladeblooded are properly known as valeoloths. They are ultroloths found powerful in might but wanting in mind by their dread superiors. These pitiable creatures are punished by being given a form of great martial might but limited magic and restrained intellect. Most are cast into the battlefields of the Blood War, expected to perish. A minority are kept as humiliated thralls of various daemon lords and dark gods, used as politically castrated brute force. A rare few strike out on their own, seeking means to gain intelligence and regain ultroloth status.

Valeoloths are around 10 to 12 feet tall. They appear as withered humanoids with dull brown, iron grey or rust red skin. They tend to look beaten and depressed, with eyes that are locked in a moment of wide eyed terror. Great blades erupt from the valeoloth's back, forming crude and bloody wings.

Changelog: Style cleanups. Added daemon subtype. Fixed weapon damages, which were off. Added skills.


Bladeblooded (Valeoloth)

Size/Type: Large Outsider (Daemon, Evil)
Hit Dice: 26d8+364 (572 hp)
Initiative: +14
Speed: 60ft, fly 150ft (good)
Armor Class: 51 (-1 size, +6 dex, +35 natural, +1 dodge)
Base Attack/CMB/CMD: +26/+42/58
Attack: Great Falchion+46 (2d6+28 15-20 x2)
Full Attack: Great Falchion+46/+41/+36/+31 (2d6+28 15-20 x2) and 4 bladewings+47 (1d12+21 plus 4d6 on crit 15-20 x3)
Space/Reach: 10ft/10ft (20ft with bladewings)
Special Attacks: Bladewings, improved grab, blade's wrath, augmented critical, spell-like abilities.
Special Qualities: Damage reduction 15/epic and good, immunity to bladed weapons, immunity to acid and poison, resistance to fire, cold and electricity 30, spell resistance 36, telepathy 200ft, darkvision 120ft.
Saves: Fort +28, Ref +20, Will +20
Abilities: Str 41, Dex 23, Con 39, Int 8, Wis 23, Cha 23 
Skills: Climb+44, Concentration+43, Hide+35, Intimidate+35, Jump+56, Listen+43, Move Silently+35, Spot+43, Survival+35, Swim+44, Tumble+35
Feats: Weapon Focus(Bladewing)(1), Mindsight(3), Improved Initiative(6), Improved Critical(Bladewing)(9), Dodge(12), Power Attack(15), Power Critical(Bladewing)(18)
Epic Feats: Superior Initiative(21), Overwhelming Critical(Bladewing)(24)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Bladebloodeds are proficient in all simple weapons and any bladed weapon, including exotic bladed weapons.

Spell-Like Abilities

Always active-detect good, see invisibility, true seeing. At will-blade barrier, greater teleport. 1/day-black blade of disaster. Caster level 26th. The save DCs 16 + spell level.

Bladewings (Ex)

The four blades that form wings for the bladeblooded are flexible and capable of serving as weapons. These blades have a 20ft reach and deal 1d12 points of slashing damage per strike. The bladewings may be used in a full attack without the normal -5 penalty for secondary natural attacks, and in addition add the bladeblooded's full Strength modifier to damage rolls.

Improved Grab (Ex)

To use this ability, a bladeblooded must hit with a bladewing. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it grapples the target, but is not considered to be grappling otherwise. The bladeblooded can hold up to four targets this way, one on each bladewing. For each target grappled, the bladeblooded loses one bladewing attack. If two or more targets are grappled, the bladeblooded cannot fly.

Blade's Wrath (Su)

Any weapon held by a bladeblooded, as well as its bladewings, are affected as if by a greater magic weapon spell. Unlike a normal greater magic weapon spell, the maximum enhancement bonus granted may exceed +5. The caster level of this ability is equal to the bladeblooded's hit dice.

Augmented Critical (Ex)

The bladeblooded's bladewings threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Immunity to Bladed Weapons (Su)

A bladeblooded cannot be harmed by bladed weapons. In effect, he has damage reduction infinity/- against bladed weapons. For the sake of this ability, a bladed weapon is a weapon that uses a blade or cutting edge to deal slashing or piercing damage. This protects against secondary sources of damage from bladed weapons, such as a rogue's sneak attack deal with a dagger or a paladin's smite evil with a longsword. Energy damage, such as from a flaming or frost weapon, still deals damage (though it must still overcome the bladeblooded's energy resistance).

Skills

Bladeblooded have a +8 racial bonus to Listen and Spot checks.


Gear: [spoiler]

Valeoloths carry great falchions+1, keen and metalline. Due to blade's wrath, a valeoloth's weapon has at least a +6 enhancement bonus. Individual valeoloths have unique treasure beyond this, but they desperately hoard anything that can increase their mental ability scores. Items that boost Intelligence are particularly prized.
<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

White slaad suffer from 3.0+ELH design. This is sprucing them up and adding a few more wrinkles.

Changelog: Style tweaks. Added skills. Added a gear section.


White Slaad

Size/Type: Large Outsider (Chaotic)
Hit Dice: 24d8+312+24+48 (496 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect)
Armor Class: 40 (-1 size, +8 dex, +23 natural)
Base Attack/CMB/CMD: +24/+38/56
Attack: Claw+36 (3d12+13 plus stun)
Full Attack: 2 claws+36/+31/+26/+21 (3d12+13 plus stun) and bite+31 (4d12+6 plus 8d4 and ongoing damage)
Space/Reach: 10ft/10ft
Special Attacks: Chaos spittle, spell-like abilities, summon slaad, stun, weaponbreaker.
Special Qualities: Fast healing 15, damage reduction 20/cold iron, epic and lawful, alternate form, immunity to sonic, resistance to acid, cold, electricity and fire 20, darkvision 120ft, spell resistance 32, favor of chaos.
Saves: Fort +26, Ref +21, Will +20
Abilities: Str 36, Dex 26, Con 37, Int 24, Wis 25, Cha 25
Skills: Balance+35, Climb+40, Craft(any two)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(Nature)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+34, Move Silently+35, Profession(any two)+34, Sense Motive+34, Spot+34, Tumble+35, Use Magic Device+34
Feats: Improved Sunder(B), Power Attack(1), Ability Focus(Stun)(3), Toughness(6), Rapidstrike(Claw)(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15), Improved Rapidstrike(Claw)(18)
Epic Feats: Epic Ability Focus(Stun)(21), Epic Toughness(24)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect law, see invisibility. At will-animate objects, chaos hammer, cloak of chaos, deeper darkness, dispel law, disintegrate, fear, fireball, greater dispel magic, greater teleport, identify, improved invisibility, magic circle against law, plane shift, power word blind, shatter, word of chaos. 1/day-true seeing. 1/week-wish. Caster level 24th. The save DCs are 17 + spell level.

Stun (Ex)

Any creature struck by the white slaad's claw attack must make a DC 41 fortitude save or be stunned for 1d8 rounds. A creature must save each time it is struck by the white slaad's claws, but a creature that is already stunned cannot be stunned again. The save DC is Strength based.

Chaos Bite (Ex)

The white slaad's bite attack deals an extra 8d4 points of damage. For the next 8 rounds, the victim takes an additional 4d4 points of damage. The ongoing damage can be suppressed by protection from chaos and dispelled by dispel chaos or being sprinkled with a vial of axiomatic water.

Chaos Spittle (Ex)

A white slaad can spit a glob of pure chaos. This is a ranged touch attack with a range of 80ft. This chaos deals 16d4 points of damage on impact and an additional 8d4 points of damage for the next 8 rounds. The ongoing damage can be suppressed by protection from chaos and dispelled by dispel chaos or being sprinkled with a vial of axiomatic water.

Weaponbreaker (Ex)

White slaad gain Improved Sunder as a bonus feat as well as an additional +8 bonus to CMB when they attempt a sunder combat maneuver. This bonus stacks with the bonus granted by Improved Sunder. In addition, a white slaad's natural weapons are treated as adamantine weapons, ignoring hardness less than 20 and bypassing damage reduction/adamantine.

Alternate Form (Su)

A white slaad can assume the form of any Small, Medium or Large humanoid.

Summon Slaad (Sp)

A white slaad may summon 4d4 red, blue, green, gray or death slaad. It may choose which type it wishes to summon, but there is a 35% chance that it will instead summon one of the other four types. Determine which type appears by rolling 1d4.

Favor of Chaos (Su)

A white slaad is constantly under the protection of chaos. Each round on its turn, it rolls 1d12. If the result is an odd number, add it as a bonus to attack rolls. If the result is an even number, add it as a bonus to armor class. The bonus of this ability does not stack with the bonuses of the chaos devotion feat.


Gear:
Spoiler: ShowHide


White slaad have whatever gear catches their fancy. They're just as likely to carry a bunch of garbage as useful items or enchanted equipment. Nonetheless, equipment that stays in a white slaad's possession for a long time tends to become enchanted. These enchantments tend to be utterly bizarre, such as a garden rake with a +3 enhancement bonus, the heavy fortification armor special ability and the ability to sing opera tunes on command.
<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

Remmanon are from the MM5. Despite being 18 HD, they're in no way as powerful as pit fiends. In fact, the entire design is rather lackluster. When redoing them I chose not to do a full revamp. Instead I gave a few upward tweaks and called it a day. They're more powerful now, but still not all that impressive for the hit dice. To be honest, I don't really like them, but I may as well fix them up.

Changelog: Style adjustments and typo extermination. Expanded on gear.


Remmanon

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 18d8+72 (157 hp)
Initiative: +8
Speed: 30ft, fly 30ft (good)
Armor Class: 32 (+4 dex, +12 natural, +2 shield, +4 deflection)
Base Attack/CMB/CMD: +18/+22/40
Attack: Slam+22 (2d6+4 plus 2d6 fire)
Full Attack: 2 slams+22 (2d6+4 plus 2d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, summon devils, insidious aura, hellfire strike.
Special Qualities: Damage reduction 15/good and silver, immunity to fire and poison, resistance to acid and cold 10, spell resistance 25, telepathy 100ft.
Saves: Fort +15, Ref +15, Will +18
Abilities: Str 18, Dex 19, Con 18, Int 23, Wis 24, Cha 25 
Skills: Bluff+28, Concentration+25, Diplomacy+28, Disguise+28, Escape Artist+25, Gather Information+28, Intimidate+28, Knowledge(arcana)+27, Knowledge(history)+27, Knowledge(nobility and royalty)+27, Knowledge(planes)+27, Listen+28, Search+27, Sense Motive+28, Spellcraft+27, Spot+28, Survival+28, Use Rope+25
Feats: Improved Initiative(1), Flyby Attack(3), Combat Expertise(6), Wingover(9), Empower Spell-Like Ability(Fireball)(12), Quicken Spell-Like Ability(Fireball)(15), Empower Spell-Like Ability(Delayed Blast Fireball)(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-damning darkness, desecrate, detect good, disguise self, fireball, greater teleport(self+50 pounds only), plane shift(willing targets only). 3/day-delayed blast fireball. Caster level 18th. The save DCs are 17 + spell level.

Summon Devils (Sp)

75% chance to summon 2d6 bearded devils, 1d6 erinyes or 1 cornugon. This ability is the equivalent of a 9th level spell.

Insidious Aura (Su)

A remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 30ft of a remmanon must succeed on a DC 26 Will save or suffer the effect of a confusion spell for that round. An affected foe never treats a remmanon as the nearest creature for the purpose of determining the confusion effect. The save DC is Charisma-based.

A remmanon and allies within 30 feet of it gain a +4 bonus on attack rolls against opponents affected by this aura.

Hellfire Strike (Su)

A remmanon deals an extra 2d6 points of fire damage with its slam attacks. This stacks with the extra damage from a flaming weapon or similar sources of extra damage.


Gear:
Spoiler: ShowHide


Remmanons wear two rings, a ring of force shield and a ring of protection+4. Almost all are assigned a cold iron weapon in case chaos is encountered. The exact weapon varies but is at least of +1 enchantment. Most are equipped with several potions and consumable magic items as well.
<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

#29
These undead are a special creation of Lixer, Archdevil of Undeath. The process is exactly what the name suggests - the skull of a solar is taken, filled with dark magic and warped into an undead monstrosity. While powerful, the extreme difficulty of getting a solar's skull combined with the high costs renders these a prestige project. There are far better and economical uses of Lixer's resources, yet he continues to make these when possible.

A solar's rictus appears as a floating skull with a mad grin. In spite of that, it appears as pleasing to the eyes, even as those that see it are overtaken by disgust and dread.

Changelog: Style cleanups. Added a listing for unholy toughness in racial powers. Adjusted CMB and CMD down by 1 due to low Strength. Some language cleanup in its special abilities.


Solar's Rictus

Size/Type: Diminutive Undead
Hit Dice: 23d12+207+23 (506 hp)
Initiative: +15
Speed: Fly 100ft (perfect)
Armor Class: 51 (+4 size, +15 dex, +21 natural, +1 dodge)
Base Attack/CMB/CMD: +11/+6/32
Attack: Headbutt+26 (2d8+15) or soul's rot+26 ranged touch (23d6 and wisdom drain)
Full Attack: Headbutt+26 (2d8+15) or soul's rot+26 ranged touch (23d6 and wisdom drain)
Space/Reach: 0ft/0ft
Special Attacks: Soul's rot, false salvation.
Special Qualities: Damage reduction 15/adamantine and epic, fast healing 20, spell resistance 35, unholy toughness, desecrated faith, true seeing, undead traits.
Saves: Fort +7, Ref +23, Will +14
Abilities: Str 8, Dex 40, Con -, Int 7, Wis 13, Cha 28 
Skills: Hide+41, Intimidate+35, Listen+27, Move Silently+41, Perform(Song)+35, Spot+27
Feats: Weapon Finesse(1), Ability Focus(Soul's Rot)(3), Ability Focus(False Salvation)(6), Dodge(9), Mobility(12), Spring Attack(15), Toughness(18)
Epic Feats: Improved Weapon Finesse(21)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Unholy Toughness (Ex)

A solar's rictus gains a bonus to its hit points equal to its Charisma modifier times its hit dice. In addition, it gains maximum hit points per hit die.

Soul's Rot (Su)

A solar's rictus can fire a beam of pure unholy power, the same power that gives it eternal unlife. This is a ranged touch attack with a range of 100ft, dealing 23d6 points of damage on a successful strike. In addition, a creature struck by soul's rot must succeed on a DC 39 Will save or suffer 7 points of Wisdom drain. Creatures who suffer Wisdom drain from soul's rot are affected as if by a morality undone spell (caster level 23rd). This lasts for 7 days or until the creature receives an atonement, wish or miracle. Creatures that are already evil suffer the Wisdom drain but take no further effect. Creatures immune to ability drain are unaffected by the Wisdom drain or morality undone aspects of Soul's Rot. The save DC is Charisma based and includes a +7 racial bonus.

Note that the morality undone aspect of Soul's Rot is not a mind-affecting ability. It is caused by the vile impurities within the solar's rictus and is thus not stopped by defenses or immunities against mind-affecting abilities.

False Salvation (Su)

A solar's rictus can sing perverse words of damnation, a mockery of the truth and joy it once represented as part of a solar. As a standard action the solar's rictus may sing these false words of salvation. This affects creatures within a 70ft radius from the solar's rictus. This has one of three possible effects.

Creatures of evil alignment find the song mildly pleasant and suffer no effect from it.

Creatures of neutral or good alignment find the song alluring, seductive and enticing. They must succeed on a DC 39 Will save or find themselves severely questioning their morality. This results in a full-on moral crisis that lasts for seven rounds. During it the creature suffers a -7 penalty to attack rolls, weapon damage rolls and skill checks. They are unable to take any action that would attack or otherwise harm the solar's rictus during this time. This aspect of false salvation is a mind-affecting ability.

Creatures who have been affected by morality undone via soul's rot suffer a different fate. These creatures must make a DC 39 Will save or immediately become slavishly devoted to the solar's rictus (including its master, if any). They will do anything and everything that the solar's rictus or master asks, including acts that cause immediate self harm, the betrayal of everything they have stood for before and even damnation. This aspect of false salvation is not a mind-affecting ability, as it functions by inflaming the spiritual malaise already planted in the creature.

The save DCs are Charisma based and include a +7 racial bonus.

Desecrated Faith (Ex)

A solar's rictus maintains some small shards of the holy power it once had, albeit in a twisted shield. A solar's rictus is treated as good aligned against abilities that specifically target evil creatures, such as smite evil, holy word, holy smite and detect evil. Turn undead is still effective on the solar's rictus.

True Seeing (Su)

A solar's rictus is continually under the effect of true seeing (caster level 23rd).


Gear:
Spoiler: ShowHide


A solar's rictus carries no treasure normally. They cannot use any treasure except for circlets and other items that can fit on a skull. Lixer sometimes equips those heading into battle with circlets that grant telepathy 100ft and a +4 resistance bonus to saving throws. The telepathy is intended to allow the rictus to easily coordinate with the devils that command it.
<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?