User:Sergejsvk/sandbox11

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Paragon Dark Mineral-Warrior Half-Ogre Half-Minotaur Half-Troll Half-Dragon Half-Earth Elemental Half-Fiend Tauric Deep Dwarve Legendary Weretiger Multyheaded Pseudonatural Greenbound Corrupted Spellwarped Monster of Legend Legendary Bear Chimeria

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Size/Type: Outsider
Hit Dice: ( hp)
Initiative:
Speed:
Armor Class: , touch , flat-footed
Base Attack/Grapple: /
Attack:
Full Attack:
Space/Reach: /
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


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Combat

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1.Paragon - maximum hit points, additional 12 hit points per HD, speed triples, for all movement types, +12 insight bonus to AC and a +12 luck bonus to AC, +25 luck bonus on the attack rolls, +20 luck bonus on Damage rolls for all melee and thrown ranged attacks, special attacks gain a +13 insight bonus, Fire and cold resistance 10, Damage reduction 10/epic, Spell Resistance equal to the paragon creature’s CR +25, Fast healing 20, natural weapons are treated as epic for the purpose of overcoming damage reduction, +10 insight bonus on all its saving throws, + 15 All ability scores, +10 competence bonus on all its skill checks, plus one bonus feat, CR +15

2.Dark - extraplanar subtype, +10 feet to all modes of movement, Darkvision 60 ft., Hide in Plain Sight (Ex): (Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell), or a similar effect), Resistance to cold 10, Superior low-light vision, Hide +8 and Move Silently +6, CR +1

3.Mineral - earth subtype, burrow speed equal to one-half the base creature's highest speed, The base creature loses its fly ability, Natural armor improves by +3, Earth Strike (Ex): (Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per racial Hit Die.), darkvision out to 60 feet, damage reduction 8/adamantine, +2 Strength, +4 Con, CR +1

4.Half-Ogre - giant subtype, natural armor improves by +2, darkvision 60 feet, Str +4, CR +0

5.Half-Minotaur - natural armor improves by +2, gore attack Large 1d8 Huge 2d6, darkvision 60 feet, Minotaur Cunning (Ex) (+4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically), Scent, Str +4, Con +2, +2 racial bonus on Search, Spot, and Listen checks, CR +1

6.Half-Troll - giant type, Natural armor improves by +4, Large 1d8 1d6 Huge 2d6 1d8 bite claw, Rend(Ex): (Large 2d6 Huge 2d8 1 1/2 times its Strength modifier), darkvision 60 feet, fast healing 5, scent, Str +6, Dex +2, Con +6, CR +4

7.Half-Dragon - dragon type, wings and can fly at twice its base land speed (maximum 120 ft.), Natural armor improves by +4, breath weapon (usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.), darkvision 60 feet and low-light vision, immunity to sleep, paralysis effects, and an additional immunity (Fire), Str +8, Con +2, CR +3

8.Half-Earth Elemental - Outsider type, earth subtype, Natural Armor improves by +3, Immune to Disease & Earth Effects, Str +4, Dex –2, Con +4, CR +3

9.Half-Fiendd - outsider type, fly at the base creature’s base land speed (average maneuverability), Natural armor improves by +1, Smite Good (Su): (Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe), Darkvision out to 60 feet, Immunity to poison, Resistance to acid 10, cold 10, electricity 10, and fire 10, damage reduction 10/magic, Spell resistance equal to creature’s HD + 10 (maximum 35), Str +4, Dex +4, Con +2, CR +4

10.Pseudonatural - outsider type, extraplanar subtype, speed doubles, for all movement types, +35 natural armor bonus, attacks with a +15 insight bonus, not affected by the miss chance that applies to attacks against a concealed target, Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Strength modifier, Improved Grab, Rotting Constriction (Ex): (Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Consitution. At the same time, the creature regains 10 lost hit points), Electricity and acid resistance Hit Dice 15 +5/3 +4, Damage reduction 15/epic, Spell resistance equal to the creature’s HD x5, One extra tentacle rake attack for each 4 HD, A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction, Alternate Form (Su): (At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form), Strength +22, Constitution +10, Dexterity +10, CR +10

11.Greenbound - Plant type, natural armor improves by 6, slam attack Large 1d8 Huge 2d6, damage reduction 10/magic and slashing, Fast Healing 3, +4 bonus on grapple checks, resistance 10 to cold and electricity, Tremorsense 60ft., Str +6, Dex +2, +16 racial bonus on Hide and Move Silently checks made in forested areas, CR +8

12.Corrupted - natural armor improves by 8, damage with natural attacks increases by one die type, Darkvision 60ft., acid immunity damage reduction 10/magic, DCs of any and all of the corrupt creature's special attacks increase by +4, fast healing 10, Str +4, Dex -2, Con +4, CR +3

13.Spellwarped - aberration type, Natural armor bonus improves by 2, spell resistance equal to 11 + its Hit Dice, Spell Absorption (Su): (Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.

Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute.

Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute.

Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute.

Life: The spellwarped creature gains temporary hit points equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).), Str +4, Dex +2, Con +4, CR +3

14.Monster Of Legend - outsider type, cold or fire subtype, natural armor bonus improves by +5, Slam Bite Claw Gore Large 1d81d8 1d6 1d4 Huge 2d6 2d6 2d4 1d8, Breath Weapon (Su): (Every 1d4 rounds, the monster of legend can use a breath weapon (15-foot cone, 3d6 damage). Choose one of the following energy types: acid, fire, lightning, or cold. A target can make a Reflex save (DC 10 + 1/2 monster of legend's Hit Dice + monster of legend's Constitution modifier) for half damage.), Frightful Presence (Ex) 20 ft., Poison (Ex): (A monster of legend delivers its poison with each successful bite attack. A target that succeeds at a Fortitude save (DC 10 + 1/2 the monster of legend's Hit Dice + the monster of legend's Constitution modifier) does not take poison damage from that particular attack. The initial and secondary damage is the same: 1d6 points of Strength damage.), Raging Blood (Su): (Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of damage of the selected energy type to all within range (no saving throw). A monster of legend is not harmed by its own blood.), Damage Reduction 10/magic, save DC for each of the monster of legend's special attacks, spells, and spell-like abilities increases by +4, Fast Healing 5, Haste, immune to two of the following effects: acid, electricity, fear, poison, polymorphing, or mind-affecting effects, Reflective Hide (Su): (The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect), Regrow limbs (Ex): (If the creature loses a limb, head, or body part, a new one grows in 1 round. A monster of legend with this ability cannot be slain by a vorpal weapon's head-severing ability), creature's base saves increases by +3, Str +10, Dex +6, Con +10, Improved Initiative and Multiattack as bonus feats, CR +2

Tauric Deep Dwaeve Legendary Werebear Legendary Tiger:

  • Str +22, Dex +8, Con +14, Wis +2, Cha –2.
  • monstrous humanoid, shapechanger subtype
  • Huge: As Huge creatures, quadruped.
  • base land speed is 50 feet. However, deep can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • low-light vision
  • Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A deep dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +3 racial bonus on saving throws against poison.
  • +3 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
  • Alternate Form (Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.
  • Hatural Armor +12
  • Natural wepons: 2 main Claw 2d6 +1str, Bite 2d8 +1/2str
  • Pounce, Improved grab, rake 2d6 +1/2str, Scent
  • Damage Reduction (Ex): An lycanthrope in animal or hybrid form has damage reduction 5/silver
  • Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass deep dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +2 +46 HD

Hybrid form: Str +48, Dex +12, Con +28, Claw 2d6 +1str, Bite 4d6 +1/2str, Improved grab

15. Multyheaded - Increase natural armor by +1 per additional head, bite or gore attacks gain one additional bite or gore attack per additional head, (Base creatures who use weapons gain superior Two-Weapon Fighting. This feat allows them to use two weapons without any penalty to attack or damage. Base creatures with breath weapons or gaze attacks, or who can swallow whole, gain the ability to use that power with each head simultaneously. Special attacks (improved grab, poison, sonic attacks) related to a creature's head can be used with all heads at once.), darkvision to 90 ft, Constitution is increased by +2 per additional head, +2 racial bonus to Listen, Search and Spot checks, CR 1 +1/3 heads

16.Chimera - natural armor bonus improves by +6, Bite 2d6 and Slam 1d8, Breath Weapon (Su): (Every 1d4 rounds, a chimeric creature's dragon head can use a breath weapon that deals 3d8 points of damage. Anyone in the area can make a Reflex save for half (DC 10 + 1/2 chimeric creature's Hit Dice + chimeric creature's Constitution modifier). Use all rules for dragon breath (see the Dragon entry), except as specified in the table below. Blue Line of lightning), Str +4, Dex +1, Con +4, +2 racial bonus on Listen and Spot checks, Multyattack, CR +1