Lords of Creation (Creature Compendium)

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This compendium is for the unique creatures that are created in the Lords of creation thread.

If you make changes to a creature in the MM, or create a new one post 'em here.
Armisael's Kraid
[deck=Kraid Level 33 Solo Soldier]
Gargantuan Immortal Animate (Construct)
Initiative: +22 Senses: Perception: +29, Darkvision
Flawless Construction: Kraid scores a critical hit on a roll of 19 or 20.
HP: 1550 Bloodied: 775; see also Second Wind
AC 51; Fortitude 49, Reflex 47, Will 48
Immune Disease, Fear, Poison, Sleep Resist 15 Variable (3/encounter; see glossary)
Saving Throws +5
Speed 12, Fly 12, Hover 10
Action Points 2
________________________________________
(:vDevastating Punch (Standard, at-will) ✦ Weapon
Reach 4; +40 vs. AC; 4d8+16 and the target is dazed (save ends).
Annihilating Flurry (Standard, at-will) ✦ Weapon
Kraid makes two Devastating Punch attacks.
Protective Light (Immediate Interrupt, when an attack hits Kraid, recharge 5, 6)
Roll a d20. On a roll of 10 or higher, the attack is negated.
C (Close) Ground Pound (Standard, at-will, recharge 5, 6, only usable while on the ground)
Close Burst 8, +38 vs. Fort, 4d10+16 damage, and the target is knocked prone and immobilized (save ends) Miss: Half damage.
(R) (Ranged basic) Eye Beam (Standard, At-will)
Ranged 15, +36 vs. Reflex, 3d8+8 Force damage and the target is slowed.
________________________________________
Alignment: Good Languages: Supernal
Str 42 (+32) Dex 18 (+20) Wis 36 (+29)
Con 38 (+30) Int 28 (+25) Cha 22 (+22)[/deck]
Camu's Oozing shadow
[deck=Oozing Shadow Level 10 Elite Brute]
Large shadow magical beast (ooze, blind) XP 1000
Initiative +9 Senses Perception +6; blindsense 10
Darkness aura 2; when inside the aura, enemies without darkvison get a –5 penalty to perseption checks
HP 262; Bloodied 131
AC 24; Fortitude 25, Reflex 25, Will 20
Saves +2
Speed fly 6 (hover)
Action point 1
________________________________________
m Spectral Touch (standard; at-will) ✦ Necrotic
reach 2; +11 vs. Fortitiude; 2d8+5 necrotic damage and the target is immobilized
(save ends).

Engulf (standard; at-will) ✦ Necrotic
The shadow attacks one or two Medium or smaller targets; +9 vs. Refl ex (automatically hits an immobilized creature).
On a hit, the target is grabbed and pulled into the shadow’s space; the target is dazed and takes ongoing 10 necrotic damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the shadow. The
shadow can move normally while creatures are engulfed within it.

TranslucentA shadow is invisible until seen (Perception DC 25) or until it attacks. Creatures that fail to notice the shadow might walk into it, automatically becoming engulfed.
________________________________________
Alignment Languages
Skills Stealth +14
Str 13 (+6) Dex 18 (+9) Wis 12 (+6)
Con 21 (+10) Int 3 (+1) Cha 10 (+5[/deck]
erendor's Primordial Aboleth
[deck=Primordial Aboleth Level 23 Solo Controller (Leader)]
Large aberrant magical beast (aquatic) XP 25,500
Initiative +12 Senses Perception +16; darkvision
Mucus Haze aura 5; enemies treat the area within the aura as
dificult terrain.
HP 1070; Bloodied 535
AC 44; Fortitude 42, Reflex 38, Will 40
Immune charm, fear
Saving Throws +7
Speed 5, swim 15
Action Points 2
________________________________________
Tentacle (standard; at-will)
Reach 2; +22 vs. AC; 1d8 + 10 damage (3d8 + 10 damage against a
dazed target), and the target is dazed (save ends).
Psychic Slime (standard; encounter; recharges when first
bloodied) ✦ Psychic

Close burst 10; targets enemies; +30 vs. Will; 2d8 + 10 psychic
damage, and the target is dazed (save ends).
Dominate (standard; at-will) ✦ Charm
Ranged 10; targets a dazed creature; +30 vs. Will; the target is
dominated (save ends). A primordial aboleth can dominate up to three
creatures at a time.
Enslave (standard; at-will) ✦ Charm, Psychic
Ranged 5; targets a dominated creature; +30 vs. Will; 6d8 + 10
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the aboleth can end this domination. Once
a creature is enslaved, it no longer counts towards the domination cap of three creatures.
Invisibility (minor; at-will) ✦ Illusion
The primordial aboleth and one ally within 10 squares of it turn
invisible until the end of the primordial aboleth’s next turn.
________________________________________
Alignment Evil Languages Deep Speech, telepathy 20
Skills Arcana +30, Dungeoneering +21, Insight +21
Str 26 (+17) Dex 16 (+12) Wis 25 (+16)
Con 22 (+15) Int 32 (+20) Cha 22 (+15)

The Primordial Aboleth, born of Ueberroth. Spawned to control the world, it attempts to daze and enslave it's opponents as it's primary means of attack. When dealing with food (fish, non-intelligent beings) it will attack with its tentacles.
If the Primordial Aboleth gets into trouble, it is smart enough to flee - it uses Invisibility at its first opportunity and escapes, letting its speedy swimming ability do the work.

[/deck]
Wyld_Mutation's Lycanthropes
[deck=Lycanthrope]
Natural Humanoid (+special)
Average Height: 5'10˝–6´4˝
Average Weight: 170–240 lb.
Ability Scores: +2 Special, +2 Wisdom
Size: Medium
Speed: 6 squares (+special)
Vision: Low-light
Languages: Common, (Primordial)
Skill Bonuses: +2 Perception, +2 Athletics
Shapeshifter: You have the Shapeshifter racial power.
Natural Weapons: Your natural weapons in hybrid form deal 1d6 damage.
Blood Frenzy: When Bloodied you have a +1 bonus on damage rolls.
Wild Hunter: You ignore difficult terrain wen shifting.
Pack Tactics: Whenever you flank an enemy each of your allies flanking that enemy gains a +1 bonus on damage rolls against that enemy.

[deck=Shapeshifter - Lycanthrope Utility]
Your form wavers and a new one appears.
At-Will - Racial
Minor Action - Personal
Effect:You assume one of your alternate forms. In beast form you may not use powers derived from class levels.
[/deck][/deck]
Creating a Lycanthrope
A lycanthrope is a creature which can assume a beast form.

A PC lycanthrope's beast form may be any medium sized natural beast that does not have a fly speed (within reason). A lycanthrope has the subtypes of its beast form regardless of what form it is in. If its beast form has the aquatic subtype the lycanthrope has a swim speed equal to its land speed as well as the Aquatic subtype in all forms. If the beast form has a burrow speed the lycanthrope has a burrow speed of 4. If the beast form has a climb speed the Lycanthrope has a climb speed of 4.

A non-PC Lycanthrope may have a beast form of any natural beast. It is the same size as its beast form and has any movement modes possessed by its beast form. Apply the Lycanthrope Bonuses to the base beasts abilities, saves and skill modifiers. Modify any related values accordingly. The resulting creature is either the same level as the base creature or one level ahaed.

A lycanthrope has a +2 bonus to the highest ability score of its beast form as listed in the MM.

There are 5 "breeds" of lycanthrope:

Brute, Controller, Skirmisher, Lurker, and Soldier.

In their monstrous form a lycanthrope determines the damage it's attacks do by level as per the damage values listed in the DMG and may not use magical items powers. (They still retain any AC and Defenses as well as Attack Bonus in their monstrous form.)

A Lycanthrope can assume a humanoid form. This humanoid form is determined upon birth and only a very few Lycanthropes can change it. It may be any medium sized humanoid (within reason) for a PC. In Humanoid form the Lycanthrope loses its natural attack damage bonus.
ff6shadow's Aventi
[deck=Aventi]
Natural Humanoid (Aquatic)
Average Height: 6'–6´7˝
Average Weight: 160–220 lb.
Ability Scores: +2 Constitution, +2 Intelligence
Size: Medium
Speed: 7 squares, 5 Swim
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance

Danger Sense: You gain a +2 racial bonus to Initiative.
Fluid Step: You ignore difficult terrain when shifting.
Bonus Feat: You gain a bonus feat at 1st level.
Swift Current You can use of Swift Current as an encounter power

[deck=Swift Current- Aventi Racial Power]
Your form ripples like water as yoou flow forward, rushing past rubble and enemies in a swift and graceful surge.
Encounter - Racial
Move Action - Personal
Effect:You shift your speed over ground or liquid terrain. You take no penalties for squeezing during this movement and can pass through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance that you move across would ordinarily deal damage to you.
[/deck][/deck]

Physical Qualities
Aventi are tall, slender humanoid folk. They skin varies from a pale blue to dark blue. They are devoid of body hair, and the green hair on their head is slow to grow and rarely more than an inch long. They have no ears but are able to hear normally. Their eyes are unversally some shade of green. They have a thick webbing of skin between their toes, and a thinner and shallower webbing between their fingers. The gills on their neck are only visible when in use.
The typical Aventi is fully grown by 13, but can live as long as 150 years. As they age, their skin fades leaning more and more towards a bluish grey, with the oldest Aventi having dead grey colored skin. Only in the final 10 years or so of life does an Aventi begin to lose vitality and show the normal infirmities of old age.

Aventi Characteristics
Curious, friendly, proud, reliable, loyal.

Fluff
This will change and adapt as we progress. This is only the current fluff.
The Aventi are a largely peacful race. They survive mostly by gathering plants and fishing. They typically avoid conflict, but are very curious.

The Wandering Years
An Aventi ritual handed down to them by their primary god, Tsu'misel. Every year, all youths who have come of age, as well as anyone older who wished to particapate, take part in a great festival.
They compete in competitions that challenge their knowledge, their skills, and the self sufficiency. Those who perform the best, as judged by the elders, are given a single month to set their affairs in order and say good byes to friends and family. They are then exiled for a period of at least 5 years, sent into the world to learn the ways of other races and to make allies among them. After the 5 years are up, they are expected to return and reveal how they have spent their time. Afterwards they are free to return or stay as they wish.
Those who fail to be selected may choose to go on their own, but most stay and try to better themselves so they can try again later.
erendor's Deep-touched
[deck=Deeptouched Elite Template
Abberation (aquatic) XP Elite]
Senses: +5 Perception
Defenses: +4 AC +2 Fortitude +2 Will
Immune: Charm, disease, poison
Saving Throws +2
Action point 1
Hit points +8 per level + Consitution score
Regeneration 5
POWERS
Oceanic Affinity
The creature gains a swim speed of 5 and the aquatic subtype.
Tentacle (standard; at-will)
Reach 2 Level+4 vs AC; 1d8+level/2 damage (3d8+level/2 damage against a dazed target), and the target is dazed (save ends).
Slime Spores (standard; encounter)
Ranged 4; targets a dazed creature, level+4vsFortitude;6d8+level/2 damage. A target reduced to 0 hit points or fewer does not die, but falls and becomes infected by slime spores. An hour later, it has finished its tranformation into a fully healed Deeptouched creature.

[/deck]
Space_Dragon's Earth Shamblers
Lopsided, vaguely human-shaped lumps of soil, rock, or magma. These are among the weakest of the elementals created by Ongor. Although they can have various abilities depending on their composition, all earth shamblers share the ability to disappear into the ground below.


[deck=Clay Shambler Level 1 Lurker]Medium Elemental Animate (earth) XP 100
...
Initiative -2 Senses Perception +5; tremorsense 10
HP 32; Bloodied 16
AC 12; Fortitude 15, Reflex 8, Will 10
Speed 4; burrow 8
...
M Slam (standard; at-will);
+5 vs. AC; 1d8+4. See also Drag Below.
...
Rise (move, while burrowed; at will);
The shambler emerges from the ground and gains combat advantage over all adjacent enemies.
...
Sink (move; recharge 5, 6; recharges automatically upon being bloodied);
The shambler burrows into the ground without provoking attacks of opportunity.
...
m Drag Below (standard; encounter);
+5 vs. Reflex; shambler uses Sink and target is restrained (save ends).
...
Alignment Unaligned Languages -
Skills Stealth +3
Str 18 (+4) Dex 6 (-2) Wis 10 (+0)
Con 20 (+5) Int 4 (-3) Cha 6 (-2)
[/deck]

[deck=Mud Shambler Level 2 Controller]Medium Elemental Animate (earth, water) XP 150
...
Soften Ground aura 5; enemies treat the area as difficult terrain.
Initiative +0 Senses Perception +7; tremorsense 10
HP 35; Bloodied 17
AC 14; Fortitude 13, Reflex 11, Will 12
Speed 4; burrow 8
...
M Slam (standard; at-will);
+3 vs. Reflex; 1d8+2 and target is slowed (save ends).
...
Rise (move, while burrowed; at will);
The shambler emerges from the ground and gains combat advantage over all adjacent enemies.
...
Sink (move; recharge 5, 6; recharges automatically upon being bloodied);
The shambler burrows into the ground without provoking attacks of opportunity.
...
Alignment Unaligned Languages -
Skills Stealth +5, Athletics +8
Str 14 (+3) Dex 8 (+0) Wis 12 (+2)
Con 14 (+3) Int 4 (-2) Cha 6 (-1)
[/deck]

[deck=Stone Shambler Level 4 Lurker]Medium Elemental Animate (earth) XP 250
...
Initiative -1 Senses Perception +7; tremorsense 10
HP 52; Bloodied 26
AC 15; Fortitude 19, Reflex 10, Will 13
Speed 4; burrow 6
...
M Slam (standard; at-will);
+8 vs. AC; 1d8+5 and target is pushed 1.
...
Rise (move, while burrowed; at will);
+7 vs. Reflex; target is pushed 1 and knocked prone, and the shambler emerges from the ground and gains combat advantage over all adjacent enemies.
...
Sink (move; recharge 5, 6; recharges automatically upon being bloodied);
The shambler burrows into the ground without provoking attacks of opportunity.
...
Alignment Unaligned Languages -
Skills Stealth +4
Str 20 (+7) Dex 4 (-1) Wis 10 (+2)
Con 24 (+9) Int 4 (-1) Cha 6 (+0)
[/deck]

[deck=Lava Shambler Level 13 Lurker]Medium Elemental Animate (earth, fire) XP 900
...
Burning Field Aura 1; 5 fire damage.
Initiative +5 Senses Perception +11; tremorsense 10
HP 104; Bloodied 52
AC 18; Fortitude 21, Reflex 16, Will 17
Speed 5; burrow 7
...
M Slam (standard; at-will);
+12 vs. AC; 1d8+10 fire damage and ongoing 4 (save ends).
...
a Breath Weapon (standard; recharge 5, 6);
close blast 3; +11 vs. Reflex; 1d8+5 fire damage and -2 Reflex defense (save ends).
...
Rise (move, while burrowed; at will);
The shambler emerges from the ground and gains combat advantage over all adjacent enemies.
...
a Erupt (standard, while burrowed; encounter);
close burst 1; +11 vs. Reflex; 1d8+5 fire damage, knocked prone, and ongoing 4 (save ends), and shambler uses Rise.
...
Sink (move; recharge 5, 6; recharges automatically upon being bloodied);
The shambler burrows into the ground without provoking attacks of opportunity.
...
Alignment Unaligned Languages -
Skills Stealth +4
Str 20 (+11) Dex 8 (+5) Wis 10 (+6)
Con 20 (+11) Int 4 (+3) Cha 6 (+4)
[/deck]
Camu' Ancient Ulgurstasta
[deck=Ancient Ulgurstasta Level 25 Solo Controller ]
Gargantuan aberrant magical beast (undead) XP 30250

Initiative +14 Senses Perception +20; tremorsense 20
Tendrils (Keyword) aura 5; Attacks made against the ulgurstasta within the aura take a –2 penalty; at the start of the ulgurstasta’s turn, enemies in the aura take 5 damage
HP 1185; Bloodied 592
AC 41(34 against swallowed creatures); Fortitude 41, Refl ex 36, Will 35
Saving Throws + 5
Speed 8 ; burrow 3 (tunneling)
Action Points 2

mBite (standard; at-will)
Reach 4; +25 vs. Refl ex; 2d8 + 7 damage, plus the target is grabbed (until escape). The ulgurstasta cannot make bite attacks while grabbing a creature,

Vomit (minor; recharge 6) ✦ Summon
The ulgarstasta vomits up an undead minion (Abyssal ghoul myrmidon lvl 23 minion)

BreathWeapon (standard; recharge 5 6 ) ✦ Necrotic
The ulgurstasta breathes a coruscating blast of necrotic energy. Close blast 9; +25 vs. Refl ex; 2d12 + 8 necrotic damage, and the target is stunned until the end of the ulgurstasta’s next turn.
Miss: Half damage, and the target is not stunned.
Hit or Miss: The target loses any necrotic resistance it has (save ends).

M Swallow (standard; at-will)
The ulgurstasta attempts to swallow a bloodied Medium or smaller creature it is grabbing; +25 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 20 damage plus 20 acid damage on subsequent rounds at the start of the ulgurstasta’s turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons.
If the ulgurstasta dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the ulgurstasta.

Alignment
Evil Languages Deep Speech
Skills perception +20, skill name +#
Str 28 (+21) Dex 15 (+14) Wis 16 (+15)
Con 29 (+21) Int 18 (+16) Cha 19 (+16)

[/deck]
Camu's Ulgurstasta
[deck=Ulgurstasta Level 16 Solo Controller ]
Huge aberrant magical beast (undead) XP 7000

Initiative +11 Senses Perception +14; tremorsense 20
Tendrils (Keyword) aura 4; Attacks made against the ulgurstasta within the aura take a –2 penalty; at the start of the ulgurstasta’s turn, enemies in the aura take 5 damage
HP 790; Bloodied 395
AC 33 (26 against swallowed creatures); Fortitude 34, Refl ex 30, Will 29
Saving Throws + 5
Speed 6 ; burrow 2 (tunneling)
Action Points 2

m Bite (standard; at-will)
Reach 3; +20 vs. Refl ex; 2d6 + 5 damage, plus the target is grabbed (until escape). The ulgurstasta cannot make bite attacks while grabbing a creature,

Vomit (minor; recharge 6) ✦ Summon
The ulgarstasta vomits up an undead minion (horde ghoul lvl 13 minion)

BreathWeapon (standard; recharge 5 6 ) ✦ Necrotic
The ulgurstasta breathes a coruscating blast of necrotic energy. Close blast 9; +20 vs. Refl ex; 2d10 + 5 necrotic damage, and the target is stunned until the end of the ulgurstasta’s next turn.
Miss: Half damage, and the target is not stunned.
Hit or Miss: The target loses any necrotic resistance it has (save ends).

M Swallow (standard; at-will)
The ulgurstasta attempts to swallow a bloodied Medium or smaller creature it is grabbing; +20 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the ulgurstasta’s turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons.
If the ulgurstasta dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the ulgurstasta.

Alignment Evil Languages Deep Speech
Skills perception +14, skill name +#
Str 24 (+15) Dex 15 (+11) Wis 14 (+10)
Con 22 (+14) Int 3 (+4) Cha 10 (+8)


[/deck]
Space_Dragon's Avatar of Ongor
[deck=Avatar of Ongor Level 38 Solo Soldier]Gargantuan Elemental Humanoid (earth) XP 170,000
...
Heavy Feet aura 10; landlocked enemies treat as difficult terrain; airborne enemies are pulled 20 feet downward whenever they enter or start their turns in the area.
Magma Core aura 5, while bloodied; enemies take 20 fire damage.
Initiative +26 Senses Perception +34; tremorsense 20
HP 1,408; Bloodied 704
AC 48; Fortitude 46, Reflex 44, Will 44
Speed 8; burrow 8
Saves +5
Action Points 2
...
M Diamond Flail (standard; at-will);
reach 4; +35 vs. AC; 4d10+15 and target is pushed 5, knocked prone, marked until the beginning of the avatar's next turn, marked until the beginning of the avatar's next turn, and dazed (save ends. Aftereffect; target remains dazed until the end of Ongor's next turn); adjacent enemies take 1d12+15 damage and are marked until the beginning of the avatar's next turn.
See Threatening Reach and Double Attack.
...
Double Attack (standard; at will);
The avatar makes 2 Diamond Flail attacks.
...
Threatening Reach
The avatar can make opportunity attacks against anyone within reach of his Diamond Flail.
...
m Crush (standard; at will);
area burst 2 within 4; +33 vs. Reflex; 2d10+15 damage and target is marked until the beginning of the avatar's next turn and dazed (save ends. Aftereffect; target remains dazed until the end of Ongor's next turn).
...
a Earthslide (standard; at will);
area burst 2 within 20; +31 vs. Reflex; target takes 13 damage, slides 10 and is restrained (first save reduces to immobilized; second save ends).
Miss: target slides 2.
...
a Eruption (standard; recharge 5, 6);
area burst 2 within 10; +31 vs. Reflex; target takes 6d12+13 fire damage, is knocked prone, takes ongoing 20 fire damage, and is blinded (first save reduces to 10 damage and ends blindness; second save ends; any failed save deals 10 extra damage).
...
Magmal Blood (bloodied only)
Anyone who strikes the bloodied avatar in melee takes 20 fire damage and is marked until the beginning of the avatar's next turn.
...
Alignment Chaotic Evil Languages Common, Primordial, Supernal, Deep Speech
Skills Athletics +38, Endurance +39, Religion +37, Intimidate +37, Insight +34
Str 38 (+33) Dex 24 (+26) Wis 30 (+29)
Con 40 (+34) Int 36 (+32) Cha 36 (+32)
[/deck]
ff6shadow's Empyreans
Empyrean
[deck=Empyrean]Natural Humanoid
Average Height: 5'–5´6˝
Average Weight: 90–130 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance, +2 Perception
-
Slow Fall: You treat all falls as though they were 20ft shorter than they are.
Lightning Affinity: You gain Resist Lightning 5 + 1/2 your level.
Glide: You can glide. As a standard action while airborn, you can move your speed in a straight line. If you cannot move your speed, you immediately begin to fall. Each round you use this ability, you move 5ft closer to the ground. You can not use this ability if you are carrying a heavy load.
Aerial Burst: You can use the Aerial Burst power as an encounter power.

[deck=Aerial Burst- Aerial Burst Racial Power]With a surge of effort, you thrust yourself into the air.
Encounter - Racial
Move Action - Personal
Effect:Fly 6 squares. At the end of this movement, you can use your Glide ability, which still takes a standard action. If you don't, you float gently to the ground without taking falling damage.[/deck][/deck]

Physical Qualities
The Empyreans are short and thin humanoid folk. There skin tones range the same as human complexions. The typical Empyrean's hair color is can also run the same range as a humans, although red is fairly common and in rare circumstances can be a brilliant gold. Their eyes tend to be red, green, gold, or silver, although rare Empyrean's have no eye coloring at all, making their eyes seems almost to have diamonds within them. Arching from their backs are large feathered wings, which run the full range of colors. The colors of these wings often change as they grow, often changing to reflect the individual.
A typical Empyrean child can use his flight and glide ability within 2 years of being born, but do not reach full maturity until around 16. They can live as long as 200 hundred years, although by 180 most can no longer glide.

Empyrean Characteristics
Noble, brave, tenacious, graceful, open-minded, unconventional

Fluff
This will change and adapt as we progress. This is only the current fluff.
The Empyreans are a noble race that prefer to stick to the high mountains.


Feats
Heroic Feats
[deck=Element Affinity]Prerequisites: Empyrean, Intelligence 13
Benefit: You gain a +1 bonus to attack rolls when you use a power with the lightning of thunder keyword.[/deck]

[deck=Powerful Glide]Prerequisites: Empyrean
Benefit: When you use your glide ability, you do not fall closer to the ground at the end of each round.[/deck]

[deck=Strong Burst]Prerequisites: Constitution 13, Strength 13, Empyrean
Benefit: When you use your Aerial Burst racial power, you can fly 8 instead of 6.[/deck]

Paragon Feats[[deck=Improved Lightning Resistance]Prerequisites: Empyrean
Benefit: Your lightning resistance increases to 8 + your level.[/deck]

[deck=Multiple Burst]Prerequisites: Constitution 15, Empyrean
Benefit: You can use your Aerial Burst racial power twice per encounter, but one once per round.[/deck]
The Atropals by Camu
The four atropal children from Myxiniron.


Hirudi, the firstborn, atropal of darkness.

A long dark serpentine creature. A feminine torso with four slender arms ending in six fingered hands. From the waist down she had a wormlike body ending in two long tails. She had face that looked like a cross between a beautifull elven maiden and that of a hagfish. Shadows like dark flame burn like long manes from her head and back to the tip of her tails.
Her eyelids where always closed as she didn’t have eyes.

Vivax, atropal of earth
A bulky creature, unlike his sister. He is the biggest of the four and looks to be made from a cross between flesh and mud. His upper body looks like an earth titan, with two powerfull arms ending in huge claws of rock. The lower body was short and ended in two powerfull tails, with an additional pair of smaller tails.

Archis & Ascari, atropal of disease and necromancy

Archis and Ascari are born from the same embryo, which split up during development. However, there was only one yolk sac, and it remained with Archis after they split. Therefor, Ascari had to leech nutients from Archis, causing them to develop a different morphology, even though they are twins.

Archis
Disgusting like the rest of his siblings, but Archis was probably the worst. Still looking mostly like an underdeveloped embryo. He still had a yolk sac, half encorporated into his body, now filled with vile fluids and parasites. With his huge maw he is able to vomit this bile as a breth weapon. His right side had developed normaly but his left side was underdeveloped, with no arms and a short redundand second tail.
Just below his torso, his viscerae would hang outside its body, like tentacles.

Ascari
She looks a lot like her sister Hirudi, but gaunt and pale skinned. Similar to Archis, her right side is underdeveloped. Rows of long dorsal spines cover her entire back. Her chest is an open ribcage and several larger spikes grow from her shoulders, similar to those of a spirit devourer.

The two of them would often interwine with each other, becoming the single creature they should have been, with there two developed tails becoming the double tail the other two sibling have.


Misc. Changes
Purple Worms (MM214) are Elemental Beasts.
Gargoyles are Natural Humanoids (earth)
__________________________________________________________
Artifacts
erendor's The Heart of Ueberroth

The Heart of Ueberroth
The Heart is appropriate for epic-level characters.
The Heart, when outside of a host, takes the form of a small black lump. When consumed, it rips itself out of the stomach and replaces the host's regular heart, consuming it in the process. This deals an amount of damage equal to twice the owner's healing surge value. These hit points cannot be regained until the owner has taken an extended rest.

Heart of Ueberroth Epic level

Fashioned by Ueberroth to further his aberration's hold on the world, this heart is a great gift to any who share Ueberroth's vision.


Property: You gain a +2 bonus to Athletics and Endurance checks.

Property: You may spend a healing surge one additional time per encounter.

Property: The Heart grants you Regeneration 5.

Property: The Heart grants you immunity to Disease and Poison.

Property: The Heart gives you the aquatic subtype and a swim speed of 5. If you already have a swim speed, it increases by 5.

Property: You gain telepathy 20, or, if you already have it, your telepathy range increases by 20.

Property: You gain +1 action point.

Power (At-will, Illusion): Minor action. You and one ally within 10 squares turn invisible until the end of your next turn.

Power (Encounter, Arcane, Fear): Standard Action. You can use Banish to the Void (Warlock 27)

Power (Encounter, Psychic): Standard action, recharges when first bloodied.
Psychic Slime
Close burst 10; targets enemies; INT vs. Will; 2d8 + 10 psychic
damage, and the target is dazed (save ends).


Goals of the Heart of Ueberroth

Promote the spread of aberrations across the world.

Convert and enslave those races that are not abberations.

Be installed in a powerful vessel that will work towards these goals.

Roleplaying the Heart of Ueberroth

The Heart of Ueberroth speaks in a dark and powerful voice inside its owner's head, urging them to fulfill its goals. When the Heart is not installed in a host, the black lump whispers to those who hold it for more than a few seconds, giving them a strong desire to consume it.

Concordance

Until the owner implants the Heart, it has no concordance and the owner gains none of its abilities or powers.

Starting Score 5

Owner gains a level +1d6
Owner is not an aberration +5
Owner aids an aberration in its goals +1
Owner converts or enslaves a non-aberrant race (max 1/day) +1
Owner kills an aberration (max 1/encounter) -2
Owner works against an aberration -1

Pleased (16-20)
"The Heart beats hard with power."
The Heart works with the host, happy to have found an effective vehicle for the propogation of aberrations.

Property: The Heart's bonus to Athletics and Endurance checks increases to +5

Property: The Regeneration granted by the Heart increases to 10

Property: The owner gains immunity to Psychic, Fear, and Charm effects.

Power (At-will, Charm, Psychic): Standard Action.
Enslave
Ranged 5; targets a dominated creature; Int vs. Will; 6d8 + 10
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the owner can end this domination. Once
a creature is enslaved, it no longer counts towards the domination cap of three creatures.

Satisfied (12-15)
"The Heart urges me to control lesser beings."
The Heart sees the owner as a good potential candidate, and begins to gift them greater power.

Power (At-will, Charm): Standard Action.
Dominate
Ranged 10; targets a dazed creature; Int vs. Will; the target is
dominated (save ends). The owner can dominate up to three
creatures at a time.

Power (Daily): Minor action. You can heal yourself, recovering hit points as if you spent a healing surge.

Normal (5-11)
"The Heart wants me to aid the aberrations of Ueberroth."
The Heart is convinced that this owner is, if not an aberration, at least allied with them.

Unsatisfied (1-4)
"The Heart skips beats, to scare me."
The Heart is not pleased with it's wielder, and will soon depart if not placated. In the meantime, it reduces the likelihood of gifting an unworthy owner.

Property: You lose the Regeneration gifted by the Heart.

Property: You lose the immunities gifted by the Heart.

Property: You take a -2 penalty to Athletics and Endurance checks.

Angered (0 or lower)
"The Heart thrashes in your chest, seeming fit to burst."
At this point, the Heart is prone to leaving. It will first see to disadvantage and actively work against it's unfitting host's plans, before leaving.

Property: You lose the aquatic subtype.

Property: You take a -5 penalty to Athletics and Endurance checks.

Special: Once per encounter at any time, the Heart may stop briefly, causing you great pain. You take 6d6 damage and fall unconcious for 1d4 rounds.

Special: Once per day at any time, the Heart may take over the host's body and mind for one minute. Your actions are chosen by the Heart, and it may speak through you as it wishes.

Moving On
"Ueberroth's will."
The Heart of Ueberroth consumes its owner, body and mind. The character dies instantly, and his body is drawn into the heart and consumed. The character may be raised, but does so devoid of a heart and so soon dies.
The Heart rejoins Ueberroth, providing him with all knowledge of the host, both mental and physical. After a time, Ueberroth returns the Heart into the world - usually into the hands of the aboleths.
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Oh, I think that's quite well done. I'm impressed.
Proving to you that Thael'kriss did indeed make a worthy predator. :D

They are basically death on steroids... And they eat other Bulettes for snacks.
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Indeed. Did you have this guy written up beforehand or did you come up with him last night?
Last night.

Though it helps to have the MM open to bulettes.
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This is a Solo monster, not Elite. Probably just an oversight on your part.

Other than that, brilliant. The kind of monster a god would ride into battle.
Fix'd it. And actually Thrael'kriss prefers to go alone. Being a hunter and all. However he's gonna get some loyal hounds at some point I think.

After I decide whether I'll be able to work death (as a part of the predator-prey cycle) into his portfolio. *thinks real hard*

I've got some more unique monster Ideas as well. But I gotta save those for a little while.
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And actually Thrael'kriss prefers to go alone. Being a hunter and all.

No no, I mean MY god will ride one into battle. :D
Isn't your god a worm? Those are mine, you don't want to start a war do you? :D

If you want to ride 'em you gotta ask.
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Isn't your god a worm? Those are mine, you don't want to start a war do you? :D

Who do you think I'm going to ride it into battle against?

I kid, I kid.
I sure hope so. It would not be pretty when I have all those nice near-godly beasts to help me.
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Here comes the second monster. He's a really tough customer, and interestingly, he has more HP than Orcus, which is weird, as I just followed the DMG guidelines.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.

Look in the MM. You'll notice that a lot of the most powerful (epic level) creatures in it are creations of the primordials, from the early years of creation. The idea is that the early days were a chaotic age of rampaging, unstoppable monsters and brutal terrain, and that the world grew tamer with age. According to that, we're on schedule so far.
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.

To quote the maker of Dwarf Fortress:

"I think I made the fishes too hardcore".

'Nuff said.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
To quote the maker of Dwarf Fortress:

"I think I made the fishes too hardcore".

'Nuff said.

Don't forget the elephants and any Dwarf with multiple Legendary+5 skills. >_>;
Kraid is now in the first post. Easier for people to see what's what there.

I'll get around to organizing credits at some point.
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I personally believe your exarch would be brought down by my Bulettes.

Anyway: Will anyone object if I give a link to this at the Monster Compendium on the Monsters board?

I wanted to check, to make sure you guys wouldn't have any problems.
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Go for it.
I have it up, and I've got credit on the post itself now so I'm not stealing anyone's thunder or anything.

Wonder what creature will come next?
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I just noticed the bullette has an intelligence of 10.

Is this true? If so, it's ridiculous.
It should actualy be an natural magical beast... Let me make some quick fixes...

When I was changing it I was just uing stats. Did you know that dragons have sentent intelligence? Which since they're beasts... Owwww my head hurts.

I lowered the intelligence stat until I decide whether being magical warrants 10...
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Ok, here are the stats for one of the many shadows created by Myxiniron. The other forms will follow

Well Done, edit'd in.
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I'll now be including Misc. Changes to creatures.

Diud we change Chuul so that they are no longer Aberrations? I can't remember/decide.

Also... Any unique fixtures of the environment will likely find their way here. Simply to keep things organized.

Various templating fixes in the individual entries. If the first post becomes too unwieldy I may ask for posts to be cleared out so thet I can have a fairly unbroken line of posts.
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Nice aboleth. According to the 3.5 Lords of Madness, aboleth cities are run by huge and ancient individuals of great power. Primordial aboleths can fill that role in aboleth society, once the lesser generations of aboleth are born.

I'll have some culture and fluff posted for the earth and death giants soon. We should do that for all the sentient races we make, even if we aren't changing their stats. Wyld and erendor, fluff for lycans and aboleth would be cool. Delfedd, same for the storm giants.
I'll get around to it.

I'm not good at the fluff stuff you know?
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Nice aboleth. According to the 3.5 Lords of Madness, aboleth cities are run by huge and ancient individuals of great power. Primordial aboleths can fill that role in aboleth society, once the lesser generations of aboleth are born.

I'll have some culture and fluff posted for the earth and death giants soon. We should do that for all the sentient races we make, even if we aren't changing their stats. Wyld and erendor, fluff for lycans and aboleth would be cool. Delfedd, same for the storm giants.

I'll definitely be coming up with aboleth fluff. I'd do it now, but I only have 30 mins till my next class (which goes for roughly 3 hours :|). I'll come back and do something along those lines afterwards.

erendor's Deep-touched


















The Deeptouched is a creature born of Ueberroth's alien will. The base creature sprouts numerous tentacles, grows extra eyes, gains rubbery and slimy skin, and has a likewise alien take on the world. Deeptouched creatures only exist to propogate themselves, and do so as often as they can, hunting both for food and to reproduce through their spores.
Here are the stats and current fluff for my newly created race.
Aventi





















[/deck]

Physical Qualities
Aventi are tall, slender humanoid folk. They skin varies from a pale blue to dark blue. They are devoid of body hair, and the green hair on their head is slow to grow and rarely more than an inch long. They have no ears but are able to hear normally. Their eyes are unversally some shade of green. They have a thick webbing of skin between their toes, and a thinner and shallower webbing between their fingers. The gills on their neck are only visible when in use.
The typical Aventi is fully grown by 13, but can live as long as 150 years. As they age, their skin fades leaning more and more towards a bluish grey, with the oldest Aventi having dead grey colored skin. Only in the final 10 years or so of life does an Aventi begin to lose vitality and show the normal infirmities of old age.

Aventi Characteristics
Curious, friendly, proud, reliable, loyal.

Fluff
This will change and adapt as we progress. This is only the current fluff.
The Aventi were a largely peacful race until they encountered the Rakshasa on the mainland. After the war, they became highly xenophobic, keeping outsiders from within their territory. Additionally, they became more militaritstic, and began large scale farming operations to support the new armed forces. These farming operations pushed most non-important people into living in the shallows around the Allassian archipelago.

Additionally, on the mainland, a large group of aventi settlers chose not to return home. Banding together, they formed a new nation they call the Federation. It has many of the same xenophobic and militaristic traits of Allassia, but their more delicate position requires that they take more care when dealing with there neighbors.

Any idividual aventi is still fairly carefree, and can be very curious and friendly.

The Wandering Years
An Aventi ritual handed down to them by their primary god, Tsu'misel. Every year, all youths who have come of age, as well as anyone older who wished to particapate, take part in a great festival.
They compete in competitions that challenge their knowledge, their skills, and the self sufficiency. Those who perform the best, as judged by the elders, are given a single month to set their affairs in order and say good byes to friends and family. They are then exiled for a period of at least 5 years, sent into the world to learn the ways of other races and to make allies among them. After the 5 years are up, they are expected to return and reveal how they have spent their time. Afterwards they are free to return or stay as they wish.
Those who fail to be selected may choose to go on their own, but most stay and try to better themselves so they can try again later.


Feats
Heroic Feats
[deck=Aventi Ritualist]Prerequisites: Intelligence 15, Aventi, Elf, or Empyrean
Benefit: You can use the Shape Wood and Iron Wood rituals, even if you do not have the Ritual Caster feat.[/deck]

[deck=Aventi Weapon Training]Prerequisites: Aventi
Benefit: You gain proficiency with all spears and light blades. Additionally, you gain a +2 bonus to damage when wielding light blades and spears.[/deck]

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71235715 wrote:
Adding to main post.

Note that water born can be replaced by adding

"5 swim" to the speed line. And IIRC the aquatic subtype assumes that it can breather underwater.

I'll add it to the main post after you decide if you want to make a quick change to reflect that or not.
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The rules for a PC lycanthrope. You can create an NPC lycanthrope vy using this as a template on an existing monster. The hybrid form has stats appropriate to its new size. As well as a natural attack that dealt level appropriate damage.

There are no restrictions for NPC lycanthropes besides requiring a natural beast.

Lycanthropes





















[/deck]
Creating a Lycanthrope
A lycanthrope is a creature which can assume a beast form.

A PC lycanthrope's beast form may be any medium sized natural beast that does not have a fly speed (within reason). A lycanthrope has the subtypes of its beast form regardless of what form it is in. If its beast form has the aquatic subtype the lycanthrope has a swim speed equal to its land speed as well as the Aquatic subtype in all forms.

A non-PC Lycanthrope may have a beast form of any natural beast. It is the same size as its beast form and has any movement modes possessed by its beast form.

A lycanthrope has a +2 bonus to the highest ability score of its beast form as listed in the MM.

There are 5 "breeds" of lycanthrope:

Brute, Controller, Skirmisher, Lurker, and Soldier.

In their monstrous form a lycanthrope determines the damage it's attacks do by level as per the damage values listed in the DMG and may not use magical items powers. (They still retain any AC and Defenses as well as Attack Bonus in their monstrous form.)

A Lycanthrope can assume a humanoid form. This humanoid form is determined upon birth and only a very few Lycanthropes can change it. It may be any medium sized humanoid (within reason). In Humanoid form the Lycanthrope loses its natural attack damage bonus.
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You were right vabout the water breathing and the Swim speed. And aftger looking it over it felt a little weak, so I added another minor ability.

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71235715 wrote:
Changes made in initial post.

I figured I'd tell you that (the aquatic sub type advice) so that you could clear some space in your racial statistics.
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Stats for some new breeds of earth elemental pending. I'm also going to come up with stats for some hybrid elementals, that are made of both earth and darkness (taking on aspects of Myxiniron's shadows), earth and water (formed near the flooded caverns and the mud pits just below Ueberroth's realm), and earth and fire (from the magmal seas).

Most 4e elementals consist of multiple elements, so this follows the paradigm. Gods of the other elements will have just as much control over these hybrid elementals as Ongor does (though he doesn't realize it yet).
The lycanthrope is REALLY overpowered. Make it a non player race. Then you'll be good.
I need to work on the Power Level I know.

They actually don't get anything really broken as a PC race (most of it's just ripped). It's just hard to gauge how powerful the shapechanging effect is.

You do lose all access to powers (recent change ion the top post) and only get the creatures natural powers in return. You don't get any special qualities when you change form. You don't even get a particularly strong attack most of the time.

It's mostly an Aesthetic change. Climb and Burrow while strange to gain aren't exactly great. On the other hand I could just as easilly scrap the both of them.

I could reduce the shapechange to 2x an encounter (one to, one back) with indefinite length. With a feat to upgrade to at will I suppose.

What about them do you see as particularly OP?
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Give me a week and I'll present a new version of the shapeshifting ability which cannot be abused. Along with a new class that is heavily based on the monster role concept, and is probably going to be pretty revolutionary if it is not a complete disaster.
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Try to keep it at-will? I mean Doppelgangers get an at-will shapechange. And it should stay mior. Most utilities (or is it all?) are.
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I think you should remove Blood Frenzy and Pack Tactics, and link them to the actual role. That should bring it closer to where it needs to be.

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71235715 wrote:
I'll try. Just wait 'till you see what I'm cooking...
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).