Full Attack: 2 Hooves +13 melee (1d8+4 plus 1d4 fire) and, 2 claws +8 melee (1d3+2)
Special Attack: Flaming Hooves, Spell-like Abilities
Special Qualities: See in darkness, telepathy 100ft, regeneration 1, DR 5/good, immune to cold, fire, poison, resist acid 10, SR 15
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Concentration +15, Diplomacy +10, Escape Artist +10 (+12 with rope bindings), Intimidate +16, Knowledge (the planes), Listen +13, Move Silently +10, Search +6 (+8 when on other planes or when following tracks), Sense Motive +11, Spot +13, Survival +11, Use Rope +7 (+9 with bindings)
Feats: Alertness, Improved Initiative, Improved Toughness, Run
Environment: Gray Waste of Hades
Alignment: Always Lawful Evil
Advancement: 11-20 HD (Large)
A tauric being moves through the gray smoke of Hades, its hooves clopping on the hard ground as the vapors close around it. You can hear flames guttering when it moves.
The Nightmabishai is a tauric being composed of a white abishai and a nightmare. How this beings came to be, and how there appear to be more and more of them all the time, is unknown. It is especially confounding since abishai don’t hail from Hades or have anything particularly in common with Nightmares.
Nightmabishai have the upper torso of a white abishai and the lower body of a Nightmare. The gargoyle-like countenance of the abishai is preserved, but with a dusky grey mane running from the back of the head to the base of the upper torso. Instead of white scales, they instead have a pale grey, ashy color. The pitch black coat of the Nightmare is washed out as well, appearing as dark grey with a light grey tail. The flames dancing around the four hoofed feet are pale grey as well.
Nightmabishai delight in tormenting visitors to their lonely plane, stomping them with flaming hooves and stinging them with spells.
Nightmabishai posses attacks of both Nightmare and abishai, making them twice as deadly. They prefer to gain a melee oriented ally with charm person or cause chaos with command. They then wade into combat kicking and scratching. If the tide of battle turns against them, they use scare and attempt to flee.
A Nightmabishai’s natural weapons are treated as evil aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a Nightmabishai’s hooves sets combustibles alight.
Regeneration (Ex): A Nightmabishai’s damage reduction is overcome by good aligned weapons and spells or spell-like abilities with the good descriptor.
See in Darkness (Su): Nightmabishai can see perfectly in any darkness, even that created by a deeper darkness spell.
Environment: Temperate to tropical forests (Spirit Planes)
Alignment: Always Chaotic Neutral
Advancement: 16-25 HD (Gargantuan)
* Power Attack already figured in
** Feat description found on page 74 of the Draconomicon
“Hei-Bai has attacked the village for the past several nights, capturing one villager each night.”
Hei-Bai, which translates to “black white”, is normally a gentle nature spirit who takes the form of a docile panda bear. He is the protector of forests and their creatures, and becomes enraged if either are unduly harmed. When angered, Hei-Bai turns into a massive six-limbed monster that will destroy everything in his path as he vents his rage. In this form, Hei-Bai stands on four long legs, while two smaller arms dangle from between the front pair, and have more delicate fingers, used to manipulate smaller objects. His great strength and fearsome sonic roars can lay waste to entire villages in a few nights, as he will smash every unnatural thing near his forests.
Hei-Bai will only appear for a few days before and after the Summer and Winter Solstices, when the boundary between the Spirit World and the Material Plane are blurred. If Hei-Bai cannot be calmed, the people he abducts will be trapped in the Spirit World until the next Solstice.
Hei-Bai stalks potential targets from the Material Plane from his home in the Spirit World. He seethes with anger until the boundary between his world and ours weakens, which then allows him to plane shift, normally right into the village or town he deems a threat to his forest. He then goes on a rampage, destroying everything in his path with blows from his four arms and his sonic roars. He can ignore most physical blows due to his damage reduction, but will turn his rage upon magic users once he takes damage from spells.
Breath Weapon (Su): Hei-Bai has one type of breath weapon; a 20ft cone of sonic energy, coupled with a blast of wind due to its Tempest Breath feat. Everything caught within the blast, including objects and structures, takes 8d6 points of sonic damage. Sonic damage ignores hardness of objects, which receive no saving throw unless they are magical in nature or are being used by an NPC or PC. Characters caught in the blast can make a DC 27 Reflex save for half damage. High winds (Windstorm category) also blast the characters, but only effect foes that are airborne. Airborne foes are blown back 1d6x5 feet and take 1d6 points of nonlethal damage due to battering and buffeting. They may make a DC 18 Fort save to negate this.
Hei-Bai must wait 1d4 rounds before he can use his breath weapon again, or 1d4+1 rounds if he uses his Tempest Breath.
The save DC for the sonic damage is Con based and includes a +4 bonus, +2 from Ability Focus and +2 from Reverberation.
Plane Shift (Sp) Hei-Bai may use plane shift twice per day, but only three days before, the day of, and three days after the Summer or Winter Solstice. Hei-Bai may forcibly take one person, who receives no saving throw, but only if he is grappling them when he plane shifts. He may also appear exactly where he wants too, ignoring the chance to show up 5-500 miles off course.
I'm quite a fan of arboreal creatures. I've created my own race of arboreal halflings and I like the Hadozee. I'm wondering what other ideas people have for flavorful arboreal creatures. --ShriekingDrake
And so, The shrieking drake came down from on high and said I'm quite a fan of arboreal creatures. I've created my own race of arboreal halflings and I like the Hadozee. I'm wondering what other ideas people have for flavorful arboreal creatures.
To which Adam did reply Green Ronin's sublime Advanced Bestiary (a great 3.5 OGL book laden with dozens of great templates) has an arboreal template, ready to apply to any race, monster, or thing in between who usually dosen't spend it's life in the trees. In fact, my players have run into Aboreal Orcs (who live much like evil gorillas in family groups) Elves,Minotaurs, Goblins Lizard Folk as well as the odd tree-troll or jungle-giant
Sounds like I need to add that book to my wishlist. I love templates! Yay customization! So, following shortly, I've stated the Sky Bison (APPA!) from A:TLAB. Do you think it needs another attack? I racked my brain trying to think of how Appa fought in the series, and I only remember him biting the one guy. I alos hope I did his tail slap air bending justice. I tried to put in everything from the Avatar Wiki that I could. I'm sure you'll let me hear, Adam, if he is missing something. Next to come are some of your most recent requests.
Special Qualities: Darkvision 60ft, low-light vision
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 8, Wis 12, Cha 14
Skills: Intimidate +7, Listen +7, Spot +7
Feats: Ability Focus (Tail Fan), Alertness, Endurance, Run
Environment: Temperate Hills and Mountains
Organization: Solitary, Pair, Family (2 adults plus 2-3 calves), Herd (10-12 adults plus twice as many young)
Alignment: Always Neutral Good
Advancement: 11-20 HD Huge
"Choose well. A Sky Bison is a companion for life."
Sky Bison are herbivorous flying mammals native to mountainous areas. They are able to fly using air bending, mainly through use of the wide, flat tail. They have six legs, each of which ends in a dexterous, three toed foot. All have a cream colored coat composed of long hair with brown markings across the back and tail, and an arrow symbol crowning the forehead. Both males and females sport long, curved horns.
Sky bison use air bending, a natural ability to control wind and air, as a means of flight and combat. The large tail provides lift and helps to steer and maintain balance while flying, as well as allowing them to hover in midair. It is also a powerful weapon, allowing the sky bison to create powerful gusts of wind capable of blowing away most anything smaller than they.
Naturally trusting and friendly, sky bison are often befriended by peoples living in mountainous areas, and are used as a means of quick transport. Their great strength and endurance allows them to carry heavy loads for extended times, with short breaks now and then. Custom made saddles, when fitted to adults, can comfortably seat five or six people plus a small amount of supplies. They can also be outfitted in armor when rode into battle, if it can be afforded at all.
Adult sky bison measure twenty feet long and weigh up to 10 tons. They sheer strength, combined with their maneuverability in flight, make them powerful creatures. They have a natural life span equal to humans. They are quite intelligent as well, with an intellect comparable to an average human. Sky bison who have had a lot of contact with people generally understand one language, usually Common, but can’t speak it.
Sky bison generally don’t go looking for trouble. When confronted, they would rather intimidate a foe, using their sheer size and strength to scare away potential threats. They would rather flee, but if cornered, they will resort to air bending powerful gusts of wind with their tails. They reserve their bone crushing bite for dire circumstances.
Tail Fan (Ex): A ski bison’s natural ability to control the air and wind manifests itself in its most powerful form as a severe gust of wind. This ability works as a more powerful form of the gust of wind spell. From the point of origin (the rear of the animal), winds peak at 170 mph. Medium or smaller creatures are blown away; knocked prone and rolled 1d4x10 feet and taking 1d4 points of nonlethal damage per 10 feet rolled. Flying creatures are knocked back 2d6x10 feet and take 2d6 points of nonlethal damage from the buffeting wind. Large creatures are merely checked, and unable to move forward. The extent of the wind is 60 feet from the rear of the animal and has an instantaneous duration. A DC 22 Fortitude save negates these effects.
** This wind can also do things wind normally does; blows out candles, torches and similar sized flames, 50% chance to blow out protected flames, such as lanterns, kick up a spray of sand, dust or ash, blow away light, loose objects, overturn light structures, fan a large fire, etc.
Wow, Black Dragon you've realy bought Appa to life in D+D terms. You haven't missed a thing as far as I can tell in reference to any of his abilities. In short it's a perfect conversion. I say thee awesome work, sir
Special Qualities: Scent vision, darkvision 60ft, DR 5/slashing, immune to poison/acid
Saves: Fort +2, Ref -2, Will +3
Abilities: Str 6, Dex 6, Con 14, Int 8, Wis 10, Cha 8
Skills: Spot +3, Survival +1 (+5 when tracking by scent)
Feats: Track (B), Weapon Focus (Tendrils)
Organization: Solitary or Mob (6-15)
Treasure: Half standard (metal and stone objects only)
Alignment: Always Neutral Evil
Advancement: 3-6 HD (Small), 7-12 HD (Medium)
“ Um, gross.”
The muus is a primitive underground scavenger that combines traits of oozes and aberrations. The body of a muus is a roughly conical shaped mass of thick, acidic gel, comparable to dry tree sap in consistency. Hair-like grey filaments grow all over this mass, and are used as a means of propulsion and in capturing live prey. The filaments are highly acidic and sticky, allowing the muus to move slowly along in its pursuit of food. Food, to a muus, is all organic material, both live or dead. Perched atop the body, is a single red eye on a fleshy stalk. This eye, while allowing the muus to see in the dark, also acts as a bizarre sort of nose, allowing the muus to see the scent trails of creatures. Effectively, muus can see smells. Muus usually are found together, either in pursuit of a meal, or already consuming it, creating a living mound of goo and hair.
Muus attack en masse, forming a mob of their own kind and falling over prey like a crashing wave, wrapping it up in numerous acidic filaments and cutting it to pieces. These strange aberrations are notoriously difficult to hurt, as their thick yet flexible hides gives under blows, softening them, and piercing weapons simple do too little damage. Only slashing weapons, which can hack off chunks of the monster, seem to have any real effect. Muus are also immune to all types of poison and acid; the former is destroyed by the Muus’ acid, while the latter is incorporated.
Scent vision (Ex): The large red eye atop a Muus’ body can see scent trails, allowing the Muus to track even though it has no nose. The Muus still receives a +4 racial bonus to Track by scent.