Name: Rondell Whitehorn. Role: Master Gunsmith. Setting: FRCS, Neverwinter (or any major city in a game world where gunpowder exists). Background: Of Lantanese origin, Rondell Whitehorn is a master gunsmith of many years. An old friend of the shipwright Jon Latimer, he has spent many years in the city of Neverwinter crafting cannons for the vessels that the renowned ship builder makes. His real talent however lies in the crafting of personal firearms, and this craft is what he finds most joy and satisfaction within. An unadventurous sort, he is one of the foremost experts in the fields of gunsmithing and alchemy, and has metalworking skills that are matched by very few. Perhaps surprisingly, he is also an accomplished herbalist. A technical genius with an ever-active brain and even more active fingers, Rondell is getting on in years and it is beginning to show. His muscles don’t work like they used to and without his glasses he can only see things clearly within a few inches of his face. But his mind is still sharp and his fingers are as steady as a rock. He constantly smokes, grins all the time behind his long white moustache, and says very little. Non-confrontational at heart, he tends to go along with the general consensus of things unless it is something so completely abhorrent to his alignment that he must speak out. He uses a beautifully crafted light pick as a walking stick and occasional weapon, though he’d be the first to admit that he couldn’t hit a sleeping mountain giant from 6 inches with it. At 3’7”, Rondell is tall for a gnome and looks even more so due to the strange platform shoes he normally wears. He has pure white hair and deep blue eyes and is always decked out with one or more tool belts from which hang a wide variety of common and not so common implements. Rondell is 172 years old. Usage: The key thing that drives Rondell is the pursuit of his craft. Spreading the word of his deity through the quality of his work is what pleases him the most and is what will most likely be the link between him and the PCs. Perhaps the characters seek him out to purchase firearms after hearing of his prestigious skills, or maybe they are hired by Rondell to seek out a rare metal ore in some dangerous underground setting. Stats: Rondell Whitehorn, Expert (gunsmith) 8: CR7; Male Small Humanoid (rock gnome); HD 8d6; hp 32; Init +2; Spd 20 ft.; AC 13, touch 12, flatfooted 11; BAB +6; Grap +4; Atk +2 melee (1d3-2/x4, mwk light pick), or +10 ranged (1d8/x3, mwk pistol), or +10 ranged (1d10/x3, mwk musket); Full Atk +2/-3 melee (1d3-2/x4, mwk light pick), or +10 ranged (1d8/x3, mwk pistol), or +10 ranged (1d10/x3, mwk musket); Space/Reach 5 ft./5 ft.; SQ Gnomish racial traits, spell-like abilities; AL LG; SV Fort +2, Rex +4, Will +8; Str 6, Dex 14, Con 11, Int 18, Wis 15, Cha 11. Skills: Appraise +15, Craft (alchemy) +20, Craft (blacksmithing) +15, Craft (gunsmithing) +18, Disable Device +15, Knowledge (architecture and engineering) +15, Listen +15; Open Lock +13, Profession (herbalist) +13, Search +15. Feats: Exotic Weapon Proficiency (firearms), Skill Focus (craft [alchemy]), Skill Focus (craft [gunsmithing]). Languages Spoken: Chondathan, Common, Dwarven, Gnome, Ignan, Illuskan, Lantanese. Deity: Gond. Gnomish Racial Traits (Ex): Low-light vision; weapon familiarity (hooked hammer); +2 save bonus vs. illusions; +1 DC on illusions; +1 attack bonus vs. kobolds and goblinoids; +4 dodge bonus vs. giants; +2 bonus on Craft (alchemy) and Listen checks.
Spell-like Abilities: 1/day - dancing lights, ghost sound (DC11), prestidigitation, speak with animals (burrowing mammals only, duration 1 minute). Skills: +3 bonus on Craft (alchemy and gunsmithing) checks from Skill Focus feats. +2 racial bonus on Craft (alchemy) and Listen checks. Possessions: Leather aprons (as padded armour), mwk light pick, mwk pistol, mwk musket, bag of 10 bullets, powderhorn, tool belts with variety of masterwork metal working tools, ivory pipe, box of tobacco, flint and steel, 250 gp in mixed gems and coins.
The Vidokkun is a teriffying apponent, using his great speed to clash all opponents he sees. From distant he looks like a 9-10 ft tall human in a wide black mantle. Closer exeminition reveals that under the black mantle is a hairless head with some signs of decay. Instead of eyesthe creature has two bolbs of highly polished brass, which are his favoured weapon. A Vidokkun is always on the search for more souls to devour and will surely do anything possible to get them. Vidokkuns are often found in the sewers of large cities or at the settlement of greater monster tribes, comming out at night to hunt. Some were known to accept deals with other evil beings as assassins or execusionors. If a Vidokkun is slain, it quickly turns to dust, leaving only his eyes an weapons behind. His eyes are still dangerous, because each of them still has the power to trap a single soul.
Combat: The Vidokkun uses his blinding speed and its perfect manuverbility to bring down its prey as fast as possible. It most oftenly uses his normal action for its two scimitars, keeping its gaze attack for the extra partial action. Its favoured tactic is to tumble through the enemy lines, using its gaze attack on paladins or wizards, because those have the greatest potential of threatening it. After it attacked it trys to stay out of the reach of the enemy, making it self ready for the next attack.
Soul stealing gaze(Su): The eyes of the Vidokkun just work like a mirror of life trapping. Everyone within 20 ft distance that meet the gaze of a Vidokkun must make a will save (DC 52) or his soul is being drawn into the eyes of the Vidokkun. The Vidokkun can hold as many HD of creatures as twice its HD. If it reaches this limit, it can devour those souls to advance another HD. Alternativly it can use them for its soul healing (see below). A vidokkun has most often 1d4x10 HD stored at any given time.
Mirrorvulnerbility(Ex): A Vidokkun has just a few weaknesses, but mirrors are one of them. If a Vidokkuns gaze meets with a mirror for a second, it will feal intensiv pain and will turn away from the mirror. If it is forced to see into the same mirror for more than one round, the souls it has trapped at this moment are freet with the rate of two souls per round. If there is no soul left, the Vidokkun must make a fortitude save (DC 10) in the first round after runing out of souls. Every other round after this it has to repead this save with a cumultativ +1 increasment on the DC for each round looking in that mirror. If it fails the save, it falls unconcuos for 1d10 rounds. If it still lives when the time expires and is again forced to look in a mirror, the DC starts at 10 again.
Sonic vurnability(Ex): A Vidokkun is highly vurnabale by sonic attacks. Treat every attack basing on sonic like a cold attck on a fire subtype.
Soul healing(Ex): If a Vidokkun is injured, it can use the souls it has stolen to heal its lost hps. For every HD it uses, it heals 26p.o.d. The Viddokun can choose how many HDs it will use freely. This is a free action. At full hps it can use this ability to gain temporary HP. Those will last a time equal ((temporary Hps)/(max. Hps)) rounds. So a avarage Viddkkun can hold 1 temporar HP for 260 rounds or 26 minutes.
Alacrity(Ex): A Vidokkun is so fast, that it is effectivly hasted all the time.
Concealment: The mantle of the Vidokkun is so wide, that it gives the creature a 30% concealment. In additon to that is a Vidokkun expertised in moving in a kind of way, that raises the concealment to 50%.
Detect good(Sl): A Vidokkun can detect any good creature like a 20th level sorcerer can.
Unholy Body: A Vidokkun gets a profane bonus of 50% to its hps and 1/4 of its HD to its AC, Attacks, and saves (rounded down).
Challenge Ratings: Wyrmling 4, very young 5, young 7, juvenile 9, young adult 12, adult 14, mature adult 16, old 18, very old 20, ancient 22, wyrm 23, great wyrm 25 Environment: Realm of Vemyn Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old and ancient: solitary, pair or family (1-2 and 2-5 offspring); wyrm and great wyrm: solitary or pair Treasure: Triple Standard Alignment: Always chaotic neutral Advancement: Wyrmling 8-9 HD, very young 11-12 HD, young 14-15 HD, juvenile 17-18 HD, young adult 20-21 HD, adult 23-24 HD, mature adult 26-27 HD, old 29-30 HD, very old 32-33 HD, ancient 35-36 HD, wyrm 38-39 HD, great wyrm 41+ Level Adjustment: Wyrmling +4; very young +4; young +5; others ---
A rough, sharp plate huggles around the aggressive and mostly indifferent dragon you see before you, its beige tint filled with strange, freckled colors. From deep brown to yellow it goes, its breath nauseating, acidic and poisonous. Due to its rust encrusted form, its wings seem to be impaired in their motion, limiting the dragon’s speed, but that doesn’t make it any less deadly.
A seldomly encountered dragon resident of the hazardous lands of Vemyn, the Rust dragon is a vicious, indifferent killer. Probably the least intelligent, but one of the fiercest types of dragons, its spirit is only mired by the limits of their flight speed. Despite its nature, it is mostly chaotic neutral of alignment. Since it rarely, if ever, encounters other types of dragons, it has no draconic enemies.
A younger rust dragon is almost completely obsidian in color, the corroded scales only surface in early stages of adulthood. It is to be said that though Rust dragons have excellent resistance to poison and acid, their life expectancy is slightly limited. Ancients and higher are therefore extremely rare. The main thing that makes them different from their chromatic and metallic cousins is that they relish their draconic form and have long since forgotten how to change shape.
Rust dragons prefer to have their lairs in mounts of rust. Mostly, they burrow and leave behind a large, gaping hole in the ancient debris. Some of them however also use coves. They feed primarily on rust, their highly acidic physique and internal fluids quickly devouring the sharp shrapnel. Not often liking to move too far away from their food supply, they rarely – if ever – leave the realm of Vemyn.
Notes: -A Rust dragon can also cast cleric spells and those from the Chaos, Fire and Knowledge - A rust dragon’s wings receive an additional -5 penalty to the attack primary, for they are less nimble than those of his dragon counterparts
Breath Weapon (Su): A rust dragon has one type of breath weapon, which is a cone of both fire and acid. It looks like normal fire, but has almost liquid properties, like napalm or petrol set alight. It is both very hot and very corrosive. On top of that, it is also poisonous, the poison following the same rule as the Breath weapon’s DC saving throw
Example, Ancient Rust Dragon
Gargantuan Dragon (fire) Hit Dice: 34d12+272 (493 hp) Initiative: +0 Speed: 40 ft. (8 squares)/flight 200 ft. (40 squares)(clumsy) Armor Class: 38 (-4 size, +32 natural), touch 7, flat-footed 38 Base Attack/Grapple: +35/+55 Attack: bite +39 melee (4d6+12) Full Attack: bite +39 melee (4d6+12), 2 claws +34 melee (3d8+9), 2 wings +29 melee (3d6+9), tail slap +34 melee (3d8+27) Space/Reach: 20 ft./15 ft. Special Attacks: breath weapon, frightful presence, spell-like abilities, spells Special Qualities: damage reduction 15/magic, darkvision 200 ft., immunity to fire, acid, poison, sleep and paralysis, low-light vision, spell resistance 28 Saves: Fort +26, Ref +19, Will +28 Abilities: Str 37, Dex 10, Con 28, Int 21, Wis 28, Cha 22 Skills: Balance +8, Bluff +18, Concentration +18, Diplomacy +12, Disguise -4, Heal +12, Hide -6, Intimidate +26, Jump +18, Knowledge (arcane) +12, Knowledge (nature) +12, Listen +17, Search +30, Sense Motive +15, Spellcraft +25, Spot +22, Tumble +8, Feats: Acrobatic, Combat Casting, Combat Reflexes, Flyby Attack, Improved Natural Armor, Spell Penetration, Silent Spell, Still Spell, Toughness, Wingover Environment: Realm of Vemyn Organization: Solitary, Pair or Family (1-2 plus 2-5 young) Challenge Rating: 22 Treasure: Triple Standard Alignment: chaotic neutral Advancement: 35-36 HD (Gargantuan) Level Adjustment: ---
Breath Weapon (Su): 60 ft. cone, damage 15d8 plus 10d4 acid plus poison, Reflex DC 34 half, poison Fortitude DC 34 negates Frightful Presence (Ex): 200 ft. radius, HD 33 or less, Will DC 34 negates. Spell-like Abilities: 3/day --- stoneskin, acid fog; 2/day --- bane; 1/day --- iron body. Caster level 15th. Spells: As 15th level sorcerer. Typical Sorcerer Spells Known (6/8/8/7/6/5/4/3/2; save DC 18 + spell level): 0 --- dancing lights, detect magic, mage hand, mending, prestidigitation, read magic; 1st --- color spray, endure elements, mage armor, protection from law, silent image, Tenser’s floating disk, true strike, unseen servant; 2nd --- bull’s strength, darkness, glitterdust, hypnotic pattern, Melf’s acid arrow , resist elements, summon swarm, whispering wind; 3rd --- dispel magic, fireball, major image, sepia snake sigil, sleet storm, stinking cloud, suggestion; 4th --- confusion, illusory wall, phantasmal killer, rainbow pattern, shadow conjuration, solid fog; 5th --- cloudkill, dismissal, feeblemind, mind fog, wall of iron; 6th --- Bigby’s forceful hand, disintegrate, greater dispelling, guards and wards; 7th --- insanity, power word: stun, prismatic spray; 8th --- incendiary cloud, protection from spells.
Huge Outsider Hit Dice: 17d8+85 (162 hp) Initiative: +5 Speed: 45 ft. (9 squares) Armor Class: 29 (-2 size, +3 Dex, +19 natural) touch 9, flat-footed 20 Base Attack/Grapple: +15/+30 Attack: Slam +24 melee (3d10+6 plus paralysis) Full Attack: 3 Slams +24 melee (3d10+6 plus paralysis) Space/Reach: 15 ft./15 ft. Special Attack: Spell-like abilities, push Special Qualities: Damage reduction 10/bludgeoning, 10/slashing, 10/fire, darkvision 60 ft. Saves: Fort +14, Ref +18, Will +10 Abilities: Str 24, Dex 17, Con 20, Int 14, Wis 17, Cha 12 Skills: Concentration +20, Listen +25, Spot +25, Move Silently +17, Hide +20, Sense Motive +13, Spellcraft +27, Search +25 Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Iron Will, Mobility, Spring Attack Environment: Desert Lands Organisation: Mostly Solitary, otherwise aided by 2-5 other desert creatures Challenge Rating: 15 Treasure: 1d3 Sand Pearls (enchantable, treated as magic gems) Alignment: Always chaotic evil Advancement: 18-20 (huge), 21-40 (gargantuan) Level Adjustment: ---
Sand Devils are horrid creatures that seem to be storms of sharp sand held together by an unseen force. They are voracious and love to prey upon weakened travelers. They however prefer subterfuge and spellcasting over physical battle and will often use their deadly sandstorms, chaos hammer, suggestion and confusion spells to keep their victims at bay. The energy that holds the Sand Devil together is bound by an ectoplasmic resin, making the Sand Devil's semi-corporeal form between 10 and 15 feet tall (often varying by the second), and weighing about 180 pounds of resin and 450 pounds of sand. Many creatures and humanoids that live in desert areas fear these apparitions.
A Sand Devil's natural weapons are considered chaotic and evil-aligned. Sandblight (Ex): Grains of a Sand Devil's sand and that of its sandstorms are loaded with bacteriae. When in contact with it, A DC 15 save (constitution based) is made each round to determine whether the disease catches on. Sandstorm (Sp): Thrice a day, a Sand Devil can conjure up a Malicious sandstorm which lasts 1d3+1 rounds. The sandstorm covers an area with a radius of 30 ft. and causes 7d6+10 damage. Each additional round a character remains in the storm, it receives another 1d6+4 damage without the chance of saving. This ability is the equivalent of a 7th-level spell. Spell-Like Abilities: confusion (DC 20), suggestion (DC 20), chaos hammer (DC 22). Caster level 15th. Glass (Su): If a Sand Devil takes more than 20 points of fire damage at once, it must succeed a DC 17 save or be glassed over by the heat and temporarily loose 1d3 Dex points.
Huge Aberration Hit Dice: 11d8+66 (114 hp) Initiative: -4 Speed: 4 sq (20 ft) AC: 5 Base Attack/Grapple: +7/+16 Attack: Slam +10 melee (3d6+6 plus poison) Full Attack: Slam +10 melee (3d6+6 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: constrict 2d6+4, improved grab Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft. Saves: Fort +10, Ref -2, Will -1 Abilities: Str 17, Dex 1, Con 20, Int 3, Wis 2, Cha 1 Skills: Climb +8, Listen +4, Spot +6 Feats: --- Environment: Sand desert Organisation: Solitary CR: 7 Treasure: None Alignment: Always Neutral Advancement: 12-16 HD (Huge); 17-32 HD (Gargantuan)
This creature is often mistaken for an ooze because it looks pulpy, its mass spread over the desert ground like an organic blob. Though if one would take a look beneath the blob, one would see numerous tendrils with which the Spulpit moves. It isn't fast, but it does move.
The spulpit's shape is derivative of its environment; It's seemingly shapeless body is built to conduct heat away into the ground and therefore help to keep itself relatively cool. This is how it overcomes the fate that befalls most large creatures in a particularly hot environment. A matured Spulpit is about 14 feet long and 10 feet wide, weighing 16,500 pounds.
Spulpits have a light reddish brown skin, which can camouflage when against course desert sand. Coupled to its seemingly shapeless form, one must succeed on a DC 14 spot check to notice one.
Spulpits can survive for months without food and water and therefore have a metabolism so slow that its physique is quite poisonous. Touching it can cause poisoning. Due to its slow speed, it is often forced to scavenge for corpses, which it eats by sliding over it. That's why it is tempted to keep close to nomadic human tribes. This is also the reason why it has a higher intelligence than an average animal.
When it can, it will flee or try to blend into the background to avoid conflict. It mostly only attacks when it needs to feed or when provoked or startled.
A spulpit attacks by slamming its front up and against their prey and enveloping it by moving its muscular, shapeless form around someone. This can be counted as a grapple and the squeezing force it can apply with its large body is what causes the damage in a grapple.
Constrict(Ex): A spulpit deals automatic slam damage with a successful grapple check. Improved Grab(Ex): To use this ability, a spulpit must hit with its slam attack. 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 establishes a hold and can constrict.
Atma Weapon Huge Aberration Hit Dice: 30d8+240 (378) Initiative: -1 Speed: 30 ft. Armor Class: 32 (-2 Size, -1 Dex, +30 Natural, +5 Armor) touch 7, flat-footed 32 Base Attack/Grapple: +15/+21 Attack: +21 (2d6+8), Claw +21 (2d6+8), Tail +21 (3d6+8) Full Attack: Bite +21 (2d6+8), 4 Claws +19 (2d6+3), Tail +19 (3d6+3) Space/Reach: 15 ft./10 ft. Special Attacks: Breath Weapon Special Qualities: Blindsense 60 ft., DR 25/Magic, Immunity to poison and disease, Spell-like Abilities, Spell Resistance 25 Saves: Fort +25, Ref +9, Will +26 Abilities: Str 30, Dex 8, Con 27, Int 21, Wis 25, Cha 19 Skills: Balance +28, Concentration +41, Hide -13, Knowledge (Arcana) +38, Listen +40, Move Silently +28, Spellcraft +38, Spot +40 Feats: Cleave, Combat Casting, Empower Spell-Like Ability, Improved Natural Attack (Claw), Improved Natural Attack (Tail), Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability, Spell Penetration Environment: Any Organization: Solitary Challenge Rating: 20 Treasure: Atma Weapon Alignment: Always Chaotic Neutral Advancement: 41-50 HD (Huge); 51-70 HD (Gargantuan)
This hulking, sand colored creature has six muscular legs; two in the rear and four in the front, each with large claws. It's about 20 feet long, from head to tail, and about 15 feet tall. Blue glowing horns sprout from its head and twist around in various directions. There's gold, spiked plating from the base of its neck to the start of its tail, which is also thick and powerful and appears to have runes running down the side of it. Several small blue flames flicker from spaces under the plating. Its pair of blue eyes is staring at you, while smoke rises from its mouth.
Spell-like Abilities: All spell-like abilities are treated as an effective caster level of 20.
Breathe Weapon: 50 ft. cone of 10d10 magical energy. Reflex save DC 33 for half damage.
Atma Weapon Minor Artifact
This +2 brilliant energy weapon is capable of doing extra damage based on the weilder's current HP. Unlike a regular brilliant energy weapon, the Atma Weapon is fully capable of harming undead, constructs, and objects. Constructs and Objects will lose most, if not all, of their AC, due to this.
For every 25 HP the wielder currently has, 1d6 of damage is added, with no limit. It can also bypass any type of damage reduction. The weapon changes it's type, depending upon the user's current (not maximum) HP. Normal weapon proficientcies for each type must be followed, or you suffer the standard penalties. See below for weapon types:
Grott The smallest of the goblinoids, grotts are also the most numerous. Tribes of well over 1,000 grotts have been witnessed on many occasions. Grott warriors are often referred to as ‘Skirk’, while the females are sometimes called ‘Gretchen’. No one is really sure why this is, but some believe those to be names taken from heroes of goblin legends. It is also not understood why not all tribes use these titles, though it seems that they are more commonly found in larger tribes.
An average sized grott is usually about 2 to 2 ½ feet tall and weighs in at around 20 pounds. Their bodies are almost completely hairless. Their skin is about as tough as the skin of an average human and they have much less muscle. Usually, a grott’s bones are visible. This is because grotts are often unable to find enough food for themselves. Indeed, grotts most commonly die from malnourishment.
Grotts are weak and unintelligent. Because of this they are unable to survive on their own and are always found in large groups with other types of goblinoids. Grotts usually attempt to copy the society of goblinoids they live with. Grotts living with goblins are usually chaotic to an extreme. They tend to be very mischievous, sometimes playfully, other times violently. Grotts living among hobgoblins try to copy their companions’ caste system, but usually end up with a simplified version with few non-warriors. Grotts that live with orcs tend to be tougher than most but still get bullied into doing grunt work. The few grotts that live with bugbears (either by choice or by birth) usually do not live very long.
Racial Traits • -2 Strength, -2 Intelligence • Small size: +1 bonus to Armor Class, +1 bonus to attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of medium creatures. • Grott base land speed is 20 feet. • +4 racial bonus on Move Silently and Hide checks. • Automatic Languages: Goblin.
Gretchen (Grott), 1st-Level Commoner Small Humanoid (Goblinoid) Hit Dice: 1d4 (2hp) Initiative: +0 Speed: 20 feet AC: 11 (+1 size) Attacks: Bite +0 melee (+1 size, -1 STR) Damage: Bite 1d3-1 melee (-1 STR) Space/Reach: 2 ½ / 0 ft. Special Attacks: -- Special Qualities: -- Saves: FORT +0, REF +0, WILL +0 Abilities: STR 8, DEX 10, CON 10, INT 8, WIS 10, CHA 10 Skills: +7 Move Silently, +10 Hide Feats: Skill Focus (Move Silently) Climate/Terrain: Mountains Organization: Gang (5-15), Mob (20-50), Horde (50-100), Tribe (100+) Challenge Rating: 1/8 Alignment: Chaotic Evil Advancement: By character class.
Skirk (Grott), 1st-Level Warrior Small Humanoid (Goblinoid) Hit Dice: 1d8 (4hp) Initiative: +0 Speed: 20 feet AC: 12 (+1 size, +1 light wooden shield) Attacks: Bite +1 melee (+1 size, -1 STR, +1 BAB), Club +1 melee (+1 size, -1 STR, +1 BAB) Damage: Bite 1d3-1 melee (-1 STR), Club 1d4-1 melee (-1 STR) Space/Reach: 2 ½ / 0 ft. Special Attacks: -- Special Qualities: -- Saves: FORT +2, REF +2, Will +0 Abilities: STR 8, DEX 10, CON 10, INT 8, WIS 10, CHA 10 Skills: Move Silently +6, Hide +8, Intimidate +2 Feats: Lightning Reflexes Climate/Terrain: Mountains Organization: Gang (5-15), Mob (20-50), Horde (50-100), Tribe (100+) Challenge Rating: ¼ Alignment: Chaotic Evil Advancement: By character class.
Dread Vine Gargantuan Plant Hit Dice: 17d8+153, (229 hp) Initiative: +1 Speed: 5ft. (1 square), swim 15ft. Armor Class: 23 (-4 size, -3 Dex, +20 natural) touch 3, flatfooted 23 BAB/Grapple: +12/+37 Attack: Bite +21 melee (2d8+13/19-20 plus 1d10 acid) Full Attack: 2 Bites +21 melee (2d8+13/19-20 plus 1d10 acid) and 2 Tentacles +16 melee (2d6+6) Space/Reach: 20ft./15ft. Special Attacks: Improved Grab Special Qualities: Low-light vision, plant traits, regeneration 15 Saves: Fort +19 Refl +2 Will +6 Abilities: Str 37 Dex 5 Con 28 Int 2 Wis 13 Cha 1 Skills: Hide -12, Listen +6, Move Silently +5, Spot +7 Feats: Awesome Blow, Improved Bullrush, Improved Critical (Bite), Improved Initiative, Power Attack, Snatch Environment: Warm Marshes Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: Always neutral Advancement:18-29 HD (Gargantuan), 30-45 (Colossal) Level Adjustment:--
A massive plant structure emerges from the swamp below that brings forth a giant, gaping mouth with teeth that could cut through flesh and bone with no notice. Small tentacle vines wriggle around the large mass of this foul creature.
The dread vine may sound small, but when encountered, its full gigantic size is shown. For the most part the dread vine will prey upon small animals and the natural water dwellers in the swamp. The dread vine usually stays to itself unless it is in the need of food or when threatened by an outside force.
Improved Grab (Ex): If a dread vine hits an opponent smaller than it with a bite, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Regeneration (Ex): Fire deals normal damage to a dread vinel. If a dread vine loses a limb or body part, the lost portion regrows in 1d8 minutes. The creature can reattach the severed member instantly by holding it to the stump.
One day I got to thinking about it and the half fiend template just didn't make sense. In my game I altered the half fiend template to give different things to different types of fiends. Basically all I have done so far is make a Half Succubus template. All in all I just really didn't like the generic one. It was almost like a half humanoid template that says you had a nonhuman parent then gives you abilities of dwarves, elves, and orcs.
So here it is, the result of some of the many seductions of mortals by succubi and incubi. This a work in progress, feel free to make suggestions.
Half-Succubus is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature).
A half-succubus uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders.
Speed: A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
qualities -Spell resistance equal to creature’s HD + 10 (maximum 35). -Darkvision out to 60 feet. -Immunity to poison. -Resistance to acid 10, cold 10, electricity 20, and fire 10. -Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). -A half succubus' natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +4, Cha +6
Damage: Half Succubi have claw attacks. If the base creature does not have this attack form, use the damage value in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Natural attacks: Size Claw Damage Fine - Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 3d6
Spell-Like Abilities: A half succubus with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities 1-2 Charm person 3/day, Alter Self (any humanoid) at will 3-4 Desecrate 5-6 Charm Monster 7-8 Poison 3/day 9-10 Enervation 11-12 Blasphemy 13-14 Unholy aura 3/day, unhallow 15-16 Dominate Monster 17-18 Energy Drain 19-20 Summon monster IX (fiends only)
Large Construct Hit Dice: 6d10+30 (63hp) Initiative: +0 Speed: 40 ft., swim 40ft. Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 14 Attack/Grapple: +4/+13 Attack: Bite +11 melee (1d8+7) Full Attack: Bite +11 melee (1d8+7) Space/Reach: 10 ft./5 ft. (wide) S. Attacks: Trample, Swallow Whole S. Qualities: Construct traits, darkvision 60 ft., low-light vision, damage reduction 10/adamantine, Holding, Following Saves: Fort +1, Ref +1, Will +1 Abilities: Str 20, Dex 10, Con —, Int —, Wis 10, Cha 15 Skills: — Feats: — Environment: Any Organization: Solitary CR: 6 Treasure: None Alignment: Always neutral
Trample (Ex): Luggage can trample creatures smaller than itself, dealing 2d8+7 damage. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 18) to halve the damage.
Immunity to Magic (Ex): Luggage is immune to any spell or spell-like ability that allows spell resistance.
Improved Grab (Ex): To use this ability, the Luggage must hit 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 grapple check, the Luggage establishes a hold on the opponent with its mouth and may attempt to Swallow the target whole.
Swallow Whole (Ex): Luggage can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside the opponent must make a Will save (DC 16) or be transported to a random plane of existence as though effected by a Plane Shift spell. Anyone who succeeds his saving throw can not be effected by this ability for the duration of the engagement. This however does not break the grapple and the opponent continues to take 1d8+7 damage until he makes a successful opposing grapple check to escape.
Holding (EX): The Luggage can be used to store many items for it’s owner. Whenever the luggage opens it’s lid, it presents an empty pocket dimension which resembles the empty insides of a wooden luggage, however the dimensions can vary to fit almost any sized object. Once any number of objects are placed inside the luggage closes it’s lid and stores all of the contents in a pocket dimension until it’s master requests that the luggage gives the items back. Further more, any item stored within the luggage becomes clean and smelling of lilac. The pocket dimensions are identical to bags of holding and when built the creator may add multiple pocket dimensions as he wishes for the same cost of a Bag of Holding added to the construction costs of the luggage. A total of 4 Type I, 3 Type II, 2 Type III and 1 Type IV portals may be created. The bags do not add Weight to the luggage.
Following (EX): A Luggage always knows the location of it’s master. A Luggage follows it’s master at all times, and it will attack anyone who tries to prevent it from reaching it’s master and will try to break any barriers that are in it’s path. If the master of the Luggage should travel to a different plane then Luggage will use it’s Following ability which allows it to plane shift to any plane that it’s master is on. Even if it’s master is killed the Luggage will follow it’s master’s spirit to the after life, and will even follow it’s master’s next incarnation.