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Showing posts with label outsider. Show all posts
Showing posts with label outsider. Show all posts

Thursday, February 11, 2016

Bestiary: Grachoria

by Adam Frank and Tim Wallace

Standing guard at one of the gates to the celestial realms is a goliath. Its four arms end in razor sharp blades. Its face, like a giant black stone helmet, has a large vertical mouth filled with rows of giant teeth each as large as a man's head with pinchers on the side of the mouth used for feeding. Within the giant ring atop his head floats a large star-shaped stone with a glowing gem in its center.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

GRACHORIA      CR 12
XP 19,200
Grachoria
LN Large outsider (earth, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +20
Aura warbling aura (30ft., DC 20)
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DEFENSE
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AC 27, touch 15, flat-footed 21 (+6 Dex, +12 natural, -1 size)
hp 170 (16d10+80)
Fort +15, Ref +11, Will +11
DR 10/adamantine
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OFFENSE
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Speed 50 ft.
Melee 2 claws +20 (1d8+5), 2 pincers +15 (2d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks burning paralysis, rage, rend (2 claws, 2d6+7)
Spell-Like Abilities (CL 16th; concentration +18)
   At will—meld into stone
   3/day—raging rubble, spike stones (DC 16), stone shape
   1/day—earthquake
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STATISTICS
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Str 21, Dex 22, Con 20, Int 13, Wis 12, Cha 15
Base Atk +16; CMB +22 (+26 disarm); CMD 38 (40 vs. disarm, 42 vs. trip)
Skills Acrobatics +6 (+14 to jump), Escape Artist +25, Intimidate +21, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Spellcraft +20
Languages Celestial, Common, Terran
SQ death explosion
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ECOLOGY
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Environment any planar
Organization solitary
Treasure star stone plus 1d6­–1 minor magic items
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SPECIAL ABILITIES
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Rage (Ex) A grachoria that takes damage in combat flies into a rage on its next turn, clawing madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily..
Burning Paralysis (Su) The grachoria can fire a ray from its gem up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Any creature hit by this attack must make a successful save (DC 20) or become paralyzed. A successful Fortitude save means the creature is only staggered. In addition, whether or not its Fortitude save is successful, the creature takes 2d6 points of damage. The grachoria can choose to concentrate on this effect to continue to deal 2d6 points damage to the target creature each round. This is a death effect. The DC is Charisma-based.
Death Explosion (Su) Unless its star stone is removed, a grachoria explodes in a blast of stony shrapnel immediately upon dying. Any creature within a 30-foot radius of the grachoria must make a DC 23 Reflex save or take 3d6 points of bludgeoning damage and 3d6 points of piercing damage. A successful Reflex save reduces the damage taken by half. The DC is Constitution-based.
Warbling Aura (Su) A grachoria's gem emits sound on a frequency that causes a 30-foot aura of demoralization. The first time it ends its turn within the aura, a creature must make a DC 20 Will save or become demoralized for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

          The hulking stone grachoria stands guard to the locked gates of the heavens. The gods enlisted the very rocks themselves into guarding the gates. When imbued with the power of the gods the rocks took shape into a guard built specifically to protect the most vulnerable ways into the heavens.
          Grachoria are powerful foes. Their entire body is made of strong stone, making their entire body armor. The blades on their arms can shear through the toughest metals like they aren't even there. The stone floating above their head is both a strength and a weakness. With it they can paralyze any enemy they focus upon; slowly sapping their enemies' life force. It also gives off a constant warbling noise that disorients all who hear it. The downside is that if it leaves the ring near their head (requiring a DC 23 Disable Device check while the grachoria is pinned), the grachoria loses its connection with the gods and becomes inert. This does not kill the grachoria, it merely stops it from functioning.
          One major strength of the grachoria is that its power grows as it suffers damage. With each injury, it becomes quicker, stronger, and tougher. Should the grachoria be defeated, its body erupts into thousands of splinter-like rocks piercing everyone within several meters. One of these splinters becomes an obsidian key that may be used to open a nearby lock. There are also rumors too of a selfless sacrifice being needed to pass through the protected gates though none have confirmed these rumors and few even venture out to try.
          The star stone (treat as a gem of brightness), often called a god star, is desired for its rarity. Many wealthy individuals want the glowing gem to light their gardens. The entrances the grachoria guard are also known to house a few rare magical items, either stored there by the gods for safe keeping or gathered by the grachoria from the bodies for their foes.


Tuesday, December 3, 2013

PFRPG: Outsider Race Options

by Tim Wallace

Have you ever wanted to play an angel or a devil? An archon or a demon? I have. But for some reason (maybe a good one, but I don’t think so), we aren’t allowed to in the given rules. So, here are some rules for building outsider races using the Advanced Race Guide race builder rules.

Outsider Type
To begin, here is a new type for the race builder. This is the foundation for making any outsider race. I know that it is the same cost as an outsider with the native subtype. However, I think that the inability to be raised from the dead really balances out the fact that outsiders do not need to eat or sleep.

Outsider Type (3 RP)
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. An outsider has the following features.
  • Outsiders gain darkvision out to 60 feet.
  • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
  • Outsiders breathe, but do not need to eat or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an angel can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health. 

Outsider Subtypes
Okay, this is where it gets fun! I simplified most of the outsider subtypes found in the Bestiaries so you can make almost any outsider as a viable advanced race. I did my best to distill each to its most basic form but still keep them different. You can add other racial traits as normal to try and emulate a specific variety of Outsider. A race must have the Outsider type before applying any of these subtypes.

Aeon Subtype (7 RP)
Aeons are a race of neutral outsiders who roam the planes maintaining the balance of reality. Lesser aeons possess the following traits.
  • Lesser aeons gain a +4 racial bonus on all saving throws against poison.
  • Lesser aeons gain a +4 racial bonus to AC against critical hits.
  • Lesser aeons gain resistance to cold 10.
  • Limited Envisaging (Su): A lesser aeon is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the envisaging ability.

Agathion Subtype (7 RP)
Agathions are beast-aspect outsiders native to Nirvana. Lesser agathions have the following traits.
  • Lesser agathions gain low-light vision.
  • Lesser agathions gain a +4 racial bonus on all saving throws against petrification.
  • Lesser agathions gain resistance to electricity 5.
  • Speak with Animals (Su): Lesser agathions have the ability to converse with animals as if subject to a continual speak with animals spell.
  • Truespeech (Su): Lesser agathions have the ability to speak with any creature that has a language as if subject to a continual tongues spell.

Angel Subtype (7 RP)
Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes. Lesser angels have the following traits.
  • Lesser angels gain low-light vision.
  • Lesser angels gain a +4 racial bonus on all saving throws against petrification and poison.
  • Lesser angels gain resistance to acid 5 and cold 5.
  • Truespeech (Su): Lesser angels have the ability to speak with any creature that has a language as if subject to a continual tongues spell.

Archon Subtype (7 RP)
Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes. Lesser archons have the following traits.
  • Lesser archons gain low-light vision
  • Lesser archons gain a +4 racial bonus on all saving throws against petrification.
  • Lesser archons gain electricity 5.
  • Menacing Gaze (Su): Once per day, a lesser archon can attempt to demoralize a single target as per the spell bane (caster level equal to its character level). The effects of the menacing gaze lasts only 1 round.

Asura Subtype (7 RP)
Asuras are immortal beings whose origins are rooted in rejection and destruction. Lesser asuras have the following traits.
  • Lesser asuras gain a +4 racial bonus on saves against curses, disease, and poison.
  • Lesser asuras gain a +2 racial bonus on saving throws against enchantment spells.
  • Limited Elusive Aura (Su): Lesser asuras gain the following spell-like abilities: constant—nondetection.
  • Skill Bonus: Lesser asuras receive a +2 racial bonus on Escape Artist checks.

Azata Subtype (6 RP)
Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. Lesser azatas have the following traits.
  • Lesser azatas gain low-light vision.
  • Lesser azatas gain a +4 racial bonus on all saving throws against petrification.
  • Lesser azatas gain resistance to electricity 10.
  • Truespeech (Su): Lesser azatas have the ability to speak with any creature that has a language as if subject to a continual tongues spell.

Daemon Subtype (7 RP)
Daemons are construct-like outsiders built by the axiomites to enforce law. Lesser daemons have the following traits.
  • Lesser daemons gain a +4 on saves against death effects, disease, and poison.
  • Limited Telepathy (Su): A lesser daemon is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.
  • Limited Summon (Sp): A lesser daemon gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).

Demodand Subtype (7 RP)
Demodands are chaotic evil outsiders who stalk the Abyss. Lesser demodands have the following traits.
  • Lesser demodands gain a +4 on saves against poison, divine spells, and scrying.
  • Lesser demodands gain resistance to acid 10.
  • Faith-Stealing Strike (Su): Once per day as a swift action, a lesser demodand can call on the power of the Abyss to shroud its arms in energy that disrupts divine magic. When a lesser demodand’s natural attacks or melee weapons damage a creature capable of casting divine spells, that creature must make a Will saving throw (DC 10 + 1/2 the lesser demodand’s character level + the lesser demodand’s Charisma modifier) or be unable to cast any divine spells for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that particular lesser demodand for 24 hours. The energy lasts for 1 round per character level. The lesser demodand may end the effects of its faith-stealing strike early as a free action.
  • Limited Summon (Sp): A lesser demodand gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).

Demon Subtype (7 RP)
Demons are chaotic evil outsiders that call the Abyss their home. Lesser demons have the following traits.
Lesser demons gain immunity to poison.
Lesser demons gain resistance to electricity 10.
Limited Telepathy (Su): A lesser demon is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.

Devil Subtype (7 RP)
Devils are lawful evil outsiders that hail from the plane of Hell. Lesser devils have the following traits.
  • Lesser devils gain immunity to poison.
  • Lesser devils gain resistance to fire 10.
  • See in Darkness (Su): Lesser devils can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This replaces the darkvision trait that all outsiders gain.
  • Limited Summon (Sp): A lesser devil gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).

Div Subtype (7 RP)
Divs are neutral evil outsiders that sow misfortune and ruin. Lesser divs have the following traits.
  • Lesser divs gain a +4 racial bonus on all saving throws against poison.
  • Lesser divs gain resistance to fire 5.
  • See in Darkness (Su): Lesser div can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This replaces the darkvision trait that all outsiders gain.
  • Limited Telepathy (Su): A lesser div is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.

Elemental Subtype (13 RP)
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. Elementals have the following traits.
  • Elementals gain immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Elementals are not subject to critical hits or flanking, and do not take additional damage from precision-based attacks, such as sneak attack.
  • Elementals do not breathe, eat, or sleep.

Inevitable Subtype (13 RP)
Inevitables are construct-like outsiders built by the axiomites to enforce law. Lesser inevitables have the following traits.
  • Lesser inevitables gain low-light vision.
  • Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), lesser inevitables count as both outsiders and constructs. Lesser inevitables gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Lesser inevitables can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
  • Truespeech (Su): Lesser inevitables have the ability to speak with any creature that has a language as if subject to a continual tongues spell.

Kyton Subtype (7 RP)
Kytons are a race of lawful evil outsiders native to the Plane of Shadow who feed on fear and pain. Lesser kytons have the following traits.
  • Lesser kytons gain resistance to cold 5.
  • Unnerving Gaze (Su): Creatures within 30 feet of a lesser kyton that meet its gaze must succeed at a Will saving throw (DC 10 + 1/2 lesser kyton's character level + the lesser kyton's Charisma modifier) or become shaken for 1d3 rounds. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the lesser kyton's unnerving gaze for 24 hours.

Protean Subtype (11 RP)
Proteans are serpentine outsiders of pure chaos. Lesser proteans have the following traits.
  • Lesser proteans gain blindsense out to 30 feet.
  • Amorphous Anatomy (Ex) A lesser protean's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
  • Limited Change Shape (Su) A lesser protean's form is not fixed. Once per day as a standard action, a lesser protean may change shape into any Small, Medium, or Large animal, humanoid, magical beast, monstrous humanoid, plant, or vermin, save that the lesser protean does not adjust its ability scores. A lesser protean can resume its true form as a free action.

Qlippoth Subtype (9 RP)
Qlippoth are chaotic evil outsiders from the deepest reaches of the Abyss. Lesser qlippoth have the following traits.
  • Lesser qlippoth gain a +4 racial bonus on all saving throws against mind-affecting effects and poison.
  • Lesser qlippoth gain resistance to cold 5.
  • Horrific Appearance (Su) A lesser qlippoth has such a horrific and mind-rending shape that those who gaze upon it become physically ill. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Affected creatures must succeed at a Will saving throw (DC 10 + 1/2 lesser qlippoth‘s character level + the lesser qlippoth’s Charisma modifier) or become sickened for 1d3 rounds. This ability is a mind-affecting gaze attack. A target that successfully saves cannot be affected by the lesser qlippoth’s horrific apearance for 24 hours.

Example Outsider Races
Here are couple of outsider races that I have built that do not use the above subtypes.

Lesser Axiomites
Lesser Axiomites are agents of order on the Material Planes. They often have many complex, far-reaching plans in motion; some of them spanning centuries before they will reach fruition.

Lesser Axiomite Racial Abilties (16 RP)
+2 Constitution, +2 Intelligence, –2 Charisma: Lesser axiomites are tough and calculating, but not very charming.

Outsider (3 RP): Lesser axiomites outsiders with the shapchanger subtype. Outsiders cannot be raised or resurrected. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore them to life. Outsiders breathe, but do eat or not sleep, unless they want to gain some beneficial effect from one of these activities. This means that an outsider can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Medium: Lesser axiomites are Medium creatures and thus receive no bonuses or penalties due to their size.

Normal Speed: Lesser axiomites have a base speed of 30 feet.

Darkvision: Lesser axiomites can see in the dark up to 60 feet.

Body and Mind (2 RP): Lesser axiomites receive a +4 racial bonus on saves against disease and mind-affecting effects

Crystalline Form (2 RP): Lesser axiomites receive a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

Energy Resistance (1 RP): Lesser axiomites have resistance to electricity 5.

Gifted Linguist (2 RP): Lesser axiomites receive a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Shape Change (3 RP): Lesser axiomites can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The lesser axiomite gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Spell Resistance (2 RP): Lesser axiomites possess spell resistance equal to 6 plus their class levels.

Languages: Lesser axiomites begin play speaking Common and Draconic. Lesser axiomites with high Intelligence scores can choose from the following languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran.

Lesser D’ziriaks
Lesser D’ziriaks are not that different from their human-sized insectoid cousins. However, they seem more likely to exploration and adventure, and are more likely to choose a side if presented with conflict.

Lesser D’ziriak Racial Abilties (17 RP)
+2 Dexterity, +2 Charisma, –2 Intelligence: Lesser d’ziriaks are engaging and quick, but lack the shrewdness that keeps their cousins from travelling.

Outsider (3 RP): Lesser d’ziriaks outsiders. Outsiders cannot be raised or resurrected. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore them to life. Outsiders breathe, but do eat or not sleep, unless they want to gain some beneficial effect from one of these activities. This means that an outsider can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Medium: Lesser d’ziriaks are Medium creatures and thus receive no bonuses or penalties due to their size.

Normal Speed: Lesser d’ziriaks have a base speed of 30 feet.

Darkvision: Lesser d’ziriaks can see in the dark up to 60 feet.

Low-Light Vision (1 RP): Lesser d’ziriaks can see twice as far as a race with normal vision in conditions of dim light..

Brilliant Glow (1 RP): The colorful runes that decorate a lesser d'ziriak's body create dim light in a 20-foot radius from its body.

Dazzling Burst (1 RP): Once per day, a lesser d'ziriak can cause its body to flare with intense, colorful light as a swift action. Non-d'ziriaks within a 20-foot radius must make a Fortitude save (DC 10 + 1/2 the lesser d'ziriak's character level + the lesser d'ziriak's Constitution modifier) or be dazzled for 1 minute. After using this ability, the d'ziriak's brilliant glow is extinguished for 24 hours. This ability is a light effect, and creatures that cannot see are immune to it.

Limited Telepathy (3 RP): A lesser d’ziriak is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.

Natural Armor (2 RP): Lesser d’ziriaks gain a +1 natural armor bonus to their Armor Class.

Claws (2 RP): Lesser d’ziriaks receive two claw attacks. These are primary natural attacks that deal 1d4 damage.

Secondary Arms (4 RP): Lesser d’ziriaks possess two secondary arms that can be used to carry objects. They cannot wield weapons with these arms, but they can retrieve small, stowed objects carried on their persons as a swift action.

Languages: Lesser d’ziriaks begin play speaking Undercommon and D'ziriak. Lesser d’ziriaks with high Intelligence scores can choose from the following languages: Aklo, Common, Dark Folk, Draconic, Dwarf, Infernal, and Orc.

Monday, April 15, 2013

PFRPG: Færie Bestiary: The Red Queen


The Red Queen
A beautiful elven woman lounges upon an obsidian throne. As she beckons closer you notice her hands are actually terrible claws. She notices your hesitation and smiles at you with a mouth full of sharp teeth dripping with venom.

Red Queen                                                                                                                 CR 20
XP 307,200
CE Medium outsider (chaotic, demon, evil, extraplanar, fire)
Init +8; Senses darkvision 60 ft., detect good, low-light vision, true seeing; Perception +27
Aura unholy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection, +4 Dex, +1 Dodge, +16 natural)
hp 250 (20d10+100)
Fort +23, Ref +14, Will +20
DR 15/cold iron and good; Immune electricity, fire, paralysis, poison; Resist acid 10, cold 10; SR 31
Weaknesses vulnerable to cold
Offense
Speed 50 ft., fly 100 ft. (good)
Melee +3 flaming burst unholy wounding greatclub +28/+23/+18/+13 (1d10+10/19-20 plus 2d6 vs good plus 1 bleed plus 1d6 fire and burn) or 2 claws +25 (1d6+5 plus grab)
Ranged +2 anchoring UE flaming returning wounding boomerang UE +26 (1d6+7 plus 1 bleed plus 1d6 fire and burn)
Special Attacks breath weapon (30-foot cone, 10d6 fire, DC 27 for half, usable every 1d4 rounds), burn, geas gaze, grab (must successfully attack with both claws), poison, venomous kiss
Spell-Like Abilities (CL 20th; concentration +26)
Constant—detect good, unholy aura (DC 24), true seeing
At will—elemental body IV, tongues
1/day—fire storm (DC 24), summon (level 9, 2 thrasfyr B2 or 1 sard B2 100%)
Spells Known (CL 17th; concentration +23)
8th (4/day)—horrid wilting (DC 24), symbol of insanity (DC 24)
7th (6/day)—delayed blast fireball (DC 23), mass hold person (DC 23), reverse gravity
6th (7/day)—chain lightning (DC 22), flesh to stone (DC 22), transformation
5th (7/day)—baleful polymorph (DC 21), cloudkill (DC 21), greater dispel magic, telekinesis
4th (7/day)—crushing despair (DC 20), fear (DC 20), stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 19), lesser animate dead, ray of exhaustion (DC 19)
2nd (8/day)—blur, flaming sphere (DC 18), invisibility, resist energy (DC 18), scorching ray
1st (8/day)—burning hands (DC 17), expeditious retreat, mage armor, magic missile, shield
0—acid splash, bleed (DC 16), dancing lights, detect magic, flare (DC 16), mage hand, read magic, spark, touch of fatigue (DC 16)
Tactics
Elemental body IV Size huge, AC 42, touch 22, flat-footed 35; hp 270; Fort +25, Ref +17; DR 5/—; Immune bleed damage, critical hits, sneak attacks; Melee 2 claws +25 (2d6+5 plus grab), bite (2d8+5 plus poison); Dex 24 (+7), Con 29 (+9); CMD 46; Skills Acrobatics +30, Fly +30.
Statistics
Str 20 (+5), Dex 18 (+4), Con 25 (+7), Int 18 (+4), Wis 19 (+4), Cha 22 (+6)
Base Atk +20; CMB +25; CMD 43 (+20 BAB, +5 Str, +4 Dex, +4 deflection)
Feats Critical Focus, Dodge, Flyby Attack, Improved Critical (greatclub), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Persuasive, Staggering Critical, Stunning Critical
Skills Acrobatics +27, Bluff +29, Diplomacy +31, Fly +31, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
SQ charming breath, control weather, grant mythic power
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double (+3 flaming burst unholy wounding greatclub, +2 anchoring UE flaming returning wounding boomerang, other treasure)
Special Abilities
Charming Breath (Su) Instead of a cone of fire, the Red Queen can breathe a cone of charm monster gas. Targets must make a Will save or be compelled to regard her as their trusted friend and ally (treat the targets’ attitude as friendly). If the creatures are currently being threatened or attacked by her or her allies, however, they receive a +5 bonus on its saving throw. This is a mind-affecting compulsion effect.
Control Weather (Su) The Red Queen has complete control over the weather when she is holding court in the Red Kingdom or when she occupies any 10-mile square on the Chessboard. If she and the White Queen occupy the same 10-mile square on the Chessboard, she must make an opposed concentration check (+26) to control the weather.
Geas Gaze (Su) Lesser geas (effects creatures with 7 HD or less), 30 feet, Will DC 26 negates. The save is Charisma-Based. This is a language-dependant, mind-affecting compulsion effect.
Grant Mythic Power (Su) The Red Queen can bestow up to three mythic tiers on mortals, individuals from the Material Plane, whom she delegates as her agents in Déscaradh. Depending on how satisfied she is with their execution of the trials she gives them, she may allow them to keep the tiers, a fraction of the tiers, or only three uses of mythic power per day upon completion of said trials (See Mythic Adventures Playtest).
Venomous Kiss (Ex) If the Red Queen successfully grapples an opponent with her grab attack, she may make a bite attack (+25 [1d8+5 plus poison]) as a free action.
Poison (Ex) Bite—injury; save Fort DC 27, frequency 1/round for 6 rounds, effect 1d3 Con and 1d3 Wis and confusion 1 minute, cure 2 consecutive saves.
Spells The Red Queen casts arcane spells as a 17th-level sorcerer. She does not gain access to bloodlines or any other sorcerer abilities.

A demon of unimaginable power, the Red Queen is in a form that befits beautiful cruelty. She does not change form though many believe she has the ability. She is constantly seen as an elven woman with an elaborate red dress and a beautiful face she always caries a weapon of some sort on her and is quick to use it. The one thing she respects is her war with the White Kingdom. She has been known even to offer help, though it normally is detrimental in the end, to a new warrior of the White Kingdom.

Monday, April 8, 2013

PFRPG: Færie Bestiary: The White Queen


The White Queen
One moment, you see before you a statue of a regal elf woman formed entirely of ice. You blink. Directly in front of you stands the elf woman holding a staff of office which seethes cold and looks quite functional as a spear. You glance to behind her to where the statue was. It is no longer there.

White Queen                                                                                                               CR 20
XP 307,200
CG Medium outsider (air, azata, chaotic, cold, extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +27
Aura holy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection, +5 Dex, +16 natural)
hp 230 (20d10+100)
Fort +23, Ref +17, Will +22
DR 15/cold iron and evil; Immune electricity, cold, petrification; Resist fire 10; SR 31
Weaknesses vulnerable to fire
Offense
Speed 50 ft., fly 150 ft. (perfect)
Melee +2 ghost touch icy burst keen spear +27/+22/+17/+12 (1d8+9/19–20/x3 plus 1d6 cold and slow) or +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Ranged +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Special Attacks slow
Spell-Like Abilities (CL 20th; concentration +26)
Constant—detect evil, holy aura (DC 24), see invisibility, statue APG
At will—polar ray (DC 24), wall of ice (DC 20)
Spells Known (CL 20th; concentration +26)
   9th (6/day)—overwhelming presence UM (DC 25), polar midnight UM (DC 25), storm of vengeance (DC 25)
   8th (6/day)—discern location, greater spell immunity, stormbolts APG (DC 24)
   7th (7/day)—greater restoration, holy word (DC 23), repulsion (DC 23)
   6th (7/day)—banishment (DC 22), heroes’ feast, undeath to death (DC 22)
   5th (7/day)—break enchantment, cleanse APG, hallow, pillar of life APG
   4th (7/day)—death ward, dismissal (DC 20), divine power, spell immunity
   3rd (8/day)—cure serious wounds (DC 19), invisibility purge, magic circle against evil, remove curse
   2nd (8/day)—align weapon, cure moderate wounds (DC 18), eagle’s splendor, owl’s wisdom, shatter
   1st (8/day)—bless, cure light wounds (DC 17), divine favor, entropic shield, shield of faith
   0—create water, detect magic, detect poison, guidance, light, purify food and drink, resistance, stabilize, virtue
Statistics
Str 20 (+5), Dex 21 (+5), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 24 (+6)
Base Atk +20; CMB +25 (+29 when performing reposition); CMD 44 (+20 BAB, +5 Str, +5 Dex, +4 deflection; 46 vs reposition)
Feats Combat Expertise, Great Fortitude, Greater Reposition APG, Greater Vital Strike, Improved Reposition APG, Improved Vital Strike, Iron Will, Lightning Reflexes, Toughness, Vital Strike
Skills Craft (any one) +27, Diplomacy +29, Escape Artist +28, Fly +36, Heal +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +27, Perform (oratory) +29, Sense Motive +27
Languages Aquan, Auran, Celestial, Draconic, Infernal; truespeech
SQ change shape, control weather, grant mythic power, rime lance
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double
Special Abilities
Change Shape (Su) The White Queen can assume any animal or humanoid form three times per day as if using polymorph.
Control Weather (Su) The White Queen has complete control over the weather when she is holding court in the White Kingdom or when she occupies any 10-mile square on the Chessboard. If she and the Red Queen occupy the same 10-mile square on the Chessboard, she must make an opposed concentration check (+26) to control the weather.
Grant Mythic Power (Su) The White Queen can bestow up to three mythic tiers on mortals, individuals from the Material Plane, whom she delegates as her agents in Déscaradh. Depending on how satisfied she is with their execution of the trials she gives them, she may allow them to keep all the tiers, a fraction of the tiers, or only a few uses of mythic power per day upon completion of said trials (GM's decision; see Mythic Adventures Playtest).
Rime Lance (Ex) At will as a free action, the White Queen can create a spear of ice that functions as a +2 ghost touch icy burst keen spear. One round after it leaves her grasp, the weapon melts into water.
Spells The White Queen casts divine spells as a 20th-level oracle. She does not gain access to mysteries or any other oracle abilities.

The White Queen is always experimenting with something new and is rarely seen in the same shape twice as her form is shifting with her mood. Two things that remain static though are her incomparable beauty and the theme of white in her being and outfits. She is flighty and pleasant to deal with unless it comes to the war where she becomes as serious as stone; at her core she has become a warrior for her cause and her kingdom.

Within the court proper there are seven other very powerful Azata all of whom share the queen’s love of beauty and freedom. One named for each of the seven pieces on a chessboard: two Rooks, two Bishops, two Knights, and a King. What many don't know is that the King himself holds all the power despite being the least powerful there as the White Queen must review all her plans through him.


Supplemental Rules 
Reposition Combat Maneuver (Advanced Player’s Guide, Chapter 8)
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.

If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent's CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.

Greater Reposition (Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.
Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.

New Universal Monster Ability
Slow (Ex): A creature with the slow special attack deals cold damage in addition to damage dealt on a successful hit in melee. Those affected by the slow ability must also succeed on a Reflex save or be slowed, having their speed halved for 1d4 rounds (DC 10 + 1/2 the slowing creature’s racial hit dice + slowing creature’s Con modifier). A slowed creature can attempt a Fortitude save as a full-round action to negate the slowing effect. Being near a source of heat grants a +4 bonus on this save. If a creature under a haste spell or similar effect is slowed, the haste spell or effect is instead neutralized for the duration of the slowing effect.

I apologize for the tardiness of this post, I know that it is a week late. The next post will be on time. --Tim