#he has 75 hp and a +14 to stealth
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Can we see Bubby again? 😄💕
anon.. anon if you're still here from 2021 when you sent me this... yes you can of course you can 😭😭😭 crop of a bigger, more painterly than usual piece i hope 2 finish someday....
(@jawsandbones is the dm who bestowed us with a perfect bird son)
#in his jammies no less... slumber party tarot reading from what may as well be 40000 years ago now#aart#wip#titan campaign#dnd art#kenku#he has 75 hp and a +14 to stealth
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Tombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase “You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you look at that.” And he smirked.
Image made using Heroforge.
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Udug
“Utukku” © TSR Inc, by Roger Raupp.
[The last monster I’m covering from the original Creature Catalogue, this is written by Roger Moore, not Ed Greenwood. Moore’s preferred design space was to make statistics for monsters from myth and folklore, which I respect. The udug/utukku is a Mesopotamian demon of darkness (different names for different cultures). I went with udug as a name because Pathfinder already has an utukku. Images of the udug/utukku haven’t survived into the modern day, if they ever existed, but I feel like this design captures the Sumerian feel better than the Paizo version. A scaled lion-man feels more like a genuine folkloric creature than Wilbur Whateley crossed with a sea anemone.
The original Dragon Magazine utukku was a straightforward fiend, native to Tartarus. But they hunted other fiends and had a given lifespan, which lead me to make them a monstrous humanoid instead. If you want to make them a full on outsider, mechanically the main difference would be more class skills. The original stat block was mostly a pile of spell-like abilities and immunities and not much else, as is common for fiends of this era. I made its fear SLA a signature ability, and gave it something to do with its quills. Its umbral valor ability is inspired by the Sumerian version being a demon of darkness specifically.
Also, is it just me, or does this art give of Grinch vibes? I think it’s the crossed arms and the pot belly. He could be the lovechild of the Grinch and Tony the Tiger]
Udug CR 12 CE Monstrous Humanoid This creature resembles a brick-red, scaled humanoid with the head of a lion and tusks jutting from its lower jaw. Its mane is a mass of striped, porcupine-like quills, and its face bears a cruel expression.
The udugs are often mistaken for fiends, but they are creatures of flesh and blood as much as they are darkness and pain. They are descended from immigrants from the Material Plane, but have made the Abyss their home. There, udugs carve out territories from which to lash out at fiends and mortals alike. Most udugs go out of their way to kill and eat demons, qlippoths and other fiends weaker than they, believing that doing so will secure them a more powerful form when their own souls become demons in death.
The roar of an udug is infused with supernatural fear. An udug will usually start combat with a roar in order to force enemies to flee, and then attack whoever is left on the battlefield. Udugs prefer to fight from darkness, and often swathe their forms in deeper darkness spells. In melee they are straightforward, but soften up enemies beforehand with a few lightning bolts or by making them fight each other. Udugs flee from superior forces, but are cocky and overconfident when fighting humanoid enemies.
An udug can live for thousands of years, inflicting suffering all through that time. They prefer to lair in the Abyss, but travel occasionally to the Material Plane in search of riches. Udugs covet magic weapons, but hardly ever use them, preferring instead to fight with teeth and claws. Udugs dislike being in positions of either leadership or authority, and do not get along well with others of their own kind. Presumably, as living things, they must mate and reproduce in some fashion, but the specifics are yet unknown.
Udug CR 12 XP 19,200 CE Large monstrous humanoid (extraplanar) Init +9; Senses darkvision 60 ft., detect magic, see in darkness, see invisibility Aura emotion (30 ft., Will DC 22) Defense AC 26, touch 15, flat-footed 20 (-1 size, +5 Dex, +1 dodge, +11 natural) hp 157 (15d10+75) Fort +12, Ref +14, Will +12 DR 10/magic and silver; Immune poison; Resist electricity 10, fire 10; SR 23 Defensive Abilities quill defense; Weakness light sensitivity Offense Speed 40 ft. Melee 2 claws +20 (3d4+6), bite +20 (1d8+6) Space 10 ft.; Reach 10 ft. Special Attacks quintessence strikes, rend (2 claws, 3d4+9), roar, umbral valor Spell-like Abilities CL 12th, concentration +17 (+21 casting defensively) Constant—detect magic, see invisibility At will—comprehend languages, contagion (DC 19), detect evil, detect good 3/day—deeper darkness, greater teleport (self plus 50 lbs. only), empowered lightning bolt (DC 18) 1/day—control weather, plane shift (DC 22), song of discord (DC 21) Statistics Str 22, Dex 21, Con 21, Int 16, Wis 17, Cha 20 Base Atk +15; CMB +22; CMD 38 Feats Blind-fight, Combat Casting, Dodge, Empower SLA (lightning bolt), Great Fortitude, Improved Initiative, Power Attack Skills Acrobatics +16 (+20 jumping), Bluff +16, Climb +19, Intimidate +18, Knowledge (arcana, planes) +14, Perception +16, Sense Motive +13, Spellcraft +14, Stealth +14 Languages Abyssal, Celestial, Infernal, Sphinx, telepathy 100 ft. SQ change shape (humanoid, alter self) Ecology Environment warm land (Abyss) Organization solitary Treasure double standard Special Abilities Quill Defense (Ex) A creature that strikes an udug with a melee weapon, natural weapon, unarmed strike or touch attack takes 1d4+3 points of piercing damage. It must also succeed a DC 22 Reflex save or a quill becomes lodged in its flesh. A creature with quills embedded in it is sickened with pain for as long as any quills remain. A quill can be removed with a successful DC 20 Heal check made as a full round action. An additional quill is removed for every 5 points by which the DC is exceeded. On a failed check, the quill is still removed, but it deals 1d4+3 points of damage on its way out. The save DC is Dexterity based. Quintessence Strikes (Su) An udug’s natural weapons ignore the damage reduction of all outsiders, except for DR/epic. Roar (Su) Three times per day as a standard action, an udug can roar, causing all creatures in a 60 foot radius to be panicked for 1 minute and deafened for 24 hours. On a successful DC 22 Will save, a creature is shaken for 1 round and immune to the roar of that udug for the next 24 hours. An udug is immune to the roar of other udugs. The save DC is Charisma based. Umbral Valor (Su) In darkness or supernatural darkness, an udug gains the benefits of a heroism spell.
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Fate and Phantasms #109: Emiya (Assassin)
Today on Fate and Phantasms we’re continuing our trek through Fate Zero with the assassin class Edgemiya, with the ability to alter his own time and everyone’s luck. Despite all his cool powers, he’s still pretty depressed. Oh well, it’s probably nothing a few more builds won’t fix.
Check out Emiya’s build breakdown below the cut, or his character sheet over here!
Next up: “Do I contradict myself? Very well, then, I contradict myself. I am large- I contain multitudes.” -Walt Whitman
Race and Background
Emiya made a deal with the spirit of humanity to protect the human race, which is exactly why he’d make a great Hobgoblin... I’m kidding, he’s a Variant Human, for +1 Dexterity and Charisma, Arcana proficiency (or whatever else a rocket launcher would fall under idk), and the Crossbow Expert feat, allowing you to ignore loading crossbows, fire well with enemies in melee range, and dual wield hand crossbows. You can control the flow of time, you should be able to fire more than once a round.
You’ve fought in plenty of wars, but it’s hard to call a professional assassin anything but a Criminal. This gives you Deception and Stealth proficiencies.
Ability Scores
This is a pretty mono-ability build- make your Charisma as high as possible. You’re a pretty scary guy, and you shoot good. That’s charisma. Somehow. After that is Dexterity- you’re really stealthy, and really, really fast. Your Intelligence isn’t half bad. You can use plenty of fancy modern weapons, and you can hunt down mages to use them on. Constitution doesn’t have to be that high, you don’t need health if you just don’t get hit. Your Strength isn’t great, but it’s enough to get the job done. We’re dumping Wisdom, though-your entire characterization is about how much you regret making that deal with Alaya. You’re not bad at noticing things though, we’ll just have to patch that up with skills.
Class Levels
1. Rogue 1: You have a particular set of skills, and rogues start off with the most, so let’s spend a little time here for now. First level rogues get proficiency with Dexterity and Intelligence saving throws, as well as four rogue skills- Acrobatics to enhance your mobility, Intimidation for that no-nonsense attitude of yours, and Perception and Investigation to hunt down and destroy your enemies.
You also get Expertise, doubling your proficiency bonus for Stealth and Intimidation. Presence Concealment A+ is some good stuff.
You can also add a Sneak Attack bonus to damage done by attacks with advantage or directed at creatures who are occupied with other creatures. Right now, it’s just 1d6. You also learn Thieves’ Cant. It’s a language.
2. Warlock 1: Alaya’s kind of a lot of things to a lot of people, but Hexblades work best for us so a Hexblade it shall be here. As a hex warlock, you learn how to place a Hexblade’s Curse on a creature. It lasts one minute, or until one of you two dies, and you can use it once per short rest. While cursed, you can add your proficiency to damage against the target, all attacks made crit on 19s as well as 20s, and you gain hp when the cursed creature dies.
You also become a Hex Warrior, giving you proficiency with medium armor and martial weapons. You can also use charisma as your attack modifier for one weapon per long rest, as long as it isn’t two-handed. Right now, that means you’re using hand crossbows.
One last benefit of being a warlock is Pact Magic, spells you can cast using Charisma. Grab Eldritch Blast for more shooting and True Strike for more careful shots, Expeditious Retreat for some extra speed, and Cause Fear to drain the luck of one poor sap for up to a minute, rendering them unable to move closer and giving them disadvantage on attacks while you’re in sight for the duration. Sure, making yourself luckier would technically be more directly in line with canon, but it’s a “six in one hand, half a dozen in another” sort of situation.
3. Warlock 2: Second level warlocks get Eldritch Invocations, extra ways to customize the Selling Your Soul Experience! You get two right now, but we’re saving one for The Obvious next level. Grab Thief of Five Fates for yet another way to ruin someone’s day. You can cast Bane once per long rest by using a warlock spell slot. This reduces all the saves and attack rolls of three creatures who failed their charisma saves by 1d4 for up to a minute. The DC on those saves, by the by, is 8 plus your proficiency bonus plus your charisma modifier. You can also cast Hex now, in case your enemies weren’t unlucky enough. This makes your attacks deal extra necrotic damage, they get disadvantage on ability checks with one ability, and you can move the effect to another creature if the first drops to 0 hp, which is nice considering it lasts an hour.
4. Warlock 3: Pact of the Blade time! This level lets you summon a magical pact weapon as an action. This weapon always has the benefits of being a Hex Warrior, and thanks to Improved Pact Weapon it can also be a ranged weapon. Specifically, it has to be a Light Crossbow now, because weapon requirements in D&D are obtuse and terrifying.
On a lighter note, you get second level spells now! You can speed up enough to create a Mirror Image of yourself, creating three copies of yourself on the same square you’re standing. If you’d take a hit, there’s a 75% chance a copy will get hit instead and get destroyed, leaving you with only two, and so on.
5. Warlock 4: Use your first Ability Score Improvement to bump up your Charisma for better... everything, really.
You can also cast Minor Illusion to leave afterimages further away from yourself, and Blur, which gives creatures attacking you disadvantage.
6. Rogue 2: Back in your other class, you learn how to make Cunning Actions, speeding up your Dash, Disengage, and Hide actions so they can fit in a bonus action instead.
7. Rogue 3: It’s no surprise that you’re an Assassin. I mean, it’s your class, but it’s also your subclass. As an Assassin, you can Assassinate enemies that are surprised and/or slower than you are. You have advantage on creatures who haven’t taken a turn yet, and hits against surprised creatures are instant criticals. Speaking of advantage, you can use your Steady Aim as a bonus action to give your next attack advantage, at the cost of losing al your movement for the turn. Despite this, you’ll have plenty of ways to move in a pinch if you really have to.
Also, your sneak attack goes up to 2d6.
8. Fighter 1: Yes, it’s another 3-class build. Don’t worry though, this one’s just a splash. As a fighter, you get a fighting style- Archery will make your shots even more accurate than they were before. You can also use your Second Wind as a bonus action for a bit of healing. You shouldn’t have any trouble finding time for a breather, after all.
9. Fighter 2: Second level fighters can use an Action Surge once per short rest to add an extra action to a turn. Save up for a burst of gunfire, or cast Mirror Image and Blur at the same time to become almost invincible have fun with it!
10. Warlock 5: Speaking of doubling up on things, at fifth level warlocks get another Invocation. Thirsting Blade lets you attack twice per action. You can also move fast enough to Blink out of existence. On the end of each turn for a minute, you have a 50% chance to enter the ethereal plane until the start of your next turn.
11. Rogue 4: Use your next ASI to grab the Piercer feat, for +1 Dexterity, the ability to re-roll one die of piercing damage per turn, and an extra critical hit die when you shoot somebody. If you don’t plan on wearing medium armor, this will also increase your AC.
12. Rogue 5: Fifth level rogues gain an Uncanny Dodge, spending your reaction to halve the damage of a single attack. I’d think you wouldn’t get hit by this point, but nat 20s happen to everyone eventually. Also, your sneak attack is 3d6 now.
13. Rogue 6: Use your second round of Expertise to double down on Perception and Investigation. You’re a professional, you’ve got to get results.
14. Rogue 7: Seventh level rogues get Evasion, making you fast enough to outrun fireballs. If an effect makes you roll a dexterity save to halve damage, a failure makes you take half damage now, and a success completely negates it. Your sneak attack reaches its final form at 4d6.
15. Warlock 6: Sixth level hexlocks can make an Accursed Specter once per long rest out of humanoids you kill. They stick around until your next long rest. This is very not in character for you, but free help is free help.
To help with all that killing, you can also cast Spirit Shroud, adding extra damage to short-range combat, preventing healing, and slowing down nearby enemies.
16. Warlock 7: You can now burn spell slots to power gunshots thanks to Eldritch Smite, which adds a lot of force damage to a weapon attack. To help maneuver around the battlefield, you can also cast Dimension Door for a quick burst of speed.
17. Warlock 8: Use your last ASI to maximize your Charisma for stronger spells and weapons. You can also cast Shadow of Moil for that dramatic shadowy look you get at higher ascensions. It also works as yet another reason people really shouldn’t hit you.
18. Warlock 9: Ninth level warlocks max out their spell slots at fifth level, allowing you to cast Far Step for a longer speed-up session. While the spell lasts (it’s concentration, up to a minute) you can use your bonus action to teleport 60′. You also get the invocation Trickster’s Escape, which lets you cast Freedom of Movement for free once per long rest. While active, your latent timewarping prevents you from being slowed down by magical effects or difficult terrain. (At least that’s what it looks like from the outside. They don’t need to know you secretly spent two turns getting through those hedges.)
19. Warlock 10: Our final gift from Alaya is the Armor of Hexes. If you’re going to get hit by a hexcursed creature’s attack, you can use your reaction for a 50/50 chance of ignoring the attack completely.
You can also cast the cantrip Friends this level. You’re scary, this’ll make you scarier for a bit.
20. Warlock 11: Having sixth level spells on short rests would be busted, so instead of growing your spell slots warlocks get a Mystic Arcanum. This lets you cast one sixth level spell once per long rest, like those plebeians with spellbooks. Your spell is the Circle of Death, letting you go full on Reaper on a pretty large area, dealing 8d6 necrotic damage to every creature that fails a constitution save in a 60′ radius sphere. It’s not dexterity, purely because there’s that many bullets flying around.
Pros:
You are very, very good at critical hits. With a doubled chance of critical damage and guaranteed crits on surprised creatures, you’ll be rolling a lot of dice pretty often. Especially since you can take advantage of critical hits easily thanks to your smites and sneak attacks.
While you can dish out damage easily, you’re also great at avoiding damage entirely, with plenty of spells that make you harder to hit, teleportation to get out of tricky spots, and multiple ways to dodge attacks even if they’re critical hits. Your mobility also makes it a lot harder to escape from you.
Maxed out charisma, the archery fighting style, and free advantage from Steady Aim means even after the fight starts you can still deal consistent damage over long periods of time. Your shots are going to land more often than not, and they land pretty hard.
Cons:
While you can deal damage over time, your kit is definitely geared more towards short bursts, because most of your skills are on a strict cooldown, with one or two uses per short rest. This is especially true of your spell slots. Warlocks eat up spells fast, especially if you’re using them for offense and defense.
Your low wisdom means you’re going to be fooled by illusions and charmed pretty easily. As a precaution, it might be best to use up your burst damage skills as soon as possible. You really don’t want to have to turn 9d8 + 4d6 + 12 damage on your party members.
Your HP isn’t that high, barely scraping above 100 at higher levels. While you have a lot of ways to make that last a lot longer than you’d think, there’s always the chance your DM’s getting sick of you surviving everything and will just throw someone with Power Word Kill your way.
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Image ID: Two pictures of game stat blocks for the craa’ghoran giant. The first is for 5th Edition D&D and the second is for 13th Age. Full text is available below the read more. End ID.
An exceptionally rare offshoot of stone giants created by powerful magic, craa’ghoran are essentially unknown to the vast majority of the world. Fused with elemental earth, they have massive, jagged sections of stone that are fused with their body and can glide through the earth as if it were water. They’re typically isolationists, finding sections of uninhabited mountainside or large caverns that they reshape over centuries to be their own home, using the magic gifted to them by their transformation to build it to their specific desires.
Unlike many other massive creatures, craa’ghoran don’t risk depleting other life in their territory. The magic that created them allows them to subsist entirely on dirt and rock, though many enjoy snacking on various kinds of metal or gemstones. This doesn’t prevent them from eating and drinking plants or meat as well, but a craa’ghoran that tries to survive entirely on that diet often weakens, the elemental stone that makes up part of their body starting to crumble. Rarely a craa’ghoran will settle in regions where other creatures are, usually charging tolls of precious material for safe passage through its territory, and they have occasionally been hired as mercenaries for vast amounts of their own food. Evil craa’ghoran may bully and threaten for additional snack material, but with their physical necessities so easy to maintain few find it worth the effort.
When a craa’ghoran joins battle, it makes heavy use of its innate magic and ability to swim through the ground to ambush opponents. Splitting an attacking force with a wall of stone, shaping a doorway closed and shredding the smaller invading force is the start of their strategy, and with their incredible strength rarely do they need to be more complicated than that. They’re capable of incredible hit-and-run tactics, and against more dangerous opponents they’ll play a longer game. Their lair and territory are often a maze of stone walls and buildings, crafted over many years with walls of stone and stoneshape. Since a craa’ghoran is able to swim through its own created and manipulated stone, these passages may be far smaller than expected. They also occasionally appear deep underground, as unlike other giants the narrow passageways of the Underdark don’t bother them at all and their innate stone magic gives them an advantage over many of the Underdark’s other residents.
Originally from the 3.5 Monster Manual IV. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!
5th Edition
The craa’ghoran exist outside the Ordning as a magically created type of giant, and as such they’re typically seen as abominations that must be destroyed. They’ve been driven to near extinction, but still hide out in especially remote regions constantly on the lookout for anyone that may try to destroy them.
Craa'ghoran Giant Huge giant, any alignment Armor Class 18 (natural armor) Hit Points 187 (15d12 + 90) Speed 40 ft., burrow 40 ft. Str 24 (+7) Dex 10 (+0) Con 23 (+6) Int 12 (+1) Wis 13 (+1) Cha 8 (-1) Saving Throws Dex +4, Con +10, Wis +5 Skills Nature +5, Perception +5, Stealth +4 Damage Resistances bludgeoning Senses tremorsense 60 ft., passive Perception 15 Languages Giant, Terran Challenge 10 (5900 XP) Earth Glide. The craa'ghoran giant can burrow through nonmagical, unworked earth and stone, and through the creations of its own wall of stone spells. While doing so, the giant doesn't disturb the material it moves through. Innate Spellcasting. The craa'ghoran giant's spellcasting ability is Wisdom (spell save DC 13). The craa'ghoran giant can innately cast the following spells, requiring no material components: 3/day each: stone shape, wall of stone Actions Multiattack. The giant makes two claw attacks. If it hits the same target with both claw attacks, the giant can make a third claw attack against the same target. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
13th Age
Craa’ghoran giants were created by a previous High Druid from stone giants. He was looking for powerful soldiers bound to him as aspects of nature to help tear down a powerful region of the Dragon Empire, but was overthrown and lost power before his plan could come to fruition. The surviving giants retreated deep into the mountains and disconnected with the world for several ages after, not caring for civilization or nature in the large scale. The current High Druid has made overtures toward the descendants of those giants, but few have yet answered her one way or the other.
Craa’ghoran Giant Huge 10th-level troop [giant] Initiative: +8 Jagged Rock Claws +16 vs. AC (2 attacks) - 50 damage Miss: 25 damage. Dual Hit: If both claw attacks hit the same target during the same turn, the giant can make a vicious rend attack against the target as a free action. [Special Trigger] Vicious Rend +15 vs. PD - 75 damage and the target is dazed until the end of the giant’s next turn Natural 16+: The target is stunned instead of dazed. R: Thrown Boulder +13 vs. PD (1d2 nearby or far away enemies in a group) - 60 damage Natural Even Miss: 30 damage Control Stone: 1/turn as a quick action when the escalation die is even, the giant can use one of the following two effects: Stoneshape: The giant causes stone to rise up out of the ground and grab at an enemy’s legs and body. It can make the following attack: C: Stoneshape +14 vs. PD (one nearby enemy) - The target is stuck and weakened (save ends) Wall of Stone: The giant raises a set of stone walls around 1d3 nearby or far away enemies in a group, and any other creatures engaged with any of those enemies. Those creatures are isolated in a maze of stone halls and can’t see or interact with any other creatures. A creature can spend an action to make a DC 25 Strength or Wisdom check to either break through the wall or find a path out, after which each creature can leave the maze with a move action. Teleportation, flight, and other unusual forms of movement may also let a creature escape. Earth Glide: The giant can swim through the ground like it was water. It can burrow as the monster ability, except it doesn’t need a die roll to succeed. AC 25 PD 24 MD 21 HP 652
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No-Ah Grand Elders: Ev-En, Elder of Earth (Pathfinder 1st edition Quasi-Deity)
The No-Ah hierarchy is, at it's core, a bureaucratic gerontocracy; where age and station dictate the hierarchy. As such the eldest members of each elemental caste of No-Ah, the Grand Elders, serve as the oligarchs of their people. As proof of their authority, No-Ah who live long enough to ascend to grand elder status go up one size category (no larger than huge), gain the mythic subtype, and become quasi-deific. Their granted domains are Artifice, their racial elemental subtype, and two others of their choice. Their subdomains must be Construct, at least one from their elemental domain, and three others. A Grand Elder is always character level 20 and gains the Advanced simple template. Additionally, a Grand Elder gains “Restore Vitality” as a bonus mythic ability (see below). Only when a Grand Elder dies, or more rarely, when a No-Ah of a new elemental type is born does a No-Ah ascend in this manner.
Ev-En, Elder of Earth LN 3rd No-Ah Grand Elder of Earth, Duty, and Sacrifice Domains Artifice, Earth, Law, Nobility Subdomains Caves, Construct, Judgement, Martyr, Toil Worshipers architects, earth no-ah, miners, soldiers, subterranean races. Minions earth elementals, earth no-ah Symbol a downward pointing triangle bisected by a horizontal line Favored Weapon spiked gauntlet or hook hand Obedience hold your left appendage over your heart (or an equivalent) and make an oath out loud to your self to carry out any task set before you, to the best of your ability, by someone who has legitimate authority over you. You must be willing to do anything within your power, even at the risk of personal injury or death, to see those tasks carried out. You gain a +4 luck bonus to any skill check which helps you accomplish such tasks. Boons 1: stone shape 2/day; 2: summon nature's ally II (small earth elemental) 2/day; 3: wall of stone 2/day Predecessors Ev-Ot > Ev-Ri > Ev-En
It is an understanding among the No-Ah that in order to create and preserve anything, something else must be sacrificed, thus one who gives up themselves for the greater good is the most blessed of beings. Few know this truth better than Grand Elder Ev-En. His birth was one of grim necessity. The Qlippoth Lord, Isph-Aun-Vuln, had galvanized her most powerful alien cults to war against the No-Ah with the intent of undermining their mission to preserve and nurture mortal life. Ev-En was among the many No-Ah who were produced en-mass by the Grand Elders to hold a line against her relentless and ruthless armies, a task which required the destruction of planets that could have been converted into bountiful new worlds. He had to kill many beautiful and vibrant lifeforms, tainted by the qlippoth's lies, and watch those same creatures brutally slaughter his siblings and cousins by the thousands. He would give much of himself to help ensure victories for the No-Ah with as little bloodshed on either side as he possibly could, inevitable as it was. To this end, he learned to fight unarmed, bolstered by abjuration magic. This training would prove useful when Ark-00 became assaulted by the Iathavos and it's nyogoth hordes. This Iathavos was trained especially to deal with the No-Ah and proved formidable even for the Grand Elders. Ev-En was among the No-Ah soldiers who fought alongside his parent, Ev-Ri, when the qlippoth singled them out. It was here that Ev-En talents showed their true worth, as he purged the flanking nyogoth of their corruption and turned the tables in the No-Ah's favor. Sadly, the Iathavos proved to much for Ev-Ri and he was thus slain. Ev-En, the eldest of the living Earth No-Ah, immediately ascended and in a fit of righteous fury; felled the qlippoth with a single devastating punch. Channeling his power in this fashion however, would obliterate his right-arm, an eternal reminder of the costs of the No-Ah mission. Though the No-Ah would ultimately prevail and disperse Isph-Aun-Vuln's mortal armies. Ev-En knows that it is only a matter of time before she rallies her forces again. Thus much of his time in recent history has been spent fortifying the now billions of No-Ah Arks and bolstering his people's military power, all in preparation for the inevitable war which will no doubt span entire galaxies.
Grand Elder Ev-En CR 26/MR 10 No-Ah constructed pugilist brawler 10/ hexbreaker armored battlemage magus 10 LN huge construct (earth, living machine, mythic) Init +5, Senses darkvision 60 ft, low-light vision AC 36, touch 13, flat-footed 31 (+9 Armor, +5 Dex, +12 Nat. Armor, +2 Shield*, -2 Size) *This bonus assumes Ev-En is wielding his constructed limb with the Shielding Limb modification) hp 423 (10d8+10d10+243) Fort +16, Ref +13, Will +13 Defensive Abilities armor training 2, armor master (light, medium, & heavy armor), block attacks, construct traits, earth protection, fortification (50%, 75% w/ secured armor), living machine, medium armor, heavy armor, restore vitality, take a hit; DR 13/epic Speed 15 ft Melee Attacks unarmed strike +21/+16/+11/+6 (4d8+14); or +5 stone constructed limb +26/+21/+16/+11 (4d8+19/x3); or brawler's flurry +24/+19/+14/+10/+19/+14 (4d8+19 [+14 for final two strikes}/x3 [x2 for final two strikes]) Special Attacks arcane pool (9), brawler's flurry, brawler's strike (cold iron, magic, silver), close weapon mastery, constructed limb, fighter training, knockout 2/day, knowledge pool, limb modifications (flex limb, limb extender, shielding limb, tight grip, vicious spikes), magus arcana (improved remove curse, wracking dispel), maneuver training (Disarm +2, Grapple +1), mythic power (10/day, surge 1d12), mythic magic (3/day), preserve life (200 ft), powerful blows (unarmed strike), spark of genesis, spellstrike, versatile modifications, unarmed strike (4d8+5) Space and Reach 15 ft, 15 ft Magus Spells Known (CL 10, Concentration +15) 0 Level (5/day) - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark 1st level (7/day) - Abjuring Step, Blade Lash, Blade Tutor's Spirit, Call Weapon, Celestial Healing, Corrosive Touch, Desperate Weapon, Duelist's Parry, Enlarge Person, Expedious Retreat, Fallback Strategy, Feather Fall, Glue Seal, Grease, Jump, Jury-Rig, Lighten Object, Linebreaker, Line in The Sand, Long Arm, Magic Missile (M), Magic Weapon, Mirror Strike, Monkey Fish, Mudball, Obscuring Mist, Reduce Person, Reinforce Armaments, Shield, Shock Shield, Stone Fist, Sunder Breaker, Sundering Shards, Swift Girding, Thunderstomp, True Strike, Unerring Weapon, Unseen Servant, Vigor, Wave Shield, Warding Weapon, Weaponwand, Web Bolt 2nd Level (5/day) - Ablative Barrier, Acid Arrow, Alacrity, Alter Self, Animal Aspect, Aristocrat's Nightmare, Armor Lock, Bear's Endurance, Bladed Dash, Bull's Strength, Cat's Grace, Cauterizing Weapon, Communal Reinforce Armaments, Contest of Skill, Diminish Resistance, Effortless Armor, Elemental Touch, Erode Defenses, Escaping Ward, Euphoric Cloud, Extreme Flexibility, Fleeting Defect, Fog Cloud, Force Anchor, Glitterdust, Groundswell, Hollow Blades, Huntmaster's Spear, Instant Weapon, Levitate, Molten Orb, Pouncing Fury, Quick Throwing, Raven's Flight, Reloading Hands, Rock Whip, Savage Maw, Slick Walls, Shield of Shards, Spider Climb (M), Splinter Spell Resistance, Stone Call, Stone Discus, Stone Shield, Stone Throwing, Storm of Blades, Telekinetic Assembly, Telekinetic Volley, Visualization of the Body, Web, Winged Sword 3rd Level (4/day) - Air Breathing, Allied Cloak, Beast Shape I, Blade Snare, Blink, Burst of Speed, Caustic Safeguard, Channel Vigor, Clay Skin, Cloak of Winds, Conjuration Foil, Conjure Carriage, Discharge, Dispel Magic (M), Earth Tremor, Elemental Aura, Fly, Forced Mutation, Gloomblind Bolts, Grasping Tentacles, Greater Animal Aspect, Greater Magic Weapon (M), Greater Thunderstomp, Haste (M), Heart of the Metal, Infuse Self, Iron Spine, Irradiate, Keen Edge, Mark of Buoyancy, Monstrous Physique I, Nauseating Trail, Phantom Steed, Remove Curse, Resilient Reservoir, Scales of Deflection, Sickening Strikes, Silver Darts, Slow (M), Spellsword, Steal Size, Stinking Cloud, Tactical Adaptation, Titanic Anchoring, Toxic Blood, Versatile Weapon, Vomit Twin, Water Breathing, Waves of Blood 4th Level (2/day) - Absorb Rune I, Adjustable Polymorph, Arcana Theft, Beast Shape II, Black Tentacles (M), Blightburn Weapon, Caustic Blood, Break Enchantment (M), Detonate, Dragon's Breath, Elemental Body (M), Ethereal Fists, Fey Form I, Greater Celestial Healing, Lend Path, Mass Enlarge Person, Mass Reduce Person, Monstrous Physique II, Naga Shape I, Pellet Blast, Poisonous Cloud, Revenant Armor, Rigor Mortis, Rubberskin, Solid Fog, Stoneskin (M), Telekinetic Maneuver, Temporary Graft, Vermin Shape I, Ward Shield, Wreath of Blades Str 22, Dex 20, Con 20, Int 20, Wis 20, Cha 15 Base Atk +17, CMB +24, CMD 27 Feats big game hunter, bodyguard, combat casting, combat reflexes (M), craft magic arms and armor, craft technological arms and armor, create weapon, create magic weapon, imposing bearing (B), improved unarmed strike (B,M), mythic spell lore (M), poised bearing (B), secured armor (B), spell focus (abjuration) (M), technologist, titan strike (M), toughness Skills Acrobatics +28, Craft (alchemy) +15, Craft (armor) + 25, Craft (engineering) +15, Craft (mechanical) +15, Craft (ships) +25, Craft (stonemasonry) +28, Craft (weapons) +28, Knowledge (arcana) +28, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (nature) +25, Knowledge (Planes) +28, Profession (soldier) +18, Spellcraft +28, Use Magic Device +20; Racial Modifiers -4 Fly, -8 Stealth Languages Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, Protean, Terran SQ armed and ready, birth progeny, brawler's cunning, deific, incremental growth, martial training Equipment Artisan's Tools, 100 bullets, 4 Mwk Mithril Daggers, Mwk Mithril Shortsword, Spell Component Pouch, +1 Vigilant Expedious Impervious Adamantine Spiked Stone Plate Special Abilities Armed and Ready (Ex): Whenever Ev-En creates his constructed limb with the Create Weapon feat, the limb is automatically attached to him. It still requires 10 minutes to remove it as normal. Restore Vitality (Ex): Grand Elder Ev-En may spend a point of mythic power to remove all negative levels from himself. Even if those negative levels could not otherwise be removed. Versatile Modifications (Ex): If Grand Elder Ev-En's constructed limb was made using his Create Weapon feat; as a swift action, he may spend up to 5 points of mythic power to change one of it's limb modifications per point spent for 1 minute. This constructed limb may have the vicious blades and vicious spikes modifications simultaneously. The shield bonus from shielding limb stacks with any other shield bonuses Ev-En has. In addition; Ev-En may instead exchange a modification for a magic weapon special ability appropriate for the limb's enhancement bonus. This is a transmutation Effect.
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You Can Read More About the No-Ah Here No-Ah Alternate Traits No-Ah Feats
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I realize most npc stat blocks usually only have the spells listed that the character is most likely to have prepared, but I have no way of narrowing that down, so I recommend just using him like a spontaneous caster and only bothering to decide his prepared spells when the players need that information.
Edit: I forgot some bits.
@dailycharacteroption @bogleech
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Demon Lord, Zevgavizeb
Image © Paizo Publishing, by Luca Sotgiu. Accessed at his ArtStation here
[Commissioned by @monstersdownthepath. I haven’t read the Extinction Curse Adventure Path, a series of Pathfinder 2e adventures that deal with Zevgavizeb’s cult, but I did read through the Pathfinder Wiki article, which draws heavily from that source. So this version might not be 100% canon approved. ]
Demon Lord, Zevgavizeb CR 26 CE Outsider (extraplanar) This hideous monstrosity is the size of a building. It looks vaguely like a carnivorous dinosaur, being a biped with a fanged maw and long tail, but bat-like wings grow from its shoulders and instead of arms it has tentacles tipped with extra, slime-dripping mouths. The stench is appalling, almost a physical presence.
Zevgavizeb, Lord of the Troglodytes CE male demon lord of caverns, reptiles and troglodytes Domains Animal, Chaos, Evil, Strength Subdomains Demon, Ferocity, Resolve, Saurian* Favored Weapon spiked gauntlet Unholy Symbol a twisted tentacle ending in a talon Worshipers chaotic evil lizardfolk, morlocks, chaotic evil saurians, troglodytes Minions fiendish dinosaurs, fiendish giant reptiles, phantosaurs For information on his Obedience and boons for his worshipers, see Book of the Damned *Zevgavizeb’s followers can use the Saurian subdomain to modify the Animal domain
Zevgavizeb is the Lord of the Troglodytes, a demon lord of great power but little ambition. In ancient times, he was a powerful qlippoth, but was transformed into a demon lord by a chorus of proteans who infused him with soul energy half as an experiment, half as a distraction. He dwells in the Gluttondark, an Abyssal layer consisting of multiple strange hollow worlds filled with cruel and wicked monsters. The residents of the Gluttondark wage war in his name, for once a realm is defeated, Zevgavizeb visits it to consume all of its denizens down to the smallest insect. When not feasting, he slumbers fitfully, lashing out at anything in his path if his rest is disturbed.
Zevgavizeb is immensely strong, and he enhances his natural weapons with magic before charging into battle. The fluid that oozes from his body is filled with supernatural venom, and creatures that succumb to its stench are nauseated forever unless treated by magic. He can summon demons and demonically warped dinosaurs to fight on his behalf, and usually uses these to soften up foes for a few rounds while studying their tactics and learning their weaknesses. If his natural weapons are insufficient, Zevgavizeb can vomit forth an army of the ghosts of the greatest beasts he has eaten, and conjure meteors and walls of lava to crush and burn his enemies.
Zevgavizeb cares little for his worshipers except for as a source of sacrifices, but desires them to dominate other races in their strength and devour the weak as he does. Evil reptilian humanoids are his most common worshipers, with the species of troglodytes having been a fulcrum of his religion for eons. As Zevgavizeb retreats from actively nurturing his cult, his form has grown even more bizarre and debased. In addition, qlippoths are known to tolerate his worshipers instead of attempting to murder them on sight. Some scholars suggest that Zevgavizeb may be regressing into his original qlippothic form, whereas others insist that such a transformation is impossible.
Zevgavizeb CR 26 XP 2,457,000 CE Colossal outsider (chaos, demon, demon lord, evil, extraplanar) Init +8; Senses blindsense 200 ft., darkvision 120 ft., Perception +35, scent, true seeing Aura cloak of chaos (DC 26), frightful presence (150 ft., DC 33), impossible stench (30 ft., DC 33) Defense AC 41, touch 14, flat-footed 33 (-8 size, +8 Dex, +27 natural, +4 deflection) hp 635 (31d10+465); regeneration 20 (deific or mythic) Fort +29, Ref +31, Will +32 DR 20/cold iron, good and epic; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 37 (43 vs. divinations) Defensive Abilities abyssal resurrection, cloak of chaos, fortification (25%), nondetection, unstoppable Offense Speed 50 ft., climb 30 ft., swim 30 ft., fly 120 ft. (average) Melee great bite +42 (4d6+19/19-20 plus grab), 2 tentacle bites +42 (2d8+19 plus poison), 2 wings +40 (2d8+12 plus trip), tail slap +40 (4d6+12 plus push) Space 30 ft.; Reach 30 ft. Special Attacks fast swallow, iron stomach, push (10 ft.), spectral stampede, swallow whole (AC 37, 63 hp, 4d6+21 plus 4d6 acid), trample (4d6+21, DC 44) Spell-like Abilities CL 26th, concentration +34 Constant—cloak of chaos (DC 26), greater magic fang (+5, all weapons), nondetection (self only), true seeing At will—cloudkill (DC 23)M, dispel good (DC 23), greater dispel magic, greater teleport (self plus 50 lbs. only), mind thrust VI (DC 24) 3/day—earthquake M, finger of death (DC 25)M, fluid form, empowered psychic crush IV (DC 26), quickened strong jaw, summon demons and dinosaurs, word of chaos (DC 25)M 1/day—clashing rocks (DC 27), dominate monster (DC 27), meteor swarm (DC 27)M, wall of lava M = Zevgavizeb can use the mythic version of this spell-like ability in his realm Statistics Str 48, Dex 26, Con 40, Int 19, Wis 29, Cha 27 Base Atk +31; CMB +53 (+57 grapple); CMB 75 Feats Cleave, Combat Reflexes, Critical Focus, Empower SLA (psychic crush IV), Exhausting Critical, Fatiguing Critical, Great Cleave, Hover, Improved Critical (great bite, tentacle bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken SLA (strong jaw), Stand Still Skills Acrobatics +34 (+42 when jumping), Climb +48, Fly +33, Intimidate +31, Knowledge (arcana, dungeoneering, nature, religion) +27, Knowledge (planes) +30, Perception +35, Sense Motive +35, Stealth +30, Swim +48; Racial Bonus +8 Stealth Languages Abyssal, Celestial, Draconic, Undercommon, telepathy 300 ft. SQ demon lord traits, no breath Ecology Environment any land or underground (Abyss) Organization unique Treasure incidental Special Abilities Impossible Stench (Su) All living creatures within 30 feet of Zevgavizeb must succeed a DC 33 Fortitude save or be permanently nauseated. A creature that succeeds its save is immune to the impossible stench of Zevgavizeb for the next 24 hours. This is a poison effect, and the save DC is Charisma based. Iron Stomach (Ex) Zevgavizeb’s stomach has his full natural armor bonus to AC. If a creature cuts its way free of Zevgavizeb’s stomach, it can use swallow whole again the next round its regeneration is functioning. Poison (Su) Bite—injury; save Fort DC 40; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves. The save DC is Constitution-based. Spectral Stampede (Su) As a standard action, Zevgavizeb can create a stampede of spectral dinosaurs and other prehistoric beasts that fills an area 30 feet across and 100 feet long, starting from a square adjacent to him. All creatures in the area take 15d12 points of force damage (Ref DC 33 half). Any creature that takes damage from this ability must succeed a DC 33 Fortitude save or be stunned for 1 round. Zevgavizeb can use this ability three times per day, and must wait 1d4 rounds between uses. The save DC is Charisma based. Summon Demons and Dinosaurs (Sp) When Zevgavizeb uses his summon demons ability, he may also summon dinosaurs with the half-fiend template. Unstoppable (Ex) If Zevgavizeb starts his turn suffering from any or all of the following conditions, he recovers from them at the end of his turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
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