Author Topic: Norse Bestiary  (Read 8511 times)

ksbsnowowl

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Re: Norse Bestiary
« Reply #20 on: June 20, 2017, 10:01:11 PM »
Originally posted January 03, 2013:

I had just recently restatted this guy, dropping the two levels of Highland Stalker for Conjurer (with Abrupt Jaunt), but it didn't get google cached...

Oh well, the bulk of it is still here:

I'm not quite done adding all the ability descriptions at the bottom of his stat block, but here is an example Shadow Creature Gloom gestalted with levels in Scout, Fighter, Shadowdancer, Telflammar Shadowlord, and Highland Stalker.  It was a hard debate between Highland Stalker 2 for the extra die of skirmish damage, or dipping a level of Wizard (Conjurer) for Abrupt Jaunt.

         Shadow Creature Gloom
         Monstrous Humanoid 25//Scout 5/Fighter 2/Shadowdancer 10/Telflammar Shadowlord 6, Highland Stalker 2
Size/Type:       Medium Monstrous Humanoid [Extraplanar]
Hit Dice:       23d8+2d10+225 (339 hp)
Initiative:       +27 (+18 Dex, +8 Superior Initiative, +1 Battle Fortitude)
Speed:       55 ft.
Armor Class:    40 (+18 Dex, +12 insight), touch 40, flat-footed 40
BAB/Grapple:    +25/+36
Attack:       +10 keen dagger of human dread +53 melee (1d4+21/17-20)
Full Attack:       +10 keen dagger of human dread +53/+48/+43/+38 melee (1d4+21/17-20)
Space/Reach:    5 ft./5 ft.
Special Attacks:    Fear gaze, sneak attack +13d6, skirmish (+3d6/+1 AC) [+5d6/+3 AC], spell-like abilities, spells, Death Attack
Special Qualities:    Blindsight 60 ft., [darkvision 60 ft., low-light vision], opportunist, quiescence, resistance to cold 15, shadow blend,
            spell-like abilities, SR 35, DR 15/+6, fast healing 2, [Improved] Uncanny Dodge (15th level), Fast Movement,
            Mountain Stride, Trapfinding, Trackless Step, Hide in Plain Sight, Evasion, Improved Evasion, Shadow
            Illusion, Summon Shadow, Defensive Roll, Slippery Mind, Shadowsight, Shadow Jump (280 ft.), Shadow Blur,
            Shadow Walk, Shadow Pounce, Shadow Discorporation
Saves:       Fort +24, Ref +36*, Will +23   *improved evasion
Abilities:       Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30
Skills:          Balance +45 [25], Bluff +38 [28], Climb +39 [28], Escape Artist +37 [19], Hide +46 [28], Intimidate +40 [28],
            Jump +49 [28], Listen +35 [28], Move Silently +66 [28], Perform (Dance) +15 [5], Search +33 [25],
            Sleight of Hand +43 [25], Spot +35 [28], Survival +35 [28], Tumble +48 [28]
Feats:       Dodge, Mobility, Blind-Fight*, Spring Attack, Combat Reflexes* (17 AoO's), Improved Initiative*,
            Improved Skirmish, Weapon Finesse, Robilar's Gambit, Track
Epic Feats:       Sneak Attack of Opportunity, Superior Initiative
Environment:    Plane of Shadow
Organization:    Solitary
Challenge Rating:    [GCR 26]
Treasure:       Nonstandard (just its dagger)
Alignment:       Usually neutral evil
Advancement:    25+ HD (Medium-size)

In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.

A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat
Fear Gaze (Su):  Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.

Opportunist (Ex):  This ability functions like the rogue class feature of the same name.

Sneak Attack (Ex):  A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra damage.

Quiescence (Su):  A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.

Shadow Blend (Su):  In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment.  Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Spell-Like Abilities:
At will—shadow walk; 3/day— true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.
1/day - plane shift (to or from the Plane of Shadow only), caster level 15th; mirror image, cause fear, caster level 5th.

Shadow Creature Abilities (6): +2 luck bonus to saving throws, evasion, fast healing 2, mirror image 1/day (CL 5th), plane shift 1/day (CL 15th, to or from the Plane of Shadow only), cause fear 1/day (CL 5th).

Skirmish (Ex):  If this gloom moves 10 feet before attacking, he deals 3d6 extra damage, and gains a +1 dodge bonus to AC until the start of his next turn.  If this gloom moves 20 feet, he instead deals 5d6 extra damage, and gains a +3 dodge bonus to AC.

[Improved] Uncanny Dodge:  This gloom retains his Dex bonus to AC even if caught flat-footed, and he can only be flanked by a 19th level or higher Rogue.

Trapfinding:  This gloom can find traps with a DC over 20.

Mountain Stride:  This gloom can move through scree and dense rubble at his normal speed, as well as moving up steep slopes and stairs at his normal speed.

Hide in Plain Sight (Su):  This gloom can use the Hide skill even while being observed.  As long as he is within 10 feet of some sort of shadow, this gloom can hide himself from view in the open without anything to actually hide behind.  He cannot hide in his own shadow.

[Improved] Evasion:  Against attacks that allow a reflex save for half damage, this gloom takes no damage on a successful save, and half damage on a failed save.

Shadow Illusion (Sp):  Once per day this gloom can use shadow to create an effect identical to silent image.

Summon Shadow (Su):  This gloom can summon undead shadows.

Shadow Jump (Su):  This gloom can travel between shadows as if by a dimension door spell.  The magical transport must begin and end in an area with at least some shadow.  He can jump 280 feet per day total, but no matter how small the jump, it counts as at least a 10-foot increment.

Slippery Mind (Ex):

Below is just notes on the fiddly bits (skill points and the like):
(click to show/hide)
Monstrous Humanoid levels give: BAB +25, Fort +8, Ref +14, Will +14, 2+Int mod skill points per level, d8 HD.

Gestalt it with... Scout 5/Fighter 1 or 2/Shadowdancer 10/Telflammar Shadow Lord 6... maybe Ranger 1 for Track

Requirements for TSL:
Shadow Jump (via Shadowdancer)
Blind-Fight (via Scout 4 bonus feat)

Requirements for Shadowdancer:
Combat Reflexes (via Fighter 1)
Perform (Dance) 5 ranks (via extra skills from scout)

5 levels of Scout gets us 48 extra skill points. (10 are spent on Perform: Dance).
2 levels of Fighter gets no extra skill points. - Stagger the Scout and Fighter levels, so Scout 5 is taken at 7th (max ranks = 10; cc max ranks = 5)
Improved Initiative becomes a fighter bonus feat, so Improved Skirmish can be taken at 9th level.

10 levels of Shadowdancer gets us 40 extra skill points.
6 levels of TSL gets us 12 extra skill points.
2 levels of Highland Stalker gets us 4 extra skill points.

Skill point gain: 104 (10 must be spent on Perform: Dance), 25 in Balance, 25 in Search, 25 in Sleight of Hand, 19 in escape artist

Scout 5:      Fort +1, Ref +4, Will +1
Fighter 2:      Fort +3, Ref +0, Will +0
Shadowdancer 10:   Fort +3, Ref +7, Will +3
Telflammar SL 6:   Fort +2, Ref +5, Will +2
Highland Stalker 2:   Fort +3, Ref +0, Will +0

Totals:      Fort +12*, Ref +16, Will +6      *Battle Fortitude +1 not accounted for
         Two Fighter levels give d10 HD.

3 bonus feats, Skirmish (+3d6/+1 AC), [Improved] Uncanny Dodge (15th level), Fast Movement, Mountain Stride, Trapfinding, Trackless Step, Hide in Plain Sight, Evasion, Improved Evasion, Shadow Illusion, Summon Shadow, Defensive Roll, Slippery Mind, Shadow Jump 160 ft., Shadowsight, Shadow Jump +120 ft. (280 ft. total), Shadow Blur, Shadow Walk, Shadow Pounce, Shadow Discorporation, Death Attack

ksbsnowowl

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Re: Norse Bestiary
« Reply #21 on: June 20, 2017, 10:04:23 PM »
Originally posted January 04, 2013:

Building up the ranks of my "Vanir."

Here is the "Seelie" (Saint) and "Unseelie" (Shadow) version of the Shiradi Eladrin:

Saint Shiradi
(click to show/hide)


Shadow Creature Shiradi
(click to show/hide)


Currently I merely changed the good Shiradi's +2 Holy spiked chain into a +2 unholy spiked chain for the shadow Shiradi.  When I actually use it in game, I'll likely change it to a straight up +3 spiked chain, perhaps with some other minor +1 enhancement on it, relying on the Saint's Holy Touch to inflict the holy power.  This is due to the nature of these beings (the saint and the shadow are the same creature during "day" and "night").

Saint Ghaele
(click to show/hide)


Shadow Creature Ghaele
(click to show/hide)
« Last Edit: June 20, 2017, 10:06:36 PM by ksbsnowowl »

ksbsnowowl

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Re: Norse Bestiary
« Reply #22 on: June 20, 2017, 10:08:55 PM »
Originally posted January 05, 2013:

Saint Tulani
(click to show/hide)


Shadow Creature Tulani
(click to show/hide)


Their treasure is supposed to be double standard. (Standard for CR 18 is 47,000 gp)
As the lesser of them is Gestalt CR 18, we'll give them 94,000 gp in other gear.
Make it all items that will benefit both halves, such as a Belt of Giant Strength +6.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted January 23, 2013:

Saint Bralani
(click to show/hide)


Shadow Creature Bralani
(click to show/hide)
« Last Edit: June 20, 2017, 10:11:11 PM by ksbsnowowl »

ksbsnowowl

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Re: Norse Bestiary
« Reply #23 on: June 20, 2017, 10:13:45 PM »
Originally posted January 17, 2013:

Nature's Revenge: Wendigo War Troll
(click to show/hide)

Shadow Creature Verdant Prince
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #24 on: June 20, 2017, 10:17:24 PM »
Originally posted January 23, 2013:

This is a cool old monster that was converted over at the Creature Catalog:
Leshy
(click to show/hide)

The Bakemono from Oriental Adventures could make a decent little group of low-level troll-lings.  Here is a Half-Troll Bakemono and a Feral Bakemono.  I think I prefer the Feral version, because it maintains an intelligence of 2 (as opposed to 1), and it also has a lower CR, with makes them a decent low-level horde type monster.

They also maintain an AC that is actually hittable by PC's at those levels.

Half-Troll Bakemono
(click to show/hide)

Feral Bakemono
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #25 on: June 20, 2017, 10:34:29 PM »
Originally posted January 25, 2013:

I'll be needing these guys soon...

Advanced Gray Slaad
(click to show/hide)

Advanced Death Slaad
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #26 on: June 20, 2017, 10:39:37 PM »
Originally posted February 09, 2014:

Ran out of room for the Slaadi above:

Green Slaad (advanced as a Gestalt Slaad//Wizard)
(click to show/hide)


Red Slaad (Advanced, Ftr 2, charger)
(click to show/hide)


Blue Slaad (Advanced, finalized)
(click to show/hide)


Blue Slaad (Advanced, Ftr 2, finalized)
(click to show/hide)


Advanced Green Slaad (finalized)
(click to show/hide)


Green Slaad (Advanced, gestalt Sorcerer, finalized):
(click to show/hide)
« Last Edit: June 20, 2017, 10:43:13 PM by ksbsnowowl »

ksbsnowowl

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Re: Norse Bestiary
« Reply #27 on: June 20, 2017, 10:42:52 PM »
Originally posted February 09, 2014:

Assassin Devil (Dogai)
(click to show/hide)

Phantom Assassin Devil (Phantom Dogai)
(click to show/hide)


Slaughter Wight Tomb Warden 3
(click to show/hide)


Phantom Slaughter Wight Tomb Guardian 3
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #28 on: June 20, 2017, 10:45:35 PM »
Originally posted October 08, 2013:

Fire Troll (32-point buy)
(click to show/hide)

Fire Troll (32-point buy) Cleric 10 of Surtr
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #29 on: June 20, 2017, 10:47:55 PM »
Originally posted February 09, 2014:

The Jotunheim Frost Giants and Muspelheim Fire Giants statted in Deities and Demigods are a mess.  Both are listed as outsiders, but the Frost Giant's numbers are based upon having Giant HD, and the Fire Giant's numbers are based upon having Outsider HD.  They also both have feats as if they were a Giant RHD 22/Barb 20 and a Giant RHD 20/Fighter 19.

More discussion and rumination on the topic can be seen at:
http://www.ruleofcool.com/smf/index.php/topic,854.0.html

Here are a few early attempts to recreate these beings using the MM3's Eldritch Giant as a base.

Without Divine Rank:
Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Quasi-Deities with Divine Rank 0:

Technically, all deities, including quasi-deities, are supposed to get maximum hit points for their HD. None of the ones statted in D&Dg actually show that benefit, however.  I have placed that number in brackets beside the average hit point value.

Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Here are some "Legendary" Frost and Fire Giants.  These are basically Eldritch Giants with most of their racial abilities stripped away, given the appropriate subtypes, and the weapons/armor (and feats) swapped around.  I've lowered their CR by 1.

~20% of their race will have the SLA's and eldritch mastery ability reinstated (returning the CR to 15), and ~half of those will have gestalted levels of casting (10-15 levels) at and additional +1 CR.
I could, of course, give these individuals the Primordial Giant template for extra SLA fun.

Legendary Frost Giant:
(click to show/hide)

Legendary Fire Giant:
(click to show/hide)

You could also make use of Titans.  They fill the same sort of mythological niche and even can advance to gargantuan.  The SLAs are inappropriate, but that's easy enough to address.
Now why'd you have to go and make sense like that, and after I put all that work into fiddling with stats?

That's actually a pretty damn good idea.  The 3.0 Titan cast spells as either a 20th level wizard or 20th level Cleric (in addition to a bevy of SLA's).  Maybe I'll just strip out everything but the chassis, lower the CR (because really, the differences between the Titan & the Eldritch Giant without their racial abilities and SLA's is minuscule) a few points, and call that the base member of the legendary jotun race.  Gestalt on wizard casting to "replace" the SLA's on the CR 21 version...

So, I need to make some Titan versions as well.

Here is the Titan-based Legendary Frost Giant:
(click to show/hide)
The CR calculation by Vorpal Tribble over at GitP still puts this thing's CR at 22, but then it also puts my Legendary Frost Giant based upon a stripped-down Eldritch Giant at CR 19 (a base Eldritch Giant w/ it's magical abilities, but lacking the cold subtype or rock throwing, is CR 15).  So, I eyeballed the CR at 16.  Seems appropriate.  One with 17 Gestalt caster levels (Archivist, Cleric, Sorcerer, or Wizard) would be CR 17.

Here is a Titan-based Legendary Fire Giant.
(click to show/hide)

Here is a Fire Giant Titan advanced to Garganuan size.  He still hasn't spent his new skill points or feat slots.
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #30 on: June 20, 2017, 10:49:33 PM »
Originally posted February 09, 2014:

Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +12, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +25, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ?
Organization: Solitary
Challenge Rating: 19
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
      *Already used




Shadow Creature Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 60 ft. (8 squares), fly 135 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, shadow blend, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +20, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +31, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ? and plane of shadow
Organization: Solitary
Challenge Rating: 20
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Creature Abilities: +2 luck bonus to all saving throws, evasion, fast healing 2, mirror image 1/day.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
   1/day - mirror image. Caster level 5th.
      *Already used

ksbsnowowl

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Re: Norse Bestiary
« Reply #31 on: June 20, 2017, 10:51:21 PM »
Originally posted February 09, 2014:

Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+390 (525 hp)
Initiative: +0
Speed: 80 ft.
AC: 31 (–8 size, +29 natural), touch 2, flat-footed 31
BAB/Grapple: +22/+54
Attacks: Mountain giant club +30/+25/+20/+15 melee, or 2 slams +30 melee, or rock +31 ranged
Damage: Mountain giant club (4d8+24/19–20), slam (2d6+16), rock (4d8+16)
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+24, fling, grapple, rock throwing, trample 4d6+24
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants
Saves: Fort +30, Ref +10, Will +10
Abilities: Str 43, Dex 10, Con 37, Int 6, Wis 10, Cha 7
Skills: Jump +39 [3], Listen +15 [15], Spot +15 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Large and In Charge, Power Attack, Track
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class

Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee.Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds.

Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breechcloth and a shirt made of rough animal hide that barely covers a large pot belly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straightforward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body.  (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 2d6+24 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that sucessfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+16 points of damage, and any opponent it strikes takes 4d8+16 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +54). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+24 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 41) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

Skills and Feats: A mountain giant has EHD as though it were a Huge creature.




Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+450 (585 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+55
Attacks: Mountain giant club +31/+26/+21/+16 melee, or 2 slams +31 melee, or rock +32 ranged
Damage: Mountain giant club 4d8+25/19–20, slam 2d6+17, rock 4d8+17
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+25, fling, grapple, rock throwing, trample 4d6+25, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +32*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 45, Dex 10, Con 41, Int 4, Wis 8, Cha 5
Skills: Jump +40 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)


Primordial Giant Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+420 (555 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+53
Attacks: Mountain giant club +29/+24/+19/+14 melee, or 2 slams +29 melee, or rock +30 ranged
Damage: Mountain giant club 4d8+22/19–20, slam 2d6+15, rock 4d8+15
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+22, fling, grapple, rock throwing, trample 4d6+22, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +31*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 41, Dex 10, Con 39, Int 8, Wis 8, Cha 9
Skills: Jump +38 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #32 on: June 20, 2017, 11:07:39 PM »
Originally posted January 03, 2013:

There's still a lot of formatting that got jacked up.  And spoiler tags didn't carry over, so I'll have to reinstate those.

I may well just roll my Dragon-statting thread into this one.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted November 20, 2012:

    The first one they will encounter.  She was a high-class whore who was visited several times right after the plundering of the White Dragon's treasure.

Andvari-Cursed Adult Song Dragon
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Normal D&D Adult Song Dragon
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted November 20, 2012:

Half-(Red) Dragon Beast of Malar
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Advanced (13 HD) Half-(Shadow) Dragon Beast of Malar
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Advanced (13 HD) Half-(Red) Dragon Beast of Malar (Large Size)
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ksbsnowowl

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Re: Norse Bestiary
« Reply #33 on: June 20, 2017, 11:12:29 PM »
Originally posted November 20, 2012:
 
Andvari-Cursed Green Dragon (based on a Half-Fiend Troll)
(click to show/hide)

+++++++++++++++++++++++++++++++++++

Even though it stretches my troll/hag breeding rules a bit, I'm going to handwave a bit and say that a half-fiend troll (maybe some troll subspecies?) that bred with a human female made a fiendish Green Hag that effectively had the Abyssal Heritor feat Vestigal Wings.  This will give me the leeway to allow a resulting dragon to have functional wings. (If I wanted to get picky, a fiendish green hag would have DR 5/+2, compared to the fang dragon's DR 10/+1; I could be mean and give it DR 10/+2 - it likely won't matter anyway.)

Because a Green hag has a touch attack that damages Strength, and can mimic the sounds of animals near its lair, the natural dragon type for this specimen to become is a Fang Dragon, who can mimic voices and deals Constitution drain with its bite attack.

Here is a CR 15 Old specimen:

Andvari-Cursed Old Fang Dragon
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++++++++++++++++++++++++++++++++++++++++++++

Andvari-Cursed Adult Pyroclastic Dragon (Half-Fiend Fire Troll)
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #34 on: June 20, 2017, 11:14:33 PM »
Originally posted January 04, 2013:

Alternate google cache searches found some more of the stuff that was lost:


From an Epic Insights article: http://www.wizards.com/default.asp?x=dnd/ei/20040109a

I plan to use this guy someday.  I want to change some of his feats (Greater Weapon Focus!) to better things, like Devastating Critical.  He's also descended from an Ice Troll, so he'll have some measly regeneration.  Interesting that he is immune to cold, but does not have the Cold subtype...

I'll probably make him smarter (Ice Trolls have Intelligence 10), and I could go ahead and gestalt 28 levels of Sorcerer onto it, making it a Gestalt CR 28 creature.  That would keep it more in-line with true dragons' sorcerer casting abilities (though would be more powerful), and give him two bonus epic feats (Improved Spell Capacity should be one).

Glacierdrak
Colossal Dragon
Hit Dice: 44d12+572 (858 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 40 ft. (8 squares), climb 40 ft. (8 squares)
Armor Class: 34 (-8 size, -1 Dex, +33 natural), touch 1, flat-footed 34
Base Attack/Grapple: +44/+78
Attack: Bite +56 melee (2d8+18)
Full Attack: Bite +56 melee (2d8+18/19-20/plus 1d6) and 2 claws +52 (4d6+9)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Freezing gaze, frightful presence, stunning strike
Special Qualities: Damage reduction 20/-, darkvision 60 ft., ice glide, immunities (cold, mind-affecting effects, sleep, paralysis), low-light vision, spell resistance 36
Saves: Fort +37, Ref +23, Will +27
Abilities: Str 47, Dex 8, Con 36, Int 4, Wis 16, Cha 20
Skills: Climb +26, Hide +30, Listen +50, Spot +50
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (bite), Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Sunder, Multiattack, Overwhelming Critical (bite), Power Attack, Track, Weapon Focus (bite)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 45-132 HD (Colossal)
Level Adjustment: --

This monstrous reptilian behemoth has scales that seem to be made of ice. Ridges of ice run down its back, and jagged horns on its head glitter coldly. The creature's massive jaws are filled with teeth the size of trees.

The unbelievably huge glacierdrak is thought to be a variation of the tundra landwyrm; in truth, the glacierdrak bears several superficial resemblance to the other landwyrms. The glacierdrak cannot fly, and, like the landwyrm, its mere presence inspires terror. But the glacierdrak is, if anything, even more primeval than the other landwyrms, and it barely acts as anything more than a monstrous force of destruction. Certainly, other landwyrms are quick to deride the glacierdrak's notorious lack of intellect, but the fact remains that the glacierdrak is a monstrously powerful and dangerous foe.

Glacierdraks understand a few words of Draconic, but they generally have little interest in conversation.

Combat

A glacierdrak, despite its size, has a shockingly effective ability to hide. Onlookers can easily mistake a motionless glacierdrak for a glacier or mountain of ice. When the creature attacks, it moves to crush large concentrations of smaller enemies and lashes out at single targets all around with its physical attacks. Generally too stupid to retreat from combat, a glacierdrak is not often put in a position where retreat is a wise tactical move.

Freezing Gaze (Su): A glacierdrak's gaze has the terrible power to freeze opponents solid. This gaze weapon has a range of 120 feet, and any creature that succumbs to it immediately takes 6d6 points of temporary Dexterity damage as its limbs and muscles freeze. A successful Fortitude save (DC 37) negates the Dexterity damage for that round. The save DC is Charisma-based.

When a creature with 0 Dexterity (or no Dexterity) is subjected to the gaze again, it takes temporary Constitution damage instead of Dexterity damage. Creatures killed in this manner are permanently frozen solid; even application of fire cannot thaw them. A frozen creature cannot be brought back to life by raise dead. Creatures that are immune to cold are immune to this attack, but those with resistance to cold are affected fully. Creatures with cold vulnerability take a -4 penalty on the saving throw.

Frightful Presence (Ex): Whenever a glacierdrak attacks, charges, or flies overhead, each creature in a 500-foot radius that has fewer HD than it does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD).

Stunning Strike (Ex): Any creature that is critically hit by a glacierdrak's bite or claw attack must make a DC 50 Fortitude saving throw or be stunned for 2d6 rounds. The save DC is Strength-based.

Ice Glide (Su): A glacierdrak can move through frozen liquid as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and it does not create any ripple or other signs of its presence. A glacierdrak cannot burrow through other solid materials.




This guy, from Magic of Faerun, would be a great creature to base off of a half-fiend troll.
I'll advance its HD later, getting it to huge size and CR 13 (20 HD).  Feats of interest would be awaken spell resistance. And of course give it regeneration. Improved flight (races of the wild) would also be decent, and improved speed (Draconomicon).  Also, swap out Alertness for Multiattack.

Scalamagdrion
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +2 (Dex)
Speed: 15 ft., fly 40 ft. (poor)
AC: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB/Grapple: +10/+18
Attacks: Bite +13 melee, 2 claws +8 melee, 2 wings +8 melee
Damage: Bite 2d6+4, claw 1d8+2, wing 1d6+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d8+6
Special Qualities: Cold immunity, fire immunity, silence, spell turning
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 9
Skills: Climb +17, Knowledge (arcana) +12, Listen +16, Move Silently +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Power Attack
Climate/Terrain: Any cold underground
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually neutral
Advancement: 11–18 HD (Large); 19–26 HD (Huge)
Level Adjustment: LA +8 (cohort)

The scalamagdrion is a large silvery dragon-like creature with significant antimagic qualities.

Scalamagdrions speak Draconic, but they also have a secret silent language of their own. This language is conveyed with movements of mouth, wings, and claws — it is a Draconic sign language.

A scalamagdrion prefers to rend fighters and other melee specialists first, trusting to its spell turning ability to defend it from magical attacks in the meantime.

Rend (Ex): If a scalamagdrion hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 damage.
Immunities (Ex): Scalamagdrions are immune to fire and cold.
Silence (Su): This ability continuously duplicates the effects of the spell of the same name, centered on the scalamagdrion. The scalamagdrion can suppress this ability if desired.
Spell Turning (Su): This ability continuously duplicates the effects of the spell of the same name with the scalamagdrion as the target. Unlike the spell, the scalamagdrion’s spell turning ability has an unlimited ability to turn spells (the spell turning is never exhausted).

PGtF "update"
Scalamagdrion: Dragon; +10/+18; 10 ft./5 ft.; Climb +17, Knowl- edge (arcana) +12, Listen +16, Move Silently +15, Spot +16; Alert- ness, Cleave, Combat Reflexes, Power Attack; LA +8 (cohort).

Advanced to 18 HD (2 stat boosts to Dex)
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Advanced to 20 HD (2 stat boosts to Dex, 1 to Str)
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That looks pretty good.  Add Regeneration 5 (Fire & Acid), and it's perfect.  The Regeneration would up its CR by 1, but factoring in it's for gestalt characters, it's a wash, effectively Gestalt CR 13.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

ksbsnowowl

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Re: Norse Bestiary
« Reply #35 on: June 20, 2017, 11:16:17 PM »
Originally posted January 04, 2013:

Another survivor:

This guy, from Silver Marches, would be a good product of a half-fiend cave troll. It already has pounce and a bit of fast healing. (A base cave troll would have an iffy chance of surviving the maximized, empowered forbiddance effects surrounding the henges, but they advance by HD, not class, and an advanced specimen could survive it.)
Edit: actually, a base cave troll could survive it, having 112 hit points, while the most a maximized empowered forbiddance can do is 108 points of damage.

When I advance this guy, I'll give him improved speed, and I don't know what else.

Rock Wyrm
Large Dragon
Hit Dice: 8d12+24 (76 hp)
Initiative: +2 (Dex)
Speed: 30 ft, fly 50 ft. (clumsy)
AC: 21 (–1 size, +2 Dex, +10 natural)
BAB/Grapple: +8/+17
Attacks: Bite +12 melee, tail +10 melee, 2 wings +10 melee, 2 claws +10 melee
Damage: Bite 2d6+5 (19–20/x2), tail slap 1d8+7, wing 1d6+2, claw 1d8+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Skills: Bluff +4 (+8 mimicking voices) [4], Craft (trapmaking) +8 [7], Hide +13 (+17 in rocky areas) [11], Jump +16 [11], Listen +13 [11], Move Silently +13 [11], Spot +13 [11], Use Magic Device +11 [11].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6


Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.

Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.

Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.

Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.

Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.

Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.

Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+9 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. (This ability is Constitution-based.)

Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.

Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.

Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.


PGtF "update"
Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.


Advanced (12 HD) (1 stat bump to Con)
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Advanced (14 HD) (1 stat bump to Con)
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #36 on: June 20, 2017, 11:31:04 PM »
Place-holder in case missing info is recovered.

ksbsnowowl

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Re: Norse Bestiary
« Reply #37 on: June 20, 2017, 11:31:13 PM »
Place-holder in case missing info is recovered.

ksbsnowowl

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Re: Norse Bestiary
« Reply #38 on: June 20, 2017, 11:31:19 PM »
Place-holder in case missing info is recovered.

ksbsnowowl

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Re: Norse Bestiary
« Reply #39 on: June 20, 2017, 11:31:26 PM »
Place-holder in case missing info is recovered.