Sunday, March 17, 2019

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War Marshal Yahar, Vrock Sniper
CR 21                                                                                                             XP: 409,600
Female vrock fighter 12
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +30
AC 37, touch 16, flat-footed 30 (+7 Dex, +11 natural, -1 size, +10 armor)
HP 283 (21d10+168)
Fort +25, Ref +19, Will +12
Defensive Abilities Will +15 vs. fear; DR 10/good; Immune electricity, poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 falchion +33/+28/+23/+18 (2d6+18/18–20), bite +27 (1d8+5), 2 talons +27 (1d6+5)
Ranged +2 double crossbow +30/+25/+20/+15 (2d6+2/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech, weapon trainings (heavy blades +2, natural +1)
Spell-Like Abilities (CL 12th; concentration +16) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Str 26, Dex 24, Con 32, Int 12, Wis 16, Cha 18
Base Atk +21; CMB +30; CMD 47
Feats Cleave, Combat Reflexes, Deadly Aim, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Archery, Mounted Combat, Multiattack, Point Blank Master, Point-Blank Shot, Power Attack, Rapid Reload, Toughness, Weapon Focus (double crossbow, falchion), Weapon Specialization (double crossbow, falchion)
Skills Fly +23, Intimidate +16, Knowledge (planes) +13, Perception +30, Ride +23, Sense Motive +16, Spellcraft +13, Stealth +15, Survival +15
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ armor training 3
Gear +4 breastplate, +2 double crossbow, +2 falchion, greater burrowing bolts (10), belt of incredible dexterity +6, ring of spell turning
Environment  any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure standard
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Little lost puppy

Thing From Beyond Time
CR 18                                                                                                             XP: 153,600
Advanced hound of Tindalos
NE Gargantuan outsider (evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +26
AC 32, touch 12, flat-footed 26 (+6 Dex, +20 natural, -4 size)
HP 342 (16d20+174)
Fort +18, Ref +15, Will +10
DR 10/magic; Immune mind-affecting effects, poison
Speed 40 ft.
Melee bite +29 (4d8+17/19-20), 2 claws +29 (4d6+17)
Space 20 ft., Reach 20 ft.
Special Attacks ripping gaze
Spell-Like Abilities (CL 10th; concentration +15)
   Constant-Air Walk
   At will-Fog Cloud, Invisibility, Locate Creature
   3/day-Dimensional Anchor, Discern Location, Greater Scrying (DC 20), Haste, Slow (DC 16)
Str 45, Dex 22, Con 32, Int 20, Wis 25, Cha 20
Base Atk +16; CMB +37; CMD 53 (57 vs. trip)
Feats Ability Focus (ripping gaze), Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Toughness
Skills Acrobatics +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (engineering) +21, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (planes) +24, Perception +26, Sense Motive +26, Stealth +13, Survival +26
Languages Aklo
SQ angled entry, otherworldly mind
Environment  any
Organization solitary or pack (2-12)
Treasure none
Angled Entry (Su) Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
Otherworldly Mind (Ex) Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds.  This is a mind-affecting effect. The save DC is Charisma-based.
Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound's gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.
Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality-time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.

Love me some daemons

Astradaemon High Justice

CR 19/ MR 2                                                                                                  XP: 204,800
Divine astradaemon
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura aura of grace, soul siphon
AC 34, touch 22, flat-footed 24 (+10 Dex, +1 dodge, +12 natural, -1 size, +2 deflection)
HP 314 (17d10+221)
Fort +19, Ref +22, Will +16
Defensive Abilities displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; SR 27; Resist cold 10, electricity 10, fire 10
Speed 90 ft., fly 90 ft. (good)
Melee +4 called corrosive burst heavy flail +28/+23/+18/+13 (2d8+14/17–20 plus 1d6 acid), bite +21 (2d6+3 plus energy drain), tail slap +21 (1d12+3 plus energy drain)
Space 10 ft., Reach 10 ft. (15 ft. with tail)
Special Attacks devour soul, energy drain (1 level, DC 25), mythic magic 3/day, simple divine spellcasting
Spell-Like Abilities (CL 17th, concentration +24) Constant—deathwatch, displacement, true seeing At will—enervation, fear (DC 20), greater teleport (self plus 50 lbs. of objects only), vampiric touch 3/day—dismissal (DC 21), locate creature, plane shift (DC 24) 1/day—blasphemy (DC 24), commune, energy drain (DC 26), finger of death (DC 24), slay living (DC 22), soul bind (DC 26), summon (level 6, 1d3 derghodaemonsB2 50%)
Str 25, Dex 30, Con 34, Int 14, Wis 15, Cha 24
Base Atk +17; CMB +25; CMD 48
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (heavy flail), Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (heavy flaiil)
Skills Acrobatics +27, Escape Artist +30, Fly +12, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +26, Survival +22
Languages Abyssal, Infernal; telepathy 100 ft.
Gear +4 called corrosive burst heavy flail
Environment  any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
Devour Soul (Su) As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.

Riddle me this

Sinister Sphinx
CR 16                                                                                                              XP: 76,800
Rogue half-fiend advanced hieracosphinx
CE Large outsider (magical beast, native)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +36
AC 26, touch 17, flat-footed 18 (+8 Dex, +9 natural, -1 size)
HP 223 (18d10+124)
Fort +18, Ref +19, Will +13
Defensive Abilities evasion, improved uncanny dodge; DR 10/magic; Immune poison; SR 27; Resist acid 10, cold 10, electricity 10, fire 10
Speed 30 ft., fly 60 ft. (poor)
Melee bite +26 (1d10+9), 2 claws +26 (1d6+9)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, shriek, smite good, sneak attack +9d6 plus 9 bleed
Spell-Like Abilities (CL 8th, concentration +11) 3/day—darkness, poison (DC 17), unholy aura (DC 21) 1/day—blasphemy (DC 20), contagion (DC 17), desecrate, horrid wilting (DC 21), summon monster IX (fiends only), unhallow, unholy blight (DC 17)
Str 28, Dex 26, Con 24, Int 12, Wis 21, Cha 16
Base Atk +18; CMB +28; CMD 46 (50 vs. trip)
Feats Cleave, Flyby Attack, Improved Critical (bite), Improved Initiative, Improved Natural Attack, Iron Will, Power Attack, Skill Focus (Perception), Toughness
Skills Acrobatics +29, Fly +31, Intimidate +21, Knowledge (planes) +19, Perception +36, Sense Motive +23, Stealth +25
  Racial Modifiers +4 Perception
Languages Sphinx
Environment  warm hills
Organization solitary, pair, or flock (3-8)
Treasure incidental
Shriek (Su) The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx's shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.

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Abhilasha, Leopard Rakshasa Gravecaller
CR 13                                                                                                             XP: 25,600
Female rakshasa sorcerer 3
LE Medium outsider (native, shapechanger)
Init +10; Senses darkvision 60 ft.; Perception +16
AC 26, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +9 natural)
HP 138 (10d10+3d6+73)
Fort +11, Ref +14, Will +13
DR 15/good and piercing; SR 25
Speed 40 ft.
Melee +1 kukri +18/+13/+8 (1d4+3/15-20), claw +12 (1d4+1), bite +12 (1d6+1) or claw +17 (1d4+2), bite +17 (1d6+2)
Space 5 ft., Reach 5 ft.
Special Attacks detect thoughts
Spells Known (CL 10th)
  5th (4/day)-Dominate Person (DC 21)
  4th (6/day)-Charm Monster (DC 20), Dragons Breath (green)
  3rd (7/day)-Lightning Bolt (DC 18), Nondetection, Suggestion (DC 19)
  2nd (7/day)-Invisibility, Minor Image, See Invisibility, Whispering Wind
  1st (8/day)-Alarm, Charm Person (DC 17), Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Silent Image
  0th-Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound (DC 15), Mage Hand, Mending, Message, Open/Close, Prestidigitation
Bloodline: destined
Str 14, Dex 22, Con 24, Int 13, Wis 17, Cha 21
Base Atk +11; CMB +13; CMD 30
Feats Bouncing Spell, Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +21, Diplomacy +17, Disguise +25, Perception +16, Perform +17, Sense Motive +15, Stealth +20
  Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ bloodline arcana, change shape (any humanoid, alter self), fated, touch of destiny
Gear alchemist’s fire (x3), +1 kukri, metamagic rod of extend (lesser), potion of cure moderate wounds, wand of magic missiles
Other Gear anti-toxin
Environment  any
Organization solitary, pair, or cult (3-12)
Treasure double (+1 kukri, other treasure)
Detect Thoughts (Su) AAbhilasha can detect thoughts as per the spell of the same name (CL 18th). She can suppress or resume this ability as a free action. When she uses this ability, it always functions as if she had spent 3 rounds concentrating and she thus gains the maximum amount of information possible. A creature can resist this effect with a DC 20 Will save. The save DC is Charisma-based.
Bloodline Arcana (Ex) When Abhilasha casts a spell with a range of “personal,” she gains a luck bonus equal to the spell’s level on all saving throws for 1 round.
Fated (Ex) Abhilasha gains a +1 luck bonus to AC and saves during surprise rounds and when she’s otherwise unaware of an attack.
Touch Of Destiny (Sp) 7/day As a standard action, Abhilasha can grant a +1 insight bonus on attack rolls, skill and ability checks, and saves to someone she touches.