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Posts : 55
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Join date : 2012-05-18
Age : 30
Location : USA

PostSubject: Custom Creatures and Monsters   Tue May 22, 2012 4:36 am

Large Outsider (Evil, Extraplanar, Cold)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: fly 120 ft (perfect)
Armor Class: 27 (–1 size, +2 Dex, +16 natural) touch 11, flat-footed 22
Base Attack/Grapple: +6/+14
Attack: Bite 2d4
Full Attack: bite +4 melee (2d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Mist
Special Qualities: Astral projection, darkvision 60 ft., etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 20, Dex 23, Con 20, Int 13, Wis 15, Cha 18
Skills: Concentration +12, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +19, Search +10, Spot +12, Hide +8, Survival +18 (+20 on other planes and when tracking anger and hate)
Feats: Alertness, Improved Initiative, Track
Environment: Cold forests, lands filled with anger and hate
Organization: Solitary, groups of 4 to 5
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 7–10 HD (Large)

Mist (Su): During the excitement of battle, a haze raises around the wendigo. These works exactly like the spell Arctic Haze, which can be cast at will.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); the wendigo can use either at will.
Insidious Whispers (Su): A wendigo may use its insidious whispers on a group or individual within 120 feet once per day. The wendigo may use this ability while wind walking. Only those a wendigo wishes to effect can hear the these whispers of hate and invitations to anger and violance by the wendigo (insidious whispers works individually, meaning the each might hear a different set of whispers). The victim must make a successful Will save (DC 15 + 1/2 wendigo’s HD + wendigo’s Cha modifier) or take 1d3 points of Wisdom damage as negitive feelings and thoughts begin to raise up. Typically, a wendigo stalks a group for days, wearing down the victims' Wisdom score until the group starts attacks each other. A wendigo will stop stalking a group that resists the insidious whispers for more than three days and fly off to seek easier prey.
Cold Subtype (Ex): A wendigo is immune to cold damage. It takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Regeneration 5 (Ex): Fire deals normal damage to a wendigo.
Wind Walk (Su): A wendigo can wind walk at will, transforming from physical form to incorporeal form or back again as a move action.

A wendigo is both drawn to and feeds off of strong emotions of hate and anger, though even pain and fear can lead them to not only travellers but a group of wendigos to lands and kingdoms growning in conflict. To places of great battles that started because of hatred and anger towards another, where a group of wendigos can even increase the negitive feelings of those nearby.

When there is three or more Wendigos
Hateful Blizzard (Su): Over a period of over 30 minutes, the temperature starts to drop until it eventually moves to below freezing and snow starts to fall until eventually becoming a powerful blizzard. Visibility will lower until it is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible once the storm is in full effect. Unprotected flames will slowly become smaller until it is extinguished and protected flames have a 75% chance of being doused. Once the storm is in full effect creatures unprotected from the cold must make a Fortitude save or take 1d6 points of nonlethal cold damage. The radius of this effect slowly expands to a maximium of 1,000 feet.
A half a foot of new snow falls each other round. Movement within the area will begin to be impeded, depending on the creature’s size and depth of snow each round (for movement in a snow field, see page 12 of the Frostburn book). Inaddition wind speed will increase as shown below. It process can be speed up or slowed down based on if conflict increases or decreases.
Every minute conditions will change as shown below (or less mattering the situation):
6 inches of snowfall Weak (0–10 mph)
Another 6 inches Weak (0–10 mph)
Another 6 inches Weak (0–10 mph)
Another 6 inches Moderate (11+ mph)
Another 6 inches Moderate (11+ mph)
Another 6 inches Moderate (11+ mph)
Another 6 inches Strong (21+ mph)
Another 6 inches Strong (21+ mph)
Another 6 inches Strong (21+ mph)
Another 6 inches Very strong (31+ mph)
Inaddition, when anger and hatred are at their peak, the wendigos can curse those nearby with an effect following the rules of the spell Frostfell (caster level 10) with the exception that those in the area of the spell become trapped in ice under slower conditions, where they are not instantly be incased in ice but that ice raises from their feet to their head withen about 10 seconds.
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