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Post by Saerid the Shining Flame on Jan 19, 2005 13:12:41 GMT -5
Here, I am going to post a Bestiary of Xealaz's various nightmares, usuable in any DnD game. They are all part of the outsider group known as Dementals, evil ousiders native to Xealaz's dementia space (treat as a demiplane) but they are infused with a tiny bit of the essance of the Far Realms. I'm not going to stat them out formally, with HD and Saves and all that, because I'm too damn lazy to deal with that right now. Enjoy, and I would LOVE feeback. ;D
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Post by Saerid the Shining Flame on Jan 19, 2005 13:14:30 GMT -5
Sjack’gix This creature flys over your head. It has a long, serpentine neck and two large, draconic wings. It's claws a pair of wicked curving talons, and its long tail ends in a deadly stinger. It lets out a horrific screech as it dives towards you.
Sjack’gix are the favored aerial mount of Xealaz’s forces. They are deadly creatures, created to serve as ideal combat mounts. Bred, as so many of Xealaz’s creations are, from a multitude of creatures, the Sjack’gix have a wide variety of abilities that enhance their danger in combat.
Abilities: Str 29, Dex 14, Wis 11, Con 20, Int 6, Cha 11
Size: ranges from Large to Gargantuan (stats are for large variety)
Speed: 20 ft, fly 90 feet, (average)
Attacks: Bite 2d6, 2 talons 1d8, stinger 2d8 + poison (injury, initial and secondary 2d6 con)
Special Attacks: Screech: Produces one of the following four effects. - Cone, 60 feet. All creatures except dementals take 2d4 points of nonlethal damage, no save, and are deafened if the fail a Reflex save. - Line, 90 feet, same as above. - Ray, 250 feet, damage 6d6 sonic. - Ray, 250 feet against the ground, causes 20 ft radius explosion, deals 2d8 points bludgeoning damage to all creatures, reflex half. Breath Weapon: 80 ft cone, 3d6 fire + 3d6 cold damage, reflex half Improved Grab: A Sjack’gix that hits with both its talon attacks in a single round can start a grapple as a free action, no attacks of opportunity. If it succeeds, it automatically hits with its stinger.
Special Qualities: Blindsight 120 feet, Regeneration 10, normal damage from electricity attacks, Fast healing 1 (only heals electricity damage)
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Post by Saerid the Shining Flame on Jan 19, 2005 13:29:33 GMT -5
Hjol This creature looks vaguely humanoid. It has four arms, each ending in a wicked claw, and stands on two reptilian legs. Its head is a cross between an insect’s, a human’s, and a snake’s. It has a long, whip like tail that ends in a vicious stinger.
Vicious, cunning, and brutal, Hjol are creatures created to serve as rapid strike troops and deadly assassins for Xealaz’s forces. Hjol are agile combatants, and despite their hideous appearance they are highly intelligent. They excel at using their claws and tails in combat to bring down their foes.
Size: Medium
Speed: 40 feet, climb 20, burrow 10.
Abilities: Str: 17, Dex 20, Con 14, Int 12, Wis 13, Cha 11
Attacks: 4 Claws (1d6), Stinger (1d8 + poison (initial 1d6 Dex, secondary paralysis 1d4 hours.)
Special Attacks: Improved grab- if a Hjol hits with all four of its claw attacks, it can start a grapple as a free action, no attack of opportunity. If it succeeds, it automatically hits with its stinger attack. Burst – Three times per day, as a standard action, an Hjol can gain a burst of speed. It gains +4 to Dex, +4 to Wis, an additional attack per arm per round (at a minus 5 penalty), and all of it’s movements speeds double. It lasts for a number of rounds equal to 3 + its con modifer. At the end, it is fatigued as the state after a Barbarian’s rage.
Special Qualities: Blindsense 30 ft, SR 27, Evasion.
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