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Necrolossus Colossal Undead Hit
Dice: 20d12+40 (170) Climate/Terrain:
Any Necrolossus are nasty. They run through a country, continent, or world completely unchecked leveling anything that stands in there way, burrowing holes under mountains and collapsing them on the spot. Not a creature to go toe to toe with. The Necrolossus are colossal Undead with massive claws, and a huge gaping maw full of a double-row of teeth. Combat: Improved Grab: To use this ability the Necrolossus must hit a huge or smaller opponent with its bite attack, If it gets a hold, it can try to swallow the foe. Swallow Whole: The Necrolossus can try to swallow a grabbed opponent of huge or smaller size by making a successful grapple check. Once inside the victim is trapped inside a virtual jail cell of bones, each of which has jagged spikes extending off of them. On the initial trip down the victim takes 2d6 points of damage, and for each round trapped inside the boney prison they take another 1d6 points of damage. To get out 25 points of bludgeoning damage must be dealt in one attack. Once one person has broken through then anyone else swallow can escape easily. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Gefahr Medium Outsider Hit
Dice: 10d6 + 35 (70) Climate/Terrain:
Any Gefahr are the driving force behind Necrites, spurning them into battle against impossible odds. A Gefahr appears as a tall figure cloaked completely in black with his hood up. A Gefahrs face is rarely seen. Some say if you look into the face of a Gefahr you could go completely insane. Combat: Blades: Gefahr fight with two jet black scimitars. Each of these weapons has special properties. Anyone struck by this weapon must make a fortitude save of a paralyzed for 1d4 minutes. Any damage caused by these blades cannot be healed normally, it takes healing spells. The spell used against these wounds count as one category lower, thus a cure serious wounds would become a cure moderate wounds spell, and a cure light wounds would become a cure minor wounds. Fear Aura: Anyone within 20 feet of a Necrite must make a will save (DC 15) or become panicked. Shadow Blast: four times a day a Gefahr can use a shadow blast. This appears similar to the Ki blast of the chosen of Athena. It deals 8d6+5 damage, Reflex save (DC 20) cuts the damage in 1/2. Summon Necrites: Once per day a Gefahr can summon 2d6+2 Necrites. They will arrive in 1d4 rounds. Hide in Shadows: The Gefahr gets a +25 to his hide checks in any sort of shadow.
Lazar Large Undead Hit
Dice: 6d12 + 10 (49) Climate/Terrain:
Any
Lazars serve as scouts for whatever master they are currently serving. They appear as a tall winged creature with bones showing through what little skin they have left. Their long leathery wings give them decent flight speed and maneuverability. Combat: Summon Necrties: Once per day a Lazar can summon 1d4+1 Necrites, they will appear in 1d6 rounds. Energy Drain: With a successful grapple check a Lazar immediately begins draining levels at a rate of one every round. This is negated with a successful fortitude save DC 25. Disease: If hit with the Lazars claw attack a fortitude save (DC 15) must be made. If failed the victim contracts a disease that, if not cured, causes 1d6 points of permanent constitution damage per day. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Immunities: Lazars suffer no damage from cold. Resistance: Lazar ignore the fire 10 points of damage from fire, acid, and electricity.
Necrite Large Abberation Hit
Dice: 2d8+12 (23)
Climate/Terrain:
Any Necrites originally were not born, but created as a mesh between a orc, and an umber hulk, or some other insectoid creature. From that time they have started to reproduce on their own. Necrites produce Asexually at will, allowing them to produce many numbers rapidly. Necrite young are born from eggs which are stored on the body of the parent. When they hatch they are about 1/8th the size of the parent. Upon "birth" the parent is destroyed and becomes food for the future brood. When a Necrite reproduces it spawns 1d4+1 young. On Average they stand roughly 9 feet tall, they appear frail and insectoid with an armoured carapace, the majority of which is jet black, except for a bit around the head and legs which is of variable colors ranging from a dark blood red to a sickly deep green. Combat: Necrites prefer to attack their large targets relying on massive numbers to rip their quarry to shreds. A single Necrite will not attack unless it is backed into a corner. Rend: If a Necrite hits with both claw attacks it latches onto the opponent's body and tears the flesh. This attack automatically deals another 2d6+5 points of damage. Acid: In battle a Necrite will occasionally attempt to latch onto its prey and spit acid onto it's face. This has the same effect as a 'Melf's Acid Arrow' and lasts for 4 rounds after the initial contact.
Sha'um Large Animal Hit
Dice: 4d8+4 Climate/Terrain:
Any Desert Sha'um are large feline creature resembling a sizable mountain lion.They openly range dry arid locations such as The Aunarach. Often times Sha'um are taken as mounts due to their incredibly speed and their ability to be easily tamed. Combat Pounce - If a Sha'um leaps upon his foes during the first round of combat, it can make a full attack even if it has already taken a move-equivilent action Improved Grab - To use this ability, the sha'um must hit with it's bite attack, if it gets hold, it can rake. Rake - A lion that gets a hold can make two rake attacks (+6 melee) with it's hind legs for 1d4+3 points of damage. If the sha'um pounces on an opponent, it can also rake Riders Bond - A Sha'um who chooses a rider and becomes particularily aware of that person can establish a telepathic bond between the two allowing them to communicate telepathically on a simple level. Simple only because the sha'um doesn't quite have the mental faculties of a human, you can send short simple messages to each other. In order for the link to be initiated the sha'um must have gained 3 levels in co-op with the creature. Sprint - Once an hour a sha'um can take a charge action to move ten times it's movement speed. Skills - Sha'um recieve a +4 racial bonus to Balance, Hide, and Move Silently checks. If a sha'um is on a plain or desert it recieves an additional +4 to hide checks. Training
a Sha'um |
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