Showing posts with label occult bestiary. Show all posts
Showing posts with label occult bestiary. Show all posts

Sunday, 26 May 2019

Pathfinder: xulgaths - May 26

For a change, here's several - okay, a lot of xulgath NPCs (derived troglodyte cousins). Feel to update and change them to suit your needs:


Xulgaths (Pathfinder)
Xulgath slayer (guerilla) 4 CR 7

CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +15
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 80 (6d8+18 plus 4d10+12)
Fort +12, Ref +9, Will +7

OFFENSE

Speed 30 ft.
Melee spear +13 (1d8+6/×3), bite +8 (1d6+2) or 2 claws +13 (1d4+4), bite +13 (1d6+4)
Ranged spear +14 (1d8+5/×3)
Special Attacks 1st studied target, psychogenic secretions, sneak attack +1d6
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 18, Dex 18, Con 16, Int 13, Wis 15, Cha 12
Base Atk +8; CMB +12; CMD 21
Feats Animal Affinity, Clinging Climber, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Acrobatics +9, Bluff +3, Climb +10, Handle Animal +13, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +15, Ride +6, Sense Motive +5, Stealth +14 (+18 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ Slayer talents (deadly range, rogue talent [camouflage]), strike first, strike last
Combat Gear potion of cure moderate wounds, smokesticks (2); Other Gear mwk spear, 40 gp.

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

Strike First Strike Last (Ex)
A xulgath slayer adds +2 on Stealth checks when remaining motionless and reduces the penalty on Stealth checks when sniping by 2 too. It also gains +2 on its’ initiative checks in surprise rounds whenever it is aware of the surprise round and at least one enemy is unaware.

A xulgath slayer is a professional guerilla, stalking and hunting its’ quarry through the rubble-strewn darkness of its underground home.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

Xulgath psychic 6 CR 9


CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 84 (6d8+18 plus 6d6+18)
Fort +10, Ref +7, Will +11
Resist Morphic Body

OFFENSE

Speed 30 ft.
Melee spear +10 (1d8+6/×3), bite +5 (1d6+2) or 2 claws +10 (1d4+4), bite +10 (1d6+4)
Ranged spear +13 (1d8+4/×3)
Special Attacks detect thoughts, discipline power, discipline spell, knacks, phrenic amplification, phrenic pool, psychic discipline, psychogenic secretions
Psychic Spells Known (CL 6th; concentration +7)
3rd (3/day) – excruciating deformation b (DC 17), id insinuation II (DC 17)
2nd (5/day) – amplify stench (DC 16), id insinuation I (DC 16)
1st (6/day) – adhesive spittle (DC 15), alter self b, lesser confusion (DC 15), disguise self, ear-piercing scream (DC 15), ray of enfeeblement b (DC 15)
0 (at will) – arcane mark, bleed (DC 14), detect magic, detect poison, prestidigitation, read magic, resistance
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 18, Dex 17, Con 16, Int 13, Wis 15, Cha 13
Base Atk +7; CMB +11; CMD 21
Feats Animal Affinity, Combat Casting, Extra Amplification, Intuitive Spell, Iron Will, Skill Focus (Perception)
Skills Bluff +7, Handle Animal +12, Intimidate +7, Perception +11, Ride +5, Spellcraft +7, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
Combat Gear potion of cure moderate wounds, wand of shield (10 charges); Other Gear mwk spear, cloak of resistance +1, 200 gp

SPECIAL ABILITIES

Detect Thoughts (Sp)
1/day, CL 6th.

Discipline Powers
Dark Half, Morphic Form

Phrenic Amplifications:
Conjured Armor, Intense Focus, Mindshield

Phrenic Pool (Su)
A xulgath psychic’s phrenic pool is 7.

Psychic Discipline (Su)
Abomination

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A xulgath psychic is an abominable madman, usually driven by its’ dark half and is far more combat-happy than psychics of other races are. Usually, a xulgath psychic follows the Abomination discipline, though pain and psychedelia are also common.

Xulgath druid (cave druid) 5 CR 8
CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 91 (11d8+33)
Fort +14, Ref +9, Will +12
Resist subterranean corruption

OFFENSE

Speed 30 ft.
Melee spear +12 (1d8+6/×3), bite +7 (1d6+2) or 2 claws +12 (1d4+4), bite +12 (1d6+4)
Ranged spear +13 (1d8+4/×3)
Special Attacks psychogenic secretions
Domain Spell-Like Abilities (CL 6th; concentration +7)
6/day – touch of darkness
Druid Spells (CL 6th; concentration +7)
3rd – deeper darkness D, meld into stone
2nd – blindness/deafness (blindness only) d (DC 14), spider climb, summon nature’s ally II
1st – charm animal (DC 13), detect snares or pits, entangle (DC 13), obscuring mist D (DC 13)
0 (4/day) – detect magic, detect poison, guidance, know direction
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 12
Base Atk +10/+5; CMB +14; CMD 21
Feats Animal Affinity, Blind-Fight b, Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +11, Handle Animal +17, Knowledge (dungeoneering) +10, Perception +11, Ride +10, Spellcraft +6, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ Cavesense, lightfoot, nature bond (Darkness domain), tunnelrunner, wild empathy +5 (+1 oozes)
Combat Gear potion of cure moderate wounds, scroll of greater magic fang, scroll of summon swarm Other Gear mwk spear, pouch of spell focus components, 25 gp

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A xulgath druid is usually a cave druid or a rot druid. It usually hates all life, especially sentient, and prefers to spend its’ time with the elements or its plant (fungi) companions. Anything or anyone else, it will attack on sight, most likely.

Xulgath cleric (cardinal) 5 CR 8

CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 86 (11d8+33)
Fort +12, Ref +6, Will +10

OFFENSE

Speed 30 ft.
Melee spear +13 (1d8+6/×3), bite +8 (1d6+2) or 2 claws +13 (1d4+4), bite +13 (1d6+4)
Ranged spear +9 (1d8+4/×3)
Special Attacks channel negative energy (3/day, 2d6), psychogenic secretions
Domain Spell-Like Abilities (CL 6th; concentration +7)
6/day – touch of darkness
Cleric Spells Prepared (CL 6th; concentration +7)
3rd – animate dead, deeper darkness D
2nd – augury, blindness/deafness (blindness only) d (DC 13), death knell (DC 13)
1st – bane (DC 12), cause fear (DC 12), deathwatch, obscuring mist D (DC 12)
0 (at will) – bleed, detect magic, detect poison, stabilize
D domain spell; Domains: Darkness.
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 12
Base Atk +7; CMB +11; CMD 21
Feats Animal Affinity, Blind-Fight B, Brilliant Planner, Brilliant Spell Preparation, Deceitful, Iron Will, Skill Focus (Perception)
Skills Bluff +7, Handle Animal +12, Heal +8, Intimidate +5, Knowledge (geography) +6, Knowledge (local) +6, Perception +11, Ride +5, Spellcraft +8, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
Combat Gear potions of cure moderate wounds (3), scroll of summon monster II, oil of magic weapon, thunderstone; Other Gear mwk spear, unholy symbol, 100 gp

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A low-ranking xulgath cleric is a player of intrigue on behalf of their church. There’s little piety in a xulgath cleric as they pursue political power to ensure that the xulgath society runs smoothly, and they do anything to succeed.

Xulgath ranger (deep walker) 7 CR 10

CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +18
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 108 (6d8+18 plus 7d10+21)
Fort +13, Ref +10, Will +8

OFFENSE

Speed 30 ft.
Melee spear +18/+13 (1d8+6/×3), bite +13/+8 (1d6+2) or 2 claws +18/+13 (1d4+4), bite +18/+13 (1d6+4)
Ranged spear +18/+13 (1d8+5/×3)
Special Attacks combat style (two-weapon fighting), favored enemy (drow +2, dwarves +4), psychogenic secretions
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)
Ranger Spells Prepared (CL 6th; concentration +7)
1st – alarm (DC 14)

STATISTICS

Str 18, Dex 18, Con 16, Int 13, Wis 15, Cha 12
Base Atk +11/+13; CMB +15/+17; CMD 21
Feats Animal Affinity, Double Slice B, Endurance B, Iron Will, Mounted Combat, Nimble Moves, Skill Focus (Perception), Track B, Two-Weapon Fighting B, Vital Strike
Skills Climb +18, Handle Animal +19, Intimidate +6, Knowledge (dungeoneering) +8, Perception +18, Ride +12, Stealth +20 (+24 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ deep knowledge +2, hunter’s bond (companions), rock hopper
Combat Gear potions of cure moderate wounds (2), potion of energy resistance (cold), tanglefoot bags (3); Other Gear mwk spear, bracers of armor +1, 95 gp

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

Xulgath rangers are professional walkers of the depths, specializing in difficult underground terrain, and are remorseless trackers of the xulgath enemies and quarries.

Xulgath cavalier (saurian champion) 8 CR 11

CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +17
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 125 (6d8+18 plus 8d10+24)
Fort +14, Ref +7, Will +8

OFFENSE

Speed 30 ft.
Melee spear +19/+14 (1d8+7/×3), bite +14/+9 (1d6+3) or 2 claws +19/+14 (1d4+5), bite +19/+14 (1d6+5)
Ranged spear +15/+10 (1d8+4/×3)
Special Attacks psychogenic secretions, titanic challenge 3/day

Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 19, Dex 17, Con 16, Int 14, Wis 15, Cha 12
Base Atk +12/+7; CMB +16/+11; CMD 21
Feats Animal Affinity, Critical Focus B, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Perception)
Skills Acrobatics +10, Climb +7, Diplomacy +6, Handle Animal +18, Intimidate +8, Perception +17, Ride +11, Sense Motive +10, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ expert trainer, fierce devotion, mount (triceratops), nimble rider, savage combatant, wild warrior
Combat Gear: potion of cure moderate wounds (2); Other Gear mwk spear, belt of giant strength, cloak of resistance, 35 gp

SPECIAL ABILITIES

Fierce Devotion (Ex)
The saurian champion’s mount has the devotion ability and its effects also apply against emotion and fear effects. The mount is immune to the effects of unnatural aura.

Nimble Rider (Ex)
A saurian champion has a +2 dodge bonus to AC when mounted. Anything that causes it to lose its’ Dexterity bonus to AC also causes the saurian champion to lose this dodge bonus.

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

Savage Combatant (Ex)
A saurian champion does not deal double damage when charging with a lance (or a similar weapon) while mounted. While mounted, a saurian champion cannot attack with ranged weapons other than thrown weapons.

Titanic Challenge (Ex)
A saurian champion considers only the largest creatures a true challenge. Its titanic challenge adds only +4 on damage rolls against Medium or smaller creatures, but adds a +1 bonus on attack rolls against a target of its challenge that is at least two sizes categories large than itself (aka Huge) and a +2 bonus on attack rolls against a Colossal target of its challenge.

Wild Warrior (Ex)
A saurian champion does not select an order or gain any order-related benefits.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A xulgath cavalier, when it is riding its’ triceratops mount in combat, is a savage and malicious opponent indeed, intent on killing everyone last one of its’ foes and the foes of its’ tribe.

Xulgath barbarian (cave barbarian ) 8 CR 11

CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +16 (+18 to detect ambushes, movement and sound in darkness)
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 142 (6d8+18 plus 8d12+24)
Fort +14, Ref +9, Will +8

OFFENSE

Speed 30 ft.
Melee +1 spear +20/+15 (1d8+8/×3), bite +15/+10 (1d6+3) or 2 claws +20/+15 (1d4+5), bite +20/+15 (1d6+5)
Ranged spear +18/+13 (1d8+4/×3)
Special Attacks psychogenic secretions, rage powers (animal fury, bestial climber, eclipsing rage, raging climber)
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 19, Dex 17, Con 17, Int 13, Wis 15, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Animal Affinity, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Acrobatics +9, Climb +12, Handle Animal +17, Intimidate +4, Knowledge (nature) +6, Perception +16, Stealth +18 (+22 in rocky areas), Survival +8, Swim +12; Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ improved uncanny dodge, sun walker, tight tunnels, trap sense +2, tunnel vision, uncanny dodge
Combat Gear potions of cure moderate wounds (3); Other Gear +1 spear, belt of incredible dexterity +2, bag of gemstones, 60 gp

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

Sun Walker (Ex)
A xulgath cave dweller has a +1 dodge bonus to AC and on saving throws against effects with the light descriptor or that produce bright or sudden light. Any penalties on attack rolls, saving throws or skill checks because of bright light are reduced by 1.

Tight Tunnels (Ex)
A xulgath cave dweller can make a single turn up to 90 degrees while running (though not while charging). Additionally, they take no penalties to movement speed while squeezing

Tunnel Vision (Ex)
A xulgath cave dweller has a +2 bonus on Perception checks to detect ambushes, movement, and sound while in darkness.

A xulgath cave dweller is often the tribe’s champion, not the best or smartest fighter, but the most ferocious and feral. They continue fighting until either they or their enemies are dead. They often are praised by the xulgath leaders, but the latter keep a careful eye on them, just in case.


Xulgath shifter (elemental shifter) 10 CR 13

CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +18
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 20, touch 13, flat-footed 16 (+3 Dex, +6 natural, +2 defensive bonus)
hp 144 (6d8+18 plus 10d10+30)
Fort +15, Ref +12, Will +9

OFFENSE

Speed 30 ft.
Melee spear +21/+16 (1d8+6/×3), bite +16/+11 (1d8+2) or 2 claws +21/+16 (1d6+4), bite +21/+16 (1d8+4)
Ranged spear +17/+12 (1d8+4/×3)
Special Attacks elemental aspect, elemental form, elemental speech, elemental strike, omnielementalist, psychogenic secretions
Psychic Magic (CL 6th; concentration +7)

5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 18, Dex 17, Con 16, Int 14, Wis 16, Cha 12
Base Atk +14/+9; CMB +18/+13; CMD 21
Feats Animal Affinity, Improved Natural Attack (claws), Improved Natural Attack (bite), Iron Will, Jaguar Pounce, Power Attack, Skill Focus (Perception)
Skills Acrobatics +11, Climb +12, Craft (weaponsmithing) +8, Handle Animal +18, Knowledge (nature) +8, Perception +18, Ride +11, Stealth +19 (+23 in rocky areas), Survival +10, Swim +12; Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
SQ defensive instinct, track, trackless step, woodland stride
Combat Gear potions of cure serious wounds (2); Other Gear mwk spear, bracers of armor +2, cloak of resistance +1

SPECIAL ABILITIES

Defensive Instinct (Ex)
When unarmored, not using a shield, unencumbered, and conscious, the elemental shifter adds his Wis bonus to his AC and CMD. If he is wearing non-metal armor or using a non-metal shield, they instead add half his Wis bonus to AC. In addition, they have a +2 bonus to AC and CMD. These bonuses to AC apply even against touch attacks and when the elemental shifter is flat-footed. They lose these bonuses when immobilized or helpless. These bonuses don’t stack with the monk’s AC bonus class feature.

Elemental Aspect (Su)
This elemental shifter has the earth, fire and water elemental aspects.

Elemental Form (Su)
When an elemental shifter uses wild shape, they instead are affected as if by elemental body I, but they only gain the benefits of their elemental aspect. While in an elemental form, the elemental shifter can speak only the elemental language associated with that form and they can do so only if they know it.

Elemental Speech (Su)
When in their elemental aspect, an elemental shifter gains the benefit of tongues with creatures of the elemental subtype that match their current elemental aspect.

Elemental Strike (Su)
As a swift action, the elemental shifter can charge their melee attack with elemental energy. They can charge their attacks only with the element they have chosen with elemental aspects. Once charged, each melee attack the elemental shifter makes until the start of their next turn deals an additional 3d6 points of energy damage based on the element they choose when taking this action.

Omnielementalist (Su)
An elemental shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways similar to powerful natural weather phenomena. When an elemental shifter takes on one minor form each from two of their elemental aspects, they gain an additional ability as long as they maintain that form. (Mudslide, steam cloud, volcanic stride).

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

Track (Ex)
An elemental shifter adds half their level as a bonus on Survival checks to follow tracks.

Trackless Step (Ex):
An elemental shifter leaves no trail in natural surroundings and cannot be tracked. They can choose to leave a trail if that is so desired.

Woodland Stride (Ex)
As a 10-th level druid.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A xulgath shifter is one of the most powerful members of a xulgath tribe, and usually serves as a bodyguard to a xulgath king. Almost all xulgath shifters are elemental shifters, though some prefer to take on the basic shifter path, or, more rarely, that of an oozemorph. Despite their inherently evil nature, no xulgath would become a fiendflesh shifter – for some reason they consider this path to be anathema to their natures. On their own, xulgath shifters are not very sane, though they are usually lucid, and are firmly devoted to both their tribes and their elements. As a rule, they acquire an earth elemental aspect first, and the air elemental aspect last. They hate intruders and will do their best to kill them, if given a chance.

Xulgath cleric (cardinal) 11 CR 14

CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +12
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 153 (17d8+51)
Fort +15, Ref +8, Will +13

OFFENSE

Speed 30 ft.
Melee +1 spear +18/+13 (1d8+9/×3), bite +13/+8 (1d6+4) or 2 claws +18/+13 (1d4+6), bite +18/+13 (1d6+8)
Ranged spear +14/+9 (1d8+4/×3)
Special Attacks channel negative energy (6/day, 5/day), psychogenic secretions
Domain Spell-Like Abilities (CL 7th; concentration +8
6/day – touch of darkness (5 rounds)
5/day – eyes of darkness
Cleric Spells Prepared (CL 7th; concentration +8)
6th – create undead, shadow walk D,
5th – greater command (DC 20), dispel good, summon monster V (1d3 shadows) D,
4th – chaos hammer (DC 19), discern lies (DC 19), divine power, shadow conjuration D (DC 19),
3rd – animate dead, bestow curse (DC 18), deeper darkness D, invisibility purge (DC 18), magic circle against good
2nd – align weapon, blindness/deafness (blindness only) D (DC 17), bull’s strength, enthrall (DC 17), gentle repose
1st – bane (DC 16), cause fear (DC 16), command (DC 16), detect good, obscuring mist D
0 (at) – bleed (DC 15), guidance, read magic, stabilize (DC 15)
(D) Domain spell; Domains: Darkness
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)

STATISTICS

Str 20, Dex 17, Con 16, Int 13, Wis 18, Cha 13
Base Atk +12/+7; CMB +16/+11; CMD 21
Feats Animal Affinity, Blustering Bluff, Brilliant Planner, But a Scratch, Combat Casting, Iron Will, Skill Focus (Perception)
Skills Bluff +9, Diplomacy +9, Handle Animal +13, Heal +10, Intimidate +9, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Linguistics +8, Perception +12, Ride +5, Spellcraft +8, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)
Combat Gear potions of cure moderate wounds (4), wand of bear’s endurance (8 charges); Other Gear +1 spear, belt of giant strength +2, headband of inspired wisdom +2, other gear, 50 gp

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

A xulgath high priest is a mastermind of intrigue, utilizing not so much the occult, as the sneaky powers of the mind and its’ straightforward cunning. Like its’ subordinates, it usually has access to the Darkness domain, or to the Loss subdomain, though Chaos and Evil domains (and Demon and Fear subdomains) are also frequest. A xulgath high priest rules with an iron claw, and is always ready and willing to sacrifice live sacrifices, whether its’ own people or outsiders to further its’ goals and to increase its’ own powers.


Half-hezrou xulgath CR 6

CE Medium outsider (native, reptilian)
Init +3; Senses darkvision 90 ft.; Perception +13
Aura stench (DC 16, 10 rounds)

DEFENSE

AC 20, touch 13, flat-footed 16 (+3 Dex, +8 natural)
hp 81 (6d8+54)
Fort +8, Ref +5, Will +6
Defensive Qualities DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 15

OFFENSE

Speed 30 ft., swim 30 ft.
Melee spear +8 (1d8+10/×3), bite +3 (1d6+6) or 2 claws +8 (1d4+8), bite +8 (1d6+8)
Ranged spear +7 (1d8+4/×3)
Special Attacks psychogenic secretions, smite good, spell-like abilities, stench
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12), suggestion (2 PE, DC 13)
Spell-Like Abilities (CL 6th)
3/day – darkness; 1/day – gaseous form, unholy blight (DC 16)

STATISTICS

Str 22, Dex 17, Con 22, Int 15, Wis 17, Cha 16
Base Atk +4; CMB +8; CMD 21
Feats Animal Affinity, Iron Will, Skill Focus (Perception)
Skills Handle Animal +14, Perception +13, Ride +5, Stealth +15 (+19 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic Secretions below)

SPECIAL ABILITIES

Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its troglodyte cousins. Although a xulgath’s oily secretions are completely odorless, they cause any creatures (other than xulgaths) that come within 30 feet of a xulgath to immediately recall the most repugnant odor they have ever smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity to mind-affecting effects. The stench assaults the mind of its victims; even if a creature succeeds at its saving throw to resist being sickened by the xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the xulgath’s psychic magic.

A xulgath’s nonhostile psychic powers, including its mindlink spell and ability to communicate telepathically, are also limited by the range of its stench, as its strange secretions are what allows it to form a bond between its own mind and the minds of others.

Smite Good (Su)
As a 6-th level paladin save that it affects good foes only.


ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard

Unlike many other evil humanoids, xulgaths do not cavort with demons very regularly, preferring to use less extraplanar and supernatural means of evil to spread their influence across. The only exception are the hezrou demons, who have a relationship of mutual interest and respect with the xulgaths, finding that they have many things in common. Xulgaths find hezrous to be too barbaric, and hezrous find xulgaths to be too weak, but this does not prevent from half-hezrou xulgaths to appear among the xulgath society. A half-hezrou xulgath looks like a big and bulky xulgath with a skin condition and body proportions that are more frog-like than lizard-like A half-hezrou xulgath will be usually a barbarian or an alchemist within the xulgath society.



Enjoy!

Wednesday, 4 October 2017

Pathfinder: OB VII - Oct 4

As our journey through the Occult Bestiary goes to the conclusion, here's still another creature from it - a psychic vampire, made from a clown from the Villains Codex. How it looks?

CLOWN CR 9

Human psychic vampire slayer 8
CE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft., thoughtsense; Perception +18

DEFENSE
AC 21, touch 13, flat-footed 14
hp 126 (8d10+88)
Fort +10, Ref +12, Will +6 (+4 vs. mind reading)
Defensive Abilities channel resistance +4; DR 10/cold iron and magic; Immune undead traits; Resist cold 10, fire 10
Weaknesses psychic vampire weaknesses

OFFENSE
Speed 30 ft.
Melee +1 handaxe +13/+8 (1d6+6/x3) or
           Slam (1d4+6 plus drain psychic energy)
Ranged handaxe +12/+7 (1d6+5/x3)
Special Attacks drain psychic energy (DC 25), possession, sneak attack +2d6, studied target (2nd, swift action)
Psychic Magic (CL 8th; Concentration +12)
8 PE—burst of adrenaline (1 PE), haste (3 PE), mental block (2 PE, DC 22), spider climb (2 PE)

STATISTICS
Str 18, Dex 18, Con 0, Int 14, Wis 12, Cha 20
Base Atk +8; CMB +11; CMD 24
Feats Alertness (B), Combat Expertise (B), Deceitful, Dodge (B), Great Fortitude, Improved Initiative (B), Iron Will (B), Lightning Reflexes, Toughness, Weapon Focus (handaxe)
Skills Acrobatics 16, Bluff +31, Climb +12, Disguise +23, Intimidate +19, Perception +18, Perform (comedy) +16, Stealth +24 Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Common
SQ possess object, slayer talents (bleeding attack +2, combat trick, foil scrutiny, surprise attacks), stalker, track +4

Combat Gear potion of invisibility; Other Gear +1 glamered studded leather, +1 handaxe, handaxes (2), cloak of resistance +1, disguise kit, entertainer’s outfit, 254 gp.

Monday, 2 October 2017

Pathfinder: OB VI - Oct 2

Getting back to 'Occult Bestiary', here's someone else - a reborn samsaran character, (made from one of the characters from 'NPC Gallery'). How it goes?

MERCENARY HEALER CR 1/2
XP 200
Reborn Samsaran cleric 1
LE Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 7 (1d8-1)
Fort +3, Ref +1, Will +4
Weaknesses aura transparancy
OFFENSE
Speed 30 ft.
Melee morningstar –1 (1d8–1)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks channel negative energy 6/day (DC 13, 1d6)
Psychic Magic (CL 1st; concentration +2)
5 PE—burst of insight (1 PE), detect psychic significance (0 PE), object reading (2 PE), psychic reading (1 PE)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—inspiring word (1 round)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—cure light woundslongstride rDprotection from good
0 (at will)—detect magicmendingread magic
D Domain spell; Domains Nobility, Travel
STATISTICS
Str 8, Dex 12, Con 11, Int 12, Wis 16, Cha 17
Base Atk +0; CMB –1; CMD 10
Feats Psychic Sensitivity (B), Weapon Focus (light crossbow)
Skills Appraise +6, Diplomacy +7, Knowledge (religion) +6, Spellcraft +4
Languages Common, Samsaran
SQ aura, +10 base speed from Travel domain, agile feet (5/day), psychic learning

Combat Gearpotion of cure light wounds, tanglefoot bags (2); Other Gear chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp

Thursday, 28 September 2017

Pathfinder: OB V - Sep 28

New entities, derived from the 'Occult Bestiary' - a prana ghost, made from the pyrokineticist, (out of the Villains Codex), and a psychoplasmic gorgon, (from the very first bestiary). What do you think?

PRANA GHOST FIREBREATHER CR 7
Human prana ghost pyrykineticist 7
NE Medium outsider (augmented humanoid, extraplanar, human, incorporeal)
Init +3; Senses darkvision 60 ft., Perception +17

DEFENSE
AC 16, touch 15, flat-footed 15 (+1 deflection, +4 Dex, +2 Wis)
hp 105 (7d8+70); 21 nonlethal damage from burn
Fort +10, Ref +10, Will +3
Defensive Abilities fortification (15%), incorporeal, rejuvenation, searing flesh (3 damage); Immune dazing, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep effects, stunning
Weaknesses living prana

OFFENCE
Speed fly 30 ft. (perfect); astral step (2/day)
Melee dazing touch +15 incorporeal touch attack (1d6 plus daze)
Ranged fire blast +11 touch (4d6+6 fire) or
              Blue flame blast +11 touch (8d6+6 fire)
Special Attacks dazing touch (DC 15), kinetic blast, metakinesis (empower)
Kinetic Wild Talents Known
Defense—searing flesh
Infusions—burning infusion (DC 16), fan of flames (DC 16), mobile blast (DC 16)
Kinetic blasts—blue flame blast (8d6+6 fire), fire blast (4d6+6 fire)
Utility—basic pyrokinesis, cold adaptation, fire sculptor, flame jet, heat adaptation, skilled kineticist

STATISTICS
Str 0, Dex 22, Con 22, Int 8, Wis 12, Cha 13
Base Atk +5; CMB +6; CMD 21
Feats Alertness (B), Delay Blast, Dodge, Extra Wild Talent, Improved Initiative (B), Point-Blank Shot, Stealthy, Toughness (B)
Skills Acrobatics +25, Escape Artist +20, Intimidate +7, Knowledge (nature) +6, Perception +17, Perform (dance) +5, Stealth +25
Languages Common
SQ burn (2 points/round, max 7), elemental overflow +2, expanded element (fire), gather power, infusion specialization 1, internal buffer 1
Combat Gear potion of cure moderate wounds (2), potion of gaseous form, flash powder (2), keros oil (5), paper candle fireworks (100), skyrocket fireworks (2); Other Gear +1 studded leather, heavy mace, cloak of resistance +1, ring of protection +1, entertainer’s outfit, 85 gp.

psychoplasmic GORGON CR 9
XP 4,800
N Large outsider (augmented magical beast, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, scentPerception +21
DEFENSE
AC 21, touch 9, flat-footed 20 (+13 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
DR 5/magic or adamantine; Resist cold 10, electricity 10, fire 10; SR 14 (psychic spells bypass SR)
OFFENSE
Speed 30 ft., fly 60 ft. (fly on Astral Plane only)
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), mindlock (DC 16), trample (2d8+10, DC 21)
STATISTICS
Str 24, Dex 14, Con 24, Int 6, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Skills Perception +21
SQ compresson
ECOLOGY
Environment temperate plains, rocky hills, and underground
Organization solitary, pair, pack (3–4), or herd (5–12)
Treasure none
SPECIAL ABILITIES
Breath Weapon A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.


Monday, 25 September 2017

Pathfinder: OB IV - Sep 25

Next - from Occult Bestiary - we got a Munavri character, (re-worked from one of the NPC Codex's characters, yeah):

STREET PERFORMER CR 1
XP 400
Munavri bard 2
CN Medium humanoid (munavri)
Init +2; Senses darkvision 120 ft.; Perception +7
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+3)
Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-dependent, and sonic
SR 10
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4-2/19–20)
Ranged dagger +3 (1d4-2/19–20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—charm person (DC 16), expeditious retreatsleep (DC 16)
0 (at will)—daze (DC 15), detect magicflare (DC 15), ghost sound (DC 15), prestidigitation
STATISTICS
Str 8, Dex 18, Con 15, Int 10, Wis 14, Cha 19
Base Atk +1; CMB +1; CMD 13
Skills Acrobatics +9, Bluff +9, Diplomacy +10, Handle Animal +10, Knowledge (local) +6, Perception +7, Perform (wind) +10, Sense Motive +7, Sleight of Hand +11, Stealth +9
Languages Common, Munavri, Undercommon; telepathy 60 ft.
SQ advanced object reading, bardic knowledge +1, versatile performance (wind)
Combat Gearpotions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2); Other Gear masterwork chain shirt, daggers (3), 8 gp