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Str 10 (+0)
 
Str 10 (+0)
  
Dex 18 (+4) [base 17, +1 lvl4]
+
Dex 14 (+2) [base 13, +1 item]
  
Con 16 (+3) [base 14, +2 item]
+
Con 16 (+3) [base 15, +1 item]
  
Int 18 (+4)
+
Int 18 (+4) [base 15, +1 level 4, +2 item]
  
Wis 13 (+1)  
+
Wis 12 (+1)  
  
 
Cha 14 (+2) [base 13, +1 item]
 
Cha 14 (+2) [base 13, +1 item]
  
  
Hit Points: xxx [xxx base, +18 Con]
+
Hit Points: 45 [24 base, +21 Con]
  
 
Subdual Damage: 0
 
Subdual Damage: 0
  
Init: +8 [+4 Dex, +4 Improved Initiative]
+
Init: +6 [+2 Dex, +4 Improved Initiative]
  
BAB: +2 [+1 Conjurer, +1 Master Specialist]
+
BAB: +3 [+1 Conjurer, +1 Master Specialist, +1 Malconvoker]
  
Grapple: +2
+
Grapple: +3 [+3 class, +0 Str]
  
  
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Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue.
 
Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue.
 
  
 
=== 1st Level ===
 
=== 1st Level ===
 
  
 
====Benign Transportation====
 
====Benign Transportation====
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''* May be summoned only into an aquatic or watery environment.''
 
''* May be summoned only into an aquatic or watery environment.''
 
  
 
=== 2nd Level ===
 
=== 2nd Level ===
 
  
 
====Chain of Eyes====
 
====Chain of Eyes====
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''* May be summoned only into an aquatic or watery environment.''
 
''* May be summoned only into an aquatic or watery environment.''
 
  
 
====Summon Swarm====
 
====Summon Swarm====
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'''Material Component:''' A bit of spider web.
 
'''Material Component:''' A bit of spider web.
 
  
 
=== 3rd Level ===
 
=== 3rd Level ===
 
  
 
====Dimension Step====
 
====Dimension Step====
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* Demon, Nashrou (CE, MMIV44)
 
* Demon, Nashrou (CE, MMIV44)
 
* Eladrin, Coure (CG, BoED168)
 
* Eladrin, Coure (CG, BoED168)
* Elemental, Small (Air) (N)
+
* Elemental, Small (any) (N)
* Elemental, Small (Earth) (N)
 
* Elemental, Small (Fire) (N)
 
* Elemental, Small (Water) (N)
 
 
* Fiendish ape (LE)
 
* Fiendish ape (LE)
 
* Fiendish boar (NE)
 
* Fiendish boar (NE)
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=== 4th Level - [[under construction]] ===
 
=== 4th Level - [[under construction]] ===
 
 
'''Black Tentacles'''
 
Conjuration (Creation)
 
Level: Sor/Wiz 4
 
Components: V, S, M
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Area: 20-ft.-radius spread
 
Duration: 1 round/level (D)
 
Saving Throw: None
 
Spell Resistance: No
 
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
 
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
 
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
 
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
 
Material Component: A piece of tentacle from a giant octopus or a giant squid.
 
 
 
Bloodstar
 
 
 
Dimension Door
 
Conjuration (Teleportation)
 
Level: Brd 4, Sor/Wiz 4, Travel 4
 
Components: V
 
Casting Time: 1 standard action
 
Range: Long (400 ft. + 40 ft./level)
 
Target: You and touched objects or other touched willing creatures
 
Duration: Instantaneous
 
Saving Throw: None and Will negates (object)
 
Spell Resistance: No and Yes (object)
 
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
 
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
 
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
 
 
 
Dimensional Anchor
 
Abjuration
 
Level: Clr 4, Sor/Wiz 4
 
Components: V, S
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Effect: Ray
 
Duration: 1 min./level
 
Saving Throw: None
 
Spell Resistance: Yes (object)
 
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
 
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
 
 
 
Resist Energy, Mass
 
 
 
'''Summon Monster IV'''
 
 
''Conjuration (Summoning) [see text for summon monster I]''
 
 
'''Level:''' Brd 4, Clr 4, Sor/Wiz 4
 
'''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart
 
 
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
 
'''4th Level'''
 
 
* Abishai, White (LE, FCII)
 
* Aoa Droplet (N, FF)
 
* Arcadian Avenger (LG, MMV)
 
* Archon, lantern (LG)
 
* Celestial giant eagle (CG)
 
* Celestial giant owl (LG)
 
* Celestial lion (CG)
 
* Demon, Gadacro (CE, MMV)
 
* Demon, Carnage (CE, MMV)
 
* Demon, Skulvyn (CE, MMV)
 
* Elemental Grue (NE, CA)
 
* Fiendish Dire Eel (CE, Sto)
 
* Fiendish dire wolf (LE)
 
* Fiendish giant praying mantis (NE)
 
* Fiendish giant wasp (LE)
 
* Fiendish monstrous spider, Large (CE) [instead of Fiendish monstrous Diving spider (CE, Sto169)]
 
* Fiendish Sea snake, Huge (CE, Sto170) [instead of Fiendish snake, Huge viper (CE)]
 
* Fiendish shark, Large (NE) *
 
* Guardinal, Cervinal (NG, MMII)
 
* Howler (CE)
 
* Imp, Bloodbag (LE, FF)
 
* Imp, Euphoric (LE, FF)
 
* Imp, Filth (LE, FF)
 
* Mephit (Air) (N)
 
* Mephit (Dust) (N)
 
* Mephit (Earth) (N)
 
* Mephit (Fire) (N)
 
* Mephit (Glass) (N, San)
 
* Mephit (Ice) (N)
 
* Mephit (Magma) (N)
 
* Mephit (Ooze) (N)
 
* Mephit (Salt) (N)
 
* Mephit (Steam) (N)
 
* Mephit (Sulfur) (N, San)
 
* Mephit (Water) (N)
 
* Nerra, Kalareem (N, FF)
 
* Nightmare, Lesser (NE, PH)
 
* Rhek (NG, BoED)
 
* Spined Devil (LE, FCII)
 
* Storm Elemental (N, MMIII)
 
* Yeth hound (NE)
 
* Yugoloth, Voor (NE, MMIV)
 
* Yugoloth, Skeroloth (NE, FF)
 
* Wrackspawn (Ce, MMIV)
 
 
''* May be summoned only into an aquatic or watery environment.''
 
 
 
Voice of the Dragon
 
  
 
=== 5th Level - [[under construction]] ===
 
=== 5th Level - [[under construction]] ===
 
 
Planar Binding, Lesser
 
Conjuration (Calling) [see text]
 
Level: Sor/Wiz 5
 
Components: V, S
 
Casting Time: 10 minutes
 
Range: Close (25 ft. + 5 ft./2 levels); see text
 
Target: One elemental or outsider with 6 HD or less
 
Duration: Instantaneous
 
Saving Throw: Will negates
 
Spell Resistance: No and Yes; see text
 
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
 
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.
 
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.
 
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
 
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
 
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
 
 
 
Summon Monster V
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Brd 5, Clr 5, Sor/Wiz 5
 
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
5th Level
 
Archon, hound LG
 
Celestial brown bear LG
 
Celestial giant stag beetle NG
 
Celestial sea cat1 NG
 
Celestial griffon CG
 
Elemental, Medium (any) N
 
Achaierai LE
 
Devil, bearded LE
 
Fiendish deinonychus LE
 
Fiendish dire ape LE
 
Fiendish dire boar NE
 
Fiendish shark, Huge NE
 
Fiendish monstrous scorpion, Large NE
 
Shadow mastiff NE
 
Fiendish dire wolverine CE
 
Fiendish giant crocodile CE
 
Fiendish tiger CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
 
Teleport
 
Conjuration (Teleportation)
 
Level: Sor/Wiz 5, Travel 5
 
Components: V
 
Casting Time: 1 standard action
 
Range: Personal and touch
 
Target: You and touched objects or other touched willing creatures
 
Duration: Instantaneous
 
Saving Throw: None and Will negates (object)
 
Spell Resistance: No and Yes (object)
 
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
 
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
 
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
 
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
 
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
 
On Target: You appear where you want to be.
 
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
 
Similar Area: You wind up in an area that’s visually or thematically similar to the target area.
 
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
 
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
 
Familiarity On Target Off Target Similar Area Mishap
 
Very familiar 01–97 98–99 100 —
 
Studied carefully 01–94 95–97 98–99 100
 
Seen casually 01–88 89–94 95–98 99–100
 
Viewed once 01–76 77–88 89–96 97–100
 
False destination (1d20+80) — — 81–92 93–100
 
 
  
 
=== 6th Level - [[under construction]] ===
 
=== 6th Level - [[under construction]] ===
 
 
Acid Fog
 
Conjuration (Creation) [Acid]
 
Level: Sor/Wiz 6, Water 7
 
Components: V, S, M/DF
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Effect: Fog spreads in 20-ft. radius, 20 ft. high
 
Duration: 1 round/level
 
Saving Throw: None
 
Spell Resistance: No
 
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
 
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
 
 
 
Planar Binding
 
Conjuration (Calling) [see text for lesser planar binding]
 
Level: Sor/Wiz 6
 
Components: V, S
 
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
 
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.
 
 
 
Summon Monster VI
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Brd 6, Clr 6, Sor/Wiz 6
 
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
6th Level
 
Celestial polar bear LG
 
Celestial orca whale1 NG
 
Bralani (eladrin) CG
 
Celestial dire lion CG
 
Elemental, Large (any) N
 
Janni (genie) N
 
Chaos beast CN
 
Devil, chain LE
 
Xill LE
 
Fiendish monstrous centipede, Gargantuan NE
 
Fiendish rhinoceros NE
 
Fiendish elasmosaurus1 CE
 
Fiendish monstrous spider, Huge CE
 
Fiendish snake, giant constrictor CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
  
 
=== 7th Level - [[under construction]] ===
 
=== 7th Level - [[under construction]] ===
 
 
Brilliant Aura
 
 
 
Summon Monster VII
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Clr 7, Sor/Wiz 7
 
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
7th Level
 
Celestial elephant LG
 
Avoral (guardinal) NG
 
Celestial baleen whale1 NG
 
Djinni (genie) CG
 
Elemental, Huge (any) N
 
Invisible stalker N
 
Devil, bone LE
 
Fiendish megaraptor LE
 
Fiendish monstrous scorpion, Huge NE
 
Babau (demon) CE
 
Fiendish giant octopus1 CE
 
Fiendish girallon CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
  
 
=== 8th Level - [[under construction]] ===
 
=== 8th Level - [[under construction]] ===
  
 +
=== 9th Level - [[under construction]] ===
  
=== 9th Level - [[under construction]] ===
 
  
  
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'''Tremorsense(Ex): ''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.  
 
'''Tremorsense(Ex): ''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.  
  
'''Web(Ex): ''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC [[14]]; Break DC [[18]]; HP 6
+
'''Web(Ex): ''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC [[14]]; Break DC [[18]]; HP 6  
 
+
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
 
  
  
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'''Shard Weapons;''' Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.
 
'''Shard Weapons;''' Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.
 
  
 
====Kaorti====
 
====Kaorti====
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====Elemental, Small (Air)====
+
====Air Elemental, Small====
 
Small Elemental (Air, Extraplanar); CR 1; HD 2d8+[[4]];
 
Small Elemental (Air, Extraplanar); CR 1; HD 2d8+[[4]];
 
'''hp [[13]]'''
 
'''hp [[13]]'''
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====Elemental, Small (Earth)====
+
====Earth Elemental, Small====
 
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+[[6]];
 
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+[[6]];
 
'''hp [[15]]'''
 
'''hp [[15]]'''
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====Elemental, Small (Fire)====
+
====Fire Elemental, Small====
 
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+[[4]];
 
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+[[4]];
 
'''hp [[13]]'''
 
'''hp [[13]]'''
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====Elemental, Small (Water)====
+
====Water Elemental, Small====
 
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+[[6]];
 
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+[[6]];
 
'''hp [[15]]'''
 
'''hp [[15]]'''
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'''Hold Breath Ex:''' A sea snake can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea snake, this is [[90]] rounds, or [[9]] minutes.
 
'''Hold Breath Ex:''' A sea snake can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea snake, this is [[90]] rounds, or [[9]] minutes.
 +
 +
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
  
 
'''Skills():''' A sea snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
'''Skills():''' A sea snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
 
  
 
====Fiendish Constrictor Snake====
 
====Fiendish Constrictor Snake====
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=== Summon Monster 4 - [[under construction]] ===
 
=== Summon Monster 4 - [[under construction]] ===
 +
 +
Archon, lantern LG
 +
Celestial giant owl LG
 +
Celestial giant eagle CG
 +
Celestial lion CG
 +
Mephit (any) N
 +
Mephit, Glass (San) N
 +
Mephit, Sulfur (San) N
 +
Fiendish dire wolf LE
 +
Fiendish giant wasp LE
 +
Spined Devil (FCII) LE
 +
Fiendish giant praying mantis NE
 +
Fiendish shark, Large1 NE
 +
Yeth hound NE
 +
Fiendish monstrous spider, Large CE
 +
Fiendish monstrous Diving spider (Sto) CE
 +
Fiendish snake, Huge viper CE
 +
Fiendish Sea snake, Huge (Sto) CE
 +
Howler CE
 +
Nightmare, Lesser (PH) NE
 +
Fiendish sea snake, Huge (Sto) CE
 +
Fiendish Dire Eel (Sto) CE
 +
Abishai, White (FCII) LE
 +
Arcadian Avenger (MMV) LG
 +
Guardinal, Cervinal (MMII) NG
 +
Aoa Droplet (FF) N
 +
Nerra, Kalareem (FF) N
 +
Rhek (BoED) NG
 +
Storm Elemental (MMIII) N
 +
Elemental Grue (CA) NE
 +
Imp, Bloodbag (FF) LE
 +
Imp, Euphoric (FF) LE
 +
Imp, Filth (FF) LE
 +
Yugoloth, Voor (MMIV) NE
 +
Yugoloth, Skeroloth (FF) NE
 +
Demon, Carnage (MMV) CE
 +
Demon, Gadacro (MMV) CE
 +
Demon, Skulvyn (MMV) CE
 +
Wrackspawn (MMIV) CE
  
  

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