Kirinke's Compendium of Wondrous Creatures: K is done, now for L and Lamia through Lycanthrope!!!!!!

Where in all of your character write ups will go.
kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Halfling, common PL 6/138

Post by kirinke » Sat Sep 22, 2018 1:07 am

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Halfings stand about 3 feet tall. They are a sturdy, practical, handsome folk, preferring comforts over overt signs of wealth. Halflings can live up to 200 years.


ABILITIES
1 STR
6 STA
4 AGL
4 DEX
4 FGT
4 INT
4 AWE
4 PRE
PP 64

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
6 WILL
PP 2

ADVANTAGES
Accurate Attack, Close Attack 2, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 3, Power Attack, Ranged Attack 2, Taunt
PP 15

SKILLS
1(10) Athletics
4(13) Expertise: Criminal
4(13) Expertise: Music
4(13) Expertise: Survival
4(13) Expertise: Tactics
4(13) Insight
4(13) Perception
4(13) Persuasion
4(17) Stealth
4(13) Treatment
PP 30

DEVICES
10PP Crossbow (Easily Removable): Damage: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6)
08PP Axe (Easily Removable): Damage: Strength-based Damage 6 (slashing, DC 22; Penetrating 6)
PP 18

HALFLING ATTRIBUTES
01PP Immunity: Immunity 1 (Aging; Limited - Half Effect)
08PP Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank)
PP 9

LANGUAGES
Common

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Halfling, Deep PL 6/143PP

Post by kirinke » Sat Sep 22, 2018 1:14 am

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Deep Halflings dwell deep underground and may live close to other good or non-evil communities, more for survival than anything else.

ABILITIES
1 STR
6 STA
4 AGL
4 DEX
4 FGT
4 INT
4 AWE
4 PRE
PP 64

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
6 WILL
PP 2

ADVANTAGES
Accurate Attack, Close Attack 2, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 3, Power Attack, Ranged Attack 2, Taunt, Languages 2
PP 17

SKILLS
1(10) Athletics
4(13) Expertise: Criminal
4(13) Expertise: Stonecutting
4(13) Expertise: Survival
4(13) Expertise: Tactics
4(13) Insight
4(13) Perception
4(13) Persuasion
4(17) Stealth
4(13) Treatment
PP 30

DEVICES
10PP Crossbow (Easily Removable): Damage: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6)
08PP Longsword (Easily Removable): Damage: Strength-based Damage 6 (slashing, DC 22; Penetrating 6)
PP 18

DEEP HALFLING ATTRIBUTES
01PP Immunity: Immunity 1 (Aging; Limited - Half Effect)
08PP Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank)
03PP Halfling Senses: Darkvision, Lowlightvision, Infravision
PP 12

LANGUAGES
Common, dwarven, goblin

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Halfling, Tallfellow PL 6/126

Post by kirinke » Sat Sep 22, 2018 1:22 am

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Tallfellow halflings stand about 4 feet tall and are otherwise the same as common halflings.

ABILITIES
01 STR
06 STA
04 AGL
04 DEX
04 FGT
04 INT
04 AWE
04 PRE
PP 62

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
6 WILL
PP 4

ADVANTAGES
Accurate Attack, Close Attack 2, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 3, Power Attack, Ranged Attack 2, Taunt
PP 15

SKILLS
1(10) Athletics
4(13) Expertise: Criminal
4(13) Expertise: Music
4(13) Expertise: Survival
4(13) Expertise: Tactics
4(13) Insight
4(13) Perception
4(13) Persuasion
4(16) Stealth
4(13) Treatment
PP 30

HALFLING TALLFELLOW ATTRIBUTES
01PP Immunity: Immunity 1 (Aging; Limited - Half Effect)
06PP Shrinking: Shrinking 3 (-1 Intimidate, +3 Stealth, +1 active defenses)
PP 7


DEVICES
08PP Rapier (Easily Removable): Damage: Strength-based Damage 6 (slashing, DC 22; Penetrating 6)
PP 8

Jabroniville
Posts: 9341
Joined: Fri Nov 04, 2016 8:05 pm

Re: Kirinke's Compendium of Wondrous Creatures: Harpies, Hellhounds and Hippogriffs OH MY!

Post by Jabroniville » Sat Sep 22, 2018 8:07 am

Man, that Sea Hag is REALLY horrifying. Gorgeous art for the Half-Dragon, too.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: Harpies, Hellhounds and Hippogriffs OH MY!

Post by kirinke » Sat Sep 22, 2018 12:43 pm

I love deviant art and google. Usually, if I can't find what I'm looking for on deviant art, Google is your friend. Usually for my own characters, I tend to go cute/pretty. With the Monsters, it broadens my horizons. :D

I figured that with the description on the Sea Hag, their true form should be nightmare fuel. That one fit the bill.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Harpy PL 6/132PP

Post by kirinke » Sun Sep 23, 2018 12:23 am

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Harpies are entirely self-serving bird-women, who use their hypnotic song and beauty to lead their prey to unspeakable horrors and tortures, only to kill them and eat them when they get bored with their 'play'.

ABILITIES
0 STR
6 STA
0 AGL
0 DEX
0 FGT
0 INT
0 AWE
6 PRE
PP 24

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
6 WILL
PP 18

Advantages
Attractive 2, Close Attack 6, Evasion, Improved Aim, Move-by Action, Ranged Attack 6, Uncanny Dodge
PP 18

SKILLS

0(12) Acrobatics
6(14) Deception
0(12) Expertise: Music
0(12) Insight
6(14) Intimidation
0(12) Perception
6(14) Persuasion
PP 24

HARPY ATTRIBUTES
14PP CLAWS: Damage 6 (DC 21; Multiattack [2 ranks only], Penetrating 6)
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
06PP Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
18PP Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Concentration, Cumulative; Instant Recovery)
PP 40

DEVICES
08 Longbow (Easily Removable): Damage: Damage 6 (DC 21; Increased Range: ranged)
PP 8

Languages
Common

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Hellhound PL 6/131PP

Post by kirinke » Sun Sep 23, 2018 1:34 am

Image

ABILITIES
4 STR
6 STA
2 AGL
0 DEX
6 FGT
0 INT
4 AWE
0 PRE
PP

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
4 WILL
PP 44


ADVANTAGES
Chokehold, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Language 2
PP 8

SKILLS
2(14) Acrobatics
4(16) Athletics
4(16) Insight
0(16) Intimidation
4(16) Perception
2(14) Stealth
PP 38

HELL HOUND ATTRIBUTES
07PP Fiery Bite: Damage 6 (fire, DC 21; Penetrating)
09PP Hellhound Physique: Immunity 9 (Damage Effect: Fire, Disease, Environmental Condition: Heat, Poison, Sleep)
21PP Hellhound Senses: Senses 21 (Acute: Scent, Acute: Hearing, Acute: Vision, Analytical: Scent, Analytical: Vision, Analytical: Hearing, Danger Sense: Scent, Darkvision, Extended: Scent 2: x100, Extended: Vision 2: x100, Extended: Hearing 2: x100, Infravision, Low-light Vision, Tracking: Scent 2: full speed, Ultra-hearing, Ultravision)
PP 37
Complications
Vulnerable to Cold: Hellhounds are vulnerable to cold and suffer a -5 DC to cold/Ice attacks

Languages
Abyssal, Common, Infernal

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Hippogriff PL 6/92

Post by kirinke » Thu Sep 27, 2018 1:19 am

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Hippogriffs are another one of those mage experiments that have one doubting the wizard's sanity. Still, they are beautiful creatures, combining aspects of birds of prey with horses.


ABILITIES
4 STR
6 STA
1 AGL
0 DEX
6 FGT
0 INT
1 AWE
0 PRE
PP 20

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
2 WILL
PP 10

ADVANTAGES
Evasion 2, Improved Initiative 2, Move-by Action, Uncanny Dodge
PP 6

SKILLS
1(6) Insight
1(6) Perception
PP 5

HIPPOGRIFF ATTRIBUTES
15PP Bite or Claws: Damage 6 (DC 21; Multiattack [3 ranks only], Penetrating 6)
06PP Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
09PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
15PP Senses: Senses 15 (Acute: Vision, Acute: Scent, Acute: Hearing, Analytical: Vision, Analytical: Scent, Analytical: Hearing, Danger Sense: Scent, Darkvision, Direction Sense, Distance Sense, Extended: Vision 1: x10, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision)
06PP Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
PP 51

LANGUAGES
Common

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Hobgoblin PL 4/68pp

Post by kirinke » Sun Sep 30, 2018 1:15 am

Image

Hobgoblins are bigger than regular goblins and are just as unpleasant. They loathe elves and will attack them on sight.



ABILITIES
1 STR
4 STA
1 AGL
4 DEX
4 FGT
1 INT
1 AWE
1 PRE
PP 34

DEFENSES
4 DODGE
4 PARRY
4 FORT
4 TOUGH
4 WILL
PP 6

ADVANTAGES
Accurate Attack, Languages 1
PP 6


SKILLS
1(11) Deception
1(11) Expertise: Tactics
1(11) Insight
1(11) Intimidation
1(11) Persuasion
1(11) Stealth
PP 20

HOBGOBLIN ATTRIBUTES
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
PP 2

DEVICES
04PP Longsword (Easily Removable): Damage: Damage 4 (slashing, DC 19; Penetrating 4)
PP 4

Languages
Common, Goblin

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Homunculus (Construct), PL 4/75PP

Post by kirinke » Sun Sep 30, 2018 2:14 pm

Homunculus (Construct), PL 4/75PP

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Homunculus are small, wizard made automons who serve their master's whims and needs. They are essentially extensions of the wizard's will.

ABILITIES
2 STR
0 STA
0 DEX
0 AGL
0 FGT
0 INT
0 AWE
0 PRE
PP 4

DEFENSES
4 DODGE
4 PARRY
-FORT
4 TOUGH (Immune)
- WILL (Immune)
PP 0

SKILLS
14 Perception
16 Stealth
PP 8

HOMUNCULUS ATTRIBUTES
04PP Bite: Cumulative Affliction 4 (1st degree: Fatigued, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative; Resistible: Toughness)
08PP Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
30PP Immunity to Fortitude Effects
08PP Protection: Protection 4 (+4 Toughness; Impervious)
12PP Senses: Senses 12 (Acute: Vision, Acute: Hearing, Analytical: Vision, Analytical: Hearing, Counters Illusion: Vision, Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision, Tracking: Vision 1: -1 speed rank)
16PP Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Permanent)
PP 78

LANGUAGES
None

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Howler PL 8/145PP

Post by kirinke » Sun Oct 14, 2018 9:06 pm

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Howlers are cowardly creatures of chaos and evil and love to attack other, weaker creatures in a group.

ABILITIES
6 STR
8 STA
2 AGL
2 DEX
2 FGT
0 INT
2 AWE
2 PRE
PP 32

DEFENSES
8 DODGE
8 PARRY
8 FORT
8 TOUGH
8 WILL
PP 22


ADVANTAGES
Close Attack 6, Improved Trip, Languages 1, Ranged Attack 6
PP 14

SKILLS
2(12) Deception
2(10) Insight
2(12) Intimidation
2(10) Perception
2(10) Stealth
PP 23

HOWLER ATTRIBUTES
19PP Bite or Claws: Damage 8 (DC 23; Multiattack [3 ranks only], Penetrating 8)
08PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
24PP Howl of Insanity: Progressive Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive; Limited: Causing erratic or insane behavior, Limited: Hearing)
03PP Senses: Senses 3 (Acute: Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank)
PP 54


Languages
Abyssal, Common

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Hydra PL 8/155PP

Post by kirinke » Sun Oct 14, 2018 9:32 pm

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One of the most famous of the classic monsters, the Hydra multiplies your problems by two, every time you try to behead it unless you sear it with fire or acid. Some rare varieties also have a cone of cold or cone of fire breath weapon to add insult to injury. Or just add more injuries. There's a moral there somewhere.

ABILTIES
4 STR
8 STA
0 AGL
0 DEX
8 FGT
0 INT
1 AWE
0 PRE
PP 26

DEFENSES
8 DODGE
8 PARRY
8 FORT
8 TOUGH
8 WILL
PP 19

ADVANTAGES
Improved Grab


SKILLS

1(12) Insight
0(12) Intimidation
0(12) Perception
0(12) Stealth
PP 24

HYDRA ATTRIBUTES
24PP Bite: Damage 8 (DC 23; Multiattack, Penetrating 8)
18PP Claws: Damage 8 (DC 23; Multiattack [2 ranks only], Penetrating 8)
06PP 04PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
15PP Regrowth and Extra Heads: Eight Heads: Extra Limbs 8 (8 extra limbs, Advantages: Improved Grab; Linked Regeneration 8 (Every 1.25 rounds; Persistent; Limited: Fire or Acid negates regeneration, Quirk: For every head lopped off 2 will regrow, unless the stump is seared with acid/fire)
12PP Senses: Senses 12 (Acute: Sight, Acute: Hearing, Acute: Scent, Analytical: Sight, Analytical: Hearing, Analytical: Scent, Danger Sense: Scent, Darkvision, Extended: Sight 1: x10, Extended: Hearing 1: x10, Extended: Scent 1: x10)
08PP Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
PP 86

LANGUAGES
Draconic

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Inevitable PL 10/314PP

Post by kirinke » Mon Oct 15, 2018 12:34 am

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Inevitables are intelligent, celestial clockwork droids whose sole purpose is to bring justice to those who break the natural laws of the universe. They come in many different sizes and types, though they all share similar characteristics.
For example: Kolyaruts punish oath-breakers, Maruts punish those who cheat death by unnatural means, Zelekhuts hunt those who deny justice or try to escape justice.


ABILITIES
4 STR
4 STA
4 AGL
4 DEX
4 FGT
4 INT
4 AWE
4 PRE
PP 48

DEFENSES
10 DODGE
1O PARRY
Immune FORT
10 TOUGH
Immune WILL
PP 16

ADVANTAGES
Accurate Attack, All-out Attack, Close Attack 6, Defensive Attack, Fighting Style: Boxing, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Smash, Languages 1, Power Attack, Ranged Attack 6, Takedown, Taunt
PP 24

SKILLS

4(14) Insight
4(16) Intimidation
4(14) Perception
4(16) Persuasion
4(14) Stealth 14
4(10) Treatment
PP 21


DEVICES
Longsword (Easily Removable)
Damage: Damage 10 (DC 25; Penetrating 10)
PP 12

INEVITABLE POWERS
Detect Lies: Senses 2 (Detect: Lies 2: ranged)
Enervation
Affliction: Cone Area Affliction 10 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cone Area: 60 feet cone, DC 20, Increased Range 2: perception)
Healing: Healing 10 (Linked; Energizing; Limited: Self Only, Limited: Energizing Only)
Fear: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged, Subtle: subtle; Limited: Fear)
Hold Person: Affliction 10 (1st degree: Hindered, 2nd degree: Defenseless, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Increased Range: ranged)
Invisibility: Concealment 2 (Sense - Sight)
Locate person or object: Senses 8 (Postcognition, Precognition; Limited: To knowing where a particular target is or will be)
Suggestion: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception)
PP 58

INEVITABLE ATTRIBUTES
08PP Comprehend: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate)
09PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks), Shrinking: Shrinking 4 (Alternate; -1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank)
60PP Immunity: Immunity 60 (Fortitude Effects, Will Effects)
20PP Morph: Morph 4 (+20 Deception checks to disguise; Any form)
20PP Protection: Protection 10 (+10 Toughness; Impervious)
20PP Senses: Senses 20 (Analytical: Sight, Analytical: Hearing, Analytical: Scent, Counters All Concealment: Scent, Darkvision, Detect: Spirits/Incorporeal creatures 1, Extended: Sight 2: x100, Extended: Hearing 2: x100, Extended: Scent 2: x100, Low-light Vision, Tracking: Scent 2: full speed)
PP 149

LANGUAGES
Celestial, Common

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Invisible Stalker PL 4/134PP

Post by kirinke » Sun Oct 21, 2018 1:36 pm

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Invisible stalkers are a kind of air elemental that are easy to summon and control. Mages frequently use them for various tasks.


ABILITIES
4 STR
4 STA
4 DEX
4 AGL
4 FGT
4 INT
4 AWE
4 PRE
PP 64

DEFENSES
4 Dodge
4 Parry
4 Fort
4 Tough
4 Will
PP 0

ADVANTAGES
Improved Initiative, Languages 1
PP 2

SKILLS
4(13) Deception
4(13) Expertise: The Planes
4(13) Insight
4(13) Intimidation
4(13) Perception
4(13) Persuasion
4(13) Stealth
PP 21




INVISIBLE STALKER ATTRIBUTES
26PP Air Form (Activation: Free Action): Concealment: Concealment 4 (All Visual Senses), Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round), Insubstantial: Insubstantial 2 (Gaseous)
13PP Immunity: Immunity 13 (Aging, Damage Effect: stunning effects, Disease, Fatigue Effects, Poison)
08PP Senses: Senses 8 (Acute: Sight, Acute: Hearing, Analytical: Sight, Analytical: Hearing, Darkvision, Extended: Sight 1: x10, Extended: Hearing 1: x10)
PP 47

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Koblold PL 4/56PP

Post by kirinke » Sat Oct 27, 2018 10:24 pm

Image
Kobolds are a cowardly sadistic lot, who tend to have very liberal views on what's edible and what can be used as tenderizer and when it should be used.

ABILITIES
0 STR
4 STA
0 AGL
0 DEX56
0 FGT
0 INT
0 AWE
0 PRE
PP 8

DEFENSES
4 Dodge
4 Parry
4 Fort
4 Tough
4 Will
PP 10

ADVANTAGES
Close Attack 4, Equipment 1, Languages 1, Ranged Attack 4
PP 10

SKILLS
0(8) Athletics
0(8) Deception
0(8) Expertise: Mining
0(8) Insight
0(8) Perception
0(8) Stealth
0(8) Technology
PP 18


KOBOLD ATTRIBUTES
2PP Darkvision: Senses 2 (Counters Concealment: Darkness)
4PP Shrinking: Shrinking 2 (-1 Intimidate, +2 Stealth, +1 active defenses)
PP 6

DEVICES
05PP Spear (Removable): Damage: Damage 4 (DC 19; Dangerous, Reach (melee): 5 ft.)
PP 5

LANGUAGES
Common, Goblin

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