Kirinke's Compendium of Wondrous Creatures: Rakshasa Through Rust Monster

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kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Golem, Clay PL 104PP

Post by kirinke »

Image
Clay Golems are magical constructs created with the bound spirit of an Earth Elemental.

Golem, Clay PL 10/95


ABILITIES
5 STR
- STA
1 AGL
1 DEX
10 FGT
- INT
- AWE
- PRE
PP 4

ADVANTAGES
Improved Initiative
PP 0


CLAY GOLEM ATTRIBUTES
03PP Darkvision: Senses 3 (Counters Concealment: Darkness, Low-light Vision)
30PP Immunity to Fortitude Effects
05PP Immunity: Immunity 10 (Damage Effect: adamantine , Damage Effect: bludgeoning)
20PP Immunity: Immunity 20 (Very Common Descriptor: Magic)
02PP Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round), quirk 1x a day
PP 60


CLAY GOLEM POWERS
10PP Cursed Wound: Affliction 10 (1st degree: Fatigued, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20)
20PP Slam: Damage 10 (DC 25; Penetrating 10)
PP 31

COMPLICATIONS
Disintegrate: A disintegrate spell (or related ability) slows the golem for 1 round and deals 2 bruises to it.
Vulnerable to Water, Cold and Earth: Water, Cold and Earth Attacks have an additional +5 DC vs Clay Golems
Beserk: When a clay golem enters combat, there is a 1% chance that the Golem's master will loose control of the creature. Once the golem goes beserk, it'll attack the nearest thing within reach.
Last edited by kirinke on Tue Sep 04, 2018 12:33 am, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Golem, Flesh PL 10/97PP

Post by kirinke »

Image
Calling Doctor Frankenstein... Flesh golems are bizarre automons usually animated with foul necromancy.

ABILITIES
5 STR
- STA
1 AGL
1 DEX
10 FGT
- INT
- AWE
- PRE
PP 4

ADVANTAGES
Improved Initiative
PP 0


FLESH GOLEM ATTRIBUTES
03PP Darkvision: Senses 3 (Counters Concealment: Darkness, Low-light Vision)
30PP Immunity to Fortitude Effects
05PP Immunity: Immunity 10 (Damage Effect: adamantine , Damage Effect: bludgeoning)
20PP Immunity: Immunity 20 (Very Common Descriptor: Magic)
02PP Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round), quirk 1x a day
PP 60


FLESH GOLEM POWERS
Damage: Damage 10 (DC 25; Penetrating 10)
Diseased Claws: Affliction 10 (1st degree: Fatigued, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Multiattack [1 extra rank])
Paralytic Bite: Affliction 10 (1st degree: Impaired, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20)
PP 23

COMPLICATIONS
Vulnerable to Electricity: Electric Attacks have an additional +5 DC vs Flesh Golems
Beserk: When a flesh golem enters combat, there is a 1% chance that the Golem's master will loose control of the creature. Once the golem goes beserk, it'll attack the nearest thing within reach.
Last edited by kirinke on Mon Sep 03, 2018 8:56 pm, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Golem, Iron PL 10/103PP

Post by kirinke »

Image
Iron Golems are sturdy, heavy automons, animated by earth elementals and powerful magicks.

ABILITIES
5 STR
- STA
1 AGL
1 DEX
10 FGT
- INT
- AWE
- PRE
PP 4

ADVANTAGES
Improved Initiative
PP 0


IRON GOLEM ATTRIBUTES
03PP Darkvision: Senses 3 (Counters Concealment: Darkness, Low-light Vision)
30PP Immunity to Fortitude Effects
05PP Immunity: Immunity 10 (Damage Effect: adamantine , Damage Effect: bludgeoning)
20PP Immunity: Immunity 20 (Very Common Descriptor: Magic)
02PP Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round), quirk 1x a day
PP 60


IRON GOLEM POWERS
Poisoned Breath: Shapeable Area Affliction 10 (1st degree: Fatigued, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Selective)
Slam: Damage 10 (DC 25; Penetrating)
Sword Damage: Damage 10 (DC 25; Penetrating 10)
PP 32

COMPLICATIONS
Vulnerable to Water/Cold: Water/Cold Attacks have an additional +5 DC vs Iron Golems
Beserk: When a iron golem enters combat, there is a 1% chance that the Golem's master will loose control of the creature. Once the golem goes beserk, it'll attack the nearest thing within reach.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Golem, Stone PL 10/105PP

Post by kirinke »

Image
Like most golems, Stone golems are large automons brought to 'life' with high magicks and a bound earth elemental.


ABILITIES
5 STR
- STA
1 AGL
1 DEX
10 FGT
- INT
- AWE
- PRE
PP 4

ADVANTAGES
Improved Initiative
PP 0


STONE GOLEM ATTRIBUTES
03PP Darkvision: Senses 3 (Counters Concealment: Darkness, Low-light Vision)
30PP Immunity to Fortitude Effects
05PP Immunity: Immunity 10 (Damage Effect: adamantine , Damage Effect: bludgeoning)
20PP Immunity: Immunity 20 (Very Common Descriptor: Magic)
02PP Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round), quirk 1x a day
PP 60


STONE GOLEM POWERS
Spike Stones: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Penetrating)
Stone Grip: Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 20; Extra Condition, Increased Range: ranged; Limited Degree)
Stone Shape: Transform 10 (Affects: 1 Thing > 1 Thing - earth and stone From one shape to another, Transforms: 800 lbs., DC 20)
Stone Strike: Strength-based Damage 10 (DC 25; Variable Descriptor: close group - stone weapons)
PP 34

COMPLICATIONS
Vulnerable to Water/Cold: Water/Cold Attacks have an additional +5 DC vs Iron Golems
Beserk: When a stone golem enters combat, there is a 1% chance that the Golem's master will loose control of the creature. Once the golem goes beserk, it'll attack the nearest thing within reach.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Gorgon PL 10/114PP

Post by kirinke »

Image
Sometimes mages are just batshit crazy. Why would they think creating an armored bull that can turn things to stone by breathing on them was a good idea?!


ABILITIES
6 STR
10 STA
0 DEX
10 AGL
10 FGT
-4 INT
0 AWE
-3 PRE
PP 34

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

SKILLS
0(12) Perception
PP 4

GORGON ATTRIBUTES
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
13PP Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
10PP Metallic Skin: Impervious Toughness 10
03PP Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
PP 28


GORGON POWERS
Petrifying breath: Progressive Cone Area Affliction 10 (3rd degree: Transformed, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Progressive; Limited Degree (third only))
PP 30
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Gray Render PL 10/105PP

Post by kirinke »

Image
This strange being has the odd habit of imprinting on another creature or group of creatures like a chick to whatever it first lays eyes on. Whether the creature or creatures likes it, the Gray Render remains close and does it best to protect and provide for it/them.

ABILITIES
5 STR
10 STA
0 AGL
0 DEX
10 FGT
0 INT
0 AWE
0 PRE
PP 46

DEFENSES
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 4
10 DODGE
10 PARRY
10 FORT
10 TOUGH
04 WILL
PP 16

ADVANTAGES
Improved Critical: Rend: Damage 10
Improved Grab
Improved Smash
Move-by Action
Power Attack
Takedown 2
Uncanny Dodge
PP 8

GRAY RENDER ATTRIBUTES
02PP Growth: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank)
22PP Rend: Damage 10 (DC 25; Multiattack [2 ranks only], Penetrating 10)
11PP Senses: Senses 11 (Acute: Scent, Analytical: Scent, Darkvision, Direction Sense, Distance Sense, Extended: Scent 1: x10, Infravision, Low-light Vision, Ranged: Scent, Tracking: Scent 1: -1 speed rank)

Languages
Common
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Grick - PL 5/81PP

Post by kirinke »

Image
Gricks are nasty things that look like an unholy combination of a squid and snake. They like to lurk in high traffic areas and snatch prey when the prey least expects it.

ABILITIES
0 STR
5 STA
0 DEX
2 AGL
5 FGT
0 INT
0 AWE
1 PRE
PP 26

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


ADVANTAGES
Improved Grab
PP 0

SKILLS
0(10) Athletics
1(12) Perception
2(10) Stealth

POWERS
10PP Bite, Tentacles: Damage 5 (DC 20; Multiattack)
03PP Immunity: Immunity 5 (Damage Effect: Magic; Limited - Half Effect)
03PP Impervious Defense: Impervious Toughness 5
06PP Senses: Senses 6 (Acute: Scent, Analytical: Scent, Darkvision, Extended: Scent 1: x10, Tracking: Scent 1: -1 speed rank)
06PP Slithering: Movement 3 (Slithering, Wall-crawling 2: full speed)
04PP Tentacles: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab, Notes: 4 extra tentacles, 1 snake like body)
PP 34
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Griffon PL 6/97

Post by kirinke »

Image
Griffons are noble, intelligent and magical creatures combining aspects of both eagle and lion.



ABILITIES
6 STR
2 STA
3 DEX
1 AGL
6 FGT
1 INT
1 AWE
1 PRE
PP 30

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
4 WILL
PP 14

ADVANTAGES
Fearless, Great Endurance,
Improved Critical 4: Bite or Claws: Damage 6
PP 6

SKILLS
1(10) Acrobatics
6(10) Athletics
1(10) Insight
1(01) Perception
1(08) Stealth
PP 13

GRIFFON 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)
07PP Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks; Innate; Permanent)
04PP Protection: Protection 4 (+4 Toughness)
02PP Senses: Senses 2 (Acute: Smell, Low-light Vision)
PP 34

LANGUAGES
Common
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Grimlock PL 5/55PP

Post by kirinke »

Image
Grimlocks are blind, monsterous humanoids who frequently hire out as mercenaries.

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

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

SKILLS
2(5) Athletics
0(5) Insight
0(5) Stealth
PP 5

GRIMLOCK ATTRIBUTES
05PP Immunity: Immunity 5 (Damage Effect: Visual Attacks, Notes: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. )
07PP Senses: Senses 7 (Acute: Scent, Acute: Hearing, Analytical: Scent, Analytical: Hearing, Extended: Scent 1: x10, Extended: Hearing 1: x10, Tracking: Scent 1: -1 speed rank)
03PP Sonar: Senses 3 (Accurate: Hearing, Ultra-hearing)
PP 15


DEVICES
05PP Stone Battle Axe (Easily Removable): Damage: Strength-based Damage 5 (slashing, DC 22; Breaking, Dangerous)
PP 5
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Hag, Annis PL 6/123

Post by kirinke »

Image
Hags are horrible, monstrous humanoids that love to prey on innocent victims, often terrifying them to death.


ABILITIES
3 STR
6 STA
2 DEX
2 AGL
6 FGT
2 INT
2 AWE
2 PRE
PP 38

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

SKILLS
3(12) Athletics
2(12) Deception
2(12) Insight
2(12) Intimidation
2(12) Perception
2(12) Persuasion
2(12) Sleight of Hand
2(12) Stealth
2(12) Expertise: Acting
PP 25

ANNIS HAG ATTRIBUTES
14PP Claws: Damage 6 (DC 21; Multiattack [2 ranks only], Penetrating 6)
07PP Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks), Shrinking: Shrinking 3 (Alternate; -1 Intimidate, +3 Stealth, +1 active defenses)
04PP Invisibility: Concealment 2 (Sense - Sight)
10PP Morph: Morph 2 (+20 Deception checks to disguise; Narrow group, Notes: Humanoids)
PP 35

ANNIS HAG POWERS
Senses: Senses 13 (Acute: Scent, Acute: Hearing, Analytical: Scent, Analytical: Hearing, Darkvision, Detect: spirits 2: ranged, Direction Sense, Distance Sense, Extended: Scent 1: x10, Extended: hearing 1: x10, Tracking: Scent 1: -1 speed rank)
Fog Cloud: Environment 1 (Visibility (-5), Radius: 30 feet)
Invisibility: Concealment 2 (Sense - Sight)
PP 15
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Hag, Green PL 6/164

Post by kirinke »

Image]
Green hags live in swamps and marshes. Like Annis hags, they enjoy terrifying their victims to death.


ABILITIES
3 STR
6 STA
2 DEX
2 AGL
6 FGT
2 INT
2 AWE
2 PRE
PP 46

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

SKILLS
3(12) Athletics
2(12) Deception
2(12) Insight
2(12) Intimidation
2(12) Perception
2(12) Persuasion
2(12) Sleight of Hand
2(12) Stealth
2(12) Expertise: Acting
PP 25

GREEN HAG ATTRIBUTES
14PP Claws: Damage 6 (DC 21; Multiattack [2 ranks only], Penetrating 6)
07PP Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks), Shrinking: Shrinking 3 (Alternate; -1 Intimidate, +3 Stealth, +1 active defenses)
10PP Morph: Morph 2 (+20 Deception checks to disguise; Narrow group, Notes: Humanoids)
13PP Senses: Senses 13 (Acute: Scent, Acute: Hearing, Analytical: Scent, Analytical: Hearing, Darkvision, Detect: spirits 2: ranged, Direction Sense, Distance Sense, Extended: Scent 1: x10, Extended: hearing 1: x10, Tracking: Scent 1: -1 speed rank)
03PP Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
PP 47

GREEN HAG POWERS
Comprehend: Comprehend 7 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate; Affects Others, Selective)
Fog Cloud: Environment 1 (Visibility (-5), Radius: 30 feet)
Greater Illusion: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16)
Greater Invisibility: Concealment 10 (All Senses)
Poisonous Touch: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Secondary Effect)
Water Breathing: Burst Area Immunity 1 (Suffocation: Drowning; Affects Others, Burst Area: 30 feet radius sphere, DC 11, Selective)
PP 35
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Hag, Sea PL 6/189PP

Post by kirinke »

Image

Out of all the hags, the Sea Hag's true appearance will make most people (unless you're a hag or blind) involuntarily void the contents of their stomach and entire digestive track.
At the same time...


ABILITIES
3 STR
6 STA
2 DEX
2 AGL
6 FGT
2 INT
2 AWE
2 PRE
PP 46

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

SKILLS
3(12) Athletics
2(12) Deception
2(12) Insight
2(12) Intimidation
2(12) Perception
2(12) Persuasion
2(12) Sleight of Hand
2(12) Stealth
2(12) Expertise: Acting
PP 25

SEA HAG ATTRIBUTES
05PP Aquatic: Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning), Movement: Movement 1 (Environmental Adaptation: Aquatic)
14PP Claws: Damage 6 (DC 21; Multiattack [2 ranks only], Penetrating 6)
07PP Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks), Shrinking: Shrinking 3 (Alternate; -1 Intimidate, +3 Stealth, +1 active defenses)
18PP Horrific Appearance: Perception Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Perception Area: DC 16 - Visual, Selective)
10PP Morph: Morph 2 (+20 Deception checks to disguise; Narrow group, Notes: Humanoids)
13PP Senses: Senses 13 (Acute: Scent, Acute: Hearing, Analytical: Scent, Analytical: Hearing, Darkvision, Detect: spirits 2: ranged, Direction Sense, Distance Sense, Extended: Scent 1: x10, Extended: hearing 1: x10, Tracking: Scent 1: -1 speed rank)
03PP Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
PP 70

SEA HAG POWERS
Bestow Curse: Weaken 6 (Affects: Fighting, Resisted by: Will, DC 16)
Dream Control: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16; Limited: Sleeping Subjects, Limited to Minds)
Evil Eye: Perception Area Affliction 6 (1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 16; Perception Area: DC 16 - Sight, Increased Range: ranged, Selective; Limited: Sight)
Force Cage: Burst Area Create 6 (Volume: 60 cft., DC 16; Burst Area: 30 feet radius sphere, DC 16, Selective; Limited 2: Helpless targets and Trapping)
Mind Blank: Immunity 7 (Damage Effect: Mental Attacks, Uncommon Descriptor: Scrying/detection effects)
Mirage Arcana: Illusion 6 (Affects: Two Sense Types, Area: 500 cft., DC 16; Illusion Area 3)
Necromancy: Summon 1 (Controlled, Horde, Multiple Minions 5: 32 minions)
Weather Control: Environment 6 (Other: 3 points of effect 3, Radius: 900 feet; Selective)
PP 37


Languages
Common, Giant
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Half Celestial PL PL 10/233

Post by kirinke »

Image
Half-celestials are generally attractive, good natured creatures.


ABILITIES
04 STR
10 STA
04 DEX
04 AGL
04 FGT
04 INT
04 AWE
04 PRE
PP 76


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



SKILLS
4(13) Athletics
4(13) Expertise: Magic
4(13) Expertise: Theology/Philosophy
4(13) Expertise: Survival
4(13) Expertise: Tactics
4(13) Insight
4(13) Persuasion
4(13) Treatment
PP 24

ADVANTAGES
Close attack 6
Ranged Attack 6
Accurate attack
Defensive attack
Improved Disarm
Improved Trip
Improved Init x2
Improved aim
Teamwork
Takedown
Luck x2
Language 2
PP 25

CELESTIAL POWERS
Bless: Shapeable Area Enhanced Trait 6 (Traits: Dodge +1 (+1), Parry +1 (+1), Fortitude +1 (+1), Toughness +1 (+1), Will +1 (+1), Advantages: Fearless; Affects Others, Shapeable Area: 30 cft., DC 16, Selective; Fades)
Celestial Light: Healing 10 (Energizing, Persistent, Restorative, Stabilize)
Flame Strike: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Selective)
Globe of Invulnerability: Deflect 10 (Redirection, Reflect)
Protection against evil: Progressive Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Progressive; Limited 2: Creatures of Eviil and Chaos, Limited: Forcng Targets Away from Area)
Ressurection: Healing 10 (Resurrection)
Daylight: Environment 10 (Light (Bright), Radius: 2 miles)
PP 48

DEVICES
12PP Longbow (Easily Removable): Damage: Damage 10 (DC 25; Increased Range: ranged)
12PP Longsword (Easily Removable): Damage: Damage 10 (slashing, DC 25; Penetrating 10)
PP 24

HALF CELESTIAL ATTRIBUTES
10PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Wings)
05PP Celestial Heritage: Immunity 2 (Disease, Poison), Immunity: Immunity 5 (Damage Effect: Magic; Limited - Half Effect)
03PP Celestial Senses: Senses 3 (Darkvision, Low-light Vision)
PP 18



LANGUAGES
Common, Celestial, Draconic
Last edited by kirinke on Fri Sep 21, 2018 12:35 am, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Half Dragon PL 10/233PP

Post by kirinke »

Image

Below is a typical half-dragon/Half-Human (gold heritage). Dragons are an ahem adventurous lot and will try anything once.

Notes
Depending on the type of dragon the creature is crossed with determines immunities and ranged attack:
Black = Acid ranged attack/Immunity Acid
Blue = Lightning aranged attack/Immunity Electricity
Green = Poisonous gas ranged attack/Immunity Acid
Red = Fire ranged attack/Immunity Fire
White = Cold ranged attack/Immunity Cold
Brass = Fire ranged attack/Immunity Fire
Bronze = Lightning ranged attack/Immunity Electricity
Copper = Acid ranged attack/Immunity Acid
Gold = Fire ranged attack/Immunity Fire
Silver = Cold ranged attack/Immunity Cold


ABILITIES
08 STR
10 STA
04 AGL
04 DEX
04 FGT
04 INT
04 AWE
04 PRE
PP 84

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

ADVANTAGES
Languages 2, Accurate Attack, Close Attack 6, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 2, Power Attack, Ranged Attack 6, Taunt
PP 24

Skills
4(13) Acrobatics
8(13) Athletics
4(13) Deception
4(13) Expertise: Magic
4(13) Expertise: Popular Culture
4(13) Expertise: Tactics
4(13) Insight
4(13) Intimidation
4(13) Perception
4(13) Persuasion
PP 29

HALF DRAGON ATTRIBUTES
10PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Wings)
06PP Gold Dragon Heritage: Immunity 6 (Damage Effect: Fire, Environmental Condition: Heat)
12PP Half Dragon Heritage: Immunity 12 (Damage Effect: Sleep, Damage Effect: Paralysis, Disease, Poison)
03PP Half Dragon Senses: Senses 3 (Darkvision, Low-light Vision)
PP 31

HALF DRAGON POWERS
Fire Control: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Precise, Selective)
Fire Shaping: Create 10 (Volume: 1000 cft., DC 20; Precise; Limited: Fire)
Fire Shield: Deflect 10 (Redirection, Reflect)
Fireflash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Perception Area: DC 20 - Visual, Cumulative; Limited: Vision)
PP 47

LANGUAGES
Common, Draconic, Celestial
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Half Demon PL 10/212

Post by kirinke »

Image
Half fiends are usually as horrible as their demonic parent, but because they have mortal heritage, they can also be good.


ABILITIES
08 STR
10 STA
04 AGL
04 DEX
04 FGT
04 INT
04 AWE
04 PRE
PP 84

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

ADVANTAGES
Languages 2, Accurate Attack, Close Attack 6, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 2, Power Attack, Ranged Attack 6, Taunt
PP 24

Skills
4(13) Acrobatics
8(13) Athletics
4(13) Deception
4(13) Expertise: Magic
4(13) Expertise: Popular Culture
4(13) Expertise: Tactics
4(13) Insight
4(13) Intimidation
4(13) Perception
4(13) Persuasion
PP 29



HALF FIEND ATTRIBUTES
10PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Wings)
16PP Half Fiend Heritage: Immunity 27 (Damage Effect: Acid, Damage Effect: Cold, Damage Effect: Electricity, Damage Effect: Fire, Damage Effect: Magic, Environmental Condition: Cold, Environmental Condition: Fire; Limited - Half Effect), Immunity 2 (Disease, Poison)
04PP Half-Fiend Senses: Senses 4 (Darkvision, Infravision, Low-light Vision)
PP 30


HALF FIEND POWERS
Baleful Bindings: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
Dark Blast: Damage 10 (life-drain, DC 25; Increased Range: ranged)
Gloom: Environment 10 (Visibility (-5), Radius: 2 miles)
Night Terrors: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Limited: Fleeing or cowering in terror)
Swallowing Shadow: Movement Attack 1 (Dimensional: shadow world 1: one dimension, 50 lbs., DC 11; Attack: Will, Increased Range 2: perception)
Whip of Foul Darkness: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Reach (ranged) 2: 10 ft.)
PP 27

Languages
Abyssal, Common, Draconic
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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