Bestiary: Elysium

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Aasimon

Astral Deva


Race: Outsider SR: 82 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 74% KB: (none)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: Ac Co Di + So
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Silence Aura: Spell Immunity: Silence or Immunity: Silence or You are awed into silence in the deva's presence! (no save). [Do both truly work? Or only Immunity: Silence as in Celestial Defiance]
Reprisal: Will Save vs DC 54 or So in a small area: The deva uses Reprisal!.
Astral Devas can be Disintegrated and Imploded. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

Astral devas watch over lesser beings of good alignment and help when they can. In particular, they are patrons of planar travelers and powerful creatures undertaking good causes.

They are tasked with bringing justice to the heart of Evil on the Lower Planes. If commanded by the power they serve, they can enter any layer of any lower plane without passing through the intermediate layers.

Supply and lithe, devas look like beautiful humans with long, feathery wings, golden skin, and amber eyes.

Monadic Deva


Race: Outsider SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 80% KB: (none)
Takes: Pi Sl, So Ne, b Heals: (none) Deals: Co El Di
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone
Special Abilities: Knockdown versus Strength check, DC 36.
Monadic Devas can be Disintegrated and Imploded. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

By far the most stoic of their kind, monadic devas keep an eye on the Ethereal Plane and the Elemental Planes at the request of their heavenly masters. This assignment has granted them heroic patience and a greater appreciation for balance than found among their counterparts.

The bulk of neutral good devas come from the ranks of the monadics.

Monadic devas have dark brown skin, jet hair, and piercing green eyes.

While astral and movanic devas appreciate battle, monadic devas adore it and view combat as a welcome break from their tedious watch. They prefer to charm any elemental foes, and they move in to harry enemies with powerful blows from their maces.

Movanic Deva


Race: Outsider SR: 83 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 61% KB: Po (personal)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: El Fi Di
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Knockdown versus Dexterity check, DC 36.
Movanic Devas can be Drowned. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

As the most numerous and weakest of their kind, movanic devas serve proudly as infantry against the hordes of evil. Tasked with serving the needs of the Positive Energy Plane, the Negative Energy Plane, and the Material Plane, some movanic devas consider themselves more worldly than their astral and monadic counterparts, since their travels grant them a better grasp of mortal affairs.

Slender and exceedingly agile, movanic devas have milky white skin and silvery hair and eyes. When at peace among mortals, they prefer to take the form of a humanoid or animal.

Planetar


Race: Outsider SR: 84 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 83% KB: (none)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: Co El Di
Misc Imm: Death Magic Level/Abil Drain Fear Freedom Knockdown Mind Spells Paralysis Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Spell Failure Aura: All PC spells inside the massive green aura fail.
Summons Allies: Summons 3-4 Devas once Badly Wounded; these can be Banished or Dismissed.
One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties. Ne immunity is often buffed over 100% by Deathless Priestesses, making So the best damage type to deal against Planetars.

Planetars serve as mighty generals of celestial armies. They also help powerful mortals on missions of good, particularly those that involve battles with fiends.

Planetars resemble massively muscular humans with smooth emerald skin, white-feathered wings, and hairless heads.

Archons

Hound Archon


Race: Outsider SR: 74 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 37% KB: (none)
Takes: Bl Pi Sl, Co Ne, a Heals: (none) Deals: El So Ma
Misc Imm: Level/Abil Drain Poison Death Magic Petrification
Spell Imm: Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dev Crit, Fort save vs DC 53 or die.
One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

Hound archons look like well-muscled humans with canine heads. The seek to defend the innocent and the helpless against evil.

Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their strong legs indicate that fleeing enemies won't get very far.

Lantern Archon


Race: Outsider SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 65% KB: Fi (personal)
Takes: Pi Sl, Ac Ne, b c Heals: (none) Deals: El Fi Po
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: There are two different Lantern Archons: one mords on-hit, the other breaches on-hit.
Darkness penalty: -50% to all elemental & exotic immunities.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Lantern archons are very friendly and usually eager to give what assistance they can. However, their bodies are just gaseous globes, and they are much too weak to render any material aid. When provoked, on the other hand, they can be deadly foes, blasting opponents with rays of focused energy.

Guardinals

Avoral


Race: Outsider SR: 84 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 49% KB: (none)
Takes: Bl Sl, Co Ne, p s Heals: (none) Deals: Ac So Di
Misc Imm: Mind Spells Petrification
Spell Imm: Harm, Mass Harm, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Knockdown versus Discipline check DC 90. Reflex Save vs. DC 57 Toss!


Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

Avorals have the bodies of tall, muscular humans, but their arms are long, powerful wings.

An avoral's wings feature small hands at the midpoints. When its wings are folded, these appendages are about where human hands would be and can do nearly anything hands can.

Avorals' lower legs feature strong talons and feathery vanes to act as a tail in flight. Their faces are more human than avian, but the hair resembles a feather cowl, and the eyes are bright gold. Their chests are exceptionally deep and powerful, anchoring their wing muscles. Their bones are strong but hollow, so even the largest avorals weigh no more than 120 pounds.

Their visual acuity is unbelievable. They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature's eyes at 200 paces.

On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its rock-hard talos and make full use of its aerial speed and agility.

Cervidal


Race: Shapechanger SR: 76 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co Ma, f Heals: (none) Deals: Co El Po
Misc Imm: Knockdown Petrification
Spell Imm: Implosion, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Vulnerable to Weird.

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.


Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

Among the most common of the guardinals of Elysium are the satyrlike cervidals. Theiir home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria seriously and are rarely found elsewhere except in times of great need.

A cervidals' body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature's most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human's, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver brutal attacks.

Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar'ri, but cervidals seldom have the luxury of fighting an equal number of opponents.

Equinal


Race: Shapechanger SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co Ma, f Heals: (none) Deals: Ac El Di
Misc Imm: Mind Spells Fear Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Bard and Curse Songs. Note this adds So to melee damage dealt to the PCs by mobs.
Vulnerable to Drown.

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

Equinals resemble a human with some of the qualities of a draft horse. Their chests and shoulders are of heroic proportion, and their long arms end in think, iron-hard fingers that make a creditable hoof when curled into a fist. Their legs are even more horselike, with a long foot ending in a true hoof.

Along with cervidals, equinals are the most common guardinals. They are strong, boisterous, and generally good-natured champions of good. They stand just shy of 8 feet tall when standing on their hindquarters, but their chests are like barrels and they weigh over 600 pounds.

In combat, equinals disdain the use of weapons and wade into melee with their iron-hard fists. They embrace any reasonable opportunity to stand hoof-to-toe with evil creatures and beat them senseless. They never back down from a fight, even when obviously outmatched.

Leonal


Race: Shapechanger SR: 76 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 30% KB: (none)
Takes: Bl Pi Sl, Co Ma, s Heals: (none) Deals: Ac El Di
Misc Imm: Mind Spells Fear Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Str check DC 26 [what does this do?]
Discipline Check [versus what DC]. Failure results in shredded robes or light armour.
Vulnerable to Drown. Scroll of the Miser can restore shredded gear.

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the

musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

One of the most powerful guardinal forms, a leonal is every bit as regal as a lion of the Material Plane. And as a foe, it can be just as terrifying, bellowng mighty roars and slashing with razor sharp claws.

A leonal is a squat, muscular humanoid covered in short, tawny fur. It has the head of a lion, complete with a golden, flowing mane and a short muzzle. Its yawn exposes rows of long, sharp teeth.

Leonals like thier battles as straightfoward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another's flanks and setting up devastating attacks.

Lupinal


Race: Shapechanger SR: 81 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co Ma, s Heals: (none) Deals: Ac El Di
Misc Imm: Petrification
Spell Imm: Harm, Mass Harm, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Fort Save versus DC 56 [what does this do?]
Vulnerable to Weird.

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the

musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

As the name implies, lupinals are half-human, half-wolf creatures. They are constantly on the prowl for evil intrusions into their territory, be it Elysium or a piece of the Material Plane that they have made their own. Lupinals are more likely than other guardinals to make their homes outside Elysium and assist other beings in repelling evil incursions.

Perhaps because of their pack-based society, lupinals are more lawful than other natives of Elysium. In group activities, they operate in close cooperation and perfect harmony. Even solitary lupinals are rarely more than an hour away from allies.

At first glance, a lupinal might be mistaken for a werewolf, with its long muzle, fur, and backward-bending canine legs. But where lycanthropes are savage and animal-like, lupinals are intelligent, regal, and poised - though they are quick to anger and ferocious when aroused.

Lupinals are exceptionally skilled in combat. They use pack tactics with great skill. Their approach often involves ambush, deception, and misdirection as well.


Ursinal


Race: Shapechanger SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 66% KB: (none)
Takes: Co is effective Heals: (none) Deals: Ac Fi Ma
Misc Imm: (unknown)
Spell Imm: Immune to levels 1-7
Special Abilities: Casts spells as a level 60 pure mage with Legendary Spell Penetration (68 Spell Pen).
Mordable Buffs: Energy Buffer, Energy Immunity (cold), Ethereal Visage, Negative Energy Protection, Premonition, Shadow Shield & Spell Mantle.
Combat spells: Bigby's Crushing Hand and Great Thunderclap (inflicts So vulnerability).
Special Melee Attack: Bear Hug (domination effect).
Spell Mantle must be breached or morded away before they can be hit with spells (level 8 and 9 only).

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. There are seven varieties of guardinal: the avoral, the cervidal, the equinal, the leonal, the lupinal, the

musteval, and the ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours.

Ursinals have distinctive bearlike attributes. Their bodies are covered with fur that varies in color from light gold to red to golden-brown. Hair grows thick and long on their forearms, back, and lower legs but thin and fine on its torso and face. Their faces, which have pronounced muzzles and high-set ears, are kindly looking.

Ursinals are the scholars and philosophers of the guardinals, benevolent and wise. They serve as advisors to the leonals and record-keepers of Elysium. They enjoy sharing their knowledge, often at great length with endless digressions.

Ursinals stand just over 8 feet tall and weigh close to 700 pounds. The dislike combat and avoid physical confrontations as long as possible, but they are as fierce once they enter melee as any dire bear.

Animals

Elysian Bear


Race: Animal SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, El Ma, b f Heals: (none) Deals: Co So Po
Misc Imm: Ability Drain Knockdown
Spell Imm: Harm, Mass Harm, and Drown
Special Abilities:
Vulnerable to Weird.

Elysian creatures are typically much larger and more intelligent than their Prime Material counterparts, and are often possessed of extraordinary powers and magical traits. They possess a limited empathy, and can tell with rough accuracy the intentions of visitors to their plane.

Elysian Boar


Race: Animal SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, El Ma, b f Heals: (none) Deals: Co So Po
Misc Imm: Ability Drain Knockdown
Spell Imm: Harm, Mass Harm, and Drown
Special Abilities:
Vulnerable to Weird.

Elysian creatures are typically much larger and more intelligent than their Prime Material counterparts, and are often possessed of extraordinary powers and magical traits. They possess a limited empathy, and can tell with rough accuracy the intentions of visitors to their plane.

Constructs

Prismatic Golem


Race: Construct SR: 100 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: Random + Po (area-wide)
Takes: Do Not Hit
Ne, b
Heals: Po Deals: 2 random Element types + Po
Misc Imm: Mind Spells Poison Disease Fear Paralysis Freedom Knockdown Critical Hits Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, Call of Stone, Bigbys Clenched Fist, and Crumble
Special Abilities:
Prismatic Golems are vulnerable to Death Magic. Death Spell and Greater Ruin are effective.

A prismatic golem is a construct of pure light gathered from the luminescence of the plane of Elysium. Celestial spellcasters, always endeavoring to achieve the art of perfection, find that light compacted to its essence makes for a radiant servant.

A prismatic golem has no weight and cannot speak, although it nods to acknowledge a valid command.

When commanded, a prismatic golem moves up to a foe and strikes him him with its tendrils. The golem is disarmingly fast and elusive, so it never hesitates to distance itself from those who can hurt it.

Dragons

Silver Dragonkin Monk


Race: Dragon SR: 76 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 60% KB: (none)
Takes: Bl Pi Sl, Fi Di, a Heals: (none) Deals: Co So Ma
Misc Imm: Level/Abil Drain Knockdown Death Magic
Spell Imm: Harm, Mass Harm, Implosion, and Disintegrate
Special Abilities:
Gaze Reflection: Reflects gaze attacks back at the party.
Vulnerable to Weird.

Dragonkin are humanoid creatures believed to be distant cousins of dragons. Found in wild tribes or serving human masters, their brute strength and sharp claws make them a deadly threat.

Dragonkin are humanoids of 8 to 9 feet in height with draconic features. Their scaled hides resembled those of the dragons they are kin to, and their faces are decidedly draconic. They also typically share the strengths, weaknesses, and mindset of their larger kindred.

Silver Dragonkin Sorcerer


Race: Dragon SR: 70 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 85% KB: Co Ma (personal)
Takes: Bl Pi Sl, Fi Di, a Heals: (none) Deals: (none) + Spells
Misc Imm: Level/Abil Drain Death Magic
Spell Imm: Harm, Mass Harm, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Casts spells as a level 60 pure sorcerer with Legendary Spell Penetration (68 Spell Pen).
Mordable Buffs: Elemental Shield, Endure Elements, Energy Buffer, Energy Immunity (fire), Mind Blank, Premonition & Spell Mantle.
Combat spells: Bigby's Grasping Hand, Cone of Cold (inflicts Co vulnerability), Ice Dagger, Incendiary Cloud, Mordenkainen's Disjunction and Spell Breach.
Epic Spell: Starfire Force.
Special spell: Ice Prison (Crumble or Remove Curse to free the trapped PC).
Gaze Reflection: Reflects gaze attacks back at the party.
Vulnerable to Weird once their Spell Mantle has been breached or morded away.

Dragonkin are humanoid creatures believed to be distant cousins of dragons. Found in wild tribes or serving human masters, their brute strength and sharp claws make them a deadly threat.

Dragonkin are humanoids of 8 to 9 feet in height with draconic features. Their scaled hides resembled those of the dragons they are kin to, and their faces are decidedly draconic. They also typically share the strengths, weaknesses, and mindset of their larger kindred.

Young Silver Dragon


Race: Dragon SR: 78 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 60% KB: Co Po (personal)
Takes: Bl Pi Sl, Ac Fi Di Heals: (none) Deals: Co So Ma
Misc Imm: Level/Abil Drain Knockdown Death Magic
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:
Wing Buffet: Knockdown versus Strength check, DC 36.
Breath Weapon: Co.
Gaze Reflection: Reflects gaze attacks back at the party.
Vulnerable to Weird.

Silver dragons enjoy the company of humanoids and often take the form of kindly old men or fair damsels. They cheerfully assist good creatures in genuine need, but usually avoid interfering with other creatures until their assistance is requested or until inaction would allow something evil to come to pass. They hate injustice and cruelty, though they concern themselves less with punishing or rooting out evildoers than with protecting the innocent and healing their hurts.

Though they can be found nearly anywhere, silver dragons love high mountains and vast, open skies with billowing clouds. They enjoy flying and sometimes soar for hours just for the pleasure of it.

Silver and red dragons often come into conflict. This is only partly because they lair in similar territories. Silver dragons despise red dragons for their love of carnage and penchant for destruction. Duels between the two varieties aare furious and deadly, but silver dragons generally get the upper hand, usually by working together against their foes, and often by accepting assistance from nondragons.

Silver dragons prefer aerial lairs on secluded mountain peaks or amid the clouds themselves. A cloud lair always has an enchanted area with a solic floor for laying eggs and storing treasure.

Silver dragons often dwell in towns or in dungeons. When doing so, they typically take a humanoid form and blend in with the rest of the population. They always situate themselves near one or more open areas where they have space to assume their true forms when necessary.

Elementals

Elysian Carillon


Race: Elemental SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 77% KB: So Po (area-wide)
Takes: Do Not Hit
Bl Pi Sl, El Ne, f
Heals: (none) Deals: Co So Po
Misc Imm: Poison Disease Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigbys Clenched Fist
Special Abilities:
Vulnerable to Implosion.

Carillons are beings of light and sound that roam the layers of Elysium, coasting on the warm airs. They manipulate gases to produce sound and light, as can alter the mix of gases in their area to produce reactions in creatures ranging from relaxation to deep slumber - or death, if the carillon is threatened. Creatures of good alignment find the sonorous touch of a carillon soothing and its vapors soothing. Those of evil bent, however, or who come with base motives in their hearts, quickly find themselves falling into stupors and suffocating on the fumes.

Elysian Waterspout


Race: Elemental SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 75% KB: Co Di (area-wide)
Takes: Do Not Hit
Bl Pi Sl, Ac Ne, c
Heals: (none) Deals: Co El Di
Misc Imm: Poison Disease Level/Abil Drain Knockdown Sneak Attack Critical Hits Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigbys Clenched Fist
Special Abilities:
Drown: Constitution check versus DC 38 or die: The waterspout floods your lungs with water! It also makes annoying bubbling sounds in your speakers for the rest of the run.
Can be dominated. Vulnerable to Weird.

Just as carillons roam the skies of Elysium, waterspouts roam the waters, channeling cool currents of fresh, clean water for drinking, and warm, relaxing waters for soaking. When danger threatens, however, they are quick to leave the water in defense of their home, drowning any who would do harm.

Magical Beasts

Blink Dog


Race: Magical Beast SR: 70 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 64% KB: (none)
Takes: Bl Pi Sl, Ac Ma, s Heals: (none) Deals: Co El Po
Misc Imm: Knockdown
Spell Imm: Implosion, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Blinking.
Vulnerable to Weird.

The blink dog is an intelligent canine that has a limited teleportation ability.

Blink dogs have yellow-brown fur and are larger and stockier than other kinds of wild dogs. They are social animals, traveling in packs, and eat equal amounts of meat and plant matter. They avoid human lands but drive off evil humanoids that enter their territory.

They speak their own language, a complex mixture of barks, yips, whines, and growls that can transmit complex information. When not hunting, they are playful with each other but very protective of their pups, which outsiders sometimes steal to train as guard animals. Blink dogs and displacer beasts are natural enemies.

Elysian Thrush


Race: Magical Beast SR: 85 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 55% KB: (none)
Takes: Bl Pi Sl, Ac Ma, f Heals: (none) Deals: Co El Po
Misc Imm: Charm Domination Confuse Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Domination: Concentration check versus DC {55 + 5/Thrush} (1 thrush = DC 60, 2 thrushes = DC 65, 3 thrushes = DC 70, etc.): You are mesmerized by the thrush's song! Once failed, there is an additional Animal Empathy check versus DC 90 [but what does it do?]
Heals Allies: Much like Kocrachons, Thrushes heal their allies within a certain area.
Vulnerable to Weird.

This richly hued songbird is about two feet long and has a wingspan of about three and a half feet. By virtue of their beautiful song, Elysian thrushes contribute to the overall feeling of joy and contentment that suffuses the Blessed Fields of Elysium. Their song has a soporific effect that can entrap those who hear it.

Outsiders

Djinni


Race: Outsider SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 77% KB: (none)
Takes: Fi is effective Heals: (none) Deals: El So Ma
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities:
Confusion: DC 30 Charisma check.
Knockdown: DC 57 Reflex: The Djinni's whirlwind bears you to the ground!
Djinnis are immune to KV. They are good targets for Greater Ruin. Disarming or Stoning also works well as does Assassin MS.

The djinn are genies from the Elemental Plane of Air. They live on floating islands of earth and rock, each ruled by a sheik.They are about 10 1/2 feet tall, but weigh only about 100 pounds. When engaged in combat, they will often use their control of their element to harass attackers with violent whirlwinds.

Undead

Deathless Paladin


Race: Undead SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 50% KB: Di (personal)
Takes: Bl Pi Sl, Co Ne, a Heals: Po Deals: Fi Ma Po
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic
Spell Imm: Heal, Mass Heal, Word of Faith, Implosion, Drown, and Disintegrate
Special Abilities:
Mordable Buffs: Divine Favour and Freedom of Movement.
Deathless can be stoned, and can be killed with Undeath to Death (UtD).

Deathless are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.

Deatless Priestess


Race: Undead SR: 76 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 55% KB: Co (personal)
Takes: Bl Pi Sl, Co, a Heals: Po Deals: Fi So Di + Spells
Misc Imm: Mind Spells Poison Disease Blindness Deafness Level/Abil Drain Sneak Attack Critical Hits Death Magic
Spell Imm: Heal, Mass Heal, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Casts spells as a level 60 pure cleric with Legendary Spell Penetration (68 Spell Pen).
Mordable Buffs: Conviction, Negative Energy Protection, Spell Resistance & Undeath's Eternal Foe.
Combat spells: Greater Dispelling, Implosion (spam, DC = 60 Fort), Searing Light & Word of Faith.
Epic Spell: Annihilation (inflicts Di vulnerability and causes unrestorable Blindness for a short time).
Special Aura: Bolstering: Creates an aura around herself that increases the Turn Resistance of nearby allies.
Deathless can be stoned, and can be killed with Undeath to Death (UtD). Deathless Priestesses are also vulnerable to Bigby's Forceful Hand.
Note that her NEP and UEF buffs can affect her allies, giving Blindness and Deafness immunities which confuse the Know Vulnerabilities spell.

Deathless are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.

Deathless Slinger


Race: Undead SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co Ne, a Heals: Po Deals: So Po
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Sneak Attack Critical Hits Death Magic
Spell Imm: Heal, Mass Heal, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Shoots bullets from it's sling that Breach on-hit.
Deathless can be stoned, and can be killed with Undeath to Death (UtD). Deathless Slingers are also vulnerable to Bigby's Forceful Hand.

Deathless are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.
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