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Autore Topic: ELADRIN (Azata in Pathfinder)  (Letto 89 volte)
Jarlaxle
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« inserito:: Gennaio 21, 2024, 06:11:54 pm »

LIST OF ELADRIN (AZATA)

D&D ELADRIN
  • Tulani [CR 19] - The ancient faerie lords of the eladrin, who roam seeking peace, beauty, and solitude.
  • Shiradi [CR 14] - among the largest and strongest of the champions of Elysium and travel the planes seeking tyrants to slay and hearts to uplift. Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate.
  • Ghaele [CR 13] - Knights-errant of the celestials who quietly muster resistance and offer guidance to any of good heart.
  • Firre [CR 10] - Firres are the bards of the azatas
  • Shiere [CR 10] - serve and protect Arborea as the noble knights of the eladrin.
  • Noviere [CR 5] - an aquatic eladrin that dwells on Ossa, the second layer of Arborea.
  • Coure [CR 2]- Spritelike eladrins that serve more powerful beings as messengers and scouts.


    OFFICIAL AZATA [ELADRIN]
  • Veranallia [CR 20] – These vine-bodied azatas value the elements and seasons.
  • Brijidine [CR 17] – Fiery brijidines value art, poetry, and spicy delicacies. Brijidines are passionate, powerful azatas attuned to the powers of earth and fire.
  • Prydanu [CR 16] – seems aquatic shiradi
  • Uinuja [CR 15] – Born in Elysium from planar energies charged by pleasant dreams, these azatas watch over and study dreaming mortal minds.
  • Raelis [CR 10] –Androginous. Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the world and beyond searching for epic stories, poems, and simple tall tales. As they travel and quest for ever more obscure tales, they strive to make the world a brighter place—setting wrongs right or acting as agents for divine beings.
  • Lillend [CR 7] – Lillends are lovely, serpentine azatas who appreciate music and storytelling. Tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs.
  • Bralani [CR 6] – Fierce warriors, these azatas enjoy exploration, fierce weather, and games of skill.
  • Yamah [CR 5] – blue-skinned, winged yamahs take action against those who use magic for evil purposes.
  • Gancanagh [CR 4] – Male azatas of extraordinary and radiant beauty, gancanaghs are Elysium’s knights-errant, but they are best known as inveterate wooers of mortals and immortals alike.
  • Thyrlien [CR 4] – A thyrlien is a unique type of azata created by the Goddess of dreams, luck, stars and travelers.
  • Silvanshee [CR 3] - fey cat
  • Lyrakien [CR 2] – The whimsical lyrakien delight in music and travel.

    OTHER FEY
  • Seilenos [CR 19]
  • Wild Hunt Monarch [Cr 19]

    https://www.d20pfsrd.com/bestiary/monster-listings/fey/

    SEASONAL ELADRIN
    https://criticalrole.fandom.com/wiki/Eladrin
    https://gamecows.com/eladrin-5e/

    Spring – Did Somebody Say Mead?
    The spring Eladrin is happy-go-lucky. Every day is an adventure. Most spring Eladrin love to keep moving, play music, and party. This is one of their flaws, considering they are prone to socially-fueled addictions.
    They often love to drink and can be as flirty as a Bard. If you’re a spring Eladrin (or in the spring mood), use joy as your primary attribute and work around it.

    Summer – Violence to End Violence
    The summer Eladrin is fierce. Every day is a battle. This isn’t always bad because it makes them determined – even for good. But it can get them into trouble as they often like to start fights.
    If you’re a summer Eladrin, focus on resolve. This is your best and worst trait – the one that fuels you. You are probably bold, honest, and have a will that no one can break.

    Winter – Only the Strongest Survive
    The winter Eladrin is conservative. Every day is another day survived. They are the most prone to depression but also the most likely to survive an unexpected attack, because they expect the unexpected.
    They may be called cynical, but everything that they do has a purpose – a practical one. They may be critical of others, but only to perfect their plans. You may not have the closest connections during the winter.

    Autumn – Goodwill to Men
    The autumn Eladrin is kind. They have very few flaws that affect others negatively. However, this can come across as martyrdom, so their generosity isn’t always well-received.
    If you’re an autumn Eladrin, selflessness and love are all that drive you. Everything that you have belongs to the party. The only true fall may be the inability to think practically, which can get your entire party killed.


    https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/heralds/

    SHADOW ELADRIN
    https://criticalrole.fandom.com/wiki/Shadar-kai


    FEY RACES
    faun as a race
« Ultima modifica: Agosto 05, 2025, 12:30:12 am da Jarlaxle » Registrato

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« RISPONDI #1 inserito:: Gennaio 21, 2024, 06:15:39 pm »

TULANI [CR 19]
Tulanis are the kings, queens, and high priests of the azatas, ruling great city-states on the plane of Elysium - in name, at least, as their "subjects" are wild individualists who treat the tulanis more as elder siblings and advisers than as rulers, which is just fine by the tulanis. More powerful azatas may exist, and some tulanis pledge loose oaths of loyalty to these fey emperors and empyreal lords, but the majority of tulanis swear fealty only to their subjects. They are among the greatest patrons of art and music in the multiverse.

Tulanis radiate peace, beauty, love, and grace, but when roused to anger, a single tulani can lay waste to entire legions of devils or demons. Only the most powerful angels, titans, and the gods themselves surpass their power on the plane of Elysium.


TULANI
CR: 19 XP: 204,800
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init: +10; Senses: Darkvision 60 ft., detect evil, detect law, detect magic, low-light vision, true seeing; Perception +29
Aura: Holy aura (20 ft.)
__________________________________
AC: 35, touch 17, flat-footed 28 (+6 Dex, +1 dodge, +18 natural)
hp: 294 (19 HD)
Fort +21, Ref +14, Will +18
DR 10/cold iron and evil; Immune: Charm, compulsion, electricity, paralysis, petrification; Resist: Cold 10, fire 10; SR 29
__________________________________
Speed: 40 ft., fly 90 ft. (perfect)
Melee: Sword of light +29/+24/+19/+14 (1d8+10/19-20 plus 2d6 holy)
Ranged: Dream ray +25 touch (1d6 Cha/300 ft.)
Special Attacks: Baleful gaze, bardic performance (46 rounds/day; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance; DC 25)
Spell-Like Abilities (CL 20th, concentration +30, melee touch +25):
Constant - Detect evil, detect law, detect magic, holy aura, true seeing
At will - Cure serious wounds (DC 19), dancing lights, detect thoughts (DC 18), dispel magic, divine favor, empowered chain lightning (DC 22), haste, greater invisibility, greater teleport (self plus 50 lb. of objects only), major image (DC 19), mass charm monster (DC 24), righteous smite, telekinesis (DC 21), wall of force
1/day - Heal (DC 22), meteor swarm (DC 25), power word kill, time stop

__________________________________
Str 22, Dex 22, Con 30, Int 24, Wis 24, Cha 22
Base Atk: +19; CMB: +25; CMD: 41
Feats: Cleave, Combat Expertise, Dodge, Empower Spell-Like Ability (chain lightning), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Power Attack, Whirlwind Attack
Skills: Bluff +28, Diplomacy +28, Fly +28, Intimidate +36, Knowledge (arcana, local, nature) +26, Knowledge (planes) +29, Perception +29, Perform (any one) +28, Sense Motive +29, Spellcraft +29, Stealth +28
Languages: Celestial, Draconic, Infernal, Sylvan, Seldruin; truespeech
SQ: Light form
__________________________________
Environment: Any (Elysium)
Organization: Solitary or court (1 plus 3-12 lyrakiens, 2-8 firres, and 1-4 ghaeles, with a 50% chance of 1-6 bralanis or 1 shiradi)
Treasure: Double standard
__________________________________
Baleful Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 25 negates. The save DC is Charisma-based.
Bardic Performance (Su): A tulani can use bardic performance as an 19th-level bard. If a tulani gains levels as a bard, its bard levels stack with this racial ability for the purpose of determining bardic performance effects.
Dream Ray (Su): In light form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma; an evil creature reduced to 0 Charisma falls into a nightmare-wracked come and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Light Form (Su): A tulani can shift between its solid body and a scintillating sphere of rainbow-hued light as a standard action. In humanoid form, it can't fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, cast spells, and use its bardic performance. In light form, it gains the incorporeal quality - it can still use spell-like abilities in this form, but can't make physical attacks, cast spells, or use its gaze attack. A tulani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears immediately.
Righteous Smite (Sp): A tulani can draw down holy power to smite its enemies. Only evil and neutral creatures are harmed by the ability; good creatures are unaffected. This is the equivalent of a 7th-level spell. It has a range of 290 ft. and affects all creatures within a 20-ft. radius burst. Spell resistance applies against this effect.
Righteous smite deals 19d6 points of damage to evil creatures (or 19d8 points of damage to evil outsiders) and blinds them for 1d4 rounds. A successful Will save (DC 23) reduces damage to half and negates the blinding effect.
Righteous smite deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save (DC 23). The save DCs are Charisma-based.
Spell (Sp): Tulani can choose to cast divine spells as 20th-level clerics or arcane spell as 20th level wizard's arcanists. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list if divine, and both the wizard and bard spellist if arcane.

« Ultima modifica: Maggio 02, 2025, 06:29:43 pm da Jarlaxle » Registrato

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« RISPONDI #2 inserito:: Gennaio 21, 2024, 09:26:11 pm »

SHIRADI [CR 14]
Shiradis are azatas who strive against slavery and bondage, whether physical, mental, or political. They are among the largest and strongest of the champions of Elysium and travel the planes seeking tyrants to slay and hearts to uplift.
Shiradis have a deep, intense hatred of the devils of Hell, the greatest perpetrators of slavery in the entire multiverse. These hot-headed azatas also have a grudge against the stoic inevitables, who often prop up slavery solely on the basis that if laws permit it, it must be followed. Nor are lawful foes their only adversaries - shiradis have a special loathing for kalavakus demons, who enslave both the minds and souls of their victims.
When not engaged in battle, shiradis are jolly and boisterous. They love good food, good drink, and good company. They are fickle and impulsive, but always err on the side of freedom, and never use force or coercion to get their way.


SHIRADI
CR: 14 XP: 38,400
CG Large outsider (azata, chaotic, extraplanar, good, shapechanger)
Init: +5; Senses: Darkvision 60 ft., detect evil, detect law, enchantment awareness, low-light vision, see invisibility; Perception +21
Aura: Holy aura (20 ft., DC 22)
__________________________________
AC: 27, touch 15, flat-footed 21 (+5 Dex, +13 natural, -1 size)
hp: 187 (15 HD)
Fort +17, Ref +12, Will +12
DR 10/cold iron or evil; Immune: Electricity, petrification; Resist: Cold 10, fire 10; SR 25
__________________________________
Speed: 40 ft., fly 90 ft. (good)
Melee: +1 anarchic spiked chain +23/+18/+13 (2d6+13/19-20 plus 2d6 chaotic) or slam +21 (2d6+8 plus lightshard strike)
Space: 10 ft.; Reach: 10 ft. (20 ft. with spiked chain)
Spell-Like Abilities (CL 12th, concentration +16):
Constant - Detect evil, detect law, discern lies (DC 18), holy aura (DC 22), see invisibility
At will - Aid, bless, bless weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse, remove fear, remove paralysis
3/day - Break enchantment, holy smite (DC 18), restoration
1/day - Cloak of chaos (DC 22), heal (DC 20)

__________________________________
Str 27, Dex 20, Con 24, Int 16, Wis 17, Cha 19
Base Atk: +15; CMB: +24 (+26 disarm, trip; +28 disarm with spiked chain); CMD: 37 (39 vs. disarm, trip)
Feats: Combat Expertise, Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (spiked chain), Improved Critical (spiked chain), Improved Disarm, Improved Trip, Lightning Reflexes
Skills: Diplomacy +22, Fly +25, Heal +21, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +18, Perception +21, Perform (any one) +22, Sense Motive +31; Racial Modifiers: +10 Sense Motive
Languages: Common, Draconic, Infernal, Seldruin; truespeech
SQ: Cloud form
__________________________________
Environment: Any (Elysium)
Organization: Solitary
Treasure: Standard
__________________________________
Cloud Form (Su): A shiradi can shift between its solid body and a cloud of light shards as a standard action. In humanoid form, it cannot use its slam attack, but it can fly and use its spell-like abilities and its weapons. In cloud form, it can fly, make slam attacks, and use spell-like abilities, but it cannot use its weapons. A shiradi remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the shiradi revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
Enchantment Awareness (Su): Shiradis are automatically aware of enchantment effects affecting creatures within 20 feet. Shiradis gain a +10 sacred bonus on caster level checks made to dispel enchantment spells or effects when using greater dispel magic or break enchantment.
Lightshard Strike (Su): A shiradi that assumes the form of a cloud of light shards gains a slam attack that deals 2d6 points of damage. The slam is treated as a ghost touch weapon for purposes of hitting incorporeal creatures. In addition, the light shards also act as a greater dispel magic spell targeted upon the creature (CL 12th).
« Ultima modifica: Gennaio 21, 2024, 09:35:02 pm da Jarlaxle » Registrato

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« RISPONDI #3 inserito:: Gennaio 21, 2024, 09:30:50 pm »

FIRRE [CR 10]
Firres are the bards of the azatas. These fiery celestials embody the drive to create inspiring works of art and often act as muses to mortal artists. They are closely affiliated with the more powerful brijidine azatas, who enjoy the firres' company and creative flair.

FIRRE
CR: 10 XP: 9,600
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init: +9; Senses: Darkvision 60 ft., low-light vision; Perception +18
__________________________________
AC: 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp: 114 (12 HD)
Fort +8, Ref +13, Will +11
DR 10/cold iron or evil; Immune: Electricity, fire, petrification; Resist: Cold 10; SR 21
__________________________________
Speed: 30 ft., fly 90 ft. (perfect)
Melee: +1 greatsword +15/+10/+5 (2d6+4/19-20) or slam +14 (1d6+3 plus 1d6 fire; flame form only)
Ranged: +1 javelin +18/+13 (1d6+3)
Special Attacks: Bardic performance (17 rounds/day; countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion; DC 16), fiery gaze
Combat Gear: 3 +1 javelins
Spell-Like Abilities (CL 10th, concentration +13):
At will - Detect thoughts (DC 15), fireball (DC 18), greater invisibility, see invisibility
3/day - Empowered fireball (DC 18), persistent image (DC 18), polymorph, wall of fire
1/day - Prismatic spray (DC 20)

Spells Prepared (CL 10th, concentration +13, ranged touch +17):
5th - Dispel evil (DC 18), flame strike (DC 18)
4th - Dimensional anchor, dismissal (DC 17), tongues
3rd - Continual flame, dispel magic, prayer, searing light
2nd - Align weapon, bear's endurance, eagle's splendor, hold person (DC 15), resist energy
1st - Bless, detect evil, divine favor, remove fear, sanctuary (DC 14), shield of faith
0 (at will) - Detect magic, detect poison, guidance, read magic

__________________________________
Str 14, Dex 20, Con 18, Int 17, Wis 16, Cha 16
Base Atk: +12; CMB: +14; CMD: 29
Feats: Ability Focus (fireball), Dodge, Empower Spell-Like Ability (fireball), Flyby Attack, Improved Initiative, Skill Focus (Perform [selected skill])
Skills: Bluff +18, Diplomacy +18, Fly +20 (+28 in flame form), Intimidate +18, Knowledge (planes) +18, Perception +18, Perform (any one) +24, Sense Motive +18, Spellcraft +18
Languages: Celestial, Draconic, Infernal, Seldruin; truespeech
SQ: Flame form, inspiration
__________________________________
Environment: Any (Elysium)
Organization: Solitary or troupe (2-5)
Treasure: Double standard
__________________________________
Bardic Performance (Su): A firre can use bardic performance as a 6th-level bard. If a firre gains levels as a bard, its bard levels stack with this racial ability for the purpose of determining bardic performance effects.
Fiery Gaze (Su): In humanoid form, a firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 19 Fortitude save negates the blindness. The save DC is Charisma-based.
Flame Form (Su): A firre can shift between its solid body and one made of fire as a standard action. In humanoid form, it cannot fly or use its fiery slam attack, but it can use its fiery gaze, spell-like abilities, bardic performance, and cast spells. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot sing, cast spells, or use its gaze attack. A firre remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the firre revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
Inspiration (Su): Once per day as a full-round action, a firre can give a target creature it can see a +10 competence bonus on the next Craft or Perform check it makes to create or perform a work of art. (At the GM's discretion, this bonus may be applied to other skill checks, such as an Acrobatics check to tumble, as long as it is made for the sake of art or entertainment.) Firres often use this ability while invisible to grant boons to unknowing recipients they deem worthy.
Spells: Firres cast divine spells as 10th-level clerics. They do not gain access to domains or other cleric abilities.
« Ultima modifica: Gennaio 21, 2024, 09:40:57 pm da Jarlaxle » Registrato

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« RISPONDI #4 inserito:: Gennaio 21, 2024, 09:34:26 pm »

SHIERE  [CR 10]
Shieres are the cavalry of the azatas. These angelic knights form the backbone of most Elysian war hosts and make up the bulk of any given azata lord's fighting force, though their masters often give them leave to pursue their own goals as knights-errant. Shieres often adopt personal codes of valor and honor, though they never attempt to force their standards on others. They may appear haughty and aloof, but only because they are so focused on fighting evil. Most shieres appear riding Elysian warhorses, though exceptional individuals may ride unicorns, pegasi, dragon horses, or other noble horselike mounts.

SHIERE
CR: 10 XP: 9,600
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init: +3; Senses: Darkvision 60 ft., detect evil, low-light vision; Perception +18
__________________________________
AC: 26, touch 13, flat-footed 23 (+9 armor, +3 Dex, +2 natural, +2 shield)
hp: 123 (13 HD)
Fort +10, Ref +11, Will +12
DR 10/cold iron or evil; Immune: Electricity, petrification; Resist: Acid 10, cold 10; SR 21
__________________________________
Speed: 40 ft., fly 60 ft. (perfect)
Melee: +1 speed heavy lance +20/+15/+10 (1d8+7/19-20/x3, double damage on a charge while mounted) or +1 keen battleaxe +20/+15/+10 (1d8+9/19-20/x3)
Space: 5 ft.; Reach: 5 ft. (10 ft. with lance)
Special Attacks: Fear gaze
Spell-Like Abilities (CL 10th, concentration +13, +19 melee touch):
Constant - Detect evil
At will - Color spray (DC 14), cure light wounds (DC 14), daylight, see invisibility
3/day - Cone of cold (DC 18), ice storm (DC 17), major image (DC 16), wall of ice
1/day - Heal (DC 19)

Spells Prepared (CL 10th, concentration +12, +19 melee touch):
5th - Righteous might, spell resistance
4th - Cure critical wounds (DC 16), spell immunity, summon monster IV
3rd - Magic vestment, prayer, remove curse
2nd - Aid, bull's strength, enthrall (DC 14), owl's wisdom, spiritual weapon
1st - Bless, divine favor, magic weapon, protection from evil, shield of faith
0 (at will) - Detect magic, light, mending, resistance

__________________________________
Str 23, Dex 16, Con 19, Int 14, Wis 14, Cha 17
Base Atk: +13; CMB: +19; CMD: 32
Feats: Blind-Fight, Great Fortitude, Improved Critical (lance), Iron Will, Mounted Combat, Power Attack, Ride-By Attack
Skills: Acrobatics +20, Escape Artist +20, Fly +11, Handle Animal +20, Intimidate +20, Perception +19, Ride +20, Sense Motive +19, Stealth +20
Languages: Celestial, Infernal, Draconic, Seldruin; truespeech
SQ: Light form, shiere armor
__________________________________
Environment: Any (Elysium)
Organization: Solitary or host (3-24)
Treasure: Standard (+1 light steel shield)
__________________________________
Fear Gaze (Su): A shiere’s gaze causes fear (as the spell) in any creature of evil alignment that meets its eyes at a range of 60 feet on a failed Will save (DC 19). The save DC is Charisma-based.
Light Form (Su): As a standard action, a shiere can assume the form of an incorporeal ball of light once per hour. In solid form, it cannot fly. In light form, the shiere can fly and gains the incorporeal quality - it can use spell-like abilities, but can't make physical attacks or use its gaze, spells, weapons, or armor. While incorporeal, the shiere sheds light as it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the shiere can perform once per round.
A shiere remains in one form until it chooses to assume a new one (it can change from its light ball form to humanoid form as a standard action). A change in form cannot be dispelled, nor does the shiere revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Shiere Armor (Su): Shieres wear specially crafted suits of magical full plate armor made of glass and crystal. This armor has no armor check penalty, a maximum Dex bonus of +4, and an arcane spell failure chance of 20%. If worn by a non-shiere, this armor transmutes into normal full plate armor.
Spells: Shieres cast divine spells as 10th-level clerics. They do not gain access to domains or other cleric abilities.
« Ultima modifica: Gennaio 21, 2024, 09:41:04 pm da Jarlaxle » Registrato

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« RISPONDI #5 inserito:: Maggio 02, 2024, 05:34:12 pm »

half elf half dryad
https://www.d20pfsrd.com/races/3rd-party-races/d20pfsrd-com-publishing/eldryn/

fey mouse (bypedal)
https://www.d20pfsrd.com/races/3rd-party-races/d20pfsrd-com-publishing/mousling/


https://www.d20pfsrd.com/races/3rd-party-races/dreamscarred-press/

avariel
https://www.d20pfsrd.com/races/3rd-party-races/dreamscarred-press/aellar/

half elf half nymph
https://www.d20pfsrd.com/races/3rd-party-races/dreamscarred-press/houri/

half dryad
https://www.d20pfsrd.com/races/3rd-party-races/dreamscarred-press/spring-child/

piper
https://www.d20pfsrd.com/races/3rd-party-races/dreamscarred-press/piper/


svirfneblin
https://www.d20pfsrd.com/races/3rd-party-races/fat-goblin-games/svirfneblin/


animal kin
https://www.d20pfsrd.com/races/3rd-party-races/happy-gnome-publishing/


FAUN
https://www.d20pfsrd.com/races/3rd-party-races/little-red-goblin-races/


Svartalfar (shadow elves)
https://www.d20pfsrd.com/races/3rd-party-races/paizo-fans-united/svartalfar/


Piper (other type)
https://www.d20pfsrd.com/races/3rd-party-races/rogue-genius-games/piper/


fey elf
https://www.d20pfsrd.com/races/3rd-party-races/races-far-distant-future-publishing/fey-elf/




« Ultima modifica: Aprile 06, 2025, 12:44:59 pm da Jarlaxle » Registrato

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« RISPONDI #6 inserito:: Luglio 14, 2024, 05:19:59 pm »

https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/agathion/
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« RISPONDI #7 inserito:: Luglio 24, 2024, 09:43:21 am »

AEOLAEKA[CR 10]
CR 12 CG Outsider (extraplanar)
Clicca per vedere in grandezza originaleThis beautiful humanoid is seemingly carved from stone and twice the height of a typical human. They have satyr-like features, with curling horns and hoofed legs.

Aeolaekas are sometimes called stone azatas, as they embody the chaos of rock and earth. Any substance that can become dust or diamonds is seen by the azatas as embodying chaotic potential. They are, however, more patient than most other azatas, as such transformations tend to require geological timescales to occur. They are often contacted by mortal summoners for their steady heads and willingness to make lasting pacts. Some of the angelic statues found in city squares or public buildings might even by an aeolaeka waiting patiently for the time when its contract needs to be fulfilled and it must fight to protect the innocent.

An aeolaeka is an implacable foe, batting aside lesser enemies in order to concentrate on the one it considers most dangerous (often the one dealing the most collateral damage). If facing a mass of enemies, they can crush them with an avalanche of magical boulders, but wouldn’t dare use this ability if innocents might be caught in the crossfire. They might make hit and run attacks if in a cave or on solid ground, using earth glide to take enemies unaware, but only if their charges are suitably protected without their direct physical presence. All aeolaekas are willing to fight to the death against the forces of evil if they must.

When not attending to mortal affairs, aeolaekas are often found admiring geological processes. As they are immortal and patient, one might remain in a cave for millennia to watch how stalactites and stalagmites grow and crumble, whereas another might live atop a mountain to monitor its erosion versus uplift. They often take the long term view, which makes them slightly at odds with typical azatas, but they get along well with creatures of elemental earth, even lawful ones such as shaitans. They often fight against evil elemental creatures, particularly salamanders and efreets.

A typical aeolaeka is twelve feet tall.

Aeolaeka  [CR 12]
XP 19,200
CG Large outsider (azata, chaos, earth, extraplanar, good)
Init +4; Senses darkvision 60 ft., Perception +16, tremorsense 60 ft.
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Defense
AC 28, touch 13, flat-footed 24 (-1 size, +4 Dex, +15 natural)
hp 150 (12d10+84)
Fort +15, Ref +8, Will +13
DR 15/cold iron and good; Immune electricity, petrification; Resist cold 10, fire 10; SR 23
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Offense
Speed 30 ft., burrow 30 ft (earth glide)
Melee +1 holy warhammer +17/+12/+7 (2d6+6/x3 plus 2d6 to non-good), slam +11 (1d8+2) or 2 slams +16 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks earthbind, liberate the earth, sacred hammer
Spell-like Abilities CL 12th, concentration +15
3/day—locate creature, stone tell, wall of stone
1/day—blade barrier (DC 19), flesh to stone (DC 19), stone to flesh
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Statistics
Str 21, Dex 18, Con 25, Int 14, Wis 21, Cha 16
Base Atk +12; CMB +18 (+20 bull rush); CMD 32 (34 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Persuasive, Power Attack, Stand Still
Skills Acrobatics +15 (+19 when jumping), Climb +13, Diplomacy +22, Intimidate +22, Knowledge (engineering, geography) +10, Knowledge (nature, planes) +17, Perception +16, Stealth +11 (+19 among stone); Racial Modifiers +8 Stealth among stone
Languages Celestial, Draconic, Infernal, Terran, truespeech
SQ freeze (statue)
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Ecology
Environment any land or underground (Elysium)
Organization solitary, pair or garden (3-8)
Treasure standard (+1 warhammer, other treasure)
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Special Abilities
Earthbind (Su) As a standard action, an aeolaeka can target a creature within 120 feet with supernatural bindings. If the creature fails a DC 19 Fortitude save, it falls safely up to 120 feet, and cannot fly or levitate for 12 rounds if it touches the ground. If it succeeds its save, it falls 60 feet, but its ability to fly is unaffected. The save DC is Charisma based.
Liberate the Earth (Su) As a standard action, an aeolaeka can create a 60 foot line of rolling boulders. All creatures in the area take 10d6 bludgeoning damage and fall prone; a successful DC 19 Reflex save halves the damage and negates the prone condition. This damage counts as magic and good for the purposes of overcoming damage reduction. The area affected becomes difficult terrain for 24 hours, after which the stones crumble into dust. An aeolaeka must wait 1d4 rounds between uses of this ability. The save DC is Charisma based.
Sacred Hammer (Su) Any bludgeoning weapon wielded by an aeolaeka gains the holy weapon quality for as long as the aeolaeka wields it. Thrown weapons or projectiles lose this quality 1 round after being launched.


« Ultima modifica: Luglio 24, 2024, 09:51:09 am da Jarlaxle » Registrato

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« RISPONDI #8 inserito:: Novembre 03, 2024, 01:20:34 pm »

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