Monsters-Aliens-2

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SPACE MINOTAUR

ASTRAL MAULER

TORTURE MACHINE

BURNING MAN

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XP 4,800 CR 8 SPACE MINOTAUR

CN Large monstrous humanoid (chaotic) soldier, Nuar hybrid

Init +4; Senses darkvision 60 ft. , blindsense 60 ft., ultravision 60 ft.; Perception +16

EAC 20; KAC 22 HP 125 Fort +12; Ref +8; Will +9

OFFENSE Speed 35 ft.

Melee huge axe +19 (3d4+14 S; critical sever limb, cryo cauterize.

Ranged handaxe +16 (3d6+8 P; critical bleed)

Space 10 ft.; Reach 10 ft.

Offensive abilities natural weapons, trample, Horns, Hooves.

TACTICS

Smackdown Savage. The Best Damn Contender for the Tag Team Title, Without a Shadow of a Doubt.

STATISTICS

Str +6; Dex +4; Con +2; Int +0; Wis +0; Cha +0

Skills Athletics +16, Intimidate +16, Survival +21

Languages Arkanen, Orc, Triaxian

Gear list gear here e.g. Armor, Ammunition

ECOLOGY

Somewhere during the Gap a cabal of psychic wizards enslaved and souped up their Nuar slaves. These escapees work for themselves now, forming brigand squads or pirate crews.

The layout of their ships or bases will always confuse the hacking, spelunking, or infiltration of their enemies.

SOLDIER ABILITIES

Resolve points 5

Soldier abilities Opening Volley, Charge Attack

Gore (Ex) A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain

Knockdown (Ex) When a nuar enforcer scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect.

Maze Mind (Ex) Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + (CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.

Soldier gear lashunta ringwear II, maze-core frostbite-class zero rifle and tactical cryo-glaive with 2 high-capacity batteries (40 charges each), frag grenades II (3)

SPECIAL ABILITIES

Natural Weapons (Ex) Natural weapons (and natural attacks), such as bite, claw, or slam don't require ammunition and can't be disarmed or sundered.

Trample (Ex) As a full action, the creature can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can't make an attack of opportunity against the trampling creature due to the creature's movement. A creature can deal trample damage to a given target only once per round. Guidelines The amount of damage the trample deals should be the same as the creature's standard melee damage.

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Astral Mauler

CN Large outsider (extraplanar) solarian CR 10 XP 9,600

Init +5; Senses darkvision 60 ft., blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +19

DEFENSE HP 165 EAC 23; KAC 25

Fort +12; Ref +10; Will +11

DR 1/-; Weaknesses conjuration; vulnerable to adamantium; silver cord dependent

OFFENSE

Speed 55 ft.

Melee bash +22 (3d4+18 C; critical dispel)

Space 10 ft.; Reach 10 ft.

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

Str +8; Dex +5; Con +0; Int +0; Wis +0; Cha +3

Skills Disguise +19, Intimidate +24, Mysticism +19, Stealth +19

Languages Aklo, Kasatha, Limited telepathy

Other abilities earth glide, water breathing

Gear list gear here e.g. Armor, Ammunition

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

Text Gains the extraplanar subtype when it isn't on the Astral Plane.

SOLARIAN ABILITIES

Resolve points 5

Solarian abilities Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 10th-level stellar revelation, one 6th-level stellar revelation, and one zenith revelation.

Solarian special rules Choose one solar manifestation, either solar armor or solar weapon. For a solarian creature with solar armor, its EAC and KAC each increase by 1 and it receives the energy resistance listed in the table of solarian class features. For a solarian creature with a solar weapon, that weapon deals the standard melee damage for the NPC’s CR from Table 2

Solarian gear A solarian’s gear selection depends on whether you choose solar armor or solar weapon for its solar manifestation. Solar Armor: Light armor (item level = CR), small arm (item level = CR), and advanced melee weapon (item level = CR + 1). Solar Weapon: Light armor (item level = CR), small arm (item level = CR), and solarian crystal (item level = CR).

SPECIAL ABILITIES

Earth Glide (Ex) When the creature burrows, it can pass through dirt, stone, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.

Immunity (Ex Or Su) The creature takes no damage from the listed source. Creatures can be immune to certain types of damage, types of afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune to critical hits doesn't take double damage or suffer critical hit effects. A creature that is immune to a listed source doesn't suffer from its effects or from any secondary effects that it would trigger. Guidelines A creature usually has one immunity, plus one for every 5 CR. Broad immunities like immunity to mind-affecting effects or all magic should be chosen with caution and might count as multiple abilities.

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Torture Closet XP 6,400 CR 9

NE Large construct (technological) mystic

Init +0; Senses darkvision 60 ft., low-light vision, blindsense 60 ft.;

Perception +17

DEFENSE

EAC 21; KAC 22 HP 120

Fort +8; Ref +8; Will +12

DR 5/good; Immunities construct immunities;

Weaknesses explosives in compartment;

vulnerable to heavy water; gravity dependent

OFFENSE

Speed 5 ft.

Melee envelop +15 (3d4+9 B; critical engulf)

Ranged psi-beam +17 (2d6+9 E & F; critical ~~~~)

Space 10 ft.; Reach 10 ft.

Mystic Spells Known (CL 9th; ranged +17)

3rd (3/day) - Charm Monster (DC 20), Deep Slumber (DC 20)

2nd (6/day) - Daze Monster (DC 19), Hold Person (DC 19), Inflict Pain (DC 19),

Mind Thrust (Level 2) (DC 19)

1st (at will) - Mystic Cure (Level 1) (DC 18) TK Hand, Token Spell, Mending, Transfer Charge

TACTICS

This disgusting creature will insinuate itself into a cargo shipment, or medical delivery, or office equipment. It masquerades as a normal device, healing creatures, or making small items, recharging batteries, doing 3-D printing, etc. Then after it has become accepted, someone will be enticed into its work chamber, and they will suffer there until rescued or they die of panic over load. It will then dispose of the body in a clever manner, such as garbage disposal, airlock, sewer hole, or place it in someone's cabin to implicate them. Uses variety of spells or subterfuge to lure victims to either enter the chamber voluntarily, or be charmed to do so. It can hear normally, but will only speak to someone in its chamber.

It uses an external LCD to communicate its basic functions, masquerading as a tech device.

STATISTICS

Str +0; Dex +0; Con +4; Int +0; Wis +6; Cha +3

Skills Disguise +22, Intimidate +22, Medicine +17, Mysticism +22; Stealth +8;

Engineering +5; Bluff +5; Computers +5 Life Sci +5; Phys Sci +5

Languages Draconic, Drow, Eoxian, Infernal, Limited telepathy

Other abilities unliving, manipulation tendrils.

ECOLOGY

Resembles a large industrial device, 7 foot tall cylindrical, with a control panel, interior soundproof chamber, It has a red “spotlight” or “scanner” on top. and it can simulate a variety of outlets, plug-ins, and interfaces on its lower rim. Who or what invented it is a mystery, but it carbon-dates to mid-gap, and it speaks Eoxian. The device actually grants +4 to users who are crafting pharmaceuticals, serums, or small devices such as stints, syringes, splints, etc. It has dozens of tiny rollagons on its lower side, and moves smoothly and quietly.

When the creature isn't on its home planet of Eox, it gains the extraplanar subtype, and can be banished.

MYSTIC ABILITIES

Resolve points 5

Mystic abilities mindlink. Balcklash, Sow Doubt.

Mystic gear Aeon stone implanted in spotlight. Entire device can work as a mnemonic editor, but always introduces catastrophic flaws into the target.

SPECIAL ABILITIES

If an area effect spell or weapon, or grenade damages the interior chamber (not normally open in combat) then the damage is 150% and the hardness does not apply.

If heavy water is splashed onto the creature, it suffers D12 damage per gallon, and suffers as if on the Wisdom poison track until is completely dried off.

The creature needs gravity to function. If it finds itself in a zero-grav environment, it will drop whatever it is doing to move itself to the nearest surface, and anchor itself. (Using TK hand to move, and Token spell to create some glue for itself.

Grab (Ex) If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally. Interior is Hardness 20, Sonic Resist 40.

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Init +0; Senses blindsight (vibration) 60 ft., sightless, blindsense 60 ft., darkvision 60 ft.; Perception +16

Fort +7; Ref +7; Will +11

Defensive abilities regeneration; DR 1/lawful; Immunities Ooze immunities, fire; Weaknesses vulnerable to cold

OFFENSE

Speed 25 ft.

Melee burn smash +15 (1d8+8 F; critical burn)

Ranged glob +13 (1d10+8 E & F; critical burn, stagger)

Space 10 ft.; Reach 10 ft.

Mystic Spells Known (CL 8th; ranged +13)

3rd (3/day) - Irradiate (DC 20), Ray of Exhaustion (DC 20)

2nd (6/day) - Fog Cloud, Inflict Pain (DC 19), Mystic Cure (Level 2) (DC 19), Spider Climb (DC 19)

1st (at will) - Fear (Level 1) (DC 18), Wisp Ally

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

Str +0; Dex +0; Con +4; Int +0; Wis +6; Cha +2

Skills Intimidate +21, Mysticism +21, Sense Motive +16, Survival +21

Languages Ignan, Infernal

Other abilities mindless

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

Text When the creature isn't on its home plane, it gains the extraplanar subtype.

MYSTIC ABILITIES

Resolve points 5

Mystic abilities 1st-, 3rd-, and 6th-level connection powers and mindlink.

Mystic special rules Choose one mystic connection. The mystic creature’s connection powers must come from that connection. Any connection powers that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in its stat block. Spells must come from the mystic spell list. Start with connection spells of the corresponding levels and then fill in the remaining slots.Good or master skills chosen from the connection’s associated skills.

Mystic gear Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR - 1).

SPECIAL ABILITIES

Frightful Presence (Ex Or Su) The creature's presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. Opponents within the range must succeed at a Will save or be shaken. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature's frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.

Regeneration (Ex) The creature regains Hit Points at the start of its turn, as with fast healing, but it can't die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature's regeneration to stop functioning for 1 round. During this round, the creature doesn't regain Hit Points and can die normally. The creature's stat block describes the types of damage that suppress the regeneration. Regeneration doesn't restore Hit Points lost from starvation, thirst, or suffocation. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed body parts if they are recovered within 1 hour of severing. Severed parts that aren't reattached wither and decompose normally. A creature usually must have a Constitution score or modifier to have this ability.

BURNING HUMANOID

CR 8 XP 4,800

CE Large ooze (fire) mystic

DEFENSE

HP 105 EAC 19; KAC 20