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Shaitan Rogue 2

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Shaitan Rogue 2
CR 8
XP 4,800
LN Large
outsider (earth, extraplanar)
Init
+7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +15
 STATISTICS

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp
113 (9d10+2d8+55)
Fort
+11, Ref +9, Will +9
Immune
electricity

 STATISTICS

Speed 20 ft., burrow 60 ft., climb 20 ft.
Melee
2 slams +16 (2d6+7) or mwk scimitar +17/+12 (1d8+7/18–20) and mwk short sword +15/+10 (1d8 + 3/19-20)
Ranged
mwk longbow +13 (1d10+7/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks
earth mastery, metalmorph, stone curse, sneak attack (+1d6)
Spell-Like Abilities
(CL 9th)
At will—
meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)
3/day—quickened
glitterdust (DC 14), stoneskin, rusting grasp, stone tell, wall of stone
1/day—
transmute mud to rock, transmute rock to mud

 STATISTICS

Str 25, Dex 16, Con 21, Int 16, Wis 14, Cha 13
Base Atk
+10; CMB +16; CMD 27
Feats
Combat Casting, Improved Bull Rush, Improved InitiativeB, Improved Two-Weapon Fighting, Greater Bull Rush, Power Attack, Quicken Spell-Like Ability (glitterdust), Two-Weapon Fighting
Skills
Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14
Languages
Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ
evasion, stone glide, rogue talent (combat trick)

 SPECIAL ABILITIES

Earth Mastery (Ex)

A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Metalmorph (Su)

As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Stone Curse (Su)

If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 21 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 21 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.

Stone Glide (Su)

This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.


Special case information here, such as using the race for player characters or Monster Lore boxes.

Lore
Characters with ranks in Knowledge (something) can learn more about a . When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (something)

DC Result
23 Juggernauts are massive engines of destruction made of steel.
28 As mindless constructs, nothing dissuades a juggernaut except its own destruction.
31 Electricity energizes a juggernaut and even heals it of damage.
36 Acid etches a juggernaut’s outer skin, and acid from magical attacks slows it to a crawl.

Monster Format

A stat block is organized as follows.

Note that in cases where a line in a stat block has no value, that line is omitted.

Rules/Guidelines from RPG SuperStar 2010

Name and CR: The monster's name is presented first, along with its challenge rating (CR). Challenge rating is a numerical indication of how dangerous a monster is—the higher the number, the deadlier the creature.

XP: Listed here are the total experience points that PCs earn for defeating the monster.

Race, Class, and Level: Some monsters do not possess racial Hit Dice and are instead defined by their class levels. For these monsters, their race, class, and level appear here. Unless otherwise noted, the first class listed is the class chosen by the monster as its favored class.

Alignment, Size, and Type: While a monster's size and type remain constant (unless changed by the application of templates or other unusual modifiers), alignment is far more fluid. The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable. Note that "type" and "subtypes" are not capitalized.

Init and Senses: The creature's initiative modifier followed by any special senses and its Perception check modifier.

Aura: If the creature has a particular magical or exceptional aura, it is listed here along with its radius from the creature and, as applicable, a save DC to resist the aura's effects. Auras are lowercase.

AC: The creature's Armor Class, touch Armor Class, and flat-footed Armor Class. The modifiers that generate its AC are listed parenthetically at the end of this entry.

hp: The creature's hit points, followed by its Hit Dice (including modifiers from Constitution, favored class levels, creature type modifiers, and the Toughness feat). Creatures with PC class levels receive maximum hit points for their first HD, but all other HD rolls are assumed to be average. Fast healing and regeneration values, if any, follow the creature's HD.

Saving Throws: The creature's Fortitude, Reflex, and Will saves, followed by situational modifiers to those rolls. Saving throws are always capitalized (e.g. Fortitude save), and should be spelled out unless inside a short-hand parenthetical, so 'a DC 15 Fortitude save negates' or' (DC 15, Fort negates).

Defensive Abilities/DR/Immune/Resist/SR: All of the creature's unusual defensive abilities. Damage reduction, immunities, resistances, and spell resistance are called out separately as necessary.

Weaknesses: All of the creature's unusual weaknesses are listed here.

Speed: The creature's land speed, and additional speeds as necessary for the creature.

Melee: The creature's melee attacks are listed here, with its attack roll modifier listed after the attack's name followed by the damage in parentheses.

Ranged: As Melee above, but for ranged attacks.

Space/Reach: The creature's space and reach—if the creature's space and reach are standard (one 5-foot square and a reach of 5 feet), this line is omitted.

Special Attacks: The creature's special attacks. Full details for these attacks are given at the end of the stat block or in the universal monster rules appendix.

Spell-Like Abilities: After listing the caster level of the creature's spell-like abilities, this section lists all of the creature's spell-like abilities, organized by how many times per day it can use the abilities. Constant spell-like abilities function at all times but can be dispelled. A creature can reactivate a constant spell-like ability as a swift action.

Spells Known/Prepared: If the creature can actually cast spells, its caster level is indicated here followed by the spells it knows or typically has prepared. Unless otherwise indicated, a spellcasting creature does not receive any of a spellcasting class's other abilities, such as a cleric's ability to spontaneously convert prepared spells to cure or inflict spells.

Spell names are lowercase and italicized but are only capitalized if the normal rules of English would capitalize them, like being at the beginning of a sentence, a roman numeral, or containing a proper name (e.g. augury, fireball, summon monster IV, etc.)

Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 12, 11, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description. Ability scores are capitalized.

Base Atk/CMB/CMD: These values give the creature's base attack, its Combat Maneuver Bonus, and its Combat Maneuver Defense score.

Feats: The creature's feats are listed here. A bonus feat is indicated with a superscript “B.” Feats are always capitalized (e.g. Craft Wondrous Item, Empower Spell, Power Attack, etc.)

Skills: The creature's skills are listed here. Racial modifiers to skills are indicated at the end of this entry. Skill names are always capitalized (e.g. Climb, Acrobatics, etc.)

Languages: The languages most commonly spoken by the creature are listed here. For unusual creatures, you can swap out the languages known for other choices as needed. A creature with a higher-than-normal Intelligence score receives the appropriate number of bonus languages.

SQ: Any special qualities possessed by the creature.

Environment: The regions and climates in which the creature is typically encountered are listed here; these often present wider ranges than the icons at the top of the stat block indicate. In this case, the icon listed at the top of the stat block indicates the creature's preferred terrain.

Organization: This lists how the creature is organized, including number ranges as appropriate.

Treasure: The exact value of the creature's treasure depends on if you're running a slow, medium, or fast game, as summarized on Table: Treasure Values per Encounter. In cases where a creature has specific magical gear assigned to it, the assumption is a medium game—if you play a fast or slow game, you'll want to adjust the monster's gear as appropriate. “Standard” treasure indicates the total value of the creature's treasure is that of a CR equal to the average party level, as listed on Table: Treasure Values per Encounter. “Double” or “triple” treasure indicates the creature has double or triple this standard value. “Incidental” indicates the creature has half this standard value, and then only within the confines of its lair. “None” indicates that the creature normally has no treasure (as is typical for an unintelligent creature that has no real lair, although such creatures are often used to guard treasures of varying amounts). “NPC gear” indicates the monster has treasure as normal for an NPC of a level equal to the monster's CR.

Special Abilities: Finally, any of the creature's more unique special abilities are detailed in full here. DC comes before the descriptor of what the DC refers to (ie. it is DC 11 Will not Will DC 11)

Description

Description is 2nd person

Here you'll find information on how the monster fits into the world, notes on its ecology and society, and other bits of useful lore and flavor that will help you breathe life into the creature when your PCs encounter it. Some monsters have additional sections that cover variant creatures, notes on using the monsters as PCs, methods of constructing the creature, and so on.

Magic Items

Gold pieces is written gp, not gp. (no period denoting abbreviation)

Feats and spell names in the construction requirements of an item are listed in alphabetical order within their group, i.e, all feats are in alphabetical order, followed by all spells in alphabetical order.

Magic items are treated the same as spells (e.g. bag of holding (type I), chime of opening, immovable rod, etc.)

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