Kirinke's Compendium of Wondrous Creatures: Rakshasa Through Rust Monster
Naga, Guardian PL 8/167PP
Guardian Nagas are generally good individuals with the head of a beautiful person on top of a snake like torso.
ABILITIES
Strength 2, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2
PP 36
DEFENSES
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8
PP 20
ADVANTAGES
Close Attack 8, Improved Initiative 2, Languages 1, Luck 2, Ranged Attack 8
PP 21
SKILLS
12 Deception
10 Expertise: Disguise
10 Expertise: Magic
12 Insight
12 Intimidation
12 Perception
12 Persuasion
PP 22
GUARDIAN NAGA ATTRIBUTES
07PP Guardian Naga Senses: Senses 7 (Accurate: Hearing, Darkvision, Extended: Scent 1: x10, Extended: Hearing 1: x10, Extended: Sight 1: x10)
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
PP 11
MOVEMENT
Speed 8 (Speed: 500 miles/hour, 1 mile/round), Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
Serpent Slither: Movement 1 (Slithering)
PP 11
PHYSICAL ATTACKS
Wrap: Affliction 8 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, DC 18; Alternate Resistance (Dodge), Increased Range: ranged)
Slam: Damage 8 (Alternate; DC 23; Penetrating 8)
Venomous Sting, Bite or Claws: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, DC 18; Alternate Resistance (Dodge), Multiattack [4 ranks only])
PP 18
DEVICES
Dual Blades of Sharpness 8: Damage 8, penetrating 8, multi attack 2
PP 10
GUARDIAN NAGA SPELLS
Cure Wounds: Healing 8, persistent, stabalize
Daze: Affliction 8 (1st degree: Dazed, Resisted by: Will, DC 18; Limited Degree 2)
Detect Magic: Senses 2 (Detect: Magic 2: ranged)
Invisibility: Concealment 2 (Sense - Sight)
Light: Environment 1 (Light (Bright), Radius: 30 feet)
Lightning Bolt: Damage 8 (electricity, DC 23; Increased Range: ranged)
Mage Hand: Move Object 8 (6 tons; Precise)
Magic Missile: Damage 8 (magical, DC 23; Increased Range: ranged, Penetrating 8)
Ray of Enfeeblement: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Reach (ranged) 2: 10 ft.)
Ray of Frost: Affliction 8 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range 2: perception)
Scorching Ray: Damage 8 (fire, DC 23; Increased Range: ranged)
Shield: Protection 8 (+8 Toughness; Affects Others, Sustained)
Silent Image: Illusion 8 (Affects: Two Sense Types - Visual, Area: 250 cft., DC 18)
Tongues: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
PP 38
LANGUAGES
Celestial, Common
COMPLICATIONS
Disability: Guardian Naga don't have any legs.
Vulnerability: Guardian Naga suffer a -5vs cold and ice based spells.
Vulnerability: Guardian Naga suffer a -5vs evil spells
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Naga, Spirit PL 8/194PP
Spirit Naga are evil creatures who can become incorporeal at will
ABILITIES
Strength 2, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2
PP 36
DEFENSES
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8
PP 20
ADVANTAGES
Close Attack 8, Improved Initiative 2, Languages 1, Luck 2, Ranged Attack 8
PP 21
SKILLS
12 Deception
10 Expertise: Disguise
10 Expertise: Magic
12 Insight
12 Intimidation
12 Perception
12 Persuasion
PP 22
SPIRIT NAGA ATTRIBUTES
07PP Spirit Naga Senses: Senses 7 (Accurate: Hearing, Darkvision, Extended: Scent 1: x10, Extended: Hearing 1: x10, Extended: Sight 1: x10)
08PP Charming Gaze: Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Increased Range 2: perception; Limited Degree, Sense-dependent: Sight)
20PP Insubstantial: Insubstantial 4 (Incorporeal)
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
PP 39
MOVEMENT
Speed 8 (Speed: 500 miles/hour, 1 mile/round), Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
Serpent Slither: Movement 1 (Slithering)
PP 11
PHYSICAL ATTACKS
Wrap: Affliction 8 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, DC 18; Alternate Resistance (Dodge), Increased Range: ranged)
Slam: Damage 8 (Alternate; DC 23; Penetrating 8)
Venomous Sting or Bite: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, DC 18; Alternate Resistance (Dodge), Multiattack [2 ranks only])
PP 18
DEVICES
Dual Blades of Sharpness 8: Damage 8, penetrating 8, multi attack 2
PP 10
SPIRIT NAGA SPELLS
Cure Wounds: Healing 8, persistent, stabalize
Daze: Affliction 8 (1st degree: Dazed, Resisted by: Will, DC 18; Limited Degree 2)
Detect Magic: Senses 2 (Detect: Magic 2: ranged)
Invisibility: Concealment 2 (Sense - Sight)
Light: Environment 1 (Light (Bright), Radius: 30 feet)
Lightning Bolt: Damage 8 (electricity, DC 23; Increased Range: ranged)
Mage Hand: Move Object 8 (6 tons; Precise)
Magic Missile: Damage 8 (magical, DC 23; Increased Range: ranged, Penetrating 8)
Ray of Enfeeblement: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Reach (ranged) 2: 10 ft.)
Ray of Frost: Affliction 8 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range 2: perception)
Scorching Ray: Damage 8 (fire, DC 23; Increased Range: ranged)
Shield: Protection 8 (+8 Toughness; Affects Others, Sustained)
Silent Image: Illusion 8 (Affects: Two Sense Types - Visual, Area: 250 cft., DC 18)
Tongues: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
PP 38
LANGUAGES
Abyssal, Common
COMPLICATIONS
Disability: Spirit Naga don't have any legs.
Vulnerability: Spirit Naga suffer a -5vs cold and ice based spells.
Vulnerability: Spirit Naga suffer a -5vs good based spells
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Naga, Water PL 8/128PP
Water Naga favor deep lakes and rivers. They are occasionally seen in salt water as well. Water Naga are not particularly evil or good, preferring to live and let live. However, if provoked, they can be dangerous foes.
ABILITIES
Strength 2, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2
PP 36
DEFENSES
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8
PP 20
ADVANTAGES
Close Attack 8, Improved Initiative 2, Languages 1, Luck 2, Ranged Attack 8
PP 21
SKILLS
12 Deception
10 Expertise: Disguise
10 Expertise: Magic
12 Insight
12 Intimidation
12 Perception
12 Persuasion
PP 22
WATER NAGA ATTRIBUTES
07PP Water Naga Senses: Senses 7 (Accurate: Hearing, Darkvision, Extended: Scent 1: x10, Extended: Hearing 1: x10, Extended: Sight 1: x10)
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
05PP Aquatic: Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning), Movement: Movement 1 (Environmental Adaptation: Aquatic)
PP 16
MOVEMENT
Speed 8 (Speed: 500 miles/hour, 1 mile/round), Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
Serpent Slither: Movement 1 (Slithering)
PP 11
PHYSICAL ATTACKS
Wrap: Affliction 8 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, DC 18; Alternate Resistance (Dodge), Increased Range: ranged)
Slam: Damage 8 (Alternate; DC 23; Penetrating 8)
Venomous Sting or Bite: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, DC 18; Alternate Resistance (Dodge), Multiattack [2 ranks only])
PP 18
WATER NAGA SPELLS
Create Water: Create 8 (Volume: 250 cft., DC 18; Limited: Water)
Healing Waters: Healing 8 (Energizing, Persistent, Restorative, Stabilize)
Hydrokinesis: Move Object 8 (6 tons; Increased Range: perception, Precise; Limited: Water)
Wall of Water: Create 8 (Volume: 250 cft., DC 18; Limited: Walls)
Water Blast: Shapeable Area Damage 8 (water impact, DC 23; Shapeable Area: 30 cft., DC 18, Increased Range: ranged, Selective)
Water Scrying: Remote Sensing 8 (Affects: 2 Types, inc. Visual - Visual and Auditory, Range: 1 mile; Medium: Water)
Water Shield: Protection 8 (+8 Toughness; Impervious, Sustained)
Water Weapon: Damage 8 (DC 23)
PP 41
LANGUAGES
Aquan and Common
COMPLICATIONS
Disability: Water Naga don't have any legs.
Vulnerability: Water Naga suffer a -5vs electricity based spells.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
-
- Posts: 24695
- Joined: Fri Nov 04, 2016 8:05 pm
Re: Kirinke's Compendium of Wondrous Creatures: Naga Through Nymph
Nagas were such an odd part of the Bestiary to me, because I'd never much considered them or thought of them as a "Classic", yet they were all over the book, in multiple variations. So clearly some people loved them- one or two books had major focus on Nagas, right?
Re: Kirinke's Compendium of Wondrous Creatures: Naga Through Nymph
They play a big part in Hinduism, Buddhism and Jainism regional myths and religions I think. That might be why. https://en.wikipedia.org/wiki/N%C4%81ga. Some of the guys who worked on it might have been a Middle Eastern or far-eastern myth geek or actually was apart of those religions. I think they're kinda cool personally.
Plus if you think about it, most of the Beastiery comes from world myths and religions.
Plus if you think about it, most of the Beastiery comes from world myths and religions.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
NIGHT HAG PL 10/228PP
Night hags have an interesting history. In lore, they come at night and like to choke or strangle a sleeping person to death.
https://en.wikipedia.org/wiki/Night_hag
NIGHT HAG PL 10/228PP
ABILITIES
Strength 2, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2
PP 44
DEFENSES
Dodge 10/8, Parry 10/8, Fortitude 10/8, Toughness 10/8, Will 10/8
PP 18
ADVANTAGES
Close Attack 6, Improved Initiative 2, Languages 3, Ranged Attack 6
PP 17
SKILLS
12 Deception
12 Expertise: Disguise
12 Expertise: Magic
12 xpertise: Riding
12 Insight
12 Intimidation
12 Perception
12 Persuasion
PP 27
NIGHT HAG DREAM CONTROL POWERS
Dream Control: Illusion 8 (Affects: All Sense Types, Area: 250 cft., DC 18; Limited: Sleeping Subjects, Limited to Minds)
Dream Dementia: Affliction 8 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range: ranged, Insidious, Variable Descriptor: close group - Emotions)
Dream Projection: Mental Communication 5 (Alternate; Limited: Dreamers)
PP 26
NIGHT HAG ATTRIBUTES
19PP Bite or Claws: Damage 8 (DC 23; Multiattack [3 ranks only], Penetrating 8)
08PP Demon Fever (Bite): Weaken 8 (Affects: Stamina, Resisted by: Fortitude, DC 18)
15PP Morph: Morph 3 (+20 Deception checks to disguise; Broad group)
02 Darkvision
PP 44
NIGHT HAG HEARTSTONE (Easily Removable)
Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +2 (+10), Fortitude +2 (+10), Toughness +2 (+10), Will +2 (+10), Parry +2 (+10))
Healing: Healing 8 (Persistent, Restorative, Stabilize)
Insubstantial: Insubstantial 4 (Incorporeal)
PP 34
NIGHT HAG SPELLS
Magic Missile: Damage 8 (magical, DC 23; Increased Range: ranged)
Senses: Senses 12 (Detect: chaos 2: ranged, Detect: evil 2: ranged, Detect: magic 2: ranged, Detect: law 2: ranged, Detect Good 2 Ranged, Detect Sleepers 2 Ranged)
Sleep: Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Increased Range: ranged)
PP 18
LANGUAGES
Abyssal, Celestial, Common, Infernal
Last edited by kirinke on Sun Mar 01, 2020 4:24 pm, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Re: Kirinke's Compendium of Wondrous Creatures: Naga Through Nymph
I put the Naga as PL 10 defense wise and PL 8 everything else. Even then, she's a beast point wise.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
NIGHTMARE PL 8/173PP
Nightmares are evil, sadistic steeds of hell-bound entities and those who deal with them.
ABILITIES
Strength 4, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 2
PP 44
DEFENSE
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8
PP 16
ADVANTAGES
Improved Initiative, Improved Smash, Languages 2
PP 4
SKILLS
14 Expertise: The Planes
12 Insight
14 Intimidation
12 Perception
PP 14
NIGHT MARE ATTRIBUTES
09PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
15PP Immunity: Immunity 15 (Damage Effect: Fire, Life Support)
20PP Insubstantial: Insubstantial 4 (Incorporeal)
09PP Movement: Movement 3 (Dimensional 3: any dimension, 400 lbs.; Increased Mass 3)
04PP Senses: Senses 4 (Darkvision, Extended: Vision 1: x10, Low-light Vision)
06PP Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
PP 63
NIGHT MARE POWERS
Energy Aura: Damage 6 (DC 21; Reaction 3: reaction, Selective, fire)
Physical Fire Attacks: Damage 8 (Alternate; fire, DC 23; Multiattack [6 ranks only], Penetrating, Notes: (Bite, Slam, Front Hoof attack, Rear Hoof Attack))
Smoke Cloud: Cloud Area Concealment Attack 2 (Alternate; Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Dodge, Increased Range: ranged)
PP 32
LANGUAGES
Common, Infernal, Abyssal
COMPLICATIONS
Vulnerability: Night Mares suffer a -5vs holy weapons, spells and abiities
Vulnerability: Night Mares suffer a -5vs water based weapons, spells and abilities
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Nightshade, Nightcrawler PL 10/272PP
Nightcrawlers are horrific monsters of utter darkness and evil.
ABILITIES
Strength 11, Stamina -, Agility 2, Dexterity 2, Fighting 10, Intellect 0, Awareness 0, Presence 0
PP 34
DEFENSES
Dodge 10, Parry 10, Fortitude Immune, Toughness 13, Will 10
PP 22
ADVANTAGES
Ranged Attack 8
PP 8
SKILLS
12 Deception
12 Expertise: Magic
12 Insight
13 Intimidation
12 Perception
12 Persuasion
PP 24
Powers
NIGHTCRAWLER ATTRIBUTES
10PP Burrowing: Burrowing 10 (Speed: 60 miles/hour, 900 feet/round)
12PP Communication: Mental Communication 3
02PP Darkvision: Senses 2 (Darkvision)
05PP Desecrating Aura: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20; Limited: Good and Neutral Creatures, Limited: Holding at Bay)
06PP Growth: Growth 3 (+3 STR, +3 Tough, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks)
30PP Immunity: Immunity 30 (preternatural, Fortitude Effects)
20PP Protection: Protection 10 (preternatural, +10 Toughness; Impervious)
10PP Regeneration: Regeneration 10 (preternatural, Every 1 round)
12PP Tongues
Comprehend: Comprehend 5 (Linked; Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate)
Senses: Senses 2 (Linked; Detect: incorporeal entities 2: ranged)
PP 107
PHYSICAL ATTACKS
Bite: Damage 10 (DC 25; Penetrating 10)
Slam: Damage 10 (DC 25; Penetrating)
Venomous Sting: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
Wrap (Snare): Affliction 10 (1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Extra Condition)
PP 23
SPELL-LIKE ABILITIES
Cone of Cold: Cone Area Affliction 10 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Confusion: Cumulative Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Cumulative; Sense-dependent: Vision)
Contagion: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
Deeper Darkness: Environment 2 (Visibility (-5), Radius: 60 feet)
Finger of Death: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 20; Cumulative)
Greater Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Simultaneous)
Haste (Advantages: Improved Initiative 2)
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Invisibility: Concealment 2 (Sense - Sight)
Mass Snare: Shapeable Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Selective)
Plane Shift: Movement 3 (Dimensional 3: any dimension, 3 tons; Increased Mass 7)
Senses: Senses 7 (Counters All Concealment: Sight, Detect: Magic 2: ranged)
Summon Undead: Summon 3 (Controlled, Horde, Multiple Minions 5: 32 minions)
Swallow Whole
Energy Drain: Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 20)
Swallow Whole: Movement Attack 1 (Linked; Dimensional: Stomach 1: one dimension, 50 lbs., DC 11; Attack: Dodge, Increased Range 2: perception)
PP 54
LANGUAGES
Infernal
COMPLICATIONS
Vulnerability-Daylight adversion: All Nightshades suffer a -5 on attack rolls/defense rolls/skill rolls in the daylight.
Vulnerability-Holy adversion : All Nightshades suff a -5vs attack rolls/defense rolls/skill rolls while in the presence of anything holy
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Nighshade, Nightwalker PL 10/280PP
Nightwalkers are huge, vaguely human-shaped undead that haunt the shadows of desecrated and desolate places.
ABILITIES
Strength 11, Stamina -, Agility 2, Dexterity 2, Fighting 10, Intellect 0, Awareness 0, Presence 0
PP 34
DEFENSES
Dodge 10, Parry 10, Fortitude Immune, Toughness 13, Will 10
PP 22
ADVANTAGES
Ranged Attack 8
PP 8
SKILLS
12 Deception
12 Expertise: Magic
12 Insight
13 Intimidation
12 Perception
12 Persuasion
PP 24
NIGHTCRAWLER ATTRIBUTES
20PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
12PP Communication: Mental Communication 3
02PP Darkvision: Senses 2 (Darkvision)
05PP Desecrating Aura: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20; Limited: Good and Neutral Creatures, Limited: Holding at Bay)
06PP Growth: Growth 3 (+3 STR, +3 Tough, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks)
30PP Immunity: Immunity 30 (preternatural, Fortitude Effects)
20PP Protection: Protection 10 (preternatural, +10 Toughness; Impervious)
10PP Regeneration: Regeneration 10 (preternatural, Every 1 round)
12PP Tongues
Comprehend: Comprehend 5 (Linked; Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate)
Senses: Senses 2 (Linked; Detect: incorporeal entities 2: ranged)
PP 117
PHYSICAL ATTACKS
22PP Slam: Damage 10 (DC 25; Penetrating, Multi-attack 2)
PP 22
SPELL-LIKE ABILITIES
Cone of Cold: Cone Area Affliction 10 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Confusion: Cumulative Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Cumulative; Sense-dependent: Vision)
Contagion: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
Deeper Darkness: Environment 2 (Visibility (-5), Radius: 60 feet)
Finger of Death: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 20; Cumulative)
Greater Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Simultaneous)
Haste (Advantages: Improved Initiative 2)
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Invisibility: Concealment 2 (Sense - Sight)
Mass Snare: Shapeable Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Selective)
Plane Shift: Movement 3 (Dimensional 3: any dimension, 3 tons; Increased Mass 7)
Senses: Senses 7 (Counters All Concealment: Sight, Detect: Magic 2: ranged)
Summon Undead: Summon 3 (Controlled, Horde, Multiple Minions 5: 32 minions)
PP 53
LANGUAGES
Infernal
COMPLICATIONS
Vulnerability-Daylight adversion: All Nightshades suffer a -5 on attack rolls/defense rolls/skill rolls in the daylight.
Vulnerability-Holy adversion : All Nightshades suff a -5vs attack rolls/defense rolls/skill rolls while in the presence of anything holy
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Nightshade, Nightwing PL 10/281PP
Nightwings are shadowy, bat-like horrors.
ABILITIES
Strength 11, Stamina -, Agility 2, Dexterity 2, Fighting 10, Intellect 0, Awareness 0, Presence 0
PP 34
DEFENSES
Dodge 10, Parry 10, Fortitude Immune, Toughness 13, Will 10
PP 22
ADVANTAGES
Ranged Attack 8
PP 8
SKILLS
12 Deception
12 Expertise: Magic
12 Insight
13 Intimidation
12 Perception
12 Persuasion
PP 24
NIGHTCRAWLER ATTRIBUTES
20PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
12PP Communication: Mental Communication 3
02PP Darkvision: Senses 2 (Darkvision)
05PP Desecrating Aura: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20; Limited: Good and Neutral Creatures, Limited: Holding at Bay)
06PP Growth: Growth 3 (+3 STR, +3 Tough, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks)
30PP Immunity: Immunity 30 (preternatural, Fortitude Effects)
20PP Protection: Protection 10 (preternatural, +10 Toughness; Impervious)
10PP Regeneration: Regeneration 10 (preternatural, Every 1 round)
12PP Tongues
Comprehend: Comprehend 5 (Linked; Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate)
Senses: Senses 2 (Linked; Detect: incorporeal entities 2: ranged)
PP 117
PHYSICAL ATTACKS
22PP Slam: Damage 10 (DC 25; Penetrating, Multi-attack 2)
PP 22
SPELL-LIKE ABILITIES
Cone of Cold: Cone Area Affliction 10 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Confusion: Cumulative Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Cumulative; Sense-dependent: Vision)
Contagion: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
Deeper Darkness: Environment 2 (Visibility (-5), Radius: 60 feet)
Finger of Death: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 20; Cumulative)
Greater Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Simultaneous)
Haste (Advantages: Improved Initiative 2)
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Invisibility: Concealment 2 (Sense - Sight)
Mass Snare: Shapeable Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Selective)
Plane Shift: Movement 3 (Dimensional 3: any dimension, 3 tons; Increased Mass 7)
Senses: Senses 7 (Counters All Concealment: Sight, Detect: Magic 2: ranged)
Summon Undead: Summon 3 (Controlled, Horde, Multiple Minions 5: 32 minions)
Magical Drain: Weaken Fortitude 10, resisted by fortitude DC 20
PP 54
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Nymph PL 7/147PP
Nymphs are stunningly beautiful creatures tied to nature. In some cases, they are the personification of a particular natural landmass, such as a forest, river or mountain.
ABILITIES
Strength 0, Stamina 7, Agility 2, Dexterity 7, Fighting 7, Intellect 2, Awareness 2, Presence 7
PP 68
DEFENSES
Dodge 7, Parry 7, Fortitude 7, Toughness 7, Will 7
PP 10
ADVANTAGES
Agile Feint, Improved Aim, Improved Initiative, Improved Trip, Language 1
PP 5
SKILLS
Acrobatics 10 (+12), Athletics 10 (+10), Deception 5 (+12), Insight 10 (+12), Perception 10 (+12), Persuasion 5 (+12), Sleight of Hand 5 (+12), Stealth 5 (+7), Treatment 10 (+12)
PP 24
ATTRIBUTES
15PP Blinding Beauty: Cumulative Burst Area Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 17, Cumulative; Limited: Vision)
Empathy: Senses 3 (Alternate; Acute: Detect Emotion, Detect: Emotion 2: ranged)
2PP Darkvision: Senses 2 (Counters Concealment: Darkness)
PP 17
SPELL LIKE ABILITIES
Call Lightning: Damage 7 (electricity, DC 22; Increased Range: ranged)
Cure Wounds: Healing 7 (Stabilize)
Detect Magic: Senses 2 (Detect: Magic 2: ranged)
Entangle: Affliction 7 (1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, DC 17; Alternate Resistance (Dodge), Increased Range: ranged)
Flare: Cumulative Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 17; Cumulative, Increased Range: ranged; Limited: One sense)
Heat Metal: Weaken 7 (Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects Only, Increased Range: ranged)
Longstrider: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)
Speak With Animals: Comprehend 2 (Animals - Speak To, Animals - Understand)
Tree Shape: Illusion 7 (Affects: Two Sense Types - Sight, Area: 125 cft., DC 17, Notes: By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.)
PP 23
Languages
Sylvan, Common
COMPLICATIONS
Vulnerability: Nymphs have a -10 vs iron weapons
Location Bound: Nymphs are usually tied to a particular type of land, such as a forest, river or mountain and cannot travel from it.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Re: Kirinke's Compendium of Wondrous Creatures: Ogre Through Owlbear
I cannot believe I'm already through with the N's. On to O's!
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Re: Kirinke's Compendium of Wondrous Creatures: Ogre Through Owlbear
O oooo my
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare
Showdown at the Litterbox
Catsi stories
Showdown at the Litterbox
Catsi stories
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Re: Kirinke's Compendium of Wondrous Creatures: Ogre Through Owlbear
Nice Night-creatures & Nymph! It's always crazy just how many points the D&D upper-tiers will rack up compared to their Power Level- a function of the game designing them to be incredibly versatile and with very few "weak points" or tricks to work out against them. So they have scads of magic powers, many of which are constantly active or very broad.