Monster Girl Part One

You might also like

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 11

Akaname

Native outsiders
+2 Dex and Wis
-2 Str
Medium
Speed 30 Feet
darkvision 60 feet racial trait.
breathe, eat, and sleep.
Long Tongue: An Akaname has a long, flexible tongue that she can use to carry
objects. She cannot wield weapons with her tongue, but the tongue allows her to
retrieve a small, stowed object carried on her person as a swift action.
Alice
+2 Chr
-4str
Small
Speed 20 Feet
darkvision 60 feet racial trait.
breathe, eat, and sleep.
They do not age, and their body ignores all harmful (and helpful) effects of aging.
They also can not be aged by magical means
Aura of Purity-Every Male (or Female if the Alice is Male) Creature with HD equal or
less then the alice in 10 feet of her must make a Wisdom Save Dc=8+ Chr mod+
1/2 Lvl. If they Fail they save they fall under the effects of Charm monster. If the
succeed the save nothing happens.
Alp
-2 Wis -2 Str
Small
Speed 20 Feet
darkvision 60 feet racial trait.
breathe, eat, and sleep.
Spirit Energy Feed: The more they Feed off of male energy the more Feminine and
lascivious they become. Every Male they Feed off them makes them more
attractive. Feeding on a male makes them gain a negative level for equal to half of
the time of the feeding (rounded down)
10 Feedings- +1 Chr Fly Speed 10 (Clumsy)
20 Feedings- +2 Chr
30 Feedings- +3 Chr Fly Speed 20 (Poor)
40 Feedings- +4 Chr
50 Feedings- +6 Chr, Size increased to Medium, Speed set to 30, and gain the
ability Succubus Kiss, Fly Speed 30 (Average)
Amazoness
+6 Str
+4 Con
-4 Int and wis
-2 Chr and dex
Medium

Speed 30
Breath and sleep
Pleasure Runes: Amazonesss do not eat or drink, they feed of energy of living being
for one hour. Once per day an Amazonesss must make love to a creature once per
day, if they don't the Amazonss must make a wis save (DC 10 + 1 for each previous
check) or take 1d6 points of nonlethal damage. The Creature who's being feed off of
must make a Con save (Dc 10 +1 for every hour of feeding) or take a negative
level
Ant Arachne
+2 Chr Str
-2 Dex
Small
Speed 20 Dig 30
Dark Vision 30 ft
Breath Eat and sleep
Quadruped They gain a +12 racial bonus to CMD against trip attempts and a +10
foot bonus to their base speed. In addition, driders may use weapons and armor as
if the weapons and armor were tiny-sized (instead of Small).
An Ant Arachnes carry wight and lift wight, equal to if they were three size larger

Anubis
5 Lvl
+6 Int +2 Str
-4 Chr -2 Wis
Medium
Speed 30
darkvision 60 feet racial trait.
breathe, eat, and sleep.
An Anubis have a pair of claws they can use as natural weapons. These claws are
primary attacks that deal 1d4 points of damage. If your base attack bonus is +6 or
higher, you do not gain any additional attacksyou simply have two claw attacks at
your normal attack bonus. You may use secondary natural attacks as normal when
using your claw attacks as part of a full attack.
Natural Curse- an Anubis can cast some natural spells and curse the replenish after
a long rest
At will- Lullaby,Daze
5/day- Mummy Curse
3/day- Sleep, Hold person
1/day- Reduce Person
Mummy Curse
School (enchantment) [mind effecting]
Casting Time 1 standard action
Range Close
Target one humanoid creature
Duration 1 hour/round or success on save
Saving Throw Will negates

Makes the victims skin extremely weak to stimulation. Even just from being
touched, they feel an extreme rush of pleasure. Upon receiving such stimulation,
the pleasure would be too great, and they may become temporarily paralysed.
When being touched a creature effected by mummy curse must make a con save
(Dc=8+caster Int mod+ 1 for each success before this save) or be parizled for one
round. This effects continues until the creature and succeed to will save(That they
make at the start of each round (Dc= 8+Caster Int mod+1/2 caster level.))
Apsara
5 levels
+8 Cht
+2 Dex
+2 Wis
-4 Con
-6 Int
-2 Str
Medium
Speed 30 Feet
darkvision 60 feet racial trait.
breathe, eat, and sleep.
Dance Of love-An Apsara learn The legendary dance of love at a young age, it
accentuates the beauty and allure of their limbs. Those who behold it have their
heart stolen. Each and every step of their choreography is designed to guide a male
gaze not only to their face, breasts and lower abdomen, but also to their underarms,
legs and fingertips, inciting lust and forcing a man to recognize them in their
entirety as an erotic object. An Apsara can, as a full round action do the dance of
love. Every member of humanoid creature of the opposite sex becomes fascinated
with her. Each creature to be fascinated must be within 90 feet, able to see and
hear them, and capable of paying attention to him. They must also be able to see
the creatures affected.
Each creature within range receives a Will save (DC 10 + 1/2 level + the bards Cha
modifier) to negate the effect. If a creatures saving throw succeeds, they cannot
attempt to fascinate that creature again for 24 hours. If its saving throw fails, the
creature sits quietly and observes the performance for as long as the bard continues
to maintain it. While fascinated, a target takes a 4 penalty on skill checks made as
reactions, such as Perception checks. Any potential threat to the target allows the
target to make a new saving throw against the effect. Any obvious threat, such as
someone drawing a weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect. The Apsara can perform the dance of love 6+Chr
mod+ 1/2 levels rounds per day.
Ocean of Milk- The Apsara surrounds parts of their body with milky ambrosia called
amrita, Once by day chose to create two different kinds of amrita, pure and
concentrated. They can make 1 gallon of our amrita, pure amrita will heal a creature
who drinks it by 1D10+Chr mod, a creature can gain the effects of pure amrita once
per day. Only one glass of Concentrated amrita can be made per day. Concentrated
amrita only gains its effect if the hole glass is drank, after drinking Concentrated
amrita heals who ever drinks it 2d12+ Chr mod and fill who ever drinks it as if they
had eaten a full meal, cures the creature from any disease and ability damage they
are suffering from, it gives you a temporary +2 to the charisma of the drinker, and it

makes the drinker immune from aging effects. Also if a creature drinks on
concentrated amrita for one year they gain a +2 charisma score and they do not
age, and their body ignores all harmful (and helpful) effects of aging. They also
cannot be aged by magical means. Apsara start with this bonus already added.
Dancers life-Profane (Dance) is always counted as a class skill.
Water Affinity: Apsara sorcerers with the elemental (water) bloodline treat their
Charisma score as 2 points higher for all sorcerer spells and class abilities. undine
clerics with the Water domain cast their Water domain powers and spells at +1
caster level. Also they can breathe water.
Arachne
3 levels
+4 Dex
+4 Int,
-2 Chr
-4 Str
Large
Speed 30 Feet Climb 20 ft
darkvision 60 feet racial trait.
breathe, eat, and sleep.
Expert Climber: Arachne have a climb speed of 20 ft., and are to be treated as though
constantly under the effect of a non-magical spider climb spell, excepting that they cannot climb
on smooth surfaces. They also are given an effective +16 racial bonus on all Climb skill checks.
Bite: Arachne are able to deliver a bite (1d3) as a secondary attack. As a free action, when
biting, they may choose to inject a numbing, paralytic poison (Injury; Fort save DC 10 +
arachne's HD + Constitution modifier; frequency 1/round for 4 rounds; effect 1d3 Dex; cure 1
save. They may deliver a venomous bite per day up to as many times as they have points of
Constitution modifier, with a minimum of once per day.
Blindsense: Arachne get blindsense out to 30 ft.
Silk: Arachne can, as a full-round action, produce five feet of silk from their fingertips. Through
the pulling, stretching, and twisting motions required to produce the silk, they can make up to 5
ft. of silk rope per round. An arachne may produce up to 10 ft. of silk rope per day for every point
of Constitution modifier it has, with a minimum of 10 ft. per day. While there are other ways to
use the silk (making cloth, for example), it is up to the DM to decide how flexible this ability is.
If an arachne is falling, as an immediate action, they may produce silk to catch themselves, so
long as they are able to make contact with a surface of some kind while falling. The amount of
silk used is 5 ft. for each 1d6 of damage the fall would have caused if the point of contact were
the bottom of the fall. If the arachne runs out of silk before the fall ends, they continue to fall,
using what remains of the fall after the point where the silk is depleted to determine damage.
Stitchery: Arachne are known for their skill in weaving silk and other fine textiles, and receive a
+2 racial bonus on all Craft and Profession checks involving tailoring, embroidery, or cloth in any
other manner.

Seismic Sensitivity: Arachne have incredibly touchy senses of feeling, and strong vibrations can
throw them off balance far more easily than most. When standing on a surface that is shaking
violently, such as the ground during an earthquake, or a building nearby a stomping creature
sufficiently large to rattle the foundations, they are forced to either stand completely still, or take
an additional -4 penalty to any Acrobatics checks that stacks with whatever other penalties are
associated with the shaking.
Quadruped They gain a +12 racial bonus to CMD against trip attempts and a +10
foot bonus to their base speed. In addition, driders may use weapons and armor as
if the weapons and armor were medium -sized (instead of Large).
Bubble Slime
2 levels
+6 con
+6 Str
+2 Wis
-6 Int
-6 Dex
-4 Chr
Medium
Speed 20
darkvision 60 feet racial trait.
Eat (Sweat Saliva semen, ect.)
Oder- Bubble slimes release two distinct senses depending on where they live, ether a horrid
one if they live in a sewers or other such areas, while if they live in a clean area they release a
present smell. Ether way their sent is so strong, every creature with in 10 feet can smell them.
Poison Life-Living in filthy for most of their lives, they have built up a natural immunity. They are
completely immune to all poisons and diseases.
Aphrodisiac Body- Bubble Slimes bodies are not toxic or sticky like other slimes, however they
have adapted a different way to catch their pray. Bubble Slimes body are made out of an
aphrodisiac that is extremely potent. When ever a creature injects some of the bubble slims
body must make a wisdom save (DC= 8+Con mod of the bubble slime+1/2 the bubble slimes
level), if they fail they become addicted to the aphrodisiac for a short amount of time, and one a
success nothing happens and the creature is immune to the aphrodisiac for one day. If a
creature fails the save five times in a row or become preeminently addicted to the aphrodisiac,
that can only be cured by magical means.
Natural Grappler- Bubble Slimes have refined their grappling abilities more so then anything
else. They gain a +4 to grapple a foe, this also allows the bubble slime to force a grappled
enemy to consume some of their body as a free action.
Cancer
3 levels
+6 Str

+4 Con
-8 Chr
-2 Int
Large
darkvision 60 feet racial trait.
breathe, eat, and sleep.
40 ft., Swim 20 ft.
Hard Shell- Cancers gain a +4 natural armor bonus that remains in effect even with armor
attached.
Claws!- Cancers are born with two large claws that allows them to make two attacks each turn,
each claw deals 1d6 +Str mod as well as activating grab.
Constrict- When a creature is grappled by the cancer, the can constrict the creature, dealing 1d6
+ str mod.
Water Affinity: Apsara sorcerers with the elemental (water) bloodline treat their
Charisma score as 2 points higher for all sorcerer spells and class abilities. undine
clerics with the Water domain cast their Water domain powers and spells at +1
caster level. Also they can breathe water.
Quadruped- They gain a +12 racial bonus to CMD against trip attempts and a +10
foot bonus to their base speed. In addition, Cancer may use weapons and armor as
if the weapons and armor were medium -sized (instead of Large).
Centaur
2 level
+4 Str
+2 Wis
+2 Dex
+2 Con
Large
breathe, eat, and sleep.
50 Ft
Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.
Quadruped- They gain a +12 racial bonus to CMD against trip attempts and a +10
foot bonus to their base speed. In addition, Cancer may use weapons and armor as
if the weapons and armor were medium -sized (instead of Large).
Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60
feet.
Chochin-obake
+6 Chr
+4 Wis
-6 Str
-4 Int
Or

+6 Str
+4 Dex
-6 Int
-4 Wis
Small
30 ft 30 Fly*
* Chochin-obake can only fly up to two feet off the ground
Undead
Undead have no Constitution score. Undead use their Charisma score in place of their
Constitution score when calculating hit points, Fortitude saves, and any special ability that relies
on Constitution (such as when calculating a breath weapon's DC).
Undead have the darkvision 60 feet racial trait.
Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns,
and phantasms).
Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects,
and stunning.
Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to
damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to
exhaustion and fatigue effects.
Undead are harmed by positive energy and healed by negative energy. An undead creature with
the fast healing special quality still benefits from that quality.
Undead are immune to any effect that requires a Fortitude save (unless the effect also works on
objects or is harmless).
Undead do not risk death from massive damage, but are immediately destroyed when reduced
to 0 hit points or fewer.
Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true
resurrection can affect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one
of these activities. This means that an undead creature can drink potions to benefit from their
effects and can sleep in order to regain spells, but neither of these activities is required to
survive or stay in good health.
Lantern Light- Chochin-obake sheds normal light in a 30-foot radius and increases the light level
by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light
becomes normal light) That they cant put out.
Fire Affinity: Chochin-obake sorcerers with the elemental (fire) bloodline treat their Charisma
score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire
domain use their domain powers and spells at +1 caster level. This also grants them fire
resistance 5.

Cockatrice
2 Level
+4 Dex
+ 2 Wis

-6 Con
Small
darkvision 60 feet racial trait.
breathe, eat, and sleep.
40 ft
Strong legs-While Cockatrice wings are too weak to fly they make up for it with their
exceptionally strong legs add +20 feet to their movement speed. They also gain +4 to acrobatic
cheeks.
Petrification-Cockatrices stair can cause a living creature to fossilize into stone. Each time a
creature looks into the cockatrices eyes, it must succeed at a DC 8+ Con mod+ 1/2 leve
Fortitude save or take 1d6 points of Dexterity damage as its flesh and bones stiffen and harden.
If a creature's Dexterity score is reduced to 0 by a cockatrice's glair, that creature immediately
turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified
by a cockatrice in this manner can attempt a new DC 6+ Con Mod +1/2 level Fortitude save; if it
succeeds, the victim recovers from the petrification with a Dexterity score of 1 (and thereafter
can be restored to full Dexterity by natural healing or magic as normal). If a petrified creature
fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature
restored to flesh via magic has any Dexterity damage caused by cockatrice bites removed, but
not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification
ability of itself and of other cockatrices, but other petrification attacks affect them normally.
Talon- While they cant fly they can still kick with their talons. They have two natural claw attacks
that deal 1d4 Piercing damage.
Crow Tengu
Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate.
They gain +2 Dexterity, +2 Wisdom, 2 Constitution.
Type: Tengus are humanoids with the tengu subtype.
Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Tengus have a base speed of 30 feet and fly 30 feet (clumsy)
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence
scores can choose any languages they want (except for secret languages, such as Druidic). See
the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages
each time they gain a rank in Linguistics rather than 1 language.

Offense Racial Traits


Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically
proficient with sword-like weapons (including bastard swords, daggers, elven curve blades,
falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords,
and two-bladed swords).
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits
Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions
of dim light.
Cyclops
2 Levels
+6 strength, +4 constitution, -4 charisma.
Humanoid (Giantkind.
Medium.
Cyclops base land speed is 40 ft.
Darkvision 60 ft.
-4 racial penalty on spot and search checks.
+4 racial bonus on intimidate and listen checks.
+10 Racial Bonus to a dc for sense motive
Powerful Build (ex): the greater physical stature of cyclops lets them function in many ways as if
they were one size category larger. Whenever a cyclops is subject to a size modifier or special
size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip
attempts), the cyclops is treated as one size larger if doing so is advantageous to him. A cyclops
is also considered to be one size larger when determining whether a creatures special attacks
based on size (such as improved grab or swallow whole) can affect him. A cyclops can use
weapons designed for a creature one size larger without penalty. However, his space and reach
remain those of a creature of his actual size. The benefits of this racial trait stack with the effects
of powers, abilities, and spells that change the subjects size category. Special: a cyclops size
requires that their armor be made to fit someone of their stature, costing and weighing half again
as much as armor for other medium creatures, and their build gives them a -4 penalty on hide
checks.
Cyclopian Glare (su): a cyclops can target an enemy with a stare that rends their soul. Times
per day equal to their wisdom modifier, a cyclops can target an opponent withing 60 ft of
themselves. The target must be able to see the cyclops. Unless the target succeeds on a will
save (dc 10 + 1/2 of the cyclops hd + their wisdom modifier), they are affected by either a
confusion or blindness effect, cyclops' choice.

Dark Elf

+2 Dexterity, +2 Charisma, 2 Constitution


Medium
30 feet
Darkvision: Darkvision 120 ft. Drow can see in the dark up to 120 feet.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
mmunity to magic sleep effects.
+2 racial bonus to saves against enchantment spells.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds,
they are dazzled as long as they remain in the affected area.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning
themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness
this poison allows drow to capture slaves with great ease.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence
can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic,
Drow Sign Language, Gnome, or Goblin.
Dark Priest
5 levels or 2 dark priest levels and 3 levels of cleric
+6 Chr
+4 Dex
-6 Wis
-4 Str
Medium
30 ft fly 10 ft(poor)
Corruption of The Fallen God-The dark priest possesses a natural gift for seduction from the
fallen god. They gain +2 to any roll to seduce someone, this bonus it increased by two overtime
they successfully seduction them. Once it reaches +12 The dark priest dose not have to roll to
seduce them, and they does not enable you to control the charmed person as if it were an
automaton, but it perceives your words and actions in the most favorable way. You can try to
give the subject orders, but you must win an opposed Charisma check to convince it to do
anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys
suicidal or obviously harmful orders, but it might be convinced that something very dangerous is
worth doing. They will also defend them selfs if they are attacked by the dark priest or one of
their allies.
Path of The Fallen God-The Dark Priests spells are Charisma based. Also if they are a cleric
they may use their charisma instead of their wisdom. Clerics gain double bonus spells, while
other classes gain the following spells. Clerics also gain Diplomacy and Bluff as class skills.
3/Day-Command,Compel Hostility,Comprehend Languages
2/Day-Aid,Cure Moderate Wounds

1/Day-Sadomasochism
at-will- Enhanced Diplomacy,Mending

You might also like