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Angry Bob
2011-04-20, 12:00 PM
The place to show off and discuss all of your heavily templated, advanced HD, better skill/feat selection'd, class leveled atrocities to torment your players with.
Elaborate if you've ever actually used said creature in a campaign on how it went against what kind of party.

The last thread had a pretty awesome turnout, so here it goes again.

No name for this creature yet.
Apply Sentry Ooze to advanced HD Ooze of choice, then throw on any combination of Half-Fiend, Half-Dragon, Half-Farspawn, Half-Fey(How does that work?) and/or Phrenic for an ooze that sneaks in through the cracks and wrecks the party with a combination of engulfing and high-level spell/psi-like abilities. Bonus points for giving it nonassociated class levels to jack up its difficulty while leaving its CR fairly low and making it a recurring villain.

"My brains! No, mine!"
Multiheaded Half-Illithid anything. Make its grapple check awesome, perhaps by applying the half-minotaur template. Watch your players panic at its approach, and then have the heads grapple each other over who gets to eat the brain of the guy they're grappling. A large creature like a half-minotaur humanoid gets up to three extra heads, so this should be good for at least on eaten brain out of pure probability.

I haven't had a chance to employ either of these, I need help optimizing them against a fairly strong group before just throwing them away.

Alabenson
2011-04-21, 04:53 PM
Haven't had a chance to use or perfect this atrocity yet, but...

"Cthulhu-Lite"
Essentially the tarrasque with the half-illithid, half-dragon, and phrenic templates, plus an improved feat selection (I'm thinking at least Mindsight and possibly some psionic feats)

Yukitsu
2011-04-21, 05:16 PM
Fast acid zombies. They run quickly, scale walls and fortifications with a climb speed, and bleed acid on everything when they die.

Angry Bob
2011-04-21, 05:40 PM
Fast acid zombies. They run quickly, scale walls and fortifications with a climb speed, and bleed acid on everything when they die.

Do you get that with existing templates, or is it a custom monster?

LOTRfan
2011-04-21, 06:47 PM
Do you get that with existing templates, or is it a custom monster?

Libris Mortis is your friend. It has three (four?) zombie templates that can be added to zombies!

Angry Bob
2011-04-21, 07:12 PM
If there's an acid template in there, that book is my new mancrush.

However, the way he describes it makes me think zombie with the fast and hunting zombie template, the agile skeleton template, something to give it the acid subtype, and Final Strike as a bonus feat.

Urpriest
2011-04-21, 07:24 PM
I once had quite a bit of fun with a Feral Were-Dire-Tiger Blackscale Lizardfolk with a template from Dragon that gave it additional claw attacks on its feet. That guy was quite a blender. I think I gave it a few levels of barbarian as well.

Aemoh87
2011-04-21, 07:46 PM
Trip specialist were-rat ninja.
All sorts of themed wizards (almost all my caster NPCs have a theme for their spell selection)
Fey who was a caster and focused on tenticles and squids was a personal favorite.
A LG "malconvoker" who crossed the "line" but could still cast (a perverted thing was granting him spells and tricking him into believing his god did not cut him off)

I have also made over 60 different Orc base NPC's for a campaign. Very fun. Had a boss who used fear effects and mortal combat to turn feared foes into allies. Then he had on a bunch of immortal king gear so he could use them to sustain his life.

I also saw an avatar on here that was an acidborn dire shark swimming in a gelatinous cube... that was sweet. Best avatar I have ever seen.

ShneekeyTheLost
2011-04-21, 09:02 PM
Oh the fun times I had with a Dread Necromancer. In fact, it was the campaign which really sold me on their power.

BBEG was a Dread Necro/True Necro/Pale Master.

Everything was created in a Desecrate, thanks to the True Necro4 ability. Then Spellstitched and Corpsecrafter were necessities. With Corpsecrafter, I decided to tack on Destructive Retribution to give his minions some extra bang for their buck.

Then, we set up the scouting parties thusly:

A Leopard skeleton is CR 1, since the base creature has 3 HD. It retains its Pounce ability, as well as Improved Grab, and the claw, bite, and rake attacks.

So a hunting pack of 6 of them isn't a very hard encounter. Normally.

But, for no change in CR, they now have +3 hit points per HD (+1 from Desecrate, and +2 from Corpsecrafter), the Claw attacks upgrade to d4 damage, and with the Strength boost from Corpsecrafter, they get another boost in damage. Furthermore, when they die, they explode for 2d6 Negative Energy damage.

However, they're generally accompanied by a Necropolitian Bard4 that has Song of the Heart and Requiem feats, wielding a Masterworked Mandolin. That gives a +4 to attack and damage. Suddenly, the skeletal leopards have a significantly better odds of landing a hit and do significantly more damage when they do hit.

So a CR 4 encounter, this is pretty dang scary.

Gets better...

Since the party absolutely insisted on allowing Flaws, I warned them that I might use them as well. To which they agreed.

So the two bonus feats from Flaws: Dragontouched and Dragonfire Heretage.

So now each cat is doing five attacks on a Pounce, for Bite +9 (1d6+8+4d6 Fire), 2x Claw attacks +4 (1d4+6+4d6), and 2x Rake attacks +4 (1d4+6+4d6)

That's pretty darn painful... for a CR 4 encounter. Every individual hit is enough to seriously injure, if not outright kill, an average 4th level character, two or three of them can even bring down a Barbarian. And that's less than full attack progression from a single cat.

flabort
2011-04-21, 11:06 PM
mwah haha ahahahahaaaa!
I shall take That Damned Crab (http://www.wizards.com/default.asp?x=dnd/fw/20040221a), and create a grappling GOD!

As if it weren't already.

But anyways, It already has Improved Grab, and Powerful Claws, making it nasty for grappling. I'm going to apply the Skitterhaunt template (here (http://www.wizards.com/default.asp?x=dnd/fw/20021123a)), meaning it's got d10 hd, instead of d8, it's got higher CON, and it's got bonus HP as an ooze. It doesn't lose any INT, it never had any, but it does lose WIS+CHA (big deal), and a little DEX. Did I mention it's got Ooze Immunities and extra acid damage?
Lets tack on Fiendish, giving it INT 3. So far that's two +1 CR templates, for CR 5, but nothing to really help out it's grapple.

What Am I going to do next? Why, the only thing you can do with a grapple god:

Give up and go to bed.

peacenlove
2011-04-22, 04:52 AM
Off the top of my head from the 12+ years I DM.

A 4 armed minotaur monster of legend with extra feats to support multiweapon fighting (my first custom creation)

A floating "thing" with 2 atrophied heads, 6 atrophied hands and a long tail ending in a poisonous spike. Dual actions psionics and magic spells. Due to a silly ruling that each additional pair of hands gives +4 to grapple checks the party's monk couldn't grapple it. My players loved it so I pit them with this thing again.

A giant animal in MM2 (cant remember which, it was heavily templated also) that due to the multigrab and throw enemy feats in savage species, practically invented basketball, and guess who were the balls :smallamused:

My first attempt at a far realm dragon with 3 heads, 3 hit point totals and the ability to convert any spell cast near him into a friendly living spell, even epic spells, amongst other abilities. Meant to face a group of 21st level characters, sadly that game never began. Might post him here if interested :smalltongue:

A small shadow elemental shadowcaster, disguised as a child. Until they found out what it actually is, they surrendered to him.

Troglodyte phrenic half golem frenzied berserkers named Cooler (shamelessly ripped off from a DBZ movie, introduced solely as an easter egg and a reward battle.)

And lastly a common creation that terrorizes many gaming tables, the party's dwarf frenzied berserker. Responsible for the death of the party TWICE until i killed him with an over-CR'ed fang dragon.

Mr.Smashy
2011-04-22, 06:47 AM
Off the top of my head from the...And lastly a common creation that terrorizes many gaming tables, the party's dwarf frenzied berserker. Responsible for the death of the party TWICE until i killed him with an over-CR'ed fang dragon.

Wow. We have always figured out ways to stop the FB before he/ she got too crazy. Once, the DM stated that if the party could aid another on his will save, something like "Hey Krongar, its me, your buddy sivilip. we eat crawfish together, come one buddy, put away the axe." This particular AO action only added +1 and went off of diplomacy.

Everyone in the group started maxing Dip. lol

Also a cleric with calm emotions should always be a FB party staple, at least a scroll or two in the event that he didnt prepare.

back to OP:

In my own little worlds, dragons are lore masters. they collect songs, stories, as well as treasure. Well the party brought an old celestial gold dragon with levels in paladin, an amulet of protection from good, as tribute. The party found out that the amulet was evil, and also found out how the monk of the party tasted.

A grey render with the Half-Fiend, half Dragon template, I ruled that the combination of the two caused it to sprout large scaly wings. charge, fly by attack, rend. Rinse Repeat.

peacenlove
2011-04-22, 07:27 AM
Also a cleric with calm emotions should always be a FB party staple, at least a scroll or two in the event that he didnt prepare.


Sorry no clerics :smallannoyed: Only trigger happy glass cannon psions that die at the first spell turning, coward wizards that use 3 rounds to buff up, *censored* monks and 5xWBL rogues (due to awesome role and roll play mostly) here. Also Frenzied berserker charges, hidden mooks take care of squishies behind. Thank god that player found out about CoDzilla, as effective but without also killing his team mates.

Also stealing most of the ideas here, especially Shneekey's ones.

LOTRfan
2011-04-22, 08:50 AM
I made a CR 78 Bael by advancing a standard Pit Fiend to fifty-four HD and slapping on forty class levels. I doubt I'll ever use it, but oh well. Are we actually supposed to post stats, or are we just talking about them?

true_shinken
2011-04-22, 09:29 AM
mwah haha ahahahahaaaa!
I shall take That Damned Crab (http://www.wizards.com/default.asp?x=dnd/fw/20040221a), and create a grappling GOD!

As if it weren't already.

But anyways, It already has Improved Grab, and Powerful Claws, making it nasty for grappling. I'm going to apply the Skitterhaunt template (here (http://www.wizards.com/default.asp?x=dnd/fw/20021123a)), meaning it's got d10 hd, instead of d8, it's got higher CON, and it's got bonus HP as an ooze. It doesn't lose any INT, it never had any, but it does lose WIS+CHA (big deal), and a little DEX. Did I mention it's got Ooze Immunities and extra acid damage?
Lets tack on Fiendish, giving it INT 3. So far that's two +1 CR templates, for CR 5, but nothing to really help out it's grapple.

What Am I going to do next? Why, the only thing you can do with a grapple god:

Give up and go to bed.
This is... beautiful.
Next step: giving it martial maneuvers, sneak attack and swift action buff spells :smallamused:

Angry Bob
2011-04-22, 10:22 AM
Are we actually supposed to post stats, or are we just talking about them?

Up to you. If you think a stat block would help get the point across, it's encouraged.

In other news, I just finished up a faily vanilla one, by comparison: a Spellwarped (Tauric(Phrenic Thri-Keen)/(15HD Dungeonbred Giant Wasp)). This'll be for an encounter with two 22 HD Psion-killers on top of a tower while this thing kites the PCs with its PLAs.

The best or worst part, depending on your skills as a DM, about this kind of creature, is describing it to your players.

Goober4473
2011-04-22, 10:55 AM
My first attempt at a far realm dragon with 3 heads, 3 hit point totals and the ability to convert any spell cast near him into a friendly living spell, even epic spells, amongst other abilities. Meant to face a group of 21st level characters, sadly that game never began. Might post him here if interested :smalltongue:

Was the living spell ability custom, or does that exist somewhere? I'm planning an enemy that can do something like this.

Angry Bob
2011-04-22, 12:55 PM
Was the living spell ability custom, or does that exist somewhere? I'm planning an enemy that can do something like this.

Likely custom. Consider adding the sentry ooze template to those living spells for rudimentary intelligence(more than rudimentary, if you pile on the templates). More importantly, if you happen to run mindless monsters with intelligent tactics anyways, having an INT score gives them feats. And once they have feats, nothing can stop you.

Merellis
2011-04-22, 01:10 PM
My atrocity was Angry Bear.

Druidic Avenger/Frenzied Beserker/Warshaper/Nature's Warrior/Lion Totem Librarian

Dire Bear, Buff attack and defences, gain multiple attacks, rage, and intentionally fail will to not frenzy. 12+ rounds of deathless insanity.

It was hilarious when the DM sent an army at us. Especially when Greater Invisibility and Enlarge Person came up. Invisible Wood Chipper.

peacenlove
2011-04-22, 01:38 PM
Likely custom. Consider adding the sentry ooze template to those living spells for rudimentary intelligence(more than rudimentary, if you pile on the templates). More importantly, if you happen to run mindless monsters with intelligent tactics anyways, having an INT score gives them feats. And once they have feats, nothing can stop you.

Yeah it is custom. But the living spell template is found in Monster Manual 3.
Was my answer back then to the 21th level PC party consisting of lich dread necro with 100+ spellcasting shadows, psion with schism and some weird summons, UMD abusing and master of hiding rogue, runescarred barbarian and, of course the resident *grumble* monk of the party.
He also existed in 3 dimensions (hence the 3 HP totals) simultaneously. When I get back at my notebook I will post his exact stats in this forum.
Lastly Angry Bob's idea is evil enough and will be incorporated when I recreate him again. :smallbiggrin:

flabort
2011-04-22, 02:46 PM
This is... beautiful.
Next step: giving it martial maneuvers, sneak attack and swift action buff spells :smallamused:

Actually, no. Good morning (over here), by the way.

Now that I've applied Fiendish, I can add multiheaded (http://www.wizards.com/default.asp?x=dnd/mm/20020621a). An Ooze with multiheaded? Well, it's got a discernible head, so it's actually an OK target.
I could add multiheaded before, technically, but it was just under a threshold before, which would have made fiendish +2 CR, instead of +1. It has no head based attacks, so no extra CR from that. But because I'm adding 4 heads, that's +8 HD, and +8 CON (pumping up HP), for +3 CR. (that's CR 8 for those following along)

OK, by this point it's looking less grappling God, and more Lord of All Meatshields.

Now, it's got INT of over 3, or exactly three as the case may be, and can take class levels. I'm going to give it levels in barbarian, because what else can I do to bump it's Con higher?

That Damned skittering barbarian
Multiheaded (+4) Fiendish skitterhaunt monstrous crab + barbarian 4
Large Ooze (Aquatic, Extraplanar)
Hit Dice: 15d10+165 + 4d12+44 (318 hp, 356 rage)
Initiative: +2
Speed: 40 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 21 (-1 size, +4 natural, +8 Armor), touch 9, flat-footed 21, rage 19
Base Attack/Grapple: +15/+29
Attack: Claw +10 melee (1d8+9+1d6 acid)
Full Attack: 2 claws +10 melee (1d8+9+1d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+9, improved grab, powerful claws, Acid spray, Infest Vermin, smite good
Special Qualities: Amphibious, Darkvision 90 ft., Blindsight 40 ft., Sonic Immunity, Ooze traits, damage reduction 5/magic, resistance to cold+fire 5, spell resistance 12, fast movement, illiteracy, rage 2/day, uncanny dodge, trap sense +1
Saves: Fort +20 (22 rage), Ref +6, Will +1 (3 rage)
Abilities: Str 22 (26 rage), Dex 10, Con 33 (37 rage), Int 3, Wis 1, Cha 1
Skills: ??apply them yourself??
Feats: ??apply them yourself??
Environment: Any evil aligned plane
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment: --

Constrict (Ex): With a successful grapple check, a monstrous crab can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage.

Improved Grab (Ex): If a monstrous crab hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.

Powerful Claws (Ex): A monstrous crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.

Acid Spray (Ex): Once every minute, the skitterhaunt can spray a line of acid out from any cracks or openings in its chitinous armor. The skitterhaunt makes a ranged touch attack against a target within 120 feet. If it hits, the target takes as many d6 of acid damage as the skitterhaunt has HD. For example, a 4-HD giant wasp skitterhaunt would inflict 4d6 points of acid damage with its acid spray.

Infest Vermin (Ex): If a skitterhaunt damages a living vermin, it can attempt to infest the vermin. This is a free action for the skitterhaunt, although it can attempt it only once per round. The damaged vermin must make a Fortitude saving throw (DC 10 + half the skitterhaunt's HD + its Constitution modifier) to avoid becoming infested. An infested vermin takes 1d8 points of temporary Strength damage per day. Once its Strength score reaches 0, the vermin dies and the skitterhaunt begins to ooze from its previous shell into the new host's exoskeleton, replacing the creature's internal organs with its own body. This process rebuilds the host creature's lost Strength slowly, at the rate of 1 point per day. During this time, the skitterhaunt is helpless and immobile. When the host creature's Strength returns to its previous value, the skitterhaunt has completely taken over the new vermin's body. It then awakens, fully mobile, and begins to seek out new vermin to infest.

Blindsight (Ex): A skitterhaunt's entire body is a primitive sensory organ. This enables it to discern objects and creatures within 40 feet. The skitterhaunt usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the skitterhaunt to rely on its vision (which is as good as a human's).

Sonic Immunity (Ex): Skitterhaunts are immune to sonic damage and effects.

Ooze Traits: A skitterhaunt is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Racial skills: Gets +8 on listen, search, and spot checks.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a rage twice per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. It has all the normal restrictions, as described in the barbarian class description. Any and all benefits during a rage have been described in the statblock.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Edit: heh. just noticed it's hp during rage is 356. What else is that number?

LOTRfan
2011-04-22, 05:02 PM
Give it Divine Rank 0. Now it always has maximum HP, a better land speed, and CR +0.

So, that would be 407 hp, 445 when raging.

faceroll
2011-04-22, 05:38 PM
12 tentacled, batwinged, fire breathing anthropomorphic octopus that fired 192 8d6 acid scorching rays/round. Was going for the wow factor. Ended up with a TPK.

Angry Bob
2011-04-22, 05:39 PM
12 tentacled, batwinged, fire breathing anthropomorphic octopus that fired 192 8d6 acid scorching rays/round. Was going for the wow factor. Ended up with a TPK.

Homebrewed or heavily-templated? Did you expect it not to TPK?

faceroll
2011-04-22, 08:50 PM
Homebrewed or heavily-templated? Did you expect it not to TPK?

I think it was only templated a couple times. Party was pretty highly optimized, but 192 attacks is a lot of attacks.

Plus, I love trashing my players with evocations. "Bad school, huh bitch? TIME TO DIE." It amuses me.

Aemoh87
2011-04-22, 08:53 PM
12 tentacled, batwinged, fire breathing anthropomorphic octopus that fired 192 8d6 acid scorching rays/round. Was going for the wow factor. Ended up with a TPK.

If you didn't expect TPK with this monster then you should prolly avoid making custom monsters for a long time.

flabort
2011-04-22, 08:59 PM
12 tentacled, batwinged, fire breathing anthropomorphic octopus that fired 192 8d6 acid scorching rays/round. Was going for the wow factor. Ended up with a TPK.

Cthulu's boss, eh?

I remember somewhere somebody took the muskcreeper plant, applied a few templates (no homebrew), and got a golden flowered, flying vine, very pretty, but still capable of zombifying a few critters. They got the same template treatment, too. One of the templates may have been half-fey?

Angry Bob
2011-04-22, 10:39 PM
Something occurred to me. Can you make metamagicked spells into living spells? Some would or wouldn't make sense, or just wouldn't work when used as the creature's ability, but imagine being attacked by a living empowered wall of blades. I suppose you could invent different ways for them to interact, but It'd be nice if there were a rule.

PersonMan
2011-04-23, 08:25 AM
Speaking of classed monsters...

Invisible Stalker (http://dandwiki.com/wiki/SRD:Invisible_Stalker) as the base. If you change out some of its feats it qualifies for Cragtop Archer. Five levels of it, with a composite longbow, gives it a maximum range of over 2,000 feet(but with something like -20 to hit, so eh), bonuses to attack and damage for being above its targets(and, really, why wouldn't it be?) as well as impressive range. I believe it had around 2d6+12 damage as well as rather good attack bonuses, but I don't have the stats with me.

I also enjoy a bit of low-scale templating-a small earth necromental, for example. At CR 2 it gives a negative level(and gains 5 temp HP) with every hit, has fast healing 3 and more hit points than a normal earth elemental(2d8+2 vs 2d12).

For a combination of the two, there's Thresher, the Half-Fiend level 6 truenamer otyugh who I made on a whim.

Cog
2011-04-23, 08:35 AM
Plus, I love trashing my players with evocations. "Bad school, huh bitch? TIME TO DIE." It amuses me.
Has anybody ever really said it's a bad school for monsters to use? The main problem with evocation is SR, which is often a monster defense and generally not a PC defense.

Undercroft
2011-04-23, 04:12 PM
Half-Illithid Ettin Cancer Mage. I know template isn't exactly legal, but it was kickass. I had it have two sets of int scores (1 for each head)

I had one head normal, and one head squidified (with the template). Combined with that tumor familiar thing from cancer mage it freaked the hell out of my players, especially when it turned into a disease itself to infect our wizard. Now the cleric never goes anywhere without at least 3 remove disease spells prepared :smallbiggrin:

Aemoh87
2011-04-23, 04:19 PM
Has anybody ever really said it's a bad school for monsters to use? The main problem with evocation is SR, which is often a monster defense and generally not a PC defense.

I wish it was part of PC defense, but it is pricey. Either LA +2 or lots and lots of gold.

Cog
2011-04-23, 04:47 PM
I wish it was part of PC defense, but it is pricey. Either LA +2 or lots and lots of gold.
There are spells to get it as well. It's not that hard to obtain; the problem is that it interferes with buffs, healing, and the like, which a PC character is more likely to be benefiting from.

faceroll
2011-04-23, 05:55 PM
Has anybody ever really said it's a bad school for monsters to use? The main problem with evocation is SR, which is often a monster defense and generally not a PC defense.

Yeah, my players.

Angry Bob
2011-04-23, 07:49 PM
This just in. Living Spells have CHA = Spell lvl + 10. Sentry Ooze adds +10 CHA.

Give me a moment and I'll give you a stat block for a sentry living blade barrier wilder or sorcerer.

Or something that uses Cha. Bard? Binder?

Either way, that is one sexy animated wall of knives.

EDIT: What feats do you give a sentry ooze? Improved Grapple?

EDIT2: Settled on Wilder so I wouldn't have to spend a feat on Surrogate Spellcasting.

LOTRfan
2011-04-23, 09:05 PM
This just in. Living Spells have CHA = Spell lvl + 10. Sentry Ooze adds +10 CHA.

Give me a moment and I'll give you a stat block for a sentry living blade barrier wilder or sorcerer.

Or something that uses Cha. Bard? Binder?

Either way, that is one sexy animated wall of knives.

EDIT: What feats do you give a sentry ooze? Improved Grapple?

EDIT2: Settled on Wilder so I wouldn't have to spend a feat on Surrogate Spellcasting.

Gotta give it the fiendish/celestial template to give it an intelligence score, so they can take class levels.

Angry Bob
2011-04-23, 10:03 PM
Done.

Wall of Kniferape
Fiendish Sentry Living Blade Barrier Wilder 8
Large Ooze
Hit Dice: ~145 (11d10+8d6+57)
Initiative: +8
Speed: 40 ft.
Armor Class: 19(+6 Deflection, +4 Dex, -1 Size) Touch: 29(All base AC applies +10(Elude Touch)), Flat Footed: 15
Base Attack/Grapple: +15/+26
Attack: Slam +18 (1d6+4+Blade Barrier(11d6, Ref DC 26 half))
Space/Reach: 10 ft./5 ft.
Special Attacks: Psionics(See Below), Smite Good 1/day(+19 damage), Engulf (Ref DC 28), Wild Surge
Power Points: 98
Powers Known:
1st(DC 21)-- Entangling Ectoplasm, Inertial Armor, Psionic Grease(Educated Wilder Bonus)
2nd(DC 22)-- Ego Whip
3rd(DC 23)-- Cerebral Phantasm
4th(DC 24)-- Psionic Dimension Door
Special Qualities: Ooze Traits, Blindsight 60, Darkvision 60, SR 21, Resist Cold 10, Resist Fire 10, Elude Touch, Surging Euphoria,
Saves: Fort +8, Ref +9, Will +15(+19 vs. Mind-affecting)
Abilities: Str 16, Dex 19, Con 16, Int 3, Wis 23, Cha 26
Skills: Concentration +16
Feats: Ability Focus(Engulf), Improved Unarmed Stike, Improved Grapple, Improved Initiative, Psionic Meditation, Linked Power, Empowered Power
Environment: Directly behind you
Organization: Unique Creature, usually accompanied by paid distractions
Challenge Rating: 14(Estimated by this (http://www.giantitp.com/forums/showpost.php?p=10599329&postcount=21) better CR formula)
Treasure: Standard, no art, no items, triple coins
Alignment: Neutral Evil

Tactics: Usually attacks from some distance away, manifesting a wild surged dimension door linked to ego whip, teleporting to directly above the most vulnerable looking enemy and targeting enemies with its linked ego whip that look susceptible to it, more for its daze effect than its cha damage. In following rounds, it spams fully-augmented wild surged empowered ego whip or surged extended cerebral phantasm while dragging engulfed enemies around and engulfing dazed enemies at first opportunity.
If it suffers psychic enervation, it'll still deal blade barrier damage each turn to whoever it's grappling, and if it used a linked power, that'll still go off.

Possible Improvements:
-Add Bard list Mind Fog to jack up its CL and ooze HD to 13 (and, by the Living Spell Template, take its size up to huge). Now it can really ruin someone's day by engulfing them and manifesting a power that takes a will save. Like Cerebral Phantasm.

flabort
2011-04-24, 02:59 PM
Oh! I just realized that That Damned Crab already qualifies for everything except having an INT score required for taking War Hulk.
All it needs is the fiendish template to take all 10 levels, and wind up at CR 14.

So now I've got one with super pumped CON, and one with super pumped STR. and the higher STR one is 1 CR less. :smallamused:

Angry Bob
2011-04-24, 03:57 PM
Oh! I just realized that That Damned Crab already qualifies for everything except having an INT score required for taking War Hulk.
All it needs is the fiendish template to take all 10 levels, and wind up at CR 14.

So now I've got one with super pumped CON, and one with super pumped STR. and the higher STR one is 1 CR less. :smallamused:

You also need a way to make it non-mindless so that the INT increase from fiendish will take, and to my knowledge sentry ooze is the only way to do that. That or Awaken, but I don't think any Awaken Vermin spells exist. There's Awaken Animal, Construct, and Undead, but no Vermin outside homebrew. Unless I'm forgetting something.

flabort
2011-04-25, 01:03 PM
Unless I'm forgetting something.

Fiendish says "Intelligence is always 3", meaning that if INT is -, 0, 1, or 2, it always increases to 3.
Fiendish does what you said needed doing before it's applied, to the best of my knowledge.

true_shinken
2011-04-25, 02:26 PM
I also enjoy a bit of low-scale templating-a small earth necromental, for example. At CR 2 it gives a negative level(and gains 5 temp HP) with every hit, has fast healing 3 and more hit points than a normal earth elemental(2d8+2 vs 2d12).

I used a bunch of those as mooks against my players. They were unprepared (they were actually trying to rescue their divine aster, so the whole thing is even more sadistic) so they simply ran.