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Were-Sandwich
2006-12-03, 05:54 AM
OK, encounter by encounter.
They were sent by Lord Shojo to kill the dishonourable Lord Toyota, who is threatening to invade the neighbouring kingdoms. THe PCs are: A Kitsune Duelist, A human Ronin (warblade) and a human Xiake (fighter with combat form feats).

First encounter, they are on the way to the township of Suzuki, and suddenly there shines a Shiney Demon in the middle of the road. As they all have maxed out perform, only one fails there check. Ninjas appear, and they kill them all with ease.

Second encounter, they enter Suzuki to find Toyota's banners flying on the walls. In the townsquare they find Red River (who killed the ronin's father and got him expelled from his Lords service) and (you guessed it) some ninjas. Red Rivers screws his initiative, going last, and the kitsune charges him. The other two focus on killing the ninjas. Red River uses SOARING RAPTOR STRIKE!!! on the kitsune for 35 odd damage. The others mop up the ninjas and lso charge in. They all hit him for loads of damage. He backs off and uses Blood Wind Ricochet to hit two of them. They then move in and full attack him. He never stood a chance. The ronin the CdGs him FOR GREAT JUSTICE!!

Third encounter, on the way to Toyotas fortress of Honda, they are assailed by a kitsune introducing itself as Mozilla, The Firefox. After I dodge the thrown books, combat begins, with them 50ft apart. Mozilla screws initiative, but manifests Psionic Fly in the surprise round. The kitsune charges, as do the others. She sends a Fire Bolt at the Xiake, then tries to fly over their heads. They kill her dead with AoOs (I forgot threatened areas extend upwards).

Last encounter, Toyota (13th level Wu-Jen). He is entertaining guests in front of his castle, in the gardens. After some priceless dialogue ("You have no chance to survive, make your time"), ninjas appear, and he casts Repulsion. Strangely, the players are saying "Hes casting a spell. Prepare for some damage". Once the ninjas are dealt with, they are surprised to learn that they can't move closer to him, except the Xiake who had entered Combat Focus so had +4 to Will saves. The xiake advances, whilst the others throw rocks. Several fireballs are thrown, including one sudden maximised one, knocking the Ronin down to 22hp. This continues for some time. The Ziake gets closer, where Toyota uses Decapitating Scarf on him. He fails his save and promptly snuffs it. The Ronin finally remembers to use Iron Heart Surge, and closes to melee range. He kills him with two Katana blows.

The IC dialogue was funny, to say the least. I instructed them to talk in badly dubbed English. "I kill ninjas, long time", "much fire, long time" etc

The Vorpal Tribble
2006-12-03, 09:37 AM
I'm not familiar with the splinterwaif race, is it in the MM III?Aye, though not a race, just a very unpleasant fey.


Thank you sir may I have another!

ECL: 5
Requirements: Must have at least two levels of Druid, or be a humanoid undead.

This was a fun one. I'm also thinking it'd make sense to have at least a bogun or two hanging around from previous castings.

-=-=-=-=-

Green-Hug

Forest Troll Druid 2
Medium Giant
Hit Dice: 5d8+30 + 2d8+12 HD (73 hp)
Initiative: +8
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 21 (+2 armor, +4 dex, +5 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+10
Attack: Claw +10 melee (1d4+6 plus poison)
Full Attack: 2 claws +10 melee (1d4+6 plus poison) and bite +8 melee (1d4+3 plus poison) or javelin +10 ranged (1d6+6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Animal companion, darkvision 90 ft., fast healing 5, low-light vision, scent, wild empathy, woodland stride
Saves: Fort +13, Ref +5, Will +7
Abilities: Str 22, Dex 18, Con 23, Int 10, Wis 16, Cha 6
Skills: Climb +14, Hide +11 (+13 in forests or jungle), Listen +10, Spot +10, Survival +10
Feats: Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker,LoM), Improved Initiative, Multiattack, Track(B)
Challenge Rating: 5
Treasure: See Possessions below
Alignment: Chaotic Neutral


Combat

Animal Companion: Medium Viper - Link, Share Spells

Poison (Ex): As MM III, p. 179. DC 19.

Spells: Druid Spells Per Day (4/3; caster level 2nd; Save DC 13 + spell level):
0 - Cure Minor Wounds, Detect Poison, Know Direction, Resistance
1st - Camouflage, Magic Fang, Obscuring Mist

Wild Empathy (Ex): Green-hug can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Green-hug and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Woodland Stride (Ex): Green-hug may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Skills: Green-hug has a +8 racial bonus on climb checks and can always choose to take 10 on a climb check, even if rushed or threatened.

McMouse
2006-12-03, 05:57 PM
I have to say, I loooove it.

I also love the idea of the Boguns. Could make it a great little encounter, however, he's not elligible to create them as he doesn't have the Craft Wondrous Item feat, and it requires 7th level. He's got 7 HD, I don't know if that qualifies him or not.

It's a super idea, and it would make a really cool encounter. Even if he doesn't qualify for making the boguns, I'll make sure to give him some small, bitey, poisonous minions.

For tactics, I'm going to give him a set of masterwork javelines, and swap Magic Fang out for Hawkeye. Then, he'll just rely on his climb speed and his enormous (with Camouflage) Hide check to pick off opponents, relying on his poison to do the dirty work. If he gets brought, somehow, to personal combat, he'll Obscuring Mist and do his best to simply escape. In fact, he can snipe with the -20 penalty, and with Camouflage, he'll still have +3 to hide, and the attendant concealment from being hidden in leaves and branches.

It also looks like his viper has a decent Hide check, so I'll have him ambush anyone who gets too close to Green-hug. And he has the poison to help knock people out of it.

Hmm. From those tactics, and the fact that the party's not likely to have very much gear of note, I'll have to make sure for him to be strictly hit and run, and fade away when it's appropriate, cause I'm certain that, even at level 2, he would be a very very difficult encounter for them, since there will be loads of poison, and 1d6 Con per tick could quickly stack up to be deadly.

The Vorpal Tribble
2006-12-05, 11:58 AM
All these times I've looked over the Beget Bogun spell and never noticed that you still had to craft it normally... *hmphs*

Anyways, that looks like a good strategy you have going. Let me know how it goes (or link to it if its online :smallbiggrin: ).

silentknight
2006-12-05, 07:29 PM
Captain Tribble of the Royal Tribble Army,
I was wondering if you could craft me a critter? If it pleases you, a player of mine has requested a mount that is similar to a Chocobo. The Golden Chocobo to be specific. Now, I am not that familiar with all things FF, so I thought you might be the one to help me.

I was thinking a Firestrider from Monsters of Faerun would be a good base creature, but whatever you come up with is fine. The character is 20th level (the campaign will soon be Epic) and I suppose using the druid advanced animal companion chart or the paladin advanced mount chart to get a rough approximation of how powerful this critter should be would work (I'm guessing roughly ECL 10, but I don't have my books in front of me right now).

I have the core books, MM2, Monsters of Faerun, Epic Handbook, Planar handbook, draconomicon....er, I think that's about it.

Thank you for your consideration.

The Vorpal Tribble
2006-12-07, 09:48 PM
Firestriders aren't in my copy of Monsters of Faerun... you meaning another book?

But anyways, I know absolutely nothing about Final Fantasy and haven't a clue what a golden chocobo would entail.

Nerd-o-rama
2006-12-08, 04:40 AM
I'm not much for monster design (and own zero FR sourcebooks), but I can give you a brief summary on the capabilities of the noble Chocobo:

Chocobos are large (as in, size Large), yellow (usually), generally flightless birds, used by humanoids for transportation in the same way we ride horses on earth. Basically, think a less ugly ostrich, if it were actually possible to ride an ostrich. In Final Fantasy VII, the only game to have a "Golden Chocobo", they're found in a wide variety of climates and subspecies, and are bred and trained for racing. In addition to the variances between individual birds, the player can, though extremely simple selective breeding (they also apparently reproduce, gestate, and mature almost instantly...just don't ask), create several special varieties of Chocobo. Essentially, Gold Chocobos are the only Chocobos that can travel over the ocean (and any other terrain) on the world map; from appearances, it seems to be the only Chocobo capable of actual flight. It's also ludicrously fast on the in-game race track, to the point that it basically wins races by default.

So, in game terms, what you're looking for is some sort of Large bird, trained for riding, with a very fast land speed and at least some fly speed. Alternative to that fly speed, it needs some ability to run across incredibly large bodies of water without stopping or tiring. Wild chocobo are also incredibly difficult to kill in combat before they run away, so it'd probably be pretty scrappy, too.

Also, I assume you're not the guy to ask for stats for a Tonberry, then?

silentknight
2006-12-08, 07:54 PM
What's a Tonberry?
Hmmm. I thought the Firestrider was in Monster of Faerun. Perhaps it is in MM2? I will have to check my books, I'll get back to you.
Anyone else out there willing to craft a Chocobo, who is more familiar with Final Fantasy? My player says that the Golden Chocobo has magic, with at least a healing-like spell and a fire-based-blow-up-the-baddies-type spell (Chocobo Heal and Chocobo Meteor I think is what he called them).

Gralamin
2006-12-08, 08:38 PM
Okay Tribble, I need the following

Do not open if your in Veterans of the Last war:A half-dragon [preferably not fire or ice breath] Ice beast [frostburn] Winter Wolf

thanks in advance oh great tribble

Nerd-o-rama
2006-12-08, 09:04 PM
silentknight: Hmm...I haven't played all of the Final Fantasy games, but FFVII's Gold Chocobo definitely didn't have any such moves, and I haven't played any games outside that with a Gold Choco. You can't even meet or use one in combat, technically. The wild chocobos you can fight/capture have a special move called Chocobuckle that's handy, but...

Hmm...ask your player which game he's basing it off of. It could be one I just haven't played, like FFXII or FF Tactics, in which case you should ask him for more details on how those "spells" work. Otherwise, he's making stuff up. Not necessarily a bad thing, just remember to take inherent magic into account when determining the critter's suitability as a mount.

Anyway, just bear in mind that a Chocobo is functionally a two-legged horse with feathers, and a Gold Chocobo is functionally a two-legged horse with feathers and the capacity for intercontinental travel, and you'll get the general idea right.

The Vorpal Tribble
2006-12-09, 12:22 AM
Okay Tribble, I need the following
A'ight, however, you do realize that the ice beast loses all special attacks and qualities of the base creature, right? A half-dragon winter wolf will only gain an extra two claw attacks. All other benefits from being a half-dragon will be negated.

Gralamin
2006-12-09, 12:34 AM
A'ight, however, you do realize that the ice beast loses all special attacks and qualities of the base creature, right? A half-dragon winter wolf will only gain an extra two claw attacks. All other benefits from being a half-dragon will be negated.

Oh ****, didn't read it enough, in that case How about just half-Dragon Winterwolf, advancing its HD till +3 cr?

erewhon
2006-12-09, 04:41 AM
Wow, very nice stuff here, Vorpal Tribble! :)

As a note, are you still taking only non-Epic requests?

Becuz I have a need, and you gots talent.

The Vorpal Tribble
2006-12-09, 09:51 AM
As a note, are you still taking only non-Epic requests?That was only for a short time. I'll take epic stuff, though please no 100+ HD stuff... *shudder*

The Vorpal Tribble
2006-12-09, 01:56 PM
Okay Tribble, I need the following

Here thou goest. Be sure to let me know when you use it so I can glance in at the fun :smallamused:

< Stay out Veterans of the Last War players >

Flurry

Advanced Half-Dragon Winter Wolf
Huge Dragon (cold)
Hit Dice: 15d12+90 (187 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +15/+35
Attack: Bite +25 melee (2d6+12 plus 1d6 cold)
Full Attack: Bite +25 melee (2d6+12 plus 1d6 cold) and 2 claws +20 melee (1d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, freezing bite, trip
Special Qualities: Darkvision 60 ft., immunity to cold and sonic, low-light vision, scent, vulnerability to fire
Saves: Fort +15, Ref +9, Will +8
Abilities: Str 34, Dex 11, Con 22, Int 11, Wis 13, Cha 12
Skills: *Hide +12, Intimidate +19, Listen +20, Move Silently +19, Search +10, Spot +20, *Survival +9
Feats: Flyby Attack, Improved Initiative, Power Attack, Power Dive (http://realmshelps.dandello.net/cgi-bin/feats.pl?Power_Dive,Dr), Tempest Breath (http://realmshelps.dandello.net/cgi-bin/feats.pl?Tempest_Breath,Dr), Track
Environment: Cold forests
Challenge Rating: 11
Alignment: Chaotic Evil

A great howling sounds even above the deadly noise of the storm. A creature comes barreling out from it with the shape of an enormous wolf. Tufts of white fur sprout in wild patches from amongsts its dim grey scales. Bat-like wings sprout from its back, covered with a soft white down of fur. Its legs, though lupine, end in grasping toes complete with transparent talons alike to razor-sharp ice. Extending behind it is an long, reptilian tail with a great tuft of fur at its tip. Its bright blue eyes are slitted like a reptile and seem totally crazed.

Flurry is a half dragon born from a meeting with a queen amongst winter wolves below and a howling dragon from the great winds above. Their mating was a symbolic gesture to the chill god Iborighu. The pup was born within the midst of a horrible blizzard and as soon as it was weaned left its mother to follow the Howl of the North.

Flurry speaks Common, Draconic and Giant.

Combat

Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 23 half. The save DC is Constitution-based.

Breath Weapon #2 (Su): 60-foot cone, once per day, damage 6d8 sonic, Fortitude DC 23 half. The save DC is Constitution-based.

Freezing Bite (Su): Flurry deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex): If Flurry hits with a bite attack he can attempt to trip the opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Flurry.

Skills: Flurry has a +1 racial bonus on Listen, Move Silently, and Spot checks. He have a +2 racial bonus on Hide checks. *His natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. Flurry has a +4 racial bonus on Survival checks when tracking by scent.

erewhon
2006-12-09, 02:53 PM
That was only for a short time. I'll take epic stuff, though please no 100+ HD stuff... *shudder*


LOL! No, I feel your pain, piling up hit dice gets lame fast. :)


Ok, let me tease your creativity with something a bit different. I'm running an Epic campaign, and the PC's have expressed a desire for a break from the political stuff. Sadly, there's not a lot out there for Epic dungeon crawls.

I've built a puzzle dungeon using nine nested demiplanes, and once they go in, they've got to punch their way through to the end. I originally planned to populate the place with one of every monster from the ELH, but quickly realized that was not good.

I've decided instead to use regular mobs from various sources and apply templates. (I developed several custom templates to make this easier, but I won't ask you to use those unless you want to.)

I would need creatures advanced to CR21-28 or so, using the Paragon template as a foundation. The only overall restrictions are no Voidmind templates (I have plans for those) and a desire to keep the critters fairly simple to run, IE, not a lot of complex interacting feats or caster levels.

Hopefully, I'd be able to re-use these critters (with some tweaking) further along.

Books I have access to are:

DMG, DMG2, PHB, PHB2, the Complete series, MM1-3, FF, Monsters of faerun, the Races books, Psionics 1 and 2, BOED, BOVD, OQ, Planar Handbook, Manual of the Planes, Sandstorm and Stormwrack, Lords of Madness, Draconomicon, Libris Mortis, Deities and Demigods, and quite a few more. My group of gamers are pretty darn awesome. :smallbiggrin:

The first part of the upcoming adventure is a demiplane with a tropical island, so jungle critters, sharks, monkeys, apes, etc would be appropriate. No undead, though, that's later. :)

Anything at all you can come up with would be enormously appreciated, it would be nice to have a different creative input, to keep the payers guessing. :smallbiggrin:

The Vorpal Tribble
2006-12-09, 06:31 PM
The first part of the upcoming adventure is a demiplane with a tropical island, so jungle critters, sharks, monkeys, apes, etc would be appropriate. No undead, though, that's later. :)

Hows this look? I'm thinking of having it be friends with a Thunderworm that could be continuously zapping it with electricity to increase certain abilities and stats. I can advance it to appropriate levels if you like that idea.

Attack wise, this thing is nuts with its flailing about with its six attacks. Furthermore it gets two additional attacks with its rapidstrike feats. However, its AC kinda stinks. With 800+ hp though and its spell resistance it might not be too bad off.

These guys can also be found underground, so it'd have no problem following them subteranean-like.

-=-=-=-=-=-

Eyaa

Elite Advanced Zeugalak
Colossal Aberration
Hit Dice: 48d8+624 (840 hp)
Initiative: +4
Speed: 30 ft. (6 squares), 30 ft. (climb)
Armor Class: 28 (+4 dex, +22 natural , -8 size), touch 6, flat-footed 24
Base Attack/Grapple: +36/+69
Attack: Tentacle +45 melee (3d6+17 plus 1d6 electricity/19-20x3)
Full Attack: 3 tentacles +45 melee (3d6+17 plus 1d6 electricity/19-20x3) and 2 claws +43 melee (3d6+8 plus 1d6 electricity) and sting +43 melee (3d6+8 plus 1d6 electricity plus poison)
Space/Reach: 25 ft./20 ft. (50 ft. with sting)
Special Attacks: Breath weapon, electrical aura, improved grab, pinning, poison
Special Qualities: Darkvision 60 ft., electrical affinity, electrical teleportation, feather fall, immunity to poison, low-light vision, resistance to sonic 20, spell resistance 33
Saves: Fort +29, Ref +22, Will +34
Abilities: Str 44 (+17), Dex 18, Con 37 (+13), Int 9, Wis 22 (+6), Cha 10
Skills: Climb +34, Listen +28, Spot +28
Feats: Awesome Blow, Clinging Breath (http://realmshelps.dandello.net/cgi-bin/feats.pl?Clinging_Breath,Dr), Combat Reflexes, Improved Bull Rush, Improved Critical (tentacle), Improved Snatch (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Snatch,Dr), Iron Will, Lightening Reflexes, Multiattack, Power Attack, Rapidstrike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rapidstrike,Dr) (claws), Rapidstrike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rapidstrike,Dr) (tentacles), Run, Snatch
Epic Feats: Energy Resistance (sonic) x2
Environment: Warm Mountains
Challenge Rating: 24
Treasure: Standard
Alignment: Usually chaotic neutral


Combat

Breath Weapon (Su): 100 ft. line, once every 1d4 rounds, damage 12d6 electricity, Reflex DC 37 half. The save DC is Constitution-based.

Electrical Affinity (Su): As Lords of Madness, p. 172.

Electrical Aura (Su): As Lords of Madness, p. 172.

Electrical Teleportation (Su): As Lords of Madness, p. 172.

Feather Fall (Su): At will, a zeugalak can use a feather fall effect (as the spell, caster level 48th) with personal range.

Improved Grab (Ex): To use this ability, the zeugalak mst hit a creature that is at least two size categories smaller than it with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple, it establishes a hold and can attempt to pin the opponent in the following round.

Pinning (Ex): A zeugalak that pins an opponent with a claw deals claw damage (3d6+17) and twice its normal electricity damage (2d6) in each round it maintains the pin. While maintaining a pin with its claw, it can continue to attack other targets with its other attacks (and can even pin another target with its other claw).

Poison (Ex): Injury (sting), Fortitude DC 37, initial and secondary damage 1d10 Str. The save DC is Constitution-based.

The Vorpal Tribble
2006-12-09, 11:17 PM
Ok, and this one came to mind as being just plain mean. Its sure to be a loooong fight as they are practically impossible to damage while simultaneously not doing much damage in return (for epic levels anyways).

-=-=-=-=-=-=-

Scent of Blood

Paragon Spirit Needletooth Swarm
Tiny Fey (augmented animal, incorporeal, swarm)
Hit Dice: 11d6+242 (308 hp)
Initiative: +17
Speed: 120 ft. (24 squares)
Armor Class: 54 (+5 deflection, +13 dex, +12 insight, +12 luck, +2 size), touch 54, flat-footed 41; 54 (+13 dex, +12 insight, +12 luck, +5 natural, +2 size), touch 49, flat-footed 41
Base Attack/Grapple: +8/-
Attack: Incorporeal swarm (4d6+20 non-lethal plus wounding) or swarm (4d6+20 plus wounding)
Full Attack: Incorporeal swarm (4d6+20 non-lethal plus wounding) or swarm (4d6+20 plus wounding)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, manifestation, wounding
Special Qualities: Damage reduction 10/epic, fast healing 20, half damage from piercing and slashing weapons, low-light vision, resistance to fire and cold 10, scent, spell resistance 47, swarm traits
Saves: Fort +27, Ref +32, Will +24
Abilities: Str 17 (- against non-ethereal), Dex 36, Con 30, Int 17, Wis 32, Cha 21
Skills: *Hide +40, Listen +31, Move Silently +28, Search +7, Spot +31
Feats: Alertness, Improved Initiative, Improved Natural Attack (swarm), Lightening Reflexes, Stealthy
Environment: Warm forest
Challenge Rating: 22
Treasure: None
Alignment: Always neutral


Combat
The swarm's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature vulnerable to a needletooth swarm's damage that begins its turn with a swarm in its space is nauseated for 1 round; a Fortitude DC 25 negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a needletooth swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Incorporeal Traits: The swarm is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Manifestation (Su): The swarm dwells on the Ethereal Plane. As an Ethereal creature, it cannot affect or be affected by anything in the material world. When the swarm manifests it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested spirit animal remains partially on the Ethereal Plane, where it is not incorporeal. A manifested spirit animal can be attacked by opponents on either the Material or Ethereal planes. A spirit animal's incorporeality helps protect it from foes on the Material Plane, but not against foes on the Ethereal Plane.

Spell-like Abilities: 3/day - greater dispel magic, haste, and see invisibility. Caster level 15th.

Wounding (Ex): Any living creature damaged by a needletooth swarm continues to bleed, losing 21 hit points per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills: *Needletooth swarms gain a +4 racial bonus on Hide checks when in areas of dense foliage, jungle, or heavy underbrush.

erewhon
2006-12-10, 02:59 AM
MOST excellent! :)

I love the zeugalaks, I would have NEVER thought of that, and those things are absolutely perfect to infest the central volcano.

Imagine the visual, looking up at the grumbling peak belching smoke and fire, tentacled horrors lurking under the trees, lightning crackiling constantly.... I'll just toss in static lightning as an environmental hazard to buff these guys. Static electricity in the dust clouds of the erupting volcano, ya see.

Once they figure out the AC, not even that mountain of hitpoints will last long as they all switch to "max power attack" mode, but it'll certainly make their eyes pop until then.

And the needletooth swarm? Man, those are some MEAN MOSQUITOS. HAHAHAHAHA! Perfect!

You are a genius! :)

Now, I have one last specific request, if I may impose, and I can sum it up in two words:

Flying monkeys. :D

If you can do that, then the Island demiplane will be fine. I'll quicky advance some dire apes, salt water crocs, and sharks, toss in a kraken and a dragon turtle, and we're off to the races.

The Vorpal Tribble
2006-12-10, 10:06 AM
Now, I have one last specific request, if I may impose, and I can sum it up in two words:

Flying monkeys. :D
Do you mind class levels? It's pretty hard for an epic creature to be uncomplicated. I actually spent more time searching out ways to keep these guys simple than doing the actual statting :smallsigh:

Wizzardman
2006-12-10, 02:26 PM
Do you mind class levels? It's pretty hard for an epic creature to be uncomplicated. I actually spent more time searching out ways to keep these guys simple than doing the actual statting :smallsigh:

Actually, isn't there a pre-existing version of flying monkeys in one of the dragon magazines out there? I'm not sure if that helps you much, but if you can find it, you'll have one that's pre-statted.

The Vorpal Tribble
2006-12-10, 02:57 PM
Actually, isn't there a pre-existing version of flying monkeys in one of the dragon magazines out there? I'm not sure if that helps you much, but if you can find it, you'll have one that's pre-statted.
There may be, but even if there is I seriously doubt it can be advanced into epic levels. Therefore the main alternative is to get an intelligent ape type being such as the ship monkeys in Stormwrack or spider gorillas in the MM III, slap on the half-fey template for true wings, and then give it class levels.

erewhon
2006-12-10, 04:10 PM
Hello, Vorpal Tribble! :)

I prefer uncomplicated monsters for simplicity sake, but I mean simplicity in operation, not simplicity in construction. I tend away from class levels because many, many classes require intricate knowledge to do well, and when I have a dozen mobs on the table, it just gets to be too much.

That said, I now have a good supply of "hammer heads" for this demi-plane, so if you wanna get crazy with the flying monkeys, feel free. I can't wait to see what you come up, honestly, the last two were freakin' inspired. :)

I'm busily advancing some more simple stuff to "fill in around the edges" of the incredibly fun mosquitos and those beastly lightning critters. If the party gets nonchalant with those things, I'll buff up a couple with a dozen lightning hits each (handily fixing their AC problems) and port them into the middle of the party riding a lightning bolt. MUAHAHAHA! That's an excellent mob design in all directions. Very well done.

silentknight
2006-12-12, 12:51 AM
I found the monster. It WAS in the Monsters of Faerun. It is not the FIREstrider, it is the GIANTstrider. And-!Bonus!-it is able to cast fireball and is able to heal when subjected to fire or heat. I think adding a couple of templates may make this a very Chocobo-like creature indeed. Thanks for the info about the Chocobo abilities. If anyone is interested (or has advice about how to do the Chocobo build) I will let you know how I modified the Giantstrider.

The Vorpal Tribble
2006-12-14, 10:36 AM
Ok, finally got some free time back. You still needing flying monkeys? :smallwink:

erewhon
2006-12-15, 02:03 AM
Ok, finally got some free time back. You still needing flying monkeys? :smallwink:


Yes, if it's not too much trouble. I was about to kit-bash something together out of a dragonne and a template, as my next session is this weekend, but if you could toss something together, I have little doubt it'd be a better critter. :)

Or at a minimum, different from my tired old ideas. :D

The Vorpal Tribble
2006-12-16, 11:37 AM
A'ight, may be another hour or so more, but this fellow is almost done. I hope you don't mind, but basically making him the 'Lord' of this jungle area. So yeah, he's going to be a bit complicated.

The Vorpal Tribble
2006-12-16, 12:52 PM
*clutches his chest*

Ok... I'm... finished...

You want hand-to-hand combat? He's got it. Want spells to rip folks apart? Has them to.

AC stinks, but whatcanyado? With evasion and his spells he should be almost impossible to actually be hit if done just right.

Few things to keep in mind: He can throw his load at anything in sight, and even his touch spells are ranged, allowing him to keep out of the immediate grasp of anyone.

I'm actually thinking this guy may not fight unless he sees you tearing up his land.

Fluff-wise it'd be kind of cool for him to disapear for a round using Move without Barriers and coming back with the needletooth spirit swarm.

-=-=-=-=-=-

Lord Beast

Awakened Half-Fey Dire Ape Druid 17, Cipher Adept 10, Hulking Hurler 3
Large Fey
Hit Dice: 17d6+85 + 17d8+85 + 10d8+50 + 3d10+15 + 47 (478 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 15 ft., fly 60 ft (good)
Armor Class: 27 (+2 Dex, +3 insight, +4 natural, -1 size, +9 tortoise shell), touch , flat-footed
Base Attack/Grapple: +28/+38
Attack: Claw +33 melee (1d6+8) or large +1 ghost touch greatclub +34/+29/+24/+19 melee (2d8+13) or rock hurl +34 ranged (2d6+8)
Full Attack: 2 claws +31 melee (1d6+6) and bite +26 melee (1d8+3) or large +1 ghost touch greatclub +34/+29/+24/+19 melee (2d8+13) or rock hurl +34 ranged (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Catch weapon, combination strike, really throw anything, rend, strike the weak spot, two-handed hurl trick, spells, spell-like abilities
Special Qualities: A thousand faces, evasion, improved evasion, low-light vision, immune to enchantment and poison, move without barriers, resistance to electricity 20, scent, timeless body, trackless step, wild empathy, woodland stride
Saves: Fort +29, Ref +28, Will +27
Abilities: Str 26, Dex 17, Con 21, Int 18, Wis 26, Cha 18
Skills: Climb +18, Concentration +40, Craft (any one) +25, Handle Animal +39, Heal +33, Hide +50, Intimidate +51, Knowledge (geography) +31, Knowledge (nature) +43, Listen +50, Move Silently +45, Spellcraft +4, Spot +50, Survival +32
Feats: Awesome Blow, Brutal Throw, Dodge, Far Shot, Improved Bullrush, Improved Disarm, Improved Initiative, Improved Toughness, Natural Spell, Point Blank Shot, Power Attack, Practised Spellcaster, Reach Spell, Rock Hurling, Snatch Arrows, Throw Anything, Weapon Focus (rock hurling)
Epic Feats: Distant Shot, Energy Resistance (electricity) x2
Environment: Warm forests
Challenge Rating: 28
Treasure: None
Alignment: True Neutral

Lord Beast appears as a mighty gorilla nearly twelve feet tall while hunched over. The only sign of his advanced age is the silver frosting over his otherwise coal-black fur. From his back sprouts enormous luna moth-like wings that dwarf the beast. They are covered in a light black fuzz with intricate silver and white whirlings of great beauty with large eyespots.

The dark eyes that look out from the beastial face however are not that of an animal, possessing the look of a proud, noble man. This is no dumb beast, but a deeply intelligent, kingly creature with a powerful beauty all his own.

Lord Beast speaks Fey.

Combat

A Thousand Faces (Su): Lord Beast has the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the ape's body but not his possessions. It is not an illusory effect, but a minor physical alteration of his appearance, within the limits described for the spell.

Catch Weapon (Ex): As Complete Warrior, p. 41.

Combination Strike (Ex): As Planar Handbook, p. 59.

Druid Spells: Caster level 24th. (Spells per day: (6/7/7/6/6/5/5/3/2/1); Save DC 18 + spell level):
0 - Cure Minor Wounds, Detect Magic, Flare, Know direction, Light, Purify Food and Drink
1st - Detect Animals or Plants, Endure Elements, Faerie Fire, Goodberry, Magic Fang, Magic Stone, Speak With Animals
2nd - Brambles, Cat's Grace, Decomposition, Invoke the Cerulean Sign, Lesser Restoration, Listening Lorecall
3rd - Daylight, Infestation of Maggots, Meld Into Stone, Poison, Sleet Storm, Wind Wall
4th - Blinding Beauty, Cure Serious Wounds, Dispell Magic, Freedom of Movement, Searing Exposure, Rusting Grasp
5th - Control Winds, Flesh to Salt, Greater Vigor, Stoneskin, Tree Stride
6th - Antilife Shell, Greater Dispel Magic, Liveoak, Mudslide, Tortoise Shell
7th - Mass Flesh to Salt, Storm Tower, True Seeing
8th - Reverse Gravity, Storm of Elemental Fury
9th - Perinarch, Planar

Evasion (Ex): If exposed to any effect that normally allows him to attempt a reflex saving throw for half damage, Lord Beast takes no damage with a successful saving throw.

Improved Evasion (Ex): This works like evasion, except that while Lord Beast still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he henceforth takes only half damage on a failed save. If helpless, such as being unconsciour or paralyzed, he does not gain the benefit of improved evasion.

Move Without Barriers (Su): As Planar Handbook, p. 59. Up to 9 rounds per day.

Really Throw Anything (Ex): Light Load = 200 lbs. As Complete Warrior, p. 41.

Rend (Ex): If Lord Beast hits with both claw attacks he latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+20 points of damage.

Spell-like Abilities:
At will - Charm
3/day - Detect Law, Protection from Law
1/day - Confusion, Dominate Person or Hold Monster, Eyebite or Lesser Geas, Faerie Fire or Glitterdust, Geas/Quest or mass suggestion, Hypnotism, Insanity or Mass Charm, Mass Invisibility, Otto's Irresistible Dance, Sleep or Enthrall, Tasha's hideous Laughter or Suggestion

Strike the Weak Spot (Ex): As Planar Handbook, p. 59.

Timeless Body (Ex): Lord Beast no longer takes ability score penalties for aging and cannot be magically aged.

Two-Handed Hurl Trick (Ex): Knockdown Blow and Ranged Power Attack. As Complete Warrior, p. 41.

Trackless Step (Ex): Lord Beast leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Wild Empathy (Ex): Lord Beast can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Wild Shape (Su): Tiny to Huge Animal or Plant 5/day. Tiny to Huge Elemental 1/day. See Player's Handbook.

Woodland Stride (Ex): Lord Beast may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

erewhon
2006-12-16, 08:21 PM
YOU ARE A GOLDEN GOD.

Thank you, many times!

Now, I have a Boss for my packs of flying monkeys! :D Of course, this means I have to work up dialogue by tomorrow, but that's cool. :)

Many thanks, and I'll be sure to let you know how things go.

The Vorpal Tribble
2006-12-16, 11:02 PM
I'll be sure to let you know how things go.
A wise decision :smallamused:

The Vorpal Tribble
2006-12-18, 11:44 AM
Btw, whats the next demi-plane up? Have some free time to mess with more critters now.

erewhon
2006-12-18, 03:12 PM
Btw, whats the next demi-plane up? Have some free time to mess with more critters now.


The way out of the first demiplane is to swim down through the erupting volcano in the center of the island. (You don't wanna KNOW the Swim check needed to swim down an erupting volcano. :) ) They will emerge out the center of a two-mile wide lava whirlpool, the surface of which is covered with basalt islands with lots of crystalline "plants" and "animals." No mapping required, or even possible! :)

I was gonna toss in a lavawight, perhaps, and advance some fire and earth elementals, and template over some standard mobs for some flavor, but anything you wanna come up with, I'll be happy to have. :)

So, the first session was a rousing success! Thanks! :)

I wrapped up some background stuff, intro'd a new character, and tossed their butts through the one-way mirror into the place. They healed up the rogue who'd been stuck on the other side for a day, then found and pulled in three Dread Apes (CR23 dire ape rebuilds.) I had terrible dice rolls and they just clobbered the things. (I'll schedule a rematch.)

Feeling a bit better, they scouted the forest, then decided to investigate the volcano. (Clever players they are.) They spotted the dozens of zeugalaks cavorting happily in the lightning clouds over the volcano and sensibly tried to avoid the huge blue squid-things. Fortunately, a spot check located them finally and a zeugalak ported down on a lightning bolt to play.

As expected, they quickly figured out the AC and pounded it to pulp in short order, although the Arch-mage took a sting and nearly went down. The cleric was not expecting poison, so they had to resort to potions to fix him. LOL! Been a while since I forced them into their goody pile. :)

Emboldened, they pressed on toward the volcano and then I spring the biggy:

First, four Scent of Blood swarms attacked simultaneously (missed getting surprise, dangit) and then two more zeugalaks ported down to join the fray.

Boy, saw some sweat that time! The wounding power of the SOB's was quite effective in driving terror into the hearts of the casters, and the twin opening-round clinging breath weapons followed by eight attacks each by the zeugalaks kept the tanks busy. The SOB's are REALLY hard to hurt (half damage from slash and pierce plus 300 hitpooints), and plans were being tossed about for a quicky evac when the psionicist rummaged around in his head and found a damage AOE that doesn't allow SR. One quickened and one maximized later, the SOB's were feeling rather unloved.

Curses!

Since the SOB's are the brains of the SOB/zeugalak alliance that's going on, the four of them promptly fled, leaving the zeugalaks to perish like the huge sacks 'o muscle they are.

Afterward, Lord Beast showed up, shifted into the form of an elf, and conveyed to the PC's in polite terms the lay of the land and let them know that the next time he see's them, he's gonna be compelled to kill them.

They parted amiably and the PC's are now forted up, resting and re-memming, to tackle the epic dragon turtle guarding the first of the three gizmo's they need to recover.

All-in-all, very successful. Yer critters did extremely well, indeed, and rematches are scheduled for most/all of them.

silentknight
2006-12-19, 07:44 PM
For anyone interested...
I applied the Monster of Legend (Haste special ability) and Half-Celestial templates to the Giantstrider and maxed out the racial HD. Haven't figured out how to let it walk on water yet. Of course, the players are nearly Epic, so they could probably craft an item to grant that ability.

The Vorpal Tribble
2006-12-30, 08:48 PM
Aaand I'm back from Christmas break. Still needing those firey fellows Erewhon?

erewhon
2006-12-30, 10:47 PM
Aaand I'm back from Christmas break. Still needing those firey fellows Erewhon?

Yes! :)

Time is not urgent, as the holidays have caused us to skip a gaming session. (Party instead! Wewt!) Even better, the Island demiplane is proving more zesty-fun than I planned, thanks in large part to your critters, and so I have at least one more session there.

The Vorpal Tribble
2006-12-31, 12:10 AM
Grrr... was going to make a nice epic Living Spell creature... but despite what the template says, a 10th level party could could take on the meanest one I can devise, though the CR formula says its a CR 27. Utterly pathetic.

I'd slap on the paragon or somesuch, but that'd increase everything by a CR of 15, for a 'supposed' total of 42, though I think it might jusssst make it challenging in fact.

Back to the drawing board, and almost had it finished to...

erewhon
2006-12-31, 12:23 AM
Grrr... was going to make a nice epic Living Spell creature... but despite what the template says, a 10th level party could could take on the meanest one I can devise, though the CR formula says its a CR 27. Utterly pathetic.

I'd slap on the paragon or somesuch, but that'd increase everything by a CR of 15, for a 'supposed' total of 42, though I think it might jusssst make it challenging in fact.

Back to the drawing board, and almost had it finished to...


Hey, if you're almost done, post it, paragon and all.

I'm comfortable adjusting things to suit, and hey, if it's COOL.... :D

The Vorpal Tribble
2006-12-31, 08:54 PM
Hey, if you're almost done, post it, paragon and all.

I'm comfortable adjusting things to suit, and hey, if it's COOL.... :D
Well, alright, you asked for it...

(and keep in mind that with the Searing Spell fear it can deal damage to even those with fire resistance and immunity)

Also thinking of doing a Flesh to Stone and Stone to Lava living spell. That way it hits them, turns them to stone, and then instantly melts them into lava which will do damage to the rest of the party.

-=-=-=-=-=-

Fall Into Fire

Paragon Living Earthquake Fire-Storm Spell
Huge Ooze
Hit Dice: 20d10+320 (520 hp)
Initiative: +14
Speed: 180 ft. (36 squares)
Armor Class: 45 (+8 deflection, +2 dex, +12 insight, +12 luck, +5 natural, -4 size), touch 40, flat-footed 43
Base Attack/Grapple: +15/+61
Attack: Slam +49 melee (1d8+39 plus 35d6 fire)
Full Attack: Slam +49 melee (1d8+39 plus 35d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earthquake, engulf, fire storm, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 10/epic and magic, ooze traits, resistance to cold 10 and fire 15, spell resistance 67
Saves: Fort +37, Ref +34, Will +34
Abilities: Str 34, Dex 30, Con 34, Int 15, Wis 30, Cha 34
Skills: Intimidate +46, Jump +33, Knowledge (dungeoneering) +35, Listen +43, Spot +43
Feats: Cleave, Great Cleave, Heat Endurance, Improved Initiative, Improved Heat Endurance, Improved Sunder, Power Attack, Searing Spell
Challenge Rating: 42
Treasure: None
Alignment: Always neutral
Advancement: -

A great broiling explosion roils in with the blink of an eye, the air about it rippling with heat and shaking with energy before it is upon you...

A fall into fire is born of the fantastic elemental energies within the heart of a volcano. It is so ancient that it has actually gained not only intelligence, but a mind afire with thought. It constantly seeps through the magma chambers about it, shaking loose obstructions and encouraging the full flow of magma from below, keeping it consistently active.

A fall into fire speaks ignan and terran.

Combat
Fall into fire's natural weapons are treated as epic and magical for the purpose of overcoming damage reduction.

Earthquake (Sp):
A creature hit by a Fall Into Fire's slam attack or engulfed by it must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The specific additional effect depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: Fall Into Fire collapses the roof, dealing 8d6 points of bludgeoning damage to the victim (Reflex DC 31 half) and pinning that creature beneath the rubble (see below).

Cliffs: Fall Into Fire causes a cliff to crumble, creating a landslide. The victim takes 8d6 points of bludgeoning damage (Reflex DC 31 half) and is pinned beneath the rubble (see below).

Open Ground: The creature must make a DC Reflex save or fall down. Fissures open in the earth, and the creature, if on the ground, has a chance to fall into one (Reflex DC 31 to avoid a fissure). All fissures then grind shut, killing any creatures still trapped within.

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksandin its area for the duration of the attack, sucking down creatures and structures. Each creature in the area must make a DC 31 Reflex save or sink down in the mud and quicksand. At the end of the round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 31 half) and is pinned beneath the rubble (see below).

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Engulf (Ex): A Fall Into Fire can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A fall into fire merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the fall into fire, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 31 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the earthquake and fall into fire effects each round on the fall into fire's turn, and are considered grappled.

Fire Storm (Sp): A creature hit by a Fall Into Fire's slam attack or engulfed by it takes 35d6 points of fire damage.

Spell-like Abilities: 3/day - greater dispel magic, haste, see invisibility. Caster level 15th.

The Vorpal Tribble
2007-01-01, 11:48 AM
Btw, still opposed to undead? Have this inkling to do the Crawling Head (from the Fiend Folio) of a Fire Giant.

Actually, was wondering how you like the idea of this place being a sort of prison for certain creatures, each one with their own basalt island, along with natural inhabitants.

I'd love to have shivhad from Frostburn here, or some other mighty cold beast, forced forever to live here in great discomfort. Also, it'd be an excuse to mess with the players whom I doubt are prepared to deal with cold-based creatures in the midst of a volcano.

erewhon
2007-01-01, 08:28 PM
Well, alright, you asked for it...

(and keep in mind that with the Searing Spell fear it can deal damage to even those with fire resistance and immunity)


Yes I did! :)

Wow, that's quite savage! :) I may need to tinker that a bit, but we'll see. :D


Also thinking of doing a Flesh to Stone and Stone to Lava living spell. That way it hits them, turns them to stone, and then instantly melts them into lava which will do damage to the rest of the party.

LOL! Do it to it! :)

erewhon
2007-01-01, 08:30 PM
Btw, still opposed to undead? Have this inkling to do the Crawling Head (from the Fiend Folio) of a Fire Giant.

Sadly, yes, at least for the Fire demiplane. I LOVE the Crawling Head, BTW, and had plans for them to make an appearance in the Plains demiplane, so if you wanna work something up, please feel free!



Actually, was wondering how you like the idea of this place being a sort of prison for certain creatures, each one with their own basalt island, along with natural inhabitants.

Sure! :)


I'd love to have shivhad from Frostburn here, or some other mighty cold beast, forced forever to live here in great discomfort. Also, it'd be an excuse to mess with the players whom I doubt are prepared to deal with cold-based creatures in the midst of a volcano.

Go for it! :) There is a cold-based Demiplane deeper in, so this makes perfect sense. :)

The Vorpal Tribble
2007-01-01, 08:49 PM
You wouldn't have the Arms and Equipment Guide would you? Thinking of doing a Zaratan to BE one of the islands, with the half-dragon template to give it immunity to heat. So think of it, an enormous turtle the size of an island swimming through the lava with other creatures stranded atop it.

erewhon
2007-01-01, 08:58 PM
You wouldn't have the Arms and Equipment Guide would you? Thinking of doing a Zaratan to BE one of the islands, with the half-dragon template to give it immunity to heat. So think of it, an enormous turtle the size of an island swimming through the lava with other creatures stranded atop it.

Yes I do, so go for it! :)

The Vorpal Tribble
2007-01-02, 02:50 PM
So, yes, its not much more than a bruiser, but its a BIG AND MEAN bruiser.

(also keep in mind that it is not vulnerable to cold as it just has immunity to fire, not the subtype)

-=-=-=-=-=-

Baren Isle

http://tn3-1.deviantart.com/fs10/300W/i/2006/102/a/e/Lava_Pool_by_KageMaru256.jpg

Advanced Half-Red Dragon Zaratan
Colossal Dragon
Hit Dice: 50d12+550 (875 hp)
Initiative: +0
Speed: 20 ft. (2 squares), swim 40 ft., fly 40 ft. (average)
Armor Class: 36 (+34 natural, -8 size), touch 2, flat-footed 36
Base Attack/Grapple: +50/+86
Attack: Claw +62 melee (3d6+20)
Full Attack: 2 claws +62 melee (3d6+20) and bite +61 melee (4d6+10/19-20x2)
Space/Reach: 100 ft./40 ft.
Special Attacks: Breath weapon, fin sweep
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision
Saves: Fort +37, Ref +27, Will +22
Abilities: Str 51, Dex 11, Con 30, Int 8, Wis 19, Cha 14
Skills: Disguise +55, Intimidate +55, Knowledge (dungeoneering) +51, Listen +57, Spot +57, Swim +72
Feats: Awesome Blow, Cleave, Great Cleave, Improve Critical (bite), Improved Bull Rush, Improved Snatch (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Snatch,Dr), Improved Speed (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Speed,Dr), Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,CW), Iron Will, Multiattack, Power Attack, Rend (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rend,Dr), Snatch, Weapon Focus (bite)
Epic Feats: Devasting Critical (bite, DC 45), Overwhelming Critical (bite)
Challenge Rating: 26
Treasure: Double standard
Alignment: Neutral Evil

At first this appears as a desolate basalt island, its barbaric topography of volcanic glass and razor sharp extensions making it a decidedly unpleasant locale. With a rumble a head lifts itself from the lava, a head alike to a dragon turtle's but unimaginably larger. A head that attaches to the island with a massive serpentine neck. Raw-red scales stud it all about, and the edge of the wickedly curved beak is lined with saw-toothed edges the length of an arm.

Its shell then splits in two like the largest beetle ever to exist, releasing wings with a span of hundreds of feet. With a great lurch it leaps into the air, molten rock spraying all those nearby...

Combat

Breath Weapon (Su): 30 ft. cone of fire once per day dealing 6d8 damage. A successful Reflex save (DC 35) reduces damage by half. The save DC is Constitution-based.

Fin Sweep (Ex): As Arms and Equipment Guide, p. 88. 2d8+20 damage (DC 45 reflex save half). The save DC is Stength-based.

silentknight
2007-01-02, 07:38 PM
I think that some of the other creatures you have made would be scarier than the Zaratan, but I am picturing that big ol' turtle in my mind and HOLY MOTHER OF ALL THAT IS GOOD, THAT IS A SCARY CRITTER!

Gralamin
2007-01-02, 08:04 PM
I Sadly Haven't yet had a chance to use the critter you made me (But I've rethought my plans for him hehehe).

My Real life gaming group is going to do expedition to Castle Ravenloft, and I want a few surprises for them...
Just a few CR10 Undeads using whatever books you want. I was thinking an undead Gargoyle, Hydra (5-heads), and a Wolf. Think you can find some things to make these scary things a reality?
Priority:
Wolf
Gargoyle
Hydra

If possible, make the Wolf Intelligent as well.

The Vorpal Tribble
2007-01-02, 09:26 PM
Hrmmm, will see what I can do, but I've been searching through all my books, and y'know what? Undead templates are horrendously unflavorful in general it seems. Even after searching through Libris Mortis I can't really find anything that sparks off anything interesting, but will keep looking.

What kind of area would this place be in? Terrain wise.

Gralamin
2007-01-02, 09:30 PM
The hydra will be in a swamp, The Gargoyle will be in the forest, and the wolf on the plains.

Karaswanton
2007-01-03, 12:40 PM
I actually have a few requests.
Now, both of these are pretty specific, I'm just having some problems with a few aspects.

Namely, I'm horrible with feat,spell and gear selection >_<.

This is a high powered campaign, so for stats use what I call the "super-elite" array: 17, 16, 15 14, 12, 10
1.) Human LE Paladin of Tyranny 2/Sorc 4/Spellsword1/Abjurant Champion 5/Eldritch Knight 8

2.) Base (human) Wiz 5/Mindbender 1/Ur-Priest 2/Mystic Theurge 8/Lich/Evolved Undead/Spellstiched


3.) a human "Lord of the Uttercold Assault Necromancer' accompanied undead minoins as appropraite. Total CR should be about 14.
The "lord of the uttercold assault necromancer" takes use of the lord of the uttercold feat and lots of cold evocation spells to heal undead.

4.) Somehow increase the Tomb Spider from MMIV from CR 6 to a CR 10.
Preferably using some sort of undead template that grants turn resistance.

Karaswanton
2007-01-03, 12:45 PM
5.) My party will be facing the Tarrasque later on.
Now, they'll be facing him at a point where CR 20 just wouldn't be nasty enough.
Here's my request:
Up the Tarrasque to about CR 26.
One template I'd like you to use is the Monster of Legend template.
I think that ups it to CR 22.
Anything goes. Absolutely anything. Go nuts.

The Vorpal Tribble
2007-01-03, 01:51 PM
I Sadly Haven't yet had a chance to use the critter you made me (But I've rethought my plans for him hehehe).

My Real life gaming group is going to do expedition to Castle Ravenloft, and I want a few surprises for them...
Just a few CR10 Undeads using whatever books you want. I was thinking an undead Gargoyle, Hydra (5-heads), and a Wolf. Think you can find some things to make these scary things a reality?
Priority:
Wolf
Gargoyle
Hydra

If possible, make the Wolf Intelligent as well.
Heres the first one of the selection...


Uskollinen

Advanced Awakened Frostfell-Ghost Dire Wolf
Large Undead (incorporeal)
Hit Dice: 20d12 (130 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 30 ft. (perfect)
Armor Class: 16 (–1 size, +3 deflection, +4 Dex), touch 16, flat-footed 12; or 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +15/+26
Attack: Bite +22 melee (1d8+10); - against non-ethereal
Full Attack: Bite +22 melee (1d8+10); - against non-ethereal
Space/Reach: 10 ft./5 ft.
Special Attacks: Chill ray, coldfire radiance, frightful howl, manifestation, rejuvenation, trip
Special Qualities: Immunity to cold, low-light vision, scent, spell resistance 33, turn resistance +4
Saves: Fort +12, Ref +16, Will +9
Abilities: Str 25 (- against non-ethereal), Dex 18, Con -, Int 8, Wis 12, Cha 17
Skills: Hide +11, Listen +20, Search +8, Spot +20, Survival +4*
Feats: Alertness, Deflect Arrows, Dodge, Ghostly Grasp, Lifesense, Run, TrackB, Weapon Focus (bite)
Challenge Rating: 10
Alignment: True Neutral

A mighty wolf appears slowly, like the approaching glow of stars as the sun sets. Surrounding it is a wavering cold light of whites, blues and greens reminescent of the aurora. Though it snarls with a primitive savagry, the eyes glow with intelligence and nobility...

Once the companion to a mighty shaman that gave speech and thought to its lowly servant, Uskollinen died thousands of years ago while defending his master from some powerful force. Uskollinen rose as a ghost to continue serving his master but was unable to find him again. To this day he continues to guard the land tirelessly until the return of his master.

Uskollinen speaks common.

Combat
Uskollinen always tries to scare away his intruders, his howls touching the primal fear of the beings about him. If this is unsuccessful he leaps upon them, freezing them until they flee. If even this is foiled he releases a chill ray of ghostly radiance, draining their life and warmth.

Chill Ray (Su): As Frostburn, p. 133, DC 23.

Coldfire Radiance (Su): As Frostburn, p. 133

Frightful Howl (Su): Uskollinen can emit a frightful howl as a standard action. All living creatures within a 30-foot spread must succeed on a DC 23 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Manifestation (Su): Uskollinen dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 20) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Trip (Ex): If Uskollinen hits with a bite attack he can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Uskollinen.

Turn Resistance (Ex): Uskollinen has +4 turn resistance.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

erewhon
2007-01-03, 03:19 PM
So, yes, its not much more than a bruiser, but its a BIG AND MEAN bruiser.

Hey, I am a very big fan of BSM's. (Big Simple Monster.)

Quantity has a quality all it's own. :D



(also keep in mind that it is not vulnerable to cold as it just has immunity to fire, not the subtype)

-=-=-=-=-=-

Baren Isle

http://tn3-1.deviantart.com/fs10/300W/i/2006/102/a/e/Lava_Pool_by_KageMaru256.jpg

Advanced Half-Red Dragon Zaratan
Colossal Dragon
Hit Dice: 50d12+550 (875 hp)
Initiative: +0
Speed: 20 ft. (2 squares), swim 40 ft., fly 40 ft. (average)
Armor Class: 36 (+34 natural, -8 size), touch 2, flat-footed 36
Base Attack/Grapple: +50/+86
Attack: Claw +62 melee (3d6+20)
Full Attack: 2 claws +62 melee (3d6+20) and bite +61 melee (4d6+10/19-20x2)
Space/Reach: 100 ft./40 ft.
Special Attacks: Breath weapon, fin sweep
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision
Saves: Fort +37, Ref +27, Will +22
Abilities: Str 51, Dex 11, Con 30, Int 8, Wis 19, Cha 14
Skills: Disguise +55, Intimidate +55, Knowledge (dungeoneering) +51, Listen +57, Spot +57, Swim +72
Feats: Awesome Blow, Cleave, Great Cleave, Improve Critical (bite), Improved Bull Rush, Improved Snatch (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Snatch,Dr), Improved Speed (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Speed,Dr), Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,CW), Iron Will, Multiattack, Power Attack, Rend (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rend,Dr), Snatch, Weapon Focus (bite)
Epic Feats: Devasting Critical (bite, DC 45), Overwhelming Critical (bite)
Challenge Rating: 26
Treasure: Double standard
Alignment: Neutral Evil

At first this appears as a desolate basalt island, its barbaric topography of volcanic glass and razor sharp extensions making it a decidedly unpleasant locale. With a rumble a head lifts itself from the lava, a head alike to a dragon turtle's but unimaginably larger. A head that attaches to the island with a massive serpentine neck. Raw-red scales stud it all about, and the edge of the wickedly curved beak is lined with saw-toothed edges the length of an arm.

Its shell then splits in two like the largest beetle ever to exist, releasing wings with a span of hundreds of feet. With a great lurch it leaps into the air, molten rock spraying all those nearby...

Combat

Breath Weapon (Su): 30 ft. cone of fire once per day dealing 6d8 damage. A successful Reflex save (DC 35) reduces damage by half. The save DC is Constitution-based.

Fin Sweep (Ex): As Arms and Equipment Guide, p. 88. 2d8+20 damage (DC 45 reflex save half). The save DC is Stength-based.


HOLY MOSES! I think I'm in love. :D

Imagine the jaws dropping when IT FLIES. :D

The only issue is the speed is low, but with a hundred foot space, 40 foot reach, area of effect melee attacks, and SR67, who cares?

RUN AWAY! :D

Very good stuff indeed. Will give the meleers a good chewy beast to gnaw on. They were loving the zeugalaks, the Barren Isles are EVEN BETTER. :D

The Vorpal Tribble
2007-01-03, 08:40 PM
And the second one for Gramalin, assuming he doesn't mind me using my own template:

Holes

Elite Advanced Broken (http://www.giantitp.com/forums/showthread.php?t=10905) Gargoyle
Large Undead (earth)
Hit Dice: 12d12+12 (90 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 60 ft. (clumsy)
Armor Class: 20 (+5 dex, +6 natural, -1 size), touch 14, flat-footed 15
Base Attack/Grapple: +12/+26
Attack: Claw +21 melee (1d4+10 plus 1d6 non-lethal)
Full Attack: 2 claws +21 melee (1d6+10 plus 1d6 non-lethal) and bite +19 melee (1d8+5 plus 1d6 non-lethal) and gore +19 melee (1d8+5 plus 1d6 non-lethal) and slam +19 melee (1d8+5 plus 1d6 non-lethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Agonizing strike, cry of agony, deathgrip, improved grab, marrow wring
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., freeze, immune to bludgeoning, resistance to cold and electricity 10
Saves: Fort +4, Ref +13, Will +9
Abilities: Str 31, Dex 20, Con -, Int 6, Wis 13, Cha 8
Skills: Escape Artist +35, Hide +6*, Intimidate +7, Listen +9, Spot +9
Feats: Earth's Embrace (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth~s_Embrace,CW), Improved Bullrush, Improved Toughness, Multiattack, Power Attack
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic evil

This appears as an exquistely carved beast, though a grotesque one with limbs broken and distorted and wings spotted with great gaping holes. Its neck then twists about with the sound of grating stone and the warped creature grins, a twisted grimace of malice...

Gargoyles speak Common and Terran.

Combat

Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.

Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.

Cry of Agony (Su): Once per round as a free action a broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 15), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.

Death Grip (Ex): If a broken creature pins its opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 26) at the end of the third round or die as its neck and spine are snapped and twisted. This ability only affects living creatures with a fixed skeletal system.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 16) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Gralamin
2007-01-04, 01:26 AM
Heres the first one of the selection...


Uskollinen

Advanced Awakened Frostfell-Ghost Dire Wolf
Large Undead (incorporeal)
Hit Dice: 20d12 (130 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 30 ft. (perfect)
Armor Class: 16 (–1 size, +3 deflection, +4 Dex), touch 16, flat-footed 12; or 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +15/+26
Attack: Bite +22 melee (1d8+10); - against non-ethereal
Full Attack: Bite +22 melee (1d8+10); - against non-ethereal
Space/Reach: 10 ft./5 ft.
Special Attacks: Chill ray, coldfire radiance, frightful howl, manifestation, rejuvenation, trip
Special Qualities: Immunity to cold, low-light vision, scent, spell resistance 33, turn resistance +4
Saves: Fort +12, Ref +16, Will +9
Abilities: Str 25 (- against non-ethereal), Dex 18, Con -, Int 8, Wis 12, Cha 17
Skills: Hide +11, Listen +20, Search +8, Spot +20, Survival +4*
Feats: Alertness, Deflect Arrows, Dodge, Ghostly Grasp, Lifesense, Run, TrackB, Weapon Focus (bite)
Challenge Rating: 10
Alignment: True Neutral

A mighty wolf appears slowly, like the approaching glow of stars as the sun sets. Surrounding it is a wavering cold light of whites, blues and greens reminescent of the aurora. Though it snarls with a primitive savagry, the eyes glow with intelligence and nobility...

Once the companion to a mighty shaman that gave speech and thought to its lowly servant, Uskollinen died thousands of years ago while defending his master from some powerful force. Uskollinen rose as a ghost to continue serving his master but was unable to find him again. To this day he continues to guard the land tirelessly until the return of his master.

Uskollinen speaks common.

Combat
Uskollinen always tries to scare away his intruders, his howls touching the primal fear of the beings about him. If this is unsuccessful he leaps upon them, freezing them until they flee. If even this is foiled he releases a chill ray of ghostly radiance, draining their life and warmth.

Chill Ray (Su): As Frostburn, p. 133, DC 23.

Coldfire Radiance (Su): As Frostburn, p. 133

Frightful Howl (Su): Uskollinen can emit a frightful howl as a standard action. All living creatures within a 30-foot spread must succeed on a DC 23 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Manifestation (Su): Uskollinen dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 20) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Trip (Ex): If Uskollinen hits with a bite attack he can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Uskollinen.

Turn Resistance (Ex): Uskollinen has +4 turn resistance.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.


And the second one for Gramalin, assuming he doesn't mind me using my own template:

Holes

Elite Advanced Broken (http://www.giantitp.com/forums/showthread.php?t=10905) Gargoyle
Large Undead (earth)
Hit Dice: 12d12+12 (90 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 60 ft. (clumsy)
Armor Class: 20 (+5 dex, +6 natural, -1 size), touch 14, flat-footed 15
Base Attack/Grapple: +12/+26
Attack: Claw +21 melee (1d4+10 plus 1d6 non-lethal)
Full Attack: 2 claws +21 melee (1d6+10 plus 1d6 non-lethal) and bite +19 melee (1d8+5 plus 1d6 non-lethal) and gore +19 melee (1d8+5 plus 1d6 non-lethal) and slam +19 melee (1d8+5 plus 1d6 non-lethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Agonizing strike, cry of agony, deathgrip, improved grab, marrow wring
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., freeze, immune to bludgeoning, resistance to cold and electricity 10
Saves: Fort +4, Ref +13, Will +9
Abilities: Str 31, Dex 20, Con -, Int 6, Wis 13, Cha 8
Skills: Escape Artist +35, Hide +6*, Intimidate +7, Listen +9, Spot +9
Feats: Earth's Embrace (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth%7Es_Embrace,CW), Improved Bullrush, Improved Toughness, Multiattack, Power Attack
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic evil

This appears as an exquistely carved beast, though a grotesque one with limbs broken and distorted and wings spotted with great gaping holes. Its neck then twists about with the sound of grating stone and the warped creature grins, a twisted grimace of malice...

Gargoyles speak Common and Terran.

Combat

Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.

Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.

Cry of Agony (Su): Once per round as a free action a broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 15), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.

Death Grip (Ex): If a broken creature pins its opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 26) at the end of the third round or die as its neck and spine are snapped and twisted. This ability only affects living creatures with a fixed skeletal system.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 16) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

I love them! This is sure to give my players a surprise

The Vorpal Tribble
2007-01-04, 07:25 PM
Hey Karawanton, stickied up top is another thread that deals specifically with character builds themselves. I might not be able to get to your very soon, so in the meantime you could send a few of those requests there.

I also don't have the MMIV yet, but will see what I can do.

Amiria
2007-01-07, 02:31 PM
Hello, I have a request ... not an advancement but a reduction. For an adventure against some demon worshippers I want a "Lesser Marilith".

The demon should be medium-sized and CR 12 +/- 1. Her form should stay the same with the six arms grappling tail. If it is possible none of her special powers should be lost, just scaled down (some SLAs exchanged for similar ones of lower level, etc).

As for feats, she should of course still have Multiattack and Multiweapon Fighting and then other feats (from all official Wizards sourcebooks) that make a wicked multi-weapon melee monster.

The Vorpal Tribble
2007-01-07, 02:45 PM
Err, well, I can make the attempt, however, there are no rules whatsoever for decreasing a monster's CR and I can't guarantee anything I did would be of the appropriate CR.

My suggestion though is that you bring in a wounded version, one thats already taken a beating.

Amiria
2007-01-07, 02:57 PM
Could you try it please ? I trust your experience with creating and modifying creatures.

I believe that even a wounded standard Marilith would be too dangerous with SLAs like Blade Barrier, Telekinesis and Unholy Aura at will. The allies which she can call with her Summon Demon ability are also too strong.

The Vorpal Tribble
2007-01-07, 07:17 PM
By the advancement rules, this should be a CR 13 by my reversing the advancement process.

-=-=-=-=-=-

Mini Me

Decreased Marilith
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 8d8+56 (92 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 29 (+5 Dex, +14 natural), touch 15, flat-footed 24
Base Attack/Grapple: +8/+13
Attack: Longsword +13 melee (1d8+5/19–20) or slam +13 melee (1d6+5) or tail slap +13 melee (3d6+5)
Full Attack: Primary longsword +13/+8 melee (2d6+5/19–20) and 5 longswords +13 melee (2d6+2/19–20) and tail slap +11 melee (3d6+2); or 6 slams +13 melee (1d6+5) and tail slap +11 melee (3d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 3d6+7, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +11, Will +10
Abilities: Str 21, Dex 21, Con 25, Int 18, Wis 18, Cha 24
Skills: Bluff +18, Concentration +16, Diplomacy +17, Disguise +7 (+9 acting), Hide +16, Intimidate +20, Listen +15, Move Silently +16, Search 15, Sense Motive +15, Spellcraft +15 (+17 scrolls), Spot +15, Survival +4 (+6 following tracks), Use Magic Device +18 (+20 scrolls)
Feats: Multiattack, Multiweapon Fighting, Power Attack
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil


Combat
Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A marilith deals 3d6+7 points of damage with a successful grapple check. The constricted creature must succeed on a DC 19 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
At will - align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), see invisibility, telekinesis (DC 22), teleport (self plus 50 pounds of objects only).

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 8th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Karaswanton
2007-01-08, 05:37 PM
Hey Karawanton, stickied up top is another thread that deals specifically with character builds themselves. I might not be able to get to your very soon, so in the meantime you could send a few of those requests there.

I also don't have the MMIV yet, but will see what I can do.

Can do.
If you like, you can ignore my request, or not ignore it at your leisure.
I'll post it in the othe thread, and if you decide to post as well, I can conrast and compare and maybe combine as well.

The Vorpal Tribble
2007-01-09, 04:54 PM
A'ight, well, here be your Tarrasque of Legend.

-=-=-=-=-=-

Father of the Mighty

Advanced Tarrasque of Legend
Colossal Outsider (native)
Hit Dice: 60d10+1038 (1368 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 43 (–8 size, +6 Dex, +35 natural), touch 8, flat-footed 37
Base Attack/Grapple: +60/+98
Attack: Bite +74 melee (4d8+22/18–20/x3 plus poison)
Full Attack: Bite +74 melee (4d8+22/18–20/x3 plus poison) and 2 horns +72 melee (2d6+11) and 2 claws +72 melee (2d8+11) and tail slap +72 melee (3d8+11)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, breath weapon, frightful presence, haste, improved grab, poison, raging blood, rush, spells, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, fast healing 5, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 40
Saves: Fort +52, Ref +41, Will +28
Abilities: Str 55 (+22), Dex 22 (+6), Con 45 (+17), Int 5, Wis 16, Cha 18
Skills: Listen +28, Search +15, Spot +28, Survival +20 (+22 following tracks)
Feats (21): Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Run, Toughness (6)
Epic Feats: Dire Charge, Epic Speed
Challenge Rating: 26
Treasure: None
Alignment: Always neutral


Combat

The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Breath Weapon (Ex): 15-foot cone of acid dealing 3d6 damage every 1d4 rounds. DC 57 reflex save halves.

Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 44 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Haste (Su): The tarrasque of legend may make one extra attack per round as if affected by the Haste spell.

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Poison (Ex): Injury, Fortitude DC 57, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution-based.

Raging Blood (Ex): 1d4 acid as Monster Manual II, p. 213

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1378 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1378 hit points) and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

Spells: Sample Cleric Spells Prepared: Caster level 5th. (Spells per day: (5/4/3/2); Save DC 13 + spell level):
0 - Detect Magic, Guidance, Light, Resistance, Virtue
1st - Comprehend Languages, Entropic Shield, Obscuring Mist, Sanctuary
2nd - Bear's Endurance, Lesser Restoration, Silence
3rd - Magic Circle Against [Insert Alignment], Meld Into Stone

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 2d8+8 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 27). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.

Amiria
2007-01-10, 02:01 PM
...

Mini Me

...

Thanks, nice work. But the I'd rather exchanged the SLAs and Summon Deamon ability with weaker ones (especially since many of her SLAs are now below the usual minimum caster level; or change some of them from "at Will" to "3/day" or "1/day") and instead let her have 10-12 HD.

Well, maybe I'll try my own skills on a version and show it to you when its ready.

Anyway, thanks.

The Vorpal Tribble
2007-01-10, 10:35 PM
Thanks, nice work. But the I'd rather exchanged the SLAs and Summon Deamon ability with weaker ones (especially since many of her SLAs are now below the usual minimum caster level; or change some of them from "at Will" to "3/day" or "1/day") and instead let her have 10-12 HD.

Well, maybe I'll try my own skills on a version and show it to you when its ready.

Anyway, thanks.
Whatever you like.


Anyways, you still needing epics, Erewhon?

Karaswanton
2007-01-11, 10:11 AM
Nice!
Thanks!

erewhon
2007-01-12, 02:03 PM
Anyways, you still needing epics, Erewhon?


Yes! :)

Any more fire critters you happen to come up with would be nice, and your Giant Head notion would certainly see use. The demiplanes after the Fire plane include an icy-cold snow mountain, a huge dungeon, a plane of stone, a temperate forest, a desert oasis, a plane of clouds, and a vast rolling prairie. :)

Any and all eagerly accepted!

The Vorpal Tribble
2007-01-12, 02:30 PM
A'ight, is there any particular locale where the undead are showing up, or just here and there in general?

erewhon
2007-01-12, 02:35 PM
A'ight, is there any particular locale where the undead are showing up, or just here and there in general?


The desert and the prairie.

Mostly mummies and possibly an abomination or two in the desert oasis, and herds of undead in the prairie.

The Vorpal Tribble
2007-01-12, 02:39 PM
I'll save the giant till later then and focus more on the ones your getting to next, so I'll be sending some cold-based creatures your way (I've got plenty of experience with these because of my own setting :smallwink: )

Do you mind any homebrew creatures?

silentknight
2007-01-12, 07:40 PM
Man, this thread is like a train wreck. I'm afraid of what I'll see, but I have to look anyway.

Or, to quote Ron Weasley, "You're scary sometimes. Brilliant, but scary."

erewhon
2007-01-12, 09:24 PM
I'll save the giant till later then and focus more on the ones your getting to next, so I'll be sending some cold-based creatures your way (I've got plenty of experience with these because of my own setting :smallwink: )

Do you mind any homebrew creatures?

Nope! I like homebrew critters.

With an Epic game, that's pretty much all you got, really. I mean, seriously, we're using strict rules to get rational CR's, but even the advanced critters are so far off their base, they play completely differently, especially if you pick the right Epic feats.

erewhon
2007-01-12, 09:31 PM
Man, this thread is like a train wreck. I'm afraid of what I'll see, but I have to look anyway.

Or, to quote Ron Weasley, "You're scary sometimes. Brilliant, but scary."


LOL! Yes, I'm sure VT's beasts are eye-popping indeed, but I assure you, in an Epic game, even with strict anti-munchkin policies in place, the power level of a big team of PC's has to be seen to be believed. It takes beasts of this level.

Lemme tell you, describing the fights is two-thirds of the fun. I can't WAIT to bust out those Barren Isle insectoids. :D

The Vorpal Tribble
2007-01-13, 10:53 PM
The demiplanes after the Fire plane include an icy-cold snow mountain

Alright, heres one of my own homebrewed creatures ramped up to their possibly maximum nastiness without applying templates.

-=-=-=-=-=-=-

Cold Be Bone

Elite Advanced Bloosjnor
Huge Elemental (cold)
Hit Dice: 40d8+440 (620 hp)
Initiative: +5
Speed: 50 ft., burrow 50 ft. (ice and snow only)
Armor Class: 21 (+1 dex, +14 natural, -2 size), touch 7, flat-footed 20
Base Attack/Grapple: +30/+54
Attack: Bite +44 melee (3d6+/19-20x2 plus 1d8 coldfire)
Full Attack: Bite +44 melee (3d6+16/19-20x2 plus 1d8 coldfire) and 2 claws +42 melee (2d6+8) and 1 rapidstrike claw +37 melee (2d6+8)
Space/Reach: 15 ft./20 ft.
Special Attacks: Blood sacrifice, howl of the north, spell-like abilities
Special Qualities: Blindsight 60 ft., elemental traits, fast healing 8, fimbulwinter, ice glide, vulnerability to fire, whitesight
Saves: Fort +33, Ref +14, Will +20
Abilities: Str 43 (+16), Dex 12, Con 32 (+11), Int 8, Wis 21, Cha 18
Skills: Listen +26, Spot +25
Feats: Ability Focus (blood sacrifice), Cold Focus (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cold_Focus,Fr), Greater Spell Focus (necromancy), Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Rapid Strike (claws) (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rapidstrike,Dr), Quicken Spell-Like Ability (crushing despair), Snatch, Spell Focus (necromancy), Tomb-tainted Soul (http://realmshelps.dandello.net/cgi-bin/feats.pl?Tomb-tainted_Soul,LM)
Epic Feats: Fast Healing
Challenge Rating: 23
Alignment: Usually Neutral Evil

A bloosnjor appears as a vaguely humanoid being composed entirely of greatly compressed snow covered over with a thick layer of cracked frost. Near the center of its chest is a large dark stain the color of old blood. Faint hints at veins spread from this stain in shadow lines all about the creature. Bones of both man and beast jut out from the snow of its body at places. Wheres its head would be is but a swirling fog of coldfire. Thousands of teeth and razor-sharp bone slivers of all kinds float horribly together to form a disembodied, oversized maw. At the end of each frozen appendage erupt great curving claws of frozen blood the size of sickles.

Of wintry ruin is the bloosjnor, haunters of lifeless mountain passes and terrors of boreal forests. Bloosjnors are ancient beings brought to unholy life by the accumulation of a thousand yearly blood sacrifices involved in rituals of primitive peoples who wished to appease the spirits of the chill months. What they accomplished in doing however was awakening a being that embodied the fierce brutality of winter and tainted with the fears of a world never reviving from its frigid death.

Though once only a frightening beast, with the passing of each year the Bloosjnor's strength and power grows. They wait for the day they can cover all in eternal winter and eventually join together at the Fimbulwinter of time's end.

Bloosjnor weigh several thousand pounds and stand some 12 feet tall. They can only barely speak in a howling, whispy voice, and this in a primitive language that resembles the ancient dialect of their awakeners.

Combat
A bloosjnor often comes wailing out from the snow within which it hid, filling living beings nearby with dispair. It then claws and tears as it drains their vitality with its presence. If its victims manage to flee or are difficult to reach it vents its frustration in a great roar of freezing wind.

Blood Sacrifice (Su): Wherever a bloosjnor walks the snow momentarily reddens. Any creature within 20 feet of a Bloosjnor must succeed on a DC 33 fortitude save each round they remain in range or take 1d6 points of constitution drain. The bloosjnor heals a number of hit points equal to three times that of the number of ability points drained. A bloosjnor can retain up to twice its healthy total for an hour before they fade away.

If a creature is killed by this drain they rise up within 1d4 hours as frostfell ghosts, forever bound to the dying land. If the victim is killed while on unhallowed ground however there is a 50% chance that a second bloosjnor is birthed. If done before an evil altar of some kind there is an 80% chance. The save DC is Constitution-based.

Fimbulwinter (Sp): The haunts of the bloosjnor are constantly affected as the Fimbulwinter spell (Frostburn, p. 93) cast by a druid of the same level as the bloosjnor's HD.

Howl of the North (Su): As a full-round action that provokes an attack of opportunity a bloosnjor can release a great cry. From its maw blows forth a severe wind that strikes those in a 100-foot cone. Those caught in this cone take a -12 penalty on Listen checks until the bloosnjor's next turn and take 4d6 sonic plus 2d6 coldfire damage (a DC 31 fortitude save halves the damage and negates the chance of contracting coldfire ruin). The save DC is Constitution-based.

Ice Glide (Ex): A bloosjnor can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples of other signs of its presence.
A bloosjnor often fights from the cover of an an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. A bloosjnor attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.

Spell Like Abilities:
At Will - Crushing Despair (DC 18), Diminish Plants, Flash-Freeze. 3/day - Arctic Haze (DC 18 halves), Blight (15d6, DC 21 halves), Heart Freeze (DC 23 partial). Caster level 20th. Save DC's are Charisma-based.

Vulnerability to Fire:
A bloosnjor takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Whitesight (Ex):
A bloosjnor is immune to snow glare and can see normally in whiteout conditions.

The Vorpal Tribble
2007-01-17, 11:46 AM
Keeper of the Chill Passes

Elite Advanced Froutmooth
Colossal Elemental (earth)
Hit Dice: 54d8+648 (891 hp)
Initiative: -3
Speed: 50 ft. (10 squares), climb 50 ft.
Armor Class: 31 (-2 dex, +31 natural, -8 size), touch 0, flat-footed 31
Base Attack/Grapple: +40/+76
Attack: 1 pierce +53 melee (6d8+30/19-20/x2)
Full attack: 1 pierce +53 melee (6d8+30/19-20/x2)
Space/Reach: 30 ft./25 ft.
Special Attacks: Hard bite, rumbling quake
Special Qualities: Damage reduction 35/-, darkvision 60 ft., elemental traits, immunity to cold, resistance to electricity and acid 10, sure-footed, tremorsense 240 ft.
Saves: Fort +43, Ref +16, Will +32
Abilities: Str 51 (+20), Dex 6, Con 34 (+12), Int 4, Wis 21 (+5), Cha 16
Skills: Climb +47, Spot +25
Feats: Endurance, Great Fortitude, Improved Critical (pierce), Improved Natural Attack (pierce), Improved Overrun, Improved Sunder, Iron Will, Power Attack, Rock Hurling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rock_Hurling,RS), Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination,PH2), Weapon Focus (pierce)
Epic Feats: Damage Reduction x5, Energy Resistance (acid), Energy Resistance (electricity), Penetrate Damage Reduction (adamantine)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 25
Alignment: Always neutral

A froutmooth is a horrifying beast of frigid mountain valleys and glacier trails. Many consider them spirits of such places for they may rest motionless, leaning against the rocky slopes for days on end, or rise up from the snow or ice that has formed over them to chase off intruders who violate their territory.

They appear very vaguely walrus-like, with bulky, streamlined bodies of slick, icy grey stone, and four simple protrusions with which it pushes itself forward upon its belly. A thick neck, nearly as wide as the body, rises up and forward with a comparatively small head-like protrusion atop. It is eyeless and earless, but has a frightening, haphazard assortment of spine-like blades of all sizes splaying from where its mouth would normally be. They all glint metalically and come to needle-sharp points.

Froutmooths are birthed from the ice-cracked fissures of the frozen fjords carved by the passage of glaciers. It guards the frozen valley that it calls home with near eternal patience, relishing the feel of frozen rains and howling winds that meld with the slow, steady pulse of the gelid lands.

Froutmooths stand about thirty feet tall and weigh many, many tons. They speak Terran.

Combat
Froutmooths are territorial creatures that are almost always found guarding entire valleys, though against what is often difficult to determine, if anything. They prefer to rise up from their gravel or icy beds they carve and simply hulk, hoping their mere presence is enough to frighten away intruders. If this is unsuccessful it rushes forward and slams the ground repeatedly. Lastly, if all else fails, it resorts to its deadly spikes.

Hard Bite (Ex):
A frouthmooth's pierce attack deals damage to all those in an area of 10 feet within its reach and automatically makes a sunder attack against every item in this space. A froutmooth's natual attack ignores hardness less than 20. If it scores a critical hit on a creature Huge or smaller, the victim is impaled upon its many spikes and must succeed on a successful fortitude save (DC 47) or die from the shock to the body. If the victim survives he is considered helpless and the froutmooth may continue to attack as normal. The next round he may attempt a strength check to pull himself off (DC = damage dealt). Everytime the froutmooth makes another attack there is a 50% chance that those trapped on its spines are dislodged and freed, taking an additional 2d8 damage. The save DC is Strength-based.

Up to 4 huge, 8 large, 16 medium, 32 small creatures, or 64 tiny or smaller may be impaled before the Frouthmooth may no longer make its pierce attack.

Rumbling Quake (Ex):
A froutmouth can stomp strongly as a full round action, or even momentarily lift its body up off the ground and slam down, shaking the land all about. Anyone within 60 feet of a froutmouth must make a DC 47 reflex save or fall prone. The save DC is Strength-based.

Surefooted (Ex):
Froutmooths ignore all movement penalties associated with ice or snow on the ground, and the presence of such covering on any surface it climbs does not increase the DC.

The Vorpal Tribble
2007-01-27, 05:29 PM
So, hows things going in the volcano? :smallwink:

Neon Knight
2007-01-28, 11:54 AM
Oh great Vorpal Tribble, can you advance some Kuo-Ta to a CR4? Their background is that these Kuo-Ta have recently emerged from some volcanic vents on the ocean floor to assault the surface dwellers., so they should have some fire to them.

I know that advancing a few paltry Kuo-Ta to a pathetic CR of 4 pales before the epic beasts you can craft, but I horrifically stink at advancement.

Use any books you want. Thank you for reading this pathetic request.

The Vorpal Tribble
2007-01-28, 11:57 AM
*whack*

Stop groveling.

And sure, will havem up soon. I actually prefer low-leveled things. The epics are like a day-long affair :smallyuk:

The Vorpal Tribble
2007-01-30, 10:08 PM
Well, strangely enough there is not really a template to just give something heat endurance/immunity without adding a bunch of other stuff thats not needed.

So, what I'm thinking is just replacing all their electrical-based stuff with fire.

Btw, any particular classes you'd like added?

erewhon
2007-02-01, 04:32 PM
So, hows things going in the volcano? :smallwink:


Sadly, we skipped a session due a birth in the gaming group. Hopefully we'll be rescheduling soon!

Darn Real Life, interrupting mah Epic Fu! :D

Neon Knight
2007-02-01, 05:07 PM
Well, strangely enough there is not really a template to just give something heat endurance/immunity without adding a bunch of other stuff thats not needed.

So, what I'm thinking is just replacing all their electrical-based stuff with fire.

Btw, any particular classes you'd like added?

Okay. I'm sorry it took me so long to get back to you. Thank you for doing my request.

I'd like some Rouge levels, actually. My plan is for the PCs to enter a hot spa, and the Kuo-Ta will be lurking in the water. One the PCs "settle in" for a soak, the Kuo-Ta will send the water to boiling hot temperatures and then sneak attack.

I don't know whether I should be ashamed or delighted about my plans.

The Vorpal Tribble
2007-02-03, 11:47 AM
Oh great Vorpal Tribble, can you advance some Kuo-Ta to a CR4?

As advancing a kuo-toa doesn't allow for any extra gaining of feats or the like, wasn't any room for making each one that much different than their brethren, so just feel free to switch around weapons or a few skill ranks if you like.

-=-=-=-=-

Wet & Wiley

Kuo-Toa Rogue 2
Medium Monsterous Humanoid (aquatic)
Hit Dice: 2d8+2 + 2d6+2 (20 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 19 (+1 dex, +6 natural, +2 heavy wooden shield), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Pincher staff +4 melee (1d10+1) or shortspear +4 melee (1d6+1) or bite +4 melee (1d4+1)
Full Attack: Pincher staff +4 melee (1d10+1) and bite -1 melee (1d4+1) or shortspear +4 melee (1d6+1) and bite -1 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with pincher staff)
Special Attacks: Pincher staff, sneak attack 1d6
Special Qualities: Adhesive, amphibious, evasion, immunity to poison and paralysis, keen sight, light blindness, resistance to fire 10, slippery, trap finding
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 13, Dex 12, Con 13, Int 13, Wis 14, Cha 8
Skills: Craft or Knowledge (any one) +6, Escape Artist +11, Hide +5, Listen +9, Move Silently +6, Search +10, Spot +12, Swim +11
Feats: Alertness(B), Great Fortitude
Challenge Rating: 4
Treasure: Standard
Alignment: Often neutral evil

These appear as standard kuo-toa, though their skin is a brilliant scarlet, with pale shades of lighter reds here and there. Their independently moving eyes are florescent orange with a pale yellow nictitating membrane that flashes across every few moments.

Combat


Pincher Staff: See Monster Manual 3.5, p. 164.

Adhesive (Ex): See Monster Manual 3.5, p. 164.

Amphibious (Ex): Although kuo-toa breathe by means of gills, they can survive indefinetely on land.

Evasion (Ex): A rogue kuo-toa can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Keen Sight (Ex): See Monster Manual 3.5, p. 164.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

Slippery (Ex): See Monster Manual 3.5, p. 164.

Trapfinding: Rogue kuo-toa can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogue kuot-toa can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks, and a +4 racial bonus on Spot and Search checks.
A kuo-toa has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Neon Knight
2007-02-03, 03:20 PM
As advancing a kuo-toa doesn't allow for any extra gaining of feats or the like, wasn't any room for making each one that much different than their brethren, so just feel free to switch around weapons or a few skill ranks if you like.

-=-=-=-=-

Wet & Wiley

Kuo-Toa Rogue 2
Medium Monsterous Humanoid (aquatic)
Hit Dice: 2d8+2 + 2d6+2 (20 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 19 (+1 dex, +6 natural, +2 heavy wooden shield), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Pincher staff +4 melee (1d10+1) or shortspear +4 melee (1d6+1) or bite +4 melee (1d4+1)
Full Attack: Pincher staff +4 melee (1d10+1) and bite -1 melee (1d4+1) or shortspear +4 melee (1d6+1) and bite -1 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with pincher staff)
Special Attacks: Pincher staff, sneak attack 1d6
Special Qualities: Adhesive, amphibious, evasion, immunity to poison and paralysis, keen sight, light blindness, resistance to fire 10, slippery, trap finding
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 13, Dex 12, Con 13, Int 13, Wis 14, Cha 8
Skills: Craft or Knowledge (any one) +6, Escape Artist +11, Hide +5, Listen +9, Move Silently +6, Search +10, Spot +12, Swim +11
Feats: Alertness(B), Great Fortitude
Challenge Rating: 4
Treasure: Standard
Alignment: Often neutral evil

These appear as standard kuo-toa, though their skin is a brilliant scarlet, with pale shades of lighter reds here and there. Their independently moving eyes are florescent orange with a pale yellow nictitating membrane that flashes across every few moments.

Combat


Pincher Staff: See Monster Manual 3.5, p. 164.

Adhesive (Ex): See Monster Manual 3.5, p. 164.

Amphibious (Ex): Although kuo-toa breathe by means of gills, they can survive indefinetely on land.

Evasion (Ex): A rogue kuo-toa can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Keen Sight (Ex): See Monster Manual 3.5, p. 164.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

Slippery (Ex): See Monster Manual 3.5, p. 164.

Trapfinding: Rogue kuo-toa can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogue kuot-toa can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks, and a +4 racial bonus on Spot and Search checks.
A kuo-toa has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Awesome. I'll give you a link when they attack. Thanks!

Were-Sandwich
2007-02-03, 03:35 PM
VT, you know your monstering. How do I apply the Swarm template to ometihng. Its mentioned in one of the Save my Game articles, but the MM only gives swamr monsters under that entry.

The Vorpal Tribble
2007-02-03, 03:41 PM
VT, you know your monstering. How do I apply the Swarm template to ometihng. Its mentioned in one of the Save my Game articles, but the MM only gives swamr monsters under that entry.
Pfttt, I just spent 5 minutes searching the net for a ometihng before realizing it was merely a horrible typo for 'something' :smallwink:

Anyways, as far as I know, there is no swarm template anywhere. There is a sort of mob template for large things in the DMG II though.

There is also a 'Swarm Shifter' template in Libris Mortis, where an undead can collapse into a swarm of vermin (such as in The Mummy), but most of those are just the ones you've already seen statted.

The Vorpal Tribble
2007-02-10, 11:17 AM
*ker-bump*

Gralamin
2007-02-15, 10:00 PM
An Update Tribble:

As you may know I started Ravenloft on these boards as well, Group B ran into the wolf, and all but one of them failed their will save. That was the Wolves warning to get out. He shall return :)
Thread for reference: http://www.giantitp.com/forums/showthread.php?t=33025&page=4

The Vorpal Tribble
2007-02-17, 06:22 PM
Aww, that wasn't very satisfying...

Wolf: AWHOOOOOO!
Players: RUN!

The end :smallfrown:






... or is it? :smallamused:

Gralamin
2007-02-25, 08:41 PM
at the risk of threadomancy:

It will be back :smallamused:

The Vorpal Tribble
2007-02-25, 09:29 PM
at the risk of threadomancy:

It will be back :smallamused:
Muwhaha.

Naw, this thread wasn't dead... just... hibernating for the winter. Request away, folks.

brian c
2007-02-25, 11:14 PM
Hey, I just posted a thread about this but perhaps Vorpal Tribble can lend insight. I want to make a Kobold "Godzilla", basically make a Kobold as big as possible (I figure using the half-dragon template would give it breath weapon, natural ac and abilities befitting godzilla also). Any ideas? (Only idea so far to get above large size is the wu jen spell Giant Size, or the Titanic Template except that's 3.0 and only for vermin and animals)

The Vorpal Tribble
2007-02-27, 08:21 PM
Unfortunately I don't think there is a template out there for enlarging a creature except for the one you just mentioned.

brian c
2007-02-27, 08:32 PM
Unfortunately I don't think there is a template out there for enlarging a creature except for the one you just mentioned.

Damn. Thanks anyway.

The Vorpal Tribble
2007-02-27, 08:40 PM
And just because...

-=-=-=-=-=-


Slurpy McOoze

Advanced Grey Ooze
Large Ooze
Hit Dice: 9d10+63 (112 hp)
Initiative: –5
Speed: 10 ft. (2 squares)
Armor Class: 6 (–5 Dex, +2 natural, -1 size), touch 4, flat-footed 6
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (1d8+5 plus 1d6 acid)
Full Attack: Slam +11 melee (1d8+5 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d8+5 plus 1d6 acid, improved grab
Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves: Fort +10, Ref -2, Will -2
Abilities: Str 20, Dex 1, Con 25, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Cold marshes
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

Vaynor
2007-02-27, 09:14 PM
Here's a big request to go along with my mindflayer request from a long while ago. I need 4 elemental paragons, naturally one of each element. They will need to be of progressing skill level, and difficulty, as each will have their own dungeony thing. Yes, I could just upgrade them using the table in the MM but this makes them more unique, and definitely more interesting.
I have most books but not so much of the recent ones, most of the Complete series, all of the monster manuals, etc.

Here we go:

#1: Air Paragon (more like a storm, lightening flair)
CR: 14-15
Maybe something a little monkish I was thinking, but whatever works is fine.

#2: Earth Paragon (forest type also, so some more naturey stuff)
CR: 16-17
Definitely a fighter-type. Lots of HP, lots of armor kind of thing.

#3: Water Paragon (in an icy area so if you want to give it an icy flavor thats good)
CR: 18-19
Umm, I don't know what to do much with this one. Fighter, monk, barbarian type? Whatever seems to work best I guess.

#4: Fire Paragon (volcanic area)
CR: 20-21
Caster-type, obviously all fire spells, but enough HP to last a while.

Also, I remember there was something like a tempest in one of the books, but I forget which. If you know which book it's in that'd be great if you could let me know.

Thanks in advance! :biggrin:

EDIT: Nice ooze.

Krimm_Blackleaf
2007-02-27, 10:22 PM
Here's one for you. A half-succubus doppleganger sorcerer 12, using the half-fiendish variety article from the WotC website.

The Vorpal Tribble
2007-02-27, 10:35 PM
So you want an elemental type creature with class levels? Any creature in particular?



Here's one for you. A half-succubus doppleganger sorcerer 12, using the half-fiendish variety article from the WotC website.
Have a link?

Krimm_Blackleaf
2007-02-27, 10:39 PM
Have a link?
Yes, I do. (http://www.wizards.com/default.asp?x=dnd/we/20060630x)

The Vorpal Tribble
2007-02-27, 10:44 PM
A'ight, will do.


Edit: Mindflayer fiends?! GAAAAAAH. Just because fiends can "mate with anything" as they say in that article, doesn't mean they can spontaneously cause a creature to grow parts they didn't have before.

Or maybe it does... I really need to stat up that half-fiend balogney sandwhich.

Vaynor
2007-02-27, 10:45 PM
So you want an elemental type creature with class levels? Any creature in particular?

Not really. Just something worthy of a dungeon boss dominated by that elemental archetype. :smallbiggrin:

Krimm_Blackleaf
2007-02-27, 10:49 PM
A'ight, will do.


Edit: Mindflayer fiends?! GAAAAAAH. Just because fiends can "mate with anything" as they say in that article, doesn't mean they can spontaneously cause a creature to grow parts they didn't have before.

Or maybe it does... I really need to stat up that half-fiend balogney sandwhich.
For a race without actual genitals, those illithids sure do get around...

Vaynor
2007-02-27, 11:05 PM
For a race without actual genitals, those illithids sure do get around...

Maybe the host body was half-fiend or something? *shrug*

The Vorpal Tribble
2007-02-28, 02:26 AM
Here's one for you. A half-succubus doppleganger sorcerer 12, using the half-fiendish variety article from the WotC website.

Enjoy!

-=-=-=-=-=-

Dolly

Half-Succubus Doppleganger Sorcerer 12
Medium Outsider (Shapechanger)
Hit Dice: 4d8+4 + 12d4+12 (80 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 30 ft. (average)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +10/+12
Attack: Claw +12 melee (1d6+2)
Full Attack: 2 claws +12 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, smite good, spells
Special Qualities: Change shape, damage reduction 5/good, darkvision 60 ft., immunity to poison, immunity to sleep and charm effects, resistance to acid, cold, electricity, and fire 10, spell resistance 14
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 14, Dex 15, Con 12, Int 17, Wis 14, Cha 24 (+7)
Skills: Bluff +33, Concentration +23, Diplomacy +22, Disguise +16 (+18 acting), Escape Artist +11, Intimidate +23, Knowledge (Arcana) +25, Listen +9, Move Silently +9, Sense Motive +11, Spellcraft +20, Spot +9
Feats: Dodge, Extend Spell, Force Of Personality (http://realmshelps.dandello.net/cgi-bin/feats.pl?Force_Of_Personality,CAd), Great Fortitude, Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,CW), Practiced Spellcaster (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Spellcaster,CD), Reach Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Reach_Spell,CD)
Challenge Rating: 12
Treasure: Double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +8

In her natural form, Dolly has the face and form of great beauty, slender but seemingly frail. She is extremely long of limb, which only adds to her attractiveness. The flesh is creamily pale and hairless. Her head is heartshaped, with features of heartbreaking loveliness, her platinum hair falling in thick curls down her back. She has very large, intense yellow eyes with slitted pupils that radiate confidence and a strangely fierce hunger. From her back sprout great wings like that of an albino bat, lined with strokable down.

Dolly speaks Abyssal and Common.

Combat
Dolly's weapons are considered evil-aligned for the purpose of overcoming damage reduction.

Detect Thoughts (Su): Dolly can continuously use detect thoughts as the spell (caster level 18th; Will DC 19 negates). She can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): Dolly can assume the shape of any Small or Medium humanoid. In humanoid form, she loses her natural attacks. Dolly can remain in her humanoid form until she chooses to assume a new one. A change in form cannot be dispelled, but she reverts to her natural form when killed. A true seeing spell or ability reveals her natural form.

Smite Good (Su): Once per day Dolly can make a normal melee attack to deal 4 extra damage against a good foe.

Sorcerer Spells: Caster level 16th. (Spells per day: (6/8/8/8/7/7/6/4); Save DC 17 + spell level):

Typical Spells Known:
0 - Arcane Mark, Detect Magic, Mage Hand, Message, Prestidigitation, Tough of Fatigue
1st - Cause Fear, Color Spray, Hypnotism, Ray of Enfeeblement, Silent Image, Summon Monster I, True Strike, Unseen Servant
2nd - Blindness/Deafness, Blur, Darkness, Eagle's Splendor, Invisibility, See Invisibility, Summon Swarm, Tough of Idiocy
3rd - Displacement, Fireball, Gaseous Form, Magic Circle Against Good, Major Image, Nondetection, Summon Monster III, Vampiric Touch
4th - Bestow Curse, Charm Monster, Crushing Despair, Detect Scrying, Greater Invisibility, Phantasmal Killer, Scrying
5th - Contact Other Plane, Dismissal, Dominate Person, Feeblemind, Magic Jar, Persistent Image, Summon Monster V
6th - Circle of Death, Contingency, Geas/Quest, Mass Suggestion, Planar Binding, Probe Thoughts
7th - Ethereal Jaunt, Greater Teleport, Limited Wish, Plane Shift

Spell-like Abilities: 1/day - Charm Monster (DC 18). 3/day - Detect Good, Suggestion (DC 20). Caster level 4th. Save DC's are Charisma-based.

Skills: Dolly has a +4 racial bonus on Bluff and Disguise checks.

*When using her change shape ability, Dolly gets an additional +10 circumstance bonus on Disguise checks. If she can read an opponent’s mind, she gets a further +4 circumstance bonus on Bluff and Disguise checks.

Krimm_Blackleaf
2007-02-28, 03:06 AM
Enjoy!
My....that's beautiful. Thank you, the Vorpal Tribble.

The Vorpal Tribble
2007-02-28, 01:01 PM
My pleasure :smallamused:


Not really. Just something worthy of a dungeon boss dominated by that elemental archetype. :smallbiggrin:
What books might I be able to choose stuff out from?

Vaynor
2007-03-01, 12:48 AM
What books might I be able to choose stuff out from?

I have all four monster manuals, fiend folio, epic level handbook, complete divine/arcane/mage, ummm, lots. If you need to know if I have a book, just ask but I'll probably have it.

Nerd-o-rama
2007-03-01, 03:30 AM
Hey, VT. You know a feasible way to have a flying, air-breathing Kraken? If so, could you make one of around CR 18? I ask mostly as a mental exercise right now, but after a long while, it might serve as the BBEG's pet in a campaign I'm running. If it runs that far, and it goes in my planned direction. It's barely starting at level 5, currently.

Mr. BBEG likes Krakens, but they somewhat lack mobility, or fearsomeness to characters who own a flying, rather than sea-going, ship. He wants something that beats the crap out of flying ships, and hopefully large buildings as well. He has access to heinous gene-splicing magic. Go nuts.

Available books: pretty much any 3.5 general source, and Eberron campaign setting sources.

Wippit Guud
2007-03-01, 04:01 AM
Well, I'm not VT, but...

Air Elemental Kraken Sorcerer 4
Gargantuan Elemental (Air)
Hit Dice: 20d8+4d4+230 (330 hp)
Initiative: +7
Speed: Fly 100 ft. (20 squares) (perfect maneuverability)
Armor Class: 23 (–4 size, +14 natural, +3 Dex), touch 9, flat-footed 20
Base Attack/Grapple: +22/+46
Attack: Tentacle +30 melee (2d8+12/19–20)
Full Attack: 2 tentacles +30 melee (2d8+12/19–20) and 6 arms +25 melee (1d6+6) and bite +25 melee (4d6+6) Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, damage reduction 10/magic
Saves: Fort +22, Ref +16, Will +17
Abilities: Str 34, Dex 16, Con 30, Int 21, Wis 20, Cha 20
Skills: Concentration +21, Diplomacy +7, Hide +3, Intimidate +16, Knowledge (geography) +17, Knowledge (arcana) +19, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spellcraft +19, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats: Alertness, Blind-Fight, Combat Expertise, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Improved Grapple, Improved Trip, Iron Will
Challenge Rating: 18
Alignment: Neutral evil

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

Air krakens speak Common and Auran.

COMBAT

Air krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against an air kraken’s tentacles or arms as if they were weapons. An air kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If an air kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing an air kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. An air kraken usually withdraws from combat if it loses both tentacles or three of its arms. An air kraken regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities: Caster level 13th. The save DC is Charisma-based.

1/day - control weather, control winds, dominate animal (DC 18), resist energy.

---------

Air Elemental template is from Manual of the Plains, and the Wizards site has a 3.5 update on it. Sorcerer levels would stack with the Kraken's already 9th level caster.

Vaynor
2007-03-01, 09:38 AM
@^ You didn't include fly under it's listed abilities.

Wippit Guud
2007-03-01, 02:06 PM
It's listed in its movement!

Nerd-o-rama
2007-03-01, 02:17 PM
Heehee. Thank's Wippit. Looks nasty. I'll have to remember that template.

The Vorpal Tribble
2007-03-01, 05:10 PM
#1: Air Paragon (more like a storm, lightening flair)
CR: 14-15
Maybe something a little monkish I was thinking, but whatever works is fine.
Hows this look?

-=-=-=-=-

Blowhard

Advanced Belker Monk 7
Huge Elemental (Air, Extraplanar)
Hit Dice: 11d8+33 + 7d8+21 (134 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 70 ft. (perfect)
Armor Class: 26 (–2 size, +5 Dex, +11 natural, +1 monk, +1 wisdom), touch 17, flat-footed 23
Base Attack/Grapple: +13/+27
Attack: Wing +17 melee (1d8+6)
Full Attack: 2 wings +17 melee (1d8+6) and bite +15 melee (1d6+3) and 2 claws +15 melee (1d4+3) and +1 shocking burst unarmed strike +15 melee (3d8+3 plus 1d6 electricity)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flurry of blows, ki strike, smoke claws
Special Qualities: Darkvision 60 ft., elemental traits, evasion, purity of body, slow fall, smoke form, still mind, wholeness of body
Saves: Fort +11, Ref +17, Will +8
Abilities: Str 22, Dex 20, Con 17, Int 6, Wis 12, Cha 11
Skills: Listen +10, Move Silently +16, Spot +10, Tumble +10
Feats: Alertness, Combat Reflexes, Dodge, Improved Trip, Mobility, Multiattack, Snatch, Spring Attack, Stunning Fist
Environment: Elemental Plane of Air
Challenge Rating: 14
Treasure: None
Alignment: Lawful evil

Combat

Evasion (Ex): If blowhard makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Flurry of Blows (Ex): See Player's Handbook.

Ki Strike (Su): Blowhard's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Purity of Body (Ex): Blowhard gains immunity to all diseases except for supernatural and magical diseases.

Slow Fall (Ex): If Blowhard is within arm’s reach of a wall it can use it to slow its descent. When first using this ability, it takes damage as if the fall were 20 feet shorter than it actually is.

Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 22 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d6 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 70 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 11th).

Still Mind (Ex): Blowhard gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Wholeness of Body (Su): Blowhard can heal its own wounds. It can heal a number of hit points of damage equal to twice its current monk level each day (14 total), and it can spread this healing out among several uses.

Skills: Belkers have a +4 racial bonus on Move Silently checks.

Vaynor
2007-03-01, 07:59 PM
Awesome! Thanks!


It's listed in its movement!

D'oh! Didn't see that. :smalltongue:

The Vorpal Tribble
2007-03-01, 09:57 PM
I have all four monster manuals, fiend folio, epic level handbook, complete divine/arcane/mage, ummm, lots. If you need to know if I have a book, just ask but I'll probably have it.
Do you have Magic of Incarnum? Have this really... interesting concept for your Earth warrior :smallamused:


Edit: D'oh! Strike that, just noticed you wanted it nature themed. Was going to go with Crystal Golem and the Soulfused template to make it sentient, but thats more earthy than naturey.

Vaynor
2007-03-01, 11:22 PM
Do you have Magic of Incarnum? Have this really... interesting concept for your Earth warrior :smallamused:


Edit: D'oh! Strike that, just noticed you wanted it nature themed. Was going to go with Crystal Golem and the Soulfused template to make it sentient, but thats more earthy than naturey.

Naturey isn't a must. Just a suggestion if it worked out. And yes, I do have Magic of Incarnum.

Zeal
2007-03-02, 12:41 AM
Hey, VT, if at all possible, could you whip up something using a choker as the base creature?

What I'm going for is about CR 5, I'd prefer it to have a level or two in Binder (Tome of Magic) and maybe a template.

For reference I have the following books: PHB, DMG, Monster Manual Tome of Magic (obviously), Complete Arcane, I think I have a copy of complete Divine floating around somewhere, Book of Vile Darkness, XPH, Lords of Madness, Complete Psionic, Complete Adventurer and Monster Manual 3.

I'd be more than pleased with anything you could whip up, thanks.

Krimm_Blackleaf
2007-03-03, 04:41 PM
I've been inspired for my campaign and it's driven me to a half-demon tangent so here's another idea. A half-balor adult red dragon, I'm planning on filling a temple of an evil cult with these things so I may have more ideas later on.

Edit: Of course, using the same method for half-fiends as was used with Dolly.

The Vorpal Tribble
2007-03-03, 07:16 PM
Hey, VT, if at all possible, could you whip up something using a choker as the base creature?

What I'm going for is about CR 5, I'd prefer it to have a level or two in Binder (Tome of Magic) and maybe a template.
Well, problem with that is that the class needs high charisma. Your typical choker has a charisma lower than that of many animals and is only barely sentient.

If you want interesting spell-like abilities however, how about I apply the Spellwarped template?

Zeal
2007-03-04, 01:27 AM
Well, problem with that is that the class needs high charisma. Your typical choker has a charisma lower than that of many animals and is only barely sentient.

If you want interesting spell-like abilities however, how about I apply the Spellwarped template?

Hmm... that'd work just fine.

The Vorpal Tribble
2007-03-04, 01:12 PM
Hey, VT, if at all possible, could you whip up something using a choker as the base creature?
Alright, will this do?

Its practically invulnerable to magic with its SR and if they get physical it can still attack and use its quickness to use cloak dance and gain concealment.

-=-=-=-=-=-

Grabby MacManhandler

Advanced Spellwarped Choker
Small Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Tentacle +14 melee (1d4+7)
Full Attack: 2 tentacles +14 melee (1d4+7)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d4+7
Special Qualities: Darkvision 60 ft., quickness, spell absorption, spell resistance 23
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 24, Dex 14, Con 19, Int 8, Wis 13, Cha 7
Skills: Climb +17, Hide +11, Knowledge (arcana) +1, Move Silently +6
Feats: Cloak Dance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cloak_Dance,XPH), Defense Against the Supernatural (http://realmshelps.dandello.net/cgi-bin/feats.pl?Defense_Against_the_Supernatural,ToM), Improved Initiative(B), Lightning Reflexes, Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil

This is an enormous choker, and seemingly deformed, even for its race, with a gaping jaw and skewed back. The arms seem to have an extra elbow and the spines upon the pads of its hands are unusually large and grow haphazardly all about them. The eyes however hold a feral intelligence beyond that of its kin.

Grabby speaks Undercommon.

COMBAT
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

Constrict (Ex): Grabby deals 1d4+7 points of damage with a successful grapple check against a Huge or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): To use this ability, Grabby must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su): Although not particularly dexterous, Grabby is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Spell Absorption (Su): See Monster Manual III, p. 163.

Skills: Grabby has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

The Vorpal Tribble
2007-03-04, 01:21 PM
@Krimm
Done with yours, Krimm, except for its spells and feats. Is there any particular theme? Do you want it to focus on casting, fighting, or maybe a mixture?

@Vaynor
You see that Treant Hulking hurler on the first page? If I ramped him up a few more levels wiould that suffice for your Earth Guard? Seems to fit.

Sulecrist
2007-03-04, 02:46 PM
Hey VT!

Time for my third round. I'm running a low-level dark-ages sort of campaign, and I need a BBEG for a story arc. I'd like a CR6-8 Ghost with at least four levels of Sorceror or Wizard. I'd like really high mental scores--go with at least 32 point buy, but you can bring it higher if you'd like.

Plotwise, he's essentially Hamlet at the end of the play. I'd like him to be tactically challenging, with as many annoying side-step spells and effects as possible.

Books:
Complete Warrior, Arcane, Divine.
ToB
Core
PHBII
BoED/BoVD
Frostburn
Weapons of Legacy

Zeal
2007-03-04, 04:33 PM
Alright, will this do?

It will do wonderfully; it should be an awesome surprise for the mix-maxed dex rogue.

Krimm_Blackleaf
2007-03-04, 04:37 PM
@Krimm
Done with yours, Krimm, except for its spells and feats. Is there any particular theme? Do you want it to focus on casting, fighting, or maybe a mixture?

I'm thinking he'd be a nice melee combatant, with a healthy mix of blaster spells.

The Vorpal Tribble
2007-03-04, 05:22 PM
Mighty Max

Half-Balor Adult Red Dragon
Huge Outsider (native)
Hit Dice: 22d12+198 (341 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 35 (–2 size, +2 dex, +25 natural), touch 10, flat-footed 33
Base Attack/Grapple: +22/+41
Attack: 1 bite +31 melee (2d8+16)
Full Attack: 1 bite +31 melee (2d8+11), 2 claws +29 melee (2d6+5), 2 wings +29 melee (1d8+5), 1 tail slap +29 melee (2d6+16)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, crush 2d8, smite good, spell-like abilities, spells
Special Qualities: Blindsense 60 ft., damage reduction 10/good, immunity to fire, immunity to paralysis, poison, and sleep, keen senses, locate object, resistance to acid, cold, and electricity 10, spell resistance 32
Saves: Fort +22, Ref +15, Will +17
Abilities: Str 33 (+11), Dex 14, Con 29 (+9), Int 18, Wis 19, Cha 18
Skills: Bluff +29, Concentration +34, Diplomacy +29, Intimdate +29, Knowledge (religion) +29, Listen +29, Move Silently +27, Search +29, Sense Motive +29, Spellcraft +29, Spot +29, Use Magic Device +29
Feats: Cleave, Extend Spell, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Practiced Spellcaster (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Spellcaster,CAr), Snatch
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Chaotic Evil


Combat

Breath Weapon (Su): Mighty Max has one type of breath weapon, a 50-foot cone of fire dealing 12d10 damage. Reflex DC 30 halves.

Frightful Presence (Ex): Mighty Max can unsettle foes with his mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 25) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex): Mighty Max sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Immunities (Ex): Mighty Max has immunity to sleep and paralysis effects, as well as poison and fire damage.

Locate Object (Sp): As spell, 6/day.

Smite Good (Su): Once per day Mighty Max can make a normal melee attack to deal 20 extra damage against a good foe.

Spell-Like Abilities: 3/day Telekinesis; 1/day Blasphemy (DC 21), Greater Dispel Magic, Insanity (DC 21). Caster level 22nd. Save DC's are Charisma-based.

Sorcerer Spells: Caster level 11th. (Spells per day: (4/5/4/3/2); Save DC 14 + spell level):
0 - Arcane Mark, Detect Magic, Read Magic, Touch of Fatigue
1st - Cause Fear, =Lesser Shivering Touch, Obscuring Mist, Shocking Grasp, True Strike
2nd - *Darkbolt, Eagle's Splendor, Touch of Idiocy, +Vision of Entropy
3rd - =Arctic Haze, Major Image, Ray of Exhaustion
4th - @Balor Nimbus, Enervation

* Lords of Madness
+ Fiendish Codex I
@ Planar Handbook
= Frostburn

Skills: Appraise, Bluff, and Jump are considered class skills for Mighty Max.

The Vorpal Tribble
2007-03-04, 06:14 PM
And because I wanted to have some eeeevil fun...

-=-=-=-=-=-

Mastermind

Half-Cerebrilith Ulitharid
Large Outsider (psionic)
Hit Dice: 12d8+84 HD (138 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 23 (-1 size, +2 dex, +8 natural, +4 mental barrier), touch 15, falt-footed 21
Base Attack/Grapple: +9/+18
Attack: Long Tentacle +13 melee (1d8+5)
Full Attack: 2 long tentacles +13 melee (1d8+5), 4 short tentacles +11 melee (1d8+5), bite +6 melee (1d8+2), and 2 claws +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Extract, improved grab, mind blast, psi-like abilities, psionic powers, smite good, spell-like abilities
Special Qualities: Darkvision 60 ft., damage reduction 10/good, immunity to poison, power resistance 27, resistance to acid 10, cold 10, electricity 10, and fire 10, telepathy 200 ft.
Saves: Fort +11, Ref +6, Will +13
Abilities: Str 20 (+5), Dex 14, Con 24 (+7), Int 21 (+5), Wis 17, Cha 25 (+7)
Skills: Autohypnosis +13, Bluff +17, Concentration +22 (+26 manifesting defensively), Diplomacy +16, Disguise +7 (+9 acting in character), Hide +8, Intmidate +19, Knowledge (psionics) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18
Feats: Combat Manifestation, Improved Initiative, Improved Natural Attack, Iron Will, Power Penetration
Environment: Underground
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +13

This appears as a hulking, spindly mindflayer, hunched over, with an enormously large skull that merges directly with an overly developed spine. Its skin is thick and leathery with large, bright purple veins. The head sweeps forward beastially into a maw filled with sharp teeth and ringed by four smaller tentacles and two much longer ones, all ending in wickedly curved claws. Two tiny, evil red eyes glitter with an intimidating intelligence from beneath pronounced bone ridges. Two long, thickly muscled arms hang almost to the floor with great, razor-sharp talons. A foul-smelling lqiuid coats this beast, causing it to gleam unwholesomely.

Combat
Mastermind, above all else, likes to 'play' with his opponents, testing them and infuriating until he has learnt all he needs to kno. He then attempst to set them upon one another and have them slowly torture each other to death.

Mastermind's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Extract (Ex): See Monster Manual 3.5, p.187 or Lords of Madness, p. 159.

Improved Grab (Ex): To use this ability, Mastermind must hit a Small, Medium, or Large creature with its tentacle attack It can then attempt to start a grapple as a free action without provoking attacks of opporunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. Mastermind can grab a Huge or larger creature only if it can somehow reach the foe's head.

If Mastermind begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but Mastermind gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp): As Lords of Madness, p. 159. DC 23 will save negates. Save DC's are Charisma-based.

Psionics: Manifester level 13th. (Power Points per day = 179; Save DC 15 + power level):
1st - Detect Psionics, Mind Thrust, *Primal Fear, Psionic Charm, Vigor
2nd - Brain Lock, Cloud Mind, Id Insinuation, Read Thoughts
3rd - Hostile Empathic Transfer, Mental Barrier, *Mindfire, Mind Trap
4th - Aura Sight, Death Urge, *Implanted Suggestion, *Shadow Eft
5th - Psionic Plane Shift, Psionic True Seeing, Psychic Crush, *Psychotic Break
6th - Aura Alteration, Fuse Flesh, Mass Cloud Mind, Mind Switch
7th - *Planar Champion

* From Complete Psionic

Psi-Like Abilities:
3/day Ego Whip (DC 21), Psionic Dominate (3 targets, all except aberration, dragon, elemental and outsider, DC 23); 1/day Mindprobe (DC 24). Manifester level 12th. The save DC's are Charisma-based.

Smite Good (Su): Once per day Mastermind can make a normal melee attack to deal 12 extra damage against a good foe.

Spell-like Abilities:
1/day Blasphemy (DC 24), Desecrate , Unholy Blight (DC 21). Caster level 12. The save DC's are Charisma-based.

Krimm_Blackleaf
2007-03-04, 06:15 PM
God, those are both so COOL!
I guess I have a thing for half-fiends.

Edit: And I'm very tempted to draw that half cerebrilith ulitharid.
Edit Jr: Just had another idea, how about a half Goristro Minotaur Barbarian 12? I've a feeling the group of half-demons I have in store are going to be as chaotic and mixed as the Abyss itself.

Vaynor
2007-03-05, 10:05 AM
@Vaynor
You see that Treant Hulking hurler on the first page? If I ramped him up a few more levels wiould that suffice for your Earth Guard? Seems to fit.

I'm afraid I don't see a treant in MoI...

The Vorpal Tribble
2007-03-05, 10:07 AM
I'm afraid I don't see a treant in MoI...First page of this thread...



Edit: And I'm very tempted to draw that half cerebrilith ulitharid.Thought it might look pretty interesting :smallwink:


Edit Jr: Just had another idea, how about a half Goristro Minotaur Barbarian 12? I've a feeling the group of half-demons I have in store are going to be as chaotic and mixed as the Abyss itself.
Do a couplr of the others and get back to that. I'm having this urge to do a Half-Quori Phthisic... I mean, a literal 'nightmare' :smallamused:

Vaynor
2007-03-05, 03:54 PM
First page of this thread...
Oh.... that's fine. :smallsmile:

Fax Celestis
2007-03-05, 04:05 PM
Care to try the following (even if the templates don't normally apply?

Celestial Woodling Half-Fey Spellwarped Living Spell. Use Geas/Quest and any other two spells you find appropriate. I'd preferably like this monstrocity good aligned at the end.

The Vorpal Tribble
2007-03-07, 01:41 PM
#2: Earth Paragon (forest type also, so some more naturey stuff)
CR: 16-17
Definitely a fighter-type. Lots of HP, lots of armor kind of thing.
Ironburl II

Advanced Treant Barbarian 4/Hulking Hurler 3
Gargantuan Plant
Hit Dice: 18d8+144 + 4d12+32 + 3d10+24 (322 hp)
Initiative: –1
Speed: 30 ft. (6 squares), 40 ft. unarmored (8 squares)
Armor Class: 36 (–4 size, –1 Dex, +22 natural, +9 wildwood breastplate +5), touch 5, flat-footed 36
Base Attack/Grapple: +20/+45
Attack: Slam +31 melee (3d6+15)
Full Attack: 2 slams +31 melee (3d6+15)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, catch weapon, double damage against objects, really throw anything, trample 3d6+22, two-handed hurl trick
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, rage 2/day, trap sense, uncanny dodge, vulnerability to fire
Saves: Fort +21, Ref +9, Will +12
Abilities: Str 40, Dex 8, Con 26, Int 12, Wis 16, Cha 13
Skills: Diplomacy +3, Hide +0*, Intimidate +23, Jump +23, Knowledge (dungeoneering) +6, Knowledge (nature) +18, Listen +17, Sense Motive +12, Spot +17, Survival +12 (+14 aboveground)
Feats: Awesome Blow, Earth Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Sense,RS), Improved Bull Rush, Improved Sunder, Iron Will, Kiai Shout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kiai_Shout,CW), Point Blank Shot, Power Attack, Snatch Arrows, Throw Anything (http://realmshelps.dandello.net/cgi-bin/feats.pl?Throw_Anything,CW), Weapon Focus (rock)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 17
Treasure: Standard plus amulet of natural armor +5
Alignment: True Neutral
Advancement: By character class
Level Adjustment: -

Combat

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Catch Weapon (Ex):
As Complete Warrior, p. 41.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Rage (Ex):
2/day as Player's Handbook.

Really Throw Anything (Ex):
As Complete Warrior, p. 41.

Two-Handed Hurl Trick (Ex):
Knockdown Blow and Overburdended Heave (4256 lbs. max, 7456 lbs. if raging) as Complete Warrior, p. 41.

Trample (Ex): Reflex DC 31 half. The save DC is Strength-based.

Trap Sense (Ex): Ironburl gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Ironburl 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.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

The Vorpal Tribble
2007-03-07, 01:54 PM
I'd like him to be tactically challenging, with as many annoying side-step spells and effects as possible.
How do you mean 'side-step'?



Care to try the following (even if the templates don't normally apply?

Celestial Woodling Half-Fey Spellwarped Living Spell. Use Geas/Quest and any other two spells you find appropriate. I'd preferably like this monstrocity good aligned at the end.Errrrrrrrr... well, I can probably actually manage to do those by the rules if I juggle them just right. For the choosing of the other two spells, what kind of backstory/location is this thing supposed to have?

I also need to know what CR you are going for as the spells I choose will determine this.

Btw, this isn't a joke is it? :smallwink:

The Vorpal Tribble
2007-03-07, 05:13 PM
Edit Jr: Just had another idea, how about a half Goristro Minotaur Barbarian 12? I've a feeling the group of half-demons I have in store are going to be as chaotic and mixed as the Abyss itself.

MOOOOOOOO!

-=-=-=-=-=-

Bessie

Half-Goristro Minotaur Barbarian 12
Huge Outsider
Hit Dice: 6d8+48 + 12d12+96 (249 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 33 (–2 size, +8 full plate +4, +13 natural), touch 8, flat-footed — (see text)
Base Attack/Grapple: +18/+38
Attack: +2 unholy greataxe +30 melee (4d6+20/x3) or gore +28 melee (2d6+12) or slam +28 melee (2d6+12)
Full Attack: +2 unholy greataxe +30/+25/+20/+15 melee (4d6+14/x3) and gore +23 melee (2d6+6); or gore +28 melee (2d6+12) and 2 slams +23 melee (2d6+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Greater rage, powerful charge 5d6+12, rage, smite good, spell-like abilities
Special Qualities: Damage reduction 5/good, damage reduction 2/-, darkvision 60 ft., immunity to poison, improved uncanny dodge, natural cunning, resistance to acid, cold, electricity, and fire 10, scent, spell resistance 16, trap sense
Saves: Fort +23, Ref +13, Will +14
Abilities: Str 35 (+12), Dex 10, Con 26 (+8), Int 7, Wis 10, Cha 10
Skills: Balance +6, Intimidate +15, Jump +23, Listen +17, Search +15, Sense Motive +7, Spot +17
Feats: Awesome Blow, Endurance, Great Fortitude, Improved Bull Rush, Improved Rock Hurling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Rock_Hurling,RS), Power Attack, Rock Hurling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rock_Hurling,RS), Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination,PH2), Track
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 19
Treasure: Standard plus +2 unholy huge-sized greataxe and +4 full plate
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +6

This appears as a great female minotaur, one of such size and hulking strength as to hardly be believed. Her overly immense arms hang nearly to the ground with claw-like protrusion growing from the knuckles. The horns upon her head are enormous and gilded with silver.

Bessie speaks Abyssal and Giant.

COMBAT
Bessie's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction

Greater Rage (Ex): Bessie's bonuses to Strength and Constitution during her rage each increase to +6, and her morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Improved Uncanny Dodge (Ex): Bessie cannot be flanked. This defense denies a rogue the ability to sneak attack Bessie by flanking her, unless the attacker has at least four more rogue levels than she has barbarian levels.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +28 attack bonus that deals 5d6+12 points of damage.

Rage (Ex): 4/day as Player's Handbook.

Smite Good (Su): Once per day Bessie can make a normal melee attack to deal 6 extra damage against a good foe.

Spell-like Abilities: 3/day Fear (DC 14), See Inivisiblity. Caster level 6th. Save DC's are Charisma-based.

Trap Sense (Ex): Bessie gains a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Fax Celestis
2007-03-07, 05:22 PM
Errrrrrrrr... well, I can probably actually manage to do those by the rules if I juggle them just right. For the choosing of the other two spells, what kind of backstory/location is this thing supposed to have?

I also need to know what CR you are going for as the spells I choose will determine this.

Btw, this isn't a joke is it? :smallwink:

Not a joke. Need a strange, enigmatic "good" naturelike overlord figure for a fey campaign I'm thinking about running. Needs the Geas/Quest feature as a sort of....legistlative action it can perform. Believes that the ends justify the means. Good or Chaotic, probably both. CR 15+, perhaps higher. It's faking being a deity and manipulating the course of fate for a city of fey.

The Vorpal Tribble
2007-03-07, 05:56 PM
Yeah, you'll be getting 15+ CR alright. All that together brings forth a CR 18. This is without adding two extra spells to he living spell template, only the Geas/Quest bit. Even if I add only level 2 spells it'll push this thing into epic levels.

So, basically, whats the highest your willing to go?

Fax Celestis
2007-03-07, 06:10 PM
Hm. Say...CR 42. Arbitrarily high. My players will still find some way to kill it.

Krimm_Blackleaf
2007-03-08, 01:01 AM
MOOOOOOOO!
Oh man...VT, you make me feel good inside.

Krimm_Blackleaf
2007-03-11, 12:35 AM
New idea!
Half-Daelkyr Human Duskblade 16.
In my current setting I'm going to adapt the Daelkyr as something of the opposite of angels in planar relations. And I believe this guy's going to be the demonic temple's leader.

The Vorpal Tribble
2007-03-11, 12:12 PM
Care to try the following (even if the templates don't normally apply?

Celestial Woodling Half-Fey Spellwarped Living Spell. Use Geas/Quest and any other two spells you find appropriate. I'd preferably like this monstrocity good aligned at the end.
Finally finished... hows it look? I think it may be a bit weak for its CR as the CR kept going up but is still limited by the lower HD.

Also considered giving her Vow of Peace and all that, everyone gets along under her rule because she makes them so, but then realized she wouldn't be able to use many of her spells. So, I'll just leave that up to you.

-=-=-=-=-=-

Li

Elite Half-Fey Woodling Spellwarped Celestial Living Blinding Beauty, Geas/Quest, Rain of Roses Spell
Huge Abberation (extraplanar)
Hit Dice: 13d6+52 (110 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 28 (+7 deflection, +4 dex, +9 natural, -2 size), touch 19, flat-footed 24
Base Attack/Grapple: +9/+22
Attack: Slam +12 melee (2d6+7)
Full Attack: Slam +12 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Blinding beauty, engulf, geas/quest, rain of roses, smite evil, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immune to enchantment, low-light vision, ooze traits, plant traits, resistance to acid, cold, and electricity 10, spell absorption, spell resistance 24, vulnerability to fire
Saves: Fort +15, Ref +15, Will +14
Abilities: Str 21, Dex 18, Con 19, Int 10, Wis 16, Cha 23
Skills: Diplomacy +24, Bluff +22, Heal +19, *Hide +0, Intimidate +10, Listen +14, *Move Silently +20, Perform (Dance) +22, Spot +7
Feats: Ability Focus (blinding beauty), Flyby Attack, Hover, Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,CW), Nimbus of Light (http://realmshelps.dandello.net/cgi-bin/feats.pl?Nimbus_of_Light,BE)
Environment: Any
Challenge Rating: 20
Treasure: None
Alignment: Chaotic good
Advancement: -
Level Adjustment: -

This appears an enormous, amorphous luna moth crafted of the most brilliant green-tinged amber. Trickling whites and golds glow within it, melding and flowing continuously like lazy sunlight through a leafy canopy...

Combat

Blinding Beauty (Sp): A creature hit by Li's slam attack or engulfed by it must succeed on a DC 23 fortitude save or be blinded permanently as though by a blindness spell.

Engulf (Ex): Li can flow around a Huge or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 26 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the Blinding Beauty, Geas/Quest, and Rain of Roses spell each round on the living spell's turn, and are considered to be grappled.

Geas/Quest (Sp): A creature hit by Li's slam attack or engulfed by it have placed a magical command to carry out some service or to refrain from some action or course of activity, as desired by Li. While the geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of thirteen days. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a DC 23 Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than Li's caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Rain of Roses (Sp): An evil creature hit by Li's slam attack or engulfed by it takes 1d4 points of temporary Wisdom damage. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares. They must also succeed on a DC 24 fortitude save or be rendered Sickened for 1 round or until they escape engulfment. A successful fortitude save renders a creature immune to the sickening effect but not the ability damage.

Smite Evil (Su): Once per day Li can make a normal melee attack to deal 13 extra damage against an evil foe.

Spell Absorption (Su): As MM III, p. 163.

Spell-like Abilities: Caster level 13th. Save DC's are Charisma-based.
At Will - Charm Person
3/day - Detect Law, Mass Invisibility, Protection From Law, Speak With Plants
1/day - Command Plants, Confusion or Emotion, Dominate Person or Hold Monster, Entangle, Eyebite or Lesser Geas, Faerie Fire or Glitterdust, Hypnotism, Sleep or Enthrall, Summon Nature's Ally II, Summon Nature's Ally IV, Summon Nature's Ally VI, Tasha's Hideous Laughter or Suggestion.

Vulnerability to Fire: Li takes half-again as much (50%) damage as normal from fire effects, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Skills: * Li has a +4 bonus on hide checks and move silently checks in above ground natural enviroments.

Vaynor
2007-03-11, 12:57 PM
Ironburl II

Advanced Treant Barbarian 4/Hulking Hurler 3
Gargantuan Plant
Hit Dice: 18d8+144 + 4d12+32 + 3d10+24 (322 hp)
Initiative: –1
Speed: 30 ft. (6 squares), 40 ft. unarmored (8 squares)
Armor Class: 36 (–4 size, –1 Dex, +22 natural, +9 wildwood breastplate +5), touch 5, flat-footed 36
Base Attack/Grapple: +20/+45
Attack: Slam +31 melee (3d6+15)
Full Attack: 2 slams +31 melee (3d6+15)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, catch weapon, double damage against objects, really throw anything, trample 3d6+22, two-handed hurl trick
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, rage 2/day, trap sense, uncanny dodge, vulnerability to fire
Saves: Fort +21, Ref +9, Will +12
Abilities: Str 40, Dex 8, Con 26, Int 12, Wis 16, Cha 13
Skills: Diplomacy +3, Hide +0*, Intimidate +23, Jump +23, Knowledge (dungeoneering) +6, Knowledge (nature) +18, Listen +17, Sense Motive +12, Spot +17, Survival +12 (+14 aboveground)
Feats: Awesome Blow, Earth Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Sense,RS), Improved Bull Rush, Improved Sunder, Iron Will, Kiai Shout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kiai_Shout,CW), Point Blank Shot, Power Attack, Snatch Arrows, Throw Anything (http://realmshelps.dandello.net/cgi-bin/feats.pl?Throw_Anything,CW), Weapon Focus (rock)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 17
Treasure: Standard plus amulet of natural armor +5
Alignment: True Neutral
Advancement: By character class
Level Adjustment: -

Combat

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Catch Weapon (Ex):
As Complete Warrior, p. 41.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Rage (Ex):
2/day as Player's Handbook.

Really Throw Anything (Ex):
As Complete Warrior, p. 41.

Two-Handed Hurl Trick (Ex):
Knockdown Blow and Overburdended Heave (4256 lbs. max, 7456 lbs. if raging) as Complete Warrior, p. 41.

Trample (Ex): Reflex DC 31 half. The save DC is Strength-based.

Trap Sense (Ex): Ironburl gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Ironburl 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.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

Awesome! Thanks.

Fax Celestis
2007-03-12, 03:58 PM
Li is perfect. Thanks.

The Vorpal Tribble
2007-03-14, 07:31 PM
New idea!
Half-Daelkyr Human Duskblade 16.
In my current setting I'm going to adapt the Daelkyr as something of the opposite of angels in planar relations. And I believe this guy's going to be the demonic temple's leader.
Will set upon this sometime soon.

Anyone else I've missed?

The Vorpal Tribble
2007-03-16, 12:51 PM
Err, where would I find a Daelkyr, btw?

Nerd-o-rama
2007-03-16, 01:10 PM
Eberron Campaign Setting, p. 278. They're not strictly fiends, but they are Evil Outsiders, so I assume the template still works in principle.

The Vorpal Tribble
2007-03-18, 03:30 PM
New idea!
Half-Daelkyr Human Duskblade 16.
In my current setting I'm going to adapt the Daelkyr as something of the opposite of angels in planar relations. And I believe this guy's going to be the demonic temple's leader.
Here you go. Don't know what to do with his 0-level spells because the book HAS no 0-level spells. Whats up with that?

I'm not sure what feats to give this fellow, not knowing exactly you have in mind for him, spellcasting or fighting, so I'll just leave that up to you or adjust it as you like. Combat Casting comes from the class, so it stays.

-=-=-=-=-=-

Weird Al

Half-Daelkyr Human Duskblade 16
Medium Outsider (native)
Hit Dice: 16d8+64 (136 hp)
Initiative: +5
Speed: 30 ft. (6 squares), (20 feet armored)
Armor Class: 24 (+8 breastplate, +3 dex, +3 natural), touch 16, flat-footed 21
Base Attack/Grapple: +16/+20
Attack: Slam +20 melee (1d4+6)
Full Attack: Al's Fan +21/+16/+11/+6 melee (1d6+5 plus 1 con) or Slam +20 melee (1d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane channeling, quick cast, smite good, spell-like abilities, spell power, spells
Special Qualities: Armored mage, damage reduction 10/good, darkvision 60 ft., immunity to poison, resistances, spell resistance 10
Saves: Fort +14, Ref +11, Will +13
Abilities: Str 18, Dex 16, Con 18, Int 23, Wis 16, Cha 19
Skills: Bluff +23, Concentration +23, Diplomacy +8, Jump +10, Knowledge (arcana) +25, Knowledge (the planes) +20, Intimidate +25, Sense Motive +22, Spellcraft +26 (+28 to decipher spells on scrolls), Use Magic Device +23 (+25 with scrolls)
Feats (8 total): Combat Casting, Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd), Lunatic Insight (http://realmshelps.dandello.net/cgi-bin/feats.pl?Lunatic_Insight,HH), Ocular Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ocular_Spell,LoM)
Challenge Rating: 19
Treasure: Standard plus Al's fan
Alignment: Neutral Evil
Advancement: By character class


Combat
Weird Al's natural weapons, as well as any weapons he wields, are considered evil-aligned for the purpose of overcoming damage reduction.

Arcane Channeling (Ex): As PHB II, p. 20

Armored Mage (Ex): Light to Medium armor and Heavy shields as PHB II, p. 20.

Quick Cast: 3/day as PHB II, p. 20.

Resistances: Weird Al has a +10 racial bonus on saves against mind-affecting and transmutation spells and abilities.

Smite Good (Su): Once per day Weird Al can make a normal melee attack to deal 16 extra damage against a good foe.

Spell-like Abilities:
9/day Dancing Lights or Detect Magic or Flare or Ghost Sound or Read Magic
3/day Confusion, Dimension Door, Insanity
1/day Baleful Polymorph, Feeblemind, Haste, Mindfog, Polymorph, Polymorph Any Object, Slow. Caster level 16th. The save DC's are Charisma-based.

Spell-Power (Ex): +4 bonus as PHB II, p. 20

Spells: Caster level 16th. (Spells per day: (6/11/11/9/7); Save DC 16 + spell level):

Sample dusblade spells known:
0 - ?
1st - Bigby's Tripping Hand, Blade of Blood, Kelgore's Fire Bolt, Stand
2nd - Animalistic Power, Deflect, Seeking Ray, Stretch Weapon
3rd - Crown of Might, Crown of Protection, Dispelling Touch, Doom Scarabs, Energy Aegis, Halt
4th - Channeled Pyroburst, Toxic Weapon

-=-=-=-=-=-

Al's Fan is a +1 *impedance, wounding **crescent fan crafted of adamantium.

* Impedance is from the Planar Handbook, p. 79.
** The collapsing crescent fan is from Sandstorm.

---

Al's breastplate is a +3 *gleaming breastplate

Gleaming is from the Expanded Psionics Handbook, p. 162.

Krimm_Blackleaf
2007-03-18, 04:18 PM
I can't thank you enough Vorpal Tribble. And it's 0th level spells are on page 24, in it's entry. :smallbiggrin:

Ranis
2007-03-18, 04:58 PM
Okay, I know this is going to be a large order, but I'm really bad at this and even 1-2 of these guys would help out tremendously. These are going to be the BBEG and his entourage of henchmen he uses to achieve his goals.

Faelnor Belinspire: Male Human Wizard20[Abjurer]/Archmage5/Argent Savant5. Faelnor gives up the Transmutation and Illusion domains.

Felix Devonshire: Male Elven Bard10/Dirgesinger5.

Elsin Ironcrag: Male Iron Dwarf Monk17/Thief-Acrobat5.

S'siprina B'elingnor Maurli'so: Female Drow Lich Sorcerer15/Fatespinner5.

Relina DeSuprino: Female Tallfellow Halfling Rogue10/Assassin10.

Bilana Insipidus: Female Elf Ranger10/Order of the Bow Initiate7. Bilana takes the full ranged line of feats.

Kador: Warforged Fighter18.

Sh'lamik The Vile: Grey Slaadi Wizard3/Sorcerer3/True Necromancer12.

Like I said, I know it's a lot, but anything you can do at all will be superb; don't worry about spells, I'll get them myself. Thanks again!

The Vorpal Tribble
2007-03-19, 08:10 PM
I'll begin on the last one, though if you are wanting just simple class levels added to player races, the Character Builder Thread (http://www.giantitp.com/forums/showthread.php?t=18300) would probably be the better place for all the rest. Will get to the others though if those requests aren't taken.

Ranis
2007-03-19, 08:37 PM
D'oh, I didn't even know that thread existed; sorry, Tribble.

And thanks again.

Krimm_Blackleaf
2007-03-21, 04:31 PM
Hope it doesn't seem like I'm asking alot of you all the time but you're too good at this. I need something like shock-troops and blasters to combat the PC's. Half-bulezau advanced (8 HD)Deinonychus, Half-Babau elf rogue 8 and Half-glabrezu Bugbear wizard 8 with alot of focus on buffs and blasting spells.

And off topic, I drew Mastermind but can't get my scanner to work. :smallfrown:
Edit: Looks like again, technology likes to make a liar out of me. Here it is. (http://www.deviantart.com/deviation/51386689/)

The Vorpal Tribble
2007-03-21, 09:55 PM
@Ranis
Do you want Epic feats and the like involved in the builds of these guys?

Also, to take True Necro requires at least 3 levels in a divine class.



Edit: Looks like again, technology likes to make a liar out of me. Here it is. (http://www.deviantart.com/deviation/51386689/)Freaking tasty :belkar:

(left a message there)

Oh man but that is great.

Krimm_Blackleaf
2007-03-21, 11:36 PM
Freaking tasty :belkar:

(left a message there)

Oh man but that is great.
I'm quite glad you approve. :biggrin:

The Vorpal Tribble
2007-03-23, 09:45 PM
Decided to have a bit more fun and crossed a nightmare with a neurosis. I give you the Fear of Dreams.

(can also add on some class levels if wanting to use it in your games)

-=-=-=-=-=-

Oneirogmo

Half-Dream Master Quori Phthisic
Large Outsider (Psionic)
Hit Dice: 6d8+30 (57 hp)
Initiative: +8
Speed: 30 ft. (6 squares), 30 ft. (average)
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +6/+16
Attack: Pincher +11 melee (1d6+6)
Full Attack: 4 pinchers +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mind feed, psi-like abilities, smite good
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fear, power resistance 16, regeneration 5, resistance to acid, cold and fire 10, scent
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 23, Dex 18, Con 21, Int 18, Wis 16, Cha 18
Skills: Autohypnosis +12, Bluff +13, Concentration +14, Diplomacy +17, Intimidate +15, Knowledge (psionics) +15, Knowledge (the planes) +13, Listen +14, Move Silently +13, Psicraft +15, Sense Motive +12, Spot +14
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Combat
Oneirogmo's natural attacks and any weapons he wields is considered magical for the purpose of overcoming damage reduction.

Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent’s Intelligence score to 0, the ability damage becomes ability drain.

Psi-Like Abilities:
3/day - brain lock (affects animals, fey, Giants, Humanoids, Magical Beasts, and monstrous Humanoids, DC 16*), detect hostile intent, dimension slide, ego whip (1d4, DC 16*), mental barrier, mind thrust (ML 4th, 4d10, DC 16*), skate
1/day - body adjustment (heal 1d12*), catapsi (DC 19), inflict pain (DC 17*), mindwipe (DC 18). Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the phthisic’s manifester level.

Smite Good (Su): Once per day Oneirogmo can make a normal melee attack to deal six extra damage against a good foe.

Regeneration (Ex): Fire and acid deal normal damage to a phthisic, though damage reduction still applies.

Krimm_Blackleaf
2007-03-23, 10:17 PM
Decided to have a bit more fun and crossed a nightmare with a neurosis. I give you the Fear of Dreams.

(can also add on some class levels if wanting to use it in your games)

-=-=-=-=-=-

Oneirogmo

Half-Dream Master Quori Phthisic
Large Outsider (Psionic)
Hit Dice: 6d8+30 (57 hp)
Initiative: +8
Speed: 30 ft. (6 squares), 30 ft. (average)
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +6/+16
Attack: Pincher +11 melee (1d6+6)
Full Attack: 4 pinchers +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mind feed, psi-like abilities, smite good
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fear, power resistance 16, regeneration 5, resistance to acid, cold and fire 10, scent
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 23, Dex 18, Con 21, Int 18, Wis 16, Cha 18
Skills: Autohypnosis +12, Bluff +13, Concentration +14, Diplomacy +17, Intimidate +15, Knowledge (psionics) +15, Knowledge (the planes) +13, Listen +14, Move Silently +13, Psicraft +15, Sense Motive +12, Spot +14
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Combat
Oneirogmo's natural attacks and any weapons he wields is considered magical for the purpose of overcoming damage reduction.

Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent’s Intelligence score to 0, the ability damage becomes ability drain.

Psi-Like Abilities:
3/day - brain lock (affects animals, fey, Giants, Humanoids, Magical Beasts, and monstrous Humanoids, DC 16*), detect hostile intent, dimension slide, ego whip (1d4, DC 16*), mental barrier, mind thrust (ML 4th, 4d10, DC 16*), skate
1/day - body adjustment (heal 1d12*), catapsi (DC 19), inflict pain (DC 17*), mindwipe (DC 18). Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the phthisic’s manifester level.

Smite Good (Su): Once per day Oneirogmo can make a normal melee attack to deal six extra damage against a good foe.

Regeneration (Ex): Fire and acid deal normal damage to a phthisic, though damage reduction still applies.
Totally drawing this.

nows7
2007-03-25, 11:35 AM
How about this, I need a final challenge for a four person 6th level Gestahlt party. Pal/FS, Beguiler/Wiz, Swasbuckler/Spell sword//Wiz(evocker), Ftr/Warmage.

They are currently trapped in a dungeon, and they have entered a large kitchen like room, with a large cualdren in the middle and a "cook Book" with oddly arcane subtext to the recipe - a Gingerbread golem

The idea is that the obtain the ingredients in the surrounding rooms, milk, eggs, flour, spices, and combine them into a massive gingerbread golem which will unlock the door, but then it will attack them.

I think a strong CR 8 would be right, considering the parties heavy use of magic, and a golem's natural imunity to magic. I was thinking about adding four HD to the Flesh golem, change it's DR to 5/bludgening and altering it's magic immunity. Takeing a cue from the Giants Gingerbread golem and altering that slightly.

"Any fire effect burns the soft cookie body of the the gingerbread golems, reducing its speed by 10 feet, but grants it damage reduction to 10/adamantine and bludgening and increases its natural armor bonus to +13. This effect lasts for 1 round per five damage the fire effect would have delt, At the end of that time, the hardend crust breaks off dealing one damage per round the golem was affected (one fifth the origenal damage) and the golem is returned to normal."

There is one exception to the rule, but I'm not sure what else would be appropriate?

I am of course greatly thankful for your help.

The Vorpal Tribble
2007-03-27, 01:13 PM
Not precisely sure what you are going for, though added what you asked for. Increased its CR by a bit more than you asked though it is still a CR 8, just a strong CR 8 as you requested. Adding only 4 HD would only minimally make it a CR 8.

-=-=-=-=-=-

Mongo

Advanced Flesh Golem (alternative rules)
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +12/+21
Attack: Slam +16 melee (2d8+5)
Full Attack: 2 slams +16 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk
Special Qualities: Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Challenge Rating: 8
Treasure: None
Alignment: Always neutral

Combat

Berserk (Ex): When Mongo enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Immunity to Magic (Ex): Mongo is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any fire effect burns the soft cookie body of the golem, reducing its speed by 10 feet, but grants it damage reduction to 10/adamantine and bludgening and increases its natural armor bonus to +13. This effect lasts for 1 round per five damage the fire effect would have delt, At the end of that time, the hardend crust breaks off dealing one damage per round the golem was affected (one fifth the origenal damage) and the golem is returned to normal.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

The Vorpal Tribble
2007-03-27, 05:05 PM
I need something like shock-troops and blasters to combat the PC's. Half-bulezau advanced (8 HD)Deinonychus
Not very powerful, but for cannon fodder...

-=-=-=-=-=-

Denny

Advanced Half-bulezau Deinonychus
Medium Outsider (native)
Hit Dice: 8d8+56 (68 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Talons +14 melee (1d8+8)
Full Attack: Talons +14 melee (1d8+8) and 2 foreclaws +9 melee (1d3+4) and bite +9 melee (2d4+4) and tail +9 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, smite good
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to poison, low-light vision, resistance to acid, cold, electricity and fire 10, scent, spell resistance 18
Saves: Fort +13, Ref +8, Will +3
Abilities: Str 26(+8), Dex 15, Con 25(+7), Int 6, Wis 12, Cha 10
Skills: Hide +21, Intimidate +11, Jump +27, Listen +20, Spot +20, Survival +20
Feats: Power Attack, Run, Track
Environment: Warm forests
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil

This dinosaur is an incredibly large specimen of its type, with razor-edged scales. Rudimenterary horns curl out of the top of its head and its tail ends in a haphazard assortment of spikes. Its predatory eyes are red and blaze with feral intelligence.

Combat
The creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Pounce (Ex): If a deinonychus charges, it can make a full attack.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal 8 extra damage against a good foe.

Spell-like Abilities: 3/day - Command, Fear; 1/day - See Invisibility, Shout. Caster level 8th. The save DC's are Charisma-based.

Skills: A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Krimm_Blackleaf
2007-03-27, 07:04 PM
Not very powerful, but for cannon fodder...
That's all they're needed for. :smallbiggrin:
Thanks again VT.

Krimm_Blackleaf
2007-04-02, 08:08 PM
I had to do it.
*bump*

The Vorpal Tribble
2007-04-02, 08:10 PM
Yeah, will get to the rest of your requests soon. Been reeeeally busy my way. Also have a birthday in a couple days in which with any luck I will be gone all day :smallwink:

Ranis
2007-04-02, 08:24 PM
@Ranis
Do you want Epic feats and the like involved in the builds of these guys?

Also, to take True Necro requires at least 3 levels in a divine class.

Oops! That was SO supposed to be Sorceror3/Druid3. I'm sorry, man. :*(

And yes, I'd like epic feats in these guys.

Duskwither
2007-04-02, 11:12 PM
Alright, I have two requests, if it's not too much trouble.

I need some Kyton's advanced enough (likely as Fighters) to get Whirlwind Attack ASAP. Or if you know a better way to be more awesome with their chains against a lot of enemies at once.

I also need an Erinyes with the Legendary Leader PrC fully leveled. She's a general over an invading force of Devil's into the material plane. I'm unsure of a better way to represent it mechanically. The majority of the forces are, of course, Lemures, with the Kyton's acting as uber shock troopers.

CR isn't an issue currently, I merely want to make them as effective at what they do as possible. The Erinyes, I'm thinking, may not have many abilities for buffing others, as buffing a Lemure is useless (to her). So if fighting, she's likely very adept with her bow. Likely a +5 Unholy Axiomatic Composite Longbow of Flaming Burst.

nows7
2007-04-03, 11:31 AM
Thanks VT, That helps alot.

Krimm_Blackleaf
2007-04-05, 12:16 AM
Okay, I believe I've got something of a coup de grace on the half-demon requests. An advanced (30 HD) half-Demogorgon (BoVD version) Kraken with an elite array assigned as you see fit.
Evil's never been more fun.

brian c
2007-04-05, 12:28 AM
So, I have a slight reverse request: my DM just hit us with a monster (now killed) and I'm kinda curious as to what it was.

Minotaur, extra set of horns (half-fiend?), no wings, fire breath weapon (half-dragon-ish?), immune to fire. I can't think if there was anything else special about it; he used a Huge axe (greataxe?) even though he was a Large creature. The party is all level 5, but the CR on that thing was probably a couple higher than us. It seems like it's half-dragon and half-fiend? Or maybe it's a homebrewed 1/4 dragon and 1/4 fiend, I dunno. I thought that Vorpal Tribble might be able to figure out what it would be, so I post.

Krimm_Blackleaf
2007-04-05, 12:39 AM
That sounds alot like a half-red dragon, except for the lack of wings on a large creature. I could be wrong though, perhaps it was a different kind of template.

brian c
2007-04-05, 07:38 AM
That sounds alot like a half-red dragon, except for the lack of wings on a large creature. I could be wrong though, perhaps it was a different kind of template.

right, except there was explicitly a second set of horns, described by the DM as curving back behind the ears (like a ram's; or like a demon).

Krimm_Blackleaf
2007-04-05, 07:10 PM
right, except there was explicitly a second set of horns, described by the DM as curving back behind the ears (like a ram's; or like a demon).
That also sounds alot like the horns of a red dragon (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG76.jpg), at least if you combine it with a minotaur's physiology.

brian c
2007-04-05, 07:50 PM
technically the half-dragon template doesn't give you horns though; but going by any template I know this guy should have had wings. anyway the description of the horns, it's more like this (http://www.diabloii.net/items/armor/helms.shtml#Bone%20Helm) (the bone helm), and it sounded very devilish. Also, when I detected evil on the Minotaur, I was told that it was "VERY very evil", although Red dragons are evil too, so... I dunno.

Krimm_Blackleaf
2007-04-05, 07:52 PM
I would say it was devilish, but the half-fiend template doesn't give you a breath weapon. It is possible he was a quarter-red dragon/quarter fiend minotaur...except the lack of wings. I'm very confused, you should ask your DM.

The Vorpal Tribble
2007-04-13, 08:37 PM
Ok, finally got some time to be working on these things. If you still need your request let me know.

I know Krimm still needs them, but any others need to let me know.

silentknight
2007-04-13, 08:57 PM
From the first description, it sounded to me like the Minotaur of Legend straight out of the MM2. I'm not sure about using a huge weapon, but there are feats that would allow that.

The Vorpal Tribble
2007-04-14, 10:19 AM
Okay, I believe I've got something of a coup de grace on the half-demon requests. An advanced (30 HD) half-Demogorgon (BoVD version) Kraken with an elite array assigned as you see fit.
Alright then, here thou goest!

What I would do is have it sneak up upon them and use Swim-by Attack to swim up, snatch them up, and go underwater. As you drown them, bring forth its Unholy Aura and try to kill them in one go. Even if they fail the save... still drowning.

It also can fly 3 times per day in case you have a bunch of ranged stuff coming at it. However, with its spell resistance and energy resistance those shouldn't be too much of a problem.

Enjoy :smallamused:

-=-=-=-=-=-

Twitch

Advanced Elite Half-Demogorgon (BoVD version) Kraken
Colossal Outsider (Aquatic, Native)
Hit Dice: 30d10+390 (555 hp)
Initiative: +8
Speed: Swim 40 ft. (8 squares)
Armor Class: 29 (+4 dex, +23 natural, -8 size), touch 6, flat-footed 25
Base Attack/Grapple: +30/+64
Attack: Tentacle +40 melee (3d8+18/19–20)
Full Attack: 2 tentacles +40 melee (3d8+18/19–20) and 6 claws +35 melee (1d8+9) and bite +35 melee (5d8+9)
Space/Reach: 25 ft./20 ft. (65 ft. with tentacle, 35 ft. with claws)
Special Attacks: Improved grab, constrict 3d8+18 or 1d8+9, smite good +20, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to poison, ink cloud, jet, low-light vision, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 35
Saves: Fort +30, Ref +21, Will +25
Abilities: Str 47 (+18), Dex 18 (+4), Con 36 (+13), Int 24 (+7), Wis 20 (+5), Cha 27 (+8)
Skills: Bluff +41, Concentration +46, Diplomacy +45, Hide +21, Intimidate +43, Knowledge (arcana) +40, Knowledge (geography) +40, Knowledge (nature) +42, Knowledge (the planes) +40, Listen +38, Move Silently +28, Search +40, Sense Motive +38, Spot +38, Survival +20 (+22 following tracks), Swim +59, Use Magic Device +41
Feats: Blind-Fight, Combat Expertise, Dark Speech (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dark_Speech,FC1), Endurance, Improved Disarm, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Rapid Swimming (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rapid_Swimming,Sto), Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination,PH2), Swim-by Attack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Swim-by_Attack,Sto)
Challenge Rating: 20
Treasure: Triple standard
Alignment: Chaotic evil
Level Adjustment: —

Twitch speak Common, Abyssal and Aquan.

Combat
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.

Twitch's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Smite Good (Su): Once per day Twitchy can make a normal melee attack to deal 20 extra damage against a good foe.

Spell-Like Abilities:
1/day - control weather, control winds, dominate animal (DC 21), resist energy. Caster level 9th. The save DC is Charisma-based.

Spell-like Abilities (demonic): Caster level 30. The save DC is Charisma-based.
3/day - Detect Good, Fly, Unholy Aura (DC 26)
1/day - Blasphemy (DC 25), Contagion (DC 22), Desecrate, Greater Bestow Curse (DC 26), Greater Teleport, Symbol of Death (DC 26), Unholy Blight (DC 22), Unhallow (DC 23)

Skills: Twitch has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Krimm_Blackleaf
2007-04-14, 04:12 PM
That's just unholy...I love it. This is gonna be a fun encounter.

Vaynor
2007-04-14, 04:13 PM
Ok, finally got some time to be working on these things. If you still need your request let me know.

I know Krimm still needs them, but any others need to let me know.

You did half of mine then stopped. Thanks again by the way.

Ranis
2007-04-14, 04:30 PM
I know Krimm still needs them, but any others need to let me know.

I'd still like mine if you have the time, VT. Thanks!

kpenguin
2007-04-14, 04:36 PM
CR 8 Spell-Stiched Mummy
The mummy is intended to be a bruiser, so work feats/spell-like abilities into that. Also, I want a mummy from the MM, not a creature with the mummified template (since I don't have the sourcebook for that). The hands should be free to use slam attacks.

I can use the core books plus Comlete Divine, Complete Arcane, Complete Adventurer, and Complete Warrior. The spell-stiched template is from Complete Arcane.

The Vorpal Tribble
2007-04-14, 05:00 PM
You did half of mine then stopped.
So I did. Will get to those next two of yours next.

The Vorpal Tribble
2007-04-15, 12:11 PM
#3: Water Paragon (in an icy area so if you want to give it an icy flavor thats good)
CR: 18-19
Here you go!

Decided to let it use big bashers to fight physicall as it hurls spells. With its ability to summon an elemental monolith, an elder elemental three times per day, as well as its briney deep summoning, and summon monster spells... it should never have to get its hands dirty.

I'm also thinking she should have an Ice Castle casted once per day with her pool in the middle of it. This way she can be protected within, summon her creatures to attack without, and with her prescience and flowsight abilities she can keep track of how the fight is going while also preparing spells. Add in Ice Assassin and she can literally join in if she likes as well.

All in all, she should be horribly tough to even approach, much less defeat.

-=-=-=-=-=-=-

Kiss of Winter

Advanced Ice Weird Sea Witch 4
Large Elemental (Cold, Extraplanar, Water)
Hit Dice: 18d8+54 + 4d4+12 HD (157 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 21 (+2 dex, +2 insight, +8 natural, -1 size), touch 13, flat-footed 17
Base Attack/Grapple: +15/+24
Attack: Slam +19 melee (2d6+5 plus 1d6 cold)
Full Attack: 2 slams +19 melee (2d6+5 plus 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Briney deep summoning, call maestrom, chill, curse of the sea witch, elemental command, spells, summon elementals
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., elemental ice pool, elemental traits, heat sense, ice mastery, immunity to cold, precience, regeneration 10, searching gaze, spell resistance 25, vulnerability to fire
Saves: Fort +20, Ref +11 (+13 with foresight), Will +16
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 24
Skills: Concentration +24, Diplomacy +30, Knowledge (nature) +26, Knowledge (arcana) +26, Knowledge (the planes) +15, Listen +29, Sense Motive +27, Spot +29, Swim +16
Feats: Dodge, Empower Spell, Frozen Magic (http://realmshelps.dandello.net/cgi-bin/feats.pl?Frozen_Magic,Fr), Great Fortitude, Improved Initiative, Lightening Reflexes, Piercing Cold (http://realmshelps.dandello.net/cgi-bin/feats.pl?Piercing_Cold,Fr), Snowcasting (http://realmshelps.dandello.net/cgi-bin/feats.pl?Snowcasting,Fr)
Challenge Rating: 19
Treasure: Double standard
Alignment: Always neutral


Combat

Briney Deep Summoning (Sp): Dire shark, echinoloth, or elder tojanida for 21 rounds as Stromwrack, p. 69.

Call Maelstrom (Su): 1/day as Stormwrack, p. 69.

Curse of the Sea Witch (Sp): 2/day as Stormwrack, p. 68.

Elemental Command (Su): As Frostburn, p. 126. DC 28.

Elemental Ice Pool (Su): As Frostburn p. 126, DC 26.

Heat Sense (Su): As Frostburn p. 127.

Ice Mastery (Ex): An ice weird gains a +1 bonus on attack and damage rolls if its foe is touching ice.

Prescience (Sp): As Frostburn, p. 125. Caster level 21st.

Regeneration (Ex): An ice weird takes normal damage from fire and cold iron weapons. Attack forms that don't deal hit point damage ignore regeneration.

Searching Gaze (Su): As Frostburn, p. 126.

Spells: An ice wierd can cast arcane spells and divine spells from the Chaos, Cold, And Law domains as a 21st level sorcerer.
Typical Sorcerer Spells Known (6/8/8/8/7/7/7/7/6/6 per day; Save DC 17 + spell level):
0 - Arcane Mark, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Ray of Frost, Read Magic, Resistance
1st - Obscuring Mist, Ray of Emfeeblement, Snow Drift, True Strike, Turbidity
2nd - Brumal Stiffening, Fatal Flame, Heat Leech, Whispering Wind, Yoke of Mercy
3rd - Blood Snow, Greater Mage Armor, Nondetection, Summon Monster III
4th - Column of Ice, Fire Shield, Orb of Cold, Siren's Call
5th - Dismissal, Flesh To Ice, Flowsight, Thalassemia
6th - Control Water, Probe Thoughts, Supress Flames
7th - Energy Immunity (fire), Ice Castle, Waterspout
8th - Polar Ray, Protection From Spells, Temporal Stasis
9th - Frostfell, Ice Assassin, Summon Elemental Monolith (water)

Skills: An ice weird has a +8 racial bonus on and swim check to perform some special attack or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Vaynor
2007-04-15, 03:09 PM
Woo! Thanks!

The Vorpal Tribble
2007-04-16, 01:08 PM
#4: Fire Paragon (volcanic area)
CR: 20-21
Caster-type, obviously all fire spells, but enough HP to last a while.
Alright, had some fun with this'un. Think of it, this fellow, using wild surge, can manifest, for instance, 30d6 energy at the very least. Maximize it and you got 180 damage in one go. Even on a failed save for some of these powers thats still 90 damage.

Its got enough power points to wipe out most of them that way. Couple this with its incorporeality that lets it ignore corporeal sources 50% of the time, and that it can gain 150 bonus hp with Vigor... should be incredibly tough.

Still, might need to use it very smartly. I'd have it manifest a quickened damage power and then use Greater Teleport to get immediately out of there. Then have it return and repeat. This'll use up power points pretty quickly, but with 400+ it can handle it. Basically made it for going nova.


-=-=-=-=-

Sparky

Xac-Yel Energon Wilder 20
Medium Outsider (extraplanar, fire, incorporeal)
Hit Dice: 6d8+12 + 20d6+40 HD (149 hp)
Initiative: +8
Speed: Fly 20 ft. (perfect)
Armor Class: 20 (+6 deflection, +4 dex), touch 20, flat-footed 16
Base Attack/Grapple: +14/-
Attack: Incorporeal touch +18 melee (1d6 plus 2d6 fire) or energy ray +18 ranged touch (1d8 fire)
Full Attack: 4 incorporeal touches +18 melee (1d6 plus 2d6 fire) or energy ray +18 ranged touch (1d8 fire, 30 ft. range)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion, powers, wild surge
Special Qualities: Darkvision 60 ft., immunity to fire, incorporeal traits, outsider traits, psychic enervation, surging euphoria, volatile mind, vulnerability to cold
Saves: Fort +13, Ref +15, Will +19
Abilities: Str -, Dex 18, Con 14, Int 10, Wis 10, Cha 22
Skills: Autohypnosis +15, Concentration +25, Hide +20, Intimidate +30, Knowledge (the planes) +20, Psicraft +4, Search +9, Sense Motive +14, Spot +12
Feats: Expanded Knowledge (control flames), Greater Psionic Endowment, Improved Initiative, Iron Will, Maximize Power, Practiced Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Psionic Endowment, Psionic Meditation, Quicken Power, Transdimensional Power (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Power,CoP)
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral

This appears as a sphere of flame with whispy tendrils of energy snaking and weaving about it almost as a dance. Below the surface of the flame psionic energy pulses, occassionaly rising up to momentarily flare across its entire surface blindingly.

Combat

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sparky may be overcome by the strain of iyd effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
Sparky, when overcome by psychic enervation, is dazed until the end of its next turn and loses a number of power points equal to its wilder level.

Surging Euphoria (Ex): When Sparky uses its wild surge ability, it gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of its wild surge.
If Sparky is overcome by psychic enervation following its wild surge, it does not gain the morale bonus for this use of its wild surge ability.
At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Wilder Powers
Power Points Per Day - 403; DC 16 + power level (18 + power level with greater psionic endowment); Manifester level 24th.
1st - Control Flames, Energy Ray, Vigor
2nd - Energy Push
3rd - Energy Retort
4th - Telekinetic Maneuver
5th - True Seeing
6th - Disentegrate, Psionic
7th - Energy Wave
8th - Greater Teleport, Psionic
9th - Assimilate, Timeless Body

Wild Surge (Su): Sparky can let his passion and emotion rise to the surface in a wild surge when it manifests a power. During a wild surge, Sparky gains phenomenal psionic strength, but may harm itself by the reckless use of its power (see Psychic Enervation, above).
Sparky can choose to invoke a wild surge whenever iu manifests a power. When it does so, it gains +1 to +6 to his manifester level with that manifestation of the power. The manifester level boost gives it the ability to augment its powers to a higher degree than it otherwise could; however, it pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the Sparky manifests with its wild surge.
This improvement in manifester level does not grant it any other benefits (psicrystal abilities do not advance, it does not gain higher-level class abilities, and so on).
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Volatile Mind (Ex): Sparky's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on it, the manifester of the power must pay 4 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 4 points per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sparky can choose to lower this effect for 1 round.

Duskwither
2007-04-16, 01:53 PM
Ok, finally got some time to be working on these things. If you still need your request let me know.

I know Krimm still needs them, but any others need to let me know.

Okay then, I hit you with mine when you needed a break, I think. I'll just go E Z mode and copy and paste what I asked for. :smallsmile:

Alright, I have two requests, if it's not too much trouble.

I need some Kytons advanced enough (likely as Fighters, but anything that helps to make them awesome, really) to get Whirlwind Attack ASAP. Or if you know a better way to be more awesome with their chains against a lot of enemies at once.

I also need an Erinyes with the Legendary Leader PrC fully leveled. She's a commander over an invading force of Devils into the material plane . I'm unsure of a better way to represent it mechanically. The majority of the forces are, of course, Lemures, with the Kytons acting as uber shock troopers.

CR isn't an issue currently, I merely want to make them as effective at what they do as possible/fit the flavor as much as possible. The Erinyes, I'm thinking, may not have many abilities for buffing others, as buffing a Lemure is useless (to her). Perhaps the Legendary Leader PrC is no good? So if fighting, she's likely very adept with her bow, staying away from melee as much as she can. Likely a +5 Unholy Axiomatic Composite Longbow of Flame or something.

The Vorpal Tribble
2007-04-16, 05:13 PM
Hrmmm, the only problem with the kytons is that whirlwind attack requires an intelligence of 13... over twice that of what a normal kyton has. I can always use the Elite Array for their stats to increase it to 13, though at minimum they can have whirlwind at a CR 12.

Vaynor
2007-04-16, 07:40 PM
Alright, had some fun with this'un. Think of it, this fellow, using wild surge, can manifest, for instance, 30d6 energy at the very least. Maximize it and you got 180 damage in one go. Even on a failed save for some of these powers thats still 90 damage.

Its got enough power points to wipe out most of them that way. Couple this with its incorporeality that lets it ignore corporeal sources 50% of the time, and that it can gain 150 bonus hp with Vigor... should be incredibly tough.

Still, might need to use it very smartly. I'd have it manifest a quickened damage power and then use Greater Teleport to get immediately out of there. Then have it return and repeat. This'll use up power points pretty quickly, but with 400+ it can handle it. Basically made it for going nova.


-=-=-=-=-

Sparky

Xac-Yel Energon Wilder 20
Medium Outsider (extraplanar, fire, incorporeal)
Hit Dice: 6d8+12 + 20d6+40 HD (149 hp)
Initiative: +8
Speed: Fly 20 ft. (perfect)
Armor Class: 20 (+6 deflection, +4 dex), touch 20, flat-footed 16
Base Attack/Grapple: +14/-
Attack: Incorporeal touch +18 melee (1d6 plus 2d6 fire) or energy ray +18 ranged touch (1d8 fire)
Full Attack: 4 incorporeal touches +18 melee (1d6 plus 2d6 fire) or energy ray +18 ranged touch (1d8 fire, 30 ft. range)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion, powers, wild surge
Special Qualities: Darkvision 60 ft., immunity to fire, incorporeal traits, outsider traits, psychic enervation, surging euphoria, volatile mind, vulnerability to cold
Saves: Fort +13, Ref +15, Will +19
Abilities: Str -, Dex 18, Con 14, Int 10, Wis 10, Cha 22
Skills: Autohypnosis +15, Concentration +25, Hide +20, Intimidate +30, Knowledge (the planes) +20, Psicraft +4, Search +9, Sense Motive +14, Spot +12
Feats: Expanded Knowledge (control flames), Greater Psionic Endowment, Improved Initiative, Iron Will, Maximize Power, Practiced Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Psionic Endowment, Psionic Meditation, Quicken Power, Transdimensional Power (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Power,CoP)
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral

This appears as a sphere of flame with whispy tendrils of energy snaking and weaving about it almost as a dance. Below the surface of the flame psionic energy pulses, occassionaly rising up to momentarily flare across its entire surface blindingly.

Combat

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sparky may be overcome by the strain of iyd effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
Sparky, when overcome by psychic enervation, is dazed until the end of its next turn and loses a number of power points equal to its wilder level.

Surging Euphoria (Ex): When Sparky uses its wild surge ability, it gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of its wild surge.
If Sparky is overcome by psychic enervation following its wild surge, it does not gain the morale bonus for this use of its wild surge ability.
At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Wilder Powers
Power Points Per Day - 403; DC 16 + power level (18 + power level with greater psionic endowment); Manifester level 24th.
1st - Control Flames, Energy Ray, Vigor
2nd - Energy Push
3rd - Energy Retort
4th - Telekinetic Maneuver
5th - True Seeing
6th - Disentegrate, Psionic
7th - Energy Wave
8th - Greater Teleport, Psionic
9th - Assimilate, Timeless Body

Wild Surge (Su): Sparky can let his passion and emotion rise to the surface in a wild surge when it manifests a power. During a wild surge, Sparky gains phenomenal psionic strength, but may harm itself by the reckless use of its power (see Psychic Enervation, above).
Sparky can choose to invoke a wild surge whenever iu manifests a power. When it does so, it gains +1 to +6 to his manifester level with that manifestation of the power. The manifester level boost gives it the ability to augment its powers to a higher degree than it otherwise could; however, it pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the Sparky manifests with its wild surge.
This improvement in manifester level does not grant it any other benefits (psicrystal abilities do not advance, it does not gain higher-level class abilities, and so on).
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Volatile Mind (Ex): Sparky's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on it, the manifester of the power must pay 4 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 4 points per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sparky can choose to lower this effect for 1 round.

Thanks! <word limit>

Duskwither
2007-04-16, 08:22 PM
Hrmmm, the only problem with the kytons is that whirlwind attack requires an intelligence of 13... over twice that of what a normal kyton has. I can always use the Elite Array for their stats to increase it to 13, though at minimum they can have whirlwind at a CR 12.

The Elite Array works fine for that, or it could be assumed the buggers are just great and rolled at least 17s for their int? They're likely not the run of the mill chain devils. The CR is fine, too. I just need them to be able to whirlwind attack, and that should be enough to frighten my players. :smallamused:

The Vorpal Tribble
2007-04-17, 09:07 AM
I need some Kytons advanced enough (likely as Fighters, but anything that helps to make them awesome, really) to get Whirlwind Attack ASAP. Or if you know a better way to be more awesome with their chains against a lot of enemies at once.
Actually figured out how to get them to whirlwind attack a bit earlier, so here they are...

-=-=-=-=-=-

Chain Gang

Kyton Fighter 4
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 8d8+16 + 4d10+8 (82 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +12/+13
Attack: Chain +13 melee (2d4+2/19–20)
Full Attack: 2 chains +13 melee (2d4+2/19–20)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 15, Dex 15, Con 15, Int 13, Wis 10, Cha 12
Skills: Balance +4, Climb +13 (+15 climb ropes), Craft (blacksmithing) +20, Escape Artist +13, Intimidate +15, Jump +15, Listen +14, Spot +14, Tumble +15, Use Rope +13 (+15 with bindings)
Feats: Combat Expertise, Dodge, Improved Critical (chain), Mobility, Improved Initiative, Spring Attack, Whirlwind Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, gang (2–4), band (6–10), or mob (11–20)
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–16 HD (Medium)
Level Adjustment: +6

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.

Chain devils speak Infernal and Common.

Combat
A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.

A chain devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor.

A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

The Vorpal Tribble
2007-04-17, 10:12 AM
I'd still like mine if you have the time, VT. Thanks!
Ok, well, the PrC requires you to also be able to rebuke undead and have access to the Death domain, so it appears you'll have to have a cleric for your divine levels instead of a druid. I'll work on it to that affect.

The Vorpal Tribble
2007-04-17, 11:17 AM
As you didn't specify how many levels you wanted for divine and which of arcane for the true necromancer, I didn't know if there were any specific feats that should be added or exactly how to apply stats. But as you wanted to choose the spells yourself, that wasn't much of a much.

-=-=-=-=-=-=-

Sh'lamik The Vile

Grey Slaadi Wizard 3, Cleric 3, True Necromancer 12
Medium Outsider (chaotic, extraplanar)
Hit Dice: 10d8+50 + 3d4+15 + 3d8+15 + 12d6+60 (247 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 24 (+3 dex, +11 natural), touch 13, flat-footed 21
Base Attack/Grapple: +18/+22
Attack: Claw +22 melee (2d4+4)
Full Attack: 2 claws +22 melee (2d4+4) and bite +19 melee (2d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create undead, create greater undead, horrid wilting, major desecration, necromantic prowess, rebuke undead, spells, spell-like abilities, summon slaad, zone of desecration
Special Qualities: Change shape, damage reduction 10/law, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid, cold, electricity and fire 5
Saves: Fort +20, Ref +16, Will +23
Abilities: Str 19, Dex 17, Con 21, Int 20, Wis 18, Cha 14
Skills: Climb +17, Concentration +36, Hide +18, Intimidate +22, Jump +17, Knowledge (arcana) +36, Knowledge (religion) +36, Listen +25, Move Silently +17, Search +19, Spellcraft +38 (+40 decipher scrolls), Spot +25, Survival +17 (+21 following tracks), Use Magic Device +30 (+32 use scrolls)
Feats: Corpsecrafter (http://realmshelps.dandello.net/cgi-bin/feats.pl?Corpsecrafter,LM), Craft Staff, Destruction Retribution (http://realmshelps.dandello.net/cgi-bin/feats.pl?Destruction_Retribution,LM), Multiattack, Improved Initiative, Weapon Focus (claw), Practiced Spellcaster (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Spellcaster,CAr), Scribe Scroll, Spell Focus (necromancy), Spirit Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Spirit_Sense,HH), Tomb-tainted Soul (http://realmshelps.dandello.net/cgi-bin/feats.pl?Tomb-tainted_Soul,LM), Undead Leadership (http://realmshelps.dandello.net/cgi-bin/feats.pl?Undead_Leadership,LM)
Environment: Ever-Changing Chaos of Limbo
Challenge Rating: 28
Treasure: Double standard
Alignment: Usually chaotic neutral


Combat


Change Shape (Su): As Monster Manual 3.5, p. 231.

Create Undead (Sp): As Libris Mortis, p. 52.

Create Greater Undead (Sp): As Libris Mortis, p. 52.

Horrid Wilting (Sp): A true necromancer can use horrid wilting once per day, with a caster level equal to his character level plus his bonus from the necromantic prowess ability.

Major Desecration (Su): As Libris Mortis, p. 52.

Necromantic Prowess (Ex): +4 bonus as Libris Mortis, p. 52.

Rebuke Undead (Su): True necromancer class levels stake with levels of all other classes that grant the ability to rebuke undead for the purpose of determining his effective cleric level for revuking. The bonus from his necromantic prowess ability ability also applies.

Spell-like Abilities: Caster level 10th. The save DC's are Charisma-based.
At will - Chaos Hammer (DC 19), deeper darkness, detect magic, identify, invisibility, lightening bolt (DC 18), magic circle against law, see invisibility, shatter (DC 17).
3/day - Animate objects, dispel law (DC 20), fly.
1/day - Power word stun

Spells:

Cleric
Typical Cleric Spells Prepared (4/3/2 per day; Save DC 14 + spell level):

Domains: Chaos and Death
Granted Power (Chaos): You cast chaos spells at +1 caster level.
Granted Power (Death): You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Sorcerer
Typical Sorcerer Spells Known (6/7 per day; Save DC 15 + spell level):

True Necromancer
Typical True Necromancer Spells Known (? per day; Save DC 15 + spell level):

Summon Slaad (Sp): As Monster Manual 3.5, p. 231.

Zone of Desecration (Su): As Libris Mortis, p. 52.

Ranis
2007-04-17, 01:00 PM
0.0, you are a saint. Thank you so much.

Krimm_Blackleaf
2007-04-17, 07:00 PM
Tyrants of the Nine Hells gives me too many ideas...

...God I feel like a walking human burden.:smallredface:

Duskwither
2007-04-19, 12:13 AM
Actually figured out how to get them to whirlwind attack a bit earlier, so here they are...

-=-=-=-=-=-

Chain Gang

Kyton Fighter 4
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 8d8+16 + 4d10+8 (82 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +12/+13
Attack: Chain +13 melee (2d4+2/19–20)
Full Attack: 2 chains +13 melee (2d4+2/19–20)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 15, Dex 15, Con 15, Int 13, Wis 10, Cha 12
Skills: Balance +4, Climb +13 (+15 climb ropes), Craft (blacksmithing) +20, Escape Artist +13, Intimidate +15, Jump +15, Listen +14, Spot +14, Tumble +15, Use Rope +13 (+15 with bindings)
Feats: Combat Expertise, Dodge, Improved Critical (chain), Mobility, Improved Initiative, Spring Attack, Whirlwind Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, gang (2–4), band (6–10), or mob (11–20)
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–16 HD (Medium)
Level Adjustment: +6

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.

Chain devils speak Infernal and Common.

Combat
A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.

A chain devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor.

A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

It's utterly beautiful. I can't thank you enough.

Now all I have to do is demand that Erinyes. :smallwink:

The Vorpal Tribble
2007-04-21, 03:26 PM
Just found that the Legendary Leader PrC is in a book I don't have, and a 3.0 one at that so I'm not even sure it'd be balanced :-/

The Vorpal Tribble
2007-04-21, 04:29 PM
CR 8 Spell-Stiched Mummy
The mummy is intended to be a bruiser, so work feats/spell-like abilities into that. Also, I want a mummy from the MM, not a creature with the mummified template (since I don't have the sourcebook for that). The hands should be free to use slam attacks.

I can use the core books plus Comlete Divine, Complete Arcane, Complete Adventurer, and Complete Warrior. The spell-stiched template is from Complete Arcane.
Here thou goest...

Btw, its slam attack is never attributed to its hands... I could give it a weapon attack and it'd still be able to use the slam.

-=-=-=-=-

Jeeves

Advanced Spellstitched Mummy
Medium Undead
Hit Dice: 16d12+16 (120 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Slam +16 melee (1d6+12 plus mummy rot)
Full Attack: Slam +16 melee (1d6+12 plus mummy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, mummy rot, spell-like abilities
Special Qualities: Damage reduction 5/magic and silver, darkvision 60 ft., spell resistance 13, turn resistance +2, undead traits, vulnerability to fire
Saves: Fort +7, Ref +7, Will +16
Abilities: Str 26, Dex 10, Con —, Int 6, Wis 14, Cha 18
Skills: Hide +11, Listen +14, Move Silently +11, Spot +14
Feats: Alertness, Great Fortitude, Improved Sunder, Improved Toughness, Quicken Spell-like Ability (bestow curse), Power Attack
Challenge Rating: 8
Treasure: Standard
Alignment: Usually lawful evil

Combat

Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 22 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su): Supernatural disease - slam, Fortitude DC 22, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Spell-like Abilities: Caster level 16th. Save DC's are Charisma-based.
4/day - Burning Hands (DC 15), Decomposition (DC 16), Ray of Enfeeblement (DC 15), Zeal
2/day - Bestow Curse (DC 17), Blistering Radiance (DC 18), Poison (DC 17), Rusting Grasp (DC 18)

Turn Resistance (Ex): Jeeves gains a +2 turn resistance.

kpenguin
2007-04-21, 05:45 PM
Here thou goest...

Btw, its slam attack is never attributed to its hands... I could give it a weapon attack and it'd still be able to use the slam.

-=-=-=-=-=-
*STAT BLOCK*


Thank you! It looks awesome. However, I think that the spell-like abilities are sorcerer-wizard only.... although I could be wrong. Zeal and poison aren't sorc/wiz, I believe. But other than that, this should be quite useful.

The Vorpal Tribble
2007-04-21, 06:01 PM
Thank you! It looks awesome. However, I think that the spell-like abilities are sorcerer-wizard only.... although I could be wrong. Zeal and poison aren't sorc/wiz, I believe. But other than that, this should be quite useful.
I looked for where it specified but didn't see anything other than you could choose spells from the three specified schools.

The Vorpal Tribble
2007-04-22, 10:33 AM
Ok, who am I still missing?

kpenguin
2007-04-22, 02:00 PM
Alright, but it wouldn't make sense, since the same spellcaster spellstiches it. So... then character who created the mummy would have to be a wizard/cleric/paladin... and the paladin would be impossible since creating undead is strictly evil. No matter, I can always change it.

The Vorpal Tribble
2007-04-22, 02:18 PM
Err, none of these powers are limited to paladins. And does it say you can't have multiple casters add spells to the whole?

kpenguin
2007-04-22, 02:22 PM
Zeal... unless you have the Competition domain. If it wouldn't be so terribly inconvenient, could you change the spells to sorc-wiz? For flavor reasons.

The Vorpal Tribble
2007-04-22, 02:28 PM
I guess I could, though only like 3 of those aren't wiz/sorc. Wouldn't you know best what to exchange them for?

The Vorpal Tribble
2007-04-23, 10:47 PM
Half-Babau elf rogue 8
And voila...

-=-=-=-=-=-

Nancy

Half-Babau Elf Rogue 8
Medium Outsider (native)
Hit Dice: 8d6+32 (60 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 dex, +2 natural, +3 studded leather), touch 15, flat-footed 15
Base Attack/Grapple: +6/+10
Attack: +1 Wounding Composite Longbow +12 ranged (1d8+9) or Claw +10 melee (1d6+4)
Full Attack: +1 Wounding Composite Longbow +12 ranged (1d8+9) or 2 claws +10 melee (1d6+4) and bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +4d6, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., enchantment resistance +2, evasion, immunity to poison and sleep, improved uncanny dodge, low-light vision resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 10, trapfinding, uncanny dodge
Saves: Fort +6, Ref +11, Will +1
Abilities: Str 18, Dex 20, Con 18, Int 14, Wis 8, Cha 13
Skills: Balance +18, Climb +14, Escape Artist +16, Hide +16, Jump +16, Listen +12, Move Silently +16, Perform (dance) +6, Search +4, Spot +12, Tumble +18
Skill Tricks: Corner Perch, Nimble Stand, Shrouded Dance, Up the Hill
Feats: Far Shot, Manyshot, Point Blank Shot
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +4

Combat
Nancy's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Evasion (Ex): Nancy can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Improved Uncanny Dodge (Ex): Nancy can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Sneak Attack (Ex): +4d6 as Player's Handbook.

Spell-like Abilties: 3/day - Darkness. 1/day - Dispel Magic, See Invisibility. Caster level 8th. Save DC's are Charisma-based.

Trapfinding (Ex): As Player's Handbook.

Uncanny Dodge (Ex): Nancy can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Krimm_Blackleaf
2007-04-23, 10:55 PM
And voila...

-=-=-=-=-=-

Nancy
That's the highest con I've ever seen on an elf. Thanks.:smallbiggrin:

The Vorpal Tribble
2007-04-23, 10:58 PM
That's the highest con I've ever seen on an elf. Thanks.:smallbiggrin:
Babau are tough guys. Ain't going to let their offspring be no nancy pants!

Krimm_Blackleaf
2007-04-23, 11:14 PM
Babau are tough guys. Ain't going to let their offspring be no nancy pants!
Despite the name.

brian c
2007-04-23, 11:42 PM
From the first description, it sounded to me like the Minotaur of Legend straight out of the MM2. I'm not sure about using a huge weapon, but there are feats that would allow that.

Oh, wow, we have a winner! That's definitely how she described the horns. Also, the description in the MM2 has the Minotaur of Legend, Large size, using a Huge axe. Do Minotaurs have Powerful Build or something similar that lets them use larger weapons with no penalty? I should also note that the entry in MM2 says that it has a fly speed and I can't figure out why, so perhaps it's slightly incorrect...

Anyway, the thing that we fought, it had the breath weapon and immunity to fire, and it's blood looked like lava (but it didn't damage us when it was attacked with a slashing weapon), it could See in Darkness (I thought it was scent, but it's probably this instead).

Thanks for helping clear that up though silentknight :smallsmile:

Duskwither
2007-04-24, 01:49 AM
Just found that the Legendary Leader PrC is in a book I don't have, and a 3.0 one at that so I'm not even sure it'd be balanced :-/

Hrm. Well, drat. I hadn't realized that silly thing was 3.0. Well, I'm not so worried about the balance, but the flavor of it. If you're unable to make it, that's quite alright, you rock hard enough for the Kyton. :smallcool:

silentknight
2007-04-24, 12:35 PM
You are welcome! Yeah, I looked in the MM2 when I got home and confirmed that the MoL matched your description exactly.

The Vorpal Tribble
2007-04-24, 11:21 PM
Smokey the Bugbear

"Only I can prevent FIREBALLS!"

Half-Glabrezu Bugbear Sorcerer 15
Large Outsider (native)
Hit Dice: 3d8+18 + 15d4+90 (158 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+9 natural, -1 size), touch 10, flat-footed 19
Base Attack/Grapple: +9/+20
Attack: Pincher +15 melee (2d6+7), Morningstar +16 melee (2d6+7) or javelin +9 ranged (1d8+7)
Full Attack: 2 pinchers +15 melee (2d6+7) plus 2 claws +13 melee (1d4+3) plus bite +13 melee (1d6+3) or Morningstar +16 melee (2d6+7) or javelin +9 ranged (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smite good, spell-like abilities, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, scent, spell resistance 13
Saves: Fort +6, Ref +8, Will +10
Abilities: Str 25 (+7), Dex 10, Con 23 (+6), Int 10, Wis 10, Cha 18
Skills: Climb +15, Concentration +21, Hide +6, Intimidation +19, Knowledge (arcana) +16, Listen +12, Move Silently +10, Spot +12
Feats: Alertness, Chain Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Chain_Spell,CAr), Corrupt Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Corrupt_Spell,CD) (flaming sphere), Heighten Spell, Multiattack, Practiced Spellcaster (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Spellcaster,CD), Reach Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Reach_Spell,CD), Weapon Focus (morningstar)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class level
Adjustment: +1

Combat
Smokey's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Good (Su): Once per day Smokey can make a normal melee attack to deal 18 extra damage against a good foe.

Spell-like Abilities: Caster level 18th. Save DC's are Charisma-based.
3/day - Confusion, Mirror Image, Reverse Gravity
1/day - Chaos Hammer, Greater Teleport, Power Word Stun, Summon Monster IX (fiends only), True Seeing, Unholy Blight

Spells: Caster level 18th. (Spells per day: (6/7/7/7/7/6/6/4); Save DC 14 + spell level):
0 - Acid Splash, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st - Magic Missile, Obscuring Mist, Protection From Good, Ray of Enfeeblement, True Strike
2nd - Bear's Endurance, Blur, Flaming Sphere, Glitterdust, Spectral Hand
3rd - Blink, Dispel Magic, Fly, Magical Circle Against Good
4th - Black Tentacles, Enervation, Mnemonic Enhancer, Phantasmal Killer
5th - Break Enchantment, Mind Fog, Mirage Arcana, Telekinesis
6th - Circle of Death, Disentegrate, Mass Bear's Endurance
7th - Forcecage, Spell Turning

Skills: Bugbears have a +4 racial bonus on Move Silently checks.

Krimm_Blackleaf
2007-04-25, 04:04 AM
Smokey the Bugbear

"Only I can prevent FIREBALLS!"
Muahaha! I love it. And once again, I thank thee o' great Vorpal Tribble.

The Vorpal Tribble
2007-04-29, 05:14 PM
Hrm. Well, drat. I hadn't realized that silly thing was 3.0. Well, I'm not so worried about the balance, but the flavor of it. If you're unable to make it, that's quite alright, you rock hard enough for the Kyton. :smallcool:
Yeah, just one of the few books I don't have access to :smallfrown:

Any other PrC you might like? If you are going for a leader of large ammounts of folks the Thrallherd would be ideal.

The Vorpal Tribble
2007-05-01, 01:37 PM
Did this request for someone off-thread...

-=-=-=-=-

Boo-Boo

Spirit Legendary Bear
Large Fey (incorporeal)
Hit Dice: 20d6+140 HD (210 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (+5 deflection, +2 dex, -1 size), touch 16, flat-footed 14; or 21 (-1 size, +2 dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +15/+32
Attack: Incorporeal claw +16 melee touch or +27 melee against ethereal foes (2d6 nonlethal or 2d6+13 against ethereal foes)
Full Attack: 2 incorporeal claws +16 melee touch or +27 melee against ethereal foes (2d6 nonlethal or 2d6+13 against ethereal foes) and incorporeal bite +11 melee touch or +22 melee against ethereal foes (4d6 nonlethal or 4d6+6 against ethereal foes)
Space/Reach: 10 ft./5 ft.
Special Attacks: Manifestation, improved grab
Special Qualities: Incorporeal traits, low-light vision, scent
Saves: Fort +19, Ref +14, Will +13
Abilities: Str 36 (- against non-ethereal), Dex 14, Con 24, Int 2, Wis 20, Cha 16
Skills: Climb +15, Hide +2, Jump +21, Listen +20, Search +0, Spot +20, Swim +20
Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track
Challenge Rating: 10
Treasure: None
Alignment: Always neutral


Combat
Boo Boo's natural attacks and incorporeal touch attacks are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Incorporeal Traits: Boo Boo is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Manifestation (Su): Boo Boo dwells on the Ethereal Plane. As an Ethereal creature, it cannot affect or be affected by anything in the material world. When Boo Boo manifests it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested spirit animal remains partially on the Ethereal Plane, where it is not incorporeal. A manifested spirit animal can be attacked by opponents on either the Material or Ethereal planes. A spirit animal's incorporeality helps protect it from foes on the Material Plane, but not against foes on the Ethereal Plane.

brian c
2007-05-03, 07:04 PM
Dear Mr. Tribble,

Your assistance is requested for the following bad guy build:

fake formality aside, I'm building a dungeon for a few of my friends to give myself experience DMing. The idea I have is that the BBEG is a Dread Necromancer 10/Dungeon Lord 5, but that's pretty straightforward. I was looking through Libris Mortis to find some other suitable baddies, and I really liked the Hooded Pupil Template. I want to have one as a sort of sub-boss, a secondhand man (or monster) to the BBEG, but I don't know what monster I should use. I think Ogre Mage might be cool, but then the CR is a lot lower then the BBEG; I suppose I could give him some zombies or something too but I'm lazy.

My request then: Build me a Hooded Pupil with a CR slightly lower than 15, probably 12 would be fine. The base creature should be a humanoid or at least something close like an Ogre. As I stated above, he's supposed to be the top henchman/apprentice sort of figure for a CR 15 Necromancer.

Thank you :smallsmile:

The Vorpal Tribble
2007-05-04, 10:04 PM
Any particular race for the BBEG?

brian c
2007-05-05, 12:43 AM
Any particular race for the BBEG?

Oh, you don't need to do the BBEG, I can handle that myself; if you were just wondering though I was going to have him be human and ignore the race restrictions on Dungeon Lord (hey, as a dread necro he'll eventually be a lich anyway, and undead are allowed)

The Vorpal Tribble
2007-05-05, 12:57 PM
My request then: Build me a Hooded Pupil with a CR slightly lower than 15, probably 12 would be fine. The base creature should be a humanoid or at least something close like an Ogre. As I stated above, he's supposed to be the top henchman/apprentice sort of figure for a CR 15 Necromancer.
Here thou goest!

Keep in mind that with the bite attack he gets now he can damage and suck blood at the same time :smallamused:

-=-=-=-=-=-

Booger

Hooded Pupil Ogre Mage Death Delver 4
Large Giant
Hit Dice: 5d8+15 + 4d8+12 (67 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Greatsword +11 melee (3d6+9/19–20) or longbow +6 ranged (2d6/x3) or bite +11 melee (1d4+6)
Full Attack: Greatsword +11/+6 melee (3d6+9/19–20) and bite +6 melee (1d4+3), or longbow +6 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Clutch of orcus, drink blood, spell-like abilities, spells, spontaneous casting
Special Qualities: Darkvision 90 ft., death ward, immunity to fear, low-light vision, regeneration 5, spell resistance 19, spider climb, resistance to cold 5
Saves: Fort +11, Ref +4, Will +9
Abilities: Str 23, Dex 10, Con 17, Int 14, Wis 18, Cha 19
Skills: Concentration +15, Heal +6, Hide -2, Intimidate +10, Knowledge (religion) +10, Listen +14, Move Silently +2, Spellcraft +10, Spot +14
Feats: Alertness(B), Combat Casting, Combat Expertise, Deformity (Teeth) (http://realmshelps.dandello.net/cgi-bin/feats.pl?Deformity_%28Teeth%29,HH), Diehard(B), Improved Initiative(B), Lightening Reflexes(B), Willing Deformity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Willing_Deformity,HH)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

This appears as a hulking ogre with dark blue-black skin and a large mouth whoes lips and gums appear to have been ripped away to show shark-like teeth. It wears a sleeveless robe that goes down to its brutish knees with thick plates of metal at the shoulders.

He stands 10 and a half feet tall and weighs 700 pounds.

Ogre mages speak Giant and Common.

Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

Drink Blood (Su): As Libris Mortis, p. 109.

Change Shape (Su): An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Clutch of Orcus (Sp): Once per day, Booger can use the spell Clutch of Orcus (see Libris Mortis, p. 63). Caster level 10th. The save DC is Charisma-based.

Death Sense (Ex): Booger has the infallible ability to detect the presence and condition of nearby life. This ability functions as the spell deathwathc, but can be invoked at will, with no cost, as a swift action.

Death Ward (Su): Once per day you gain the ability to mystically protect yourself or another from the depredations of death magic and life-draining attacks. This functions like the spell death ward, save that the duration is 1 hour per death delver level. Using this ability is a standard action.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Rebuke Undead: Booger cam use rebuke undead as a 4th level cleric. He can use this ability 7 time per day.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Spell-Like Abilities: Caster level 9th. The save DCs are Charisma-based.
At will - darkness, invisibility;
1/day - charm person (DC 15), cone of cold (DC 19), gaseous form, sleep (DC 15).

Spells: Caster level 4th. Spells per day: 2/2; Save DC 14 + spell level:
1st - Obscuring Mist, Protection from Good
2nd - Deathknell, Lesser Restoration

Spontaneous Casting: Booger can channel stored spell energy into harmful spells. Booger can “lose” any prepared spell that is not a domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name).

Spider Climb (Su): Booger can climb sheer surfaces as though with a spider climb spell.

brian c
2007-05-05, 08:03 PM
Death Delver, great. Thanks a bunch VT.

one question though: his spells per day is 2/2? Is that purposely not including bonus spells, or did you forget them, or does he not get them for some reason? With those stats he should get bonus spells, right?

The Vorpal Tribble
2007-05-05, 08:48 PM
Death Delver, great. Thanks a bunch VT.

one question though: his spells per day is 2/2? Is that purposely not including bonus spells, or did you forget them, or does he not get them for some reason? With those stats he should get bonus spells, right?
He gets one bonus 1st and 2nd level spell. But considering how Death Delvers have like Paladin/Ranger spell progression... yeah, not many.

Duskwither
2007-05-06, 03:48 AM
Yeah, just one of the few books I don't have access to :smallfrown:

Any other PrC you might like? If you are going for a leader of large ammounts of folks the Thrallherd would be ideal.

Hm, Psionics wasn't exactly what I was looking for, but I think the flavor of it could fit this NPC rather well.

Okay, do you think I could trouble you with an Erinyes advanced by five Outsider HD, with, I suppose a level of Psion to meet the requirements for it... and full ten levels of Thrallherd? She'll be more brittle, but awesome. Oh, I guess Telepath would be the discipline to fit the flavor the best.

I hope the Bard likes domineering women, 'cause this one's going to be all over his mind. :smallcool:

In advance, VT, you rock.

Edit: Whoops! Missed one of the Pre-reqs! Minus the five Outsider HD, and throw in five levels of Psion to actually get into the class. Thanks!

The Vorpal Tribble
2007-05-14, 10:59 AM
Sorry for the delay. You still needing that Erinyes?

The Vorpal Tribble
2007-05-21, 11:01 AM
So, just out of curiosity, has anyone used any of this stuff I've cooked up?

Krimm_Blackleaf
2007-05-21, 06:54 PM
So, just out of curiosity, has anyone used any of this stuff I've cooked up?

I've great plans for LOTS of the things you've made...

Oh yes...lots of plans...

kpenguin
2007-05-22, 02:49 AM
So, just out of curiosity, has anyone used any of this stuff I've cooked up?

Yup, I've used that mummy as a boss and plan to use it for some high-level guards.

Krimm_Blackleaf
2007-05-22, 02:57 AM
Here's an idea to keep you on your toes, VT.

Half-Orcus (BoVD version) Human necroplitan (even though it breaks the rules) necromancer 16 with some focus on undead creation, but lots of save-or-dies and save-or-sucks. Preferred stats would be the use of the elite array.

Edit: And another idea I came up with, a half-farspawn Dragon Turtle. This one's gonna be attacking boats.

Krimm_Blackleaf
2007-05-31, 04:47 AM
Bump.:smallbiggrin:

Alveanerle
2007-06-01, 09:56 AM
Dear Mr. Tribble,
Since you claim to be of the Vorpal kind, and your various creations in this topic definitely indicate you do posess such a quality, you are the one and only hope for creating an appropriate equivalent of the Jabberwock monster.
Known instances of the Jabberwocky are either compliant to 1E, or too high of a CR for my possibly adventuring party (CR17 for the Scott Greene's Creature Catalogue version - i hope i am not disallowed to post a link here - http://www.enworld.org/cc/converted/view_c.php?CreatureID=850).
Do you think it would be possible to try to come up with reasonably challenging and interesting decreasing of Mr. J (taken from the above mentioned Creature Catalogue) to be appropriate for EL10 or 13?

Only you can save the day!

The Vorpal Tribble
2007-06-01, 10:51 AM
Well, there are no rules for decreasing a creature and I'll just have to be winging it, but I can make a go at it.

The Vorpal Tribble
2007-06-01, 11:13 AM
Huh, that one you linked had a bit of its stats off. Had to adjust them to normal to then decrease it, but by reversing the advancement rules I believe I got the CR correct.

-=-=-=-=-=-=-

Jabber Jr.

Decreased Jabberwocky
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +1
Speed: 40 ft (8 squares), fly 40 ft (average)
Armor Class: 29 (+1 dex, +19 natural, -1 size), touch 10, flat-footed 28
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (2d8+4)
Full Attack: Bite +13 melee (2d8+4), 2 claws +11 melee (1d4+2), 2 wings +11 melee (1d8+2), 2 stomps +11 melee (1d6+2), and tail slap +11 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft with bite)
Special Attacks: Burble, crush, frightful presence, paralysis gaze
Special Qualities: Blindsense 60 ft., damage reduction 15/magic and slashing, fast healing 3, keen senses, regeneration 1, spell resistance 22, vulnerability to vorpal weapons
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 18, Dex 13, Con 16, Int 4, Wis 12, Cha 17
Skills: Knowledge (nature) +6, Listen +11, Search +4, Spot +11, Survival +14 (+16 aboveground, +16 following tracks)
Feats: Ability Focus (burble), Alertness, Multiattack, Track
Environment: Any forest
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 11-14 (Large), 15-30 HD (Huge), 31-45 HD (Gargantuan)
Level Adjustment: ---

This creature has a stout draconic torso with sturdy hind legs, long forearms that end in four long feathery talons, and a long thin tail. It flies about on a pair of elegant wings. Its neck is long and sinuous and its head is enormous. Its malevolent yellow eyes have red pupils and appear to emit beams of light that cut through the shadows. Its scales are a tawny color of mixed gold and brown, and the tiny cracks between the scales are filled in with moss.

The jabberwock is a peculiar creature that prowls dense, virgin forests. Though it resembles true dragons somewhat, it has no breath weapon or treasure-hording instinct. The low, rumbling bubbling sound it creates makes it hard for creatures to remember what it looks like – thus, accurate descriptions of a jabberwock are hard to come by.

This solitary predator will hunt anything moving in its woods. It ignores druids altogether, and some creatures such as fey, treants, centaurs, and gnomes that live in the woods know what signs to look for to withdraw when a jabberwock approaches. A jabberwock is a protector of the woodlands themselves, existing to ensure that no creature exploits or destroys them. Each large, ancient primal forest is theorized to have its own jabberwock.

COMBAT
The jabberwock is fiercely territorial and will slay anything intruding in its woods. This fearsome opponent will choose a single target, concentrating on it and pursuing it relentlessly until the victim is killed and devoured. The jabberwock only chooses a new foe when its intended target is killed or leaves the forest.

The jabberwock prefers to bite with its huge front teeth. Its long snaky neck enables the head to dart out a surprising distance to reach foes. A jabberwock can rear up on its hind legs and even walk as a biped for a short distance if it needs to. Though it can fly, the jabberwock prefers not to.

Burble (Su): A jabberwock constantly mutters and burbles to itself, creating a confusing effect. All sane creatures within 150 feet of the jabberwock must succeed on a DC 20 Will save or be affected as though by a confusion spell for as long as the victim is within range. Creatures in the area of effect must make a saving throw every round, even if they succeeded in previous rounds. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.

This sound also distorts an affected creature’s depth perception, causing a skewed judgment of distance. Creatures, objects, and parts of objects may appear to be much closer or further away than they actually are, causing an affected creature to suffer a –3 circumstance penalty on attack rolls.

This sound also distorts the way an affected creature speaks: words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any affected creature trying to speak or cast a spell with a verbal component must succeed on a DC 20 Concentration check. The check DC is Charisma-based. This also cancels any tongues or comprehend languages effects while a creature is affected.

Frightful Presence (Ex): A jabberwock can unsettle foes with its mere presence. This ability takes effect whenever the jabberwock attacks, charges, or flies overhead. Creatures within a 150-foot radius are subject to the effect if they have fewer than 10 HD. A potentially affected creature must succeed on a DC 18 Will save to remain immune to that jabberwock’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Jabberwocks ignore the frightful presence of other jabberwocks.

Paralysis Gaze (Su): Paralyzed for 1d4+2 minutes, range 50 feet; Fortitude DC 18 negates. The save DC is Charisma-based.

Keen Senses (Ex): A jabberwock sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Regeneration (Ex): Magic slashing weapons deal normal damage to a jabberwock.

Vulnerability to Vorpal Weapons (Ex): A vorpal weapon threatens a critical hit on a range of 19-20 when wielded against a jabberwock.

The Vorpal Tribble
2007-06-01, 02:43 PM
And another idea I came up with, a half-farspawn Dragon Turtle. This one's gonna be attacking boats.

Soup, soup, beautiful soup...

-=-=-=-=-=-

Mock Turtle

Half-Farspawn Dragon Turtle
Huge Outsider (Aquatic, Native)
Hit Dice: 12d12+96 (174 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 25 (–2 size, +17 natural), touch 8, flat-footed 25
Base Attack/Grapple: +12/+29
Attack: Bite +19 melee (4d6+9)
Full Attack: Bite +19 melee (4d6+9) and 2 claws +14 melee (2d8+4) and 2 tentacles +14 melee (1d8+4)
Space/Reach: 15 ft./10 ft. (15 ft. with tentacles)
Special Attacks: Breath weapon, capsize, change size, snatch, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 10/magic, darkvision 60 ft., immunity to fire, sleep, paralysis, and poison, low-light vision, resistance to acid and electricity 10, scent, spell resistance 22
Saves: Fort +16, Ref +9, Will +11
Abilities: Str 29, Dex 12, Con 27, Int 12, Wis 17, Cha 14
Skills: Diplomacy +17, Hide +8*, Intimidate +17, Listen +18, Search +16, Sense Motive +18, Spot +18, Survival +18 (+20 following tracks), Swim +24
Feats: Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually neutral
Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment: —

This appears as a great dragon turtle, though its shell is made of some rubbery, translucent material with what seems as deep wounds all about it. Something slithers and twitches within these holes, and occasionally a noxious thing of black, rippled skin peers out. Slitted eyes rise up on stalks all about the turtle's head and two tentacles with grasping pads erupt from within its mouth with lightening speed to become as long as the entire body.

Combat
Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.

Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 24 half; effective both on the surface and underwater. The save DC is Constitution-based.

Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Change Shape (Su): As Lords of Madness, p. 153.

Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
3/day - Blink, Blur
1/day - Greater Invisibility, Stinking Cloud, Telekinesis, Touch Of Idiocy

Skills: A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Dragon turtles have a +8 racial bonus on Hide checks when submerged.

Alveanerle
2007-06-01, 06:21 PM
Thank you for the magnificient demotion. I'll make sure to let you know how the group fared against this monstrosity, once they manage to cross paths (might take a while, depending on the development of the action).

Krimm_Blackleaf
2007-06-13, 09:32 PM
Here's a bit of an odd one...

A half-pit fiend psionic illithid gestalt illithid 15//rogue 5/dread pirate 10. With full equipment value of a PC of his ECL (15). And I'd like his primary weapon be an elven thinblade. My own little take on a Davey Jones clone.

Edit: Just for the sake of removing complications feel free to just ignore the saves, BAB and HD of the illithid side (unless of course you know how to handle that). And I forgot to mention he ought to have the elite array.

kpenguin
2007-06-21, 02:02 AM
Vorpal Tribble:

Could you build me a Yuan-Ti Halfblood Wizard? Six levels of wizards and total CR should be 8 (wiz levels are unassociated). The style will be more evil mastermind type of guy and he should know a few spells good for escapes.

The Vorpal Tribble
2007-06-24, 11:44 AM
Vorpal Tribble:

Could you build me a Yuan-Ti Halfblood Wizard? Six levels of wizards and total CR should be 8 (wiz levels are unassociated). The style will be more evil mastermind type of guy and he should know a few spells good for escapes.
Jafar

Yuan'ti Half-Blood Wizard 8
Medium Monsterous Humanoid
Hit Dice: 7d8+7 + 6d4+6 (59 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: (+1 dex, +4 natural)
Base Attack/Grapple: +10/+12
Attack: +1 Wounding scimitar +13 melee (1d6+2/18-20 plus 1 con damage); or masterwork composite longbow (+2 strength bonus) +12 ranged (1d8+2/x3)
Full Attack: +1 Wounding scimitar +13/+8 melee (1d6+2/18-20 plus 1 con damage); or masterwork composite longbow (+2 strength bonus) +12/+7 ranged (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, produce acid, spell-like abilities, spells
Special Qualities: Alternate form, chameleon power, darkivison 60 ft., detect poison, scent, spell resistance 16
Saves: Fort +5, Ref +13, Will +14
Abilities: Str 15, Dex 13, Con 13, Int 22, Wis 18, Cha 17
Skills: Bluff +7, Concentration +17, Craft (alchemy) +16, Knowledge (arcana) +22, Hide +17, Intimidate +9, Listen +20, Spellcraft +22, Spot +20, Use Magic Device +19
Feats: Alertness(B), Blind-Fight(B), Combat Expertise, Dodge, Extend Spell(B), Improved Counterspell, Improved Initiative, Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd), Scribe Scroll(B)
Environment: Warm forests
Challenge Rating: 8
Treasure: Double standard


Combat

Alternate Form (Sp): As Monster Manual 3.5, p. 263.

Chameleon Power (Sp): As Monster Manual 3.5, p. 264.

Detect Poison (Sp): Detect Poison as spell, caster level 6th.

Poison (Ex): Injury, fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Produce Acid (Sp): As Monster Manual 3.5, p. 264.

Spell-like Abilities:
3/day - Animal Trance (DC 15), Cause Fear (DC 14), Entangle (DC 14)
1/day - Deeper Darkness, Neutralize Poison (DC 17), Suggestion (DC 16). Caster level 8th. The save DC's are Charisma-based.

Spells: Caster level 6th. (Spells per day: 4/5/5/3; Save DC 16 + spell level):

Spells Known
0 - All
1st - Carm Person, Cause Fear, Color Spray, Comprehend Languages, Feather Fall, Hypnotism, Mage Armor, Magic Missile, Silent Image, True Strike
2nd - Alter Self, Blur, Detect Thoughts, Invisibility, See Invisibility, Spider Climb, Touch of Idiocy
3rd - Clairaudience/clairvoyance, Dispel Magic, Fly, Gaseous Form, Hold Person, Major Image, Nondetection, Slow, Tongues

kpenguin
2007-06-24, 04:18 PM
Thank you, o mighty Tribble with the powers of Vorpal.

*snort*Jafar*snort* I gotta give him a cobra-headed staff with uses of charm person.

TroyXavier
2007-06-24, 06:15 PM
I'd like a high CR Pixie Spy. 18-20, non evil, I have most books. Templates are fine, and psionics are always good.

Zeal
2007-06-24, 11:35 PM
Tribble that is Vorpal, I feel like terrifying my players next session.

If possible, could you create a Half-Vrock, Frenzied Beserker, Goblin. I'm aiming for about CR 13, so feel free to add on any templates that you want.

Alveanerle
2007-06-25, 10:16 AM
Praise Ye Tribble All-Vorpaly, for it is your wisdom eternal that guides me like emergency exit signs through the dark valleys of monster advancement.

Do you think it would be too much of me to ask you for a reasonable advancement of a Bloodsilk Spider (MMIV), in order for a single creature of its kind to be somehow challenging for a group of adventurers with party level of almost 6? I tried a straight magical beast advancement up to HD12, but i have problems with scaling its special abilities, most notably area/range of the web attack, blood drain damage, difficulty of escaping and and temporary hp treshold. Do you think your experience could allow you to prepare a solid bloodsilk spider of CR around 6 without adding any class levels or too weird templates?

Thank you in advance.

The Vorpal Tribble
2007-06-25, 02:26 PM
I'd like a high CR Pixie Spy. 18-20, non evil, I have most books. Templates are fine, and psionics are always good.
Alright, decided to have a bit of fun with this'un.

#1. I chose all the best psionic powers for learning about things and places, from a distance if possible.
#2. With Burrowing Power you may now manifest through windows or doors, even walls, so that you don't even have to go inside.
#3. You can just use your psicrystal to go spy.

#4. If its required she attacks, use the Mosquito's Bite skill trick. The person is likely flat-footed because she can't be seen. This way she can make two sneak attacks before they can react.

If they use true-seeing she can just hide and sneak about with her skills, and even darkvision, tremorsense, blindsight and such cannot pinpoint her with the Darkstalker feat.

#5. Also, because of Psychic Reformation, she may take an XP loss so that she can pick all the perfect powers, feats, and skills for whatever particular job she is currently on.

#6. With the other special abilities its almost impossible to track her down even if spells are used, and as she flies its unlikely they can find her on foot.

#7. And last but not least, she can use her Third Eye of Sense to scry any place at will that she has checked out. So once she has seen it, just go home and make some popcorn as those you are spying on come in and discuss their secret plans.

-=-=-=-=-=-=-

Silkshade

Pixie Psion 6, Shadowmind 5, Spymaster 3
Small Fey
Hit Dice: 1d6+1 + 6d4+6 + 5d6+5 + 3d6+3 (60 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 24 (+1 size, +4 Dex, +7 elven chain, +1 insight, +1 natural), touch 16, flat-footed 20
Base Attack/Grapple: +8/+2
Attack: Short sword +18/+13 melee (1d4+3/19–20) or longbow +13 ranged (1d6–2/x3)
Full Attack: Short sword +18/+13 melee (1d4+3/19–20) or longbow +13 ranged (1d6–2)/x3
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, sneak attack +3d6, spell-like abilities, special arrows
Special Qualities: Cover identity, damage reduction 10/cold iron, greater invisibility, low-light vision, magic aura, quick change, scrying defense, spell resistance 15
Saves: Fort +4, Ref +11, Will +12
Abilities: Str 6, Dex 19, Con 12, Int 18, Wis 15, Cha 18
Skills: Bluff +18, Concentration +14, Disguise +18 (+20 in character), Diplomacy +12, Escape Artist +10, Forgery +10, Gather Information +18, Hide +35, Listen +15, Move Silently +22, Psicraft +20, Ride +8, Search +14, Sense Motive +12, Sleight of Hand +16, Spot +15
Skill Tricks: Mosquito's Bite, Swift Concentration
Feats: Alertness, Burrowing Power, Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker,LoM), Dodge(B), Nymph's Kiss (http://realmshelps.dandello.net/cgi-bin/feats.pl?Nymph~s_Kiss,BE), Psionic Endowment(B), Practised Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Psicrystal Affinity (sneaky)(B), Skill Focus (bluff), Weapon Finesse(B)
Environment: Temperate forests
Challenge Rating: 19
Treasure: See possessions below.
Alignment: Neutral good

This creature appears almost ethereal, light and fragile even for a pixie. She is dressed in a short, flowing outfit of muted shades of murky grey and dark blue, and wears padded slippers upon her delicate feet. Her wings have been died a dark color, similar to her outfit, with the occassional dot of lighter grey showing through. A thin veil spreads across her face, showing eyes that blaze with intelligence. A strange tatoo alike to flowing wind of shadowy indigo stops and swirls into strange patterns at certain places upon her face and forehead. Dark brown hair hangs down her back, braided tightly. Upon the palms of her hands have been drawn the symblance of a hawk's eye, unblinking and predatory.

A crystal like that of a black opal clings to the base of her braid, flickering occassionally with a wan light that runs a crooked course through it like lightening through a thunderhead.

A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.

Pixies speak Sylvan and Common, and may know other languages as well.

Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

Cover Identity (Ex): As Complete Adventurer, p. 77.

Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Magic Aura (Sp): May cast Nystul's Magic Aura at will, caster level 3rd.

Psionics: Manifester level 13th. (Power Points per day = 90; Save DC 14 + power level (15 + while psionically focused)):

Seer Powers Known
1st - Control Light, Distract, Empathy, Know Direction and Location, Synesthete
2nd - Clairvoyant Sense, +Cloud Mind, Concealing Amorpha, Object Reading, +Read Thoughts, Sensitivity to Psychic Impressions
3rd - Eradicate Invisibility, Escape Detection, Time Hop, Ubiquitous Vision
4th - *Implanted Suggestion, Psionic Freedom of Movement, Psychic Reformation, Remote Viewing
5th - *Ethereal Agent, Psionic True Seeing

* From Complete Psionic.
+ Once per day may manifest at a cost of only 1 power point.

Quick Change (Ex): As Complete Adventurer, p. 78.

Scrying Defense (Ex): As Complete Adventurer, p. 78.

Sneak Attack (Ex): +3d6 damage as Rogue ability.

Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
Continuous - Undetectable Alignment.

1/day - lesser confusion (DC 15), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 16), dispel magic, entangle (DC 15), irresistible dance, permanent image (DC 20; visual and auditory elements only)

Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.


Possessions
+1 Psychic, Deep Crystal Short Sword
+2 Elven Chain
Cloak of Elvenkind
Ioun Stone, Dusty rose
Third Eye of Sense


-=-=-=-=-

Silkshade's Psicrystal

Diminutive Construct
Hit Dice: 15d10 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (poor), climb 20 ft.*
Armor Class: 21 (+4 size, +2 Dex*, +5 natural), touch 16, flat-footed 19
Base Attack/Grapple: +11/-6
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
Saves: Fort +4, Ref +11, Will +12
Abilities: Str 1*, Dex 15*, Con -, Int 11, Wis 10, Cha 10
Skills: As master
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: Included with master
Treasure: None
Alignment: Neutral Good
Advancement: -
Level Adjustment: -

*With self-propulsion ability activated.

Combat
A psicrystal’s characteristics depend on its master. Its Hit Dice are equal to its master’s Hit Dice (counting only levels in psion or wilder), its hit points are equal to half its master’s, and its saving throw bonuses are the same as its master’s.

Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities: The psicrystal described here has the special abilities of deliver touch powers, flight, power resistance, self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, telepathic speech, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

The Vorpal Tribble
2007-06-25, 06:54 PM
If possible, could you create a Half-Vrock, Frenzied Beserker, Goblin. I'm aiming for about CR 13, so feel free to add on any templates that you want.

Can just imagine this little guy flying down, eyes wide and crazed as he lets out a warcry that deals 5d6 damage as he rears back to swing his club...

-=-=-=-=-

Krull, Nerull's Runt

Half-Vrock Goblin Barbarian 4, Paladin of Slaughter 5, Frenzied Berserker 1
Small Outsider (native)
Hit Dice: 4d12+24 + 5d10+30 + 1d12+6 (119 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 50 ft. (average)
Armor Class: 19 (+4 rhino hide armor, +2 dex, +2 natural, +1 size)
Base Attack/Grapple: +10/+10
Attack: 2 claws +15 melee (1d3+4) or +1 unholy greatclub +16/+11 melee (1d8+7 plus 2d6 against good) or masterwork bone bow +13/+8 melee (1d8+4/20x3/120 ft, range increment)
Full Attack: 2 claws +15 melee (1d3+4) and bite +10 melee (1d4+2) and 2 talons +10 melee (1d3+2); or +1 unholy greatclub +16/+11 melee (1d8+7) and bite +10 melee (1d4+2) and 2 talons +10 melee (1d3+2); or or masterwork bone bow +13/+8 melee (1d8+4/20x3/120 ft, range increment)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deadly touch, debilitating aura, frenzy, rage, rebuke undead, smite good, spell-like abilities
Special Qualities: Aura of evil, damage reduction 10/good, darkvision 60 ft., detect good, divine health, immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 10, trap sense, uncanny dodge
Saves: Fort +19, Ref +7, Will +11
Abilities: Str 18, Dex 14, Con 22, Int 12, Wis 12, Cha 16
Skills: Intimidate +13, Listen +8, Move Silently +13, Spot +8, Survival +8, Ride +6
Feats: Cleave, Destructive Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Destructive_Rage,CW), Diehard(B), Endurance,Intimidating Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Rage,CW), Power Attack, Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination,PH2)
Challenge Rating: 13
Treasure: See Possessions.
Alignment: Chaotic Evil
Advancement: By character ckass
Level Adjustment: +4

This creature appears much as a goblin, but what a goblin. He is nearly man-sized and manages to be both overly musculed and leanly predatory. His skin is as scarred leather and possesses the blackish-purple hue of a livid bruise. His face seems permanently in the rictus of a snarling mania. His overly large mouth gapes with lips of incredible thickness and rigidity so that they almost resemble a beak. His toes and fingers are immensely long, and are covered in scales, ending in curving raptor's talons. From his back spreads two great lengths of wings covered in dark grey feathers. Despite his terrifying appearance it is his eyes that one first notices. They are the wild, merciless eyes of a bird of prey whoes victims are all that moves.

He wears a set of leather armors that free his wings for beating, and in his hands are clutched a great club of smokey quartz with metallic bolts driven into it. Deep within the club when one looks closely they see what appears as skeletal apparitions stream about, occassionally pressing their eye sockets to the inner later of stone, moaning soundlessly.

Combat

Aura of Evil (Ex): The power of Krull's aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.

Deadly Touch (Su): Krull can cause wounds with a successful touch attack. Each day he can deal 10 points of damage. An opponent subjected to this attack can make a Will save (DC 15) to halve the damage dealt.
Alternatively, Krull can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Debilitating Aura (Su): Krull radiates a malign aura that causes enemies within 10 feet of him to take a -4 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature.

Detect Good (Sp): At will, Krull can use detect good, as the spell.

Divine Health (Ex): Krull gains immunity to all diseases, including supernatural and magical diseases.

Frenzy (Ex): 1/day for 9 rounds as Complete Warrior, p. 34.

Rage (Ex): 2/day as Player's Handbook.

Rebuke Undead (Su): Krull may rebuke undead 6 times per day as a 2nd level cleric.

Smite Good (Su): Three times per day Krull can make a normal melee attack to deal 13 extra damage against a good foe.

Spell-like Abilities: Caster level 13th. Save DC's are Charisma-based.
3/day - Greater Teleport, Mirror Image, Shout (DC 17)
1/day - Contagion (DC 16), Heroism, Summon Monster IV (fiendish or demonic creatures only), Telekinesis (DC 18)

Trap Sense (Ex): Krull gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Krull 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.

Skills: Krull has a +4 racial bonus on Move Silently and Ride checks.


Possessions
+1 Unholy Greatclub (small-sized)
+1 Rhino Hide
Masterwork Bone Bow (+4 strength modifier, small-sized)

nerulean
2007-06-25, 07:54 PM
Mr. Tribble, sir! I would greatly appreciate your assistance in creating a beastie as a PC for a very strange game.

The idea is to play with as few class levels as possible, with a maximum of 5, and a total ECL of 15. I don't think the final figure matters too precisely, since the characters will have a very wide range of HD and so on anyway. Pretty much any books are fine and feel free to go to town with crazy templates, but no psionics.

I'm going for a cheerful, flighty little creature who delights in popping into and out of places and quite likely relieving those places of some of their material goods in the process. The basic idea is a tauric (MMII) blink dog, though the humanoid portion of the creature is entirely open. Possibly something that allows invisibility or flight or both, or just anything that fits with a cheery little pilferer. As for the class levels, I'd go for rogue or something similar if she gets enough uses per day of stealthy spell-like abilities, or any form of spontaneous arcane caster if she needs magic to give her an extra boost.

Don't worry over much about optimisation: these characters are being played for sheer fun value rather than being pitted against evil and devious monsters, so if you want to ram random, incongruous templates on then feel free. If the rules allow it then it's fine, and common sense gets no say in the matter.

TroyXavier
2007-06-25, 08:53 PM
Thank you much. She will be very useful for something I have planned.

The Vorpal Tribble
2007-06-25, 08:56 PM
Do you think it would be too much of me to ask you for a reasonable advancement of a Bloodsilk Spider (MMIV), in order for a single creature of its kind to be somehow challenging for a group of adventurers with party level of almost 6?
No problemo. This thing actually gets quite mean as you advance it. In fact, though I went strictly by the book this looks a tad overpowered for 6th level...

-=-=-=-=-=-=-

Itsy-Bitsy

Advanced Bloodsilk Spider
Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+3 dex, +4 natural, -1 size), touch 12, flat-footed 13
Base Attack/Grapple: +12/+25
Attack: Bite +16 melee (2d6+7) or blood web +16 ranged touch (entangle)
Full Attack: Bite +16 melee (2d6+7) or blood web +16 ranged touch (entangle)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, blood web
Special Qualities: darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +12, Ref +11, Will +6
Abilities: Str 20, Dex 16, Con 18, Int 2, Wis 10, Cha 4
Skills: Climb +13, Hide +8, Listen +6, Move Silently +10, Spot +6
Feats: Alertness, Improved Grapple, Improved Initiative, Iron Will, Weapon Focus (blood web)
Environment: Warm and Temperate Forest and Marsh
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral


Combat

Blood Drain (Ex): As the Monster Manual IV, p. 24.

Blood Web (Ex): As the Monster Manual IV, p. 24. Entangled creature can escape with a DC 21 Escape Artist check, or burst the web with a DC 25 strength check.

Skills: Bloodsilk spiders have a +4 racial bonus on hide checks (except when in their webs; bonus increasing to +8, and it has a +8 racial bonus on Move Silently checks) and a +4 racial bonus on spot checks.

A bloodsilk spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It uses either its Strength or its Dexterity modifier for Climb checks, whichever is higher.

The Vorpal Tribble
2007-06-25, 09:35 PM
Mr. Tribble, sir! I would greatly appreciate your assistance in creating a beastie as a PC for a very strange game.

The idea is to play with as few class levels as possible, with a maximum of 5, and a total ECL of 15. I don't think the final figure matters too precisely, since the characters will have a very wide range of HD and so on anyway.
Ok, so CR must be 15, but I may only take 5 levels in and class? So basically a 10 HD creature before any class levels?


The basic idea is a tauric (MMII) blink dog, though the humanoid portion of the creature is entirely open. Possibly something that allows invisibility or flight or both, or just anything that fits with a cheery little pilferer.
Yeah, Tauric won't quite work as a Blink Dog is a magical beast and you can only use vermin or animals.

nerulean
2007-06-25, 09:41 PM
Ah, drat, yeah, just re-read the tauric entry and seen that. Dratted old books. That really puts me back below square one, though if you want to try a build then go right ahead, or if you have some vague ideas you could fling at me I could take another look.

The build rule is any creature that comes to 15 through HD, level adjustment or class levels, with the last category making up no more than 5 of that, though it can be less.

TroyXavier
2007-06-26, 08:20 PM
Tauric...either really mehh or really overpowered.:smallwink: I really like Itsy-Bitsy....may need to find a spot for it in one of my games.

Alveanerle
2007-06-27, 06:57 AM
Great many thanks for Your help VT - may Your cows always stay healthy and your livestock reproduce like rabbits on viagra.

I promise to post a brief note when my players manage to encounter Itsy-Bitsy - weather it shall be their victory or sore defeat.

Just small additional questions, if i may:
- shouldn't attack bonus on the bite be +17? 12 BAB+5 Str.
- i was wondering if the limit for blood-drained temporary hit points shouldn't increase due to larger size, but did not find any reference to such behaviour. Do you think that such an increase (say 10 per size cathegory) would be sensible?

"I love the smell of a blood web in the morning"

The Vorpal Tribble
2007-06-27, 09:02 AM
- shouldn't attack bonus on the bite be +17? 12 BAB+5 Str.
Large creatures have a -1 size modifier to attacks.


- i was wondering if the limit for blood-drained temporary hit points shouldn't increase due to larger size, but did not find any reference to such behaviour. Do you think that such an increase (say 10 per size cathegory) would be sensible?
Well, its already pretty tough and it didn't mention any of it changing based on size... but if you think they'll survive you can try.

Alveanerle
2007-06-27, 05:15 PM
Large creatures have a -1 size modifier to attacks.

D'oh!



Well, its already pretty tough and it didn't mention any of it changing based on size... but if you think they'll survive you can try.

Your're right, increasing its blood ability should probably be treated as adding another +1CR.

The Vorpal Tribble
2007-06-27, 09:20 PM
Ah, drat, yeah, just re-read the tauric entry and seen that. Dratted old books. That really puts me back below square one, though if you want to try a build then go right ahead, or if you have some vague ideas you could fling at me I could take another look.

The build rule is any creature that comes to 15 through HD, level adjustment or class levels, with the last category making up no more than 5 of that, though it can be less.
Ok, so just happy go lucky pilfer-stealer? Could always have some fun with an Ethereal Filcher.

Krimm_Blackleaf
2007-07-01, 11:54 AM
Alrighty, I have a sort of simple one here, but you can keep the Ol' Cap'n on hold until this one's done.

What I need is a Living Prestidigitation, but shrunken down to tiny size.

The Vorpal Tribble
2007-07-02, 04:17 PM
Scratch'n'sniff

Living Prestidigitation (Caster level 6th)
Tiny Ooze
Hit Dice: 6d10 (33 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 10 (-2 dex, +2 size), touch 10, flat-footed 10
Base Attack/Grapple: +4/-4
Attack: Slam +4 melee (1d2)
Full Attack: Slam +4 melee (1d2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: engulf, prestidigitation
Special Qualities: damage reduction 10/magic, ooze traits, spell resistance 10
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 7, Con 10, Int -, Wis 7, Cha 10
Skills: -
Feats: -
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

What can only describe as sheer sensation approaches. Sparks of color swirl and drift across the ground as smells drift off of it, from foul to fantastic. These hues and scents change from moment to moment and wherever it goes the ground is fouled or left spotless in alternating patches, as well as retaining the shade and scent of the creature as it was the moment it passed.

Combat
Scratch'n'sniff mindlessly flows around random objects, discoloring or scenting them, possibly even making small replicas, before moving on.

Engulf (Ex): Scratch'n'sniff can flow around a Tiny or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 10 reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the prestidigitation spell each round on the living spell's turn, and are considered to be grappled.

Prestidigitation (Sp): A creature hit by scratch'n'sniff's slam attack or engulfed by it have some random magical affect effect them automatically. It can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. It can create small objects (usually replicas of objects it passes over), but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Krimm_Blackleaf
2007-07-03, 07:51 PM
Scratch'n'sniff

I love it, thank you very much. :smallbiggrin:
But now I have one I just want to request for fun. I would like Optimus Prime (http://www.giantitp.com/forums/showthread.php?t=36463) with both the Half-Celestial and Paragon templates, despite how rule-breaking it might be.