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View Full Version : E6 variants of high level monsters



Yora
2011-06-12, 08:52 AM
I'm working on an E6 setting, but many cool and iconic monsters are just too strong and powerful to use them in an E6 game, except maybe as solitary epic bosses. So I've been doing some downgrading on several iconic monsters I'd want to use, but need to be smaller to make good opponent for an E6 party.

Some may remember an earlier attempt at making low-level golems of which I will post an updated version later on. When you have some high level monsters adjusted for an E6 campaign, please post them here as well.

Giants
Giants are very easy to do, as they lack any special abilities and only have HD and Strength as variables. For my homebrew setting, these giants are monstrous humanoids, but this really just causes a slightly increased BAB.

Ogre (CR 3)
Large Monstrous Humanoid
Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2
---
AC 16, touch 8, flat-footed 16 (-1 size, -1 Dex, +3 armor, +5 natural)
hp 29 (4 HD)
Fort +6, Ref +0, Will +1
---
Speed 30 ft., base speed 40 ft.
Melee large greatclub +9 (2d8+7) or
Ranged large javelin +2 (1d8+5)
Base Atk +4; Grp +13
Space 10 ft.; Reach 10 ft.
---
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +5, Listen +2, Spot +2
Possessions greatclub, spear, hide armor

Hill Giant (CR 6)
Large Monstrous Humanoid
Init -1; Senses low-light vision; Listen +6, Spot +6
---
AC 17, touch 8, flat-footed 17 (-1 size, -1 Dex, +3 armor, +6 natural)
hp 50 (8 HD)
Fort +9, Ref +1, Will +3
---
Speed 30 ft., base speed 40 ft.
Melee large greatclub +13/+8 (2d8+9) or
Melee large greatclub +8/+3 (2d8+19) or
Melee slam +13/+8 (1d4+6)
Ranged rock +7/+2 (2d6+6)
Base Atk +8; Grp +18
Space 10 ft.; Reach 10 ft.
Atk Options Cleave, Improved Sunder, Power Attack
Special Actions rock throwing (120 ft.)
---
Abilities Str 23, Dex 9, Con 17, Int 10, Wis 12, Cha 11
SQ rock catching
Feats Cleave, Improved Sunder, Power Attack
Skills Climb +9, Jump +9, Listen +6, Spot +6
Possessions greatclub, hide armor
---
Rock Catching (Ex) A giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) Giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A hill giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 feet.

Frost Giant (CR 7)
Large Monstrous Humanoid
Init -1; Senses low-light vision; Listen +7, Spot +7
---
AC 19, touch 8, flat-footed 19 (-1 size, -1 Dex, +4 armor, +7 natural)
hp 85 (10 HD)
Fort +11, Ref +2, Will +4
Weakness -4 on saves against heat dangers
---
Speed 40 ft.
Melee large greataxe +16/+11/+6 (3d6+10/x3) or
Melee large greatclub +11/+6/+1 (3d6+20/x3) or
Melee slam +16/+11/+6 (1d4+7)
Ranged rock +9/+4/-1 (2d6+7)
Base Atk +10; Grp +21
Space 10 ft.; Reach 10 ft.
Atk Options Cleave, Great Cleave, Improved Sunder, Power Attack
Special Actions rock throwing (120 ft.)
---
Abilities Str 25, Dex 9, Con 19, Int 10, Wis 12, Cha 11
SQ cold endurance, rock catching
Feats Cleave, Great Cleave, Improved Sunder, Power Attack
Skills Climb +12, Jump +16, Listen +7, Spot +7
Possessions greataxe, chain shirt
---
Cold Endurance (Ex) Frost giants can exist comfortably in conditions down to -20°C without having to make Fortitude saves. They also gain a +2 bonus on saving throws against cold effects.
Rock Catching (Ex) A giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) Giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 feet.

Fire Giant (CR 8)
Large Monstrous Humanoid
Init -1; Senses low-light vision; Listen +8, Spot +8
---
AC 20, touch 8, flat-footed 20 (-1 size, -1 Dex, +4 armor, +8 natural)
hp 102 (12 HD)
Fort +12, Ref +3, Will +5
Weakness -4 on saves against heat dangers
---
Speed 40 ft.
Melee large greatsword +19/+14/+9 (3d6+12) or
Melee large greatsword +14/+9/+4 (3d6+22) or
Melee slam +19/+14/+9 (1d4+8)
Ranged rock +11/+6/+1 (2d6+8)
Base Atk +12; Grp +24
Space 10 ft.; Reach 10 ft.
Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Special Actions rock throwing (120 ft.)
---
Abilities Str 27, Dex 9, Con 19, Int 10, Wis 12, Cha 11
SQ rock catching
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Skills Climb +14, Jump +18, Listen +8, Spot +8
Possessions greatsword, chain shirt
---
Heat Endurance (Ex) Fire giants can exist comfortably in conditions up to 50°C without having to make Fortitude saves. They also gain a +2 bonus on saving throws against fire effects.
Rock Catching (Ex) A giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) Giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A fire giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 feet.

Mountain Giant (CR 9)
Large Monstrous Humanoid
Init -1; Senses low-light vision; Listen +9, Spot +9
---
AC 20, touch 8, flat-footed 20 (-1 size, -1 Dex, +3 armor, +9 natural)
hp 133 (14 HD)
Fort +14, Ref +3, Will +5
---
Speed 30 ft., base speed 40 ft.
Melee large greatclub +22/+17/+12 (2d8+13) or
Melee large greatclub +17/+12/+7 (2d6+23) or
Melee slam +22/+17/+12 (1d4+9)
Ranged rock +14/+9/+4 (2d8+9)
Base Atk +15; Grp +27
Space 10 ft.; Reach 10 ft.
Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Special Actions rock throwing (180 ft.)
---
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 12, Cha 11
SQ rock catching
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Skills Climb +15, Jump +15, Listen +9, Spot +9
Possessions greatclub, hide armor
---
Rock Catching (Ex) A giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) Giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A mountain giant can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments of 180 feet.

Mulletmanalive
2011-06-12, 01:07 PM
I'm not convinced they need to be quite this small. I once tried a party of 4th level characters against a 4 HDhuge giant with good stats and they beat it on the second try...[first time, they actually tried to go toe to toe with it...]