Kymme
2012-02-16, 08:11 PM
Greetings Ladies and Gentlemen!
Explanation Below
I have recently decided that big, solo-type monsters aren't really EPIC enough for my current campaign. So I decided that i would create a new form of creature in D & D. A boss monster SO BIG that it couldn't be fought on an even playing field. If you didn't, it would most likely just stomp on you, then laugh about it.
So, these bosses are, statistics-wise, a creature so big that you could only engage parts of it at a time. These monsters would be represented by multiple stat blocks, one for each part that will interact with the PC's. Such as a monster that attacks the PC's when they are standing on a platform that is level to its belly button. The PC's would only be able to reliably stab its belly, while other, more vital parts are still out of reach. The monster would have a stat block for its arms and head, and a simple pool of hit points for its belly, and the monster would change its attacks depending on the level of hit points in it's belly pool. Having stats for its head and its arms would allow it more times to act on the inititve cound, and give it more times to do cool stuff. In short, the boss could be more CINIMATIC.
Sample Boss Monster: The Greviar!
An earsplitting roar emits from behind the iron shod portcullis. Then, with a loud cranking sound, the gate opens. Emerging from the gate is a creature of nightmares. The catlike creature is over 40 feet from head to tail tip, with bony ridges on its eyebrows and chin. A mechanical apparatus runs down from its false steel ear to its electric blue clockwork eye. Wires go from the eye to a pulsing blue tower grafted into its arched back. The tower has wires that connect to its left arm, which seems entirely mechanical, with hissing steam and screeching joints. Electricity dances along its entire body, emanating from the crackling tower.
Greviar Head
Large Magical Beast
HD 4d10+12 (40)
Speed --
Init: +3
AC 20; touch 12; flat-footed 17
(-1 size, +4 natural, +4 barding, +3 dex)
BAB +3; Grp +14
Attack Bite +6 (1d8+4, 20/x2 + electrifying touch) or
Attack Spit Spark +6 touch (3d8, 20/x2)
Full-Attack Bite +6 (1d8+4, 20/x2 + electrifying touch)
Space 10 ft.; Reach 30 ft.
Special Attacks Electrifying touch, improved grab
Special Qualities immune to death effects, electricity, DR 5/-, SR 14, shock points
Saves Fort +6 Ref +3 Will +7
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 12
Skills Spot +10, Listen +10
Feats Ability Focus (breath weapon), Improved Grapple
Greviar Arm (2)
Huge Magical Beast
HD 6d10+18 (48)
Speed --
Init: +0
AC 16; touch 8; flat-footed 16
(-2 size, +4 natural, +4 barding)
BAB +4; Grp +18
Attack Claw +10
(3d6+9, 20/x3 + electrifying touch)
Full-Attack Claw +10
(3d6+9, 20/x3 + electrifying touch)
Space 20 ft.; Reach 45 ft.
Special Attacks Forearm swipe, claw slam, electrifying touch
Special Qualities immune to: mind affecting ablilities, electricity, death effects, DR 5/-, SR 14
Saves Fort +12 Ref +9 Will +6
Abilities Str 22, Dex 10, Con 16, Int -, Wis -, Cha -
Skills none
Feats Improved Natural Attack, Weapon Focus (claw), Ability Focus (forearm swipe)
Environment Any Evil place
Organization none?
Challenge Rating 7
Treasure Triple Standard
Alignment CE
Advancement none
Level Adjustment none
The Greviar is the newest in large, hero-killing monstrosities for the upcoming evil overlord. It is manufactured by the Trizzet Empire, and shipped in large, frightening crates, to maximise the coolness of its unveilment.
Combat
Electrifying Touch (Su) The Greviar’s Natural attacks are infused with electricity, which arcs out whenever it attacks. The Greviar’s bite and claw attacks deal and extra 2d6 points of electricity damage.
Breath Weapon (Su) The electric engine that keeps the Greviar alive also gives it the ability to launch a 40 foot cone of electricity for two Shock Points. All within the cone take 4d8 points of electricity damage, reflex DC 20 for half.
Shock Points (Su) The electric engine on a Greviar’s back gives it the ability to use Shock Points. . These 15 Points can each be spent once per day in one of 3 ways, each as a full round action on the head’s turn. 1 point can be spent to charge the Greviar’s claws and teeth, activating electrifying touch until the Greviar Head’s next turn. 2 points can be spent to launch the Greviar’s breath weapon. If both the arms and the head spend a full round action, the Greviar can expend 3 Shock Points to heal 45 hit points to its head and arms.
Forearm Swipe (Ex) As a full round action, the Greviar Arm can designate a 30 foot cone in front of it. All those in the cone take 4d8+6 points of slashing and bludgeoning damage and are knocked prone, reflex DC 21 for half and negates prone.
Claw Slam (Ex) As a full round action, the Greviar Arm can designate a 10 foot by 10 foot space. All within take 4d8+6 points of damage and are knocked prone, reflex 19 for half and negates prone. The 10 foot square and all squares adjacent to it are now treated as difficult terrain.
Electrical Engine (Su) The Greviar’s electrical engine, located on its back has AC 18, and total cover from anyone in front of the Greviar. It has a hardness of 10, and 30 hp. The first time the engine is damaged, the Greviar losses 5 shock points and it’s spell resistance. Once the engine is destroyed, the Greviar immediately dies.
Also, rules for grabbing onto monsters (http://dnd-wiki.org/wiki/Races_of_War_(3.5e_Sourcebook)/Advanced_Combat#Special_Attack_Actions) (integral to the system)
So, now that I've said all of that, does anyone have any feedback? Any tips or oversights I might have made? I intend to man-up and submit a stat block for the Playground to judge, but for the time being, I'm still working on it.
So, in other words, post away!
Explanation Below
I have recently decided that big, solo-type monsters aren't really EPIC enough for my current campaign. So I decided that i would create a new form of creature in D & D. A boss monster SO BIG that it couldn't be fought on an even playing field. If you didn't, it would most likely just stomp on you, then laugh about it.
So, these bosses are, statistics-wise, a creature so big that you could only engage parts of it at a time. These monsters would be represented by multiple stat blocks, one for each part that will interact with the PC's. Such as a monster that attacks the PC's when they are standing on a platform that is level to its belly button. The PC's would only be able to reliably stab its belly, while other, more vital parts are still out of reach. The monster would have a stat block for its arms and head, and a simple pool of hit points for its belly, and the monster would change its attacks depending on the level of hit points in it's belly pool. Having stats for its head and its arms would allow it more times to act on the inititve cound, and give it more times to do cool stuff. In short, the boss could be more CINIMATIC.
Sample Boss Monster: The Greviar!
An earsplitting roar emits from behind the iron shod portcullis. Then, with a loud cranking sound, the gate opens. Emerging from the gate is a creature of nightmares. The catlike creature is over 40 feet from head to tail tip, with bony ridges on its eyebrows and chin. A mechanical apparatus runs down from its false steel ear to its electric blue clockwork eye. Wires go from the eye to a pulsing blue tower grafted into its arched back. The tower has wires that connect to its left arm, which seems entirely mechanical, with hissing steam and screeching joints. Electricity dances along its entire body, emanating from the crackling tower.
Greviar Head
Large Magical Beast
HD 4d10+12 (40)
Speed --
Init: +3
AC 20; touch 12; flat-footed 17
(-1 size, +4 natural, +4 barding, +3 dex)
BAB +3; Grp +14
Attack Bite +6 (1d8+4, 20/x2 + electrifying touch) or
Attack Spit Spark +6 touch (3d8, 20/x2)
Full-Attack Bite +6 (1d8+4, 20/x2 + electrifying touch)
Space 10 ft.; Reach 30 ft.
Special Attacks Electrifying touch, improved grab
Special Qualities immune to death effects, electricity, DR 5/-, SR 14, shock points
Saves Fort +6 Ref +3 Will +7
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 12
Skills Spot +10, Listen +10
Feats Ability Focus (breath weapon), Improved Grapple
Greviar Arm (2)
Huge Magical Beast
HD 6d10+18 (48)
Speed --
Init: +0
AC 16; touch 8; flat-footed 16
(-2 size, +4 natural, +4 barding)
BAB +4; Grp +18
Attack Claw +10
(3d6+9, 20/x3 + electrifying touch)
Full-Attack Claw +10
(3d6+9, 20/x3 + electrifying touch)
Space 20 ft.; Reach 45 ft.
Special Attacks Forearm swipe, claw slam, electrifying touch
Special Qualities immune to: mind affecting ablilities, electricity, death effects, DR 5/-, SR 14
Saves Fort +12 Ref +9 Will +6
Abilities Str 22, Dex 10, Con 16, Int -, Wis -, Cha -
Skills none
Feats Improved Natural Attack, Weapon Focus (claw), Ability Focus (forearm swipe)
Environment Any Evil place
Organization none?
Challenge Rating 7
Treasure Triple Standard
Alignment CE
Advancement none
Level Adjustment none
The Greviar is the newest in large, hero-killing monstrosities for the upcoming evil overlord. It is manufactured by the Trizzet Empire, and shipped in large, frightening crates, to maximise the coolness of its unveilment.
Combat
Electrifying Touch (Su) The Greviar’s Natural attacks are infused with electricity, which arcs out whenever it attacks. The Greviar’s bite and claw attacks deal and extra 2d6 points of electricity damage.
Breath Weapon (Su) The electric engine that keeps the Greviar alive also gives it the ability to launch a 40 foot cone of electricity for two Shock Points. All within the cone take 4d8 points of electricity damage, reflex DC 20 for half.
Shock Points (Su) The electric engine on a Greviar’s back gives it the ability to use Shock Points. . These 15 Points can each be spent once per day in one of 3 ways, each as a full round action on the head’s turn. 1 point can be spent to charge the Greviar’s claws and teeth, activating electrifying touch until the Greviar Head’s next turn. 2 points can be spent to launch the Greviar’s breath weapon. If both the arms and the head spend a full round action, the Greviar can expend 3 Shock Points to heal 45 hit points to its head and arms.
Forearm Swipe (Ex) As a full round action, the Greviar Arm can designate a 30 foot cone in front of it. All those in the cone take 4d8+6 points of slashing and bludgeoning damage and are knocked prone, reflex DC 21 for half and negates prone.
Claw Slam (Ex) As a full round action, the Greviar Arm can designate a 10 foot by 10 foot space. All within take 4d8+6 points of damage and are knocked prone, reflex 19 for half and negates prone. The 10 foot square and all squares adjacent to it are now treated as difficult terrain.
Electrical Engine (Su) The Greviar’s electrical engine, located on its back has AC 18, and total cover from anyone in front of the Greviar. It has a hardness of 10, and 30 hp. The first time the engine is damaged, the Greviar losses 5 shock points and it’s spell resistance. Once the engine is destroyed, the Greviar immediately dies.
Also, rules for grabbing onto monsters (http://dnd-wiki.org/wiki/Races_of_War_(3.5e_Sourcebook)/Advanced_Combat#Special_Attack_Actions) (integral to the system)
So, now that I've said all of that, does anyone have any feedback? Any tips or oversights I might have made? I intend to man-up and submit a stat block for the Playground to judge, but for the time being, I'm still working on it.
So, in other words, post away!