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Barbarian Horde
2015-07-13, 10:10 PM
Need to find out if I need to adjust this any. If it's to op I'm willing to consider suggestions. Right now the party is level 11. Every member prob has spent about 200,000 in gold in items or total networth at least. 7 members in this group.

Gargantuan Greater Fire Shard
Size/Type: Gargantuan Elemental (Fire, Extraplanar)
Hit Dice: 23d10+207 (322 hp)
Initiative: +7
Speed: 50 ft.
Fly Speed: 10ft (Perfect)
Armor Class: 38 (+3 Dex, +15 natural), touch 13, flat-footed 25
Base Attack/Grapple: +20/+19 / +11
Attack: Scorching Slam +23 (1d6+3) (5d6(Extreme Heat) plus 3d6 fire)
Full Attack: Scorching Slam +10/+9 attack (5d6(Extreme Heat) plus 3d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Burn, Alter Physiology, Debilitating Aura
Special Qualities: Tremor Sense 30ft, Darkvision 60ft, elemental traits, immunity to fire, vulnerability to cold, DR 20/cold
Saves: Fort +15, Ref +15, Will +17
Abilities: Str 16, Dex 17, Con 28, Int 21, Wis 11, Cha 11
Skills: Listen +3, Spot +4, Move Silently +15,
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: --
Treasure: None
Alignment: Usually neutral
Advancement: 23 HD (Gargantuan)
Level Adjustment: —

Alter Physiology (Ex): A creature with this ability
can change the physiology of its minions, giving them
enormous strength and speed at the eventual cost
of their lives. As a standard action, the creature can
send a telepathic command to any number of minions
within 50 feet. The affected minions gain +4 Strength,
+4 Constitution, and -2 AC, and are affected as by a
haste spell (for a net -1 to AC), but take 1d3 points of
damage every round thereafter. The process cannot be
reversed. As the minions dissolve internally, their structure
turns colorless and flakes away, before they are reduced
to dust. Source: Monster Geographica
Underground-Brood Mother Vylar, Greater Vylar




Burn (Ex): A fire elemental’s slam attack deals
bludgeoning damage plus fire damage from the elemental’s flaming body. T
hose hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire.
The flame burns for 1d4 rounds.
The save DC varies with the elemental’s size (see the table below).
A burning creature can take a move action to put out the flame.
The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take
fire damage as though hit by the elemental’s attack, and also catch
on fire unless they succeed on a Reflex save. DC 25


Extreme Heat is untyped damage that is not considered fire damage.

Cluster Release (su): 3 times per a encounter a Greater Shard can release a cluster of smaller shards attached to itself. Range of 10ft/per HD Roll 3d4 to find out how many are released. Shards will Break apart randomly in a 30ft area. See below for statistics.

The cluster acts as the spell pyrotechnics when fired off for anyone that follows its release. DC 23 will save or be blinded by the flash it creates as the cluster begins to break apart into smaller shards. Following a fortitude save DC 19 or be deafened by the roar of the blast.

The shards will then embed them self into the ground. Players trying to locate them will need to roll a spot check in order to locate the shards. Check below to determine Lesser Shard Hide Check.

In the event that the main body dies, the clusters will die off in 1d4 rounds.


Debilitating Aura (Su): A creature with this ability
constantly radiates a field of debilitating energy in a 15-
foot radius. Any creature inside the field (except
others in the same family) must succeed on a Fortitude
save each round or be shaken so long as it remains
in the field. The effect wears off of a victim 1d4 rounds
after the creature dies or the victim leaves the area of
effect. Debilitating aura is a necromantic effect. The save
DC is Constitution-based. Source: Monster Geographica
Underground-Grimvole, Grim Master Grimvole.
DC 19 Fort save


Lesser Fire Shard (land mines)
Size/Type: Diminutive Elemental (Fire, Extraplanar)
Hit Dice: 2d8+6 (14 hp)
Initiative: +7
Speed: 15 ft.
Fly Speed: 5ft (Perfect) (Bouncing Betty)
Armor Class: 42(+5 Dex, +15 natural, +2 Size), touch 15, flat-footed 27
Base Attack/Grapple: +18/+20
Attack: Slam attack +21(1d6+1)
Full Attack: Slam attack +21 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adhesive , Lethal Resonance, Shard Burst
Special Qualities: Tremor Sense 30ft, Darkvision 60ft, elemental traits, immunity to fire, vulnerability to cold, DR 5/cold
Saves: Fort +12, Ref +12, Will +14
Abilities: Str 12, Dex 20, Con 22, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4, Move Silently +21, Hide +15
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Environment: Elemental Plane of Fire
Organization: Lives in clusters, singles out targets
Challenge Rating: --
Treasure: Crude Gems
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —
Tactics: Shards will hide itself in the ground like mines. When three or more players enter a 20ft radius of a shard, that shard will rise and attempt to grapple itself onto a player if a player is within reach.

Lethal Resonance (Su):
Whenever two or more Lesser Shards are within 20 feet of each other, they can work together to create a lethal shock wave by resonating with each other. This effect has a radius of 20 feet, centered on any one contributing Shard. The shock deals 2d8 points of sonic damage for each shard contributing to it, to a maximum of 12d8. A Reflex save (DC 15 + number of Shards contributing) reduces the damage by half.

Adhesive (Ex): A creature with the adhesive
extraordinary ability exudes a thick slime that acts
as a powerful adhesive, holding fast any creatures
or items that touch it. An adhesive-covered creature
automatically grapples any creature it hits with its
slam attack. Opponents so grappled cannot get free
while the creature is alive without removing the
adhesive first.
A weapon that strikes an adhesive-coated creature
is stuck fast unless the wielder succeeds on a Reflex
save. A successful Strength check is needed to pry it
off. The Reflex save is Strength-based.
Strong alcohol dissolves the adhesive, but the creature
still can grapple normally. A creature can dissolve its
adhesive at will, and the substance breaks down 5 rounds
after the creature dies. Source: SRD-Mimic.

23 strength check to remove
25 Reflex to avoid adhesive

Shard Burst (su):When a shard is reduced to 0 or less hit points it will combust into fragments doing 2d6 piercing damage in a 10 ft. area of effect. Any creature struck by this attack takes on bleeding status losing 1 hp a turn. If struck by shards from a difference source, the bleeding effect will stack as a cumulative bonus. Each additional shard source will cause 1 additional point of bleeding damage. Base heal check is 15. For each additional shard that is applied to a subject the DC increases by 1.