View Single Post

Thread: Monstrous NPCs

  1. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Monstrous NPCs (WIP)

    The rules say that an evil cleric can't command more undead than his level, but don't specify cleric level or character level. This beast takes advantage of that loophole to command armies of lacedons and spectral sailors that in turn create more undead. Coastal towns live in terror of the monster, and know that if they don't offer ships laden with treasure as tribute they'll be next to join the undead army.

    Benthic Behemoth (Kraken Cleric 16th)

    GARGANTUAN MAGICAL BEAST (Aquatic)
    Hit Dice: 20d10+16d8+396 (578 hp)
    Initiative: +7
    Speed: Swim 20 ft. (4 squares)
    Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
    Base Attack/Grapple: +32/+46
    Attack: Tentacle +40 melee (2d8+12/19-20)
    Full Attack: 2 tentacles +40 melee (2d8+12/19-20) and 6 arms +38 melee (1d6+6) and bite +38 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, spells, spontaneous casting, rebuke undead 7/day
    Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities
    Saves: Fort +35, Ref +20, Will +27
    Abilities: Str 34, Dex 12, Con 32, Int 24, Wis 28, Cha 18
    Skills: Concentration +50, Diplomacy +6, Hide -12, Intimidate +43, Knowledge (arcana) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (nature) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +48, Sense Motive +48, Spellcraft +48, Spot +48, Survival +14 (+16 aboveground, to avoid hazards/being lost, or on other planes), Swim +20, Use Magic Device +43 (+45 scrolls)
    Feats: Blind-Fight, Combat Expertise, Eschew Materials, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Improved Trip, Improved Turning, Iron Will, Lightning Reflexes, Multiattack, MultigrabSK, Practiced Spellcaster (cleric)CD
    Environment: Temperate aquatic
    Organization: Solitary (plus commanded lacedon packs and spectre swarms)
    Challenge Rating: 20
    Treasure: Triple standard
    Alignment: Usually neutral evil
    Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
    Level Adjustment: -
    CDComplete Divine
    SKSerpent Kingdoms

    Benthic behemoths are the mightiest krakens, reigning over undersea kingdoms of undead for the glory of their alien gods. They demand tribute from passing ships and coastal towns, claiming lordship not only of the seas but also all bordering lands. Wise mortals are quick to accede to a behemoth's demands, lest the creature send its armies forth to scour all life from the seas and beyond -swelling the ranks of its troops in the process!

    Benthic behemoths speak Common, Aquan, Abyssal, and Infernal.

    A benthic behemoth rarely deigns to enter combat directly, preferring to let their undead minions deal with the tedium of combat or to teach a lesson to their mortal "subjects". When enraged or personally affronted they are a terrible sight - laying waste to all around them with their might and magic. They are quite capable of venturing overland through wind walk spells and other magical means.

    Combat Abilities
    Cleric Domains
    Death (death touch), Water (rebuke water creatures, turn fire creatures).

    Constrict (Ex)

    A benthic behemoth deals automatic arm or tentacle damage with a successful grapple check.

    Improved Grab (Ex)
    To use this ability, the benthic behemoth 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.

    Ink Cloud (Ex)
    A benthic behemoth 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 benthic behemoth normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

    Jet (Ex)
    A benthic 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.

    Rebuke Undead
    Note that a benthic behemoth gains a +2 bonus on turning checks due to it's ranks in Knowledge (religion). A typical benthic behemoth commands 36 Hit Dice worth of lacedons and spectres it has created through the create undead and create greater undead spells, and through them controls any spawn they create.

    Skills
    A benthic behemoth 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.

    Spells
    Caster level 20th.
    Typical cleric spells prepared (6/9/8/8/7/7/5/5/4; save DC 19 + spell level)
    0-cure minor wounds (2), detect magic, guidance, read magic, resistance; 1st-comprehend languages, cure light wounds, deathwatch, detect good, divine favour, entropic shield, obscuring mist*, protection from good, shield of faith; 2nd—augury, darkness, desecrate, fog cloud*, lesser restoration, resist energy (2), spiritual weapon,; 3rd—bestow curse (4), prayer, speak with dead, water breathing*^, wind wall; 4th— death ward*, dimensional anchor, dismissal, divination, divine power, freedom of movement, tongues; 5th-dispel good, flame strike, righteous might, scrying, slay living*, spell resistance, true seeing; 6th-blade barrier, cone of cold*, greater dispel magic, heal, word of recall; 7th-acid fog*, blasphemy, destruction, regenerate (2); 8th-antimagic shell, greater planar ally, horrid wilting*, unholy aura
    *Domain spell. Domains: Death and Water.
    ^Allows the benthic behemoth to breathe air.

    Spell-Like Abilities
    1/day—control weather, control winds, dominate animal (DC 17), resist energy. Caster level 9th. The save DC is Charisma-based.

    Spontaneous Casting
    An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
    Last edited by rferries; 2017-07-05 at 01:02 AM.