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Thread: The Elemental Plane of Flesh!

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Node, Muscular
    Colossal Elemental (Flesh, Extraplanar)
    Hit Dice: 15d8+120 (187HP)
    Initiative: +2
    Speed: 30’ (6 squares), Climb 30’ (6 squares)
    Armor Class: 19 (-8 size, +2 Dex, +15 natural); touch 4; flat-footed 17
    Base Attack/Grapple: +11/+47
    Attack: Slam +23 melee (4d6+20)
    Full Attack: 2 Slams +23 melee (4d6+20)
    Space/Reach: 30’/25’
    Special Attacks: Improved Grab, Throw
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2, Regeneration
    Saves: Fort +13, Ref +11, Will +5
    Abilities: Str 50 (+20), Dex 14 (+2), Con 26 (+8), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Climb +26, Jump +23, Tumble +11
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 14
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 16-20 HP (Colossal)
    Level Adjustment: N/A

    A towering monstrosity of muscle & sinew, this creature is vaguely shaped like a mighty ape. The entire surrounding area shakes & quivers with each step of this dull, hulking beast. Its skinless body pulses with barely-contained physical power.

    The larger cousins of the Ligamentals, these colossal beasts are the literal movers & shakers of the Flesh Plane. Their function is to lift, push & haul around objects that are too large for anything else in the plane-body to handle.

    The simian body of a Muscular Node lacks skin, bones, & any normal bodily organs. It is composed entirely of muscle tissue &, as such, is frighteningly strong. Their vigor & stamina are virtually unparalleled, but their wits are almost nonexistent, so they mostly just wander aimlessly unless ordered around by other (more wise) native elementals.

    A Muscular Node is about 80’ across & weighs about 150 tons. It speaks Corpan, but not much.

    • Improved Grab (Ex): to use this ability, a Muscular Node must hit with a 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 & can Throw

    • Throw (Ex): a Muscular Node can throw any creature (up to Huge size) it has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + a Muscular Node’s Strength modifier (+20); a Muscular Node will lift a grappled creature (1d4Χ5’) + 20’ above the ground before throwing

    • Regeneration (Ex): fire & acid deal normal damage to a Muscular Node, while all other damage is halved (50%); if a Muscular Node loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
    Last edited by Zeta Kai; 2007-08-21 at 08:24 PM.