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    Harperfan7's Avatar

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    Dec 2008
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    Default Re: Let's build an Epic Dungeon! Design Stage: Brainstorm!

    Boneguard - monster
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    Boneguard
    Large Undead
    Hit Dice: 6d12 (39hp)
    Initiative: +4
    Speed: 30ft.
    AC: 11 (-1 Size, +2 Natural)
    Base Attack/Grapple: +3/+11
    Attack: Claw +6 (2d6+4 x4)
    Full Attack: 2 Claws +6 (2d6+4 x4) and Bite +4 (1d8+2 x3)
    Space/Reach: 10ft./10ft.
    Special Attacks: Rend (2d6+6)
    Special Qualities: Immune to cold, DR 5/magic & bludgeoning, darkvision 60ft., undead traits
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 18, Dex 10, Con -, Int -, Wis 10, Cha 1
    Feats: Improved Initiative, Improved Natural Attack (Claw), Improved Natural Attack (Bite), Multi-attack
    CR: 5ish
    Alignment: Always Neutral Evil

    A bone guard is a large human shaped skeleton with two preying mantis scythe arms instead of human arms. Its skull has three sets of tiny horns and the creature sports two prominent saber fangs in addition to a mouth full of smaller, thinner fangs. It walks hunched forward. Small red flames burn in each eye socket.

    Rend (Ex): When a boneguard hits an enemy with both claw attacks in the same full attack action, it can rend.

    I estimate its about CR 4-5, so ...5?


    Apocalyptic Boneguard - Monster
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    Apocalyptic Boneguard
    Large Undead (Evil)
    Hit Dice: 14d12+70 (157hp)
    Initiative +6
    Speed: 30ft.
    AC: 19 (-1 Size, +3 Natural, +2 Dex, +5 Profane)
    Base Attack/Grapple: +7/+17
    Attack: Claw +12 (2d6+6+1 con damage x4)
    Full Attack: 2 Claws +12 (2d6+6+1 con damage x4) and Bite +10 (1d8+3+1d6 acid and poison x3)
    Space/Reach: 10ft.
    Special Attacks: Rend (2d6+9+1 con damage), smite good (+14 1/day), spell-like abilities, wounding claws
    Special Qualities: Immune to cold, acid resistance 10, electricity 10, fire 10, DR 10/good, magic, & bludgeoning, SR 24, turn resistance +2, unholy toughness, unholy grace, frightful presence, dark vision 60ft., undead traits
    Saves: Fort +3, Ref +5, Will +9
    Abilities: Str 22, Dex 14, Con -, Int 14, Wis 10, Cha 20
    Skills: Concentration +22, Intimidate +22, Hide +15, Listen +17, Move Silently +19, Spot +17
    Feats: Improved Initiative, Improved Natural Attack (Claw), Improved Natural Attack (Bite), Multi-attack, Ability Focus (Poison), Quicken Spell-like Ability (Burning Blood)
    CR: 9ish
    Alignment: Always Neutral Evil

    An apocalyptic boneguard is a large human shaped skeleton with crimson red bones, two prey mantis scythe arms instead of human arms, a skull ringed in tiny horns, and a fanged mouth with two prominent saber fangs that drip caustic black venom, and a black pentagram on its forehead. It walks hunched forward. Its eye sockets are alight with black flame and have smaller and brighter green or violet flames inside the larger flames.
    An apocalyptic boneguard speaks abyssal, infernal, and celestial.

    An apocalyptic boneguard usually surrounds itself with weaker undead to serve as fodder during battle while the boneguard uses its spell-like abilities before wading into melee itself. Given its stealth and perception abilities, an apocalyptic boneguard will often prepare the battlefield ahead of time. It will usually instigate a duel of wills with an opponent if given the opportunity before battle.

    Only cultists that seek the end of the world bring apocalyptic boneguards into it. Even necromancers are leery of them. They exist only to separate souls from bodies

    Rend (Ex): When an apocalyptic boneguard hits an enemy with both claw attacks in the same full attack action, it can rend.

    Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 con, secondary damage 1d6 con

    Smite Good (Su): Once per day an apocalyptic boneguard may smite good with a single attack (usually a bite).

    Spell-like abilities: As Sorcerer (CL 14th): 3/day: Darkness, Poison, Unholy Aura, Burning Blood. 1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Fire Shield (warm only, same color as flame pupils).

    Wounding Claws (Su): An apocalyptic boneguards claws are treated as if they have the wounding weapon enhancement.

    Frightful Presence (Ex): When attacking, DC 22, 30ft., 5d6 rounds.

    Unholy Toughness (Ex): Bonus hit points equal to Cha mod x HD.

    Unholy Grace (Ex): Profane bonus to AC equal to Cha mod.

    I estimate its about CR 9, so...9?


    My shout out to icewind dale I & II.

    EDIT: Why don't we use the crystal (my sig)? They are something like 20-epic. Maybe they could be whats left of the circle of archmages, or conversely, agents of the BBEG.

    The Crystal(s) - Monster
    The Crystal(s)
    20+


    Didn't mean to double post...
    Last edited by Harperfan7; 2010-02-08 at 06:50 PM.