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  1. - Top - End - #1
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    The Vorpal Tribble's Avatar

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    Lightbulb GITP Monster Competition XXII: Beings of Legend II

    Beings of Legend II



    This foe is beyond any of you... RUN!


    Stories are told of legendary beings. Spread by word of mouth around the fire, sung in great halls, or whispered in the dark of night. Some are told to be as majestic as the setting sun, others darker and more ominous than a rumbling thunderhead. Whether terrifying or comforting, immense in stature or unimpressive to the eye, they compel both awe and wonder. Gather around and hear their tale...


    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/


    The contest begins with the posting of this thread and will continue until Noon of June 24th (EST).

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.

    Rules

    1. You will be creating a 'unique' D&D monster. This contest will be a little different, so read on carefully. This contest requires two things.

    I. All entries this month must be Epic-leveled. Any beings whose Challenge Rating is 21 or higher is considered an epic creature. For the purpose of the contest this does not include deities or demi-gods of any kind, though their avatars are allowed.

    For rules on Epic-levels click here.

    Basically there is little difference in monster making except epic creatures may now take epic feats and gain special types of qualities and abilities, for example, damage reduction 10/epic.

    II. All entries must also be done as an Epic. This means that along with the creature's stats and ability a short story, poem, saga, etc., must be written to go along with it.

    Creature and Epic will be voted on separately, one for the best creature and the other for the most well-done story.

    Sample Epic Creatures
    Dattar
    Death

    2. The entry must include name, complete stat-block, physical description, epic-type background, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.

    3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

    4. Post all entries on this thread. Any and All Comments and discussions will take place on a separate thread here.

    5. One entry per participant.

    6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

    7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.

  2. - Top - End - #2
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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    Vorpal Tribble's Guide To Making Monsters

    As well, here is the epic 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.

    -=-=-=-

    Name

    <Size> <Type>
    Hit Dice:
    Initiative:
    Speed:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Epic Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:


    Description/background/characteristics

    Combat


    -=-=-=-=-=-=-

    Lore

    Plot Hook/Story

  3. - Top - End - #3
    Troll in the Playground
     
    BisectedBrioche's Avatar

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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    Spoiler
    Show

    One thousand years ago,
    A druid sat in contemplation
    He felt he knew all he needed to know
    But he had a few frustrations

    "The corpses of trees
    Litter the land
    Used to shelter these...
    fools, rather than stand!"

    These words sat in his mind
    Holding all that think in contempt
    Hating of all elf, dwarf and mankind
    And decided no-one would be exempt

    So he animated groups of trees
    And headed for a nearby settlement
    He would bring the town to its knees
    And force the enemies of nature to repent

    But he had isolated himself for some time
    And because of this he was unaware
    That divination had preempted his crime
    So he was set upon as he left his lair

    After his wooden minions were reduced to ashes
    He was taken back to his target by his captors
    To be tried and punished by the druids and mages
    Alongside thieves, murderers and swindlers

    Although he harmed no-one, his plans were clear
    The druids pleaded that he be given another chance
    And the mages called for his death out of fear
    And requested that he hang from a tree branch

    The druids argued in his favour but then found
    That he had learned an ancient ritual
    That none who's anger was so pronounced
    Should be able to recall, so he felt the rope's pull

    It should have ended there
    With the misanthrope's death
    But his sheer anger flared
    And revenge was in his last breath

    The lower plains where his soul
    Ended up being trapped
    Were not enough to hold
    His love of nature or his wrath

    Through force of will and rage
    Found his way back to a forest
    And so he stayed there for an age
    Where taint made monsters flourish

    As this demon matured among nature
    It showed the traits of a fey
    So it became both a guardian and traitor
    To the land to which it once obeyed

    Then one day the creature
    Left its forest to (for nature) reclaim
    The village towards which he was bitter
    As the day his execution left him inflamed

    After many years of searching
    He found the village, now a city
    Near an entrance he began digging
    Burying a tablet, feeling no pity

    Then over a few days he prepared his plan
    Stealing gems, drawing runes
    And though some suspected he was no man
    They were dismissed as paranoid loons

    Finally after five years had passed
    Since he left the dark forest as a demon
    He was ready for a revenge to last
    And cover the land in aspen

    So over five hours strange things occurred
    Plants grew quickly and animals unruly
    But the worst was to come when the ground ruptured
    And small trees littered the ground immediatly

    Although they were distressed and scared
    No-one could bring themselves to leave
    There was an enchantment keeping them there
    So they stayed with the growing trees

    After a week had passed he was done
    Woruldoomwere was now his name
    And the land boasted a city of workmen
    A dark forest covered the same


    Woruldoomwere* (Also known as the Bailiff of Nature)
    Size/Type: Medium Outsider (Evil)
    Hit Dice: 50d8+850 (1075 hp)
    Initiative: +8
    Speed: 30ft. (6 squares per round); Flight 40 ft. (good)
    Armor Class: 38, touch 18, flat-footed 30 (+8 dex, +20 natural)
    Base Attack/Grapple: +50/+61
    Attack: Claws +61 melee (1d8+11)
    Full Attack: 2 Claws +61 melee (1d8+11)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Druid Spells, Back To Nature, Mark of Nature's Enemy
    Special Qualities: Wild Shape, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Venom Immunity, A Thousand Faces, Reclaim Urban Land
    Saves: Fort +44, Ref +35, Will +39
    Abilities: Str 32, Dex 26, Con 45, Int 15, Wis 35, Cha 20
    Skills: Knowledge (nature) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis). Maxed out to 53
    Feats: Natural Spell, Run, Scribe Scroll, Wingover, Hover, Flyby Attack, Self-Sufficient, Negotiator, Improved Sunder, Power Attack, Spell Penetration, Track, Widen Spell, Maximise Spell, Widen Spell, Maximised Spell
    Environment: Urban, Temperate Forests, Tropical Forests
    Challenge Rating: 67
    Treasure: Double Standard
    Alignment: Neutral Evil

    *Pronounce it "Wur-ul-doom-wur"

    The Woruldoomwere is a strange mixture of traits from Fey and Evil outsiders. Superficially it resembles a heavily built human (although it still appears somewhat androgynous). Vines, thistles and bramble cover its body like clothes, culminating with thick, hairlike vines around its head which create a shadow that obscures its face, leaving only a pair of glowing eyes visible. On its back are a pair of wings, bat-like in shape but covered in thick green scales resembling leaves. It travels the world transforming any large settlements it can find into dense forests and its inhabitants into feral beast. Luckily it spends most of its time sealed away by good aligned druids or trapped by benevolent deities. If it escapes such bonds it will immediatly look for a city to "reclaim". It usually stays hidden (using its A Thousand Faces ability to disguise itself) in the city while it prepares for the ritual.

    Druid Spells (Sp) Woruldoomwere may cast spells as a level 20 druid (6 level0, 5 level 1, 5 level 2, 5 level 3, 5 level 4, 5 level 5, 4 level 6, 4 level 7, 4 level 8 and 4 level 9) from the Druid's spell list.

    Back To Nature (Ex) Whenever a creature with an intelligence score of 3 or higher takes damage from Woruldoomwere's claws they must make a DC 48 will save or suffer 1d4 points of intelligence drain. If they are within the range of the Reclaim Urban Land abilities effects (see below) they take a -2 penalty to this save. Any creature which has its intelligence drop below 2 gains the Beastiomorphic Template (see Reclaim Urban Land description below).

    Mark of Nature's Enemy Once per day Woruldoomwere may designate a living creature as an enemy of nature. They make a touch attack, if it hits then a runic symbol appears somewhere on the creature's skin. All creatures with the animal and plant types will automatically have a hostile attitude, creatures of these types with an intelligence score over 3 may make a DC 10 check every 10 minutes they spend in the subject's presence to retain their normal attitude. Druids will feel uncomfortable around the subject giving the subject a -2 to diplomacy and bluff checks towards them. The mark may be removed only by a remove curse, lesser wish or wish spell.

    Wild Shape The Woruldoomwere may use this as a level 18 druid can.

    Nature Sense As the Druid class feature.

    Wild Empathy As the Druid class feature.

    Woodland Stride As the Druid class feature.

    Trackless Step As the Druid class feature.

    Venom Immunity As the Druid class feature.

    A Thousand Faces As the Druid class feature.

    Reclaim Urban Land The Woruldoomwere may perform a ritual which slowly transforms an urban area, over the course of a week, into a dark forest. The effects over time are as follows;
    Spoiler
    Show
    First 5 hours: While the Woruldoomwere carries out the ritual plants will start growing at an increased rate and animals will become more "feral", any handle animal checks will take a -1 cumulative penalty (to a maximum of -3) per hour. If the Woruldoomwere is interrupted then the ritual fails and animals start to obey their masters again (plant growth is not reversed, however).

    5 to 24 hours Upon completion of the ritual all non-magical metal objects within the city limits are subject to the Transmute Metal to Wood spell. Anyone in the city is compulsed to stay in the area as per the Sympathy spell. Once every hour anyone within the city limits must make a DC 10 will save (Wisdom based) or take 1 point of intelligence drain. Anyone reduced to 2 intelligence gains the Beastiomorphic template and becomes a mindless animal. All plants will grow at several times their normal rate. Saplings will also appear (from nowhere) in the ground and start to grow into trees. Buildings will begin to decay as if they had been left unattended for centuries.

    2 to 4 days After the first day the sympathy effect wears off any intelligent creatures who have not succumbed to the intelligence draining effect are under no compulsion to stay, although the intelligence draining effects are still in place. Animals (including creatures who have gained the Beastiomorphic template) will spend more than a day in this area will have a 50% chance to gain the Fiendish template. By the end of the fourth day the forest will have become dark from the shade produced by the trees and an almost demonic air about it. Anyone who sleeps within the area has a 20% change of being affected by a Baleful Polymorph spell (treat the spell as if the Woruldoomwere was the caster).

    5-6 days The last traces of any buildings will disappear and all still human (or elven, dwarven, etc) residents of the city will have fled. Pets and livestock will have become feral or fled with (or without) their owners.

    7th day On the final day all enchantments brought about by the ritual will cease to affect the area, leaving it as a normal (albeit somewhat evil) forest.

    Counter measures The effects of the ritual can be reverse within the week it was cast by removing the stone tablets the Woruldoomwere will have buried at each entrance to the city. If more than a week has passed then the Woruldoomwere must be defeated and a wish spell cast to reverse the effects. Either way all the effects will reverse themselves at the same rate as they occurred until the city is returned to its original state.


    The ritual takes 5 hours, requires 10,000 gp in gems (recovered from the former possessions of the inhabitants of previously "reclaimed" areas) and the casting of the spells; Endure Elements, Speak with Animals, Wood Shape, Soften Earth and Stone, Control Plants, Sympathy and Animal Shapes. It must be cast in a specially prepared area of at least 50ft. squared somewhere in the center of the city. A specially calved tablet (made personally by the Woruldoomwere and brushed with its blood) must be buried at each entrance to the city. If the Woruldoomwere is interrupted during the ritual then it fails.

    Combat

    The Woruldoomwere will always enter combat when it perceives someone as an enemy of nature (which considering its warped definition could be absolutely anything sapient) unless it is trying to lie low and cast its Reclaim Urban Land ritual. It usually follows the following pattern;

    Preparation: The Woruldoomwere will cast any beneficial spells it has time for on itself. Typically Bears Strength, Cat's Grace and/or Foresight.

    1. First the Woruldoomwere will attempt to destroy anything "unnatural". Casting Transmute Metal to Wood.
    2. It then tries to scatter its opponents by using Fire Seeds, Reverse Gravity or another attack which affects an area.
    3. It will then attack any spell casters with its claws (possibly assuming another form with wild shape) hoping to lower their intelligence score.
    4. If the battle turns against it, the Woruldoomwere will either flee using Transport via Plants or use a Summon Natures Ally to keep its opponents busy while it heals itself.

    Lore

    {TABLE=head]DC|Lore
    20|Notes the presence of Fey and Outside traits
    30|Notes all legends relating to the creatures origins and abilities
    35|Reveals the effects of the Reclaim Urban Land ritual and its countermeasures.
    50|Clarifies which legends are real[/table]

    Plot Hooks

    • The PCs happen upon a forest which seems to have sprung up over night and decide to investigate.
    • The PCs are hired to rid a town/forest of its curse, to do this they must track down the demonic creature which first cursed it.
    • The PCs are hired to keep an eye on a suspicious man who has been linked to thefts and been seen loitering around the city gates.
    Last edited by BisectedBrioche; 2008-06-23 at 08:35 AM.
    Hi, I'm back, I guess. ^_^
    I cosplay and stream LPs of single player games on Twitch! Mon, Wed & Fri; currently playing: Fallout: New Vegas (Mon/Wed) and The Legend of Zelda: Oracle of Seasons (Thurs or Fri)

  4. - Top - End - #4
    Bugbear in the Playground
     
    Paragon Badger's Avatar

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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    -=-=-=-

    Watcher

    Large Outsider (Angel, Extraplanar, Good, Lawful)
    Hit Dice: 27d8+7 (310 HP)
    Initiative: +3
    Speed: 15 (3 squares)
    Armor Class: 32 (+3 Dex, +5 Breastplate, +15 Natural, -1 Size), touch 12, flat-footed 29
    Base Attack/Grapple: +27/+40
    Attack: +4 Throwing Halberd of Returning +39 melee (2d8+13/x3) or +4 Throwing Halberd of Returning +33 ranged (2d8+13/x3) or Wing +35 melee (3d6+4)
    Full Attack: +4 Throwing Halberd of Returning +39/+34/+29/+24 melee (2d8+13/x3) or +4 Throwing Halberd of Returning +33 ranged (2d8+13/x3) or 2 Wings +35 melee (4d6+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Legend Lore, Spell-like Abilities, Spells, Wing Guard
    Special Qualities: Darkvision 60 ft., Low-light vision, Immunity to acid, cold, and petrification, Protective aura, Resistance to electricity 10 and fire 10, Tongues
    Saves: Fort +22 (+26 against poison), Ref +18, Will +32
    Abilities: Str 28, Dex 16, Con 24, Int 36, Wis 32, Cha 30
    Skills: Appraise +44, Balance +30, Climb +36, Concentration +34, Craft(Any three) +44, Decipher Script +44, Gather Information +40, Handle Animal +40, Heal +41, Jump +49, Knowledge(Any four) +44, Preform +40, Sense Motive +41, Spellcraft +44, Survival +41
    Feats: Power Attack, Improved Bull Rush, Awesome Blow, Point Blank Shot, Far Shot, Iron Will, Skill Focus(Jump)
    Epic Feats: Epic Skill Focus(Jump), Epic Will, Legendary Leaper
    Environment: Mountains (Above clouds)
    Organization: Solitary or Pair
    Challenge Rating: 21
    Treasure: No coins; Triple Standard
    Alignment: Often Chaotic Good
    Advancement: 28+(Large)
    Level Adjustment:

    Watchers stand between 8 and 10 feet tall, and weigh about 500 pounds. Their metal wings weigh roughly 1500 pounds, and so the Watchers are always considered Moderately Encumbered, taken in account above.

    Taking the form of marble white-skinned humans or elves, they are usually draped in white robes over and beneath their armor. They wield a variety of weapons, though polearms seem to be the most favored.

    Often helpful to the rare few who breach their mountain defenses, they are eager to share their knowledge- and quick to punish the wicked.

    Combat

    A Watcher’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

    Watchers often use Legend Lore prior to, or at the start of combat, to try and recall information about their enemies. If successful, this gives them access to all of the character's known abilities... and they'll use that information.

    This is usually followed by Greater Scrying, in case enemies go beyond the Watcher's immediate vision.

    The Watchers have chosen their mountainous home very carefully. First, it is meant to be a challenge to those who wish to meet them. Second, it is a defense to those who wish to kill them. Watchers generally have no qualms about using Greater Dispel Magic on flying spellcasters.

    Even opponents who use Feather Fall may find themselves 1d12 x10 feet beneath the original battlefield- temporarily put out of commision whilst the Watcher deals with their comrades.

    Against-non spellcasters, a Watcher will often use Awesome Blow with each attack (including thrown halberds) since the rugged terrain of their mountain home usually means one fatal step could be your last.

    When weakened, the Watcher uses its Wing Guard as it uses up its healing spells.

    Legend Lore (Ex)
    As the spell, but as a free action.

    Spell-like Abilities:
    At will- Discern Location(Free action), Greater Scrying(Free action)(DC 28)

    The following abilities are always active on the Watcher’s person, as the spells (caster level 27th); detect evil, detect snares and pits, discern lies (DC 24), see invisibility, and true seeing. They can be dispelled, but the Watcher can reactivate them as a free action.

    Spells:
    Watchers can cast divine spells as 20th-level clerics. A Watcher has access to two of the following domains: Good, Knowledge, Law, Magic, or War (plus any others from its deity). The save DCs are Wisdom-based.

    Watcher spells per day; (6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1; save DC 21 + spell level)

    Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)

    Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

    Wing Guard (Ex): As a full-round action, the watcher folds its metal wings around its body, giving it total cover from all enemies outside of its space. The wings have an AC of 30 (+20 Natural), Damage Reduction 25/Epic, Resistence to all Energy types 20 and an HP of 602. The Watcher suffers half of any damage inflicted to its wings. The wings are considered to be of the Construct type. If the Wings are destroyed, the Watcher cannot use its Wing attacks, nor can it use the Wing Guard ability.

    Within the Guard, the watcher cannot move or attack enemies outside of its space, but it may continue casting spells, often using Greater Scrying to locate targets outside its shell.

    As a free action, the Watcher may dismiss the Guard and make a free Wing attack at its base attack bonus to all adjacent targets.

    -=-=-=-=-=-=-

    Lore

    In the beginning, there was but dust and ice. The fledgling goodly tribes were brought nigh to their extinction by what is now known as the lesser races; goblins and their ilk.

    The Gods, whose power came from their dwindling worshippers, seemed powerless to help- and refused to protect those who denounced them in their weakened state.

    Thus, it seemed that the world was doomed to suffer the will of beasts.

    One winter, seen as many to be their last, the goodly tribes huddled together for warmth, fearing what was to come. A brood of angels from up above, servants of the gods- looked down upon the hovels. Pitying the wretched mortals, the angels came down to the world and offered their gifts.

    The humans were taught of architecture and agriculture, and they came to found communities, which became great empires.

    The dwarves were taught of all the world’s metal, and they came to create the blade.

    The elves were taught of all the earth’s signs, and they came to read the stars and to speak with nature.

    The gnomes were taught of magic, and they came to summon all the arcane powers of the universe.

    The halflings were taught of all the denizens of the land, and they came to understand all the world’s perils.

    Content with their efforts, the angels returned to their plane, only to be condemned. For revealing such divine secrets, they were exiled- and henceforth became known as Watchers.

    They fell from the sky, and their beautiful blanched wings became unto iron, akin to the terrible weapons that they had taught the dwarves to create. Shamed, the Watchers retreated to the world’s highest mountains- living far above the clouds. There they lived, constantly carrying the burden of their metal wings. Though sorrowful, the Watchers had no regrets as they vowed to loom over their children for all eternity; ever vigilant and ever protective.

    It is said to be good luck whenever one happens upon a metal feather buried in the sand, that somewhere above the clouds, they are being watched...
    Last edited by Paragon Badger; 2008-06-15 at 11:34 PM.
    Paragon Badger (14 HP)
    Str 23, Dex 32, Con 30, Int 17, Wis 27, Cha 19
    AC: 33, Claw: +29 Melee (1d2+19)
    Body by Jake Army. Avatar by Kyace.

  5. - Top - End - #5
    Pixie in the Playground
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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    Seedling(sometimes called jack)

    medium outsider(sometimes incorporeal sometimes not)
    Hit Dice:1d10(initially)
    Initiative:0
    Speed: 10ft(2 squares)
    Armor Class: 10, 10 touch, 10 flat-footed
    Base Attack/Grapple:1/1
    Attack: fist 1, kick 1 (all initial, but have high potential to grow)
    Full Attack:2 fists + 1 kick
    Space/Reach:7 ft/7 ft
    Special Attacks: sweet-memories(1/month), sense memories
    Special Qualities: psychic-growth(1/hour), morphic-flesh(passive), revenge(passive)
    Saves: Fort +4, Ref +0, Will +0(initially)
    Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10(all initially)
    Skills: no skill
    Feats: no feat
    Epic Feats:gains gradually(great cha. great con. great int. great str. great wis. great dex.)
    Environment:anywhere
    Organization:just 1. its unique
    Challenge Rating:1/2(initially)
    Treasure:doesnt care about money
    Alignment:chaotic-evil(initially)
    Advancement:+1 to every save at every level


    Description
    humanoid without a face(just like a water elemental but with some kind of jelly-flesh), searching other organisms to know, to consume.
    Combat
    *approaches its victim with just walking
    *uses kick and fist combos
    especially uses its special attack and passive abilities.

    sense memories:
    senses top-10 experienced beings in the 1000-ft radius sphere around
    free-action
    infinite charge

    sweet-memories:
    no saving throw, no spell resistance
    free-action(1/month)
    gains experience points equal to victims's half exp.
    and if gains a new level by this way, then gains one of epic feats according to the victims highest stat(greater dex,greater cha,....)
    if there are 2 equal stats, then it is randomly chosen by each level.
    and also there is a chance(%5) to gain one of the supernatural abilites of victim(if has any)



    psychic-growth:
    1/hour(periodic)
    its a schizophrenic being
    the seedling dreams as if there is an enemy near and slays it(gaining some experience point that is equal to 1500 divided by seedling's level)
    this is peridoc so even in a real battle this can happen

    morphic-flesh:
    flesh answers environmental changes
    if seedling is hit by a fireball, then itsflesh becomes more resistant to fire(+1 permanent)
    if it is lightning then it becomes more resistant to electricity(+1 permanent)
    its same as all elements
    if it is a death-spell then it gains +1 spell resistance added(permanent) (if it survives)

    revenge:
    if the seedling dies, it releases a gas(from every hole it has, even from wounds) DC=10+constitution+level/2(fortitude save)

    those who fail the dc, become a potential seedling,start attacking nearby beings until theres only 1 potential seedling left.after this, potential seedling searches a safe place to evolve into seedling. inherits %10 experience of previous seedling. thats all.



    no emotions, no respect, no mercy.just jack.
    Last edited by tugrulbuyukisik; 2008-06-12 at 01:43 AM.

  6. - Top - End - #6
    Dwarf in the Playground
     
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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    Vastor

    Colossal Aberration
    Hit Dice: 50d8+665 (869 hp)
    Initiative: +7
    Speed: 0 ft. (0 squares)
    Armor Class: 39 (-8 size, +3 Dex, +34 natural), touch 5, flat-footed 36
    Base Attack/Grapple: +36/+73
    Attack: Bite +57 melee (4d8+31) or tentacle +55 melee (4d6+21)
    Full Attack: Bite +57 melee (4d8+31) and 20 tentacles +55 melee (4d6+21)
    Space/Reach: 100 ft./20 ft.
    Special Attacks: Alluring song, constrict 8d8+31, demiplanar gut, hypnotic gaze, improved grab, spell-like abilities, swallow whole
    Special Qualities: Damage reduction 20/epic, darkvision 2 miles, immunity to cold, disease, and poison, regeneration 45, spell resistance 42, telepathy 1 mile
    Saves: Fort +31, Ref +21, Will +32
    Abilities: Str 53, Dex 16, Con 37, Int 19, Wis 17, Cha 24
    Skills: Bluff +62, Concentration +66, Intimidate +62, Knowledge (religion) +57, Knowledge (the planes) +57, Sense Motive +56
    Feats: Ability Focus (alluring song), Ability Focus (hypnotic gaze), Combat Casting, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Multiattack, Toughness (5)
    Environment: The eastern headland of the island of Pahutu in the Great Southern Ocean
    Organization: Solitary
    Challenge Rating: 50
    Treasure: Quadruple standard
    Alignment: Chaotic evil
    Advancement:
    Level Adjustment:

    The headland before you seems oddly symmetrical, with two great arches, perfect matches of each other, just above the breaking waves. Gradually you begin to hear, faintly, in your mind's ear, a sweet song from somewhere in the depths.
    -OR- if the PCs are approaching underwater:
    The rocks looming out of the depths form the shape of an immense face, with two huge opal eyes whose brows break the water's surface far above, and an immense fish-like maw, sixty feet or more across, fringed with long writhing tentacles. As the eyes focus on you you hear a strange, alien, but oddly alluring song in the back of your head...

    Strictly speaking, the above statistics apply only to the face of Vastor. His body is the entire island, all 40 miles of it. However, only his face is at all vulnerable; if it is destroyed it will be an elven lifetime before he grows a new one. He cannot be permanently killed by less than divine means.
    Vastor's face is 100 feet high and 65 across. He does not speak, but sings telepathically to any creature that has a language.

    Combat
    Vastor lures his victims in first with his telepathic song and then with his hypnotic gaze. Most are then simply devoured. Those manage to resist his gaze as they approach will be grabbed by his tentacles and passed into his mouth. Sometimes, Vastor may feel himself to be in danger; at such times he sends hynotized minions (sharks, merfolk, islanders) out in fleets to defend him.
    Alluring Song (Su): Those who approach within half a mile of Vastor must succeed on a DC 44 Will save or become allured by his telepathic song. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by Vastor's song for 24 hours. The save DC is Charisma-based.
    An allured creature takes all reasonable steps to get closer to Vastor. The victim won't leap off the cliffs above Vastor's face or otherwise put itself in harm's way, but all its actions will be motivated by the desire to look into Vastor's eyes.
    Constrict (Ex): Upon making a successful grapple check with his bite attack, Vastor automatically deals 8d8+31 crushing damage to his opponent. He then attempts to swallow it whole. The damage is Strength-based.
    Demiplanar Gut (Su): Victims swallowed whole by Vastor pass to a private demiplane. The demiplane is 50 miles across and permanently subject to the combined effects of cloudkill, deeper darkness, insanity, and unhallow. Teleportation out of the demiplane is impossible by any spell short of a wish or miracle.
    Hypnotic Gaze (Su): Opponents who come within 200 feet of Vastor's eyes, underwater, are subject to a suggestion that they come closer still (Will DC 44 negates). Those who come within 100 feet are subject to a command that they swim into his mouth (Will DC 44 negates).
    Improved Grab (Ex): To use this ability, Vastor must hit a creature with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict the opponent in the following round.
    Vastor can also use his improved grab ability on a tentacle attack. If he wins the grapple check, he establishes a hold, grabs the opponent, and transfers it to his mouth as a free action, automatically constricting it.
    Spell-like Abilities: At will—cloudkill (DC 22), control water, control weather, control winds (DC 22), deeper darkness, dispel good (DC 22), dispel law (DC 22), unhallow (DC 22); 3/day—insanity (DC 24), power word kill (DC 26), unholy aura (DC 25). Caster level 40th. The save DCs are Charisma-based.
    Swallow Whole (Ex): Vastor can try to swallow a grabbed opponent by making a successful grapple check. Once inside his mouth, the opponent must make an opposed grapple check to get out within one round or pass to Vastor's demiplanar gut.
    Regeneration (Su): Death spells deal normal damage to Vastor equal to (spell level + caster's spellcasting ability modifier). Thus, a power word kill spell cast by a wizard with Intelligence 21 or a sorcerer with Charisma 20 would deal 14 damage to Vastor — if it got past his spell resistance.
    Telepathy (Su): Vastor may communicate telepathically with any creature within 1 mile that has a language.
    -=-=-=-=-=-=-

    Lore

    The Mizhru, sea-traders about the western coasts of the continent of Khand, tell tales of a fair island kingdom that, thousands of years past, stood a day's journey off their shore. Tall were their temples and magnificent their palaces, and their reign was decadent, until one fearful day when the entire island disappeared beneath the waves in a cataclysm of roaring foam.
    Few things there are that command the fear of the Ruus, proud heroes of the icy Northern seas, but one is the beast they call the Grhhaaung. What it may be, none know, for few who see it even from afar live to tell the tale. A mighty wave, a shadow rises from the deep, and an entire war-fleet is gone. But that is now a matter of ancient lore and song; many lives of men have passed since the Grhhaaung last took its prey.
    The necromancers of Throde whisper of many dark and evil things in their hidden libraries beneath the city streets, but the most terrible has no name even in their ears. They know it only as the Ancient One, a vast power — live or undead, who can say? — that slumbers somewhere in the mirky depths, waiting for the end of the world when it shall devour the Gods and tear Existence itself to splinters.
    Seven hundred years ago, say the Falamaro of the Great Southern Ocean, the god-spawned hero known as the Lastborn baited his hook with his own divine blood and flung it into the deep, only to haul up the mightiest fish ever known — so great that he could walk along it for a day. And there it lies even now, innocent in the sun, ringed with palm trees, the island of Pahutu.
    But neither in the carven stones of the Mizhru, nor the heroic lays of the Ruus and Falamaro, nor even in the covens of Throde, is the full tale known of the being whose name is Vastor. He it was that lay in the shallows beyond Khand until, wearying of the sun, he dived into deeper waters. He it was that preyed on the Ruus warriors as they dared the northern winds. He it is whose shadow lies cold and fearful upon the necromancers' secret councils, and he it is who, rising to the bait of godly blood, has once more taken on the guise of an island in the sunny sea.
    Weak he is yet, for all his immense size. He watches the moon in silence and when the sun rises he turns his eyes downward. He listens to the ocean gods' parliament far away, and to the concourse of the gods of the sky, and makes no sign. But always, his thought is — one day... one day...
    Last edited by NakedCelt; 2008-06-12 at 08:56 AM.

  7. - Top - End - #7
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    Default Re: GITP Monster Competition XXII: Beings of Legend II

    This month's contest has come to a close. A voting thread has been posted here.

    Good luck!

    -=-=-=-=-

    tugrulbuyukisik's entry has been disqualified for being incomplete at the contest's end.

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