Crinos' library (homebrews and conversions)

Crinos

First Post
I've decided to post my monsters, both original and 2e conversions, here. Please critique constructively.

Anima
Medium Outsider (Native)
Hit Dice: 8d8 (36 hp)
Initiative: +2 (+2 dex)
Speed: 40ft
Armor Class: 14 (+2 natural, +2 Dex)
Base attack/Grapple: +8/+8
Attack: Bite +8 (1d6)
full attack: Bite +8 (1d6), 2 claws +3 (1d4)
space/reach: 5ft/5ft
Special attack: Transforming gaze
Special qualities:Darkvision 60 feet, scent, Outsider traits, beast loyalty.
Saves: Fort: +6 Will: +8 Ref: +8
Abilities; Str 11 Dex 14 Con 10 Int 15 Wis 14 Cha 20
Skills:
Handle Animal 10 (+17)
Balance 10 (+12)
Hide 10 (+12)
Knowledge (Nature) 10 (+12)
Listen 10 (+14)
Move silently 10 (+12)
Search 10 (+12)
Spot 10 (+14)
Survival 10 (+12)
Tumble 10 (+12)
Jump 10 (+10)
Feats:
Alertness
Animal Affinity
Ability focus (gaze)
Environment: Forests and wild areas
Organization: Solitary or family (1 anima plus 1d4 animals of the anima's type.)
Treasure: No coins or goods, standard items.
CR: 5
Alignment: Usually neutral
Advancement: By character class
LA: ???

(Big cat anima description)
The creature you see before you resembles a humanoid female, covered with fur resembling that of a tiger or lion. her features are also feline in nature, her eyes are particularly entrancing.

Anima are mystical spirits that dwell in and protect wild domains far away from the human world. They are usually shy and unassuming, only revealing themselves when their homes are in danger. The Anima is known for its ability to transform humanoids into animals with their gaze.

An anima resembles a bald humanoid female roughly five feet tall and 120 pounds. An anima's skin is covered with soft furs. Each anima is associated with a type of animal,which they resemble and transform their enemies with their gaze into. As of now, only mammalian Anima exist.

Due to their powers and the fact that all Anima are female, it is widely believed they are related to the Medusa.

To determine which type of Animal family the Anima represents, role 1d6 and select one of the sub species represented there. other than the nature of their gaze attack this has no effect on the overall stats of the creature. As a general rule, an Anima will resemble animals indiginous to the place they live, so feel free to ignore rolls that would be incompatible with the climate.

1 Primate Anima (Ape, Baboon, Monkey)
2 Cat Anima (Cheetah, Hyena, leopard, Lion)
3. Bear (Black, Brown, Polar)
4.Equine Anima ( Donkey, Horse, Mule, Pony)
5. Canine Anima ( Dog, Wolf)
6. Large animals (Boar, Elephant, Rhinocerous)

Anima's speak common, fae, and the language of the druids.

Combat: Anima's tend to ignore travellers in their forests and are loath to combat. Only when their homes are threatened do they go into action. An Anima generally attacks with her gaze, attempting to turn their enemies into animals, or they send their animal allies in to fight for her. If forced into melee combat, the Anima will use her weak bite and claws to defend herself, but will try to escape at the first opportunity.

Gaze (Su): Anyone meeting the gaze of the Anima must make a fortitude save (DC 21) to avoid being transformed into the animal the Anima represents. the transformation takes one round to finish, during which time the affected person is considered stunned. Personal items are not transformed along with the user, and might be destroyed if the victim changes into something larger than there current size category (normal clothes and light armor are ruined with no damage, as are rings and belts. Heavy armor deals 1d6 damage to the victim as he bursts out of it.) After the transfomation is complete, the victim must make a will save (DC 21) To avoid being mentally transformed into the creature. other than that, this ability resembles the Baleful Polymorph spell in how it can be undone and the limitations of the victims new form. Those who successfully make their initial save are immune to the Anima's gaze for 24 hours. The Anima's gaze has a range of 30 feet.

beast loyalty (Ex): Animals of the anima's type are automatically loyal to her and will never attack her unless under magical coercion. Character's turned into animals by the Anima's gaze that retain their normal intelligence and personality may attack only if they suceed a will save (DC 21), failure indicating they cannot bring themselves to attack the Anima that round. A new save must be made each round to continue taking hostile action against the Anima.

Outsider type: Darkvision 60 feet, Cannot be raised or ressurected.
 

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Crinos

First Post
Right, that first one was a homebrew obviously, sorry for not pointing it out.

Here's the next one, another homebrew.

Phantasmo
Large Outsider (Good, Extraplanar)
Hit Dice: 8d8+32 (68 HP)
Initiative: +3 (+3 Dex)
Speed: 40 ft
Armor Class: 22 (+10 natural, +3 dex,-1 size), touch 12, flat footed 19.
BAB/Grapple: +8/+17
Attack: Bite +12 (1d8+5)
Full Attack: bite +12 (1d8+5) and 2 claws +7 (1d6+5)
Space/Reach: 10ft/10ft
Special Attacks: Fear, spell like abilities
Special Qualities: Damage reduction 10/evil, Special Invisibility
Saves: Fort +10 Ref +9 Will +13
Abilities: Str: 21, Dex 16, Con 19, Int 19, Wis 20, Cha 22
Skills: climb +16, Concentration +15, Gather information +17, Heal +18, Hide +14, Knowledge (The planes) +15, Listen +16, Move silently +14, Perform +17, Profession (Child rearing) +16, search +15, spot +16
Feats: Iron Will, Power attack, Self sufficient.
Environment: Blessed fields of Elysium
Organization: solitary
Challenge Rating: 8
Treasure: none
Alignment: Always Neutral Good
Advancement: 9-12 (Large) 13-24 (Huge)
Level Adjustment: ???


The creature before you resembles a huge plush toy in the shape of a large monster, it borders between being cute and fearsome, with beady black eyes which reflect a deep kindness and compassiom.

Phantasmo's are outsiders from the blessed fields of Elysium who are charged with the protection of children, who are sent to the prime material plane in order to protect the very young.

Phantasmo are huge creatures that resemble stuffed toy versions of monsters. Mostly dragons and ogre-like creatures, though other kinds are common as well. However most people beyond the child they are charged with protecting never see them, as they have the power to become invisible at will.

When a Phantasmo is dispatched to the Prime Material, it is for the purpose of protecting a particular child. The reason for protecting the child varies depending on the situation; Some children are the relatives of famous heroes who may become the targets of their relatives enemies, some children might grow up to become heroes themselves, or sometimes the Phantasmos are sent to protect the children of evil doers to attempt to steer them away from their parents dark path.

Whatever their reason, the Phantasmos always go about their mission with the same MO. Using their invisibility, they make contact with their child, then stealthily shadow them, protecting them from harm, teaching them the difference between right and wrong, and generally playing with them. The Phantasmos' one weakness is the child they protect is perfectly capable of seeing them. fortunately, most grownups dont take seriously their childrens claims of being followed by a giant stuffed animal, usually assuming it to be an imaginary friend. Phantasmos generally depart once their ward grows into teenhood and become capable of defending themselves. Most children only have dim memories of the Phantasmo in adulthood, if at all.

Phantasmos speak Common, Celestial, and generally pick up whatever language their child speaks, they also have telepathy with a 100 foot range.

Combat: The Phantasmo is a kind and gentle soul, usually not wont for combat, but if its child is in danger it can be a terrifying opponent. The soft doll like hands of the Phantasmo conceal wicked claws, and its teeth are sharp enough to bite through steel. However Phantasmo are well aware of the emotional damage witnessing combat can wreak on a child, so they tend to avoid fighting unless its absolutly unavoidable, instead using its spell-like abilities to attempt to escape danger or protect the child instead of fighting. A Phantasmo's natural weapons are considered good aligned weapons for the purposes of bypassing damage reduction.

Special Invisibility (Su): A phantasmo continually effected by a special type of invisibility which prevents it from being seen or heard by anyone around it. This invisibiltiy also causes anyone who would walk into it to subsconciously step to the side and move around without realizing it (Will save DC 20 to realize that something is amiss, save is charisma based.). The only person who can see the Phantasmo in this state is the child the Phantasmo is currently protecting. The Phantasmo is still visible to beings who can naturally see invisible beings, and can be detected through magics that allow the seeing of invisible beings. The Phantasmo can suppress his invisibility as a free action, and reactivate is as a move based action.

Fear (Su): Although children and good aligned beings have nothing to fear from the Phantasmo, but evil creatures, especially those who would do harm to the Phantasmo's child, find them absolutly terrifying. Evil creatures who gaze upon a Phantasmo must make a will save (DC 20) to avoid fleeing in terror for 1d4 rounds. Those who make their saves are immune to the Phantasmo's fear effect for one day. The DC for this save is charisma based.


Spell-like abilities(Sp): At will: Calm emotions (DC 18), Status(DC 18), Magic circle against evil (DC 19) Sleep (DC 17), Major image (DC 19). 3/day: Modify memory (DC 20), Animate objects, break enchantment, Globe of Invulnerability, 1/day: Holy Word (DC: 23), Holy Aura, Banishment (DC 23), Caster level 10, all save DC's are charisma based. A Phantasmo will generally use their spells primarily to defend the safety of their child before themselves, and if combat ends messily, use their modify memory ability to erase the memory of the fight from the childs memory.
 

Crinos

First Post
My next homebrew, the Picor

Picor
Large monstrous humanoid
Hit Dice: 6d8+24 (51)
Initiative: +4
Speed: 50 ft.
Armor Class: 22 (-1 size, +9 natural, +4 dex), 13 touch , flatfooted 18
BAB/Grapple:+6/+15
Attack: claw +11 (2d6+5)
Full Attack: 2 claws +11 (2d6+5) bite +6 (1d8+5)
Space/Reach: 10ft./10ft.
Special Attacks: Fascination
Special Qualities: fascination
Saves: fort +8, Ref+9, Will +5
Abilities: Str 21 Dex 18 Con 19 Int 7 Wis 10 Cha 17
Skills: Intimidate +8, Listen +5, Spot+5
Feats: Alertness, Great fortitude, Persuasive
Environment: temperate forests
Organization: solitary or pair
Challenge Rating: 5
Treasure: double art objects
Alignment: usually chaotic evil
Advancement: by character class
Level Adjustment:
The monster before has the lower limbs of a flightless ground bird, and the upper body of a muscular humanoid with huge needle like teeth and sharp claws. It has blue skin and feather, and a beautiful fan like plume on its back dotted with eye shaped marks.

The Picor is a vain and stupid monster that is believed to be related to centaurs. These monsters combine the lower bodies of Peacocks with the upper bodies of humanoids. Egotistical and petty, Picors set out destroying anything they consider to be as good looking or better looking than they are. Sylvian creatures such as Nymphs, Satyrs, and especially Centaurs despise picors and attack them on sight.
The average Picor is about 12 feet tall and weighs around 2,000 pounds. They typically speak common, Sylvian, and there own language.

Combat: Picor are arrogant bullies who believe themselves superior to anyone or anything they meet. As such, they always wade into combat without hesitation, relying on their claws, teeth, and fascination power to win them the day. They will frequently attempt to bully creatures they deem weaker then they are (Essentially anything smaller than themselves) into fleeing, then give chase.

Fascination (Su): As a free action, a Picor can open up the plumage on its back and reveal the pattern on its wings. This pattern has a hypnotic effect on whoever looks upon it. Anyone within 60 feet of the Picor who looks upon its plumage must make a will save (DC 17, save is charisma based) or become fascinated for as long as the Picor keeps his plumage open.

fascinated characters will not move or take any action other than to stare at the Picor. If they are injured they are allowed to make a new save to snap out of it. Anyone who suceeds in their save is immune to the Picor's fascination power for 24 hours.

A Picor's plumage is vulnerable to injury while open. If a Picor sustains at least 10 points of piercing or fire damage while its plumage is opened from a single source, it becomes damaged to the point where it cannot fascinate opponents properly. This is probably the only thing which will cause the Picor to withdraw from battle. A Picor's plumage will regenerate in about a week.

Picor characters: A Picor's favored class is Barbarian.
 

Crinos

First Post
Up next is the last of my homebrews (so far anyways) and a personal favorite: the Sugara.

Sugara (fatten fairy)
small fey
Hit Dice: 2d6+4 (11 hp)
Initiative: +6
Speed: 20 ft., flight 60 ft. (good)
Armor Class: 18 (+2 size, +6dex) 18 touch, 12 flat footed.
BAB/Grapple: +1/-9
Attack: none
Full Attack: none
Space/Reach: 2 1/2 ft/0ft
Special Attacks: none
Special Qualities: dream feeding, inflict overeating, spell like abilities craft magic items,
Saves: Fort: +2, Ref +9, Will +3
Abilities: Str: 5, Dex: 23, Con: 15, Int: 17, Wis: 11, Cha: 21
Skills: Bluff +10, escape artist +11, Hide +11, Move silently +11, Profession (cooking) +5, Use magic device +10, Search +8, Concentration +8, Tumble +11, disable device +8
Feats: Hover
Environment: any urban
Organization: Solitary
Challenge Rating: 3
Treasure: no coins, jewels, or art. standard magic items
Alignment: usually chaotic neutral
Advancement: 3-6 (small)
Level Adjustment:

flitting around you head is a tiny plump little butterball of an old lady, suspended on wings that seem to small to support her. She wears a deep blue dress with a poofy hat to match.
Sugara are tiny and friendly fairy folk who enjoy fattening humanoids to enormous proportions. Though harmless and innofensive, they are generally considered a nuisance by humans and elves.
Sugara stand about two feet in height, and are as wide as they are tall. They typically look like, act like, and dress like little old ladies. the typical Sugara weight about 50 pounds.
Sugara speak Sylvian and common.

Combat: Sugara never engage in combat. if attacked they flee, using their magic to turn invisible and ethereal to hasten there escape. Sugara see most humanoids, especially humans and elves, as painfully overweight, and will do everything in their power to fatten them, primarily using their ability to enter the dreams of humanoids in order to accomplish this. A sugara will typically not be satisfied until they have tripled the weight of a particular humanoid, at which point they abandon their victim and seek out another one. Sugara typically target Humans and Elves, as well as the occasional half orc, Gnome, and Halfling. They generally leave dwarves alone, as they are pretty stocky to begin with. Though they target people of both genders, Sugara have a particular soft spot for females. .

Dream feeding (Su): the primary ability of the Sugara is the ability to physically enter the dreams of a humanoid. Inside a mortals dream the Sugara appears as human sized, and can use any of its spell-like abilities in the dream. The Sugara's typical tactic is to charm their victim and force them to eat conjured food. Inside the dream, The victim has no weapons or armor, and no way to actually harm the Sugara. They are still allowed saving throws against her spells, but due to the increase in power all of the Sugara's spells get a +2 added to the DC of their saves. The dreamer may also make a will save (DC 17) to throw the Sugara out of their dream, assuming they havent already been charmed. The save is charisma based. if the Sugara is successful, the victim must make another will save (DC 17) upon awakening, if failed, the dreamer remembers nothing of the dream. And even if the save is successful they will only remember as a vivid dream.
Each week in which the Sugara visits a persons dream regularly (5-7 times) and they are forced to eat, the dreamer gains 2d12 pounds. If the dream visits are less frequent (due to the dreamer casting the Sugara out, or being protected [see below]) (2-4 times) the gain is only 1d10 pounds. If the Sugara only visits a victims dream successfully once a week, the gain is only one pound. For every 100 pounds gained in this manner, the dreamer takes a -2 to strength and Dexterity and a +2 to constitution.
There are ways to prevent a Sugara from attacking one in their dreams. A magic circle against chaos, cast around the user's sleeping area, will keep the Sugara at bay for one night. Also, casting a banishment spell on the dreamer while the Sugara is present will expel her from the dream. If a Sugara is deterred for a week or more in this manner, they will give up attempting to attack a target in the dream and move onto attacking during the day. A sugara cannot enter the dreams of a creature who has no mind or who does not sleep.
If the Sugara cannot fatten a victim in their dreams, they will attempt to reach them when they are alone during their waking hours, then charm then and lure them back to a secluded area to fatten them there. The feeding has the same effect as in the dream. If the Sugara fails this attempt (either due to the subjects will or the interference of others) it will give up and move on to another target.

Inflict overeating (su): as the Sugara fattens up a victim, either in dreams or in real life, it also implants a deep desire to eat in the victims psyche. Every day (or night) of feeding requires the victim to make a will save (DC 16, charisma based) or become an overeater. Overeaters will consume twice as many rations during trips (IE, they will consume two days worth of rations in one day) and will suffer double damage from hunger and thirst. If a steady food supply is present, the victim will gain 2d4 pounds a week, in addition to whatever the Sugara feeds them.
A remove curse or break enchantment spell will rid the victim of this curse, as will stronger magics.

Spell like abilities: The Sugara can cast the following spells as though it were a 12th level caster. All saves are charisma based.
At will: Charm Monster (DC 19), Clairaudience/Clairvoyance, Create food and water, deep slumber (DC 18), Ethereal jaunt, Suggestion (DC 18), and Greater invisibility (self only, DC 19). 3 times per day: Animate objects and Telekinesis(20), and once per day: Sympathy (DC 21)

Craft magic items (Su): Sugara are naturally magical creatures, and are quite adept at making magical items. They can create any wondrous item they choose, as long as its creation involves a spell from the school of enchantment/charm, as if they were a 12th level spellcaster. creation takes about one week, with no xp cost and only a quarter of the gold cost. Sugara frequently leave items behind to people they have fattened as momentos.
 
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Crinos

First Post
Right, were on conversions now baby.

Our first conversion comes from the Mystara appendix, give it up for the Baldandar.

Baldandar
Medium sized monstrous humaoid
Hit Dice: 6d8 (27)
Initiative: +4
Speed: 40 ft.
Armor Class: 17 (+3 natural, +4 dex) touch 14, flat footed 13
BAB/Grapple: +6/+6
Attack: claw +6 (1d8)
Full Attack: 2 claws +6 (1d8), 1 bite +1 (1d4+poison)
Space/Reach: 5ft./5ft.
Special Attacks: illusions, poison, spells
Special Qualities: illusions, spells
Saves: Fort +2, Ref+5, will +5
Abilities: Str 10, Dex 18, con 10, Int 16, Wis 15, Cha 16
Skills: Bluff +12. Concentration +9, Disguise +14, Perform +12, Use magic item +12
Feats: Spell focus (illusion/phantasm), Spell penetration, deciteful
Environment: any
Organization: solitary
Challenge Rating: 4
Treasure: standard
Alignment: usually neutral evil
Advancement: by class
Level Adjustment:???
The creature before you is tall and lanky, with a huge head and yellow eyes the size of saucers, his hands curl into wicked claws and his mouth sport small fangs.

Baldandar are evil humanoids who specialize in deceit, illusion, and trickery. Evil and antisocial by nature, Baldandar are miserable hermits who use their illusion powers to drive away or destroy unwanted guests.

Though they are clearly inhuman, the Baldandar's power permit them to disguise themselves as powerful human wizards or even dragons. it is rare that they appear in their true forms.

Combat: Baldanar rely on their illusions to mislead and frighten away opponents. if forced into melee combat they attack with their claws and their poisonous bite.

Illusions (Su): baldanar can project illusions up to 240' away. These illusions affect all the senses and persist for ten minutes after the Baldanar ceases concentration. These illusions can mimic the effect of a Major image (DC20) spell or a Veil (DC21) spell (caster level is the hit die of the monster, saves are intelligence based.)
In combat, a baldanar poses as either a high level wizard (attacking with spells) or a dragon (attacking with breath weapon). These attacks are illusionary, but the illusion is so realistic that the person being attacked must be a will save (DC 22) to avoid taking actual damage from the attacks.

Poison (ex): Fortitude save DC 13. Initial damage none, secondary damage is sleep for 1d4X10 minutes.
Spell like abilities (Sp): Caster level equals Hit die. At will: Invisibility and fly. 1/day: Polymorph (self only), Baleful polymorph (DC 18), Magic Jar (DC 18), Confusion (DC 17)

Baldandar characters: A Baldandar's preferred class is wizard.
 

Crinos

First Post
Next up, from the Plansecape appendix volume three, comes the Bzastra.

Bzastra
Medium sized magical creature (Water, extraplanar)
Hit Dice: 5d10 (28 hp)
Initiative: +0
Speed: swim 20 ft.
Armor Class: 14 (+4 natural) or 20 (+4 natural, +6 reflection)
BAB/Grapple:+5/+5
Attack: water blast +5
Full Attack: Water blast +5 (2d6 damage)
Space/Reach: 5ft./5ft
Special Attacks: Telekinesis
Special Qualities: Telekinesis, spell like abilities, spell vulnerability
Saves: Abilities: Fort: +4, Ref: +4, Will: +5
Abilities: Str: 10 Dex: 11 Con: 10 Intelligence: 18 Wisdom: 15 Charisma: 13
Skills: handle animal +9, hide +5, knowledge (Plane of water) +12, listen +9, search +11, spot +12
Feats: Skill focus (Telekinesis), combat casting, Iron will, spell penetration, Alertness
Environment: Elemental plane of water
Organization: solitary or group (2-6)
Challenge Rating: 3
Treasure: standard
Alignment: usually neutral
Advancement: 6-10 (medium) 11-20 (large)
Level Adjustment:-
the Bzastra is a unique, magical creature made from the combination of two non sentient creatures on the elemental plane of water; a rare type of seaweed called blue waterwhip, and three to six scaled ring animals. When these two mundane (comparatively) creatures cross paths, they combine into a clever and free willed being capable of manipulating the currents of the elemental plane of water.

Bzastra communicate via telepathy.

Combat: Bzastra are generally peacable creatures, only fighting if provoked. Their standard attack is to telekinetically blast their opponents with water.

Telekinesis (su): The Bzastra can manipulate the water around themselves, using it as a weapon andinflicting 2d6 damage with an attack. the Bzastra can also simulate the effects of a hold monster spell (DC 21, cast at 5th level, saves are intelligence based). finally, the Bzastra can project a barrier around its body that repels damage, adding a +6 deflection bonus to its AC. the bzastra is also able to manipulate up to 200 pounds with this ability.
Spell like abilities (Sp): One per round, at will, as a 5th level caster: Animal growth (DC 19), Plant growth, Blink, Detect thoughts (DC 16), Suggestion (DC 17) and Water breathing (on others only, DC 17)
Spell vulnerability (Su): Due to the mystical nature of the Bzastra's existence, a successful dispel magic will render the bzastra into its component parts (the ring beasts and blue waterwhips that hold them together. This deals no damage, and is the only known way to seperate the bzastra without killing it.
 

Crinos

First Post
And lastly, from the 2e monstrous manual/ Kara-Tur appendix, another favorite of mine, the reptillian gargantua.

Reptillian Gargantua
Collosal Magical beast
Hit Dice: 50d10+754 (1,029)
Initiative: +0
Speed: 50 ft, swim 30 ft.
Armor Class: 18 (-8 size, +16 natural)
BAB/Grapple: +50/+66
Attack: claw +72 (3d10+20 damage)
Full Attack: 2 claws +72 (3d10+20), 1 bite +70 (6d10+10)
Space/Reach: 200 ft/ 60 ft.
Special Attacks: Trample, swinging tail
Special Qualities: primitive empathy, unable to suprise, fast healing 4, Detect young
Saves: fort +27 Ref +27 will +16
Abilities: Str 50, Dex 10, Con 40, Int 5, Wis 6, Cha 7
Skills: Climb +30, Intimidate +18, jump +23, search +2, Listen +3, spot +, swim +25
Feats: (6) Power attack, Improved Bulls rush, Awesome blow, Multiattack, snatch, mighty roar*, improved multiattack*, greater mighty roar*, Stamp*, improved sunder, weapon focus (claws), greater weapon focus (claws), Toughness, Roll with it*, Improved unarmed strike, Thunderclap*, Pain Mastery*, Area attack*

note, feats marked with a * come from the supplement savage species, If your campaign doesnt use this supplement, feel free to replace them. All other feats come from the PHB or the MM.
Environment: tropical or sub tropical islands.
Organization: solitary or mated pair
Challenge Rating: 33
Treasure: nil
Alignment: usually chaotic neutral
Advancement: 51-150 (collosal)
Level Adjustment:

the creature that looms before you is a gigantic reptile, bigger than anything you've ever seen, it's mountanous form seems to blot out the sun.

Gargantua are gigantic reptillian creatures of impossible size and power. Thankfully rare and unobtrusive, these creatures can nevertheless be fierce opponents when their ire is raised, though less intelligent than humans, Gargantua have long memories and deep desires for revenge.

Gargantua are typically between 100-200 feet in height, and are semi bipedal reptillian creatures with rocky scales of dark green/black color. Reptillian Gargantua's do not speak, but rather let loose a deafening roar. They can breath both air and water.

Combat: Gargantua's lumber through their surrounding with no regard to anything else, if anything gets in their way it quickly gets crushed or dealt with by the monsters claws and teeth.

trample (Ex): as a full round action a Reptillian gargantua can move up to twice its speed and run over a creature smaller than itself. This attack deals 10d10+10 points of damage and the reflex save is DC 55 for half damage.

Swinging Tail (Ex): A Gargantua's tail swings absently in a 90 foor arc behind it, any creature standing here must make a Reflex save (DC 55) or be hit by the tail for 8d10+20 damage.

fast healing 4 (ex): A Gargantua regenerates 4 hit points per round as long as it has at least 1 hit point left.

Unable to surprise (ex): Due to its large size and weight, the gargantua is always preceding by a violent shaking of the earth (on land) or a violent chruning of the seas (in the water), as a result, gargantua's automatically fail any hide or move silently checks.

primitive empathy (su): A Gargantua is naturally empathic, able to sense the base motives of any creature it meets. It automatically knows if a creature means it harm or not, and acts accordingly. (A bluff check can be attempted at DC 50 to attempt to mask ones true intentions from the gargantua.)

Detect Young ( Su): Reptillian gargantua are connected on a primordial level (young Gargantua are around 20 feet tall (huge creatures) and only have 10 hit die, movement ratings of 30 feet, 20 feet swiming. Their claws inflict 1d10 points of damage, while their bites infilct 2d12, their tail attack also only inflicts 3d6 damage and has a range of about 20 feet. Strength and Constitution are also halved. Aside from this, they are same as the big ones.) If a Gargantua's young is taken, it will immediatly begin pursuit of the kidnapper. The Gargantua can sense its young anywhere in that particular world, and will follow it tirelessly until it reclaims them.

Source: 2nd edition Monstrous manual/ Kara Tur appendix.
 


the Jester

Legend
Nice work! I just noticed it, as I was adding things to the Ultimate Homebrew Index. Please consider this some encouragement to continue making and posting monsters. :cool:
 

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