COMPETITION: Design an Epic Monster


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Hey there! :)

Just because something is called a Colossus doesn't mean it necessarily needs to be Colossal size. The former is an arbitrary word while the latter is metagaming.

Of course it doesn't hurt either. ;)

Titans are not Titanic size for instance (although my original Titans would be).
 

Yet another entry:

Ancient Baatorian Type 1 “The Devouring Devil”
Huge Outsider (baatorian, evil, extraplanar, lawful)

HD: 28d8 + 336 (462 hp)
Initiative: +7
Speed: 60 ft.
Armor Class: 48 (+3 Dex, +37 natural, -2 size) touch 11, flat-footed 45
Base Attack/Grapple: +28/+50
Attack: Bite +40 melee (4d8+14 plus 3d6 acid plus poison/19-20 plus vorpal bite)
Full Attack: Bite +40 melee (4d8+14 plus 3d6 acid plus poison/19-20 plus vorpal bite), and 2 claws +38 melee (4d6+7), and gore +38 melee (4d8+7), and tail slap +38 melee (3d6+7)
Space/Reach: 15 ft./10 ft. (15ft. with claw)
Special Attacks: Breath weapon, constrict, fear aura, hellfire blast, improved grab, poison, spell-like abilities, swallow whole, vorpal bite
Special Qualities:Baatorian traits, blindsense 500 ft., damage reduction 20/epic, good, and silver, darkvision 60 ft., energy resistance 25 to acid and cold, immunity to fire and poison, multi-headed, nondetection, regeneration 15, spell resistance 37, telepathy 1000 ft.
Saves: Fort +34, Ref +19, Will +32
Abilities: Str 39, Dex 16, Con 35, Int 18, Wis 30, Cha 27
Skills: Bluff +47, Concentration +28, Hide +26, Intimidate +47, Jump +57, Knowledge (local[Nine Hells of Baator]) +35, Knowledge (the planes) +35, Listen +41, Move Silently +34, Search +35, Sense Motive +41, Spot +41, Survival +25,
Feats: Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Iron Will, Multiattack, Power Attack
Epic Feats: Epic Fortitude, Epic Will
Environment: Hell
Organization: Solitary
CR: 26
Treasure: Nothing
Alignment: Lawful Evil
Advancement: 29-56 HD (Huge), or 57-84 HD (Gargantuan)

A huge, terrible four-faced fiend stands before you. All except its fat, yellowish belly, is covered in thick, dark, greenish-blue scales. Its eyes are ablaze with hellfire. A long powerful tail swings behind it. This creature has two powerful arms – both ending in razor-sharp claws.

These ancient baatorians were once known and feared as the “Devourers”. Their job used to be torturing lawful evil souls by eternally devouring them over and over. Now they, just like others of their kind, hide within the darkness of Hell. Occasionally, they may catch an unsuspecting mortal and even a devil to devour.

The “Devourers” separate themselves from other devils and baatorians, preferring to devour in peace.

They stand 18 ft. tall and weigh 3,500 pounds. They speak Infernal, Celestial, and Draconic languages.

Combat:Devourer’s tend to attack creatures with their claws and bite attacks in hopes of swallowing them whole. However, they are far from mindless beasts. They quickly switch to ranged attacks when outnumbered.

Baatorian Traits: Baatorians possess the following traits (unless otherwise noted in a creature’s entry).

- Blindsense 500 ft.
- Hellfire Blast (Su): All baatorians possess the ability to produce hellfire, as they are born from it. As a standard action, a baatorian can cause an area, anywhere within 100 ft. of themselves, to explode with hellfire. The explosion is 30 ft. in diameter and deals 10d6 points of hellfire damage to all, except other baatorians, within range. Reflex DC (10+1/2 baatorian’s HD + its Cha bonus) halves damage. It is not uncommon to find a baatorian with a more powerful hellfire blast.
-Immunity to fire and poison.
- Resistance to acid 25 and cold 25.
- See in Darkness (Su): Baatorians can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Su): Some baatorians share the ability to summon others of their kind. However, since their numbers have greatly diminished, they tend to rely more on renegade baatezu or baatezu they have under their control. They can, however, summon other ancient baatorians with a 50% chance.
- Telepathy 1000 ft.
- They are affected by a nondetection spell with a caster level equal to their Hit Dice.

Except when otherwise noted, baatorians speak Infernal, Celestial, and Draconic.


Breath Weapon (Su): Once every 1d8 rounds, this baatorian can spew forth a 60 ft. cone of acidic bile and hellfire. It deals 10d10 points of hellfire damage plus 8d6 points of acid damage. Reflex save DC 36 halves damage. DC is Con-based.

Constrict (Ex): This baatorian deals 6d6+28 points of damage while constricting with its tail.

Fear Aura (Su): A pit fiend can radiate a 60 ft. radius fear aura as a free action. A creature in the area must succeed on a Will save DC 32 or be affected as though by a fear spell (caster level 28th). A creature that successfully saves cannot be affected again by the same aura for 24 hours. Other baatorions, not devils (baatezu), are immune to the aura. DC is Cha-based.

Hellfire Blast (Su): This baatorian possess the ability to produce hellfire, as it is born from it. As a standard action, this baatorian can cause an area, anywhere within 100 ft. of itself, to explode with hellfire. The explosion is 30 ft. in diameter and deals 10d6 points of hellfire damage to all, except other baatorians, within range. Reflex save DC 32 halves damage. DC is Cha-based.

Improved Grab (Ex): If this baatorian strikes a creature of Medium or smaller size with both claws, it can attempt a grapple check. If successful it picks them up and tosses them into its mouth (see the swallow whole ability below). If this baatorian strikes a creature of Huge or smaller size with its tail, it can attempt a grapple check. If successful it establishes a hold and can constrict.

Multi-Headed (Ex): This baatorian has 1 huge head with 4 faces on each side. Using these heads it can perform 4 actions (1 action per head) per round as long as that action involves the use of its head. This means that each face can do one of the following: breath weapon or bite. It can also never be flanked or caught flat-footed.

Poison (Ex): Injury, bite; Fortitude DC 36, initial damage 1d6 Con, secondary damage 1d6 Con. DC is Con-based.

Regeneration (Ex): This baatorian takes normal damage from epic, good, and silvered weapons, as well as good spells.

Spell-Like Abilities: CL 28; DC 18 + spell level
Always active – nondetection
At will – blasphemy, deeper darkness, detect chaos, detect good, fireball, greater dispel magic, greater invisibility, greater teleport (self plus 1000 pounds), magic circle against chaos, polymorph, symbol of pain, unholy aura, wall of fire
3/day – fire storm


Swallow Whole (Ex): Those who have been swallowed whole find themselves in the beast’s belly, which is filled with hellfire and acid. They take 6d6 points of bludgeoning damage, 6d6 points of hellfire damage, and 4d6 points of acid damage for as long as they stay within the creature’s stomach. The swallowed creature can use a piercing or slashing weapon to break free. After dealing 50 points of damage to the stomach, they create an opening just bi enough for them to escape. After they escape, a muscular action causes to hole to close. At which point, those left behind must start the process all over again. This baatorian can hold 4 Medium, 8 Small, 16 Tiny, 32 Diminutive, or an infinite number of Fine creatures within its stomach at any one time.

Vorpal Bite (Ex): On a successful critical hit, with its bite attack, this baatorian can sever the head of its victim killing it instantly. They are allowed a Fortitude save DC 38 to resist the vorpal effect, though they still take damage from the bite. Only creatures at least one size smaller than this baatorian can be affected by this ability. DC is Str-based.

Skills: This baaotrian gains a +8 racial bonus to Bluff and Intimidate skill checks.
 

Belzamus

First Post
Untrammeled Titan of Oblivion
Colossal Outsider (Evil, Incorporeal)
HD: 100d100 +5850 +3000 (18,850 hp)
Initiative: +40 (+32 Dexterity, +8 Superior Initiative)
Speed: Fly 1280 ft (Perfect)
AC: 234 (+24 Antidivine +32 Dexterity +58 Deflection +38 Insight +42 Profane +30 Natural)
Flat-footed: 202 Touch: 204
Base Attack/Grapple: +100/ -
Attack: -
Full Attack: -
Face/Reach: 40 ft/25 ft
Special Abilities: Alter Reality, Death Throes, Spell-like Abilities, Summon Hecatoncheires, Void Breath
Special Qualities: Antidivinity, Dr 100/Epic, Good, and Lawful, Execration Essence, Godblight, Incorporeal Traits, Nonexistence, Regeneration 350, Retribution, SR 144, Supernal Conveyance, Temporal Travesty
Saves: Fort +154 Ref +156 Will +166
Abilities: Str- Dex 75 Con 70 Int 87 Wis 94 Cha 127
Skills: Omnicompetent and Maven, all skills =127 + Relevant Ability Modifier
Feats: Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Widen Spell
Epic Feats: Automatic Metamagic Capacity (27), Metamagic Freedom, Superior Initiative
Environment: the Stellar Void
Organization: Solitary or riding Great Wyrm Void Dragon
Cr: 100
Treasure: None
Alignment: Always Neutral Evil

Before you towers a looming monolith (vaguely humanoid in stature, though ineffably greater) of absolute nothingness. It appears as a shallow, two-dimensional hole in the fabric of Reality, Time, and Existence. Its entire non-being resonates with dolorous energies antithetical to all Creation. It has no discernable features; its entire “body” seems to be a massed conglomeration of churning, unearthly black waters, held together by an indomitable supernal will. Although, if you peer closely, you notice (or least pretend to notice) two vastly alien orbs (lurid and lustrous with abominable splendor) agleam with terrible intelligence and execrable malevolence, buried deep within the swirling vortex of void-energy that makes up its “head”

The Unfettered Titans of Oblivion are the greatest and most horrible of all the children of the Immortal Dark, apocalyptic sentinels of unhallowed majesty who herald the end times of dimensions. They are horrifically powerful, beyond even the ability of immortals to defeat. (Indeed, deities are among their most favored prey). Although few in number, their abysmal might is enough to turn the tide of any battle in their favor, and far fewer still is the number of their slain, for rare indeed is the demise of these awesome entities.

Combat: An Untrammeled Titan of Oblivion takes unholy delight in sublime annihilation. They generally open combat by using their Summon Hecatoncheires ability to distract opponents, followed by judicious use of their Void Breath. They specifically target immortals if they are present on the field, as well any creature that attempts to use Time Stop or the like, who quickly find themselves at the mercy of their anathematic foe

Alter Reality (Ex): As a standard action that does not provoke an attack of opportunity, an Untrammeled Titan of Oblivion may duplicate the effect of any spell whose level is 33 or lower, including the application of any metamagic feats. It may also duplicate any Epic Spell whose DC is 185 or lower

Antidivinity (Ex): An Untrammeled Titan of the Oblivion, although the undying foe of all entities divine, nonetheless possesses a sadistic and profane semblance of Divinity. It receives a +24 Antidivine Bonus on Attacks, Ac, Damage Rolls, Saves, Skill Checks, etc

Death Throes (Su): When an Untrammeled Titan of Oblivion dies, it fulminates with a catastrophic fulguration of odious nether-power. Everything with 24 miles receives 10d10 permanent Hit Dice annihilation (Fortitude Save DC 134 for ½)

Execration Essence (Ex): An Untrammeled Titan of Oblivion is the utter anathema of Reality and Existence. It is afforded awesome and terrible malefic puissance. On a failed save of any kind, it takes only ½ the intended effect; on a successful save, it takes no effect. In addition, it acts first on every round of combat, regardless of initiative.

Godblight (Su): An Untrammeled Titan of Oblivion is the bane of all immortals. Any deity into whose Divine Aura the Untrammeled Titan of Oblivion enters loses any Divine Bonus it possesses and also receives an Antidivine Penalty of the same value wherever such would apply

Nonexistence (Ex): An Untrammeled Titan of Oblivion “exists” only in an ephemeral and perverse sense of the word. Any effect to which it would be subjected has a 75% chance of failure. In addition, an Untrammeled Titan of Oblivion is immune to the following: Ability Damage, Ability Drain, Alignment-based Effects, Critical Hits, Death Effects, Divine Damage, Energy Damage, Energy Drain, Force Damage, Level Loss, Permanent Damage, and Sneak Attacks

Regeneration (Ex): No form of damage overcomes an Untrammeled Titan of Oblivion’s regeneration. To be killed, it must be reduced to -18,850 HP and Wished dead. The Wish must bypass SR twice to take effect.

Retribution (Ex): An Untrammeled Titan of Oblivion’s “flesh” is aberrant to any semblance of atomic orderliness. Anyone dealing damage to the creature takes an equal amount of the same type of damage in return. In addition, any weapon striking the Untrammeled Titan of Oblivion must make a Fortitude Save (DC 132) or be Disjoined

Spell-like Abilities: CL 124 DC 92 + Spell Level
At Will- Miracle, Reality Revision, Wish

Supernal Conveyance (Ex): As a Free Action, an Untrammeled Titan of Oblivion may teleport anywhere in the Kosmos with no chance of failure

Summon Hecatoncheires (Su): As a standard action 1/day, an Untrammeled Titan of Oblivion may summon 10d4 Pseudonatural Hecatoncheires

Temporal Travesty (Ex): An Untrammeled Titan of Oblivion is an entity unfettered by the Laws of Time. It is immune to the effects of Time Stop or similar spells and may take two rounds of actions in a single round.

Void Breath (Su): As a standard action 1/round, an Untrammeled Titan of Oblivion may exhale a cone of utter annihilation. This cone is 5000 ft long and deals 1000 points of permanent damage (no save) to anyone caught within the effect
 
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Greater Cyclops
Huge Outsider (chaotic, extraplanar, good)

HD: 27d8+324 (445 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 45 (+9 armor [+5 scale mail], +3 Dex, +25 natural, -1 size) touch 11, flat-footed 42
Base Attack/Grapple: +27/+52
Attack: Huge +6 fiery blasting warhammer of impact +48 melee (3d6+23 plus 3d6 fire/19-20/x3), or Huge +6 keen javelin of lightning blasting and returning +34 ranged (2d6+23 plus 3d6 electricity/19-20/x2), or slam +42 melee (4d6+17), or rock +33 ranged (4d6+17)
Full Attack: Huge +6 fiery blasting warhammer of impact +48/+43/+38/+33 melee (3d6+23 plus 3d6 fire/19-20/x3), or Huge +6 keen javelin of lightning blasting and returning +34/+29/+24/+19 ranged (2d6+23 plus 3d6 electricity/19-20/x2), or 2 slams +42 melee (4d6+17), or rock +33 ranged (4d6+17)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities:Advanced rock catching, craft artifacts, damage reduction 15/epic and evil, darkvision 60 ft., energy resistance 30 to acid, cold, and electricity, immunity to fire, master crafter, spell resistance 35
Saves: Fort +33, Ref +24, Will +20
Abilities: Str 45, Dex 17, Con 35, Int 18, Wis 20, Cha 24
Skills: Appraise +34 (+36 magic items), Bluff +, Climb +47, Concentration +42, Craft (armorsmithing) +44, Craft (weaponsmithing) +44, Intimidate +47, Jump +51, Knowledge (religion) +34 (+36 with Olympian Pantheon), Listen +35, Sense Motive +35, Spot +35
Feats: Awesome Blow, Cleave, Combat Reflexes, Craft Magic Arms and Armor (b), Craft Wondrous Items (b), Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack
Epic Feats: Craft Epic Magic Arms and Armor (b), Craft Epic Wondrous Items (b), Epic Fortitude, Epic Reflexes
Environment: Warm Mountains or Hephaestus’ Forge
Organization: Solitary or trio
CR: 25
Treasure: Double Standard plus +5 scale mail of greater acid, cold, and electricity resistance, +6 fiery blasting warhammer of impact, and +6 keen javelin of lightning blasting and returning
Alignment: Chaotic Good
Advancement: 28-81 HD (huge) or by character class

Resembling their lesser cousins, the greater Cyclopes stand 20 ft. tall and are equipped with magical scale mail, a flaming warhammer, and an electrified javelin.

Greater Cyclopes are the intelligent cousins of the lesser Cyclopes that were created by Hera as a gift for Hephaestsus. They are known far and wide for their ability to create magic and epic armor, items, weapons, and even artifacts. Greater Cyclopes spend most of their time with Hephaestus’ Forge create item after item non-stop. Those not living in Hephaestus’ Forge find themselves living in the mountains where they continue to hone their crafting skills. An adventuring party maybe able to receive an item crafted by a greater Cyclops, if they swear to use it for good. However, event though greater Cyclops have the ability to create artifacts, they do not do so unless commanded by Hephaestus himself.

Greater Cyclopes stand 20 ft. tall and weigh over 4,500 pounds. They speak Abyssal, Celestial, Common, Draconic, Giant, and Infernal languages.

Combat: Greater Cyclopes prefer to use their magic weapons to destroy their foes, and using their spell-like abilities whenever necessary. Also, due to them living

Advanced Rock Catching (Ex): The greater Cyclops can catch Medium or smaller rocks without making a reflex save. It still must be ready and aware of the thrown rock. It must, however make a Reflex save DC 10 to catch large rocks. Again, it still must be ready and aware of the thrown rock.

Craft Artifacts (Ex): Greater Cyclopes can create artifacts almost as easy as a deity can. A greater Cyclops working by itself can create an minor artifact within a week, while taking a whole year to create a major artifact. If three greater Cyclopes or more work together they can produce a minor artifact in one day, while taking 1 month to create a major artifact.

Master Crafter (Ex):Greater Cyclopes are known for making magic or epic armor, items, and weapons. They gain the Craft Magic Arms and Armor, Craft Wondrous Items, Craft Epic Magic Arms and Armor, and Craft Epic Wondrous Items feats as bonus feats.

Rock Throwing (Ex): Greater Cyclopes are accomplished rock throwers. They gain a +5 racial bonus when throwing rocks. Also, they can hurl rocks up to 70-90 pounds. The range increment is 200 ft. for a greater Cyclops’ thrown rocks with a maximum range of 10 increments.

Spell-Like Abilities: CL 27; DC 17 + spell level
Always active – see invisibility, true seeing
At will – aid, analyze dweomer, bull’s strength, burning hands, call lightning, detect evil, detect law, detect magic, dispel evil, magic circle against evil, magic stone, magic weapon, magic vestment, produce flame, soften earth and stone, wall of fire
6/day – chain lightning, earthquake, elemental swarm (fire), fire storm, incendiary cloud, iron body

Skills: Greater Cyclopes gain a +10 racial bonus on Craft (armorsmithing), Craft (weaponsmithing), and Intimidate skill checks.

Possessions:

Great Cyclopes always carry magic items created by themselves. They also wear a +5 scale mail of greater acid, cold, and electricity resistance, which has no penalties. Finally, a greater Cyclops is never without its +6 fiery blasting warhammer of impact, which they not only use in the Forge but in combat as well. This particular greater Cyclops carries a +6 keen javelin of lightning blasting and returning.
 

yet another entry:

Garuda, King of all Avians
Gargantuan Outsider (extraplanar, good, lawful)

Cosmic Rank:10
Hit Dice: 60d8+1,080+20 (1,700 hp)
Initiative: +16
Speed: 90 ft., fly 200 ft. (good)
Armor Class: 67 (+12deflection, +8 Dex, +41 natural, -2 size) touch 26, flat-footed 59
Base Attack/Grapple: +60/+92
Attack: Serpent Basher +88 melee (4d8+46 plus holy/19-20/x2), or beak +76 melee (8d8+20/19-20/x2)
Full Attack: Serpent Basher +88/+88/+83/+78/+73 melee (4d8+46 plus holy/19-20/x2), and beak +86 melee (8d8+20/19-20/x2), and 2 talons +86 melee (8d6+10), and 2 wings +86 melee (4d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, rapid beak attack, screech, smite evil (20/day), spell-like abilities, summon avians
Special Qualities:damage reduction 35/epic, evil and cold iron, darkvision 60 ft., energy resistance 40 to acid, cold, and fire, fast healing 30, favored enemies (dragons +10, humanoid (reptilian) +8, outsider (evil) +6), immunity to disease, electricity, paralysis, petrification, poison, polymorphing, sleep, and sonic, king of all avians, spell resistance 60, telepathy 1000 ft.
Saves: Fort +58, Ref +46, Will +47
Abilities: Str 51, Dex 27, Con 50, Int 28, Wis 28, Cha 35
Skills: Balance +71, Bluff +75, Concentration +83, Escape Artist +71, Handle Animal +75 (77 avians), Intimidate +75, Knowledge (arcana) +72, Knowledge (nature) +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +72, Move Silently +71, Search +72, Sense Motive +72, Spot +72, Survival +72, Use Rope +71
Feats:Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (greatclub), Greater Weapon Specialization (greatclub), Improved Bull Rush, Improved Critical (beak), Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Snatch, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack, Wingover
Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Weapon Focus (greatclub), Epic Weapon Specialization (greatclub), Improved Whirlwind Attack, Superior Initiative
Environment: Garuda’s Nest
Organization: Solitary (unique), or group (Garuda and 25 varukas)
CR: 49
Treasure: Triple Standard and Serpent Basher
Alignment: Lawful Good

A massive creature, half bird, half man, hovers in the sky above you. He wears loose white pants and a fancy headdress encrusted with many jewels. In his hands, he grips a massive gold and silver mace. This creature is none other than Garuda, King of all Avians.

Garuda hates all evil creatures, particularly dragons. He despises evil dragons, seeing them as a bane to good flying creatures all over the universe. Even good dragons who show disrespect towards Garuda have felt the blunt force of his Serpent Basher, though he never kills them. Garuda also hates reptilian creatures, seeing them as wingless dragons. Garuda serves the Veda Pantheon as a destroyer of evil, as well as a mount.

Garuda stands 58 ft. tall and weighs 50 tons. He speaks Abyssal, Celestial, Common, Draconic (though he rarely does), and Infernal languages.

Combat:

Improved Grab (Ex):If strikes a Huge or smaller creature with both of his talons, he can attempt a grapple check. If successful, the victim is considered pinned and he can use his rapid beak attack.

King of all Avians (Ex): All good creatures with a natural fly speed gain a +10 bonus to attack rolls, damage rolls, and Reflex saves as long as they stay within 300 ft. of him. All evil creatures with a natural fly speed gain a -10 penalty to attack rolls, damage rolls, and Reflex saves as long as they stay within 300 ft. of him (no save).

Rapid Beak Attack (Ex): When Garuda use this ability, he attacks with his beak 5 times at his highest attack bonus as long as he maintains a hold each round.

Screech (Su):Once every 1d4 rounds, Garuda can let out a loud screech. All evil creatures within 300 ft. of him take 35d8 points of sonic damage. Fortitude save DC 60 halves damage. Evil creatures with a natural fly speed must make an extra Fortitude save DC 60 or be stunned for 1d6+5 rounds. If they fail their saves while flying, they fall to ground and take an extra 1d6 points of falling damage for every 10 ft. they fell. DCs are Con-based.

Smite Evil (Su): Garuda can smite evil 20 times a day, adding his 12 to his attack bonus and 60 to his damage rolls.

Spell-Like Abilities: CL 60; DC 22 + spell level
Always active –detect evil
At will - aid, call lightning, chain lightning, charm monster, charm person, cone of cold, detect chaos, dispel chaos, dispel evil, greater telepot (self plus 1000 pounds), greater restoration, gust of wind, haste, heal, holy aura, holy smite, lightning bolt, obscuring mist, see invisibility, slow, wind wall
9/day – antipathy, bigby’s crushing hand, call lightning storm, elemental swarm (air elementals only), heal (mass), whirlwind

Summon Avians (Sp): 5/day, Garuda can summon 5d6 couatl, 5d6 elder arrow hawks, and 7d6 giant eagles, or 7d6 giant eagles, 4d8 androsphinxes, and 3d6 griffons. 3/day, Garuda can summon 3d6 varukas.

Possessions:

Serpent Basher: This beautiful silver and gold club depicts a bird of prey fighting a serpent. It functions as a +8 Gargantuan greatclub of defending, impacting, speed, and holy power. It deals an extra 10d6 points of divine damage against reptilian creatures. Against dragons, it deals 10d10 divine damage. On a successful critical hit, the victim is destroyed if they are a dragon or a reptilian creature. Fortitude save DC 60 negates death effect, but they are stunned for 1 round.
 

Garm, The Hound of Nilfheim
Huge Outsider (extraplanar, evil)

HD: 50d8+1,000+100 (1,500 hp)
Initiative: +22
Speed: 140 ft., climb 100 ft.
Armor Class: 60 (+14 Dex, +26 natural, +12 profane, -2 size) touch 34, flat-footed 46
Base Attack/ Grapple: +50/+77
Attack: Bite +67 melee (8d6+19 plus disease/19-20/x2)
Full Attack: Bite +67 melee (8d6+19 plus disease/19-20/x2), and 2 claws +65 melee (4d8+9 plus disease)
Space/Reach: 15 ft./10 ft. (15 ft. bite)
Special Attacks: Breath weapon, death gaze beam, disease, Garm’s blood, howl of the Nilfheim hound, pounce, skirmish, spell-like abilities
Special Qualities: Damage reduction 35/epic, good, and mithral, darkvision 120 ft., energy resistance 35 to electricity and fire, immunity to acid, cold, disease, death effects, energy drain, nausea, paralysis, poison, and sleep, regeneration 30, see in darkness, see invisibility, spell resistance 54, stench, true seeing
Saves: Fort +53, Ref +47, Will +37
Abilities: Str 48, Dex 38, Con 50, Int 15, Wis 30, Cha 34
Skills: Balance +67, Climb +72, Hide +59, Intimidate +65, Jump +116, Listen +63, Move Silently +67, Spot +63, Survival +63, Tumble +67
Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Run, Spring Attack, Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x5), Improved Combat Reflexes, Superior Initiative
Environment: Nilfheim (Gray Wastes of Hades)
Organization: Solitary (unique)
CR: 44
Treasure: Nothing
Alignment:Neutral Evil

Appearing from the thick, cold mists that blanket Nilfheim, a monstrosity approaches you. It appears to be a massive dog-like creature. Dark-gray, mangy fur covers its body, as well as dried up blood. In its open maw, it has dagger-like fangs that drip with an unknown black liquid. The terrible creature has four eyes, which all glow a baleful red. This beast is none other than Garm, The Hound of Nilfheim.

Garm’s duty is simple, guard the entrance to Hel’s realm. Garm is much like the infamous Cerberus, in that he guards the gates of his master’s realm making sure nothing gets in or out without Hel’s permission. Occasionally, though very rare, Garm will wonder Nilfheim in search of food, returning immediately at Hel’s command.

Garm stands 25 ft. tall at the should and is 30 ft. long. He weighs close to 8 tons. He does not speak, but understands all languages, due to varieties of creatures who have entered and exited the gates of Hel’s Realm.

Combat: Garm loves to kill as many of his foes with his death gaze beam ability as possible before charging into melee combat. He will then attack his foes with his bite and claws, while relying on his blood for extra protection. If outnumbered Garm will result to using his breath weapon or howl to even the odds. If on the verge of defeat he will try to teleport his way out of the area, unless he’s defending the gates. If so, he’ll fight to the death.

Breath Weapon (Su): Once every 1d6 rounds, Garm can spit forth his own blood in a 150 ft. line, or he could cough up his own blood in a 90 ft. cone. It deals 33d10 points of violated acid damage. Reflex save DC 55 halves damage. Those hit by the acid must succeed on Fortitude save DC 55 or become nauseated by the smell of it for 3d4 rounds, and slowed as the spell for 10 rounds, from the thickness of it. An extra Reflex save DC 55 negates the slow effect. The victim is allowed a Reflex save DC 55 each round for the next 10 rounds in order to wipe themselves clean of the blood, thus negating the slow effect. DCs are Con-based.

Death Gaze Beam (Su): Once every minute, Garm can produce a red beam of concentrated evil and death from his eyes and unleash it upon his foes. The beam is 10 ft. wide and 150 ft. long. All creatures within range must succeed a Fortitude save DC 47 or die instantly. If successful, the creatures still take 20d8 points of negative energy damage. They are allowed a Fortitude save DC 47 to half the damage. DCs are Cha-based.

Disease (Ex): Injury, bite or claw; Fortitude DC 55, initial damage 3d6 Con, secondary damage 3d6 Con. DC is Con-based.

Garm’s Blood (Ex): Those attack Garm with piercing or slashing weapons cause his blood to spew forth from the wound dealing 6d8 points of violated acid damage. Reflex save DC 55 halves damage. Those who are hit by the blood must also succeed on a Fortitude save DC 55 or be sickened and slowed for 1 round. DCs are Con-based.

Howl of the Nilfheim Hound (Su): Once every 1d6 rounds, as a standard action, Garm can let out a numbingly cold howl that drains the life force of all who hear it. The howl is a 130 ft. radius centered on Garm. It deals 27d8 points of cold damage and all within range gain 3d6 negative levels. A Fortitude save DC 55 halves the cold damage, while a Will save DC 55 halves the amount of negative levels. DCs are Con-based.

Pounce (Ex): When Garm charges a target, he can make a full attack.

Regeneration (Ex): Garm takes normal damage from epic, good, and mithral weapons, as well as good spells.

Skirmish (Ex):Garm deals an extra 10d6 points of damage on all attacks made during a round in which it moves at least 10 ft. This attack applies only to attacks made on his turn and only affects living creatures with a discernable anatomy.

Spell-Like Abilities: CL 50; DC 24 +spell level
At will – animate dead, blur, cone of cold, create greater undead, detect chaos, detect good, detect law, desecrate, dispel good, ghoul touch, haste, obscuring mist, symbol of pain, unhallow, unholy aura
9/day – anti-life shield, blasphemy, energy drain, greater teleport (self plus 1000 pounds), inflict critical wounds (mass), power word kill, slay living, symbol of death, wail of the banshee

Stench (Ex): Garm reeks with the smell of dried up blood and decay. Those within 60 ft. of him must succeed a Fortitude save DC 55 or become nauseated while within range. If they managed to leave the range, they remain nauseated for 5 more rounds. Those grappling with Garm, must succeed a Fortitude save DC 55 or lose consciousness for 3d6 rounds.
 

Howdy RAGNAROK! :)

Just out of curiousity, do you own a copy of my Epic Bestiary Volume One? The reason I ask is that Garm is actually in that book. :p

No big deal...and for what its worth I like your version a bit better. ;)
 

Upper_Krust said:
Howdy RAGNAROK! :)

Just out of curiousity, do you own a copy of my Epic Bestiary Volume One? The reason I ask is that Garm is actually in that book. :p

No big deal...and for what its worth I like your version a bit better. ;)

I actually don't have any of your books, but I've seen a preview of Surtr and now I'm trying to get one.
 

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