Frank's Advanced monsters


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  1. #1

    Frank's Advanced monsters

    Troglizard, Warrior 2 CR 3
    20HD Type 4 Demon aka Nalfeshnee CR17
    6HD Half Farspawn Earth Elemental CR6
    9HD Tiger CR5
    12HD Liger CR6
    22HD Dire Liger CR10
    12HD Mummy CR7
    Fiendish Girallon CR7
    10HD Fiendish Girallon CR9
    19 HD Fiendish Girallon CR14
    19 HD Fiendish Girallon Barbarian 1 CR15
    16HD Dire boar CR7
    16HD Fiendish Dire Boar CR9
    22HD Awakened Fiendish Dire Boar-barian CR13
    20HD Devourer CR13
    20HD Pseudonatural Devourer CR15
    36HD Devourer CR18
    30HD Black pudding CR14
    7HD Grey Ooze CR6
    15HD Pseudonatural Juvenile Blue Dragon CR10
    13HD Pseudonatural Young Red Dragon CR9
    12HD Pseudonatural Hill Giant CR9
    24HD Tentacled Horror CR13
    8HD Vampiric Illithid fr0m space! CR10
    8HD Pseudonatural Vampiric Illithid CR10
    8HD Elite Vampiric Illithid CR10
    12HD Vampiric Illithids CR10
    16HD Vampiric Illithid CR11
    20HD Vampiric Illithids CR12
    24HD Vampiric Illithids CR13
    24HD Elite Vampiric Ulitharid CR15
    6HD Thoqqua CR4
    9HD Thoqqua CR5
    Fiendish Deep One CR2
    6HD Deep One CR3
    10HD Deep One CR5
    10HD Blink Dog CR5
    10HD Non-Elite Blink Dog CR5
    12HD Elite Blink Dog CR7
    10HD Wyvern skeleton CR5
    Orges as PCs PDF
    Gort’s 33HD Elite Astral Chuul CR ?14?
    Fiendish dire horse
    Elite dire horse
    11HD dire horse
    Dungeonbred beholder CR13 [Medium]
    15HD Durable Dungeonbred beholder CR14 [Medium]
    19HD Bloated Dungeonbred beholder CR16 [Large]
    27HD Champion Dungeonbred beholder CR19 [Large]
    33HD Bloated Dungeonbred beholder CR20 [Large]

    Terrible Troglizards

    The wotc page where these critters debuted
    http://www.wizards.com/default.asp?x=dnd/mm/20031018a

    I am pleased to inform you, the Glantrian expansion council, that further training of the Praetorian troglodyte - lizard folk amalgamation is possible. Selective breeding supplemented with sufficient force has proven effective to keep the creatures in check. Their minds, while resistant on charms that affect normal humanoids can still be enspelled with sufficient potency, of which, in our great kingdom of magic, there is no short supply.

    One recent development is that these creatures have been coaxed to use armor. As some of you may know, most of the scaled bipeds are not well disposed to wearing armor due to skin conditions they suffer from such accoutrements. However after a brief field study I found that crocodile leathers can be safely worn by this breed and that they can manufacture this armor given the need and materials. I submit to you Glantri city canal guard report #126 form the Month of Dragon’s Fire of last year. I won’t bore you with too many unfortunate details, but several of our canal cleansing scorpion-crocodile hybrids where found skinned among the lair of the escaped band of these creatures who were wearing the hides. Their penchant for slave taking was evidenced by the unfortunate apprentice found who had been worked to death by the rogue band.

    The Troglizards should be used to take the Malpheggi swamp of Darokin and the marshlands of Karmekios at the soonest opportune time. Once they replace the indigenous lizard folk tribes, their accelerated metabolisms and increased aggression will ensure the Troglizards become a major military threat that will deplete the forces of those countries, easing our expansion goals.

    I feel that it would be appropriate to allocate funds for the master warsmiths to fashion armor and weapons for the Units kept for our own shock troops. Should mundane crocodile supply be inefficient for this process, then I propose using our remaining stock of scorpadiles as raw materials.
    Troglizard – Warrior 2

    Medium Monstrous Humanoid (Reptilian)
    Hit Dice: 3d8+2d8 +20 [42 hp]
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 1 handed weapon
    22 (+2 Dex, +6 natural, +3 studded crocodile leather, +2 large turtle shell shield), touch 12, flat-footed 20
    2 handed weapon
    20 (+2 Dex, +6 natural, +3 studded crocodile leather, touch 12, flat-footed 20
    Base Attack/Grapple: +5/+8
    Attack: Claw +8 melee (1d4+3) or +8 melee (weapon damage ) or javelin +6 ranged (1d6+3)
    Full Attack: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+1) or +8 melee (weapon damage) and bite +6 melee (1d4+1), or javelin +6 ranged (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stench dc15
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +8, Ref +5, Will +2
    Abilities [non elite NPC] Str 17, Dex 14, Con 19, Int 10, Wis 9, Cha 8
    Skills: Balance +5, Climb +8, Hide +9, Swim +8 [pre armour penalty]
    Feats: Multiattack, Power Attack
    Environment: Temperate or warm marsh, underground
    Organization: Solo, Commando unit; 2 to 5, sergeants; [1 per 10 combatant troglizards]
    Challenge Rating: 3 [or 4 if you diagree the Base troglizard is a CR 2]
    Treasure: 50% coins, 50% goods, 50% items

    Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated. This musklike scent is repellant to all creatures others than troglizards. All other living beings within 30 feet must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.
    Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration somewhat. This ability functions like that of a chameleon although not to the same extent.
    Last edited by frankthedm; Tuesday, 13th November, 2007 at 06:18 PM.

 

  • #2

    Lord of Woe

    Table: Woeful Escarand Encounters
    91-100 A furious Lord of Woe (20-HD advanced nalfeshnee; MM 45) stalks through the halls, eager for a fight after a particularly galling trial.
    Type 4 Demon: Roa’Gulko, The Bully
    Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 20d8+180= 270 [4.5 per D8] / 280 [5 per D8]
    Initiative: +2
    Speed: 30 ft. (6 squares), fly 40 ft. (poor)
    Armor Class: 28 (-2 size, +2 Dex, +18 natural), touch 9, flat-footed 26,
    32 [ +4 deflection while unholy aura is active]
    33 {+5 dodge when using Combat expertise to the limit]
    37 [Unholy Aura + Max Combat expertise]
    Base Attack/Grapple: +20/+35
    Attack: Bite +26 melee (3d8+7) or one simple or matial weapon.
    Full Attack:
    Bite +26 melee (3d8+7) and 2 claws +23melee (1d8+3)
    Space/Reach: 15 ft./15 ft. 3 AoOs per round due to combat reflexes.
    Special Attacks: Smite, spell-like abilities, summon demon
    Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing
    Saves: Fort +21, Ref +14, Will +18 { Fort +25, Ref +18, Will +22 while Unholy aura is active]
    Abilities: Str 25, Dex 14*, Con 28*, Int 22, Wis 22, Cha 20
    Skills: Bluff +28*, Concentration +32*, Diplomacy +32*, Disguise +5 (+7 acting), Hide +17*, Intimidate +28*, Knowledge (arcana) +29*, Listen +37*, Move Silently +25* Search +29*, Sense Motive +29*, Spellcraft +31* (+33* scrolls), Spot +37*, Survival +12* (+14* following tracks), Use Magic Device +28* (+30* scrolls)
    Feats: Power Attack, Combat Reflexes, Multiattack, Improved Natural Attack[bite], Weapon Focus (bite), Combat Expertise [15 HD], Improved trip [18 HD].
    Environment: Mountain of Woe
    Organization: Solitary or troupe (1 Roa’Gulkoe, 1 hezrou, and 2-5 vrocks)
    Challenge Rating: 17
    Treasure: Standard coins; double goods; standard items
    Alignment: Always chaotic evil
    Advancement: 21-42 HD (Gargantuan)
    Level Adjustment:
    Roa’Gulko, The Bully can fly despite its small wings.
    Roa’Gulko, The Bully is 28 feet tall and weighs 11,000 pounds.

    Roa’Gulkoe’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

    Smite (Su)
    Three times per day Roa’Gulko can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 25 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
    Spell-Like Abilities
    At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.

    Summon Demon (Sp)
    Twice per day Roa’Gulkoe can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another Nafleshee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
    True Seeing (Su)
    Roa’Gulko continuously uses true seeing, as the spell (caster level 14th).

    Skills
    Roa’Gulko has a +8 racial bonus on Listen and Spot checks.
    Unholy Aura

    Abjuration [Evil]
    Level:Clr 8, Evil 8
    Components:V, S, F
    Casting Time:1 standard action
    Range:20 ft.
    Targets:One creature/level in a 20-ft.-radius burst centered on you
    Duration:1 round/level (D)
    Saving Throw: See text
    Spell Resistance:Yes (harmless)

    A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the abjuration blocks possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
    Last edited by frankthedm; Thursday, 29th June, 2006 at 11:38 PM.

  • #3
    Here is a Lesser planar ally for the cult of elder elemental evil. I believe the Elemental would loose the ability to receive STR 1.5 on it's slams use to having additional [un]natural attack. Though from my understanding the template does let it keep the special qualities of being an elemental

    From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘Destroy this creature or flee from it!'
    Half Far spawn Earth Pseudomental, Medium
    Medium Outsider (Earth, Extraplanar)
    Hit Dice: 6d8+36 (63 hp) [66 if you give monsters high average HP]
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 22 ( +12 natural), touch 10, flat-footed 22
    Base Attack/Grapple: +4/+9
    Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)
    Full Attack: Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Earth mastery, push
    Spell like Abilities: { } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day
    Special Qualities: Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day
    Saves: Fort +11, Ref +2, Will +4
    Abilities: Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13
    Skills: Concentration +11, Listen +11, Spot +11
    Feats: Power Attack, weapon focus tentacle, blind fight.
    Environment: Plane of Earth or areas of Far Rælm corruption
    Organization: Solitary
    Challenge Rating: 5.66
    Treasure: None
    Alignment: Chaotic Evil or Not Applicable
    Advancement: 7 HD (Medium)

    Pre-combat: If alerted to foes, use blur on self and glide into the nearest wall. Change to horrid form.
    Round 1: Listen[+2] for party to pass, Glide out of wall near party use touch of idiocy casting defensively if needed and touch foe.
    Round 2: If full attack is possible, do so, then adjust into wall to avoid reprisal.
    Round 3: Adjust out of wall, full attack if possible. If surrounded, True Strike, power attack for full and fight defensively. Strike most annoying combatant.
    Round 4: Full attack and adjust into wall or if party is clustered together, stinking cloud on group and glide beneath them.
    Round 5: Launch full attacks from within the wall, using blind fight to reduce miss chance. Flee at 10 or less HP.
    Earth pseudomentals speak Terran but rarely choose to do so.

    Combat
    Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.

    Earth Mastery (Ex): An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

    Push (Ex): An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.

    Earth Glide (Ex): An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Elemental traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.[/SIZE]

    True Strike (Su): Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target. Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.

    Change Shape(Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass.This ability functions as described for the change shape ability (see page306 of the Monster Manual), except the creature: looses its slam attack, Push and Earth mastery, movement modes do not change, retains the tentacle attacks and gains two additional tentacle attacks when making a full attack, cannot be flanked, criticaly hit, and Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous form.
    Last edited by frankthedm; Wednesday, 12th July, 2006 at 07:30 PM.

  • #4
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    A 1e title so awesome it's not in the book (Lvl 21)

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    Pretty cool stuff...
    the Jester

    The Monster Project

    Buy my first self-published weird sci-fi novel from Amazon here!

  • #5
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    Quote Originally Posted by the Jester
    Pretty cool stuff...
    Seconded, and the flavor text of the troglizard is just inspiring... I feel like breeding an army
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #6
    I advanced some tigers, one to represent the larger breed of the Siberian Tiger, two others for the Liger [Male lion/Female tiger crossbreed mule] The liger was intentionaly given poor spot /listen skills to reprsent an animal that seems permanently "out of it's natural enviroment" due to mixed parentage. It is very good at finding and taking prey, just not avoiding being prey.
    Long Haired Tiger (Siberian)
    Large Animal
    Hit Dice: 9d8+ 27 (62hp) [67HP] If PCs always can get high average or better on level up
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +6/+17
    Attack: Claw +12 melee (1d8+7)
    Full Attack: 2 claws +12 melee (1d8+7) and bite +7 melee (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+3
    Special Qualities: Low-light vision, scent
    Saves: Fort +9, Ref +8, Will +4
    Abilities: Str 24, Dex 15, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +6, Hide +6*, Listen +3, Move Silently +9, Spot +3, Swim +12
    Feats: Alertness, Endurance, Improved Natural Weapon (bite), and Improved Natural Weapon (claw).
    Environment: Cold forests
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Masterwork cold weather outfit.
    Advancement: 10–12 HD (Large); 13–18 HD (Huge)
    Level Adjustment:

    These great cats stand around 3½’ tall at the shoulder and are about 9 feet long. They weigh from 600 to 800 pounds.

    Combat
    Improved Grab (Ex): To use this ability, a Long haired Tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Pounce (Ex): If a Long haired Tiger charges a foe, it can make a full attack, including two rake attacks.
    Rake (Ex): Attack bonus +12 melee, damage 1d8+3.

    Skills: Long haired Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    Long haired Tiger’s thick coats are the equivalent of masterwork cold weather cloths, granting the tiger and those who harvest its coat (Craft [leatherworking] or Survival) a +2 bonus on saves to resist cold dangers.

    Liger

    Large Animal
    [b] Hit Dice: 12d8+48 (102 HP) (108 HP If PCs always can get high average or better on level up)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +9/+20
    Attack: Claw +16 melee (1d8+7)
    Full Attack: 2 claws +16 melee (1d8+7) and bite +10 melee (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+3
    Special Qualities: Low-light vision, scent
    Saves: Fort +12, Ref +10, Will +5
    Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 6
    Skills: Balance +6, Hide +11*, Listen +1, Move Silently +11, Spot +1, Swim +12
    Feats: Improved Natural Weapon (bite), Improved Natural Weapon (claw), Power attack, Stealthy and Weapon focus [claw]
    Environment: Warm plains and warm forests
    Organization: Solitary
    Challenge Rating: 6
    Advancement: 13–18 HD (Huge)
    Level Adjustment:

    These great cats stand nearly 4’ tall at the shoulder and are about 10 to 11 feet long. They weigh from 1000 to 1200 pounds.

    Combat
    A Liger uses its brute strength to swiftly kill its prey, normally power attacking for 5 points. Claw +11 to hit, 1d8+12 damage; bite +5 to hit, 2d6+10 damage: grapple bonus +15, rake +10 to hit, 1d8+8 damage. If it fails to hit during a pounce, it attacks normally there after until driven off or it attacks a foe that seems less protected.

    Improved Grab (Ex): To use this ability, a Liger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Pounce (Ex): If a Liger charges a foe, it can make a full attack, including two rake attacks.

    Rake (Ex): Attack bonus +15 melee, damage 1d8+3.

    Skills: Ligers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    Dire Liger

    Size/Type: Large Animal
    Hit Dice: 22d8+66 [165 HP] 176 If PCs always can get high average HP or better on level up)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +16/+29
    Attack: Claw +25 melee (2d4+8)
    Full Attack: 2 claws +25 melee (2d4+8) and bite +22 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 2d4+4
    Special Qualities: Low-light vision, scent
    Saves: Fort +16, Ref +15, Will +14
    Abilities: Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +11*, Jump +14, Listen +4, Move Silently +15, Spot +5, Swim +10
    Feats: Improved Natural Attack (claw), Improved Natural Attack (bite), Multiattack, Power Attack, Run, skill focus [move silently], Stealthy, Weapon Focus (claw),
    Environment: Warm plains near Warm Forests
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: 23-32 HD (Large); 33-48 (Huge)
    Level Adjustment:
    Dire ligers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.

    Dire ligers grow to be over 14 feet long and can weigh up to 9,000 pounds.

    Combat
    A dire liger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.

    A Dire liger frequently uses power attack, sacrificing 8 points of its attack bonus for +8 to damage. If it fails to hit, or the only available prey is encased in stone or metal, it attacks normally. Claws +17 to hit, 2d4+16 damage; bite +14 to hit, 2d6+12 damage; Rake + 14 to hit, 2d4+12 damage.

    Improved Grab (Ex)
    To use this ability, a dire liger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Pounce (Ex)
    If a dire liger charges, it can make a full attack, including two rake attacks.

    Rake (Ex)
    Attack bonus +22 melee, damage 2d4+4.

    Skills
    Dire ligers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

  • #7
    Advanced 16 HD mummy
    Advanced Mummy
    Medium Undead
    Hit Dice: 16d12+16+16* (144 hp) [16 from created in desecrated area, 16 from improved toughness]
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (+10 natural), touch 10, flat-footed 20
    Base Attack/Grapple: +8/+16
    Attack: Slam +17 melee (1d6+12 plus mummy rot DC22)
    Full Attack: Slam +17 melee (1d6+12 plus mummy rot DC22)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Despair DC 22, mummy rot DC 22
    Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire
    Saves: Fort +4, Ref +2, Will +8
    Abilities: Str 26**, Dex 10, Con —, Int 6, Wis 14, Cha 15
    Skills: Hide +7, Listen +14, Move Silently +7, Spot +14
    Feats: Ability Focus [despair], Ability Focus [Mummy rot], Power Attack, weapon Focus [slam], Great Fortitude, Improved Toughness.
    Environment: Any
    Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually lawful evil
    Advancement: 17–24 HD (Large)

    Improved toughness (Libris Mortis and others): Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack
    Last edited by frankthedm; Thursday, 15th February, 2007 at 09:49 PM.

  • #8
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    Ot of all of these, the Liger is my favorite.

  • #9
    A single tattered sheet from a notebook.
    http://img516.imageshack.us/img516/1...onstory1ri.gif

    Demogorgon Sacrifice Collection Unit
    Fiendish Girallon Striketeam
    Fiendish Girallon

    Size/Type: Large Magical Beast [extraplanar]
    Hit Dice: 7d10+21 (59 hp) [62 high average]
    Initiative: +3
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +7/+17
    Attack: Claw +13 melee (1d4+6 [magic])
    OR Masterwork Great club +13 [2d8+9 [blunt]}
    Full Attack: 4 claws +13 melee (1d4+6[magic]) and bite +7 melee (1d8+3[magic]) OR Masterwork Greatclub +13/+6 [2d8+9 [blunt]} and 2 claws +7 melee (1d4+3) and bite +7 melee (1d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d4+9, Smite Good [1/day +7 damge]
    Special Qualities: Darkvision 60 ft.,low-light vision, scent, DR 5/Magic, Resist Cold 5, Resist Fire 5, SR 12
    Saves: Fort +7, Ref +8, Will +5
    Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
    Skills: Climb +18, Move Silently +8, Spot +6
    Feats: Iron Will, Improved Toughness, Weapon Focus Claw or Iron Will, Improved Toughness, Weapon proficiency Greatclub
    Environment: Warm forests
    Organization: company of 8
    Challenge Rating: 7
    Treasure: Masterwork Large Great club
    Alignment: Always CE
    Advancement: 8-10 HD (Large); 11-21 HD (Huge)
    Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
    Combat
    A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
    Rend (Ex)
    A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
    Skills
    A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
    Fiendish Girallon 2nd in command

    Size/Type: Large Magical Beast [extraplanar]
    Hit Dice: 10d10+30 (85 hp) [90 high average]
    Initiative: +3
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +10/+20
    Attack: Claw +13 melee (1d4+6) OR +1 Merciful Great club +16 [2d8 +10 +1d6 [Magic, Blunt, Nonlethal]}
    Full Attack: 4 claws +15 melee (1d4+6[magic]) and bite +7 melee (1d8+3[magic]) OR +1 Merciful Great club +16/+11 [2d8 +10 +1d6 [Magic, Blunt, Nonlethal]} and 2 claws +7 melee (1d4+3[magic]) and bite +7 melee (1d8+3[magic])
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d4+9, Smite Good [1/day +10 damage]
    Special Qualities: Darkvision 60 ft.,low-light vision, scent, DR 5/Magic, Resist Cold 10, Resist Fire 10, SR 15
    Saves: Fort +9, Ref 11, Will +6
    Abilities: Str 22, Dex 18, Con 14, Int 3, Wis 12, Cha 7
    Skills: Climb +14, Move Silently +12, Spot +6
    Feats: Iron Will, Improved Toughness, Proficency Great club. Combat Reflexes.
    Environment: Warm forests
    Organization: Leader of the company
    Challenge Rating: 9
    Treasure: +1 Merciful Large great club 10,000 gp [extra value is from being an obscene art object]
    Alignment: Always neutral CE
    Advancement: 11-21 HD (Huge)

    Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
    Combat
    A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
    Rend (Ex)
    A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
    Skills
    A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Fiendish Girallon leader

    Size/Type: Hiuge Magical Beast [extraplanar]
    Hit Dice: 19d10+114 (218 hp) [228 high average]
    Initiative: +3
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 18 (-2 size, +3 Dex, +7 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +19/ +37
    Attack: Claw +27 melee (1d6+6) or Great club +27 [3d8+15 [blunt]}
    Full Attack: Huge Great club +27/+21/+16 [3d8 +15[Blunt]} and 2 claws +27 melee (1d6+5[magic]) and bite +27 melee (2d6+5[magic])
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rend 2d6+15, Smite Good [1/day +19 damage]
    Special Qualities: Darkvision 60 ft., low-light vision, scent, DR 10/Magic, Resist Cold 10, Resist Fire 10, SR 24
    Saves: Fort +15, Ref +14, Will +9
    Abilities: Str 30, Dex 16, Con 20, Int 3, Wis 12, Cha 7
    Skills: Climb +14, Move Silently +20, Spot +6
    Feats: Iron Will[1st], Improved Toughness[3rd], Proficiency Great club[6th]. Combat Reflexes[9th], Power Attack[12th], Multiattack[15th], Improved Multiattack[18th]
    Environment: Warm forests
    Organization: Leader of the company
    Challenge Rating: 14
    Treasure:
    Alignment: Always neutral CE
    Advancement: 11-21 HD (Huge)

    Power Attack: This brutish specimen usually Power attacks for 10 points unless it is having trouble hitting it’s foes. -10 to hit, +10 to damage [+20 with the greatclub] Full attack computation is as follows…
    Huge Great club +17/+11/+6 [3d8 +35[Blunt]} and 2 claws +17 melee (1d6+15[magic]) and bite +17 melee (2d6+15[magic])

    Rend (Ex)
    A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+15 points of damage.

    Skills
    A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Fiendish Girallon leader, Barbarian 1

    Size/Type: Huge Magical Beast [extraplanar]
    Hit Dice: 19d10+ 1d12 + 140 (251hp) [ 261 high average] (291hp) [301 high average]
    Initiative: +2
    Speed: 50 ft. (10 squares), climb 40 ft.
    Armor Class: 17 15 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
    Base Attack/Grapple: +20/ +40 +42
    Attack: Claw +30 melee (1d6+12) or Great club +30 [3d8+18, 19-20 x2 [blunt]}
    Raging: Claw +32 melee (1d6+14) or Great club +32 [3d8+21, 19-20 x2 [blunt]}
    Full Attack: Huge Great club +30/+25/+20/+15 [3d8 +18, 19-20 x2 [Blunt]} and 2 claws +30 melee (1d6+7[magic]) and bite +30 melee (2d6+7[magic])
    Raging Full: Huge Great club +32/+27/+22/+17 [3d8 +21, 19-20 x2 [Blunt]} and 2 claws +32 melee (1d6+7[magic]) and bite +32 melee (2d6+7[magic])
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rage, Rend 2d6+18 +21, Smite Good [1/day +20 damage]
    Special Qualities: Darkvision 60 ft., low-light vision, scent, DR 10/Magic, Resist Cold 10, Resist Fire 10, SR 25
    Saves: Fort +18 +20, Ref +13, Will +11 +13
    Abilities: Str 34, Dex 14, Con 24, Int 3, Wis 16, Cha 8
    Skills: Climb +17, Move Silently +20, Spot +7
    Feats: Iron Will[1st], Improved Toughness[3rd], Combat Reflexes [6th]. Improved critical Great club [9th], Power Attack[12th], Multiattack[15th], Improved Multiattack[18th]
    Environment: Warm forests
    Organization: Leader of the company
    Challenge Rating: 15
    Treasure:
    Alignment: Always neutral CE
    Advancement: 21 HD (Huge)

    Rage: This Creature can rage 1 per day. The Changes to its stat block are reflected in red. This lasts 7 rounds.

    Power Attack: This brutish specimen usually Power attacks for 10 points unless it is having trouble hitting it’s foes. -10 to hit, +10 to damage [+20 with the greatclub] Full attack computation is as follows…
    Huge Great club +20/+15/+10/+5 [3d8 +38, 19-20 x2 [Blunt]} and 2 claws +20 melee (1d6+17[magic]) and bite +20 melee (2d6+17[magic])
    Huge Great club +22/+17/+12/+7 [3d8 +41, 19-20 x2 [Blunt]} and 2 claws +22 melee (1d6+17[magic]) and bite +22 melee (2d6+17[magic])


    Rend (Ex):A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+18 2d6+21 points of damage.

    Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
    Last edited by frankthedm; Wednesday, 27th September, 2006 at 11:25 PM.

  • #10
    The Beast of Radlebb Woods
    Quote Originally Posted by Spellweaver @ wotc boards
    It was a dark and windy night. Rain poured endlessly from black skies that lit up when the occasional lightning forked its way across them, followed by thunderous crashes that made the very earth shake. It was the biggest lightning storm of living memory, and to Pasha that was a long time.

    'Tell us a story, grandpa' little Boris and Natascha pleaded. The noise outside had kept them awake long past their usual bedtime and they gathered with the rest of the woodcutter family around the fireplace of the small cottage.

    'A story?' Pasha said thoughtfully, rubbing his beard with a gnarly hand.

    'Yes. A ghost story!', Boris said eagerly.

    'Hmm... I do believe I don't know any ghost stories', Pasha said slowly and the children moaned in disappointment. 'But let me tell you about the time when I went hunting for the Beast of Radlebb Woods. It was a dark night, much like this one. We had heard that the beast had been sighted near the hamlet of Tristan's Creek...'


    THE BEAST OF RADLEBB WOODS

    The Beast of Radlebb woods is a legendary monster, feared by woodsmen and elves from Radlebb Keep to Rifflian. Few have encountered it and escaped with their lives and tales spoken in fear in taverns all over Karameikos tell of evil, glowing red eyes and fangs the size of daggers that can tear an armoured knight apart in moments.
    Nobody really knows what the monster is or where it came from. It has lived in Radlebb Woods as long as any living human can remember and even the elves of Rifflian are unsure of when or from where the creature came.

    [DMing notes]:
    The Beast of Radlebb Woods is a creation of the priesthood of Orcus, a juggernaut of a boar released to guard the territory in which one of their main temples lies hidden. It is a killing machine that will savagely slay any humanoids it encounters (and quite a few animals) unless they are protected by the beast-head medalions worn by the priesthood.
    The DM can use the Beast in a number of ways; PCs could be hired to track and capture or kill the monster. They might encounter it just travelling through Radlebb Woods. Or they could stumble across the hidden temple of Orcus (unlikely, but possible) and be hunted through the dark woods by the monster! If they figure out how the priesthood stays safe they might try to acquire beast-head medalions to protect them while in the forest and then investigate the temple (which is manned by dark clerics, devil swines and other nasties).
    The DM should flesh out the statistics of the Beast to suit his campaign needs.

    The Beast of Radlebb Woods


    Here is a advanced Dire Boar.

    Advanced Dire boar

    Hit Dice: 16d8+64 [136] + Ferocity
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (–1 size, +1 dex,, +6 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +12/+24
    Attack: Gore +20 melee (2d6+12)
    Full Attack: Gore +20 melee (2d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Low-light vision, scent
    Saves: Fort +14, Ref +10, Will +13
    Abilities: Str 27, Dex 12, Con 18, Int 2, Wis 13, Cha 8
    Skills: Listen +12,hide +1, Spot +13
    Feats: Alertness, Endurance, Iron Will, weapon focus. improved natural attack, improved critical.
    Environment: Temperate forests
    Organization: Solitary or herd (5–8)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 8–16 HD (Large); 17–21 HD (Huge)
    Level Adjustment: —
    Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.
    Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
    Combat
    A dire boar charges its opponent, trying to rip the target open with its tusks.
    Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
    The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast they infused with Daemonic essence.

    For parties who don't bother with tactics, here is one that could provide a wake up call / death knell. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" before this fight and don't forget it has spell resitance.

    Advanced Feindish Boar
    -Large Magic beast [extraplanar]
    Hit Dice: 16d8+48 [120] + Ferocity
    Initiative: +1
    Speed: 40 ft. enhanced to 70 FT.(14 squares)
    Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15
    Base Attack/Grapple: +12/+24
    Attack: Gore +19 melee (2d6+12)
    Full Attack: Gore +19 melee (2d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Ferocity, Smite good {+16 damage 1/day
    Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic
    Saves: Fort +14, Ref +10, Will +13
    Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8
    Skills: Listen +11, Hide +1, Spot +11
    Feats: [b]Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.[b]
    Environment: Temperate forests
    Challenge Rating: 9*
    Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure
    Alignment: Chaotic evil
    Advancement: 8–16 HD (Large); 17–21 HD (Huge)
    Level Adjustment: —


    If the previous beast was not enogh to be a threat, here is a beast that should be a deadly fight. The rules use was fast and loose so it ain't perfect...

    Hogzilla!
    it is smart enough to use its feats effectivly. The Cult has equipped it with the magical chain barding of a Huge beast as well. The have given it bloated, enchanted ticks that act as potions when they are consumed:yuck:. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find.

    Hogzilla!
    Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar
    Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity
    Initiative: +4
    Speed: 50 ft.enhanced to 80 ft. 16 squares.
    Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23.
    Base Attack/Grapple: +17/+39[41]
    Attack: Gore +29[31] melee (2d6+21[24] magic
    Full Attack: Gore + melee (2d6+21[24] Magic
    Space/Reach: 15ft./10t.
    Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day
    Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic
    Saves: Fort +23[25], Ref +17, Will +17[19]
    Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8
    Skills: Listen +11, Hide -1 Spot +11, survival +8
    Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack
    Environment: Temperate forests
    Organization: Solitary or with Orcus cultists
    Challenge Rating: 13
    Treasure: +2 chain’shirt’ barding{4550gp], Horseshoes of zyphyr [6000gp], potion tick of flight[750]

    [ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing]
    Alignment: Chaotic evil
    Last edited by frankthedm; Tuesday, 10th October, 2006 at 07:41 PM.

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