Frank's Advanced monsters

frankthedm

First Post
shantak said:
But, i think 'improved natural armor' requires con: 13+, thus unable for the undead.
Oops. got some work to do. A shame really, If I had to fight these things, I'd rather they have INA than other feats.
 

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frankthedm

First Post
[imagel]http://img176.imageshack.us/img176/764/superchuulhr9.jpg[/imagel] Gort's Astral Chuul, 33HD elite lobstrocity
[sblock= Astral Chuul, 33HD elite lobstrocity] Astral Chuul, 33HD elite lobstrocity Huge Aberration (Aquatic)
Hit Dice: 33d8 + 363 +33 = 544 HP
Initiative: +10
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 28 (–2 size, +6 Dex, +14 natural), touch 12, flat-footed 19
Base Attack/Grapple: +24/+44
Attack: Claw +34 melee (4D6+12)
Full Attack: 2 Claws +34 melee (4D6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 3d6+5, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., immunity to poison
Saves: Fort +21, Ref +16, Will +24
Abilities: Str: 34 Dex: 22 Con: 32 Int: 14 Wis 18 Cha: 5
Skills: Hide: +36, Listen: +40, Spot: +40, Swim: +56
Feats: Alertness [1], Blind-Fight [3], Combat Reflexes [6], Improved Initiative [9], Improved Natural Attack (4D6) [12], Improved Toughness [15], Weapon Focus (Claw) [18], Combat Expertise [21], Dodge [21], Mobility [24], Spring Attack [27], Whirlwind Attack [30] Power Attack [33]
Challenge Rating: 14 {playtesting reccomended]
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic evil
Advancement: Maxed
These titanic chuul are over 20 feet long and weigh 6000 pounds.

Constrict (Ex): On a successful grapple check, a chuul deals 4d6+12 points of damage.

Improved Grab (Ex): To use this ability, a chuul must hit with a claw 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 constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 37 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 2d6+6 points of damage each round from the creature’s mandibles.

Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.
Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
 

TarionzCousin

Second Most Angelic Devil Ever
I am addicted to your monsters

Thanks. Anyone who wants to could 'award' me with PDFs from my wishlist.

Your wishlist isn't showing.

Your monsters continue to be fantastic. I would tell you which ones I have "borrowed," but my players might read this thread and learn of the nastiness which awaits them.

I have an upcoming 12th-20th Level+ Planescape campaign. Got any inclinations to tweak any Beholders, Fiends (especially Yugoloths), Angels, or Swarms?
 
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frankthedm

First Post
[sblock=Fiendish dire horse]
HD: 8d8+48+8 (92 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 16 (–1 size, +1 Dex. +6 natural), T 10, FF 15
Base Attack/Grapple: +6/+16
Attack: Hoof +11 melee (1d6+5)
Full Attack: 2 hooves +11 melee (1d6+6) and bite +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Good
Special Qualities: Darkvision 60’ DR 5/ Magic, Low-light vision, Resist Cold & Fire 10, scent, SR 13
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 22, Dex 13, Con 22, Int 2, Wis 15, Cha 11
Skills: Listen +8, Spot +8
Feats: Endurance, Run, Improved toughness
Alignment: Lawful Evil
CR 6 [/sblock] [sblock=Elite Dire Horse]
HD: 8d8+72 ( 108 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 16 (–1 size, +1 Dex. +6 natural), T 10, FF 15
Base Attack/Grapple: +6/+15
Attack: Hoof +10 melee (1d6+4)
Full Attack: 2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +9
Abilities: Str 20, Dex 16, Con 27, Int 2, Wis 17, Cha 12
Skills: Listen +9, Spot +8
Feats: Endurance, Die hard, Improved toughness
CR 5[/sblock] [sblock=Advanced Dire horse]
HD: 11d8+ 66 + 11 (126 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 17 (–1 size, +1 Dex. +7 natural), T 10, FF 16
Base Attack/Grapple: +8/+18
Attack: Hoof +13 melee (1d6+5)
Full Attack: 2 hooves +13 melee (1d6+6) and bite +7 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +8, Will +9
Abilities: Str 22, Dex 13, Con 22, Int 2, Wis 15, Cha 11
Skills: Listen +9, Spot +10
Feats: Endurance, Run, Improved toughness, Improved Natural Armor
CR 5[/sblock]
 
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frankthedm

First Post
TarionzCousin said:
I have an upcoming 12th-20th Level+ Planescape campaign. Got any inclinations to tweak any Beholders, Fiends (especially Yugoloths), Angels, or Swarms?
I really don't know why wotc undermined the beholder by making it large, such a mistake. Thanks to Dungeonscape, that mistake is now rectified! Mwah-haha!

Here is a beholder you can use your old medium beholder minis for! Know your rules for these inside and out before using them! Using the rays is a free action for the beholder so zapping while running should work fine. And think very hard on how you will rule grappling and the eye rays will interact.

[sblock=Dungeonbred Beholder, Medium Aberration]Dungeonbred Beholder
Medium Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +3 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +8/+6
Attack: Eye rays +11 ranged touch and bite +1 melee (2d4-2)
Full Attack: Eye rays +11 ranged touch and bite +1 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 6, Dex 16, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +17, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
Feats: Alertness(b), Endurance(b) Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 19 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison. [/sblock]Here is a slightly advanced beholder that shouldn't die on the first hit.
[sblock=15 HD Durable Dungeonbred Beholder]
Durable Dungeonbred Beholder
Medium Aberration
Hit Dice: 15d8 +60 +15 (142 hp & Die Hard)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +3 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +11/+9
Attack: Eye rays +14 ranged touch and bite +4 melee (2d4-2)
Full Attack: Eye rays +14 ranged touch and bite +4 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +11, Ref +8, Will +11
Abilities: Str 6, Dex 16, Con 18, Int 17, Wis 15, Cha 16
Skills: Hide +21, Knowledge (arcana) +17, Listen +22, Search +25, Spot +26, Survival +2 (+4 following tracks)
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 22 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.[/sblock]

And here is how I imagine how a medium beholder's firing arcs work on the grid system

 
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frankthedm

First Post
They could not stay medium forever. 2 Lords of madness feats, easily swapped out if you don't want to use them. [sblock=19 HD Bloated Dungeonbred Beholder]
Bloated Dungeonbred Beholder
Large Aberration
Hit Dice: 19d8 + 114 + 19 (218 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +14/+20
Attack: Eye rays +15 ranged touch and bite +10 melee (2d6+1)
Full Attack: Eye rays +15 ranged touch and bite +10 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +15, Ref +8, Will +13
Abilities: Str 14, Dex 14, Con 22, Int 17, Wis 15, Cha 17
Skills: Hide +20, Knowledge (arcana) +17, Listen +22, Search +21, Spot +28, Survival +2 (+4 following tracks), Tumble +13
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM].
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 16
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 24 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


If you chose not to use these feats, change the feats to Weapon focus (Eye Ray) and Improved Critical (Eye Ray)[/sblock]Nearing the end of the road. This one has the Disjoining beam from Lords of madness so be sure to use it. If you don’t want to use it, be sure to swap it out with another feat. Use Combat expertise and Fighting defensively to raise the Touch AC as much as you can -9 to hit, +8 AC. Use tumble to get out of threatened area as needed. This thing will still die if it get cornered into melee. If needed use the disintegrate beam for escaping rather than attacking.
[sblock=27 HD Champion Dungeonbred Beholder]
Champion Dungeonbred Beholder
Large Aberration
Hit Dice: 27d8 + 162 + 27 (310 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +20/+26
Attack: Eye rays +21 ranged touch and bite +16 melee (2d6+1)
Full Attack: Eye rays +21 ranged touch [x2 crit] and bite +16 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +17, Ref +11, Will +17
Abilities: Str 14, Dex 14, Con 22, Int 17, Wis 15, Cha 19
Skills: Hide +28, Knowledge (arcana) +17, Listen +26, Search +25, Spot +32, Survival +2 (+4 following tracks), Tumble +15
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM], Improved Critical (Eye Ray), Disjunction Ray, Combat Expertise.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 28-33 HD (large)

In addition to Common and Beholder, this particular beholder also speaks Dwarven, Elven, Giant, Infernal, Terran, Goblin, Undercommon and Draconic.

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 29 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


Disjunction Ray [Lords of Madness] Prerequisites: Cha 19, Focused Antimagic, beholder with functional antimagic ability. Benefit: As a standard action, the creature can reduce the cone-shaped area of effect of its central eye’s antimagic cone down to a razor-thin eye ray. If the creature hits a magical effect or magic item with this narrowed eye ray, it disjoins the effect or item as if it had cast Mage’s disjunction on the effect or item.[/sblock]Hear is the end. It might survive a few hits, but don’t chance it. Dance and blast the party from as far away as possible. and for god’s sake, remember that the rays fire as a free action! Shoot and run! Break LOS! The Beholder only needs LOS and LOE once during a run to shoot his beams. It does not just know its terrain, It shapes it’s terrain.
[sblock=33 HD Hunter Killer Dungeonbred Beholder]
Hunter Killer Dungeonbred Beholder
Large Aberration
Hit Dice: 33d8 + 198 + 33 (379 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +20/+26
Attack: Eye rays +21 ranged touch and bite +16 melee (2d6+1)
Full Attack: Eye rays +21 ranged touch [x2 crit] and bite +16 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +17, Ref +15, Will +17
Abilities: Str 14, Dex 14, Con 22, Int 18, Wis 15, Cha 20
Skills: Hide +25, Knowledge (arcana) +24, Listen +22, Search +36, Spot +36, Survival +32 (+34 following tracks), Tumble +15
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM], Improved Critical (Eye Ray), Disjunction Ray, Combat Expertise, Lightning reflexes, Track.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 20
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 28-33 HD (large)

In addition to Common and Beholder, this particular beholder also speaks Dwarven, Elven, Giant, Infernal, Terran, Goblin, Undercommon and Draconic.

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 33 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


Disjunction Ray [Lords of Madness] Prerequisites: Cha 19, Focused Antimagic, beholder with functional antimagic ability. Benefit: As a standard action, the creature can reduce the cone-shaped area of effect of its central eye’s antimagic cone down to a razor-thin eye ray. If the creature hits a magical effect or magic item with this narrowed eye ray, it disjoins the effect or item as if it had cast Mage’s disjunction on the effect or item.[/sblock]
 
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frankthedm

First Post
Palskane said:
Awesome stuff in here!

You wouldn't happen to have a wonderful cryo-hydra rattling around anywhere would you? :)
uhm? Hydra were more or less maxed out in their entries. I could slap some template on them, but given there are some rules debates with hydras, I was not planning on doing a lot with them.

http://www.enworld.org/showthread.php?t=180520&page=1&pp=30

Edit. I added some HD and bumped a cryo a size catagory. I'll leave the playtesting to you. The CR is a really hard call because while devastating in the attack department, it still does not fly and has the cold subtype.

Tactics:
Bite and take the -20 on the Improved grab roll so only the one head is tied up if succesfull. Bite the grappled {dex and dodge bonuses denied] victim until it stops moving. On the next round, move away from victim' pack. Don't forget to deal auto grapple damage on those medium size or smaller.

[sblock= Gargantuan CryoHydra]Dire polar hydra
Size/Type: Gargantuan Magical Beast [cold]
Hit Dice: 15d10 + 105 +15 (195 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23
Base Attack/Grapple: +15/+41
Attack: 12 bites +18 melee (3d8+10 19-20 x2 crit)
Full Attack: 12 bites +18 melee (3d8+10 19-20 x2 crit)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon.
Special Qualities: Darkvision 60 ft., fast healing 22, low-light vision, scent
Saves: Fort +16, Ref +10, Will +7
Abilities: Str 31, Dex 12, Con 24, Int 2, Wis 10, Cha 9
Skills: Listen +11, Spot +11, Swim +18
Feats: Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite)
Environment: Supernaturally cold marshes and Ice caves.
Organization: Solitary
Challenge Rating: 16 {Please critique and playtest}
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral

It is about 30 feet long and weighs about 16,000 pounds. It does not speak.

Combat

Sever a Head: A successful sunder roll and 16 points of damage
Sear a stump: Touch attack or area effect dealing 5 point of acid or 4 points of fire

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.


Breath weapon (Su): These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [23 in this case]

Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.

Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Snatch [General]
Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Improved Grab

If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
[/sblock]This one Has the D20 modern "Space creature" template on it. Sone nice fire resitance, but honestly with 60 point maximised fireballs and far worse being thrown around, that cold subtype is still going to get it killed.[sblock= Gargantuan Cryohydra from space]
Size/Type: Gargantuan Magical Beast [cold]
Hit Dice: 15d10 + 120 +15 (210 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 20 ft, fly in space 20’ (perfect).
Armor Class: 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23
Base Attack/Grapple: +15/+40
Attack: 12 bites +17 melee (3d8+9 19-20 x2 crit)
Full Attack: 12 bites +17 melee (3d8+9 19-20 x2 crit)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon.
Special Qualities: Darkvision 60 ft., fast healing 22, low-light vision, scent, resistance to fire 20, Resistance to cold 20, Spaceflight, Vacuum Survival.
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 29, Dex 12, Con 26, Int 2, Wis 10, Cha 9
Skills: Listen +11, Spot +11, Swim +17
Feats: Zero G training, Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite)
Environment: Supernaturally cold marshes and Ice caves.
Organization: Solitary
Challenge Rating: 15 {Please critique and playtest}
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral

It is about 30 feet long and weighs about 16,000 pounds. It does not speak.

Combat

Sever a Head: A successful sunder roll and 17 points of damage
Sear a stump: Touch attack or area effect dealing 5 point of acid or 24 points of fire

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.


Breath weapon (Su): These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [24 in this case]

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Apply fire resistance before increasing the damage a fire source would deal.

Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.

Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.

Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.

Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).

Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Snatch [General]
Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Improved Grab

If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.
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frankthedm

First Post
Somone mentioned Angels? Here is an angelic critter made from a stone giant and the half Celestial template. Plenty of AC, plenty of strength and plenty of range, they are ready to show that the upper planes have no shortage of 'hard rock'. :lol: [Sblock=Alabaster Angel]Alabaster Angel
Large outsider (Earth) (Native)
Hit Dice: 14d8+70 (133 hp)
Initiative: +2
Speed: 40 ft., 80 ft. flight (good))
Armor Class: 31 (-1 size, +4 Dex, +14 natural, +4 chain shirt), touch 13, flat-footed 27
Base Attack/Grapple: +10/+22
Attack: Greatsword +19 melee (3d6+12 17-20 crit) or slam +17 melee (1d4+8) or rock +13 ranged (2d8+15)
Full Attack: Greatsword +19/+14 melee (3d6+12 17-20 crit) or 2 slams +17 melee (1d4+10) or rock +13 ranged (2d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, Smite Evil
Special Qualities: Darkvision 60 ft., DR 10/magic, immunity to disease, low-light vision, Resist acid, electricity & cold 10, rock catching, Spell like abilities, SR 24, +4 save vs. poison.
Saves: Fort +14, Ref +8, Will +8
Abilities: (NPC Non Elite) Str 30, Dex 18, Con 20, Int 11, Wis 15, Cha 17
Skills: Climb +8, Disguise +11*, Diplomacy +10, Hide +15*, Jump +8, Listen +19, Sense Motive +10, Spot +19, Survival +10, Tumble +12
Feats: Combat Reflexes, Iron Will, Improved critical (Great sword), Power Attack, Track
Challenge Rating: 11

Spell like abilities: 14th Caster level, Save DC is 10 +3 +spell level
At will: Daylight
o Aid
o Bless
o Cure serious wounds
o Detect evil
o Dispel evil
o Hallow
o Holy smite
o Holy word
o Neutralize poison
o Remove disease
o o o Holy aura
o o o Protection from evil

Descendents of a conclave of altruistic stone giants whisked away to the upper planes as a reward for an act of utter selflessness, the Alabaster Angels resemble beautifully made 12' tall statues of Celestials with whitish stone bodies and granite tinged plumage. They speak Giant, Celestial, Terran and Common.

COMBAT
Alabaster Angels fight from a distance lobbing Daylight effected stones, but their angelic heritage calls upon them to cut down the wicked. They often take up reach weapons when possible, using their ability to fly to prevent ground based foes from ever attacking them. They typically can carry 11-15 [60-80 lb.] stones for throwing before the total weight of their gear [20 lb weapon, 50 lb armor] would prevent flying due to medium load (1065 lb.).

Rock Throwing (Ex): The range increment is 180 feet for a Alabaster Angel’s thrown rocks. It uses both hands when throwing a rock.

Rock Catching (Ex): An alabaster angel gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Smite Evil (Su): Once per day a Alabaster Angel can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Skills: *An alabaster angel gains a +8 racial bonus on Hide checks in rocky terrain. It also gains this bonus on disguise checks when impersonating a statue of an angel.[/sblock] [Sblock=Alabaster Angel Wing Soldier War2]Alabaster Angel Wing Soldier War2
Large outsider (Earth) (Native)
Hit Dice: 16d8+80 (152 hp)
Initiative: +2
Speed: 40 ft., 80 ft. flight (good))
Armor Class: 31 (-1 size, +4 Dex, +14 natural, +4 chain shirt), touch 13, flat-footed 27
Base Attack/Grapple: +12/+24
Attack: Greatsword +19 melee (3d6+12 17-20 crit) or slam +17 melee (1d4+8) or rock +13 ranged (2d8+15)
Full Attack: Lance or Longspear +21/+16/+11 melee (2d6+12 x3 crit) or 2 slams +19 melee (1d4+10) or rock +16/+11/+6 ranged (2d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, Smite Evil
Special Qualities: Darkvision 60 ft., DR 10/magic, immunity to disease, low-light vision, Resist acid, electricity & cold 10, rock catching, Spell like abilities, SR 24, +4 save vs. poison.
Saves: Fort +16, Ref +8, Will +8
Abilities : (NPC Non Elite) Str 30, Dex 20, Con 20, Int 11, Wis 15, Cha 16
Skills: Climb +8, Concentration +13, Disguise +11*, Diplomacy +10, Hide +15*, Jump +8, Listen +19, Ride +9, Sense Motive +10, Spot +19, Tumble +12
Feats: Combat Reflexes, Iron Will, Quickdraw, Point blank shot, Rapid shot, Far shot.
Challenge Rating: 12

Spell like abilities: 16th Caster level, Save DC is 10 +3 +spell level
At will: Daylight
o Aid
o Bless
o Cure serious wounds
o Detect evil
o Dispel evil
o Hallow
o Holy smite
o Holy word
o Mass Charm Monster
o Neutralize poison
o Remove disease
o o o Holy aura
o o o Protection from evil

COMBAT

They typically can carry 11-15 [60-80 lb.] stones for throwing before the total weight of their gear [20 lb weapon, 50 lb armor] would prevent flying due to medium load (1065 lb.).

Alabaster Angel wing soldiers bombard their targets with hurled stones until getting close enough to use their spell like abilities. When using rapid shot, their to-hit bonus is +14/+14/+9/+4.

Rock Throwing (Ex): Due to the Far shot feat, the range increment is 360 feet for this Alabaster Angel's thrown rocks. It uses both hands when throwing a rock. Increments 360 ft. / 720 ft. / 1080 ft. / 1440 ft. / 1800 ft.

Rock Catching (Ex): An alabaster angel gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Smite Evil (Su): Once per day a Alabaster Angel can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Skills: *An alabaster angel gains a +8 racial bonus on Hide checks in rocky terrain. It also gains this bonus on disguise checks when impersonating a statue of an angel.[/sblock]
 
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