demiurge1138
Inventor of Super-Toast
Although this creature's name is that of a fairly common bogeyman, the description and some of its abilities are taken from the Courtney Crumrin comic books. So there is a method to my madness. I'm most concerned about what CR would be appropriate- not too many hit points or hit dice, but a lot of defenses and a nasty offense. On with the show!
Rawhead and Bloody Bones
Large Fey (Extraplanar)
Hit Dice: 10d6+60 (95 hp)
Initiative: +9
Speed: 40ft (8 squares), climb 20ft
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +5/+22
Attack: Claw +17 melee (2d6+13)
Full Attack: 2 claws +17 melee (2d6+13), bite +15 melee (2d8+6)
Space/Reach: 10ft/10ft
Special Attacks: Frightful presence, improved grab, rend 4d6+19
Special Qualities: Darkvision 60ft, DR 15/cold iron, fast healing 5, immunity to spells, low-light vision, malleable, truename
Saves: Fort +9, Ref +12, Will +10
Abilities: Str 37, Dex 20, Con 23, Int 18, Wis 17, Cha 21
Skills: Bluff +18, Climb +21, Diplomacy +7, Escape Artist +28, Hide +19, Intimidate +18, Jump +26, Listen +16, Move Silently +18, Spot +16, Survival +16, Swim +26
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Track (B)
Environment: Tarterian Depths of Carceri
Organization: Unique
Challenge Rating: 13
Treasure: ½ Standard
Alignment: Chaotic evil
Advancement: 11-30 HD (Large)
Level Adjustment: -
This hunched creature resembles a hideously flayed ogre, revealing powerful sinews and muscle. Its arms are overlong and end in long clawed fingers. A massive head, resembling a fanged human skull, sits on a thick neck held parallel to the ground. Its hollow eye-sockets burn with eldritch green light.
Rawhead and Bloody Bones is a powerful and evil fey creature summoned to the Prime Material plane as an expert killer.
Rawhead and Bloody Bones stands about 10 feet tall, even hunched over, and weighs 500 pounds. Despite his appearance, Rawhead and Bloody Bones is not truly undead, although it is possible that he is the incarnation of a former mortal.
Rawhead and Bloody Bones is, thankfully, imprisioned somewhere on the plane of Carceri. Evil and self-serving spellcasters can, however, summon him to commit murder. His specialty, thanks to his practical immunity to magic, is killing wizards, but he is fond of killing children who cross his path, or just for fun. He has an excellent track record as an assassin- he boasts that none of his targets have ever escaped him. This is not true; some clever victims have learned his truename and used it to either banish him or turn him against their enemies (usually Rawhead and Bloody Bones’ summoner). Rawhead and Bloody Bones speaks Common and Abyssal.
Combat
Due to his superior protection against both magic and weaponry, Rawhead and Bloody Bones is fearless in combat, tearing foes apart mercilessly with claws and teeth. He likes to lay ambushes for assigned targets, using his malleability to hide in unexpected places.
Frightful Presence (Ex): Rawhead and Bloody Bones is terrible to behold in combat. When Rawhead and Bloody Bones attacks or charges, all creatures within 60ft of him must make Will saves (DC 22). On a failure, creatures with 4 or less HD become panicked for 5d4 rounds and those with 5 or more HD are shaken for 5d4 rounds. Creatures that save successfully are immune to Rawhead and Bloody Bones’ frightful presence for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.
Improved Grab (Ex): In order to use this ability, Rawhead and Bloody Bones must hit a Medium or smaller creature with a claw or bite attack. He can then make a grapple check as a free action without provoking an attack of opportunity.
Rend (Ex): If Rawhead and Bloody Bones hits an opponent with both claw attacks, it pulls the flesh apart, dealing an additional 4d6+19 points of damage.
Immunity to Magic (Su): Rawhead and Bloody Bones is immune to all spells and spell-like abilities that are subject to spell resistance with the following exceptions. Rawhead and Bloody Bones is subject to greater planar binding, magic circle vs. chaos or evil, planar binding and protection from chaos or evil An animate dead spell cast on the remains of Rawhead and Bloody Bones has the effects of a true resurrection spell (which is why it is best to destroy his body entirely!)
Malleable (Su): Rawhead and Bloody Bones is malleable to an unnatural extent. He can fit into any area at least 1 foot square without penalty. He can also, as a move equivalent action, increase his reach by 5ft for one round.
Truename (Su): Rawhead and Bloody Bones’ truename has been lost to history, but anyone who discovers it can wield great power over him. A creature speaking Rawhead and Bloody Bones’ truename as a standard action can gain authority over him as if he was charmed for 24 hours (no save). Once the 24 hours have elapsed, Rawhead and Bloody Bones returns to Carceri, although the speaker of his truename may dismiss him before then.
Skills: Rawhead and Bloody Bones gains a +10 racial bonus to all Escape Artist and Hide checks. Rawhead and Bloody Bones gains a +8 racial bonus on Climb checks, and can take 10 on Climb checks even when rushed or threatened.
Demiurge out.
Rawhead and Bloody Bones
Large Fey (Extraplanar)
Hit Dice: 10d6+60 (95 hp)
Initiative: +9
Speed: 40ft (8 squares), climb 20ft
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +5/+22
Attack: Claw +17 melee (2d6+13)
Full Attack: 2 claws +17 melee (2d6+13), bite +15 melee (2d8+6)
Space/Reach: 10ft/10ft
Special Attacks: Frightful presence, improved grab, rend 4d6+19
Special Qualities: Darkvision 60ft, DR 15/cold iron, fast healing 5, immunity to spells, low-light vision, malleable, truename
Saves: Fort +9, Ref +12, Will +10
Abilities: Str 37, Dex 20, Con 23, Int 18, Wis 17, Cha 21
Skills: Bluff +18, Climb +21, Diplomacy +7, Escape Artist +28, Hide +19, Intimidate +18, Jump +26, Listen +16, Move Silently +18, Spot +16, Survival +16, Swim +26
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Track (B)
Environment: Tarterian Depths of Carceri
Organization: Unique
Challenge Rating: 13
Treasure: ½ Standard
Alignment: Chaotic evil
Advancement: 11-30 HD (Large)
Level Adjustment: -
This hunched creature resembles a hideously flayed ogre, revealing powerful sinews and muscle. Its arms are overlong and end in long clawed fingers. A massive head, resembling a fanged human skull, sits on a thick neck held parallel to the ground. Its hollow eye-sockets burn with eldritch green light.
Rawhead and Bloody Bones is a powerful and evil fey creature summoned to the Prime Material plane as an expert killer.
Rawhead and Bloody Bones stands about 10 feet tall, even hunched over, and weighs 500 pounds. Despite his appearance, Rawhead and Bloody Bones is not truly undead, although it is possible that he is the incarnation of a former mortal.
Rawhead and Bloody Bones is, thankfully, imprisioned somewhere on the plane of Carceri. Evil and self-serving spellcasters can, however, summon him to commit murder. His specialty, thanks to his practical immunity to magic, is killing wizards, but he is fond of killing children who cross his path, or just for fun. He has an excellent track record as an assassin- he boasts that none of his targets have ever escaped him. This is not true; some clever victims have learned his truename and used it to either banish him or turn him against their enemies (usually Rawhead and Bloody Bones’ summoner). Rawhead and Bloody Bones speaks Common and Abyssal.
Combat
Due to his superior protection against both magic and weaponry, Rawhead and Bloody Bones is fearless in combat, tearing foes apart mercilessly with claws and teeth. He likes to lay ambushes for assigned targets, using his malleability to hide in unexpected places.
Frightful Presence (Ex): Rawhead and Bloody Bones is terrible to behold in combat. When Rawhead and Bloody Bones attacks or charges, all creatures within 60ft of him must make Will saves (DC 22). On a failure, creatures with 4 or less HD become panicked for 5d4 rounds and those with 5 or more HD are shaken for 5d4 rounds. Creatures that save successfully are immune to Rawhead and Bloody Bones’ frightful presence for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.
Improved Grab (Ex): In order to use this ability, Rawhead and Bloody Bones must hit a Medium or smaller creature with a claw or bite attack. He can then make a grapple check as a free action without provoking an attack of opportunity.
Rend (Ex): If Rawhead and Bloody Bones hits an opponent with both claw attacks, it pulls the flesh apart, dealing an additional 4d6+19 points of damage.
Immunity to Magic (Su): Rawhead and Bloody Bones is immune to all spells and spell-like abilities that are subject to spell resistance with the following exceptions. Rawhead and Bloody Bones is subject to greater planar binding, magic circle vs. chaos or evil, planar binding and protection from chaos or evil An animate dead spell cast on the remains of Rawhead and Bloody Bones has the effects of a true resurrection spell (which is why it is best to destroy his body entirely!)
Malleable (Su): Rawhead and Bloody Bones is malleable to an unnatural extent. He can fit into any area at least 1 foot square without penalty. He can also, as a move equivalent action, increase his reach by 5ft for one round.
Truename (Su): Rawhead and Bloody Bones’ truename has been lost to history, but anyone who discovers it can wield great power over him. A creature speaking Rawhead and Bloody Bones’ truename as a standard action can gain authority over him as if he was charmed for 24 hours (no save). Once the 24 hours have elapsed, Rawhead and Bloody Bones returns to Carceri, although the speaker of his truename may dismiss him before then.
Skills: Rawhead and Bloody Bones gains a +10 racial bonus to all Escape Artist and Hide checks. Rawhead and Bloody Bones gains a +8 racial bonus on Climb checks, and can take 10 on Climb checks even when rushed or threatened.
Demiurge out.