Some monsters from my notebooks

Agamemnon

First Post
I just found some monster notes, so here they are.

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Pinefolk

Large Plant
Hit Dice: 5d8+20 (42 hp)
Initiative: -1 (-1 Dex)
Movement: 30 feet
AC: 16 (-1 size, -1 Dex. +8 natural)
Attacks: 2 slams +8 melee
Damage Slam 1d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: None
Special Qualities: Plant, Cold resistance 10, Fire vulnerability, half damage from piercing
Saves: Fort. +3, Will +2, Ref. +2
Abilities: Str 20, Con 19, Dex 8, Int 12, Wis 16, Cha 10
Skills: Hide +2*, Intimidate +5, Knowledge (any one) +6, Listen +8, Sense Motive +8, Spot +6, Survival +11

Climate/terrain: Any mountain
Organization: Solitary
Challenge rating: 4
Treasure: None
Alignment: Neutral
Advancement: 6-9 HD (Large)
10-14 HD (Huge)

This variety of treant is encountered and only on the furthest mountainsides, away from civilization. The pinefolk keep to themselves and tend to react poorly to unexpected visitors. Most people who travel in the mountains walk silently, lest they disturb the pinefolk, whose wrath can sometimes be truly devastating. Druids are known to befriend pinefolk, but the process can take years.

Physically, the pinefolk are smaller than normal treants and, resemble stunted and twisted mountain pines.

Combat:

Pinefolk only engage in combat with those that are a threat to their forest. Because they lack the special offensive powers of other treants, such as animating trees, they tend to rely on brute force and numbers. They get along with other intelligent creatures of the forests and can expect their help if needed.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Fire Vulnerability (Ex): Pinefolk take double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half Damage from Piercing (Ex): Piercing weapons deal only half damage to pinefolk, with a minimum of 1 point of damage.

Skills: Pinefolk receive skills as if they were fey. * Pinefolk have a +10 racial bonus to Hide in forested areas.
 

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Siege Dreadnought

Colossal Construct
Hit Dice: 50d10 (275 hp)
Initiative: -2 (-2 Dex)
Movement: 25 feet (can't run)
AC: 25 (-8 size, +35 natural, -2 Dex)
Attacks: Gore +40 melee
Damage 4d6+16 (gore)
Face/Reach: 40 ft. by 80 ft./25 ft.
Special Attacks: Stonebreaker, Trample
Special Qualities: Construct, SR 22, Damage Reduction 65/+3, Magic Immunity
Saves: Fort. +25, Will +20, Ref. +20
Abilities: Str 42, Con --, Dex 6, Int --, Wis 6, Cha 1

Climate/terrain: Any land
Organisation: Solitary
Challenge rating: ?
Treasure: None
Alignment: Neutral
Advancement: ---

These machines are a union of steel and sorcery, combining the most fearsome traits of both. The first true siege dreadnought was built in Trachenburg in 1501 AR, to assist in the siege of Loroc. The church of Ostar the Craftmaster refused to have anything to do with the making of such a horrible device, but the tinker gnomes have never bothered with questions of ethics. They built the basic framework for three dreadnoughts, which were then enchanted by the court mages of Trachenburg.

A siege dreadnought resembles nothing so much as a gargantuan rhinoceros. It moves around on two pairs of short metal legs, accompanied by a loud sound of turning gears. A dreadnought equals the greatest dragons in size and fearsomeness. While slow in their movements, almost nothing can withstand the charge of this moving fortress.

Combat

Stonebreaker (Su): The enchanted adamantine horns of a dreadnought completely ignore the hardness of non-magical materials.

Trample (Ex): A siege dreadnought can trample Huge or smaller creatures for 4d20+15 points of damage. Opponents who do not make attacks of opportunity against the dreadnought can attempt a Reflex save (DC 23) to halve the damage.

Magic Immunity (Ex): A siege dreadnought is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any electricity effect slows it (as the slow spell) for 2 rounds, with no saving throw. A fire effect breaks any slow effect on the dreadnought and cures 2 points of damage for each 3 points of damage it would otherwise deal.

Combat: Siege dreadnoughts are designed to do one thing, and do that well. That is smashing through well defended fortifications. It would be extremely hard to find anyone willing to face one in close combat. They require a controlling wizard at all times. Should he be killed, the automaton shuts down to prevent it from going berserk.

Construction: The construction of a siege dreadnought takes a team of several hundred workers who make the body and a team of 16 priests and wizards who cast the multiple enchantments required (the process is secret, but at least one epic spell is required). The total price of one dreadnought exceeds 6,000,000 gp.

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These are, obviously, 3.0 stats.
 

Drake, Windrider

Huge Dragon (Air)
Hit Dice: 14d12+56 (161 hp)
Initiative: +9 (+4 Improved Initiative, +5 Dex)
Movement: 20 ft., fly (poor) 150 ft., swim 60 ft.
AC: 19 (+6 natural, +5 Dex, -2 size)
Attacks: Bite +16, 2 claws +11
Damage Bite 2d6+4, claw 1d8+4
Face/Reach: 20 ft./10 ft.
Special Attacks: Improved Grab, Snatch
Special Qualities: Resistances, Immunity to sleep effects.
Saves: Fort +13, Will +10, Ref. +14
Abilities: Str 18, Con 18, Dex 20, Int 6, Wis 12, Cha 10
Skills: Move Silently +17, Listen +19, Search +17, Spot +19
Feats: Alertness, Flyby Attack, Improved Initiative

Climate/terrain: Any ocean
Organisation: Solitary, pair
Challenge rating: 8
Treasure: None
Alignment: usually Neutral
Advancement: 15-18 HD (Huge); 19-25 HD (Gargantuan)

In the fiercest storm clouds, where gods of the sea and the air do battle, these majestic creatures are sometimes seen. Often they swoop through the black clouds and dodge lightning bolts with contemptuous ease, and then suddenly plummet to catch a fish before joining the storm.

Windrider drakes are slightly similar to wyverns in body shape, but are much more slender and regal. Their wingspan is considerable compared to their body size and the scales of a windrider are blue in color, ranging from the almost white of the stomach scales to the azure blue of the drake's back.

It is said by the sailors of Meron that sooner the sun collides with the moon than a windrider lands. Indeed, these graceful creatures seem ill-suited to life on dry land. They catch most of their prey, which consists of fish, from flight and some legends say they never set foot on the ground in their entire lives. This is not so, although windriders are extremely loath to relinquish the freedom of the air, mostly doing so to lay their eggs on rocky islands far away from habitation. Peculiarly, they never sleep.

Elves view these creatures as sacred, while mages hunt them for their body parts, which can be used as components for spells and magic items dealing with lightning, air and flight. Their skins are also prized by bootmakers and leatherworkers worldwide.

Windrider drakes can speak Auran or Draconic, but have limited intelligence and very little of interest to say.

Combat

Unlike its cousin the wyvern, the windrider drakes never use their wings as weapons, possibly in fear of damaging the relatively light and fragile bones of those appendages. While making flyby attacks, which is the preferred mode of combat for the species, the drakes commonly employ both of their natural weapons. If not in flight, the drake uses only its bite. Windrider drakes are relative cowards and often flee from battles if a foe is not easily vanquished.

Improved Grab (Ex): To use this ability, the drake must hit with both claw attacks. If it gets a hold, it hangs on and bites.

Snatch (Ex): If a drake gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round the hold is maintained. The drake can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the drake flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

Resistances: Windrider drakes have electricity and sonic resistance 10.
 

Luxiarc, the Rainbow Demon (The Prismatic Baron, the Lord of Hue and Shadow, the Prince of a Million Shades)

Medium-Size Outsider (Evil, Chaotic)
Hit Dice: 25d8+50 (152 hp)
Initiative: +1 (Dex)
Speed: 50 ft, fly 80 ft (good)
AC: 35 (+1 Dex, +24 natural)
Attacks: Eye ray +26 ranged touch, 2 claws +30 melee
Damage: Eye ray special, claw 1d4+5
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, summon demons, eye rays
Special Qualities: Damage reduction 15/cold iron and good, SR 25, fast healing 5, devil qualities, prismatic immunity, see in darkness, telepathy, vulnerabilities.
Saves: Fort +18, Ref +15, Will +21
Abilities: Str 21, Dex 13, Con 14, Int 24, Wis 24, Cha 24
Skills: Bluff +34, Concentration +27, Diplomacy +32, Disguise +34, Hide +26, Jump +30, Knowledge (arcana) +32, Knowledge (the planes) +32, Listen +36, Move Silently +26, Search +32, Spellcraft +32, Spot +36
Feats: Alertness, Blind-Fight, Combat Casting, Empower Spell, Quicken Spell
Epic Feats: Automatic Quicken Spell

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 26
Treasure: Double standard
Alignment: Chaotic evil
Advancement: -

In the depths of the Abyss, there is one place that is neither dark nor bleak. This is the home of the Rainbow Demon, the self-appointed Baron Luxiarc. He rules the 162th layer of the plane, called the Prismal Realm, and has no significant enemies or allies among his kind. Indeed, most demonic rulers consider him below their notice.

Luxiarc claims to have created the very first prismatic spells and his utter immunity to them supports this claim. He is a grandiose persona and delights in showing mortals that evil can lurk in the light as well as the darkness.

Standing six feet tall and looking remarkably like a bald-headed monk dressed in a robe of dancing colors, Luxiarc is neither as impressive nor as terrifying as his fellow rulers. His two unearthly features are his clawed hands, and his eyes, which are faceted like gems and glow with an inner light.

Spell-Like Abilities: At will – animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and unhallow; 1/day - heal (self only), prismatic sphere, prismatic spray and prismatic wall. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Spells: Luxiarc casts arcane spells like a 20th level sorcerer (save DC 17 + spell level). He also benefits from the Automatic Quicken Spell feat.

Demon Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

Eye Rays (Su): Each round, Luxiarc can fire a ray of multi-colored light from his eyes, the effects of which are similar to, but do not precisely mimic, those of the prismal spray spell. Saving throws against any of these effects are DC 18. To determine the effect of the ray, roll a d8.

Roll Color Effect Save
1 Red 4d6 fire damage Reflex half
2 Orange 4d6 acid damage Reflex half
3 Yellow 4d6 electricity damage Reflex half
4 Green Poison, as per the spell Fortitude negates
5 Blue Turned into stone Fortitude negates
6 Indigo Go insane, as insanity spell Will negates
7 Violet Sent into a random plane Will negates
8 Any Luxiarc gets to choose which effect to use

Prismatic Immunity (Su): Luxiarc is completely immune to prismatic spray, prismatic sphere and prismatic wall spells, as well as any spell with the Light descriptor.

Robe of Luxiarc: a normal robe of scintillating colors, with caster level 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Summon Demons (Sp): Twice per day Luxiarc can automatically summon two babaus, 1d6 barbazus or 2d10 dretches.

Telepathy (Su): Luxiarc can communicate telepathically with any creature within 100 feet that has a language.

Vulnerability (Ex): Any weapon forged in complete darkness automatically penetrates Luxiarc's DR.
 

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