Epic Evil (Eric's Grandma, stay out!) Latest: Mosquito Horror

Jolly Giant

First Post
There's an absolutely excellent thread, started by Blackdirge, called Suped-Up Monsters.
(Link: http://www.enworld.org/forums/showthread.php?t=44315 )

It's a collection of advanced, templated (sometimes multi-templated) monsters, often with classlevels. What I love about it is the way Blackdirge transforms well-known (often low CR) monsters- into unique, powerful and memorable creatures fit for high level games.

I only discovered it last night, but I don't see why Blackdirge should do all the work (and have all the fun... ;) ). It inspired me to start THIS thread, where I'll post my suped-up creations.
 
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Ok, here comes the first one: A servant of Lolth...

Xirrishee – Huntress of Lolth

Advanced fiendish paragon phase spider, Assassin 10
Huge magical beast (extra-planar)
Hit Dice:
15d10+10d6 +550 (760 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 120 ft., climb 60 ft.
AC: 44 (-2 size, +7 Dex, +5 natural, +12 insight, +12 luck)
Attacks: Bite +59 melee
Damage: Bite 2d6+39 (crit 19-20/x2)
Face/Reach: 15 ft./10 ft.
Special Attacks: Death attack, Poison, Smite good, Sneak attack 5d6+13, Spells
Special Qualities: Darkvision 60 ft., lowlight vision, damage reduction 20/epic, cold and fire resistance 10, SR 37, fast healing 20, ethereal jaunt, Hide In Plain Sight, spell-like abilities
Saves: Fortitude +32, Reflex +33, Will +28
Abilities: Str 36, Dex 24, Con 30, Int 27, Wis 27, Cha 25
Skills: Climb +59, Disguise +21, Hide +21, Jump +51, Knowledge <The Planes> +30, Knowledge <Religion> +30, Listen +46, Move Silently +45, Search +46, Spot +46, Survival +46, Tumble +45
Feats: Ability Focus (Poison), Ability Focus (Death Attack), Blind Fight, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Mobility, Spring Attack, Track, Weapon Focus (Bite)
Climate/Terrain: Any
Organization: Solitary or hunting party (1, + 6-12 phase spiders)
Challenge Rating: 27
Treasure: Standard
Alignment: Chaotic Evil


Death attack (Ex): The assassin class ability. Fortitude DC 43 negates.

Ethereal jaunt (Su): A phase spider can shift from the ethereal plane to the material plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical to the Ethereal Jaunt spell (caster level 30th).

Hide In Plain Sight (Ex): The assassin class ability.

Poison: Initial and secondary damage 1d8 CON. Fortitude DC 47 negates.

Skills: Xirrishee has +10 competence bonus to all skills, and a +8 racial bonus to Climb. She can always choose to take 10 on any Climb-check.

Saves: Xirrishee has +10 insight bonus to all saves, and an additional +4 bonus to saves vs. poison.

Smite Good (Su): Once per day Xirrishee can smite a good opponent with a normal attack inflicting an additional 38 points of unholy damage to a good aligned foe.

Sneak attack: The assassin class ability, with a +13 bonus to damage from the Paragon template.

Uncanny Dodge/Greater Uncanny Dodge: As an assassin, Xirrishee gains these class abilities.

Spells: As an assassin, Xirrishee can cast a small number of arcane spells each day. Caster level 10, save DC = 18 + spell level.
Typical spells prepared (5/5/5/5):
Level 1: Obscuring Mist x2, True Strike x2, Feather Fall
Level 2: Invisibility, Undetectable Allignement, Cat’s Grace x2, Fox’s Cunning
Level 3: Non-detection, Magic Circle Against Good, Deeper Darkness x2, Misdirecton
Level 4: Greater Invisibility, Freedom of Movement x2, Clairaudience/Clairvoyance x2

Spell-like abilities: Xirrishee can use Greater Dispelling, Haste and See Invisibility 3 times per day each, at casterlevel 15.

Description & Tactics
Xirrishee was never born, she was created by Lolth herself many centuries ago, and has served the spider goddess ever since. Very probably, she has no choice in the matter…

She loves inflicting pain on others and most often uses her death attack to paralyze her pray rather than kill it. She then brings the victim with her to the ethereal plain, where she’ll try to keep the victim alive and conscious for as long as possible while she slowly eats him/her/it.

Xirrishee has both the mundane and magical means to find and destroy her target; or even bringing a live victim back to her mistress, if Lolth wishes to personally oversee someone’s slow, painful demise. She is certainly smart enough to know which tactic is going to serve her purpose best in practically any circumstance.

She’ll prepare for combat on the ethereal plane, casting any buff-spells she might need. From there she can observe her target until she is ready to shift invisibly to the material plane and deliver her death attack. Most often, Xirrishee will then bring the dead or paralyzed victim with her back to the ethereal plane, before attacking her next opponent.

Note!
The only things Xirrishee gains from her fiendish template are the extra-planar subtype, an evil allignement and her Smite Good-ability. The other benefits granted by the fiendish template are covered by the paragon template, therefore her CR has not been given the usual +1 adjustment from the fiendish template. The fiendish template was basically included just because it fit the concept of Xirrishee so well.

Her original (rolled up) stats were these: 10, 10, 10, 11, 12, 16
 
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Xirrishee will have to be all for tonight, I'm afraid, but I'll get some more up here shortly.

Next will be a very amibitious succubus and an extremely nasty shadow dancer. ;)
 
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hmmm I liked Blackdirges threads especially the NPC over a lifetime ones

but shouldn't these be in Rogues gallery?
 


I've made a few corrections to Xirrishee's stats, guess I was a bit to quick to post her. Sorry about that.

Also, I'm afraid the nasty shadow dancer and the amitious succubus will have to wait a bit longer.

Instead I got it into my head to create a sort of opposite to Xirrishee... Hope you enjoy it.
 

Henulon – Guardian of the Grove, Skerrit’s Gift

Advanced celestial paragon unicorn, Barbarian 6
Huge magical beast (extra-planar)

Hit Dice: 12d10+6d12 +522 (714 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 210 ft.
AC: 57 (-2 size, +13 Dex, +10 natural, +12 insight, +12 luck, +2 deflection)
Attack: Horn + 63 melee (1d8+46)
Full attack:
Horn + 63 (2d6+46), 2 hooves +58 (1d6+30)
Face/Reach: 15 ft./10 ft.
Special Attacks: Smite Evil, Skewering Charge
Special Qualities: Darkvision 60 ft., lowlight vision, damage reduction 20/epic, resistances, SR 37, fast healing 20, spell-like abilities, scent, wild empathy, Magic Circle Against Evil, Rage, Uncanny Dodge, Greater Uncanny Dodge, Fast Movement, Immunities
Saves: Fortitude +42, Reflex +35, Will +29
Abilities: Str 46, Dex 36, Con 44, Int 26, Wis 37, Cha 41
Skills: Diplomacy +35, Handle Animal +35, Intimidate +33, Jump +49, Knowledge <Arcana> +27, Knowledge <The Planes> +27, Knowledge <Religion> +28, Listen +44, Move Silently +48, Spot +44, Survival +44
Feats: Extra Smite (x2), Extra Rage, Improved Bullrush, Improved Initiative, Improved Natural Armor, Intimidating Rage Multi-attack, Power Attack, Weapon Focus (Horn)
Climate/Terrain: Ehlonna’s Realm (Krigala, first layer of the Beastlands)
Organization: Solitary
Challenge Rating: 27
Treasure: None (see possessions)
Alignment: Chaotic Good

Possessions: While Henulon gives all valuables he might come across to the church of Skerrit, he does have to possessions that he’s received as gifts; both of them rewards for brave and noble deeds. The effects of these items are included in the above statistics.

Horseshoes of Skerrit:
These 4 horseshoes act as both Horseshoes of A Zephyr and Winged Boots, plus they make Henulons front hooves function as +1 weapons. All 4 shoes must be worn for the magic to be effective.
GP-value: 30.000

Amulet of Glory: This heart-shaped emerald hanging on a silver chain grants the wearer a +2 deflection bonus to AC, +2 enhancement bonus to Charisma and a +2 resistance bonus to all saves.
GP-value: 21.000 (includes 1.000 gp for the emerald and silver chain)



Fast Movement: Henulons base speed is increased by 10 ft.

Immunities Henulon is immune to Poison and to charm and compulsion spells and effects.

Magic Circle Against Evil: Henulon is continually protected by a Magic Circle Against Evil spell. It can be dispelled, but Henulon resume it again as a free action on his next turn.

Rage: Henulon can use his barbarian rage 4 times per day. It lasts for up to 22 rounds.

Resistances: Henulon has resistance 10 against acid, cold, electricity and fire damage.

Saves: Henulon has +10 insight bonus to all saves.

Skewering Charge: When Henulon charges an opponent with his horn, his incredible speed makes the attack extra deadly. Such attacks deal an additional 2d6 points of damage, and Henulon applies his STR-modifier x2 to damage (for a total of 4d6+64). If the attack hits, Henulon immediately starts a bullrush attempt, continuing the straight line of his charge. His bonus to the bullrush check is 82 (+18 base attack bonus, +18 strength, +8 size, +25 luck, +13 insight).

Skills: Henulon has +10 competence bonus to all skills, and a +4 racial bonus to Move Silently.

Smite Evil (Su): 5 times per day Henulon can smite an evil opponent with a normal attack inflicting an additional 31 points of holy damage to an evil-aligned foe.

Spell-like abilities: Detect Evil at will, Greater Teleport (only within Ehlonna's realm) 1/day (casterlevel 30), Cure Light Wounds 3/day (casterlevel 20), Cure Moderate Wounds 1/day (casterlevel 20) and Neutralize Poison 1/day (casterlevel 23). The cure-spells and Neutralize Poison are delivered by a touch of his horn. As a paragon creature, Henulon can also cast Greater Dispelling, Haste and See Invisibility 3 times per day each, at casterlevel 15.
All saves against his spell-like abilities have a DC of 38+spell-level.

Uncanny Dodge/Greater Uncanny Dodge: As a level 6 barbarian, Henulon gains these class abilities.


Description & Tactics
Henulon is bigger and more beautiful than any “normal” unicorn could ever be. It’s probably safe to say he’s the most glorious example of his species ever. He’d never say that himself of course…

He’s a friendly, soft-spoken, good-natured sort, with a great love for children. When battling evil however, he’s a fearsome opponent indeed. Those who have seen him defend the Grove against evil intruders, sometimes whisper that there must be two completely different personalities in the mind of that big, friendly beast.

Skerrit, the unicorn deity, send Henulon to serve Ehlonna, goddess of the woodlands, as part of pact of friendship between the two deities. Henulon has remained faithful to Ehlonna ever since, though he still worships Skerrit as his deity. Ehlonna’s court is called ‘The Grove of Unicorns’. The Grove is quite close to Skerrits realm, and is populated by bariaurs, celestial and half-celestial unicorns, celestial animals and eladrins. Maidens from all the elvish races (except drow) can also be found here, both normal and celestial ones.

Ehlonna has given Herulon the honorary title ‘Guardian of the Grove’, but he is also referred to as ‘Skerrit’s Gift’ in some of the songs and epics that’s written about him.

Henulons advice is often sought out by bariaurs, elves and unicorns alike, for his great intellect, wisdom and knowledge is well known. Disputes and arguments within the realm are often settled by asking Henulons opinion.


Combat
Before entering combat, Henulon will take advantage of his amazing speed; moving to stay out of melee until he’s had time to cast Haste on himself, activating the Fly-effect from his Horseshoes of Skerrit and then going into rage. With both Haste and rage in effect Henulon has these statistics:

AC: 56 (-2 size, +13 Dex, +10 natural, +12 insight, +12 luck, +2 deflection, +1 Haste, -2 rage)
Speed: 240 ft., Fly 90 ft. (perfect)
Full attack: Horn + 66 (1d8+48), 2 hooves +61 (1d4+31)
Skewering Charge: Deals 4d6+68 points of damage. Bullrush check = 1d20+85
Saves: Fortitude +44, Reflex +36, Will +31

He likes to enter melee with his skewering charge attack. If fighting multiple intruders, he’ll use his charge attack to bull-rush one opponent; a spellcaster if the group include one, as far as possible from the rest of the group. Well out of the way he’ll try to finish off his first target before the groups melee experts have time to catch up.

He rarely uses his power attack feat against an enemy until he’s had the chance to make one full attack against that enemy and thus had the chance to get an idea of his opponents armor class.

All of Henulons natural weapons are treated as Epic and Good weapons for the purpose of overcoming damage reduction.
 
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Derulbaskul said:
Don't forget that Xirrishee only gets a single (natural) attack each round.

Right. Of course. I'll edit that. Thanx! :-)

Oh well, she specializes in hit-and-run tactics, so I guess one attack is all she needs.
 

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