The Flesh-Fused Monstrosity, a very scalable monster

EldonG

First Post
I have a creature I've been working on, and I'll post it here, in some form or another, shortly. I call it the 'Flesh-Fused Monstrosity', and there's a spell, 'Fuse Flesh', that goes along with it. I've created it for the epic stuff I'm writing, but it honestly scales all the way back to CR 1! (I have one worked out, that with the template, staggers at CR 43...do not try this at home. ;) )

My problem is this...I really don't want to post the *whole* scaling of the thing...so, unless anyone has any better ideas, I'll post the Small one...and Gargantuan...and the 'rules' on scaling it. It should be easy enough to fill in the blanks. :cool:

Any thoughts, before I start?
 
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are you going to use the scaling rules in the MM?

I've had fun taking a wee creature and making it into a Kaiju (big godzilla type monster), from dragon magazine ...
 


Wolf72 said:
are you going to use the scaling rules in the MM?

I've had fun taking a wee creature and making it into a Kaiju (big godzilla type monster), from dragon magazine ...

Yeah, it follows the standard scaling formulas, just adding a few goodies as it goes. I should be posting it tonight.
 

Without further ado, I present the 'Flesh-Fused Monstrosity', small version:

Flesh-Fused Monstrosity
Small Abberation
Hit Dice: 2d8+6 (15 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Slam +0 melee (1d4-1) or by weapon (simple weapons only)
Full Attack: 2 Slams +0 melee (1d4-1) or by weapon (simple weapons only)
Space/Reach: 5ft/5ft
Special Attacks: Gnaw 1d6-1
Special Qualities: All-around vision, darkvision 60', regeneration 2, repulse, SR 11
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 8, Dex 12, Con 16, Int 3, Wis 8, Cha 5
Skills: Climb +2, Jump +1, Spot +7*
Feats: Great Fortitude
Environment: Any land or underground
Organization: Solitary, pair, or gang (3-10)
Challenge Rating: 1
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 3 HD (Small) and special
Level Adjustment: -

...the thing lurched forward, grabbing with ill-formed hands on long, slender arms. Faces, seemingly in random places on its flesh, kept an eye on us, as it groaned in anxiety and obvious pain. I was both repulsed, and felt pity - but then, it was me...or it.

Flesh-fused monstrosities are created beings, but not constructs, per se. Though they are made of flesh, they are not undead, either. The truth of the matter is far more horrible - flesh-fused monstrosities are living, breating entities that have been molded into another, horrific form, while they yet live!

They are taken partially from any race of living being - any given monstrosity may have the face of a wolf peering from its midsection, while the face of an elf moans from what should be a shoulder. They are made in many shapes, most bizarre, but all having the same basic characteristics. The larger they get, the more legs they tend to have to support them. Whereas a small monstrosity may have stability with 3 legs, it is not uncommon for a gargantuan one to have 6 or more, all of them made from whatever parts are available, and resembling an elephant's sturdy legs.

Any medium or larger monstrosity may have 2 weaker arms, at the cost of the reach, damage, and strength of 1 of its base arms - for example - the maker of a huge monstrosity wishes his creation to have more arms, so instead of 2 arms suitable for a huge monstrosity, he makes it with 1, and 2 of the length and strength of a large monstrosity. This can be done down to the base of a small monstrosity: Str 8, reach 5', base damage 1d4.

It is said that the uvuudaum themselves originated this horrific magical craft, and few doubt it.

Any such beings created are irrevocably insane by the time the process is over, and the mind is all but gone - however, with decentralization of the nervous system, something of a hive mind comes into being. The things always hunger for flesh, as their magically increased metabolisms demand, and though nominally under the control of their creator, given the opportunity, they care only to feed.

Combat:
A flesh-fused monstrosity has no concept of tactics - it acts under orders from its creator, following simple commands, or it goes after the easiest target, wanting only to sate its hunger.

Gnaw(Ex): Any time that a monstrosity hits with 2 unarmed slams, or grapples, it keeps a grip and gnaws for bite damage each turn automatically.

All-around vision(Ex): A monstrosity has eyes placed in many places around its body, and thus cannot be flanked, and gets a +8 bonus to spot, in any direction.

Repulse(Ex): Anyone seeing a flesh-fused monstrosity for the first time any given day must make a will save (DC 8, or 10+1/2 HD + Cha bonus) or be shaken for 1d6 rounds.


Well, there's the little one, as promised. It also gets abberation traits, of course, but I didn't figure I had to mention that. What do you guys think? Critique away...and...the big guy should be up either tonight or tomorrow...
 
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Flesh-Fused Monstrosity
Gargantuan Abberation
Hit Dice: 32d8+352 (496 hp)
Initiative: +1 (-1 Dex, +4 improved initiative)
Speed: 20 ft (4 squares)
Armor Class: 13 (-4 size, -3 Dex, +10 natural), touch 3, flat-footed 13
Base Attack/Grapple: +24/+55
Attack: Slam +35 melee (2d8+15) or by weapon (simple weapons only)
Full Attack: 2 Slams +35 melee (2d8+15) or by weapon (simple weapons only)
Space/Reach: 15ft/20ft
Special Attacks: Gnaw 3d6+7, trample
Special Qualities: All-around vision, darkvision 60', DR 8/-, regeneration 10, repulse, SR 24
Saves: Fort +23, Ref +7, Will +17
Abilities: Str 40, Dex 4, Con 32, Int 7, Wis 8, Cha 5
Skills: Climb +32, Jump +18, Spot +22*
Feats: Awesome Attack, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Improved Sunder, Power Attack, Snatch
Environment: Any land or underground
Organization: Solitary or pair
Challenge Rating: 14
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 33-63 HD (Gargantuan) and special
Level Adjustment: -

The trample comes in at large...the DR is 2 points at medium and it, natural armor, and regeneration climb 2 points per size increase, Int improves by 1 per, and SR is CR+10. Thoughts?

Btw...the Colossal version is CR 26!
 
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EldonG said:
Repulse: Anyone seeing a flesh-fused monstrosity for the first time any given day, must make a will save (DC 8, or 1/2 HD + Cha bonus) or be shaken for 1d6 rounds.
10 + 1/2 HD + Cha bonus, I would assume?

EldonG said:
Well, there's the little one, as promised. It also gets abomination traits, of course, but I didn't figure I had to mention that. What do you guys think? Critique away...and...the big guy should be up either tonight or tomorrow...
Do you mean abomination, as per the ELH? Or aberration traits? If the latter, you only need to add darkvision 60 ft. to the special abilities line.

So, for every doubling of the HD, the creature grows by one size category?

Other than that, looks, errr, good.
 

Knight Otu said:
10 + 1/2 HD + Cha bonus, I would assume?

Do you mean abomination, as per the ELH? Or aberration traits? If the latter, you only need to add darkvision 60 ft. to the special abilities line.

So, for every doubling of the HD, the creature grows by one size category?

Other than that, looks, errr, good.

LOL! Bad mistakes...bad mistakes. Go 'way. Thanks for catchin' 'em. You are, of course, completely correct. In all your points. I'll be making edits.

So...ya think folks might find 'em...usable? :cool:
 

yes, yes I do. (sans the fact that I've been rpg-celibate [not by choice, economics and circumstance, etc ... ]

those look ... well they look ... useful? :)
 

To give everyone a look at what I mean about them all being somewhat different, I'm posting a couple of the forms I'm planning on using.

This first one is shaped rather like a centipede, some 20' long and standing about 5' high...it sports 8 (med Str) arms, 4 along its length on either side. It has eyes mostly along the length of the body, with some in front and back, but most of the mouths beneath. This one would wield maces, perhaps.

Flesh-Fused Monstrosity
Huge Abberation
Hit Dice: 16d8+144 (216 hp)
Initiative: +2 (-2 Dex, +4 improved initiative)
Speed: 20 ft (4 squares)
Armor Class: 14 (-2 Dex, -2 size, +8 natural), 6 touch, 14 flat-footed
Base Attack/Grapple: +12/+31
Attack: Slam +16 melee (1d6+3) or mace +17 melee (1d8+3 (19-20))
Full Attack: 8 slams +16 melee (1d6+3) or 8 maces +15 melee (1d8+3 (19-20))*
Space/Reach: 15ft/5ft
Special Attacks: Gnaw 2d8+5, trample
Special Qualities: All-around vision, darkvision 60', DR 6/-, regeneration 8, repulse, SR 18
Saves: Fort +16, Ref +3, Will +9
Abilities: Str 32*, Dex 6, Con 28, Int 6, Wis 8, Cha 5
Skills: Climb +17, Jump +5, Spot +13**
Feats: Improved Bull Rush, Improved Critical: mace, Improved Initiative, Great Fortitude, Multiweapon Fighting, Weapon Focus: mace
Environment: Any land or underground
Organization: Solitary, pair, or gang (3-10)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 17-31 HD (Huge) and special
Level Adjustment: -

*Arm Str is only 16, reach only 5'.
 
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