Shade
Monster Junkie
This was the results of the latest creature by poll thread. Thanks for all the hard work to everyone who participated.
Glupskulle
Gargantuan Giant
Hit Dice: 26d8+286 (403 hp)
Initiative: -2
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 38 (–4 size, -2 Dex, +34 natural), touch 4, flat-footed 28
Base Attack/Grapple: +19/+47
Attack: Slam +31 melee (2d6+16) or greatclub +31 melee (4d8+24) or rock +13 ranged (3d8+16) or net +13 ranged (entangle)
Full Attack: 2 slams +31 melee (2d6+16) or greatclub +31/+26/+21/+16 melee (4d8+24) or rock +13 ranged (3d8+16) or net +13 ranged (entangle)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Camouflage, low-light vision, rock catching
Saves: Fort +28, Ref +6, Will +12
Abilities: Str 42, Dex 6, Con 33, Int 8, Wis 11, Cha 7
Skills: Climb +18, Hide -10 (+2 in hilly terrain or near streams or in areas of shadowy illumination), Intimidate +1, Jump +20, Move Silently +10, Spot +3, Survival +8, Swim +26, Tumble +1
Feats: Athletic, Awesome Blow, Exotic Weapon Proficiency (net), Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack
Epic Feats: Epic Will, Penetrate Damage Reduction (cold iron)
Environment: Temperate rivers
Organization: Solitary and family (1-2 and 1 offspring)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
Level Adjustment: -
The soft sounds of the slow-moving river are interruped by a loud sucking sound as a nearby hill unfolds into the form of a massive humanoid. In the fading light of day, you can make out piebald patches of green and brown covering its skin, and its long hair dangles like uprooted river grass. Muddy water runs in rivulets from its bulk as it effortlessly uproots a nearby tree. The rumbling of its belly sounds like distant thunder.
Voracious predators of riparian areas, a glupskulle spends most of the day sleeping. As twilight arrives, it begins its hunt for any prey it can aquire to slake its incredible appetite.
One of a glupskulle's favorite tactics is to sit down in a stream, completely damming it off, and eating all the fish in the resulting lake plus any game or cattle which come to slake their thirst.
Although it satiates its voracious appetite on any living creatures it can catch, a glupskulle has a "sweet tooth" for fey, which are often active during the twilight hours in which it hunts.
A glupskulle's bag usually contains 1d4 throwing rocks, 3d4 mundane items, and the giant's personal wealth. These possessions tend to be muddy or algae-covered, and usually consist of a mixture of fishing gear, woodsman's gear, and tools for weaving nets.
A glupskulle speaks Giant.
Combat
A glupskulle prefers to use its natural camouflage to its advantage, waiting for creatures to come within melee range before striking with its powerful slam attacks or an uprooted tree used as a makeshift greatclub. If facing flying or ranged combatants, it hurls boulders. Against foes that venture too close to the river, it may try to use its control water ability to raise the river level to catch foes within. It uses its Awesome Blow feat to knock heavily armored opponents into the river, hoping to drown them or take them out of the battle for a time. A glupskulle cares little for equipment sized for lesser creatures, so it will use Improved Sunder whenever it is advantageous.
Spell-Like Abilities: 3/day--control water, create water. Caster level 20th. The save DCs are Charisma-based.
Camouflage (Ex): Since a glupskulle looks like a normal hill when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the glupskulle.
Glupskulle's Net: A glupskulle may throw its massive net to a range of 20 feet. Unlike using a standard net, the glupskulle targets a grid or intersection (AC 5). All creatures within a 10 foot radius of this point must succeed on a DC 15 Reflex save or become entangled.
A glupskulle's net is tightly-woven, allowing it to be used against creatures from Tiny to Gargantuan size.
For all other purposes, a glupskulle's net functions as a standard net.
Skills: A glupskulle has a +4 racial bonus on Hide checks. It can attempt a Hide check in hilly terrain or near streams, even if the terrain doesn’t normally grant cover or concealment. It gains an additional +12 racial bonus on any Hide check made in such terrrain or in areas of shadowy illumination
A glupskulle 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.
Glupskulle
Gargantuan Giant
Hit Dice: 26d8+286 (403 hp)
Initiative: -2
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 38 (–4 size, -2 Dex, +34 natural), touch 4, flat-footed 28
Base Attack/Grapple: +19/+47
Attack: Slam +31 melee (2d6+16) or greatclub +31 melee (4d8+24) or rock +13 ranged (3d8+16) or net +13 ranged (entangle)
Full Attack: 2 slams +31 melee (2d6+16) or greatclub +31/+26/+21/+16 melee (4d8+24) or rock +13 ranged (3d8+16) or net +13 ranged (entangle)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Camouflage, low-light vision, rock catching
Saves: Fort +28, Ref +6, Will +12
Abilities: Str 42, Dex 6, Con 33, Int 8, Wis 11, Cha 7
Skills: Climb +18, Hide -10 (+2 in hilly terrain or near streams or in areas of shadowy illumination), Intimidate +1, Jump +20, Move Silently +10, Spot +3, Survival +8, Swim +26, Tumble +1
Feats: Athletic, Awesome Blow, Exotic Weapon Proficiency (net), Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack
Epic Feats: Epic Will, Penetrate Damage Reduction (cold iron)
Environment: Temperate rivers
Organization: Solitary and family (1-2 and 1 offspring)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
Level Adjustment: -
The soft sounds of the slow-moving river are interruped by a loud sucking sound as a nearby hill unfolds into the form of a massive humanoid. In the fading light of day, you can make out piebald patches of green and brown covering its skin, and its long hair dangles like uprooted river grass. Muddy water runs in rivulets from its bulk as it effortlessly uproots a nearby tree. The rumbling of its belly sounds like distant thunder.
Voracious predators of riparian areas, a glupskulle spends most of the day sleeping. As twilight arrives, it begins its hunt for any prey it can aquire to slake its incredible appetite.
One of a glupskulle's favorite tactics is to sit down in a stream, completely damming it off, and eating all the fish in the resulting lake plus any game or cattle which come to slake their thirst.
Although it satiates its voracious appetite on any living creatures it can catch, a glupskulle has a "sweet tooth" for fey, which are often active during the twilight hours in which it hunts.
A glupskulle's bag usually contains 1d4 throwing rocks, 3d4 mundane items, and the giant's personal wealth. These possessions tend to be muddy or algae-covered, and usually consist of a mixture of fishing gear, woodsman's gear, and tools for weaving nets.
A glupskulle speaks Giant.
Combat
A glupskulle prefers to use its natural camouflage to its advantage, waiting for creatures to come within melee range before striking with its powerful slam attacks or an uprooted tree used as a makeshift greatclub. If facing flying or ranged combatants, it hurls boulders. Against foes that venture too close to the river, it may try to use its control water ability to raise the river level to catch foes within. It uses its Awesome Blow feat to knock heavily armored opponents into the river, hoping to drown them or take them out of the battle for a time. A glupskulle cares little for equipment sized for lesser creatures, so it will use Improved Sunder whenever it is advantageous.
Spell-Like Abilities: 3/day--control water, create water. Caster level 20th. The save DCs are Charisma-based.
Camouflage (Ex): Since a glupskulle looks like a normal hill when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the glupskulle.
Glupskulle's Net: A glupskulle may throw its massive net to a range of 20 feet. Unlike using a standard net, the glupskulle targets a grid or intersection (AC 5). All creatures within a 10 foot radius of this point must succeed on a DC 15 Reflex save or become entangled.
A glupskulle's net is tightly-woven, allowing it to be used against creatures from Tiny to Gargantuan size.
For all other purposes, a glupskulle's net functions as a standard net.
Skills: A glupskulle has a +4 racial bonus on Hide checks. It can attempt a Hide check in hilly terrain or near streams, even if the terrain doesn’t normally grant cover or concealment. It gains an additional +12 racial bonus on any Hide check made in such terrrain or in areas of shadowy illumination
A glupskulle 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.
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