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Blackdirge's Suped Up Monster Thread: Monster Column Updated 06/26/06!


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BLACKDIRGE

Adventurer
Howdy all,

Well Christmas has been good to ol' blackdirge, increasing his collection of D&D books by three. The Draconomicon, The Miniatures Handbook, and The Complete Warrior or now mine. Since these new books are overflowing with feats, templates, prestige classes and the like, I couldn't resist a little tinkering. :D

So, I present a pair of orog brothers, each using one of the variant classes in the above mentioned books.

Both orogs are draconic, with Lenvok following the path of the Warmage, and Hergom persuing a career as a Hexblade.

Enjoy.

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Lenvok

Draconic Orog Warmage 10
Medium Humanoid
Hit Dice: 10d6+60 (105 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 24 (+1 Dex, +3 natural, +8 armor, +2 ring), touch 13, flatfooted 23
Base Attack/Grapple: +5/+11
Attack: Claw +12 melee (1d3+6)
Full Attack: 2 claws +12 melee (1d3+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 120 ft, light blindness, low-light vision, resistance to cold 5 and fire 5, +4 saves against sleep and paralysis
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 22, Dex 12, Con 20, Int 12, Wis 10, Cha 22
Skills: Concentration +13, Craft (armor-smithing) +11, Intimidate +16, Knowledge (arcana) +9, Spellcraft +11
Feats: Craft Wand, Improved Toughness, Scribe Scroll, Sudden Empower, Sudden Enlarge, Weapon Focus (claws),
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Alignment: Neutral Evil
Possessions: +2 ring of protection, cloak of charisma +2, wand of fireball, wand of scorching ray, +2 mithral breastplate

Warmage Spells: (6/8/8/7/6/4; DC = 16 + spell level)

Advanced Learning: In addition to the standard spells on the warmage spell list, Lenvok can cast the following additional spells: daylight, wall of force.

The Blightfyre orogs are a ferocious and ambitious clan that holds dominion over a wide swath of the underdark. The reason for the Blightfyre clan’s success is readily apparent in the form of their charismatic leader, Lenvok. Descended from an ancient union between orogs and deep dragons, Lenvok commands the awe and respect, if not outright fear of his clan mates.

Lenvok is a spellcaster of no small talent, belonging to the somewhat obscure discipline of the warmage. His fireballs and lightning bolts have rained disaster and ruin over many foes, including a small outpost of mindflayers that sought to impinge on Blightfyre territory.

The leadership of clan Blightfyre belongs solely to Lenvok, and none have had the strength or bravery to challenge him in many years. Although unwilling to relinquish any of his power, Lenvok occasionally employs his brother Hergom, a feared warrior, to handle situations where a show of force is required.

Appearance & Tactics

Lenvok is an imposing figure, standing nearly eight feet tall and radiating personal power and strength. His draconic heritage is evident in the fine gray scales that cover his body and the fearsome talons that extend from each of his long dexterous fingers. Clad in his mithral breastplate and his scarlet cloak, Lenvok is easily identified on the field of battle. He has no fear of conflict and will lead his clan to war from the front, hurling his spells into the enemy with reckless abandon.

Although a gifted spellcaster, Lenvok is not above using his talons if the opportunity presents itself, or if he feels the need to get especially personal with an opponent. Like all warmages, Lenvok utilizes those spells that cause direct and immediate harm to his enemies, and is especially fond of fire spells. To bolster his arcane reserves, the orog leader has learned the art of wandcraft, and will carry one or two upon his person at all times.


Hergom

Draconic Orog Hexblade 10
Medium Humanoid
Hit Dice: 10d10+30 (100 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 22 (+2 Dex, +3 natural, +6 armor, +1 ring), touch 13, flatfooted 20
Base Attack/Grapple: +10/+17
Attack: +1 caustic greatsword +20 melee (2d6+13 plus 1d6 acid/19-20 x2)
Full Attack: +1 caustic greatsword +20/+15 melee (2d6+13 plus 1d6 acid/19-20 x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater hexblade curse, hexblade curse 3/day, spells
Special Qualities: Arcane resistance +3, darkvision 120 ft, light blindness, low-light vision, mettle, resistance to cold 5 and fire 5, +4 saves against sleep and paralysis
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 26, Dex 15, Con 16, Int 10, Wis 10, Cha 16
Skills: Bluff +9, Concentration +9, Diplomacy +11, Intimidate +13, Spellcraft +4
Feats: Cleave, Combat Casting, Great Cleave, Power Attack, Spell Penetration, Weapon Focus (greatsword)
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Alignment: Neutral
Possessions: +3 studded leather, gauntlets of ogre power, +1 caustic greatsword, ring of protection +1

Hexblade Spells: (2/2; DC = 13 + spell level): 1st – expeditious retreat, phantom threat; 2nd – invisibility, spider climb.

Arcane Resistance (Su): Hergom adds his charisma bonus to all saves against spells and spell-like effects.

Hexblade Curse (Su): Three times per day Hergom can unleash a curse upon a foe. The target must be visible and within 60 feet. The target of Hergom’s curse takes a –4 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for one hour thereafter. A successful Will save at DC 18, negates the effect.

Mettle (Ex): Hergom can resist magical and unusual attacks with great will power or fortitude. If he makes a successful will or fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect.

Like his brother Lenvok, Hergom is a powerful and influential force within the Blightfyre clan. He is, however, content to do his brother’s bidding and has little desire for leadership and greater responsibility. A fearsome and enigmatic figure, Hergom is a Hexblade, a rare spellcasting warrior with the power to inflict diabolical curses upon his foes.

Because of his relation to the clan leader, Hergom enjoys relative freedom from the daily toil of orog life. He lives comfortably and the rest of the clan makes haste to carry out his seldom given orders. In battle, Hergom is a veritable whirlwind of destruction, rarely leaving his brother’s side and ensuring that Lenvok can safely cast his spells.

Although devoted to his brother, Hergom harbors a potentially clan shaking secret. The orog warrior has become disillusioned with the never-ending conquest and tyranny that rules orog society. He sees the evil that infects his people as a force of devolution, a sickness that keeps the orog race from climbing to true heights of power. Unfortunately, Hergom is alone in his viewpoint, and has recently begun to consider abandoning his clan and seeking his destiny on the surface.

Appearance & Tactics

Hergom is the largest orog in his clan, towering over all, including his brother. The orog Hexblade’s strength is renowned and his greatsword has claimed the heads of more enemies than can easily be counted. Like his brother Lenvok, Hergom also carries the blood of dragons, but his heritage has manifested in a slightly different way than that of his brother. Hergom’s skin is unscaled and retains the usual orog coloration; the only sign of his draconic ancestry are the two backward curling horns that crown his brow and the small fangs that fill his mouth.

In battle, Hergom seeks out the most powerful enemy commander to target with a Hexblade curse. He then will either engage the enemy leader in combat, or if he is guarding his brother, direct his warriors to assail the cursed foe.

Hergom is capable of casting a limited number of arcane spells, and will usually choose those that improve his prowess in combat over those that harm his enemies directly. In addition to his magical abilities, Hergom is a skilled swordsman, using his great blade to devastating effect. Couple with the orog’s great strength, the enchanted blade he carries is capable of inflicting truly staggering wounds, often times killing an enemy with a single blow.
 
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BLACKDIRGE

Adventurer
I was flipping through my Monster Manual today looking for suitable creatures to update this thread with, when I stumbled upon a truly powerful monster that I had overlooked. It seems that nymph can really kick the crap out of a party with little assistance. Of course I couldn't have just a plain old nymph, so I did a bit of tinkering... :D

Dirge

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Hevexia

Half-Dragon (Green) Nymph Druid 10
Medium Dragon
Hit Dice: 16d8+64 (147 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 20 ft.
AC: 29 (+7 Dex, +4 natural, +4 deflection, +4 ring), touch 25, flatfooted 22
Base Attack/Grapple: +10/+14
Attack: +3 unholy sickle +21 melee (1d6+7 plus 2d6 unholy) or +3 throwing returning sickle +21 ranged (1d6+7)
Full Attack: +3 unholy sickle +19/+14 melee (1d6+7 plus 2d6 unholy) and +3 throwing returning sickle +19/+14 melee (1d6+5) and bite +12 melee (1d8+4) or +3 throwing returning sickle +20 ranged (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, breath weapon, spells, spell-like abilities, stunning glance
Special Qualities: Animal companion, damage reduction 10/cold iron, darkvision 60 ft., immunity to acid, sleep and paralysis effects low-light vision, nature sense, resist nature’s lure, trackless step, unearthly grace, venom immunity, wild empathy, wild shape (medium, large 4/day), woodland stride
Saves: Fort +17 Ref +19, Will +25
Abilities: Str 18, Dex 24, Con 18, Int 20, Wis 28, Cha 18
Skills: Concentration +23, Diplomacy +17, Escape Artist +16, Handle Animal +23, Heal +28, Hide +16, Knowledge (nature) +22, Listen +28, Move Silently +16, Sense Motive +18, Spot +28, Survival +24, Spellcraft +18, Swim +22,
Feats: Brew Potion, Improved Two Weapon Fighting, Mulitattack, Two Weapon Fighting, Weapon Finesse, Weapon Focus (sickle),
Environment: Northern Forests
Organization: Solitary
Challenge Rating: 20
Alignment: Neutral Evil

Possessions: +3 unholy sickle, +3 throwing returning sickle, gloves of dexterity +4, periapt of wisdom +4, ring of protection +4

Druid Spells (6/8/7/7/7/6/5/4/3/2, save DC 19 + spell level)

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a Hevexia. Those who look directly at her must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. Hevexia can suppress or resume this ability as a free action.

Breath Weapon (Ex): Once per day Hevexia can breathe a 30 ft cone of acidic gas. Those caught in the cone take 6d8 points of damage, with a reflex saving throw of DC 17 allowed for half damage.

Resist Nature’s Lure (Ex): Hevexia receives a +4 bonus on saving throws to resist the spell-like abilities of fey.

Spell-Like Abilities: 1/day—dimension door. Caster level 7th.

Stunning Glance (Su): As a standard action, Hevexia can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds.

Trackless Step (Ex): Hevexia leaves no trail in natural surroundings and cannot be tracked.

Unearthly Grace (Su): Hevexia adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class

Wild Empathy (Ex): Hevexia can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. She rolls 1d20 and adds her druid level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Hevexia and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. Hevexia can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Shape (Su): Hevexia can change into a small, medium, or large animal and back again four times per day, as the polymorph self spell.

Woodland Stride (Ex): Hevexia may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Animal Companion (Ex): Hevexia has a deinonychus named Gurrett as an animal companion.

Gurrett: Male deinonychus animal companion; CR --; Medium Animal; HD 10d8+40; hp 94; Init +4; Spd 60 ft.; AC 24 (-1 size, +4 Dex, +11 natural), touch 13, flat-footed 20; Base Atk +7; Grp +16; Atk talons +16 melee; Full Atk Talons +16 melee (2d6+6) and 2 foreclaws +14 melee (1d3+3) and bite +14 melee (2d4+3); Space/Reach 10 ft./5 ft.; SA Pounce, SQ devotion, evasion, link, low-light vision, scent, share spells; AL N; SV Fort +11, Ref +11, Will +4; Str 22, Dex 18, Con 19, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +11, Jump +32, Listen +13, Spot +13, Survival +11; Alertness, Multiattack, Run, Track

Pounce (Ex): If Gurrett charges, he can make a full attack.

Devotion (Ex): Gurrett’s devotion to Hevexia is so complete that he gains a +4 bonus on Will saves against enchantment spells and effects.

Link with Companion (Ex): Hevexia can handle Gurrett as a free action, or push him as a move action. She receives a +4 bonus on wild empathy and Handle Animal checks made when dealing with Gurrett.

Share Spells (Ex): Hevexia may have any spell she casts upon herself also affect Gurrett, if the later is within 5 feet. Hevexia may also cast any spell with a target of “You” on Gurrett.

The Misty Forest in ancient stretch of pine and spruce that borders the High Moor to the northwest. The woods are so named due to the haze of mist and fog that blanket the area, adding a mysterious, even sinister quality to the wild spaces between the trees. The Misty Forest is home to nearly a dozen tribes of wood elves, numerous woodland fey, and a small enclave of druids and rangers known as the Misty Warders. The Misty Warders have kept the forest relatively safe for those passing through it, keeping the native orc population in check, and driving away or slaying more powerful monsters, but this has changed as of late.

The Misty Warders have found themselves woefully unprepared to combat a new menace that has recently appeared in their secluded woodland home. Hevexia, a half-dragon nymph, has found the Misty Forest to her liking and has made it her permanent home. A druid of considerable skill, Hevexia has found the darker side of the druidic arts appealing to her vicious and cruel nature. She has slain every member of the Misty Warders that has come for parlay or battle, feeding their remains to her deinonychus animal companion. Hevexia’s motivations for this wanton slaughter are unclear, and concern is growing among the warders that she may attempt to wrest control of the forest from them.

For now Hevexia is content to keep to the northern reaches of the forest and let the Misty Warders occupy the southern half, although she tolerates no intrusion into her territory, slaying any she finds within her domain. Only her deinonychus animal companion, Gurrett, and her son Jedrekash, may move unmolested through the area surrounding Hevexia’s lair.

Hevexia’s history is not well documented, although it is known that her father, a powerful green wyrm, drove her from the Forest of Wyrms nearly a decade ago. The only other reference to the half-dragon fey is reported in the Chronicles of Hadash, a tome penned by the relatively unknown historian Hadash Graymyr. Hadash describes in his book, a battle between Hevexia and band of adventurers that took place in the High Forest nearly eight years ago. The adventurers, an experienced group called the Stalwart Companions, were no match for Hevexia, and she killed all of them, save the wizard Ganarim Highwand, who escaped via a teleportation spell. Since then Hevexia has been spotted a handful of times in various forests throughout the realms, although no one has challenged her since the demise of the Stalwart Companions.

Hevexia keeps no company other than her son Jedrekash, a powerful ranger of wood elven descent, whose father Hevexia charmed and then slew once she had obtained what she needed from the doomed elf. Oddly enough the normally vicious and xenophobic Hevexia regards her son with an uncharacteristic fondness, and the two are furiously devoted to one another.

Although her goals are unclear, Hevexia will likely drive the Misty Warders from their home unless they seek outside aid. She has already slain enough of them to drastically weaken their chances of ever removing her themselves and a final bloody showdown is brewing on the horizon.

Appearance & Tactics

Hevexia’s exotic heritage has created a striking mix of fey and dragon, blending the unearthly beauty of a nymph with the power and grace of dragon-kind. Hevexia’s sinuous body is covered in light green scales, providing her with excellent protection from physical harm and enhancing her exotic allure. Those that have withstood the full brunt of Hevexia’s beauty and lived to tell about it, describe her face in an intoxicating homage to feminine perfection, appearing both exceedingly delicate and uncompromisingly powerful.

Tall and slender, Hevexia is nonetheless as strong as the stoutest human warrior, and as quick as the most gifted rogue. She possesses and intellect that rivals that of the most learned of sages, and her insight and logical practicality are matched only by her malice and evil.

Hevexia makes heavy use of her stunning glance and blinding beauty in combat, attempting to disable as many opponents as possible with theses abilities. She then prefers to fight with her sickles, using her spells to enhance her physical prowess, and to sharpen the abilities of Jedrekash and her dienonychus animal companion, Gurrett. If melee combat is not an option she will make use of the most direct and damaging spells she has available, being partial to creeping doom and storm of vengeance.

Unlike most powerful druids, Hevexia does not have entire forests worth of minions to call to her aid. Her extreme xenophobia and vicious demeanor have left with few allies beyond her son and animal companion. She will occasionally make use of the various summon nature’s ally spells to distract or harry her opponents, but will simply flee if she is outnumbered or overmatched.
 

Derulbaskul

Adventurer
Very cool indeed, Blackdirge.

I used a half-fiend nymph once with a few levels in one of the BoVD prestige classes. Very scary, indeed.
 




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