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COMPETITION: Design an Epic Monster
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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 4011677" data-attributes="member: 50701"><p>The Maruts of <span style="color: green">Hindu Legend.</span> </p><p></p><p></p><p><strong>Marut </strong></p><p><strong>Large Outsider</strong></p><p><strong>(chaotic, extraplanar)</strong></p><p><strong>aliases:</strong><em> Maha-Richis, Mountain Crushers or Rudras</em></p><p><strong>HD:</strong> 22d8 + 220 (396 hp)</p><p><strong>Initiative:</strong> +8 (+4 improved initiative)</p><p><strong>Speed:</strong> 40ft., fly 120 ft. (good)</p><p><strong>AC: </strong> 49 (+ 12 armor + 9 deflection, +4 Dex, +15 natural,–1 size) touch 22 flat-footed 45</p><p><strong>BAB/ Grapple: </strong> +22/+37</p><p><strong>Attack: </strong> + 5 <em>lightning blast, sonic blast, Huge heavy mace </em>+39 melee (2d8 + 26 + 3d6 electric damage + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32 melee (1d8 + 11 plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 1 claw +32 melee (1d6 + 6)</p><p> <strong>Full attack:</strong> + 5 <em>lightning blast, Huge heavy mace </em>+39/+34/+29/+24 melee (2d8 + 26 + 3d6 electric + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32/+32/+32/+27/+22 melee (1d8 + 11 +2d6 electric plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 2 claws +32 melee (1d6 + 6 + 2d6 electric)</p><p><strong>Space/reach:</strong> 10 ft./10 ft.</p><p><strong>Special attacks:</strong> Marut’s Cry, Mountain Crusher, Spell-Like Abilities, Stun</p><p><strong>Special qualities:</strong> DR 20/ magic and adamantine, DR 10/-Darkvision 60ft, Energy Resistance to acid 20, cold 20, fire 20, Fast Healing 15, Immune to disease, electricity, poison, and sonic, Master of the Mace, SR 34</p><p><strong>Saves:</strong> Fort +29, Ref +22, Will +30</p><p><strong>Abilities:</strong> Str 32, Dex 19, Con 30, Int 21, Wis 20, Cha 29</p><p><strong>Skills:</strong> Balance +18, Bluff +26, Climb +25, Concentration +23, Diplomacy +17, Handle Animal +15, Heal +20, Intimidate +28, Jump +26, Knowledge(religion) +22, Listen +21, Search +21, Sense Motive +21, Speak Language +20, Survival +24, Swim +22, Tumble +17</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (mace), Greater Weapon Specialization (mace), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Weapon Focus (mace), Weapon Specialization (mace)</p><p><strong>Environment:</strong> Swarga (Limbo)</p><p><strong>Organization:</strong> group (3-5 maruts)</p><p><strong>CR:</strong> 21</p><p><strong>Treasure:</strong> triple standard plus <em>Marut's Mace </em>and <em>a +5 heavy fortification half-plate</em></p><p><strong>Alignment:</strong> Any Chaotic</p><p><strong>Advancement:</strong> 23-35 HD (large), 36-69 HD(huge)</p><p></p><p><em>Before you stands a handsome Hindu man standing 10 ft. tall. His eyes glow like a pair of shiny topazes. He is muscular, with bronze skin. His hair is black and wavy. The armor he wears is golden. It has an elaborate design, and is encrusted with many topaz gems. A shimmering golden cape flows freely behind him. His hand has pointy, pearly-white nails that are hard and as sharp as a diamond. In his hand he holds his massive golden mace which cackles furiously with electricity.</em></p><p></p><p>These are the spawn of the chaotic Rudra. He and his consort, Riti, plotted to overthrow Indra. Once impregnated, she remained pregnant for 100 years. When the time came to give birth, Indra was there to prevent this abomination from being born. He hurled a thunderbolt at Riti’s womb and shattered it. This action caused the fetus to be splintered into many pieces. This gave birth to the destructive Maruts, or storm gods. Just then, the Maruts grew to full size within in seconds and attacked Indra. Indra managed to defeat them. Rudra knew Indra would have his head for this betrayal, so he offered them to Indra as attendants and bodyguards. Indra accepted and took the strongest of them and left the rest with Rudra. </p><p></p><p>Maruts are known to use their amazing strength and size to crush mountains. They are always chaotic and love to destroy things. They are the bringers of wind, the fellers of trees, and the crushers of mountains. Maruts are usually found mostly in Limbo, standing guard at the gates of Indra’s palace, Swarga. They stand 10ft. tall and weigh 700 pounds.</p><p></p><p></p><p><strong>Combat:</strong> Maruts charge into battle with their massive maces raised high. They get in close and pummel their foes to death, using either their maces or fists. If the battle is not in their favor, then they’ll take flight and make good use of their spell-like abilities. </p><p></p><p><strong>Marut’s Cry (Ex):</strong>Maruts can let loose a disastrous yell which sounds like 100 claps of thunder. It deals 20d6 sonic damage in a 90ft cone. Reflex save DC 31 halves damage. You must then succeed on a Fortitude save DC 31 or be deafened for 5 rounds. the Marut can use this ability once every 1d4 rounds. The DC's are Con-based.</p><p></p><p><strong>Master of the Mace (Ex):</strong> A Marut is especially skilled with using maces and other bludgeoning weapons. It gains Weapon Focus, Weapon Specialization, and Greater Weapon Focus, Greater Weapon Specialization with any mace or bludgeoning type weapon that it wields.</p><p></p><p><strong>Mountain Crusher (Ex):</strong> A marut is so strong it can produce mountain crushing blows.</p><p>While using this ability, the marut gains the following:</p><p>· + 10 bonus to strength</p><p>· any bludgeoning weapon it wields has triple the threat range. In this case, the marut's threat range is 16-20.</p><p>· successful criticals deal damage as if it was improved by one step. Example: x2-x3</p><p>This effect lasts for 10 rounds. Afterwards, it cannot be used for another </p><p>1d8 rounds.</p><p></p><p><strong>Stun (Ex):</strong> Every time the Marut successfully attacks with its mace or mighty fists, the targeted creature must succeed a Fort save DC 32 or be stunned for 1d6 rounds. The DC is Str-based.</p><p></p><p><strong>Spell-like abilities(ex):</strong> CL 22nd level. DC 19 + spell level</p><p><strong>At will-</strong> <em>bear’s endurance, bull’s strength, call lightning, chaos hammer, dispel law, gust of wind, ice storm, magic circle against law, shatter, ice storm, cure serious wounds, lightning bolt</em></p><p><strong>5/day- </strong><em>bigby’s crushing hand, earthquake, power word kill, storm of vengeance </em></p><p></p><p><strong>Possessions:</strong> Every Marut is equipped with a <em>+5 lightning blast, sonic blast, Huge heavy mace </em> and <em>a +5 heavy fortification half-plate</em> (no penalties).</p><p></p><p><strong>Marut's Mace:</strong> Appears as a massive, elaborately designed, golden mace which cackles furiously with electricity. It functions as a <em>+5 lightning blast, sonic blast, Huge heavy mace </em>. Once per round, as a standard action, the Marut can let loose a 100 ft. divine bolt of lightning dealing 10d10 points of damage. Ref save DC 30 halves. The bolt is infused with divine energy. It ignores any electricity resistances or immunities a creature may have. DC is Cha-based.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 4011677, member: 50701"] The Maruts of [color=green]Hindu Legend.[/color] [b]Marut Large Outsider (chaotic, extraplanar)[/b] [b]aliases:[/b][I] Maha-Richis, Mountain Crushers or Rudras[/I] [b]HD:[/b] 22d8 + 220 (396 hp) [b]Initiative:[/b] +8 (+4 improved initiative) [b]Speed:[/b] 40ft., fly 120 ft. (good) [b]AC: [/b] 49 (+ 12 armor + 9 deflection, +4 Dex, +15 natural,–1 size) touch 22 flat-footed 45 [b]BAB/ Grapple: [/b] +22/+37 [b]Attack: [/b] + 5 [I]lightning blast, sonic blast, Huge heavy mace [/I]+39 melee (2d8 + 26 + 3d6 electric damage + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32 melee (1d8 + 11 plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 1 claw +32 melee (1d6 + 6) [b]Full attack:[/b] + 5 [I]lightning blast, Huge heavy mace [/I]+39/+34/+29/+24 melee (2d8 + 26 + 3d6 electric + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32/+32/+32/+27/+22 melee (1d8 + 11 +2d6 electric plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 2 claws +32 melee (1d6 + 6 + 2d6 electric) [b]Space/reach:[/b] 10 ft./10 ft. [b]Special attacks:[/b] Marut’s Cry, Mountain Crusher, Spell-Like Abilities, Stun [b]Special qualities:[/b] DR 20/ magic and adamantine, DR 10/-Darkvision 60ft, Energy Resistance to acid 20, cold 20, fire 20, Fast Healing 15, Immune to disease, electricity, poison, and sonic, Master of the Mace, SR 34 [b]Saves:[/b] Fort +29, Ref +22, Will +30 [b]Abilities:[/b] Str 32, Dex 19, Con 30, Int 21, Wis 20, Cha 29 [b]Skills:[/b] Balance +18, Bluff +26, Climb +25, Concentration +23, Diplomacy +17, Handle Animal +15, Heal +20, Intimidate +28, Jump +26, Knowledge(religion) +22, Listen +21, Search +21, Sense Motive +21, Speak Language +20, Survival +24, Swim +22, Tumble +17 [b]Feats:[/b] Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (mace), Greater Weapon Specialization (mace), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Weapon Focus (mace), Weapon Specialization (mace) [b]Environment:[/b] Swarga (Limbo) [b]Organization:[/b] group (3-5 maruts) [b]CR:[/b] 21 [b]Treasure:[/b] triple standard plus [I]Marut's Mace [/I]and [I]a +5 heavy fortification half-plate[/I] [b]Alignment:[/b] Any Chaotic [b]Advancement:[/b] 23-35 HD (large), 36-69 HD(huge) [I]Before you stands a handsome Hindu man standing 10 ft. tall. His eyes glow like a pair of shiny topazes. He is muscular, with bronze skin. His hair is black and wavy. The armor he wears is golden. It has an elaborate design, and is encrusted with many topaz gems. A shimmering golden cape flows freely behind him. His hand has pointy, pearly-white nails that are hard and as sharp as a diamond. In his hand he holds his massive golden mace which cackles furiously with electricity.[/I] These are the spawn of the chaotic Rudra. He and his consort, Riti, plotted to overthrow Indra. Once impregnated, she remained pregnant for 100 years. When the time came to give birth, Indra was there to prevent this abomination from being born. He hurled a thunderbolt at Riti’s womb and shattered it. This action caused the fetus to be splintered into many pieces. This gave birth to the destructive Maruts, or storm gods. Just then, the Maruts grew to full size within in seconds and attacked Indra. Indra managed to defeat them. Rudra knew Indra would have his head for this betrayal, so he offered them to Indra as attendants and bodyguards. Indra accepted and took the strongest of them and left the rest with Rudra. Maruts are known to use their amazing strength and size to crush mountains. They are always chaotic and love to destroy things. They are the bringers of wind, the fellers of trees, and the crushers of mountains. Maruts are usually found mostly in Limbo, standing guard at the gates of Indra’s palace, Swarga. They stand 10ft. tall and weigh 700 pounds. [b]Combat:[/b] Maruts charge into battle with their massive maces raised high. They get in close and pummel their foes to death, using either their maces or fists. If the battle is not in their favor, then they’ll take flight and make good use of their spell-like abilities. [b]Marut’s Cry (Ex):[/b]Maruts can let loose a disastrous yell which sounds like 100 claps of thunder. It deals 20d6 sonic damage in a 90ft cone. Reflex save DC 31 halves damage. You must then succeed on a Fortitude save DC 31 or be deafened for 5 rounds. the Marut can use this ability once every 1d4 rounds. The DC's are Con-based. [B]Master of the Mace (Ex):[/B] A Marut is especially skilled with using maces and other bludgeoning weapons. It gains Weapon Focus, Weapon Specialization, and Greater Weapon Focus, Greater Weapon Specialization with any mace or bludgeoning type weapon that it wields. [b]Mountain Crusher (Ex):[/b] A marut is so strong it can produce mountain crushing blows. While using this ability, the marut gains the following: · + 10 bonus to strength · any bludgeoning weapon it wields has triple the threat range. In this case, the marut's threat range is 16-20. · successful criticals deal damage as if it was improved by one step. Example: x2-x3 This effect lasts for 10 rounds. Afterwards, it cannot be used for another 1d8 rounds. [B]Stun (Ex):[/B] Every time the Marut successfully attacks with its mace or mighty fists, the targeted creature must succeed a Fort save DC 32 or be stunned for 1d6 rounds. The DC is Str-based. [b]Spell-like abilities(ex):[/b] CL 22nd level. DC 19 + spell level [b]At will-[/b] [I]bear’s endurance, bull’s strength, call lightning, chaos hammer, dispel law, gust of wind, ice storm, magic circle against law, shatter, ice storm, cure serious wounds, lightning bolt[/I] [b]5/day- [/b][I]bigby’s crushing hand, earthquake, power word kill, storm of vengeance [/I] [B]Possessions:[/B] Every Marut is equipped with a [I]+5 lightning blast, sonic blast, Huge heavy mace [/I] and [I]a +5 heavy fortification half-plate[/I] (no penalties). [B]Marut's Mace:[/B] Appears as a massive, elaborately designed, golden mace which cackles furiously with electricity. It functions as a [I]+5 lightning blast, sonic blast, Huge heavy mace [/I]. Once per round, as a standard action, the Marut can let loose a 100 ft. divine bolt of lightning dealing 10d10 points of damage. Ref save DC 30 halves. The bolt is infused with divine energy. It ignores any electricity resistances or immunities a creature may have. DC is Cha-based. [/QUOTE]
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