Frank's Advanced monsters


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frankthedm

First Post
[IMaGel]http://img160.imageshack.us/img160/4561/devouer1ec1.jpg[/IMaGel]The Devourer is one of the nastier undead Wotc created for it's edition of D&D. Enfeeblement, paralysis, ranged touch energy drain and the ability to tear the soul from a victim's body and consume it. Add in abilities that can drive groups of victims temporarily insane and you have an undead critter ready to cause a TPK. The art in the monster manual did the critter no justice, though Brom's cover for Dungeon magazine is fantastic. The look of soul consuming terror on the doomed victim is absolute perfection, made even more horrific since the victim is
a high level paladin :].

Note: There are a handful of rules questions relating to the monster’s abilities, see this thread if any the trick this monster has perplexes you.

[Sblock=Delraich, soul devouring horror from Magic:the Gathering] Devourer advanced 8HD and power attacked with the fugly stick.


Size/Type: Large Undead (Extraplanar)
Hit Dice: 20d12 (130 hp) [140 high average HP]
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +10/+23
Attack: Claw +18 melee (1d6+9)
Full Attack: 2 claws +18 melee (1d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, trap essence, spell-like abilities.
Special Qualities: Darkvision 60 ft., spell deflection, spell resistance 21, undead traits
Saves: Fort +8, Ref +6, Will +15
Abilities: Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18
Skills: Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks)
Feats: Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th]
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)

Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul]
       
      

 Quickened Confusion SLA
 Quickened Ghoul Touch SLA

The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and abilities indicate it may have been a Devourer exposed to Far Realm corruption by it devouring a weaker creature of far realm. The corruption seems to be in appearance since the creature has yet to exhibit the common traits of other pseudonatural beings.

The Delraich is about 14 feet tall and weighs 2000 pounds.

The Delraich can speak Common.

Combat
Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive.

Energy Drain (Su)
Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Trap Essence (Su)
The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time.

The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently.

Spell-Like Abilities
At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing. Caster level 18th. The save DCs are Charisma-based.

Spell Deflection (Su)
The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim.

Undead Traits:
Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. [/Sblock][Sblock=Delraich, soul devouring being of madness - Pseudonatural Version]


Size/Type: Large Undead (Extraplanar)
Hit Dice: 20d12 (130 hp) [140 high average HP]
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: *24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +10/+23
Attack: Claw +18 melee (1d6+9)
Full Attack: 2 claws +18 melee (1d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, trap essence, spell-like abilities, True strike
Special Qualities: Alternate form, darkvision 60 ft., DR10/Magic, resistance to acid and electricity 15, spell deflection, spell resistance 25, undead traits
Saves: Fort +8, Ref +6, Will +15
Abilities: Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18
Skills: Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks)
Feats: Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th]
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)

Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul]
       
      

 Quickened Confusion SLA
 Quickened Ghoul Touch SLA
 Su: Attack with true strike benefit

The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and alternate form indicate it may have been a Devourer exposed to Far Realm corruption. Whether that was caused by it entering the Far Raelm through a tear in an outer plane or by it devouring a weaker creature of far realm remains to be divined.

The Delraich is about 14 feet tall and weighs 2000 pounds.

Delraich can speak Common.

Combat
Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive.

Alternate Form (Su):
Due to the grotesque form of the Delraich, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the Delraich can assume the form of the extraplanar undead creature commonly known as a Devourer . Despite the slightly more terrestrial appearance, its abilities remain unchanged.

Energy Drain (Su)
Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Trap Essence (Su)
The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time.

The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently.

True Strike (Su):
Once per day, the Delraich can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. It most often uses this when attempting a trap essence one it has been deprived of a trapped soul.

Spell-Like Abilities
At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing. Caster level 18th. The save DCs are Charisma-based.

Spell Deflection (Su)
The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim.

Undead Traits:
Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. [/Sblock] [Sblock=Great Devourer, maximum advancment devourer]Size/Type: Huge Undead (Extraplanar)
Hit Dice: 36d12+32 (270hp) 288 high average
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 Dex, -2 size, +18 natural), touch 9, flat-footed 24
Base Attack/Grapple: +18/+39
Attack: Claw +33 melee (1d8+16 crit.19-20x2)
Full Attack: 2 claws +33 melee (1d8+16 crit.19-20x2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Energy drain, trap essence, spell-like abilities
Special Qualities: Darkvision 60 ft., spell deflection, spell resistance 21, undead traits
Saves: Fort +14, Ref +11, Will +23
Abilities: Str 42, Dex 8, Con Ø, Int 16, Wis 16, Cha 17
Skills: Climb +30, Concentration +40, Diplomacy +24, Hide +10, Jump +30, Listen +30, Move Silently +24 , Search +20, Sense Motive +20, Spot +30, Survival +13 (+15 following tracks), Tumble +6 [CC & synergy]
Feats: Blind-Fight[1th], Combat Expertise[3th], Improved Initiative[6th], Improved Toughness[9th], Weapon Focus (claw) [12th], improved critical [Claw][15th], power attack [18th], quicken spell like ability (confusion)[21th], Improved trip, [24st], Improved Disarm 27th, Empower spell like ability (Ray of enfeeblement)[30th], quicken spell like ability (Ray of enfeeblement)[33rd], Great fortitude [36th ]
Environment: Any
Organization: Solitary plus planar allies.
Challenge Rating: 18
Treasure: None
Alignment: Always neutral evil

This huge devourer is about 25 feet tall and weighs 8000 pounds.

This ancient Devourer speaks Abyssal, Common, Draconic, Elf, Giant, Githyanki, Infernal, Terran and one language of importance to plot.

Energy Drain (Su)
Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 29 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. A creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows (though not if the negative level is caused by a spell or similar effect). These temporary hit points last for a maximum of 1 hour.

A creature takes the following penalties for each negative level it has gained: -1 on all skill checks and ability checks, -1 on attack rolls and saving throws, -5 hit points. -1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level). If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.


Trap Essence (Su)
The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The affected creature must succeed a Fortitude save (DC 29) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the devourer’s ribs, and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.

The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 29 Fortitude save for each negative level or lose that level permanently.

Spell-Like Abilities
At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 16), true seeing. Caster level 18th. The save DCs are Charisma-based.

Spell Deflection (Su)
The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.

Undead Traits:
Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.[/Sblock]
 
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frankthedm

First Post
[sblock=Ancient Black Pudding]
Size/Type: Gargantuan Ooze
Hit Dice: 30d10+300 = 465
Initiative: -4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 2 (-4 size, -4 Dex), touch 2, flat-footed 1
Base Attack/Grapple: +22 /+42
Attack: Slam +26 melee (3d6+12 plus 3d6 acid)
Full Attack: Slam +26 melee (3d6+12 plus 3d6 acid)
Space/Reach: 25 ft./20 ft.
Special Attacks: Acid, constrict 2d8+12 plus 2d6 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +19, Ref +5, Will +4
Abilities: Str 26, Dex 2, Con 30, Int Ø, Wis 1, Cha 1
Skills: Climb +16
Feats:
Environment: Underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.

Combat A black pudding attacks by grabbing and squeezing their prey.

Acid (Ex):
The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 35 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 35 Reflex save. The save DCs are Constitution-based.

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex):
Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.[/sblock]

A little while back i realized grey oozes are normally medium. Since they need to be large to use Improved Grab on medium PCs, Here's an Advanced one! Just don't tell your players who made it. [sblock=Advanced Large Grey Ooze statblock]
http://img108.imageshack.us/img108/8829/fastgreyooze1uj.jpg
Size/Type: Large Ooze
Hit Dice: 7d10+56 (94hp) {98HP high average]
Initiative: -5
Speed: 10 ft. (2 squares)
Armor Class: 7 (-5 Dex, -1 size, +3 natural armor), touch 4, flat-footed 7
Base Attack/Grapple: +5/+14
Attack: Slam +9 melee (1d8+7 plus 1d6 acid)
Full Attack: Slam +9 melee (1d8+7 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 1d8+7 plus 1d6 acid, improved grab
Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits*, transparent
Saves: Fort +10, Ref -3, Will -3
Abilities: Str 20, Dex 1, Con 26, Int Ø, Wis 1, Cha 1 [Con received the 1 level up point]
Challenge Rating: 6
Treasure: None {Gems in previous editions IIRC]
Alignment: Always neutral
Advancement: 8-9 HD (Large)

A gray ooze strikes like a snake, slamming opponents with its body.

Acid (Ex)
A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex)
A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex)
To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex)
A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

Those lovely ooze traits...
*Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
*Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
*Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
*Not subject to critical hits or flanking.[/sblock]
 
Last edited:

frankthedm

First Post
TarionzCousin said:
You should win an award for this. Thanks so much for sharing!
Thanks. :) Anyone who wants to could 'award' me with PDFs from my wishlist. ;)

On with the show!

The return to
B4:The Lost City

Deep in the bowels of a forgotten civilization, a horrid creature dwells in an ancient pyramid, attended to by an insane cult. One day, the creature’s sacrifice came in the form of an azure egg. Had the poor creature within been lucky, it would have been consumed then and there. It was not. Changed within its egg by the otherworldly horror, the dragon was born as one of the Horror's minions. Now growing in mind, body and insanity, the dragon lairs near the Horror, muttering to itself, torn between inborn loyalty to itself, to Law and to its Lord.

“It below gave me life... It should not live! I must serve it... It must die again! Must not eat others who serve... so tasty... gold masks so pretty. Demand tribute! Worship! Take tribute! Ia! Ia! Zargon, Child of Carcosa!, Spawn of Yellow! It is killed and is reborn! To Destroy…The Eye!”
[Sblock=Fury of Zargon: (non epic}Pseudonatural Juvenile Blue Dragon ]
Large Dragon [Extraplanar]
Pseudonatural elements in lime
Hit Dice: 15d12+60 [157 HP] 165 high average HP
Initiative: +0
Speed: 40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +15/+23
Attack: Bite +18 melee (2d6+6)
Full Attack: Bite +18 melee (2d6+6), 2 claws +16 melee (1d8+2), 2 wings +16 melee (1d6+2), 1 tail +16 Melee (1d8+6)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Bolt Breath 8d8 (Reflex DC 21) 80’x5’ line, create/destroy water 3/day[DC 17], sound imitation [DC 17]
Special Qualities: Horrid form [Foes take -1 moral' to hit'], DR 10/ magic, SR22, Resist Acid 10, Resist Electricity 10, Immune electricity
Saves: Fort +12, Ref +9, Will +11
Abilities: [NPC non-elite] Str 19, Dex 13, Con 18, Int 14, Wis 12, Cha 13
Skills: Abuse magic device +19, Concentration +14, Hide +16*, Knowledge: Far Raelm+10, Listen +19, Search +20, Sence Motive+ 19, Spot +19, Spellcraft +19,
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Improved Trip[12], Improved Disarm [15] or a Draconomicon breath feat, recommended Shape Breath [choose line or cone] or Clinging breath [foes take half breath damage next round, Can be extinguished with reflex save or dispelled [breath DC]. Either adds 1 round to breath ‘recharging time’
Challenge Rating: 10 8 without Pseudonatural elements
Treasure: Draconic Standard
Alignment: Lawful evil

Check list
[ ] True strike
[ ] [ ] [ ] create/destroy water[DC 17]
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor

Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.

True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.[/sblock]

I also did a red dragon, the bite damge is worse, but thats part of red dragon builds. Also less thinking is needed for this fight and the DM does not need to be bastard with the use of the improved trip and disarm feats. I'd still reccomend a full expertise, since the dragon has 'to hit' to spare.
[sblock=Hatred of Zargon: Pseudonatural Young Red Dragon] Large Dragon [Extraplanar]
Hit Dice: 13d12+52 143 HP
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor)
Armor Class: 22 (–1 size, +1 dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple:+13/+23
Attack: Bite +18 melee (2d6+9)
Full Attack: Bite +18 melee (2d6+9), 2 claws +16 melee (1d8+3), 2 wings +16 melee (1d6+3), 1 tail +16 Melee (1d8+3)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Fire Breath 6d10 (Reflex DC 22) 40’ cone
Special Qualities: Immunity to fire, vulnerability to cold, Horrid form [-1 to be hit] DR 10/ magic, SR23 Resist Acid 10, Resist Electricity 10
Saves: Fort +12, Ref +9, Will +8
Abilities: [NPC non-elite] Str 22, Dex 13, Con 18, Int 13, Wis 11, Cha 12
Skills: Appraise +15, Abuse magic device +17, Bluff +12, Concentration +10, Jump +20*, Listen +15 Search +16, Sense Motive+ 10, Spot +15
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Ability focus (Breath)[12th] or Clinging breath [foes take half breath damage again next round, Can be extinguished with reflex save or dispelled (breath DC). Adds 1 round to breath ‘recharging time’ source-Draconomicon]
Challenge Rating: 9 7 without Psudonatural elements
Treasure: Standard
Alignment: Chaotic evil

Check list
[ ] True strike
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor

Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.

True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.
[/sblock][sblock=Brutal Eye of Zargon: Psudonatural Hill giant]
Pseudonatural elements in lime
Large Giant [Extraplanar]
Hit Dice: 12d8+48+12) 120HP
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (–1 size, –1 Dex, +9 natural, +3 Alienhide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +15 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +15/+10 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7) (rock +15/+10 ranged (2d6+7) if it has Brutal Throw and Quickdraw)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, True Strike 1/day
Special Qualities: Low-light vision, rock catching, Horrid form [-1 to be hit] DR 10/magic,SR22 Resist Acid 10, Resist Electricity 10
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved overrun [switch to Brutal Throw and add more rocks if that feat is available] , Power Attack, Improved Sunder [switch to Quick Qraw if Brutal Throw is available], Improved toughness [Not using Imp Tough? Switch to weapon focus(greatclub)]
Challenge Rating: 9 7 without psudonatural elements
Treasure: Standard + Unusual Greatclub, Zargon’s eye set into chest [Everburning bull’s eye lantern], 5 weird rocks
Alignment: chaotic evil

Rock Throwing (Ex): The range increment is 120 feet for a hill giant’s thrown rocks.

[ ] True strike
[ ] [ ] [ ] [ ] [ ] weird rock

Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.

True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. [/sblock]
As it happens The final boss of the module got a 3e update thanks to the Creauter Catalog, necromancer games and Sword and Sorcery studios. http://www.necromancergames.com/pdf/toh2_sample.pdf
[sblock=TENTACLED HORROR aka Zargon]
Huge Aberration : Maximum Huge Advancement
Hit Dice : 24d8+120 [228HP]
Initiative : +1
Speed : 30
Armor Class : 23 (+1 dex -2 size, +14 natural), touch 9, flat-footed 22 or 28 (+5 Dodge*, +1 dex -2 size, +14 natural), touch 14
Base Attack/Grapple : +18/+32
Attack : Tentacle +23 (1d8+7)or +13 (1d8+12)*
Full Attack : 6 tentacles +23 melee (1d8+7) and bite +21 melee (3d6+3) or 4 tentacles +13 melee (1d8+12) and bite +11 melee (3d6+8)*
Space/Reach : 15 ft./15 ft.
Special Attacks : Constrict 1d8+7, improved grab
Special Qualities : Aura of insanity {Will DC25], darkvision 60 ft., horn, regeneration 5, SR 19, resistance to acid 10, tremorsense 30 ft.
Saves : Fort +15, Ref +11, Will +19
Abilities : Str 24, Dex 13***, Con 21, Int 14, Wis 16, Cha 18
Skills
: Bluff +12, Intimidate +16, Knowledge (arcana) +24, Listen +13, Sense Motive +13, Spot +23, Use magic device +17
Feats : Cleave, Iron Will, Lightning Reflexes, Multiattack, Power Attack, 15HD Combat Expertise , 18 HD improved trip, 21HD Great fortitude, 24 HD combat reflexes
Environment : Underground
Organization : Solitary
Challenge Rating : 13
Treasure : Standard
Alignment : Always chaotic evil
Advancement : 25-36 HD (Gargantuan)

* Combat Expertise: An advanced tentacled horror typically uses a 5 point Combat Expertise on it initial attacks unless it is confident it will not be attacked. It will decrease this amount based on how endangered it is.

* Power attack: An advanced tentacled horror typically uses a 5 point power attack on it initial attacks unless a target appears well protected by magic. It will increase or decrease the amount it power attack based on how successful its initial attacks are.

Ancient and evil, a tentacled horror is a monstrosity from the unknown depths of the earth. This monster is most often found inhabiting dungeons or ruins far from the reaches of civilization.

Tentacled horrors are egotistical and lazy creatures, and put themselves above all others they encounter. Often, a tentacled horror that finds its way into a subterranean society will attempt to set itself up as a god. Lesser creatures such as goblins often accept this false god and bring it sacrifices of living victims. Once ensconced as ruler-deity, a tentacled horror is content to remain in one place to be cared for by its subjects. A tentacled horror that has been in power for some time will be surrounded by a pool of its own slime and the scattered bones of its victims. Exuding a foul oily slime wherever it goes, a tentacled horror has a powerful humanoid torso that ends in a thick slug-like foot. Sprouting from the torso are four whip-like tentacles tipped in cruel barbs. Most horrifying of all, however, is the face. A tentacled horror has a shapeless head with a single, huge, unblinking eye. The mouth of a tentacled horror is a yawning chasm of sharp teeth eager to sink into living flesh. Above the eye is a glistening black 2-foot long horn—the very source of the tentacled horror’s power.

Combat
A tentacled horror attacks first with its tentacles, ripping and tearing at it’s opponent with the sharp barbs at the tip. Any grappled opponent is immediately bitten.

Constrict (Ex): A tentacled horror deals 1d8+7 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a tentacled horror must hit a creature of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A tentacled horror can make a bite attack each round against a grappled foe with a +4 bonus to its attack roll.

Aura of Insanity (Su): Creatures with less than 6 HD that view a tentacled horror must make a Will save (DC 25) or be affected as if by an insanity spell (caster level 12th). Creatures of 2 HD or less are not only driven mad, but also are compelled to worship the tentacled horror as a god (as if affected by a charm person spell, caster level 12th). The save DC is Charisma-based. Only a restoration, greater restoration, miracle, or wish spell can restore the mind of one driven insane by a tentacled horror.

Horn (Su): The source of a tentacled horror’s power is its horn. If a tentacled horror’s horn is removed, it loses its regeneration ability and suffers a -6 effective penalty to Strength and Constitution until its horn is reattached. ?The horn is AC 20, hardness 10, and has 20 hit points.? A tentacled horror’s horn cannot be removed unless it is helpless. It takes a successful Strength check (DC 40) or 10 points of damage to the horn to remove a tentacled horror’s horn. The Orginal sourse for this creature required lava to destroy the horn. The durability for a magicly hardened adamantine bar should suffice; Break DC 44, Hardness 40, HP 120 [assuming 3 inches thick]. Thus the continual application of Lava's 20D6 is needed to destroy the horn.

Regeneration (Su): Fire and cold deal normal damage to a tentacled horror. If a tentacled horror loses a limb or body part, the lost portion regrows in 2d6 minutes. The creature can reattach the severed member (including its horn) instantly by simply holding it to the stump. If it loses its horn, the tentacled horror cannot regenerate.

Tremorsense (Ex): A tentacled horror automatically ascertains the location of anything within 30 feet that is in contact with the ground.[/sblock]

This Efreeti has long been tasked to guard the Eye of Zargon and has grown very surly. It has made a maze of illusions in the environs near the eye of Zargon. Fissures and crevasses look as if open ground, false altars lead to deadfalls onto stalagmites, walls of illusionary stone neoliths blanket the area making the prospect of ambush very real and several safe areas are made to look like a treacherous ground ready to crumble away.

Before combat: Invisibility when sighting outsiders. Follow with, as time permits, Reduce person on self to gain attack bonus on Produce flame, Produce flame on both hands, one at a time.
Surprise round: Pyrotechnics on a fire source near foes or fly behind cover
Round 1: Full attack with rapid shot using produce flame. Pay attention to those who seem unburned by the flame. If its Hostile reaction is somehow changed to helpful, it may offer wishes {DM’s call]. If it’s reaction is changed to friendly, it also explains it must pervert all wishes it grants.
Round 2: Maintain distance and continue Produce flame assault if foes are not resistant to fire. Alternate hands to make sure both have flame upon them for as long as possible.
Round 3: If foes close in, blast foe with quickened scorching ray and dismiss reduce person while maneuvering [using tumble if possible] above lava.
Round 4: If too many foes close in, close eyes and pyrotechnics on produce flame in hand or on self if needed, then fly to new location[using tumble if possible]. Otherwise, blast foe with quickened scorching ray, see if fire resistant, then rip the lone fool apart with a 5 point power attack unless foe seems well armored, if foe is well armored, consider grappling [then falling into the lava]. If foe is fire resistant, Fly [using tumble if possible] to a foe that seems unresitant to fire.
Round 5: Repeat above steps as needed.[sblock=Efreeti Tasked with guarding the Eye of Zargon]Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 15d8+30 (105 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: 15/+25
Attack: Slam +20 melee (2d6+6 plus 1d6 fire)+1d6+6 produce flame or +19 ranged touch[ 1d6+6 produce flame]
Full Attack: 2 slams +20 melee (2d6+6 plus 1d6 fire)+1d6+6 produce flame or +19/14/9 [17/17/12/7/ ranged touch [ 1d6+6 produce flame]
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort 11, Ref 12, Will 11
Abilities: Str 23, Dex 18*[1 level up point], Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +15, Craft (Illusions) 19, Concentration +20, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15
Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +20. Swim +13, Tumble[cc] +12,
Feats: Improved InitiativeB, Power Attack[1], Combat Reflexes[3], Point Blank shot[6], Rapid shot[9],
Improved natural weapon[12], Quicken Spell-Like Ability (scorching ray),[15]
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 16-30 HD (Huge)
Level Adjustment: —
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
This efreeti stands about 14 feet tall and weighs about 2,600 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.

Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp)
 Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)
An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities
At will—detect magic, produce flame [120’], Pyrotecnics [or IMG Obscuring smoke], Scorching ray(1 ray only)
 Quickened Scorching ray(1 ray only)
 invisibility: 12 minutes,
 wall of fire 220’ range/240’ long or 60’ ring/2d6+12[passing through]/ >10’ 2d4/>20’1d4(DC 16);
 grant up to three wishes (to nongenies only),
 Gaseous form {or IMG Smokey form],
 permanent image (DC 18). Caster level 12th. The save DCs are Charisma-based.

Change Shape (Su)
An Efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
[/sblock]
 
Last edited:

frankthedm

First Post
Mind flayer Vampires.

The Vampiric Illithid
One of the least pleasant creatures to be birthed in the domains of dread, these horrors unite the worst traits of vampires and mind flayers. Mind blasts, energy drains, improved grabing, blood sucking and brain removal all combine to make a deadly threat. “Thankfully”, most are continually overcome by maddening hunger for lifeforce, blood and brains.

Without further delay, here is a Inquisition into undeath, advanced from the Pages of Lords of Madness.
[sblock=Universal ability descriptions]A vampiric illithid’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.

Blood ‘Drain’ (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached. Note: HP gain normally requires permanent drain, also the HP gain by this ability is greater than normal

Energy Drain (Su): Living creatures hit by a vampiric illithid’s tentacles or slam attack gain two negative levels. For each negative level bestowed the vampiric illithid from space gains 5 temporary hit points. This energy drain ability can be used once per round. The fortitude save to remove these negative levels 24 hours later is DC [1/2HD + CHA mod]. Because these undead do not spawn, victims slain by these negative levels rise as wights the next night. Note: The creature typically drains the first creature it strikes in a combat round.

Extract (Ex): A vampiric illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads.

Fast Healing (Ex): A vampiric illithid heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 or fewer hit points, it is usually destroyed…

Improved Grab (Ex): To use this ability, a vampiric illithid from space must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, attaches the tentacle to the opponent’s head, and drains blood (see below). A vampiric illithid can grab a Huge or larger creature only if it can somehow reach the foe’s head.

If a vampiric illithid begins its turn with at least one tentacle attached, it drains blood and can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the vampiric illithid gets a +2 circumstance bonus on the grapple check for every tentacle that was attached at the beginning of the opponent’s turn. Note:Using improved grab is a free action, this prevents it from being used on AoO's and readied attacks.

Mind Blast (Sp): A vampiric illithid can discharge a devastating psionic attack in the form of a 60-foot cone. Anyone caught in this cone must succeed on a DC [1/2HD + CHA mod] Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. Note: In the original 2nd edition source for this creature, the mind blast only had a 1d6 round duration.


Unholy skills(Eratta): A vampiric illithid has skill bonuses that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses. Stats block are adjusted for ability score changes and Hit Die advancement unless otherwise noted.

Undead Traits: An vampiric illithid is immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. [size][/sblock][sblock=Vampiric Illithid from space!] http://www.wizards.com/d20/files/msrd/FutureXenobiology.rtf
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +11
Speed: 30 ft. (6 squares), climb 20 ft. Flight{ zero-gravity only] 30ft (perfect).
Armor Class: 24 (+7 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +11 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +11 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast, True strike
Special Qualitiesdamage reduction 10/magic and silver, darkvision 120 ft., fast healing 5, Radiation Resistance, resistance to cold 20, resistance to fire 20, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits, vacuum survival
Saves: Fort +2, Ref +9, Will +8
Abilities: Non-Elite Array Str 18, Dex 25, Con —, Int 7, Wis 15, Cha 14
Skills: Bluff +21, Concentration +17, Diplomacy +8, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +19, Move Silently +23, Search +8, Sense Motive +15, Spot +21
Feats: Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus), Zero-G Training.(bonus).
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 16.

Mind Blast (Sp): 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds.

Unholy skills(Eratta): A vampiric illithid from space has had its skill bonuses modified for ability score adjustments that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses

Radiation Resistance (Ex): A vampiric illithid from space gains a +8 species bonus on saves to resist any kind of radiation poisoning.

Vacuum Survival (Ex): A vampiric illithid from space doesn’t need to breathe at all. It can exist in zero-atmosphere environments.

ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.
[/sblock] [sblock=Pseudonatural Vampiric Illithid]Note: The Pseudonatural vampiric illithid gains far less from the pseudonatural template than most creatures due to overlaping DR, SR and Energy resists.
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +10 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +10 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast, True strike
Special Qualities: Alternate form, damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, resistance to acid 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +2, Ref +8, Will +9
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 15
Skills: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +21, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22
Feats: Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus)
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium)
Level Adjustment: —

Alternate Form (Su): Due to the grotesque form of the a pseudonatural vampiric illithid, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the pseudonatural vampiric illithid can assume the form of a mundane vampiric illithid. Despite the slightly more terrestrial appearance, its abilities remain unchanged.

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 16.

Mind Blast (Sp): 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds.

True Strike (Su): Once per day, a pseudonatural vampiric illithid can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. [/sblock][sblock=Elite Vampire Illithid]
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +12
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 25 (+8 Dex, +7 natural), touch 18, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Tentacle +12 melee (1d4+6[magic] and 2 negative levels) or slam +12 melee (1d6+9[magic] and 2 negative levels)
Full Attack: Tentacle +12 melee (1d4+6[magic] and 2 negative levels) and 3 tentacles +12 melee (1d4+6[magic]) and slam +10 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +2, Ref +10, Will +10
Abilities: Str 22, Dex 27, Con —, Int 6, Wis 18, Cha 17
Skills: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +23, Intimidate +14, Knowledge (any) +14, Listen +24, Move Silently +24, Search +8, Sense Motive +17, Spot +23
Feats: Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus)
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 17.

Mind Blast (Sp): 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds. [/sblock][sblock=12HD Vampire Illithid, Soul Render]Note: This creature has a feat from Libris Mortis; if you are not using this source, use Mindbreaker, the 12HD Vampiric Illithid below.
Medium Undead
Hit Dice: 12d12 (78 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +3, Ref +9, Will +11
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16*
Skills: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22
Feats: Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Improved Energy Drain (Libris Mortis)(12HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): For each negative level bestowed, the vampiric illithid gains 8 temporary hit points due to its Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 19.

Life Drain (Libris Mortis): Pre; energy drain &13+ Charisma[Su]: Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [8HP instead of 5 HP in this case]

Mind Blast (Sp): 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)[/sblock][sblock=12HD Vampire Illithid, Mindbreaker]
Medium Undead
Hit Dice: 12d12 (78 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +3, Ref +9, Will +11
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16*
Skills: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22
Feats: Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Ability focus(mindblast) (12HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 19.

Mind Blast (Sp): 60-foot cone. DC 18 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)[/sblock][sblock= Brainstriker, 16HD Vampire Illithid] This one goes for the soft spot of the party, using mobility to reach weaker party members and spring attack to make sure it does not suffer a full attack if it does not get a hold. Due to it having 5+ ranks in tumble, if it fights defensively, it receives +3 to AC rather than +2, which it often does.
Medium Undead
Hit Dice: 16d12 (104 hp)
Initiative: +11
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 24 (+7 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +8/+12
Attack: Tentacle +15 melee (1d4+4[magic] and 2 negative levels) or slam +15 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +15 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +15 melee (1d4+4[magic]) and slam +13 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +5, Ref +12, Will +13
Abilities: Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 15
Skills: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22, Tumble +15.
Feats: Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Dodge(9HD), Mobility(12HD), Spring attack(15HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 20.

Mind Blast (Sp): 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata):Ability score increases have been accounted for. The 16 skill points that were accrued advancing from 8HD to 16HD were invested in tumble[/sblock] [sblock=Cruel Hunger, 20HD Vampire Illithid]Nothing too fancy about this one, just pure mean. The improved grapple feat does help it hold on a little better, but chances are the party will slice it to ribbons. Though don’t forget, if a tentacle does crit, 4 negative levels are inflicted.
Medium Undead
Hit Dice: 20d12 (130 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +10/+18 [+4 due to improved grapple feat]
Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +6, Ref +12, Will +15
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 18***
Skills: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22
Feats: Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Improved unarmed strike(6HD), Weapon focus (Tentacle)(9HD), Improved Grapple(12HD), Ability Focus(mindblast)(15HD) Improved Critical (Tentacle)(18HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 21-24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 24.

Mind Blast (Sp): 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)[/sblock][sblock= error-error Boneskin, 20HD Vampire Illithid ]
Medium Undead
Hit Dice: 20d12 +20 (150 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 29 (+7 Dex, +12 natural), touch 17, flat-footed 22
Base Attack/Grapple: +10/+14
Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20) or slam +17 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +8, Ref +13, Will +15
Abilities: Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 16*
Skills: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +22, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22
Feats: Weapon Finesse(bonus), Improved natural armor(1HD), (3HD), (6HD), (9HD) & (12HD), Great Fortitude(15HD) Improved Toughness(18HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 21-24 HD (Medium)
Level Adjustment: —

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 23.

Mind Blast (Sp): 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)[/sblock]
I’ve held off applying the quicken spell like ability to the mind blast, It is legal at higher HD, but it is brutal. These last few pull out the stops though so here it goes…[sblock=Soulflayer, 24HD Vampiric Illithid ---3 feats from non core material]
Medium Undead
Hit Dice: 24d12+24 (180 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +12/+20 [+4 due to improved grapple feat]
Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast.
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +8, Ref +14, Will +18
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18***
Skills: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21
Feats: Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(mind Blast)(24HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 24 HD (Medium)
Level Adjustment: —

Improved toughness (Libris Mortis and others): Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack

Life Drain (Libris Mortis): Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case]

Lifesence (Libris Mortis): Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well.

Quickened Mind blast [3 per day]
{ } { } { }

Energy Drain (Su): For each negative level bestowed, the vampiric illithid gains 9 temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26

Mind Blast (Sp): 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata):Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)[/sblock] [sblock=Soulflayer, 24HD Vampiric Illithid - all core material, other than base creature]
Medium Undead
Hit Dice: 24d12+24 (180 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +12/+20 [+4 due to improved grapple feat]
Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)
Full Attack: Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast.
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +10, Ref +14, Will +18
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18***
Skills: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21
Feats: Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Blindfight(12HD), Improved initiative(15HD) Improved Critical (Tentacle)(18HD), Great fortitude(21HD) Quicken spell like ability(mind Blast)(24HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 24 HD (Medium)
Level Adjustment: —

Quickened Mind blast [3 per day]
{ } { } { }

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 26

Mind Blast (Sp): 60-foot cone.DC 20 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata):Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)
[/sblock][sblock=Great Hunger, elite 24HD Vampiric Ulitharid – 3 Libris Mortis feats]
This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics.

Also if the DM wishes to follow the precedent set by the Lords of Madness entry Ulitharid, Only two of the creatures tentacles benefit from the creatures 10’ reach.
The creature’s original illustration is presented here.

Large Undead
Hit Dice: 24d12+24 (180 hp) [192 high average]
Initiative: +5
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18
Base Attack/Grapple: +12/+30 [+26 without improved grapple feat]
Attack: Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) or slam +21 melee (1d8+15[magic] and 2 negative levels)
Full Attack: Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) and 5 tentacles +21 melee (1d6+10[magic] 19-20 x2 crit) and slam +16 melee (1d8+5[magic])
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast.
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +10, Ref +13, Will +18
Abilities: Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18*
Skills: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21
Feats: Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(Mind Blast)(24HD)
Environment: Underground
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Advancement: Special
Level Adjustment: —

Quickened Mind blast [3 per day]
{ } { } { }

Improved toughness (Libris Mortis and others): Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack

Life Drain (Libris Mortis): Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case]

Lifesence (Libris Mortis): Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well.

Energy Drain (Su): For each negative level bestowed, the vampiric ulitharid gains 9] temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26

Extract (Ex): An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature.

Mind Blast (Sp): 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points.[/sblock] [sblock=Great Hunger, elite 24HD Vampiric Ulitharid – Core rules]
This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics.

Also if the DM wishes to follow the precedent set by the Lords of Madness entry Ulitharid, Only two of the creatures tentacles benefit from the creatures 10’ reach.
The creature’s original illustration is presented here.

Large Undead
Hit Dice: 24d12 (156 hp) [168 high average]
Initiative: +5
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18
Base Attack/Grapple: +12/+30 [+26 without improved grapple feat]
Attack: Tentacle +22 melee (1d6+10[magic] and 2 negative levels) or slam +21 melee (1d8+15[magic] and 2 negative levels)
Full Attack: Tentacle +22 melee (1d6+10[magic] and 2 negative levels) and 5 tentacles +22 melee (1d6+10[magic]) and slam +16 melee (1d8+5[magic])
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast.
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +10, Ref +13, Will +18
Abilities: Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18*
Skills: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21
Feats: Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mind blast)(9HD), Weapon Focus Tentacle(12HD), Combat Reflexes(15HD) Combat expertise(18HD), Improved trip(21HD) Quicken spell like ability(Mind Blast)( (24HD)
Environment: Underground
Organization: Solitary or Court (1 Vampiric Ulitharid, 3-5 Vampiric illithid and 6-10 grimlock wights)
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Advancement: Special

Quickened Mind blast [3 per day]
{ } { } { }

Energy Drain (Su): The fortitude save to remove these negative levels 24 hours later is DC 26

Extract (Ex): An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature.

Mind Blast (Sp): 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds.

Unholy skills(Errata): If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points. [/sblock]
 
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frankthedm

First Post
Thoqqua

This breed’s temper is even more incendiary than the typical thoqqua. Their strikes are fiercer and their flames seem to have a life of their own. Perhaps the wicked Efreeti have been raising them for a sinister purpose.[sblock=Inferno Thoqqua] Size/Type: Large Elemental (Earth, Extraplanar, Fire)
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+14
Attack: Slam +10 melee (2d6+9 plus 2d6 fire)
Full Attack: Slam +10 melee (2d6+9 plus 2d6 fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Heat, burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire,
tremorsense 60 ft., vulnerability to cold
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 23, Dex 11, Con 18*, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +5, Survival +3
Feats: Ability focus(burn)(1HD), Weapon focus (Slam), Improved natural attack(slam)
Environment: Elemental Plane of Fire
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 7-9 HD (Large)

This large thoqqua is about 2 feet in diameter and 10 feet long. It weighs about 800 pounds.

Combat
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)

Heat (Ex)
Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Burn (Ex)
When a thoqqua hits with its slam attack, the opponent must succeed on a DC 19 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.[/sblock]

Heavy stone plating and a more subdued attitude seem to indicate this breed of thoqqua favors the earth element. Its patience is not virtuous though, since it will relentlessly stalk any being that has annoyed it, often waiting for the creature to be alone and unmoving.
[sblock=Large stonehide hunting thoqqua] Size/Type: Large Elemental (Earth, Extraplanar, Fire)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 23 (+1 dex +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +4/+14
Attack: Slam +4 melee (1d8+9 plus 2d6 fire)
Full Attack: Slam +9 melee (1d8+9 plus 2d6 fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Heat, burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire,
tremorsense 60 ft., vulnerability to cold
Saves: Fort +9, Ref +4, Will +4
Abilities: Str 23, Dex 12*, Con 18*, Int 6, Wis 12, Cha 10
Skills: Listen +3, Move Silently +3, Survival +6
Feats: Improved natural armor (1HD), Track (3HD), Improved natural armor (6HD), Improved natural armor(9HD),
Environment: Elemental Plane of Fire
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral

This large thoqqua is about 3 feet in diameter and 15 feet long. It weighs about 1200 pounds.

Combat
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)

Heat (Ex)
Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Burn (Ex)
When a thoqqua hits with its slam attack, the opponent must succeed on a DC 18 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame. [/sblock]
 

frankthedm

First Post
Deep ones, Mutant fishfolk.

[sblock=Fiendish Mutant fishfolk]Size/Type: Medium aberration (aquatic, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 16 (+4 natural, +2 dex), touch 12, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Claw +5 melee (1d4+4) or Rake +5 [2d4+2] or Long spear +5 melee (1d8+6) or heavy crossbow +3 ranged (1d10/19-20).
Full Attack: 2 Claws +5 melee (1d4+4) & bite +3 melee (2d4+2), or Long spear +5 melee (1d8+6) & bite +3 melee (2d4+2) or Heavy crossbow +3 ranged (1d10/19-20).
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day [+2 to damage] Special Qualities: Darkvision 60’, Low light vision, Resist fire and cold 5, SR 7
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6
Skills: Climb +5, Hide+7*, Listen +6*, move silently +6, Spot +6*
Feats: Multiattack (1HD)
Environment:
Organization:
Challenge Rating: 2
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 3-6 medium, 7-13 HD Large, 14-26 huge

These creatures typically speak an older version of Common & Aquaan.

Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.

Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.

Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.

Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A mutant fishfolk 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.
[/sblock][sblock=Mature Mutant Fishfolk]
Size/Type: Medium aberration (aquatic)
Hit Dice: 6d8+12 (42 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 16 (+4 natural, +2 dex), touch 12, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Claw +9 melee (1d4+5) or Rake +9 [2d4+2] or Long spear +9 melee (1d8+7) or heavy crossbow +6 ranged (1d10/19-20).
Full Attack: 2 Claws +9 melee (1d4+4) & bite +7 melee (2d4+2), or Long spear +9 melee (1d8+7) & bite +7 melee (2d4+2) or Heavy crossbow +6 ranged (1d10/19-20).
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake 2d4+2
Special Qualities: Low light vision,
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 20, Dex 15, Con 14, Int 12, Wis 10, Cha 6
Skills: Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12
Feats: Multiattack (1HD) Power Attack (3HD), Great Fortitude(6HD)
Environment: Costal waters.
Organization: As needed
Challenge Rating: 3
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 7-13 HD Large, 14-26 huge

These creatures typically speak broken Common & Aquaan.

Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.

Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.

Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.

Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A mutant fishfolk 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. [/sblock][sblock=Elder Mutant fishfolk]
Size/Type: Large aberration (aquatic)
Hit Dice: 10d8+ 40 (88hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14
Base Attack/Grapple: +7/+20
Attack: Claw +15 melee (1d6+9) or Rake +15 [2d4+4] or Large Long spear +15 melee (2d6+13) or Large heavy crossbow +8 ranged (1d10/19-20 or Large javelin +8 ranged (1d8+9).).
Full Attack: 2 Claws +15 melee (1d6+9) & bite +13 melee (2d6+4), or Large Long spear +15 melee (2d6+13 x3) & bite +13 melee (2d6+4) or Large Heavy crossbow +8 ranged (2d8/19-20) or Large javelin +8 ranged (1d8+9).
Space/Reach: 10 ft./10 ft.
Special Attacks: Rake 2d6+4
Special Qualities: Low light vision,
Saves: Fort +12, Ref +5, Will +7
Abilities: Str 28, Dex 14, Con 18, Int 11, Wis 10, Cha 6
Skills: Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12, Survival +4
Feats: Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD
Environment: Deep waters.
Organization: As needed
Challenge Rating: 5
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 11-13 HD Large, 14-26 huge

These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea.

Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.

Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.

Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.

Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A mutant fishfolk 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. [/sblock][sblock=Seasoned Elder Mutant fishfolk]
Size/Type: Large aberration (aquatic)
Hit Dice: 13d8+ 52 [110HP]
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14
Base Attack/Grapple: +9/+22
Attack: Claw +17 melee (1d6+9) or Rake +17 [2d4+4] or Large Long spear +17 melee (2d6+13) or Large heavy crossbow +10 ranged (1d10/19-20 or Large javelin +10 ranged (1d8+9).).
Full Attack: 2 Claws +17 melee (1d6+9) & bite +15 melee (2d6+4), or Large Long spear +17/+12 melee (2d6+13 x3) & bite +15 melee (2d6+4) or Large Heavy crossbow +10 ranged (2d8/19-20) or Large javelin +10 ranged (1d8+9).
Space/Reach: 10 ft./10 ft.
Special Attacks: Rake 2d6+4
Special Qualities: Low light vision,
Saves: Fort +10, Ref +6, Will +8
Abilities: Str 28, Dex 14, Con 18, Int 12, Wis 10, Cha 6
Skills: Hide+13*, Listen +12*, move silently +12, Spot +12*, Swim +12, Survival +4
Feats: Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Blind-fight(12HD)
Environment: Deep waters.
Organization: As needed
Challenge Rating: 6
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 14-26 huge

These creatures typically speak broken Common & Aquaan..

Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.

Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.

Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.

Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A mutant fishfolk 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. [/sblock] [sblock= Ancient Mutant fishfolk]
Size/Type: Huge aberration (aquatic)
Hit Dice: 14d8+84 (147hp)
Initiative: +1
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 18 (+9 natural, +1 dex, -2 size), touch 12, flat-footed 14
Base Attack/Grapple: +9/+30
Attack: Claw +20 melee (1d8+13) or Rake +20 [3d6+6] or Huge Long spear +20 melee (3d6+19 19-20 x3) or Huge heavy crossbow +8 ranged (3d8/19-20 or Huge javelin +8 ranged (2d6+13).
Full Attack: 2 Claws +15 melee (1d8+13) & bite +13 melee (3d6+6), or Huge Long spear +20/+15 melee (3d6+19 19-20 x3) & bite +18 melee (3d6+6) or Large Heavy crossbow +8 ranged (3d8/19-20) or Large javelin +8 ranged (2d6+13).
Space/Reach: 15 ft./15 ft.
Special Attacks: Rake 2d6+4
Special Qualities: Amphibious, Low light vision
Saves: Fort +12, Ref +5, Will +9
Abilities: Str 36, Dex 12, Con 22, Int 12, Wis 10, Cha 6
Skills: Hide+10*, Listen +14*, move silently +10, Spot +14*, Swim +21, Survival +2
Feats: Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Improved critical [Long Spear]12HD
Environment: Deep waters.
Organization: As needed
Challenge Rating: 10 [see below]
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 15-26 huge

These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea.

Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.

Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.

Rake (Ex): Attack bonus: same as claw, damage (3d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.

Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A mutant fishfolk 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.

Note: CR 10 is approximately where this creature’s combat potency puts it at. Aberrations are usually not built so “beat down” as Monte made the D20 deep ones, so their normal HD advancement of 4HD / 1CR needs slight evaluation [which would place this specimen at CR7]. Approximately between a fire and a cloud giants potency, but notably worse AC. A comparatively negligible ranged attack and far worse saves than the cloud giant as well. I’d almost say the Cloud’s 11 rather than the fire’s 10, but the lacking the Fire giant’s immunity to the most common energy attack and lacking the BaB for the 3rd weapon swing I’d say keep it at 10.[/sblock]
 
Last edited:

frankthedm

First Post
[IMaGel]http://www.wizards.com/hecatomb/images/90898_72dpi.jpg[/IMaGel]
Star spawn of Cthulhu

A close fit. Nothing to fancy on this one, almost all core rules save for the Space creature template from the d20 modern SRD. If you tear off the Cyan coloured bits, you will have a CR 19 green dragon. If you decide not to use combat expertise, improved trip or improved disarm, don't forget to change the feats to something useful. And if you allow sorcerers to make use of Quicken Spell, switch Cleave over to that. [sblock=Huge Star Spawn, Space creature very old green dragon.] Size/Type: Huge Dragon (Air) [Vacuum?]
Hit Dice: 29d12+174 (391)
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor), Spaceflight 40’ (perfect), swim 40 ft
Armor Class: 37 (+1 dex,-2 size, +28 natural), touch 9, flat-footed 36
Base Attack/Grapple: +29/+48
Attack: Tentacle bite +39 melee (2d8+16)
Full Attack: Tentacle ‘bite’ +38 melee (2d8+16), 2 flabby claws +36 melee (2d6+5), 2 membranous wings +36 melee (1d8+5) & Corpulent Tail +36 melee(2d6+16)
Space/Reach: 15 ft./10 ft. (15 ft. with Tentacle bite)
Special Attacks: Breath weapon, crush, spells, spell Like abilities.
Special Qualities: Blindsence 60’, Darkvision 120’, DR 15 Magic, Dragon Overland Movement, Immunity to Acid, Paralysis and Sleep, Keen Senses, Lowlight Vision, Water Breathing, Radiation Resistance, Resistance to fire 20, Resistance to cold 20, Spaceflight, SR 25, Vacuum Survival.
Saves: Fort +23, Ref +17, Will +19
Abilities[non elite]: Str 32, Dex 13, Con 25, Int 18, Wis 16, Cha 17
Skills: Concentration +35, Diplomacy +35, Escape Artist +25, Hide +25, Knowledge (Far Realm)+28, Listen +35, Move Silently +35, Search +28, Sense Motive +27, Spot +35, Use Magic Device +35.
Feats: Multiattack(1HD), Hover (3HD), Wingover (6HD), Power Attack (9HD), Cleave (12HD), Eschew components (15HD), Combat Expertise(18HD), Improved Trip(21HD), Improved Disarm(24HD), Combat Reflexes(27HD), Zero-G Training (bonus)
Environment: The cold black void and underwater vaults.
Organization: Solitary, Cabal 1d4, Worshipped Enforcer(1+1d100 commoner cultists and 1d10 spellcasters) or Minions (1d6 + Something even worse).
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always Chaotic evil
Speaks Draconic, Aquaan, Abysaal, Common and Giant

Spells [as an 11th level Sorcerer]
 0th DM, RM, Arcane Mark, Prestidigitation, Message, Mage Hand, , , . (DC16)
 1st Mage Armor, Shield, True strike, Obscuring mist, Expeditious retreat. (DC14)
 2nd Cat’s Grace, Endure Elements, See Invisibility, Arcane lock$, Bear’s Endurance(DC15)
 3rd Shrink Item, Haste, Displacement, Fireball. (DC16)
 4th Confusion, Greater invisibility, Stoneskin$. (DC17)
 5th Feeblemind, Teleport.
$=Costly component

Spell Like abilities
 Suggestion (DC16)
 Control Plants

Breath Weapon (Su): This horrid creature has one type of breath weapon, a cone of corrosive (acid) gas. 50’ Cone, DC30 Reflex, 18d6 Acid. It can use this breath weapon each 1d4 rounds.

Crush (Ex): This horrid creature can land on opponents of up to small size as a standard action. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage (2d8+18)during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Frightful Presence (Ex): Whenever it attacks, charges, or flies overhead. 270’ Radius, those with 29 or fewer HD must Will save (DC 27).On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this effect. Those who succeed the save are immune to this effect for 24 hours.

Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.

Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.

Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).


Water Breathing (Ex): ): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can also use its breath weapon, spells, and other abilities while submerged.

ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.
[/sblock]
 
Last edited:

frankthedm

First Post
[sblock=Hagitha, 5th level venerable female human wizard]
Medium Humanoid (human )
Hit Dice: 5d4-5 14 hp [16 HP if improved toughness replaces toughness]
Initiative: +2
Speed: 30 ft. (6 squares) 20' due to weight of the heavy crossbow.
Armor Class: 6 (-4 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +2/-2
Attack: Heavy crossbow +0 melee.
Full Attack: You kidding me? She drops the crossbow and runs!
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities:
Saves: Fort +0, Ref -1, Will +6
Abilities: Str 2, Dex 7, Con 8, Int 19, Wis 15, Cha 13
Skills: Concentration +7, Craft (alchemy) +12, Knowledge (Local) +11, Knowledge (Nature) +12, Knowledge (Arcana) +12, Sence motive +6, Spellcraft +12, survival +7.
Feats: (b)Scribe scroll, Improved init (1st), Toughness(H), brew potion (3rd) craft wondrous item(b-w5th).
Challenge Rating: 5
Treasure: Standard.
Alignment: Neutral

Spellbook
0-PHB Cantrips, plus Cauterize and Evil Eye; 21 pages
1- Charm person, Stitch minor wounds, Aspect of the wolf, Produce flame, shield, magic missile, Mage armor, Enlarge Person; 8 pages
2- False life, Scorching Ray, Produce Corpse Candle, Alter self; 8 pages
3- fireball, Stitch Serious wounds, Blight Crop; 9 pages [/sblock]

[sblock=Blight crop]Blight Crop
Necromancy
Level: Sor /wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: ½ mile
Area: special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Normal edible plants within range of this spell have their potential productivity cut by one third for the growing season Blight Crop was cast upon them. Plants than have not yet reached that yield have their growth stunted, those that have already grown more than that succumb to a disease typical to that crop.

Blight Crop can be countered by effects that would counter Diminish Plants.

Material component: One pound of salt. [/sblock] [sblock=Cauterize]Cauterize
Evocation (Fire)
Level: Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: Instantaneous
Saving Throw: No: see text
Spell Resistance: No: see text

Invoking a word of power over flame, you channel fire into a willing creature's wounds, sealing them shut as if the character had receive one point of magic healing. The pain is agonizing but your control of the flames normally prevents any harm from happening to the subject.

Only if some circumstance increases damage caused by this spell would any harm come to the subject. A being vulnerable to fire would suffer 1 point of damage from this spell rather than have their wounds closed.

This spell can be used to attack regenerating creatures that take normal damge from fire. Agaisnt those creatures, this spell converts up to the caster's level in nonlethal damage to lethal damage in addition to sealing their wounds. Such a creature can apply spell resistance, and can attempt a Will save to halve the amount converted. [/sblock]

[sblock=Produce corpse candle] Produce Corpse Candle
Evocation & Necromancy
Level: Sor /wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Corpse candle above your shoulder
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

Ghostly flames, black with a white core or bluish white, half as bright as a torch appear floating above your shoulder. The flames usually do not harm you or your equipment.

In addition to providing meager illumination, the corpse candle can be hurled or used to touch enemies. You can have the Corpse candle strike an opponent as if you were making a melee touch attack, dealing negative energy damage equal to 1d6 +1 point per caster level (maximum +5) to living creatures and organic objects. If you so desired, you could have the corpse candle move to your hand for a round so that you could use it as part of an unarmed strike or claw attack.

Alternatively, you can have the corpse candle streak toward the foe up to 120 feet as if it were a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. As soon as the corpse candle a new one appears above your shoulder. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
If the corpse candle strikes an undead creature, the corpse candle does it no harm and instead hovers over the undead creature’s shoulder for one minute or until dispelled. A non mindless undead could grasp the corpse candle as a standard action, extinguishing it.
A Caster can have 2 Corpse Candle spells going at one time, subsequent castings replace the effect with the least duration remaining.[/sblock]

[sblock=Stich Wounds spell tree.]Stitch Light Wounds
Necromancy & Transmutation
Level:Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

By laying your hand upon a living creature, flesh wounds partially close and tissues painfully twist and reattach to one another. While not as beneficial as true healing, this spell converts lethal damage to non lethal damage. The amount converted is 1d8 points of damage +1 point per caster level (maximum +5).

Creatures immune to non lethal damage cannot be affected by this spell.

The pain caused by this spell operates as if damage equal to the amount converted for abilities that might be disrupted or require concentration checks.

“Aaaauugh! What sadist thought up this spell?”
~Taryniel, elf rogue

“A viable option when the cleric gets too preachy.”
~Anonymous

“Gives you time for a good drink after a good fight!”
~Tormack the Stonehammer, dwarf barbarian.

“It hurts really good!”
~Razzak, troll fighter.


Stitch Critical Wounds
Necromancy & Transmutation
Level: Sor/Wiz 4
This spell functions like stitch light wounds, except that it converts 4d8 points of damage +1 point per caster level (maximum +20).

Stitch Critical Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 8
This spell functions like mass stitch light wounds, except that it converts 4d8 points of damage +1 point per caster level (maximum +40).

Stitch Light Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You cause wounds to partially close and tissues to painfully twist and reattach to one another in each selected creature, converting lethal damage to non lethal damage, to the amount of 1d8 points of damage +1 point per caster level (maximum +25)

Like other stitch spells, creatures immune to non lethal damage can not be affected by mass stitch light wounds.

The pain caused by this spell operates as if damage equal to the amount converted for abilities that might be disrupted or require concentration checks.

Stitch Moderate Wounds
Necromancy & Transmutation
Level:Sor/Wiz 2
This spell functions like stitch light wounds, except that it converts 2d8 points of damage +1 point per caster level (maximum +10).

Stitch Moderate Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 6
This spell functions like mass stitch light wounds, except that it converts 2d8 points of damage +1 point per caster level (maximum +30).

Stitch Serious Wounds
Necromancy & Transmutation
Level: Sor/Wiz 3
This spell functions like stitch light wounds, except that it converts 3d8 points of damage +1 point per caster level (maximum +15).

Stitch Serious Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 7
This spell functions like mass stitch light wounds, except that it converts 3d8 points of damage +1 point per caster level (maximum +35).[/sblock]
 
Last edited:

frankthedm

First Post
Old Fat Fangs [sblock=Old Fat Fangs CR5 Giant Crocodile] GIANT CROCODILE Huge Animal
Hit Dice: 10d8+50 (90 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (3d8+12) or tail slap +13 melee (1d12+12)
Full Attack: Bite +13 melee (3d8+12) or tail slap +13 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 20, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide), Improved natural attack (bite)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 5
Advancement: 11–14 HD (Huge)

This meaty individual has eaten well over it’s many years. It sports an overdeveloped set of fangs that can cut an ogre in twain.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile 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. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks
[/sblock]
 

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