Frank's Advanced monsters


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frankthedm

First Post
Mmmm, mudbugs! I love those tasty bottom feeders. The dragon magazine articles ones were kinda wimpy for their CR. Here is one a just built based off the large scorpion stats.
Lost: 30' of land speed, poison sting DC14 [1d4 Con /1d4 Con]
Gained: 50' Swim, aquatic subtype, amphibious special quality, +1 HD, +2 Str.

Fair trade? Or would an aquatic scorpion be the same CR without it's sting?

Giant Crayfish
[sblock=Monstrous crayfish / Giant Lobster]
Monstrous crayfish, Large
Size/Type: Large Vermin {aquatic]
Hit Dice: 6d8+10 (39 hp)
Initiative: +0
Speed: 20 ft (4 squares) Swim 50 ft.
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Claw +8 melee (1d6+5)
Full Attack: 2 claws +8 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+5, improved grab
Special Qualities: Darkvision 60 ft., vermin traits, amphibious
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 21, Dex 10, Con 14, Int Ø, Wis 10, Cha 2
Skills: Climb +8, Hide +0, Spot +4, Swim +13
Feats:
Environment: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Advancement: 7-9 HD (Large)
Level Adjustment:

Monstrous crayfish are normally patient bottom feeders, but are likely to attack any creature that approaches them. Those whose habitats include dry land often lay in wait for creatures near water, charging when prey nears the water and dragging the prey underwater while tearing it apart.

Constrict (Ex) A Monstrous crayfish deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a Monstrous crayfish must hit with a claw attack. A Monstrous crayfish can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Skills A Monstrous crayfish has a +8 Racial bonus on swim checks and a +4 racial bonus on Climb, Hide, and Spot checks.[/sblock]
 
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frankthedm

First Post
Just felt like stating up a Mageknight mini. Not sure on the rider though. Maybe a Gestalt Elf Fighter Mage...

mkcqt08rot117ho.jpg
13HD Elder Griffon
[sblock=Elder Griffon] Elder Griffon Huge Magical Beast
Hit Dice: 13d10+ 78 (149 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 10, flat-footed 17
Base Attack/Grapple: +13/+29
Attack: Bite +19 melee (3d6+8 / 19-20x2 crit)
Full Attack: Bite +19 melee (3d6+8 / 19-20x2 crit) and 2 claws +17 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pounce, rake 1d8+4
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +15, Ref +10, Will +7
Abilities: Str 26, Dex 13, Con 22**, Int 5, Wis 13, Cha 8
Skills: Jump +12, Listen +6, Spot +16
Feats: Iron Will, Multiattack, Flyby Attack, Power attack, Improved Critical (bite).
Environment: Temperate hills
Organization: Solitary, pride leader (1+ 5–9 base griffons)
Challenge Rating: 7
Treasure: Eggs {3,500 gp each] Young {7000 gp each]
Alignment: Always neutral
Advancement: 14–21 HD (Huge)
Level Adjustment: +3 (cohort)

The Elder Griffons are among the greatest of griffons. Generals of griffon packs, they coordinate attacks with lethal precision. From nose to tail, the elder griffons measure over 20 feet. Their wings span 40 feet or more. An elder griffon weighs about 4000 pounds.

An elder griffon cannot speak, but understands Common.

COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above. It normally power attacks for 5 points when charging, 10 points if foes seem unarmored.

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +17 melee, damage 1d8+4.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.

Carrying Capacity: Light Load / Flight Limit 1836 lb.; medium load, 3678lb.; heavy load, 5520lb.[/sblock]
 

frankthedm

First Post
No responses? :\ Does no one appreciate my work? :( Don't worry, I'm no drama queen, even if I get no replies I'll keep advancing monsters till disgruntled players hunt me down! :lol:

[sblock=Warp Wolves, Advanced blink dogs] Note: If you don’t use the Improved Toughness feat, switch the feat to power attack. You might want to switch it anyhow since these puppies have to hit to spare.

Warp Wolf, harasser Large Magical Beast
Hit Dice: 10d10+30 + 10 (95 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (1d8+7)
Full Attack: Bite +13 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +10, Ref +9, Will +5
Abilities: {non Elite array] Str 20, Dex 14, Con 16, Int 13, Wis 11, Cha 8
Skills: Hide +5, Listen +4, Sense Motive +2, Spot +4, Survival +10
Feats: Iron Will, improved toughness, Combat expertise, improved trip, TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 5
Treasure: None
Advancement: 11-12 HD (Large)
Level Adjustment: +2 (cohort)

COMBAT
These warp wolves strike first at the pack’s quarry, using combat expertise while attempting to trip their foes. One the foe falls, the other pack members strike at the downed foe. As soon as the target is killed, one of the warp wolves dimension doors away with the prey, breaking line of sight with the prey’s pack at first opportunity.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting.

Warp Wolf, assault Large Magical Beast
Hit Dice: 10d10+20+10 (85 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (2d6+6 19-20 x2 critical)
Full Attack: Bite +13 melee (2d6+6 19-20 x2 critical)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 18, Dex 16, Con 14, Int 10, Wis 13, Cha 11
Skills: Hide +5, Listen +5, Sense Motive +3, Spot +5, Survival +10
Feats: Iron Will, improved toughness, improved natural attack bite, improved critical (bite), TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 5
Treasure: None
Advancement: 11-12 HD (Large)
Level Adjustment: +2 (cohort)

Once the harassers trip a victim, these warp wolves end their delay action and attack the tripped foe. Often dimension dooring to where it can charge into a flanking position.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting.

Warp Wolf, Alpha Large Magical Beast
Hit Dice: 12d10+36 + 12 (97 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +12/+21
Attack: Bite +20 melee (2d6+10)
Full Attack: Bite +20 melee (2d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +12, Ref +11, Will +7
Abilities: { Elite array] Str 24, Dex 16, Con 18, Int 14, Wis 12, Cha 8
Skills: Diplomacy +2, Hide +11, Listen +13, Sense Motive +12, Spot +13, Survival +12
Feats: Iron Will, improved toughness, Combat expertise, improved trip, improved natural attack (bite), TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 7
Treasure: None
Level Adjustment: +2 (cohort)

The Alphas of the pack are the largest and strongest of their breed. They almost always use combat expertise and always attempt to trip their foes.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting. [/sblock]
 

Land Outcast

Explorer
Pity the DD only affects the Warp Wolf... :(
I wanted to have them hunting feral orcs and bringing them back to the lair! :lol: (don't ask where that inpiration comes from :uhoh: )
[sblock=Feral Orc]
Feral Orc
Size/Type: Monstrous Humanoid (Orc)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+6 natural, -1 Dex), touch 9, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Spear +8 melee (1d8+7/20) or spear +2 ranged (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., fast healing 2, light sensitivity
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 21, Dex 9, Con 14, Int 4, Wis 9, Cha 6
Skills: Climb +11, Listen +1, Spot +1
Feats: Alertness, Improved Initiative
Challenge Rating: 2
[/sblock]You should add your ogres to this thread...
 

frankthedm

First Post
Land Outcast said:
Pity the DD only affects the Warp Wolf... :(
I wanted to have them hunting feral orcs and bringing them back to the lair! :lol:
Once dead, a creature is an object. I believe the Dimension door limitation prevents them from sharing thier DD with other creatures, but it could be read as the puppies bring nothing whatsoever with them, leaving behind collars, bindings and any fleas that jumped onto them.

"My ogres"? I don't remember doing alot of ogre stat ups. Or do you mean my ogres as PCs? That really more of houserules that rogues gallery.
 

frankthedm

First Post
[imagel]http://ec2.images-amazon.com/images/P/B0007Q1IT4.01.PT02._SS400_SCLZZZZZZZ_.jpg[/imagel] No bones about it, the skeleton template is easy to apply... [sblock=huge wyvern skeleton]
Huge Wyvern skeleton Huge undead
Hit Dice: 10d12 (65 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: +5/+22
Attack: Sting +13 melee (1d8+9 or bite +13 melee (3d8+9)
Full Attack: Sting +13 melee (1d8+9, bite +8 melee (3d8+4)and 2 wings +8 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., immunity to cold, undead qualities DR5/ bludgeoning
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 28, Dex 12, Con -, Int -, Wis 10, Cha 1
Feats: Improved init + weapon proficiencies if any.
Challenge Rating: 5 {Play-testing recommended][/sblock]
 
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frankthedm

First Post
The two main changes from MM ogres are mine require 33% more food than normal rules assume for a large creature and that they only recieve simple weapon proficiency. {IMG a greatclub is a simple weapon]. Heavy borrowing from the Old Warhammer ogres, less so from the newer "ogre kingdoms" material. The 3e Mutant Muppet image is not used.

[sblock=Ogres as PCs in my setting]The typical ogre in my setting stands roughly one and a half times as tall as a man and often many times as wide. While their appearance is more bestial than a human, with heavy brow, sometimes pointed ears, thick yellow to black finger nails and occasionally extended canines, they still appear more human than many half orcs. For scale and appearance, Mr. Hyde from Van Helsing is a decent approximation.

This handsome fellow is an example of how an ogre can look when not dump-stating charisma.

In behavior, ogres are generally more civilized than orcs or gnolls. Some even live in cities, such as in Glantri, Karameikos, Minrothad and Rockhome as mercenaries and laborers. A good number of ogres are enlisted in the foreign legion of Thyasis. The main things that set ogres apart mentally from humans is a greater degree of selfishness, overall laziness, and an inherent temper.

Their sometimes cannibalistic habits and ‘meat is meat’ attitude can be compared to lizard folk’s similar views, though ogres, having more empathy than lizard folk, swiftly learn that not all civilizations consider such behaviors acceptable. Many ogres don’t care for eating sentient beings, but most ogres would rather do so than go hungry.

The true elves consider them churlish brutes, only slightly worse than humans, but with far more potential for mayhem. Shadow elves consider them dangerous tools to be used as needed until dead. Dwarves typically view them as a threat; though as a practical matter will occasionally employ them as mercenaries, laborers and combat instructors. Those who “get with the program” can even find a place in Dwarven society. Humans are wary and prejudiced given that many ogres are willing to eat humans, but also can appreciate a mountain of meat when something needs to be built or a greater threat is present. Ratlings view them as too dangerous to be near, The skaven don’t trust most folks in the first place, especially not folks with large appetites and indiscriminate eating habits
.

Ogre characters possess the following racial traits.

+10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.

Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Double cost for most equipment and clothing.

Height, weight & age: Ogres use human aging tables, A typical ogre weight almost five hundred pounds and stands about 9 feet tall. An exceptionally strong and healthy ogre might stand 11 feet tall and weigh nearly 8 hundred pounds.

Prodigious appetite. Ogres need 4 times as much food and water as a medium creature.

Space/Reach: 10 feet [actually 7.5 ’~ 40mm base] /10 feet.

Base land speed: 40 feet.

Darkvision: 60 feet.

Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.

Racial Feats: An ogre’s giant levels give it two feats.

Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, light and medium armor, and shields except for tower shields.

Natural armor: +5

Automatic Languages: Common, Giant. Bonus Languages: Dwarven, High speech, Glantrian, Orc, Terran.

Favored Class: Barbarian.

Level adjustment +2. An ogre [4 HD +2 LA] is a 6th level character.
[/sblock]

Ogres as PC's PDF
 

shantak

First Post
aye sir

That's a nice group of monsters!! :) But, i think 'improved natural armor' requires con: 13+, thus unable for the undead. The blink dogs are killers, btw.
 

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