Frank's Advanced monsters

frankthedm

First Post
MM5 Carnage demons are kinda cool. Nasty buggers in groups. Kinda like MtG Slivers.

I kinda feel like advancing one...

Carnage demon Brutalizers allow their brethren to strike first, attacking surrounded foes with their reach weapons taking the -4 to hit due to other carnage demons granting cover and trying to move to where it can claim a flanking bonus. [sblock=Carnage demon brutalizer] Carnage Demon Barbarian 1 Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 3d8+1d12+16 (36 hp) [44 raging]
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 [ Raging 15] (+1 Dex, +3 natural, +3 masterwork studded leather, touch 11, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Masterwork large cold iron glaive +11 Melee (2d8+12 crit x 3 Chaos, Evil) or Slam +12 melee (1d4+8 Chaos, Evil, Special)
Full Attack: Masterwork large cold iron glaive +11 Melee (2d8+12 crit x 3 Chaos, Evil) or 2 Slams +12 melee (1d4+8 Chaos, Evil, Special )
Raging Full Attack: Masterwork large cold iron glaive +13 Melee (2d8+15 crit x 3 Chaos, Evil ) or 2 Slams +14 melee (1d4+10 Chaos, Evil, Special )
Space/Reach: 5 ft./5 ft., 10' with glaive
Special Attacks: Aligned strike, Carnage, Reaving fists
Special Qualities: Darkvision 60 ft., destructive appetite, DR 5/silver, immune to electricity, immune to poison, resist acid 10, resist cold 10, resist fire 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26*, Dex 13, Con 18, Int 6, Wis 6, Cha 4
Skills: Climb +15[raging +17], Jump +19[raging +21], Listen +4, Spot +4, Survival +4, swim+12[raging +14].
Feats: Combat reflexes, Monkey grip
Challenge Rating: 5
Treasure: Victim's possessions & 1st level NPC gear:MW Studded leather, MW large cold iron glaive
Alignment: Always chaotic evil

Carnage demons speak abyssal.

COMBAT
Destructive appetite (Ex) After every successful melee attack, a carnage demon must succeed on a DC 14 will save. If it fails, it attacks the nearest creature that is not a carnage demon whenever it is is unable to attack an enemy in a given round

Carnage (Su) For each other carnage demon within 30 feet, a carnage demon gains a +1 bonus on attack rolls and damage rolls, up to a maximum of +5.

Reaving fists (Ex) A carnage demons' slams overcome any metal based DR, such as silver, cold iron or adamantine.[/sblock] And another [sblock=Fully grown Carnage demon] Advanced Carnage Demon Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 9d8+18+9 (67 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+0 Dex, +3 natural, touch 10, flat-footed 13
Base Attack/Grapple: +9/+15
Attack: Two handed weapon +6 Melee (damage by weapon +26, extended crit; Chaos, Evil ) or Slam +15 melee (1d4+6 Chaos, Evil)
Full Attack: Two handed weapon +6/ +1 Melee (damage by weapon +26, extended crit; Chaos, Evil ) or 2 Slams +15 melee (1d4+6 Chaos, Evil )
Space/Reach: 5 ft./5 ft.
Special Attacks: Aligned strike, Carnage, Reaving fist
Special Qualities: Darkvision 60 ft., destructive appetite, DR 5/silver, immune to electricity, immune to poison, resist acid 10, resist cold 10, resist fire 10
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 22, Dex 10, Con 14, Int 5, Wis 6, Cha 6
Skills: Climb +18, Jump +18, Listen +10, Spot +10, Survival +10
Feats: Improved toughness, Iron will, Power Attack, Improved critical [two handed weapon of choice]
Challenge Rating: 7
Treasure: Victim's possessions
Alignment: Always chaotic evil

Carnage demons speak abyssal.

COMBAT
Destructive appetite (Ex) After every successful melee attack, a carnage demon must succeed on a DC 14 will save. If it fails, it attacks the nearest creature that is not a carnage demon whenever it is is unable to attack an enemy in a given round

Carnage (Su) For each other carnage demon within 30 feet, a carnage demon gains a +1 bonus on attack rolls and damage rolls, up to a maximum of +5.
1 Other Carnage demon: Two handed weapon +7/ +2Melee (damage +27) or 2 Slams +16 melee (1d4+7)
2 Other Carnage demons: Two handed weapon +8/ +3 Melee (damage +28) or 2 Slams +17 melee (1d4+8)
3 Other Carnage demons: Two handed weapon +9/ +4 Melee (damage +29) or 2 Slams +18 melee (1d4+9)
4 Other Carnage demons: Two handed weapon +10/ +5 Melee (damage +30) or 2 Slams +19 melee (1d4+10)
5 Other Carnage demons: Two handed weapon +11/ +6 Melee (damage +31) or 2 Slams +20 melee (1d4+11)

Power Attack (Ex) Being none too smart, advanced carnage demons use power attack to the fullest extent possible when using a two handed weapon. If that proves ineffective, they usually either power attack only for 4 points or throw down their weapons in frustration and return to using their slams.

Reaving fists (Ex) A carnage demons' slams overcome any metal based DR, such as silver, cold iron or adamantine.[/sblock]
 
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frankthedm

First Post
Keeper of the woods, Ancient ent. (ab)User of the Improved trip and Combat brute feats.
[Sblock=19 HD Advanced treant] Advanced Treant Gargantuan Plant
Hit Dice: 19d8+152 (237 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 22 (–4 size, –1 Dex, +17 natural), touch 5, flat-footed 22
Base Attack/Grapple: +14/+40
Attack: Slam +24 melee (3d6+14)
Full Attack: 2 slams +24 melee (3d6+14) {6d6+28 against objects]
Full Attack *8 point PA: 2 slams +16 melee (3d6+22) {6d6+44 against objects]
Full Attack *Full PA: 2 slams +10 melee (3d6+28) {6d6+56 against objects]
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, double damage against objects, trample 3d6+21
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +18, Ref +7, Will +9
Abilities: Str 38, Dex 8, Con 26, Int 13, Wis 16, Cha 12
Skills: Diplomacy +3, Hide –1*, Intimidate +6, Knowledge (nature) +6, Listen +20, Sense Motive +8, Spot +20, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Lightning reflexes, Power Attack, Combat brute[CW], Combat expertise, Improved trip.
Environment: Temperate forests
Organization: Solitary or leader of a grove (3–6 normal treants)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral good
Advancement: 20–21 HD (Gargantuan)
About 50 feet tall, with a “trunk” about 10 feet in diameter, this ancient ent weighs about 36,000 pounds. It speaks Treant, Common and Sylvan.

COMBAT

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 33 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.[/sblock] Tactics

If still in hiding
Surprise round: Animate tree near foe, Animated tree takes an attack
Round 1: Animate second tree near foes, which attacks if close enough while the first full attacks or uproots itself
Round 2: If still hidden, Ready an action to animate another tree if one is destroyed, making a clear charge path to the foe if possible.
Round 3: If The foes seem to be able to defeat the animated trees Power attack for 8 and charge foes, preferably one with a slashing weapon, one that can cast fire magic or a foe that lets the Ent charge to where he can threaten the most foes. Trip foe using improved trip feat [+30 due to Str, size and feat]. When foe is tripped, use the extra attack from improved trip to sunder an annoying weapon or shield if applicable [+24 on the opposed against a medium foe]. Then use the immediate attack from Combat Brute; Cleaving sunder to strike the prone foe.
Round 4: Use Momentum Swing to increase damage from power attack, using sunder to negate as many foes as possible who still have slashing weapons or to grind fire casting spellcasters into compost.
Round 5: If battle it turning against the treant, animate another tree or trample over foes to a better position. If foes close in on that position and draw an AoO, be sure to trip them, sunder their weapon using the extra attack from Improved trip, then use the immediate attack from Sundering Cleave to strike them on the ground.
Round 6: Animate another tree and then attempt to hide or perform a charging bull rush [+32 assuming a medium foe] against a foe separated from its group to prepare for Advancing Blows and Momentum Swing in the next round

If found out:
Round 1: Take full attack on weapons and armor of nearby foe to deal double damage to those, using the immediate attack from Sundering cleave to trip the foe, then sunder their other weapons or shield. If foes are not close enough to take full attack, trample the lot of them or use a charging bull rush to set up for Advancing Blows and Momentum Swing in the next round.
Round 2: Take advantage of Power attack, Advancing Blows and Momentum Swing to sunder more slashing weapons or crush users of fire magic into mulch
Round 3: Animate trees if needed or use full attack to crush the most annoying foe or his weapon. If that is not an option Trample as many foes as possible or charge, trip, sunder then slam an annoying spellcaster setting up for Momentum Swing in the next round.
Round 4 Animate tree or use tactics of a previous round[sblock=Combat Brute, Tactical feat from Complete warrior] Combat Brute [Tactical]
You employ strength and leverage to great effect in battle.Prerequisites: Improved Sunder, Power Attack, base attack bonus +6.
Benefit: The Combat Brute feat enables the use of three tactical maneuvers.

Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.

Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.

Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.
Special: A fighter may select Combat Brute as one of his fighter bonus feats [/sblock]
 
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frankthedm

First Post
[sblock=Xaltrax, advanced Bone devil fighter 4][imager]http://img522.imageshack.us/img522/9721/bonearmorbgqg5.jpg[/imager]Note: this version Uses the "Text Version" of the PHB Melee weapon mastery feat. If you use the "example version" of that feat, reduce the to hit and damage of the scythe by 2 and reduce the natural weapon's to hit by 1.

Advanced Bone devil fighter 4 Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+4d10+76 (188hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 31 (–1 size, +6 (+1 spiked mithral breastplate) +5 Dex, +11 natural) touch 14, flat-footed 26
Base Attack/Grapple: +16/+28
Attack: +1 Keen Cold Iron Scythe +27 (2d6+17, 19-20 x4 crit) or sting +25 melee (3d4+6 plus poison)
Full Attack: +1 Keen Cold Iron Scythe +27/+22/+17/+12 (2d6+17, 19-20 x4 crit) and Bite +25 melee (1d8+6) and sting +25 melee (3d4+6 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, fear aura, poison, summon devil
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.
Saves: Fort +19, Ref +16, Will +12
Abilities: Str 26, Dex 24, Con 24, Int 14, Wis 16, Cha 12
Skills: Bluff +14, Concentration +20, Diplomacy +5, Disguise +1 (+3 acting), Hide +20*, Intimidate +16, Knowledge (any one) +15, Listen +18, Move Silently +18*, Search +15, Sense Motive +16, Spot +22, Survival +3 (+5 following tracks), Tumble +13*, Use Magic Device +11
Feats: Combat reflexes, Power attack, Weapon focus [Scythe], Multiattack, Combat expertise [Fb1], Improved Multiattack[12HD], improved trip[Fb2], Weapon specialization [Scythe]{Fb4], Melee weapon mastery[piercing][15HD]
Challenge Rating: 14

This bone devil stand about 10 feet tall and weigh about 600 pounds. Trained as part of an elite unit of bone devils, Xaltrax has begun to grow thanks to several lucrative payment of soul-matter won by his combat prowess.

Combat

Like other bone devils, he hates all other creatures and attack ruthlessly, though often in a guarded manner;

Defense Mode AC: Takes -9 to hit 37 (–1 size, +6 armor (+1 spiked mithral breastplate) +5 Dex, +11 natural +5 Combat expertise, +3 Fighting defensively ) touch 14, flat-footed 26

He still freely use wall of ice to keep the enemy divided and trips foes whenever possible. In any round he does not expertice, he generally declares an 8 point power attack;

Full Attack, PA for 8: +1 Keen Cold Iron Scythe +19/+14/+9/+4 (2d6+33, 19-20 x4 crit) and Bite +17 melee (1d8+14) and sting +17 melee (3d4+14 plus poison)

If he has a hard time hitting a foe at all, he may try to simply overwhelm his foe with numerous lethal attacks {shooting for natural 20's];

FPAATT: +1 Keen Cold Iron Scythe +11/+6/+1/-4 (2d6+49, 19-20 x4 crit) and Bite +9 melee (1d8+22) and sting +9 melee (3d4+22 plus poison)

A bone devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 23, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.

Summon Devil (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.[/sblock]
 
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frankthedm

First Post
Ettercaps, they climb, make thier lairs be 3D. Lots of ups and downs that will keep the party from getting to the ettercap as it uses hit and run ambushes. Disguised pit traps that it places itself into apparent charge range in front of so those who do so charge fall into the pit without saving throw. Proficiency with some type of missile weapon is always a good idea when you have a supply of your own poison.

Here is one advanced to large without class levels. Has some simple weapons{Humaniod shapped aberrations can use those and a suit of largemasterwork studded leather {ACP -0] taken from an ogre mercenary.

[sblock=9HD Ettercap Bruiser] Ettercap bruiser Large Aberration
Hit Dice: 9d8+36 (76 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 19 (-1 size +2 Dex, +4 natural, +2 MW studded leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (2d6+6 plus poison) or large heavy crossbow +5 ranged [2d8 + poison] or Javelin +5 ranged [1d6+6 + poison*] or large long spear +11 melee [2d6+9 x3 + poison*]
Attack: Bite +11 melee (2d6+6 plus poison) and 2 claws +9 melee (1d4+3) or large long spear +11/+6 melee [2d6+9x3 + poison*] and Bite +9 melee (2d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Low-light vision
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 8
Skills: Climb +14, Craft (trapmaking) +4, Hide +8, Listen +4, Spot +8
Feats: Great Fortitude, Multiattack, Ability focus poison, Powerattack.
Environment: Warm forests
Organization: Solitary, pair, or troupe (1–2 plus 2–4 Medium monstrous spiders)
Challenge Rating: 5
Treasure: Average 1600 gp
Alignment: Usually neutral evil
Advancement: 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: +4
An ettercap bruiser is about 10 feet tall and weighs about 800 pounds. This particular specimen has looted the body of a ogre mercenary who’s bravado bit off more than he could chew.

COMBAT
While far stronger than her smaller counterparts, she is not a brave creature. She still uses hit and run tactics, but often employs missile weapons she claimed from a ogre mercenary that breeched her lair. She attempts to poison as many in a group as she can in the first rounds of combat and then flees a short distance. If they break their ranks, she circles around to strike at those who have fallen back from her attacks.

Typical Power Attack: Large long spear +6 melee [2d6+19 x3 + poison*]

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus. * It often poisons its own weapons, taking little risk when doing so because a creature with a poison attack is immune to its own poison and the poison of others of its kind”. The first hit form it’s spear, crossbow bolt or javelin normally carries a single dose.

Web (Ex): An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 18 Escape Artist check or burst the web with a DC 23 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 12 hit points, hardness 0, and takes double damage from fire.

Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 12 hit points, hardness 0, and takes double damage from fire.

An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock]
 

frankthedm

First Post
[IMaGer]http://img266.imageshack.us/img266/8995/ironthugis1.jpg[/IMaGer] The Dreamblade Iron Thug, an awesome fig for a chain golem.

Be sure to evaluate the CRs before using them on your poor PCs. I don't get paid enough for advancing monsters ;) , the pay certainly ain't enough to playtest these things... :cool:

[sblock=Large Chain Golem] Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 11d10+30 (90 hp)
Initiative: +2
Speed: 30 ft. (4 squares)
Armor Class: 21(–1 size, +3 Dex, +10 natural) touch 10, flat-footed 19
Base Attack/Grapple: +8/+20
Attack: Chain Rake +15 melee (2d6+8+wounding)
Full Attack: 2 Chain Rakes +15 melee (2d6+8+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 26, Dex 16, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 7
Advancement: 12-21 HD (Large)


Combat

Chain barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 19) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round.Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Fully Advanced Large Chain Golem] Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (–1 size, +2 Dex, +10 natural) touch 9, flat-footed 19
Base Attack/Grapple: +15 / +29
Attack: Chain Rake +24 melee (2d6+10+wounding)
Full Attack: 2 Chain Rakes +24 melee (2d6+10+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 30, Dex 15, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 10 ?


Combat

Chain barrier, (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Elite Fully Advanced Large Chain Golem]Elite Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +4 Dex, +10 natural) touch 11, flat-footed 19
Base Attack/Grapple: +15 / +31
Attack: Chain Rake +26 melee (2d6+12+wounding)
Full Attack: 2 Chain Rakes +26 melee (2d6+12+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +11, Will +7
Abilities: Str 35, Dex 18, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 11 ?


Combat

Chain barrier, (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock]
 

frankthedm

First Post
And here is a special guest monster!
Dead_Weasel@the wotc boards said:
[sblock=Advanced Aboleth]Size/Type: Huge Aberration (Aquatic)
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 16 (-4 size, +1 Dex, +11 natural), touch 5, flat-footed 21
Base Attack/Grapple: +15/+39
Attack: Tentacle +23 melee (1d8+12 plus slime)
Full Attack: 4 tentacles +23 melee (1d8+12 plus slime)
Space/Reach: 20 ft./15 ft.
Special Attacks: Enslave, psionics, slime
Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud
Saves: Fort +11, Ref +7, Will +15
Abilities: Str 34, Dex 12, Con 24, Int 15, Wis 17, Cha 20
Skills: Concentration +30, Knowledge (any one) +13, Listen +16, Spot +16, Swim +12
Feats: Ability Focus (Enslave), Ability Focus (Mucus Cloud), Ability Focus (Slime), Alertness, Combat Casting, Improved Natural Attack (tentacle), Iron Will
Environment: Underground
Challenge Rating: 14?
Treasure: Double standard
Alignment: Usually lawful evil

Enslave (Su)
DC 27 Will save

Psionics (Sp)
At will—hypnotic pattern (DC 17), illusory wall (DC 19), mirage arcana (DC 20), persistent image (DC 20), programmed image (DC 21), project image (DC 22), veil (DC 21).

Slime (Ex)
DC 29 Fortitude save

Mucus Cloud (Ex)
DC 29 Fortitude save[/sblock]No promises on the CR; I really, truly just guessed. For feats (it gains 4) I just nabbed the ones that enhanced the attacks it already had, and for skills (it gains 12 points) I dumped them all into Concentration. Ability score increases (it gets 3) went to Charisma to boost its psionic DCs. If you want something different with any or all of these, you are free to do so. Abilities are identical to the normal aboleth's, but the new DCs take into account HD, stat and feat improvements.[sblock=New Monster Statblock version]Advanced Aboleth CR 14?
LE Gargantuan Aberration
Init +1; Senses darkvision 60', Listen +16, Spot +16
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AC 16, touch 5, flat-footed 21; (-4 size, +1 Dex, +11 natural)
hp 230 (20 HD)
Fort +11, Ref +7, Will +15
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Speed 10 ft. (2 squares),swim 60 ft.
Melee Tentacle +23 melee (1d8+12 plus slime) (damage) or 4 tentacles +23 melee (1d8+12 plus slime)
Space 20 ft.; Reach 15 ft.
Base Atk +15; Grp +39
Special Actions Enslave
Psionics (CL 16th)
At will—hypnotic pattern (DC 17), illusory wall (DC 19), mirage arcana (DC 20), persistent image (DC 20), programmed image (DC 21), project image (DC 22), veil (DC 21).
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Abilities Str 34, Dex 12, Con 24, Int 15, Wis 17, Cha 20
SQ Aquatic subtype, darkvision 60 ft., mucus cloud
Feats Ability Focus (Enslave), Ability Focus (Mucus Cloud), Ability Focus (Slime), Alertness, Combat Casting, Improved Natural Attack (tentacle), Iron Will
Skills Concentration +30, Knowledge (any one) +13, Listen +16, Spot +16, Swim +12
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Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 27 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 29 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 29 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Skills: An aboleth 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]
 

frankthedm

First Post
[imagel]http://img249.imageshack.us/img249/651/moonbeastcl1.th.jpg[/imagel] Dungeon magazine #83 Deep Freeze by Cameron Widen has stats for the Farranth, who look a LOT like Lovecraftian Moon beasts.

Moon-beast - Wikipedia, the free encyclopedia

The moon-beasts sail black galleys between the moon and the Dreamlands, trading rubies for slaves and gold at the port of Dylath-Leen. When there, they employ the Men of Leng, disguised in turbans, as their go-betweens and stay hidden below deck, lest the merchants of Dylath-Leen learn the terrible secret of whom they are dealing.


Only thing was the Faranth had several odd issues or missing parts to their stat blocks. Also, they were kinda meaty along with being dangerously smart for a CR2. but this was the time ogres were CR2 as well.

I've just done an update to 3.5 for them, filling in the missing parts and denoting what is bonus, along with trying to make their "grab" attack unique rather than just assume their tentacle attack was missing it's damage amount and was a normal improved grab attack.
[sblock=Faranth]
Size/Type: Large (long) aberration
Hit Dice: 4d8+8 (25 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20ft. Swim 10 ft.
Armor Class: 14 (+5 natural, -1 size), touch 12, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Tentacle +6 melee touch (Damage: grab) or Claw +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3)
Full Attack: Tentacle +6 melee touch (Damage: grab) and 2 Claws +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3) and Tentacle +4 melee touch (Damage: grab).
Space/Reach: 10 ft./5 ft.
Special Attacks: Faranth Grab
Special Qualities: Darkvision 60’ Unfathomable Perception
Saves: Fort +3, Ref +1, Will +8
Abilities: Str 16, Dex 10 Con 15, Int 20, Wis 15, Cha 10
Skills: Climb +11*, Craft(any) +8, Hide +5, Know (Engineering)+12, Know (Any) +9, Listen +11, move silently +7, Search +8, Sense motive +6, Spot +11, swim +11*.
Feats: Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B).
Environment: Black seas of infinity
Organization: Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng]
Challenge Rating: 3
Treasure: Standard (typically Rubies, Gold and slaves)
Alignment: Usually Lawful evil
Advancement: 5-10 HD Large, 11-18 huge

Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards.

Combat
These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally.


Faranth Grab (Ex):
If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement.

Unfathomable Perception (Ex): These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats

Skills * faranth have a +2 racial bonus on Hide checks.

A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock] [sblock=Mature Faranth]
Size/Type: Large (long) aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20ft. Swim 10 ft.
Armor Class: 14 (+5 natural, -1 size), touch 12, flat-footed 14
Base Attack/Grapple: +6/+13
Attack: Tentacle +9 melee touch (Damage: grab) or Claw +7 melee (1d6+3) or Long spear +9 melee (2d6+4 x3)
Full Attack: Tentacle +9 melee touch (Damage: grab) and 2 Claws +7 melee (1d6+3) or Long spear +9/+4 melee (2d6+4 x3) and Tentacle +7 melee touch (Damage: grab).
Space/Reach: 10 ft./5 ft.
Special Attacks: Faranth Grab
Special Qualities: Darkvision 60’, Unfathomable Perception
Saves: Fort +5, Ref +2, Will +10
Abilities: Str 16, Dex 10 Con 16, Int 20, Wis 15, Cha 10
Skills: Climb +15*, Craft(any) +8, Hide +9, Know (Engineering)+16, Know (Any) +9, Listen +15, move silently +11, Search +13, Sense motive +6, Spot +15, swim +11*.
Feats: Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B).
Environment: Black seas of infinity
Organization: Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng]
Challenge Rating: 4
Treasure: Standard (typically Rubies, Gold and slaves)
Alignment: Usually Lawful evil
Advancement: 5-10 HD Large, 11-18 huge

Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards.

Combat
These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally.

Faranth Grab (Ex): If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement.

Unfathomable Perception (Ex): These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats

Skills: Faranth have a +2 racial bonus on Hide checks.

Feats: Faranth have Iron will as a bonus feat.

A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock]
 


the Jester

Legend
Frank,

I said it way back at the beginning and I'll say it again here and now- this thread rocks! I really like the stuff you've done. Mad props to you, mang! Thanks!
 

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