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<blockquote data-quote="frankthedm" data-source="post: 3092868" data-attributes="member: 1164"><p>[sblock=The Beast of Radlebb Woods][/sblock]</p><p></p><p>Here is a advanced Dire Boar. </p><p></p><p>[Sblock=Advanced Dire boar]</p><p>Hit Dice: 16d8+64 [136] + Ferocity</p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 16 (–1 size, +1 dex,, +6 natural), touch 9, flat-footed 15</p><p>Base Attack/Grapple: +12/+24</p><p>Attack: Gore +20 melee (2d6+12)</p><p>Full Attack: Gore +20 melee (2d6+12)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Ferocity</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +14, Ref +10, Will +13</p><p>Abilities: Str 27, Dex 12, Con 18, Int 2, Wis 13, Cha 8</p><p>Skills: Listen +12,hide +1, Spot +13</p><p>Feats: Alertness, Endurance, Iron Will, weapon focus. improved natural attack, improved critical.</p><p>Environment: Temperate forests</p><p>Organization: Solitary or herd (5–8)</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 8–16 HD (Large); 17–21 HD (Huge)</p><p>Level Adjustment: —</p><p>Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.</p><p>Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.</p><p>Combat</p><p>A dire boar charges its opponent, trying to rip the target open with its tusks.</p><p>Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.[/Sblock]<em>The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast they infused with Daemonic essence.</em></p><p></p><p>For parties who don't bother with tactics, here is one that could provide a wake up call / death knell. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" <strong>before</strong> this fight and don't forget it has spell resitance. </p><p></p><p>[Sblock=Advanced Feindish Boar]-Large Magic beast [extraplanar]</p><p>Hit Dice: 16d8+48 [120] + Ferocity</p><p>Initiative: +1</p><p>Speed: 40 ft. enhanced to 70 FT.(14 squares)</p><p>Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15</p><p>Base Attack/Grapple: +12/+24</p><p>Attack: Gore +19 melee (2d6+12)</p><p>Full Attack: Gore +19 melee (2d6+12)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Ferocity, Smite good {+16 damage 1/day</p><p>Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic</p><p>Saves: Fort +14, Ref +10, Will +13</p><p>Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8</p><p>Skills: Listen +11, Hide +1, Spot +11</p><p>Feats: <strong>Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.<strong></strong></strong></p><p><strong><strong>Environment: Temperate forests</strong></strong></p><p><strong><strong>Challenge Rating: 9*</strong></strong></p><p><strong><strong>Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure</strong></strong></p><p><strong><strong>Alignment: Chaotic evil</strong></strong></p><p><strong><strong>Advancement: 8–16 HD (Large); 17–21 HD (Huge)</strong></strong></p><p><strong><strong>Level Adjustment: —[/Sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>If the previous beast was not enogh to be a threat, here is a beast that should be a deadly fight. The rules use was fast and loose so it ain't perfect...</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[Sblock=Hogzilla!]it is smart enough to use its feats effectivly. The Cult has equipped it with the magical chain barding of a Huge beast as well. The have given it bloated, enchanted ticks that act as potions when they are consumed:yuck:. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Hogzilla!</strong></strong></p><p><strong><strong>Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar</strong></strong></p><p><strong><strong>Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity</strong></strong></p><p><strong><strong>Initiative: +4</strong></strong></p><p><strong><strong>Speed: 50 ft.enhanced to 80 ft. 16 squares.</strong></strong></p><p><strong><strong>Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23.</strong></strong></p><p><strong><strong>Base Attack/Grapple: +17/+39[41]</strong></strong></p><p><strong><strong>Attack: Gore +29[31] melee (2d6+21[24] magic</strong></strong></p><p><strong><strong>Full Attack: Gore + melee (2d6+21[24] Magic</strong></strong></p><p><strong><strong>Space/Reach: 15ft./10t.</strong></strong></p><p><strong><strong>Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day</strong></strong></p><p><strong><strong>Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic</strong></strong></p><p><strong><strong>Saves: Fort +23[25], Ref +17, Will +17[19]</strong></strong></p><p><strong><strong>Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8</strong></strong></p><p><strong><strong>Skills: Listen +11, Hide -1 Spot +11, survival +8</strong></strong></p><p><strong><strong>Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack</strong></strong></p><p><strong><strong>Environment: Temperate forests</strong></strong></p><p><strong><strong>Organization: Solitary or with Orcus cultists</strong></strong></p><p><strong><strong>Challenge Rating: 13</strong></strong></p><p><strong><strong>Treasure: +2 chain’shirt’ barding{4550gp], Horseshoes of zyphyr [6000gp], potion tick of flight[750] </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing]</strong></strong></p><p><strong><strong>Alignment: Chaotic evil [/Sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3092868, member: 1164"] [sblock=The Beast of Radlebb Woods][/sblock] Here is a advanced Dire Boar. [Sblock=Advanced Dire boar] Hit Dice: 16d8+64 [136] + Ferocity Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 16 (–1 size, +1 dex,, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Gore +20 melee (2d6+12) Full Attack: Gore +20 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low-light vision, scent Saves: Fort +14, Ref +10, Will +13 Abilities: Str 27, Dex 12, Con 18, Int 2, Wis 13, Cha 8 Skills: Listen +12,hide +1, Spot +13 Feats: Alertness, Endurance, Iron Will, weapon focus. improved natural attack, improved critical. Environment: Temperate forests Organization: Solitary or herd (5–8) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 8–16 HD (Large); 17–21 HD (Huge) Level Adjustment: — Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however. Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds. Combat A dire boar charges its opponent, trying to rip the target open with its tusks. Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.[/Sblock][i]The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast they infused with Daemonic essence.[/i] For parties who don't bother with tactics, here is one that could provide a wake up call / death knell. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" [b]before[/b] this fight and don't forget it has spell resitance. [Sblock=Advanced Feindish Boar]-Large Magic beast [extraplanar] Hit Dice: 16d8+48 [120] + Ferocity Initiative: +1 Speed: 40 ft. enhanced to 70 FT.(14 squares) Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Gore +19 melee (2d6+12) Full Attack: Gore +19 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity, Smite good {+16 damage 1/day Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic Saves: Fort +14, Ref +10, Will +13 Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8 Skills: Listen +11, Hide +1, Spot +11 Feats: [b]Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.[b] Environment: Temperate forests Challenge Rating: 9* Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure Alignment: Chaotic evil Advancement: 8–16 HD (Large); 17–21 HD (Huge) Level Adjustment: —[/Sblock] If the previous beast was not enogh to be a threat, here is a beast that should be a deadly fight. The rules use was fast and loose so it ain't perfect... [Sblock=Hogzilla!]it is smart enough to use its feats effectivly. The Cult has equipped it with the magical chain barding of a Huge beast as well. The have given it bloated, enchanted ticks that act as potions when they are consumed:yuck:. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find. Hogzilla! Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity Initiative: +4 Speed: 50 ft.enhanced to 80 ft. 16 squares. Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23. Base Attack/Grapple: +17/+39[41] Attack: Gore +29[31] melee (2d6+21[24] magic Full Attack: Gore + melee (2d6+21[24] Magic Space/Reach: 15ft./10t. Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic Saves: Fort +23[25], Ref +17, Will +17[19] Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8 Skills: Listen +11, Hide -1 Spot +11, survival +8 Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack Environment: Temperate forests Organization: Solitary or with Orcus cultists Challenge Rating: 13 Treasure: +2 chain’shirt’ barding{4550gp], Horseshoes of zyphyr [6000gp], potion tick of flight[750] [ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing] Alignment: Chaotic evil [/Sblock][/b][/b] [/QUOTE]
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