Fully Advanced Monsters (was Ultimate Evil: The Fully Advanced Balor)

Ferret

Explorer
MWAHAHAHAHAHAHAHAHAHAH I've fooled you all!

I fooled you all, not a barghest or a formian! This used to be a Shield guardian now it's a monolith!

SHIELD MONOLITH
Huge Construct
Hit Dice: 45d10+40 (292 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 dex, –2 size, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +33/+52
Attack: Slam +10 melee (2d6+21)
Full Attack: 2 Slam +31 melee (2d6+21)
Space/Reach: 15 ft./15 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., fast healing 15, find master, guard, low-light vision, shield other, spell storing
Saves: Fort +15, Ref +14, Will +15
Abilities: Str 32, Dex 8, Con —, Int —, Wis 10, Cha 7

Environment: Any
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Created by mages of ludicrous power, who in their wizened years believe ever shadow haunts their tower to destroy them, these monoliths often stand outside as deterrents, as the wizards and sorcerers are usually to confused by old age to cast spells anymore. They always come with an amulet heavily lumbered over the owner’s neck, and contains a rogue gem. Unlike their miniature counter parts they are constructed almost entirely from stone but often adorned with precious metals

Rather then being used as a personal body guard they are used to protect entire cities, or in fleets of soldiers that the owner is part of. They can be used in siege attempts and often take down. All of the added size though it is far more aware of it’s self and surroundings, it can interpret commands much more sentiently.

A shield monolith is some monstrous 30 feet tall and weighs more than 62,000 pounds.

Shield monoliths cannot speak, but they understand commands given in any language.

COMBAT
Shield monoliths are straightforward in battle, bashing with their heavy stoney fists. They are made for defence and are not particularly impressive on offence.

Find Master (Su): As long as a shield monolith and its amulet are on the same plane, the shield monolith can find the amulet wearer (or just the amulet, if it is removed after the monolith is called).

Guard (Ex): If ordered to do so, a shield monolith moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –8 penalty when the shield monolith is adjacent to its master.

Shield Other (Sp): The wearer of a shield monolith’s amulet can activate this defensive ability if within 200 feet of the shield monolith. Just as the spell of the same name, this ability transfers to the shield monolith half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).

Spell Storing (Sp): A shield monolith can store 4 spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield monolith can store another spell (or the same spell again).

CONSTRUCTION
A shield monolith is built from wood, bronze, stone, and steel. The materials cost 15,000 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check this process takes twice as long. The keyed amulet is fashioned at the same time, and its cost (25,000 gp) is included in the cost of the monolith. After the body is sculpted, the shield monolith is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.

CL 20th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 20th level; Price 290,000 gp; Cost 95,000 gp + 4,600 XP.

AMULET
If a shield monolith’s amulet is destroyed, the monolith ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield monolith carries out the last command it was given.
 
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the Jester

Legend
Ferret said:
I fooled you all, not a barghest or a formian! This used to be a Shield guardian now it's a monolith!


How ironic- I just popper in here to post a very similar pair of constructs, but these are fully advanced shield guardians- WITH THE PARAGON TEMPLATE!

However, I now feel that they would be almost redundant. Oh well. I'll get back to ya again later... ;)
 

the Jester

Legend
The Toughest of the Rukarazyll

Okay- instead of the Delphin's guardians... how about the mierzikukl!


MIERZIKUKL
Fully-Advanced Rukarazyll
Huge Outsider (Earth, Evil, Extraplanar)
Hit Dice: 36d8+288 (450 hp)
Initiative: +17
Speed: 70’, climb 50’
Armor Class: 25 (-2 size, +8 dex, +6 natural, +3 profane), touch 19, flat-footed 17
Base Attack/Grapple: +36/+46
Attack: Tendril +43 melee (2d6+2); or spit ooze +43 ranged
Full Attack: 3 tendrils +43 melee (2d6+2 plus fungus) and bite +38 melee (1d8+2 plus 2d4 acid plus fungus); or spit ooze +43 ranged
Space/Reach: 15’/15’
Special Attacks: Fungus, spell-like abilities, spit ooze
Special Qualities: DR 15/magic and silver, darkvision 60’, evasion, profane alacrity, SR 35
Saves: Fort +28, Ref +29, Will +27
Abilities: Str 14, Dex 28, Con 26, Int 18, Wis 17, Cha 18
Skills: Balance +47, Bluff +43, Climb +10, Concentration +47, Diplomacy +8, Disguise +25, Escape Artist +30, Forgery +35, Hide +42, Intimidate +41, Jump +20, Knowledge (religion) +36, Search +39, Sense Motive +38, Spellcraft +36, Spot +42, Tumble +39
Feats: Ability Focus (fungus), Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Initiative, Improved Natural Attack (tentacles), Improved Trip, Quicken Spell-Like Ability (mirror image), Weapon Finesse
Epic Feats: Armor Skin, Epic Will, Superior Initiative
Environment: Any (elemental plane of earth)
Organization: Solitary or leading a cell of 2-11 standard rukarazyll
Challenge Rating: 26
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character level
Level Adjustment: -

This loathsome creature is a bulbous mass of seething fungoid matter, covered with eyes and gaping orifices that seep a viscous black fluid. Six long, hook-studded tentacles as long as an ogre is tall wave inquisitively in the air around it, emerging from various parts of its huge body.

The mierzikukl are the most terrible and elite of the rukarazyll. There are believed to be only a dozen such entities, all lairing somewhere deep in the plane of elemental earth. Rarely, a powerful spellcaster will call one forth with a gate, but the mierzikukl cannot be trusted or controlled for long.

Combat
Even more so than a standard rukarazyll, a mierzikukl is a terrifying and disorienting opponent in combat. It tumbles around the battlefield, using its spell-like abilities to confusion and chaos among its enemies and trying to stay a step ahead.

Fungus (Su): Any living creature struck by a mierzikukl’s melee attack must make a Fort save (DC 38) or become infested with rukarazyll fungus (in essence, after it’s fully grown- which takes 1 round for a small or smaller creature, 1d4 rounds for a medium creature, or an additional 1d4 rounds per size category above medium- the victim suffers a -2 penalty to attack rolls, Dexterity-based skill checks and Reflex saves. The fungus deals one point of Charisma drain per day until it destroys the victim.

Spell-Like Abilities (Sp): At will- alter self, blur, cat’s grace, darkness, desecrate, detect good, detect magic, entangle, mirror image, plant growth, protection from good, snare, telekinesis, greater teleport (self plus 50 lbs of objects only), undetectable alignment; 3/day- polymorph (self only), unhallow, unholy blight; 1/day- command plants, contagion, heal, wall of thorns. Caster level 36th; save DCs 14 + spell level.

Spit Ooze (Su): Once per minute a mierzikukl can spit out a medium-sized grey ooze from its mouth as a grenade-like weapon with a range increment of 10’. If it hits a target, the ooze may make a free grapple check and, if successful, constrict. Grey oozes created in this fashion live only 2d4 rounds, dissolving into piles of grey goo afterward.

Profane Alacrity (Su): A mierzikukl is imbued with terrific unholy energies. This energy gives the monster a +3 profane bonus to AC and allows it to take 10 on Balance, Escape Artist and Tumble checks in any circumstance. Once per hour, it can call upon its profane alacrity ability to gain a temporary boost to its movement, doubling both its speed and its profane bonus to AC for one minute. Afterward, the profane energy is depleted and the mierzikukl gains none of the usual benefits.


:) Have a nice day!
 




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