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

zeo_evil

First Post
Fully Advanced Monsters: Arrow Demon

Thought I might put this up here before I finish it for my campaign. Bodyguards of the anarchic githyanki villian in my campaign. Judgement call about the use of the Manyshot feat. What do you think? Going to put the multiheaded template on it thinking the Superior Multiweapon Fighting thing will kill the remaining penalty from Symmetrical Archery. Not sure. What do you think? Sorry about the stat block format. Formated for my adventure notes.

Arrow Demon: Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri); CR 12; HD 20d8+180; hp 270; Init +6; Spd 40 ft. (8 squares); AC 21, touch 16, flat-footed 15; Base Atk +20; Grp +25; Atk 2 Large +1 composite longbows (+5 Str bonus) +26/+26 ranged (2d6+6/x3) or Manyshot +18/+18 ranged, or claw +25 melee (1d6+5); Full Atk 2 Large +1 composite longbows (+5 Str bonus) +26/+26/+21/+21/+16/+16/+11/+11 ranged (2d6+6/x3) or Rapid Shot +26/+26/+26/+26/+21/+21/+16/+16/+11/+11 ranged or 4 claws +25 melee (1d6+5); Space/Reach 5 ft./5 ft.; SA close combat shot, oversized weapons, spell-like abilities, summon tanar'ri, symmetrical archery; SQ DR 5/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 28, telepathy 100 ft.; AL CE; SV Fort +21, Ref +18, Will +15; Str 21, Dex 22, Con 29, Int 14, Wis 16, Cha 12.

Skills and Feats: Balance +29, Bluff +24, Climb +28, Concentration +31, Diplomacy +5, Disguise +1 (+3 acting), Hide +29, Intimidate +3, Jump +28, Listen +26, Move Silently +29, Sense Motive +26, Spot +26; Improved Precise Shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow).

Lean and wiry, this four-armed creature holds two powerful longbows in its left arms and draws the strings back in parallel with its right arms. The massive arrows notched in the bows draw the eye, and the emaciated limbs with which it holds its twin bows obviously conceal an abyssal strength. The creature's gray skin is oily and moist, and it is entirely hairless. The creature's long legs end in four-jointed toes, and it grips the ground as it walks.

An arrow demon's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Close Combat Shot (Ex): An arrow demon does not incur attacks of opportunity for firing a bow while threatened. In addition, the arrow demon can shoot its bows to make attacks of opportunity as if it threatened the squares adjacent to it with its bows.

Oversized Weapons (Ex): Arrow demons can use bows of any kind that are up to one size larger than their size would allow without penalty.

Spell-Like Abilities: At will-dimension door (self plus 50 pounds of objects only). Caster level 10th.

Summon Tanar'ri (Sp): Once per day, an arrow demon can either automatically summon 1d6 dretches or attempt to summon another arrow demon with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Symmetrical Archery (Ex): The arrow demon has an amazing ability to wield two bows at once in unison. Any time the arrow demon could make a single attack with a bow, it can attack with both of its bows, at -2 on all its attack rolls that round. For example, when making an attack action, an arrow demon can fire one arrow from each bow at its normal attack bonus minus 2, and when making a full-attack action, it can fire one arrow from each bow for each of its normal iterative attacks (two arrows from each bow, each shaft at a -2 penalty). The statistics block above already includes these bonuses. The arrow demon takes no additional penalties for using multiple weapons as long as it is using only bows.

Telepathy (Su): Arrow demons can communicate telepathically with any creature within 100 feet that has a language.

Possessions: 2 Large +1 composite longbows (+5 Str bonus), 50 Large alchemical silver arrows, 50 Large masterwork arrows.
 
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Ferret

Explorer
It's ok, It isn't how I would have done the Kraken, but I don't think I've actually read the Kraken's space in the MM properly. I would have increased the jet ability, and the ink maybe. And added some more Sp as well.
 

the Jester

Legend
I thought it was time to max something out again, so here goes... I'm starting with a fiendwurm (MM2) and I'm not only fully advancing it, I'm gonna add a couple templates to top it off, breaking the rules slightly on one of them.

PHRENIC ADVANCED FIENDWURM WARBEAST
Colossal Magical Beast (Psionic)

Hit Dice: 73d10+1022 (1449 hp)
Initiative:+6
Speed: 70', burrow 60'
AC: 32 (-8 size, +2 dex, +28 natural), touch 4, flat-footed 30
Base Attack/Grapple: +73/+128
Attacks: Bite +90 melee (6d6+34/19-20)
Space/Reach: 30'/15'
Special Attacks: Death rift, demonic belch, improved grab, psi-like abilities, swallow whole
Special Qualities: Acidic hide, Combative Mount, DR 15/-, darkvision 60', immunity to acid, low-light vision, naturally psionic, portal, PR 83, tremorsense 120'
Saves: Fort +54, Ref +44, Will +32
Abilities: Str 57, Dex 14, Con 37, Int 9, Wis 18, Cha 12
Skills: Listen +43, Spot +44
Feats: Ability Focus (death rift), Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical, Improved Initiative, Improved Natural Armor (x3), Improved Natural Attack (bite), Improved Overrun, Improved Toughess, Large and In Charge, Mobility, Power Attack, Psionic Charge, Speed of Thought, Spring Attack, Weapon Focus (bite)
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Weapon Focus (bite), Epic Will

Climate/Terrain: Any desert, plains and underground
Organization: Solitary
Challenge Rating: 48
Treasure: None
Alignment: Always chaotic evil
Advancement: -

A fiendwurm is an earthworm grown to terrible, agonizing size and cruelly burdened with a portal to the Abyss within it. Some of these monsters grown to such terrible size and power that they can lay waste to entire worlds. On two occasions- once by consuming illithid elder brains and once by virtue of having begun life as an illithid tadpole rather than a true earthworm- one of these terrible monsters developed psionic ability. Tamed by a terrible demon prince called the Rider, they now serve as mounts in his Stables of Despair.

Death Rift (Su): Upon its death, the portal within the fiendwurm implodes, and all creatures within 5' of the monster's body that fails a Ref save (DC 68) is sucked into the Abyss. The implosion destroys both the portal and the fiendwurm's body. The save DC is strength based.

Demonic Belch (Su): A fiendwurm can belch demons from the portal within it. A fiendwurm of such formidable stature can belch forth 3d4 demons up to thrice daily. These demons will be: 01-25 Jovocs, 26-35 Quasits, 36-60 Vrocks, 61-85 Chasme, 86-00 Hezrou. A fiendwurm must wait 1d4 rounds after belching before doing so again.

Improved Grab (Ex): If a fiendwurm bites a creature of Gargantuan or smaller size it may make a free grapple check without triggering an attack of opportunity. If it gets a hold, it can try to swallow the victim the next round. Each additional grapple check in subsequent rounds deals bite damage.

Psi-Like Abilities (Sp): 3/day- defensive precognition, empty mind, intellect fortress, mind thrust, psionic teleport; 1/day- aversion, blast, body adjustment, brain lock, energy current, fission, force screen, psychic crush, psionic dominate, tower of iron will, ultrablast. Manifester level 72; save DCs 9 + power level.

Swallow Whole (Ex): A fiendwurm of this great stature can swallow Huge or smaller creatures. Once inside the fiendwurm, the victim suffers 3d8+22 points of bludgeoning damage and 2d8 points of acid damage each round. A swallowed creature must make a Reflex save (DC x) each round to avoid falling through the creature's portal. It can cut its way out with a light piercing or slashing weapon, or with claws, by dealing at least 50 hp of damage to the monster's gizzard (AC 30). A colossal fiendwurm can hold 4 Huge, 16 Large, 64 Medium 256 Small or smaller creatures in its gizzard.

Acidic Hide (Ex): A fiendwurm produces a highly caustic mucus that coats its entire body. Touching its hide deals 3d8 points of acid damage to organic creatures or objects, 10d6 points of acid damage to metallic creatures or objects or 2d8 points of acid damage to a stony creature or object.

Naturally Psionic: The phrenic fiendwurm has 1 power point.

Portal (Su): Within the gizzard of the fiendwurm is a portal to the Abyss, activated by the presence of a living creature. Any swallowed creatures must make a Ref save, DC 68, to avoid being transported to the Abyss each round. The save DC is strength based.
 

Justice Gundam

First Post
Terrifying indeed. However, I feel the need to tell you that the CR as listed in the Monster Manual 2 is too high - I'd give the fiendwurm a CR of 18-19. Other than that, this really sounds like something that could give epic characters a run for their money... :eek:
 

the Jester

Legend
From Frostburn... no flavor text, just stats for teh combat!

FULLY ADVANCED SHIVHAD
Colossal Aberration (Cold)
Hit Dice: 72d8 + 720 (1044 hp)
Initiative: +8
Speed: 40’, climb 40’, burrow 40’
Armor Class: 46 (-8 size, +2 dex, +36 natural, +6 insight), touch 10, flat-footed 44
Base Attack/Grapple: +54/+104
Attack: Bite +66 melee
Full Attack: 6 bites +66 melee (6d6+20/19-20) and 3 claws +61 melee (3d8+11/19-20)
Space/Reach: 25’/20’
Special Attacks: Ability drain, cold aura, crush 6d6+18
Special Qualities: Absorb cold, DR 15/epic, darkvision 60’, glacier bond, immunity to cold, SR 45, vulnerability to fire
Saves: Fort +34, Ref +34, Will +40
Abilities: Str 47, Dex 18, Con 30, Int 21, Wis 14, Cha 12
Skills: Balance +77, Climb +101, Hide +67, Intimidate +76, Knowledge (geography) +80, Listen +77, Spot +77
Feats: Ability Focus (ability drain), Alertness, Combat Expertise, Dodge, Improved Critical (bite, claw), Improved Disarm, Improved Initiative, Improved Natural Armor (x5), Improved Natural Attack (bite, claw), Improved Trip, Large and In Charge, Mobility, Power Attack, Spring Attack, Superior Combat Expertise, Weapon Focus (bite)
Epic Feats: Epic Prowess, Great Strength, Melee Mauler
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 34
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: -
Level Adjustment:-

Ability Drain (Su): Any creature struck by the shivhad’s bite attack must make a DC 58 Fort save or take 2 points of drain from each ability score (4 points on a critical hit). A shivhad gains 5 hp whenever it drains ability score points in this fashion (10 points on a critical hit). The save DC is con-based.

Cold Aura (Su): A shivhad radiates an aura of extreme cold. Any creature within 60’ of it takes 3d6 points of cold damage at the start of its turn each round.

Crush (Ex): A shivhad can crush as many creatures as will fit under its body at once. All such creatures must succeed on Ref saves, DC 64, or be pinned. The DC is str-based.

Absorb Cold (Su): Any cold spell or effect that is targeted on the shivhad is absorbed if it fails to overcome its spell resistance, healing 5 hp per level of the spell absorbed.

Glacier Bond (Su): A shivhad has a mystical bond with its home glacier. As long as it remains on this glacier, it can determine the exact location of any living creatures in contact with the glacier, up to a range of 10 miles. This knowledge grants it a +6 insight bonus to its AC and Reflex saves against any opponent who is also in contact with the glacier, and allows it to pinpoint otherwise invisible opponents with ease. These bonuses to AC and Reflex saves are included in the statistics above.
 

Shade

Monster Junkie
In honor of April Fool's Day, I give you the....

MONKEY (Fully Advanced)
Tiny Animal
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/–10
Attack: Bite +6 melee (1d3–4)
Full Attack: Bite +6 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +12, Listen +5, Spot +5
Feats: Agile, Alertness, Weapon Finesse(B)
Environment: Warm forests
Organization: Troop (10–40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: --

The might and glory of this tiny simian is unimaginable.

Combat

Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
 


Ferret

Explorer
TITAN
Gargantuan Outsider (Chaotic, Extraplanar)
Hit Dice: 60d8+1020 (1290 hp)
Initiative: +1
Speed: 40 ft. in half-plate armour (8 squares); base speed 60 ft.
Armour Class: 40 (–4 size, +23 natural, +11 +4 half-plate armour), touch 6, flat-footed 40
Base Attack/Grapple: +60/+94
Attack: Colossal +3 adamantine warhammer +81 melee (6d6+35/19-20x3) or +3 javelin +59 ranged (4d6+25) or slam +80 (2d6+22)
Full Attack: Gargantuan +3 adamantine warhammer +81/+76/+71/+66 melee (6d6+35/19-20x3) or +3 javelin +59 ranged (4d6+25) or 2 slams +80 (2d6+22) Space/Reach: 20 ft./20 ft.
Special Attacks: Oversized weapon, spell-like abilities
Special Qualities: Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32 Saves: Fort +49, Ref +34, Will +41
Abilities: Str 55, Dex 12, Con 44, Int 22, Wis 28, Cha 28
Skills: Balance +27, Bluff +41, Climb +56, Concentration +40, Craft (any one) +48, Diplomacy +33, Disguise +27 (+29 acting), Heal +60, Intimidate +42, Jump +84, Knowledge (any one) +68, Listen +72, Perform (oratory) +72, Sense Motive +34, Search +28, Spellcraft +47, Spot +72, Survival +21 (+23 following tracks), Swim +34
Feats: Awesome Blow, Blind-Fight, Cleave, Combat reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved critical (warhammer), Improved Sunder, Improved Unarmed Strike, Leadership, Mobility, Power Attack, Quicken Spell-Like Ability (chain lightning), Spring Attack, Supernatural transformation (chain lightning), Thunder clap,
4
Environment: A chaotic good-aligned plane
Organization: Solitary or pair
Challenge Rating: 63
Treasure: Double standard plus +4 half-plate armour and colossal +3 adamantine warhammer
Alignment: Always chaotic (any)
Advancement: ---
Level Adjustment: —

A titan is about 47 feet tall and weighs about 900,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.

COMBAT

A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for colossal creatures) without penalty.

Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.
At will - chain lightning (DC 25), charm monster (DC 23), cure critical wounds (DC 23), fire storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, invisibility purge, levitate, persistent image (DC 24), polymorph (humanoid forms only, duration 1 hour);
3/day - etherealness, word of chaos (DC 24), summon nature’s ally IX;
1/day - gate, maze, meteor swarm (DC 28).
In addition, titans of good or neutral alignment can use the following additional spell-like abilities. Caster level 20th. The save DCs are Charisma-based:
At will - daylight, holy smite (DC 23), remove curse (DC 23);
1/day - greater restoration.
Titans of evil alignment can use the following additional spell-like abilities. Caster level 20th. The save DCs are Charisma-based:
At will - bestow curse (DC 23), deeper darkness, unholy blight (DC 23);
1/day - crushing hand (DC 28).

TACTICS ROUND-BY-ROUND

Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat: Invisibility purge or invisibility.
Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
Round 5: Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.




Shamefully basic advancment, needs lots of cleaning. :eek:
 
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