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Fun With Templates #1 - Grulok "the Two Headed Terror"

Muaythaidaddy

First Post
Here's the result of a little experiment I did with templates....... I took a normal ape from the Monster Manual, advanced it to 9 HD, then added the Titanic, Legendary and Two-Headed Mutant templates to it. The result is Grulok, who is meant to be the kind of monster one finds on a remote island, worshipped by the savage, primitive populace, ala King Kong.

I hope you guys enjoy him.....


Grulok, "the Two-Headed Terror"

Titanic Legendary Two-Headed Ape (Gargantuan Magical Beast)

St 56 (+23)
Dx 13 (+1)
Co 30 (+10)
Ws 17 (+3)
Int 2 (-4)
Ch 11 (+0)

Hit Points: 375 (25D10+250 HD)
Armor Class: 28 (natural (+21 natural), dexterity (+1 dexterity), size (-4 size); touch 7, flat footed 24

Fort. Save +26
Ref. Save +15
Will Save +17

Neutral
Speed: 40 feet (climb 20 feet)
Size: Gargantuan
Initiative: +1 (dexterity)
Most Common Attack is claws (+41 melee; 4D6+23, crit 20, X2)
Full Attack: 2 claws (+41 melee; 4D6+23, crit 20, X2) and 2 bites (+39 melee, 4D8+11, crit 20, X2)

Skills: Climb +32, Listen +5, Move Silently +9, Spot +11

Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Fortitude (bonus), Improved Bull Rush, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Power Attack

Special Qualities: Rend (6D8+35), trample (3D8+35; DC 45), improved grab, dual mind, dual reflexes, low-light vision, scent.

Challenge Rating: 21.

Dual Mind (Ex) - This creature has two brains, so for all mind-affecting attacks the creature counts as two separate creatures. If a spell or effect can only affect one of the creature's heads (such as a charm monster spell, which affects a single target), the unaffected head takes control of the entire body. In these situations, the affected head becomes inert for combat purposes (losing its extra bite attack, if any), and the creature temporarily loses its dual reflexes ability. Even if one head is charmed or dominated, the creature does not attack itself or split its attacks between its normal opponents and those chosen by its controller. In effect, mind-affecting attacks must affect both heads in order to achieve the normal result (casting two successful charm monster spells on a two-headed creature brings it fully under the control of the caster and allows it to use all of its abilities).

Dual Reflexes (Ex) - The creature's two heads each control half of its limbs. This means that the creature acts as two creatures for the purposes of making attacks and attacks of opportunity. This has two effects:

First (assuming a creature with two hands that use weapons), this means that it may attack with a weapon in each hand, and does not suffer an attack or damage penalty for doing so. In effect, the left and right hands each attack at the creature's normal base attack bonus (without any penalties for fighting with two weapons). If the creature's base attack bonus would allow it iterative attacks with its first limb, the second limb does as well.

Second, the creature may make one more attack of opportunity per round than normal, but this extra attack must be with a different limb than any previous attacks of opportunity. If the creature has the combat reflexes feat, the additional attacks of opportunity from that feat may be taken with either limb in any combination, and the creature still gains its extra attack of opportunity from this.

Improved Grab (Ex) - If this creature hits an opponent that is at least one size category smaller than itself with two claw attacks, it deals normal damage and may start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex) - If the creature hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack deals 6D8+23 points of damage.

Scent (Ex) - This creature can detect approaching enemies, sniff out hidden foes and track by sense of smell.

Trample (Ex) - As a standard action during it's turn each round, this creature can trample huge or smaller opponents. This attack deals 3D8+35 points of damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a reflex save (DC 45) for half damage.
 

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