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27th level Monster Conversions

Here I am, back at 27th level conversions! :D

Interestingly, I've already re-converted the Bile Lords (with many, many more details, a template, a theme, etc) and the living holocaust, so I'll post their revised versions next.
 

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BILE LORDS
Source: Homebrewed (Bile Mountain series of adventures)

The Bile Lords are an ancient race of strange humanoids. Withered with age, shrouded in foul vapors, the Bile Lords are best known for their long tenancy in Bile Mountain, on Pesh, where they were a legend until the upper levels of the mountain were breached by the Sword Emperor's companions. Even upon their release, the Bile Lords showed little interest in the outside world, preferring to maintain their lair and continue their experiments upon its denizens.

The original Bile Lords were destroyed by the Sword Emperor and his companions, their king overthrown and their mountain cleansed of their influence and remade into the Bile Mountain Casino under the aegis of Emperess Sybele. Eventually, with the fall of the Sword Empire, the casino fell into disrepair and its keepers died or fled. Who knows what Bile Mountain now holds?

Mysterious and Foul: The Bile Lords and the monsters under their control are mysterious and foul. No cults or religions worship them; they see mortal beings as tools to be used or raw materials to be “improved” by their vile rituals. The Bile Lords seem to be functionally immortal, and all are male. Whatever their method of reproduction is, no one but the Bile Lords are aware of it, but their numbers do slowly increase over time. The sorcerer-king Lillamere once speculated that they might all somehow be imperfect copies of their Bile King, but there has also been evidence that some of them have made attempts to usurp the crown of their king, and the Sword Emperor and his companions slew the Bile Lords in existence at the beginning of his reign; nonethelss, a few more have appeared in the centuries since Bile Mountain's fall, from whence no one knows.

Unique Beings: Even in their earliest days, the Bile Lords are fantastically powerful, but as one grows and ages, it becomes ever more puissant and gains more and more unique abilities. Most Bile Lords delve deeply into one warped realm of magic or another; a few focus instead of more physical pursuits, often involving surgery or slow vivisections performed on conscious and unwilling victims. Still others expand their mental power into the realm of psionics. No Bile Lord worships a deity, nor does any have a good relationship with the primal spirits; the Bile Lords are anathema to nature.

Experiment on Creatures: The Bile Lords are notorious for experimenting on creatures, creating unlikely crossbreeds or infecting creatures with bile, changing them into agonized monstrosities that are constantly wracked with pain and illness, yet are hideously powerful. A few of their experiments have proven able to breed true, most notably bile beasts and vomit hounds, but even these hate their own existence.

Almost Lethal Farts: There is a Thulian idiom describing something as “stinkier than a dog's fart” which is meant to imply that the thing being described does not exist or has impossible properties. Unfortunately, bile monsters of all sorts are extremely prone to having horrific gas that is so awful that, in some cases, it actually rises to the level of a threat. This taints the area within and around a bile monster's home. At best, its lair will be filled with a malodorious stench; at worst, it might obscure vision and even poison creatures bold enough to venture into it.

Bile Monster Template Elite Brute
XP Elite


A bile monster is a creature that has been tainted by exposure to bile. This template is one method of modeling such a creature- one of the more successful of the Bile Lords' experiments.

Most bile monsters are found where the Bile Lords' influence or work extends, but some, able to travel far distances, are rarely found elsewhere. Not all of the Bile Lords' creations are modeled with this template, but it is a highly useful way to represent an 'average' bile monster in their service.

A bile monster seems to seep bile from its pores and has a very distinctive, unpleasant odor. A creature that has encountered bile monsters once can usually tell when it enters the area surrounding a bile monster's lair due to the scent.

The bile manticore sky hunter presented below is a sample bile monster, using the manticore sky hunter (MV 199) as the base creature; likewise, the bile ogre dreadnought below uses the ogre dreadnought (MM3 159) as a base creature.

Origin and Type A bile monster's origin changes to aberrant. It can be any type except for an animate.
Hit Points + 10/level + Constitution score
Defenses -1 AC, +2 Fortitude, -1 Reflex
Resist 10/tier acid, 10/tier poison
Saving Throws +2
Action Points 1

TRAITS
Agonized Existence
If the bile monster starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

Frenzied Attack * At Will

Effect: The bile monster makes two melee basic attacks.
(area) Spit Bile (acid, poison) * Encounter
Attack: Area burst 1 within 10 (each creature within burst); level +1 vs. Reflex.
Hit: 1d10+5 acid and poison damage, plus ongoing 5 acid and poison damage (save ends).
Level 11: 2d10+5 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).
Level 21: 3d10+5 acid and poison damage, plus ongoing 15 acid and poison damage (save ends).
Miss: Half damage.
---
Skills A bile monster loses training in Stealth.
Con +4

Bile Monster Theme

Another way to model a monster as a bile creature is by adding the bile monster theme to it. Although this does not make it as tough as using the bile monster template does, it nonetheless probably increases the monster's power somewhat. All bile monsters should have the agonized existence trait, and you may want to give them one or more additional powers or traits from the list below. (Most should have at least one attack or utility power from the list, but a bile monster whose only trait is its agonized existence models an almost-failed bile monster experiment well.)

Origin and Type: This theme should not be added to an animate as a rule, though there may be specific exceptions to this general rule at the dm's judgment. A bile monster's origin changes to aberrant.

Skill Modifications: +2 bonus to Endurance checks. -2 penalty to Stealth checks.

TRAITS
Agonized Existence
(all bile monsters should have this trait)
If the bile monster starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

Bile Infusion
Any of the bile monster's attacks that deal damage with a keyword, such as psychic or fire, also deal acid and poison with that attack.

Resistance
The bile monster gains resist 5/tier acid and resist 5/tier poison.

ATTACK POWERS

STANDARD ACTIONS


(area) Spew Bile (acid, poison) * Encounter
Attack: Area burst 1 within 10 (each creature in the burst); level + 3 vs. Reflex.
Hit: 1d6 + level acid and poison damage, plus ongoing 5 acid and poison damage (save ends).
11th Level: 2d6 + ½ level acid and poison damage, plus ongoing 10 acid and poison damage (save ends).
21st Level: 2d8 + 1/3 level acid and poison damage, plus ongoint 15 acid and poison damage (save ends).

(ranged) Spit Bile (acid, poison) * At Will
Attack: Ranged 20 (one creature); level + 3 vs. Reflex.
Hit: 2d6 + level acid and poison damage.

TRIGGERED ACTIONS

(close) Bile Eruption (acid, poison) * Encounter

Trigger: The bile monster becomes bloodied.
Attack (No Action): Close blast 1 (the triggering creature); level +1 vs. Reflex.
Hit: 5/tier acid and poison damage, and the target is blinded (save ends).

UTILITY POWERS


MINOR ACTIONS
The Power of Pain * Recharge 5, 6
Effect: The bile monster makes a saving throw.

Bile Manticore Sky Hunter Level 13 Elite Brute (Leader)
Large aberrant magical beast XP 1,600
HP 286; Bloodied 143 Initiative +14
AC 28; Fortitude 28; Reflex 25; Will 23 Perception +14
Speed 6, fly 8
Resist 20 acid, 20 poison
Saving Throws +2; Action Points 1

TRAITS
Shielding Wings * Aura 1
Allies gain a +2 bonus to AC and Reflex while in the aura.

Agonized Existence
If the bile monster starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +18 vs.AC.
Hit: 2d10+10 damage, or 2d10+12 if the target is marked by the manticore.

(ranged) Tail Spike * At Will
Attack: Ranged 10 (one creature); +18 vs. AC.
Hit: 2d8+6 damage.

Frenzied Attack * At Will
Effect: The bile monster makes two melee basic attacks.
(area) Spit Bile (acid, poison) * Encounter
Attack: Area burst 1 within 10 (each creature within burst); level +1 vs. Reflex.
Hit: 2d10+5 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).
Miss: Half damage.

MINOR ACTIONS

Threatening Roar (charm) * At Will

Effect: Close burst 1 (enemies in the burst). The manticore marks each target until the end of the manticore's next turn.

TRIGGERED ACTIONS

(ranged) Defender's Spike * At Will

Trigger: An enemy within 5 squares of the manticore and marked by the manticore makes an attack that doesn't include it as a target.
Effect (Immediate Reaction): The manticore uses tail spike against the triggering enemy. This attack does not provoke opportunity attacks.
---
Str 23 Dex 22 Wis 17
Con 22 Int 4 Cha 10
Alignment chaotic evil Languages Common

Bile Ogre Dreadnought Level 14 Elite Brute
Large aberrant humanoid XP 2,000
HP 300; Bloodied 150 Initiative +12
AC 29; Fortitude 30; Reflex 23; Will 26 Perception +12
Speed 8
Resist 20 acid, 20 poison
Saving Throws +2; Action Points 1

TRAITS
Agonized Existence

If the bile monster starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

Threatening Reach
The dreadnought can make opportunity attacks against all enemies within 2 squares of it.

STANDARD ACTIONS

(mbasic) Greatsword (weapon) * At Will

Attack: Melee 2 (one creature); +19 vs. AC.
Hit: 1d12+16 damage, and the target is immobilized until the end of the dreadnought's next turn.

Frenzied Attack * At Will
Effect: The bile monster makes two melee basic attacks.
(area) Spit Bile (acid, poison) * Encounter
Attack: Area burst 1 within 10 (each creature within burst); level +1 vs. Reflex.
Hit: 2d10+5 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).
Miss: Half damage.

TRIGGERED ACTIONS

Dreadnought Resolve * Rechage 4 5 6

Trigger: The dreadnought fails a saving throw.
Effect (No Action): The dreadnought rerolls the saving throw with a +2 bonus.
---
Skills Athletics +19
Str 24 Dex 16 Wis 20
Con 24 Int 8 Cha 23
Alignment chaotic evil Languages Common, Giant
Equipment plate armor, greatsword

Failed Bile Serpent Level 15 Skirmisher
Large aberrant beast XP 1200
A failed bile serpent is an example of a failed experiment by the Bile Lords. Although it is not up to the standards of the Bile Lords, it is nonetheless a very dangerous monster. Failed Bile Lord experiments often do not survive their generation, and those that do rarely survive for more than a few weeks. Even those that can survive frequently choose death over the constant agony and horror of their unnatural transformation.

It is impossible to determine what sort of venomous snake was the original stock for the failed bile serpent, but in its new form, ragged, wet groups of scales constantly hang from the serpent as if it is shedding its skin. Brown and yellow bile leak from the thing's body, and it looks sickly.
HP 144; Bloodied 72 Initiative +13
AC 29; Fortitude 27; Reflex 28; Will 26 Perception +10
Speed 7

TRAITS
Horrible Pain

Because the failed bile serpent is in constant horrible pain, it gains a +4 bonus to its defenses against attacks with the charm or fear keywords.

STANDARD ACTIONS

(mbasic) Fanged Strike (poison) * At Will

Attack: Melee 2 (one creature); +20 vs. AC.
Hit: 2d10+5 damage, plus ongoing 10 damage and the target loses a move action each round (save ends both).

(melee) Slithering Strike * At Will
Effect: The failed bile serpent shifts up to 3 squares and makes the following attack at any point during that shift.
Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 3d10+7 damage.

TRIGGERED ACTIONS

Bile Reply (acid, poison) * Encounter

Trigger: The failed bile serpent is hit by a ranged attack.
Attack (Immediate Reaction): Ranged 10 (the triggering creature); +18 vs. Reflex.
Hit: 4d8+5 acid and poison damage.
---
Str 23 Dex 19 Wis 16
Con 16 Int 2 Cha 9
Alignment unaligned Languages -

Bile Beast Level 19 Solo Brute
Huge aberrant magical beast XP 12,000
A bile beast is a terrible monster created by the Bile Lords. It is quadrupedal, though it is impossible to ascertain what the base stock from which it was created was. A bile beast has a long, thick tail that trails behind it for balance, like that of a large reptile.
HP 900; Bloodied 450 Initiative +12
AC 30; Fortitude 35; Reflex 29; Will 31 Perception +15
Speed 6, swim 5 Darkvision
Resist 20 acid, 20 poison
Saving Throws +5; Action Points 2

TRAITS
Agonized Existence

If the bile beast starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

(mbasic) Rancid Bite (acid, poison) * At Will

Attack: Melee 2 (one creature); +24 vs. AC.
Hit: 4d8+6 damage, plus ongoing 15 acid and poison damage (save ends).

Frenzied Attack * At Will
Effect:The bile beast uses bite up to four times, no more than twice against a single opponent.

(close) Bile Breath (acid, poison) * Recharge 5, 6
Attack: Close blast 5 (each creature in blast); +20 vs. Reflex.
Hit: 4d12+4 acid and poison damage, plus ongoing 15 acid and poison damage (save ends).

MOVE ACTIONS

Inescapable Rage * At Will

Requirement: The bile beast must be bloodied.
Effect: The bile beast moves up to 9 squares to a space within 2 squares of an enemy.

MINOR ACTIONS

Wracking Bile * At Will

Effect: The bile beast takes 50 points of damage and ends all conditions affecting it.

TRIGGERED ACTIONS

(melee) Foul Eruption (acid, poison) * At Will

Requirement: The bile beast must be bloodied.
Trigger: The bile beast takes damage.
Attack (Immediate Reaction): Melee 1 (one creature); +22 vs. Reflex.
Hit: 4d6+16 acid and poison damage, plus ongoing 10 acid damage (save ends). (This does not stack with ongoing acid and poison damage.)
---
Skills Endurance +21
Str 26 Dex 16 Wis 22
Con 25 Int 8 Cha 15
Alignment chaotic evil Languages understands Giant

Bile Lord Neophyte Level 21 Controller
Large aberrant humanoid XP 3,200
A Bile Lord is a tall, yellow-skinned humanoid that looms well over 12' tall. Usually highly gaunt and frail in appearance, Bile Lords are actually very tough. A Bile Lord is surrounded by a haze of stinking yellowish vapors. Bile Lords always appear extremely ancient and all are male; the only female entity known to have a strong connection to the Bile Lords was the Queen of Guts.
HP 200; Bloodied 100 Initiative +13
AC 35; Fortitude 35; Reflex 31; Will 34 Perception +16
Speed 8 Darkvision
Resist 20 acid, 20 poison

TRAITS
Aged Reek * Aura 3

Non-bile creatures in the aura suffer a -2 penalty to defenses and saving throws.

STANDARD ACTIONS

(mbasic) Claw (acid, poison) * At Will

Attack: Melee 2 (one creature); +26 vs. AC.
Hit: 4d6+10 damage, plus ongoing 10 acid and poison damage and the target is slowed (save ends both).

(ranged) Psychic Assault (psychic) * Recharges when no creature is affected by this power
Attack: Ranged 20 (one creature); +24 vs. Will.
Hit: 3d10+13 psychic damage, and the target is dazed (save ends).
First Failed Save: The target is instead dominated (save ends).

(area) Bile Burst (acid, poison) * Encounter
Attack: Burst 2 within 20 (each creature in burst); +23 vs. Reflex.
Hit: 3d8+5 acid and poison damage, plus ongoing 15 acid and poison damage (save ends).

MINOR ACTIONS

Parasitic Healing (healing) * Encounter

Effect: The Bile Lord chooses one or more allies within a close burst 3. Each chosen ally takes 25 points of damage that cannot be prevented or redirected. For each ally targeted, the Bile Lord regains 20 hit points.
---
Skills Arcana +23
Str 21 Dex 17 Wis 22
Con 24 Int 26 Cha 26
Alignment evil Languages Giant

Bile Beast Guardian Level 21 Elite Soldier
Huge aberrant magical beast XP 6,400
HP 402; Bloodied 201 Initiative +15
AC 35; Fortitude 36; Reflex 31; Will 33 Perception +22
Speed 6, swim 5 Darkvision
Resist 20 acid, 20 poison
Saving Throws +2; Action Points 1

TRAITS
Agonized Existence

If the bile beast starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

(mbasic) Rancid Bite (acid, poison) * At Will

Attack: Melee 2 (one or two creatures); +26 vs. AC.
Hit: 4d8+4 damage, plus ongoing 15 acid and poison damage and the target is slowed (save ends both).

(ranged) Thick Spew (acid, poison) * Encounter
Attack: Range 10 (one creature or two adjacent creatures); +24 vs. Reflex.
Hit: 3d10+10 acid and poison damage, plus ongoing 10 acid and poison damage and the target is immobilized (save ends both).
Aftereffect: The target is slowed (save ends).

MOVE ACTIONS

(melee) Overbear * At Will

Effect: The bile beast moves up to 3 squares to a space adjacent to at least one slowed or immobilized creature.
Attack : Melee 1 (one slowed or immobilized creature); +26 vs. Fortitude.
Hit: The target falls prone and suffers a -2 penalty to saving throws until it starts its turn standing.

TRIGGERED ACTIONS

(close) Bile-Filled Wound (acid, poison) * Recharges when first bloodied

Trigger: The bile beast takes at least 20 points of damage from a single attack.
Attack (Immediate Reaction): Close blast 2 (each creature in the blast); +22 vs. Reflex.
Hit: The target falls prone and takes ongoing 10 acid and poison damage (save ends).
---
Skills Endurance +22
Str 27 Dex 16 Wis 24
Con 25 Int 8 Cha 15
Alignment chaotic evil Languages understands Giant

Spitting Bile Beast Level 21 Elite Artillery
Huge aberrant magical beast XP 6,400
HP 314; Bloodied 157 Initiative +13
AC 33; Fortitude 36; Reflex 31; Will 33 Perception +22
Speed 6, swim 5 Darkvision
Resist 20 acid, 20 poison
Saving Throws +2; Action Points 1

TRAITS
Agonized Existence

If the bile beast starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

(mbasic) Rancid Bite (acid, poison) * At Will

Attack: Melee 2 (one or two creatures); +26 vs. AC.
Hit: 4d8+4 damage, plus ongoing 10 acid and poison damage (save ends).

(rbasic) Spit Bile (acid, poison) * At Will
Attack: Range 20 (one creature); +26 vs. Reflex.
Hit: 2d10+10 acid and poison damage plus ongoing 10 acid and poison damage (save ends).

Double Attack * At Will
Effect: The bile beast makes two basic attacks.

TRIGGERED ACTIONS

Angry Attention * Recharges when first bloodied

Trigger: The bile beast becomes marked or affected by a defender aura.
Effect (Immediate Reaction): The bile beast makes a basic attack against the creature marking it or whose defender aura affects it.

Frothing Ferocity * Encounter
Trigger: The bile beast becomes bloodied.
Effect (Immediate Reaction): The bile beast moves up to 4 squares. It can move through enemies' spaces during this movement. Each enemy whose space it enters during this movement falls prone. At the end of this movement, the bile beast pushes each enemy with whom its space overlaps to the nearest unoccupied space.
---
Skills Endurance +22
Str 27 Dex 16 Wis 24
Con 25 Int 8 Cha 15
Alignment chaotic evil Languages understands Giant

Bile Lord Level 27 Elite Controller
Large aberrant humanoid XP 22,000
HP 506; Bloodied 253 Initiative +21
AC 40; Fortitude 42; Reflex 37; Will 40 Perception +21
Speed 8 Darkvision
Immune disease; Resist 30 acid, 30 poison
Saving Throws +2; Action Points 1

TRAITS

Aged Reek * Aura 4

Non-bile creatures in the aura suffer a -2 penalty to defenses and saving throws.

STANDARD ACTIONS

(mbasic) Claw (acid, poison) * At Will

Attack: Melee 2 (one creature); +32 vs. AC.
Hit: 4d6+13 damage, plus ongoing 15 acid and poison damage and the target is slowed (save ends both).

(ranged) Psychic Assault (psychic) * Recharges when no creature is affected by this power
Attack: Ranged 20 (one creature); +30 vs. Will.
Hit: 4d10+13 psychic damage, and the target is dazed (save ends).
First Failed Save: The target is instead dominated (save ends).

(area) Bile Burst (acid, poison) * Recharges when first bloodied
Attack: Burst 2 within 20 (each creature in burst); +28 vs. Reflex.
Hit: 3d8+5 acid and poison damage, plus ongoing 25 acid and poison damage (save ends).

MINOR ACTIONS

Swift Assault * At Will 1/round

Effect: The Bile Lord uses claw or psychic assault.

Parasitic Healing (healing) * Encounter
Effect: The Bile Lord chooses one or more allies within a close burst 3. Each chosen ally takes 50 points of damage that cannot be prevented or redirected. For each ally targeted, the Bile Lord regains 40 hit points and makes a saving throw.

TRIGGERED ACTIONS

(close) Sickening Exhalation * Encounter

Trigger: The Bile Lord is damaged by a melee attack.
Attack (Immediate Reaction): Close blast 2, which must include the triggering creature (each creature in the blast); +28 vs. Fortitude.
Hit: 2d8+9 poison damage.
Effect: The Bile Lord shifts 1 square.
---
Skills Arcana +31, History +28
Str 24 Dex 26 Wis 26
Con 29 Int 30 Cha 30
Alignment evil Languages Giant, Ancient Giant

Elder Bile Beast Level 28 Solo Brute
Huge aberrant magical beast XP 12,000
HP 1272; Bloodied 636 Initiative +20
AC 39; Fortitude 44; Reflex 38; Will 40 Perception +22
Speed 6, swim 5 Darkvision
Resist 30 acid, 30 poison
Saving Throws +5; Action Points 2

TRAITS
Agonized Existence

If the bile beast starts its turn dazed, dominated, stunned or affected by a charm effect, it makes a basic melee attack as a free action. If that basic attack hits, it makes a saving throw to end each such effect.

STANDARD ACTIONS

(mbasic) Rancid Bite (acid, poison) * At Will

Attack: Melee 2 (one creature); +33 vs. AC.
Hit: 6d8+9 damage, plus ongoing 20 acid and poison damage (save ends).

Frenzied Attack * At Will
Effect:The bile beast uses bite up to four times.

(close) Bile Breath (acid, poison) * Recharge 5, 6
Attack: Close blast 5 (each creature in blast); +29 vs. Reflex.
Hit: 4d12+11 acid and poison damage, plus ongoing 15 acid and poison damage (save ends).

MOVE ACTIONS

Inescapable Rage * At Will

Requirement: The bile beast must be bloodied.
Effect: The bile beast moves up to 9 squares to a space within 2 squares of an enemy.

MINOR ACTIONS

Wracking Bile * At Will

Effect: The bile beast takes 75 points of damage and ends all conditions affecting it.

TRIGGERED ACTIONS

(melee) Foul Eruption (acid, poison) * At Will

Requirement: The bile beast must be bloodied.
Trigger: The bile beast takes damage.
Attack (Immediate Reaction): Melee 1 (one creature); +31 vs. Reflex.
Hit: 6d6+18 acid and poison damage, plus ongoing 10 acid damage (save ends). (This does not stack with ongoing acid and poison damage.)
---
Skills Endurance +28
Str 33 Dex 22 Wis 27
Con 28 Int 8 Cha 15
Alignment chaotic evil Languages understands Giant

Bile Lord Sorcerer Level 29 Elite Artillery
Large aberrant humanoid XP 30,000
HP 408; Bloodied 204 Initiative +22
AC 40; Fortitude 43; Reflex 40; Will 42 Perception +21
Speed 8 Darkvision
Immune disease; Resist 30 acid, 30 poison
Saving Throws +2; Action Points 1

TRAITS
Aged Reek * Aura 4

Non-bile creatures in the aura suffer a -2 penalty to defenses and saving throws.

STANDARD ACTIONS

(mbasic) Claw (acid, poison) * At Will

Attack: Melee 2 (one creature); +34 vs. AC.
Hit: 4d6+13 damage, plus ongoing 15 acid and poison damage and the target is slowed (save ends both).

(ranged) Bile Bolt (acid, poison) * At Will

Attack: Range 20 (one creature); +36 vs. Fortitude.
Hit: 6d8+10 acid and poison damage.
Effect: The Bile Lord repeats the attack once on the same target or a creature within 4 squares of the target.

(close) Thunderous Force (force, thunder) * Encounter
Requirement: The Bile Lord must be bloodied.
Attack: Close burst 3 (each creature in the burst); +32 vs. Fortitude.
Hit: 6d10 force and thunder damage and the Bile Lord pushes the target up to 5 squares and knocks it prone.
Miss: Half damage and the target chooses: the target falls prone or the Bile Lord pushes the target up to 3 squares.

(area) Bile Burst (acid, poison) * Recharges when first bloodied
Attack: Burst 2 within 20 (each creature in burst); +32 vs. Reflex.
Hit: 3d8+5 acid and poison damage, plus ongoing 25 acid and poison damage (save ends).

MINOR ACTIONS

Parasitic Healing (healing) * Encounter

Effect: The Bile Lord chooses one or more allies within a close burst 3. Each chosen ally takes 60 points of damage that cannot be prevented or redirected. For each ally targeted, the Bile Lord regains 45 hit points and makes a saving throw.

TRIGGERED ACTIONS

(close) Sickening Exhalation * Encounter

Trigger: The Bile Lord is damaged by a melee attack.
Attack (Immediate Reaction): Close blast 2, which must include the triggering creature (each creature in the blast); +32 vs. Fortitude.
Hit: 3d8+8 poison damage.
Effect: The Bile Lord shifts 1 square.
---
Skills Arcana +32
Str 24 Dex 26 Wis 26
Con 29 Int 30 Cha 31
Alignment evil Languages Giant, Ancient Giant
 

Attachments


Living Holocaust Level 27 Controller
Medium elemental animate (air, fire) XP 11,000
A living holocaust is an unholy matrimony of flame, wind and evil. Born in the maelstroms of the Elemental Chaos bordering on the Abyss, living holocausts in the World burn through everything they can and attack almost every creature they meet. Some work with powerful evil creatures such as efreet, demons or dragons.

A living holocaust looks like a red, upright flame that constantly flickers and waves. It has no face or other recognizable features. Living holocausts that are moving or attacking appear to be small hurricanes of fire and tearing winds.


HP 251; Bloodied 125 Initiative +23
AC 40; Fortitude 40; Reflex 42; Will 37 Perception +26
Speed 0, fly 10 (hover)
Resist 20 fire; Vulnerable 10 cold

TRAITS
Burning Winds (fire) * Aura 6

A creature moving toward the living holocaust within the aura must spend one extra square of movement for each square it moves. A creature moving away from the living holocaust within the aura may move 1 extra square for each square it moves. A creature that ends its turn in the aura takes 10 fire damage and loses resist fire until the end of its next turn.

STANDARD ACTIONS

(mbasic) Flaming Windspike (fire) * At Will

Attack: Melee 1 (one creature); +30 vs. Reflex.
Hit: 3d6+15 fire damage, plus ongoing 15 fire damage (save ends).

(ranged) Grasp of the Burning Winds (fire) * Recharge 3 4 5 6
Attack: Ranged 10 (one creature); +30 vs. Reflex.
Hit: 6d8+8 fire damage and the living holocaust slides the target up to 3 squares.

(ranged) Nova Burn (fire) * Encounter
Attack: Ranged 20 (one creature); +30 vs. Reflex.
Hit: 6d10+12 fire damage, and the target gains vulnerable 10 fire (save ends).
Miss: Half damage, and the target takes an extra 5 points of damage the next time it takes fire damage before the end of the living holocaust's next turn.

(area) Holocaust Winds (fire) * Recharges when an attack with the fire keyword hits the living holocaust
Attack: Area burst 3 within 20 squares (each creature in the burst); +28 vs. Reflex.
Hit: 4d10+5 fire damage, and the living holocaust slides the target up to 2 squares.
---
Str 12 Dex 31 Wis 26
Con 27 Int 16 Cha 25
Alignment chaotic evil Languages Primordial
 

Attachments

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GARGANTUAN
Source: 1e Oriental Adventures (general); 3e Epic Level Handbook (devastation vermin); King Kong (god-ape).

Gargantua are humungous monsters that typically rampage across entire continents, often destroying everything in their paths. There are a seemingly endless variety of gargantua, though many may be unique individuals and all are certainly extremely rare. Most gargantua are of truly immense proportion, taking up a space of at least 8x8 squares (and occasionally much more). Also known as devastation beasts or kaiju, gargantua are virtual forces of nature, and sometimes destroy entire civilizations.

Moonborn: On Cydra, at least one moon is known to have dropped a gargantuan egg on Dorhaus during Dexter's lifetime. Although the true origin of gargantua is uncertain, this indicates that there may be some form of lunar connection.

Long Sleep: Most gargantua are slumbering in deep sleeps that can last for eons. Unfortunately, they are sometimes accidentally disturbed by mines, earthquakes or other natural disasters or by great magic. When a gargantuan awakens, it almost inevitably leads to the devastation of an area for hundreds or thousands of miles in every direction before the monster is either defeated or else resumes its long sleep.

Clash of Titans: If multiple gargantua meet, they usually end up battling, raining destruction for miles in all directions as they fight. Such a clash is terrifying for any living things nearby, who usually seek to flee. Unfortunately, it is not typically possible to get far enough to escape the threat of a pair (or more!) of battling kaiju.

God-Ape Level 19 Elite Brute
Gargantuan natural beast XP 4,800
HP 442; Bloodied 221 Initiative +15
AC 31; Fortitude 32; Reflex 32; Will 29 Perception +15
Speed 10, climb 8 Low-light vision
Saving Throws +2; Action Points 1

TRAITS
Immense

The devastation wasp takes up a space of 8x8 squares. Creatures of Huge or smaller size can freely enter or share the devastation wasp's space, but the wasp gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the gargantuan, reduce the number of squares it is moved by three.

STANDARD ACTIONS

(mbasic) Massive Ape Fist * At Will

Attack: Melee 4 (one or two adjacent creatures); +24 vs. AC.
Hit: 4d8+16 damage.

(melee) God-Ape's Grab * At Will
Attack: Melee 4 (one or two adjacent creatures); +22 vs. Reflex.
Hit: 4d6+10 damage and the god-ape grabs the target (escape DC 20).

(close) Thunder of the God-Ape (thunder) * Encounter
Requirement: The god-ape must be bloodied.
Attack: Close blast 6 (each creature in blast); +20 vs. Fortitude.
Hit: 4d10+8 thunder damage and the target falls prone and is dazed (save ends).
Miss: Half damage.

MINOR ACTIONS

(melee) Fling * Recharges when the god-ape uses crush

Attack: Melee 5 (one or two grabbed creatures); +22 vs. Reflex.
Hit: 5d10+7 damage, the grab ends, the god-ape slides the target up to 10 squares and the target falls prone.
Miss: Half damage, the grab ends and the target shifts to any unoccupied space within 2 squares of the god-ape that does not share its space.

(melee) Crush * Recharges when the god-ape uses fling
Attack: Melee 5 (each creature grabbed by the god-ape); +20 vs. Fortitude.
Hit: 6d8 damage, and the target is dazed until the end of its next turn.

TRIGGERED ACTIONS

Rage of the God-Ape * At Will

Trigger: The god-ape becomes dazed or stunned.
Effect (No Action): The god-ape makes a saving throw to end the triggering condition.
---
Skills Athletics +22
Str 26 Dex 22 Wis 22
Con 21 Int 6` Cha 16
Alignment unaligned Languages -

Devastation Spider Level 27 Solo Brute
Gargantuan natural beast (spider) XP 55,000
HP 1232; Bloodied 616 Initiative +19
AC 39; Fortitude 41; Reflex 39; Will 39 Perception +21
Speed 12, climb 9 (spider climb) Tremorsense 50 in webs
Saving Throws +5; Action Points 2

TRAITS
Force of Destruction

If the devastation spider starts its turn dominated or stunned, it uses destructive rampage.

Immense

The devastation spider takes up a space of 10x10 squares. Creatures of Huge or smaller size can freely enter or share the devastation spider's space, but the spider gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the gargantuan, reduce the number of squares it is moved by three.

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will

Attack: Melee 4 (one creature); +30 vs. AC.
Hit: 6d10+9 damage, plus ongoing 20 poison damage and the target suffers a -2 penalty to saving throws (save ends both).

(close) Careless Smash * At Will
Attack: Close blast 3 (each creature in blast); +31 vs. AC.
Hit: 4d10+10 damage and the target falls prone.

Destructive Rampage * At Will
Effect: The devastation spider uses bite, shifts up to 4 squares and uses careless smash without targeting the creature it used bite against.

MINOR ACTIONS

(area) Mass of Webs (zone) * Recharge 5 6

Attack: Area burst 3 within 30 squares (each creature in the burst); +28 vs. Reflex.
Hit: The target is restrained (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is slowed (save ends).
Effect: The burst becomes a zone of sticky webbing that lasts for 24 hours. Each square of the zone can also be removed with 30 points of acid or fire damage. The zone counts as difficult terrain for any creature without a climb speed, and any creature without spider climb that ends its turn in the zone is slowed until it starts its turn outside of the zone.

TRIGGERED ACTIONS

(close) Poison Spray (poison, zone) * Encounter
Trigger: The devastation spider becomes bloodied.
Attack (Immediate Reaction): Close blast 5 (each creature in blast); +28 vs. Fortitude.
Hit: 5d8+15 poison damage and the target loses immune and resist poison and takes ongoing 20 poison damage (save ends all).
---
Str 31 Dex 23 Wis 26
Con 28 Int 3 Cha 8
Alignment unaligned Languages -

Kaijudrakken Level 29 Elite Artillery
Gargantuan natural magical beast (dragon) XP 30,000
A kaijudrakken is a gigantic bipedal reptile with the ability to breathe gouts of white-hot flame.
HP 412; Bloodied 206 Initiative +22
AC 42; Fortitude 39; Reflex 41; Will 42 Perception +21
Speed 10 Darkvision
Saving Throws +2; Action Points 1

TRAITS
Immense

The kaijudrakken takes up a space of 10x10 squares. Creatures of Huge or smaller size can freely enter or share the kaijudrakken's space, but the kaijudrakken gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the gargantuan, reduce the number of squares it is moved by four.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 3d10+17 damage.

(rbasic) Flaming Breath (fire) * At Will
Attack: Ranged 20 (one creature); +34 vs. Reflex.
Hit: 4d10+15 fire damage, and each creature adjacent to the target takes 20 fire damage.

(close) Tail Sweep * At Will
Attack: Close blast 5 (each creature in blast); +32 vs. AC.
Hit: 4d8+10 damage, the target falls prone and the kaijudrakken slides the target up to 6 squares.

TRIGGERED ACTIONS

(melee) Stomp (zone) * At Will

Requirement: The kaijudrakken must be bloodied.
Trigger: An enemy enters a square within 5 squares of the kaijudrakken.
Attack (Immediate Reaction): Melee 5 (the triggering creature); +34 vs. AC.
Hit: 2d10+7 damage.
Effect: A zone of difficult terrain appears in an area burst 2 that must include the target's space. This zone remains until cleared.
---
Str 30 Dex 26 Wis 24
Con 26 Int 5 Cha 17
Alignment unaligned Languages -

Moth Kaiju Larva Level 29 Brute
Gargantuan natural beast (insect) XP 15,000
A moth kaiju lives its life in two stages. In the first, it appears as a gigantic caterpillar that exists only to consume plant material in immense quantitites. Once it has devoured sufficient vegetation (usually deforesting hundreds or thousands of square miles in the process), it spins a virtually impregnable cocoon, within which it metamorphosizes into its more powerful moth form.
HP 330; Bloodied 165 Initiative +19
AC 41; Fortitude 41; Reflex 39; Will 41 Perception +22
Speed 9, climb 7 (spider climb) Low-light vision

TRAITS
Immense

The larva takes up a space of 8x8 squares. Creatures of Huge or smaller size can freely enter or share the larva's space, but the larva gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the gargantuan, reduce the number of squares it is moved by three.

STANDARD ACTIONS

(mbasic) Ravenous Chew * At Will

Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 6d10+13 damage.

MOVE ACTIONS

Swift Escape * At Will

Requirement: The larva must be bloodied.
Effect: The larva shifts up to 12 squares to space where no enemy is within 3 squares of it.

TRIGGERED ACTIONS

(ranged) Spit Acid (acid) * Encounter

Trigger: The larva becomes bloodied.
Attack (Immediate Reaction): Ranged 10 (one creature); +32 vs. Reflex. This attack does not trigger opportunity attacks.
Hit: 6d12+10 acid damage, plus ongoing 30 acid damage (save ends).
First Failed Saving Throw: Ongoing 30 acid damage and the target is weakened (save ends both).
---
Str 23 Dex 20 Wis 26
Con 30 Int 2 Cha 8
Alignment unaligned Languages -

Adult Moth Kaiju Level 29 Elite Skirmisher
Gargantuan natural beast (insect) XP 30,000
HP 526; Bloodied 263 Initiative +26
AC 43; Fortitude 40; Reflex 43; Will 41 Perception +22
Speed 6, fly 12 (hover) Darkvision
Saving Throws +2; Action Points 1

TRAITS
Immense

The kaiju takes up a space of 8x8 squares. Creatures of Huge or smaller size can freely enter or share the larva's space, but the kaiju gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the kaiju, reduce the number of squares it is moved by three.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 6d6+12 damage.

(close) Windstorm * Recharges when first bloodied
Attack: Close blast 10 (each creature in blast); +30 vs. Reflex.
Hit: The kaiju pushes the target 10 squares and the target falls prone.
Miss: The kaiju pushes the target 4 squares.

MOVE ACTIONS

Flutter * At Will 1/round

Effect: The kaiju flies up to its speed without provoking opportunity attacks.

TRIGGERED ACTIONS

(close) Moth Dust (poison) * Recharge 5 6

Trigger: The kaiju takes damage from a melee attack.
Attack (Opportunity Action): Close burst 1 (each creature in burst); +30 vs. Reflex.
Hit: 3d10+15 poison damage, and the target is blinded until the end of the kaiju's next turn.
---
Str 23 Dex 30 Wis 26
Con 23 Int 6 Cha 8
Alignment unaligned Languages -

Devastation Wasp Level 30 Elite Skirmisher
Gargantuan natural beast (insect) XP 19,000
HP 546; Bloodied 273 Initiative +28
AC 44; Fortitude 41; Reflex 44; Will 42 Perception +24
Speed 8, fly 16 (hover)
Vulnerable 10 fire
Saving Throws +2; Action Points 1

TRAITS
Immense

The devastation wasp takes up a space of 12x12 squares. Creatures of Huge or smaller size can freely enter or share the devastation wasp's space, but the wasp gains combat advantage against creatures in its space. If a ranged or melee attack slides, pushes or pulls the gargantuan, reduce the number of squares it is moved by four.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 5 (one creature); +35 vs. AC.
Hit: 4d8+20 damage.

(melee) Sting (poison) * Recharge 4 5 6
Attack: Melee 5 (one creature); +35 vs. AC.
Hit: 3d10+15 damage, plus ongoing 30 poison damage and the target is weakened (save ends).

Droning Flight (thunder) * At Will
Requirement: Either sting must be recharged or the devastation wasp must be bloodied.
Effect: The devastation wasp flies up to its speed. It uses bite and sting once each during this movement. Each creature that makes an opportunity attack against the wasp triggered by this movement takes 15 thunder damage.

TRIGGERED ACTIONS

(melee) Surprising Strike * Recharges when first bloodied

Trigger: An enemy moves within 5 squares of the devastation wasp.
Effect (Immediate Reaction): The wasp uses bite on the target as a free action.
---
Str 28 Dex 32 Wis 28
Con 25 Int 3 Cha 16
Alignment unaligned Languages -
 

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FIENDWURM
Source:
2e Monster Manual II.

A fiendwurm is the immense, tortured result of demonic magic applied to an ordinary earthworm. This tormented monster is constantly wracked by unbearable pain from the portal to the Abyss embedded in its belly. Eating relieves the creature's pain for a short while, so it is constantly attempting to devour everything around it.

A fiendwurm appears as a 40' long worm with a mottled pink and grey hide covered in sizzling, foul-smelling slime. Visible vapors carrying a great stench rise from the creature's maw. Its constant pain prods the fiendwurm to continual motion, and its undulations and writhings never cease. The pain is so great that fiendwurms are incapable of communicating or understanding attempts at communication, despite their intelligence.

Encounter Notes: Use fiendwurms with caution. An encounter with a solitary fiendwurm is far more dangerous than it appears. Instead of being a 22,000 xp encounter, it's actually probably going to become a 50,000 xp encounter before the end because of the fiendwurm's demonic vomit ability- and that still understates the danger, because the characters fighting it may well end up sucked into the Abyss at the end of the fight! You should treat a fiendwurm as if it were a solo monster for purposes of encounter design and your xp budget.

Fiendwurm Level 27 Elite Brute
Gargantuan natural elemental magical beast (demon) XP 22,000
HP 612; Bloodied 306 Initiative +18
AC 39; Fortitude 40; Reflex 38; Will 39 Perception +20
Speed 10, burrow 8 (tunneling) Tremorsense 20
Immune acid
Saving Throws +2; Action Points 1

TRAITS

Dual Origin

The fiendwurm has both the elemental and natural origins.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 3 (one creature); +32 vs. AC.
Hit: 4d6+10 damage plus 3d10+4 acid damage.

(close) Demonic Vomit (acid, summoning) * Recharges when first bloodied
Attack: Close blast 5 (each creature in blast); +28 vs. Reflex.
Hit: 3d6+3 acid damge.
Effect: The fiendwurm vomits forth 14,000 xp worth of demons of its choice. The demons appear in any unoccupied spaces in the blast. The demons are of the standard role and are no higher than 26th level. They are worth full normal xp. If desired, roll on the following chart to determine the exact number and type of demons summoned:
01-25: 1 Abyssal rotfiend (lvl 26 controller) (MM2 52) and 1 jarrlak (lvl 22 controller) (Demonomicon 120) (13,150 xp)
26-50: 3 hezrou (lvl 22 brutes) (MV 48) (12,450 xp)
51-75: 2 nycademons (lvl 22 skirmishers) (MM2 57) and 2 armanite lancers (lvl 20 soldiers) (Demonomicon 104) (13,900 xp)
76-00: 2 vorcaliths (lvl 25 brutes) (Demonomoicon 151) (14,000 xp)

MINOR ACTIONS

(close) Fuming Belch (fire, poison) * Recharge 6; 5 6 while bloodied

Attack: Close blast 3 (each creature in blast); +28 vs. Reflex.
Hit: 3d6+10 fire and poison damage and the target is blinded until the end of its next turn.

FREE ACTIONS

Goaded by Pain * Recharge 6

Effect: The fiendwurm makes a saving throw. If it succeeds, it removes a condition or effect, even one that a saving throw does not normally end.

TRIGGERED ACTIONS

(close) Death Rift * Encounter

Trigger: The fiendwurm dies.
Attack (No Action): Close burst 3 (each creature in burst); +28 vs. Reflex.
Hit: The target falls prone and is sucked into the Abyss. If this attack hits more than one target, each target hit by this attack appears on the same layer of the Abyss within 3 squares of at least one other target.
Miss: The target falls prone.

(close) Demonic Acid (acid) * At Will

Trigger: A creature hits the fiendwurm with a melee attack.
Attack (Immediate Reaction): Close blast 2 (the triggering creature); +30 vs. Reflex.
Hit: 6d10+11 acid damage.
---
Str 30 Dex 21 Wis 25
Con 26 Int 7 Cha 8
Alignment chaotic evil Languages -
 

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DEEPSPAWN
Source:
2e Monstrous Manual.

A deepspawn is a bizarre monster that can spawn copies of monsters that it has devoured, eventually stocking a large area (such as a megadungeon) with creatures that are its willing servants. A deepspawn's primary motivation is the need to produce more monsters, much as most creatures have a strong urge to reproduce.

A deepspawn looks like a digusting grey and brown rubbery sphere. Three long arms ending in toothy mouths and three strong tentacles extend from the creature, as do a pair of eyeballs on long stalks. Although it superficially resembles some kind of beholder-kin or gibbering beast, it is neither; rather, it is a type of aberration all its own.

Monster Creators: A deepspawn is capable of spawning a copy of any creature or its level or less that it has ever devoured. These spawn appear to be normal monsters of their type, but each has a strong loyalty to the deepspawn that created it, and that deepspawn can issue a mental summons to any and all of its offspring as long as they are on the same plane as it. Many deepspawn lurk deep in vast dungeon complexes or networks of caverns, filling the surrounding areas with what might seem like incongruous groups of cooperating monsters. Spawning monsters takes a good deal of time (several days to a week), although many deepspawn can make half-formed minions to defend them in combat.

Master Manipulators: Using their spawn as proxies, deepspawn often assume the role of a monstrous mastermind, operating at the center of a web of lackeys. A deepspawn often seeks to lure an increasing diversity of creatures to it in order to copy and increase its ability to penetrate a variety of areas, and some deepspawn have networks that reach across thousands of miles.

Lurking Deepspawn --- Level 27 Elite Lurker
Huge aberrant magical beast --- XP 22,000

A lurking deepspawn remains below a pile of treasure, sand, brush or other concealing material, hiding until it strikes. Even then, it reveals only its mouth-arms and tentacles, leaving its body beneath a concealing layer.

HP 382; Bloodied 191 Initiative +20
AC 41; Fortitude 40; Reflex 37; Will 41 Perception +20
Speed 6, swim 8 Tremorsense 10
Saving Throws +2; Action Points 1

TRAITS

Lurker Below

As long as the lurking deepspawn does not move from its initial location and is covered by a layer of treasure, dirt, debris or other material, it deals an extra 2d10 damage with its melee attacks. If it moves from its initial location or somehow loses the covering material, it can regain this trait by using lurk below the surface.

STANDARD ACTIONS

(mbasic) Biting Arm * At Will

Attack: Melee 3 (one creature); +32 vs. AC.
Hit: 4d10+13 damage.

(close) Psychic Paralyzation * Encounter
Attack: Close burst 2 (each creature in burst); +30 vs. Will.
Hit: 4d6+10 psychic damage, and the target is dazed and immobilized (save ends both).
First Failed Save: The target is instead stunned (save ends).
Aftereffect: The target is slowed until the end of its next turn.

Lurk Below the Surface * At Will

Requirement: The lurking deepspawn must be in terrain that is composed of some king of loose material that it can manipulate, and it must have lost its lurker below trait.
Effect: The lurking deepspawn gains concealment until the end of its next turn and lurker below reactivates.

MINOR ACTIONS

(mbasic) Tentacle Slap * At Will

Attack: Melee 3 (one creature); +32 vs. AC.
Hit: 3d8+3 damage.

TRIGGERED ACTIONS

(melee) Hurl Away * Recharge 6

Trigger: An enemy enters a square adjacent to the lurking deepspawn.
Attack (Immediate Reaction): Melee 1 (the triggering creature); +30 vs. Reflex.
Hit: 3d6+3 damage, the lurking deepspawn slides the target up to 4 squares and the target falls prone.
---
Skills Stealth +21
Str 29 Dex 17 Wis 25
Con 23 Int 25 Cha 21
Alignment evil Languages Common, Deep Speech

Deepspawn Mindbender --- Level 28 Elite Controller
Huge aberrant magical beast --- XP 26,000
HP 510; Bloodied 255 Initiative +17
AC 42; Fortitude 41; Reflex 38; Will 42 Perception +20
Speed 6, swim 8 Tremorsense 10
Saving Throws +2; Action Points 1

STANDARD ACTIONS

(mbasic) Biting Arm * At Will

Attack: Melee 3 (one creature); +33 vs. AC.
Hit: 4d10+14 damage.

(ranged) Mind Grip (psychic) * At Will
Attack: Ranged 10 (one creature); +32 vs. Will. This attack does not trigger opportunity attacks.
Hit: 6d8+9 psychic damage and the target is immobilized (save ends).

Mind and Body * At Will
Effect: The deepspawn mindbender uses biting arm and mind grip against different targets.

(ranged) Seize Mind (charm, psychic) * Recharges when first bloodied
Attack: Ranged 10 (one immobilized creature); +32 vs. Will.
Hit: 6d10+12 psychic damage, and the target is no longer immobilized. Instead, it is dominated (save ends).
---
Skills Stealth +21
Str 26 Dex 17 Wis 22
Con 23 Int 25 Cha 30
Alignment evil Languages Common, Deep Speech
 

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ZARATAN
Source:
2e Monstrous Manual.

A zaratan is a gigantic, turtle-like beast of the seas that is so large- and that spends so much of its time in a deep slumber, often for decades or centuries at a time- that it is often mistaken for an island. Indeed, if undisturbed for a long enough time, a sleeping zaratan often ends up covered in shallow-rooted vegetation. Some even have shipwreck victims or savage cultures that live on them for years, never knowing the true nature of the beast upon which they dwell.

The shell of a full-grown zaratan is several hundred feet across and about twenty feet thick, making it almost impossible to harm a zaratan from above. Its head alone is about fifty feet across and resembles a partially submerged boulder encrusted in barnacles and coral.

Likes Them Large: A zaratan has a discerning intelligence and a surprising level of empathy for creatures of large enough size. They are known to occasionally consort with the largest whales, dragons of the sea or other immense ocean-dwelling creatures, but they find smaller creatures to be annoying, much as a human would find a gnat to be a minor aggravation. Since there are only a few, mostly singular beings as large as a zaratan, a zaratan tends to be lonely and somewhat arrogant.

Slow and Long: A zaratan spends over 95% of its time asleep, sometimes for a century or more without awaking. Everything a zaratan does is deliberately paced and done very slowly; likewise, a zaratan's memory is extraordinarily long (although usually fairly sparse, due to its lengthy periods of sleep). On the very rare occasions when two zaratani of opposite sex meet while at least one is awake, they will mate after a long, slow courtship of decades. Mating itself may take as long as a year.

Encounters with Zaratan: Most of the time, creatures encountering a zaratan never know it. The beast slumbers through the whole thing, and the other creatures involved believe it to be a rocky island. When a zaratan is roused, would-be opponents must move to its head or flippers to attack it; its head is 10x10 squares in size, while each flipper is 8x20 squares. The front flippers are 200' apart and set 100' behind the head; the rear flippers are likewise 200' apart, and are set 200' behind the front flippers.

Zaratan --- Level 27 Solo Soldier
Gargantuan natural beast (aquatic, reptile) --- XP 11,000
Note: In most cases, a zaratan's body will take up an entire side of the battlemat, and its head alone is 10x10 squares. Its immense size accounts for its tremendous reach.
HP 1,000; Bloodied 500 Initiative +13
AC 44; Fortitude 41; Reflex 36; Will 39 Perception +18
Speed 5, swim 20
Saving Throws +5; Action Points 2

TRAITS
Aquatic

The zaratan can breathe water and gains a +2 bonus to attack rolls against non-aquatic creatures in aquatic combat.

Colossal Size
A zaratan's head is 10x10 squares in size, while each flipper is 8x20 squares. The front flippers are 200' apart and set 100' behind the head; the rear flippers are likewise 200' apart, and are set 200' behind the front flippers. Any of the exposed body parts can be attacked, but attacks on its 20' thick shell are useless.

Too Big to Stop
The zaratan makes a saving throw against each condition or effect on it at the start it its turn, even if the condition or effect does not normally allow a saving throw.

STANDARD ACTIONS

(mbasic) Huge Bite * At Will

Attack: Melee 10 (treat the head as the origin of the bite) (one creature); +32 vs. AC.
Hit: 5d10+8 damage.
Effect: Make the following secondary attack.
Secondary Attack: Area burst 2 centered on the primary target (each creature in burst other than the primary target); +30 vs. AC.
Hit: 4d10+5 damage.

(area) Huge Gulp * Recharge 5 6
Attack: Area burst 2 within 10 of the head (each creature in burst); +29 vs. Reflex.
Hit: 4d10+5 damage, and the target is swallowed. While swallowed, the target has line of sight and line of effect only to the zaratan and other swallowed creatures. A swallowed creature takes ongoing 35 acid damage. A successful Escape check, DC 30, allows the character to crawl out of the zaratan's throat and emerge in a space adjacent to its head. In addition, a single attack by a swallowed creature that deals at least 50 hit points of damage to the zaratan causes it to vomit all swallowed creatures forth, sliding each of them to a space within 10 squares of its head.

MOVE ACTIONS

Roll Over * At Will

Effect: Each creature sharing the zaratan's space makes a saving throw. If it succeeds, it shifts to a space adjacent to the zaratan. If it fails, the zaratan slides the target to a space within 20 squares of the zaratan.

MINOR ACTIONS

Angry Bellow (thunder) * Recharges at the start of the zaratan's turn if the zaratan is bloodied

Attack: Close blast 10 (each creature in blast); +28 vs. Reflex.
Hit: 10d6 thunder damage.
Miss: Half damage.

TRIGGERED ACTIONS

(melee) Flipper * At Will

Trigger: A creature enters a square within 4 of any of the zaratan's flippers.
Attack (Immediate Reaction): Close burst 4 centered on each flipper (each creature in burst); +29 vs. Reflex.
Hit: 4d10+5 damage and the zaratan slides the target up to 10 squares.
---
Str 40 Dex 6 Wis 22
Con 26 Int 10 Cha 13
Alignment unaligned Languages Draconic, Whale
 

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Into the Woods

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