An Epic Game in Progress (my players avoid) New Request: 03/31/04

For those so interested, here's an upcoming opponent for the Meepites:

I give you:

The 100th Horror; Advanced Grafted Century Worm: CR 24; Size G; HD 40d8+320 + 16d8+128; hp 591; Init +0; Spd 30 ft, burrow 20 ft., swim 10 ft.; AC 29, touch 4, FF 29; BAB/Grapple +42/+57; Atk: +53 melee (4d6 + 21, Bite); SA Improved Grab, keening, swallow whole, wriggling progeny; SQ Acid Resistance 20, tremorsense 120 ft., vermin traits; SV Fort +40, Ref +18, Will +19; AL N; Str 40, Dex 11, Con 26, Int 0, Wis 12, Cha 2.

Skills and Feats: Bluff -4, Climb +15, Concentration +8, Diplomacy -4, Disguise -4, Gather Information -4, Heal
+1, Intimidate -4, Survival +1, Jump +15, Listen +1, Perform -4, Sense Motive +1, Spot +1, Swim +23.

The 100th Horror is a twisted monstrosity made even more horrible by Orcus and his servants. Harvested from the outer planes, this terrifying abomination has been modified further to further the Demon Prince of the Undead's dread ambitions. Fromed a from a century worm, the 100th horror is composed of seven translucent segments of pulpy flesh topped by a menancing head partially covered by a hood of rough, dark brown skin. In the center of that hood rests a single eyelid of a mismatched rough green hide, that looks as if it were sewn on. It's round tooth-lined mouth easily accomadates an ogre. Hundreds of squirming larvae about the size of a humans's arm line the worm's stomach, which doubles as a womb. These little creatures sometimes spill out of the worm's mouth periodically, though they die withinin an hour for want of their parent's life-giving nutrient bile.

Improved Grab (Ex): If the 100th Horror hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +57). If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe. Thereafter, the centurey worm has the option to conduct the grapple normally, or simply use it's bite to hold the opponent (-20 penalty on grapple check, but the 100th Horror is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals bite damage.

Keening (Ex): Once per round as a free action, the 100th Horror can emit a terrible keening sound. All living creatures within 50 feet of the worm must make successful Fortitude saves (DC 38) to avoid being deafened by the
sound.

Swallow Whole (Ex): The 100th Horror can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +57), provided it already has that opponent in its maw
(see Improved Grab, above). Once inside the 100th Horror, the opponent takes 2d6+9 points of acid damage per round from the worm's stomach. A succesful grapple check allows the swallowed creature to climb out of the stomach and return to the 100th Horror's maw, where another succesful grapple check is needed to get free.
Alternatively, a swallowed creature can attempt to cut its way free with claws or a light piercing or slashing weapon. Dealing a total of at least 40 points of damage to the stomach (AC 22) creates an opening large enough to
permit escape. Once a single creature exits, muscular actions closes the hole; thus, another swallowed creature must cut its own way out. The 100th Horror's maw can hold 2 Large, 8 medium size, 32 small or 128 Tiny or smaller opponents.

Wriggling Progeny (Ex): Characters trapped within the 100th Horror's stomach must make a succesful Fortitude save (DC 38) every round or take 1d8 points of Consitution damage as the 100th Horror's larvae burrows through the victim's skin and makes their way toward it's heart. A succesful save staves off Constitution damage for that round only.
When a victim's consitution reaches 0, the victim is dies and a single 100th Horror larvae digs into its flesh and attaches itself to the corpse's spine. The larva can be destroyed by a remove disease spell. If it is not destoryed, a new 100th Horror begins to grow inside the body. This larval form begins as a Tiny creature with 20 hit points and grows one size category every 20 years (gaining another 80 hit points for every size change). When
it's size is the same size as it's host body, the worm bursts forth from within the body. It continues to feed on the remains of the body until, after 100 years, it reaches Gargantuan size and becomes a fully formed century worm.

Bodies currently serving as incubators for 100th Horror larvae cannot be returned to life by any means.

Beholder Graft (Third Eye): The result of meddling on the part of Orcus' servants, the 100th Horror possess a large central beholder eye, grafted onto it's forehead. This eye functions exactly as a normal beholder eye, in that it
can generate an antimagic cone, similar to the anti-magic field spell, as cast by a 13th level sorceror. However, it only has a range of 50 feet, a result of the imperfections of the graft. The eye can only be used 3 times a day
for this effect.

Tremorsense (Ex): The 100th Horror can automatically sense the location of anything within 120 feet that is in contact with the ground.

Vermin Traits(Ex): The 100th Horror is immune to mind-altering effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60 foot range).

Skills: The 100th Horror has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
 

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OK gang, we're getting into the nitty-gritty madness, now. The meepites have cast down some serious opponents, and now are confronting the avatar of a newly reinvigorated deity, and looking for answers. This will be a non-combat encounter, but I intend for there to be a battle after it.


Two questions that I'm looking for input on: Celestials that choose to become neutral (on the good/evil axis), I plan to rename them as Judges or Arbiters. What should they be like? Should the celestial in question become a templated creature of the original, or become a different creature entirely? What would a non-good Celestial be like?

Secondly, I intend for there to be a battle around the watery prison of the Earth Primal. What sort of creatures, other than 'The Drowned' (essentially an aquatic zombie) would you throw at such a task?

The parameters are essentially this: At the deepest location of the Nyr Dyv, the huge inland sea of Greyhawk, lies the prison of the Earth Primal. The bad guys, most likely Orcus, will want to send powerful attackers against it. I envision another couple of 100th Horrors (previously seen by Valanthe being cultivated in Kalstrand)....but what else to accompany it. Any undead would have to be very numerous or powerful to withstand the cleric's powers, for example.

Any suggestions?
 

WizarDru said:
Secondly, I intend for there to be a battle around the watery prison of the Earth Primal. What sort of creatures, other than 'The Drowned' (essentially an aquatic zombie) would you throw at such a task?

Heh. Given the recent events, I think that fiendish or otherwise twisted Water Elementals are a necessity. Just to test our good druid. Should he attack Water Elementals, having just pledged to stop mistreating their ilk?

There was a Dragon magazine article with template for infernally-infused elementals by Monte Cook. Take that and boost it way the hell up (so to speak).

Worse, perhaps, have the attacking Water Elementals *not* be evil. They have merely been recruited or compelled to the task.

I'd offer to create such a beast, but the level you're at is so far above my experience I'm not sure if I'd make a proper challenge.

john
p.s. hmm. what would happen if you added the Water Element template from Manual of the Planes to some big-nasty creatures - even demons perhaps.
 

I'd have some moderately powerful undead guardians that the cleric can simply dismiss. Firstly it uses up actions where he's not doing other things, and secondly it lets him use his class powers, and it's always important to let the players do what they do best... and even make it necessary for survival. Paragon undead would be a nasty trick to pull, but as they wouldn't have many hit dice, they could be turned pretty easily while still being very powerful, and satisfying for the players.
The half-water-elemental template added to something very unfortunate, like a dragon (any type) could be particularly icky for them. People don't use aquatic dragons enough, in my opinion. They get the advantages of flying (swimming) without the drawbacks of poor maneuverability.
If you look at the Book of Exalted deeds they give guidelines for redeemed demons and devils, you could do the same in reverse to a Solar or two to really give the cleric fits. Make sure they are advanced too, though, so the PCs can't exactly predict their stats.
I don't know if Celestials could be neither good nor evil, I see them as creatures of power, and they can't waffle back and forth, they are build so that they have to take a stand one way or the other. They know the stakes as it were, and have to take a side. I would, however, modify a Celestial rather than changing it entirely unless it had had its new alignment for a very long time. Creepier that way.
Your idea of Judges or Arbiters sounds a lot like Inevitables (MM and FF), many of which are very cool, particularly the Fiend Folio ones... they protect the gods and time itself, and are a wonderful challenge for a high level perty. Plus, I'm sure your players are monkeying with time (Time Stop), as well as godhood. Perhaps some of the god-protector Inevitables (I don't remember the name) come down for the PCs, and some come down against? That would be interesting. After all, they are trying to prevent a new god from being created, and that could be seen as attacking the gods, or as preserving the current order.
Hope something here spurs your imagination.

--Seule
 

Greybar said:
Heh. Given the recent events, I think that fiendish or otherwise twisted Water Elementals are a necessity. Just to test our good druid. Should he attack Water Elementals, having just pledged to stop mistreating their ilk?

There was a Dragon magazine article with template for infernally-infused elementals by Monte Cook. Take that and boost it way the hell up (so to speak).
That's just wrong. Which means that I'll do it. I had forgotten all about those templates. They may need a slight tweaking for 3.5, but that's no great trouble. Excellent.

Seule said:
Paragon undead would be a nasty trick to pull, but as they wouldn't have many hit dice, they could be turned pretty easily while still being very powerful, and satisfying for the players.
I LIKE that. A lot. That makes them a little more challenge than normal, fits with being created by Orcus, but still makes them a hazrd the cleric needs to clear out. It works on a variety of levels.

Seule said:
The half-water-elemental template added to something very unfortunate, like a dragon (any type) could be particularly icky for them. People don't use aquatic dragons enough, in my opinion. They get the advantages of flying (swimming) without the drawbacks of poor maneuverability.
The real trouble with that is that I've used a LOT of Black Dragons, and most of them are afraid of the heroes, at this point. However, an abyssal dragon might work well, especially with the half-water-elemental template. I'll have to research that tonight.

As for the inevitables, I'd considered them...but they are guardians of law, to some degree, and servants of Mechanus to some degree, as well. These qualities make them interesting, but not quite valid for what I'm doing. These celestials are becoming guardians of the prime, and will be associated primarily with Ralishaz, and MUST be celestials, as part of what's been happening in the campaign. Essentially, a sizable portion of the celestial host has defected from the main in protest over the treatment of the prime, and that's had lots of ramifications, as the PCs will soon find out.
 

WizarDru said:
As for the inevitables, I'd considered them...but they are guardians of law, to some degree, and servants of Mechanus to some degree, as well. These qualities make them interesting, but not quite valid for what I'm doing. These celestials are becoming guardians of the prime, and will be associated primarily with Ralishaz, and MUST be celestials, as part of what's been happening in the campaign. Essentially, a sizable portion of the celestial host has defected from the main in protest over the treatment of the prime, and that's had lots of ramifications, as the PCs will soon find out.

If they aren't good, but are lawful, maybe converting the celestials over as if they were derived from the axiomatic template would be good.

I'm guessing this is potentially a three-way battle, particularly if the PCs don't or can't make clear to the guardians that they are not the enemy. Even if they do, then if these lawful celestials are throwing around Order's Wrath and Dictum at will then it will be fun to watch the neutral and chaotic PCs try to avoid the fallout.

Ditto on Forbiddances that require LN alignment or somesuch.

john
 

It sounds like the Celestials aren't so much becoming neutral as no longer following their deities. They can still remain good while leaving the service of the standard deities, but it may well lose them many of their powers... unless they can find another deity (Ralishaz?) who will 'fund' them. Over time they may well fall from grace, but it sounds like for now they are actually acting more good than their gods are. Ralishaz himself may well grant things like Chaos Hammer rather than Holy Smite, and other chaotic-themed abilities to them... which could come as a nasty shock to any newly-turned celestials who try to use their old abilities.
Just imagine it: Some Celestials turn up to help the PCs against demons, and try to lay the holy smackdown, only to find that it's now the chaotic smackdown, and the CE demons are immune... while the LG celestials may not be. Ouch.
In general, I believe that celestials will change over time to fit their alignment and role, but if they have just converted, the changes will be subtle. Knowledge Religion or the Planes to realize that something's not right, for example.

For more cool templates, Savage Species has a bunch, including Umbral. An Umbral Abyssal dragon would be nasty.

Finally, I've always wanted to see the Greyhawk Dragon put in their place. Having one of them corrupted to fight the PCs might be interesting, as well as confirming that they do indeed exist (if they do in your Greyhawk).

--Seule
 

Seule said:
It sounds like the Celestials aren't so much becoming neutral as no longer following their deities. They can still remain good while leaving the service of the standard deities, but it may well lose them many of their powers... unless they can find another deity (Ralishaz?) who will 'fund' them. Over time they may well fall from grace, but it sounds like for now they are actually acting more good than their gods are.
Somewhat. Essentially, Ralishaz is becoming a deity of the Prime, and is acting as a correcting action in the deific war that is threatening to occur. The celestials have good intentions, but its debatable that they're being more good than their deities....they're making the same mistake the PCs sometimes make in being focused on the immediate versus the long-term. Pelor doesn't want thousands to die...but he doesn't want Tharizdun to escape his prison and utterly destroy the Prime, either.

Finally, I've always wanted to see the Greyhawk Dragon put in their place. Having one of them corrupted to fight the PCs might be interesting, as well as confirming that they do indeed exist (if they do in your Greyhawk).
Hmmmm. I hadn't thought of using them. They've never actually appeared "on camera", so to speak, so that might be a great use for them.

Hmmmm.....
 

Regarding the assault on the Earth Primal's prison. Has Orcus been planning this for a long time? Because if he has then he may have seeded the Nyr Dyv with a couple of little villages of cultists - perhaps kuo-toa - in preparation for this very moment. A bunch of fanatic kuo-toa, led by some powerful Thralls of Orcus, could be handy. And they could bring all sorts of slimy, lightless-depth, ocean-floor weirdness along to the party. I haven't got the books with me, but a few suggestions:
- a wastrilith, or the other epic-level aquatic demon from the Fiend Folio (the one with the unpronouncable name). I seem to remember Dravot will probably be able to banish it quick smart, but it's intimidating nonetheless.
- a murk strangler or two. This one's a templated critter - an advanced half-black dragon monstrous giant octopus Reaping Mauler 5. The Monstrous creature template gives them 8 poisoned tentacle attacks per round, add that to Ability Focus (poison), the Savage Species feat that increases tentacle reach, Earth's Embrace and Combat Reflexes. Grapple checks should be around +30 at only CR 15 or so, and with Str damage poison it's not gonna get any easier to escape the pin...
- ooze para-elementals.
- Cthulhu! Or at least something resembling him. Perhaps a half-illithid kuo-toa leviathan (from the Underdark book) of legend with some psychic warrior/psion/hexblade levels?
- spellstitch your undead critters. Even the lowliest one can have a True Strike handy, and anything that can have a go at dispelling the Meepites water breathing spells/devices are a bonus too.

There's some other ideas as well, but I'd like to check things out with the books first...
 

WizarDru said:
Secondly, I intend for there to be a battle around the watery prison of the Earth Primal. What sort of creatures, other than 'The Drowned' (essentially an aquatic zombie) would you throw at such a task?

The parameters are essentially this: At the deepest location of the Nyr Dyv, the huge inland sea of Greyhawk, lies the prison of the Earth Primal. The bad guys, most likely Orcus, will want to send powerful attackers against it. I envision another couple of 100th Horrors (previously seen by Valanthe being cultivated in Kalstrand)....but what else to accompany it. Any undead would have to be very numerous or powerful to withstand the cleric's powers, for example.

Any suggestions?

Well, it's not undead, but it *is* a native Half-Fiend... This is something I cooked up right after the release of 3.5, to test out the new advancement rules. It's an insane little critter, especially since it can do a Whirlwind attack ONE HUNDRED AND NINETY FEET across. (30' space, 80' tentacle reach). I don't know if even the Meepites are up to facing this thing, but I'm never going to get any use out of it, so I thought I'd toss it in here in case it was useful.

This might make a decent commander for the Demon Prince's forces -- it is remarkably intelligent and wise for an overgrown squid. It speaks Common and Aquan and actually has a good Diplomancy score. :)

Perhaps you can get some use out of it. Oh, and watch out for the save DCs on those Half-Fiend spell-like abilities... Yowch!

----------------------------------

Squidbert, Half-Fiend Advanced Kraken: CR 27; Size C; HD 60d10 + 840 (1170); Init +6; Spd. 20 ft., Fly 20 ft. (average); AC 26, touch 4, FF 24; BAB/Grapple +60/+80; Atk: +72 melee (3d8 + 20, (19-20/x2) Tentacle); Full Attack: 2 Tentacle +72 melee (3d8 + 20, 19-20/x2), 6 Arms +70 melee (1d8 + 10), Bite + 70 melee (6d6 + 10); Space/Reach: 30ft./20ft. (Tentacle 80ft., Arms 40ft.); SA Improved grab, Constrict 3d8 + 20 (tentacle) or 1d8 + 10 (arm), Smite Good 1/day; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, Poison Immunity, Acid/Cold/Fire/Elec Resist 10, DR 10/Magic, SR 35; SV Fort +43, Ref +34, Will +30; AL NE; Str 51, Dex 14, Con 38, Int 26, Wis 20, Cha 22.

Skills and Feats: Concentration +45, Diplomacy +16, Hide +6, Intimidate +26, Knowledge (geography) +35, Knowledge (nature) +34, Listen +49, Search +49, Sense Motive +17, Spot +49, Survival +5 (+7 following tracks), Swim +28, Use Magic Device +33; Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Lightning Reflexes, Power Attack, Cleave, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Disarm, Improved Sunder, Improved Natural Armor (x2).

Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 60 hit points, and its arms have 30 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities: 1/day—control weather, control winds, dominate animal, resist energy. Caster level 9th. The save DC is Charisma-based.

Half-Fiend Spell-Like Abilities: 3/day—Darkness, Poison, Unholy Aura. 1/day—Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction. The caster level for these is 60, and the save DC (Charisma based) is 46.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

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