Blackdirge's CR 10 and under thread. (Updated 3/02/05) Flumph O' Doom!!!

Sorry for the delay guys, I will try to update this thread as often as possible. Thanks for hanging in there. Here is the second update.

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The Scarlet Hound

Advanced Krenshar of Legend
Large Magical Beast
Hit Dice: 8d10+64 (124 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
AC: 25 (-1 size, +6 dex, +10 natural), touch 15, flatfooted 19
Base Attack/Grapple: +8/+22
Attack: Bite +18 melee (2d8+10/19-20)
Full Attack: Bite +18 melee (2d8+10/19-20) and 2 claws +15 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crushing jaws, improved grab, scare
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fast healing 5, low-light vision, scent
Saves: Fort +17, Ref +15, Will +7
Abilities: Str 31, Dex 22, Con 26, Int 13, Wis 14, Cha 14
Skills: Hide +11, Jump +22, Listen +10, Move Silently +18
Feats: Improved Critical (bite), Improved Initiative*, Improved Natural Attack (bite), Multiattack*, Power Attack, Track*, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 9
Alignment: Neutral

Crushing Jaws (Ex): The Scarlet Hound deals 4d8+20 points of damage with a successful grapple check, crushing the life from his foe with his powerful jaws.

Improved Grab (Ex): To use this ability, The Scarlet Hound must hit a creature of Large size or smaller with his bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can attempt to use his crushing jaws on the opponent in the following round.

Scare (Ex or Su): As a standard action, a The Scarlet Hound can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 16 partial). A creature that successfully saves cannot be affected again by the Scarlet Hound’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect.

History

Traders wishing to traverse the long and well-traveled road from the port city of Yhuann to the thriving metropolis of Arabel can make a tidy sum selling all manner of coastal goods to the inland cities. The road is well protected in most places, seeing regular patrols of Cormyrian guards and enough well armed travelers to give the bandits and occasional monster reason to seek out friendlier hunting grounds. The one blemish on this relatively safe route is the last leg before one reaches Arabel; here the road enters the gloom and isolation of the Hullack Forest. The forest is rumored to be filled with all manner of foul beasts, not withstanding the orcs and goblins recently displaced in the goblin wars. Caravans of traders and even adventurers have been known to disappear without a trace beneath the near endless green canopy of the Hullack.

Recently a more concrete threat has surfaced in the Hullack, a marauding beast that has attacked a number of caravans in the last several months. The death toll has been relatively low and survivors are common, all of which describe a terrible creature, blood red, with huge crushing jaws and a fearsome disposition. The tales of these survivors have grown in the telling, and a name for the beast has been bandied about in the taverns of Arabel and Eveningstar. The Scarlet Hound is the moniker hung on this rampaging menace, due in large part to the creatures crimson hide, a detail that has survived each and every retelling of the monster’s exploits.

The Scarlet Hound is simply a very large and very powerful krenshar with an anomalous coloration, and in truth the accounts of its attacks have been greatly exaggerated. Those that have bothered to look more closely into the matter have found that the Scarlet Hound attacks only large horse drawn caravans, and that both human deaths were the result of trampling by panicked horses, not the slavering jaws of a hungry monster. Further investigation reveals that since the Scarlet Hound has made an appearance in the Hullack, attacks by orcs, goblins and highwaymen, menaces interested in much more than horseflesh, have dropped significantly. Fortunately these facts have not escaped the attention of everyone, and while drunken merchants spew forth lies and exaggerations, a contingent of local druids and rangers has arranged a foray into the Hullack to confront the Scarlet Hound. The hope of these woodwise individuals is to earn the beast’s trust and thereby gain a valuable ally in the fight against the more potent dangers that infest the Hullack.

Appearance

A massive and powerful creature, the Scarlet Hound is as large as draft horse and true to its name is covered from nose to lashing tale in a hide of deep crimson. Although named a hound by ignorant merchants and caravan guards, the Scarlet Hound is far more catlike, with a low-slung body and long retractable claws on each of its four paws. Its head is a bizarre hybrid of wolf, hyena and hunting cat and is equipped with a mammoth set of crushing jaws. The most startling feature of the Scarlet Hound are its eyes, deep set pools of liquid gold that churn not with the dull savagery of a rampaging monster, but gleam with intellect and curiosity.

Tactics

A highly effective ambush predator, the Scarlet Hound uses its forest home to remain hidden, stalking its prey through the heavy underbrush in absolute silence. When attacking merchant caravans, it will stalk them for hours waiting for the entire train to stop for the night, or to simply rest and water the horses. When all is quiet and everyone off their guard, the Scarlet Hound will explode from the dense forest aligning the road, screeching maddeningly and pulling the skin back from its face in a horrific display of savage aggression. This mode of attack usually causes a complete panic, with horses and guards running about in disarray. The Scarlet Hound will choose one horse from this chaos and close in for the kill. Like a large predatory cat it will use its claws to wrestle its prey to the ground and then deliver the killing blow with its powerful bite. The Scarlet Hound does not consider intelligent beings prey, and will knock them aside with its huge body or club them into submission with its paws (talons retracted), if they get in the way.
 

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This next monster is the result of a request I recieved from Rycanada. The request was for a flock of draconic vulture-like creatures, somewhere in the neighborhood of CR 2 for individual members. So here you go Rycanada, I hope this fits the bill.

Blackdirge

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Vyrmen

Small Magical Beast
Hit Dice: 3d8+6 (20 hp)
Initiative: +3 (Dex)
Speed: 10 ft. (2 squares), fly 80 ft. (average)
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flatfooted 13
Base Attack/Grapple: +2/-1
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1) and 2 talons +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: +4 saves against magic sleep and paralysis, low-light vision
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 12, Dex 17, Con 14, Int 04, Wis 14, Cha 08
Skills: Listen +5, Spot +15
Feats: Multiattack, Weapon Finesse
Environment: Temperate mountains and forests
Organization: Solitary, pair, or flock (11-20)
Challenge Rating: 2
Alignment: Neutral Evil
Advancement: 4-6 HD (Medium)

At first sight this creature appears to be a large black vulture, but closer examination reveals its draconic origin. The beast is covered in greasy black plumage through which splotches of ebony scaled flesh gleam. A head that is part avian and part reptile sways from a short supple neck as the beast hisses menacingly and tears at the ground with its long raking talons.

Exceedingly foul and ill tempered, Vyrmen are the result of black dragon blood mixed with that of ordinary vultures. The beasts were designed to act as aerial spies and skirmishers but turned out to be all but intractable, forcing the wizards who engineered their creation to give up entirely. The remaining Vyrmen were released into the wild with the hope that they would not breed true, and eventually die out. Unfortunately the fecund quality of their draconic blood has allowed them to flourish and they have become quite the menace in many populated areas.

All Vyrmen are a dull black in color and range from the size of ordinary vultures to monstrous specimens the size of ponies. They are universally of foul disposition and will attack and kill anything that cannot outrun or outfight them.

Combat

Vyrmen often attack in large numbers, swarming down upon their victims and ripping them to shreds. They will usually soften enemies up with their breath weapon before attacking with beak and claws.
Breath Weapon (Ex): 15 ft. line once per day, 2d4 acid damage. Reflex save DC 13 for half. The save DC is Constitution based.
 
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Thanks, Blackdirge!!! That'll be perfect for my villains... I think I'll put one into my PBeM game right now. Again, your monsters are just plain the best.
 


Ok, this is the reuslt of a challenge laid down in a thread in General Discussion. Elforcelf asked If I could create a scary flumph, and I must answer no, I cannot, no one can, it's a flumph for god's sake. But, that being said, I gave it the old college try, and this is the best I could come up with. Horrifying? No. Slightly amusing in a cruel sort of way? Maybe.

Oh, and be sure to check out HellHound's "dark flumph" in the original thread.

http://www.enworld.org/showthread.php?t=123082

So here you go.

Blackdirge's Flumph O' Doom. :D

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Ulgogog

Advanced Half-Illithid Flumph
Small Aberration (evil)
Hit Dice: 6d8+6 (37 hp)
Initiative: +3 (Dex)
Speed: 10 ft. (8 squares), fly 20 ft. (average)
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+0
Attack: Tentacle +8 melee (1d6 plus 1d6 acid)
Full Attack: 4 tentacles +8 melee (1d6 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic tentacles, extract, improved grab, mind blast, psi-like abilities, plummeting charge, rancid squirt
Special Qualities: Darkvision 60 ft., resistance to acid 10, spell resistance 16, telepathy
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 10, Dex 16, Con 12, Int 15, Wis 16, Cha 14
Skills: Hide +17, Listen +12, Move Silently +13, Spot +12, Survival +9
Feats: Alertness, Hover*, Improved Flight, Stealthy, Weapon Finesse*
Environment:[.b] Underground
Organization: Solitary
Challenge Rating: 6
Alignment: Neutral Evil

Acidic Tentacles (Ex): Acid damage from Ulgogog’s tentacle or plummeting charge is considered to be continual damage for the purpose of disrupting spell-casting. Additionally the acid continues to burn for 1d2 points of acid damage per round for 1d4 rounds. Damage from multiple acid attacks is cumulative, and the duration of the continual damage from each attack should be determined separately. The acid can me negated with a thorough flushing with water or a successful Heal check (DC 18).

Extract (Ex): If Ulgogog successfully maintains his hold with all four tentacles for one full round he automatically extracts the opponents brain at the beginning of his next turn, instantly killing that creature.

Improved Grab (Ex): If Ulgogog hits an opponent of small size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponent’s head. After a successful grab, Ulgogog can try to attach his remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but Ulgogog gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponents turn.

Mind Blast (Sp): Ulgogog can use this attack once per day. It is a cone 40 feet long. Anyone caught in this cone must make a Will save (DC 15) or be stunned for 1d4 rounds.

Plummeting Charge (Ex): If Ulgogog charges an opponent from an initial position directly above the target, he can attack with his spikes as a +10 melee attack. A hit indicates that Ulgogog has stabbed his spikes into the target for 2d6 damage plus 1d6 acid damage. This attack does not provoke an attack of opportunity from the target.

Psi-Like Abilities: 3/day – defensive precognition, empty mind (+4 bonus on will saves), mind thrust (5d10, DC 15); 1/day – body adjustment (heals 2d12), brain lock, force screen. Manifester level 6th.

Rancid Spurt (Ex): Once per day Ulgogog can spurt a spray of foul smelling liquid in a 30-foot cone. This repulsive liquid clings to any material in touches and continues to reek for 1d4 hours. Upon being initially struck by the fluid, a creature must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds and sickened for 2d4 rounds after that. The stench of the fluid is so overwhelming that any creature within a 100 ft radius of the area must make a Fortitude save (DC 14) or become sickened for 2d4 rounds.

History

Never let it be said that mind flayers have no sense of humor, for within the cold and merciless intellect of the illithid lies a dry appreciation for the absurd, a welcome reverence for the cruel joke. This point is most clearly illustrated by the mind flayers of Henzekazrion, a small illithid enclave dwelling on the outskirts of a svirfneblin village. The denizens of Henzekazrion despised the deep gnomes, but found the brains of the small, hardy folk unpalatable in the extreme. Using their vast knowledge of genetic manipulation, the mind flayers hashed out the most ridiculous end they could imagine for their neighbors, death by flumph.

Now of course, no ordinary flumph would do, the benign aberrations were little use in a fight, and the accomplished deep gnome warriors would make short work of them. To facilitate their plan the mind flayers of Henzekazrion began a special breeding program, harvesting flumphs from around the underdark and growing them to maximum size. The strongest of these flumphs were implanted with an illithid tadpole, transforming the unfortunate creature into a terrible half-illithid beast. This breeding program took nearly a year, but in the end the mind flayers had raised twelve half-illithid flumphs of the largest size. These were unleashed upon the svirfneblin village, which fell to the flumph assault in a matter of months. Every gnome died at the slimy tentacles of Henzekazrion’s flumphs, brains devoured, faces frozen in a mask of mixed amusement and horror.

The mind flayers lost interest in their creations soon after the destruction of the svirfneblin village and released their flumphs into the cavernous expanse of the underdark. It is likely that these terrible, yet pathetic creatures, still roam the underdark, searching for the brains of gnomes and other small humanoids.

Appearance

Ulgogog is one of the flumphs that created by the mind flayers of Henzekazrion and he is a woeful sight to behold. Much larger than a standard flumph, Ulgogog is a flat, fleshy disc some four feet in diameter, a sickly gray in color, with a nest of tentacles and a thicket of sharp bony spikes hanging from his underbelly. Jutting from the top of Ulgogog’s bodily disc is a raised mound, which houses his large brain. Straddling this mound are two long stalks tipped with a milky white eye.

Four of Ulgogog’s tentacles are larger and more robust that that of a standard flumph, serving as his feeding tentacles when extracting the brain of a victim. These larger tentacles ensure that Ulgogog can right himself if he is ever flipped on to his back, a situation in which a normal flumph would be entirely helpless.

Personality

Ulgogog is consumed with self-loathing; it is bad enough that he is a flumph, but to make matters worse, his unstoppable cravings for the brains of gnomes often leads him into life-threatening situations. This self-hatred has created a petty and malicious monster, and Ulgogog is only happy when he is inflicting his misery upon other sentient beings.

Tactics

Primarily an ambush predator, Ulgogog will hide near the ceiling of caverns and well-traveled underground passages, waiting for suitable prey to come his way. When a likely target comes along – he prefers gnomes, but halflings will do in a pinch – he will unleash his mind blast in an attempt to stun his potential meal. Stunned creatures of the appropriate size will be set upon immediately, their brains removed with the precision of a master hunter.

Opponents unaffected by his mind blast will be subject to a plummeting charge, followed by tentacle attack with the aim of starting a grapple. If pressed or severely injured, Ulgogog will resort to his rancid squirt ability or use his mind thrust to incapacitate as many foes as possible, allowing for an easy escape.
 



BLACKDIRGE said:
(snip) Small Magical Beast
Hit Dice: 3d8+6 (20 hp)
(snip)
Base Attack/Grapple: +2/-1

Great stuff, Blackdirge, as always (and loved your SKG book, too; there is a certain otyugh that is going to make an appearance in one of my games). FWIW, the HD and BAB seem based on the animal rather than magical beast type.
 


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