Blackdirge's Suped Up Monster Thread: Monster Column Updated 06/26/06!


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Hey, BD, do you take requests? :)

Spoiler tag in case my players are reading:
I need to create a creature for my epic-level game (6 PCs @ 21st level). He was defeated and slain when the PCs were 6th level...a blackguard who's last request was that they not let him be resurrcted or tampered with. The paladin hallowed his grave and he wasn't. Instead he died and got his just reward of being in Hell. Eventually, he was 'obtained' by Fraz'Urb Luu, Demon Prince of Deception, who also wants revenge on the players. After torturing the Seltan the FellSoul (the blackguard's title) for a year or so, he's transformed him into a weapon of hate to trouble the players anew.

However, I haven't really worked out the specifics, yet.

Care to take a stab at him?
 
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WizarDru said:
Hey, BD, do you take requests? :)

Spoiler tag in case my players are reading:
I need to create a creature for my epic-level game (6 PCs @ 21st level). He was defeated and slain when the PCs were 6th level...a blackguard who's last request was that they not let him be resurrcted or tampered with. The paladin hallowed his grave and he wasn't. Instead he died and got his just reward of being in Hell. Eventually, he was 'obtained' by Fraz'Urb Luu, Demon Prince of Deception, who also wants revenge on the players. After torturing the Seltan the FellSoul (the blackguard's title) for a year or so, he's transformed him into a weapon of hate to trouble the players anew.

However, I haven't really worked out the specifics, yet.

Care to take a stab at him?

Yeah, I'd love to.

I'll post the results in a few days.

Dirge
 

Howdy All,

This update is dedicated to WizarDru who invited me to stat up a baddie from his campiagn. So here is what I came up with.

Seltan the Fellsoul is a Corrupted Deathknight Blackguard. I used the BoVD quite a bit with this one so some of his feats and spells may be new to you. He was designed to give a group of 21st level characters a run for their money, which I think he will do nicely.

WizarDru, let me know if you have any questions or need clarification on any of his abilities.

Enjoy.

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Seltan the FellSoul

Corrupted Death Knight Fighter 10/Blackguard 10
Medium Undead (Extraplanar)
Hit Dice: 20d12+80 (260 hp)
Initiative: +0
Speed: 30 ft. (6 squares),
AC: 42 (+9 natural, +13 armor, +6, shield, +4 ring), touch 14, flatfooted 42
Base Attack/Grapple: +20/+31
Attack: +4 vile unholy impact mortal bane light flail[/] +36 melee (1d8+17 plus 2d6 unholy plus 2d6 bane plus 1 vile/17-20 x2) or claw +31 melee (1d8+11 plus 10 vile)
Full Attack: +4 vile unholy impact mortal bane light flail +36/+31/+26/+21 melee (1d8+17 plus 2d6 unholy plus 2d6 bane plus 1 vile/17-20 x2) or 2 claws +31 melee (1d8+11 plus 10 vile)
Space/Reach: 5 ft./5 ft.
Special Attacks: Abyssal blast, constitution damage, disruptive attack, fear aura 15 ft., command undead, smite good 3/day, sneak attack +3d6
Special Qualities: Aura of despair, damage reduction 15/good, dark blessing, detect good, darkvision 60 ft., enhanced power, fast healing 10, immunity to acid, electricity, poison and polymorph, low light vision, SR 30, turn immunity, undead followers, undead traits
Saves: Fort +18 Ref +10, Will +13
Abilities: Str 32, Dex 10, Con --, Int 16, Wis 16, Cha 18
Skills: Climb +26, Concentration +10, Diplomacy +16, Jump +26, Hide +6, Intimidate +27, Knowledge (religion) +19, Ride +23,
Feats: Cleave, Deformity (clawed hands), Expertise, Improved Sunder, Improved Trip, Mounted Combat, Power Attack, Ride by Attack, Spirited Charge, Thrall to Demon (Frazz-Urb’Luu), Weapon Focus (light flail), Weapon Specialization (light flail), Willing Deformity, Violate Spell-like Ability (abyssal blast)
Environment: Any
Organization: Solitary
Challenge Rating: 26
Alignment: Chaotic Evil

Possessions:

The Reaper’s Fist (+4 vile unholy impact mortal bane light flail): The Reaper’s Fist is a minor artifact of unknown origin. Constructed almost entirely of spell hardened bone the weapon radiates a constant aura of palpable evil and is usable only by intelligent undead. The weapon consists of a human femur bone to which a long mithral chain has been attached, the flails head, a human skull with a number of long mithral nails driven through it in a seemingly random and haphazard fashion, dangles at the other end of the chain. The Reaper’s Fist conveys two special powers upon its undead master, the first of which is the ability to cast harm 2/day. The flail also grants its unliving wielder the equivalent of a constitution score of 18, strengthening his undead body and allowing him to gain bonus hit points just as a living creature would.

The Ebon Ward (+4 large steel shield of spell deflection): This large round shield is constructed of blackened adamantium and is strikingly plain and unadorned. The only hint to its true function lays on the inside of the central shield boss; two words etched into the metal read, Hekrash Voor, draconic words meaning Spell Breaker. The Ebon Wardcan deflect an incoming targeted spell much like the arrow deflection ability. Once per round its wielder may deflect an incoming spell with a successful reflex save of DC 20. The spell is not reflected back upon its caster but instead merely dissipates harmlessly once deflected.

Belt of giant strength +6, +5 demonmight ward full plate of darksoul protection, ring of protection +4, cloak of charisma +4

Blackguard Spells Prepared (3/3/3/1; save DC = 14 + spell level): 1st – boneblast, demon flesh, protection from good; 2nd – bull’s strength, darkness, devil’s eye; 3rd – abyssal might, demon wings, masochism; 4th – freedom of movement

Abyssal Blast (Su): Once per day Seltan can release a tremendous blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 1200 feet. The blast deals 20d6 points of damage half of which is fire damage but the rest results from divine power and as such is not subject to many protective spells. In addition Seltan will often employ his Violate Spell-like Ability feat for this attack so that half the damage dealt is instead vile damage and not subject to normal healing. A reflex save at DC 28 is allowed for half damage.

Command Undead (Su): Seltan can command undead as an 8th level cleric.

Constitution Damage: Whenever Seltan touches a living creature, or strikes them with his claws he can drain a point of constitution. A successful Will save at DC 28 can negate the constitution drain.

Disruptive Attack (Su): The blasphemous nature of Seltan’s transformation into a death knight has imbued his physical form with the ability to destroy living flesh. Seltan deals an additional 10 points of vile damage whenever he strikes a living creature with his claws.

Fear Aura (Su): Seltan is shrouded in a pall of absolute dread and evil. Creatures with less than 5 hit dice must succeed at a Will save DC 28 or flee as if under the effect of a fear spell.

Smite Good (Su): Three times per day Seltan may smite a creature of good alignment with a +4 bonus to hit and dealing an additional 10 points of damage.

Aura of Despair (Su): In addition to his fear aura, Seltan radiates a malign energy that causes enemies within 10 feet to suffer a –2 penalty on all saving throws.

Enhanced Power (Ex): The dark energies that sustain Seltan’s undead body have strengthened his arsenal of supernatural abilities. The save DC’s or all Seltan’s special attacks have been increased by +4.


Mortal minds have sought to understand the soul scouring evil of the abyss for millennia. Sages have spent laborious hours attempting to divine the blasphemous secrets of the ultimate stronghold of chaos and evil. Humanity has merely scratched the surface of the planes ineffable darkness and damnation and those rare few who have glimpsed the true nature of the abyss have either given themselves wholly to its seductive madness or have simply been driven over the brink of sanity by the monstrous, rampaging evil that dwells there.

Even those that serve the whims of the fell powers that dwell within the Abyss sometimes fall prey to the twisted machinations of their masters. Such is the case with the infamous blackguard known as Seltan the Fellsoul. Seltan had devoted his entire existence to spreading woe and his own brand of dark perversion to all corners of the known world. Filled with the terrible might of purest evil he had slain near countless followers of light and good claiming their souls for his masters and scattering their followers. Eventually Seltan was brought down by a powerful band of adventurers who sought him out and destroyed him in epic battle that cost many lives. Seconds after his death Seltan’s soul sped screaming into the abyss, there to find his ultimate reward and become one with the plane’s unending evil. But the master’s of the abyss still had work for Seltan and the powerful demon lord, Frazz-Urb’luu, claimed Seltan’s soul for his own.

The mighty demon lord resurrected the fallen blackguard in a new and terrible form, a death knight. Frazz-Urb’luu used the darkest of sorceries to imbue his chosen instrument of destruction with the corrupting power of the abyss itself and thus created a singular being of utmost evil. Filled with a venomous rage and a burning hatred for those who had slain his mortal body, Seltan was sent back to the prime material plane to once again serve the abyss and spread the song of discord and pain to all he encountered.

Appearance and Tactics

Seltan the Fellsoul was an imposing figure of darkest terror in life, and his transition to undeath has only strengthened his mien of indelible evil. Unlike most death knights whose corporeal bodies are little more than bones, Seltan is a writhing mass of putrescent flesh. Maggots and other carrion insect squirm beneath his rancid skin and can be found crawling upon his armor and from underneath his helmet at all times. Seltan wears a suit of powerfully enchanted full plate that protects his undead body from the powers of light and good. In addition to his armor and other magical equipment Seltan wields two powerful artifacts, The Reaper’s Fist and The Ebon Ward, both gifts from his demonic master.

Astride his nightmare mount, Seltan is a terrifying opponent. The Death knight will usually begin combat with his abyssal blast ability to soften up powerful opponents. He then will ride into combat using his flail to devastating effect targeting spellcasters first and using his mobility to keep powerful melee opponents at bay. Seltan prefers to attack obvious champions of good such as clerics and paladins with his claws if he is able, inflicting slow healing vile damage upon his most hated foes. It is certain that only the most powerful bastions of good will stand any chance of defeating Seltan, and he will likely claim many souls for his masters before his campaign of terror can be ended.
 
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I just read the name of the thread to my party. The reaction was not good. :D:D:D

Your reputation for Rat-Bastardly Design proceeds you, sir.

That's just perfect. Much thanks, sir. You rock!
 
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WizarDru said:
I just read the name of the thread to my party. The reaction was not good. :D:D:D

Your reputation for Rat-Bastardly Design proceeds you, sir.

That's just perfect. Much thanks, sir. You rock!

No problem, it was a lot of fun to do.

Let me know how it goes, I would love to hear how Seltan fairs against your party. Oh, and if you've never used vile damage before, it's a hoot. "What do you mean my heal spell doesn't work?" :D

Dirge
 

BLACKDIRGE said:
No problem, it was a lot of fun to do.

Let me know how it goes, I would love to hear how Seltan fairs against your party. Oh, and if you've never used vile damage before, it's a hoot. "What do you mean my heal spell doesn't work?" :D

Dirge


As usual, very well done.

As for vile damage... try using it with the 3E version of wounding.... :D

Cheers
D
 


Well, since a staggering case of writer's block has stopped me cold half-way through the next installment of my storyhour, I thought I would work on some critters to get the ol' creative juices flowing again.

Let me begin by saying that I like gnolls, I like em a lot. So I put together a whole pack of em.

The Teeth of Yeenoghu are a pack of feral gnolls led by a powerful half-fiend. They are a good challenge for a party in the 8-12 range especially if accompanied by their leader. The tribe consists of roughly fifty adults and includes a small number of the Hounds of Yeenoghu (advanced fiendish hyenas).

Enjoy

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Havarak (Chosen of Yeenoghu)

Half Fiend Feral Gnoll Barbarian 5
Medium Monstrous Humanoid
Hit Dice: 7d12+35 (90 hp)
Initiative: +3 (Dex)
Speed: 50 ft. (10 squares), fly 50 ft. (average)
AC: 24 (+3 Dex, +7 natural, +4 +1 studded leather), touch 13, flatfooted 24
Base Attack/Grapple: +7/+15
Attack: Claw +15 melee (1d8+8 plus bleeding) or +1 vile heavy flail +16 melee (1d10+13 plus 1 vile)
Full Attack: 2 claws +15 melee (1d8+8 plus bleeding) and bite +13 melee (1d6+4 plus bleeding) or +1 vile heavy flail +16/+11 melee (1d10+13 plus 1 vile)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rage 2/day, smite good, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 3, immunity to poison, improved uncanny dodge, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 17, trap sense +1, uncanny dodge
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 27, Dex 16, Con 20, Int 10, Wis 12, Cha 08
Skills: Climb +15, Jump +15, Hide +5, Intimidate +1, Listen +11, Move Silently +5, Spot +6, Survival +8, Swim +10
Feats: Cleave, Multi-Attack, Power Attack
Environment: Warm plains
Organization: Solitary, pair, gang (3-5), or tribe (61+)
Challenge Rating: 11
Alignment: Chaotic Evil
Possessions: +1 vile heavy flail, +1 studded leather, Weeping Tooth of Yeenoghu (inflicts 1 point of cumulative bleeding damage on all natural attacks)

Pounce (Ex): Havarak can make a full attack after executing the charge action.

Smite Good (Su): Once per day Havarak can make a normal melee attack to deal an additional 7 points of damage to a good aligned foe.

Spell-like Abilities: 3/day – darkness, poison; 1/day – desecrate, unholy blight. As 13th level sorcerer DC = 9 + spell level.

As chosen of Yeenoghu, Havarak leads a large tribe of Yeenoghu’s favored creatures, feral gnolls. The blood of demons runs thick in Havarak’s veins and its taint is evident in every act of the ruthless gnoll chieftain. Havarak’s tribe is called the Teeth of Yeenoghu and they have become the chief concern for the wood elves and other goodly creatures in their area. Havarack has lead his gnolls on many successful attacks, including a raid upon the small elven village of Quarnoth, which left the tiny settlement in smoldering ruins.

The feral gnolls of Havarack’s tribe are barely sentient, and so wild that only a direct show of strength keeps them in any semblance of order or unity. Only constant raiding for the flesh of elves and humans and Havarack’s own personal might keep the pack from dissolving into complete chaos.

Havarack takes many captives on his raids so that he might please his abyssal patron with blood sacrifice and to glut his own desire for slaughter and ritual mutilation. In addition he hopes to breed a new more tractable race by crossing captive elves with feral gnolls, to date this blasphemous experiment has yielded little more than horrible deformity, but Havarack continues his breeding program with the blessings of Yeenoghu.

Appearance & Tactics

Havarack is terror personified and those that have survived his presence can scarcely convey the sheer lunacy of his form and ferocity. Standing nearly eight feet tall, Havarack is a hulking mass of gangrenous yellow fur and red glaring malevolence. His demonic heritage is clearly evident in the long spiraling horns that jut from his misshapen skull and the massive flaring batwings that spread from his shoulders. Havarack’s eyes glow a feral red and his short muzzle is lined with filth caked daggers infested with disease and misery.
Havarack wields a massive club in battle, which has been blessed by Yeenoghu to deal death and corruption to his enemies. Occasionally Havarack with be unable to overcome his own bestial nature and will abandon his club to tear into a foe with tooth and claw. Although far more intelligent than the feral gnolls he leads, Havarack is no tactician and prefers to simply lead his gnolls into battle in a howling horde of raging chaos and discord. To date the fiendish gnoll has remained undefeated but his brazen attacks and penchant for wild bloodshed will certainly bring the forces of good en mass down upon himself and his pack.

The Teeth of Yeenoghu

Feral Gnoll
Medium Monstrous Humanoid
Hit Dice: 2d10+6 (17 hp)
Initiative: -1 (Dex)
Speed: 40 ft. (8 squares)
AC: 19 (-1 Dex, +6 natural, +4 hide armor), touch 09, flatfooted 19
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee (1d8+5) or greatclub +7 melee (1d10+7)
Full Attack: 2 claws +7 melee (1d8+5) or greatclub +7 melee (1d10+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft, fast healing 2
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 09, Con 16, Int 04, Wis 11, Cha 06
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Warm plains
Organization: Solitary, pair, gang (3-5), or tribe (61+)
Challenge Rating: 2
Alignment: Chaotic Evil

Feral gnolls are those that are blessed – some might say cursed – by the vile demon lord Yeenoghu with increased strength and ferocity. Feral gnolls resemble their more common brethren but are much bulkier and are covered from head to foot in a long, shaggy coat of filthy yellow fur. Two-inch talons jut from the feral gnoll’s heavy knuckled hands and a wild, untamed ferocity gleams within its eyes. Faster than an average gnoll the feral gnoll lopes along on all fours using its long ape long arms to propel itself across the ground towards its prey. Feral gnolls are as strong as ogres and exceedingly tough, healing even the most grievous wounds if given enough time. As powerful as feral gnolls are, the blessings of Yeenoghu do not come without a price, and gnolls so gifted lose much of their intellect and culture.

The Hounds of Yeenoghu

Advanced Fiendish Hyena
Large Animal
Hit Dice: 5d8+20 (38 hp)
Initiative: +1 (Dex)
Speed: 60 ft. (12 squares)
AC: 14 (-1 size, +1 Dex, +4natural), touch 10, flatfooted 12
Base Attack/Grapple: +3/+13
Attack: Bite +9 melee (1d8+9)
Full Attack: Bite +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Crushing jaws, smite good
Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, scent, spell resistance 10
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 22, Dex 13, Con 19, Int 03, Wis 13, Cha 06
Skills: Hide +1*, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 4
Alignment: Chaotic Evil

Certain packs of gnolls, especially those than have gone feral, often employ the strength and power of The Hounds of Yeenoghu. The Hounds are hyenas that have grown to monstrous size sand have been augmented by the fiendish power of the abyss. Nearly as large as draft horses and equipped with a massive set of crushing jaws the Hounds of Yeenoghu are truly terrifying to behold. Blessed with a rudimentary intellect and a definite evil bent the savage beasts have a fondness for the flesh of intelligent humanoids and are utterly relentless once they have caught the scent of their chosen prey.

A favored tribe of gnolls may keep as many as six Hounds of Yeenoghu and will keep them well fed upon the flesh of captured humanoids lest the hounds turn on the gnolls themselves.

Crushing Jaws (Ex): If a Hound of Yeenoghu makes a successful bite attack against a creature of large size or smaller it may choose to hang on to its victim and inflict crushing damage with its terrible jaws. After a successful bite attack the hound of Yeenoghu and its victim make opposing grapple checks. If the victim wins the opposed roll he managed to wriggle free but if the Hound of Yeenoghu wins it inflicts an additional 1d8+12 points of crushing damage. This damage persists each round until the victim wins and opposed grapple check or the Hound of Yeenoghu is slain.
 
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