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

Well, I happend to stumble accross the Story Hour thread yesterday (which I have since read & await another chapter) and thought I should check this out.

:D

Sure glad I did, these are some great creations. As of now I don't think I'll have any use for them in the near future but they are fun to look at and its cool to have somewhere to get some help when I'm stuck on an idea.

Keep up the great work. The Roper is cool and I look forward to hearing what the party thinks of it.
 

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Good God, BLACKDIRGE!!

I've never looked at this thread before today, but it's fantastic.

I got one for ya...

I'm taking my newly, just-barely epic level group (one of them is 21st, the rest vary from 15th-20th) into the deadly Return to the Tomb of Horrors module. I'm heavily modifying it, but we ended the last session with a balor starting to summon something to oppose our heroes as they try to storm their way through a necromancer academy and into the Tomb.

Well, I'd like the balor + something(s) battle to be rough on this party- probably about EL 23-24. Whether the balor's templated, or his summoned ally or allies are, or whatever, I want a fight that will rock my pcs' world! They just handily beat a marilith and ten glabrezu; I want to knock the fear of the Black Academy back into them!

So- whaddaya think? We're playing on Saturday!
 

To toss an idea in the ring....

You've got all these requests for big baddies to oppose 20+ level paries... but what about low and mid-level ones? Specifically, I'd like to see what you do with an idea I had a while ago and fleshed out a little: Feral Halfings. :D Just the look on the player's faces when they're menaced by vicious waist-height tribals with claws. (The story/stories behind the Feral Halfings, as far as I devloped them, ranged from Wizard Experiments to a shipwreck on a teleportation and scrying blocked island to simply a halfling subrace.)
 






Okay this ones for ConnorSB.

I didn't have a whole lot of background on your request so I wrote up the Aspect of Mevendrezek (a working name I used for your Kobold Earth deity) like a standard monster manual entry.

I kinda had to create this one from scratch, but I used a number of templates for guidance. Your Aspect of Mevendrezek starts as a kobold advanced to medium size and given 6 hitdice. I then changed the tye to outsider and added aspects of the insectile, half-earth elemental and half-machine template. I added a couple of my own touchs and I think it came out pretty good. I put it at CR 10, but that might be a bit low.

For a full avatar of your Kobold Deity, I would advance one of these guys to eighteen hit dice and then give it a divine rank of one. I think that would be about right for a CR 20 critter.

Dirge

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Aspect of Mevendrezek
Medium Outsider (Earth, Lawful)
Hit Dice: 6d10+30 (71 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), burrow 30 ft., climb 20 ft., fly 60 ft. (average)
AC: 26 (+14 natural, +2 Dex), touch 12, flatfooted 24
Base Attack/Grapple: +6/+11
Attack: Claw +12 melee (1d8+5)
Full Attack: 4 claws +12 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend, rusting breath, spell-like abilities
Special Qualities: Darkvision 60 ft., damage reduction 5/adamanitium, immune to disease, earth based effects and poison, +4 bonus to Will saves against mind-affecting attacks and effects, partial construct, resistance to acid 10 and fire 10, tremorsense, wide vision
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 21, Dex 14, Con 20, Int 11, Wis 14, Cha 11
Skills: Appraise +6, Climb +19, Concentration +11, Jump +11, Knowledge (geology) +6, Listen +18, Search +8, Spot +22,
Feats: Alertness, Improved Initiative, Improved Natural Attack (claw), Great Fortitude, Lighting Reflexes, Multi-dexterity, Weapon Focus (claw)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 10
Alignment: Lawful Neutral
Advancement: 7-9 HD (Medium), 10-18 HD (Large)

Aspects of Mevendrezek are bizarre servitors of an obscure kobold deity of earth and metal. Each one appears as tall insect like humanoid with four multi-jointed arms and a bulbous reptilian head complete with four large multi-faceted ayes. A large pair of retractable metallic wings allows the aspect to fly with average maneuverability.

These strange outsiders appear to be an odd blending of several types of monster, including traits of insects, reptiles, and even nonliving things such as stone and metal. Aspects of Mevendrezek are usually encountered deep below the earth where they can be found harvesting rare metals or gems. Occasionally they may come to the aid of a devout cleric to defend a kobold community or mine.

Combat

Aspects of Mevendrezek are usually content to leave others in peace unless directly threatened or protecting a kobold settlement. They despise chaos and can occasionally be more belligerent to chaotic creatures, but still rarely attack without provocation. Aspects of Mevendrezek will usually begin combat with their rusting breath, hoping to disarm metal using opponents and make them easier to hit. The claws of an Aspect of Mevendrezek are incredibly sharp, capable of cutting through solid stone with ease. An aspect can use all four of its long multi-jointed appendages at once with surprising agility and prefers to use its natural attacks first before resorting to spell-like abilities.

Partial Construct (Ex): An aspect of Mevendrezek is immune to poison and disease and is considered one size large when determining death from massive damage. An aspect of Mevendrezek is subject to critical hits but takes only half damage from subdual attacks.

Rend (Ex): An aspect of Mevendrezek that hits with at least two claws can tear its opponents flesh for an additional 2d8+10 points of damage.

Rusting Breath (Ex): Once per day an aspect of Mevendrezek can breath forth a 30 ft. cone of metal corroding gas. The gas inflicting 4d6 points of damage to all exposed metal, including weapons and armor. A reflex save at DC 18 can be made to avoid half of this damage.

Spell-like Abilities: 1/day – magic stone, soften earth and stone, spike stones, stone shape wall of stone. As 9th level sorcerer DC = 10 + spell level.

Tremorsense (Ex): An aspect of Mevendrezek can automatically sense the location of anything within 60 ft that is in contact with the ground.

Wide Vision (Ex): Because of its multiple eyes and wide angle of vision an aspect of Mevendrezek has a +4 racial bonus on spot checks and cannot be flanked.
 

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