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

Well, lemme drop in a request.

I'm starting up a high-level campaign soon, and, I'm in need of an awesome BBEG.

Here's the specifics I've decided on, some sort of Vampire Lord Great Wyrm (some sort of Good Great Wyrm) Plus, it's a necromancer. The whole idea is that thousands of years ago, in the dragon wars, one of the metallic great wyrms went missing. Little did anyone know that the great wyrm was lying near death *somewhere.* Then *things happen, and he's vampirized, eventually breaks his masters control, and goes off to inhabit the ruins of a once-great nation's capitol, raising an army of undead, and turning the place into a necropolis of incredible proportions*

A CR in the area of 30-35 or so would be ideal.

Well, there'ya go if you want to :-)
 

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Just a quick note: the party in my game will be engaing in a truly epic battle next week. Seltan the Fellsoul and his 'hunting party' have come to bring pain, death and destruction.

His hunting party includes Hevexia and a few of my own creations (such as the 100th horror, an advanced Century Worm and an advanced half-fiendish Elder Xorn). Oh, and Warduke, he's there too, though they haven't seen him.

This one's gonna be Hell. I'll let you know how it plays out.
:D
 
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I just found this thread today because of a post made in General Discussion referring to it. Wow, great critters! I am very surprised and happy to read about the orogs. The next session for my 10th level group is actually about to assault an encampment of them with orcs and your orogs will fit perfectly. Have you seen the Black Orcs in one of the recent Dungeon magazines? I think I will throw some of them in as well.

More mid-level creatures would be nice. I'm very fond of your Gnolls because it lists a command structure.

If you want to do some cool things with orcs and ogres in a command structure I'd love to see it. In my game, they are trying to retrieve a dwarven urgrosh stolen from Durgeddin the Black's clan (Forge of Fury) some decades ago that has since passed down the orog line. The orog with the urgrosh is the clan leader and he originally had an ogre mage as his right hand woman, but I might change that to your orog warmage. Currently they have classed ogres, orcs, and orogs as lieutenants, with a few dozen orcs filling the ranks. Their base is an underground mining operation for a nearby orc city with several wooden outposts in a circle on the surface. They use goblins as slave labor to dig their mines.
 

Dirge, I just started reading your stuff. I found the Dretch to Demon Lord thread and was like, "wow, this is as good as Sepulchrave's." Damn but you're good! Anyways, I'd like you to make a monster for me, when you've got the time. He's an extremely old undead human called the Cursed Rogue (not the class). He's been wandering the earth and hibernating occasionally for about 7,000 years, and I just have no idead what to do with him. He's not evil, and should probably be around CR 25-35.
Thanks in advance, and congratulations on all your other excellent work.
 

John Q:

Hi! I'm a big fan of Blackdirge's as well, and I actually have my own monster thread in this forum, which was origionally geared towards low CRs (since at the time 'Dirge was hitting the 40s and 50s, and I figured that people might want things that were a little less... crushing). Anyway, I'd be happy to do a writeup of the Cursed Rogue. He sounds all... old and undead and freakish...

If 'Dirge doesn't want the job, I'll take it.
 



Ok, this one's for Zero44, who challenged me to make something for his super high level game. Let me just say that if you thought the God Eater was bad...

Oh and a gold star to the first one who figure out what the base monster is. (its not hard) :D


************************************************************

The Writhing Worm

Colossal Outsider (evil)
Hit Dice: 48d10+1296 plus 576 (2352 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft. (10 squares), burrow 60 ft., swim 30 ft.
AC: 68 (–8 size, +12 Dex, +40 natural, +12 insight, +12 luck), touch 4, flat-footed 19
Base Attack/Grapple: +36/+124
Attack: Bite +109 melee (8d6+60/19-20 x3)
Full Attack: Bite +109 melee (8d6+60/19-20 x3) and 12 tentacle rakes +108 melee (3d8+60/19-20 x2) and sting +106 melee (4d6+30 plus poison/19-20 x2)
Space/Reach: 30 ft./20ft.
Special Attacks: Abomination traits, breath weapon, constant insight, improved grab, rotting constriction, poison, swallow whole
Special Qualities: Damage reduction 40/epic, good and star silver, fast healing 20, immunity to electricity and acid, see in darkness, tremorsense 60 ft., SR 88
Saves: Fort +63, Ref +58, Will +37
Abilities: Str 90, Dex 35, Con 64, Int 18, Wis 35, Cha 27
Skills: Climb +104, Hide +60, Listen +76, Knowledge (arcana) +68, Knowledge (the planes) +68, Knowledge (religion) +68, Move Silently +76, Search +68, Spellcraft +71, Spot +76, Survival +76, Swim +112
Feats: Awesome Blow, Cleave, Crush, Fling Enemy, Great Cleave, Greater Multigrab, Improved Bull Rush, Improved Critical (bite), Improved Critical (sting), Improved Critical (tentacle rake), Improved Initiative, Iron Will, Multiattack, Multigrab, Power Attack, Rending Constriction, Sunder, Weapon Focus (bite).
Environment: Any
Organization: Solitary
Challenge Rating: 80
Alignment: Neutral Evil


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 50; cold resistance 50; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1000 ft.
Breath Weapon (Ex): Once every 1d4 rounds the Writhing Worm can spew a 120 ft. cone of venomous bile. All creatures within the area of effect take 40d10 points of acid damage. A DC 73 Reflex save is allowed for half damage. In addition those failing their initial Reflex saving are subject to the same poison listed under the Writhing Worm’s stinger attack.
Constant Insight (Su): The Writhing Worm makes all its attacks with a +15 insight bonus (figured into the stats above). It is not affected by the miss chance that applies to attacks against concealed creatures.
Improved Grab (Ex): To use this ability, the Writhing Worm must hit with a 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 attempt to use its rotting constriction the following round.
Poison (Ex): Injury, Fortitude DC 73, initial damage 2d6 Str, 2d6 Dex, 2d6 Con, secondary damage 3d6 Str, 3d6 Dex, 3d6 Con.
Spell-Like Abilities: At will – blur, dimension door, greater dispelling, haste, shield, and unhallow. Caster level 20th.
Rotting Constriction (Ex): Once the Writhing Worm has a hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time the Writhing Worm regains 10 lost hit points per Constitution point drained.
Swallow Whole (Ex): The Writhing Worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d8 points of permanent Constitution damage per round from the unholy energies that fill the beast’s gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 75 points of damage to the gizzard (AC 50). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Writhing Worm’s interior can hold 1 Gargantuan, 2 Huge, 4 Large, 16 Medium, 74 Small, 296 Tiny, or 1184 Diminutive or smaller opponents.



Far beyond the simple cruelties of fiends, more vast than the dark cravings of the foulest necromancer, there lies evil older than the stars themselves. Beyond the reaches of mortal knowledge and experience, so remote as to be outside the ken of the mightiest of gods, there is a realm of ultimate chaos and evil, a “Far Realm” that personifies the very crux of madness. Only the most learned of sages have any inkling of its existence, and those unlucky few who have glimpses its dark reaches are left either mindless husks or the most raving of madmen.

The Far Realm is devoid of all reason, light or hope, but it is not without life. Vast shapeless entities drift mindless and eternally hungry, sensing the rich bounty that lies beyond their domain but barred from gaining entrance into the lands of light and sanity. These nameless beings are drawn to the flourishing vitality of more earthly realms, and occasionally, through either luck or fate, find a way to send forth a portion of their near limitless power.

When an entity of the Far Realm manifests its power on a mortal plane it is always within the body of one of that plane’s inhabitants, although the newly inhabited body is always twisted and warped from the blighted energies it contains. The most famous example of this is a blasphemous monstrosity known as the Writhing Worm, a dreadful beast that has ravaged and destroyed a number of ancient civilizations. The beast is thankfully prone to long periods of inactivity in which it hibernates deep beneath the earth. The last reported sighting of the Writhing Worm was nearly five hundred years ago, when the creature decimated the elven city of Querath Yesd, and destroyed a number of powerful adventuring bands that sought to defend the doomed metropolis.

Sages surmise that the Writhing Worm is due to rise again, spreading terror and destruction in its wake and glutting its ravenous appetite for mortal flesh. Such an event would certainly mean the death of thousands, as no one, neither mortal nor immortal, has managed to so mach as wound the beast on any of its earlier rampages.

Appearance & Tactics

The few descriptions of the Writhing Worm that have survived the ages are vague and unclear. It is possible that the creature’s form is so horrible, that it defies all description. Witnesses to the beast’s ravaging tell only of a great mound of writhing tentacles lashing out in all directions, snatching up any living thing within range and destroying it utterly. Some say that there is a definite serpentine outline to the Writhing Worm, while other describe nothing more than a shapeless mass.

Only the greatest of fools would approach such a horror, and all who have thought themselves strong enough have died horribly. The Writhing Worm uses little in the way of strategy or tactics simply seeking to crush the life from all who approach with its tentacles. It occasionally will vomit forth a wave of poisonous bile upon massed enemies, both burning them with caustic digestive juices and subjecting them to the most deadly of poisons.

The Writhing Worm has proven to be immune to the mightiest of spells and the most powerfully enchanted weapons, shrugging off barrages of fireballs and swarms of arrows like a dog shrugs off a flea. If there is a means of harming the Writhing Worm it is unknown, and likely beyond the reach of mortals. Suffice to say that the best defense against such a monstrosity is quick prayer to any gods that owe you favors and an all out retreat.
 
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Oh, and I really will try to get to all the requests. I will work them in when I have time.

That is unless ConnorSB continues to bone in on my clientele. :D

Just kidding Connor, go crazy.

Dirge
 
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My notation could be wrong, but I think it's Epic and Good and Star Silver.

Awesome creature, too bad I don't run a level 50 game so that I could challenge it... well, actually, at level 50 this creature might be takeable with a group of 4. Once they can get through the DR and deal around 100 points of damage per round (past regeneration) it becomes killable. That said, how would you deal with an opponent that can maintain a distance of 800 ft?

What's sad is that's at ONLY 48 hit dice. The advanced one is just... rediculous...

What is "immune to affecting effects" in the abomination section?

That's all I could think to ask.
 

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