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

ConnorSB said:
I'm working, I'm working! its hard to think up unique undead, much less stat him up!

Sorry! I wasn't being impatient, and I really appreciate you statting him for me, I just didn't think this thread should be on the second page! Didn't mean to give the wrong impression.
 

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Its cool. So here's my idea so far:

His name is the Cursed Rogue, and i focused almost solely on those two words.

So he's a rogue- a thief. Lets say that long ago he was the greatest thief in the world- almost godlike in his power. He could clean out whole fortresses of guards, with narry a one knowing he was thier until the instant of thier death, and some not even then. He could steal the clothes off of you, and make you thank him for his "service".

He had power, lots of power. And it was fine, until he was granted unlimited power. He was given a wish.

Naturally, he wanted to live forever. So he wished to "never age, never tire, and never change."

Now knowing the universe (read: the DM), he was granted these things- but only these things.

So his wish became his curse, as he stoped aging, stoped sleeping, and suddenly could no longer change who he was.

It works out like this: His life force remains the same- just as strong as when he made that wish. Only when his natural time came, rather than being fueled by positive energy- alive, he was fueled by negative energy- undead.

He does not tire- he no longer suffers from the effects of lack of sleep, food, breathing, etc- as a standard undead.

Does not change himself- this is where things get interesting. What is at the heart of this is he can no longer gain or spend XP: he cannot level up, cast spells with XP costs, etc. His skill set never increases, nor do his feats, nothing. He can still gain factual knowledge, as this does not change the character of who he is, only what he knows.

He also cannot change his ways- against his will, he has become a creature of habit. So from fight to fight, his tactics remain absolutly the same.

Finally, he cannot really change his physical form- he regenerates heavily, and ability damage cannot slay him, etc.

Here's the catch- he does not appear undead. his flesh is warm to the touch, etc, it is just that he is fueled by negative energy, rather than positive energy.
 


inspirational

Well I just wanted to say your posts on this thread Dirge are an inspiration, in fact the very reason I signed up for this messageboard.

I do have a requested creature, running along the same lines as the Mega-Roper ended up serving. In my Incursion Campaign the characters will be fighting either into the Lich-Queen's City, or trying to kill Empheleon the Red Dragon consort of Tiamat. What I was thinking was to try and devolp a Red Dragon Paragon, or Axiomatic, a version of a Great Wyrm who would spike the B**chqueen Tiamat's interest. What would be your vison of said dragon?

Thanks
Elvnsword
 



Boya.

You've inspired me to put all my print outs of monsters and put them together in a folder. Now to get some of the good stuff from here. . .

[Edit]Oh, crap. All of it's good. Better limit myself to CR 20 and below.
 

WizarDru said:
Well, Seltan had his day, with Hevexia and some of my own creations in tow.

Ugly, ugly fight.

Poor, poor Seltan.

It was rather amusing, though:

Paladin PC: "So how far does this attack reach?"
DM (me): "Abyssal Blast? 1200 feet."
Paladin PC: "....Oh."

Damn! I thought Seltan would really give em a run for their money. Oh well. Not enough hit points I guess.

Must build nastier monsters for WizarDru...

:D

Dirge
 

Heres a low CR monster for you all. Well, low for me anyhow. I mean its only a paltry CR 16. :D

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

Stonespite

Fiendish Two Headed Half Elemental Basilisk of Legend
Large Outsider
Hit Dice: 13d8+156 (224 hp)
Initiative: +4
Speed: 30 ft. (6 squares), burrow 20 ft.
AC: 27 (-1 size, +18 natural), touch 09, flatfooted 27
Base Attack/Grapple: +13/+30
Attack: Bite +25 melee (2d8+13 plus poison)
Full Attack: 2 bites +25 melee (2d8+13 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Petrifying gaze, poison, smite good, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 90 ft., enhanced attributes, fast healing 5, immune to disease and earth based effects, low-light vision, resistance to cold 10 and fire 10, spell resistance 18, tremorsense 60 ft., +4 bonus of Fortitude saves against poison
Saves: Fort +23 Ref +11, Will +9
Abilities: Str 37, Dex 10, Con 35, Int 08, Wis 14, Cha 15
Skills: Climb +21, Hide +12, Jump +21, Listen +22, Search +09, Spot +22, Survival +10
Feats: Alertness, Cleave, Combat Reflexes*, Improved Initiative*, Improved Natural Attack (bite), Irresistible Gaze, Multiattack*, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 16
Alignment: Neutral Evil

Enhanced Attributes (Ex): The save DC for each of Stonespite’s special attacks, spells, and spell-like abilities is increased by +4. This bonus is already figured into the special abilities below.

Petrifying Gaze (Su): Turn to stone permanently, range 60 ft, Fortitude DC 24 negates. Despite the fact that Stonespite has two heads, it can only make one gaze attack per round.

Poison (Ex): Injury, Fortitude DC 32, initial and secondary damage 1d8 Str.

Smite Good (Su): Once per day Stonespite can make a normal melee attack to deal and extra 13 points of damage to a good foe.

Spell-Like Abilities: 1/day— earthquake, magic stone, soften earth and stone, spike stones, stoneshape, stoneskin, wall of stone. Caster level 13th (DC = 16 + spell level).


The elemental princes of evil, the most powerful forces of nefarious activity on the elemental planes, have many servants to do their bidding. Some are subtle enough to be introduced into mortal society to further their lord’s aims, while others are merely brute enforcers of their master’s will. Still others serve as guardians to some vitally important piece of magic, or knowledge, keeping their prince’s possessions free from the probing of mortal adventurers.
Such is the case with a terrifying beats known as Stonespite, who serves the Prince of the Dark Earth, Ogremoch.

Centuries ago, a powerful band of adventurers nearly slew Ogremoch, due in large part to a powerfully enchanted hammer wielded by the party’s paladin. The hammer, a huge two handed maul of fire blackened iron, called Earthmauler and had been specifically created to slay beings from the plane of elemental earth. Although Ogremoch defeated the wielder of Earthmauler and his companions, he vowed never to let the weapon be brought against him again. To facilitate this, the earth lord placed Earthmauler in a deep, lightless vault of the underdark on the prime material world of Faerun. In addition he drew upon his considerable magic, and created a guardian to ensure that no one ever removed the hammer from its interment.

The guardian was a horribly twisted beast that had begun its life as a basilisk. Ogremoch’s magic worked terrible and irrevocable changes upon the hapless creature, until it had become a nightmarish monstrosity, which the elemental prince named Stonespite. Ogremoch sealed Stonespite away in the vault that held Earthmauler, and charged the beast with its guardianship, ordering it to slay any who found their way into its domain.

For centuries Stonespite has dwelled within the massive vault that serves as a prison for Earthmauler. In this time he has slain numerous clans of dwarves and deep gnomes who have delved too deep into the earth. After each incursion, Stonespite seals the vault again with stoneshape and wall of stone spells.

So far only two adventuring parties have come looking for Earthmauler, the first of which was led by the brother of the weapon’s original wielder. Stonespite performed his duty as guardian to perfection during each encounter, slaying and devouring every one of the intruding adventures.

Stonespite spends much of his time sleeping, as there is little to interest him in his sealed vault. He dreams of the surface world and longs to be free from his guardianship, but lacks the power to oppose Ogremoch and win his freedom. Occasionally, Stonespite will burrow out of his vault, and explore the lightless tunnels of the underdark. He will always slay anything he encounters on these excursions for fear that Ogremoch may learn of his truancy and seek retribution.

Appearance and Tactics

Stonespite has kept the basic outline of his basilisk beginnings; appearing as a low-slung reptilian beast with eight powerful, blunt clawed legs, and dark rock-like skin. His two heads and massive size are the first indicators that Stonespite is something far worse than a common basilisk. Each of his two heads sports a powerful set of jaws, capable of crushing stone, or rending steel. In addition Stonespite is capable of delivering a powerful strength draining venom with each bite.

Stonespite’s battle tactics rely heavily on his special abilities, and he will resort to melee only as a last resort. He will start combat by attempting to petrify as many foes as possible, focusing his gaze on obvious magic wielders first. If this attack fails Stonespite will use his spell-like abilities to harm and confuse his opponents with spells such as earthquake, wall of stone, and stone spikes. When forced to melee he will focus attacks on a single individual banking on his savage jaws and poison to quickly incapacitate his foe.

If faced with a party he cannot defeat in a single encounter, Stonespite will burrow to safety and let his fast healing repair any damage suffered in combat. He will then resort guerilla tactics, bursting from the ground and making hit and run attacks, or attempting to separate his foes and fight them individually or in pairs.
 
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