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

Hey guys, here is another critter to tide you over until I get the next NPC thread going. The Slithering Horror is an advanced carrion crawler with the fiendish template and the gelatinous template from Savage Species.

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The Slithering Horror

Advanced Fiendish Gelatinous Carrion Crawler
Huge Aberration
Hit Dice: 9d10+63 (115 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 15 ft., Climb 10 ft.
AC: 18 (-2 size, +1 Dex, +9 natural)
Attacks: 8 tentacles +10 melee, bite +8 melee, slam +8 melee
Damage: Tentacle 1d8 acid plus paralysis, bite 1d6+3 plus 1d8 acid, slam 2d6+3 plus 1d8 acid
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Paralysis, acid, smite good
Special Qualities: Scent, blindsight, resilient, immunities, saving throw bonus, DR 10/+3, SR 18; acid, cold, fire and electricity resistance 20
Saves: Fort +12, Ref +4, Will +6
Abilities: Str 22, Dex 12, Con 24, Int 6, Wis 11, Cha 06
Skills: Climb +14, Hide +4, Listen +2, Move Silently +8, Spot +2
Feats: Great Fortitude, Improved Initiative, Multiattack, Track
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 11
Alignment: Neutral Evil

Paralysis (Ex): Those hit by the Slithering Horror’s tentacle attack must succeed at a Fortitude save (DC 22) or be paralyzed for 2d6 minutes.

Smite Good (Su): Once per day The Slithering Horror can deal an additional 9 points of damage to a good aligned foe on a successful melee attack.

Blindsight (Ex): The Slithering Horror’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Acid (Ex): The Slithering Horror secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage.

Resilient (Ex): The Slithering Horror has a less defined shape than a standard carrion crawler. As a result it is more difficult to score crippling or killing blows against it. The Slithering Horror benefits from the following combat adjustments:
* Cannot be flanked
* Takes 1d6 less damage from a successful sneak attack
* Takes one-half the additional damage dealt by a critical hit

Immunities (Ex): The Slithering Horror is immune to polymorphing and stunning,

Saving Throw Bonus (Ex): The Slithering Horror gains a +4 bonus on saves against mind-affecting effects, poison, sleep, and paralysis.

The lightless halls of Undermountain are fraught with all manner of peril and those brave enough to dare its hazards often fine their end at the claws of some terrible beast. The dwarves of old built their home well and it has withstood the passage of time well beyond its creators and now serves as the single largest grave for adventurers in all the realms. Centuries ago the mad wizard Halaster took up residence in the mammoth dungeon complex, stocking it with all manner of beasts and monsters. The dungeon has become famous for its lethality and the vast hoards of riches that a few have taken away from the dangerous place. As deadly as the halls of Undermountain are they still draw adventurers by the hundreds, eager to make their name in the annals of Faerunian history or simply to test their luck for a chance at instant wealth.

Halaster yet lives, the magic of the archmage preserving his life well beyond its normal limits. The demented archmage spends much of his time gathering dangerous monsters from all over Faerun and depositing them in his dungeon. Halaster derives much amusement from his “zoo” watching with glee through hundreds of secret passageways as his pets devour and slay the adventurers that frequent his home. Halaster, however, is not responsible for all the dangers of Undermountain. Various humanoids and monsters have wandered in of their own accord and have made the gloomy halls of Undermountain their home. One of these interlopers was actually created in the deepest depths of Undermountain's lower levels. A cabal of drow, worshiping the blasphemous deity Ghaundahar, received a gift from their enigmatic and terrible god. The “gift”, an augmented carrion crawler modeled somewhat after the god’s own amorphous form, was less than devoted to the members of the cabal and proceeded to slay and devour each and every one of them. After the destruction of the Ghaundahar worshipers the beast roamed the lower levels of Undermountain, preying on creatures weaker than itself and hiding from the stronger denizens of the depths.

Possessed with a modicum of fiendish intellect the beast of Ghaundahar slowly made its way to the upper reaches of Undermountain where the number of sentient humanoids was far greater. The beast soon became infamous on the first level of the dungeon, often lurking near the most popular entrance into the complex, the well shaft leading to the famous inn known as the Yawning Portal. Adventurers would pay a small fee to the proprietor of the inn to be lowered down into the depths to seek their fortune. Many of these adventurers were caught completely off their guard by the beast of Ghaundahar lying in wait and quickly slain. This tactic became so successful that the beast scarcely moved and eventually the number of adventurers entering Undermountain via the Yawning Portal declined sharply. Durnan, the owner of the inn, was a powerful fighter and was not about to tolerate the economic damage the beast was inflicting on his business. The innkeeper descended into Undermountain himself to confront the beast and after a furious battle drove it away, injuring it severely. Since then the beast has stayed clear of the well shaft but still haunts the first level, silently following adventurers through the darkness waiting for them to let down their guard for just an instant and allow it to strike.

The beast’s infamy has grown as adventurers exploring the first level spread word of an eerie presence following them through the empty halls. Many of the very common deaths and disappearance occurring in the depths of Undermountain have been pinned on the beast, though it has actually killed only a handful of adventurers. In addition the one group that encountered it and lived to tell the tale has given a colorful name to the beast. The surviving adventurers described a creature of unimaginable foulness and named the monstrosity “The Slithering Horror”. The legend of the Slithering Horror continues to grow and is often a subject of much debate in the taproom of the Yawning Portal. It is doubtless that the beast’s legend will long outlive the beast itself and the Slithering Horror will become just another boogey-man used to frighten inexperienced adventurers daring the perils of Undermountain.

Description & Tactics

The Slithering Horror had been gifted with the essence of its godly progenitor Ghaundahar. It bares a slight resemblance to a normal carrion crawler, although larger, with a long segmented body and a mass of writing tentacles near its “head”, but all resemblance stops there. The beast’s body is composed entirely of quivering green protoplasm shaped roughly in the image of a carrion crawler. No eyes or other sensory organs are evident on the Slithering Horror as the primitive makeup of its body allows it to detect approaching prey items without the aid of sound or sight. A sickly sweet stench, reminiscent of rotting carrion, hangs about the creature at all times and often alerts potential meals to its presence. The repulsive body of the Slithering Horror constantly oozes a strong acidic slime that it uses to dissolve its food into an easily digestible form.

Slow moving and cumbersome, The Slithering Horror must use stealth and surprise to capture its meals. It will typically stalk potential prey, such as a party of adventurers, for hours, waiting for an opportune moment to strike. When it reveals its presence the Slithering Horror will lash out with its paralytic tentacles hoping to immobilize as many foes as possible. It fears little, as its bizarre anatomy and fiendish nature make it impervious to many forms of attack. If faced with a group it is unable to defeat, the Slithering Horror will attempt to grab any paralyzed foes and retreat, usually by climbing a vertical surface, to devour its meal in peace.
 
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Howdy all, sorry for the lack of updates. Xavanax is an advanced beholder with the Ju-Ju zombie template from The Unapproachable East.

In addition I have included a new beholder template similar to the hag coven at the end of the background material.

Dirge

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Xavanax

Advanced Ju-Ju Zombie Beholder
Large Undead
Hit Dice: 15d12+3 (135 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft., Fly 20 ft. (good)
AC: 24 (-1 size, +2 Dex, +13 natural)
Attacks: Eye rays +11 ranged touch, bite +7 melee
Damage: Bite 2d4+3
Face/Reach: 5 ft. by 5-ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, fly, DR 5/slashing, turn resistance +4, immunities, undead
Saves: Fort +5, Ref +6, Will +11
Abilities: Str 14, Dex 14, Con --, Int 15, Wis 15, Cha 17
Skills: Hide +10, Intimidate +12, Knowledge (arcana) +16, Listen +17, Search +20, Sense Motive +11, Spot +21
Feats: Improved Initiative, Power Attack, Toughness, Dodge, Mobility, Shot on the Run, Ability Focus (disintegrate eye ray), Ability Focus (finger of death eye ray), Ability Focus (flesh to stone eye ray)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Alignment: Neutral Evil

Eye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when Xavanax is attacking physically or moving at full speed. Xavanax can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, Xavanax can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. Xavanax can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye's effect resembles a spell cast by a 15th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 20, with the exception of the disintegrate, finger of death, and flesh to stone rays which have a save DC of 22.

Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.

Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray.

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.

Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)

Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.

Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.

Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.

Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half).

Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.

Telekinesis: The beholder can move objects or creatures that weigh up to 375 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.

Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature's front. This functions just like antimagic field cast by a 15th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even the beholder's own eye rays. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye). Note that a beholder can bite only creatures to its front.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Immunities (Ex): Xavanax is immune to magic missile and electricity damage.

Undead: Xavanax is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. He is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

There are few creatures more paranoid and xenophobic than the dreaded beholder. Unlike many other evil monsters the “Eye Tyrant”, as they are sometimes called, finds the company of all creatures even its own kind repugnant and unwanted. Fiercely territorial, beholders defend their lairs and the surrounding area with an unassailable zeal that has spelled certain doom for many an adventuring band. This aggressive nature is doubly evident when a beholder encounters another of its kind in its home territory. These encounters lead to epic battles that often result in the death of both beholders, and for this reason, the arrogant and over confident eye tyrant, fears little beyond its own kind. On the rare occasion that a group of beholders can put aside their natural tendencies for a while and cooperate they can form a powerful but little known magical coterie, the Beholder Syndicate.

A syndicate contains three beholders who have enacted an ancient and obscure ritual handed down over the millennia by the malignant beholder deity known only as the Great Mother. The ritual allows the three beholders to link minds and when needed function as a single being, combining their formidable intellects and willpower into a staggeringly powerful super mind. In addition the bizarre magic of the syndicate joining grants its members a host of additional magical powers on top of their already vast array of abilities. These “Syndicates” often control vast criminal networks in large cities or rule over various human beholder cults.

One such syndicate, headed by a powerful beholder named Xavanax controlled the thieves’ guild in the Faerunian city of Baldur’s Gate. For decades Xavanax along with the other members of his syndicate Xevox and Xezex manipulated the guildmaster of the Angry Knife thieves guild, compelling the aging thief to mount daring raids on city nobles and authority figures. Xavanax was obsessed with the accumulation of magical items, specifically seeking those that might prolong his life, and the Angry Knife guild saw to it that a steady influx of stolen goods found their way into Xavanax and his Syndicate’s horde. Paranoid to a point that even other beholders found him irrational, Xavanax feared that the end of his life was drawing near and desperately sought a way to stave off death. So desperate was Xavanax that the innate caution of beholder kind was overridden when his two associates offered him just the solution he was looking for.

Xevox, the youngest beholder of the Syndicate was a devout follower of Gzemnid, and obscure beholder deity with dominion over illusion and trickery. Xevox had grown tired of Xavanax’s paranoia and sought a way to dispose of the elder beholder. Xevox knew that he stood no chance against Xavanax in a stand up fight and so after lengthy prayer and meditation he received the answer from his fickle god. Xevox knew he would need help to see his scheme come to fruition and enlisted the aid of Xezex the third member of the beholder triumvirate. Xezex was intrigued with Xevox’s plan, which was to transform Xavanax into a death tyrant, a mindless undead beholder that could be controlled with ease. The transformation would of course break the magic of the Syndicate but would provide its two surviving members with a powerful weapon against their enemies.

Although the three beholders were linked via a group mind, Xevox and Xezex were able to keep their plan a secret due in large part to Xavanax’s obsession and unwillingness to focus on anything beyond the accumulation of magic and lore that would increase his life span. When Xevox approached Xavanax with the lie he had concocted regarding a possible transformation into undeath and immortality, Xavanax was eager and receptive to the young beholder's words. Xevox twisted the truth of the death tyrant ritual, advising Xavanax that he would be transformed into a lich-like state that would increase his power tenfold. Xavanax ordered Xevox and Xezex to immediately begin preparation for the ritual, not even bothering to question the two subordinate beholders motives in increasing the personal power of their leader far beyond the scope of their own abilities. Xavanax was truly blinded by his fanatical obsession and ultimately it led to his downfall and the collapse of the entire syndicate.

The ritual was rather simple, requiring little more than the freshly slain corpse of a sentient creature, which would be consumed during the ritual, and a few crude utterings in the ancient “dark speech” which had been taught to Xevox by his patron deity, Gzemnid. Xavanax was more than eager to enact the ritual, and on the 4th day of Uktar took his place in the center of a mystic circle cut into the stone of their underground layer with Xevox’s disintegrate ray, while the young beholder chanted the words of power that would grant Xavanax everlasting life. The ritual worked but the outcome was not what either Xavanax or Xevox expected.

As the dark energies summoned by Xevox swirled within the circle of power, Xavanax felt the life essence draining from his body and panicked. So afraid of death was the elder beholder that even the everlasting promise of undeath unnerved him completely. Frantic, Xavanax fled the circle just as Xevox finished his last guttural incantation. The culmination of the ritual caught Xavanax half in and half out of the mystic circle and his body was smote with crackling black arcs of negative energy, killing him instantly.

Xevox and Xezex, after they had recovered from the chaotic end to their ritual, floated over to the lifeless orb that was Xavanax. Xevox grinned as he saw the limp eyestalks of Xavanax suddenly stir and began writhing slowly, his plan had come full circle, he and Xezex now had a near unstoppable force at their disposal, an undead beholder. But as Xezex drew closer to the slowly awaking abomination he had created, something strange and unforeseen tugged at the edge of the beholder’s brain. He could still feel Xavanax’s mind through the union of the Syndicate, a bond that should have been broken once Xavanax was transformed into a death tyrant, a mindless creature. Sudden realization flooded through Xevox and he shut his central eye to negate his continual antimagic cone, snapping his most deadly eye stalks towards Xavanax’s crumpled form; but he was too late.

The magic of the ritual had indeed transformed Xavanax into an undead creature but not the death tyrant that Xevox and Xezex had been hoping for. Xavanax’s mad flight from the circle at the end of the ritual had flawed the dark magic that had coalesced within and had left Xavanax's mind mostly intact. Momentarily stunned the newly undead beholder had lain silent while the minds of his two former associates filled his own with their excited thoughts. Rage burned within Xavanax as the plans of Xevox and Xezex, laid bare by the magic of the syndicate, revealed what had truly been in store for him. Xavanax lay quietly, moving his eye stalks in his best imitation of a mindless thrall and waited for Xevox to approach. The young beholder foolishly floated in to examine his handiwork and as he realized that his plans had failed tried to bring his eye stalks to bear on Xavanax, but the elder beholder had been waiting for him and was far faster.

A pale line of hellish green fire shot from Xavanax’s 4th eyestalk, immolating Xevox in flickering jade flames. The flames died almost instantly leaving a solid stone replica of Xevox hanging in the young beholders place, mouth agape in fear and confusion. For half a heartbeat the stone beholder hung suspended 10 ft from the ground before finally succumbing to gravity and smashing to countless pieces on the unforgiving granite floor of the subterranean chamber.

Xezex who had witnessed the short exchange between Xavanax and Xevox watched in stunned horror as the thing that was once Xavanax rose from the ground and turned its great, burning central eye upon him. Dread filled Xezex and he raced towards the ceiling to escape the effects of Xavanax’s antimagic cone. Poised above his undead adversary, Xezex panned his body to bring all his eyes stalks to bear on Xavanax and unleashed a fusillade of rays upon the advancing beholder. With a grace the belied his scarred and withered body, Xavanax dodged most of the deadly lines of magic while the few that struck him seemed to have no effect on his newly undead form.

Helpless with fear and the seemingly ineffectiveness of his eye rays, Xezex attempted to flee but was struck from behind by an unerring ray from Xavanax, as dashed towards the circular egress in the chambers ceiling. Xevox’s body was momentarily outlined in a fiery yellow light before vanishing completely, leaving only a small pile of dust to bear witness that he had ever existed at all. Uncontested Xavanax floated from the chamber his mind awhirl with pain and loss. His thoughts were a jumble and the staggering mental faculty he had always relied upon was suddenly and horribly gone. Xavanax fled the underground complex that had served as the home of himself and his syndicate for nearly a decade, retreating to the lightless tunnels of the underdark to ponder the ramifications of his new and terrible existence.

Description & Tactics

Twisted by the awful magic of the Death Tyrant ritual, Xavanax’s body has been horribly changed. Caught as he was halfway in and halfway out of the magic circle at the end of the ritual, one side of Xavanax’s body remains mostly undamaged, the sickly gray pallor of death is still evident on the his undamaged side but it is nothing compared to the half of his body that remained in the circle. The “dead half” as Xavanax refers to the scarred portion of his body is an aesthetic atrocity of terrible magnitude. Half of Xavanax’s body appears to by slowly sliding away from his undamaged side. The blackened shriveled flesh hangs in one great slough, twisting the beholder features into a slack jawed frown that would evoke sympathy and even pity if it did not belong to such an evil and terrible creature. Xavanax’s great central eye also bears the mark of his transformation into undeath, burning with an infernal red glow that seethes with rage and power.

While still a very intelligent creature, undeath had dulled the great beholders wits, and this loss of mental capacity infuriates Xavanax. The undead beholder realizes that he has gained much personal power, and finally has no fear of death in any natural sense, but still he frantically searches for a way to restore his lost cognitive ability. The search for magic has begun again but this time Xavanax searches for ways too increase his intelligence and has been successful to some degree. An ancient tome found in the lair of young black dragon that had the misfortune of running into Xavanax while he wandered the lightless tunnels of the underdark, lifted the beholder’s intelligence once it was read and fully absorbed. Xavanax has plans of returning to the tunnels beneath Baldur’s Gate and regaining control of the Angry Knife thieves’ guild, rebuilding his power base and manipulating the unfortunate guildmaster into stealing the magic he needs to replenish his lost intellect.

The few adventurers who have encountered Xavanax would tell you (had they survived) that the undead beholder prefers a direct frontal assault and a quick display of power to pacify any threats that might arise. Xavanax prefers the more direct and deadly eye rays such as, finger of death, disintegrate and flesh to stone over those that charm or confuse and has found ways to bolster the power of these favored attacks. If these rays fail to harm his opponents, he will switch tactics and attempt to charm a powerful melee type and turn him on his companions.

Xavanax has been alive for over two centuries and in that time has slain hundreds of opponents. He is a near tactical genius and uses all of his abilities in the best manner possible, focusing his antimagic cone on spell casters while blasting melee types with his deadliest eye rays. Unlike most beholders, Xavanax is filled with a near fanatical blood lust once he enters battle and will fight to the death even if the odds seem against him. So far his direct merciless approach has served him well, but tales of an undead beholder haunting the sewers of Baldur’s Gate have begun to trickle to the surface and the number of eager adventurers seeking fame and fortune in Xavanax’s lair has increased. It is likely that Xavanax will meet his end at the hands of one of these adventuring bands but until that time is it hand the bodies will pile up beneath the deathless terror of Xavanax.


Beholder Syndicate

A beholder syndicate, much like the hag coven, is a joining of three separate individuals to create a more powerful whole. Accomplished with an obscure ritual known to very few of the dreaded eye tyrants, the rite of joining has been handed down by the Great Mother to ensure the dominance of her offspring. Used widely eons ago the Syndicate is a small remnant of a time when beholders were not so insular and xenophobic, working together towards a common goal and terrorizing the planes with vast armies of floating death orbs. Those halcyon days are long gone, the power of the beholder nation broken before the dawn of recorded history by near constant battles with Gith and Illithid-kind, but some of that ancient knowledge and power remains in the minds of a few select beholders.

The syndicate requires three willing beholders one of which must lead the syndicate while the other two accept subordinate positions, no easy thing to the proud and egotistical beholder. The leader must have at least 15 hit dice, possess a minimum 18 INT and have knowledge of the “dark speech” a blasphemous language of utter evil. The rite requires the sacrifice of a 10 sentient creatures with at least 10 hit dice or levels that are to be subjected to each of the ten beholder eye rays at one-hour intervals, while a continuous chant by the leader continues through out the ten-hour duration. The sacrifices must be slain by the eye rays outright or forced to commit some suicidal act under the compulsion of one. Not surprisingly the cruel and inventive race of beholders have even devised many ways in which a person can be killed by the usually non-lethal sleep ray.

Once all of the sacrifices have been slain the chanting continues for one more hour and if the ritual was performed correctly the three beholders are joined at the culmination of the ritual. A host of new powers, detailed below, are now available to the three beholders.

· Each beholder in the syndicate grows an 11th eyestalk within a week of completing the ritual. This extra eyestalk has the following powers usable at will: detect magic, detect good/evil/law/chaos, detect poison, see invisibility, eye bite, and true seeing. These abilities are as the spells cast by a sorcerer of the beholders level.
· Each beholder gains an SR of 10 plus the lead beholder’s hit dice
· +4 inherent bonus to CON and WIS.
· +4 deflection bonus to AC
· All saving throws for syndicate beholder eye rays increase by +2
· All beholders in the syndicate can communicate telepathically with each other up to a distance of one mile.


The death of any beholder in the syndicate causes the immediate loss of all powers for any surviving beholders associated with the joining. The syndicate adds +2 to the CR of each beholder member.
 
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Ok, here's a relatively low CR critter for you DMs out there. This monster is connected with the Vampiric Androsphinx, Madastracht, who is detailed earlier in this same thread.

Gorvagg is an un-advanced ettin with the vampire template. He is one of Madastracht's more powerful thralls and could provide a good challenge for characters in the 8 to 10 range. According to WoTC Gorvagg is CR 7, but I think that may be a bit low. With his high strength and various magical abilities and resistances I think he could easily give a party of 10th level characters a run for their money, but YMMV.

Enjoy.

Dirge

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Gorvagg

Ettin Vampire
Large Undead
Hit Dice: 10d12 (95 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 24 (-1 size, +2 Dex, +13 natural)
Attacks: 2 +1 greatswords +16/+11 melee or slam +15 melee
Damage: +1 greatsword 2d6+10, slam 1d8+13 plus energy drain
Face/Reach: 5 ft. by 5 ft. /10 ft.
Special Attacks: Superior two-weapon fighting, charm, energy drain, children of the night, create spawn
Special Qualities: Darkvision 90 ft. undead, damage reduction 15/+1, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, vampire weakness
Saves: Fortitude +7, Reflex +7, Will +5
Abilities: Str 29, Dex 14, Con --, Int 12, Wis 14, Cha 16
Skills: Bluff +11, Hide +6, Listen +20, Move Silently +8, Search +18, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Imroved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack
Climate/Terrain: Cold and temperate hills, mountains, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Chaotic Evil

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Superior Two-Weapon Fighting (Ex): An ettin fights with a club or spear in each hand. Because each of its two heads controls an arm, the ettin does not suffer an attack or damage penalty for attacking with two weapons.

Domination (Su): Gorvagg can crush an opponent’s will by looking into his or her eyes or simply by the sound of his voice. This is similar to a gaze attack but requires Gorvagg to take a standard action, those merely looking at Gorvagg are not affected. Anyone targeted by Gorvagg must succeed at a Will saving throw are fall instantly under his influence as though by a dominate person spell cast at 12th level. This ability has a range of 30 ft.

Energy Drain (Su): Living creatures hit my Gorvagg’s slam attack suffer 2 negative levels.

Blood Drain (Su): Gorvagg can suck the blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains blood, inflicting 1d4 points of permanent constitution damage each round the pin is maintained.

Alternate Form (Su): Gorvagg can assume the shape of a dire bat or a large death dog as the druid abailty wild shape at 12th level.

Children of the Night (Su): Gorvagg can summon a pack of 4d8 dire rats, 10d10 bats, or 3d6 death dogs as a standard action. These creatures arrive in 2d6 rounds and serve Gorvagg until released.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by Gorvagg’s energy drain rises as a vampire 1d4 days after burial.

Damage Reduction (Ex): Gorvagg’s tough undead body grants him damage reduction 15/+1

Fast Healing (Ex): Gorvagg heals 5 points of damage per round so long as he has at least 1 hit point.

Gaseous form (Su): Gorvagg can assume gaseous form at will , as the spell cast by a 5th level sorcerer.

Resistance (Ex): Gorvagg has cold and electricity resistance 20.

Spider Climb (Ex): Gorvagg can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): Gorvagg has +4 turn resistance.

The name for terror in the region around the Aderach plains is personified in the dreaded form of Madastracht, a rapacious and cruel androsphinx vampire that has terrorized the south for generations. This vile creature has controlled its domain with an iron fist through fear, domination and a few loyal and powerful servants who spread their master’s terror to those beyond his immediate reach. Madastracht finds himself in a fine position to sate his desire for theft and murder as the lands he controls feature the only navigable trade route connecting the kingdoms of the north to the sprawling city-states of the southern lands.

Merchants and traders whose livelihood depends on the exchange of goods and monies between the north and the south have found that they have little choice but to travel the aptly dubbed “Red Road”, and pray they are left in peace. Madastracht personally enjoys preying on the merchant caravans that wind their way through his lands, descending on the hapless merchants in a storm of teeth and claws. But as powerful as the androsphinx is he cannot be everywhere at once and so calls upon his horde of thralls and minions to achieve the tasks that he himself cannot personally see to. One of these servant, an ettin called Gorvagg, has been given the task of patrolling the “Red Road” with his small band of ogre vampire spawn in search of merchant caravans to loot and victims to slay. Gorvagg is himself a vampire, having been slain by Madastracht and reborn as an undead thrall, a slave to his master’s every whim. Gorvagg holds a special place among his master’s minions, as he was one of the first vampires spawned by the vampiric androsphinx.

As a living ettin Gorvagg lead a ragtag collection of roughly fifteen ogres, acting as their chieftain and war captain. Gorvagg, smarter than most ettins, had a modestly successful career as a brigand before he ran afoul of Madastracht along the “Red Road” and was transformed into the bloodthirsty creature he is now. With the plethora of physical and magical enhancements granted by his new form, Gorvagg is a truly terrible opponent and the merchant caravans that have fallen to the vampire ettin and his ogre spawn have been singular examples of carnage and wholesale slaughter. There are frequently no survivors as Gorvagg and his troupe literally tear their victims limb from limb glutting their all-consuming lust for blood in a wild orgy of destruction.

Treasure taken from the caravans is hauled up mount Vathrak, a lonely spire that juts up from the plains and houses the lair and treasure trove of Madastracht. The androsphinx allows his chosen minions to keep a few trinkets from their looting such as minor magical items or excess gold and jewels; Gorvagg gained his twin enchanted greatswords in this manner.

Gorvagg, is of course, unsatisfied with his lot as a lackey and literal slave to his master’s will, but like all vampire spawn is largely powerless to oppose his master in any direct manner. But, the surprisingly intelligent ettin keeps his eyes open for any opportunity that might allow him to be free of Madastracht’s dominion. Gorvagg knows that even if he were able to oppose Madastracht directly, the androsphinx would easily destroy him and his band of ogres, for this reason Gorvagg has started to search for other means to facilitate his freedom. Gorvagg once witnessed a caravan of merchant drive off Madastracht due to the powerful band of adventurers they had hired to escort them through the androsphinx’s lands. The adventurers had used powerful magic and the divine fury of their party cleric to burn Madastracht with holy fire. Screeching in rage and pain Madastracht had fled into the night leaving the treasure-laden caravan to finish its trek along the “Red Road” completely unmolested.

Madastracht’s defeat at the hands of the merchant’s hired adventurers has gotten Gorvagg thinking, and he has kept a vigilant eye out for another such group willing to do more than just keep the androsphinx from destroying merchant caravans. Gorvagg now carefully scouts out any caravans he would normally attack, hoping for another powerful band of heroes like the ones who handed Madastracht his one and only defeat. So far he has found little than untried mercenaries and fledgling adventurers eager to prove their worth but lacking the power and experience required to take down a beast the likes of Madastracht.

Gorvagg continues to attack the unfortunate caravans passing through the southern plains but he still harbors some hope that an unscrupulous band of slayers might make their way along the “Red Road” and strike a deal with the ettin vampire. Gorvagg has managed to amass a large amount of gold and magical items taken from Madastracht’s hoard and would readily offer these baubles to a band willing to take on the androsphinx. He would also “sweeten the pot” by telling fabulous tales of the wealth contained in Madastracht’s lair, tales that are for the most part true.

Description and Tactics

Gorvagg resembles a standard ettin in most ways, appearing as a large giant with two bestial coarse, featured heads atop a thick-bodied frame chorded with slabs of iron hard muscle. He is cleaner than most ettins and the hair upon both his heads is well groomed and typically tied in a tight topknot. Gorvagg’s vampiric nature is readily apparent to those unfortunate enough to get close to the ettin. His skin is the color of stark alabaster and his twin sets of eyes glow red with savage glee and barely controlled bloodlust. The hallmark of the vampire, two large pointed canines, is evident on both of Gorvagg’s heads, jutting past his lower lip and gleaming like twin daggers. More sophisticated than his normal kin or ogre followers, Gorvagg dresses in a tight fitting black muslin shirt and loose fitting black breeches, tucked into mammoth knee high leather boots. He often sports a large black cape as well and wears his twin greatswords slung low on both hips.

Gorvagg uses sound tactics in his night time caravan raids, typically sending half of his ogre vampire spawn ahead in a direct frontal assault while Gorvagg himself and the remaining ogres sneak up behind the occupied merchants and guards. Gorvagg has been a vampire for well over twenty years and is well versed in his various abilities and weaknesses. To date Gorvagg has never been defeated, he is smart enough to realize when he his outclassed and will typically leave large well guarded caravans alone, trusting that his master will take out these more dangerous groups. If a group appears particularly powerful it is possible that Gorvagg will approach the caravan alone, risking his own destruction, in the hopes that he might be able to strike a deal with a powerful group of adventurers and end his servitude to Madastracht in well timed bloody coupe. So far he has had no takers and has had to flee for his life on more than one occasion when his obvious evil alignment have provoked an immediate attack. Despite these setbacks, Gorvagg remains hopeful, for even if he is unable to facilitate Madastracht’s destruction himself, the androsphinx’s predations on the vital merchant caravans cannot continue forever. Eventually a direct and determined assault on the powerful vampire will be the only recourse of the beleaguered northern and southern peoples, and then Gorvagg will have little to do but keep out of sight and watch his overconfident master meet his destruction.
 

What can I say. I've been feeling creative lately.

Dreggle is an advanced quasit with the half dragon template. Dreggle's draconic ancestry stems from a hellfire wyrm, an extraplanar dragon detailed in MMII. Dreggle is to date the lowest CR critter in the thread, checking in at a CR of 6. Along with his goblin minions he could be a good challenge to a mid-level party.

Dirge

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Dreggle

Advanced Half-Dragon Quasit
Tiny Dragon
Hit Dice: 6d10+6 (51 hp)
Initiative: +3 (Dex)
Speed: 20 ft., Fly 50 ft. (perfect)
AC: 22 (+2 size, +3 Dex, +7 natural)
Attacks: 2 claws +11 melee, bite +8 melee
Damage: Claw 1d3+3 and poison, bite 1d4+1
Face/Reach: 2 ½ ft. by 2 ½ ft. /0 ft.
Special Attacks: Poison, spell-like abilities, breath weapon
Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire immunity, alternate form, regeneration 2, dragon qualities
Saves: Fortitude +6, Reflex +8, Will +6
Abilities: Str 16, Dex 17, Con 12, Int 14, Wis 12, Cha 12
Skills: Bluff +6, Hide +20, Listen +10, Move Silently +12, Search +11, Sense Motive +5, Spellcraft +9, Spot +10,
Feats: Dodge, Mobility, Spring Attack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Evil

Alternate Form (Su): Dreggle can assume other forms at will as a standard action. This ability functions as polymorph self cast by 12th level sorcerer, except that Dreggle can only assume the form of medium size wolf or a psuedodragon.

Poison (Ex): Claw, Fortitude save (DC 14); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Spell-like Abilities: At will – detect good, detect magic and invisibility (self only); 1/day – cause fear (as the spell, except that its area is a 30 foot radius from Dreggle). These abilities are as the spells of the same name cast by a sorcerer of 9th level, DC = 11 + spell level. Once per week Dreggle can use commune to ask six questions.

Regeneration (Ex): Dreggle takes normal damage from acid, and from holy and blessed weapons.

Breath Weapon (Ex): Once per day Dreggle can breathe a 30-foot cone of fire, inflicting 6d10 points of damage to those caught within the cone’s area. A Reflex saving throw (DC 19) can be made for half damage.

Dragon Qualities: 60-ft darkvision and low-light vision; immunity to sleep and paralysis effects.

The abyss is full of strange occurrences and singular manifestations that could not exist anywhere else but on a plane of such utter chaos. The origins of many of the strange beasts that haunt the myriad levels of the abyss are simply unknown, for there are few, if any, souls brave enough to catalogue the flora and fauna of the hellish place. Demons, are of course a travelers main worry when traversing the depths of infinite chaos, and these fell creatures come in many shapes and sizes, the smallest of which include the dretch and the more intelligent quasit.

Quasits are a lowly form of demon most often gifted to mortal champions of evil, to serve as familiars and advisors. These small cantankerous fiends often lead their masters further along the path of damnation finally claiming their soul for the masters of the abyss. A quasit lucky enough to orchestrate the downfall of his master is usually rewarded with a transformation into the next higher level of demon, often a succubus. But some quasits prefer to remain just as they are, using their unobtrusive size and apparent weakness to lure even more souls into the clutches of the abyss. One such quasit, a unique dragon crossbreed named Dreggle, has chosen to remain on the prime material plane to sow further discord among its mortal inhabitants.

Dreggle’s origins are odd to say the least, as he can trace his fraternity to a mighty hellfire wyrm, a powerful species of extraplanar dragon whose might is sufficient to spark fear in the hearts of even the most powerful of demon-kind. How a quasit and a beast such as a hellfire wyrm managed to procreate is left to speculation, but it is surely due to the strange fecundity of dragon-kind mingled with the rampaging chaos of the abyss.

Dreggle’s unique parentage has obviously given him a distinct advantage over other quasits and granted him power well beyond his station. In his first centuries, Dreggle spent the majority of his time indulging in petty cruelties and trying to stay unobtrusive to the eyes of more powerful demons. Dreggle’s existence was largely dominated by wandering the abyssal planes in search of weaker creatures to prey upon. This instinctual behavior eventually caught the attention of a powerful balor, named Verdekrazak, who was intrigued by the unusual quasit and forced the tiny demon into servitude. Dreggle’s first task as Verdekrazak’s minion was to serve an evil wizard who had made peaceful contact with Dreggle’s balor master. The quasit was bound to the wizard; a depraved alienist called Threppek, and was sent to the prime material plane to serve the mortal in whatever capacity he desired.

Dreggle loathed his servitude but could do little to oppose the powerful magics that bound him to Threppek. But, as fate would have it, Dreggle was to serve for only a single year, as his human master was devoured by a nightmarish beast from the Far Realms during a botched summoning ritual. The death of Threppek left Dreggle a wealth of options to pursue. The quasit had no desire to return to the abyss and resume his servitude to Verdekrazak and so made his way from Threppek’s tower into the waiting bounty of the prime material world of Faerun.

Threppek’s tower lay on one of the many lonely peaks that made up the Spine of the World mountain range. These foreboding mountains were infested with orcs, ogres, goblins and other fell creatures that frequently raided the barbarian peoples that inhabited the valleys below. This chaotic amalgam of humanoid peoples was very familiar to Dreggle and as he had done in the abyss, the quasit indulged his brutal tendencies on those weaker than himself. In a scant week after the death of Threppek, Dreggle had subjugated a tribe of goblins after slaying their chief in single combat. The goblins, terrified of the fire-breathing demon, readily yielded to Dreggle’s every demand.

Now with a host of loyal servants, Dreggle looks to gaining even more power by attacking the neighboring tribes of goblins and orcs and adding their number into his growing horde of humanoids. And It is surely only a matter of time before the tiny quasit is in a position to lead a large force of humanoids and spread chaos and death to the waiting human occupied vales at the base of the mountains.

Description & Tactics

Dreggle appears as a tiny muscular biped, with red scaly skin and two large bat wings. The quasit's head features an elongated draconian snout complete with two long curving horns and the baleful slit pupiled eyes of his dragon father. Each of Dreggle's three fingered hands is armed with wickedly sharp talons that secrete a virulent paralytic poison, and his mouth is lined with a triple row of needle sharp teeth. A constant haze of shimmering heat surrounds the quasit at all times and wisps of acrid smoke often rise from his super heated body.

Unlike most quasits, which avoid direct physical combat, Dreggle revels in the carnage of melee. Much stronger than his small size would suggest, the tiny quasit will often surprise an opponent with a barrage of teeth and claws, especially when a more subtle tactic is expected. Near fearless in combat, Dreggle relies on his regeneration and various resistances to protect him from most damage but is wary of spell casters and will often attack them first, using his invisibility and stealth to get close enough to strike. Powerful melee opponents, such as fighters and barbarians, will be treated to a blast from Dreggle’s fiery breath followed by his scare ability if any are left alive.

Like most quasit’s Dreggle values nothing more than his own life and will use whatever means necessary to escape a conflict that is going against him. The host of magical abilities at Dreggle’s disposal make escape fairly simple for him and the crafty quasit has yet to be caught off his guard in over three centuries of existence.
 
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Howdy all, sorry for the lack of updates on this thread but other writing projects have kept me busy elsewhere.

This next monster might make you think ol' blackdirge has lost his mind, but I just couldn't help it.:D

Are you ready... Ok here it goes.

The God-Eater is and advanced paragon tarrasque of legend, yup thats right I said advanced paragon tarrasque of legend.:D

Well maybe Upper Krust could get some use out of it...

Enjoy

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The God-Eater

Advanced Paragon Tarrasque of Legend
Colossal Magical Beast
Hit Dice: 100d10+3700 (4700 hp)
Initiative: +23 (+19 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 85 (-8 size, +12 insight, +12 luck, +19 Dex, +40 natural)
Attacks: Bite +150 melee, 2 horns +145 melee, 2 claws +145 melee, tail slap +145
Damage: Bite 8d8+55, claw 2d10+40, horn 2d12+40, tail slap 6d8+40
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Poison, frightful presence, rush, improved grab, swallow whole, improved critical
Special Qualities: Haste, damage reduction 50/+10 and 25/--, carapace, immunities, regeneration 100, scent, SR 60, magic immunity, plane shift at will.*
Saves: Fort +87, Ref +75, Will +54
Abilities: Str 70, Dex 37, Con 60, Int 20, Wis 31, Cha 33
Skills: Bluff +58, Climb +77, Escape Artist +60, Hide +44, Intimidate +76, Jump +77, Knowledge (divinity) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (planes) +52, Knowledge (religion) +52, Listen +57, Move Silently +60, Search +52, Sense Motive +57, Spellcraft +52, Spot +58, Swim +77, Survival +58
Feats: Cleave, Combat Reflexes, Deadly Poison, Devastating Critical (bite), Devastating Critical (claw), Dodge, Epic Damage Reduction (5), Epic Weapon Focus (bite), Expertise, Fling Enemy, Great Cleave, Greater Mighty Roar, Improved Bullrush, Improved Combat Reflexes, Improved Critical (bite), Improved Critical (claw), Improved Disarm, Improved Initiative, Improved Multigrab, Improved Trip, Mighty Roar, Mobility, Multiattack, Multigrab, Power Attack, Overwhelming Critical (bite), Overwhelming Critical (claw), Spring Attack, Sunder, Virulent Poison, Weapon Focus (bite)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 85
Alignment: Neutral

Frightful Presence (Su): The God-Eater can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 71) or become shaken, remaining shaken until they leave the area of effect.

Rush (Ex): Once per minute, the normally slow-moving God-Eater can move at a speed of 450 feet.

Improved Grab (Ex): To use this ability, the God-Eater must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe or fling him.

Swallow Whole (Ex): The God-Eater can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+40 points of crushing damage plus 4d8+12 points of acid damage per round from the God-Eater's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the God-Eater's digestive tract (AC 40). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The God-Eater's gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller creatures.

Augmented Criticals (Ex): The God-Eater threatens a critical hit on a natural attack roll of 15-20, dealing quadruple damage on a successful critical hit.

Carapace (Ex): The God-Eater's armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 60% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Immunities (Ex): The God-Eater has fire, poison, and disease immunity.

Magic Immunity (Ex): The God Eater is immune to all spells and spell-like abilites from casters below divine rank 15. Deities of divine rank 15 or higher can still must contend with the God Eaters normal spell resistance and carapace.

Regeneration (Ex): No form of attack deals normal damage to the God-Eater. The God-Eater regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. The God-Eater can be permanently slain only by reducing it to -100 hit points and using a wish or miracle spell cast by a deity of at least divine rank 15 to keep it dead. If the God-Eater loses a limb or body part, the lost portion regrows in 1d6 rounds (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Poison (Ex): A poison of unimaginable potency drips from the ravenous maw of the God-Eater and can affect creatures normally immune to poison, including deities. DC 77 Fort save, 6d6 Con damage primary, secondary damage death.

Haste (Su): The God-Eater acts and maneuvers with appalling speed, gaining an extra partial action every round.

It is said that no creature, from the smallest sparrow to the mightiest dragon, is untouched by the lingering caress of fear. Even the gods themselves occasionally find reason to tremble in the icy grip of terror. But what is it that could make a deity fear for his very existence? What could possibly frighten a being with the very powers of creation at its fingertips? The answer lies floating deep in the astral plane, slumbering peacefully amid visions of blood and divine horror.

A beast simply known as the God-Eater has lingered on the edge of every god’s mind since the beginning of time. It exists simply to keep the power of the gods in check…and to keep their numbers down. In the deepest realms of the astral plane the God-Eater slumbers for millennia at a time, awaking only when the numbers of lesser and demi-gods reach or exceed an unknown number. Then and only then the God-Eater awakens to stalk the planes and hunt the blood of gods.

Even the oldest of greater deities cannot remember a time that the God-Eater did not exist, it very well may have come into being at the same time mortals first achieved divinity. But regardless of its origin the God-Eater performs a duty vital to the balance of power throughout the cosmos. God’s have the power to change and alter reality, to lead mortal men to the heights of enlightenment or the depths of ultimate folly. This power cannot go unchecked and when too many hold the fathomless abilities of divinity, the God-Eater stirs and awakens.

Thousands of lesser deities have fallen to the beast, gods and goddesses whose names have been erased from the annals of history and forgotten by mortals. The God-Eater shows now preference for goodly deities or those devoted to evil, slaying and devouring without discrimination. A bizarre and unspoken agreement between greater deities prohibits them from stopping the God-Eater or protecting those it hunts. Those deities that have achieved the rank of greater god understand the necessary role the God-Eater plays and reluctantly allow it to glut its desire for divine flesh.

Description & Tactics

The God-Eater is a terrible engine of ultimate destruction, nothing beyond the power of a greater deity can stand before it and those that have seen it cannot begin to describe the sheer majesty of its horror. Superficially the God-Eater resembles the legendary tarrasque, and in fact its incredibly rare progeny are the tarrasques that terrorize the worlds of Toril and Oerth. While its spawn are truly terrible they pale in comparison to their progenitor. Twice the size of a normal tarrasque and possessing a fierce intelligence that only serves to fuel its ravenous desires, the God-Eater is a true nightmare. Its massive maw is lined with three foot serrated blade-like teeth, harder than adamantine and coated in a poison so foul that the merest drop is enough to slay a hundred men. A thick carapace of gleaming metal like scales covers it back and is all but invulnerable to anything beyond the mightiest of enchanted blades, more terrible still is its ability to reflect spells cast at it back upon the caster. The God-Eater’s savage head is crowned with two massive horns that just from above its two blazing green eyes and huge grasping claws and a lashing tail complete the beast’s formidable arsenal.

The God-Eater is completely immune to magic in all its forms except that cast by a deity of rank 15 or higher, but even the most powerful godly spells are still subject to its magic resistance and carapace. Even those blades and spells that can actually harm the God-Eater do not do so for long. The beast regenerates at a rate that is simply mind boggling, instantly healing mortal wounds and even regrowing severed limbs, including its own head.

The God-Eater is no mindless beast and has existed for countless eons. Its knowledge of planar lore and especially the nature of its divine quarry are only rivaled by the sagest of deities. It is quite capable of hunting and tracking a fleeing god for weeks across dozens of planes, running its godly prey down like a wolf sniffing out an injured deer. Direct frontal assaults are the beast’s main mode of attack and there is little in the known universe that could stand before such an onslaught.

To date no mortal has ever seen the God-Eater, as knowledge of its existence is kept secret by the gods themselves. Only the mightiest of greater gods know of its exact location but they are bound to keep this information secret… even to the lesser deities that serve as the monster’s prey.
 
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Here's a CR 8 critter for you.

Kharka is a merrow were-shark with the reptilian template. He is also my first go at a 3.5 monster.

Enjoy.

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Kharka (merrow form)

Reptilian Merrow Were-Shark
Large Giant (reptilian, shapechanger)
Hit Dice: 4d8+20 plus 7d8+42 (113 hp)
Initiative: +2 (Dex)
Speed: 30 ft. swim 40 ft.
AC: 20 (-1 size, +2 Dex, +9 natural)
Base Attack/Grapple: +7/+17
Attack: Huge harpoon +13 melee (2d8+10) or claw +13 melee (1d8+7)
Full Attack: Huge harpoon +13/+8 melee (2d8+10) or 2 claws +13 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +14, Ref +8, Will +5
Abilities: Str 24, Dex 14, Con 21, Int 14, Wis 14, Cha 10
Skills: Balance +5, Climb +14, Diplomacy +4, Knowledge (sailing) +7, Intimidate +3, Jump +11, Listen +9, Profession (sailor) +7, Spot +9, Swim +14
Feats: Iron Will, Leadership, Multiattack, Power Attack
Environment: Marine aquatic and coastal
Organization: Solitary or with crew
Challenge Rating: 8
Alignment: Neutral Evil

Alternate Form (Su): As a standard action Kharka can shift tow other forms, that of a huge great white shark or a bizarre hybrid crossing of ogre and shark.

Lycanthropic Empathy (Ex): In any of his three forms Kharka can communicate and empathize with normal and dire sharks. He gains a +4 bonus on any checks to influence the action of sharks or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”.

Curse of Lycanthropy (Su): Any humanoid or giant hit by Kharka’s bite attack in animal or hybrid form must succeed at a fortitude save (DC 15) or contract lycanthropy.

Kharka (hybrid form)

Reptilian Merrow Were-Shark
Large Giant (reptilian, shapechanger)
Hit Dice: 11d8+55 (115 hp)
Initiative: +4 (Dex)
Speed: 30 ft. Swim 60 ft.
AC: 22 (-1 size, +4 Dex, +9 natural)
Base Attack/Grapple: +7/+20
Attack: Huge harpoon +16 melee (2d8+15) or claw +16 melee (1d8+10)
Full Attack: Huge harpoon +16/+11 melee (2d8+15) and bite +11 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +15, Ref +9, Will +5
Abilities: Str 30, Dex 18, Con 23, Int 14, Wis 14, Cha 10
Skills: Balance +8, Climb +17, Diplomacy +4, Intimidate +3, Jump +14, Knowledge (sailing) +7, Listen +9, Profession (sailor) +7, Spot +9, Swim +25
Feats: Iron Will, Leadership, Multiattack, Power Attack
Environment: Marine aquatic and coastal
Organization: Solitary or with crew
Challenge Rating: 8
Alignment: Neutral Evil

The North Sea is infamous for the vast number of pirates and raiders that prowl its murky storm ridden waters, attacking merchant vessels for loot and murder. Prey is plentiful for these nautical predators as the North Sea separates two great nations that conduct a thriving business of trade and mercantilism. The colossal profits that can be earned by making the dangerous run across the treacherous North Sea is more than enough to tempt merchants from both nations to make the attempt. Attempts to clear the stretch of stormy sea between the two empires have been made but the sheer vastness of the near endless waters makes for a daunting task to say the least. It is true that some pirates have been captured and their ships destroyed but the worst of these raiders always seem to elude capture and continue to ply their bloody trade.

Of all the pirates that haunt the North Sea one of the most infamous is Kharka, known as “Teeth” to the merchants and sailors in the area. Kharka is a merrow were-shark and makes no attempts to hide his lycanthropy or his bloodlust. He gained the moniker “Teeth” due in large part to his penchant of assuming his hybrid form and leaping on to enemy ships ripping the crew to pieces with his huge shark like maw.

Kharka commands a longship named Bloodtooth crewed by a motley collection of forty, made up largely of orcs and evil humans, mostly warriors or fighters. In addition to the basic crew Kharka can also call upon ten ogre warriors who have become quite adept at hurling large stones at enemy vessels. As fearsome as Kharka’s crew is the true horror of the merrow were-shark’s predations resides below the waves. A small band of sahuagin warriors, led by a priest of Sekolah, have become convinced that their fell shark deity has laid his blessing upon the rapacious Kharka. The vicious group of seadevils has devoted their services to the merrow lycanthrope and has become instrumental in his raids.

Kharka’s sahuagin followers are much more than simple sycophants, they are distant relatives, the remnant of a sahuagin tribe that had been interbreeding with Kharka’s clan of merrows for centuries. Both merrow and sahaugin were wiped out by a combined effort of sea elves and merfolk, who had been suffering under the predations of both tribes for years. In a single swift surprise attack the merrow and sahaugin were almost completely eradicated. Only Kharka and a handful of sahuagin survived, fleeing their home in the warm waters of the south for the rich plunder of the North Sea.

Description & Tactics

Kharka’s sahaugin ancestry is quite evident even under casual inspection. His towering nine-foot frame is covered head to toe in leathery green scales, featuring a wide gaping fish-like mouth and the fan-like ears of the seadevil. Although incredibly strong Kharka is not as bulky and slow moving as his land bound brethren, his long ropey muscles propelling him with frightening speed through the water and granting him surprising adroitness on land. The merrrow’s large webbed hands are armed with heavy hooked talons, ideal for snaring tasty morsels from the water and his gaping mouth is lined with a triple row of jagged serrated teeth. A thick shock of blue-black hair falls in a net like tangle from Kharka’s scaly scalp and is interwoven with finger bones and teeth from his many victims.

In his hybrid from Kharka is truly terrible, a hulking beast with a ravening shark-like head, dead black eyes and great grasping talons eager to fill its snapping maw with warm quivering flesh. Kharka's third and final form is simply a massive great white shark, twenty-one feet long from nose to tail. He rarely adopts his shark form, preferring the combined elements of his hybrid form to his natural or animal form.

Kharka’s tactics are quite simple, when he spots a ship he thinks he can handle he simply pulls along side it while his ogres pelt the unfortunate vessels with stones. The were-shark will then vault across the space between his ship and that of his victim’s tearing into any spellcasters and allowing his men to follow him in a swift and brutal boarding party. While Kharka and his men occupy the enemy crew the sahuagin cleric and his faithful will clamber up the side of the vessel gaining near total surprise on their unsuspecting foes. No one is left alive; those not devoured by Kharka and the sahuagin are thrown overboard to the sharks. After the enemy vessel is plundered its hull is holed to allow the sea to hide all traces of Kharka’s nefarious activity.
 
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Ok, let me just say that I love the new lycanthrope rules. So here is another lycanthrope for you guys to chew on.

I think this critter highlights how easy it is to create a lycanthrope from nearly any animal as Hagnash is a bugbear were-wolverine. I normally don't apply character classes to my creations, but I think ol' Hagnash would not have been complete without a couple of levels of barbarian.

Dirge

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Hagnash (bugbear form)

Bugbear Were-Wolverine Barbarian 2
Medium Humanoid (shapechanger)
Hit Dice: 3d8+9 plus 2d12+6 plus 3d8+21 (86 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
AC: 18 (+3 Dex, +5 natural), touch 13, flatfooted 18
Base Attack/Grapple: +6/+11
Attack: +1 greataxe +13 melee (1d12+8)
Full Attack: +1 greataxe +13/+8 melee (1d12+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 1/day
Special Qualities: Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent, uncanny dodge
Saves: Fort +9 Ref +9, Will +4
Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 08
Skills: Climb +11, Hide +7, Listen +11, Move Silently +11, Search +6, Spot +10, Survival +10
Feats: Alertness, Improved Initiative, Power Attack, Toughness, Track*, Weapon Focus (greataxe)
Environment: Northern Forests
Organization: Solitary
Challenge Rating: 7
Alignment: Chaotic Neutral

Alternate Form (Su): As a standard action Hagnash can shift between two other forms, that of an overly large, savage wolverine or a terrifying hybrid of both bugbear and beast.

Lycanthropic Empathy (Ex): In any of his three forms Hagnash can communicate and empathize with normal and dire wolverines. He gains a +4 bonus on any checks to influence the action of wolverines or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”.

Rage (Ex): Once per day Hagnash can enter a state of fierce rage that lasts a total of 8 rounds. The following changes are in effect as long as he rages: AC 16 (touch 11, flatfooted 16); hp 102; Atk +15/+10 melee (1d12+11, +1 greataxe); SV Fort +11, Will +6; Str 24, Con 20; Climb +13. At the end of this rage Hagnash is fatigued for the duration of the encounter.
Uncanny Dodge (Ex): Hagnash retains his Dex bonus to AC regardless of being caught flatfooted of attacked by invisible opponents.

Hagnash (wolverine form)

Bugbear Were-Wolverine Barbarian 2
Medium Humanoid (shapechanger)
Hit Dice: 3d8+9 plus 2d12+6 plus 3d8+21 (86 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares); climb 10 ft. (2 squares); burrow 10 ft. (2 squares)
AC: 20 (+5 Dex, +5 natural), touch 15, flatfooted 20
Base Attack/Grapple: +6/+13
Attack: claw +13 melee (1d4+7)
Full Attack: 2 claws +13 melee (1d4+7) and bite +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of Lycanthropy, rage 1/day
Special Qualities: Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent, uncanny dodge
Saves: Fort +13 Ref +11, Will +4
Abilities: Str 24, Dex 20, Con 24, Int 12, Wis 14, Cha 08
Skills: Climb +21 , Hide +9, Listen +11, Move Silently +13, Search +6, Spot +10, Survival +10
Feats: Alertness, Improved Initiative, Power Attack, Toughness, Track*, Weapon Focus (greataxe)
Environment: Cold Forests
Organization: Solitary
Challenge Rating: 7
Alignment: Chaotic Neutral

Curse of Lycanthropy (Su): Any humanoid or giant hit by Hagnash’s bite attack in animal or hybrid form must succeed at a fortitude save (DC 15) or contract lycanthropy.

Alternate Form (Su): As a standard action Hagnash can shift between two other forms, that of an overly large, savage wolverine or a terrifying hybrid of both bugbear and beast.

Lycanthropic Empathy (Ex): In any of his three forms Hagnash can communicate and empathize with normal and dire wolverines. He gains a +4 bonus on any checks to influence the action of wolverines or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”.

Rage (Ex): Once per day Hagnash can enter a state of fierce rage that lasts a total of 8 rounds. The following changes are in effect as long as he rages: AC 18 (touch 13, flatfooted 18); hp 118; Atk +15 melee (1d4+13, 2 claws) and +10 melee (1d6+4, bite); SV Fort +15, Will +6; Str 28, Con 28; Climb +23. At the end of this rage Hagnash is fatigued for the duration of the encounter.

Uncanny Dodge (Ex): Hagnash retains his Dex bonus to AC regardless of being caught flatfooted of attacked by invisible opponents.

Hagnash (hybrid form)

Bugbear Were-Wolverine Barbarian 2
Medium Humanoid (shapechanger)
Hit Dice: 3d8+9 plus 2d12+6 plus 3d8+21 (86 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) climb 10 ft. (2 squares)
AC: 20 (+5 Dex, +5 natural), touch 15, flatfooted 20
Base Attack/Grapple: +6/+13
Attack: +1 greataxe +15 melee (1d12+11); or claw +13 melee (1d4+7)
Full Attack: +1 greataxe +15/+10 melee (1d12+11) and bite +8 melee (1d6+3); or 2 claws +13 melee (1d4+7) and bite +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of Lycanthropy, rage 1/day
Special Qualities: Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent, uncanny dodge
Saves: Fort +13 Ref +11, Will +4
Abilities: Str 24, Dex 20, Con 24, Int 12, Wis 14, Cha 08
Skills: Climb +21, Hide +9, Listen +11, Move Silently +13, Search +6, Spot +10, Survival +10
Feats: Alertness, Improved Initiative, Power Attack, Toughness, Track*, Weapon Focus (greataxe)
Environment: Northern Forests
Organization: Solitary
Challenge Rating: 7
Alignment: Chaotic Neutral

Curse of Lycanthropy (Su): Any humanoid or giant hit by Hagnash’s bite attack in animal or hybrid form must succeed at a fortitude save (DC 15) or contract lycanthropy.

Alternate Form (Su): As a standard action Hagnash can shift between two other forms, that of an overly large, savage wolverine or a terrifying hybrid of both bugbear and beast.

Lycanthropic Empathy (Ex): In any of his three forms Hagnash can communicate and empathize with normal and dire wolverines. He gains a +4 bonus on any checks to influence the action of wolverines or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”.

Rage (Ex): Once per day Hagnash can enter a state of fierce rage that lasts a total of 8 rounds. The following changes are in effect as long as he rages: AC 18 (touch 13, flatfooted 18); hp 118; Atk +17/+12 melee (1d12+13, +1 greataxe) and +10 melee (1d6+4, bite); SV Fort +15, Will +6; Str 28, Con 28; Climb +23. At the end of this rage Hagnash is fatigued for the duration of the encounter.

Uncanny Dodge (Ex): Hagnash retains his Dex bonus to AC regardless of being caught flatfooted of attacked by invisible opponents.

It is hard to imagine an animal more vicious than the wolverine; there are few creatures as misanthropic or simply as mean as the ill-tempered little beast. And when that nasty wolverine disposition is crossed with the cruel and rapacious nature of a bugbear, then a truly terrifying and utterly ruthless monster is created. Such is the case with Hagnash a were–wolverine with a temper matched only be his singular desire for solitude.

Hagnash is an afflicted lycanthrope, having been attacked by a lycanthropic beast when he unwittingly intruded upon its territory. The formidable bugbear warrior was able to drive away the creature but not before he suffered terrible wounds from its teeth and claws. Hagnash recovered from his ordeal but the curse of the lycanthrope had long since taken root in his soul. Hagnash’s first change occurred on the next full moon, he and his tribe sat around the council fire while their shaman regaled them with the might of the bugbear god Hruggek. A strange sensation came over Hagnash as he watched the bugbear holy man’s impassioned exultation. Overhead the eye of Selune shone brightly in the night sky and as the first pale ray of moonlight lanced down among the gathered bugbears a sudden terrible pain coursed through Hagnash’s body. Stricken, Hagnash fell to the ground convulsing in the most exquisite agony he had ever experienced and his tribe looked on awe-struck as flesh and bone was rearranged in a most horrible transmogrification.

What arose from the shredded remains of Hagnash’s clothing and armor was a beast from a nightmare and it fell upon the stunned bugbears with a feral howl. Although fierce combatants, Hagnash’s tribe was unable to do any lasting harm to their former clan mate as Hagnash fell into a rage unlike any he had never known and slew every member of his clan in a single fit of lycanthropic ferocity.

Hagnash awoke the following morning, naked and surrounded by the shredded corpses of his former tribe. Their bodies were horribly gouged and maimed displaying both the grievous wounds caused by Hagnash’s axe and the ripping and shredding of what appeared to be a large beast’s teeth and claws. Not fully understanding what had happened, Hagnash fled deep into the forest surrounding his clan’s small settlement.

Over the next year Hagnash experienced the change each and every month, eventually coming to terms with his affliction and learning to exert some control over it. Hagnash has now carved out a small domain for himself, enjoying the solitude he now cherishes. The bugbear barbarian avoids contact with other sentient creatures and resents any intrusion upon his solitude. His lycanthropy has actually shifted his alignment away from evil, but has made him even more wild and unpredictable. On the few occasions in which loggers or hunters have found his modest cabin in the deep forest Hagnash has warned them off with threats and harsh words instead of attacking and to date this tactic has worked well. Most of all Hagnash wishes only to be left to his own devices, but rumors of a crazed bugbear in the deep forest are beginning to spread and it is likely only a matter of time before a band of adventurers seek him out and provoke the terrible rage of the powerful lycanthrope.

Appearance & Tactics

In his natural form, Hagnash is an overly large bugbear, heavily muscled and towering nearly seven feet in height. His hybrid body is a terrifying blend of bugbear and wolverine featuring a wide shouldered body covered in coarse gray fur and a short-muzzled snout. The hybrid’s long arms end in wicked dagger like claws but even in this form Hagnash prefers his axe made all the more deadly by the increased strength and ferocity of his lycanthropic affliction. Hagnash’s third from is that of a large wolverine, red eyed and feral. He rarely assumes his animal shape finding the confines of the wolverine body strange to his humanoid mind.

Hagnash uses very simple and direct tactics relying on his strength and rage to overcome opponents. He will not attack unless provoked but because he is a bugbear he is rarely given time to parlay before being attacked himself. Hagnash relies heavily on his rage and will berserk immediately when confronted with a combat situation. He will attack the nearest foe focusing on each enemy individually until it drops before moving on to the next adversary. So far Hagnash has managed to avoid anything more serious that a run-ins with bands of orcs or gnolls, but his reputation is growing and it will certainly not be long before adventurers come calling.
 

I have been doing this thread for a while now and I have no intentions of stopping, but I have a few questions for you my faithful readers.

I would like to know if anyone has used any of my creations in their games and if so to what result?

Also if you have used any of the beasties presented here in (or not), what would you like to see more of? Less of?

Thanks for the input.

Dirge
 

I love your creations, and although I havn't had the chance to use any (lack of gaming since I discovered this), I have all intentions of using the more reasonable critters as critical encounters or even major plot devices. The background info might go through heavy change before insertion into my campaign, but I do like them, and the fact that these are completed stat-blocks helps save me time.

One thing, however, is that your lower CR critters are easier for me to use. For two reasons: 1) Can be used earlier in a campaign, 2) I can use multiple of them against a party at higher levels. The major benefit of that is that a single foe is slightly easier for a party to form a strategy against early on in combat, and they are likely to throw everything they have at something that appears to be an overwhelming encounter (I've rarely met a party that flees first, rather than trying to fight something).

So, I'd like to see some creative beasties in the CR 5-14 range, which is where I see the most 'interesting' creatures being found. Also... if you like the idea, I'd like to see a 'player character' prepared Savage species style critter. Something I can use with, against, and as a PC when necessary.

Just my thoughts, since you asked.
 

creamsteak said:
One thing, however, is that your lower CR critters are easier for me to use. For two reasons: 1) Can be used earlier in a campaign, 2) I can use multiple of them against a party at higher levels. The major benefit of that is that a single foe is slightly easier for a party to form a strategy against early on in combat, and they are likely to throw everything they have at something that appears to be an overwhelming encounter (I've rarely met a party that flees first, rather than trying to fight something


This seems to be the general consensus, more low CR critters. I think I will try to stick with that, well save for the occasional lark like the god eater.

creamsteak [/i][B]Also... if you like the idea said:
Just my thoughts, since you asked.

I did ask and I thank you for the input.:)

Dirge
 
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