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Blackdirge's Suped Up Monster Thread: Monster Column Updated 06/26/06!
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<blockquote data-quote="BLACKDIRGE" data-source="post: 1603746" data-attributes="member: 1953"><p>Ok, here you go Olive, one rust monster from hell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>******************************************************</p><p></p><p><strong><u>Beast of Abbathor</u></strong></p><p></p><p><strong>Advanced Half-Fiend Rust Monster of Legend</strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice:</strong> 15d8+150 (271 hp)</p><p><strong>Initiative:</strong> +13 (+9 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 50 ft. (10 squares)</p><p><strong>AC:</strong> 31 (-1 size, +9 Dex, +13 natural), touch 18, flatfooted 22</p><p><strong>Base Attack/Grapple:</strong> +11/+28</p><p><strong>Attack:</strong> Antennae slash +23 melee (1d8+13 plus rust)</p><p><strong>Full Attack:</strong> 2 antennae slash +23 melee (1d8+13 plus rust) and bite +21 melee (2d6+5)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Breath weapon, rust, smite good, spell-like abilities</p><p><strong>Special Qualities:</strong> Damage Reduction 15/wood, darkvision 60 ft., fast healing 5, immunity to poison and mind affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10, scent, spell resistance 25</p><p><strong>Saves:</strong> Fort +14, Ref +13, Will +11</p><p><strong>Abilities:</strong> Str 36, Dex 29, Con 31, Int 10, Wis 14, Cha 14 </p><p><strong>Skills:</strong> Climb +28, Hide +20 Jump +28, Listen +19, Move Silently +24, Search +15, Spot +19, Survival +17</p><p><strong>Feats:</strong> Alertness, Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Track</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 13</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p><strong>Breath Weapon (Su):</strong> Once per day a Beast of Abbathor can expel a 30-foot cone of corrosive gas, dealing 3d6 points of acid damage to all within the cloud. In addition those taking damage from the acidic vapors are also subject to a rusting effect identical to a touch from the beast of Abbathor’s antennae. A reflex saving throw at DC 27 is allowed for half damage, and to avoid the rusting effect. </p><p></p><p><strong>Rust (Ex):</strong> Any victim struck by a Beast of Abbathor’s antenna slash will lose one randomly determined metal item immediately. The item will instantly corrode and rust away, falling to pieces and becoming completely useless. Magical items are allowed a Reflex saving throw at DC 31 to avoid the rusting effect. Alternately a Beast of Abbathor can specifically target a metal item, and produce the same effect as above with a successful melee touch attack. Metal weapons used to make successful melee attacks against a Beast of Abbathor also suffer the same effects as above. </p><p></p><p><strong>Smite Good (Su):</strong> Once per day a Beast of Abbathor can make a successful melee attack against a good aligned foe to deal and extra 15 points of damage.</p><p></p><p><strong>Spell-like Abilities:</strong> 3/day – <em>darkness, poison, unholy aura.</em> 1/day – <em>blasphemy, contagion, desecrate, horrid wilting, unholy blight.</em></p><p></p><p>Abbathor, dwarven god of greed, is known to keep many hidden shrines and temples that serve as little more than repositories for the deity’s vast sums of ill gotten wealth. So paranoid and untrusting is Abbathor that not even his most senior priests know the location of these mysterious vaults, but all hunger after such knowledge voraciously. Because his followers are no trustworthier than he is, Abbathor must rely on other means to guard his hidden temples, and has used a bit of divine tinkering to create the perfect watch beast. </p><p></p><p>The fell Beasts of Abbathor are rust monsters infused with fiendish essence and a bit of Abbathor’s divine power. The result of this monstrous concoction is a terrifying creature that hungers not only for metal, but the flesh that it often encases. All Beasts of Abbathor are charged with the guarding of their creators secret wealth, and never venture far from the hoards they guard. They are under strict orders not to touch any of Abbathor’s own treasure, and so, are often mad with hunger by the time a party of unlucky adventurers stumbles upon their lair. </p><p></p><p><strong>Appearance and Tactics</strong></p><p></p><p>All Beasts of Abbathor appear slightly different, although they share certain similarities. They are uniformly larger than average rust monsters, nearing the size of draft horses, and are far more robust. Coloration varies from a deep burnt red to a livid gangrenous green, with all variations in between. </p><p></p><p>By far the most dangerous aspect of the Beast of Abbathor is its two tentacle like antennae, which sprout from the creature’s bulbous head above its eyes. Each antenna is nearly six feet long and has a razored barb of bone at the tip. A Beast of Abbathor can slash at opponents with its antennae to deal horrible lacerating wounds, in addition each strike from these nefarious appendages, carries with it the creature’s dreaded rusting ability. The Beast of Abbathor is also equipped with a powerful set of mandibles, allowing it to make a fearsome bite as a secondary attack.</p><p></p><p>The beast of Abbathor detailed above has access to a rusting breath weapon and the ability to inflict extra damage to good aligned foes. In addition it may call upon a number of spell like powers to smite and hamper its enemies. A thick scaly hide coupled with high resistance to most forms of energy make this beast a difficult creature to damage. In addition this specific beast of Abbathor is resistant to attacks made with metal weapons, ignoring all but the most telling blows. </p><p></p><p>Since they are rarely fed, Beast’s of Abbathor attack all entering their lair immediately. Although intelligent enough to communicate with adventurers, a beast of Abbathor is concerned with little more than protecting its horde and gaining a meal. Thus, its tactics are very straight forward; attack the largest source of metal first, followed by the second largest, and so on.</p></blockquote><p></p>
[QUOTE="BLACKDIRGE, post: 1603746, member: 1953"] Ok, here you go Olive, one rust monster from hell. :) ****************************************************** [B][U]Beast of Abbathor[/U][/B] [B]Advanced Half-Fiend Rust Monster of Legend[/B] [B]Large Aberration[/B] [B]Hit Dice:[/B] 15d8+150 (271 hp) [B]Initiative:[/B] +13 (+9 Dex, +4 Improved Initiative) [B]Speed:[/B] 50 ft. (10 squares) [B]AC:[/B] 31 (-1 size, +9 Dex, +13 natural), touch 18, flatfooted 22 [B]Base Attack/Grapple:[/B] +11/+28 [B]Attack:[/B] Antennae slash +23 melee (1d8+13 plus rust) [B]Full Attack:[/B] 2 antennae slash +23 melee (1d8+13 plus rust) and bite +21 melee (2d6+5) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Breath weapon, rust, smite good, spell-like abilities [B]Special Qualities:[/B] Damage Reduction 15/wood, darkvision 60 ft., fast healing 5, immunity to poison and mind affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10, scent, spell resistance 25 [B]Saves:[/B] Fort +14, Ref +13, Will +11 [B]Abilities:[/B] Str 36, Dex 29, Con 31, Int 10, Wis 14, Cha 14 [B]Skills:[/B] Climb +28, Hide +20 Jump +28, Listen +19, Move Silently +24, Search +15, Spot +19, Survival +17 [B]Feats:[/B] Alertness, Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Track [B]Environment:[/B] Underground [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 13 [B]Alignment:[/B] Neutral Evil [B]Breath Weapon (Su):[/B] Once per day a Beast of Abbathor can expel a 30-foot cone of corrosive gas, dealing 3d6 points of acid damage to all within the cloud. In addition those taking damage from the acidic vapors are also subject to a rusting effect identical to a touch from the beast of Abbathor’s antennae. A reflex saving throw at DC 27 is allowed for half damage, and to avoid the rusting effect. [B]Rust (Ex):[/B] Any victim struck by a Beast of Abbathor’s antenna slash will lose one randomly determined metal item immediately. The item will instantly corrode and rust away, falling to pieces and becoming completely useless. Magical items are allowed a Reflex saving throw at DC 31 to avoid the rusting effect. Alternately a Beast of Abbathor can specifically target a metal item, and produce the same effect as above with a successful melee touch attack. Metal weapons used to make successful melee attacks against a Beast of Abbathor also suffer the same effects as above. [B]Smite Good (Su):[/B] Once per day a Beast of Abbathor can make a successful melee attack against a good aligned foe to deal and extra 15 points of damage. [B]Spell-like Abilities:[/B] 3/day – [I]darkness, poison, unholy aura.[/I] 1/day – [I]blasphemy, contagion, desecrate, horrid wilting, unholy blight.[/I] Abbathor, dwarven god of greed, is known to keep many hidden shrines and temples that serve as little more than repositories for the deity’s vast sums of ill gotten wealth. So paranoid and untrusting is Abbathor that not even his most senior priests know the location of these mysterious vaults, but all hunger after such knowledge voraciously. Because his followers are no trustworthier than he is, Abbathor must rely on other means to guard his hidden temples, and has used a bit of divine tinkering to create the perfect watch beast. The fell Beasts of Abbathor are rust monsters infused with fiendish essence and a bit of Abbathor’s divine power. The result of this monstrous concoction is a terrifying creature that hungers not only for metal, but the flesh that it often encases. All Beasts of Abbathor are charged with the guarding of their creators secret wealth, and never venture far from the hoards they guard. They are under strict orders not to touch any of Abbathor’s own treasure, and so, are often mad with hunger by the time a party of unlucky adventurers stumbles upon their lair. [B]Appearance and Tactics[/B] All Beasts of Abbathor appear slightly different, although they share certain similarities. They are uniformly larger than average rust monsters, nearing the size of draft horses, and are far more robust. Coloration varies from a deep burnt red to a livid gangrenous green, with all variations in between. By far the most dangerous aspect of the Beast of Abbathor is its two tentacle like antennae, which sprout from the creature’s bulbous head above its eyes. Each antenna is nearly six feet long and has a razored barb of bone at the tip. A Beast of Abbathor can slash at opponents with its antennae to deal horrible lacerating wounds, in addition each strike from these nefarious appendages, carries with it the creature’s dreaded rusting ability. The Beast of Abbathor is also equipped with a powerful set of mandibles, allowing it to make a fearsome bite as a secondary attack. The beast of Abbathor detailed above has access to a rusting breath weapon and the ability to inflict extra damage to good aligned foes. In addition it may call upon a number of spell like powers to smite and hamper its enemies. A thick scaly hide coupled with high resistance to most forms of energy make this beast a difficult creature to damage. In addition this specific beast of Abbathor is resistant to attacks made with metal weapons, ignoring all but the most telling blows. Since they are rarely fed, Beast’s of Abbathor attack all entering their lair immediately. Although intelligent enough to communicate with adventurers, a beast of Abbathor is concerned with little more than protecting its horde and gaining a meal. Thus, its tactics are very straight forward; attack the largest source of metal first, followed by the second largest, and so on. [/QUOTE]
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