Brainstorming: Need a big nasty for "Bad Moon Waning"

Wolfspider

Explorer
I am planning on running the free WotC adventure "Bad Moon Waning" (available here), with a few modifications.

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I am going to set the adventure in the Vesve Forest (World of Greyhawk). Instead of merely seeking to uncover a fortune in gold, I'm going to have the villian Armon Bistle try to unearth a particularly nasty creature of some kind, some ancient burried evil that can be unleashed upon the Vesve Forest and the enemies of Iuz (whom Amon is serving).

Any ideas about what kind of monster I should use? It should be somewhere around CR 14 or 15. (I am modifiying the adventure, which was designed for 10th level characters, to suit my group of 14th level heroes.)

Thanks for helping me brainstorm!
 
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Without looking at the adventure, I would assume that with a name like “bad moon rising” the big monster should be some awesome (in both senses of the word) werewolf variant.
 

greatamericanfolkher said:
Without looking at the adventure, I would assume that with a name like “bad moon rising” the big monster should be some awesome (in both senses of the word) werewolf variant.

Well

....and here follow some more spoilers to the adventure....

The adventure is set in a small forest town that is home to a clan of werewolves that has lived peacefully with its human brethren for decades. A strange werewolf of large size and extreme ferocity comes to down and kills the leader of the pack, becoming its alpha. He then has the pack start digging in the woods. In the original adventure, he is looking for a deposit of gold (lame). In my revised adventure, he will be trying to unearth some kind of creature to wreak havoc on the surrounding area.

So there is already an awesome werewolf in the adventure, the above-mentioned Armon Bistle, who is actually using a magical cloak in order to assume wolf-shape.

The creature he is trying to dig up could be anything, really. Demon. Nasty undead. Whatever.

I just wanted to see what kind of possible nasties the fine folks at ENWorld could come up with. :D
 

adventure - BMR

What kind of conclusion are you looking for? Are you looking for a straight up fight? Or something that has the potential to lead on to other things?

If its a straight up fight, then do you prefer the idea of a single powerful creature, or more numerous smaller ones?

One thing that came to mind is the question of why the creature is where it is. Powerful nasty creatures don't tend to hide in holes for the fun of it. So something put it there and/or ensured it would stay there. Releasing the creature(s) could trigger some nasty wards and spells. It also has the potential to annoy whoever put it there (assuming that they are still around).

The other thing was the question of control. Obviously, Armon thinks he can make use of the creature. So either he expects that it will do as he wishes of its own accord, or he has some way of negotiating with it or commanding it.

I tend to play in the other (shallow) end of the pool, so I don't have much experience with monsters at this CR level. That said, I would personally go with fairly conventional creatures - dragons, demons, elementals, undead (a dread wraith and wraith retinue, a skeleton dragon or two), or a hag covey.

doghead
aka thotd
 

Wolfspider said:
Well

....and here follow some more spoilers to the adventure....

The adventure is set in a small forest town that is home to a clan of werewolves that has lived peacefully with its human brethren for decades. A strange werewolf of large size and extreme ferocity comes to down and kills the leader of the pack, becoming its alpha. He then has the pack start digging in the woods. In the original adventure, he is looking for a deposit of gold (lame). In my revised adventure, he will be trying to unearth some kind of creature to wreak havoc on the surrounding area.

So there is already an awesome werewolf in the adventure, the above-mentioned Armon Bistle, who is actually using a magical cloak in order to assume wolf-shape.

The creature he is trying to dig up could be anything, really. Demon. Nasty undead. Whatever.

I just wanted to see what kind of possible nasties the fine folks at ENWorld could come up with. :D

I have recently run an adventure with a pack of werewolves in competition with evil fey for control of a site of ritual sacrifice in a forest. Stats for the band of evil fey follow (this was designed for 10th level characters):

Valicia, the Blood Moon CR 11
Female advanced half-vampire shadow nymph
Unique CE Medium fey
Init +8; Senses darkvision 60 ft; low-light vision; Listen +12, Spot +12
Aura blinding beauty (30-ft.-radius, Fort DC 22 or be blinded)
Languages Common, Elven, Giant, Sylvan
AC 26 (+4 Dex, +2 natural, +3 armour, +7 deflection); touch 21, flat-footed 22
hp 55 (10 HD); fast healing 2; DR 10/cold iron and magic
Resist cold 15, electricity 5; SR 22
Fort +11 Ref +18 Will +17; evasion
Spd 45 ft. (9 squares), fly 90 ft. (good)
Melee MWK SILVER dagger +6 (1d4/19-20) or
Melee chill touch +5 touch (1d6 plus 1 Str)
Ranged cold produce flame +9 touch (1d6+5 cold, range 120 ft.)
Base Atk +5; Grp +5
Special Actions blood drain 1d4 Con, enchanted gaze (30 ft., DC 22), energy burst
Combat Gear potion of cat’s grace (CL 3rd)
Spell-like Abilities (CL 10th, CL 11th for cold spells):
At will—chill touch (+5 touch, DC 18), dimension door (self plus 50 lb. of objects only), faerie fire, cold produce flame, protection from good, resist energy
3/day—burning blood (DC 21), empowered cold flamestrike (DC 21), quickened cold scorching ray (+9 ranged touch, range 55 ft.)
1/day—baleful polymorph (DC 22), summon nature’s ally V (nongood creatures only)
Abilities Str 10, Dex 19, Con 12, Int 16, Wis 17, Cha 24(22)
SQ moonlight visibility, unearthly grace, wild empathy +26
Feats Empower Spell-like Ability (flamestrike), Energy Burst (cold), Energy Substitution (cold)B, Improved InitiativeB, Improved Toughness, Quicken Spell-like Ability (scorching ray)
Skills Bluff +22, Concentration +14, Diplomacy +24, Disguise +7 (add +2 when acting), Escape Artist +17, Handle Animal +20, Heal +13, Hide +10, Intimidate +9, Listen +12, Move Silently +17, Ride +6, Sense Motive +16, Spot +12, Use Rope +4 (add +2 with bindings)
Possessions bracers of armour +3, torc of Charisma +2
Blood Drain (Ex) If Valicia pins an opponent in a grapple, she drains blood, dealing 1d4 Con damage per round. Every time she drains blood she gains 5 temporary hit points, which last for an hour.
Enchanted Gaze (Su) At will, as a standard action, Valicia can use her enchanted gaze on any creature within 30 ft. She can choose either to charm the creature or stun it with her otherworldly beauty. The charm has an effect identical to a charm monster spell (CL 10th, Will DC 22 resists), and is an enchantment, mind-affecting effect. The stunning gaze stuns the target creature for 2d4 rounds (Fort DC 22 resists). The saving throws are Charisma-based.
Energy Burst (Su) While Valicia has a cold spell-like ability of 2nd-level or higher available, as a standard action she can create a burst of cold energy in a 15-ft.-cone. This cone does 1d6 points of cold damage per level of the highest level cold spell-like ability she has available (Reflex DC 17 + spell level half). The saving throw is Charisma-based.
Moonlight Visibility (Su) Valicia is supernaturally invisible except when in natural moonlight. She retains her invisibility even when attacking, but she can be sensed by the usual means for detecting invisible creatures, including see invisibility and invisibility purge. She is plainly visible when in an area completely bathed in moonlight, and has concealment when in an area of shadowy moonlight.
Unearthly Grace (Su) Valicia adds her Charisma bonus (+7) to all her saving throws and as a deflection bonus to AC.

Winter wolf: 51 hp; p256 MM.


MacSpurn, male tainted raver advanced spriggan Rog3 CR 7CE Small fey
Init +7; Senses low-light vision; Listen +6, Spot –3
Languages Common, Giant
AC 20 (+1 size, +6 Dex, +5 armour, -2 rage); touch 15, flat-footed 14; Dodge, Mobility; trap sense +1
Immune confusion and insanity effects
hp 79 (9 HD)
Fort +8 Ref +15 Will +7; evasion; trap sense +1
Spd 20 ft. (4 squares)
Melee MWK shortsword +14 (1d4+4/19-20) or
Melee MWK shortsword +12 (1d4+4/19-20) and MWK shortsword +12 (1d4+2/19-20)
Ranged produce flame +13 touch (1d6+5 fire, range 120 ft.)
Base Atk +5; Grp +5
Attack Options sneak attack +5d6
Special Actions change size
Combat Gear potions of cure moderate wounds and invisibility (CL 3rd)
Spell-like Abilities (CL 9th):
At will—produce flame, scare (DC 11), shatter (DC 11)
Abilities Str 18, Dex 25, Con 20, Int 12, Wis 4, Cha 8
SQ madness, perpetual rage
Feats Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Skills Balance +9, Bluff +4, Climb +15, Diplomacy +1, Disable Device +16, Disguise –1 (add +2 acting), Gather Information +1, Hide +20, Intimidate +6, Jump –2, Knowledge (local) +6, Listen +6, Move Silently +20, Open Lock +22, Sleight of Hand +22, Tumble +19
Possessions +1 MITHRAL chain shirt, MASTERWORK greatsword, 2 MASTERWORK shortswords, dagger, MASTERWORK thieves’ tools, boots of the winterlands, 100pp
Change Size (Su) At will, a spriggan can change from Small to Large size and vice-versa.
Madness (Ex) As a tainted raver, MacSpurn is irretrievably mad. He uses his Cha modifier on Will saves. His sanity can only be returned by a miracle or wish spell or similarly powerful magic.
Perpetual Rage (Ex) As a tainted raver, MacSpurn is constantly in a state of insane fury similar to a barbarian’s rage, although he is not prevented from taking actions which require concentration, and can even act calmly and rationally.

MacSpurn, Large size
CE Large fey
Init +5
AC 19 (-1 size, +5 Dex, +2 natural, +5 armour, -2 rage); touch 12, flat-footed 14; Dodge; trap sense +1
hp 106 (9 HD) [add +27 hp from Con +6]
Fort +11 Ref +13
Spd 30 ft. (6 squares)
Melee MWK greatsword +15 (3d6+15/19-20) or
Melee MWK shortsword +13 (1d8+10/19-20) and MWK shortsword +13 (1d8+5/19-20)
Ranged produce flame +9 touch (1d6+5 fire, range 120 ft.)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +19
Attack Options sneak attack +2d6
Spell-like Abilities (unable to use)
Abilities Str 30, Dex 21, Con 26
Skills Balance +7, Climb +23, Hide +8, Jump +14, Move Silently +18, Open Lock +20, Sleight of Hand +20, Tumble +17


Moontouched fomorians (4) CR 7
CE Large giant
Init +3; Senses darkvision 60 ft.; low-light vision; scent; Listen +6, Spot +7
Languages Giant
AC 21 (-1 size, +3 Dex, +7 natural, +2 armour); touch 12, flat-footed 18
hp 94 (9 HD); fast healing 2; DR 10/cold iron
Resist cold 10; SR 18
Fort +14 Ref +6 Will +5; +4 vs. enchantment effects
Spd 40 ft. (8 squares)
Melee +1 SILVER battleaxe +16/+11 (2d6+8/3) and gore +9 (2d6+4) and claw +9 (1d6+4); or
Melee gore +14 (2d6+8) and 2 claws +9 (1d6+4)
Ranged searing light +9 touch (4d8, range 190 ft.)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +19
Attack Options Cleave, Improved Bull Rush, Power Attack
Special Actions ferocity
Spell-like Abilities (CL 9th):
3/day—searing light
Abilities Str 27, Dex 16, Con 23, Int 6, Wis 11, Cha 6
Feats Cleave, Improved Bull Rush, Iron WillB, Power Attack, Weapon Focus (battleaxe)
Skills Listen +6, Spot +7
Possessions piecemeal armour (as leather), +1 SILVER battleaxe
Ferocity (Ex) A moontouched fomorian continues to fight when between 0 and 9 hit points.
Description This giant humanoid stands over 8 feet tall, even though it is hunched over like an old man. Its head is porcine and features prominent tusks. Its pale, warty flesh is covered by scraps of fur, leather and metal, and it carries a large silvery axe over one shoulder. Despite its bowed legs and shuffling gait, it moves swiftly through the snow.

Cheers, Al'Kelhar
 

Wolfspider said:
Well

....and here follow some more spoilers to the adventure....

The adventure is set in a small forest town that is home to a clan of werewolves that has lived peacefully with its human brethren for decades. A strange werewolf of large size and extreme ferocity comes to down and kills the leader of the pack, becoming its alpha. He then has the pack start digging in the woods. In the original adventure, he is looking for a deposit of gold (lame). In my revised adventure, he will be trying to unearth some kind of creature to wreak havoc on the surrounding area.

So there is already an awesome werewolf in the adventure, the above-mentioned Armon Bistle, who is actually using a magical cloak in order to assume wolf-shape.

The creature he is trying to dig up could be anything, really. Demon. Nasty undead. Whatever.

I just wanted to see what kind of possible nasties the fine folks at ENWorld could come up with. :D

Hmm... Something anathema to a forest and to the do-gooder enemies of the Old One, you say? Buried deep? Something ancient. Of shadow... and flame.


No, silly, not a Balrog.


Shadow and Flame, Elder Evil Fire Elemental (half-fiend elder fire elemental)
Huge Outsider (Fire, Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +15
Speed: 60 ft. (12 squares), fly 60 ft. (average)
Armor Class: 28 (–2 size, +11 Dex, +9 natural), touch 19, flat-footed 17
Base Attack/Grapple: +18/+34
Attack: Claw +28 melee (2d8+8 plus 2d8 fire)
Full Attack: 2 Claws +28 melee (2d8+8 plus 2d8 fire) and bite +23 melee (2d6+8 plus fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, Smite Good (1/day, +24 damage), Spell-Like Abilities
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, resistance 10 to acid and electricity, vulnerability to cold, bypass DR x/magic, SR 34
Saves: Fort +15, Ref +25, Will +10
Abilities: Str 26, Dex 33, Con 20, Int 10, Wis 11, Cha 13
Skills: Listen +28, Spot +29, plus 6 other cross-class skills at +13 ranks
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (claw)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always Evil
Advancement: 25–48 HD (Huge)
Level Adjustment: —

Spell-Like Abilities: 3/day: Darkness, Poison, Unholy Aura; 1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction. Caster level: 24th.
 

Ooooh! Good stuff! Thanks, everyone, for the suggestions.

I will present some ideas of my own tomorrow, once I sleep on it.

Night!
 

There's also Deepspawn from Forgotten Realms (one's on the cover of Races of Faerun) which spit out random creatures, and is a nasty mother from what I remember. It's in Monsters of Faerun and the CR is pretty high, too.

races.jpg


cheers,
--N
 

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