Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)

Fly Blown Template

This is based on WotC Worm who Walks template from the Epic level handbook.

Type: Changes to Ooze
Hit Dice: d10 plus extra ooze hp
AC: +20 insight
SA: engulf, maggot infestation
SLA: 1/day animal friendship (vermin), animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin, creeping doom, giant vermin, summon swarm, summon vermin, vermin plague - CL 20 for all,
SQ: blindsight, DR 10/- SR = CR+10, frightful presence, Discorporate, Ooze traits - immune to sleep, stunning, polymorphing, not subject to critical hits or flanking
saves: no change
skills, +20 to hide, intuit direction, listen, move silently
CR: +4
Maggot Infestation (Su): Each time a target is successfully hit and dealt damage via an unarmed attack, they must make a Fortitude saving throw at the Fly-blown creatures CR+10. Failures means that they have been injected with maggots and are afflicted by maggot infestation. Unless treated by a remove curse and a remove disease they will take on the Fly-Blown template within 1d4 days and come under full control of the maggots collective hive mind. Once afflicted such a creature can only be cured via a Heal, Wish, or Miracle. It is not immediately obvious that a creature is afflicted, and retains their free will unless to begin to do or say something that threatens the maggot hive. In this case the maggots will take control of the body and eat away the non subservient brain parts.
 

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This is what happens when teenage Manticors hang out with the wrong crowd. I think thier riders will be Advanced Paragon Blackguard Fly-Blown Fiendish Trolls.

Hovering Horror: CR 17; Gargantuan Advanced Fiendish Fly-Blown Manticore Ooze ; HD 18d10+108 (Ooze) ; hp 307; Init +2; Spd 30, Fly, Clumsy 50; AC: 38 (Flatfooted:16 Touch:8); Atk +23 base melee, +16 base ranged; +23/+18 (2d6+9, 2 Claws; 2d8+4, Bite); +16 (2d6, 6 Tendrils); SA: Spikes (Ex) , Smite Good (Su) ; SQ: Scent (Ex), Darkvision (Ex): 60 ft., Spell Resistance (Ex): 27, Resistance: Fire (Ex): 20, Resistance: Cold (Ex): 20, Damage Reduction (Su): 10/+3: Blindsight, Frightful Presence, Discorporate, Ooze traits - immune to sleep, stunning, polymorphing, not subject to critical hits or flanking, Fiendish traits; AL LE; SV Fort +17, Ref +13, Will +7; STR 28, DEX 15, CON 23, INT 7, WIS 12, CHA --.
Skills: Listen +35, Spot +15, Hide +20, Intuit Direction +20, Move Silently +20
Feats: Flyby Attack, Hover, Large And In Charge, Wingover.
SA: tail spikes, engulf, maggot infestation
SLA: 1/day animal friendship (vermin), animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin, creeping doom, giant vermin, summon swarm, summon vermin, vermin plague - CL 20 for all,

Description: Manticores are fierce monsters that hunt widely for living flesh. They are cunning and evil, with keen, logical minds. A manticore can be a deadly enemy or a powerful ally.
A manticore is a monster in every sense of the word. It has the head of a vaguely humanoid beast, the body of a lion, and the wings of a dragon. The creature's back is set with curved barbs, and its long tail ends in a cluster of deadly spikes.

Combat: A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Special Attacks: Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

Maggot Infestation (Su): Each time a target is successfully hit and dealt damage via an unarmed attack, they must make a Fortitude saving throw at the Fly-blown creatures CR+10. Failures means that they have been injected with maggots and are afflicted by maggot infestation. Unless treated by a remove curse and a remove disease they will take on the Fly-Blown template within 1d4 days and come under full control of the maggots collective hive mind. Once afflicted such a creature can only be cured via a Heal, Wish, or Miracle. It is not immediately obvious that a creature is afflicted, and retains their free will unless to begin to do or say something that threatens the maggot hive. In this case the maggots will take control of the body and eat away the non subservient brain parts.
 

Sandain, you're one creepy SOB. That's just great. Keep in mind that I'm working with lower CRs than you may think -- with Nolin dead and Malachite short a level, there's only one member of the group at 20th lvl.

RW, I haven't decided yet; I'm hoping to. I just had the game where all five (six, really, including the PCs and a demon summoner you don't know about) factions meet. I'm freakin' exhausted - playing so many people with opposing views is tough! - but thanks to you guys, I made it work. Here's what I did:

- Had one person from each faction talk.
- Had faction #4 offer to sell their services to each of the other three
- Had faction #3 (the angel Unity, actually a fallen angel of wrath) be way scarier and more hardcore than any of the evil factions.
- Had faction #2, the fly-blown spokesman, assemble from flies. . . and all the flies around the room buzzed when he spoke. However, he was very genteel and aristocratic. Creepy combination.
- Had faction #1 looking like the relative good guys, just because they're the one group (including the angels) who don't think Agar should be immediately taken out of the picture.

It was some fantastic role playing, and if you guys didn't give me ideas it would have fallen flat. Thank you again.

I'm gone from the boards through Sunday night. Next week I'll give you more info on Baalzebub's faction, and we can build some stats for the BIG SIX WAY FIGHT (which the PCs might retreat from, since they don't know who their allies are) next game.
 
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Sorry P-Cat, I thought your crew was around lvl 22. I can stat out the Disciple of Baalzebub from the merchant caravan for you (the nature of the divine sparked flies in the Eversink swamp may have raised him w/ the template) and give details on the forgotten sunken temple which may make a nice venue if your fighting on thier home world.

I am going away on a river boat cruise in Australia next week (ARRR! real life pirate!) so will help as much as i can before then.

Edit: you have my permission to use, change, alter, scrap, butcher any of my ideas however you see fit - its your game!
 
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Piratecat said:
I'm gone from the boards through Sunday night. Next week I'll give you more info on Baalzebub's faction, and we can build some stats for the BIG SIX WAY FIGHT (which the PCs might retreat from, since they don't know who their allies are) next game.
Oi, now that sounds like a DM's nightmare and a truely memorable session wrapped in one.
 

Sandain, get professional help. Seriously, that's too hardcore for me to use on my players.

PCat, my hat is off to you (again). You really played a six faction showdown? I couldn't get a three way one to work. I think I could now, if I prepared it better, but SIX!
 

Piratecat said:
Hey, on a related note - anyone know of any dream/nightmare-related monsters? There a darn cool three-headed night hag in the rules forum that I might use, adding a nightmare-themed cabal. If so, I want her to have some interesting lackies.

Any ideas?

Have you looked at the latest issue of Dragon?
 


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