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COMPETITION: Design an Epic Monster
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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 4105812" data-attributes="member: 50701"><p><strong>Garm, The Hound of Nilfheim</strong></p><p><strong>Huge Outsider (extraplanar, evil) </strong></p><p><strong>HD:</strong> 50d8+1,000+100 (1,500 hp)</p><p><strong>Initiative:</strong> +22</p><p><strong>Speed:</strong> 140 ft., climb 100 ft.</p><p><strong>Armor Class:</strong> 60 (+14 Dex, +26 natural, +12 profane, -2 size) touch 34, flat-footed 46</p><p><strong>Base Attack/ Grapple:</strong> +50/+77</p><p><strong>Attack:</strong> Bite +67 melee (8d6+19 plus disease/19-20/x2)</p><p><strong>Full Attack:</strong> Bite +67 melee (8d6+19 plus disease/19-20/x2), and 2 claws +65 melee (4d8+9 plus disease)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft. (15 ft. bite)</p><p><strong>Special Attacks:</strong> Breath weapon, death gaze beam, disease, Garm’s blood, howl of the Nilfheim hound, pounce, skirmish, spell-like abilities</p><p><strong>Special Qualities:</strong> Damage reduction 35/epic, good, and mithral, darkvision 120 ft., energy resistance 35 to electricity and fire, immunity to acid, cold, disease, death effects, energy drain, nausea, paralysis, poison, and sleep, regeneration 30, see in darkness, see invisibility, spell resistance 54, stench, true seeing</p><p><strong>Saves:</strong> Fort +53, Ref +47, Will +37</p><p><strong>Abilities:</strong> Str 48, Dex 38, Con 50, Int 15, Wis 30, Cha 34</p><p><strong>Skills:</strong> Balance +67, Climb +72, Hide +59, Intimidate +65, Jump +116, Listen +63, Move Silently +67, Spot +63, Survival +63, Tumble +67</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Run, Spring Attack, Whirlwind Attack</p><p><strong>Epic Feats:</strong> Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x5), Improved Combat Reflexes, Superior Initiative</p><p><strong>Environment:</strong> Nilfheim (Gray Wastes of Hades)</p><p><strong>Organization:</strong> Solitary (unique)</p><p><strong>CR:</strong> 44</p><p><strong>Treasure:</strong> Nothing</p><p><strong>Alignment:</strong>Neutral Evil</p><p></p><p><em>Appearing from the thick, cold mists that blanket Nilfheim, a monstrosity approaches you. It appears to be a massive dog-like creature. Dark-gray, mangy fur covers its body, as well as dried up blood. In its open maw, it has dagger-like fangs that drip with an unknown black liquid. The terrible creature has four eyes, which all glow a baleful red. This beast is none other than Garm, The Hound of Nilfheim.</em></p><p></p><p>Garm’s duty is simple, guard the entrance to Hel’s realm. Garm is much like the infamous Cerberus, in that he guards the gates of his master’s realm making sure nothing gets in or out without Hel’s permission. Occasionally, though very rare, Garm will wonder Nilfheim in search of food, returning immediately at Hel’s command. </p><p></p><p>Garm stands 25 ft. tall at the should and is 30 ft. long. He weighs close to 8 tons. He does not speak, but understands all languages, due to varieties of creatures who have entered and exited the gates of Hel’s Realm.</p><p></p><p><strong>Combat:</strong> Garm loves to kill as many of his foes with his death gaze beam ability as possible before charging into melee combat. He will then attack his foes with his bite and claws, while relying on his blood for extra protection. If outnumbered Garm will result to using his breath weapon or howl to even the odds. If on the verge of defeat he will try to teleport his way out of the area, unless he’s defending the gates. If so, he’ll fight to the death.</p><p></p><p><strong>Breath Weapon (Su):</strong> Once every 1d6 rounds, Garm can spit forth his own blood in a 150 ft. line, or he could cough up his own blood in a 90 ft. cone. It deals 33d10 points of violated acid damage. Reflex save DC 55 halves damage. Those hit by the acid must succeed on Fortitude save DC 55 or become nauseated by the smell of it for 3d4 rounds, and <em>slowed</em> as the spell for 10 rounds, from the thickness of it. An extra Reflex save DC 55 negates the <em>slow</em> effect. The victim is allowed a Reflex save DC 55 each round for the next 10 rounds in order to wipe themselves clean of the blood, thus negating the <em>slow</em> effect. DCs are Con-based.</p><p></p><p><strong>Death Gaze Beam (Su):</strong> Once every minute, Garm can produce a red beam of concentrated evil and death from his eyes and unleash it upon his foes. The beam is 10 ft. wide and 150 ft. long. All creatures within range must succeed a Fortitude save DC 47 or die instantly. If successful, the creatures still take 20d8 points of negative energy damage. They are allowed a Fortitude save DC 47 to half the damage. DCs are Cha-based.</p><p></p><p><strong>Disease (Ex):</strong> Injury, bite or claw; Fortitude DC 55, initial damage 3d6 Con, secondary damage 3d6 Con. DC is Con-based.</p><p></p><p><strong>Garm’s Blood (Ex):</strong> Those attack Garm with piercing or slashing weapons cause his blood to spew forth from the wound dealing 6d8 points of violated acid damage. Reflex save DC 55 halves damage. Those who are hit by the blood must also succeed on a Fortitude save DC 55 or be sickened and <em>slowed</em> for 1 round. DCs are Con-based.</p><p></p><p><strong>Howl of the Nilfheim Hound (Su):</strong> Once every 1d6 rounds, as a standard action, Garm can let out a numbingly cold howl that drains the life force of all who hear it. The howl is a 130 ft. radius centered on Garm. It deals 27d8 points of cold damage and all within range gain 3d6 negative levels. A Fortitude save DC 55 halves the cold damage, while a Will save DC 55 halves the amount of negative levels. DCs are Con-based.</p><p></p><p><strong>Pounce (Ex):</strong> When Garm charges a target, he can make a full attack.</p><p></p><p><strong>Regeneration (Ex):</strong> Garm takes normal damage from epic, good, and mithral weapons, as well as good spells.</p><p></p><p><strong>Skirmish (Ex):</strong>Garm deals an extra 10d6 points of damage on all attacks made during a round in which it moves at least 10 ft. This attack applies only to attacks made on his turn and only affects living creatures with a discernable anatomy.</p><p></p><p><strong>Spell-Like Abilities:</strong> CL 50; DC 24 +spell level</p><p>At will – <em>animate dead, blur, cone of cold, create greater undead, detect chaos, detect good, detect law, desecrate, dispel good, ghoul touch, haste, obscuring mist, symbol of pain, unhallow, unholy aura</em></p><p>9/day – <em>anti-life shield, blasphemy, energy drain, greater teleport (self plus 1000 pounds), inflict critical wounds (mass), power word kill, slay living, symbol of death, wail of the banshee</em></p><p></p><p><strong>Stench (Ex):</strong> Garm reeks with the smell of dried up blood and decay. Those within 60 ft. of him must succeed a Fortitude save DC 55 or become nauseated while within range. If they managed to leave the range, they remain nauseated for 5 more rounds. Those grappling with Garm, must succeed a Fortitude save DC 55 or lose consciousness for 3d6 rounds.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 4105812, member: 50701"] [b]Garm, The Hound of Nilfheim Huge Outsider (extraplanar, evil) [/b] [b]HD:[/b] 50d8+1,000+100 (1,500 hp) [b]Initiative:[/b] +22 [b]Speed:[/b] 140 ft., climb 100 ft. [b]Armor Class:[/b] 60 (+14 Dex, +26 natural, +12 profane, -2 size) touch 34, flat-footed 46 [b]Base Attack/ Grapple:[/b] +50/+77 [b]Attack:[/b] Bite +67 melee (8d6+19 plus disease/19-20/x2) [b]Full Attack:[/b] Bite +67 melee (8d6+19 plus disease/19-20/x2), and 2 claws +65 melee (4d8+9 plus disease) [b]Space/Reach:[/b] 15 ft./10 ft. (15 ft. bite) [b]Special Attacks:[/b] Breath weapon, death gaze beam, disease, Garm’s blood, howl of the Nilfheim hound, pounce, skirmish, spell-like abilities [b]Special Qualities:[/b] Damage reduction 35/epic, good, and mithral, darkvision 120 ft., energy resistance 35 to electricity and fire, immunity to acid, cold, disease, death effects, energy drain, nausea, paralysis, poison, and sleep, regeneration 30, see in darkness, see invisibility, spell resistance 54, stench, true seeing [b]Saves:[/b] Fort +53, Ref +47, Will +37 [b]Abilities:[/b] Str 48, Dex 38, Con 50, Int 15, Wis 30, Cha 34 [b]Skills:[/b] Balance +67, Climb +72, Hide +59, Intimidate +65, Jump +116, Listen +63, Move Silently +67, Spot +63, Survival +63, Tumble +67 [b]Feats:[/b] Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Run, Spring Attack, Whirlwind Attack [b]Epic Feats:[/b] Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x5), Improved Combat Reflexes, Superior Initiative [b]Environment:[/b] Nilfheim (Gray Wastes of Hades) [b]Organization:[/b] Solitary (unique) [b]CR:[/b] 44 [b]Treasure:[/b] Nothing [b]Alignment:[/b]Neutral Evil [I]Appearing from the thick, cold mists that blanket Nilfheim, a monstrosity approaches you. It appears to be a massive dog-like creature. Dark-gray, mangy fur covers its body, as well as dried up blood. In its open maw, it has dagger-like fangs that drip with an unknown black liquid. The terrible creature has four eyes, which all glow a baleful red. This beast is none other than Garm, The Hound of Nilfheim.[/I] Garm’s duty is simple, guard the entrance to Hel’s realm. Garm is much like the infamous Cerberus, in that he guards the gates of his master’s realm making sure nothing gets in or out without Hel’s permission. Occasionally, though very rare, Garm will wonder Nilfheim in search of food, returning immediately at Hel’s command. Garm stands 25 ft. tall at the should and is 30 ft. long. He weighs close to 8 tons. He does not speak, but understands all languages, due to varieties of creatures who have entered and exited the gates of Hel’s Realm. [b]Combat:[/b] Garm loves to kill as many of his foes with his death gaze beam ability as possible before charging into melee combat. He will then attack his foes with his bite and claws, while relying on his blood for extra protection. If outnumbered Garm will result to using his breath weapon or howl to even the odds. If on the verge of defeat he will try to teleport his way out of the area, unless he’s defending the gates. If so, he’ll fight to the death. [b]Breath Weapon (Su):[/b] Once every 1d6 rounds, Garm can spit forth his own blood in a 150 ft. line, or he could cough up his own blood in a 90 ft. cone. It deals 33d10 points of violated acid damage. Reflex save DC 55 halves damage. Those hit by the acid must succeed on Fortitude save DC 55 or become nauseated by the smell of it for 3d4 rounds, and [I]slowed[/I] as the spell for 10 rounds, from the thickness of it. An extra Reflex save DC 55 negates the [I]slow[/I] effect. The victim is allowed a Reflex save DC 55 each round for the next 10 rounds in order to wipe themselves clean of the blood, thus negating the [I]slow[/I] effect. DCs are Con-based. [b]Death Gaze Beam (Su):[/b] Once every minute, Garm can produce a red beam of concentrated evil and death from his eyes and unleash it upon his foes. The beam is 10 ft. wide and 150 ft. long. All creatures within range must succeed a Fortitude save DC 47 or die instantly. If successful, the creatures still take 20d8 points of negative energy damage. They are allowed a Fortitude save DC 47 to half the damage. DCs are Cha-based. [b]Disease (Ex):[/b] Injury, bite or claw; Fortitude DC 55, initial damage 3d6 Con, secondary damage 3d6 Con. DC is Con-based. [b]Garm’s Blood (Ex):[/b] Those attack Garm with piercing or slashing weapons cause his blood to spew forth from the wound dealing 6d8 points of violated acid damage. Reflex save DC 55 halves damage. Those who are hit by the blood must also succeed on a Fortitude save DC 55 or be sickened and [I]slowed[/I] for 1 round. DCs are Con-based. [b]Howl of the Nilfheim Hound (Su):[/b] Once every 1d6 rounds, as a standard action, Garm can let out a numbingly cold howl that drains the life force of all who hear it. The howl is a 130 ft. radius centered on Garm. It deals 27d8 points of cold damage and all within range gain 3d6 negative levels. A Fortitude save DC 55 halves the cold damage, while a Will save DC 55 halves the amount of negative levels. DCs are Con-based. [b]Pounce (Ex):[/b] When Garm charges a target, he can make a full attack. [b]Regeneration (Ex):[/b] Garm takes normal damage from epic, good, and mithral weapons, as well as good spells. [b]Skirmish (Ex):[/b]Garm deals an extra 10d6 points of damage on all attacks made during a round in which it moves at least 10 ft. This attack applies only to attacks made on his turn and only affects living creatures with a discernable anatomy. [b]Spell-Like Abilities:[/b] CL 50; DC 24 +spell level At will – [I]animate dead, blur, cone of cold, create greater undead, detect chaos, detect good, detect law, desecrate, dispel good, ghoul touch, haste, obscuring mist, symbol of pain, unhallow, unholy aura[/I] 9/day – [I]anti-life shield, blasphemy, energy drain, greater teleport (self plus 1000 pounds), inflict critical wounds (mass), power word kill, slay living, symbol of death, wail of the banshee[/I] [b]Stench (Ex):[/b] Garm reeks with the smell of dried up blood and decay. Those within 60 ft. of him must succeed a Fortitude save DC 55 or become nauseated while within range. If they managed to leave the range, they remain nauseated for 5 more rounds. Those grappling with Garm, must succeed a Fortitude save DC 55 or lose consciousness for 3d6 rounds. [/QUOTE]
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