Corgi of the Apocalypse

Hey everyone, been a while. I hope you're all doing well, I've been meaning to post for a while. It's great to see you all still at it. :)

I made a Corgi, a Pseudonatural, Paragon, Legendary, Mythic, Advanced, Half Fiend Corgi Worm That Walks of Legend. I hope you enjoy.

I'll post the base Corgi for reference at the end. Miss you guys.
----------------------------

Corgi of the Apocalypse

This squat, fluffy dog’s stubby legs blur with impossible speed, its beady eyes alight with alien fire. As it barks, the air itself ruptures like glass struck by a hammer. Tentacles writhe from beneath its fur, each tipped with gnashing worm-maws.

Corgi of the Apocalypse CR 47
NE Small outsider (evil, extraplanar, ooze traits)
Init +15; Senses blindsight 300 ft., darkvision 60 ft., low-light vision; Perception +71
Aura frightful presence (DC 44), reflective hide (spell turning)

DEFENSE
AC 410, touch 88, flat-footed 377 (+1 size, +33 Dex, +322 natural, +32 insight, +12 luck)
hp 665 (12d10+396+144; max per die; +12/HD; +5 worm-body bonus); fast healing 25
Fort +49
Ref +48
Will +50
DR 40/epic and magic; Immune mind-affecting, polymorph, fear, poison, crits, sneak attack, flanking, sleep, paralysis, stunning; Resist acid 40, electricity 40, cold 20, fire 20
SR 60


OFFENSE
Speed 370 ft., fly 760 ft. (good)
Melee 2 Bites +63 Melee (1d12+58) or 6 tentacle rakes +63 (6d6+58 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)


SPECIAL ATTACKS
Bark of Doom (Su): 1/1d4 rounds, 30-ft. cone, 12d6 sonic damage, Reflex DC 44 half.

Engulf (Ex): Melee touch; target is engulfed and takes 100 damage immediately and 100 damage/round until freed (full-round action to escape).

Rotting Constriction (Ex): On grapple check, drains 2d4 Con and heals the corgi 10 hp.

Constant Insight (Su): +15 insight bonus to all attack rolls; ignores concealment miss chance.

Smite Good (Su): 12/day, as paladin smite evil (Paladin Level as HD)

Frightful Presence (Su): Witnessing an engulf or bark requires DC 44 Will save or be shaken (up to cowering).

Adorable Distraction (Ex): Once per day as a move action, the corgi may perform a wiggle or bark so disarming that one creature within 60 ft. must succeed at a DC 44 Will save or be rendered flat-footed for 1 round. This is a mind-affecting effect.

Spell-Like Abilities
At will (CL 35)—blur, dimension door, shield, unhallow
3/day (CL 35)—greater dispel magic, haste, see invisibility
By HD (CL 35)—darkness 3/day, desecrate, unholy blight, poison 3/day, contagion, blasphemy
1/day (CL 35)—animal friendship, animal growth, animal messenger, animal shapes, animal trance, colossal vermin, creeping doom, giant vermin, summon swarm/vermin, vermin plague


STATISTICS

Str 86 +38
Dex 66 +28
Con 66 +28
Int 32 +11
Wis 55 +22
Cha 43 +16
Base Atk +12
CMB +50
CMD 88

Feats: Skill Focus (Perception), Improved Initiative (B), Multiattack (B), Endurance (B), Iron Will (B), +2 paragon bonus feats, Improved Trip, Improved Natural Attack x4, Improved Critical

Skills: Acrobatics +61, Perception +71, Stealth +61, Survival +65 (+69 scent); racial +4 Perception; +10 competence all skills
Languages understands Common, Abyssal, Infernal; cannot speak (only barks and shrieks of worms)


SPECIAL ABILITIES
Alternate Form (Su): At will, the corgi may shed its fluffy guise and transform into a writhing pseudonatural mass of tentacles. In this form, enemies take a –1 morale penalty to attack rolls against it.

Discorporate (Ex): If threatened with destruction, the corgi collapses into a mass of worms that scatter as a Free Action. If even one worm survives, the corgi can reform in 1d4 days.

Reflective Hide (Su): The corgi is permanently under spell turning.

Ooze Traits: Cannot be flanked, immune to critical hits, sneak attacks, and precision damage.

Haste (Su): The corgi is permanently under haste, granting +30 movement speed, +2 Dodge Bonus to AC, Attack Rolls, and Reflex Saves, and an additional attack per round on a full attack.

Herding Instinct (Ex): The corgi gains a +20 racial bonus on Handle Animal checks to direct herd animals, as its mere presence terrifies livestock into obedience.

Low Center of Gravity (Ex): The corgi gains a +20 racial bonus to CMD against bull rush and trip attempts, its short legs and compact build making it nearly impossible to topple.

Death Throes (Su): The dying wails of the Corgi melt flesh and cause the brains of all those who hear it to hemmorhage. When slain, the corgi erupts in a storm of sonic cries and writhing worms. All creatures within 300 feet take 200 damage (half sonic, half untyped damage). Reflex DC 44 halves. Survivors must succeed at a DC 44 Will save or be panicked for 1d6 rounds. This also counts as the Discorporate ability allowing the Corgi to potentially survive it's own demise should the worms that comprise it not be fully eradicated.


TACTICS
Before Combat: The corgi disguises itself as a harmless pet, relying on its small size to appear non-threatening. It waits until enemies drop their guard before unleashing its tentacles.

During Combat: The corgi opens with Bark of Doom, then closes with impossible speed, seeking to engulf and constrict priority targets. It uses Adorable Distraction to leave enemies open to grapples, while spell-like abilities disrupt divine and arcane casters. It floods the battlefield with vermin if surrounded or pressed.

Morale: Fights until slain, then triggers its death throes to obliterate survivors. If somehow reduced below 50 hp but not killed, it uses Discorporate to scatter into worms, ensuring its eventual return.


ECOLOGY
Environment any (often cities, disguised as a noble’s pet)
Organization solitary (mercifully)
Treasure none

Once a humble herding dog, the Corgi of the Apocalypse was chosen by gods and warped by the Far Realm into a paradox: the world’s most adorable beast fused with ultimate destruction. Its bark shatters mountains, its wiggle flattens armies, and its loyalty is more terrifying than betrayal. Entire planes whisper its name in fear — for when the Corgi barks, the end is near.
 
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Corgi

This small, long-bodied herding dog trots about on short legs, its bright eyes and fox-like face filled with mischief. Its eager bark belies a stubborn streak and surprising agility.


Corgi CR 1/3
XP 135
N Small animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee bite +2 (1d4+1)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB –1; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6, Perception +5, Stealth +6, Survival +1 (+5 scent);
Racial Modifiers +4 Survival when tracking by scent

ECOLOGY

Environment temperate or warm plains and hills (often as companions)
Organization solitary, pair, or pack (3–12 with handlers)
Treasure none

SPECIAL ABILITIES

Herding Instinct (Ex): A corgi gains a +2 bonus on Handle Animal checks made to direct herd animals (such as cattle, sheep, or goats).

Low Center of Gravity (Ex): Because of their short legs, corgis gain a +2 racial bonus to CMD against bull rush and trip attempts.

Adorable Distraction (Ex): Once per day, as a move action, a corgi can perform a playful bark, wiggle, or roll that forces one creature within 30 ft. who can see it to make a DC 10 Will save or be distracted for 1 round (treat as flat-footed). This is a mind-affecting effect.

DESCRIPTION

Corgis are small, long-bodied herding dogs with short legs, fluffy tails (or docked tails, depending on breed), and fox-like faces. Despite their size, they are spirited, stubborn, and surprisingly agile. Many adventurers keep them as companions, and shepherds prize them for their boldness against larger herd animals.
 

Good to have you back amigo...

Corgi.jpg
 



Good to have you back buddy. ;)
Thanks man!
Cool. What level are your current Players (their characters I mean).
They're level 16, decent group all Mythic Rank 4. The "/" you see is the classes they're Gestalting, they have no say on that, that's DM fiat.

Illhill, Blue Goblin of Legend level 16 Psion/ 7 Real Deal Fighter (called the gladiator in my campaign)

Ammoreta, Pixie, Level 16 Shadowdancer/ 7 Commando

Tethero, Djinni, Level 12 Cleric of Gaia, level 4 Holy Vindicator/ 7 Gray Paladin

Rafcragna, Hobgoblin, 4 Mutagen Warrior, 12 Brawler/ 7 Gladiator

Admarris, LotR elf (called a Sylph) 16 Ranger (archer), 7 Gladiator

Vad'Gral, Scro of Legend, 16 Barbarian, 7 Gladiator

Serrosh, Tabaxi, 16 Free Knight, 7 Gladiator

They're all in the world as mortals as the events of my last campaign is concurrently happening so they're mortals on a doomed world about to go into a world ending Apocalypse where gods and the will of the world tear the planet (Arum) to pieces.

So far they're not at that point yet, but they're getting close. They were fighting the hobgoblin empire called The Bloodoath to outsiders or Drakthol to the Hobgoblins, but after many successful battles against the hobgoblins armies, they were hunted down by a Hobgoblin hero named Zephyrus, a Paragon, who after a brutal fight, defeated the party and they were enslaved. Now they're fighting to gain their freedom and have since learned to appreciate the Hobgoblin empire and realize that despite their brutal nature, the Hobgoblins are the only ones trying to do something about the oncoming Armageddon.

So far it's a very successful and fun campaign. It's going on... a little more than 3 years.
 

Hey everyone, been a while. I hope you're all doing well, I've been meaning to post for a while. It's great to see you all still at it. :)

I made a Corgi, a Pseudonatural, Paragon, Legendary, Mythic, Advanced, Half Fiend Corgi Worm That Walks of Legend. I hope you enjoy.

I'll post the base Corgi for reference at the end. Miss you guys.
----------------------------

Corgi of the Apocalypse

This squat, fluffy dog’s stubby legs blur with impossible speed, its beady eyes alight with alien fire. As it barks, the air itself ruptures like glass struck by a hammer. Tentacles writhe from beneath its fur, each tipped with gnashing worm-maws.

Corgi of the Apocalypse CR 47
NE Small outsider (evil, extraplanar, ooze traits)
Init +15; Senses blindsight 300 ft., darkvision 60 ft., low-light vision; Perception +71
Aura frightful presence (DC 44), reflective hide (spell turning)

DEFENSE
AC 410, touch 88, flat-footed 377 (+1 size, +33 Dex, +322 natural, +32 insight, +12 luck)
hp 665 (12d10+396+144; max per die; +12/HD; +5 worm-body bonus); fast healing 25
Fort +49
Ref +48
Will +50
DR 40/epic and magic; Immune mind-affecting, polymorph, fear, poison, crits, sneak attack, flanking, sleep, paralysis, stunning; Resist acid 40, electricity 40, cold 20, fire 20
SR 60


OFFENSE
Speed 370 ft., fly 760 ft. (good)
Melee 2 Bites +63 Melee (1d12+58) or 6 tentacle rakes +63 (6d6+58 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)


SPECIAL ATTACKS
Bark of Doom (Su): 1/1d4 rounds, 30-ft. cone, 12d6 sonic damage, Reflex DC 44 half.

Engulf (Ex): Melee touch; target is engulfed and takes 100 damage immediately and 100 damage/round until freed (full-round action to escape).

Rotting Constriction (Ex): On grapple check, drains 2d4 Con and heals the corgi 10 hp.

Constant Insight (Su): +15 insight bonus to all attack rolls; ignores concealment miss chance.

Smite Good (Su): 12/day, as paladin smite evil (Paladin Level as HD)

Frightful Presence (Su): Witnessing an engulf or bark requires DC 44 Will save or be shaken (up to cowering).

Adorable Distraction (Ex): Once per day as a move action, the corgi may perform a wiggle or bark so disarming that one creature within 60 ft. must succeed at a DC 44 Will save or be rendered flat-footed for 1 round. This is a mind-affecting effect.

Spell-Like Abilities
At will (CL 35)—blur, dimension door, shield, unhallow
3/day (CL 35)—greater dispel magic, haste, see invisibility
By HD (CL 35)—darkness 3/day, desecrate, unholy blight, poison 3/day, contagion, blasphemy
1/day (CL 35)—animal friendship, animal growth, animal messenger, animal shapes, animal trance, colossal vermin, creeping doom, giant vermin, summon swarm/vermin, vermin plague


STATISTICS

Str 86 +38
Dex 66 +28
Con 66 +28
Int 32 +11
Wis 55 +22
Cha 43 +16
Base Atk +12
CMB +50
CMD 88

Feats: Skill Focus (Perception), Improved Initiative (B), Multiattack (B), Endurance (B), Iron Will (B), +2 paragon bonus feats, Improved Trip, Improved Natural Attack x4, Improved Critical

Skills: Acrobatics +61, Perception +71, Stealth +61, Survival +65 (+69 scent); racial +4 Perception; +10 competence all skills
Languages understands Common, Abyssal, Infernal; cannot speak (only barks and shrieks of worms)


SPECIAL ABILITIES
Alternate Form (Su): At will, the corgi may shed its fluffy guise and transform into a writhing pseudonatural mass of tentacles. In this form, enemies take a –1 morale penalty to attack rolls against it.

Discorporate (Ex): If threatened with destruction, the corgi collapses into a mass of worms that scatter as a Free Action. If even one worm survives, the corgi can reform in 1d4 days.

Reflective Hide (Su): The corgi is permanently under spell turning.

Ooze Traits: Cannot be flanked, immune to critical hits, sneak attacks, and precision damage.

Haste (Su): The corgi is permanently under haste, granting +30 movement speed, +2 Dodge Bonus to AC, Attack Rolls, and Reflex Saves, and an additional attack per round on a full attack.

Herding Instinct (Ex): The corgi gains a +20 racial bonus on Handle Animal checks to direct herd animals, as its mere presence terrifies livestock into obedience.

Low Center of Gravity (Ex): The corgi gains a +20 racial bonus to CMD against bull rush and trip attempts, its short legs and compact build making it nearly impossible to topple.

Death Throes (Su): The dying wails of the Corgi melt flesh and cause the brains of all those who hear it to hemmorhage. When slain, the corgi erupts in a storm of sonic cries and writhing worms. All creatures within 300 feet take 200 damage (half sonic, half untyped damage). Reflex DC 44 halves. Survivors must succeed at a DC 44 Will save or be panicked for 1d6 rounds. This also counts as the Discorporate ability allowing the Corgi to potentially survive it's own demise should the worms that comprise it not be fully eradicated.


TACTICS
Before Combat: The corgi disguises itself as a harmless pet, relying on its small size to appear non-threatening. It waits until enemies drop their guard before unleashing its tentacles.

During Combat: The corgi opens with Bark of Doom, then closes with impossible speed, seeking to engulf and constrict priority targets. It uses Adorable Distraction to leave enemies open to grapples, while spell-like abilities disrupt divine and arcane casters. It floods the battlefield with vermin if surrounded or pressed.

Morale: Fights until slain, then triggers its death throes to obliterate survivors. If somehow reduced below 50 hp but not killed, it uses Discorporate to scatter into worms, ensuring its eventual return.


ECOLOGY
Environment any (often cities, disguised as a noble’s pet)
Organization solitary (mercifully)
Treasure none

Once a humble herding dog, the Corgi of the Apocalypse was chosen by gods and warped by the Far Realm into a paradox: the world’s most adorable beast fused with ultimate destruction. Its bark shatters mountains, its wiggle flattens armies, and its loyalty is more terrifying than betrayal. Entire planes whisper its name in fear — for when the Corgi barks, the end is near.
Welcome back Beefermatic!
 

Thanks man!

They're level 16, decent group all Mythic Rank 4. The "/" you see is the classes they're Gestalting, they have no say on that, that's DM fiat.

Illhill, Blue Goblin of Legend level 16 Psion/ 7 Real Deal Fighter (called the gladiator in my campaign)

Ammoreta, Pixie, Level 16 Shadowdancer/ 7 Commando

Tethero, Djinni, Level 12 Cleric of Gaia, level 4 Holy Vindicator/ 7 Gray Paladin

Rafcragna, Hobgoblin, 4 Mutagen Warrior, 12 Brawler/ 7 Gladiator

Admarris, LotR elf (called a Sylph) 16 Ranger (archer), 7 Gladiator

Vad'Gral, Scro of Legend, 16 Barbarian, 7 Gladiator

Serrosh, Tabaxi, 16 Free Knight, 7 Gladiator

Do you find it tough Challenging a Group of Seven PC's? I'm assuming no, since they were defeated by the Paragon, but interesting to hear your thoughts on the matter?

I know that our group massively punches above their weight, but that could just be competent players vs. weak (official) monsters.
 

Do you find it tough Challenging a Group of Seven PC's? I'm assuming no, since they were defeated by the Paragon, but interesting to hear your thoughts on the matter?
Oh, not at all, between The Epic Handbook, and Immortals Handbook, there are plenty of creatures to challenge my party with. Now with ChatGPT, I can think of whatever idea I want, and Chat can make whatever creature or enemy I need or want on the fly, it might be a bit off, but doing monster design for 15 years makes me able to easily compensate.

Moreover the best thing for powerful parties is to use their effective power level, not their level. You get this by testing the party against powerful enemies, and seeing what they can comfortably fight or what outright defeats them or gives them trouble. At this point my party can effectively fight creatures at about CR 22 without too much trouble. Which is good, Gods are the main threat they'll be fighting.
I know that our group massively punches above their weight, but that could just be competent players vs. weak (official) monsters.
My party has first time players and veterans mixed together. Admarris for example, it's his first gaming group and he started when the party was level 10. A lot of it is knowing your players and playing to their strengths and knowing when to and who to pull punches with. At the end of the day it's about having fun, interacting with a grand storyline and feeling like you won a truly hard fought victory.

Weak official monsters are only generally weak due to how their used. Look at pooches above, he started out as a CR 1/3 monster and ended up, using official templates and rebuild mechanics a tremendously powerful threat, able to contend with I'd say at least a Lesser Deity, and it's a fuxking dog.

So, throw some magic weapons on them, give them better feats, Class levels, or use Gestalt rules with enemy's natural HD and you can make some extremely formidable monsters, and you can do it pretty easily anymore again using AI.

Let's say i wanted to put the party against a succubus, not this party of course, but a say CR 9 party. I could put some +2 or +3 gear on her, give her some good items, and let her i think 8 outsider levels stack with levels of let's say Druid, now, suddenly, she's summoning monsters, entangling the party, zapping people with lightning etc. It makes for a far more compelling encounter and allows us as DMs to use the tools we have, longer, and more effectively.
 

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