Shade
Monster Junkie
Elghonn
http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-35.html
Elghonn
Medium Outsider (Native)
Hit Dice: 27d8+243 (364 hp)
Initiative: +15
Speed: 40 ft. (8 squares)
Armor Class: 40 (+11 Dex, +9 natural, +10 deflection), touch 31, flat-footed 29
Base Attack/Grapple: +27/+38
Attack: Blackadder +40 melee (1d8+13/19-20) or Prisoner +40 ranged (1d8+2/19-20)
Full Attack: Blackadder +40/+35/+30/+25 melee (1d8+13/19-20) and Timelord +40/+35/+30 melee (1d8+7/x3) and Avenger +40/+35/+30 melee (1d4+7/x4) and Primeval Terror +40/+35/+30 melee (1d6+7) or Prisoner +40 ranged (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence, pain rend, poison use, sneak attack +10d6
Special Qualities: Damage reduction 15/cold iron and magic, darkvision 60 ft., fast healing 15, hide in plain sight, improved evasion, improved uncanny dodge, shadow blend, spell resistance 40
Saves: Fort +24, Ref +25, Will +22
Abilities: Str 32, Dex 32, Con 29, Int 26, Wis 25, Cha 30
Skills: Balance +45, Bluff +40, Climb +41, Craft (trapmaking) +38, Diplomacy +14, Escape Artist +41, Hide +41, Intimidate +40, Jump +49, Knowledge (dungeoneering) +38, Listen +37, Move Silently +41, Search +38, Spot +37, Survival +37 (+41 following tracks, +41 underground), Tumble +45, Use Rope +11 (+15 bindings), Swim +41
Feats: Combat Expertise, Dire Charge, Epic Dodge (B), Greater Multiweapon Fighting, Improved Feint, Improved Initiative, Improved Multiweapon Fighting, Multiweapon Fighting, Self-Concealment (x2), Track
Environment: Underground
Organization: Solitary
Challenge Rating: 26
Treasure: No coins, standard goods, triple items
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
This humanoid-shaped being is wrapped in dark, voluminous robes. It carries a terrifying arsenal of weapons clearly designed to inflict great pain. Palpable terror shrouds its dark figure.
The elghonn is a legendary, enigmatic entity of the Underdark. Its name derives from the drow word for death. Indeed, this creature is death personified; even the drow matriarchs of Menzoberranzan fearfully whisper its name.
No survivors of the elghonn's attacks (and that group is quite small) have viewed the elghonn's true appearance beneath its robes. One did claim to have looked into a pair of cold red eyes within its hood. It possesses at least four arms, for it has been seen to brandish a quartet of one-handed weapons simultaneously.
A few facts can be confirmed from witnesses to the elghonn's predations. First, it carries an arsenal of weapons, favoring a life-stealing blade dubbed "Black Adder". Second, it is known to utilize poison upon its weaponry, and often carries a crossbow that paralyzes its prey. Finally, the elghonn can blend into the shadows, and tracks as well as the most legendary of rangers.
The elghonn constantly wanders the caverns of the Underdark in search of prey. It is not known whether the creature has a central lair, but should such a lair exist, it is surely a place of unspeakable evil.
All living creatures of the Underdark exist as prey for the elghonn. So far, it has never exhibited any preference as to who or what it stalks. Curiously enough, the elghonn never consumes its prey after the kill; however, dead victims of the predator are always found with expressions of horror on their faces.
Some scholars suggest that the elghonn may be an agent of some dark deity or perhaps even an avatar of some forgotten god. Unfortunately, no one has been able to substantiate this theory; the last several sages who entered the Underdark to unearth some information on this creature have never returned.
The elghonn is 7 feet tall and weighs 250 pounds.
The elghonn speaks Abyssal, Elven, and Undercommon.
COMBAT
The elghonn is a relentless hunter, using all of its heightened senses to track prey. It seems to enjoy inflicting great pain and psychological anguish before delivering a killing blow.
Frightful Presence (Su): The elghonn can inspire terror by charging or attacking. Affected creatures must succeed on a DC 33 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the elghonn. The save DC is Charisma-based.
Hide in Plain Sight (Su): The elghonn can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, the elghonn can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.
Pain Rend (Ex): If the elghonn hits with two or more attacks, it rips apart the opponent’s flesh, causing great pain in the process. This attack automatically deals an additional xdx+x points of damage. Additionally, the creature must succeed on a DC 34 Fortitude save or suffer wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 1 hour. The save DC is Strength-based.
Poison Use (Ex): The elghonn never risks accidentally poisoning itself when applying poison to a blade.
Shadow Blend (Su): In any condition of illumination other than full daylight, the elghonn can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Sneak Attack (Ex): The elghonn has the sneak attack ability of a 20th-level rogue.
Feats: In combination with its natural abilities, the elghonn's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
The Elghonn's Armaments
The Elghonn employs a variety of weapons, but usually favors the following:
Avenger: This +2 light pick allows the Elghonn to strike back at those who harm it. Any time the Elghonn is harmed by an opponent in melee combat, it may make a strike of vengeance with a Avenger against that individual on the Elghonn's next action. If this attack hits, the Elghonn deals maximum damage. The Elghonn may use this supernatural three times per day.
Blackadder: This +2 longsword functions as a nine-lives stealer, but has no limit to the number of lives it can steal.
Primal Terror: Any creature struck by this +2 sickle must succeed on a DC X Will save or become frightened for 1d6 rounds. Additional hits stack (thus, a frightened creature becomes panicked for 1d6 rounds).
Prisoner: Three times per day, the elghonn can attempt a paralytic shot with this +2 light crossbow. If the attack is successful, the victim must succeed on a DC X Fort save or become paralyzed for 24 hours.
Timelord: Any creature struck by this +2 warhammer must succeed on a DC X Fort(?) save or be temporarily displaced from the timestream. Affected creatures cannot take actions for 1 round, and during this time, are undetectable by any means. Affected creatures are shaken for 1 round upon their return to the standard time frame.
Originally appeared in Dragon Magazine Annual #1 (1996).
http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-35.html
Elghonn
Medium Outsider (Native)
Hit Dice: 27d8+243 (364 hp)
Initiative: +15
Speed: 40 ft. (8 squares)
Armor Class: 40 (+11 Dex, +9 natural, +10 deflection), touch 31, flat-footed 29
Base Attack/Grapple: +27/+38
Attack: Blackadder +40 melee (1d8+13/19-20) or Prisoner +40 ranged (1d8+2/19-20)
Full Attack: Blackadder +40/+35/+30/+25 melee (1d8+13/19-20) and Timelord +40/+35/+30 melee (1d8+7/x3) and Avenger +40/+35/+30 melee (1d4+7/x4) and Primeval Terror +40/+35/+30 melee (1d6+7) or Prisoner +40 ranged (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence, pain rend, poison use, sneak attack +10d6
Special Qualities: Damage reduction 15/cold iron and magic, darkvision 60 ft., fast healing 15, hide in plain sight, improved evasion, improved uncanny dodge, shadow blend, spell resistance 40
Saves: Fort +24, Ref +25, Will +22
Abilities: Str 32, Dex 32, Con 29, Int 26, Wis 25, Cha 30
Skills: Balance +45, Bluff +40, Climb +41, Craft (trapmaking) +38, Diplomacy +14, Escape Artist +41, Hide +41, Intimidate +40, Jump +49, Knowledge (dungeoneering) +38, Listen +37, Move Silently +41, Search +38, Spot +37, Survival +37 (+41 following tracks, +41 underground), Tumble +45, Use Rope +11 (+15 bindings), Swim +41
Feats: Combat Expertise, Dire Charge, Epic Dodge (B), Greater Multiweapon Fighting, Improved Feint, Improved Initiative, Improved Multiweapon Fighting, Multiweapon Fighting, Self-Concealment (x2), Track
Environment: Underground
Organization: Solitary
Challenge Rating: 26
Treasure: No coins, standard goods, triple items
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
This humanoid-shaped being is wrapped in dark, voluminous robes. It carries a terrifying arsenal of weapons clearly designed to inflict great pain. Palpable terror shrouds its dark figure.
The elghonn is a legendary, enigmatic entity of the Underdark. Its name derives from the drow word for death. Indeed, this creature is death personified; even the drow matriarchs of Menzoberranzan fearfully whisper its name.
No survivors of the elghonn's attacks (and that group is quite small) have viewed the elghonn's true appearance beneath its robes. One did claim to have looked into a pair of cold red eyes within its hood. It possesses at least four arms, for it has been seen to brandish a quartet of one-handed weapons simultaneously.
A few facts can be confirmed from witnesses to the elghonn's predations. First, it carries an arsenal of weapons, favoring a life-stealing blade dubbed "Black Adder". Second, it is known to utilize poison upon its weaponry, and often carries a crossbow that paralyzes its prey. Finally, the elghonn can blend into the shadows, and tracks as well as the most legendary of rangers.
The elghonn constantly wanders the caverns of the Underdark in search of prey. It is not known whether the creature has a central lair, but should such a lair exist, it is surely a place of unspeakable evil.
All living creatures of the Underdark exist as prey for the elghonn. So far, it has never exhibited any preference as to who or what it stalks. Curiously enough, the elghonn never consumes its prey after the kill; however, dead victims of the predator are always found with expressions of horror on their faces.
Some scholars suggest that the elghonn may be an agent of some dark deity or perhaps even an avatar of some forgotten god. Unfortunately, no one has been able to substantiate this theory; the last several sages who entered the Underdark to unearth some information on this creature have never returned.
The elghonn is 7 feet tall and weighs 250 pounds.
The elghonn speaks Abyssal, Elven, and Undercommon.
COMBAT
The elghonn is a relentless hunter, using all of its heightened senses to track prey. It seems to enjoy inflicting great pain and psychological anguish before delivering a killing blow.
Frightful Presence (Su): The elghonn can inspire terror by charging or attacking. Affected creatures must succeed on a DC 33 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the elghonn. The save DC is Charisma-based.
Hide in Plain Sight (Su): The elghonn can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, the elghonn can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.
Pain Rend (Ex): If the elghonn hits with two or more attacks, it rips apart the opponent’s flesh, causing great pain in the process. This attack automatically deals an additional xdx+x points of damage. Additionally, the creature must succeed on a DC 34 Fortitude save or suffer wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 1 hour. The save DC is Strength-based.
Poison Use (Ex): The elghonn never risks accidentally poisoning itself when applying poison to a blade.
Shadow Blend (Su): In any condition of illumination other than full daylight, the elghonn can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Sneak Attack (Ex): The elghonn has the sneak attack ability of a 20th-level rogue.
Feats: In combination with its natural abilities, the elghonn's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
The Elghonn's Armaments
The Elghonn employs a variety of weapons, but usually favors the following:
Avenger: This +2 light pick allows the Elghonn to strike back at those who harm it. Any time the Elghonn is harmed by an opponent in melee combat, it may make a strike of vengeance with a Avenger against that individual on the Elghonn's next action. If this attack hits, the Elghonn deals maximum damage. The Elghonn may use this supernatural three times per day.
Blackadder: This +2 longsword functions as a nine-lives stealer, but has no limit to the number of lives it can steal.
Primal Terror: Any creature struck by this +2 sickle must succeed on a DC X Will save or become frightened for 1d6 rounds. Additional hits stack (thus, a frightened creature becomes panicked for 1d6 rounds).
Prisoner: Three times per day, the elghonn can attempt a paralytic shot with this +2 light crossbow. If the attack is successful, the victim must succeed on a DC X Fort save or become paralyzed for 24 hours.
Timelord: Any creature struck by this +2 warhammer must succeed on a DC X Fort(?) save or be temporarily displaced from the timestream. Affected creatures cannot take actions for 1 round, and during this time, are undetectable by any means. Affected creatures are shaken for 1 round upon their return to the standard time frame.
Originally appeared in Dragon Magazine Annual #1 (1996).
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