(Cydra Rogues' Gallery-My Players STAY OUT)

the Jester said:
Sorry, I have mmm plans is too strong of a word, intentions for it (as far as publishing stuff goes). Otherwise I would, however- and I definitely appreciate the thought! :)

That's cool. Keep up the great work! :cool:
 

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Sluglub

BULGLUMP
10th level warrior bile ooze paraelemental
Huge Elemental (earth, water)
Hit Dice: 34d8+306 (450 hp)
Initiative: +6
Speed: 20', swim 50'
Armor Class: 27
Base Attack/Grapple: +26/+46
Attack: Slam +38 melee (4d6+18/19-20 plus 2d6 acid)
Full Attack: Slam +38/33/28/23 melee (4d6+18/19-20 plus 2d6 acid)
Space/Reach: 15'/15'
Special Attacks: Acid, breath weapon
Special Qualities: Agonized existence, elemental, DR 15/-, immunity to acid, fire and poison
Saves: Fort +25, Ref +16, Will +15
Abilities: Str 34, Dex 22, Con 26, Int 10, Wis 11, Cha 13
Skills: Climb +27, Listen +26, Spot +26
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack, Improved Sunder, Improved Toughness, Large and In Charge, Power Attack
Epic Feats: Epic Will, Great Constitution
Challenge Rating: 21
Alignment: Neutral
Description: Sluglub resembles nothing so much as a towering pile of mud and ooze. A rancid smell, similar to that produced by a swamp, accompanies him everywhere he goes.

Combat

Sluglub is a straightforward combatant, striking with his slam attack. He seeks to pound those who disturb him into a more pleasing layer of pulverized gelatin.

Acid (Ex): Any creature that is hit by Sluglub must make a Reflex save, DC 28, or its clothes and/or armor dissolves and becomes useless. Any metal or wooden weapon striking the creature must likewise save or dissolve.

Breath Weapon (Su): Every 1d4 rounds, Sluglub can unleash a breath weapon of bile that deals 6d6 points of acid damage and 2d6 points of con damage to all creatures within a 15' burst. This breath weapon has a range of 60'.

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, Sluglub is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.




***

Please note that this fella was powered-up from the 3.0 version of himself, so a lot of the numbers may be off by the 3.5 RAW. Meh, sometimes it's worth sacrificing a certain level of accuracy to keep the game moving. :)
 
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Just for laughs, here's the cloaker thingy I only mentioned in passing in the SH. Sigh... they got 'im quick.

Again, he's a quick and dirty upgrade from the 3.0 CR 12 version...

Awalize
Rogue 1/Sorcerer 6/Fighter 2/Shadowdancer 8 Shadow Cloaker

CR 19; Large magical beast; HD 6d8+9d6+6d4+2d10+69; hp154 (fast healing 2); Init +8; Spd 15', fly 60' (average); AC 19 (-1 size, +3 dex, +7 natural) with a 40% miss chance, flat-footed 16, touch 12; Atk tail slap +19 melee (1d6+5); FA tail slap +19 melee (1d6+5) and bite +14 melee (1d4+2); Space/Reach 10'/10' (5' with bite); SA Engulf, moan, sneak attack +1d6; SQ Shadow-shift, shadow blend, cold resistance 17, darkvision 60', low-light vision, +2 luck bonus on saves, fast healing 2, evasion, hide in plain sight, improved uncanny dodge, shadow illusion, shadow jump, defensive roll, slippery mind; SV Fort +12, Ref +15 (plus evasion), Will +14;

Skills and Feats: Concentration +18, Hide +26, Listen +21, Move Silently +20, Perform (dance) +18, Spellcraft +11, Spot +21, Escape Artist +20, Search +10; Ability Focus (moan), Alertness, Combat Reflexes, Dodge, Epic Skill Focus (hide), Greater Spell Focus (enchantment), Improved Initiative, Mobility, Spell Focus (enchantment), Spring Attack

Spells Known (Per Day: 6 8 6 4): 0th level- daze, detect magic, disrupt undead, ghost sound, prestidigitation, ray of frost; 1st level- expeditious retreat, hypnotism, mage armor, magic missile, ray of enfeeblement, shield; 2nd level- flaming sphere, glitterdust, invisibility, Tasha's hideous laughter; 3rd level- fireball, vampiric touch, suggestion. Base Save DC: 15 + spell level (17 + spell level for Enchantments).

Engulf (Ex): Awalize can try to engulf a medium or smaller target. He makes a grapple check with a +15 bonus as a standard action without provoking an attack of opportunity; if he successfully gets a hold he bites with a +4 bonus. If an attack hit Awalize while he is engulfing someone, the blow deals half damage to the cloaker and half to the trapped person.

Moan (Su or Ex): Awalize may create any of several effects. He may unnerve all creatures within an 80' spread, inflicting a -2 morale penalty to attack and damage rolls; after six consequtive rounds must make a Will save, DC 28, or be entranced and unable to defend themselves. Even victims who save against this effect must save again the next round until they succumb. He may also cause fear in all creatures within a 30' spread (Will save, DC 28, or flee in fear; success indicates immunity to this effect for 24 hours). His moan can cause nausea in a 30' cone (Fort save, DC 28, or be overcome by nausea and fall prone and unable to act for 1d4 rounds). Finally, he can try to force a single creature into a stupor with his moan (Fort save, DC 28, or be held for five rounds; even if this save is successful, the cloaker may try again the next round).

Shadow-shift (Su): Awalize can shift shadows to a number of purposes, including duplicating a mirror image or silent image.

Shadow Blend (Su): Awalize is shadowy and hard to discern. In lighting less than full daylight in intensity, he is considered to have 90% concealment (40% miss chance).
 

The Aags

Even though I've already posted one of these guys up above, I'm reposting him here to keep the group in context. Nasty, eh?

Analin, Near-Deific Living Undead Half-Fiend Bile Aag
(Note: Analin was a fiend who was corrupted into an aag by the Bile King’s epic-level magic, thus the half-fiendish template on an undead, which is not normally eligible for it.)
Large Undead (Augmented Outsider, Evil, Living, Native)
Hit Dice: 24d12+432 (588 hp)
Initiative: +16
Speed: 80’, fly 180’ (average)
Armor Class: 59 (-1 size, +12 dex, +23 natural, +15 insight), touch 36, flat-footed 47
Base Attack/Grapple: +12/+32
Attack: Claw +27 melee (1d8+16)
Full Attack: 3 claws +27 melee (1d8+16 plus 3d6 energy sear plus energy drain) and bite +25 melee (2d6+8 plus 3d6 energy sear plus poison) and 2 wings +25 melee (1d8+8 plus 3d6 energy sear)
Space/Reach: 10’/10’ (15’ with bite)
Special Attacks: Breath weapon, channel, energy drain, energy sear, planar ally, poison, fear, smite, smite good, spawn, spell-like abilities
Special Qualities: Agonized existence, damage reduction 10/magic and slashing (and adamantine with ring), darkvision 60’, fast healing 24, immunity to acid, cold, death effects, disintegration, fear effects, petrification, poison, polymorphing, scrying, and the direct effects of limited wish, miracle and wish, internal conflict, living undead qualities, regeneration 5, resistance to acid 10, cold 10, electricity 10 and fire 10, spell resistance 30, sunlight vulnerability, turn resistance +4, undead traits, weaponbreaking
Saves: Fort base +32, Ref +26, Will +28
Abilities: Str 42, Dex 34, Con 46, Int 27, Wis 30, Cha 40
Skills (note: all skills gain a +10 insight bonus, included in the listed ones): Balance +24, Bluff +32, Diplomacy +36, Disguise +32 (+34 acting in character), Gather Information +32, Hide +33, Intimidate +42, Jump +35, Knowledge (arcana, religion, the planes) +25, Listen +37, Move Silently +33, Search +33, Sense Motive +27, Sleight of Hand +24, Spot +37, Survival +20 (+22 on other planes or when following tracks), Swim +33, Tumble +29
Feats: Alertness, Combat Reflexes, Dodge, Endurance, Flyby Attack, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Lightning Reflexes, Mobility, Multiattack, Stunning Fist, Toughness
Environment: Any underground or any land at night
Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20)
Challenge Rating: 29
Treasure: Ring of weaponbreaking (ELH)
Alignment: Always neutral evil
Advancement Range: 13-36 HD (large)
Level Adjustment: -

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back.

An aag is a terrifying undead creature that feasts upon the body and life energy of living things, leaving them as husks that then rise as more aags. An aag is a canny and tough enemy, fighting smart and maximizing its own advantages whenever possible.

Combat

Aags will feast gladly on any living thing. In combat the creature will generally seek to overcome any enemies with brute force, but if this seems unworkable the aag is certainly intelligent enough to switch tactics. Aags hate and fear clerics, especially those that worship sun gods, and will generally try to destroy them first.

Aags usually come to exist through the actions of other aags’ spawn ability. It is said that the first aag was created by a demon prince of undead to spread its kind through the planes. Now there are many of these hideous undead in hidden and underground areas that never see the sun.

Breath Weapon (Su): Analin can spit a gob of bile that explodes in a 15’ burst and has a range of 60’. Affected creatures must make Fort saves (DC con based) or suffer 4d6 hp acid damage and 2d4 points of con damage. A successful save negates the con damage and halves the acid damage.

Channel (Su): 3/day Analin can choose to either turn or rebuke undead as a 24th-level cleric, with a +2 synergy bonus for his ranks in Knowledge (religion).

Energy Drain (Su): Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 19; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC19) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Planar Ally (Sp): As a standard action, Analin may call a planar ally with no need to bargain for service. The ally will remain up to 6 hours.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.

Smite (Su): 3/day Analin can gain a +4 attack bonus and a +15 damage bonus to a single attack as a free action.

Smite Good (Su): 1/day Analin can add +12 damage to one normal attack on a good creature.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Spell-Like Abilities (Sp): 3/day- darkness, poison; 1/day- blasphemy, contagion, desecrate, unholy blight. Caster level 12; save DCs 13 + spell level.

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, Analin is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.

Internal Conflict (Su): Positive and negative energy war for dominance in the living undead. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 24d4 points of damage to the creature making the turn attempt (Fort save DC 37 for half damage). This damage is positive energy to a creature channeling negative energy or vice-versa.

Living Undead Qualities: A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage to physical attributes, ability drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to).

Regeneration (Su): A living undead regenerates 5 hp per round. Fire does real damage to living undead.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.

Weaponbreaking: Thanks to her ring, any weapon that strikes Analin must make a Fort save (DC 20) or shatter into pieces.


Axxathap, advanced aag
Large Undead
Hit Dice: 36d12 (234 hp)
Initiative: +12
Speed: 40’, fly 90’ (average)
Armor Class: 30 (-1 size, +4 dex, +14 natural, +3 deflection), touch 16, flat-footed 26 (50% miss chance)
Base Attack/Grapple: +18/+28
Attack: Bite +27 melee (2d6+5) (Bite +31 melee [2d6+8])
Full Attack: Bite +27 melee (2d6+6 plus poison) and 2 claws +23 melee (1d8+3 plus energy drain) and 2 wings +23 melee (1d8+3) (Add +4 to all attacks, +2 dmg to bite, +1 dmg to all others)
Space/Reach: 10’/10’ (15’ with bite)
Special Attacks: Energy drain, poison, fear, spawn
Special Qualities: Damage reduction 10/magic and slashing, immunity to cold and acid, spell resistance 24, sunlight vulnerability, turn resistance +4, undead traits
Saves: Fort +12, Ref +16, Will +24
Abilities: Str 22 (26), Dex 18, Con -, Int 15, Wis 18, Cha 20
Skills: Hide +42, Intimidate +46, Listen +43, Move Silently +42, Search +42, Spot +43
Feats: Combat Reflexes, Dodge, Flyby Attack, Greater Weapon Focus (bite), Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (bite)
Epic Feats: Epic Weapon Focus (bite), Fast Healing, Superior Initiative
Challenge Rating: 19
Treasure: Ring of spell storing (contains dimension door x3), ring of protection +3, cloak of resistance +2
Alignment: Neutral evil

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back. A soiled cloak hangs like a dirty rag down its back.

Axxathap was the nominal leader of the quintet of aags under discussion until Analin arrived. He is shrewd and crafty, preferring to avoid a straight-up fight. If offered the opportunity to do away with Analin he gladly would, but he is painfully aware that such an event is very unlikely.

Combat

Axxathap prefers to use his spring attack ability to weaken enemies before closing in for the kill. He likes to try to scatter enemies with fear and then pursue loners running off on their own.

Energy Drain (Su): Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 33; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC 33) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC 28 negates. The save DC is Constitution based.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.


Gredd, Aag Rogue 3/Ur-Priest 8
Large Undead (Huge Undead)
Hit Dice: 12d12 +3d6 +8d8 (130 hp) (138 hp)
Initiative: +4
Speed: 40’, fly 90’ (average)
Armor Class: 38 (-1 size, +4 dex, +14 natural, +7 armor, +4 deflection), touch 17, flat-footed 34; (44 with 50% miss chance)
Base Attack/Grapple: +12/+21 (+23/31)
Attack: Bite +16 melee (2d6+5) (Bite +27 melee [3d6+14 plus poison])
Full Attack: Bite +16 melee (2d6+5 plus poison) and 2 claws +14 melee (1d8+2 plus energy drain) and 2 wings +14 melee (1d8+2) (Bite +27 melee [3d6+14 plus poison] and 2 claws +25 melee [2d6+7 plus energy drain] and 2 wings +25 melee [2d6+7])
Space/Reach: 10’/10’ (15’ with bite) (15’/15’/20’ with bite)
Special Attacks: Energy drain, poison, fear, rebuke undead (+2 synergy bonus), sneak attack +2d6, spawn, spells
Special Qualities: Damage reduction 10/magic and slashing, damage reduction 5/good, divine SR 20, evasion, freedom of movement, immunity to cold and acid, siphon spell power, spell resistance 24, sunlight vulnerability, trap sensing, turn resistance +4, ultimate concentration, undead traits
Saves: Fort +6, Ref +10, Will +20
Abilities: Str 20 (34), Dex 18, Con -, Int 15, Wis 22 (including amulet), Cha 16
Skills: Bluff +9, Diplomacy +5, Disguise +3 (+5 acting in character), Hide +6, Intimidate +20, Knowledge (arcana) +7, Knowledge (religion) +10, Knowledge (the planes) +7, Listen +18, Move Silently +8, Search +18, Sleight of Hand +6, Spellcraft +10, Spot +18, Survival +4 (+6 on other planes or when following tracks)
Feats: Combat Reflexes, Dodge, Flyby Attack, Iron Will, Multiattack, Spell Focus (evil)
Environment: Any underground or any land at night
Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20)
Challenge Rating: 22
Treasure: Chain shirt +3, ring of protection +4, lesser staff of the diabolical (16 charges), amulet of wisdom +4.
Alignment: Always neutral evil
Advancement Range: 13-36 HD (large)
Level Adjustment: -

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back.

An aag is a terrifying undead creature that feasts upon the body and life energy of living things, leaving them as husks that then rise as more aags. An aag is a canny and tough enemy, fighting smart and maximizing its own advantages whenever possible.

Combat

Aags will feast gladly on any living thing. In combat the creature will generally seek to overcome any enemies with brute force, but if this seems unworkable the aag is certainly intelligent enough to switch tactics. Aags hate and fear clerics, especially those that worship sun gods, and will generally try to destroy them first.

Aags usually come to exist through the actions of other aags’ spawn ability. It is said that the first aag was created by a demon prince of undead to spread its kind through the planes. Now there are many of these hideous undead in hidden and underground areas that never see the sun.

Energy Drain (Su): Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 19; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC19) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Spells: Base save DC 16 + spell level (17 + spell level for evil spells). Spells prepared: 6 6 6 4 4 4 3 1 0 level- create water, detect magic, guidiance (2), resistance (2); 1st level- assess caster, bane, call upon faith, cause fear, divine favor*, sanctuary; 2nd level- bull’s strength (2)**, deific vengeance, hold person, inflict moderate wounds (2), shatter, sound burst; 3rd level- deeper darkness, inflict serious wounds, invisibility purge, sufferance; 4th level- defensive harmony, divine power*, freedom of movement*, recitation; 5th level- break spirit, flame strike, righteous might*, ultimate concentration*; 6th level- harm (2), thunderous blows*; 7th level- greater bestow curse.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.


Krolvuza, Bile Aag Sorcerer 15
Large Undead
Hit Dice: 12d12 +15d4 (123 hp)
Initiative: +4
Speed: 40’, fly 90’ (average)
Armor Class: 34 (-1 size, +4 dex, +14 natural, +5 armor, +2 deflection), touch 15, flat-footed 28 (38 with 50% miss chance due to greater invisibility, then 20% miss chance due to blur)
Base Attack/Grapple: +13/+21
Attack: Bite +16 melee (2d6+4) (Bite +20 melee [2d6+6])
Full Attack: Bite +16 melee (2d6+4 plus poison) and 2 claws +14 melee (1d8+2 plus energy drain) and 2 wings +14 melee (1d8+2) (Add +4 to attacks, +2 dmg to bite, +1 dmg to other attacks)
Space/Reach: 10’/10’ (15’ with bite)
Special Attacks: Energy drain, poison, fear, reactive counterspells, spawn, spells
Special Qualities: Damage reduction 10/magic and slashing, greater invisibility, immunity to cold and acid, spell resistance 24, sunlight vulnerability, turn resistance +4, undead traits
Saves: Fort +9, Ref +13, Will +21
Abilities: Str 18 (22), Dex 18, Con -, Int 15, Wis 14, Cha 25
Skills: Concentration +30, Hide +17, Intimidate +22, Listen +18, Move Silently +17, Search +18, Spellcraft +32, Spot +18
Feats: Combat Reflexes, Dodge, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Mobility, Multiattack, Reactive Counterspell, Spell Focus (evocation), Spell Penetration
Environment: Any underground or any land at night
Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20)
Challenge Rating: 21
Treasure: Bracers of armor +5, ring of protection +2, wand of fire trap (5 charges), wand of thunder (44 charges), spell component pouch, bag of 11 gems (carnelians worth 100 gp each)\, ring of fire resistance 20.
Alignment: Always neutral evil

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back. The tattered remains of robes adorn her, covering her desiccated breasts.

Combat

Krolvuza is a fiendish enemy. She will use her Reactive Counterspell to full advantage, trying to use her wands or physical attacks when she hasn’t got a spell available. She will try to stay out of the reach of her enemies.

Energy Drain (Su): Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 23; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC23) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Spells per Day: 6 8 8 8 8 7 7 5; base save DC 17 + spell level (19 + spell level for evocations); spells known- 0 level: dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation, ray of frost, resistance, touch of fatigue; 1st level- charm person, chill touch, magic missile, shield*, true strike; 2nd level- blur*, darkness, glitterdust, Melf’s acid arrow, spectral hand; 3rd level- fireball, haste, lightning bolt, ray of exhaustion; 4th level- bonebreak, cinderspell, enervation, greater invisibility; 5th level- Bigby’s interposing hand, cloudkill, seeker missiles, wall of force; 6th level- chain lightning, spell clock, Tenser’s transformation; 7th level- greater teleport, prismatic spray.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.


Mnelnurm, Aag Fighter 10
Large Undead
Hit Dice: 12d12 +10d10 (133 hp)
Initiative: +2
Speed: 30’, fly 60’ (average)
Armor Class: 40 (-1 size, +1 dex, +14 natural, +13 armor), touch 13, flat-footed 36 (50% miss chance)
Base Attack/Grapple: +16/+31
Attack: Bite +26 melee (2d6+11 plus poison) (Bite +28 melee)
Full Attack: Bite +26 melee (2d6+11 plus poison) and 2 claws +28 melee plus mastery (2d6+7 plus mastery plus energy drain) and 2 wings +26 melee (1d8+5) (add +2 to all attacks)
Space/Reach: 10’/10’ (15’ with bite)
Special Attacks: Energy drain, poison, fear, spawn
Special Qualities: Damage reduction 10/magic and slashing, immunity to cold and acid, spell resistance 24, sunlight vulnerability, turn resistance +4, undead traits
Saves: Fort +11, Ref +9, Will +15
Abilities: Str 32 (including belt), Dex 14, Con -, Int 15, Wis 18, Cha 16
Skills: Hide +26, Intimidate +28, Listen +29, Move Silently +16, Search +18, Spot +19
Feats: Combat Reflexes, Dodge, Flyby Attack, Greater Weapon Focus (claw), Improved Critical (claw), Improved Multiattack, Improved Natural Attack (claw), Improved Sunder, Mobility, Multiattack, Power Attack, Weapon Focus (claw), Weapon Mastery (claw), Weapon Specialization (claw)
Challenge Rating: 23
Treasure: Full plate +4, belt of giant strength +6
Alignment: Neutral evil

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back. A suit of twisted-looking full plate adorns its body.

Mnelnurm is a terrific warrior and really enjoys tearing living things to pieces with her bare hands.

Combat

Energy Drain (Su):
Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 19; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC19) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.
 


Cheiromancer said:
I don't recall where the living undead template comes from. Is "near-deific" also a template?

Yes, both homebrewed. I believe the living undead template is in this very thread; if not, then check either the Homebrewed Monsters forum or maybe the House Rules forum... I know I posted it here somewhere.

Near-Deific, alas, I may not post in its entirety; it's fodder for a d20 product called 'Adversity' I'm working on with some other folks (the big holdup bein' art at this stage of the game).
 


Cheiromancer said:
It was indeed in the Homebrews.

http://www.enworld.org/forums/showthread.php?t=78006

Is the energy sear correct? 1d6/4 hd should be 6d6 damage, not 3d6, right?

Damn, you're right!

Oh, well, all things considered, no real harm done- Analin still scared the crap out of the pcs! They had a hell of a time just hurting him, and once they discovered the trick he pulled (via a one-shot item of dramatic death) they got even more paranoid about him... all things considered the extra 3d6 damage prolly wasn't necessary.
 


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