(Cydra Rogues' Gallery-My Players STAY OUT)

the Jester said:
All right, we play the epic game tonight! Maybe they'll encounter something from up above- perhaps the deathbringers...?

:]

...or not. Maybe tomorrow. Last time, however, they did have a nasty fight with a CR 32 advanced bile gibbering orb. :)
 

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Any chance we could see it? That, and those spiffy gargoyles? This is the best thread on this forum, so show us the goodies and keep that up! :D
 

Asha'man said:
Any chance we could see it? That, and those spiffy gargoyles? This is the best thread on this forum, so show us the goodies and keep that up! :D

*blush*

Well, if you're gonna whisper that kind of sweet nothing in my ear...


VLAANGELBABLID--- CR 32

Advanced bile gibbering orb
CE huge aberration
Init +20; Senses all-around vision, Listen +47, Spot +47
Aura gibbering 60 ft. (Will DC 35)
Languages all

AC 40 (-2 size, +12 dex, +20 natural), touch 20, flat-footed 28
Hit Dice 36d8+360 (522 hp); DR 10/epic
SR 37
Immune acid, poison, pain; amorphous
Fort +26, Ref +28, Will +30; agonized existence

Speed
35 ft. (7 squares), fly 50 ft. (10 squares) (good)
Attack 24 eye rays +38 ranged touch and 12 bites +36 melee (2d8+6/19-20)
Base Atk +27; Grp +48
Space 15 ft.; Reach 10 ft.
Atk Options Flyby Attack, improved grab, swallow whole
Special Actions breath weapon, eye rays
Spell-like Abilities (CL 36): If Vlaangelbablid eats and kills (or kills and eats) a creature, it gains the ability to use all of its known spells, prepared spells and spell-like abilities as spell-like abilities, and can use two of them per round as free actions.

Str 36, Dex 35, Con 31, Int 40, Wis 27, Cha 25
SQ agonized existence
Feats Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Run, Weapon Focus (eye ray), Weapon Focus (bite)
Epic Feats Epic Fortitude, Epic Reflexes, Epic Speed, Polyglot, Superior Initiative
Skills Concentration +49, Escape Artist +51, Jump -2, Knowledge (arcana) +46, Knowledge (planes) +36.5, Hide +43, Listen +47, Move Silently +42, Search +46, Sense Motive +28, Speak Language (five), Spot +47

Breath Weapon (Ex): Vlaangelbablid has the ability to spit bile in a 15’ radius spread, to a range of 60’. This attack requires all caught within to make a Fort save, DC 38. If it fails, the victim takes 6d6 points of acid damage and 2d6 points of constitution damage. A successful saving throw indicates that the victim suffers half acid damage but no constitution damage. A bile monster must wait 1d4 rounds before spitting bile again.

Gibbering (Su): Any creature that can hear the ceaseless gibbering of this terrible creature must make a Will save, DC 42, each round. If it fails, it falls permanently insane, as per the insanity spell.

Improved Grab (Ex): If it hits with a bite, Vlaangelbablid can attempt to make a free grapple check against its enemy without provoking an attack of opportunity. If it gets a hold, it can try to swallow its enemy whole.

Swallow Whole (Ex): This monster can swallow large or smaller creatures. whole on a successful grapple check. Once inside, the victim takes 4d8 points of constriction damage plus 3d10 points of acid damage per round. If a swallowed creature dies (or if the orb eats a creature that it has killed), it absorbs their spells and spell-like abilities. See above, under spell-like abilities.

Eye Rays (Su): Each round, Vlaangelbablid can fire up to 24 eye rays, with no more than five at any one target. His caster level is 36th, and he can use all of the following powers from his eyes: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finder of death, flesh to stone, greater dispel magic, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, Mordenkainen’s disjunction, Otto’s irresistible dance, polymorph any object, power word blind, power word kill, power word stun, prismatic spray, slay living, temporal stasis. The save DCs are 17 + spell level emulated.

***

People interested in my epic design philosophy, take note: This monster has multiple abilities that were almost certainly useless: anything mind-affecting, anything that hinders movement (almost everyone constantly has mind blank and freedom of movement effects up and running).

Part of the reason you'll see a lot of potentially useless abilities is to reward the pcs for using their resources wisely. You'll see monsters sometimes waste attacks on pcs immune to them, assuming the monsters don't know any better. Yes, it's slightly frustrating as a dm, but it's fair. After all, the pcs each used an 8th level spell slot to get that mind blank. (Or rather, someone used an 8th level slot for each pc.) That could be a horrid wilting or something otherwise! They should get something for blowing about a dozen 8th-level spells every day.

What makes it work for me is that these monsters have other ways to be a threat: ol' Vlaangelbablid there has disintegration, death and disjunction at his disposal, as well as swallow whole and dominate monster. The smart ones adapt instantly, deducing more about the pcs' capabilities in a moment of observation than any human could comprehend.
 

I'll post either the gargoyles next, or the epic prestige class that they are about to run into in the next story hour update. :)

But we're gonna be playing in about 15 minutes, so I gotta get ready...
 

Asha'man said:
Any chance we could see it? That, and those spiffy gargoyles? This is the best thread on this forum, so show us the goodies and keep that up! :D
That sounds like a challenge. :p

Seriously, J has some great stuff on this thread, and I've been known to poach from him from time to time.
 


I aim to please. Here is Super Crazy Gargoyle #1... the others will follow over the next couple of days.

The party hasn't yet encountered these guys, but they have encountered the deathbringer fighters I mentioned above.... maybe I'll post those guys soon.

GNASH--- CR 29
Elite bile gargoyle ranger 4/fighter 1/ravager 10/scorpion heritor 10 (Sandstorm 86)
CE medium monstrous humanoid (earth)
Init +4; Senses darkvision 60’, Scorpion’s Sense; Listen +12, Spot +12
Aura fear 30’ 3/day
Languages Giant, Terran

AC 35 (+4 dex, +8 natural, +9 armor, +4 deflection), touch 18, flat-footed 31
Hit Dice 8d8 + 11d10 + 10d6 +319 (450 hp); DR 10/magic
Immune acid, pain, poison
Fort +29, Ref +19, Will +14; +4 against mind-affecting effects; agonized existence

Speed
40 ft. (8 squares), fly 60 ft. (12 squares)
Melee 2 claws +40 (1d4+16) and bite +40 (1d6+9) and gore +40 (1d6+9)*
*With Scorpion’s Tail in effect, Gnash gains one more attack: tail sting +40 (1d4+9 plus poison- Fort DC 24+con, initial and secondary damage 1d3 con).
Ranged javelin of lightning (5d6 electrical, Ref half, DC 14)
Base Atk +24; Grp +38 (+40 offensively)
Space 5 ft.; Reach 5 ft.
Atk Options cruelest cut 3/day, favored enemy (elf +2), Improved Sunder, pain touch 3/day, Power Attack, Rapid Shot, sneak attack +5d6
Combat Gear javelins of lightning (4), potions of cure serious wounds (4), resist cold, resist fire, invisibility
Special Actions breath weapon, envenom weapons 3/day, scorpion form, scorpion’s tail, wild empathy
Spell-like Abilities (CL 10): 1/day- visage of terror (Will DC 20, then Fort DC 20)

Str 38, Dex 18, Con 32, Int 8, Wis 11, Cha 8
SQ freeze
Feats Cleave (B), Endurance (B), Improved Critical (claw), Improved Multiattack, Improved Natural Armor (x2), Improved Sunder, Multiattack, Power Attack, Rapid Shot (B), Scorpion’s Instincts (B), Scorpion’s Resolve, Scorpion’s Sense (B), Track (B)
Epic Feats Devastating Critical (claw), Overwhelming Critical (claw)
Skills Hide +39 (+43 against a background of stone) (+41 when on at least one inch of ash, dust, loose earth or sand), Intimidate +2, Knowledge (nature) +3, Knowledge (religion) +2, Listen +12, Move Silently +9 (+11 if on at least one inch of ash, dust, loose earth or sand), Spot +12, Survival +32
Possessions belt of the ogre king (the belt buckle is a silhouette of an overly-muscled, flexing figure; +10 enhancement bonus to str), +5 chain shirt of vital protection -2d6, ring of protection +4, amulet of health +6, pink and green sphere ioun stone (gives +2 cha)

Aura of Fear (Su):
Gnash can radiate an aura of fear 3/day as a swift action, lasting 1 round each time. Any enemy within the aura suffers a -2 morale penalty on all saving throws for as long as it remains within range.

Breath Weapon (Su): A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC x, results in half acid damage and no con damage.

Cruelest Cut (Ex): 3/day (but no more than once per round), Gnash can make a cruelest cut with a melee attack. He must declare that he is using this ability before making an attack roll; a miss means that the cruelest cut is wasted. If he hits, he deals 1d4 points of con damage in addition to normal damage.

Envenom Weapon (Ex): As a free action 3/day, Gnash can envenom his bite or a weapon attack. Using this ability does not provoke attacks of opportunity. A creature affected by the envenomed attack must make a Fort save, DC 15, or suffer 1d4 con damage (both primary and secondary).

Pain Touch (Su): 3/day, Gnash can make an unarmed touch attack to deal 1d8+10 points of pain damage. Alternatively, he can add his pain touch to an attack, but in this case the extra damage is reduced to 1d4+10.

Visage of Terror (Sp): 1/day, Gnash can assume a visage of terror. This functions as the phantasmal killer spell, except that Gnash himself seems to be the target’s worst fear.

Scorpion’s Tail (Su): Gnash can spend a standard action to grow a dark, translucent scorpion’s tail 1/day. This transformation lasts 1 hour or until dismissed. As long as it is in effect, Gnash gains the extra attack noted above in his “melee” line.

Agonized Existence (Ex):
Because its bile-ridden form leaves it in perpetual pain, the bile monster 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.
 



Asha'man said:
Amazing. Didn't you already post the Deathbringers, though? A few pages back?

Er, so I did. :blush:

Here, have another gargoyle.

GORE--- CR 29
Elite bile gargoyle binder 14/ur-priest 10
CE medium monstrous humanoid (earth)
Init +11; Senses darkvision 60’; Listen +10, Spot +10; flash of insight
Languages Giant, Terran

AC 33 (+1 dex, +2 insight, +12 natural, +8 armor), touch 13, flat-footed 31
Hit Dice 28d8+224 (350 hp); DR 10/magic and 2/-
Immune acid, electricity, energy drain, fear, mind-affecting, negative levels, pain, poison; freedom of movement
Fort +22, Ref +13, Will +28; agonized existence, slippery mind

Speed 40 ft. (8 squares), fly 60 ft. (12 squares), swim 40 ft. (8 squares)
Melee 2 claws +34 (1d6+14) and bite +33 (1d6+8) and gore +33 (1d6+8); chromatic strike, fiery retribution
Base Atk +19; Grp +31 (+33 offensively)
Space 5 ft.; Reach 5 ft.
Atk Options chromatic strike, cold iron claws, death attack (DC 21), magic strike, rend (2d6+18), storm strike
Combat Gear wand of inflict serious wounds (20 charges, CL 15), scroll (deadly weapon (4)), potion of fox’s cunning
Special Actions breath weapon, flash of insight, rebuke undead, siphon spell power
Class Spells Prepared (CL 14, save DC 16 + spell level):

9th level- mass heal, righteous zeal;

8th level- fire storm, quickened recitation;

7th level- blasphemy, mass cure serious wounds, quickened searing light;

6th level- blade barrier, harm, heal, thunderous blows;

5th level- quickened divine favor, flame strike, mass cure light wounds, righteous might, ultimate concentration;

4th level- cure critical wounds, death ward, defensive harmony, divination, freedom of movement;

3rd level- invisibility purge, protection from energy (2);

2nd level- cure moderate wounds, darkness, hold person, shatter,
silence, spiritual weapon (2);

1st level-7 call upon faith, cure light wounds (3), entropic shield, obscuring mist, sanctuary;

0th level-6 detect magic, guidance (5).

Bound Vestiges (CL 16): Eligor, Ipos, Marchosias, Shax

Str 34, Dex 12, Con 26, Int 12, Wis 23, Cha 16
SQ freeze, planar attenuation (demiplane of Bile), smoke form
Feats Ignore Special Requirements, Improved Binding, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Negotiator, Practiced Spellcaster (ur-priest), Quicken Spell, Ride-By Attack, Spell Focus (evil), Spirited Charge, Toughness, Weapon Focus (claws)
Epic Feats Superior Initiative
Skills Bluff +19, Concentration +22, Diplomacy +5, Hide +24 (+35 against a background of stone), Knowledge (arcana, the planes) +6, Knowledge (religion) +19, Listen +10, Move Silently +16, Sense Motive +8, Spellcraft +9, Spot +10, Swim +20
Possessions periapt of wisdom +6, leather armor +5 made from mind flayer hide (complete with tentacles trailing down the front and back) that grants a +4 bonus on Concentration checks, cloak of charisma +6, belt of giant strength +6

Breath Weapon (Su):
A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC 20, results in half acid damage and no con damage.

Chromatic Strike (Su): As a free action, Gore may charge a melee attack with acid, cold, electricity or fire. That attack does an extra 1d6 points of damage of the chosen type. Each attack may only be charged once.

Fiery Retribution (Su): Whenever Gore strikes an enemy that has the ability to deal extra damage via sneak attack, skirmish or sudden strike, she deals an extra 3d6 points of fire damage.

Siphon Spell Power (Ex): As an ur-priest, Gore can sacrifice two (or more) lower-level spells to prepare a higher-level spell 1/day. (Total the sacrificed spell levels, then multiply by .75 to figure out what level spell can be cast.) (In the case of the current set up, Gore has sacrificed one 6th and two 3rd-level spells to prepare an extra 9th level spell.)

Storm Strike (Su):
As a swift action, Gore can charge a melee attack as a storm strike, dealing an extra 1d6 points of electricity damage and 1d6 points of sonic damage.

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, the bile monster 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.

Flash of Insight (Su): As a swift action, Gore can gain true seeing for 1 round. She must wait five rounds before doing so again.

Freedom of Movement (Su): As a swift action, Gore can use freedom of movement. This lasts for one round, and this ability cannot be used again until after five rounds have passed.

Smoke Form (Su): At will, Gore can take the form of a cloud of smoke (as the gaseous form spell). Once she returns to her normal form, she cannot shift to smoke form again for 5 rounds.
 

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