Death-Who-Hops <Updated!>

Mark Chance

Boingy! Boingy!
Because even kuo-toa deserve a mutant champion!

Death-Who-Hops, tauric kuo-toa/advanced dire toad Ftr8: CR 14; Large Monstrous Humanoid (Aquatic); HD 10d8+40 plus 8d10+32; hp 161; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., swim 50 ft.; AC 22 (-1 size, +2 Dex, +6 natural, +1 large steel shield, ring of protection +2), touch 13, flat-footed 20; Atks +24/+19/+14/+9 melee (1d10+7/crit 17-20, +1 bastard sword) and +17 (1d6+2 and poison, bite), or +22/+17/+12/+7 ranged (1d8+6/crit x3, +1 mighty [Str 18] composite longbow with +1 arrows); Face/Reach 5 ft. by 5 ft./10 ft.; SA poison; SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious, low-light vision, darkvision 60 ft.; SV Fort +16, Ref +13, Will +12; Str 18, Dex 14, Con 19, Int 13, Wis 14, Cha 8; AL NE.
Skills: Climb +11*, Craft (weaponsmithing) +6, Escape Artist +21*, Hide +6*, Jump +26*, Listen +13, Move Silently +6*, Search +6, Spot +13, Swim +20. Includes +4 racial bonus on Hide, Listen, and Spot checks, a +8 racial bonus on Jump and Swim checks, and a +15 racial bonus to Escape Artist checks. Can always take 10 on Swim checks. *Includes -1 armor check penalty for +1 large steel shield.
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes, Point Blank Shot, Power Attack (BAB +18), Precise Shot, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
SA - Poison (Ex): Bite, Fortitude save DC 16, initial and secondary damage 1d6 points of temporary Constitution damage.
SQ - Keen Sight (Ex): Can spot a moving object or creature even if it is invisible, ethereal, or astral.
SQ - Slippery (Ex): Webs, magical or otherwise, do not affect Death-Who-Hops.
SQ - Adhesive (Ex): Anyone who makes an unsuccessful melee attack against Death-Who-Hops must succeed at a Reflex save (DC 16) or the attacker's weapon sticks to Death-Who-Hops's shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if stuck.
SQ - Immunities (Ex): Immune to paralysis, poison, and figments.
SQ - Light Blindess (Ex): Abrupt exposure to bright light blinds Death-Who-Hops for 1 round. Suffers a -1 circumstance bonus to attack rolls, saves, and checks while operating in bright light.
SQ - Amphibious (Ex): Breathes by means of gills, but can survive indefinitely on land.
Possessions: +1 bastard sword, +1 large steel shield, +1 mighty [Str 18] composite longbow, 25 +1 arrows, potion of cure moderate wounds, potion of endurance, cloak of resistance +1, ring of protection +2.
 
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Way... cool! :D You've really made original use of the tauric template. Keep it up! I wouldn't wanna run into him in a dark alley... heck, I wouldn't wanna run into him on a clear day. ;)
 

psychognome said:
Way... cool! :D You've really made original use of the tauric template. Keep it up! I wouldn't wanna run into him in a dark alley... heck, I wouldn't wanna run into him on a clear day. ;)

[Elvis]
Thank ya...thank ya very much.
[/Elvis]

:D
 


Mark Chance said:


[Elvis]
Thank ya...thank ya very much.
[/Elvis]

Mark, Totally Stolen. I could not resist Death-who-hops subtle charms. You can check on my story hour to see his appearance...although I've, ahem, upped his power-level a tad. :)
 

WizarDru said:
Mark, Totally Stolen. I could not resist Death-who-hops subtle charms. You can check on my story hour to see his appearance...although I've, ahem, upped his power-level a tad. :)

Excellent. :D

Is there a link for that?
 
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Mark Chance said:
Excellent. :D

Is there a link for that?

You can read about the rise and fall of poor Death-Who-Hops, right here.

When I get home tonight, I'll post his (I believe CR18) stat-block. He was accompanied by a retinue of Kuo-Toa BAR4s and two Kuo-toa CLR9s. Blipdoolpoop have mercy on their poor froggy souls.
 

The Rest of the Gang

Whip Mobwomp, female kuo-toa Clr8: CR 10; Medium-size Monstrous Humanoid (Aquatic); HD 10d8+20; hp 65; Init -1; Spd 20 ft., swim 50 ft.; AC 19 (-1 Dex, +6 natural, +4 large shield), touch 9, flat-footed 19; Atks +10/+5 melee (1d6+2/crit x3, masterwork halfspear) and +4 melee (1d4+1, bite), or +7/+2 ranged (1d6+2, javelin [30 ft.]); SA spontaneous casting, rebuke undead (8/day); SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious; SV Fort +10, Ref +4, Will +14; Str 14, Dex 8, Con 15, Int 12, Wis 21, Cha 12; AL NE.
Skills: Concentration +9, Escape Artist +17*, Heal +11, Knowledge (religion) +6, Listen +10, Move Silently +2*, Search +10, Sense Motive +7, Spellcraft +9, Spot +12, Swim +8. *Includes -1 armor check penalty.
Feats: Alertness, Extra Turning, Great Fortitude, Spell Focus (Evocation), Unholy Vengeance.
Spells (6/6+1/4+1/4+1/3+1; save DC 15 + spell level, 17 + spell for Evocation): 0 - cure minor wounds (x2), detect magic, guidance (x2), resistance; 1st - bless, cure light wounds (x2), divine favor, protection from good*, sanctuary, shield of faith; 2nd - cure moderate wounds, endurance, fog cloud*, silence, sound burst; 3rd - cure serious wounds, dispel magic (x2), magic circle against good*, wind wall; 4th - cure critical wounds, giant vermin, status, unholy blight*.
* Domain Spell. Domains: Evil (cast evil spells as a 9th-level caster), Water (turn or destroy fire creatures, rebuke or command water creatures, 4/day).
Possessions: +2 large wooden shield, potion of blur, potion of fly, divine scroll (5th-level caster) (cure light wounds [x5], protection from elements), divine scroll (9th-level caster) (cure light wounds [x3], neutralize poison, raise dead, silence), periapt of wisdom +2, masterwork halfspear, 6 javelins, silver teardrop necklace (100 gp), 22 pp in a belt pouch.

New Feat: Unholy Might [Special]
You can channel negative energy in order to deal extra damage in combat against good-aligned creatures.
Prerequisites: Ability to rebuke undead, Extra Turning.
Benefit: You can spend (as a free action) one of your rebuke undead attempts to add 2d6 points of unholy damage to all of your successful melee attacks against good-aligned creatures until the end of your next turn. This is a supernatural ability.

Shupp, male kuo-toa Psi6 (Savant): CR 8; Medium-size Monstrous Humanoid (Aquatic); HD 2d8+6 plus 6d4+18; hp 48; Init +2 (Dex); Spd 30 ft., swim 50 ft.; AC 18 (+2 Dex, +6 natural), touch 12, flat-footed 16; Atks +7 melee (1d6+2/crit x3, halfspear) and +2 melee (1d4+1, bite), or +9 ranged (1d8/crit 19-20, masterwork light crossbow with masterwork bolts [80 ft.]); SA psionics; SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious; SV Fort +7, Ref +7, Will +10; Str 14, Dex 14, Con 17, Int 15, Wis 12, Cha 10; AL LN.
Skills: Autohypnosis +8, Concentration +10, Escape Artist +20, Knowledge (religion) +7, Listen +9, Move Silently +9, Open Lock +9, Psicraft +9, Search +11, Spot +11, Swim +10.
Feats: Alertness, Great Fortitude, Psionic Focus (Psychokinesis), Rapid Metabolism, Speed of Thought.
Powers (25 pp; save DC 1d20 + power level + 5): 0 (9/day) - bolt, catfall, far hand, inkling, missive; 1st (1 pp) - biocurrent, combat precognition, lesser body adjustment; 2nd (3 pp) - claws of the bear, control body; 3rd (5 pp) - greater concussion.
Possession: psionic tattoos (invisibility, levitation, body adjustment), power stone (lesser concussion [x2], astral construct I [x2], charm person [x2]), power stone (conceal thoughts [x2], sever the tie, burning ray [x2], ectoplasmic cocoon), power stone (concussion [x2], control body [x2]), dorje of firefall, crystal capacitor [1], halfspear, masterwork light crossbow, 10 masterwork bolts, gold pin of Kuo-toan goddess (50 gp), four rounded pieces of subterranean coral (100 gp each).

Quiril, female kuo-toa Brd9: CR 11; Medium-size Monstrous Humanoid (Aquatic); HD 2d8+4 plus 9d6+18; hp 63; Init +1 (Dex); Spd 20 ft., swim 50 ft.; AC 19 (+1 Dex, +6 natural, +2 masterwork large shield), touch 11, flat-footed 18; Atks +10/+5 melee (1d6+1/crit x3, masterwork halfspear), or +10/+5 ranged (1d8, masterwork composite longbow [110 ft.]); SA spells, bardic music (9/day); SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious; SV Fort +6, Ref +10, Will +10; Str 12, Dex 13, Con 14, Int 16, Wis 12, Cha 17; AL NE.
Skills: Concentration +14, Craft (woodwinds) +8, Escape Artist +19, Hide +13, Knowledge (arcana) +15, Listen +8, Move Silently +7, Perform +15, Search +12, Spot +10, Swim +9, Use Magic Device +15.
Feats: Alertness, Craft Wondrous Item, Point Blank Shot, Precise Shot, Heighten Spell, Spell Focus (Enchantment).
Spells per Day (3/4/4/3; save DC 13 + spell level, DC 15 + spell level for Enchantment). Spells Known (6/4/4/3): 0 - dancing lights, daze, detect magic, flare, open/close, read magic; 1st - charm person, cure light wounds, expeditious retreat, ventriloquism; 2nd - cure moderate wounds, hold person, mirror image, suggestion; 3rd - confusion, dispel magic, displacement.
Possessions: Quiril's clarinet, 3 potions of glibness, 2 potions of fly, 2 potions of cure serious wounds, 2 potions of tongues, 2 potions of charisma, masterwork halfspear, masterwork composite longbow, masterwork large steel shield, silver brooch of leaping frog (50 gp), 34 pp in a belt pouch.

New Magic Item: Quiril's Clarinet: This remarkable masterwork musical instrument grants its player a +2 circumstance bonus to Perform checks. Three times per day, it casts hold person as a use-activated item that requires its player to have at least 4 ranks in Perform (clarinet). The spell is cast as if by a 9th-level bard. The Will save DC is 18.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, hold person, Heighten Spell, Spell Focus (Enchantment); Market Price: 25,920 gp; Cost to Create: 12,960 gp + 1,036 XP; Weight: 3 lb.

Flugg, male kuo-toa Ftr 8: CR 10; Medium-size Monstrous Humanoid (Aquatic); HD 2d8+4 plus 8d10+16; hp 73; Init +2 (Dex); Spd 20 ft., swim 50 ft.; AC 21 (+2 Dex, +6 natural, +3 armor), touch 12, flat-footed 19; Atks +16/+11 melee (1d10+6 plus grapple, masterwork pincer staff), or +14/+9 melee (1d8+7, Flugg's light flail) and +12/+7 (1d6+2/crit 19-20, short sword), or +12/+7 ranged (1d8/crit x3, composite longbow [110 ft.]); Reach 10 ft. (with pincer staff); SA pincer staff; SQ keen sight, slippery, immunities, electricity resistance 30, light blindness, amphibious; SV Fort +10, Ref +7, Will +7; Str 19, Dex 15, Con 14, Int 13, Wis 14, Cha 6; AL CN.
Skills: Climb +12, Craft (weaponsmith) +6, Escape Artist +20, Jump +12, Listen +9, Move Silently +5, Search +10, Spot +11, Swim +21.
Feats: Alertness, Ambidexterity, Exotic Weapon Proficiency (pincer staff), Expertise, Great Fortitude, Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (light flail), Weapon Focus (pincer staff), Weapon Specialization (light flail), Weapon Specialization (pincer staff).
Possessions: Flugg's light flail, 2 javelins of lightning, masterwork pincer staff, masterwork studded leather armor, short sword, composite longbow, quiver with 20 arrows, key to his strongbox.

New Magic Item: Flugg's Light Flail: This +1 light flail casts true strike upon command. Since activating a command word requires a standard action, the flail cannot be used to attack in the same round true strike is activated.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, true strike; Market Price: 4,108 gp; Cost to Create: 2,054 gp + 164 XP; Weight: 5 lb.
 

I read the Story Hour in question. Poor Death-Who-Hops. That pretty uncalled for.

"Finger of Death! Oh, the irony!" would no doubt have been the first thing he said in the afterlife. :D
 

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