Fully Advanced Monsters (was Ultimate Evil: The Fully Advanced Balor)

Go for it! I've got a few yugoloths that I've had in the finishing stages for months, but still haven't gotten around to finishing them off. I'll post 'em when I finally find the time to do so.
 

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All right... I think I'm going to celebrate the fantasticism that is the Monster Manual III by doing kind of a funny one- a fully advanced plague brush.
 

Plague Brush, Fully-Advanced
Colossal Plant (Extraplanar)
Hit Dice: 62d8 + 558 (837 hp)
Initiative: +0
Speed: 60’
Armor Class: 21 (-8 size, +19 natural), touch 2, flat-footed 21
Base Attack/Grapple: +46/+73
Attack: Slam +54 melee (2d8+22)
Full Attack: Slam +54 melee (2d8+22)
Space/Reach: 35’/35’
Special Attacks: Greensickness, scoop, trample 2d8+22
Special Qualities: Airy, low-light vision, plant traits
Saves: Fort +42, Ref +21, Will +21
Abilities: Str 40, Dex 10, Con 29, Int -, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Tarterian Depths of Carceri (Cathrys)
Organization: Solitary, tumble (one plus 2-4 standard plague brushes) or mess (2-4 plus 5-10 standard plague brushes)
Challenge Rating: 25
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: -

An enormous ball of vines, easily the size of a building, tumbles toward you.

Plague brush is a terrible plant that exists on the prison plane of Tartarus. In some rare cases these horrific, tumbleweed-like bushes grow to absurd strength. Such is the full-advanced plague brush. This nightmare of a plant will follow its only instinct and attempt to kill every living thing it senses by flattening them. A fully advanced plague brush weighs almost 60 tons and is often as large as 50’ in diameter.

Combat

A plague brush pretty much uses the same tactics no matter what size it is: roll over everything that moves.

Greensickness (Su): A fully advanced plague brush is continually surrounded by a could of spores in a 35’ radius. The spores act as an inhaled poison (Fort DC 40); initial and secondary damage 2d6 str and 1d4 con. The save DC is con-based.

Scoop (Ex): Any creature successfully trampled by a plague brush might be picked up and carried off with it. The plague brush can immediately attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it picks up the victim and carries it as the plague brush moves. In this manner, a fully advanced plague brush can carry up to 3 Huge, 12 Large, 48 Medium, 192 Small, or 768 Tiny or smaller creatures . A creature scooped up by a plague brush is considered grappled.

Trample (Ex): Reflex DC 46 half. The save DC is str-based.

Airy (Ex): Since a plague brush is constantly turning over and its anatomy is made up of a relatively small amount of plant matter and lots of empty space, it is difficult to know where to attack the creature. Any melee or ranged attack with a piercing weapon directed at the plague brush has a 20% miss chance. The blow or missile may pass through the creature’s body without harming it. Even true seeing is useless for determining where and how to strike the creature.
 


Just one suggestion for the fully-advanced angel, shouldn't the slaying arrows be at least greater slaying, if not some epic version? Seems pretty worthless otherwise.
 

Yeah, you're probably right. Of course, at that CR, DC 23 vs. DC 20 is still just going to be a 5% chance of failure. I couldn't find an epic equivalent of the slaying arrow. If I get a chance, I might come up with one and add it to its description.
 

azmodean said:
Just one suggestion for the fully-advanced angel, shouldn't the slaying arrows be at least greater slaying, if not some epic version? Seems pretty worthless otherwise.

In a high-level combat I ran with a solar and a balor, among others, the solar's arrows of slaying were indeed pretty useless.

Nowadays we use exploding dice rather than auto-fail/auto-hit on a 1 or a 20, so I suspect the problem would be even worse.
 



Erm, Ferret, I seem to have just now finished my own advanced kraken... I hope it's not a problem for you if I post it... :p

Okay then, here goes...

KRAKEN OVERLORD
Colossal Magical Beast (Aquatic)

Hit Dice: 60d10+720 (1'050 hp)
Initiative: +9 (+1 Des, +8 Superior Initiative)
Speed: Swim 20 ft. (4 squares)
Armor Class: 22 (-8 size, +1 Dex, +19 natural), touch 3, flat-footed 21
Base Attack/Grapple: +60/+91
Attack: Tentacle +68 melee (4d8+15/19-20)
Full Attack: 2 tentacles +68 melee (4d8+15/19-20) and 6 arms +65 melee (1d6+7) and bite +65 melee (8d6+7/19-20)
Space/Reach: 30 ft./20 ft. (80 ft. with tentacle, 40 ft. with arm)
Special Attacks: Improved grab, constrict 4d8+15 or 1d6+7
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, damage reduction 6/-, fast healing 3
Saves: Fort +45, Ref +34, Will +29
Abilities: Str 40, Dex 12, Con 33, Int 25, Wis 22, Cha 24
Skills: Concentration +46, Diplomacy +43, Hide +28, Intimidate +43, Knowledge (arcana) +43, Knowledge (geography) +42, Knowledge (history) +43, Knowledge (nature) +43, Knowledge (planes) +41, Listen +43, Search +42, Sense Motive +41, Spot +44, Survival +41 (+43 following tracks or on other planes), Swim +61, Use Magic Device +42
Feats: Alertness, Blind-Fight, Combat Expertise, Great Fortitude, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (tentacle), Improved Trip, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (tentacle)
Epic Feats: Damage Reduction (x2), Epic Toughness (x2), Fast Healing, Superior Initiative
Environment: See below
Organization: Solitary
Challenge Rating: 27
Treasure: Triple standard
Alignment: Neutral evil

Before you stands a squid-like behemoth of titanic size and power. Its body is covered in a thick, greyish-black hide and two of its arms stretch into tentacles filled with barbs the size of swords. The power of the monster is overwhelming, an oppressive aura of malice tainting the water around it. As it slowly, yet menacingly, swims towards you, its pitch-black eyes seem to burn with intelligence and cruelty - the eyes of one unable to acknowledge any god other than itself...

Of all the terrors the oceanic depths have ever spawned, very few can compare with the Kraken Overlords. These tyrants set up their liars in enormous underwater metropoli or large islands devoid of humanoid life (whether by nature or by the kraken's own doing...), and rule the waters in a radius of miles around, forcing all sentient beings in the area to worship them as gods. In order to placate the Kraken Overlord's wrath, hundreds of captives are sent to their liars, to serve as food and slaves.
Yet the Kraken Overlords' intrigues and plans do not limit themselves to the oceans: in fact, they always have a few minions in the surface world keeping their masters informed of what happens there, while the Kraken Overlords endlessly plot the return of their kind to the surface and the overthrow of all humanoid races. Luckily, only six Kraken Overlords are known to exist in the Prime.
A Kraken Overlord may well exceed 100 feet in length. They speak Common, Aquan, Infernal and Abyssal.

COMBAT
Kraken Overlords disdain combat, as they feel that "inferior creatures" are not worth their time. They prefer to have their countless slaves and minions do the dirty work for them. When forced into battle, though, a Kraken Overlord is a terrifying opponent indeed, its power eclipsing even that of the mighty leviathans. They fight like a "normal" kraken, but they're much more destructive.
An opponent can make sunder attempts against a Kraken Overlord’s tentacles or arms as if they were weapons. A Kraken Overlord’s tentacles have 60 hit points, and its arms have 30 hit points. If a Kraken Overlord is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a Kraken Overlord’s tentacle or arm deals damage to the monster equal to half the limb’s full normal hit points. A Kraken Overlord regrows severed limbs in 1d10+10 days.
Improved Grab (Ex): To use this ability, the Kraken Overlord must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A Kraken Overlord deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex): A Kraken Overlord can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A Kraken Overlord can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Kraken Overlord normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities: 1/day—control weather, control winds, dominate animal (DC 20), resist energy. Caster level 9th. The save DC is Charisma-based.
Skills: A Kraken Overlord has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

So, what do you guys think? Did I pull this thing off right? Please send your comments, whether negative or positive.
And, I have to apologize again to Ferret...
 
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