Cheiromancer
Adventurer
Gorgo (Demogorgon in the days when he was “just a demon”)
Advanced, Awakened, Aberrant, Demon, Two-Headed Mutant Dire Baboon/Villain 3
Large Outsider (chaotic,evil)
Hit dice: 14d8 + 98 (161 hp)
Initiative: +7 (+3 dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares), climb 35 ft.
Armor Class: 29 (+3 dex -1 size +4 inertial armor +13 natural), touch 12, flat footed 26
Base Attack/Grapple: +14/+25
Attack: Tentacle +20 (1d6+7)
Full Attack: 2 tentacles +20 melee (d6+7 + mummy rot), 1 tail strike +18 melee (1d8 +3) and bite +18 melee (1d8 +3 + energy drain)
(+14 BAB +7 Str -1 size, secondary attacks get -2)
Space/Reach: 10 ft./10 ft. (20 ft. for tentacles)
Special attacks: mummy rot, energy drain, charming gaze, confusing gaze, spell like abilities
Special qualities: DR 10/cold iron, darkvision 60 ft., resistance to acid, cold and fire 10, immune to poison and electricity, timeless body, spell resistance 22, fast healing 10, dual mind, telepathy 100 ft.
Saves: Fort 16, Ref 12, Will 15
Abilities: Str 25, Dex 16, Con 24, Int 16, Wis 18, Cha 16
Skills: 187 skill points (8+3 x 17). Max 17 ranks
Bluff (10+3 Cha), Concentration (17+7 Con), Craft (metalworking) (10+3 Int), Craft (stoneworking) (10+3 Int), Diplomacy (10+3 Cha), Hide (10+3 Dex), Intimidate (10+3 Cha), Knowledge (arcana) (10+3 Int), Knowledge (history) (10+3 Int), Knowledge (the planes) (10+3 Int), Listen (17+4 Wis), Move Silently (17+3 Dex), Search (10+3 Int), Sense Motive (16+4 Wis), Spellcraft (10+3 Int), Swim (10+7 Str)
Feats: Alertness, Combat Reflexes, Dodge, Expertise (B), Improved Initiative (B), Inertial Armor (B), Iron Will (B), Multi-attack, Power Attack (5 from hit dice, four bonus)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 20
(CR calculation: base 14 (14 HD demon) +2 (3 aberrant abilities) +1 (two-headed) +3 (three levels of hero/villain from 4CtF) = CR 20)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
LA: -
Charm monster gaze (DC 20, range 60 feet)
Confusing gaze (DC 20, range 60 feet)
Rot: tentacle attacks inflict mummy rot (DC 24)
Energy Drain: tail strike inflicts two negative levels (DC 20 to remove)
Greater teleport at will.
Detect Invisible, Detect magic, Detect thoughts, Unholy Aura, Unholy Smite at will, Blasphemy 3/day
Immune to disease and poison. Does not age nor die from age, starvation, or thirst. Does not need to sleep or breathe.
Dual Mind (two actions per round)
I advanced Krishnath's Dire Baboon to its maximum hit dice (though I didn't increase its size to huge). Awakened as the druid spell: 2 bonus hit dice were added to the animal, later changed to outsider hit dice by the demon template. Demon is a home brew template (found in this forum). Aberrant and Two-Headed Mutuant is from the Deluxe Book of Templates. Villain 3 is three levels of the hero class (4CtF). Instead of gaining a hit dice, I made one level worth 15 hero points, and bought energy drain, fast healing, ability boosts and three bonus feats. Gorgo’s twisted form means that he cannot throw rocks or climb as well as a dire baboon, but he does have extra reach with his tentacles. Note too that his disease and energy drain attacks are with only a subset of his natural attacks; tentacles and tail respectively.
***
ABERRANT
(Type changes to Aberration)
This is a smorgasbord type of template. Out of the many listed, Gorgo gets these:
Charming Gaze (Su): As charm person, duration of 1 hour
per HD the aberrant possesses, Will save (DC 10 + one-half of the
aberrant’s HD + its Charisma modifier). There is a 10% chance that
this ability functions as a charm monster spell with reference to what
type of creature may be affected (range, duration, and Will save DC
remains the same). (Gorgo has the charm monster variant)
Confusing Gaze (Su): Confusion as cast by a sorcerer of
the aberrant’s HD, range of 25 ft. (+ 5 ft. per 2 HD the aberrant
possesses), Will negates (DC 10 + one-half of the aberrant’s total
Hit Dice + the aberrant’s Charisma modifier).
Disease (Ex): The natural attack of the aberrant carries a
disease of the DM’s choice (filth fever, mummy rot, slimy
doom, etc). A Fortitude save (DC 10 + one-half of the
aberrant’s HD + its Constitution modifier) resists the effects
of the disease.
Cr: +1/2 abilities
***
Two Headed Mutant
+1 NA
Special Qualities: A two-headed mutant retains all of the special
qualities of the base creature and also gains the following:
Dual Mind (Ex): The mutant has two brains, so for all
mind-affecting attacks the mutant counts as two separate creatures.
If a spell or effect can only affect one of the creature’s heads (such
as a charm monster spell, which affects a single target), the unaffected
head takes control of the entire body. The spell affects the targeted
head normally, and the creature temporarily loses its dual reflexes
ability. The affected head won’t attack its own body or counterpart
any more than a charmed person would kill himself. In effect,
mind-affecting attacks must affect both heads in order to achieve
the normal result (casting two successful charm monster spells on a
two-headed mutant brings it fully under the control of the caster
and allows it to use all of its abilities).
Dual Reflexes (Ex): The creature’s two heads each control
half of its limbs. This means that the creature acts as two creatures
for the purposes of making attacks and attacks of opportunity. This
has three effects.
First (assuming a creature with two hands that use
weapons), the creature may attack with a weapon in each hand,
and does not suffer attack or damage roll penalties for doing so. In
effect, the left and right hands each attack at the creature’s normal
base attack bonus (without any penalties for fighting with two
weapons). If the creature’s base attack bonus would allow it iterative
attacks with its first limb, the second limb does as well.
Second, the creature may make one more attack of
opportunity per round than normal, but this extra attack must be
with a different limb than any previous attacks of opportunity.
For example, a two-headed mutant ogre could make an attack of
opportunity with its left club, and if another attack of opportunity
was provoked later that round, the ogre could use the weapon in its
right hand to make another attack of opportunity. If the creature
has the Combat Reflexes feat, the additional attacks of opportunity
from that feat may be taken with either limb in any combination,
and the creature still gains its extra attack of opportunity from this
ability (so a creature with a 16 Dexterity could make up to 5 attacks
of opportunity per round—1 normally, 1 from this ability, and 3
from the Combat Reflexes feat).
Third, if the creature has the ability to cast spells or use
spell-like abilities, it may use one head and one arm (for somatic
components) to cast spells and still make a single attack with its
other arm (coordinated by the other head) in the same round. The
creature must make a Concentration check (DC 10 + spell level) to
successfully use the spell or spell-like ability in this fashion.
Using a two-handed weapon effectively eliminates the
entire advantage, however, as both heads work to control the single
weapon. Some monsters in the MM and other monster tomes are
listed with weapons that are a size category larger than the creature,
and thus necessarily two-handed. Consider giving the monster
another set of smaller weapons.
CR: Base creature’s CR +1.
ECL: +2.
***
Dire Baboon (by Krishnath)
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +6
Speed: 50’ (10 squares), Climb 35’
Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11, Flat-footed 12,
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+7) or Rock +4 ranged (1d4+3)
Full Attack: Bite +9 melee (1d8+7) and 2 claws +4 melee (1d4+3), or rock +3 ranged (1d4+3),
Space/Reach: 10’/10’
Special Attacks: Rock throwing,
Special Qualities: Low-light vision, Scent,
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 14, Con 18, Int 2, Wis 14, Cha 6
Skills: Climb +17 (+8), Listen +7 (+2), Spot +7 (+2)
Feats: Alertness, Improved Initiative,
Enviroment: Warm Forest and Hills.
Organization: Solitary or Gang (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Large); 7-12 HD (Huge)
LA: +3
Dire Baboons are massive forestdwelling apes with a reputation for destruction.
A Dire baboon resembles ordinary baboons, but have dark grey, almost green, fur and black skin. Their eyes are always red.
The Dire Baboon can be summoned by Summon Natures Ally III.
Combat:
Dire Baboons pelter anything they persive as a threath or food with rocks for several rounds before moving into melee. They are not particularly brave however, and will flee at the first sign that the battle are going against them.
Rock Throwing (Ex): Range increment 30’. The rocks deal 1d4+3 points of bludgeoning damage on a successfull hit.
Skills: Dire Baboons have a +8 racial bonus to Climb checks. It must make a climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10 even when rushed or threatened while climbing. It climbs at the given speed while climbing. If the dire baboon attempts an accelerated climb, it moves at double it’s climb speed or it’s landspeed (whichever is less) and makes a single climb check at a –5 penalty. It cannot run while climbing. It retains it’s dexterity bonus while climbing, and opponents recieve no special bonuses on attacks against a climbing dire baboon.
I don't think it should advance to huge size. So in my use of it, I advance it without increasing its size.
****
From 4 colors to fantasy (4CtF):
fast healing 10 (11) and 2 levels energy drain (8+1+3 +2 = 14), +8 total boost to ability scores (12), 4 feats (Iron Will, Expertise, Improved Initiative, Inertial Armor) for +8; total 45; no unspent points
Justification for trading the hit dice for 7 more points: one level of hero provides 8 hero points and a d4 hit dice. Without the hit dice, it should grant 15. +1 BAB is worth 3 hero points, so +1 BAB every two levels is worth 1.5 points. d4 + con is worth a feat (2 points); 1/3 of +1 in three saves is 1 point; 1/4 of a +1 ability boost is 3/8 (.375), 1/3 of a feat is 2/3 (.667), and many abilities are based on hit dice (1/2 per ability). Not to mention that an extra hit dice helps resist some attacks (holy word, etc), and that skill caps are set by hit dice. Altogether we have 13.5, plus whatever the hit dice based abilities are worth, higher skill caps, or greater resistance to level based effects. For most of these fiends, the total should be at least 15. For example, the save DCs of Gorgo's gaze attacks, rotting attack and energy drain are all based on hit dice. Based on ability focus granting +2 for a feat (two hero points), this indicates that every 4 hit dice (which would give a +2 to each ability) is worth four feats, or each dice is worth 2 points.
d4+con modifier is worth a feat:Toughness grants 3 hp. Many argue that, if not used as a pre-requisite for PrCl’s and other feats, it should grant 1 + base fort save, and should change as one’s fort save changes. Gorgo’s base fort save is 9, and his con bonus is +7. d4 +7 vs 1+9... pretty close!
Advanced, Awakened, Aberrant, Demon, Two-Headed Mutant Dire Baboon/Villain 3
Large Outsider (chaotic,evil)
Hit dice: 14d8 + 98 (161 hp)
Initiative: +7 (+3 dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares), climb 35 ft.
Armor Class: 29 (+3 dex -1 size +4 inertial armor +13 natural), touch 12, flat footed 26
Base Attack/Grapple: +14/+25
Attack: Tentacle +20 (1d6+7)
Full Attack: 2 tentacles +20 melee (d6+7 + mummy rot), 1 tail strike +18 melee (1d8 +3) and bite +18 melee (1d8 +3 + energy drain)
(+14 BAB +7 Str -1 size, secondary attacks get -2)
Space/Reach: 10 ft./10 ft. (20 ft. for tentacles)
Special attacks: mummy rot, energy drain, charming gaze, confusing gaze, spell like abilities
Special qualities: DR 10/cold iron, darkvision 60 ft., resistance to acid, cold and fire 10, immune to poison and electricity, timeless body, spell resistance 22, fast healing 10, dual mind, telepathy 100 ft.
Saves: Fort 16, Ref 12, Will 15
Abilities: Str 25, Dex 16, Con 24, Int 16, Wis 18, Cha 16
Skills: 187 skill points (8+3 x 17). Max 17 ranks
Bluff (10+3 Cha), Concentration (17+7 Con), Craft (metalworking) (10+3 Int), Craft (stoneworking) (10+3 Int), Diplomacy (10+3 Cha), Hide (10+3 Dex), Intimidate (10+3 Cha), Knowledge (arcana) (10+3 Int), Knowledge (history) (10+3 Int), Knowledge (the planes) (10+3 Int), Listen (17+4 Wis), Move Silently (17+3 Dex), Search (10+3 Int), Sense Motive (16+4 Wis), Spellcraft (10+3 Int), Swim (10+7 Str)
Feats: Alertness, Combat Reflexes, Dodge, Expertise (B), Improved Initiative (B), Inertial Armor (B), Iron Will (B), Multi-attack, Power Attack (5 from hit dice, four bonus)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 20
(CR calculation: base 14 (14 HD demon) +2 (3 aberrant abilities) +1 (two-headed) +3 (three levels of hero/villain from 4CtF) = CR 20)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
LA: -
Charm monster gaze (DC 20, range 60 feet)
Confusing gaze (DC 20, range 60 feet)
Rot: tentacle attacks inflict mummy rot (DC 24)
Energy Drain: tail strike inflicts two negative levels (DC 20 to remove)
Greater teleport at will.
Detect Invisible, Detect magic, Detect thoughts, Unholy Aura, Unholy Smite at will, Blasphemy 3/day
Immune to disease and poison. Does not age nor die from age, starvation, or thirst. Does not need to sleep or breathe.
Dual Mind (two actions per round)
I advanced Krishnath's Dire Baboon to its maximum hit dice (though I didn't increase its size to huge). Awakened as the druid spell: 2 bonus hit dice were added to the animal, later changed to outsider hit dice by the demon template. Demon is a home brew template (found in this forum). Aberrant and Two-Headed Mutuant is from the Deluxe Book of Templates. Villain 3 is three levels of the hero class (4CtF). Instead of gaining a hit dice, I made one level worth 15 hero points, and bought energy drain, fast healing, ability boosts and three bonus feats. Gorgo’s twisted form means that he cannot throw rocks or climb as well as a dire baboon, but he does have extra reach with his tentacles. Note too that his disease and energy drain attacks are with only a subset of his natural attacks; tentacles and tail respectively.
***
ABERRANT
(Type changes to Aberration)
This is a smorgasbord type of template. Out of the many listed, Gorgo gets these:
Charming Gaze (Su): As charm person, duration of 1 hour
per HD the aberrant possesses, Will save (DC 10 + one-half of the
aberrant’s HD + its Charisma modifier). There is a 10% chance that
this ability functions as a charm monster spell with reference to what
type of creature may be affected (range, duration, and Will save DC
remains the same). (Gorgo has the charm monster variant)
Confusing Gaze (Su): Confusion as cast by a sorcerer of
the aberrant’s HD, range of 25 ft. (+ 5 ft. per 2 HD the aberrant
possesses), Will negates (DC 10 + one-half of the aberrant’s total
Hit Dice + the aberrant’s Charisma modifier).
Disease (Ex): The natural attack of the aberrant carries a
disease of the DM’s choice (filth fever, mummy rot, slimy
doom, etc). A Fortitude save (DC 10 + one-half of the
aberrant’s HD + its Constitution modifier) resists the effects
of the disease.
Cr: +1/2 abilities
***
Two Headed Mutant
+1 NA
Special Qualities: A two-headed mutant retains all of the special
qualities of the base creature and also gains the following:
Dual Mind (Ex): The mutant has two brains, so for all
mind-affecting attacks the mutant counts as two separate creatures.
If a spell or effect can only affect one of the creature’s heads (such
as a charm monster spell, which affects a single target), the unaffected
head takes control of the entire body. The spell affects the targeted
head normally, and the creature temporarily loses its dual reflexes
ability. The affected head won’t attack its own body or counterpart
any more than a charmed person would kill himself. In effect,
mind-affecting attacks must affect both heads in order to achieve
the normal result (casting two successful charm monster spells on a
two-headed mutant brings it fully under the control of the caster
and allows it to use all of its abilities).
Dual Reflexes (Ex): The creature’s two heads each control
half of its limbs. This means that the creature acts as two creatures
for the purposes of making attacks and attacks of opportunity. This
has three effects.
First (assuming a creature with two hands that use
weapons), the creature may attack with a weapon in each hand,
and does not suffer attack or damage roll penalties for doing so. In
effect, the left and right hands each attack at the creature’s normal
base attack bonus (without any penalties for fighting with two
weapons). If the creature’s base attack bonus would allow it iterative
attacks with its first limb, the second limb does as well.
Second, the creature may make one more attack of
opportunity per round than normal, but this extra attack must be
with a different limb than any previous attacks of opportunity.
For example, a two-headed mutant ogre could make an attack of
opportunity with its left club, and if another attack of opportunity
was provoked later that round, the ogre could use the weapon in its
right hand to make another attack of opportunity. If the creature
has the Combat Reflexes feat, the additional attacks of opportunity
from that feat may be taken with either limb in any combination,
and the creature still gains its extra attack of opportunity from this
ability (so a creature with a 16 Dexterity could make up to 5 attacks
of opportunity per round—1 normally, 1 from this ability, and 3
from the Combat Reflexes feat).
Third, if the creature has the ability to cast spells or use
spell-like abilities, it may use one head and one arm (for somatic
components) to cast spells and still make a single attack with its
other arm (coordinated by the other head) in the same round. The
creature must make a Concentration check (DC 10 + spell level) to
successfully use the spell or spell-like ability in this fashion.
Using a two-handed weapon effectively eliminates the
entire advantage, however, as both heads work to control the single
weapon. Some monsters in the MM and other monster tomes are
listed with weapons that are a size category larger than the creature,
and thus necessarily two-handed. Consider giving the monster
another set of smaller weapons.
CR: Base creature’s CR +1.
ECL: +2.
***
Dire Baboon (by Krishnath)
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +6
Speed: 50’ (10 squares), Climb 35’
Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11, Flat-footed 12,
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+7) or Rock +4 ranged (1d4+3)
Full Attack: Bite +9 melee (1d8+7) and 2 claws +4 melee (1d4+3), or rock +3 ranged (1d4+3),
Space/Reach: 10’/10’
Special Attacks: Rock throwing,
Special Qualities: Low-light vision, Scent,
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 14, Con 18, Int 2, Wis 14, Cha 6
Skills: Climb +17 (+8), Listen +7 (+2), Spot +7 (+2)
Feats: Alertness, Improved Initiative,
Enviroment: Warm Forest and Hills.
Organization: Solitary or Gang (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Large); 7-12 HD (Huge)
LA: +3
Dire Baboons are massive forestdwelling apes with a reputation for destruction.
A Dire baboon resembles ordinary baboons, but have dark grey, almost green, fur and black skin. Their eyes are always red.
The Dire Baboon can be summoned by Summon Natures Ally III.
Combat:
Dire Baboons pelter anything they persive as a threath or food with rocks for several rounds before moving into melee. They are not particularly brave however, and will flee at the first sign that the battle are going against them.
Rock Throwing (Ex): Range increment 30’. The rocks deal 1d4+3 points of bludgeoning damage on a successfull hit.
Skills: Dire Baboons have a +8 racial bonus to Climb checks. It must make a climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10 even when rushed or threatened while climbing. It climbs at the given speed while climbing. If the dire baboon attempts an accelerated climb, it moves at double it’s climb speed or it’s landspeed (whichever is less) and makes a single climb check at a –5 penalty. It cannot run while climbing. It retains it’s dexterity bonus while climbing, and opponents recieve no special bonuses on attacks against a climbing dire baboon.
I don't think it should advance to huge size. So in my use of it, I advance it without increasing its size.
****
From 4 colors to fantasy (4CtF):
fast healing 10 (11) and 2 levels energy drain (8+1+3 +2 = 14), +8 total boost to ability scores (12), 4 feats (Iron Will, Expertise, Improved Initiative, Inertial Armor) for +8; total 45; no unspent points
Justification for trading the hit dice for 7 more points: one level of hero provides 8 hero points and a d4 hit dice. Without the hit dice, it should grant 15. +1 BAB is worth 3 hero points, so +1 BAB every two levels is worth 1.5 points. d4 + con is worth a feat (2 points); 1/3 of +1 in three saves is 1 point; 1/4 of a +1 ability boost is 3/8 (.375), 1/3 of a feat is 2/3 (.667), and many abilities are based on hit dice (1/2 per ability). Not to mention that an extra hit dice helps resist some attacks (holy word, etc), and that skill caps are set by hit dice. Altogether we have 13.5, plus whatever the hit dice based abilities are worth, higher skill caps, or greater resistance to level based effects. For most of these fiends, the total should be at least 15. For example, the save DCs of Gorgo's gaze attacks, rotting attack and energy drain are all based on hit dice. Based on ability focus granting +2 for a feat (two hero points), this indicates that every 4 hit dice (which would give a +2 to each ability) is worth four feats, or each dice is worth 2 points.
d4+con modifier is worth a feat:Toughness grants 3 hp. Many argue that, if not used as a pre-requisite for PrCl’s and other feats, it should grant 1 + base fort save, and should change as one’s fort save changes. Gorgo’s base fort save is 9, and his con bonus is +7. d4 +7 vs 1+9... pretty close!
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