Grim's Low CR Monster Thread (Updated 7/3)

Grim

First Post
Hey all!

I've read Blackdirge's stuff for a while, and his most recent thread, "Suped Up, Buffed Out Classic Monsters" gave me an idea. See, most of his monsters are really high CR, the lowest is around 8, i believe. So I decided to create a thread of low CR monsters for all those parties that can't take on The Nameless or Xavanax. So, without further ado, here's number one:
 
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The Skrill- Advanced Cold Element Shocker Lizard

Medium Elemental (Cold)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5 (Dex +1, Improved Initiative +4)
Speed: 40 ft., climb 20 ft., swim 20 ft.
AC: 19 (+0 size, +1 Dex, +8 natural)
BAB: +4
Attacks: Bite +6 melee
Damage: Bite 1d6+2 + 1d4 cold
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock, Chill
Special Qualities: Electricity sense, electricity immunity
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Skills: Climb +11(1), Hide +7(3), Jump +4(1), Listen +4(1), Spot +4(1)
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, clutch (3-5), or colony (6-11)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-6 HD (Large)

Stunning Shock (Su): Once per round, the Skrill can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 15).

Lethal Shock (Su): Whenever two or more shocker lizards (The Skrill included) are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards -contributing).

Chill (Ex): In addition to the damage from its attacks, the Skrill deal additional cold damage with its natural weapons.

Elemental (Ex): In addition to its immunity to electricity, the Skrill gain immunity to sleep, poison, paralysis, and stunning, and is not subject to critical hits.

Cold Subtype (Ex): Cold Immunity, double damage from fire except on a successful save.

Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. Within the Elemental Plane of Cold, the Skrill may move normally.

Electricity Sense (Ex): Shocker lizards (including the Skrill) automatically detect any electrical discharges within 100 feet.

Skills: Shocker lizards (including the Skrill) receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks.

Description:

The Skrill resembles a shocker lizard in most respects, but is larger than the average, and made purely of ice, snow, and frozen rock. His dark blue scales are chipped ice, his tail-spike an icicle, and his two ear-spikes dark, almost black, icicles. His belly is snow white, as are his pointed, razor teeth. He stands on his hind legs, but when using his icewalking ability, shuffles on all four feet. All in all, he is four feet tall, and six long, including his tail.

History:

The Skrill was origionally the familier of a cold mephit named Cryox. He was harshly abused by his master, who would often leave the shocker lizard alone on the Plane of Cold when he was summoned away, thinking his "pet" too weak to survive the rigors of planar travel and binding. One day, Cryox was summoned away, but never returned. Across the endless expanses of time and space, the Skrill could feel his master's death, but it did not pain him.

For years, the Skrill wandered the Plane of Cold, searching for a way out. Something about the inhospitable environment, whether it was the blowing winds, the numbing cold, or the jagged ice, forced the shocker lizard to adapt, and under these adverse conditions, he grew bigger, and was tainted irrevecably by the cold.

That is, until he found a way out.

Often, in the dark blue-black depths of the plane, the Skrill could make out shapes in the ice and wind. He could hear the heavy lumbering of earth elementals who had wandered to the colder parts of thier planes, and into the Plane of Cold. He followed the earth elementals, and when he saw the one he was chasing glow with the famillier light of summoning, the plane around the elemental rippling as a planar tunnel warped it, he jumped onto it. He was ripped through the tunnel, barely holding on to the elemental.

On the other end of the tunnel, a dwarven cleric was quite surprised when the elemental she had summoned arrived with some icy baggage. She was even more surprised when the Skrill, suddenly in the presence of warm food, blasted her with a stunning electrical shock. The shock burned, enough that she faltered in her magical movements, and the planar tunnel snapped shut, pulling the earth elemental back with it. The Skrill managed to pull himself out of the way, shifting his reptilian body left and right, up and down, avoiding the magical backlash of the portal.

Seconds later, he was gone, leaving a confused dwarven cleric wondering exactly why a wingless white dragon had been summoned in place of the earth elemental she had called for.

The Skrill wandered the underdark far and wide, until finally he detected the presence of another shocker lizard. Many of them, a whole pack. Confronting them in thier cavern home, he easily dispatched thier leader with his chilly touch, and took control of the pack, mating with its females and protecting them from danger. His children's eggs were unnaturally cold, and when they were born, they too shared the magic of the Plane of Cold.

The Skrill’s pack actually inhabits an ancient dwarven hero’s tomb, and they make quite a meal of the pilgrims and adventurers who venture into it. The Skrill has used his chill effect to unnaturally ice the walls of the crypt, such that he and his children can have free reign of the complex. Rumors have been drifting through Mrid, the nearby dwarven capital of a wingless white dragon that has taken control of a hero’s tomb, and is using it to hide his horde. Although it is true that the Skrill does possess various items once owned by his victims, he is far to much of an instinctive creature to actually “horde” such things, although he is attracted to the armor and weapons capable of carrying a current.

Combat:
The Skrill is a cunning, but ultimately reflexive, creature. He will set up rudimentary ambushes, such as icewalking onto the ceiling with a group of cold element shocker lizards, hiding, and then unleashing their Lethal Shock attack before entering combat. But once combat starts, the Skrill will simply attack, usually with a pack of regular cold element shocker lizards in tow, use his Stunning Shock and Lethal Shock as often as he can, and retreat when down to one-quarter hit points, preferably using his Icewalking ability.
 

And now the stats for the Skrill's children. Currently he has seven offspring, all with the Cold Element Template:

Cold Element Shocker Lizard
Small elemental (cold)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft., climb 20 ft., swim 20 ft.
AC: 16 (+1 size, +2 Dex, +6 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock
Special Qualities: Electricity sense, electricity immunity, elemental, cold subtype, icewalking
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +12, Hide +11, Jump +4, Listen +4, Spot +4
Feats: -
Climate/Terrain: Warm aquatic, marsh, and underground
Organization: Solitary, pair, clutch (3-5), or colony (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)

Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 12)

Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards -contributing).

Elemental: In addition to its immunity to electricity, the cold element shocker lizard is immune to poison, sleep, paralysis, and stunning, and is not subject to critical hits. It also gains Darkvision 60 ft.

Cold Subtype: Cold immunity, double damage from fire except on a successful save.

Icewalking: This ability works like the spider climb spell but applies to icy surfaces. Within the Elemental Plane of Cold, the cold element creature may move normally.

Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.

Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks.

Combat

A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade’s discharges and administer deadly shocks to the foe.
 

The Skrill's Pack:

The Skrill (CR 4)
His seven children, two females and five males (CR 3 each)
Two males (CR 2 each)
Three females (CR 2 each)

And a map of the Crypt (attached)

Key:
1. Entrance tunnels.
One of the male children patrols these tunnels, which are iced over. Typically he runs the ceilings, but sometimes the walls and floor.

2. The Crypts.
This is where most of the children nest, along with the non-cold males.

3. The Hatchery.
This room is the only warm room in the complex, kept warm by the three females that constantly inhabit it, keeping thier eggs warm. The regular eggs are warm to the touch, and currently the three females are nesting on twelve of them, aproximatly four of which will actually surivive. Off in one corner is an abandoned nest containing six of the Skrill's spawn. These eggs have chilly, hard shells, and the females will have nothing to do with them. That is the job of the Skrill or one of his children, who chill touch's the eggs once a day.

4. The Skrill's lair.
The coldest room in the complex, the Skrill leads his lathargic life from here. He is often asleep, but when awake he is an ill tempered beast, snapping at his pack, shocking the more beligerant.
 

Here's the map:
 

Attachments

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pogre said:
Hope I'm not intruding.

Useful stuff Grim. Consider it stolen for my campaign.

Oh, you arn't intruding at all. In fact, stealing is the highest form of praise. So keep stealing!

Next up (That is, whenever I have time to post it), is Blaze, the two headed pyro blink dog.
 

Re: Grim's Low CR Monster Thread

Grim said:
Hey all!

I've read Blackdirge's stuff for a while, and his most recent thread, "Suped Up, Buffed Out Classic Monsters" gave me an idea. See, most of his monsters are really high CR, the lowest is around 8, i believe. So I decided to create a thread of low CR monsters for all those parties that can't take on The Nameless or Xavanax. So, without further ado, here's number one:

Yeah, I guess we do need a thread for all the sissies out there.:D

Seriously though, good stuff. I might make use of the Skrill as early as this Saturday. Keep it up.

*blackdirge goes back to working on his CR 75 advanced paragon half-fiend corrupted tarrasque of legend*

:D
 

Re: Re: Grim's Low CR Monster Thread

@Grim: Good Job. I like it.

BLACKDIRGE said:


*blackdirge goes back to working on his CR 75 advanced paragon half-fiend corrupted tarrasque of legend*

:D
:D

Just my 2 cents
yennico
 

Blaze, 2 Headed Pyro Blink Dog
Medium-Size Magical Beast
Hit Dice: 6d10 +6 (37 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 17 (+3 Dex, +4 natural)
BAB: +6
Attacks: 2 Bites +6 melee
Damage: Bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Blink, dimension door, scent, darkvision 90ft, Fire Subtype
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 10, Dex 17, Con 12, Int 10, Wis 13, Cha 11
Skills: Hide +8, Listen +10, Sense Motive +5, Spot +10
Feats: Iron Will, Improved Initiative, Combat Reflexes
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful good
Advancement: By character class (almost always Paladin)
He/they speak Blinkdog, halfling, and common.

Blink (Su): A blink dog can blink as the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport as dimension door cast by an 8th-level sorcerer, once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Breath Weapon (Su): Every 1d4 rounds, Blaze can breathe fire in a column 10 ft high, 10 feet wide, and 20 feet long. The flame deals 6d6 points of damage, with a reflex save (DC 14) for half damage.

Fire Subtype: Immune to Fire Damage, takes a –10 penalty on saves vs. cold attacks, and if there is no save, takes double damage instead.

The Band of the Broken Blade had seen some hard times, but the hardest was when Varin Foxring, the halfling paladin of pelor, and his mount Blaze were immolated by the eternal blaze of the fire elemental Pryxis in a twisted form of cremation, Pelor's preferred method of burial. The Band defeated Pryxis, but when they searched for Varin and Blazes bodies in the wake of the combat, they found only ashes.

Mourning, they journeyed to the Greyhawk City, and the Grand Temple of Pelor, in hopes that Varin and Blaze could be ressurected. After the Band donated an appropriate sum of money, the High Priest agreed to the ressurection. The ashes were brought forth, and placed upon the center alter.

The High Priest stood over the alter and began humming "The Praises of Pelor." Around him, the rest of the clergy joined in, as did the Band of the Broken Blade, who were kneeling on the floor just below. To a packed room of worshipers, the ritual began.

The clouds parted above the open roofed temple, and heavenly light shone down on the alter. Suddenly, a beam of pure brightness scattered the ashes of Varin and Blaze. They hung shining in the air, scintilating motes of light. In a graceful dance of light and motion, the motes spiralled down towards the alter, reforming as a single, blindingly bright being.

In the afterlife, the souls of Varin and Blaze traveled side by side towards the shining gates of Celestia, but their movements were suddenly halted as Naryel, the Arch-Angel of Light herself, blocked thier path.

RETURN TO YOUR MORTAL BODY, CHILD. YOU STILL HAVE WORK TO DO ON YOUR PLANE. PELOR LOVES YOU, AS HE LOVES ALL HIS CHILDREN. IN YOU, HE SEES HOPE, AND STRENGTH, AND CARING. AND SUCH THINGS SHOULD NOT FADE FROM THE WORLD. RETURN TO YOURSELF, FOR MUCH MUST HAPPEN BEFORE THE SHADOWS FALL TO THE LIGHT. I WILL WATCH OVER YOU, CHILD, AS I ALWAYS HAVE.

Varin and Blaze looked at each other, and, smiling faintly, the faded from the afterlife.

In the High Temple, the bright being solidified, the liquid shape of light and holy power hardening. The light faded, and what remained could truly be called a miracle.

Blaze, Varin's mount, sat radiant on the alter. But he was different. From his neck sprouted two canine heads. They did not add any sort of deformity to the blink dog's sleek body, but instead fit gracefully with the natural curves of his form. The Band of the Broken Blade cried out in unision, for they had expected a paladin and a one headed blind dog, not a a double craniumed monster. It was then that Blaze spoke, the soft words of Celestial rolling of both his tongues with grace.

He spoke of the afterlife, and after questioning from the High Priest, it was determined that Pelor had blessed Varin and Blaze, kindred spirits, with a single, increadible body. They both shared the body, and had been granted with the power to breath holy fire in a great cone, a useful asset for a combat-heavy party.

Varin had lost the holy powers granted to Paladins of Pelor, but he was quite sure that given time, he could regain them. The Band was joyous, and to this day, Blaze continues to fight evil with them, although he sometimes quests on his own.

Combat:

Blaze fights with typical paladin gusto, but is still intelligent enough to use his blink and dimension door abilities to keep the upper hand. He will use his breath weapon as much as he is able, but will never endanger a friend with it.
 

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