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Kerrick's revised epic monsters
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<blockquote data-quote="Kerrick" data-source="post: 4711264" data-attributes="member: 4722"><p>Blach. I realized how much the 3.5 skill system sucked after I tried to convert this thing from PP stats back to 3.5. I ended up having to cut several skills to make room for the ones that were split up (Stealth into Hide/MS, and Perception into Listen/Spot), and even then it doesn't have them at the same level as before (+20 each vs. +27). I'm SO glad I came up with that new system...</p><p></p><p>Anyway, here's the gloom:</p><p></p><p><strong>Gloom<strong></strong></strong></p><p><strong><strong>Large Outsider</strong></strong></p><p><strong><strong><strong>Hit Dice:</strong> 24d8+120 (228 hp)</strong></strong></p><p><strong><strong><strong>Initiative:</strong> +18</strong></strong></p><p><strong><strong><strong>Speed:</strong> 40 ft. (8 squares)</strong></strong></p><p><strong><strong><strong>Armor Class:</strong> 28 (-1 size, +10 Dex, +3 natural, +3 deflection, +3 insight), touch 25, flat-footed 15</strong></strong></p><p><strong><strong><strong>Base Attack/Grapple:</strong> +22/+28</strong></strong></p><p><strong><strong><strong>Attack:</strong> Large //+5 keen human bane dagger// +37 melee (1d6+10/17-20)</strong></strong></p><p><strong><strong><strong>Full Attack:</strong> Large //+5 keen human bane dagger// +37/+32/+27/+22 melee (1d6+10/17-20)</strong></strong></p><p><strong><strong><strong>Space/Reach:</strong> 5 ft./5 ft.</strong></strong></p><p><strong><strong><strong>Special Attacks:</strong> Fear gaze, sneak attack +12d6</strong></strong></p><p><strong><strong><strong>Special Qualities:</strong> Blindsight 60 ft., cloak of shadows, DR 10/magic, SR 36, opportunist, quiescence, spell-like abilities</strong></strong></p><p><strong><strong><strong>Saves:</strong> Fort +19, Ref +24, Will +17</strong></strong></p><p><strong><strong><strong>Abilities:</strong> Str 20, Dex 30, Con 20, Int 18, Wis 16, Cha 16</strong></strong></p><p><strong><strong><strong>Skills:</strong> Climb +25, Hide +51, Intimidate +23, Jump +25, Listen +23, Move Silently +51, Search +24, Spot +23</strong></strong></p><p><strong><strong><strong>Feats:</strong> Combat Reflexes, Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (dagger)</strong></strong></p><p><strong><strong><strong>Environment:</strong> Any urban or Plane of Shadow</strong></strong></p><p><strong><strong><strong>Organization:</strong> Solitary</strong></strong></p><p><strong><strong><strong>ECL:</strong> ??</strong></strong></p><p><strong><strong><strong>Treasure:</strong> Nonstandard (just its dagger)</strong></strong></p><p><strong><strong><strong>Alignment:</strong> Usually lawful evil</strong></strong></p><p><strong><strong><strong>Advancement:</strong> 25-72 HD (Huge)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> In the hand of any other creature but a gloom, the dagger is a //+3 keen dagger//. A gloom's natural weapons are treated as magical for the purpose of overcoming damage reduction.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> Glooms stand 8 feet tall and weigh around 400 pounds.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Combat</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Cloak of Shadows (Su):</strong> The shadows naturally gather around a gloom, hiding it from all eyes. It gains a +20 racial bonus on Hide checks. This ability works even in bright light (though a clump of moving shadows would be rather obvious) but not in direct sunlight. It can lower this effect at will.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Fear Gaze (Su):</strong> Viewing the gloom's face inspires terror. Creatures that meet the gloom's gaze must succeed at a Will save (DC 23) or suffer the effect of a //fear// spell as cast by a 20th-level caster. The DC is Charisma-based.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Opportunist (Ex):</strong> This ability functions like the rogue class feature of the same name. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Quiescence (Su):</strong> A gloom is constantly silent, as the //silence// spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). It can lower this effect at will. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Shadow Walk (Su):</strong> At will as a move action, a gloom can travel through the shadows as the spell //shadow walk//.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Sneak Attack (Ex):</strong> A gloom can sneak attack as a 24th-level rogue, dealing 12d6 extra Damage. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> <strong>Spell-Like Abilities:</strong> 3/day — <em>true strike</em>. Caster level 20th.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[This thing's stats were WAY too high, and it had too many HD. I decided to make it an outsider, as that fit it better and enabled me to keep the HD, though I still had to make it Large. The dagger was far too powerful for a 24-HD creature; technically, it should only have a +6 total, but I fudged it a bit (it's +7 market value). Shadow walk became cloak of shadows, as it also fit better (instead of it having to cast a spell each round). The end result is a creature with much lower stats, but with its assassin abilities, huge sneak attack bonus, and innate abilities, this thing can still be a really nasty opponent. Tack on some class levels and let it loose.]</strong></strong></p></blockquote><p></p>
[QUOTE="Kerrick, post: 4711264, member: 4722"] Blach. I realized how much the 3.5 skill system sucked after I tried to convert this thing from PP stats back to 3.5. I ended up having to cut several skills to make room for the ones that were split up (Stealth into Hide/MS, and Perception into Listen/Spot), and even then it doesn't have them at the same level as before (+20 each vs. +27). I'm SO glad I came up with that new system... Anyway, here's the gloom: [b]Gloom[b] Large Outsider [b]Hit Dice:[/b] 24d8+120 (228 hp) [b]Initiative:[/b] +18 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 28 (-1 size, +10 Dex, +3 natural, +3 deflection, +3 insight), touch 25, flat-footed 15 [b]Base Attack/Grapple:[/b] +22/+28 [b]Attack:[/b] Large //+5 keen human bane dagger// +37 melee (1d6+10/17-20) [b]Full Attack:[/b] Large //+5 keen human bane dagger// +37/+32/+27/+22 melee (1d6+10/17-20) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Fear gaze, sneak attack +12d6 [b]Special Qualities:[/b] Blindsight 60 ft., cloak of shadows, DR 10/magic, SR 36, opportunist, quiescence, spell-like abilities [b]Saves:[/b] Fort +19, Ref +24, Will +17 [b]Abilities:[/b] Str 20, Dex 30, Con 20, Int 18, Wis 16, Cha 16 [b]Skills:[/b] Climb +25, Hide +51, Intimidate +23, Jump +25, Listen +23, Move Silently +51, Search +24, Spot +23 [b]Feats:[/b] Combat Reflexes, Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (dagger) [b]Environment:[/b] Any urban or Plane of Shadow [b]Organization:[/b] Solitary [b]ECL:[/b] ?? [b]Treasure:[/b] Nonstandard (just its dagger) [b]Alignment:[/b] Usually lawful evil [b]Advancement:[/b] 25-72 HD (Huge) In the hand of any other creature but a gloom, the dagger is a //+3 keen dagger//. A gloom's natural weapons are treated as magical for the purpose of overcoming damage reduction. Glooms stand 8 feet tall and weigh around 400 pounds. [b]Combat[/b] [b]Cloak of Shadows (Su):[/b] The shadows naturally gather around a gloom, hiding it from all eyes. It gains a +20 racial bonus on Hide checks. This ability works even in bright light (though a clump of moving shadows would be rather obvious) but not in direct sunlight. It can lower this effect at will. [b]Fear Gaze (Su):[/b] Viewing the gloom's face inspires terror. Creatures that meet the gloom's gaze must succeed at a Will save (DC 23) or suffer the effect of a //fear// spell as cast by a 20th-level caster. The DC is Charisma-based. [b]Opportunist (Ex):[/b] This ability functions like the rogue class feature of the same name. [b]Quiescence (Su):[/b] A gloom is constantly silent, as the //silence// spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). It can lower this effect at will. [b]Shadow Walk (Su):[/b] At will as a move action, a gloom can travel through the shadows as the spell //shadow walk//. [b]Sneak Attack (Ex):[/b] A gloom can sneak attack as a 24th-level rogue, dealing 12d6 extra Damage. [b]Spell-Like Abilities:[/b] 3/day — [i]true strike[/i]. Caster level 20th. [This thing's stats were WAY too high, and it had too many HD. I decided to make it an outsider, as that fit it better and enabled me to keep the HD, though I still had to make it Large. The dagger was far too powerful for a 24-HD creature; technically, it should only have a +6 total, but I fudged it a bit (it's +7 market value). Shadow walk became cloak of shadows, as it also fit better (instead of it having to cast a spell each round). The end result is a creature with much lower stats, but with its assassin abilities, huge sneak attack bonus, and innate abilities, this thing can still be a really nasty opponent. Tack on some class levels and let it loose.][/b][/b] [/QUOTE]
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