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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 915231" data-attributes="member: 8301"><p>Yep, I'm a liiiiiiiiittle crazy sometimes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Half-Human is from AEG Monster, Multiheaded is from the WotC site, Half-Dragon is from MM1, Half-Breed Dragon and Feral Dragon are from the Monster's Handbook</p><p></p><p>Swamp King (Crocodile, Giant + Half-Human + Multiheaded (3 Extra) + Half-Black Dragon + Half-Breed Red Dragon + Feral Dragon)</p><p>Large Dragon</p><p>Hit Dice: 17d10+136 (229)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 40 Ft, Swim 15 Ft., Fly 60 Ft. (Average)</p><p>AC: 17 (-1 Size, +8 Natural)</p><p>Attacks: 4 Bite +15 melee, 2 Claws +12 Melee, Gore +12 Melee; or tail slap +14 melee</p><p>Damage: Bite 2d4+9, Claw 1d8+4, Gore 2d6+4;or tail slap 1d10+9</p><p>Face/Reach: 5 Ft. By 5ft/10ft</p><p>Special Attacks: Improved Grab, Breath Weapon, Feral Rage</p><p>Special Qualities: Darkvision 60’, Low-Light vision, Immunities</p><p>Saves: Fort: +10 Ref: +5 Will: +2</p><p>Abilities: Str:26, Dex:11, Con:26, Int:6, Wis:11, Cha:6</p><p>Skills: Hide +13*, Listen +18, Search +18, Spot +18, Swim +19, Wilderness Lore +16</p><p>Feats: Flyby Attack, Hover, Improved Initiative, Multiattack, Weapon Focus (Bite), Wingover</p><p>Climate/Terrain: Any Land, or Warm Marsh and aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 11</p><p>Treasure: Half Standard</p><p>Alignment: Always Chaotic Evil</p><p>Advancement: By Character Class (Sorcerer)</p><p></p><p>The Swamp King is among the deadliest opponents in the world. He is a mutation that bred true over generations. With his four heads he can spew acid or flame, in many directions at once. He lurks deep within a bog, hunting and killing. He even hunts his own kind, the crocodile men of his swamp. </p><p></p><p>Combat</p><p></p><p>The Swamp King begins combat with his breath weapons, often favoring acid to fire. If this does not annihilate his opponent, the Swamp King flies into a rage. The improve grab ability is only used on an opponent he makes a meal of, usually the last one standing.</p><p></p><p>Breath Weapon (Ex): The Swamp King can breath a Line (5 ft. high, 5 ft. wide, and 60 ft. long) or Cone (30 ft. long) dealing 6d10 damage of Acid or Fire. A reflex save DC: 19 halves damage. This is usable once every 1d4 rounds, each head may fire a breath weapon, and the breath weapons need not be the same for each one, these count as one use. </p><p></p><p>Feral Rage (Ex): Once per day the Swamp King can enter a blood frenzy that grants it tremendous physical power at the cost of its special abilities. As a free action, the dragon enters a state of unthinking fury. It gains a +6 bonus to Strength and Constitution, and a +4 bonus to all Will saves, but it suffers a –4 penalty to AC and cannot use any of its supernatural or spell-like abilities. This rages lasts 5 rounds + the dragon’s rage enhanced Constitution modifier.</p><p></p><p>Immunities: The Swamp King is immune to sleep and paralysis effects as well as damage from Acid and Fire.</p><p></p><p>Improved Grab (Ex): To use this ability, the Swamp King must hit a medium or smaller opponent with a bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The Swamp King automatically deals bite damage each round it maintains this pin.</p><p></p><p>Skills: *The Swamp King gains a +12 racial bonus to Hide checks while submerged. The Swamp King gain a +8 racial bonus to all Swim checks as well as a +6 racial bonus to Listen, Search, and Spot checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 915231, member: 8301"] Yep, I'm a liiiiiiiiittle crazy sometimes. ;) Half-Human is from AEG Monster, Multiheaded is from the WotC site, Half-Dragon is from MM1, Half-Breed Dragon and Feral Dragon are from the Monster's Handbook Swamp King (Crocodile, Giant + Half-Human + Multiheaded (3 Extra) + Half-Black Dragon + Half-Breed Red Dragon + Feral Dragon) Large Dragon Hit Dice: 17d10+136 (229) Initiative: +4 (Improved Initiative) Speed: 40 Ft, Swim 15 Ft., Fly 60 Ft. (Average) AC: 17 (-1 Size, +8 Natural) Attacks: 4 Bite +15 melee, 2 Claws +12 Melee, Gore +12 Melee; or tail slap +14 melee Damage: Bite 2d4+9, Claw 1d8+4, Gore 2d6+4;or tail slap 1d10+9 Face/Reach: 5 Ft. By 5ft/10ft Special Attacks: Improved Grab, Breath Weapon, Feral Rage Special Qualities: Darkvision 60’, Low-Light vision, Immunities Saves: Fort: +10 Ref: +5 Will: +2 Abilities: Str:26, Dex:11, Con:26, Int:6, Wis:11, Cha:6 Skills: Hide +13*, Listen +18, Search +18, Spot +18, Swim +19, Wilderness Lore +16 Feats: Flyby Attack, Hover, Improved Initiative, Multiattack, Weapon Focus (Bite), Wingover Climate/Terrain: Any Land, or Warm Marsh and aquatic Organization: Solitary Challenge Rating: 11 Treasure: Half Standard Alignment: Always Chaotic Evil Advancement: By Character Class (Sorcerer) The Swamp King is among the deadliest opponents in the world. He is a mutation that bred true over generations. With his four heads he can spew acid or flame, in many directions at once. He lurks deep within a bog, hunting and killing. He even hunts his own kind, the crocodile men of his swamp. Combat The Swamp King begins combat with his breath weapons, often favoring acid to fire. If this does not annihilate his opponent, the Swamp King flies into a rage. The improve grab ability is only used on an opponent he makes a meal of, usually the last one standing. Breath Weapon (Ex): The Swamp King can breath a Line (5 ft. high, 5 ft. wide, and 60 ft. long) or Cone (30 ft. long) dealing 6d10 damage of Acid or Fire. A reflex save DC: 19 halves damage. This is usable once every 1d4 rounds, each head may fire a breath weapon, and the breath weapons need not be the same for each one, these count as one use. Feral Rage (Ex): Once per day the Swamp King can enter a blood frenzy that grants it tremendous physical power at the cost of its special abilities. As a free action, the dragon enters a state of unthinking fury. It gains a +6 bonus to Strength and Constitution, and a +4 bonus to all Will saves, but it suffers a –4 penalty to AC and cannot use any of its supernatural or spell-like abilities. This rages lasts 5 rounds + the dragon’s rage enhanced Constitution modifier. Immunities: The Swamp King is immune to sleep and paralysis effects as well as damage from Acid and Fire. Improved Grab (Ex): To use this ability, the Swamp King must hit a medium or smaller opponent with a bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The Swamp King automatically deals bite damage each round it maintains this pin. Skills: *The Swamp King gains a +12 racial bonus to Hide checks while submerged. The Swamp King gain a +8 racial bonus to all Swim checks as well as a +6 racial bonus to Listen, Search, and Spot checks. [/QUOTE]
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