Large stuff.

takyris

First Post
Hi, first post here, pardon me if I'm screwing something up...

The "Colossal quadruped" thread gave me an idea. I just whipped this up -- again, didn't have the Monster Builder guide on-hand, so pardon me if I got stuff wrong. Right now the saves are absurdly high, but that's what the DCs would be using the 10+1/2HD+Con(or Cha for mind-affecting) method.

Conscriptor
Colossal Magical Beast
Hit Dice: 32d10+288 (464 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft.
AC: 21 (-8 size, +19 natural)
Attacks: Bite +40 melee (-8 size)
Damage: Bite 4d8+24 (subdual) and poison
Face/Reach: 40 ft. by 80 ft./15 ft.
Special Attacks: Spores,
Special Qualities: Fast Healing 10
Saves: Fort +27, Ref +18, Will +10
Abilities: Str 42, Dex 10, Con 28, Int 3, Wis 11, Cha 5
Skills: Listen +5, Spot +5
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary plus 4d20 random creatures
Challenge Rating: 12 (?)
Treasure: None
Alignment: Usually neutral
Advancement:

Whether they are organic recruiting devices or simply strange creatures who form symbiotic relationships to protect themselves, the conscriptors are powerful, massive, and dangerous beasts. Almost too large to be believed, they appear to be something like an enormous yak or buffalo, shaggy beasts with hooved feat and enormous curving horns. A closer look reveals that within the shaggy fur are a multitude of pouches, some of which may contain creatures of large size or smaller.

The conscriptor pursues anything it perceives as a combatative creature. This includes any creature that strikes it for damage, or that it understands to be holding a weapon (its understanding of weapons pretty much means that farmers holding rakes and hoes are likely to be targetted). If reduced to less than three-quarters of its total hit points, it will bring forth its defenders to fight for it. Otherwise, it simply tries to collect more "recruits" as it can. It rarely fights to kill.

Subdual bite(Ex): The conscriptor can choose to deliver subdual damage instead of regular damage. It only delivers lethal damage if it is reduced to one-quarter hit points or fewer.

Improved grab(Ex): If the conscriptor hits with a bite, it can grab as a free action. Grabbed opponents take an additional 4d8+24 subdual damage and can be transferred to a holding pouch as a move-equivalent action next round.

Posion(Ex): Initial damage 2d6 Wisdom. Secondary damage paralyzation 2d6 minutes. Fort (35) resists.

Spores(Su): Usable every 1d4 rounds as a free action. These spores emanate out 20 ft. from the conscriptor. Victims failing a Will Save (23) are charmed as though by a Charm Monster spell, and do their best to climb up the conscriptor's legs (Climb DC 10) and get into one of the pouches.

Pouches(Ex): A conscriptor has four pouches per Hit Die spaced all along its torso and flanks. Each pouch can hold one creature of Large size or smaller. The conscriptor's pouches serve to keep victims pliable and strong, to better defend the conscriptor against attacks. A victim held in a pouch is trapped unless he can wriggle free (Escape Artist, DC30), burst free (Strength DC25) or cut himself free with a weapon that was in-hand at the time he entered (AC21, 25 hit points damage will free them). While in the pouches, magical energy washes over the victim. Every hour that a victim is in the pouch, they automatically suffer a –1 penalty to Wisdom, Intelligence, and Charisma (Minimum 1), and gain a +1 to Strength and Constitution (Maximum +10). Victims also gain immunity to disease and poison, and are cured of any poisons or diseases that may be affecting them (except those produced by the conscriptor. Victims also heal 1 point of damage each minute while in the pouches. Every minute spent in the pouch by an uncharmed victim requires a Will Save as though affected by the spores.

Any area effect spell that hits the conscriptor also affects any creatures in pouches that were in the area of effect. Ranged attacks have a 25% chance of hitting a creature in a pouch instead of the conscriptor unless the ranged attacker is targeting the legs or head specifically. For these attacks, consider the conscriptor to have AC 25.

The conscriptor's poison and spores are inherently short-lived. Victims gradually build up a tolerance to the effects. After one week, victims may begin to make weekly saves against the charm effect, with a +2 bonus each week. When a once-charmed creature comes out from under the effects of the spores, the pouch releases him. Sages point to this effect as evidence that the conscriptor is not evil but simply wishes to have protection and assistance for a short time. Detractors simply claim that the poison is less than effective as victims build up a tolerance to it.

Fluid from the conscriptor's pouch is sought by alchemists and healers for its powerful magics, and may fetch up to 100gp per vial collected. An individual pouch fills one vial.

Too weird? I just like the ideas of these creatures wandering the plains, taking people and using them and then spitting them out later...

-Tacky
 

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Too Weird?

Are you kidding? Weird is Good.

I really like this variant. It's a very creative take on the whole Rongoon thing, and it's got a couple ideas I wished I came up with on my own.
Don't worry too much about the saves... I found Rongoon's to be substantially high too, particularly with the trampling business, and I was a little taken aback with them, frankly. But they were done 'by the book'....

Again, original and excellent. Keep them coming.

-MsM
 

This sounds like it could also be made into a planar hazard (like the Astral wossname, with the one eye, big teeth, y'know, Wossname). Random planar destinations as it wanders around, picking up strange creatures (tieflings, bariaur, et al.) and depositing them in the unlikeliest of places (Waterdeep, Underdark, etc.).

Very creative, and looks like it would be somewhat frightening to roleplay as a GM.

- Devon
 

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