DonaldRumsfeldsTofu
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The Beast of Bald Mountain
Colossal Outsider (Evil, Native)
HitDice: 40d8+5 (325 hp)
Initiative: +5 (Dex)
Speed: 60 ft., Climb 50 ft., fly 60 ft. (Average)
AC: 17 (+10 Natural, -8 Size, +5 Dexterity)
Attacks: Two claws +35, one bite +30
Damage: Two claws 4d6+13 and 5d4 flame damage, one bite 4d6+6
Face/Reach: 40x40 ft./25 ft.
Special Attacks: Flaming Hands, Summon Undead, Summon Outsiders, Frightful Presence, Fear Aura, Swallow Whole, Spells
Special Qualities: Sunlight Vulnerability, Mastery of Cosmic Music, DR 15/Good, SR 25, Symbiosis
Saving Throws: Fort: +31, Ref: +27, Will: +22
Abilities: Str 37, Dex 20, Con 29, Int 16, Wis 10, Cha 24
Skills: Perform (Any): +60, Spot: +43, Knowledge (Religion): +46, Intimidate: +50, Concentration: +29, Diplomacy: +27, Hide: +48, Listen: +43, Read Lips: +46,
Feats: (I’m lazy. I’ll do it’s feats later. Like it isn’t fecking powerful enough)
Organization: Unique
Challenge Rating: 50 (?)
Treasure: None
Alignment: Neutral Evil
Advancement: -
What you believed to be the peak of the mountain opens up to reveal to be the batlike wings of a mammoth fiend, with long horns, muscular taloned arms, dark-blue eyes, and a pair of large piercing white eyes. It begins to move it’s arms like a conductor, creating a fearsome and bellicose anthem, and choreographing a dance of tortured wraiths and fiends
The small town of Bald is no longer inhabited. The only human society that exists in this ghost town is a powerful and ancient monastery. The reason for this is not very evident, at first, but for one night every decade, an ancient monster awakens. Although it doesn’t look it, Bald Mountain, the colossal hill on the edge of the city, is one of the most powerful portals connecting the Material Plane and the evil-aligned Outer Planes. Fortunately, an ancient ritual performed by numerous powerful Good-aligned entities has suppressed the powerful magic. But the magic weakens on a certain night of the year every ten years, and an ancient and ferocious looking demon emerges from Bald Mountain, summoning armies of ghosts, demons, daemons, and devils, and conducting a symphony of orgiastic demonic dance and festivities. Although sages have a hard time determining whether the creature is a devil, a demon, or a daemon (it appears to have the uncanny and rare ability to bring out a sense of brotherhood between demons and devils), it can be certain that it is some form of bard, and has the amazing ability to conduct a fearsome battle hymn without an orchestra. Fortunately for the material plane, this melee only lasts until daylight, and never exceeds the five-mile radius of the mountain. Once the horrific night is over, all of the clerics and monks and abbesses in the monetary celebrate by making a seven-mile hike at dawn carrying torches and singing “Ave Maria”. When the beast hears the beginnings of this song, he knows dawn is near, flings all of the fiends back into hell, allows the undead to rest, and begins his ten-month slumber. The beast can speak many tongues, but seldom does so.
Combat:
The beast itself is more interested in it’s music than in battling, and will only bother to battle if seriously provoked. It’s reveling minions will gleefully murder any nonevil entity they come upon in the process of dancing.
Burning Hands (Sp): The beast acts as if continuously under a Burning Hands spell, that activates whenever he uses his slam attack.
Summon Undead (Su): The Beast of Bald Mountain, by covering the land below with his shadow, can cause graveyards to come alive, creating, 2d20 worth of Wraiths, 1d20 worth of Spectres, and 1d20 Spectral Horsemen. (5th level fighters with the spectral template applied riding horses with the spectral template applied) They must make will saves (DC 30) or do nothing but revel and joyously attack any nonevil creature that enters their field of vision. They must not leave the five-mile radius of Bald Mountain, and are unsummoned at dawn of the next day.
Summon Outsiders (Su): The Beast of Bald Mountain, by causing fissures in the mountain, can open up portals to Hades, Hell, and the Abyss, can summon 1d10 Dretches, 1d10 Quasits, 1d6 Babau, 1d6 Succubi, 1d6 Vrocks, 1d4 Bebilths, 1d4 Hezrou, 1d6 Uridezu, 1d6 Armanites, 1d10 Manes, 1d8 Rutterkin, 1d6 Bar-Lguras, 1d6 Babau, 1d6 Shadow Demons, 1d4 Chasmes, 1d10 Abyssal Maws, 1d10 Abyssal Sulkers, 1d6 Abyssal Ravagers, 1d6 Jovocs, 1d4 Palrethees, 1d4 Zovvuts, 1d6 Yochlols, 1d4 Ghours, 1d4 Maurezhi, 1d6 Skulvyns, 1d8 Advespa, 1d4 Amnizu, 1d4 Malebranches, 1d6 Kocrachons, 1d8 Spinagons, 1d4 Narzugons, 1d10 Lemures, 1d10 Imps, 1d6 Barbazus, 1d6 Kytons, 1d6 Hellcats, 1d4 Erinyes, 1d4 Osyluths, 1d4 Hamatulas, 1d6 Canoloths, 1d4 Mezzoloths, 1d2 Marraenoloths, 1d2 Yagnoloths, 1d6 White, Black and Green Abashais, and 1d4 Blue and Red ones, 1d4 Vaporighus, 1d6 Vaaths, 1d6 Achaierai, 1d8 Lesser Barghests, 1d6 Greater Barghests, 1d8 Hell Hounds, 1d4 Cerberi, (Nessian War Hounds with the Multiheaded Template added to give them three heads) 1d8 Howlers, 1d2 Night Hags, 1d6 Nightmares, 1d10 Vargouilles, 1d6 Fiendish Harpies, 1d6 Fiendish Gargoyles, 1d10 Euphoric Imps, 1d10 Filth Imps, 1d2 Piscoloths, 1d2 Abyssal Ghouls, 1d6 Half-Fire Elemental Succubi, 1d6 Fiendish Anthropomorphic Barnyard Animals (Pigs, Donkeys, and Goats), and a 20 percent chance of summoning a demon of higher power.
1d%
1-80: No demon summoned
81: Gorristro
82: Glabrezu
83: Nalfeshnee
83: Marilith
85: Balor
86: Jarilith
87: Kelvezu
88: Blood Fiend
89: Wastrilith
90: Myrmyxicus
91: Cerebrilith
92: Gargatula
93: Gelugon
94: Cornugon
95: Pit Fiend
96: Nycaloth
97: Ultroloth
98: Arcanloth
99: Paeliryon
100: Xefilstyx
After being summoned, all Fiends must make a Will save (DC 30), or do nothing but revel and joyously attack any nonevil creature that enters their field of vision, despite the fact that under normal circumstances, demons and devils are sworn enemies. They must not leave the five-mile radius of Bald Mountain, and are banished back into their own plane at dawn of the next day.
Bardic Spells (Sp): The beast can cast Daze, Dancing Lights, Flare, Ghost Sound, Mage Hand, Mending, Charm Person, Protection from Good, Hypnotism, Grease, Expeditious Retreat, Bull’s Strength, Enthrall, Sound Burst, Hypnotic Pattern, Glitterdust, Bestow Curse, Blink, Gaseous Form, Charm Monster, Magic Circle Against Good, Dominate Person, Hold Monster, Dismissal, Shout, Contact Other Plane, Greater Dispelling, Persistent Image, Mislead, Nightmare, Control Weather, Repulsion, Plane Shift, and Mass Suggestion as a 20th level Bard
Frightful Presence (Ex): The beast can inspire terror by dramatically conducting music, charging, or attacking. Affected creatures must make a DC 37 will save or become shaken, remaining in that condition as long as they remain within sixty feet of it. The save DC is Charisma based.
Fear Aura (Su): At will, the beast can chose to activate a fear aura, creating a 30 foot radius around the entity, causing encompassed creatures to be effected as if hit by a Fear spell cast by a 20th level sorcerer. Will (DC 37) negates.
Swallow Whole: The Beast can try to swallow a grapple opponent of Huge or larger size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the digestive juices. A swallowed creature can cut it’s way out by doing 50 points of damage to the beast’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it’s own way out. The beast’s gullet can hold 4 huge, 16 large, 64 medium, 256 small, or 1024 tiny or smaller creatures.
Sunlight Vulnerability (Ex): The beast will be utterly destroyed if it is exposed to sunlight for more than a minute. A mere daylight spell will not do the trick. Covering it’s body with it’s wings negates the effect, and such is the position in which it sleeps.
Mastery of Cosmic Music (Su): The beast, by moving it’s hands in a fashion that resembles an orchestra conductor, can create high-volume orchestrated music heard from a ten mile radius without any form of musical instrument. It still must make a perform check to determine the quality, however. This allows it to use it’s bardic spells without verbal components.
Symbiosis (Su): Due to ancient and powerful celestial magic placed on it, the beast is bound to Bald Mountain. It must never stray within five miles of it. If it does, it becomes ill and dies with in 4d6 hours. The symbiosis also compels the monster to be held in a state of deep slumber at the tip of the mountain for all eternity, only awakening on New Years Eve every tenth year.
This monster originally appeared in Walt Disney's Fantasia.
The Beast of Bald Mountain
Colossal Outsider (Evil, Native)
HitDice: 40d8+5 (325 hp)
Initiative: +5 (Dex)
Speed: 60 ft., Climb 50 ft., fly 60 ft. (Average)
AC: 17 (+10 Natural, -8 Size, +5 Dexterity)
Attacks: Two claws +35, one bite +30
Damage: Two claws 4d6+13 and 5d4 flame damage, one bite 4d6+6
Face/Reach: 40x40 ft./25 ft.
Special Attacks: Flaming Hands, Summon Undead, Summon Outsiders, Frightful Presence, Fear Aura, Swallow Whole, Spells
Special Qualities: Sunlight Vulnerability, Mastery of Cosmic Music, DR 15/Good, SR 25, Symbiosis
Saving Throws: Fort: +31, Ref: +27, Will: +22
Abilities: Str 37, Dex 20, Con 29, Int 16, Wis 10, Cha 24
Skills: Perform (Any): +60, Spot: +43, Knowledge (Religion): +46, Intimidate: +50, Concentration: +29, Diplomacy: +27, Hide: +48, Listen: +43, Read Lips: +46,
Feats: (I’m lazy. I’ll do it’s feats later. Like it isn’t fecking powerful enough)
Organization: Unique
Challenge Rating: 50 (?)
Treasure: None
Alignment: Neutral Evil
Advancement: -
What you believed to be the peak of the mountain opens up to reveal to be the batlike wings of a mammoth fiend, with long horns, muscular taloned arms, dark-blue eyes, and a pair of large piercing white eyes. It begins to move it’s arms like a conductor, creating a fearsome and bellicose anthem, and choreographing a dance of tortured wraiths and fiends
The small town of Bald is no longer inhabited. The only human society that exists in this ghost town is a powerful and ancient monastery. The reason for this is not very evident, at first, but for one night every decade, an ancient monster awakens. Although it doesn’t look it, Bald Mountain, the colossal hill on the edge of the city, is one of the most powerful portals connecting the Material Plane and the evil-aligned Outer Planes. Fortunately, an ancient ritual performed by numerous powerful Good-aligned entities has suppressed the powerful magic. But the magic weakens on a certain night of the year every ten years, and an ancient and ferocious looking demon emerges from Bald Mountain, summoning armies of ghosts, demons, daemons, and devils, and conducting a symphony of orgiastic demonic dance and festivities. Although sages have a hard time determining whether the creature is a devil, a demon, or a daemon (it appears to have the uncanny and rare ability to bring out a sense of brotherhood between demons and devils), it can be certain that it is some form of bard, and has the amazing ability to conduct a fearsome battle hymn without an orchestra. Fortunately for the material plane, this melee only lasts until daylight, and never exceeds the five-mile radius of the mountain. Once the horrific night is over, all of the clerics and monks and abbesses in the monetary celebrate by making a seven-mile hike at dawn carrying torches and singing “Ave Maria”. When the beast hears the beginnings of this song, he knows dawn is near, flings all of the fiends back into hell, allows the undead to rest, and begins his ten-month slumber. The beast can speak many tongues, but seldom does so.
Combat:
The beast itself is more interested in it’s music than in battling, and will only bother to battle if seriously provoked. It’s reveling minions will gleefully murder any nonevil entity they come upon in the process of dancing.
Burning Hands (Sp): The beast acts as if continuously under a Burning Hands spell, that activates whenever he uses his slam attack.
Summon Undead (Su): The Beast of Bald Mountain, by covering the land below with his shadow, can cause graveyards to come alive, creating, 2d20 worth of Wraiths, 1d20 worth of Spectres, and 1d20 Spectral Horsemen. (5th level fighters with the spectral template applied riding horses with the spectral template applied) They must make will saves (DC 30) or do nothing but revel and joyously attack any nonevil creature that enters their field of vision. They must not leave the five-mile radius of Bald Mountain, and are unsummoned at dawn of the next day.
Summon Outsiders (Su): The Beast of Bald Mountain, by causing fissures in the mountain, can open up portals to Hades, Hell, and the Abyss, can summon 1d10 Dretches, 1d10 Quasits, 1d6 Babau, 1d6 Succubi, 1d6 Vrocks, 1d4 Bebilths, 1d4 Hezrou, 1d6 Uridezu, 1d6 Armanites, 1d10 Manes, 1d8 Rutterkin, 1d6 Bar-Lguras, 1d6 Babau, 1d6 Shadow Demons, 1d4 Chasmes, 1d10 Abyssal Maws, 1d10 Abyssal Sulkers, 1d6 Abyssal Ravagers, 1d6 Jovocs, 1d4 Palrethees, 1d4 Zovvuts, 1d6 Yochlols, 1d4 Ghours, 1d4 Maurezhi, 1d6 Skulvyns, 1d8 Advespa, 1d4 Amnizu, 1d4 Malebranches, 1d6 Kocrachons, 1d8 Spinagons, 1d4 Narzugons, 1d10 Lemures, 1d10 Imps, 1d6 Barbazus, 1d6 Kytons, 1d6 Hellcats, 1d4 Erinyes, 1d4 Osyluths, 1d4 Hamatulas, 1d6 Canoloths, 1d4 Mezzoloths, 1d2 Marraenoloths, 1d2 Yagnoloths, 1d6 White, Black and Green Abashais, and 1d4 Blue and Red ones, 1d4 Vaporighus, 1d6 Vaaths, 1d6 Achaierai, 1d8 Lesser Barghests, 1d6 Greater Barghests, 1d8 Hell Hounds, 1d4 Cerberi, (Nessian War Hounds with the Multiheaded Template added to give them three heads) 1d8 Howlers, 1d2 Night Hags, 1d6 Nightmares, 1d10 Vargouilles, 1d6 Fiendish Harpies, 1d6 Fiendish Gargoyles, 1d10 Euphoric Imps, 1d10 Filth Imps, 1d2 Piscoloths, 1d2 Abyssal Ghouls, 1d6 Half-Fire Elemental Succubi, 1d6 Fiendish Anthropomorphic Barnyard Animals (Pigs, Donkeys, and Goats), and a 20 percent chance of summoning a demon of higher power.
1d%
1-80: No demon summoned
81: Gorristro
82: Glabrezu
83: Nalfeshnee
83: Marilith
85: Balor
86: Jarilith
87: Kelvezu
88: Blood Fiend
89: Wastrilith
90: Myrmyxicus
91: Cerebrilith
92: Gargatula
93: Gelugon
94: Cornugon
95: Pit Fiend
96: Nycaloth
97: Ultroloth
98: Arcanloth
99: Paeliryon
100: Xefilstyx
After being summoned, all Fiends must make a Will save (DC 30), or do nothing but revel and joyously attack any nonevil creature that enters their field of vision, despite the fact that under normal circumstances, demons and devils are sworn enemies. They must not leave the five-mile radius of Bald Mountain, and are banished back into their own plane at dawn of the next day.
Bardic Spells (Sp): The beast can cast Daze, Dancing Lights, Flare, Ghost Sound, Mage Hand, Mending, Charm Person, Protection from Good, Hypnotism, Grease, Expeditious Retreat, Bull’s Strength, Enthrall, Sound Burst, Hypnotic Pattern, Glitterdust, Bestow Curse, Blink, Gaseous Form, Charm Monster, Magic Circle Against Good, Dominate Person, Hold Monster, Dismissal, Shout, Contact Other Plane, Greater Dispelling, Persistent Image, Mislead, Nightmare, Control Weather, Repulsion, Plane Shift, and Mass Suggestion as a 20th level Bard
Frightful Presence (Ex): The beast can inspire terror by dramatically conducting music, charging, or attacking. Affected creatures must make a DC 37 will save or become shaken, remaining in that condition as long as they remain within sixty feet of it. The save DC is Charisma based.
Fear Aura (Su): At will, the beast can chose to activate a fear aura, creating a 30 foot radius around the entity, causing encompassed creatures to be effected as if hit by a Fear spell cast by a 20th level sorcerer. Will (DC 37) negates.
Swallow Whole: The Beast can try to swallow a grapple opponent of Huge or larger size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the digestive juices. A swallowed creature can cut it’s way out by doing 50 points of damage to the beast’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it’s own way out. The beast’s gullet can hold 4 huge, 16 large, 64 medium, 256 small, or 1024 tiny or smaller creatures.
Sunlight Vulnerability (Ex): The beast will be utterly destroyed if it is exposed to sunlight for more than a minute. A mere daylight spell will not do the trick. Covering it’s body with it’s wings negates the effect, and such is the position in which it sleeps.
Mastery of Cosmic Music (Su): The beast, by moving it’s hands in a fashion that resembles an orchestra conductor, can create high-volume orchestrated music heard from a ten mile radius without any form of musical instrument. It still must make a perform check to determine the quality, however. This allows it to use it’s bardic spells without verbal components.
Symbiosis (Su): Due to ancient and powerful celestial magic placed on it, the beast is bound to Bald Mountain. It must never stray within five miles of it. If it does, it becomes ill and dies with in 4d6 hours. The symbiosis also compels the monster to be held in a state of deep slumber at the tip of the mountain for all eternity, only awakening on New Years Eve every tenth year.
This monster originally appeared in Walt Disney's Fantasia.