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<blockquote data-quote="Eosin the Red" data-source="post: 1277920" data-attributes="member: 168"><p>Next up....something mystical.</p><p></p><p><span style="font-size: 18px">Garm the Reaver</span> (picture of Shadow Mastiff) </p><p>Huge Magical Beast - Entuku </p><p>Hit Dice: 36d10+360 (546 hp) </p><p>Initiative: +8 (+4 dex, +4 improved initiative) </p><p>Speed: 60 ft </p><p>AC: 32 (-2 size, +4 dex, +20 natural armor) </p><p>Attacks: Bite +51 melee </p><p>Damage: Bite 4d10 + 15 </p><p>Face/Reach: 5ft x 5ft/ 10 ft </p><p>Saves: Fort +28, Ref +23, Will +14 </p><p>Abilities: Str 40 (+15) Dex 18 (+4), Con 31 (+10), Int 10, Wis 14, Cha 14 </p><p>Skills: Hide +12, Intuit Direction +6, Jump +25, Listen +22, Move Silently +12, Spot +22 </p><p>Feats: Blind Fight, Improved Initiative, Combat Reflexes, Power Attack, Cleave, Improved Bull Rush, Great Cleave, and Endurance, </p><p>Climate/Terrain: Any Land </p><p>Organization: Solitary (unique monster) </p><p>Challenge Rating: 20+ </p><p>Treasure: None </p><p>Alignment: Chaotic Evil </p><p>Advancement: None </p><p> </p><p>Garm is one of the five Entuku, beasts of legend that even the celestine fear. These beasts, the Entuku, have not been seen for thousands of years, but the terror they inspire is still palpable. All of the Entuku have been imprisoned or lie dormant awaiting some stimulus. Garm was captured by one of the Celestine long ago. </p><p></p><p><em>[DM Note: Brón has kept Garm captive in some undisclosed location and uses the threat of the beasts release to collect a blood tithe from several lands. Brón is one of the Celestine but he has lost his immortality somehow and must use massive scale blood magic in order to keep himself alive. Each year close to a thousand humans are given over to him for use in his grisly rituals.]</em></p><p> </p><p>Combat:</p><p>Garm is a fearless hunter and loves to terrorize his opponents before moving in for the kill. He uses his special abilities to paralyze foes and then rushes at them. Sending most into a blind panic. Garm loves to scatter opponents so he can take time with each kill; with his exceptional abilities he is not worried about loosing any prey. </p><p> </p><p>Augmented Critical (Ex): Garm threatens a critical on 18-20, dealing triple damage on a successful critical hit. </p><p> </p><p>Aura of Fear (Su): Garm can inspire fear by baying or attacking. Affected creatures must succeed at a Will save (DC 22) or become shaken, remaining shaken until the leave the area of effect. </p><p> </p><p>Chill Aura (Su): Garm radiates a 90-foot-radius aura of utter cold. While this aura does not injure living things it spoils any food and drink. In addition, it ruins holy water, potions, oils, and ointments unless the items succeed at a Fort save (DC 25). </p><p></p><p>This bone chilling cold is so distinctive that anyone exposed to it once instantly recognizes it in the future.</p><p> </p><p>Growl (Su): When Garm growls most beings find themselves rooted and unable to move. This sonic, mind-affecting compulsion affects all creatures within a 100-foot cone. Creatures must succeed at a Will save (DC 22) or remain motionless as long as Garm growls, even if they are attacked. However, if attacked or violently shaken (a full round), a victim is allowed another saving throw. Once a creature has resisted or broken the effect it cannot be affected again for one day. </p><p> </p><p>Immunities (Ex): Garm does not suffer from cold, poison, or disease. </p><p> </p><p>Naming (Su): Speaking Garms name out loud is dangerous. If Garm is free he automatically gets the speakers scent. Hence, Garm is often referred to by nicknames such as the Reaver, the Hound of Ill Omen, or Hell Hound. </p><p> </p><p>Regeneration (Ex): No form of attack deals normal damage to Garm. He regenerates even if disintegrated or slain with death magic: these attacks forms merely reduce him to –10 hit points. He is immune to effects that produce bleeding wounds such as a sword of wounding. There is a method that can permanently slay Garm but that is lost to legend. </p><p> </p><p>Rend (Ex): If Garm hits an opponent who has been tripped he can attempt to Rend. He must make a second attack roll against that creature; if he fails he has delivered no damage that round. If his second attack roll hit Garm has attacked a vital location and can continue to rend that creature for 8d10+30. </p><p> </p><p>Spell Resistance (Su): Garm has an innate spell resistance of 30. </p><p> </p><p>Skills: Garm receives a +8 racial bonus to hide and move silently. He receives a +4 to intuit direction.</p><p> </p><p>Tracking (Ex): If Garm gets a scent he can follow his prey nearly anywhere. He may track as if guided by a discern location spell.</p><p> </p><p>Trip (Ex): When Garm hits with a bite attack he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip Garm.</p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 1277920, member: 168"] Next up....something mystical. [SIZE=5]Garm the Reaver[/SIZE] (picture of Shadow Mastiff) Huge Magical Beast - Entuku Hit Dice: 36d10+360 (546 hp) Initiative: +8 (+4 dex, +4 improved initiative) Speed: 60 ft AC: 32 (-2 size, +4 dex, +20 natural armor) Attacks: Bite +51 melee Damage: Bite 4d10 + 15 Face/Reach: 5ft x 5ft/ 10 ft Saves: Fort +28, Ref +23, Will +14 Abilities: Str 40 (+15) Dex 18 (+4), Con 31 (+10), Int 10, Wis 14, Cha 14 Skills: Hide +12, Intuit Direction +6, Jump +25, Listen +22, Move Silently +12, Spot +22 Feats: Blind Fight, Improved Initiative, Combat Reflexes, Power Attack, Cleave, Improved Bull Rush, Great Cleave, and Endurance, Climate/Terrain: Any Land Organization: Solitary (unique monster) Challenge Rating: 20+ Treasure: None Alignment: Chaotic Evil Advancement: None Garm is one of the five Entuku, beasts of legend that even the celestine fear. These beasts, the Entuku, have not been seen for thousands of years, but the terror they inspire is still palpable. All of the Entuku have been imprisoned or lie dormant awaiting some stimulus. Garm was captured by one of the Celestine long ago. [i][DM Note: Brón has kept Garm captive in some undisclosed location and uses the threat of the beasts release to collect a blood tithe from several lands. Brón is one of the Celestine but he has lost his immortality somehow and must use massive scale blood magic in order to keep himself alive. Each year close to a thousand humans are given over to him for use in his grisly rituals.][/i] Combat: Garm is a fearless hunter and loves to terrorize his opponents before moving in for the kill. He uses his special abilities to paralyze foes and then rushes at them. Sending most into a blind panic. Garm loves to scatter opponents so he can take time with each kill; with his exceptional abilities he is not worried about loosing any prey. Augmented Critical (Ex): Garm threatens a critical on 18-20, dealing triple damage on a successful critical hit. Aura of Fear (Su): Garm can inspire fear by baying or attacking. Affected creatures must succeed at a Will save (DC 22) or become shaken, remaining shaken until the leave the area of effect. Chill Aura (Su): Garm radiates a 90-foot-radius aura of utter cold. While this aura does not injure living things it spoils any food and drink. In addition, it ruins holy water, potions, oils, and ointments unless the items succeed at a Fort save (DC 25). This bone chilling cold is so distinctive that anyone exposed to it once instantly recognizes it in the future. Growl (Su): When Garm growls most beings find themselves rooted and unable to move. This sonic, mind-affecting compulsion affects all creatures within a 100-foot cone. Creatures must succeed at a Will save (DC 22) or remain motionless as long as Garm growls, even if they are attacked. However, if attacked or violently shaken (a full round), a victim is allowed another saving throw. Once a creature has resisted or broken the effect it cannot be affected again for one day. Immunities (Ex): Garm does not suffer from cold, poison, or disease. Naming (Su): Speaking Garms name out loud is dangerous. If Garm is free he automatically gets the speakers scent. Hence, Garm is often referred to by nicknames such as the Reaver, the Hound of Ill Omen, or Hell Hound. Regeneration (Ex): No form of attack deals normal damage to Garm. He regenerates even if disintegrated or slain with death magic: these attacks forms merely reduce him to –10 hit points. He is immune to effects that produce bleeding wounds such as a sword of wounding. There is a method that can permanently slay Garm but that is lost to legend. Rend (Ex): If Garm hits an opponent who has been tripped he can attempt to Rend. He must make a second attack roll against that creature; if he fails he has delivered no damage that round. If his second attack roll hit Garm has attacked a vital location and can continue to rend that creature for 8d10+30. Spell Resistance (Su): Garm has an innate spell resistance of 30. Skills: Garm receives a +8 racial bonus to hide and move silently. He receives a +4 to intuit direction. Tracking (Ex): If Garm gets a scent he can follow his prey nearly anywhere. He may track as if guided by a discern location spell. Trip (Ex): When Garm hits with a bite attack he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip Garm. [/QUOTE]
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