Misc. Monsters

dhaga said:
For the Forbicilith's Shear attack -- would it be 6x damage on a crit, since they are x3?

SRD said:
MULTIPLYING
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

x4 is right. D&d has a rather "unique" definition for "multiplying".

pallidpatience said:
I've just read through the entire thread, and I think that every monster here is perfect. The one complaint I have is the amount of times you confused the Forcibilith (forbicilith?)'s name in its own post. Might want to go back over that and fix it.

:o You're right. It should be forbici=scissors.
 
Last edited:

log in or register to remove this ad

New critter, angry demon.

Varthighur
Medium Outsider (evil, extraplanar, tanar’ri)
Hit Dice: 12d8+48 (102 hp)
Initiative: +7
Speed: 50 ft.
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +12/+14
Attack: claw +15 melee (1d8+2/19-20) or stinger +12 melee (1d6+1 plus poison)
Full Attack: 2 claws +15 melee (1d8+2/19-20) and 2 stingers +12 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury’s parasite, infuriating gaze, poison, spell-like abilities
Special Qualities: Damage reduction 10/good, immunity to electricity and poison, read temper, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +12, Ref +11, Will +10
Abilities: Str 15, Dex 16, Con 19, Int 16, Wis 15, Cha 18
Skills: Bluff +19, Climb +17, Concentration +19, Diplomacy +6, Intimidate +21, Jump +25, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +17, Sense Motive +17, Spot +17, Survival +17 (+19 on the planes)
Feats: Ability Focus (infuriating gaze), Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw)
Environment: Any (Infinite Layers of the Abyss)
Organization: Solitary or team (2-5)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium)

Vaguely humanoid, this black-skinned creature has powerful clawed arms and hoofed legs. Two segmented tentacles grow from its shoulders, both ending in a poison dripping stinger. The fiends head is a wrinkled mass of black flesh, topped by a crown of nine short red horns. Devoid of any other facial features, it has a vertical chain of four red burning eyes down the front of its head.

A barbarian’s nightmare, varthighurs feed on other creatures’ anger. These aggressive, brutal, and sadistic fiends were originally created by demon lords as a countermeasure against barbazu shock troops in the blood war. Their abilities enable them to short work of an entire squad of breaded devils.
A Varthighur that finds its way to the Prime Material Plane will often subjugate tribes of savage humanoids and become a dreaded warlord.
Varthighurs in positions of power have also been known to create arenas and battlegrounds where they host brutal fights, gorging itself on the released rage of the combatants.

Combat:
(In the following ability descriptions rage and frenzy refer to any class ability, racial ability, or spell effect that works like a barbarians rage or a frenzied berserker’s frenzy ability. Raging and frenzied creatures refers to creatures under the effect of such abilities.)

Fury’s Parasite (Su): At the beginning of each round, as an immediate action, a varthighur can increase its size depending on the number of raging or frenzied characters within 40 feet.
If one such character is within 40 feet, a varthighur can increase its size to Large. 3, 7, or 15 raging or frenzied characters allow a varthighur to increase its size to Huge, Gargantuan, and Colossal respectively. On top of that, for each size category above Medium, two new stingers grow from a varthighur’s shoulders.
Apply the following changes to a varthighur’s statistics based on the number of raging or frenzied creatures within 40 ft.:

1 to 2 raging or frenzied creatures:
Large Outsider; 12d8+72; 126 hp; AC: 22 (-1 Size, +2 Dex, +11 natural), touch 11, flat-footed 20; Grp +22, Atk claw +18 (2d6+6/19-20); Full Atk 2 claws +18 (2d6+6/19-20) and 4 stingers +15 (1d8+3 plus poison);Space/reach 10ft./10 ft.; SV Fort +14, Ref +10; Str 23, Dex 14, Con 23; Climb +21, Jump +29; The save DC for its poison attack becomes 22.

3 to 6 raging or frenzied creatures:
Huge Outsider ; 12d8+96; 150 hp; AC: 23 (-2 Size, +1 Dex, +14 natural), touch 9, flat-footed 22; Grp +30, Atk claw +21 (3d6+10/19-20); Full Atk 2 claws +21 (3d6+10/19-20) and 6 stingers +18 (2d6+5 plus poison);Space/reach 15ft./15 ft.; SV Fort +16, Ref +9; Str 31, Dex 12, Con 27; Climb +25, Jump +33; The save DC for its poison attack becomes 24.

7 to 14 raging or frenzied creatures:
Gargantuan Outsider ; 12d8+120; 174 hp; AC: 25 (-4 Size, +1 Dex, +18 natural), touch 7, flat-footed 24; Grp +38, Atk claw +23 (4d6+14/19-20); Full Atk 2 claws +23 (4d6+14/19-20) and 8 stingers +20 (3d6+7 plus poison);Space/reach 20ft./20 ft.; SV Fort +18, Ref +9; Str 39, Dex 12, Con 31; Climb +29, Jump +37; The save DC for its poison attack becomes 26.

15 or more raging or frenzied creatures:
Colossal Outsider ; 12d8+144; 198 hp; AC: 26 (-8 Size, +1 Dex, +23 natural), touch 3, flat-footed 25; Grp +46, Atk claw +23 (6d6+18/19-20); Full Atk 2 claws +23 (6d6+18/19-20) and 10 stingers +20 (4d6+9 plus poison);Space/reach 30ft./30 ft.; SV Fort +20, Ref +9; Str 47, Dex 12, Con 35; Climb +33, Jump +41; The save DC for its poison attack becomes 28.
If the number of frenzied or raging creatures within 40 ft. of the varthighur drops below the minimum number necessary for its current size, the demon shrinks to the next biggest size that can be supported.


Infuriating Gaze (Su): Rage; 30 ft.; Will DC 22 negates.
The affected creatures gain +2 to Strength, suffer -2 to AC, and are unable to perform actions that require concentration, just like in a barbarians rage. The rage last 12 rounds and at the end of it the creature is fatigued. A varthighur can activate or deactivate its gaze as a swift action.
This is a mind-affecting ability. Characters that are already raging or using a frenzy ability are unaffected by the gaze. The save DC is Charisma-based.

Poison (Ex): Stinger, Fort DC 20, initial and secondary damage are 1d6 Wis. The save DC is Constitution-based.

Read Temper (Ex): A varthighur gains a +5 insight bonus on armor class against creatures under the effect of a rage or frenzy ability. (This bonus is not included in the stat block.)

Spell-like Abilities (Sp): At will – dispel magic, fly, freedom of movement, greater teleport(self plus 50 pounds of objects only). Caster level 12th.
 

Another loumara experiment; requires FC1: Hordes of the Abyss

Vulgattyuk Swarm
Diminutive Outsider (Chaotic, Evil, Extraplanar, Incorporeal, Loumara, Swarm)
Hit Dice: 4d8+4 (44 hp)
Initiative: +6
Speed: fly 40 ft. (perfect)
Armor Class: 22 (+4 Size, +6 Dex, +2 deflection), 22 touch, 16 flat-footed
Base Attack/Grapple: +4/-
Attack: swarm (confusion and possession)
Full Attack: swarm (confusion and possession)
Space/Reach: 10 ft./0 ft.
Special Attacks: Confusion, possession
Special Qualities: Loumara traits, immune to weapon damage, immunity to acid, electricity, fire, incorporeal, resistance to cold 10, resist exorcism, spawn, swarm traits, telepathy, tongues
Saves: Fort +5, Ref +10, Will +5 (+9 to resist exorcism)
Abilities: Str -, Dex 22, Con 12, Int 13, Wis 13, Cha 15
Skills: Bluff +9, Hide +25, Intimidate +11, Knowledge (religion) +8, Knowledge (arcana) +8, Listen +8, Move Silently -2, Perform (oratory) +9, Sense Motive +8, Use Magic Device +9
Feats: Ablity Focus (Confusion), Ablity Focus (Possession)
Environment: Any (Infinite Layers of the Abyss, the Dreaming Gulf)
Organization: Solitary or profanity (1-4 vulgattyuk swarms and 1-4 allips)
Challenge Rating: 4
Treasure: none
Alignment: Always chaotic evil
Advancement: -
Thousands of multi-colored, finger-sized, insubstantial creatures with snake-like bodies make up the churning cloud in front of you. Although the creatures do not have discernable heads, hundreds of whispered, hissed and shouted insults and blasphemies originate from this fiendish swarm.

Your mother <beep> in Hell, Karras, you faithless slime.
- Regan MacNeil; the exorcist


If the loumara are a manifestation of a dead pantheon’s dreams, then the vulgattyuks are a byproduct of the countless profanities, blasphemies, and curses uttered in these dreams. Alone powerless, these spiteful fiends gather in swarms to spread their evil.

Combat:
Vulgattyuks see their hosts as temporary vessels, possessing creatures only to get them killed. Some vulgattyuk swarms relentlessly work against the possessed creature, continually harassing their host and those around him. Other swarms will stay dormant inside a host, waiting for the one opportunity, when an insult or wrong word from the host’s mouth would mean its certain death.
Unlike other swarms, a vulgattyuk swarm does not have the distraction ability.

Confusion (Su): Any living creature that begins its turn with a vulgattyuk swarm in its space must succeed on a DC 16 Will save or be confused for 1 round. On a roll of 21-50 on the confusion table, instead of babbling incoherently, the character shouts profanities the whole round. This is a mind-affecting, sound-based ability. The save DC is Charisma-based.

Possession (Su): Any living creature with vocal organs that begins its turn with a vulgattyuk swarm in its space must attempt a DC 16 Will. On a failed save the vulgattyuk swarm can possess the creature. The save DC is Charisma-based.
The possessing vulgattyuks can take on any of the following roles while possessing a creature: controller, mutterer, or rider.
A vulgattyuk swarm acting as a controller has only limited control over its host. It gains control the host’s vocal organs, but the host retains full control over the rest of the body. Still the loumaras can inflict great harm with this ability.
Through insults and threats, vulgattyuks can change other creatures’ attitude towards the host. Each round of vulgattyuk-vulgarism changes a NPC’s attitude one step towards hostile. Characters who know about the host’s dilemma are usually not influenced in this way.
It can use its Use Magic Device skill to activate command-activated magic items in the hosts possession. Also, when controlling, the vulgattyuks can prevent spellcaster hosts from using spells with verbal components.
For more information on possession, see FC1:HotA, page 21.

Resist Exorcism (Su): A vulgattyuk swarm has a +4 bonus on Will saves to resist exorcism.

Spawn (Su):When a creature possessed by a vulgattyuk swarm dies as a result of the swarm’s actions, its soul rises as an allip after 24 hours. Allips created in this manner are free willed.

Tongues (Su): A vulgattyuk swarm has a permanent tongues ability (as the spell, caster level 4th). It can use this ability when speaking through a possessed creature’s mouth.

Skills: Due to the constant swearing of its component creatures, the vulgattyuk swarm has a -8 circumstance penalty on Move Silently checks, when not possessing another creature.
 
Last edited:

Up?
Should I change the name???

Razmorda
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 17d8+170 (246hp)
Initiative: +2 (+2 Dex)
Speed: 40ft., Burrow 20ft.
Armor Class: 30 (-2 Size, +2 Dex, +20 natural), touch 10, flat-footed 28
Base Attack/Grapple: +17/+37
Attack: Claw +28 melee (2d6+12)
Full Attack: 2 Claws +28 melee (2d6+12) and bite +22 melee (1d8+6)
Space/reach: 15ft./15ft.
SA: Impale, improved grab, teleport attack, spell-like abilities
SQ: Darkvision 120 ft., DR 10/good, immunity to acid and fire, resistance to electricity 10, scent
Saves: Fort +20, Ref + 12, Will +14
Abilities: Str 35, Dex 15, Con 30, Int 11, Wis 14, Cha 16
Skills: Appraise+20, Climb+32, Listen+22, Intimidate+23, Jump +36, Search +20, Spot+22, Survival+22 (+24 on checks to find or follow tracks)
Feats: Awesome Blow, Combat Reflexes, Endurance (B), Iron Will, Power Attack, Track, Weapon Focus (Claw)
Environment: Any deserts (Minethys; Tartarian Depths of Carceri)
Organization: Solitary or hunt (2-9)
Challenge rating: 15
Alignment: Always chaotic evil
Treasure: Standard
Advancement: 18-20HD (Huge), 21-30HD (Gargantuan)

This hulking humanoid has dirty yellow-grey fur, a long neck, and a camel-like head with malignantly burning red eyes and needle-like teeth. Its most prominent feature is its blood-red, hunched back. Rising above the creature’s shoulders and head, it bristles with up to six feet long white spines. The monsters muscular arms end in wicked claws.


Razmorda (singular razmorda) are nomadic fiends of the desert that dwell on Minethys, the third layer of Carceri. They are feral hunters that kill and devour all living creatures of flesh and blood that cross their paths. The ability to store an opponent’s blood and fat in their hunched backs makes survival in arid environments easy for the razmorda.

Razmorda don’t breed. Instead new razmorda rise fully grown from the sands of Minethys. The exact conditions that lead to the birth of a razmorda are unknown, but some scholars believe that the razmorda are a defensive mechanism of the layer itself. These scholars point out that there are some orbs of Minethys that automatically spawn the fiends when a non-native sets foot on their surface.

A razmorda is 18 feet tall and weights 8000 pounds. Razmorda speak common, abyssal, and their own language.

Combat:
Razmorda relish melee combat and try to impale as many of their foes on their bone-blades as possible. They use their teleport attack to close in on opponents.
A razmorda’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Impale (Ex): With a successful grapple check or with its teleport attack, a razmorda can impale foes on the spines on its back. Impaled creatures are considered to be grappled. The razmorda is no longer considered to be in a grapple and can attack other opponents without penalty.
Impalement automatically deals 3d6 points of damage each round. A successful Escape Artist or Strength check DC 20 lets the opponent escape from impalement and puts her into a square adjacent to the razmorda.
A razmorda can have up to 2 Large, 4 Medium, 8 Small, 32 Tiny, or 128 Diminiutive or smaller opponents impaled on its back.

Improved Grab (Ex): If a razmorda hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Spell-like Abilities (Sp): At will: -teleport (self plus 50 pounds of objects only), dimensional lock. Caster level 17.

Teleport Attack(Su): As a full round, a razmorda can teleport itself into the ground directly below its enemies’ feet and surface to impale opponents on its spines.
When it rises from the ground, all large or smaller creatures in the 15 ft. square where the razmorda appears must attempt a Reflex save DC 28. Creatures that fail at their save suffer 3d6+18 points of damage and are impaled on the razmorda’s spines. (See the impale attack described above). Those that succeed are pushed into adjacent squares. The save DC is Constitution-based.
Even though it materializes in solid material, the razmorda suffers no damage from this maneuver.
This ability has a range of 200 ft. and cannot be used if the ground of the target area has a higher density than soil, for instance if the ground is solid stone.
When it teleports in this way, other creatures in contact with the razmorda at the point of origin are left behind. Previously impaled creatures are liberated from their plight and fall prone in the space the razmorda occupied before using this ability.
 
Last edited:

Hey! A creature from Carceri! Cool!

The camel-head might be seen as a bit silly by some (ala the Cas debate over Heroes of Horror), but I like the creature. The teleport attack is clever, and it siphoning blood and fat to store in its hump is a nice, grisly image.

Demiurge out.
 

demiurge1138 said:
The camel-head might be seen as a bit silly by some (ala the Cas debate over Heroes of Horror), but I like the creature.
Demiurge out.

I guess I should refrain from posting my giraffe-fiend then... :(

The creature obviously has aspects of a camel/dromedary. I wanted to try something different than the usual suspects (bull, ram, vulture, wolf, snake, etc.).
But I guess you're right, a camel-head is a bit goofy, isn't it?

What kind of facial/cranial features would you suggest?
 

I said "to some". I, personally, liked it. Makes sense for the desert. And I want to see the giraffe fiend. Presentation is everything, after all - the Creature Collection III had a giraffe like demon that was quite successfully creepy.

Demiurge out.
 



Remove ads

Top