Monster Revisions

dante58701

Banned
Banned
K everyone, I've decided to start a thread based on revisions of existing monsters. Essentially to take some of the strain off of DMs who want to implement Krusty's rules.

My revision is for the worm that walks. I call it a crawling one (not my own idea of course), which is really what the core template should be called anyways as not all creatures composed of buggies are worms. Some might be ants or scorpions, or spiders. Well...you get the idea.

I've contemplated making a female one composed of ladybugs.

For those who remember, both crawling ones and worms that walk are from COC, although not exclusively. I added the swarm subtype (more than appropriate) and vermin traits (though an aberration, it is composed of vermin).


Crawling One

A crawling one is the evil memory of an arcane spellcaster whose will and personality have survived the dissolution of his body and transferred themselves to the vermin that devoured the corpse.

Hideous to behold, a crawling one is composed of hundreds of vermin that constantly squirm and writhe while somehow holding a vaguely humanoid shape. It typically disguises itself when it leaves its lair, often with a cloak and hood, sometimes accompanied by a mask.

The process of becoming a crawling one is unpredictable, and occurs spontaneously when an evil arcane spellcaster with great force of personality perishes with a head full of prepared or uncast spells. His sentience passes into the vermin that gnaw the charnel clay, enabling him to walk again in a new guise.

A crawling one rarely speaks, although it retains knowledge of all languages it knew in life, as well as any it has learned since. All vermin of the type that compose its form obey its silent commands without question.

The most common form of crawling one, a worm that walks, is composed entirely of worms.

Creating a Crawling One

“Crawling One” is a template that can be added to any evil arcane spellcaster. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.

Type: The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling vermin). The character also acquires the swarm subtype.

Hit Dice: Increase to d8.

Armor Class: The mass of vermin that make up this creature, each looking out for danger, in sum provide a +20 (or it's wisdom modifier, whichever is greater) insight bonus to armor class.

Special Attack: A crawling one retains any special abilities it had in life and gains those mentioned below.

- Engulf (Ex): A crawling one can choose to engulf an opponent who is no more than one size category larger than itself. The crawling one attempts to embrace its victim, and with a successful melee touch
attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of Damage (or 5 points of Damage/Hit Dice, whichever is greater) as the biting vermin nibble away.
A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the crawling one if desired, but can do nothing else. Otherwise, each round a victim remains
embraced, it takes another 100 points of Damage (or 5 points of Damage/Hit Dice, whichever is greater). Constructs are immune to this attack.

- Spell-Like Abilities: 1/day— animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size
from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level),
and vermin plague (as insect plague). Caster level 20th (or character level, whichever is greater). The save DCs are Charisma-based.

- Spells: A crawling one can cast any spells it could cast as a living character.

Special Qualities: A crawling one retains any special abilities it had in life and gains those mentioned below.

- Blindsight (Ex): Crawling ones have blindsight 300 ft.

- Discorporate (Ex): If gravely threatened, a crawling one can discorporate as a free action, simply falling into a pile of individual vermin that crawl quickly away. So long as any of the component vermin
survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than
other vermin. Also, the worm that walks (or crawling one) stands a good chance of losing all its equipment. However, discorporation almost assures that at least one vermin, if not dozens, will manage to
crawl away, and so provide for the crawling one's continued existence.

- Frightful Presence (Su): When a crawling one engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the crawling one's Hit Dice + crawling one’s Charisma modifier). Those who make the save
are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds.
Those who have seen a crawling one use this attack before gain a +5 bonus on their saving throws. The victim of the crawling one's engulf attack has a –5 penalty on his or her saving throw.

- Spell Resistance (Su): A crawling one has spell resistance equal 10 + its Hit Dice.

- Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and
piercing weapons. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never
staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specific
number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty
on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage
instead. A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.

- Vermin Traits: A crawling one is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet.

Saves: Same as the character.

Abilities: Same as the character.

Skills: Same as the character, except that a crawling one receives a +20 (or it's wisdom modifier, whichever is greater) racial bonus on Hide, Intuit Direction, Listen, and Move Silently checks.

Feats: Same as the character.

Epic Feats: Same as the character.

Climate/Terrain: Any.

Organization: Solitary, occasionally with minions or master.

Challenge Rating: Same as the character + 3.

Treasure: Same as the character.

Alignment: Any evil.

Advancement: By character class.


Crawling One Characters

By making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a crawling emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of vermin. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following spells: limited wish, polymorph any object, summon swarm (heightened to 7th level), and sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a crawling one. For each prepared but uncast arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there’s a 1% chance that a crawling one will crawl from the grave soil in 1d4 days. Some crawling ones arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create crawling ones every time without fail.

Gathering of Vermin
Conjuration (Healing)
Spellcraft DC: 49
Components: V, S , D F
Casting Time: 7 days
Target: Dead creature touched
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add crawling one’s spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC); increase casting time by 7 days (–14 DC).

When this spell is cast, vermin of a specific variety, chosen by the caster at the time of casting, crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a crawling one.
 
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dante58701

Banned
Banned
Here's another revision. Not much was changed, although it is a bit deadlier than before. Insert disclaimer here.

Hellfire Wyrm, Dragon (Draconis Infernis)
Gargantuan Dragon (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 23d12+230 (379 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 120 ft., burrow 60 ft., fly 240 ft. (clumsy)
Armor Class: 38 (–4 size, +32 natural), touch 6, flat-footed 38
Base Attack/Grapple: +23/+51
Attack: Bite +39 melee (4d8+16) or claw +39 melee (2d8+8)
Full Attack: Bite +37 melee (4d8+16) , 2 claws +32 melee (2d8+8), 2 wings +32 melee (2d6+8), and tail slap +32 melee (2d8+24)
Space/Reach: 45 ft./30 ft. (45 ft. with bite)
Special Attacks: Breath weapon, crush 2d8+22, frightful presence, spell-like abilities
Special Qualities: Blindsense, damage reduction 10/chaotic or epic or good, fiendish form, fire subtype, immunities, infernal aura, keen senses, spell resistance 33, summon devil
Saves: Fort +23, Ref +13, Will +21
Abilities: Str 43, Dex 10, Con 31, Int 23, Wis 26, Cha 28
Skills: Bluff +36, Diplomacy +36, Intimidate +36, Jump +43, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (religion) +33, Knowledge (the planes) +33, Listen +35, Search +35, Spellcraft +33, Spot +35
Feats: Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Snatch, Wingover
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 26
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 24–31 HD (Gargantuan), 32–63 HD (Colossal), 64–69 HD (Titanic)
Level Adjustment: —

A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone.

Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people.

Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.

A hellfire wyrm speaks Draconic and Infernal, as well as the languages of any nearby humanoid races.

A hellfire wyrm is 46 feet in length and weighs 184,000 (92 tons).

Combat

Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians. They keep to the air, slinging mind-affecting spells and withering breath attacks at their enemies.

Blindsense (Ex): A hellfire wyrm can pinpoint creatures within a distance of 60 feet. Opponents the wyrm can’t actually see still have total concealment against the dragon.

Breath Weapon (Su): A hellfire wyrm can breathe a 80-foot cone of infernal flame that deals 23d3 points of fire damage (subject to reduction by protective elemental magic) and 23d6 points of unholy damage (not subject to reduction by protective elemental magic). Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. The save DC is Constitution-based.

Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 8d6+22 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +51). While pinned, the opponent takes crush damage each round. The DC is Constitution-based.

Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any devil or tiefling may be assumed.

Fire Subtype (Ex): A hellfire wrym has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. The save DC is Charisma-based.

Immunities: A hellfire wyrm is immune to paralysis and sleep effects.

Infernal Aura (Su): Any creature within 5 feet (1 foot/5 Hit Dice of the wyrm (round down)) of a hellfire wyrm automatically takes 5d4 (d4/5 Hit Dice of the wyrm (round down)) points of fire damage per round. It can suppress this aura as a free action.

Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispel magic, greater invisibility, greater teleport, hold person, misdirection, pyrotechnics, sending, suggestion, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 23rd. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day, a hellfire wyrm may automatically summon a single barbazu, cornugon, or gelugon. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Feats: A creature that is flung by a hellfire wyrm after being snatched travels 1d6x10 feet and takes 1d6 points of damage per 10 feet traveled. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.
 

Hey dante mate! :)

Just wanted to say cool idea for a thread.

Personally I would most like to revise (if I had infinite time) the Balor, Planetar and Ultroloth...especially that last one. The Shator Demodand also needs a fix as does the Death Slaad...or should that be Death Brood. :p
 

dante58701

Banned
Banned
Im thinking I'll do the pseudonatural template next. Then I might do the protean scourge. I'm steering clear of outsiders since I would love to just slap the templates on retrofitted variations of said outsiders...lol!!!

Though if someone else wants to give them a whirl, that would be awesome.

Update
Strike that...Im doing the drowned. Insert disclaimer here.

Drowned
Medium Undead
Hit Dice: 20d12+20 (150 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 17 (+7 natural), touch 10, flatfooted 17
Base Attack/Grapple: +10/+17
Attack: Slam +17 melee (1d8+7)
Full Attack: 2 Slams +17 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drowning aura
Special Qualities: Darkvision 60 ft., fast healing 10, undead traits, unholy toughness, virtual size categories 1
Saves: Fort +6, Ref +8, Will +12
Abilities: Str 25, Dex 11, Con —, Int 9, Wis 10, Cha 12
Skills: Hide +20, Listen +14, Move Silently +20, Spot +18, Swim +18
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: —

This animated corpse is sopping wet, as if it just crawled from the water. The air around it is thick and cloying, exuding the essences of the corpse’s watery grave.

All drowned are those who lost their lives in the watery deep, beyond the reach of their deities. Assuming themselves to be abandoned by their gods and unable to enter into the realms beyond, they vent their terrible frustrations upon the living. Attacking by night, typically under the cover of fog, they decimate the populations of coastal regions.

A drowned stands between 5-1/2 and 6-1/2 feet tall and weighs between 240 and 410 pounds, due in part to their incredible muscular density and in part to their saturated forms.

A drowned speaks Abyssal and it's native tongue.

Combat

A drowned slams its foes with sodden limbs, but more worrisome is its terrible drowning aura.

Drowning Aura (Su): A drowned gives off a 30-foot radius emanation of suffocating drowning, imbuing its surroundings with a watery glint and deadly threat for creatures that breathe. All breathing creatures within 30 feet of a drowned are treated as if beneath water in terms of being able to breathe. The drowning aura accelerates the process of drowning.

Normally, a creature can hold its breath for a number of rounds equal to twice its Constitution score before it begins to drown. Within the drowning aura, a creature can only hold its breath if it makes a DC 10 Constitution check every round. Each round, the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, if still in the drowning aura, it drowns.

Unholy Toughness (Ex): A drowned gains a bonus to its hit points equal to its Hit Dice x it's Charisma modifier.

Skills: A drowned has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
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dante58701

Banned
Banned
Insert disclaimer here ->

Shimmerling
Fine Fey
Hit Dice: 1/8d6 (1 hp)
Initiative: +6 (+6 Dexterity)
Speed: 5 ft. (1 square), fly 50 ft. (perfect)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: Slam -5 (1pt (on crit.) - 5)
Full Attack: Slam -5 (1pt (on crit.) - 5)
Space/Reach: 1/4 ft./1/3 ft.
Special Attacks: —
Special Qualities: Illumination, low-light vision
Saves: Fort +0, Ref +8, Will +4
Abilities: Str 1, Dex 22, Con 11, Int 1, Wis 15, Cha 18
Skills: Diplomacy +4, Hide +22, Listen +2, Move Silently +10, Sense Motive +2, Spot +2
Feats: Lightning Reflexes
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/16
Treasure: None
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: —

You spy a naked and glowing elfin creature only 4 inches tall balancing on a leaf, and as you watch, it spreads dragonfly wings.

A shimmerling is a minuscule and nearly mindless fey that feeds on pollen.

A shimmerling looks like a 4-inch tall elf with dragonfly wings. Its skin and hair are the same color as the glow it gives off, which can be any color of the rainbow.

A shimmerling weighs 1 ounce.

Shimmerlings speak Sylvan.

Combat

A shimmerling often flies around out of reach of foes before singling out one to attack.

Illumination (Su): A shimmerling glows in some color of the rainbow, shedding light equivalent to a candle. A shimmerling can activate or deactivate its illumination as a standard action. It cannot hide (automatically fails Hide checks) while shedding illumination.
 

dante58701

Banned
Banned
Someone ought to stat up a shimmerling hero-deity just for giggles.

I made one that's a hero-deity of darkness and death. Even made a feat for him.

Skull Magic
You can use the skulls of your enemies in lieu of material components.
Prerequisites:Eschew Materials, Evil Alignment
Benefit:You can use the skulls of your enemies in lieu of material components. For every level possessed by the individual, who's skull you possess, you may cast up to one spell level's worth of spells without using material components before the skull crumble to dust becoming forever useless. In the event that this total is reached, though not exceeded, the spell succeeds and skull crumbles to dust, becoming forever useless. In the event that a spell's level would exceed this total, the spell fails , is wasted, and the skull crumbles to dust, becoming forever useless. This feat cannot be used in conjunction with the skull of a living victim unless said living victim is completely helpless and unconscious. In which case the victim suffers negative levels equal to the spell levels cast, their head crumbling to dust, becoming forever useless when the aforementioned spell level capacity is reached or exceeded. In the event that a living victim is used, all such spells cast are automatically maximized. Individuals, living or otherwise, whose skulls have been used in this manner, cannot be raised or resurrected and can only be restored to life with a miracle, true resurrection, or wish spell.
 
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dante58701

Banned
Banned
Never know these days, besides it's always better to be safe than sorry. While I doubt they'd have a problem with what Im doing, all it takes is one whiny jerkoff (author, corporation, or lawyer)to ruin it for everyone. I do live in America where some stupid old lady sued over "HOT" coffee because it was "HOT" and not labeled as "HOT" although everyone knows that when you get coffee it will be "HOT", unless the restraunt has really crappy coffee...in which case it will be cold and days old. With all the crazy and exceedingly ridiculous lawsuits out there...I just like to be careful.
 

Pssthpok

First Post
Not to derail the thread, but that hot coffee lawsuit was, technically, legitimate. The coffee was well over 180 degree (F) and was served to her without a lid. That McDonalds was repeatedly told about their coffee being too hot and they never heeded to warnings, so... while yes, that was the first big "wtf" lawsuit and many more suspect cases have followed... it's not an illegitimate case or even really a frivolous suit.
Anyway, back to the regularly scheduled program.
 

dante58701

Banned
Banned
:) I certainly agree about it being "technically" legitimate. Indeed back to the regularly scheduled thread. ;)

Hangman Golem
Large Construct
Hit Dice: 18d8+30 (111 hp)
Initiative: +2
Speed: 30 ft. (6 squares) (can’t run)
Armor Class: 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +13/+26
Attack: Slam +23 melee (1d6+9)
Full Attack: 2 slams +23 melee (1d6+9)
Space/Reach: 10 ft./20 ft.
Special Attacks: Constrict 1d8+13, improved grab, rope whirlwind, strangle
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision, unravel, vulnerability to fire
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 28, Dex 14, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19–27 HD (Large); 28–36 HD (Huge)
Level Adjustment: +8

Two glowing eyes peer from this tall humanoid-shaped creature composed of twisted ropes.

Also called rope golems, hangman golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure.

A hangman golem stands almost twice the height of a normal human, and its face is only a rough outline, with two pure white globs of energy burning where the eyes would be.

A hangman golem cannot speak, but it expresses acknowledgment of commands with the twisting of ropes.

Hangman golems stand 10 feet tall and weighs 600 pounds.

Combat

A hangman golem is a ferocious combatant that tries to close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself to appear like a long-disused rope to catch intruders by surprise.

Constrict (Ex): A hangman golem deals automatic slam damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a hangman golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Rope Whirlwind (Ex): Every 1d4 rounds, a hangman golem can extend a number of ropes and spin, making a single slam attack against each creature within 10 feet. A hangman golem can’t use its improved grab ability in conjunction with this ability.

Strangle (Ex): When a hangman golem grapples a living opponent, it can make a strangle attack as a standard action against the foe it grapples. The hangman golem and its foe make opposed grapple checks (or the foe can oppose with an Escape Artist check). If the hangman golem exceeds its opponent’s grapple check by 10 or more, it squeezes the breath from that opponent, and in addition to taking constrict damage, the foe is dazed for 1 round if it fails a DC 19 Fortitude save.

Immunity to Magic (Ex): A hangman golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.

Animate rope hastens the golem (as if by the haste spell) for 5 rounds.

Rope trick paralyzes the golem for 1 round (no save).

Unravel (Ex): Once per day as a standard action, a hangman golem can unravel its form to become a heap of tangled ropes that fills a 10-foot-by-10-foot area. While in this form, a hangman golem cannot attack or move, but it gains fast healing 10. A hangman golem can reform into its humanoid appearance as a full-round action.

Construction

A hangman golem’s body is crafted from numerous magically treated ropes that cost 1,250 gp. Creating the body is a complex task that requires a DC 20 Craft (weaving) check. Five or more ranks in the Use Rope skill grants a +2 bonus on the Craft check.

CL 16th; Craft Construct (see page 206), animate rope, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 144,000 gp; Cost 72,625 gp + 5,710 XP.
 

dante58701

Banned
Banned
Next up...LeShay...minor modifications really, but desperately needed.


LeShay
Medium Fey
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22
Base Attack/Grapple: +25/+30
Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2)
Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities, leShay weapons
Special Qualities: Damage reduction 25/cold iron and epic, elf traits, fast healing 25, immunities, low-light vision, spell resistance 60, two-weapon mastery
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Any
Advancement: By character class.
Level Adjustment: —

As elves are to humans, so are leShay to the elves (but more so): a race immortal, enigmatic, and exceptionally powerful.

LeShay look like tall, thin, albino elves, except that they lack the oversized ears of true elves (leShay ears look more like half-elf ears) and, while they have the glossy dead-white hair of true albinos, their eyes are pits of darkness. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

LeShay never die from age or disease; they perish only if killed. LeShay are the mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

LeShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

LeShay are 6-7 feet tall and weight 180-250 pounds.

Combat

LeShay rarely initiate combat, since they prefer to react rather than act. However, their vast experience makes them shrewd judges of others’ capabilities and killed tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.

LeShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

A leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Immunities (Ex): LeShay are immune to aging, aging attacks and effects, disease, and poison.

LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.

Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.

Two-Weapon Mastery (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to leShay weapons.
 
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dante58701

Banned
Banned
I just couldn't resist. LeShay need something to "off" them. Though I didn't see any reason to meander too far off the beaten path.

Dark LeShay
Medium Fey
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22
Base Attack/Grapple: +25/+30
Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2)
Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities, dark leShay weapons
Special Qualities: Damage reduction 25/cold iron and epic, dark elf traits, fast healing 25, immunities, spell resistance 60, stonecunning, two-weapon mastery
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49
Skills: Bluff +72, Concentration +66, Climb +16, Diplomacy +78, Disguise +72, Escape Artist +70, Gather Information +25, Hide +70, Intimidate +67, Jump +5, Knowledge (local, nature) +60, Listen +59, Move Silently +70, Search +61, Speak Language (any five), Spot +59
Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (dark leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (dark leShay weapon), Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Any evil
Advancement: By character class.
Level Adjustment: +3

As drow are to humans, so are dark leShay to the drow (but more so): a race immortal, enigmatic, and exceptionally powerful.

Dark leShay look like tall, thin, drow. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

Dark leShay never die from age or disease; they perish only if killed. Dark leShay are the dark half or mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

Dark leShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

Dark leShay are 5 1/2 -6 1/2 feet tall and weight 140-220 pounds.

Combat

Dark leShay rarely initiate combat, since they prefer to react rather than act. Although, their vast experience makes them shrewd judges of others’ capabilities and skilled tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.

Dark leShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No dark leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

A dark leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Dark Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; darkvision 120 ft. (this replaces the lowlight vision of a typical leShay); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; spell resistance 10 + character level; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day—dancing lights, darkness, and faerie fire as though cast by a sorcerer of the dark leShay’s character level); light blindness (blinded for 1 round by abrupt exposure to bright light, –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light); Martial Weapon Proficiency (rapier, shortsword); Exotic Weapon Proficiency (hand crossbow); +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Gaze (Su): All creatures within 30 feet who meet the gaze of a dark leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A dark leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Immunities (Ex): Dark leShay are immune to aging, aging attacks and effects, disease, and poison.

LeShay Weapons (Su): Each dark leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but dark leShay can “draw” their weapons from nowhere as a free action. Dark leShay weapons are considered light weapons for a dark leShay, regardless of their size.

Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, greater invisibility, greater teleport, heal, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.

Stonecunning (Ex): This ability grants a dark leShay a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dark leShay who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dark leShay can use the Search skill to find stonework traps as a rogue can. A dark leShay can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dark leShay have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Two-Weapon Mastery (Ex): A dark leShay fights with a dark leShay weapon in each hand. Because these weapons are extensions of its own body, the dark leShay does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to dark leShay weapons.
 

CRGreathouse

Community Supporter
Pssthpok said:
Not to derail the thread, but that hot coffee lawsuit was, technically, legitimate. The coffee was well over 180 degree (F) and was served to her without a lid. That McDonalds was repeatedly told about their coffee being too hot and they never heeded to warnings, so... while yes, that was the first big "wtf" lawsuit and many more suspect cases have followed... it's not an illegitimate case or even really a frivolous suit.
Anyway, back to the regularly scheduled program.

What? It had a lid, she burned herself trying to get it off. Regardless, you're right about the temperature and the fact that they had been warned repeatedly. I won't draw any conclusions about it on these boards, though.
 



dante58701

Banned
Banned
Nor do a lot of people, but this it wasn't really directed at those who aren't interested, I guess I shoulda specified :). At any rate, Im sure there are those who would like to see such things. LeShay were a cool idea and I'd like to see if anyone else has cool ideas for them.

My next revisions will probably be various lesser fey since they get so very much ignored by the general populace at large. Im beginning to wonder why it is that most people just cant see fey as being incredibly wicked.

Perhaps it's a culture thing. But I see LeShay and cant help but think of a world bathed in eternal twilight with endless bloody battles between vicious epic level fey and their thousands of faithful followers.
 
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Cool thread.
A wet dream of mine is all the MMI-IV, FF, FC's etc. monsters done the U_K way. Gawds, it would rock!

One question: +3 CR for the crawling one template? That not much, is it? It does get a +20 insight bonus to AC not to mention a 100 damage touch attack...
 

Kalitharus

First Post
dante58701 said:
Nor do a lot of people, but this it wasn't really directed at those who aren't interested, I guess I shoulda specified :). At any rate, Im sure there are those who would like to see such things. LeShay were a cool idea and I'd like to see if anyone else has cool ideas for them.

My next revisions will probably be various lesser fey since they get so very much ignored by the general populace at large. Im beginning to wonder why it is that most people just cant see fey as being incredibly wicked.

Perhaps it's a culture thing. But I see LeShay and cant help but think of a world bathed in eternal twilight with endless bloody battles between vicious epic level fey and their thousands of faithful followers.

Sounds like the excellent Palladium RPG... during one phase of (the planet) Palladiums history, some 91 million elves died in primordial wars of annihilation. :eek:
 

dante58701

Banned
Banned
Fiend Folio it is...Ethergaunts. Starting with the black. I figured I would far rather increase their hit dice then rob them of their most devastating abilities. Though Im thinking their much worsened AC by Krusty's rules would more than make up for the extra hit dice. Hit points dont mean much when you can get smacked left and right.

Black Ethergaunt
Medium-Size Aberration (Extraplanar)
Hit Dice: 34d8+68 (204 hp)
Initiative: +4 (+4 Dexterity)
Speed: 30 ft.
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +25/+26
Attack: Etherblade +26 melee (1d10+1) or etherblade +29 ranged touch (1d6)
Full Attack: Etherblade +26 melee (1d10+1) or etherblade +29 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enslave, spells, stupefying gaze
Special Qualities: Darkvision 60 ft., material jaunt, immunity to spells, total vision, wizard abilities
Saves: Fort +15, Ref +17, Will +22
Abilities: Str 12, Dex 18, Con 14, Int 31, Wis 17, Cha 17
Skills: Concentration +39, Diplomacy +40, Heal +40, Knowledge (arcana) +47, Knowledge (any three) +47, Listen +40, Move Silently +41, Sense Motive +40, Spellcraft +47, Spot +40
Feats: Combat Casting, Dodge, Empower Spell, Eschew Materials, Exotic Weapon Proficiency (etherblade) (B), Extend Spell, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell
Epic Feats: Automatic Metamagic Capacity (x2), Expert Strike, Fire Baptism, Ignore Material Components
Climate/Terrain: Any land and underground (Ethereal Plane)
Organization: Solitary or council (1 black, 5 whites, and 12 reds)
Challenge Rating: 26
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

Black ethergaunts stand at the pinnacle of khen-zai society. Honored as near-divine philosopher-scientists, the black caste is credited with advancing ethergaunt society to its present state of perfection. No lesser khen-zai questions the will of a black ethergaunt, for to do so is to question the progress of the entire race.

By far the thinnest and most emaciated of the ethergaunts, blacks lack the physical power of their underlings—a deficiency balanced by a brain that allows them to outthink even the most intelligent opponent. Their black faceplates represent a complete void of emotion—the khen-zai believe that the blacks have rid themselves of all emotion, thus allowing them to command the race without being clouded by weaknesses such as regret, compassion, and mercy. Despite pretensions to the contrary, however, most black ethergaunts possess an abundance of selfish emotions such as greed, ambition, and hubris.

A black ethergaunt speaks ethergaunt and thirteen additional languages.

A black ethergaunt stands 8 feet tall and weighs 120 pounds.

Combat

Black ethergaunts are rarely found without a handful of powerful slaves that serve as bodyguards. If necessary, they sacrifice their thralls to protect themselves. Though they are able to use etherblades, black ethergaunts consider engaging in physical combat to be a sign of failure, preferring to rely on spells or technological items such as doubt bombs (see Ethergaunt Items, later in this entry). They particularly hate clerics, viewing divine spellcasters as a threat to the khen-zai’s atheist philosophy. Rather than change that philosophy, the black ethergaunts have decided to simply eliminate the divine spellcasters.

Enslave (Su): Three times per day, a black ethergaunt can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 34th; Will save DC 30). An enslaved creature obeys the black ethergaunt’s telepathic commands to the letter. The subject can attempt a new Will save every day to break free. Otherwise, the black ethergaunt’s control is broken only by the death of either the black ethergaunt or the enslaved creature, or by a remove curse or dispel magic effect, or if the black ethergaunt travels more than 1 mile from the enslaved creature or travels to a different plane from the one its thrall is on.

At any given time, a black ethergaunt may have one slave per point of Charisma bonus (normally two, although exceptional individuals may be able to command more slaves).

Immunity to Spells (Su): Black ethergaunts may choose to ignore the effects of arcane spells, just as if the spellcaster had failed to overcome spell resistance. They have no power over divine spells, having long ago rationalized divinity out of their racial philosophy. Though powerful, this ability is somewhat limited. It applies only to arcane spells of 6th level or lower.

Material Jaunt (Su): Ethergaunts dwell on the Ethereal Plane. While in their natural state of etherealness, they can perceive but not affect creatures and objects on the Material Plane. However, an ethergaunt can transport itself from the Ethereal Plane to the Material Plane as a standard action. It can remain on the Material Plane for up to 1 round per Hit Die it possesses. At the end of this time, or when the ethergaunt chooses, it becomes ethereal again. An ethergaunt must remain on the Ethereal Plane for at least 1 hour after a material jaunt before it can use the ability again. Ethergaunts who wish to remain on the Material Plane for a longer time must use plane shift or similar magic. Most white and black ethergaunts know the plane shift spell and use it for this purpose.

Stupefying Gaze (Su): A black ethergaunt can open and close its vertically bisected mask as a free action, revealing a horrifically alien morass of facial organs and orifices. On its turn, the creature decides if it wants its mask open or closed. Anyone within 30 feet of a black ethergaunt with an open mask who meets the creature’s gaze must succeed on a Will saving throw (DC 30) or immediately take 1d4 points of Intelligence, Wisdom, and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same black ethergaunt’s stupefying gaze for one day.

Black ethergaunts are immune to their own gaze attacks and to those of other ethergaunts.

Total Vision (Ex): A black ethergaunt’s superdeveloped brain and countless facial sensory organs allow it to discern all objects within 40 feet, even through the mask that hides its face. A black ethergaunt usually does not need to make Spot or Listen checks to notice creatures within range of its total vision. A silence spell has no bearing upon a black ethergaunt’s total vision.

Wizard Abilities: A black ethergaunt is exceptionally gifted in the arcane arts, functioning as a Wizard of half it's Hit Dice (round down; Caster Level equals Character Level). Although more than capable of summoning one, it is only the rare black ethergaunt that has a familiar, seeing them as a liability.

Spells: A black ethergaunt can cast arcane spells as a 17th-level wizard (Caster Level 34th; 4/7/7/6/6/6/6/3/3/2; save DC 20 + spell level). A typical spell list: 0—daze, disrupt undead, mage hand, resistance; 1st—endurance, expeditious retreat, hypnotism, mage armor, magic missile (2), shield; 2nd—detect thoughts, glitterdust, Melf ’s acid arrow, mirror image, Melf ’s acid arrow, protection from arrows, see invisibility; 3rd—dispel magic, displacement, fireball, haste, lightning bolt, vampiric touch; 4th—charm monster, ice storm, improved invisibility, Otiluke’s resilient sphere, phantasmal killer, rainbow pattern; 5th—cone of cold, dismissal, feeblemind, mind fog (2), wall of force; 6th—Bigby ’s forceful hand, disintegrate (2), greater dispelling, mass suggestion, project image; 7th—finger of death, plane shift, prismatic spray; 8th—Bigby ’s clenched fist, horrid wilting, sunburst; 9th—Bigby ’s crushing hand, energy drain. The save DCs are Intelligence-based.

Ethergaunt Items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activities: genocide or the eradication of religious devotion. Though the features of these objects resemble those of magic items, the objects are in fact technological and are not affected by spells such as antimagic field. Only ethergaunts have the knowledge and skill to build or maintain these devices.

Etherblade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the ethergaunts can fire a ray of force as a ranged touch attack for 1d6 points of damage. The etherblade ray has a range increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.

An etherblade can be used as a two-handed weapon in melee combat to deal 1d10 points of slashing damage. A fully charged etherblade has a market price of 800 gp.

Doubt Bomb: This small ceramic sphere contains a chemical mixture intended to overstimulate the “doubt centers” in the brain. The bomb can be thrown as a grenadelike weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs.

A doubt bomb has a market price of 500 gp.
 
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