Monsters, Demons, Beasts of all manner[Foes from an Epic Game]


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Caliber said:
Yes, yes! What ate the inn? :D

Very cool monsters so far. The Dragons were the best yet (or so thought me)

Sorry for the cessation of updation, Real Life(tm) Divorce stabbed me right good there for a bit. Long story short, campaign died :) However, I will gladly post the remaining foes. And answer the question of "What ate the inn".
 

Back at town your average everyday Max Advanced Nightcrawler has consumed a large portion of Smithhold's Inn including the Forge, currently a tourist attraction once used to Force a weapon used to defeat a God. Minion of said God had a vestest interest in seeing the Forge destroyed.

After defeating the Dragon's and being held our party found them selves in the strange position of not having enough magical power to teleport themselves home. Reluctantly, time was allowed to pass. The Lizardfolk promised to hold a grand banquet in celebration of the hero's deed (ie Defeating Big Dragon) as in three days time. Our hero's TP back to Smithhold too late to fight any monsters, and must simple help with the clean up. Were the Smithhold Inn once was now oly half a building remains, with the standing half threatening to slide into the hole/crater the Nightcrawler left. Doing what they could our hero's decided to rest and repair before attempting to delve into an unknown hole.

Aside: Lizardfolk rewards:
Everyone received a tattoo that allowed the user to cast True Strike once per day, marking them Protectors of the Tribe.
Each character also received a special award/tattoo:
* Aria, Sorceror receives a Gem that holds any single Arcane spell. As long as the Sorceror has the Gem she may cast the contained spell as if it was on her list of known spells.
* Dawn, Cleric receives a tattoo that grants a +5 insight bonus to caster level 3/day.
* The 3 fighters, Black, Lily, Clare, receive a tattoo that lets them "Call upon there Ancestor spirits" to do an extra 4d6 spell type damage on a successful attack 3/day.

Ready at last to brace the underground our hero's begin tracking the foul beast that attacked their town.

After much wanderign in the darkness and some random encounter action (Flesh Slimes, MMII), our party finds lair of the nightcrawler, they think.

Scene: Dank cavern, the floor has been eroded by the passage of water close underneath the floor, in places the slow moving water can be seen and it gives off an evil green glow. Suddenly a rock near the ceiling moves and tentacles shoot towards Lily. You may have guessed it, Ropers. The fight was brutal. Lily was paralyzed with STR damage every round, only a chain of Heal's and Mass Heals kept her moving. At the end, Black had 8 total Strength (Ie including a +6 STR item) Clarendon was paralyzed, and everyone except for Dawn was goodly Vile'd up.

Unfortunately, I just discovered I don't have an archived copy of the Ropers :(

The ropers were Advanced(max) Corrupted Ropers. 300 Hitpoints, 40ish AC, 6 touch attacks that did 10 points of Vile damage on contact, and then 2d8 Strength damage each round after that. Roughly +30 on Hide gave the ropers first shot. There were four ropers, and in my original plan the Nightcrawler was going to attack almost immediately, but the ropers did so well, I held the Nightcrawler off until all but 1 roper was dead. The nightcrawler was an underwheming combatant, because.....
 

Of the Disciple of Grankor and the Disciple's mount awaiting them.

DM Note: This is one of those times were the problem of making the bad guy competative with the PC's without stacking him high with magic items that the party then gets came up. So I cheated, badly. It hurt the little angel DM inside me just a little, but hey.

Dardanis
Human 1 ranger/9 rogue/windrider 14
10+9d6+14d10+192 (311) (max 600)
STR:10+10 20
DEX:24+10 34
CON:16+10 26
INT:16 16
WIS:14+10 24
CHA:10+10 20
Fort: +28 = +8 Con +2 rng +3 rog +7 wdr +2 epic +5 resist
Ref: +28 = +12 Dex +0 rng +6 rog +3 wdr +2 epic +5 resist
Will: +24 = +7 Wis +0 rng +3 rog +7 wdr +2 epic +5 resist
Init: +16 = +12 dex +4 feat
AC: 38 = +12 dex +4 natural +4 deflection +4 mage armor +4 haste
Total Ranks MOD+Stuff
Animal Empathy: +9 4 5
Concentration: +22 14 8
Escape Artist: +35 23 12
Handle Animal: +32 27 5
Intuit Dir: +17 10 7
Jump: +20 15 5
Listen: +30 23 7
Know Nature: +15 12 3
Ride: +51 27 12+10+2
Spot: +30 23 7
Use magic: +17 12 5
Wild Lore: +14 7 7

Base:+17 base +2 epic
Mighty+4 Keen Wounding Composite Longbow +5 of Acidic Burst
outside of 30ft, no rapid shot.
+42/+37/+32/+27 d8+14+d6 Acid 18-20/x3+2d10 acid
Within 30ft
+43/+38/+33/+28 d8+15+d6 Acid 18-20/x3+2d10 acid

Class Abilities:
Favored Enemy(Abberations),+5d6 Sneak Attack, Evasion, Uncanny Dodge(Dex to AC, no flanking), Appraise Mount,Chosen Mount,Empathic Link,Mount Proficency,Mount Assistance, Mount Feat(4),Mount Healing,Mount Friendship,Mount Link,Mount Luck

Feats:
Ambidexterity,Two-weapon Fighting,Track,Mounted Combat,Mounted Archery,Point Blank Shot,Precise Shot,Rapid Shot,Improved Critical:Composite Longbow,Weapon Focus:Composite Longbow,Evil Brand,Improved Initative,Blind-fight
Epic Weapon Focus:Composite Longbow, Epic Skill Focus(Ride), Legendary Rider,Epic Mount Training(Bonus mount feats can now be epic feats)

Items: 320,000 in items
Amulet of Natural Armor +4
Belt of Resistence +5
Goggles of Darkvision
Mighty+4 Keen Wounding Composite Longbow +5 of Acidic Burst
Winged Boots
Ring of Protection +4
Scroll of Restoration x3
Wand of Lesser Restoration(25)
Wand of Cure Moderate Wounds(25)

Corrupt Neothelid Mount
Gargantuan Aberration
Hit Dice: 25d8+350+10d8+140 (665 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 42 (-4 size, +1 Dex, +35 natural)
Attacks: 4 tentacle rakes +45 melee
Damage: Tentacle rake 2d8+23+10 vile damage
Face/Reach: 30 ft. by 30 ft. (coiled)/25 ft.
Special Attacks: Breath weapon, improved grab, swallow whole, psionics, vile touch
Special Qualities: Psionics, blindsight, damage reduction 15/+3, SR: 29, acid immune, fast healing 10
Saves: Fort +31, Ref +12, Will +27 +5 Luck to saves while rider lives.
Abilities: Str 46, Dex 12, Con 38, Int 22, Wis 22, Cha 14+10 enhance
Skills: Climb +40, Knowledge (psionics) +27, Listen +27
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Psychic Bastion
Mount Feats: Great Fortitude(m),Iron Will(m),Combat Reflexes(m),Epic Fortitude(m)

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 19
Treasure: Standard
Alignment: Always lawful evil
Advancement: 26-45 HD (Colossal)

Although they understand Undercommon, they rarely communicate in a meaningful way.

Combat

Breath Weapon (Su): Cone of acid 50 feet long, once every 1d4 rounds;
damage 14d10, Reflex half DC: 40.

Psionics (Sp): At will-body equilibrium, charm monster(DC:22), clairaudience/clairvoyance, detect thoughts, levitate, suggestion, teleport, and true telekinesis(DC:37). These abilities are as the powers manifested by an 18th-level psion.

Attack/Defense Modes (Sp): At will-all/all.
Id Insinuation: 70ft d2 DC:28 STR
Mind Blast: 60ft cone 3d4 DC:25 CHA

Improved Grab (Ex): To use this ability, the neothelid must hit a creature with two tentacles during the same attack. If it gets a hold, it automatically deals tentacle damage and can attempt to swallow the foe. (Grapple check:+61)

Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage plus 10 points of vile damage per round from the neothelid's flesh-dissolving secretions. A swallowed creature can climb out with a successful grapple check. This places the escapee in the neothelid's tentacled maw, where another successful grapple check is needed to
get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The neothelid's interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Blindsight (Ex): The neothelid can ascertain creatures by nonvisual means within 500 feet. Beyond that range, they treat all targets as having total concealment.

***

Tied onto the neothelid with ropes and what not were several horses and mind flayers, all places within easy reach of the Dardanis. This was to fuel the powers of the Atrifact he wielded. The Blessing of Grankor.

Once a person bonds with the Blessing it may not be removed. The Blessing consumes the forearm of the user, replaceing the users flesh with the clear ooze flesh of the Blessing.

Grankor's Blessing:
Takes up the Bracer slot.
Grants wearer Fast Healing 3. Doesn't stack with any other fast healing
the wearer might have.
Wearer gains Acid resistence 50.
Wearer loses 2 Con. This Con is gone forever.

Powers: All powers do damage to the user or touched victim.
* Comsuming touch: The user may make a melee touch attack (that does not provoke an attack) while using one of the artifacts powers. The touched victim may attempt a Fortitude save DC: 30+Wearers Cha modifier, if failed the touched victim takes the damage for the use of the power. Helpless victims recieve no save.
- 1 hp: Supplies the wearer withup to 5 bolts or arrows during a round. These arrows appear in the wearer's hand as needed. Arrows and Bolts created with this power strike as +5 arrows and do 1 point of vile damage.
- 5 hp: Metaphysical weapon power: Grants a +5 enhancement bonus to weapon and weapon does 1 point of vile damage per strike. 24 hour duration.
- 5 hp: Haste: 40 round duration.
- 10 hp: Charm Ooze: this functions as a Charm spell that only effects Ooze type creatures and has no saveing throw.
- 21 hp: Slime Wave as a 40th lvl caster. Reflex save DC: 37
- 25 hp: +10 Enhancement to a Stat. Does 1 damage to that ability at end of duration(24 hour) unless a victim was used, in which case victim takes damage immediately.
- 2 Con damage: triples wearers fast healing for 10 minutes. This triples all Fast Healing of the wearer, not just the Fast Healing granted by the Artifact.
- 1 Con drain: Boost: Wearer gains d6 temporary hitpoints per character level or Hit dice of the character that took the Con damage. These temporary hit points fade after 10 mintues.
- 10 Con drain + target HDX4 in damage: Corruption. This power corrupts and transforms. All transformations take 24 hours and target must be willing or be helpless for the entire duration. Corrupted and created craetures are always friendly towards the wielder much as if the weilder had charmed them.
* Target gains the Corrupted template and CE alignment.
* Turns target corpse into a Wraith, Vampire, Shadow,Ghast, or Ghoul. Other undead that a known for feeding are also valid (famine spirit, coprse gatherer, ect). Functions as a Create Greater Undead except there is no HD limit, the the creature is always a templated undead rather than a base undead.
* Corrupt Awakening. Target plant awakens as the Spell and gains the corrupt template.

All powers except Corruption are standard actions to use. However, the wearer may choose to inflict twice as much damage to use the power as a free action. Only the wearer and helpless victims within immediate reach of the wearer may fuel free action powers.

Upon the wearers death, Grankor's Blessing will completely merge with the hosts body. After 1 round a half size Flesh Ooze will burst from the corpse (consuming it completely), after the another round the ooze is full size. On the third round, a foul black mist emmanates from the creature (20ft spread around Flesh ooze, Fort DC: 33 or be nuaseated for 1d4 rounds). After this the artifact will typically reform in a number of months to continue it's slow consumption of the world.

Battle: A few people got swallowed, somebody got stunned, much Vile damage was spread about. The party was victorious. Dardanis accomplished his mission of destroying the Forge and harming our heroes.

Next Up, a righteous political shaft, a dungeon crawl through the Tomb of a Paladin, and the monsters that they never fought!
 

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