• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Monsters from my campaigns

Heh, right! That was a typo on my part, since I intended to wrte 'breastplate'...

Thanks a lot! I decided going for an insectile archon because, after all, the forces of good aren't supposed to care about such petty things as aesthetics. Not that forces of evil are picky either, judging by the succubi, erinyes and brachina...

Evil fey tend to be interesting, at least in my eyes. I liked both the verdant prince and the lunar ravager from the MM4, the redcap from MM3, the grey jester from Heroes of Horror, and the banshrae from MM5. Didn't care too much for the master of the hunt though... horrendously broken, even for a near-Epic critter. (CR 22? Really? An Ha-Naga of the ELH is EASIER than that... power player of a fey!)

For my next creation... well, I'm actually thinking of something that put the 'love kills' thing to ENTIRELY new heights! I'll begin working on it tomorrow... but I guess it will take some time to complete, since it will be a Shapechanger!
 

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Hiya, guys! Yeah, I know, once again, I have grossly overestimated the time I would be away from these forums. Between the ever-present university, and 4th edition coming to Italy (by the way, I think it's pretty good, even if it does have a WoW-ish feel to it), I never had time to update my creations... and my latest attempt to create a shapeshifter ended in disaster. I could never balance the creature and give it a proper CR. Pity, because I thought it had an interesting visual.

Anyway, I started over from scratch... and tried to create something new for an interesting race that doesn't really gets much attention as of now. The Inevitables. Hey, other than the misguided Obligatum The Seventh in Elder Evils and the nameless varakuth in another Elder Evil related adventure, I never saw them put to much use.

So... here I tried to give you something new by creating a new race of Inevitables, concerned with making sure planar boundaries are respected. Hey, after all, with all those gate and plane shift spells running around, someone has to do a little patrol!

A silly idea? Well, perhaps... but I don't think it's any more silly than the scorpion-like andyruth from Sandstorm... seriously, guys, they could have done better!

Oh well. Without further ado, here comes the Azimukuth!


Inevitable, Azimukuth
This strange clockwork creature stands about 8 feet tall. It has an imposing, somewhat rotund frame, covered in a bulky bluish armor, with complex-looking geometric shapes etched upon it, and a large, circular red crystal embedded in its chest and gently glowing with strange crimson light. Its arms, legs and head are similarly protected, and through small passages in its armor, you can see that its body is made of clockwork devices, dully clicking and humming with its every move. It stops in front of you, impassively staring, and just then you can see, under its semispherical helmet, that its eyes contain two swirls of dimly-shining points of light, like miniature galaxies. The creature's demeanor is cold and impassive, and its voice, as it speaks at you, echoes ominously in your head. "State you reasons for trespassing on this plane of existance." it states uncerimoniously.

Azimukuth CR 13
Always LN Large Construct (Extraplanar, Lawful)
Init
+0; Senses darkvision 60 ft, low-light vision; Listen +12, Spot +12
Defense
AC 31, touch 9, flat-footed 31 (-1 size, +15 natural, +7 masterwork half-plate armor)
hp 107 (14d10+30)
Fort +6, Ref +4, Will +9
Damage Reduction 10/chaotic; SR 25; Special qualities construct traits, fast healing 8
Special Qualities merciful
Offense
Spd 30 ft in half-plate armor; base speed 40 ft.
Melee 2 slams +19 melee (2d6+10) or dissolving ray +9 ranged touch (special, see below)
Space 10 ft; Reach 10 ft
Special Attacks Banishing grapple, dissolving ray, improved grab, spell-like abilities
Tactics
Before Combat: An azimukuth tries to gather as much information as possible about its targets before striking, and plans an attack accordingly. It makes also liberal use of its detect magic spell-like ability to assess the enemy's magical defences. Anyway, it usually tries to first convince transgressors to leave quietly, instead of launching an all-out attack. It only gives one warning, though - if this warning is ignored, the azimukuth attacks.
During Combat: Azimukuth usually focus on one opponent at the time, trying to lower the number of attackers as soon as possible thanks to its banishing grapple ability. Therefore, it normally goes for spellcasters first, since it knows that it is very dangerous for them to be grappled, and they usually have the arcane weapons needed to pierce its defenses. If unable to melee, azimukuth use their scorching ray and lightning bolt spell-like ability to the best of their abilities, and will try to single out an opponent who can be easily sent back to his home plane via banishment to do just that. An azimukuth's natural weapons, as well as any weapon it may wield, are treated as lawful-aligned for the purpose of overcoming damage reduction
Morale: Despite their single-mindedness in carrying out their mission, azimukuth are not suicidal. If faced with imminent destruction, they will usually plane shift back to Mechanus for repairs or simply dimension door to a safe place, taking advantage of their fast healing. However, they will strike back if transgressors have not yet returned to their home planes, and will undoubtedly be much better prepared.
Statistics
Str 30, Dex 11, Con -, Int 10, Wis 18, Cha 17
Base Atk +10; Grp +32*
Feats Ability Focus (banishing grapple), Cleave, Great Fortitude (B), Improved Sunder, Iron Will, Power Attack
Skills Concentration +10, Diplomacy +6, Gather Information +8, Knowledge (the planes) +14*, Listen +12*, Spot +12*, Survival +5 (+7 while on other planes)
Languages Abyssal, Celestial, Infernal, language of first target (usually Common)
Ecology
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Treasure None
Advancement 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment

Special Abilities
Banishing Grapple (Ex): Any creature with the extraplanar subtype (with respect to the plane they're actually in) grappled by an azimukuth must make a DC 22 Will save every round the grapple is maintained, or be immediately sent back to his home plane, as per the banishment spell. The victim reappears at the exact place of departure, with his equipment intact, is dazed for 1 round, and will be placed under the effects of a dimensional anchor spell for 24 hours, thereby negating his planar-travelling ability, but suffers no other drawbacks. Azimukuths use this special ability to send transgressors back to their home planes without harming them. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus.

Dissolving Ray (Su): Once every 1d4 rounds, as a standard action, an azimukuth can project a glittering ray of white specks of light from its eyes, delivering a ranged touch attack. Any creature hit is subject to the effect of a greater dispel magic spell. Note that azimukuths are careful in using this attack, as it might deprive the target of defences from planar effects.
Fast Healing (Ex): An azimukuth heals 8 points of damage each round as long as it still has at least 1 hit point. However, damage dealt by chaotic-aligned weapons heals at the normal rate.

Improved Grab (Ex): To use this ability, an azimukuth must hit an opponent of up to one size smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can choose to conduct the grapple normally (+32 modifier on grapple ckecks, including a +8 racial bonus), or just use his hand to hold the opponent (in this case, the azimukuth takes a -20 penalty on its grapple check, but is not considered grappled itself). In any case, the azimukuth automatically deals slam damage each round it maintains the pin (this damage can be non-lethal if the azimukuth chooses, see below). A grappled creature is subject to the azimukuth's banishing grapple ability every round it remains grappled.
Merciful (Ex): An azimukuth can choose to inflict nonlethal damage on a target, without the penalties normally associated.
Spell-like Abilities (Sp): At will - detect magic, dimension door, hold person (DC 15), locate creature, protection from chaos, scorching ray; 3/day - lightning bolt (DC 16), mark of justice, true seeing; 1/day - banishment (DC 19), dispel chaos, plane shift (self only); 1/week - geas/quest (DC 19)
Skills and Feats: Due to the planar lore programmed directly into their minds, azimukuth enjoy a +8 racial bonus on Knowledge (the planes) checks and can always choose to take 10 on such checks. They also enjoy a +6 racial bonus to Listen and Spot checks

Azimukuth are a little-reknown species of inevitables whose prime directive is to ensure that planar boundaries are respected. In a multiverse where powerful wizards have the ability to travel through the planes, and to extend that same ability to their allies and accomplices, it might seem easy for someone with access to powerful magic to directly get transferred to paradise planes like Celestia or the Elysium, seeking a prize they might not be worthy of, or to negotiate with dangerous planar powers to bring reality-disrupting plans to fruition. The azimukuth exist to ensure such does not happen, and track down those who abuse their planar-travelling powers. Short sojourns of no more than seven days and/or explicitly authorized (by deities or similar powers) planar travels will be tolerated, but overstaying will quite probably invoke the wrath of Mechanus, and an azimukuth, or a whole squad of them in extreme cases, will be dispatched to return the transgressor to his home plane, not before having received all the necessary spells for protection from that particular plane's hazard (at the very least, an avoid planar effects spell).
Azimukuth stand about 8 feet tall, but since their bodies are made of clockwork machinery, they weigh a lot more than most creatures of the same size.

Ecology
Azimukuth have very little impact on ecology, if any at all. As constructs, they do not require food, water or air to function properly, and because of their single-mindedness in pursuing transgressors, they will almost always leave the natural world alone. Like all inevitables, the azimukuth's life cycle begins when it is created in the forges of Mechanus and is given its first task, which it pursues relentlessly. An azimukuth's mind is already fully functional by the time it is given awareness, and the inevitable can reason, learn and remember already from day one. This makes it so that it can take lessons from its mistakes, and work out strategies in combat. However, their awareness does not extend to emotion, and like all inevitables, they find concepts such as friendship or affection to be 'beyond their processing abilities'.

Habitat and Society
Azimukuth do not really have a society to speak of. They only exist to enforce the law of the multiverse they embody, and have little to no interest in anything else. Whenever they're encountered in a squad, they're working together to stop a more powerful transgressor, but will not interact with one another beyond what is necessary to fulfill their mission. Sometimes, they work in tandem with justicators (see Monster Manual 3), but even then, their unemotional nature will hinder any connection beyond 'work duty' between the two races.
Among inevitables, azimukuth are quite obviously the ones who travel the planes more extensively in search of transgressors, and may be encountered anywhere in the Great Wheel.


Alignment
Azimukuth are created and programmed to make sure a fundamental law of the multiverse is respected, and to punish transgressors under any circumstances. While they try to minimize bloodshed, they also do not feel any obligation to help others, making them always lawful neutral.

Treasure
These extraplanar automatons have no use for treasure. Some advanced varieties might wear enchanted armor or wield magical weapons, but even then, it is only for the sake of completing the mission at hand.



----------


Alright, guys, so... how was it? Passable? Good? Awful? Do tell! Even if I'm getting the 4th edition, I'm still sticking to 3.5 adventures... and I'm even planning to post something from my campaigns in the Rogues Gallery... so, do you think my players will be satisfied with this bugger?

Next time (which I *hope* will be soon) I will be posting something that will creep the squeamish up, guaranteed!

See ya!
 

I like these guys! The anhydrut of Sandstorm was lame, I agree. The inevitability of planar boundaries is much more compelling, and I like that they're careful with their dispelling abilities on dangerous planes. I also like that they're an in-game justification for why mid-level wizards can't just plane shift to the Heaven of their choice and stay there, rather than get there the hard way by living a good life.

And consider me suitably intrigued by your next entry!
 

My rationale behind the Azimukuth was more or less along these lines, Demiurge. While Inevitables cover a lot of fundamental laws, that of planar boundaries was sadly forgotten... and in its place, we got some bug-like tank which enforces... desertification! Ooookay...

Moving on to next beastie...

Oh, this one I have a fond memory of. In one adventure in a deep forest, my players (a pretty good 6-men party about to enter level 7) had come across two trails of footprints, which the druid identified as respectively belonging to a bear, and to what might have seemed an overlarge horse. Their curiosity piqued, they carefully followed the trail... until they heard the roar of a bear and the whinny of a horse! But something just did not feel right about the whole scenario... after that, in fact, another horse was heard, and then another, and another one...

Now seriously alarmed, my players hid themselves in bushes and peeked out, somewhat expecting to see the bear making a meal out of a dead horse...

And what they got, instead, was a bunch of two-headed horses devouring the STILL-LIVING BEAR!

:eek:

The expressions on their faces were quite satisfying, to say the least... :heh:

Of course, they decided to turn tail and run... but the monsters were hot on their trail, and they had to fight them off. In the end, they killed four of these "blood stallions", and the others split before getting hurt all the more... but I got what I wanted: I shocked the players into complete disbelief!

Ah, good times...



Blood Stallion

Truly nightmarish in appearence, this creature is a powerful, overlarge two-headed horse, its muscles developed to exaggerated proportions. A dirty white all over, it possesses a bifurcated, blood-red made which whips around incontrollably in its uncontrollable rage, and a nauseating mix of blood and froth drips from its fang-filled mouth. It gallops in a disorderly manner, and you can make out, behind the thin blanket of dust it kicks up, that its hooves are hollow and shaped like hooks, in some sort of mockery of a claw. It lets out a double whinny, which sounds more like a roar, before rushing in to attack!

Blood Stallion CR 5
Usually CE Large Magical Beast
Init
+2; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +8
Defense
AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural)
hp 69 (6d10+36)
Fort +11, Ref +7, Will +5
Special Qualities gallop
Offense
Spd 60 ft.
Melee 2 bites +12 melee (1d8+7) and 2 hooves +4 melee (1d6+3)
Space 10 ft; Reach 5 ft
Special Attacks Devour, rend 2d8+10
Tactics
Before Combat: A pack of blood stallions relies on numbers, sheer power and advantageous positions to bring their opponents down, therefore they will try to place themselves in places where they easily surround prey before charging in with ear-shattering neighs. A lone blood stallion is a lot more straight-forward, and will usually leap to attack as soon as it has an opponent in sight. They usually avoid opponents with superior numbers.
During Combat: While intelligent, blood stallion are usually too blood-crazed to care about strategy. They go for the unarmored (or lightly-armored) foes first, bringing their hooked hooves and their vicious bites to bear. They take unholy delight in tearing off chunks of flesh from their opponents' bones, before feeding on them in front of their still-living foes.
Morale: Blood stallions rarely retreat, unless most of their pack has been killed. They will try to stay in the fight as long as possible, if only to feast on an opponent's flesh and get a Constitution boost.
Statistics
Str 24, Dex 15, Con 23, Int 10, Wis 17, Cha 16
Base Atk +6; Grp +17
Feats Multiattack, Power Attack, Run
Skills Jump +20*, Listen +8, Spot +8, Survival +6
Languages none (understands Common)
Ecology
Environment Temperate swamps and forests
Organization solitary or pack (2-8)
Treasure none
Advancement 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment

Special Abilities
Devour (Ex): When a blood stallion scores a killing blow on an opponent (that is, a blow that brings its opponent to -10 hit points or fewer) with one of its bite attacks, it gains a temporary +4 enhancement bonus to its Constitution score for 1 hour. More killing blows during the course of the hour do not stack, but prolong the duration of the effect for 1 hour each.
Gallop (Ex): A rider who succeeds at a DC 18 Handle Animal check can push a blood stallion to gallop, allowing it to reach amazing speed for a relatively long period of time. A gallopping blood stallion takes nonlethal damage instead of lethal damage when being pushed, and does not automatically fail Constitution checks under such circumstances.
Rend (Ex): A blood stallion that successfully hits an opponent with both bite attacks in the same round latches to the opponent's body and tears the flesh. This attack automatically inflicts 2d8+10 points of additional damage.
Skills: A blood stallion has a +8 racial bonus on Jump checks. Thanks to its Run feat, a blood stallion enjoys an additional +4 bonus to Jump checks when getting a running start.


An unusual, fierce and bloodthirsty beast, the blood stallion is a veritable corruption of the order of nature, a blight that devours anything smaller than itself that dares cross its way. Gifted with human-like intelligence despite their brutish appearence, blood stallions serve nobody save for those who can physically dominate them. A blood stallion accompanied by its rider is a truly heart-stopping sught even for the bravest adventurers, only matched by the sight of a pack of blood stallions' feeding frenzy. Rumors persist that these beasts are sacred to Karaan the Beast-God (see Book of Vile Darkness), but so far this has remained a simple theory.
Slightly larger and much heavier than a normal heavy warhorse, a blood stallion canot speak, but does understand Common. The very few who have a rider may understand snippets of other languages as well.


Ecology
Blood stallion are not easily placed in some kind of ecological system. They are a perversion of the natural cycle of nature, and very few beasts could match them in combat. In fact, the presence of a pack of blood stallions in an area can easily depopulate it in a matter of days, since these monsters have a ravenous appetite which requires them to consume huge amounts of flesh every day. Blood stallions are strictly carnivores, with a preference for reptiles, and especially snakes; but they do not pass up a chance to devour a human being, possibly a still-living one. They find the screams of sentient creatures to be particularily pleasurable, and delight in the feeling of quivering flesh and warm blood sliding down their dual gullets. Only in the most dire of circumstances will a blood stallion feed on carrions.

Habitat and Society
Blood stallions live in packs, led by an alpha male, just like wolves. However, their society is a lot less cooperative and orderly than that of wolves, with frequent power struggles and infighting for a better position. During the hunt, though, this all slips away, replaced by a terrifying ferocity and a surprisingly good teamwork that leaves little chance of escape for most creatures. When the prey has been brought low and devoured, however, any semblance of community gets immediately thrown away, in favour of a feeding frenzy that is hideous to behold.
Some blood stallions, unsatisfied with living in a pack, willingly abandon it. Such rogues are usually the ones who advance in Hit Dice, and will usually ally themselves with other evil wild creatures for the sake of spreading mayhem. They usually get into alliances with leucrottas (see Monsters of Faerun): the leucrotta removes an opponent's armor, leaving the blood stallion free to savage prey. Such alliances, however, are not known to be too stable, due to the chaotic and evil nature of the creatures.
Some blood stallion can be reared and trained by an evil individual who is sufficiently powerful as to cow them into servitude. To be trained, a blood stallion must first be made friendly towards the would-be rider (which can be done with a sufficiently high Diplomacy or Intimidate check). Then, a DC 25 Handle Animal check must be done, after a six-week period of training. Riding on a blood stallion requires an exotic saddle. A blood stallion can fight while carrying a rider, but the rider himself cannot attack unless he makes a Ride check.

Alignment
Being creatures of relentless hunger and pointless destruction, blood stallions are usually chaotic evil, especially in the case of solitary rogue specimen. A blood stallion who is caught young and brought up by creatures of a different alignment might turn neutral, or even good, but such cases are rare, and the creature usually bolts back into the wild and succumbs to its vicious tendencies.

Treasure
Wild blood stallions don't have any treasure. They have no use for coin and gems, and lack the manipulative abilities to use most magic items. Sometimes, a rider might allow them to wear magic armor, or magical items made for horse-like creatures, but that's about it.

 

OK, these guys are awesome! Love the mental image.

However, I'm pretty sure you meant "mane" instead of "made" in the description text.
 


I know, I know, double posts are annoying...

And yes, I did some misspelling in my previous post. I'll get around to it as soon as possible.

Anyway, my next creation is something a little more down-to-earth. A "simple" giant vermin, convertions of which I have never found in any rulebook or Dungeon/Dragon magazine. Since this is such a common creature, I spiced up my convertion by adding an advanced version of it, but it's still quite basic. So, don't expect too much.

To make up for the unimaginative nature of this new monster, the next one will be far, far, FAR more outlandish!It will take some time for it to come out, though. For now, I hope this vermin will do...


Giant Locust
An overlarge locust, dull brown in colour with short antennae and sail-like wings, turns its head at you and stares blankly through its composed eyes.

Giant Locust CR 3
Always N Large Vermin
Init
+3; Senses darkvision 60 ft, Listen +3, Spot +7
Defense
AC 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
hp 34 (4d8+16)
Fort +8, Ref +4, Will +4
Special Qualities jump
Offense
Spd 30 ft; flying 60 ft. (poor)
Melee bite +7 melee (1d6+5) and 2 kicks +2 melee (1d6+2)
Space 10 ft; Reach 5 ft
Special Attacks trample 1d8+7
Tactics
During Combat Being unintelligent, giant locusts have no strategy during a fight. They just go for the nearest opponent, kicking and biting madly at it in an attempt to bring it down or buy itself some time
Morale Giant locusts dislike fighting and will much rather flee before a genuine menace. They try to jump and fly away to safety, only staying to fight if they have no other option. Even then, they flee the first chance they get.
Statistics
Str 21, Dex 16, Con 18, Int -, Wis 16, Cha 5
Base Atk +3; Grp +12
Feats none
Skills Hide +3, Jump +25*, Listen +3, Spot +7
Languages none
Ecology
Environment temperate and warm plains, hills and deserts
Organization solitary, cluster (2-8), colony (6-12) or swarm (20-50)
Treasure none
Advancement 5-8 HD (Large); 9-12 HD (Huge)

Special Abilities
Trample (Ex): 1d8+7 points of damage, Reflex DC 17 for half. The save DC is Strength-based
Skills: Giant locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Giant locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks.

These creatures are the bane of cultivations and of anyone who depends on them to survive, to the point where they are considered a divine punishment. Quite unaggressive by themselves, they yearly gather into huge swarms, flying over miles of land and devouring all they find.

Ecology
Giant locusts are omnivores, though they prefer plant matter, and are especially dangerous for grain and other cereals. They are also unusual among giant vermin in that they do not pass through a larval stage - instead, they hatch as "nymphs", smaller and unfinished versions of their adult selves who gather in small bands until they are strong enough to survive on their own. They can breed rapidly under under suitable conditions, and become gregarious and migratory. During migration periods, they experience a slight physical change, becoming more colourful and at the same time more aggressive.
Lots of carnivoures prey on giant locusts, which explains their quick reproduction rate. Other than dragons, rocs, cloud mantas, larger vermin and such predators, they are also considered to be a delicacy by desert-dwelling human tribes.

Habitat and Society
Giant locusts are simple, mindless creatures. They do not have a society to call their own and live as simple parasites. However, for reason that have yet to be determined, giant locusts are sometimes compelled to gather into swarms and migrate long distances, even flying above entire oceans and continents (giant locusts are resistant, while hardly agile, flyers), rapidly stripping fields and greatly damaging crops.

Treasure
Needless to say, giant locusts do not have any treasure. They neither have the mental ability to recognize it, nor the means to gather it.


ADVANCED VERSION
Advanced Celestial Giant Locust
Divine Scourge Locust CR 8
Always LG Huge Magical Beast (Extraplanar)
Init
+2; Senses darkvision 60 ft, Listen +3, Spot +7
Defense
AC 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
hp 126 (12d8+72)
Fort +14, Ref +6, Will +7
Damage reduction 10/magic; SR 17; Resist acid, cold and electricity 10; Special Qualities jump
Offense
Spd 40 ft; flying 70 ft. (poor)
Melee bite +17 melee (1d8+10) and 2 kicks +12 melee (1d8+5)
Space 15 ft; Reach 10 ft
Special Attacks smite evil, trample 2d6+15
Tactics
During Combat Both cannier and more combat-capable than a "normal" giant locust, divine scourge locusts use numbers and flanking positions to take down enemies, attacking like a well-organized pack of wolves. They have a basic understanding of Celestial, and if summoned by another creature, will obey orders at the best of their abilities. They usually try to use their smite evil ability on the opponent that looks nastier.
Morale A divine scourge locust usually stays in the fight a lot more than its mundane counterpart, only retreating after its hit points have been lowered to a dangerous level. They re also more aggressive, and will usually attack evil (especially demons) on sight
Statistics
Str 30, Dex 15, Con 22, Int 3, Wis 16, Cha 5
Base Atk +9; Grp +27
Feats none
Skills Hide +2, Jump +30*, Listen +3, Spot +7
Languages none (has a basic understanding of Celestial)
Ecology
Environment Seven Mounting Heavens of Celestia
Organization solitary, cluster (2-8), colony (6-12) or swarm (20-50)
Treasure none
Advancement -

Special Abilities
Smite Evil (Su): Once per day, a divine scourge locust can make a normal melee attack to deal 12 extra damage to an evil foe.
Trample (Ex): 2d6+10 points of damage, Reflex DC 26 for half. The save DC is Strength-based
Skills: Divine scourge locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Divine scourge locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks.


A divine scourge locust is a particularly large, powerful extraplanar insect normally used as a punishment for tyrannical rulers and slavers. Descending down in a cloud of righteous fury, swarms of these dreaded bugs devour supplies and destroy armies, reminding such haughty oppressors that no evil deed goes unnoticed by the forces of good. The orderly, split-second precise coordination of a swarm of divine scourge locusts is a sight for the eyes, if one is not on the receiving side of their attack.
A divine scourge locust looks very much like an "ordinary" giant locust, but is much larger and its exoskeleton has a golden or silver sheen to it.


------

Nothing special, was it?

Anyway, next time we'll take a look at the convertion of something veteran D&D players might have memories of. Yes indeed, guys, an old acquaintance from the earlier versions has decided to come back for an encore! Although, when you actually meet it, you'll probably be the ones performing an encore for IT instead...

Hmmm, did I tip you off?

We'll see... hopefully in a few weeks' time, the new conversion will be ready!

 

I like that your templated giant locust was, in fact, celestial. Fiendish seemed the easy way out.

Have you ever seen the movie Beginning of the End? A low-grade rip-off of Them!, with giant rear-projected locusts taking the place of giant animatronic ants. I did a conversion of those giant grasshoppers a long time ago in my Mystery Science Theater Monster Project, a netbook of monsters inspired by terrible movies.
 

I like that your templated giant locust was, in fact, celestial. Fiendish seemed the easy way out.

Have you ever seen the movie Beginning of the End? A low-grade rip-off of Them!, with giant rear-projected locusts taking the place of giant animatronic ants. I did a conversion of those giant grasshoppers a long time ago in my Mystery Science Theater Monster Project, a netbook of monsters inspired by terrible movies.
I liked the celestial locust as well. The description is pretty good!

demiurge, is that MST netbook available somewhere?
 


Into the Woods

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