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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1235834" data-attributes="member: 748"><p>Mmmm, here's my ECL 12 critter I was going to use for an ENWorld game of death that never got up (I dropped out anyways, too lazy to tone him down). If a head was cut off, he could take a run action with his 50 ft. nonmagical movement to simply run away before some one could throw alchemists fire on him, and keep running til he regrew two new heads <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll post some more broken 3.5e and 3e core and etc... stuff later, one of my favorites I won't quite say until the current GoD is done <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>CECIL - Feral, Three Headed, Lernean Ogre</p><p></p><p>Large Monstrous Humanoid (Lernean, Ogre)</p><p>Hit Dice: 10d10+120 (73 hp per head), In Antimagic: 10d10+110 (70 hp per head)</p><p>Initiative: +4 (+4 Improved Initiative)</p><p>Speed: 50 ft</p><p>AC: 18 (-1 size, +9 natural)</p><p>Attacks: Claw +20/+15 melee, Claw +20/+15 melee; 2 Rakes +19/+14</p><p>Damage: Claw 2d6+10; Rake 2d6+5</p><p>Face/Reach: 5 ft by 5 ft/10 ft</p><p>Special Attacks: Improved Grab, Pounce, Rake</p><p>Special Qualities: Fast Healing 4, darkvision</p><p>Saves: Fort +22, Ref +3, Will +3, Fort +21 in Antimagic</p><p>Abilities: Str 30, Dex 10, Con 32 (34), Int 3, Wis 10, Cha 4 </p><p>Skills: Jump +23/+53</p><p>Feats: Combat Reflexes, Greater Fortitude, Improved Initiative, Superior Two-Weapon Fighting, Weapon Focus (Claw).</p><p>Challenge Rating: 10</p><p>ECL: 12</p><p>Alignment: Chaotic Evil </p><p>Lernean Subtype: These multi headed creatures have bodies that are immune to attack (but see below). The only way to slay a Lernean creature is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernean creature may never have more than twice its original number of heads; any heads it gains beyond that number wither and die within a day.</p><p>To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.</p><p>Spells such as disintegrate, finger of death, and slay living kill a Lernean creature if they succeed. If the spell deals damage on a successful save, that damage is directed to one of the creature’s heads.</p><p>Darkvision: This creature can see in complete darkness, up to 90.</p><p>Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity.</p><p>Pounce (Ex): When a creature with this special ability makes a charge, it can follow with a full attack--including rake attacks if the creature also has the rake ability. </p><p>Rake (Ex): A feral that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. If the feral pounces on an opponent, it can also rake.</p><p>Superior Two Weapon Fighting (Ex): Because each head controls one arm (or analogous weapon-using limb), a multithreaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand. </p><p></p><p>Items-Amulet of Antimagic (Antimagic Field 1/day on Command Word, 11th level caster), (23,760 gold), Bracers of Health +2 (4,000 Gold), Cloak of Antigmatic (Antimagic Field 1/day on Command Word, 11th level caster) (23,760 gold), Ring of Jumping (2,000 Gold), 12,480 gold remaining</p><p></p><p>P.S., Edena of Neith started a most broken spell combination thread in general a while back, you can search that one up for some good ones.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1235834, member: 748"] Mmmm, here's my ECL 12 critter I was going to use for an ENWorld game of death that never got up (I dropped out anyways, too lazy to tone him down). If a head was cut off, he could take a run action with his 50 ft. nonmagical movement to simply run away before some one could throw alchemists fire on him, and keep running til he regrew two new heads :) I'll post some more broken 3.5e and 3e core and etc... stuff later, one of my favorites I won't quite say until the current GoD is done :) CECIL - Feral, Three Headed, Lernean Ogre Large Monstrous Humanoid (Lernean, Ogre) Hit Dice: 10d10+120 (73 hp per head), In Antimagic: 10d10+110 (70 hp per head) Initiative: +4 (+4 Improved Initiative) Speed: 50 ft AC: 18 (-1 size, +9 natural) Attacks: Claw +20/+15 melee, Claw +20/+15 melee; 2 Rakes +19/+14 Damage: Claw 2d6+10; Rake 2d6+5 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Improved Grab, Pounce, Rake Special Qualities: Fast Healing 4, darkvision Saves: Fort +22, Ref +3, Will +3, Fort +21 in Antimagic Abilities: Str 30, Dex 10, Con 32 (34), Int 3, Wis 10, Cha 4 Skills: Jump +23/+53 Feats: Combat Reflexes, Greater Fortitude, Improved Initiative, Superior Two-Weapon Fighting, Weapon Focus (Claw). Challenge Rating: 10 ECL: 12 Alignment: Chaotic Evil Lernean Subtype: These multi headed creatures have bodies that are immune to attack (but see below). The only way to slay a Lernean creature is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernean creature may never have more than twice its original number of heads; any heads it gains beyond that number wither and die within a day. To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear. Spells such as disintegrate, finger of death, and slay living kill a Lernean creature if they succeed. If the spell deals damage on a successful save, that damage is directed to one of the creature’s heads. Darkvision: This creature can see in complete darkness, up to 90. Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity. Pounce (Ex): When a creature with this special ability makes a charge, it can follow with a full attack--including rake attacks if the creature also has the rake ability. Rake (Ex): A feral that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. If the feral pounces on an opponent, it can also rake. Superior Two Weapon Fighting (Ex): Because each head controls one arm (or analogous weapon-using limb), a multithreaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand. Items-Amulet of Antimagic (Antimagic Field 1/day on Command Word, 11th level caster), (23,760 gold), Bracers of Health +2 (4,000 Gold), Cloak of Antigmatic (Antimagic Field 1/day on Command Word, 11th level caster) (23,760 gold), Ring of Jumping (2,000 Gold), 12,480 gold remaining P.S., Edena of Neith started a most broken spell combination thread in general a while back, you can search that one up for some good ones. [/QUOTE]
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