New Minions of Evil (MY PLAYERS OUT!)

Servant of Lolth -- rides a Bebelith, has a pair of Drider retainers. The party was sent to Carceri to kill him and take his stuff (particularly the "key" -- the Cubic Gate).

Ythikon the Reaver -- Half-Fiend Barb 12
Medium Outsider (Native, Evil, Augmented Humanoid)
Init: +2
Move 30 / Fly 30 (average)
HD: 12d12 +69 (154 hp)
BAB/Grapple: +12/+18
Saves: Fort +11, Ref +6, Will +5
AC: 25 (+8 Breastplate, +2 Dex, +1 Natural, +4 Shield), Touch 12, Flat 23
Str 22, Dex 14, Con 16, Int 12, Wis 12, Cha 12
Attack: +22 (2d6+12 +2d6 Unholy, 17/x2)
Full Attack: +22/+17/+12 (2d6+12 +2d6 Unholy, 17/x2), Bite +17 (1d6+3)
SA: Darkness 3/day, Desecrate, Unholy Blight [5d8, Will DC 15], Poison 3/day [1d10/1d10 con, Fort DC 15], Blasphemy
SQ: (Imp) Uncanny Dodge, Greater Rage 4/day, DR 2/--, DR 10/magic, SR 22, Resistance 10 (Acid, Cold, Elec, Fire)

Feats: WF(Greatsword), Power Attack, Improved Sunder, Imp. Crit (Greatsword)
Skills: Intimidate +16, Survival +16, Listen +16, Ride +17, Climb +21, Swim +21

Stuff: +3 Unholy Greatsword, +3 Breastplate, Ring of Force Shield, Cubic Gate, Ring of Water Walking
Bag of Holding: 5k infernal coins, gems

RAGE: 8 rounds
HP: 190
Saves: Fort +14, Ref +6, Will +8
AC: 23 (-2 Rage), Touch 10, Flat 21
Str 28, Dex 14, Con 20, Int 12, Wis 12, Cha 12
Attack: +25 (2d6+16 +2d6 Unholy, 17/x2)
Full Attack: +25/+20/+15 (2d6+16 +2d6 Unholy, 17/x2), Bite +20 (1d6+4)

CR 15
 

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Another BBEG, not meant to be fought by the party just at the moment... still, she'll catch up with them eventually, since they slew her (significantly younger) mate and stole her eggs.

She's a Very Old Blue Dragon Half-Fiend Shadow-Creature who's been living in Carceri for quite a while -- 600 years or so. She's recently made a deal with Bel to act as a mount for one of his lieutenants on occasion, and to provide him with sacrifices, in trade for knowlege about the Dragon Crest of Six Sapphire Eyes. So, her movements are currently quite constrained -- it will be several weeks before she finds out what the party did, and even then, she'll want to go find the Dragon Crest first.

Notes: Half-Fiend is nasty on Dragons. They've got a lot of HD, so SR gets very high, very quickly. The added spell-like abilities and ability boosts are sweet, as are the immunities and energy resistances.

The Shadow Creature template (MotP) is similarly cool. +50% speed rules for the very high draconic flight speed. The automatic resistance to cold will be a fun surprise when I make a Shadow Red Dragon. Shadow Blend is amusing as Baator -- "There's a shadow, and you suddenly can't see the huge dragon at all!" -- though really it's amusing on any Large or larger critter. Finally, Evasion, oh how I adore thee!



Nike Xarthrax -- Huge Outsider (Augmented Dragon, Native, Shadow, Evil)
Very Old Half-Fiend Shadow Blue Dragon (Sor2)
HD: 30d12 +2d4 +224 (394 hp)
Init: +2
Speed: 60 ft., Burrow 30 ft., Fly 225 ft. (Poor +Hover +Wingover)
AC: 41 (-2 size, +2 dex, +27 natural, +4 Insight), touch 14, flat-footed 35
- with Unholy Aura: 45, touch 18, flat-footed 39
- with Unholy Aura + Shield: 49, touch 18, flat-footed 43
BAB / Grapple: +31/+52
Attack (15 ft.): +42 (bite 2d8+13), or +42 (tail slap 2d6+19), or +42 (crush 2d8+19)
Full Attack (10 ft): +42 (bite 2d8+13), +42/+42 (claw 2d6+8 +1d6 Fire, 19/x2 +1d10 Fire), +40/+40 (wing 1d8+7), +40 (tail slap 2d6+19)
Space/Reach: 15 ft./10 ft. (15 ft. bite)
SA: Smite Good (+20 damage) 1/day, Spell-Like Abilities, Sound Imitation [DC 30], Breath Weapon, Spells
SQ: DR 15/magic; SR 35; Immunity to Sleep, Paralysis, Electricity & Poison; Energy Resistance 10 (Fire, Acid), 20 (Cold); Fast Healing 2; Shadow Blend; Hide +6; Darkvision 120 ft.; Blindsense 60 ft.; Evasion; Frightful Presence [DC 34]
Saves: Fort +27, Ref +21 (Evasion), Will +26
- with Unholy Aura: Fort +31, Ref +25 (Evasion), Will +30
Abil: Str 37, Dex 14, Con 25, Int 22, Wis 19, Cha 28
Skills (Outsider skill points from Half-Fiend): Bluff +47, Concentration +40, Diplomacy +47, Escape Artist +35, Hide +31, Intimidate +47, Knowledge (Arcana, Planes) +39, Listen +37, Search +39 (+43), Sense Motive +37, Spellcraft +39, Spot +37 (+41), and Use Magic Device +47.
Feats: Multiattack, Power Attack, Improved Bull Rush, Awesome Blow, Hover, Wingover, Fly-By Attack, Combat Expertise, Quicken Spell-Like Ability (Unholy Aura), Empower Spell-Like Ability (Horrid Wilting), Snatch

Sorcerer Spellcasting level 13 (DC 24 + spell level):
Level/per day: [item-provided spells], Spells Known
1/8: [Disguise Self], Divine Favor, Alarm, Shield, True Strike, Identify
2/8: [Misdirection], Silence 15 ft. radius, Detect Thoughts, Mirror Image, Hideous Laughter, Fog Cloud
3/8: [Displacement], Deeper Darkness, Suggestion, Haste, Stinking Cloud
4/8: [Greater Invisiblity], Dimension Door, Polymorph, Dimensional Anchor, Scrying
5/8: [Persistant Image], True Seeing, Cloudkill, Xorn Movement (MotP)
6/5: [Mislead], Heal, Shadow Walk

Spell-Like Abilities (30 HD, DC 34):
4/day: Plane Shift (to or from the Plane of Shadow only)
3/day: Create/Destroy Water (60 gallons), Ventriloquism, Darkness, Poison, Unholy Aura (Quick, 30 rounds)
1/day: Hallucinatory Terrain, Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting (Empowered, 30d8), Summon Monster IX (fiends only), Destruction

Breath Weapon: 100 ft. line, 18d8 electricity [DC 33]
Frightful Presence: 270 ft. [DC 34]

Stuff: Dragon Crest of Six Sapphire Eyes, Flaxar's Claw-Rubies (one pair), Lesser Amulet of Rhyxli's Ward, bag of holding type IV, 17 infernal sapphires (25kgp each), ring of spell storing, wand of gaseous form (8 charges), wand of stoneskin (14 charges)

Dragon Crest of Six Sapphire Eyes: Major Artifact
This huge circle of white gold is set with six fist-sized sapphires and woven with strong draconic magic. Its power can only be realized by a wearer with dragon blood, be she a True Dragon, Half-Dragon, Dragon Disciple, or person with a Draconic Bloodline. (To someone without dragon blood, the Crest resists identification -- it does not even detect as magical unless they succeed at a Caster Level check [DC 46]). For a qualified wearer, it grants the following benefits:
- Sapphire Charisma: +8 Enhancement bonus to Charisma
- Sapphire Armor: +4 Insight bonus to AC
- Six Sapphire Sight: Permanent See Invisibility and Arcane Sight 240 ft., which extend into the Ethereal and Shadow planes.
- All-Around Vision: Can't be flanked, +4 to Spot and Search.
- Air Master: Immunity to [Air] and [Sonic] effects.
Caster Level: 35

Flaxar's Claw-Rubies: Minor Artifacts
This pair of darkly glowing rubies takes up both glove/bracelet slots. They must be forcefully inserted into the flesh of a creature with a Natural Armor bonus of 2 or greater (dealing 3d6 damage each), and are not considered attached until the damage is healed (naturally or magically). When worn as a pair (or more, for creatures with more than two claw attacks), they grant the following effects:
- Claw Enhancement: +1 enhancement bonus to attack and damage per Ruby worn.
- Claw Special Abilities: all claw attacks gain the Keen and Flaming Burst special abilities.
- Spell Storing: one spell can be stored per Ruby worn.
Caster Level: 20

Lesser Amulet of Rhyxli's Ward: Minor Artifact
This simple black disc is pierced by a small hole, through which runs the tendon of a shadow mastif. It will adjust to fit any wearer with a neck. The amulet is a spell-keyed item, which allows its wearer to convert prepared Wizard spells or unused Sorcerer spell-slots into the following spells. Note that the expended spell or spell-slot must be at least as high level as the spontaneously cast spell.
1: Disguise Self
2: Misdirection
3: Displacement
4: Greater Invisibility
5: Persistant Image
6: Mislead
7: Greater Shadow Conjuration
Furthermore, the amulet grants all spells of the Illusion school +2 DC. This bonus stacks with that provided by (Greater) Spell Focus.
Caster Level: 20

CR: 27

(Shadow Template Menu Abilities (7): +2 Luck bonus to saves, Evasion, Fast Healing 2, Plane Shift to/from Shadow x4)
 

Yikes. Scary Dragon indeed.
Is the CR estimated or the result of the listed mods for the templates?
Hmm.. interesting idea I'll have to take over to some of my dragon ideas...

thanks for sharing these!

john
 

Greybar said:
Is the CR estimated or the result of the listed mods for the templates?

I'm glad you like! :)

The CR is the by-the-book CR for that dragon with those templates and two associated class levels (in Sorcerer). The Sorc levels are a bit weak for being counted as associated, so I gave her some slightly better equipment than the standard Dragon has -- the Rubies are similar to (but better than) an Amulet of Mighty Fists, and the Dragon Crest is just over-the-top awesome, but then I prefer having smart foes be able to actually use their treasure. Her quest for that item is currently keeping the PCs alive, so that's another plus.

A note about Unholy Aura -- this spell is SO AWESOME. Anyone good striking you in combat takes 1d6 Str damage (Fort save to resist, but with the monsterous HD and Con of those templates, fuggyedabowdit). Quicken Spell-Like Ability (Unholy Aura) is great if the monster in question has over 24 HD -- of course, I should mention that the rules-as-written don't account for spell-like ability caster level over 20, so by-the-book that trick is probably not allowed.

If forced to make her comply with the 3.5e MM, I'd replace it with Quicken Spell-Like Ability (Poison) and not feel too much regret. Adding a DC 34 Fort save (or 1d10/1d10 Con damage) to three melee attacks for free each day would definitely be my 2nd choice.

-- N
 

Her eggs will be hatching any week now, and then the party will get to enjoy raising these little darlings:


Spawn of Nike Xarthrax
Wyrmling Half-Fiend Shadow Blue Dragon -- Small Outsider (Augmented Dragon, Native, Evil, Earth)
HD: 6d12 +12 (hp 52, 39, 59)
Init: +2
Speed: 60 ft., burrow 30 ft., fly 150 ft. (average)
AC: 19 (+1 size, +2 dex, +6 natural), touch 13, flat 17
BAB/Grapple: +6/+5
Attack: +10 (bite 1d6+3)
Full Attack: +10 (bite 1d6+3), +8/+8 (claw 1d4+1)
Space/Reach: 5 ft./5 ft.
SA: Create/Destroy Water; Smite Good 1/day (+6 damage); Spell-Like Abilities
SQ: Immunity to Poison, Electricity, Sleep, Paralysis; Blindsense 60 ft.; SR 16; DR 5/magic; Resist 10 Acid, Cold, Fire; Shadow Blend; Fast Healing 2
Saves: Fort +7, Ref +7, Will +5
Abil: Str 17, Dex 14, Con 15, Int 14, Wis 11, Cha 12
Skills: Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +11, Hide* +15, Listen +9, Move Silently* (cc) +12, Spot +9, Sense Motive +9, Spellcraft +11
Feats: Multiattack, Fly-By Attack, Power Attack
CR 6

A pair of reptilian eyes shine up at you, like sapphires on black velvet. Looking closer, you can see hints of midnight scales rippling across a small draconic body, but the wyrmling's dark body seems to drink in the light.

Spell-Like Abilities (caster level 6, save DC 14) 3/day: Darkness; 1/day: Desecrate, Unholy Blight

Breath Weapon (Su): 2d8 Electric [40 ft. line, Reflex DC 15]

Skills: The shadow template grants +6 Move Silently, and the Shadow Blend special quality grants full concealment except in direct sunlight or the radius of a daylight spell.
 

This "lesser" flame snake is as advanced as he can get before becoming Huge. He looks kinda nasty, and I hope to throw him against my level 11 party tonight to see if the CR is right.


Advanced Lesser Flame Snake (from Fiend Folio)
Large Magical Beast (Fire)
HD: 16d10 +128 (216 hp)
Initiative: +3
Speed: 40 ft., climb 20 ft.
AC: 21 (+3 Dex, +9 natural, -1 size), touch 12, flat-footed 18
BAB/Grapple/Overrun: +16/+27/+31
Attack: +24 (bite 3d6+6 19/x2 +3d6 fire +poison), or +19 (magma spit 3d6 fire)
Full Attack: +24 (bite 3d6+7 19/x2 +3d6 fire +poison), +18 (tail spike 1d8+3 +3d6 fire +poison)
Face/Reach: 10 ft./10 ft.
Special Attacks: Constrict 3d6+9 +3d6 fire, fiery poison (1d6/1d6 Con, DC 24), heat (3d6), magma spit
Special Qualities: Darkvision 60 ft., fast healing 3, fire subtype, low-light vision, scent, uncanny dodge
Saves: Fort +14, Ref +13, Will +7
Abil: Str 24 (+7), Dex 16, Con 19, Int 10, Wis 14, Cha 14
Skills: (SP 38 -14) Climb +18, Jump +18, Listen +14, Spot +14
Feats: Weapon Focus (Bite), Improved Natural Attack (Bite), Improved Crit (Bite), Power Attack, Improved Overrun, Ability Focus (Poison)

CR 11

Stuff:
Psi Tattoos: Body Adjustment (3d12) x3, Specified Energy Adaptation (10 Cold, 30 minutes) x3, Claws of the Vampire (extended 1 minute) x3
(no treasure becuase he's on a mission, not in his lair)


Amazingly, I didn't use a single template on this guy! Or give him class levels! I must be getting lazy.

-- N
 
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Undead. Psions. R U L E .

Mad Shadow
Small Undead (Incorporeal, Psionic)
HD: 12d12 +10 (88 hp)
Initiative: +3
Speed: Fly 40 ft. (perfect)
AC: +21 (+3 Dex, +1 size, +7 deflection), touch 21, flat 17
+ Inertial Armor: +30 (+3 Dex, +9 armor, +1 size, +7 deflection), touch +30, flat 26
BAB/Grapple: +8/--
Attack: Incorporeal touch +12 melee (1d4 Wisdom drain +1d6 subdual)
Full Attack: Incorporeal touch +12/+7 melee (1d4 Wisdom drain +1d6 subdual)
Space/Reach: 5 ft./5 ft.
SA: Babble, madness, Wisdom drain, psionics
SQ: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, volatile mind +2, wild surge +3, elude touch
Saves: Fort +4, Reflex +7, Will +12
Abil: Str --, Dex 16, Con --, Int 15, Wis 16, Cha 24
Skills: Hide, Spot, Listen all mucho, who cares about the rest?
Feats: Speed of Thought, Psionic Body, Expanded Knowlege(Painful Strike), Expanded Knowlege (Psi Suggestion), Expanded Knowlege (Psi Dimension Anchor)
CR: 12

Manifester level 9
PP/day: 103
Powers Known: Inertial Armor, Demoralize, Ego Whip, Telekinetic Force, Death Urge, Psi Plane Shift, Painful Strike, Psi Suggestion, Psi Dimension Anchor

A mad shadow is the spectral remains of a Wilder driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
A mad shadow cannot speak intelligibly.

COMBAT

A mad shadow is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds, unless the mad shadow manifests painful touch before attacking.

Babble (Su): A mad shadow constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the mad shadow must succeed on a DC 23 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same mad shadow's babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting a mad shadow with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su): A mad shadow causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

-- N
 



Stormrunner said:
Somebody's been watching Miyazaki's Spirited Away...

Yup. :) The idea was also used in an Inuyasha episode (and also was a Noh mask). It's too good an idea to not steal. Masks are creepy, oozes are creepy -- put them together and it's like chocolate and peanut butter!

-- N
 

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