Paragon Template Madness!

bwgwl

First Post
as an exercise in absurdity, i've decided to make up some nasty critters using the Paragon template in the ELH.

each critter will have the Paragon template and at least one other template applied. if the base critter can be advanced in HD, advance to maximum before applying any templates. (since dragons effectively have unlimited advancement, just advance them to great wyrm). if the base critter advances by character class, add 10 class levels after applying any templates.

no backgrounds or whatever on these critters -- these are purely a statistical exercise at this point. if i ever get around to building a "world" around these guys, i'd most likely apply some Divine Rank to them and make them the gods of the campaign world! :p

here we go!
 
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Ocitas
Paragon Air Element Viper Snake
Gargantuan Elemental (Air)
Hit Dice:
12d8+276 (372 hp)
Initiative: +15 (Dex)
Speed: 60 ft., climb 60 ft., swim 60 ft., fly 300 ft. (perfect)
AC: 52 (-4 size, +15 Dex, +7 natural, +12 insight, +12 luck)
Attacks: Bite +45 melee
Damage: Bite 1d6+31 and poison
Face/Reach: 20 ft. by 20 ft. (coiled) / 10 ft.
Special Attacks: Poison, air mastery, spell-like abilities
Special Qualities: Scent, elemental, darkvision 60 ft., damage reduction 20/+6, fire and cold resistance 10, SR 34, fast healing 20
Saves: Fort +29, Ref +30, Will +22
Abilities: Str 33, Dex 40, Con 32, Int 16, Wis 27, Cha 17
Skills: Balance +31, Climb +33, Hide +22, Listen +26, Spot +26
Feats: Dodge, Flyby Attack, Power Attack, Weapon Finesse (bite)
Climate/Terrain: Any land, aquatic, and underground
Challenge Rating: 24
Treasure: Standard
Alignment: Always neutral

Poison (Ex): Bite, Fortitude save (DC 30); initial and secondary damage 1d8 temporary Constitution.
Air Mastery (Ex): Airborne creatures suffer a -14 penalty on attack and damage rolls against Ocitas.
Spell-like Abilities: 3/day - greater dispelling, haste, and see invisibility. These abilities are as the spells cast by a 15th-level sorcerer.
Elemental (Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
 
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Essipalis
Paragon Anarchic Great Wyrm Black Dragon
Gargantuan Dragon (Water)
Hit Dice:
37d12+1,036 (1,480 hp)
Initiative: +15 (+7 Dex, +8 Superior Initiative)
Speed: 180 ft., fly 600 ft. (clumsy), swim 180 ft.
AC: 73 (-4 size, +7 Dex, +36 natural, +12 insight, +12 luck)
Attacks: Bite +79 melee, 2 claws +74 melee, tail slap +74 melee
Damage: Bite 4d6+41, claw 2d8+30, tail slap 2d8+30
Face/Reach: 20 ft. by 40 ft. / 15 ft.
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, corrupt water, charm reptiles, smite law
Special Qualities: Immunities, SR 45, blindsight 360 ft., keen senses, water breathing, acid, electricity, and sonic resistance 5, fire and cold resistance 10, fast healing 20, damage reduction 20/+6
Saves: Fort +46, Ref +39, Will +43
Abilities: Str 52, Dex 25, Con 42, Int 35, Wis 36, Cha 35
Skills: Alchemy +35, Appraise +40, Bluff +59, Concentration +46, Escape Artist +22, Intuit Direction +36, Knowledge (arcana) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +62, Sense Motive +28, Scry +47, Search +59, Spellcraft +59, Spot +62
Feats: Alertness, Cleave, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Initiative, Lightning Reflexes, Power Attack, Sunder, Wingover
Epic Feats: Superior Initiative
Climate/Terrain: Any land and underground
Challenge Rating: 35
Treasure: Double standard
Alignment: Always chaotic evil

Breath Weapon (Su): Using a breath weapon is a standard action. Once Essipalis breathes, he can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at Essipalis’ mouth and extends in a direction of his choice, as a line 120 ft. long, 5 ft. high, and 5 ft. wide. Creatures caught in the area take 24d4 points of acid damage, and can attempt Reflex saves (DC 57) to take half damage.
Frightful Presence (Ex): Essipalis can unsettle foes with his mere presence. The ability take effect automatically whenever he attacks, charges, or flies overhead. Creatures within a 360 ft. radius are subject to the effect if they have less than 37 Hit Dice. A potentially affected creature that succeeds at a Will save (DC 53) remains immune to Essipalis’ frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: Essipalis casts arcane spells as a 15th-level sorcerer. He may cast 6 0-level spells, 9 1st-level spells, 9 2nd-level spells, 9 3rd-level spells, 9 4th-level spells, 8 5th-level spells, 8 6th-level spells, and 6 7th-level spells per day. Essipalis knows the following spells: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, and read magic; 1st - chill touch, identify, magic missile, obscuring mist, and shield; 2nd - fog cloud, Melf’s acid arrow, misdirection, summon swarm, and web; 3rd - dispel magic, gaseous form, lightning bolt, and stinking cloud; 4th - charm monster, enervation, improved invisibility, and scrying; 5th - animate dead, cloudkill, mind fog, and mirage arcana; 6th - acid fog, control water, and move earth; 7th - insanity and reverse gravity. The save DC for these spells is 34+spell level.
Spell-like Abilities: 3/day - darkness (120 ft. radius), greater dispelling, haste, insect plague, and see invisibility; 1/day - plant growth. These abilities are as the spells cast by a 30th-level sorcerer.
Corrupt Water (Sp): Once per day Essipalis can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed at a Will save (DC 53) or become fouled.
Charm Reptiles (Sp): Essipalis can use this ability three times per day. It operates as a mass charm spell that works only on reptilian animals. Essipalis can communicate with any charmed reptiles as though casting a speak with animals spell.
Smite Law (Su): Once per day Essipalis can make a normal attack to deal +33 additional damage against a lawful opponent.
Immunities (Ex): Essipalis is immune to sleep and paralysis effects, as well as acid attacks, polymorphing, and petrification.
Keen Senses (Ex): Essipalis sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 1,200 feet.
Water Breathing (Ex): Essipalis can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged.
 
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Aenthas
Paragon Celestial Pegasus
Large Magical Beast
Hit Dice:
8d10+176 (256 hp)
Initiative: +10 (Dex)
Speed: 180 ft., fly 360 ft. (average)
AC: 48 (-1 size, +10 Dex, +5 natural, +12 insight, +12 luck)
Attacks: 2 hooves +36 melee, bite +31 melee
Damage: Hoof 1d6+31, bite 1d3+25
Face/Reach: 5 ft. by 10 ft. / 5 ft.
Special Attacks: Smite evil
Special Qualities: Scent, spell-like abilities, darkvision 60 ft., acid, cold, and electricity resistance 15, fire resistance 10, damage reduction 20/+6, SR 32, fast healing 20
Saves: Fort +26, Ref +26, Will +23
Abilities: Str 33, Dex 30, Con 31, Int 25, Wis 28, Cha 28
Skills: Listen +30, Sense Motive +28, Spot +30, Wilderness Lore +22
Feats: Combat Reflexes, Dodge, Mobility, Iron Will
Climate/Terrain: Any land and underground
Challenge Rating: 22
Treasure: Standard
Alignment: Always chaotic good

Smite Evil (Su): Once per day Aenthas can make a normal attack to deal +21 additional damage against an evil foe.
Spell-like Abilities: Aenthas can detect good and detect evil at will within a 60-yard radius, as the spells cast by a 20th-level sorcerer. Aenthas also has the ability to use greater dispelling, haste, and see invisibility three times per day each, as a 15th-level sorcerer.
Skills: As a pegasus, Aenthas receives a +4 racial bonus to Listen and Spot checks.
 

Adyssoba
Paragon Axiomatic Earth Element Dire Boar
Huge Elemental (Earth)
Hit Dice:
21d8+420 (588 hp)
Initiative: +5 (Dex)
Speed: 120 ft., burrow 60 ft.
AC: 51 (-2 size, +5 Dex, +14 natural, +12 insight, +12 luck)
Attacks: Bite +59 melee
Damage: Bite 2d6+51
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Ferocity, smite chaos, earth mastery, burrow
Special Qualities: Scent, darkvision 60 ft., fire, electricity, sonic, and cold resistance 20, SR 34, elemental, damage reduction 20/+6, tremorsense, spell like abilities, fast healing 20
Saves: Fort +35, Ref +27, Will +29
Abilities: Str 52, Dex 21, Con 36, Int 18, Wis 28, Cha 23
Skills: Listen +27, Spot +26
Feats: Power Attack, Cleave
Climate/Terrain: Any land and underground
Challenge Rating: 24
Treasure: Standard
Alignment: Always lawful neutral

Ferocity (Ex): Adyssoba is such a tenacious combatant that she continues to fight without penalty even while disabled or dying (see page 129 in the Player’s Handbook).
Smite Chaos (Su): Once per day Adyssoba can make a normal attack to deal +33 additional damage against a chaotic opponent.
Earth Mastery (Ex): Adyssoba gains a +14 bonus on attack and damage rolls if both she and her foe touch the ground. If an opponent is airborne or waterborne, Adyssoba suffers a -4 penalty on attack and damage rolls.
Burrow (Ex): Adyssoba can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn’s.
Elemental (Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Tremorsense (Ex): Adyssoba can automatically sense the location of anything within 60 feet that is in contact with the ground.
Spell-like Abilities: 3/day - greater dispelling, haste, and see invisibility. These abilities are as the spells cast by a 15th-level sorcerer.
 
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on deck:

Paragon Fiendish Huge Monstrous Scorpion
Paragon Fiendish Fire Element Dire Snake
Paragon Celestial Half-Air Elemental Nymph
Paragon Half-Celestial Triton
 


Crothian said:
Good job on those, you have some interesting combination.
thanks! templates are one of my favorite things about 3e, so now that i've collected a bunch of them in various books, i've decided to go to town with them. :p

How about a paragon half celestial kobold?
i'm actually trying to stay away from humanoids with these. if i do get around to building a campaign world around these guys, i was thinking it would be a rather primitive world, where the gods were all beasts -- basically, a time before the invention of anthropomorphic gods.

though that kobold sounds like he would be an interesting little fellow -- if you stat him up, feel free to add him to this thread!
 

Golcimae
Paragon Fiendish Monstrous Scorpion
Huge Vermin
Hit Dice:
31d8+589 (837 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 150 ft.
AC: 47 (-2 size, +7 Dex, +8 natural, +12 insight, +12 luck)
Attacks: 2 claws +59 melee, sting +54 melee
Damage: Claw 1d8+33, sting 2d4+26 and poison
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Improved grab, squeeze, poison, smite good, spell-like abilities
Special Qualities: Vermin, darkvision 60 ft., cold and fire resistance 20, damage reduction 20/+6, SR 32, fast healing 20
Saves: Fort +36, Ref +27, Will +27
Abilities: Str 36, Dex 25, Con 29, Int 18, Wis 25, Cha 17
Skills: Climb +30, Hide +17, Spot +24
Feats: Improved Initiative, Power Attack
Climate/Terrain: Any land and underground
Challenge Rating: 22
Treasure: Standard
Alignment: Always neutral evil

Improved Grab (Ex): To use this ability, Golcimae must hit with her claw attack. If she gets a hold, she hangs on and stings.
Squeeze (Ex): If Golcimae gets a hold on a Huge or smaller opponent, she automatically deals damage with both claws, biting and stinging at her full attack value.
Poison (Ex): Sting, Fortitude save (DC 39); initial and secondary damage 1d8 Strength.
Smite Good (Su): Once per day Golcimae can make a normal attack to deal +33 additional damage against a good foe.
Spell-like Abilities: 3/day - greater dispelling, haste, and see invisibility. These abilities are as the spells cast by a 15th-level sorcerer.
Vermin (Ex): Immune to mind-influencing effects.
 

Hazeus
Paragon Fiendish Fire Element Dire Snake
Gargantuan Elemental (Fire)
Hit Dice:
16d8+384 (512 hp)
Initiative: +12
Speed: 90 ft., climb 60 ft.
AC: 51 (-4 size, +12 Dex, +9 natural, +12 insight, +12 luck)
Attacks: Bite +52 melee
Damage: Bite 2d8+47 and 2d6 fire and poison
Face/Reach: 20 ft. by 20 ft. (coiled) / 10 ft.
Special Attacks: Constrict 1d8+47 and 2d6 fire, improved grab, poison, smite good, heat, burn, spell-like abilities
Special Qualities: Low-light vision, scent, darkvision 60 ft., cold and fire resistance 20, damage reduction 20/+6, SR 33, elemental, fire subtype, fast healing 20
Saves: Fort +32, Ref +32, Will +27
Abilities: Str 47, Dex 35, Con 35, Int 18, Wis 28, Cha 26
Skills: Balance +21, Climb +22, Hide +14, Listen +19, Spot +19
Feats: Alertness, Combat Reflexes
Climate/Terrain: Any land and underground
Challenge Rating: 23
Treasure: Standard
Alignment: Always neutral evil

Constrict (Ex): With a successful grapple check, Hazeus can constrict a grabbed opponent, dealing 1d8+47 points of bludgeoning damage.
Improved Grab (Ex): If Hazeus hits an opponent of Huge size or smaller with a bite attack, he deals normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +34). If he gets a hold, he can also constrict in the same round. Thereafter, Hazeus has the option to conduct the grapple normally, or simply use his jaws to hold the opponent (-20 penalty on grapple check, but he is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite and constrict damage.
Poison (Ex): Bite, Fortitude save (DC 36); initial and secondary damage 1d8 temporary Constitution.
Smite Good (Su): Once per day Hazeus can make a normal attack to deal +29 additional damage against a good foe.
Heat (Ex): In addition to the damage from his attacks, Hazeus deals 2d6 additional fire damage with his natural weapons.
Burn (Ex): Those hit by Hazeus’ natural weapons must succeed at a Reflex save (DC 36) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the DUNGEON MASTER’S Guide).
Creatures hitting Hazeus with natural or unarmed attacks take 2d6 fire damage as though hit by Hazeus’ attack, and also catch fire unless they succeed at a Reflex save.
Spell-like Abilities: 3/day - greater dispelling, haste, and see invisibility. These abilities are as the spells cast by a 15th-level sorcerer.
Elemental (Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: As a dire snake, Hazeus receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance checks.
 

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