Post a random monster !

JiCi

First Post
Ok, I've seen some of these a while ago, but they've always get deleted for lack of posts, so I've decided to start such a thread myself and see how far it would get. It's all about posting a D&D monster with whatever template(s) you ever wanted to apply. This way we can create sample creatures for any DMs and Players to use in their games.

Here are the rules:

1- Pick a monster from ANY D&D 3rd edition book ever published.
2- Pick one or more templates from, again, ANY D&D 3rd edition book ever published, and apply it to the creature. (feel free to mix between settings)
3- Write it in either old or new format (please keep the comments about formats to yourself; the thread is for monsters and monster-related comments ONLY, thank you)
4- Post it here !
5- Write references for the monster and each template used.

I'll start things up.

What looks from afar like a giant airship with a fiery ring comes closer to you. As it lands, the ship starts to disassemble itself collapsing and drastically compacting its parts. The stern of the ship split open into two legs, while the starboard and portside split into arms and hands. The bow bends heavily to form the chest while the forecastle is pushed to the bow and shape itself into a vaguely human head. The hull warps into curves to create an abdomen and back, while the rudder split into two sharp blades, easily picked up by the automaton. This change happens in a matter of seconds.

Skyfire (airship form) CR 10
N Colossal Construct (shapechanger)
Init -3; Senses Darkvision 60ft., Low-light Vision; Listen +17, Spot +17
Languages Common, Elven
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AC 11, Touch -1, Flat-footed 11
(-8 Size, -3 size, +12 Natural)
HP 256 (32 HD); Hardness 5
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, death from massive damage and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless);
Resist Fire 20
Fort +12 Ref +9 Will +12
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Speed 10ft. (2sq.), fly 100 ft (poor), Flyby Attack
Melee Slam +26 (4d6+15)
Space 90 ft wide by 300 ft long by 50ft high (with 110 ft diameter fire ring); Reach 20 ft;
Base Atk +24; Grapple +50
Atk Options Ram 12d6, Crush 4d8+15 (Reflex 41 negate), Power Attack
Special Options Alternate form, fire ring
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Abilities Str 30 Dex 4 Con – Int 13 Wis 14 Cha 11
SQ Hover, open-minded, shard-powered, spirit within
Feats Two-Weapon Fighting (b), Flyby Attack, Power Attack, Cleave, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Lightning Reflexes, Great Fortitude, Crush, Inured to Energy, Quick Change
Skills Knowledge (geography) +26, Listen +17, Profession (sailor) +26, Spot +17, Survival +27
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Skyfire (bipedal form) CR 10
N Colossal Construct (shapechanger)
Init -3; Senses Darkvision 60ft., Low-light Vision; Listen +17, Spot +17
Languages Common, Elven
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AC 11, Touch -1, Flat-footed 11
(-8 Size, -3 size, +12 Natural)
HP 256 (32 HD); Hardness 5
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, death from massive damage and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless);
Resist Fire 20
Fort +12 Ref +9 Will +12
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Speed 20ft. (4sq.), fly 100 ft (poor), Flyby Attack
Melee 2 slams +26 (2d8+10) or
Melee Colossal masterwork handaxe +25/+20/+15/+10 (4d6+10/x3) and
Melee Colossal masterwork handaxe +25/+20/+15 (4d6+5/x3)
Space 30 ft; Reach 30 ft;
Base Atk +24; Grapple +50
Atk Options Crush 4d8+15 (Reflex 41 negate), Power Attack
Special Options Alternate form, fire ring
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Abilities Str 30 Dex 4 Con – Int 13 Wis 14 Cha 11
SQ Hover, open-minded, shard-powered, spirit within
Feats Two-Weapon Fighting (b), Flyby Attack, Power Attack, Cleave, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Lightning Reflexes, Great Fortitude, Crush, Inured to Energy, Quick Change
Skills Knowledge (geography) +26, Listen +17, Profession (sailor) +26, Spot +17, Survival +27
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Alternate Form (Su) Skyfire can take a bipedal form as a move action. Skyfire retains its hit points in when it changes forms, and it can remain in alternate form indefinitely. True seeing or similar magic reveals Skyfire’s many forms simultaneously.
Hardness Skyfire has the same hardness as it had before it was animated.
Hover (Su) Despite its maneuverability rating, Skyfire can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Open Mind (Ex) Unlike normal constructs, Skyfire is not immune to mind-affecting effects. In fact, perhaps because of its past need for commands, its mind is especially vulnerable to magical compulsion. Skyfire takes a –2 penalty on saving throws against mind-affecting effects.
Ring (Su) Any creature or object that touch or pass through the Skyfire’s fire ring take 3d8 points of fire damage. While in bipedal form, those within 10 feet of Skyfire takes damage as indicated, but are entitled to a Reflex DC 26 save to halve the damage. The save is Charisma-based.
Shard-powered (Su) Like a normal airship, Skyfire has a Khyber dragonshard with a bound fire elemental. This shard grants it the ability to fly at a speed of 100 ft (poor) and to hover. If the elemental breaks free or is suppressed or if the shard is destroyed, Skyfire loses both abilities, and can take falling damage if Skyfire was airborne. These lost abilities are restored if a new dragonshard is placed.
Spirit Within (Ex) Though Skyfire is not a living creature, a “spirit” still resides within it. Unlike most constructs, Skyfire is not immune to all necromantic effects. Certain spells that rely on the existence of a creature’s soul (not “life force”)—namely astral projection, clone, magic jar, and soul bind—can affect Skyfire. No other necromantic effects affect Skyfire, and they are still immune to death effects. Though it cannot be raised or resurrected, Skyfire can be reincarnated as described by the reincarnate spell.

This creature is a rare case of House Cannith madness for machines combined with a manifest zone tied to Irian, the Eternal Day. How the accident happened is still unclear. According to survivors, a Lyrandar airship was simply on its normal schedule when a brilliant ball of light flashes and enveloped the entire vessel for a few moments. After the event, the pilot has witnessed that some crewmembers’ wounds have healed quickly, but that joy came to an end when the captain began to experience difficulties steering the ship. The vessel started to jerk left to right violently, as if possessed by a spirit. The airship then landed against the pilot’s control, and vigorously transformed into its giant form, flinging its occupants overboard.

Upon hearing about this obscure incident, a few adventurers wandered Khorvaire far and wide, to seek such an automaton; being able to fly on its own record means no tedious search to hire a Lyrandar pilot, as well as getting authorization from a docking tower. The first vessel to be discovered has been the first one that has been created by the manifest zone. Upon discovery, the adventurers convinced the airship that they could make it see the world differently, and the giant vehicle was called Skyfire, referring to its mighty fire ring.

Colossal Animated Object: Monster Manual
Airship: Eberron Campaign Setting, Explorer's Handbook
Lifespark Construct template: Advanced Bestiary
transforming Construct template: Advanced Bestiary

What do you think ?

Let's see what can you come up with.
 

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Sounds fun! If I get an idea, I'll do it... Maybe you should post this in the ultimate homebrew index, so we can find it later!
 

I take monster advancement requests frequently on other boards so have dozens of these. Heres one of my favorites...

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White Ears

NB_Elephant_Ghost_World.jpg


Spirit Elephant
Huge Fey (augmented animal, incorporeal)
Hit Dice: 11d6+77 (115 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+5 deflection, +2 dex, -2 size), touch 15, flat-footed 13; or 17 (+2 dex, +7 natural, -2 size), touch 10, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Incorporeal gore +8 touch or +15 melee against ethereal foes (2d8 non-lethal or 2d8+13 against ethereal foes)
Full Attack: Incorporeal slam +8 touch or +15 melee against ethereal foes (2d6 non-lethal or 2d6+9 against ethereal foes) and 2 incorporeal stamps +3 touch or +10 melee against ethereal foes (2d6 non-lethal or 2d6+4 against ethereal foes); or incorporeal gore +8 touch or +15 melee against ethereal foes (2d8 non-lethal or 2d8+13 against ethereal foes)
Space/Reach: 15 ft./10 ft.
Special Attacks: Manifestation, trample 2d8 non-lethal or 2d8+13 against ethereal foes
Special Qualities: Incorporeal traits, low-light vision, scent
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 28 (- against non-ethereal), Dex 14, Con 25, Int 5, Wis 20, Cha 10
Skills: Hide -2, Listen +19, Search +1, Spot +17
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Warm plains or Ethereal Plane
Challenge Rating: 9

Surrounded by mists, it walks out with a silent proud stance, a great white elephant with enormous tusks and intelligent eyes. The mists follow, and as it approaches one can see the landscape vaguely through the kingly creature's substance...

Combat

Incorporeal Traits: White Ears is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Manifestation (Su): White Ears dwells on the Ethereal Plane. As an Ethereal creature, it cannot affect or be affected by anything in the material world. When White Ears manifests it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested spirit animal remains partially on the Ethereal Plane, where it is not incorporeal. A manifested spirit animal can be attacked by opponents on either the Material or Ethereal planes. A spirit animal's incorporeality helps protect it from foes on the Material Plane, but not against foes on the Ethereal Plane.

Trample (Ex): Reflex half (DC 24). The save DC is Strength-based.
 

Oh, had forgotten about this guy. I used the (Half)-Fiendish Variant from Wizards.com.

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Mastermind

Mastermind_by_Nny2.jpg

Drawn by request and permission granted to post by Nny2 of deviantART. All rights reserved.

Half-Cerebrilith Ulitharid
Large Outsider (psionic)
Hit Dice: 12d8+84 HD (138 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 23 (-1 size, +2 dex, +8 natural, +4 mental barrier), touch 15, falt-footed 21
Base Attack/Grapple: +9/+18
Attack: Long Tentacle +13 melee (1d8+5)
Full Attack: 2 long tentacles +13 melee (1d8+5), 4 short tentacles +11 melee (1d8+5), bite +6 melee (1d8+2), and 2 claws +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Extract, improved grab, mind blast, psi-like abilities, psionic powers, smite good, spell-like abilities
Special Qualities: Darkvision 60 ft., damage reduction 10/good, immunity to poison, power resistance 27, resistance to acid 10, cold 10, electricity 10, and fire 10, telepathy 200 ft.
Saves: Fort +11, Ref +6, Will +13
Abilities: Str 20 (+5), Dex 14, Con 24 (+7), Int 21 (+5), Wis 17, Cha 25 (+7)
Skills: Autohypnosis +13, Bluff +17, Concentration +22 (+26 manifesting defensively), Diplomacy +16, Disguise +7 (+9 acting in character), Hide +8, Intmidate +19, Knowledge (psionics) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18
Feats: Combat Manifestation, Improved Initiative, Improved Natural Attack, Iron Will, Power Penetration
Environment: Underground
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +13

This appears as a hulking, spindly mindflayer, hunched over, with an enormously large skull that merges directly with an overly developed spine. Its skin is thick and leathery with large, bright purple veins. The head sweeps forward beastially into a maw filled with sharp teeth and ringed by four smaller tentacles and two much longer ones, all ending in wickedly curved claws. Two tiny, evil red eyes glitter with an intimidating intelligence from beneath pronounced bone ridges. Two long, thickly muscled arms hang almost to the floor with great, razor-sharp talons. A foul-smelling lqiuid coats this beast, causing it to gleam unwholesomely.

Combat
Mastermind, above all else, likes to 'play' with his opponents, testing them and infuriating until he has learnt all he needs to kno. He then attempst to set them upon one another and have them slowly torture each other to death.

Mastermind's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Extract (Ex): See Monster Manual 3.5, p.187 or Lords of Madness, p. 159.

Improved Grab (Ex): To use this ability, Mastermind must hit a Small, Medium, or Large creature with its tentacle attack It can then attempt to start a grapple as a free action without provoking attacks of opporunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. Mastermind can grab a Huge or larger creature only if it can somehow reach the foe's head.

If Mastermind begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but Mastermind gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp): As Lords of Madness, p. 159. DC 23 will save negates. Save DC's are Charisma-based.

Psionics: Manifester level 13th. (Power Points per day = 179; Save DC 15 + power level):
1st - Detect Psionics, Mind Thrust, *Primal Fear, Psionic Charm, Vigor
2nd - Brain Lock, Cloud Mind, Id Insinuation, Read Thoughts
3rd - Hostile Empathic Transfer, Mental Barrier, *Mindfire, Mind Trap
4th - Aura Sight, Death Urge, *Implanted Suggestion, *Shadow Eft
5th - Psionic Plane Shift, Psionic True Seeing, Psychic Crush, *Psychotic Break
6th - Aura Alteration, Fuse Flesh, Mass Cloud Mind, Mind Switch
7th - *Planar Champion

* From Complete Psionic

Psi-Like Abilities:
3/day Ego Whip (DC 21), Psionic Dominate (3 targets, all except aberration, dragon, elemental and outsider, DC 23); 1/day Mindprobe (DC 24). Manifester level 12th. The save DC's are Charisma-based.

Smite Good (Su): Once per day Mastermind can make a normal melee attack to deal 12 extra damage against a good foe.

Spell-like Abilities:
1/day Blasphemy (DC 24), Desecrate , Unholy Blight (DC 21). Caster level 12. The save DC's are Charisma-based.
 

Faligia, Lord of Balefire (paragon balor)
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+363+240 (763 hp)
Initiative: +11
Speed: 120 ft. (24 squares), fly 270 ft. (good)
Armor Class: 67 (-1 size, +15 Dex, +19 natural, +12 insight, +12 luck), touch 48, flat-footed 52
Base Attack/Grapple: +20/+44
Attack: +5 vorpal longsword +70 melee (2d6+41/19-20)
Full Attack: +5 vorpal longsword +68/+63/+58/+53 melee (2d6+41/19-20) and +4 flaming burst whip +66/+61 melee (2d4+37 plus 1d6 fire plus entangle/20/x2 plus 1d10 fire); or 2 slams +64 melee (1d10+40)
Space/Reach: 10 ft./10 ft. (20 ft. with +4 flaming burst whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities: Damage reduction 15/cold iron and good (10/epic), darkvision 60 ft., fast healing 20, flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 60, telepathy 100 ft., true seeing
Saves: Fort +40, Ref +36, Will +36
Abilities: Str 50, Dex 40, Con 46, Int 39, Wis 39, Cha 41
Skills: Bluff +48, Concentration +51, Diplomacy +52, Disguise +25 (+27 acting), Hide +44, Intimidate +50, Knowledge (any six) +47, Listen +55, Move Silently +48, Perform (any three) + 48, Search +47, Sense Motive +47, Spellcraft +47 ((+49 scrolls), Spot +55, Survival +24 (+26 following tracks), Use Magic Device +48 (+50 scrolls)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Toughness (B), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane (any land and underground)
Organization: Solitary or troupe (1 Faligia, 1 marilith, and 2-5 hezrous)
Challenge Rating: 35
Treasure: Standard coins; double goods; standard items, plus +5 vorpal greatsword and +4 flaming burst whip
Alignment: Always chaotic evil
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: —
Faligia stands about 15 feet tall. Her skin is a dark gray-green. She weighs about 7,500 pounds. She resembles a huge ape with black tusks and tremendous wings made of greenish-black flame.
She was once an ordinary balor, but was transformed when she stumbled upon the prison of an ancient lord of demons, trapped and stripped of its body millennia before by a rebellious underling. She opened the prison, and the evil spirit emerged and joined with Faligia. In torment, her body was transformed, coming to partially resemble the ancient demon’s original body. She wandered for decades, her own spirit battling with the possessing spirit of the ancient lord. Finally, her spirit managed to absorb and consume the weakened opposing spirit. She was reborn as a single, powerful entity, the heir to the status of a demon lord. Rapidly, she began to cow other demons to her service with threats and demonstrations of power. She was also able to capture a powerful Material Plane wizard during his visit to the Abyss, forcing him to enhance the power of her personal weapons. She then set the wizard to create magical weapons and devices for her rapidly growing forces.
Combat
Faligia loves to join battle armed with their swords and whips. If she faces a being which might threaten her, she may teleport away to loose a few spell-like effects at the foe.
Faligia’s +4 flaming burst whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls, surrounded by dark, sickly greenish flame. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
Faligia’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned, epic, and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex)
When killed, Faligia explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 51 half). This explosion automatically destroys any weapons Faligia is holding. The save DC is Constitution-based and benefits from Faligia’s paragon insight bonus.
Entangle (Ex)
Faligia’s +4 flaming burst whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and Faligia immediately make opposed Strength checks; if Faligia wins, it drags the target against its flaming body (see below). The target remains anchored against Faligia’s body until it escapes the whip.
Spell-Like Abilities
At will— blasphemy (DC 32), dominate monster (DC 34), haste, greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 32), power word stun, telekinesis (DC 31), unholy aura (DC 33); 1/day—fire storm (DC 33), implosion (DC 34). Caster level 35th. The save DCs are Charisma-based.
Vorpal Sword (Su)
Faligia carries a +5 vorpal longsword that looks like a greenish-black, venomous flame.
Summon Demon (Sp)
Once per day Faligia can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.
Flaming Body (Su)
The body of Faligia is wreathed in flame.
Anyone grappling Faligia takes 6d6+13 points of fire damage each round.
True Seeing (Su)
Faligia has a continuous true seeing ability, as the spell (caster level 20th).
Skills
Faligia has a +8 racial bonus on Listen and Spot checks.
 

Here are two new ones, one to create a new monster, and one to enhance it:

Plasma Spark
Medium Ooze
HD: 5d10+5 (32 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 13 (+3 deflection), touch 13, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity)
Full Attack: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf, fireball, lightning bolt
Special Qualities: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13
Skills: --
Feats: --
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

This human-sized star is crackling with electricity and fire. Each move spills searing sparks around the path.

A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – fireball and lightning bolt. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands.

Combat
As a mindless ooze, a plasma spark simply slams any creature in its way, burning every piece of flesh on successful hit.
Engulf (Ex) : A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled.
Fireball (Su) : A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 14 half).
Lightning Bolt (Su) : A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 14 half).

ID Slithering Plasma Spark
Large Ooze
HD: 5d10+30 (57 hp)
Initiative: +6
Speed: 80 ft.
Armor Class: 20 (-1 size, +6 Dex, +2 natural, +3 deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity)
Full Attack: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity)
Space/Reach: 20 ft./10 ft.
Special Attacks: Engulf, fireball, lightning bolt, flow, pseudopodia, slick
Special Qualities: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15, diminished space/reach
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 21, Dex 22, Con 23, Int 10, Wis 16, Cha 19
Skills: Hide +11, Move Silently +11
Feats: Improved Natural (slam), Extended Reach, Mobility (b)
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
Level Adjustment: --

A crackling puddle of fire and lightning rapidly moves on the ground. It seems to restrain itself from striking the first intruder in sight, but rather wait until it steps on it to severely burn it.

A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – fireball and lightning bolt. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands, especially since it camouflages itself as a pool of eldritch liquid, which can catch the eye of curious adventurers.

Combat
A plasma spark, unlike other oozes, is as smart as a human. It uses a combination of ambushing and trapping to hunt and dispose of intruders. It lets opponents step harmlessly on it or slowly crawls beneath the targets, and then strikes the group simultaneously.
Engulf (Ex) : A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled.
Fireball (Su) : A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 17 half).
Lightning Bolt (Su) : A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 17 half).
Flow (Ex): A plasma spark can enter the space of any creature, though doing so provokes an attack of opportunity as normal. Neither it nor the other creature takes any penalty for fighting in the same space. Each provokes attacks of opportunity for movement normally.
Pseudopodia (Ex): When making a full attack, a plasma spark may choose to make a single melee attack against every foe it detects within reach. In addition, it can make up to 22 attacks of opportunity in a single round.
Slick (Ex): An area covered by a plasma spark functions like an area covered by ice for the purpose of movement and Balance checks, and it counts as slippery for the purpose of Climb checks. See the skill descriptions in the PHB and The Environment in the DMG for details. Furthermore, a plasma spark can make an attack of opportunity against any creature that rises from prone within its space while engulfing a target.
Diminished Space/Reach (Ex): A plasma spark does not occupy a cube. Instead, it covers the area within its space like a spread, even sloughing up walls and around corners. It is considered to occupy all the squares its body covers in a plane of 5-foot tall cubes, and it has a maximum vertical reach of 5 feet from where its body pools. If the plasma spark is not on a surface (when it is swimming underwater or flying, for example), it naturally orients itself as a plane of ooze.

Fireball, Lightning Bolt: Player’s Handbook
Living Spell template: Eberron Campaign Setting, Monster Manual III
ID Ooze: Advanced Bestiary
Slithering Ooze: Advanced Bestiary
 

Here's another one:

This dinosaur looks like a triceratops, but it has large blades protruding out of its adamantine hide. In a flash, it charges toward you, lowering its sharper-than-usual horns to skewer you.

Talenta Tank CR 13
Always N Huge construct
Init -1; Senses: Low-light vision, scent, Listen +13, Spot +13
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AC 33, touch 7, flat-footed 33
(–2 size, -1 Dex, +26 natural)
hp 128 (16 HD); Hardness 10; Heavy fortification DR 10/adamantine
Immune Electricity, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, death from massive damage and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Resist Acid 10, cold 10, fire 20
Weakness rusting grasp
Fort +12, Ref +9, Will +9
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Speed 50 ft. (10 squares), Sprint
Melee Gore +23 melee (4d8+22)
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +35
Atk Options adamantine limbs, Powerful charge 8d8+22, trample 8d6+30
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Abilities Str 40, Dex 9, Con --, Int --, Wis 16, Cha 5
SQ Metal Body, Body Blades, Enlarged Attacks, Scent, Sprint
Feats --
Skills --
* A talenta tank gains a +6 racial bonus on Balance, Climb, Jump and Tumble, a +10 racial bonus Listen and Spot. A talenta tank can use Tumble as though trained even if it possesses no ranks in the skill. However, it takes a –4 penalty on Escape Artist, Hide, Move Silently, Sleight of Hand and Swim
---------------------------------------------------------------------------------------
Powerful Charge (Ex) When a triceratops charges, its gore attack deals 8d8+22 points of damage.
Trample (Ex) Reflex half DC 33. The save DC is Strength-based.
Body Blades (Ex) Spikes and blades cover a talenta tank’s body. When another creature attacks it with handheld or natural weapons, the attacker takes 1d8 points of slashing and piercing damage. Incorporeal creatures and creatures using weapons with exceptional reach, such as longspears, do not take this damage. In addition, a talenta tank deals 1d8 points of piercing and slashing damage to a grabbed opponent with each successful grapple check.
Enlarged Attacks (Ex) Each of a talenta tank’s natural attacks deals damage as though the war machine were two size categories larger than it is.
Sprint (Ex) Once per hour, a talenta tank can move up to 10 times its normal speed when it charges.
Metal Body (Ex) Beneath its skin, a talenta tank is largely composed of metal. It counts as a ferrous creature for the purposed of rusting grasp and other spells that have special effects on metal.
Adamantine Limbs (Ex) A talenta tank’s natural attacks and grapple deal damage as adamantine weapons, overcoming hardness and damage reduction just as an adamantine weapon would.
Heavy Fortification (Ex) The talenta tank is immune to sneak attacks and critical hits.

The talenta tank is a construct crafted by talenta halfling articifers to repel intruders.

Triceratops: Monster Manual
War Marchine template: Advanced Bestiary
Metal-clad (adamantine) template: Advanced Bestiary
 

Here's another one: a new kind of warforged (Ok, I play in Eberron, and love this setting. I'll see what I can do for more generic settings)

Warforged Factory, 1st-level warrior
Gargantuan Construct (Living Construct)
HD: 8d8+88 + 1d8+11 (140 hp)
Initiative: +3
Speed: 45 ft. (9 squares) in armor, base 60 ft. (12 squares)
Armor Class: 28 (-4 size, -1 dex, +15 natural, +8 Adamantine Body), touch 5, flat-footed 28
Base Attack/Grapple: +7/+34
Attack: Greatsword +18 melee (6d6+22/19-20/x2) or slam +18 melee (3d6+15)
Full Attack: Greatsword +18/+13 melee (6d6+22/19-20/x2) and slam +13 melee (3d6+7)
Space/Reach: 20 ft./20 ft.
Special Attacks: --
Special Qualities: Composite plating, DR 2/adamantine, generate spawn, light fortification, living construct traits, regenerate 4
Saves: Fort +13, Ref +1, Will +2
Abilities: Str 41, Dex 9, Con 32, Int 10, Wis 10, Cha 6
Skills: Intidimate +10, Jump +22
Feats: Adamantine Body, Improved Natural Weapon (slam), Empower Supernatual Ability (generate spawn) 1/day, Improved Initiative
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: --

This human-sized construct is made of wood, stone and metal, with strands of fibrous sinews, like a normal warforged. However, it is 20 times larger than a normal soldier. It is heavily armor with an adamantine plating and wears a greatsword across its back, but its back has man-sized humps, almost like a disease.

A warforged factory is a new specimen of warforged that has the ability to create new warforged from its body. It is rumored that the Lord of Blades has a few of these units trained as guards and pressed to create more warforged keep the battalion fresh and to accelerate the Lord's desire for conquest.

Combat
A warforged factory is usually encountered with a few of its spawns, which are loyally defending it. Its size may complicate its assault on clustered targets, but it relies on its spawns to separate and weaken its opponents.
Composite Plating (Ex): as written in the Eberron Campaign Setting and the MMIII.
Generate Spawn (Su): Twice per day, as a standard action, a warforged factory can generate 1d3 (or 1d3+1 if Empowered) spawn statistically equivalent to warforged elite soldiers (see below). Spawn remain in constant mental contact with the factory. Distance is not a factor, but communication cannot cross planar boundaries. Each spawn is capable of independent action, and can even gain experience, but it obeys the commands of the factory without question.
Each warforged generated subtracts 7 hit points from the factory’s pool. The factory may always choose to generate fewer spawn than a die roll indicates. Damage dealt by generating spawn is considered nonlethal for the factory and may be regenerated normally.
A single warforged factory may only command 8 of its 1-HD spawn at one time. It can create more than this number, but when the maximum command number is exceeded, the oldest among the spawn are released from contact and control. Free spawn may still serve the factory willingly, but are truly autonomous entities. If the warforged factory is slain, all its spawn are freed, becoming autonomous beings usually loyal to one another. A free spawn has a 5% chance to grow into a new factory.
Regeneration (Ex): Fire, acid, and electricity deal lethal damage to a warforged factory. If it loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged factory, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Living Construct Traits (Ex): as written in the Eberron Campaign Setting and the MMIII.

Warforged elite soldier (factory spawn), 1st-level warrior
Medium Construct (Living Construct)
HD: 1d8+2 (6 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 23 (+1 dex, +8 Adamantine Body), touch 11, flat-footed 22
Base Attack/Grapple: +1/+6
Attack: Greatsword +3 melee (2d6+3/19-20/x2) or slam +3 melee (1d4+2)
Full Attack: Greatsword +3 melee (2d6+3/19-20/x2) and slam -2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Composite plating, DR 2/adamantine, light fortification, living construct traits
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 10, Cha 6
Skills: Intidimate +2, Jump +1
Feats: Adamantine Body
Environment: Any land
Organization: spawn (1d3 or 1d3+1 creatures)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

These warforged look like their normal counterparts, except they have adamantine plating and carry a greatsword.

Combat
Unless the factory is destroyed, warforged spawns attack relentlessly to defend its creators and its non-spawned comrades.
Composite Plating (Ex): as written in the Eberron Campaign Setting and the MMIII.
Light Fortification (Ex): When a critical hot or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Living Construct Traits (Ex): as written in the Eberron Campaign Setting and the MMIII.

Warforged: Eberron Campaign Setting, Monster Manual III
Legion template: Book of Templates 3.5 Deluxe
 

Here are some other ones... ok, maybe next time:

Chimeric Dragonhawk
Huge magical beast (augmented animal)
Hit Dice: 9d10+63 (118 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 120 ft. (average)
AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, flatfooted 23
Base Attack/Grapple: +6/+24
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10) [dragon] and bite +13 melee (2d6+5) [dragonhawk] and butt +13 melee (2d6+5) [goat] and 2 claws +13 melee (1d8+5) and 2 wings +13 melee (1d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Low-light vision, blindsense 60 ft., scent
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 30, Dex 13, Con 24, Int 4, Wis 14, Cha 6
Skills: Listen +10, Spot +18, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Improved Initiative, Multiattack (B)
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a chimeric dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a chimeric dragonhawk blindsense to a range of 60 feet.

Breath Weapon (Su): Every 1d4 rounds, the chimeric dragonhawk’s red dragon head can emit a 20-ft long cone of fire that deals 3d8 points of fire damage (Reflex DC 21 half).

Skills: Chimeric dragonhawks have a +8 racial bonus on Spot checks.


Dragonhawk of Legend
Huge Outsider (native)
Hit Dice: 8d8+40 (76 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 26 (-2 size, +4 Dex, +14 natural), touch 12, flatfooted 22
Base Attack/Grapple: +6/+27
Attack: Claw +18 melee (1d8+13)
Full Attack: 2 claws +18 melee (1d8+13) and bite +16 melee (2d6+6) and 2 wings +16 melee (1d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Low-light vision, blindsense 60 ft., fast healing 5, DR 10/magic
Saves: Fort +19, Ref +13, Will +8
Abilities: Str 36, Dex 18, Con 30, Int 4, Wis 16, Cha 10
Skills: Listen +8, Spot +16, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Improved Initiative (B), Multiattack (B)
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's of legend beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Breath Weapon (Su): Every 1d4 rounds, the dragonhawk of legend can emit a 15-ft long cone of lightning that deals 3d6 points of electricity damage (Reflex DC 24 half).

Skills: Dragonhawks of legend have a +8 racial bonus on Spot checks.


Warbeast Dragonhawk
Huge Animal
Hit Dice: 9d8+40 (76 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 130 ft. (average)
AC: 23 (-2 size, +1 Dex, +9 natural, +5 mithril breastplate), touch 9, flatfooted 22
Base Attack/Grapple: +6/+23
Attack: Claw +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) and 2 wings +11 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Low-light vision, blindsense 60 ft., combative mount
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 29, Dex 12, Con 23, Int 2, Wis 16, Cha 6
Skills: Listen +9, Spot +17, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Multiattack
Environment: Temperate mountains (Aundair)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a warbeast dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a warbeast dragonhawk blindsense to a range of 60 feet.

Combative Mount (Ex): A rider on a warbeast dragonhawk gets a +2 circumstance bonus on all Ride checks. A warbeast dragonhawk is proficient with light, medium, and heavy armor.

Skills: Warbeast dragonhawks have a +8 racial bonus on Spot checks.


Woodling Dragonhawk
Huge Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 25 (-2 size, +1 Dex, +16 natural), touch 9, flatfooted 24
Base Attack/Grapple: +6/+22
Attack: Claw +12 melee (1d8+8) or slam +12 melee (2d6+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4) or slam +12 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, blindsense 60 ft., DR 5/slashing, plant traits, vulnerability to fire.
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Plant Traits: The woodling dragonhawk is immune to paralysis, poison, polymorph, sleep, and stunning. It is not subject to critical hits or mind-affecting effects.

Spell-Like Abilities: 3/day -- speak with plants; 1/day -- entangle, summon nature's ally II, summon nature's ally IV; CL 8th

Vulnerability to Fire (Ex): A woodling dragonhawk has vulnerability to fire. It takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: Dragonhawks have a +8 racial bonus on Spot checks and a +4 racial bonus to Hide and Move Silently.


Dragonhawk Paragon
Huge Animal
Hit Dice: 8d8+104 plus 96 (264 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 360 ft. (average)
AC: 49 (-2 size, +8 Dex, +9 natural, +12 luck, +12 insight), touch 40, flatfooted 41
Base Attack/Grapple: +6/+54
Attack: Claw +44 melee (1d8+35)
Full Attack: 2 claws +44 melee (1d8+35) and bite +42 melee (2d6+28) and 2 wings +42 melee (1d6+28)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, blindsense 60 ft. resistance to cold and fire 10, DR 10/epic, SR 46, fast healing 20
Saves: Fort +27, Ref +24, Will +21
Abilities: Str 41, Dex 27, Con 35, Int 17, Wis 29, Cha 21
Skills: Diplomacy +21, Listen +24, Spot +32, Survival +24
Feats: Alertness, Flyby Attack, Wingover, MultiattackB
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk paragon's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk paragon blindsense to a range of 60 feet.

Spell-Like Abilities: 3/day -- greater dispel magic, haste, see invisibility; CL 15th.

Skills: Dragonhawk paragons have a +8 racial bonus on Spot checks.


Anthropomorphic Dragonhawk
Large Monstrous Humanoid
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 120 ft. (good)
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flatfooted 15
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4) or melee weapon +9 melee (by weapon) or ranged weapon +7 ranged (by weapon)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) and 2 wings +4 melee (1d4+2); or melee weapon +9/+4 melee (by weapon) and bite +4 melee (1d8+2) and 2 wings +4 melee (1d4+2); or ranged weapon +7/+2 ranged (by weapon)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, blindsense 60 ft.
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 18, Dex 14, Con 16, Int 11, Wis 16, Cha 10
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: +5

Combat
Blindsense (Ex): The thin feather at the base of an anthropomorphic dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives an anthropomorphic dragonhawk blindsense to a range of 60 feet.

Skills: Anthropomorphic dragonhawks have a +8 racial bonus on Spot checks.


Phrenic Dragonhawk
Huge Magical Beast [augmented animal] (psionic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 18 (-2 size, +1 Dex, +9 natural), touch 9, flatfooted 17
Base Attack/Grapple: +6/+22
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Psi-like abilities
Special Qualities: Low-light vision, blindsense 60 ft, naturally psionic, power resistance 18
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 2, Wis 16, Cha 10
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Naturally Psionic (Ex): A phrenic dragonhawk gains 1 bonus power point.

Psi-like Abilities:
3/day - defensive precognition (+3 insight bonus*), empty mind (+5 bonus *), mind thrust (8d10, DC 14*); 1/day - aversion (lasts 10 hours, DC 15*), blast (stunned 2 rounds, DC 15*), body adjustment (3d12*), brain lock (all, DC 13), force screen (+5 AC*). Manifester level 8. The save DCs are Charisma-based.
* Includes augmentation for the creature's manifester level.

Skills: Phrenic dragonhawks have a +8 racial bonus on Spot checks.


Dragonhawk Effigy
Huge Construct
Hit Dice: 8d10+40 (84 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 19 (-2 size, +11 natural), touch 8, flatfooted 19
Base Attack/Grapple: +6/+24
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Damage Reduction 5/adamantine, construct traits, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 30, Dex 10, Con --, Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Any
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

Combat
Dragonhawk effigies attack with their talons, sharp beaks, and wings, which deal bludgeoning and slashing damage.


Half-Farspawn Dragonhawk
Huge Outsider (native)
Hit Dice: 8d8+64 (100 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 22 (-2 size, +2 Dex, +12 natural), touch 10, flatfooted 20
Base Attack/Grapple: +6/+23
Attack: Claw +13 melee (1d8+9); in amorphous form, tentacle +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +8 melee (2d6+4) and 2 wings +8 melee (1d6+4) and 2 tentacles +8 melee (1d8+4); ; in amorphous form, 4 tentacles +13 melee (1d8+9)
Space/Reach: 15 ft./10 ft. (15 ft. with tentacles)
Special Attacks: True Strike
Special Qualities: Change Shape, low-light vision, blindsense 60 ft., blindsight 60 ft., immunity to poison, damage reduction 5/magic, SR 18
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 28, Dex 14, Con 26, Int 2, Wis 18, Cha 8
Skills: Listen +15, Move Silently +13, Spot +23, Survival +15
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
A half-farspawn dragonhawk’s natural weapons are treated as magic for the purpose of overcoming damage reduction.

Blindsense (Ex): The thin feather at the base of a half-farspawn dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a half-spawned dragonhawk blindsense to a range of 60 feet.

True Strike (Su): Once per day, a half-farspawn dragonhawk can make a normal attack with a +20 insight bonus to a single attack roll. The half-farspawn dragonhawk is not affected by the miss chance that applies to attacks against a concealed target.

Change Shape (Su): As a standard action, a half-spawn dragonhawk can take the form of an amorphous, tentacled mass at will. While in this form, the creature loses its natural attacks except its tentacles. It gains two additional tentacle attacks, cannot be flanked, and is not subject to extre damage from critical hits. Creature native to the Material Plane take a -1 morale penalty on attack rolls against the half-farspawn dragonhawk in its amorphous form.

Skills: Half-farspawn dragonhawks have a +8 racial bonus on Spot checks.


Dragonhawk Kaiju
Colossal Magical Beast
Hit Dice: 48d10+528 (792 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 120 ft. (good)
AC: 45 (-8 size, +1 Dex, +42 natural), touch 7, flatfooted 44
Base Attack/Grapple: +48/+86
Attack: Claw +58 melee (3d6+18)
Full Attack: 2 claws +58 melee (3d6+18) and bite +58 melee (6d6+9/19-20) and 2 wings +58 melee (2d6+9) or electric ray +41 ranged touch (15d6/19-20 electricity)*
Space/Reach: 30 ft./25 ft.
Special Attacks: Electric Ray, Trample 8d6+9, Windstorm
Special Qualities: Darkvision 120 ft., Death Throes, DR 15/epic, Low-light vision, Blindsense 60 ft., SR 31, Immune to electricity and mind-influencing effects,
Saves: Fort +37, Ref +29, Will +20
Abilities: Str 46, Dex 12, Con 32, Int 2, Wis 14, Cha 26
Skills: Listen +47, Spot +55, Survival +47
Feats: Alertness, Flyby Attack, Wingover, Improved Maneuvrability (x2), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Cleave, Multiattack, Improved Multiattack, Improved Natural Attack (Bite), Improved Critical (electric ray), Improved Critical (bite)
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --
* usable once every 1d4 rounds

Combat
A dragonhawk kaiju’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Blindsense (Ex): The thin feather at the base of a dragonhawk kaiju's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk kaiju blindsense to a range of 60 feet.

Death Throes (Su): When killed, the dragonhawk kaiju explodes in a burst of electricity, dealing 20d6 points of electricity damage to everything within 100 feet. Reflex half DC 45. The save DC is Constitution-based.

Electric Ray (Su): Every 1d4 rounds, the dragonhawk kaiju can emit a ray of electricity that deals 15d6 points of electricity damage. The ray has a range of 300 ft. with no range increment.

Trample (Ex): Reflex half DC 52, 8d6+9 damage. The save DC is Strength-based.

Windstorm (Ex): As a standard action, a dragonhawk kaiju can produce a powerful gust of wind by flapping its wings. Everything in a 100-foot long cone, originating from the creature, suffers the effects of windstorm winds.

Skills: A dragonhawk kaiju have a +8 racial bonus on Spot checks.


Dragonhawk: Eberron Five Nations
Chimeric template: Monster Manual II
Monster of Legend template: Monster Manual II
Warbeast template: Monster Manual II
Woodling template: Monster Manual III
Paragon template: Epic Level Handbook
Anthropomorphic template: Savage Species
Phrenic template: Expanded Psionic Handbook
Effigy template: Complete arcane
Half-Farspawn template: Lords of Madness
Kaiju template: Dragon #286
 


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