Post a random monster !


log in or register to remove this ad

Tar Nightmare (Advanced Half Fiend Cloaker)

Size/Type: Huge Outsider
Hit Dice: 10d8+60 (105 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 23 (-2 size, +4 Dex, +11 natural), touch 12, flat-footed 19
Base Attack/Grapple: +7/+20
Attack: 2 Claws +16 melee (2d6+11) or Tail slap +16 melee (1d8+16)
Full Attack: 2 Claws +16 melee (2d6+11) and Tail slap +14 melee (1d8+5) bite +14 melee (1d8+5)
Space/Reach: 15 ft./15 ft. (5 ft. with bite)
Special Attacks: Moan, engulf
Special Qualities: Darkvision 60 ft., DR 5/magic, Immunity to poison, shadow shift, SR 20, Resistance a/c/e/f 10
Saves: Fort +9, Ref +7, Will +9
Abilities: Str 33, Dex 18, Con 23, Int 18, Wis 15, Cha 18
Skills: Hide +10, Listen +16, Move Silently +18, Spot +16, [8 more skills at 14 ranks each]
Feats: Ability Focus (Moan), Combat Reflexes, Improved Initiative, Multiattack
Environment: Underground
Organization: One plus flock of normal cloakers (8-10)
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic evil
Advancement: 10-18 HD (Huge)


Combat

Moan (Ex)
A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.

Unnerve
Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 21 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.

Fear
Anyone within a 30-foot spread must succeed on a DC 21 Will save or become panicked for 2 rounds.

Nausea
Anyone in a 30-foot cone must succeed on a DC 21 Fortitude save or be overcome by nausea and weakness.
Affected characters fall prone and become nauseated for 1d4+1 rounds.

Stupor
A single creature within 30 feet of the cloaker must succeed on a DC 21 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.


Engulf (Ex)
A cloaker can try to wrap a Large or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.


Shadow Shift (Su)
A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.

Obscure Vision
The cloaker gains concealment (20% miss chance) for 1d4 rounds.

Dancing Images
This effect duplicates a mirror image spell (caster level 6th).

Silent Image
This effect duplicates a silent image spell (DC 16, caster level 6th). The save DC is Charisma-based.

Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (+10) against a good foe.

Spell-Like Abilities
Caster level 10, and the save DC is 13+Spell level.
1-2 Darkness 3/day
3-4 Desecrate
5-6 Unholy blight
7-8 Poison 3/day
9-10 Contagion

* A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.


Cloaker: Monster Manual 3.5
Half Fiend Template: Monster Manual 3.5
Monster Advancement Guidelines: Monster Manual 3.5
 
Last edited:

The Vorpal Tribble said:
White Ears
Spirit, that's one underused template, and you put iut to good uses. Nice one Tribble.

The Vorpal Tribble said:
Mastermind
Again, nice work ! Perhaps you could post the half-cerebrilith template with your post.


Khisanth the Ancient said:
Faligia, Lord of Balefire (paragon balor)
Typical template, but "untypical" base creature. Nice one Khisanth !


Land Outcast said:
Cloaker: Monster Manual 3.5
Half Fiend Template: Monster Manual 3.5
Monster Advancement Guidelines: Monster Manual 3.5
Nice work too... how about "abyssal/infernal cloak" for this creature's name ?
 

Frukathka said:
Here is a request:

Tauric [MM2] Elephant/Rhek

Saurian Template [Advanced Bestiary]

& separate stats with the Holy Template [Advanced Bestiary]
No offense, but I rather put the emphasis on what you can post on this thread then to begin a request thread.

Your idea's good, but unfortunately, you can't combine an elephant with a rhek via the tauric template, since the elephant is Huge and the rhek is Medium. You could do it with a rhino though.
 

I finally have something to post on this thread! I'm running the Age of Worms Adventure Path, with some modifications here and there... and so I decided I needed to come up with something to put the fear of me into my players. Hence, the dark rider.

The CR breakdown is as follows: 10 base, +2.5 for Hit Dice advancement, +1 for Large size, +1 evolved, +.5 for miscellaneous adjustments (adding the lance adjustment to weapons of the worm, adding fire immunity, adding unholy grace). The result is a strong CR 15 - playtesting might make it bump to a CR 16.

Dark Rider of Kyuss
Evolved Advanced Sword of Kyuss (Dungeon 130, pg 86)

Hit Dice: 24d12+96 (252 hp)
Initiative: +4
Speed: 20ft (4 squares) in armor, 30ft base
Armor Class: 32 (-1 size, +9 natural, +10 armor, +4 deflection), touch 13, flat-footed 32
Base Attack/Grapple: +12/+31
Attack*: Wormlance +30 melee (2d6+42 plus 1d6 acid/x3, +2d6 on a charge) or wormmace +29 melee (2d8+42 plus 1d6 acid/x3)
Full Attack*: Wormlance +30/+25/+20 melee (2d6+42 plus 1d6 acid/x3 +2d6 on a charge) or wormmace +29/+24/+19 melee (2d8+42 plus 1d6 acid/x3)
Space/Reach: 10ft/10ft (15ft with wormlance)
Special Attacks: Invocation of the worm, spell like abilities (quickened greater dispel magic 1/day, greater dispel magic 1/day, CL 24th)
Special Qualities: Fast healing 3, immunity to cold, electricity and fire, martial calling, turn resistance +2, unholy grace, unholy toughness, weapons of the worm, worm healing
Saves: Fort +12, Ref +12, Will +20
Abilities: Str 40, Dex 10, Con -, Int 13, Wis 14, Cha 18
Skills: Concentration +18, Knowledge (religion) +18, Listen +19, Ride +14, Sense Motive +19, Spot +19
Feats: Ability Focus (invocation), Cleave, Improved Initiative, Mounted Combat, Power Attack, Quicken Spell-like Ability (greater dispel magic) Ride-by Attack, Spirited Charge, Weapon Focus (lance)
*includes 10 point Power Attack.
Environment: Any land or underground (Kyuss-haunted)
Organization: Solitary, pair, ride (1-6 plus 1-6 charnel hounds)
Challenge Rating: 15
Treasure: +2 full plate, masterwork Large lance, masterwork Large executioner’s mace
Alignment: Always chaotic evil
Advancement: 25-48 HD (Large)
Level Adjustment: -

This skeletal creature is the size of a small giant, garbed from head to toe in ornate silver and green plate armor. From beneath the helm peer gaping eye sockets writhing with fat green worms.

The swords of Kyuss are the elite shock troopers in Kyuss' undead armies. Intelligent and cunning warriors, they are capable of sound tactics. The most powerful of the swords of Kyuss, raised from the most depraved of his mortal worshippers and baptized and warped by the fiery breath of Dragotha himself are the dark riders of Kyuss. From his prison inside a monolith of black stone, Kyuss directs his dark riders to carry out missions of terror and destruction, especially the slaying of powerful good-aligned divine spellcasters.

Dark riders of Kyuss traditionally travel on the backs of a variety of monstrous beasts and undead. Common mounts include cauchemar nightmares (MM1, pg 194), nightwings (MM1, pg 197), boneyards (Libris Mortis, pg 89), charnel hounds (MM3, pg 26) or mindkiller scorpions (Dungeon 134, pg 86).

Combat

Dark riders of Kyuss are canny but savage opponents. They typically begin combat with a charge using their Spirited Charge and Ride-by Attack feats, then use a quickened area greater dispel magic followed by an invocation of the worm on the second round. They target their invocations so as to affect (and heal) themselves and their undead allies.

Invocation of the Worm (Su): Three times per day as a standard action, a dark rider of Kyuss can unleash a burst of negative energy. The blast fills a 20 foot radius spread within 240 feet of the dark rider. The invocation deals 12d6 negative energy damage to everything in the area, with a DC 28 Reflex save for half damage. Undead creatures within the blast are healed. A dark rider must wait 1d4 rounds between uses of the invocation. The save DCs are Charisma-based.

Martial Calling (Su): A dark rider of Kyuss receives a profane bonus equal to half its Hit Dice on all melee weapon attacks.

Unholy Grace (Su): A dark rider of Kyuss receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier.

Unholy Toughness (Ex): A dark rider of Kyuss receives bonus hit points equal to its Charisma modifier x its Hit Dice.

Weapons of the Worm (Su): Any masterwork melee weapon held by a dark rider of Kyuss is transformed by their unholy energies into a +1 weapon that also deals an additional 1d6 acid damage on every hit. Any masterwork lance held by a dark rider of Kyuss is also transformed to strike like a serpent when the dark rider charges, dealing an additional 2d6 points of damage on a successful charge attack. Dark riders of Kyuss traditionally also carry an executioner’s mace, the favored weapon of Kyuss – it resembles a two handed spiked mace with an axe blade set in it.

Executioner’s mace (Dungeon 135): Martial weapon, 75 gp. Medium size 2d6 x3. Bludgeoning and piercing or bludgeoning and slashing.

Worm Healing (Su): As a full round action that provokes attacks of opportunity, a dark rider of Kyuss may consume an adjacent wormswarm (see Dungeon 130, pg 89). This destroys the wormswarm, but heals the dark rider of all hit point damage and removes any affliction that can be removed by the heal spell.

Demiurge out.
 

Woaw, nice undead you got there Demiurge !

Too bad I don't have Dungeon 130 to evaluate the stats of a Sword of Kyuss, but I like it. It reminds me a Pestilence Horseman of the Apocalyspe.
 

The reddest red dragon ever. Someone else should subtract the template so we can have a pure half-red dragon

(Not nearly optimized, but fun just for the concept)

Adult Half-Red-Dragon Red Dragon
Huge Dragon (fire)

Coming out of the shadows, you squint for a moment. There's something incredibly red outside. Blood red. No, redder than blood red. More of a crimson, really. It's so red you start trembling in fright of being in the presence of such a primary color.

The fact that this incredible chroma is attached to one of the nastiest adult dragons you've seen doesn't help either.


Hit Dice: 22d12+132 (275 hp)

Initiative: +4

Speed: 40 ft. (8 squares), fly 150 ft. (poor) or 80ft (average).

Armor Class: 33, touch 8, flat-footed 33

Base Attack/Grapple: +26/+45

Attack: +36 melee (2d8+11, bite)

Full Attack: +36 melee (2d8+11, bite) and +30 melee (2d6+5, 2 claws) and +30 melee (1d8+5, 2 wings) and +30 melee (2d6+16, tail slap)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells

Special Qualities: Immune to fire, sleep, and paralysis, vulnerable to cold, blindsense 60 ft., darkvision 120 ft., low-light vision, damage resistance 5/magic, spell resistance 21

Saves: Fort +19, Ref +13, Will +17

Abilities: Str 41, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Skills: Appraise +17, Bluff +19, Concentration +20, Diplomacy +13, Hide +5, Intimidate +20, Jump +27, Knowledge (arcana) +20, Knowledge (history) +6, Listen +20, Move Silently +10, Search +12, Sense Motive +14, Spellcraft +18, Spot +20

Feats: Alertness, Blind-Fight, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (bite)
Combat

Breath Weapon (Su): 50-ft. cone, 12d10, Reflex DC 27 half.
Another Breath Weapon (Su): 30-ft. cone, 6d8, Reflex DC 27 half.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+20 points of bludgeoning damage, and must succeed on a DC 26 Reflex save or be pinned; grapple bonus +45.

Frightful Presence (Ex): 180-ft. radius, HD 21 or less, Will DC 24 negates.

Spells: As 7th-level sorcerer.

Sorcerer Spells Known (6/7/7/5; save DC 14 + spell level): 0--dancing lights, detect magic, ghost sound, mage hand, mending, message, read magic; 1st--alarm, mage armor, protection from good, ray of enfeeblement, shield; 2nd--bear's endurance, resist energy, see invisibility; 3rd--heroism, protection from energy.

Spell-Like Abilities: 6/day--locate object.
 
Last edited:

JiCi said:
Spirit, that's one underused template, and you put iut to good uses. Nice one Tribble.
One of my top favorite templates :cool:

Again, nice work ! Perhaps you could post the half-cerebrilith template with your post.
Its the Half-Fiendish template from Wizards used with a Cerebrillith:
http://www.wizards.com/default.asp?x=dnd/we/20060630x

Basically I'm saying that fiends 'infect' others with their spawn as much as they 'get it on'. This is how even elementals can be half fiend, the fiend's spawn incorporates the living material around it, no matter what it is. This is how even illithids can be halved.
 

The Vorpal Tribble said:
Its the Half-Fiendish template from Wizards used with a Cerebrillith:
http://www.wizards.com/default.asp?x=dnd/we/20060630x

Basically I'm saying that fiends 'infect' others with their spawn as much as they 'get it on'. This is how even elementals can be half fiend, the fiend's spawn incorporates the living material around it, no matter what it is. This is how even illithids can be halved.
Yeah, I know that. What I meant was to post the statistics, such ability modifiers, special abilities and such and such, like a normal template. It's kinda hard to extract all the template's info from a monster.
 

Transmetal beast machines anyone ?

GIGA-TECH WORG
Transforming Lifespark War Machine Worg (worg form)
Medium Construct (augmented magical beast, shapechanger)
Hit Dice: 4d10+20 (30 hp)
Initiative: +5
Speed: 100 ft. (20 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/+11
Attack: Bite +11 melee (2d6+11)
Full Attack: Bite +11 melee (2d6+11)
Space/Reach: 5 ft./5 ft.
Special Attacks: Body blades, enlarged attacks, sprint, trip
Special Qualities: Alternate form, darkvision 60 ft., hardness 10, immunity to electricity, low-light vision, metal body, open mind, resistance to acid 10, cold 10 and fire 10, scent, spirit within
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 25, Dex 21, Con --, Int 10, Wis 18, Cha 10
Skills: Balance +15, Climb +16, Jump +16, Listen +23, Spot +23, Tumble +15
Feats: Alertness, Track
Environment: Temperate plains
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 6
Treasure: --
Alignment: Always lawful evil
Advancement: --
Level Adjustment: --

Transforming Lifespark War Machine Worg (bipedal form)
Medium Construct (augmented magical beast, shapechanger)
Hit Dice: 4d10+20 (30 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/+11
Attack: Huge scourge +11 melee (3d6+7) or bite +11 melee (2d6+11)
Full Attack: Huge scourge +7 melee (3d6+7) and huge scourge +7 melee (3d6+3) and bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Body blades, enlarged attacks, sprint, trip
Special Qualities: Alternate form, darkvision 60 ft., hardness 10, immunity to electricity, low-light vision, metal body, open mind, resistance to acid 10, cold 10 and fire 10, scent, spirit within
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 25, Dex 21, Con --, Int 10, Wis 18, Cha 10
Skills: Balance +15, Climb +16, Jump +16, Listen +23, Spot +23, Tumble +15
Feats: Two-Weapon Fighting (b), Alertness, Track
Environment: Temperate plains
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 6
Treasure: --
Alignment: Always lawful evil
Advancement: --
Level Adjustment: --

Transforming Lifespark War Machine Worg (roller form)
Medium Construct (augmented magical beast, shapechanger)
Hit Dice: 4d10+20 (30 hp)
Initiative: +5
Speed: 200 ft. (40 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/+11
Attack: Slam +11 melee (1d8+11) or bite +11 melee (2d6+11)
Full Attack: Slam +11 melee (1d8+7) and bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Body blades, enlarged attacks, sprint, trample 2d6+11, trip
Special Qualities: Alternate form, darkvision 60 ft., hardness 10, immunity to electricity, low-light vision, metal body, open mind, resistance to acid 10, cold 10 and fire 10, scent, spirit within
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 25, Dex 21, Con --, Int 10, Wis 18, Cha 10
Skills: Balance +15, Climb +16, Jump +16, Listen +23, Spot +23, Tumble +15
Feats: Alertness, Track
Environment: Temperate plains
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 6
Treasure: --
Alignment: Always lawful evil
Advancement: --
Level Adjustment: --

This creature looks like a dark-furred wolf with red eyes and sharp fangs. Closer examinations reveal that the skin is plated with hard steel and that small sharp blades are hidden through the fur. Pairs of wheels are collapsed alongside each leg and, as it stands upright, the automaton draws out a pair of oversized scourges from its back.

A giga-tech worg is the result of a hard-working goblinoid artificer. While looking for a new homunculus, he eventually ended building a new kind of construct, based on the goblins’ most loyal companions: the worgs. After years of research, the artificer developed a new beast with sentience, hidden wheels and weapons and the ferocity of a worg. The giga-tech worg was born: a new, loyal, fast scout that can merge with nature while hiding its mechanical nature.

COMBAT
The giga-tech worg strikes from ambush, much like a normal worg. If its target proves to be more difficult to take down, it transforms into a bidepal worg creature and starts flaying its opponents with its scourges. Should the victim tries to escape, then it shifts into its rolling form and chases its victim until it’s no more.
Alternate Form (Su): A giga-tech worg can take an alternate form as a standard action. It retains its hit points in when it changes forms, and it can remain in alternate form indefinitely. True seeing or similar magic reveals the giga-tech worg’s many forms simultaneously.
Body Blades (Ex): Spikes and blades cover a giga-tech worg’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 war machine worg deals 1d8 points of piercing and slashing damage to a grabbed opponent with each successful grapple check.
Enlarged Attacks (Ex): Each of a giga-tech worg’s natural attacks deals damage as though it were two size categories larger than it is. Furthermore, the giga-tech worg can wield weapons up to two size categories larger than the base creature could without taking penalties.
Metal Body (Ex): Beneath its skin, a giga-tech worg 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.
Open Mind (Ex): Unlike normal constructs, the giga-tech worg 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. A giga-tech worg takes a –2 penalty on saving throws against mind-affecting effects.
Spirit Within (Ex): Though the giga-tech worg is not a living creature, a “spirit” still resides within it. Unlike most constructs, the giga-tech worg 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 the giga-tech worg. No other necromantic effects affect it, and they are still immune to death effects. Though a giga-tech worg cannot be raised or resurrected, it can be reincarnated as described by the reincarnate spell.
Sprint (Ex): Once per hour, a giga-tech worg can move up to 10 times its normal speed when it charges.
Trample (Ex): Reflex DC 19. The save is Strength-based.
Trip (Ex): A giga-tech worg that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Skills: A giga-tech worg gains a +10 racial bonus on Balance, Climb, Jump, Listen, Spot, and Tumble checks. A war machine worg can use Tumble as though trained even if it possesses no ranks in the skill.

Worg: Monster Manual
War machine: Advanced Bestiary
Lifespark Construct template: Advanced Bestiary
Transforming Construct template: Advanced Bestiary
 

Remove ads

Top