Request for some Ideas (my players please avoid)


log in or register to remove this ad

Though I know you wouldn't dream of ever using more undead against your players (heh heh,) here's a few undead, and undead-relevant monsters anyway. Be warned that I only used the Molten once and as part of a much, much larger group, so I don't know how accurate his CR is, and I didn't convert him from 3.0 yet. I don't remember if I 3.5 converted the Granfaloon yet, either, and you might want to check my work on exact numbers of skill points, feats, and so on. Feel free to ask about how the fights with these monsters went, or tactics, or whatever you need.

If you do use them, let me know, and credit them in your story hour if you could, okay? Especially if you use the Sunken and Sarcoughispider; I originally plan on using them as enemies in a video game, if and when I ever actually get into the industry.

Oh, and let me know if you need some non-undead of any type. I made up or converted from video games a lot of monsters by this point.

Sunken
Medium Size Undead (Aquatic)
Hit Dice: 3d12 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares,) Swim 40 feet.
AC: 16 (+3 natural, +2 Dex, +1 deflection,) touch 13, flat-footed 14
Base Attack/Grapple: +1/+2
Space/Reach: 5 feet/5 feet
Attack: Bite +3 Melee (1d8+1 and steal breath,)
Full Attack: Bite +3 Melee (1d8+1 and steal breath,) 2 Claws +1 melee (1d4 and steal breath)
SA: Geyser, Steal Breath, Create Spawn
SQ: Undead, +2 Turn Resistance, Aquatic Barrier
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 12, Dex 15, Con –
Int 12, Wis 14, Cha 16
Skills: Hide +6, Survival +6, Listen +6, Move Silently +6, Search +5, Spot +6, Swim +15*
Feats: Multiattack, Weapon Finesse
Climate/Terrain: Any Aquatic
Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium,) 7-12 (Large)

Sunken are the hateful undead that are spawned from those who were intentionally drowned, or drowned during a particularly brutal attack. They have taken on the water that killed them as a shield and weapon, and now travel underwater, looking for living, breathing beings. They hate all life, and wish to destroy it, but especially hate creatures that breathe air.
Sunken look like humans, but their skin is rotting and bloated as a result of their death. At other places, their bodies are covered with the natural vegetation found underwater, and other parts are made up of a rippling “skin” made out of the water itself.

Combat:
Sunken like to use their Geyser power on enemies near the water, or leap out of the water and try to force their enemies into it. They usually retreat into the water after using their Geyser power, or to finish off an enemy that fell in.
Steal Breathe(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14, based on Charisma) or have all the air in their lungs sucked out of them. On land, this means the victim is either stunned for a round as they get air back into their lungs, or they can choose to ignore it and make a Constitution check, but risk falling unconscious if it fails. If in the water, the character must make Constitution checks to stay conscious until they can reach air again, and runs the risk of drowning if they fall unconscious while underwater.
Geyser(Su): A Sunken can create a geyser as a standard action. To do so, it lunges at the ground somewhere within 10 feet, and suddenly pumps all the water in its body out, creating a water jet upwards. Anyone in the five-foot square of the geyser has to make a Reflex save (DC 13, based on Dexterity) or take 1d6 points of subdual damage and be knocked 20 feet into the air. They can make another Reflex save at the same DC to chose where they want to land from anywhere within five feet of their starting position. If they land on the ground, they take falling damage as normal. After using this power, the Sunken can’t use a geyser again until it spends 1d4 rounds in the water, and it loses the deflection bonus to its AC.
Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid.
Create Spawn(Su): If the sunken kills a characters by drowning them, and chooses not to devour them there, they will rise in 1d4 days as Sunken themselves. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time.
*Sunken have a +8 bonus to Swim checks.


Sunken Template

“Sunken” is a template that can be added to any corporeal creature of 7 or more hit die, except constructs, oozes, plants and undead. Creatures with this template have their type changed to undead. They also gain the aquatic sub-type.
Hit Dice: Change to d12.
Speed: As base creature, but add a Swim speed equal to the creature’s land speed plus +10 ft., or 40 ft. if the creature doesn’t have a land speed. If the creature already has a faster swim speed, keep the base speed.
AC: The creature’s natural armor bonus increases by +1.
Attacks: The creature gains a bite and two claw attacks if it doesn’t already have them. Damage is based on the table below, or on the base creature if it already does more damage with these attacks.

Size Bite Damage Claw Damage
Fine 1d2 1
Diminutive 1d3 1
Tiny 1d4 1d2
Small 1d6 1d3
Medium 1d8 1d4
Large 2d6 1d6
Huge 2d8 1d8
Gargantuan 4d6 2d6
Colossal 4d8 2d8

Special Attacks:

Steal Breathe(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 10 + ½ HD + Charisma) or have all the air in their lungs sucked out of them. On land, this means the victim is either stunned for a round as they get air back into their lungs, or they can choose to ignore it and make a Constitution check, but risk falling unconscious if it fails. If in the water, the character must make Constitution checks to stay conscious until they can reach air again, and runs the risk of drowning if they fall unconscious while underwater.
Geyser(Su): A Sunken can create a geyser as a standard action. To do so, it lunges at the ground somewhere within 10 feet, and suddenly pumps all the water in its body out, creating a water jet upwards. Anyone in the five-foot square of the geyser has to make a Reflex save (DC 10 + ½ HD + Dexterity) or take 1d6 points of subdual damage and be knocked 20 feet into the air. They can make another Reflex save at the same DC to chose where they want to land from anywhere within five feet of their starting position. If they land on the ground, they take falling damage as normal. After using this power, the Sunken can’t use a geyser again until it spends 1d4 rounds in the water, and it loses the deflection bonus to its AC.

Special Qualities: Sunken get undead traits and a +2 turn resistance, and the following other special qualities.

Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid.
Create Spawn(Su): If the sunken kills a characters by drowning them, and chooses not to devour them there, they will rise in 1d4 days as Sunken themselves. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time.

Saves: Same as the Base Creature.
Abilities: Increase from base creature as follows: +2 Strength, +4 Dexterity, +2 Intelligence, +4 Wisdom, +6 Charisma. Being undead, the creature has no Constitution score.
Skills: Same as Base Creature, except the Sunken has a +8 to Swim checks.
Feats: Same as Base Creature.
Climate/Terrain: Any Aquatic
Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons)
Challenge Rating: Same as Base Creature +2
Treasure: Same as Base Creature.
Alignment: Always chaotic evil
Advancement: Same as Base Creature.

Molten
Huge Undead (Earth, Fire)
Hit Dice: 32d12 (213 hp)
Initiative: +3 (-1 Dex, +3 Improved Initiative)
Speed: 30 ft., fly 60 ft. (clumsy)
AC: 31 (-2 size, -1 Dex, +24 Natural)
Base Attack/Grapple: +16/35
Attack: Tentacle Slam +26 (2d6+11+2d6 fire) or Claw-Blade +26 (2d10+11+2d6 fire/19-20)
Full Attack: Any Combination of 4 Tentacle Slams +25 (2d6+11+2d6 fire/19-20) and Claw-Blades +25 (2d10+11+2d6 fire)
Space/Reach: 15 feet/15 feet
SA: Burn, Improved Grab, Entrap, Breath Weapon, Spell Like Abilities
SQ: DR 10/-. Undead traits, amorphous, immunity to fire, vulnerability to cold
Saves: Fort +12, Ref +11, Will +23
Abilities: Str 33, Dex 8, Con -
Int 17, Wis 16, Cha 19
Skills: Hide +26*, Jump +47, Spot +20, Search +38, Listen +38, Climb +47, Intimidate +36, Sense Motive +18
Feats: Improved Initiative, Power Attack, Weapon Focus (blade,) Weapon Focus (tentacle,) Cleave, Great Cleave, Whirlwind Attack, Improved Critical (blade,) Great Fortitude, Lightning Reflexes, Iron Will
Climate/Terrain: The Fires of Pyrodessy
Organization: Solitary
Challenge Rating: 20
Treasure: None.
Alignment: Always chaotic evil
Advancement: 33-64 (Gargantuan)

In the plane of Pyrodessy, many people are killed in the fires that flood the area around inhabitable land masses. These people often experience terrible agony in their final moments, and often, their spirits live on after their body dies, to enact some sort of horrible revenge on the living. The most powerful of these are called the Molten, pools of lava and magma infused with an undead soul.

Combat:
Moltens float through the fires, and attack any creature or vehicle that passes within their vision. They tend to ignore Salamanders and other creatures immune to fire, however, as they learned such creatures can’t be easily harmed by the Molten’s attacks. They usually try to stealthily attach to a ship, ooze inside, and proceed to destroy as much of the crew as it can.

Burn (Ex): Those grappled by a molten or hit by its melee attacks must make a Reflex save or catch fire. The fire burns for 1d4 rounds. The save DC is 26 for the base creature, and is constitution based (so never any modifier.) The burning creature can take a move action to put themselves out. Creatures hitting the creature with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they make the Reflex save.

Improved Grab (Ex): To use this ability, the Molten must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can establish a hold and can try to entrap the foe the following round.

Entrap (Ex): The Molten can try to entrap a grabbed opponent by making a successful grapple check. Once inside, the opponent takes 20d6 points of damage per round, as if totally immersed in Lava. The opponent can escape by a successful grapple check or swim check opposed by the Molten’s grapple check. Either way will immediately free the victim. Doing 50 points of damage to the creature will also temporarily make the creature unstable, freeing the victim, as will forcing the creature to take an amorphous state. The Molten can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures at one time.

Breath Weapon (Su): Once per 1d4 rounds, the Molten can expel a cone of lava that does 12d10 points of damage, is 50 ft. long, and has a Reflex save 26. In addition, the lava remains on the victim, doing persistent damage for an additional 1d4 rounds. The damage each round is half that taken the previous round. Water can be used to wash off the lava in advance, and any cold damage taken that round will actively counter the fire damage, negating both for an equal amount.

Spell-Like Abilities (Sp): At will: Burning Hands (DC 15,) Wall of Fire (DC 18,) Fireball (DC 17,) Flaming Sphere (DC 16,) Scorching Ray; 1/Day: Fire Shield, Fire Storm (DC 21,) Delayed Blast Fireball (DC 21.) All spells are cast as a 20th level caster.

Amorphous (Ex): A molten can squeeze into holes of any size, though it takes a full-round action to do so. It has no true front or back, and thus cannot be flanked.

Sarcoughispider
Large Undead
Hit Dice: 30d12 (195 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
AC: 41 (+3 Dex, +29 Natural, -1 Size) touch 12, flat-footed 38
Base Attack/Grapple: +15/+34
Attack: Slam +30 (2d8+15) or Tentacle Grapple +30 touch (2d8+15)
Full Attack: 4 Slams +30 (2d8+15) and Tentacle Grapple +25 touch (2d8+7)
Space/Reach: 10 feet/5 feet (15 feet for the Grapple Tentacle)
SA: Phasing Slams, Grave Yawn, Spirit Call, Negative Energy Conversion, Grapple Tentacle
SQ: DR 15/adamantine, Undead traits, SR 30
Saves: Fort +12, Ref +13, Will +23
Abilities: Str 40, Dex 16, Con -
Int 9, Wis 19, Cha 21
Skills: Hide +36*, Move Silently +36, Jump +48
Feats: Improved Initiative, Great Fortitude, Blind-Fight, Iron Will, Weapon Focus (Slam and Tentacle,) Improved Critical (Slam,) Power Attack, Ability Focus (Grave Yawn,) Improve Trip, Improve Disarm
Climate/Terrain: Any Land
Organization: Solitary or Group (1-4 plus various undead.)
Challenge Rating: 19
Treasure: Standard.
Alignment: Any Evil
Advancement: 32-64 (Large)

Sometimes, when a being of great power and evil dies, his spirit tries to escape, but it is trapped inside the coffin as a result of a magical ritual or just a poor choice of burial location. Eventually, the spirit leaves the body to enter the coffin, possessing it as his new vessel of power. The resulting creature combines the might of the new body with the mobility of the ghostly form inhabiting it. When moving or attacking, the Sarcoughispider sprouts four ectoplasmic legs, which it uses to help fight its foes or move around. The distinct appearance this grants the creature inspired their common name.

Combat:
Sarcoughispider prefer to hide at first, tricking others into thinking it is a normal coffin, and then attacking with a Grave Yawn or other attack when the enemy is gathered around it. It usually either serves as a mount for other undead, who like to hide within it and restore energy using its Negative Energy Conversion power, or try and capture more annoying enemies, trapping them inside the coffin and subjecting them to the dark enegy.

Phasing Slams (Su): Though its various attacks are solid when hitting an enemy, they are incorporeal until the last moment, bypassing armor that isn’t Ghost-Touched.

Grave Yawn (Su): This is a breath weapon that can be used every 1d4 rounds. It has a Fortitude save of 32, and a 50 foot cone range. The attack does 14d8 points of negative energy damage, and drains 1d4 levels. A successful save halves the damage and only causes one negative level to be drained. This attack is Charisma-based, and thus always has a modifier of zero.

Spirit Call (Su): As a ranged touch attack, a Sarcoughispider can fire three balls of ghostly energy. These are considered seeking in regards to cover and concealment. Each ball does 6d6 points of damage, and requires a Will save (DC 29.) A successful save halves the damage, but a failed save causes full damage and stuns the victim for 1d4 rounds. This save is Wisdom-based.

Negative Energy Conversion (Su): Half of all the damage taken by a Sarcoughispider is converted into negative energy and then floods the inside of the coffin. This heals an undead currently inside the coffin, but damages a living being trapped inside it.

Grapple Tentacle (Su): The tentacle, in addition to causing damage, can be used to automatically enter a grapple with the target. The Sarcoughispider can maintain the grapple using only this tentacle without taking a penalty, but it has to either take the penalty or enter the grapple normally to act on in it in the next round. It can make a grapple check at this point to drag the victim into the coffin, and then seal the lid again. It takes a strength check (DC 25,) to push the lid away again, and then an Escape Artist or grapple check to actually leave the coffin. The victim also gets a free Escape Artist or grapple check if the Sarcoughispider uses a Grave Yawn or Spirit call attack. The victim can also escape by doing 50 points of damage to the lid using a light or smaller weapon. It has AC of 24 when inside, but keeps the damage reduction. When trapped inside the coffin, the victim takes automatic Tentacle damage each round, and also is subjected to the Negative Energy Conversion damage, though the damage done to the creature from inside is not converted this way.

Granfaloon
Gargantuan Aberration
Hit Dice: 30d8 + 153 (288 hp.)
Initiative -2 (Dex)
Speed: fly 100 ft. (perfect) (20 squares)
AC: 30 (-2 Dex, +26 natural, -4 size,)
Touch 4, flat-footed 30,
Base Attack/Grapple: +22/+48
Attack: energy ray +17 touch (4d8)
Full Attack: 8 energy rays +17 touch (4d8)
Space/Reach: 40 ft. by 40 ft./15 ft.
Special Attacks: Energy Rays, Zombie Shower, Create Spawn, Spell-Like ability
Special Qualities: Shield of the Dead, Blindsight 120 ft.
Saves: Fort +17, Ref +10, Will +22
Abilities: Str 39, Dex 7, Con 20
Int 16, Wis 17, Cha 17
Skills: Move Silently +31, Intimidate +36, Search +36, Knowledge (afterlife) +36, Knowledge (religion) +36
Feats: Weapon Focus (Energy Ray,) Ability Focus (Zombie Shower,) Run, Quicken Spell-Like Ability(Animate Dead,) Lightning Reflexes, Point-Blank Shot, Precise Shot, Far Shot, Iron Will, Great Fortitude, Toughness
Climate/Terrain: Any land and underground
Organization: Solitary,
Challenge Rating: 16.
Treasure: None.
Alignment: Usually neutral evil.
Advancement: 31-45 HD (gargantuan,)
45-90 HD (colossal)

Cruel, malicious, and utterly repulsive, Granfaloons are without a doubt among the most disturbing living beings. A Granfaloon appears to be nothing but a floating sphere of flesh with eight writhing tentacles, when in its natural form. However, very few see a Granfaloon in this form, for they practice a strange form of necromancy. After collecting enough zombie servants, a Granfaloon magically alters the bodies of many of them to form a solid shield of undead bodies, which it uses to totally cover and protect its body. In between itself and its shield, there exists a space that the Granfaloon packs with more hordes of zombies. The final appearance hides the monster completely, and makes it look more like a floating sphere of solid corpses!

Combat:
Most Granfaloons live in graveyards or battlefields, where it can gather the materials for its abilities. They often willingly work with liches and other powerful undead, protecting them in exchange for the bodies the Granfaloon needs. Sometimes, Granfaloons serve their allies as living transporters, taking their massive zombie armies over miles of terrain, while proving to be a deadly deterrent to attackers.

(Su) Energy Rays: When part of its body is exposed, a Granfaloon can fire one or more rays of energy out of its tentacles. However, the tentacles are evenly spaced around its body, and can only fire one beam at any spot within a ten foot radius. Thus, it can’t hit one target more than once unless it is larger than ten feet. This number increases by 1 for every ten feet of size the opponent has, but with a maximum of four beams. The beams have a maximum range of 50 feet, with no range increments. However, its accuracy within fifteen feet is precise enough that it can make attacks of opportunity with the beams. Note that when a Granfaloon still has its full shield, it can’t fire any beams.

(Ex) Zombie Shower: As a standard action, a Granfaloon can release some of its zombie cargo, and use them as a living weapon. It can direct this attack in the twenty foot radius direction under its body. When using this attack, most Granfaloons prefer to get under twenty feet above the ground, to avoid damaging its zombies while releasing them. The number of zombies released is basically 1d4 zombies for every 1/8th of the shield remaining. Anyone in the area of attack will take 1d4 points of damage per part of the shield remaining, unless they make a Reflex Save (DC 25) to negate the effects. After the shower, the zombies rise and attack the nearest living target on the Granfaloon’s next initiative. If dropped from a height that would cause falling damage, the zombies will take it as normal, but if a player takes damage from the shower, they will take half the falling damage, and one random zombie will also only take half damage from the fall. In any case, the total number of people affected by the shower can’t be greater than the number of zombies, so if there are too many victims, they will randomly be selected to suffer the effects. Disturbingly, although the zombies are as mindless as all zombies are, they will still scream in fear as they fall. This save is Dexterity-based.

(Su) Create Spawn: A creature killed by one of the zombies of a Granfaloon rises as a zombie 1d4 minutes later. This zombie immediately is placed on the Granfaloon’s control, unless it exceeds the maximum number of creatures it can control. A Granfaloon can control four times its HD in zombies, not including the zombies that make up the shield. It has enough room inside the shield for all of them, but only medium-sized zombies can fit normally. Large zombies take four times as much room, and huge zombies take 16 times as much room. Gargantuan and larger zombies can’t fit inside the shell.

(Sp) Spell-Like ability: Animate Dead as a 20th level cleric, at will. However, it can only create zombies with this spell, and generally only creates medium zombies, as they fit inside the shield best. As mentioned above, a Granfaloon can control four times its HD in zombies, not counting the ones used to make the shield.

(Ex) Shield of the Dead: A Granfaloon can use its zombies to create a total shield around itself. This takes 60 medium-sized zombies under its control, and the process takes 1d4 hours to complete. Once the shield is complete, these zombies no longer count as zombies under the Granfaloon’s control, so it can animate and control more to replace them. When the shield at its normal strength, it effectively grants the Granfaloon total cover. This prevents almost all attacks from reaching the Granfaloon, but it also means the Granfaloon can’t use its energy rays through the shield. Treat the shield as one large undead creature with 8 hit points per hit die of the Granfaloon, hardness 5, and HD equal to the Granfaloon’s for the purposes of turning. The shield is treated as an object to determine how energy effects harm it, and as an undead when attacked by effects that have an extra effect on undead. The shield will not be affected by turning/rebuking, but a turning effect that can destroy it will instantly destroy the entire shield, causing all remaining zombies in the shell to fall out in a massive variant of the Zombie Shower. Mind-affecting attacks can still penetrate to hit the Granfaloon, but most other attacks instead are stopped by the shield, and have no effect on the shield unless it also effects objects. A disintegrate will destroy only 1/8 of the shield if it is effective.
Every time the shield takes hit points of damage equal to the Granfaloon’s hit die, 1/8 of it will be destroyed. This reduces the cover it provides from total to a lesser amount, and instantly provokes a zombie shower with 1d4 zombies. When reduced to 7 parts, the shield grants 9/10th cover. It gives ¾ cover when two parts are destroyed, ½ cover when four parts are destroyed, and ¼ cover when only two parts remain. This makes it increasingly easy to hit the Granfaloon with attacks, and reduces the effects of zombie showers. However, each part destroyed also gives the Granfaloon another tentacle to use for its energy ray attacks. In general, as the fight progresses, the Granfaloon stops relying on its zombie showers and instead uses more of its ray attacks.

(Ex) Blindsight: Because the Granfaloon can’t see when encased in its shield, it relies on vibrations that strike the shield and reverberate through the bodies. This vibration-sensing gives it blindsight within 120 feet.
 

How about a Devastation Anenome for an idea?

During the Githyank incursion an astral brig operated by a powerful group of Githyanki adventurers was sent looking for a powerful artifact to support the war effort.

Thier brig was built by the groups wizard and enchanted to be able to survive the most hostile of environments.

They located the area of the artifact deep in an ocean trench and started the descent. (think any underwater sci-fi thriller)

On the way down thier ship was snared by a gigantic sea anenome and sucked thier entire ship into its stomach for digestion. Luckily thier ship was designed to survive such places as the Abyss, plane of fire, and limbo.

They found themselves floating in a pool of digestive acid inside the gigantic stomach of this thing. Somehow the air on deck is and the crew set about repairing the structural damage. below deck the ships enchantments create breathable air.

After a few days the crew started dissapearing (think Alien and a crippled space freighter)

Some wierd planktonesque stomach symbiote things are preying on the Githyanki.

The players are atacked by this thing with 2 mile long tendrils, improved grab, swallow whole with an attack rating in the hundreds.

However, they can take the damage since they are epic level.

The group discover that they cannot teleport or plane shift out, can breath the air and thier healing rate when resting is doubled. They notice all healing and restorative spells are empowered.

The come across the brig and either destroy or talk to the Githyanki. The only way out is to cause the Anenome to expel them. They can do this by causing lots of damage by spells and the ships siege weapons.

They may have to do s ship search fighting wierd plankton monsters.

The reason for the no teleport, breathable air, and increased healing is because of the Castle Stone - a protective artifact created by the legendary Slerotin for his keep. He unfortunately died at the battle which caused the great Rift before he could build his keep and it ended up here.

Once the brig is expelled it shoots up to the surfance like a submarine coming up. If the Gith survive they may be a useful ally if they ever want to travel to the Hells or Abyss.

*note: the usual food of this thing are whales, giant squid, and huge cthuluesque things which live in the deep that no human has ever seen
 
Last edited:

hrm a Ghostly Aboleth is scary..but what if it was also a high level monk?

Ghostly Aboleth Aberration8/Mnk12: CR 19; Huge Undead (Aquatic,Incorporeal);
HD 8d12(Aberration) , 12d12(Monk) ; hp 159; Init +1; Spd 30, Swim 60; AC:27 (Flatfooted:25 Touch:19);
Atk +22/17/12 x4 base melee, +14/9/4 x4 base ranged; +22 (1d6+9, 4 Tentacles);

SA: Transformation (Ex) , Enslave (Su) , Psionics (Sp) Hypnotic Pattern 16 At Will Illusory Wall 16 At Will Mirage Arcana 16 At Will Persistent Image 16 At Will Programmed Image 16 At Will Project Image 16 At Will Veil 16 At Will , Malevolence (Su) , Corrupting Touch (Su) , Frightful Moan (Su) , Telekinesis (Su) , Manifestation (Su) , Horrific Appearance (Su) , Corrupting Gaze (Su) ; SQ: Mucus Cloud (Ex), Subtype: Incorporeal, Rejuvenation (Su), Turn resistance (Ex);

AL LE; SV Fort +10, Ref +11, Will +17;

STR 28, DEX 12, CON --, INT 15, WIS 18, CHA 21.

Skills: Diplomacy +11, Hide +6, Listen +16, Search +10, Sense Motive +8, Spot +16.

Feats: Cleave, Combat Reflexes, Deflect Arrows, Expertise, Improved Critical: Tentacles, Improved Disarm, Improved Trip, Improved Unarmed Strike, Large And In Charge, Power Attack, Stunning Fist, Weapon Focus: Tentacles.

And its dominated servants;

Larry, Mo, and Curly, Umber Hulk Aberration8/Bbn12: CR 21; Large Outsider ; HD 8d8+32(Aberration) , 12d12+48(Barbarian) ; hp 200; Init +1; Spd 30, Burrow 20; AC:18 (Flatfooted:18 Touch:10); Atk +25/20/15/10 base melee, +18/13/8/3 base ranged; +26/+23 (2d4+8, 2 Claws; 2d8+4, Bite); SA: Confusing Gaze (Su) , Spell-like Abilities Unholy Aura 20 3 ; SQ: Tremorsense (Ex): -1 ft., Darkvision (Ex): 60 ft., Immunity: Poison (Ex), Resistance: Fire (Ex): 20, Resistance: Acid (Ex): 20, Resistance: Electricity (Ex): 20, Resistance: Cold (Ex): 20; AL CE; SV Fort +14, Ref +7, Will +10; STR 26, DEX 13, CON 19, INT 9, WIS 11, CHA 13.
Skills: Jump +15, Spot +11.5.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Cleave, Improved Critical: Claws, Large And In Charge, Multiattack, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Claws.
 
Last edited:

More RW aquatic creatures you could use or adapt:

Sea Wasp

Nothing is more poisonous.

Cone Snails

Uses a powerful poison to paralyze prey its own body size...then consumes it whole while rasping away its living flesh with its radula (a sandpaperlike "tongue"). So, if giant sized, would have the high-creep factor of the Swallow Whole ability.

Pistol Shrimp
Mantis Shrimp

Certain varieties of these can snap human bone with a punch or shatter tempered aquarium glass, and that in a creature only a few inches long! A giant sized one could be deadly to even an armored fighter.

You could also have intelligent aquatic creatures like Sahauguin, Locathah, Kuo Toa, Slaad, or whatever, use the toxins in pufferfish or monkfish to coat their weapons, either killing or severely nauseating their opponents.
 
Last edited:


Sandain said:
How about a Devastation Anenome for an idea?

YOU. ARE. A. GOD. DAMNED. GENIUS.


That's beautiful. Sick, but beautiful. Somehow, I've got to find a way to use this. The inclusion of the Githyanki element makes it too attractive to not use.

Right now, I'm focused on the big throwdown of our next session, with ultra-powerful drow spellcasters, a minotaur death knight and giant shadow spider mount, and a few shadow-folk assasins, among others.

Wait until you see the miniature battlefield my PCs have developed for it. They've dubbed it 'the Senate', and it's fricking HUGE. Oh, and the giant spider is pretty cool, too. :)
 

Heya Dru,

Good luck with that battle. One thing I wanted to ask was if that Minotaur Death Knight and Spidermount were the ones that BlackDirge had developed in his thread? They are definately too good to pass up for such an occassion and with the work already done for the stats, it just makes them all the more interesting.

Just curious.
 

You bet your sweet tail feathers they are, at least at their roots. BlackDirge has supplied me with more than one monster before, sometimes even by request. ;)

Creating Epic Level foes can be something of a chore, so I tend to steal and customize much more than I used to do.
 

For Beasties like that, you aren't the only one. They are definately too good to pass up, even if the PCs have seen them. Hopefully they'll enjoy them just much toe-to-toe as on the their computer screen.

When is the game scheduled to take place? Before or after this weekend's gathering down in NJ?
 

Remove ads

Top