Request for some Ideas (my players please avoid)

LordVyreth said:
Hold on, I may not have the Epic Level Handbood on me at the moment, but I thought the Prime Elementals were CR 30 and kind of overpowered even before the 3.5 conversion likely makes them even tougher what with the DR /- and all. Or am I mistaken?

And tell me more about ze hunters. Have we clarified what kind of demons they are? I noticed you didn't use the Mouth of Madness or Voice of Unreason in the latest adventure, and I'm eager to use some version of them in your game. What CR are you aiming for with these hunters? Or did any of my other monsters interest you more? I'm happy advancing any of your favorites.

I don't recall, but yes, they were CR 30 or 30+. That's why they need advancing...not big enough. Seriously.

To clarify: the Primals are the nine major beings who, for reasons not entirely understood by mortals, fashioned the Prime Material Plane. They are pure elemental forces who may or may not be from their respective planes...virtual avatars of their concept. Have you ever read seen Jack Kirby's Celestials in Marvel Comics? Imagine something like them, but more chaotic and less benevolent. If freed, they will roam the prime, sowing chaos wherever they go. The Fire Primal will turn land to lava, seas to steam and forests to ash. He is not chaos, he is not Law...he is FIRE.

In point of fact, I only plan on using the Prime Elementals as a base for the Primals, should they be unleashed upon the world again. The only way the players will be able to contain them, since defeat isn't truly an option, is through clever work, lots of help and maybe some big juju. If they defeat it by force of arms and manage to survive, then it's well deserved. But it should be very dangerous, even for the Meepites.

As for the hunters, they've been stated out for months...the PCs just keep avoiding them. ;) They're highly modified yugoloths, in point of fact...but the distinction of devil, demon and other is sometimes lost on all but Dravot.
 

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WizarDru said:
Ooooh. Fey. That's the stuff. I'll have to go check the Wendigo out. Sounds like just my cup of tea. He's clearly one of the beasties I've let slide through the cracks in the slough of material I got last year.

The keys to this build are:

1) Psionics can be done while incorporeal (unlike spellcasting)

2) Make sure you factor in a wild surge enhanced inertial armor first thing in the morning. In fact, any all-fight buffs will be in place before the PCs spot the gaseous, 120-ft-per-round flying ice cloud. Force armor is nice. Who cares if you lose a round being all dazed before combat?

3) Cha bonus to touch AC twice -- deflection (from Wendigo) and Elude Touch (from Wilder).

4) Wendigo racial stat bonuses are sweet. Including +6 Cha if I recall correctly.

5) Did I mention that it flies really really fast?

6) Insane Whispers (or whatever) is a nice prelude to a Will save.

I'll post my little CR13 dude to give you some ideas if you'd like. I could probably be coaxed into advancing him to [Epic] levels with significant praise and/or groveling.

-- N
 

WizarDru said:
I don't recall, but yes, they were CR 30 or 30+. That's why they need advancing...not big enough. Seriously.

To clarify: the Primals are the nine major beings who, for reasons not entirely understood by mortals, fashioned the Prime Material Plane. They are pure elemental forces who may or may not be from their respective planes...virtual avatars of their concept. Have you ever read seen Jack Kirby's Celestials in Marvel Comics? Imagine something like them, but more chaotic and less benevolent. If freed, they will roam the prime, sowing chaos wherever they go. The Fire Primal will turn land to lava, seas to steam and forests to ash. He is not chaos, he is not Law...he is FIRE.

In point of fact, I only plan on using the Prime Elementals as a base for the Primals, should they be unleashed upon the world again. The only way the players will be able to contain them, since defeat isn't truly an option, is through clever work, lots of help and maybe some big juju. If they defeat it by force of arms and manage to survive, then it's well deserved. But it should be very dangerous, even for the Meepites.

As for the hunters, they've been stated out for months...the PCs just keep avoiding them. ;) They're highly modified yugoloths, in point of fact...but the distinction of devil, demon and other is sometimes lost on all but Dravot.

Ah, I see. I thought the Primes were something you were expecting the party to fight sometime soon.

Do the Hunters have any allies, perhaps among the demons? I'd be happy to update any of the outsiders I gave you before to pretty much any CR you need. Yes, I am excited about the thought of tossing a Lipido or Canor Factum at them, can you tell? :) Unfortunately, the outsiders and undead I gave you are some of my best ideas. I do have one fun idea that I'm just now revisiting in my own story hour. It's a bird magical beast, like a roc, but with strange insect-like effects. I can advance it, slap a template on it, and easily have a CR 22-25 creature for you. Are there any favorite templates? If we're going the fey route, there's that half-fey or feytouched template one of the recent monster books has. Or we can go wtih an old favorite like half-fiend or half-dragon. I can even dredge up the half-machine from that old Dungeon adventure if you want to take things in a weird direction. That template was always a favorite of mine.

Oh, and there's one more very special thing I've been working up. It's a CR 27 quasi-abomination with undead ties and a lot of very strange powers. It might be a tad too complicated, but if you want a big battle, it would be perfet, and I'd love to give the thing a test. So what'll you need me more? A favorite outsider, the bird, the abomination, or something else? I can make up something from scratch if you need something really specific, too.
 

Heh... I love this thread.

I'm getting rusty- I've been running my low-level halfling game for the past month, not my epic game. I better come up with something cool for you to make sure I don't lose my touch. :)
 

Hello,

This is Primal Water Elemental with Jesters Bile template attached. I thought the DC save for the Poison Spit ended up to high (96) so i did not count the Con bonus in.


Poison Elemental, Primal
Colossal Elemental (Poison, Extraplanar)

Hit Dice: 64d8+768 (1,176 hp)
Initiative: +14 (Dex)
Speed: 20 ft., swim 90 ft.
Armor Class: 68 (-8 size, +14 Dex, +52 natural)
Base Attack/Grapple: +50/82
Attack: Slam +59 (4d10+26/19-20)
Full Attack: 2 slam +59 (4d10+26/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Spit Poison
Special Qualities: Elemental traits, DR 15/-, SR 42, Immune to Acid and Poison
Saves: Fort +48, Ref +21, Will +28
Abilities: Str 46, Dex 38, Con 35, Int 8, Wis 13, Cha 13
Skills: Jump +9, Listen +57, Spot +48, Swim +21
Feats: Alertness, Cleave, Combat Reflexes,:)Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam):):):)
Epic Feats: Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/Terrain Any land
Organization: Solitary
Challenge Rating: 37
Treasure: None
Alignment: Neutral Evil
Advancement: 65-288 HD (Colossal)

Special Attacks: The Poison Elemental the ability to spit poison in a 30’ radius spread, to a range of 60’. This is an exceptional ability. This attack requires all caught within to make a Fort save, DC 74. If it fails, the victim takes acid and constitution damage of 10d6/3d6. Success indicates that the victim suffers half hp damage but no constitution damage. AThe Poison Elemental must wait 1d4 rounds before spitting bile again.
 

Hello,

This is a giant Poisonous Jellyfish which may provide a challenge for your party and a different view on traditional elementals.


Poison Elemental
Colossal Vermin

Hit Dice: 128d8+2,304 (2,880 hp)
Initiative: +10 (Dex)
Speed: 70 ft.
Armor Class: 72 (-8 size, +10 Dex, +60 natural)
Base Attack/Grapple: +96/128
Attack: Sting +104 melee
Full Attack: Sting 25d10+24
Space/Reach: 50 ft./540 ft.
Special Attacks: Improved grab, Poison
Special Qualities: Elemental Traits, Darkvision 300 ft., SR 60, DR 20/-
Saves: Fort +84, Ref +52, Will +42
Abilities: Str 42, Dex 31, Con 46, Int -, Wis 10, Cha 9
Skills: Swim +31, Listen +0, Spot +0
Climate/Terrain: Sea
Organization: Solitary
Challenge Rating: 50
Treasure: None
Alignment: Always neutral
Advancement: None
Alignment:


Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str.
 

I'm going to work on the creatures this saturday, Dru, so if you want a specific type or template, let me know before then. Otherwise, I'll just make something up on my own. It sounds like you guys are taking a break, though. How long is the hiatus going to be?
 

LordVyreth said:
It sounds like you guys are taking a break, though. How long is the hiatus going to be?

Ohh... I missed this too. :( I'm all busy conceptualizing a mean advanced disenchanter, but now I don't know whether you'll need it... well, I'll still post it for ya once done, it's going to be too high level for my group for a while yet (especially as we're playing our low-level group for a while).
 

I'm gonna look through all my Ravenloft stuff - they had some wicked cool monsters in there. Why? just to help torment the PC's of coutrse :P~
 

Okay, here you go. Sorry this took so long. Now, these creatures use abilities from the MM2, MM3, and Fiend Folio. If you are missing one or more of these, let me know and I'll elaborate on these aspects. For now, only the regular monster version is ready. I plan on releasing the leader of these nasty birds tomorrow.

Advanced 45 HD Spellwarped Hive Birds
Collassal Aberration (Augmented Magical Beast)
Hit Dice: 45d10 +450 (697 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft., fly 80 ft.
AC: 21 (-8 Size, +5 Dex, +14 Natural,) touch 7, flat-footed 16
Base Attack/Grapple: +45/+74
Attack: Claw +53 (3d6+15,) or Insect +43 (2d6+15)
Full Attack: 2 Claws +53 (3d6+15,) Bite +50 (2d6+7,) or Insects +43/38/33/28 (2d8+15)
Space/Reach: 30 ft./20 ft.
SA: Sting, Swarm
SQ: darkvision 60 ft., low-light vision, SR 33, Spell Absorption
Saves: Fort +34, Ref +29, Will +22
Abilities: Str 40, Dex 20, Con 30
Int 6, Wis 13, Cha 11
Skills: Spot +19, Listen +19, Survival +17
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Snatch, Wingover, Power Attack, Weapon Focus (Claw,) Weapon Focus (Insect,) Hover, Blowhard, Point Blank Shot, Rapid Shot, Precise Shot, Improved Precise Shot
Epic Feat: Epic Will
Climate/Terrain: Temperate and Warm Mountains
Organization: Solitary or pair
Challenge Rating: 23
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: -

Hive Birds are a warped, twisted variant of the standard Roc. They are about as large, but are slightly weaker. However, their main difference can be found in their eyes. They are much larger than they should proportionally be, and serve as hives for huge swarms of flying insects. The insects have a symbiotic relationship with the birds, and serve as a system of weaponry for the birds in exchange for food and protection.

Since these creatures are already such twisted demonstrations of the warped results that occur when magic meets nature, it was inevitable that some fiend would infuse it with even more magic. In this case, the Unseelie fey are the responsible party, and these magic-saturated beasts are the result. Like ordinary Hive Birds, these spellwarped variants prefer to attack from afar using their insect weaponry. However, they often start a battle by snatching one or more enemies into their claws and then flying away to slowly crush them while continuing to pummel other enemies with its long-distance powers.

Combat:
Hive Birds usually start combat by releasing the Swarm and using its Sting power or firing insects as weapons. The Insects are fired using the overdeveloped muscles around the eyes and have a ranger increment of fifty. It rarely enters melee combat, except to snatch at an enemy or when greatly weakened. The insects it fires is a strange anomaly; it is purely based on natural components, yet is fired from the eye in a manner similar to manufactured weapons. As a result, the pair of eyes functions as only one weapon, yet it has iterative attacks like a manufactured weapon and can be affected by magic that operates on both natural and manufactured weapons.
Swarm (Ex): As a free action, the hive bird can release a large swarm of flying insects. They function as an insect plague spell, with a caster level of 23, but they are nonmagical, and will remain until the hive bird is killed. In addition, the powerful and evil spellwarped Hive Birds have found a more powerful variety of insect to infest their eyes, and the swarm is made of Bloodfiend Locust instead of the standard insects. For information on this Swarm, see page 170 of the Fiend Folio. The Hive Bird can only have one swarm out at a time, but if the swarm is killed, it can generate a new one 1d4 rounds after the death of the last one. However, if the bird is killed, the insects will swarm its body instead.
Sting (Su): As a standard action, the hive bird can magically charge insects, and then release them as homing weapons. This functions in all ways like a magic missile spell cast by a 23rd level sorcerer, but while the attack is magical, the bugs are not. If caught in an anti-magic field, the bugs will try to attack still, but will lose their magical attack abilities. Each one now uses an attack bonus of +12 (all size and dex-based,) do 1 hit point if they hit, and have ACs scores of 22 (+8 size, +4 dex) and one hit point. In addition, there is no maximum limit of missiles this power can fire. For example, these Spellwarped Hive Birds release 12 bugs per use of this ability, doing a total of 12d4+12 damage.
Spell Absoption (Su): Whenever a spell fails to penetrate a spellwarped Hive Bird’s spell resistance, the creature gains one of a number of benefits, as described on page 163 of the Monster Manual 3.

Edit: Okay, finished their leader. Anyone have comments, whether it be Wizardru or another observer/contributor of this thread? I thought I did a pretty good job with this one. I'll have to remember the Monster of Legend template; it's pretty nasty!

Taarak Viliral, Advanced 45 HD Spellwarped Hive Bird of Legend
Collassal Outsider (native, Augmented Magical Beast)
Hit Dice: 45d10 +675 (900 hp)
Initiative: +8 (+8 Dex)
Speed: 20 ft., fly 80 ft.
AC: 37 (-8 Size, +8 Dex, +19 Natural, +8 Armor) touch 10, flat-footed 29
Base Attack/Grapple: +45/+81
Attack: Claw +64 (3d6+25,) or Insect +52 (2d6+25)
Full Attack: 2 Claws +64 (3d6+25,) Bite +61 (4d6+15,) or Insects +5 2/47/42/37 (2d8+25)
Space/Reach: 30 ft./20 ft.
SA: Sting, Swarm, Frightful Presence
SQ: darkvision 60 ft., low-light vision, SR 35, Spell Absorption, Haste, Immunity to Mind Effecting and Polymorph Effects
Saves: Fort +43, Ref +36, Will +27
Abilities: Str 50, Dex 26, Con 40
Int 8, Wis 15, Cha 15
Skills: Spot +21, Listen +21, Survival +19
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Snatch, Wingover, Power Attack, Weapon Focus (Claw,) Weapon Focus (Insect,) Hover, Blowhard, Point Blank Shot, Rapid Shot, Precise Shot, Improved Precise Shot
Epic Feat: Epic Will
Climate/Terrain: Temperate and Warm Mountains
Organization: Solitary or with Flock (Taarak plus 1d4 Advanced Spellwarped Hive Birds)
Challenge Rating: 25
Treasure: Standard plus Equipment (Amulet of Might Fists +5, Bracers of Armor +8, Helm of Telepathy, Pearly White Ioun Stone, Pale Green Ioun Stone)
Alignment: Usually Chaotic Evil
Advancement: -

From far above, a scream echoes. A bird of prey the size of a building swoops into view. Around it, a cloud of dust and vermin emanates, and where it looks, death follows.

Of all the Hive Birds that the Unseelie experimented on, Taarak was the fiercest and most powerful. It also shares the cruelty and sadism that are characteristics of its dark fey masters. It was rewarded with a greater infusion of magic, transforming it into a greater being that transcended the realms of physical reality and tied it directly to the chaotic realms the faerie folk originally came from. Taarak leads its fellow warped Hive Birds into battle and often serves as a mount or bodyguard for powerful fey masters or their outsider allies.

Combat:
Hive Birds usually start combat by releasing the Swarm, and using its Sting power or firing insects as weapons. The Insects are fired using the overdeveloped muscles around the eyes and have a ranger increment of fifty. It rarely enters melee combat, except to snatch at an enemy or when greatly weakened.
Swarm (Ex): As a free action, Taarak can release a large swarm of flying insects. They function as an insect plague spell with a caster level of 25, but they are nonmagical, and will remain until the hive bird is killed. In addition, Taarak has found a more powerful variety of insect to infest their eyes, and the swarm is made of Bloodfiend Locust instead of the standard insects. For information on this Swarm, see page 170 of the Fiend Folio. Taarak can only have one swarm out at a time, but if the swarm is killed, he can generate a new one 1d4 rounds after the death of the last one. However, if Taarak is killed, the insects will swarm its body instead.
Sting (Su): As a standard action, Taarak can magically charge insects, and then release them as homing weapons. This functions in all ways like a magic missile spell cast by a 25th level sorcerer, but while the attack is magical, the bugs are not. If caught in an anti-magic field, the bugs will try to attack still, but will lose their magical attack abilities. Each one now uses an attack bonus of +12 (all size and dex-based,) do 1 hit point if they hit, and have ACs scores of 22 (+8 size, +4 dex) and one hit point. In addition, there is no maximum limit of missiles this power can fire. For example, Taarak releases 13 bugs per use of this ability, doing a total of 13d4+13 damage.
Frightful Presence (Ex): When Taarak screams its battle cry, it inspires terror in all creatures withing 20 feet with less than 45 Hit Dice. They must make a Will save (DC 34) or be shaken until Taarak is out of range. A successful save makes the opponent immune to Taakak’s presence for 23 hours.
Spell Absoption (Su): Whenever a spell fails to penetrate a Taarak’s spell resistance, the creature gains one of a number of benefits, as described on page 163 of the Monster Manual 3.
Haste (Su): Taarak is supernaturally fast. When making a full attack, it gets an extra attack action each round at its highest attack bonus.
 
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