LordVyreth
First Post
Go easy, this is my first post here. Here are a few monsters I plan on tossing at my party, and I'd like opinions both about them in general and if their CR is apprpriate. Sorry I couldn't get into more detail in the subject, but some of my players use these boards, and info in the subject line would give them to much info.
Vyreth
Propagator Swarm
Gargantuan Ooze, Construct
Hit Dice: 16d10 + 94 (182 hp)
Initiative: +4 (+4 Dex)
Speed: fly 60 ft (perfect)
AC: 10 (-4 Size, +4 Dex)
Face/Reach: 30 feet by 30 feet/0 feet
Attacks: 1 Sting +14, ignores armor, per engulfed (see below)
Damage: 2d8+3+Infect
SA: Infect, Engulf
SQ: Swarm Resistance, Ooze and Contruct Traits
Saves: Fort +9, Ref +9, Will +5
Abilities: Str 14, Dex 18, Con 18
Int -, Wis 11, Cha 11
Climate/Terrain: Any land
Organization: Solitary, plus half-machine subordinates
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan) 33-48 (Colossal)
The Propagator Swarms are a way to spread the half-machine “disease.” Though they can be directed to certain targets, they usually roam mindlessly, infecting any living being they see.
Combat:
Propagator Swarms can’t attack creatures normally. Instead, they engulf their targets, and segments of the collective form then attempt to burrow into their target, transforming it into a half-machine. If they don’t receive specific programming, the creatures created by a swarm follow the swarm, destroying any creatures that threaten its existence.
Engulf(Ex): Unable to attack normally, the Propagator Swarm effectively moves into a target’s area of effect. The victim can either make a Reflex save (DC 22) to leave the area first, or can make an attack of opportunity, but it can’t do both. At the end of the swarm’s turn, it will get one attack against anyone inside its area. In addition, anyone who moves into or through the swarm also receives an attack. This attack ignores armor and enhancement bonuses.
Infect(Ex): If the swarm’s attack hits, it infects the individual with the half-machine “virus,” which is actually a swarm of tiny machines, which slowly kill the person while transforming them into a half-machine, unless the victim can resist the effect with an initial Fortitude Save (22.) This works like a disease with a Fortitude Save of 22 and an incubation of 1 day, but it can’t be recovered from, and magical healing of less than a heal has no effect. The daily damage is 1 Constitution and 1 Charisma. When killed by the disease, the victim immediately revives with full Constitution and Charisma, but they now half the half-machine template, and serve either the swarm or the swarm’s controller. If reduced to half Constitution or Charisma, each limb or sensory organ on the creature has a 50% chance of being removed, and regenerate is required to re-grow them.
Swarm Resistance(Ex): Because the swarm is composed of thousands of individual beings, some weapons have a hard time doing damage to it. Slashing weapons do only half-damage, and piercing weapons only do a quarter. Bludgeoning weapons, area-effect attacks, and elemental damage (including elemental effects on weapons) do full damage.
Canor Factum
Medium Outsider (Evil, Chaotic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft or 60 ft.
AC: 26 (+4 Dex, +12 Natural)
Face/Reach: 5 feet by 5 feet/10 feet
Attacks: 10 Tongue-Blades +22 melee
Damage: Tongue-Blade 1d6+8
SA: Extended Breath Weapon, Spell-Like Abilities, Improved Grab
SQ: Tongue Walk, Damage Reduction 15/+3, SR 26, Acid, Electricity, and Fire Resistance 20
Saves: Fort +15, Ref +13, Will +11
Abilities: Str 24, Dex 18, Con 22
Int 14, Wis 14, Cha 14
Skills: Climb +22, Jump +22*, Spot +17, Listen +17, Search +17, Sense Motive +17, Spellcraft +17, Intimidate +17, Concentration +21, Bluff +17
Feats: Combat Reflexes, Improved Trip, Dodge, Mobility
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: Double coins; double goods; no items.
Alignment: Always chaotic evil
Advancement: 16-20 (Medium) 21-40 (Large)
Canor Factums are twisted outsiders of a bizarre nature. They look like humanoids with great strength, red hides, and horns growing out of their shoulders and backs. They appear to have many scars on their bodies, but when they are ready to attack, the horrible truth becomes clear; each scar is actually a large, tooth mouth, with a gigantic tongue. Canor Factums are often employed by powerful demons as brutish enforcers, for they enjoy inspiring disgust and terror in their victims.
Combat:
Canor Factums use these tongues as deadly reach weapons, but since they are spaced all around the creature’s body, it only can attack one individual with three tongues in a round. Against powerful foes, they like to use their Tongue Walk ability to move swiftly across the battlefield.
Extended Breath Weapon(Su): Canor Factums can breath fire out of all of its mouths at once as a standard action once every 1d4 rounds. This creates a burst of flames around its body in a 10-foot radius, doing 9d6 points of fire damage to all caught inside it (Reflex Save DC 23 for half.) Even worse, it can continue to breath until the start of its next turn. As a result, anyone who enters, remains in, or passes through the area for that time will also get hit! However, this is extremely taxing for the Canor Factum, and on the round that the breath ends, he can’t take any action, and is considered stunned until its next round.
Improved Grab(Ex): If a Canor Factum successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it can inflict automatic damage each round. Canor Factums often will take a –20 on this check, and then walk away while still holding the grabbed target, and try to drop him into something harmful, or off a cliff.
Tongue Walk(Ex): As a free action, a Canor Factum can extend the tongues on the soles of his feet, and use them to walk! When in this position, his movement increases to 60 feet, and he can safely walk over Medium-sized or smaller enemies without being threatened or provoking an attack of opportunity. However, this tends to limit his targets, as the only ground-level target he can hit is right under him. He also can use this right before a jump, to add +10 to the jump and remove the maximum jump limit based on height. He can also pull the tongues in as a free action, but has to have a space available to land for him to do so. Extending or Retracting the tongues provokes an attack of opportunity.
Spell-Like Abilities(Sp): At will: Expeditious Retreat, Jump, Detect Good, Detect Law, Melf’s Acid Arrow. 1/day: Acid Orb, Hold Monster. All spells are cast as a 16th level sorcerer.
Vyreth
Propagator Swarm
Gargantuan Ooze, Construct
Hit Dice: 16d10 + 94 (182 hp)
Initiative: +4 (+4 Dex)
Speed: fly 60 ft (perfect)
AC: 10 (-4 Size, +4 Dex)
Face/Reach: 30 feet by 30 feet/0 feet
Attacks: 1 Sting +14, ignores armor, per engulfed (see below)
Damage: 2d8+3+Infect
SA: Infect, Engulf
SQ: Swarm Resistance, Ooze and Contruct Traits
Saves: Fort +9, Ref +9, Will +5
Abilities: Str 14, Dex 18, Con 18
Int -, Wis 11, Cha 11
Climate/Terrain: Any land
Organization: Solitary, plus half-machine subordinates
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan) 33-48 (Colossal)
The Propagator Swarms are a way to spread the half-machine “disease.” Though they can be directed to certain targets, they usually roam mindlessly, infecting any living being they see.
Combat:
Propagator Swarms can’t attack creatures normally. Instead, they engulf their targets, and segments of the collective form then attempt to burrow into their target, transforming it into a half-machine. If they don’t receive specific programming, the creatures created by a swarm follow the swarm, destroying any creatures that threaten its existence.
Engulf(Ex): Unable to attack normally, the Propagator Swarm effectively moves into a target’s area of effect. The victim can either make a Reflex save (DC 22) to leave the area first, or can make an attack of opportunity, but it can’t do both. At the end of the swarm’s turn, it will get one attack against anyone inside its area. In addition, anyone who moves into or through the swarm also receives an attack. This attack ignores armor and enhancement bonuses.
Infect(Ex): If the swarm’s attack hits, it infects the individual with the half-machine “virus,” which is actually a swarm of tiny machines, which slowly kill the person while transforming them into a half-machine, unless the victim can resist the effect with an initial Fortitude Save (22.) This works like a disease with a Fortitude Save of 22 and an incubation of 1 day, but it can’t be recovered from, and magical healing of less than a heal has no effect. The daily damage is 1 Constitution and 1 Charisma. When killed by the disease, the victim immediately revives with full Constitution and Charisma, but they now half the half-machine template, and serve either the swarm or the swarm’s controller. If reduced to half Constitution or Charisma, each limb or sensory organ on the creature has a 50% chance of being removed, and regenerate is required to re-grow them.
Swarm Resistance(Ex): Because the swarm is composed of thousands of individual beings, some weapons have a hard time doing damage to it. Slashing weapons do only half-damage, and piercing weapons only do a quarter. Bludgeoning weapons, area-effect attacks, and elemental damage (including elemental effects on weapons) do full damage.
Canor Factum
Medium Outsider (Evil, Chaotic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft or 60 ft.
AC: 26 (+4 Dex, +12 Natural)
Face/Reach: 5 feet by 5 feet/10 feet
Attacks: 10 Tongue-Blades +22 melee
Damage: Tongue-Blade 1d6+8
SA: Extended Breath Weapon, Spell-Like Abilities, Improved Grab
SQ: Tongue Walk, Damage Reduction 15/+3, SR 26, Acid, Electricity, and Fire Resistance 20
Saves: Fort +15, Ref +13, Will +11
Abilities: Str 24, Dex 18, Con 22
Int 14, Wis 14, Cha 14
Skills: Climb +22, Jump +22*, Spot +17, Listen +17, Search +17, Sense Motive +17, Spellcraft +17, Intimidate +17, Concentration +21, Bluff +17
Feats: Combat Reflexes, Improved Trip, Dodge, Mobility
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: Double coins; double goods; no items.
Alignment: Always chaotic evil
Advancement: 16-20 (Medium) 21-40 (Large)
Canor Factums are twisted outsiders of a bizarre nature. They look like humanoids with great strength, red hides, and horns growing out of their shoulders and backs. They appear to have many scars on their bodies, but when they are ready to attack, the horrible truth becomes clear; each scar is actually a large, tooth mouth, with a gigantic tongue. Canor Factums are often employed by powerful demons as brutish enforcers, for they enjoy inspiring disgust and terror in their victims.
Combat:
Canor Factums use these tongues as deadly reach weapons, but since they are spaced all around the creature’s body, it only can attack one individual with three tongues in a round. Against powerful foes, they like to use their Tongue Walk ability to move swiftly across the battlefield.
Extended Breath Weapon(Su): Canor Factums can breath fire out of all of its mouths at once as a standard action once every 1d4 rounds. This creates a burst of flames around its body in a 10-foot radius, doing 9d6 points of fire damage to all caught inside it (Reflex Save DC 23 for half.) Even worse, it can continue to breath until the start of its next turn. As a result, anyone who enters, remains in, or passes through the area for that time will also get hit! However, this is extremely taxing for the Canor Factum, and on the round that the breath ends, he can’t take any action, and is considered stunned until its next round.
Improved Grab(Ex): If a Canor Factum successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it can inflict automatic damage each round. Canor Factums often will take a –20 on this check, and then walk away while still holding the grabbed target, and try to drop him into something harmful, or off a cliff.
Tongue Walk(Ex): As a free action, a Canor Factum can extend the tongues on the soles of his feet, and use them to walk! When in this position, his movement increases to 60 feet, and he can safely walk over Medium-sized or smaller enemies without being threatened or provoking an attack of opportunity. However, this tends to limit his targets, as the only ground-level target he can hit is right under him. He also can use this right before a jump, to add +10 to the jump and remove the maximum jump limit based on height. He can also pull the tongues in as a free action, but has to have a space available to land for him to do so. Extending or Retracting the tongues provokes an attack of opportunity.
Spell-Like Abilities(Sp): At will: Expeditious Retreat, Jump, Detect Good, Detect Law, Melf’s Acid Arrow. 1/day: Acid Orb, Hold Monster. All spells are cast as a 16th level sorcerer.