Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)

Iron Sheep

First Post
Hi all,

Inspired in part by Blackdirge's most excellent suped-up monster thread, the aim of this thread is to post some of the nasties I have created for my own campaign so that others can use them, and also to post some other creatures that I've statted-up just for fun.

My game has been running every two weeks for roughly a year, and the PCs are at about 10th-11th level right now, so most of the monsters in this thread are going to be low-mid level creations. However, if the mood strikes me I may post some higher-level creations.

The current generic bad-guys are:

The current unique bad-guys are:

The current good-guys are:

Let me know if you find these useful.

Corran
 
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Baltas

Here's the first monster, a salt mephit shadowdancer who I never had the chance to use on my players (they decided that they'd prefer to risk a hobgoblin army than go through the underdark!).

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Baltas, Advanced Salt Mephit Rog 1/Shadowdancer 4
Small Outsider (Earth, Extraplanar)
Hit Dice: 6d8+1d6+4d8+28 (75 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
AC: 23 (+1 size, +5 chain shirt, +1 ring of protection, +6 natural), touch 12, flatfooted 23
Base Attack/Grapple: +9/+9
Attack: +1 corrosive small greatsword +15 melee (1d10+7/19 + 1d6 acid); or claw +14 melee (1d3+4)
Full Attack: +1 corrosive small greatsword +15/+10 melee (1d10+7/19 + 1d6 acid); or 2 claws +14 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: breath weapon, spell-like abilities, summon mephit, sneak attack +1d6
Special Qualities: damage reduction 5/magic, darkvision 60 ft., fast healing 2, hide in plain sight, evasion, uncanny dodge, summon shadow, shadow jump 20 ft.;
Saves: Fort +9, Ref +11, Will +6
Abilities: Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 20.
Skills: Bluff +19, Diplomacy +17, Escape Artist +10, Hide +12, Jump +11, Listen +10, Move Silently +12, Perform (dance) +10, Spot +12, Tumble +13, Use Rope +0 (+2 with bindings)
Feats: Combat Reflexes, Dodge, Mobility, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary, gang (Baltas, plus 2-4 salt mephits) or mob (Baltas, plus 5-12 salt mephits)
Challenge Rating: 9
Alignment: Neutral Evil
Posessions: +1 small chain shirt, +1 ring of protection, +1 corrosive small greatsword

Breath Weapon (Su): 10-ft. cone of salt crystals, 1d4 damage, Reflex DC 17 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 17, caster level 6th).
Once per day Baltas can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 17 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): Baltas heals only if in an arid environment.

Hide in Plain Sight (Su): Baltas can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Baltas can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Shadow Illusion (Sp): Baltas can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): Baltas can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of Baltas, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to Baltas and can communicate intelligibly with Baltas.
If a shadow companion is destroyed, or Baltas chooses to dismiss it, Baltas must attempt a DC 15 Fortitude save. If the saving throw fails, Baltas loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. Baltas' XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Jump (Su): Baltas has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Baltas can jump up to a total of 20 feet each day in this way; this may be a single jump of up to 20 feet or two jumps of up to 10 feet each.


Baltas, an unusually bright and ambitious salt mephit, currently leads a small band of salt mephits who inhabit a series of abandoned galleries in an salt mine near Salvalley Manor. Banished from his home for a plot gone awry, Baltas eventually found his way to the city of Uruk-Obol deep beneath Mountaindell. There he fell in with the Darkenguild, acting initially as a courier and thug, but he soon ingratiated himself with the leadership and was initiated into the secrets of the shadowdancers.

Baltas had advanced himself to a mid-level leadership position when the Company of Balion, searching for a potent magic staff stolen by the Darkenguild, raided the guild's operations in Uruk-Obol. Escaping with his life and a few choice pieces of equipment, Baltas found his way to the Salvalley salt mines where he has established a lair.

Baltas seeks to return to the elemental plane of earth and exact his revenge on the community that banished him. However he realizes that this is currently beyond his capability, so he bides his time, building his strength, and gathering like-minded mephits to his side.


Tactics

Baltas will always try to stage an ambush amongst the twisting and unstable passages of the salt caverns. A favourite tactic is to use his shadow illusion ability to cover a deep shaft with the appearance of ordinary floor, and then he and his gang will attack anyone who should happen to fall through. Baltas is cautious, and if overmatched will use his shadow jump and flight to escape a fight.
 

Duchess Lowess Orinson of Tealdale

The Duchess of Tealdale has been an ally of the player characters, although as an ex-Paladin of Linatar she has clashed with several characters over their heathen religious beliefs in the past.

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Duchess Lowess Orinson of Tealdale, human Pal 8/Aristocrat 4
Medium Humanoid (human)
Hit Dice: 4d8+8d10 (60 hp)
Initiative: -2
AC: 22 (-2 Dex, +10 full plate, +3 heavy shield, +1 ring of protection), touch 9, flatfooted 22
Base Attack/Grapple: +11/+12
Attack: +2 longsword +14 melee (1d8+3/19); or masterwork lance +13 (1d8+1/x3); or masterwork longbow +10 ranged (1d8/x3)
Full Attack: +2 longsword +14/+9/+4 melee (1d8+3/19); or masterwork lance +13/+8/+3 melee (1d8+1/x3); or masterwork longbow +10/+5/+0 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with lance)
Special Attacks: paladin spells, smite evil, turn undead
Special Qualities: paladin abilities
Saves: Fort +13, Ref +5, Will +10
Abilities: Str 12, Dex 6, Con 10, Int 12, Wis 16, Cha 18
Skills: Appraise +3, Bluff +8, Concentration +4, Diplomacy, +13, Handle Animal +10, Intimidate +8, Knowledge (nobility and royalty) +8, Knowledge (religion) +9, Ride +13, Sense Motive +14
Feats: Negotiator, Mounted Combat, Persuasive, Ride-by Attack, Spirited Charge, Trample
Challenge Rating: 10
Alignment: Lawful Good
Posessions: +2 full plate, +1 heavy shield, +1 ring of protection, +2 longsword, masterwork lance, masterwork longbow, +2 cloak of charisma

Paladin Spells: (4/3; DC = 14 + spell level): 1–bless weapon, cure light wounds, detect poison, divine favour; 2–bull's strength, owl's wisdom, shield other.

Aura of Good (Ex): The power of Lowess' aura of good is equal to her paladin level.

Detect Evil (Sp): At will, Lowess can use detect evil, as the spell.

Smite Evil (Su): Twice per day Lowess may smite evil, adding +4 to her attack roll and +8 to her damage.

Divine Grace (Su): Lowess gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Lowess can heal wounds (her own or those of others) by touch. Each day she can heal a total of 32 hit points. Lowess may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, Lowess can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Lowess decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Lowess is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while Lowess is conscious, but not if she is unconscious or dead.

Divine Health (Ex): Lowess is immune to all diseases, including supernatural and magical diseases.

Turn Undead (Su): Lowess has the supernatural ability to turn undead. She may use this ability 7 times per day. She turns undead as a fifth level cleric.

Remove Disease (Sp): Lowess can produce a remove disease effect, as the spell, once per week.

Special Mount (Sp): Lowess has the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil.
Once per day, as a full-round action, Lowess may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 16 hours; it may be dismissed at any time as a free action.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should Lowess' mount die, it immediately disappears, leaving behind any equipment it was carrying. Lowess may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, she takes a –1 penalty on attack and weapon damage rolls.
Lowess' mount is Illoris:

Illoris, heavy warhorse: CR --; large animal; HD 8d8+24; hp 60; Init +1; Spd 40 ft.; AC 29 (touch 11, flatfooted 27); Base Attack +6; Gpl +15; Atk hoof +10 melee (1d6+5); Full Attack 2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2); S/R SQ Empathic link, improved evasion, share spells, share saving throws, improved speed; Fort +13, Ref +7, Will +7; Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 6.

Skills and Feats: Jump +6, Listen +7, Spot +6. Endurance, Iron Will, Run.

Possessions: Masterwork full plate barding, military saddle, bit and bridle, saddlebags.


The Duchess, a younger daughter of a minor noble family, showed exceptional faith, piety and devotion to Linatar as a child, and was recruited as a novice, and squire, in the service of the Order of the Crown. She was eventually chosen as one of Linatar's devoted knights and served in the Order prominently and with much distinction.

After many years of faithful service to the Order she met, and fell in love with, the Baron of Salvalley. Marriage being incompatible with her vows to Linatar, she reluctantly left active service in the Order and began a second life as wife, Baroness, mother, and politician. It is widely held that she was the driving force behind the couple's rise to prominence in the court, and she become Duchess when her husband was appointed to a vacant Ducal seat in the Mandervalley hinterland north of the Mountains from Mountaindell.

Her husband died some 10 years ago, and her son took on the role of Baron of Salvalley, while she continued to hold the Duchy of Tealdale. She is greatly respected, both by the King's family and within the Orders of knighthood. She can get the ear of the King if she needs to.

Never sprightly, age has taken its toll on Lowess physically, although her years in court have made her even more savvy than she once was. Despite her comparative frailty she is unafraid to take up arms to defend what she holds dear, as she recently did when a hobgoblin army invaded her son's Barony.

Lowess comes across as grandmotherly and caring, but with a tough streak. Having spent so much time within the Church hierarchy, she has some prejudice against the Lenali faith, which occasionally surfaces, although she tries to suppress it as much as possible–intellectually she knows that it is not good to judge people based on their religion, but it has been very much ingrained by her training.

Notes: Lowess is 62, with the associated age penalties and bonuses. Lowess can't take any further levels in Paladin.
 
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Feral Ogre

Recently the player characters have spent some time investigating a city infested with yuan-ti and their twisted minions. They have had several run-ins with ogres who have been turned into slavering, bestial creatures by the yuan-ti.

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Feral ogre:
Large Giant
Hit Dice: 4d10+12 (30 hp)
Initiative: -2
Speed: 40 ft.
AC: 16 (-1 size, -2 Dex, +3 hide armour, +6 natural), touch 7, flatfooted 16
Base Attack/Grapple: +3/+13
Attack: claw +11 melee (2d6+7);
Full Attack: 2 claws +11 melee (2d6+7 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Darkvision 60 ft., fast healing 3
Saves: Fort +7, Ref -1, Will +2
Abilities: Str 25, Dex 6, Con 17, Int 2, Wis 12, Cha 7.
Skills: Climb +10, Listen +2, Spot +2
Feats: Power Attack, Weapon Focus (claws)
Environment: Temperate Hills
Organization: Solitary, pair, gang (3-4) or band (5-8)
Challenge Rating: 4
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +3

Improved Grab (Ex): If a feral ogre hits a medium or smaller opponent with a claw attack, it deals normal damage may start a grapple as a free action without provoking an attack of opportunity. Each successful grapple check it makes during successive rounds automatically deals claw damage.

Pounce (Ex): When a feral ogre charges it can make a full attack.


Wild and uncontrolled, feral ogres are 9 or 10 feet tall, but they rarely stand upright, preferring to walk on all fours. They look much like ogres, but with larger fangs, a full covering of fur, and cruel claws. There is only the barest glimmer of intelligence in the eyes of a typical feral ogre, and they can barely speak or understand even simple phrases in the Giant language.

In combat feral ogres use little strategy, simply rushing any available target and grappling it. They may be trained to act in a more effective manner by more intelligent masters.

Note: Technically the feral template can't be applied to a giant, but it doesn't seem inappropriate in this case. The pounce special attack was updated to the 3.5 version.
 

The Skelter and Zombire

I'm currently running my players through a completely re-worked and almost unrecognizably changed version of The Secret of Bone Hill. In the original module there were two undead creatures, the Skelter and the Zombire, which were low-level casters. These are the versions that the player characters fought and killed a couple of sessions ago.

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Skelter, Bone Creature Sor 5
Medium Undead (augmented humanoid, human)
Hit Dice: 5d12 (34 hp)
Initiative: +8
Speed: 30 ft.
AC: 16 (+4 Dex, +2 natural), touch 14, flatfooted 12
Base Attack/Grapple: +2/+3
Attack: claw +1 melee (1d4-1); or light crossbow +6 ranged (1d8/19)
Full Attack: claw +1 melee (1d4-1); or light crossbow +6 ranged (1d8/19)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sorcerer spells
Special Qualities: Cold immunity, damage reduction 5/bludgeoning, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 8, Dex 18, Con –, Int 12, Wis 13, Cha 16.
Skills: Concentration +8, Knowledge (arcana) +9, Listen +3, Spellcraft +11, Spot +3
Feats: Eschew Materials, Improved Initiative, Weapon Focus (ray)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Alignment: Neutral Evil
Possessions: light crossbow, 40 bolts

Sorcerer spells (6/7/5; save DC = 13 + spell level): 0–acid splash, arcane mark, detect magic, ray of frost, read magic, message; 1st–grease, mage armour, magic missile, ray of enfeeblement; 2nd–mirror image, scorching ray.


Zombire, Corpse Creature Sor 5
Medium Undead (augmented humanoid, human)
Hit Dice: 5d12 (39 hp)
Initiative: +5
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural), touch 11, flatfooted 12
Base Attack/Grapple: +2/+3
Attack: slam +3 melee (1d6+1)
Full Attack: slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sorcerer spells
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 12, Con –, Int 12, Wis 13, Cha 16.
Skills: Concentration +8, Knowledge (arcana) +9, Listen +3, Spellcraft +11, Spot +3
Feats: Combat Casting, Improved Initiative, Spell Focus (necromancy)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Alignment: Neutral Evil

Sorcerer spells (6/7/5; save DC = 13 + spell level, necromancy spells save DC = 14 + spell level): 0–acid splash, arcane mark, detect magic, ray of frost, read magic, message; 1st–burning hands, chill touch*, mage armour, shocking grasp; 2nd–ghoul touch*, invisibility.
* necromancy spell
 
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Varkerak

I was in a whimsical mood the other night, and I thought I'd see what I could do with a low-CR monster. Here is the result.

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Varkerak, Elite Corrupted Two-Headed Stirge of Legend
Tiny Aberration (augmented magical beast)
Hit Dice: 3d8+30 (43 hp)
Initiative: +12
Speed: 10 ft., fly 40 ft. (average)
AC: 30 (+2 size, +8 Dex, +10 natural), touch 20, flatfooted 22
Base Attack/Grapple: +3/-4 (+8 when attached)
Attack: touch +14 melee (1 vile and attach)
Full Attack: touch +14 melee (1 vile and attach)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, blood drain, disruptive attack, poison
Special Qualities: Darkvision 90 ft., fast healing 5, low-light vision, reflective hide, two heads
Saves: Fort +13, Ref +11, Will +2
Abilities: Str 12, Dex 27, Con 30, Int 4, Wis 13, Cha 11.
Skills: Hide +18, Listen +8, Spot +8
Feats: Alertness, Combat Reflexes, Improved Initiative, Weapon Finesse, Weapon Focus (touch)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 6
Alignment: Neutral Evil


Tales tell of a bloodstained horror that lurks in the dark recesses of the world, waiting for the unsuspecting to pass by. Varkerak is an anomaly, a stirge born with two heads, corrupted by dark energies, and possessing a dim, evil intelligence. Varkerak enjoys nothing more than the fear of its victims as it drains the lifeblood from their immobile forms. Some say that Varkerak is the creation of demonic forces, while others say that it is a manifestation of the dark and evil side of nature.

Varkerak appears much like any other stirge, although the additional head makes it somewhat larger, and its hide has a silvery sheen to it. Like other stirges it needs to attach to start draining blood, but at the same time it injects a powerful venom which will often paralyze its victim completely. If Varkerak is satiated before a victim dies, it will often leave them paralysed, returning later after it has digested their blood to feast on them once again.

Varkerak has to move often, since it is such a successful hunter that it often leaves an area devoid of prey. A number of small villages have been depopulated by Varkerak, the villagers either dead or forced to move on after their livestock were sucked dry.


Combat

Varkerak prefers to strike from hiding, picking a likely target to attack. If that target dies before Varkerak is full, it will choose another target. Varkerak is fearless, since its fast healing ability means that any damage it has sustained from its victims in the past has healed quickly.

Attach (Ex): If Varkerak hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. Varkerak loses its Dexterity bonus to AC and has an AC of 22, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): Varkerak drains blood with both its heads, dealing 2d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before Varkerak’s appetite has been sated, it detaches and seeks a new target.

Poison (Ex): Varkerak delivers poison with its blood drain attack. Each head delivers one dose of poison each round that it begins its turn attached to a victim. The Fortitude save to avoid damage is DC 21, and initial and secondary damage is 1d6 Strength.

Disruptive Attack (Su): Varkerak deals vile damage with its touch. It deals 1 point of vile damage with its attach attack, and 1 point each round that it begins its turn attached to a victim.

Reflective Hide (Su): Varkerak has a silvery sheen to its hide which permanently protects the creature with a spell-turning effect.


Notes: I took some liberties about how the blood drain, two heads and vile damage interact, but the monster doesn't seem overpowerful. Varkerak should be an interesting challenge for a low-level party.
 
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Brainsuckers

I thought about giving Verkerak the half-illithid template, but it seemed a little bit too much (poison, blood drain and it eats your brains!). The idea of little flying things which suck out brains had some appeal, however. So we get the following:

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Brainsucker, Half-Illithid Stirge
Tiny Aberration (augmented magical beast)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 10 ft., fly 40 ft. (average)
AC: 17 (+2 size, +4 Dex, +1 natural), touch 16, flatfooted 13
Base Attack/Grapple: +1/-11 (+1 when attached, +2 for each tentacle attached)
Attack: touch +7 melee (attach)
Full Attack: touch +7 melee (attach) and 4 tentacles +7 melee (1d2-4 and grapple)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, extract, improved grab, mind blast, psionics
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 11
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 3, Dex 19, Con 10, Int 5, Wis 16, Cha 10.
Skills: Hide +14, Listen +6, Spot +6
Feats: Alertness, Weapon Finesse
Environment: Any land and underground
Organization: Colony (2-4), flock (5-8), storm (9-10), or cult (6-10 plus 3-5 mind flayers)
Challenge Rating: 3
Alignment: Neutral Evil


At a distance, brainsuckers look much like regular stirges, however closer inspection reveals that in place of the normal proboscis are four tentacles, and the skin colour is a sickly grey-green. Created as part of a warped breeding program by a cult of mind flayers, brainsuckers are individually weak, but a storm of them is a thing to be feared.

Rather than draining blood, a brainsucker seeks to attach its tentacles and burrow into its victim's head, eventually extracting their brain. The natural tenacity of a stirge can make it unexpectedly difficult to remove a brainsucker once it has attached. Once a brainsucker has extracted a brain, it flies off to digest its prize.

Brainsuckers are somewhat intelligent, and flocks of brainsuckers will work together to bring down as many foes as possible.

Combat

Brainsuckers prefer wait for prey, hiding in deep shadows while they probe for intelligent creatures with their detect thoughts ability. Once they have selected a target, they will open with a mind blast and then seek to attach and extract the opponent's brain. Groups of brainsuckers often work in concert, with only a few using their mind blast at a time, while the rest save theirs for any opponents who resist, or who shake off the effects.

Attach (Ex): If a brainsucker hits with a touch attack, it uses its eight pincers to latch onto the opponent’s head. An attached brainsucker is effectively grappling its prey. The brainsucker loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Brainsuckers have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached brainsucker can be struck with a weapon or grappled itself. To remove an attached brainsucker through grappling, the opponent must achieve a pin against the brainsucker.

Extract (Ex): A brainsucker that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent's brain, instantly killing that creature. Once it has extracted a brain it detatches and flies off to digest its meal.
This power is useless agains constructs, elementals, oozes, plants and undead. Extraction is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Improved Grab (Ex): If a brainsucker hits a Small, Medium, Large or Huge creature with a tentacle attack, it can start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head.
If a brainsucker starts a round either attached with its pincers, or at least one tentacle, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape the tentacles with a single successful grapple or escape artist check, but the brainsucker gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp): Once per day, a brainsucker can produce a mind blast in a cone 40 ft. long. Anyone caught in the area must succeed on a Will save (DC 13) or be stunned for 1d4 rounds. This ability is the equivalent of a 4th level spell.

Psionics (Sp): Detect thoughts 3/day. Caster level 8th; save DC 15.


Notes: CR 3 might be slightly high, since the Blood Drain ability has been taken away.
 
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The Black Brambles

This is my first foray into Blackdirge territory. I'll probably never use this myself, since I doubt any game I'm in will go Epic any time soon. But for those of you who do use Epic stuff, enjoy...

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The Black Brambles, Paragon Advanced Blightspawned Awakened Assassin Vine
Colossal Plant
Hit Dice: 48d8+912 plus 576 (1872 hp)
Initiative: +12
Speed: 15 ft.
AC: 52 (-8 size, +8 Dex, +18 natural, +12 insight, +12 luck), touch 34, flatfooted 44
Base Attack/Grapple: +36/+104
Attack: slam +89 melee (4d6+60/19 plus 1d6 on critical)
Full Attack: slam +89 melee (4d6+60/19 plus 1d6 on critical) or crush +88 melee (4d8+60)
Space/Reach: 30 ft./30 ft.
Special Attacks: Blight touch, constrict 4d6+60, create spawn, entangle, improved grab
Special Qualities: Blindsight 30 ft., camoflage, damage reduction 10/epic, fast healing 20, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10, spell resistance 60
Saves: Fort +55, Ref +34, Will +35
Abilities: Str 64, Dex 27, Con 49, Int 26, Wis 27, Cha 23.
Skills: Bluff +42, Climb +60, Diplomacy +37, Disguise +41, Gather Information +29, Intimidate +46, Jump +56, Knowledge (history) +31, Knowledge (nature) +47, Knowledge (local) +31, Sense Motive +44, Survival +43 (+47 in aboveground natural environments)
Feats: Combat Expertise, Combat Reflexes, Crush, Devestating Critical (slam), Dodge, Fling Enemy, Improved Critical (slam), Improved Initiative, Improved Multigrab, Improved Natural Attack (slam), Mobility, Multigrab, Overwhelming Critical (slam), Power Attack, Spring Attack, Weapon Focus (slam), Whirlwind Attack
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 35
Alignment: Neutral Evil

Some woods are light, airy and welcoming, while others are dark and menacing. At the heart of the darkest, most menacing forest lives the Black Brambles, a vast tangle of blighted malevolence that even the mightiest druids fear. Legends say that the Black Brambles has lurked there since the dawn of time, nursing its hatred and spreading its corruption. The Black Brambles desires nothing more than to spread its dark realm across the land, eliminating everything except plant life.

The merest touch from the Black Brambles can infect a creature with a blighting illness that wracks its victim, eating away at its body and soul. Plants and animals infected with the disease often become carriers of the blight under the Black Brambles' influence. In addition it is a formidable opponent in melee, its powerful slam and grapple can kill many creatures outright, and it can crush and throw smaller opponents with impunity.

Although blind, the Black Brambles has a network of minions and spies throughout its home forest and beyond. Most of these have no idea what they work for, but the Black Brambles is usually well aware of any threat long before it strikes.

The Black Brambles speaks common, druidic, elvish and sylvan.


Combat

The Black Brambles hides in wait, letting its blightspawned minions deal with intruders. If any approach close enough, the Black Brambles casts haste on itself and lashes out with a whirlwind attack, then choosing one target to grapple and constrict with its remaining attack. It will release animals and plants that if feels might make good blightspawn, particularly if it knows that they are not a serious threat to it.

Blight Touch (Su): Supernatural disease--slam attack, Fortitude save (DC 68), incubation period 1d6 days; damage 1d4 temporary Constitution and 1d4 temporary Charisma. Unlike ordinary diseases, the effects of blight touch continue until the victim reaches Constitution 0 (and dies), Charisma 0 (becoming a blightspawned creature, if the victim qualifies), or recieves a cure disease spell or similar magic.

Constrict (Ex): The Black Brambles deals 4d6+60 points of damage with a successful grapple check.

Create Spawn (Su): An animal or plant affected by the blight touch becomes a blightspawned itself if its Charisma reaches 0 before its Constitution reaches 0. When a creature infected by blight touch becomes a blightspawned, it recovers all ability score points lost to the progress of the disease.

Crush (Ex): The Black Brambles deals 4d8+60 points of damage with a successful crush attack against all creatures of size Large or smaller that are in its space. Each affected creature must make a Reflex save (DC 55) to avoid being pinned and automatically take crush damage each round.

Devestating Critical (Ex): On a critical hit with a slam attack an opponent must make a Fort save (DC 61) or die instantly. Creatures immune to critical attacks are immune to this effect.

Entangle (Su): The Black Brambles can animate plants within 30 feet of itself as a free action (Ref DC 55 partial).
The effect lasts until the Black Brambles dies or decides to end it (also a free action). The ability is otherwise similar to entangle (caster level 4th).

Fling Enemy (Ex): The Black Brambles can make a grapple check with a -20 penalty on an opponent up to Huge size. If it succeeds it may throw its opponent on its next action with a range increment od 120 feet.
A creature flung vertically takes normal falling damage. A creature thrown horizontally takes half falling damage for the distance thrown.
A creature can be thrown at another opponent with a +65 ranged attack. If the Black Brambles hits, both creatures take the same damage as the thrown creature.

Improved Grab (Ex): To use this ability, the Black Brambles must hit with its slam 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 establishes a hold and can constrict.
The Improved Multigrab feat means that the Black Brambles can grapple an opponent without being denied its Dexterity bonus to armour class at no penalty to the grapple check.

Blightmind (Su): At will as a standard action, the Black Brambles may establish a mental link with and dominate (as dominate monster) a single blightspawned creature within 60 feet. The mental link lasts for up to one day, and has a range of up to 10 miles. While the link is in effect, the Black Brambles may concentrate to recieve sensory input from the linked creature or issue it instructions. The creature obeys any orders to the best of its ability and need not be continuously directed in its actions. The blightspawned creature recieves a Will saving throw (DC 55) to negate the effect.

Blindsight (Ex): The Black Brambles has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex): Since the Black Brambles looks like a normal plant when at rest, it takes a DC 74 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Spell-Like Abilities (Sp): The Black Brambles has the ability to use greater dispel magic, haste, and see invisibility three times per day, at 15th caster level.


Notes: the blightspawned template can be found in The Unapproachable East. I'm not assuming the Forgotten Realms connection to Talona: the Black Brambles is its own source of blight, and so I gave it an improved version of the blightmind ability from the Talontar Blightlord class. I have no idea whether the CR is reasonable, but its calculated by the book, with a +1 for the blightmind ability.
 
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