Terrible 2-Headed Pit Flargug

Devon

First Post
Hi, folks,

I wanted to make something nasty, brutish, and strange, and I came up with this: a 2-headed Tunnel Flargug (which I can't find now... perhaps it was on the other board) to which has been applied the "Terrible" template (created by Evil Josef, http://test.cyberstreet.com/showthread.php?s=&threadid=7783), both of which were introduced elsewhere on this forum.

I found a 2-headed Template on the website of Bob Hall, a link to which is included here:
http://hiddenway.tripod.com/dnd/monsters3.html
Check it out.

- Devon

Pit Rager
Huge Outsider
Hit Dice: 16d10+128 (216 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 23 (-2 size, +3 Dex, +14 natural, -2 rage)
Attacks: 2 slams +22 melee, 2 bites +17 melee; or 2 Huge greataxes +22 melee
Damage: Slam 2d10+12, bite 1d12+6; Huge greataxe 2d8+17
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Constant rage, ferocity, superior two-weapon fighting, spell-like abilities
Special Qualities: darkvision 120 ft., immunities, sprint, special qualities
Saves: Fort +17, Dex +11, Will +6
Abilities: Str 34, Dex 14, Con 26, Int 10, Wis 12, Cha 12
Skills: 128 points
Climb +30, Intuit Direction +19, Jump +30, Swim +30, Listen +21, Spot +21, Search +19
Feats: Power Attack, Cleave, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 17-32 HD (Huge), 33-48 (Gargantuan)

The Pit Rager is a 2-headed Tunnel Flargug which has been corrupted by Terrors from beyond, its already enraged nature suffused with the terrible essense of fear and evil.

The Pit Rager is a huge, steel-gray, fur-covered, vaguely humanoid creature with two heads. Its body structure is that of a massive ape, while its heads are almost lupine. It walks and runs like a gorilla, using its tough knuckles to speed itself along. Its skin has a deathly pallor, with veins rising up against its skin, lacing its flesh with tendrils of inky black blood. Its eyes are a shocking dull blue.

A Pit Rager is perpetually enraged, even when asleep, snapping its jaws and making punching motions with its paws.

Combat

Pit Ragers have no concept whatsoever of fear. They charge straight at their prey, although they are intelligent enough not to cross boiling lava to do so.

Spell-like abilities: The Pit Rager can use the following spell-like abilities and psionics as a 16th-level sorceror or psion, as appropriate.

3/day: darkness, unholy aura; 1/day: chameleon*, fear, nondetection, unholy blight, blasphemy, unhallow, shadow body.*

* indicates a psionic power.

Superior Two-Weapon Fighting (Ex): Because each head can control a separate limb, the Pit Rager does not suffer an attack or damage penalty for attacking with two weapons.

Constant Rage (Ex): Pit Ragers are always enraged, as the Barbarian's ability. If somehow magically calmed, they take a -4 to Strength, -4 to Constitution, and a -2 morale penalty to Will saves, but their AC increases by +2.

Ferocity (Ex): A Pit Rager is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (see page 129 in the Player's Handbook).

Immunities (Ex): Pit Ragers are immune to poison and acid, and have cold, electricity, and fire resistance 20; they are also immune to mind-influencing fear effects.

Sprint (Ex): Once an hour, a Pit Rager can take a charge action to move ten times its normal speed (400 feet).

Special Qualities: The Pit Rager, having two heads, gains a +2 bonus to all saving throws to resist mind-affecting powers.

If for any reason the creature loses only one of its heads, it must make a Fortitude saving throw at DC 24 or be stunned for 2d6 minutes. It immediately loses all benefits of the two-headed creature template, and suffers a permanent loss of 1 Int and 1 Wis.

Skills: The two heads give the Pit Rager a +2 racial bonus to Listen, Spot, and Search checks. Pit Ragers also receive a +4 racial bonus to Climb, Intuit Direction, and Jump checks.

edited for name change
 
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That thing sounds so ugly it has a face (or two) that only a sledgehammer could love... and has. I like this beasty, but where are the Terrible template and the tunnel flagug. By the way, you might want to give it a new name. "Terrible Two-Headed Pit Flagug" makes it sound like a reject from a bad children's novel :D .
 



Nothing wrong with the name Flargug... it reminds me of the Gugs from Lovecraft's Dreamlands. This Flargug has been warped by psionic terror entities from beyond, so I figured a new name would work best. How about simply "Pit Flargug"? :) "Death Flargug"? "Dark Flargug"?

You know, I don't have it either. I lost it when my hard drive crashed
You lost the link, or the whole monster?

Here's my copy, if you need it. I may have changed a few words here and there, but it's pretty much the original:

Tunnel Flargug
Huge Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 21 (-2 size, +2 Dex, +13 natural, -2 rage)
Attacks: 2 slams +20 melee; or Huge greataxe +20/+15/+10 melee)
Damage: Slam 2d10+10, Huge greataxe 2d8+15
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Constant rage, darkvision 120 ft., ferocity, immunities, sprint
Saves: Fort +17, Dex +11, Will +6
Abilities: Str 30, Dex 12, Con 24, Int 6, Wis 8, Cha 10
Skills: Climb +20, Intuit Direction +13, Jump +20, Swim +14
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually chaotic evil
Advancement: 17-32 HD (Huge), 33-48 (Gargantuan)

Tunnel Flargugs resemble huge, fur-covered, vaguely humanoid creatures. Their body structure is that of a massive ape, while their head is almost lupine. They walk, and run, like a gorilla, using their tough knuckles to speed themselves along.

A Flargug that isn't angry is probably asleep, and even then, it growls to itself and makes little punching motions with its paws. It is impossible to understand what enrages these beasts so, but at least it ensures that there aren't that many of them.

Combat

Flargugs have no concept whatsoever of fear. They charge straight at their prey, although they are intelligent enough not to, say, cross boiling lava to do so.

Constant Rage (Ex): Flargugs are always enraged, as the Barbarian's ability. If somehow magically calmed, they take a -4 to Strength, -4 to Constitution, and a -2 morale penalty to Will saves, but their AC increases by +2.

Ferocity (Ex): A Tunnel Flargug is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (see page 129 in the Player's Handbook).

Immunities (Ex): Tunnel Flargugs are immune to mind-influencing fear effects

Sprint (Ex): Once an hour, a Tunnel Flargug can take a charge action to move ten times its normal speed (400 feet).

Tunnel Flargugs receive a +4 racial bonus to Climb, Intuit Direction, and Jump checks.
 
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Thanks. Eh, the only reason I came up with the name "Flargug" is because "Rage Beast" was, well, just lame.

I lost the text file with the creature on it, along with my pygmy griffon and my bugbear-bear hybrid and a few creations I hadn't yet posted. The only ones I managed to save were three someone sent me afterwards, the sabre-toothed gnoll, the stained glass golem, and the troll-eater.
 
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Frog Slime said:
And what, exactly, is wrong with the name Flargug, hmmm? You know, I don't have it either. I lost it when my hard drive crashed.
Nothing is wrong with the name Flargug; it was the "Terrible Two-Headed Pit Flagug" name I was complaining about. Sounds a little bit too long, like "purple people eater". Neat creature, by the way.
 

Well, here's the stats I have on the Pygmy Griffon. I'm afraid I don't have copies of the other ones...

- Devon

Pygmy Griffon (Hybrid Cat/Hawk)
Tiny Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 40 ft. (average)
AC: 17 (+2 size, +3 Dex, +2 natural)
Attacks: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d2-3, bite 1d3-3
Face/Reach: 2 1/2 ft. by 2 1/2 ft./ 0 ft.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 5, Dex 16, Con 10, Int 3, Wis 12, Cha 6
Skills: Balance +13, Climb +5, Hide +15*, Move Silently +7, Spot +3*
Feats: Weapon Finesse (claw, bite)
Climate/Terrain: Any forest, hills, plains, and mountains
Organization: Solitary or pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: -

As their name would suggest, these housecat-sized beasts look for all the world like miniature griffons.

Combat
Just as ferocious as their larger cousins, these creatures will attack any creature that nears their nest.

Skills: Pygmy griffons receive a +4 racial bonus to Hide and Move Silently checks and a + 8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Pygmy griffons gain a +8 racial bonus to Spot checks in daylight.
 

Thanks, Devon.

I still like the "Terrible Two-Headed Pit Flagug", I like creatures with well-rounded names. Ah, well. Pit Rager is good.

Fine creature, by the way.
 

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