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
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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