The What Is It? Contest 5 Voting Thread

The monster I like best is...


  • Poll closed .

Mark Chance

Boingy! Boingy!
It's time to vote in the fifth What Is It? Contest. The pic for this month's contest is at this link. The winner chosen by this poll gets to brag about how awesome his or her monster is. The winner will receive a $5 gift certificate to DriveThruRPG. Reception of the gift certificate is contingent on me having a valid email address for the winner.

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paradox42's Pseutyrrassyl

Pseutyrrassyl (Apocalypse Forest, Doom Cloud)
The mist parts before you to reveal the source of the thunderous noises. An immense plantlike monster, covered with thousands of writhing tendrils and flopping appendages of all description, looms out of the choking miasma and slams one of its enormous primary limbs- larger than a treetrunk- into the ground before you.

PSEUTYRRASSYL CR 25
XP 1,638,400
CN Colossal Plant (Extraplanar)
Init +9; Senses Blindsight 60 ft., Constant Insight, Low-Light Vision; Perception +46
Aura Warping Miasma (300 ft., DC 40), Unnatural Aura (300 ft.)
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DEFENSE
AC
42, Touch 7, Flat-Footed 39 (+5 Dex, +35 natural, -8 size)
hp 594 (41d8+410); Fast Healing 30
Fort +32, Ref +20, Will +20
DR 15/epic; Immune Electricity, Plant Traits; Resist Acid 25, Fire 25; SR 40
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OFFENSE
Speed 80 ft., Swim 80 ft.
Melee Bite +39 (6d6+16/19-20 plus grab), 4 Slams +39 (3d8+16/19-20 plus grab)
Space 30 ft. Reach 20 ft. (30 ft. with Bite)
Special Attacks constrict (3d8+24 plus Rot), grab (Colossal), trample (3d8+24, DC 46)
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STATISTICS
Str
43, Dex 20, Con 31, Int 7, Wis 20, Cha 9
Base Atk +30; CMB +54 (+58 grapple); CMD 71
Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Critical (Slam), Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike, Weapon Focus (Bite), Weapon Focus (Slam)
Skills Perception +46
Languages Aklo
SQ Goetic Blood
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ECOLOGY
Environment
Any forest, swamp, or kelp forest
Organization Solitary
Treasure none
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SPECIAL ABILITIES

Constant Insight (Su):
A Pseutyrrassyl uses its extradimensional nature to its advantage in combat, and ignores any miss chance due to concealment, incorporeality, or extraplanar status (such as Blink). Note that this also means it can attack opponents concealed within its own Warping Miasma (see below) without penalty.

Goetic Blood (Su): When a Pseutyrrassyl takes damage, pieces of its body break off and begin acting independently while they still live. This has the effect of creating a new creature in a space adjacent to the Pseutyrrassyl, as if by a Summon Monster spell, except that the Pseutyrrassyl does not need to spend an action to do this and can control any number of such creatures at a time. This special summoned creature must always be an Entropic creature (for example, an Entropic Lion for Summon Monster IV) or another creature that has the Chaotic subtype.

The actual level of the Summon Monster effect triggered this way varies, according to the amount of damage dealt by the attack which triggered it; the Pseutyrrassyl gets one "level" for each 10 points of damage taken (if the Pseutyrrassyl takes less than 10 points of damage from an attack, then the Goetic Blood does not trigger at all). These "levels" may be spent on metamagic to modify the Summon effect, or on simply using a higher-level Summon spell, at the GM's option; for example, an attack dealing 56 damage (giving 5 levels) could be used for a Summon Monster V, an Extended Summon Monster IV, or even a Maximized Summon Monster II (allowing the summoning of 3 creatures from the level 1 list).

The caster level of these specially summoned creatures equals the Pseutyrrassyl's hit dice, in any case.

Rot (Ex): When a Pseutyrrassyl makes a successful grapple check, it deals 1d4 points of Wis drain and 1d4 points of Con drain in addition to constrict damage.

Warping Miasma (Ex): A Pseutyrrassyl is constantly sloughing off tiny bits of its extradimensional body, which burrow into any living things they encounter and begin to convert them into forms of life more closely resembling the Pseutyrrassyl's home. This has three effects.

First, the area covered by the Pseutyrrassyl's Warping Miasma is constantly enshrouded in a weird, greenish-colored mist, which acts as an Obscuring Mist spell (i.e., obscuring sight beyond 5 feet). Should the Miasma be dispersed by a wind or similar effect, the Pseutyrrassyl can reestablish it as a move action on its own turn.

Second, the Miasma covers the area in a horrific otherworldly Stench, which affects all living creatures inside it. Such creatures must make Fortitude saves (DC 40) or be Sickened for 10 rounds. Creatures which are immune to Poison are immune to this effect of the Miasma, and creatures which are Resistant to Poison receive that bonus against this effect. A creature which saves against this effect of the Miasma is immune to the Stench effect (but not the others) for 24 hours.

Third, the Warping Miasma causes a unique and horrific Disease, called Outer Corruption, which gradually turns its victims into denizens of the Pseutyrrassyl's home realm. This Disease has the following statistics: (Type disease, contact; Save Fortitude DC 40; Onset 1 day; Frequency 1/day; Effect 1d4 Wis damage and 1d4 Con damage; Cure 2 consecutive saves). A creature which is reduced to 0 Wis or 0 Con by Outer Corruption immediately loses all damage caused by the disease, loses the affliction, gains the Entropic Creature template, and permanently changes to Chaotic Evil alignment.

The save DCs of the Warping Miasma are Con-based.
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In their zeal at attacking their enemies, particularly the mortals who produce the sins (and thus demons) they so hate, the Qlippoth have made one terrible mistake. A few centuries ago, a certain Qlippoth Lord- named in no records of its own or any other race, as a result of what happened- made contact with that terrible "outside shell" of the Outer Sphere, that very same unimaginably far realm which some believe the Qlippoth themselves came from many ages ago. This Qlippoth Lord wanted a weapon, a powerful creature of that region of ultimate madness and horror with which to attack its opponents, but what answered the call was the first Pseutyrrassyl known in the cosmos. A particularly large and vicious example of the breed, that first Pseutyrrassyl demonstrated exactly how powerful its kind was by attacking and converting the entire layer of the Abyss that the Qlippoth Lord had once ruled into a place indistinguishable from its home. After its victory over the shortsighted Qlippoth, the Pseutyrrassyl took notice of all the untouched, fecund, fertile expansion territory that was available just beyond the planar horizon, and called more of its ilk into the layer to begin growing new forests just like those they had known in their own far realm.

Since that time, the Pseutyrrassyls have slowly expanded their reach, typically setting down in a remote and wild location on a chosen world or plane and slowly moving across the landscape (or swimming through appropriate zones of the seas) and patiently waiting for their Warping Miasma to convert all local life to forms more pleasing to them before moving on. More than once, whole worlds have fallen to this creeping onslaught of even a single invading Pseutyrrassyl, giving them their most common nicknames among mortals who whisper fearfully of their coming: Apocalypse Forests and Doom Clouds.
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HOOKS

Apocalypse Now?
A greenish mist appeared on your kingdom's doorstep last week, and though there have been wind storms during that time, the cloud hasn't moved. Strange sounds are reported within the murk by travelers who have passed close to it, and plants near the cloud are slowly becoming stunted and twisted by some malign influence. Is this a true Apocalypse Forest, come to your world at last, or is something else merely trying to make you think it is?

Faerie Diplomacy: Hearing of your great deeds, a mighty lord of the Fae comes to you with a proposal: Eliminate the threat of a Pseutyrrassyl that has recently set down in his kingdom, and he will grant you lands and a title in the world of the Fae. Is this offer genuine, and if it isn't, why is he concocting this story to lure you in?
 

SteelDraco's Coastal Ravager

The sea parts as a titanic, writhing mass of aquatic vermin, all moving as one creature, lumbers onto the shore. A series of black pearls glitter near where a head might be in the thing's bulk. It surges toward the nearest group of people, who barely have time to scream before disappearing into its body.

Coastal Ravager, CR 19
XP 204,800
N Colossal Construct (Aquatic)
Init -2; Senses blindsense 120', darkvision 120'; Perception +0
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DEFENSE
AC 28, touch 10, flat-footed 28 (+8 deflection, -2 Dex, +20 natural, -8 size)
hp 262 (28d10+108)
Fort +9, Ref +7, Will +9
Special Defenses absorb vermin, all-around vision, amorphous, amphibious, aquatic healing, spell resistance 27, weapon resistance; Immune construct traits
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OFFENSE
Speed 40 ft., swim 80 ft.
Melee 4 slams +37 (2d8+17 plus distraction)
Space 40 ft.; Reach 30 ft.
Special Attacks distraction (DC 24), engulf (DC 41, 3d6 nonlethal plus distraction, mucus, and poison), spawn swarm, trample (2d8+25 plus distraction, DC 41 )
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STATISTICS
Str 44, Dex 6, Con --, Int --, Wis 11, Cha 1
Base Atk +28, CMB +53, CMD 61
Feats Toughness (B)
Languages: None
Special Qualities compression, mental link
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ECOLOGY
Environment: Any aquatic or coastal
Organization: Solitary or war party (3-5 ravagers and 2-8 aboleth)
Treasure: 5d10 x 1,000 gp worth of black pearls
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SPECIAL ABILITIES
Absorb Vermin (Su): Any swarm of vermin or any vermin of size Large or smaller that comes into contact with a ravager must make a Fortitude save (DC 24) or be absorbed into the creature's mass, effectively destroying them. Absorbing a swarm or a vermin of size Medium or larger in this manner heals the ravager 3d10 hit points or grants it an equal number of temporary hit points, if it is already at full health. These temporary hit points dissipate after an hour. If the swarm was created by a ravager's spawn swarm ability, the ravager can choose whether or not to absorb the creatures.

Aquatic Healing (Su): While in an aquatic environment, the enchanted pearls at the heart of a coastal ravager attract aquatic vermin to join the mass of the creature if it is injured. It regains 10 hit points per hour while in such an environment.

Engulf (Ex): A creature engulfed by a coastal ravager is transferred to one of a number special water-filled cysts within the creature designed to capture enemies alive. They are pinned by stinging tentacles, similar to a jellyfish, and exposed to aboleth mucus stored there. Ravagers can engulf opponents of up to Huge size.

Mental Link (Su): A coastal ravager is mentally linked to its aboleth creator. The creator of a coastal ravager can use the creature's senses at will and give it orders from any distance.

Mucus (Ex): A creature engulfed by a coastal ravager is exposed to aboleth slime. They must make a DC 24 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with aboleth slime and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.

Jellyfish Poison (Ex): Engulf - injury; save Fort DC 24, frequency 1/round for 6 rounds, effect 1d4 Dex; cure 2 consecutive saves

Spawn Swarm (Su): As a standard action, a coastal ravager can split part of its body off, creating an independent swarm. The creature can create crab swarms, jellyfish swarms, or leech swarms. The swarm is more powerful than normal; it deals 4d6 damage with its swarm attack and has 60 hit points, and the DC for their distraction and poison abilities are based on the coastal ravager's Hit Dice (normally DC 24). The ravager can fling the swarm from its body, allowing the swarm to start anywhere within 120', and acts immediately after the ravager in the initiative order. Using this ability deals 3d10 damage to the ravager as part of its body separates from it. A spawned swarm can survive for up to an hour away from the parent creature, after which it dissipates.

Weapon Resistance (Ex): The mass of vermin that comprise a coastal ravager's body are resistant to weapon damage, like a swarm. The creature takes half damage from all slashing and piercing attacks.
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DESCRIPTION

Coastal ravagers are created by the aboleth in the deepest and darkest trenches of the world's oceans. They are weapons against all other races, part of the aboleth's eternal quest for dominance and slaves. They are crafted to capture opponents, engulfing whole communities and storing the hapless captives inside the ravager's body for their aboleth masters. The ravagers then return to the depths, where the new slaves are put to work in sunken cities.

Physically, a ravager is titanic, nearly fifty feet high and more massive than all but the largest dragons. On land, it walks on a number of leg-like psudopods it uses to strike at opponents. Sometimes, a structure that resembles a maw is visible as it engulfs opponents, allowing the ravager to better sweep them into it waiting storage cysts. The black pearls that resemble eyes move all over the creature as different aboleths direct their vision to different areas, allowing the unseen masters a view of the entire battlefield.

In combat, a coastal ravager attempts to engulf as many people as possible. It only stops to use its slam attacks against targets that deal significant damage to it or escape from its engulf attack.It spawns swarms to deal with a large number of attackers, especially if it can't engulf everything nearby in a few turns. A ravager on a raid is nearly always under the direct control of an aboleth master, so it fights with surprising intelligence for a construct. It will retreat to the ocean if attacked by concentrated ranged fire, especially from flying opponents.
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PLOT HOOKS
  • A series of small fishing villages along the coast have been destroyed, the homes smashed and all the people gone. A coastal ravager and its aboleth wizard maker have been raiding the coasts. Someone the PCs value has been taken - will the PCs be able to find their friend before they are dragged to the cyclopean depths? What was the aboleth looking for?
  • The PCs find a fist-sized black pearl that radiates magic as part of a treasure horde. Unbeknownst to them, it is the locus pearl for a coastal ravager, and will begin growing into one if submerged. Assassins and thieves, sent by an aboleth artificer, hound the PCs until the item is returned.
  • A coastal community's economy is devastated when the lobsters they depend on disappear. If the PCs investigate, they discover an underwater war between merfolk and aboleth, with multiple coastal ravagers being the cause of the missing wildlife. Can the PCs end the war before it spills over onto land?
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CONSTRUCTION
The body of a coastal ravager forms from an innumerable host of underwater vermin - all manner of crustaceans, anemones, corals, and other underwater life. They form around a group of black pearls, grown and magically enchanted by the aboleth. These pearls are tended on the ocean floor while the ravager's body grows, slowly attracting and absorbing nearby marine creatures. These pearls cost 50,000 gp.

COASTAL RAVAGER
CL 20th; Price 450,000 gp
Requirements Craft Construct, globe of invulnerability, insect plague, limited wish, sympathy, creator must be caster level 20th; Cost 225,000 gp
 

Alzrius's Arthraktus

ARTHRAKTUS
Coughing and choking on the deadly mist, you manage to open watery eyes enough to glimpse something massive striding through it…and a moment later wish you hadn’t. Larger than a mountain, the thing is something from your worst nightmares. Its six-legged body is covered in spiders, scorpions, and other vermin, all as large as a house, hiding the colossal body beneath. Only its head is uncovered, showing a maw bristling with pincers and randomly-placed eyes darting to and fro independently…until one locks squarely onto you.

Arthraktus CR 25
XP 1,638,400

CE Colossal aberration
Init +6; Senses darkvision 120 ft., tremorsense 200 ft.; Perception +38
Aura deadly fog (200 ft., DC 33)
________________________________________
DEFENSE
________________________________________
AC 45, touch 25, flat-footed 42 (+15 natural, +2 Dex, +1 dodge, -8 size, +25 circumstance)
hp 984 (48d8+768); regeneration 30 (fire or lawful)
Fort +42, Ref +30, Will +19
Defensive Abilities vermin armor; DR 20/epic and lawful; Immune mind-affecting effects; SR 35
________________________________________
OFFENSE
________________________________________
Speed 60 ft., climb 60 ft., burrow 60 ft., swim 60 ft.
Melee bite +43 (6d6+15 plus poison/19-20) and 6 slams +43 (4d6+15/19-20)
Space 30 ft.; Reach 30 ft.
Special Atks earthquaker, trample (4d6+22, DC 49)
________________________________________
STATISTICS
________________________________________
Str 41, Dex 14, Con 43, Int --, Wis 16, Cha 9
Base Atk +36; CMB +59; CMD 71 (79 vs. overrun and trip)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Diehard, Dodge, Endurance, Greater Sunder, Greater Vital Strike, Improved Critical (bite), Improved Critical (slam), Improved Initiative, Improved Lightning Reflexes, Improved Natural Attack (bite), Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Staggering Critical, Stand Still, Stunning Critical, Vital Strike
Skills Acrobatics +37, Climb +58, Intimidate +34, Perception +38, Survival +38, Swim +58
SQ biologically adept, extremophile, fog walker, substantial form
________________________________________
ECOLOGY
________________________________________
Environment any
Organization solitary (plus spawn)
Treasure none
________________________________________
SPECIAL ABILITIES
________________________________________
Biologically Adept (Ex) Despite having no mentality as is commonly understood, Arthraktus is a canny being, able to respond to tactics with astonishing strategy. Despite having no Intelligence score, Arthraktus has feats and skills (skill points are determined as though it had an Intelligence of 10).

Deadly Fog (Su) Arthraktus’s foul body constantly excretes a foul musk, surrounding it out to 200 feet in all directions. This functions like the spell cloudkill (DC 33), save that it does not harm nor hinder Arthraktus or its spawn (see below) in any way. While the thick nature of this fog requires a windstorm (51+ mph) to disperse, it does not sink to the lowest level of the land. This fog penetrates underwater, forming a cloudy murk. Dispersed fog re-emerges at a rate of 20 feet per round. The save DC is Charisma-based.

Earthquaker (Ex) As a standard action, Arthraktus may rear up and slam itself against the ground, causing a massive shockwave. This is treated as the spell earthquake, save that it is centered on Arthraktus and has a 400 ft. radius spread.

Extremophile (Ex) Arthraktus is able to survive, and thrive, no matter how harsh the environment. It never takes damage or penalties from environmental conditions, including planar traits. It is not impeded by water or rough terrain. Arthraktus does not need to eat, breathe, or sleep.

Fog Walker (Su) Arthraktus is able to walk upon the deadly fog it exudes. It is treated as though constantly under the effect of an air walk spell. Should its deadly fog be removed, it falls until it is able to re-excrete the deadly fog around it.

Poison (Ex) Bite – injury; save Fort DC 50; frequency 1/round for 6 rounds; effect 2d6 Strength damage; cure 2 saves. The save DC is Constitution-based.

Substantial Form (Ex) Unlike most aberrations, Arthraktus has good Fort and Reflex saves, and poor Will saves.

Vermin Armor (Ex) Arthraktus is constantly spawning huge vermin from its body, which crawl upon it and act as a living barrier between it and harm. At any time, it has 25 huge vermin (treat as deadfall scorpions and ogre spiders) crawling on its body; each vermin grants Arthraktus a +1 circumstance bonus to its Armor Class.

When hit by an attack or single-target spell or effect, as an immediate action, Arthraktus may have the attack strike one of its vermin instead of it. This causes the vermin to drop from Arthraktus’s body (taking no damage from the drop, but suffering the full effects of the attack or spell normally) in an adjacent square. It may then act on Arthraktus’s initiative normally. For each vermin that drops off in this way, Arthraktus’s circumstance bonus to AC is reduced by 1.

Alternately, as a swift action, Arthraktus may fling one of its vermin up to 60 ft. away from it. This causes no damage to the vermin, which may then act on Arthraktus’s initiative normally. This reduces the circumstance bonus to Arthraktus’s AC as described above.

Arthraktus spawns a new vermin every hour. Excess vermin spawned in this way automatically drop into an adjacent square as a free action, with no affect on Arthraktus. Arthraktus’s vermin spawn are not harmed nor hindered by Arthraktus’s deadly fog (see above).

An abomination in the truest sense of the word, Arthraktus is anathema all life and civilization. Its appearance is marked by apocalyptic destruction, as the creature ranges far and wide, killing and destroying all that it comes across. Though it has no sentience that has ever been demonstrated, it seems drawn to where it can do the most damage. Similarly, when facing creatures that can present a legitimate threat to it, it has displayed a cunning far beyond that of a mindless creature.

The origins of Arthraktus are unknown, though most presume it to be the misbegotten spawn, or even an avatar, of the God of Destruction. Some have theorized that it originated on a distant world or plane of existence, though there is no proof to support any theory. Indeed, even the gods seem reluctant to speak about Arthraktus, with divinations about it providing strong warnings to avoid the creature.

Arthraktus’s lair, if it has one, remains a mystery, simply because the monster’s wrath is so great that it slays anyone close enough to witness its emergence or retreat. Indeed, it may not lair at all, but simply burrows to distant lands to continue its carnage there, simply relocating its never-ending frenzy of death and destruction
 

Blackerose's Legion Demon

[FONT=Times New Roman, serif]Demon, Legion[/FONT]
[FONT=Times New Roman, serif]This demon towers above you, it's footfalls shaking the earth. Its flesh is a cancerous mass of sickly pinks, disgusting greens, and necrotic black. Its massive mouth seems to grin. Loud popping sounds accompany the fall of twisted creatures from an infected looking wound in its side.[/FONT]

[FONT=Times New Roman, serif]Legion Demon CR 22[/FONT]
[FONT=Times New Roman, serif]XP 615,000[/FONT]
[FONT=Times New Roman, serif]CE Colossal Outsider (chaotic, demon, evil, extraplanar) [/FONT]
[FONT=Times New Roman, serif]Init -1; Senses darkvision 60ft.; Perception +29[/FONT]
[FONT=Times New Roman, serif]Aura unholy aura (DC 23)[/FONT]


[FONT=Times New Roman, serif]DEFENSE[/FONT]
[FONT=Times New Roman, serif]AC 33; touch 1, flat-footed 33 (-1 Dex, +32 natural, -8 size)[/FONT]
[FONT=Times New Roman, serif]hp 492 (24d10+360)[/FONT]
[FONT=Times New Roman, serif]Fort +31, Ref +7, Will +17[/FONT]
[FONT=Times New Roman, serif]DR 10/cold iron or good; immune electricity, poison; resist acid 10, cold 10, fire 10; SR 33[/FONT]


[FONT=Times New Roman, serif]OFFENSE[/FONT]
[FONT=Times New Roman, serif]Speed 50 ft.[/FONT]
[FONT=Times New Roman, serif]Melee 2 claws +32 (4d6+16 plus fungal curse), bite +32 (6d8+16 plus grab)[/FONT]
[FONT=Times New Roman, serif]Special Attacks fungal curse, swallow whole (10d6 acid damage, AC 26, 49 hp), trample (4d6+24,[/FONT]
[FONT=Times New Roman, serif]DC 38)[/FONT]
[FONT=Times New Roman, serif]Spell-Like Abilities (CL 24)[/FONT]
[FONT=Times New Roman, serif]Constant-protection from normal missiles, unholy aura (DC 23)[/FONT]
[FONT=Times New Roman, serif]At will-entangle (DC 16), greater teleport (self plus 50 lbs of objects only), poison (DC 18),[/FONT]
[FONT=Times New Roman, serif]unholy blight (DC 19)[/FONT]
[FONT=Times New Roman, serif]3/day-chaos hammer (DC 19), command plants (DC 19), shambler (adds fiendish template)[/FONT]
[FONT=Times New Roman, serif]2/day-levitate, feast of ashes* (DC 17), touch of slime* (DC 19), wall of thorns[/FONT]
[FONT=Times New Roman, serif]1/day-control plants (DC 23), telekinesis (DC 20), thorn body**[/FONT]
[FONT=Times New Roman, serif]*-found in Ultimate Magic[/FONT]
[FONT=Times New Roman, serif]** found in Advanced Player's Guide[/FONT]
[FONT=Times New Roman, serif]STATISTICS[/FONT]
[FONT=Times New Roman, serif]Str 42, Dex 8, Con 40, Int 16, Wis 15, Cha 21[/FONT]
[FONT=Times New Roman, serif]Base Atk +24; CMB +52; CMD 61[/FONT]
[FONT=Times New Roman, serif]Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Great Fortitude, Greater Bulls Rush,[/FONT]
[FONT=Times New Roman, serif]Improved Bulls Rush, Improved Vital Strike, Power Attack, Sickening Critical, Snatch, [/FONT]
[FONT=Times New Roman, serif]Vital Strike[/FONT]
[FONT=Times New Roman, serif]Skills Bluff +32, Intimidate +36, Knowledge (history, nature, the planes) +30, Perception +29, [/FONT]
[FONT=Times New Roman, serif]Sense Motive +29, Stealth +10, Survival +29[/FONT]
[FONT=Times New Roman, serif]Languages Abyssal, Aklo, Draconic; telepathy 100 ft.[/FONT]
[FONT=Times New Roman, serif]SQ spawning[/FONT]


[FONT=Times New Roman, serif]ECOLOGY[/FONT]
[FONT=Times New Roman, serif]Environment Abyss[/FONT]
[FONT=Times New Roman, serif]Organization solitary plus spawn (see text)[/FONT]
[FONT=Times New Roman, serif]Treasure doublestandard[/FONT]


[FONT=Times New Roman, serif]SPECIAL ABILITIES[/FONT]
[FONT=Times New Roman, serif]Fungal Curse (Su): Living creatures struck by a legion demons massive claws must make a DC 37 Fortitude save or start to become slowly covered in rancid fungal growths. These growths will entirely cover the target in a number of rounds equal to 1d4+the targets Constitution modifier. Once covered the target transforms into a demon over the course of one round, exploding out of the fungus. The demon formed depends on the victims HD, rounding down to find the closest match. The fungus may be killed before it completely transforms its victim by greater dispel magic, heal, or stronger magic. Once the victim is transformed, it may only be saved by a wish.[/FONT]
[FONT=Times New Roman, serif]Spawning (Ex): Legion demon's fecund flesh literally spawns demons constantly, flying, leaping or falling from constantly opening rents and wounds in its flesh. Every 1d4 rounds one of the spawns from the demon:[/FONT]
[FONT=Times New Roman, serif]1-3d20 quasits[/FONT]
[FONT=Times New Roman, serif]2-2d6 omox demons * Bestiary 2[/FONT]
[FONT=Times New Roman, serif]3-2d4 hezrou[/FONT]
[FONT=Times New Roman, serif]4-3d8 dreches[/FONT]
[FONT=Times New Roman, serif]Some legion demons spawn other types of demons, of varying power.[/FONT]

[FONT=Times New Roman, serif]Legion demons are the flesh of the Abyss. They spawn armies of chaos where ever they travel, adding to the screaming madness of their native home, or overrunning worlds where they were foolishly summoned. While they are not stupid creatures, they take no time to think deeply, and rarely stop to converse with lesser beings. They see no need to do anything except revel in the pleasures of destruction that they and their spawn make.[/FONT]
[FONT=Times New Roman, serif]Legion demons attack any non-demon they encounter. They will rake most foes with their claws, in an attempt to infect them with the dark curse that the wounds carry. Foes that prove resistant to the curse are simply swallowed by their massive jaws.[/FONT]
[FONT=Times New Roman, serif]Only the most foolish or evil mortals attempt to summon a legion demon, simply because they spawn too many demons for any one wizard to control. Entire worlds may be lost to a single summoning, with the summoner often transformed into one of the hordes overrunning the world. Even greater demons tend to be cautious around legion demons, for their spawn can cause spontaneous uprisings in a demons carefully tended kingdom.[/FONT]


[FONT=Times New Roman, serif]Adventure Hooks-[/FONT]
[FONT=Times New Roman, serif]-The players are called to a city that is being quarantined by a cabal of powerful mages and clerics. Someone inside summoned a legion demon, by design or accident, and the hordes of fiends must be contained at all costs. If the heroes are powerful enough, they are sent in as a strike team against the demon itself.[/FONT]
[FONT=Times New Roman, serif]-A cultist in the thrall of a balor comes to the players, asking for help. A legion demon has entered his lord's abyssal domain, and is overrunning the area with lesser fiends. The balor is the foe of another great fiend with designs on the PC's world, and being distracted from that immortal conflict is allowing the other demon to make inroads into the PC's world. Do they risk helping one evil, to stop another?[/FONT]
 



You like me! You really, really like me!

...or at least, you fear Arthraktus. Either's good.

Seriously though, thanks to everyone who voted for me, and to everyone else who made this contest so much fun to compete in. I think we can all agree that the real winners are the GMs who get to use these monster to slaughter their PCs. ;)
 

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