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The What Is It? Contest 7

Mark Chance

Boingy! Boingy!
The seventh What Is It? Contest is upon us. Like every other contest, the goal is to create a monster for the picture of month. This month's picture is featured prominently at this link.

The Rules

1. One submission per entrant.

2. Post a complete stat block and fluff text for the creature depicted at the link above in this thread using the standard format for PF monsters. Also, include at least two plot hooks for the monster.

3. Your work must be your own and cannot use anyone's Product Identity or Closed Content material.

4. The deadline is 30 September 2011. After this, all entries are considered final.

5. A winner will be chosen via a poll set up in another thread. This poll will remain open until approximately 7 October 2011.

6. All entrants retain rights to their submissions.

The Prizes
1. The winner chosen by poll gets to brag about how awesome his or her monster is.

2. 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.

Previous Contests
#1 | #2 | #3 | #4 | #5 | #6
 
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Massgrave Golem

[sblock=mechanics/sheet]
Massgrave Golem CR 8
XP 4800
N Huge construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 21, touch 6, flat-footed 22 (-2 Dex, +15 natural, -2 size)
hp 97 (9d10+48)
Fort +5, Ref +1, Will +3;
DR 8/adamantine; Immune construct traits, magic;

OFFENSE
Speed 30 ft.
Melee 2 slams +16 (4d6+13)
Space 15 ft. Reach 15 ft.
Special Attacks: Corpse Absorption, Foul Stench

STATISTICS
Str 28, Dex 7, Con -, Int -, Wis 11, Cha 1;
Base Atk +9; CMB 18; CMD 26
Languages none

ECOLOGY
Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES
Foul Stench (Ex)
This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.

Corpse Absorption (Ex)
Once per round, a massgrave golem can devour a medium humanoid's corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point divided by 5 (round down) on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 1 for each growth point it gains. For every 10 growth points its CR increase by +1.

Immunity to Magic (Ex) A massgrave golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

* Gentle repose causes a massgrave golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
* Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
* A magical attack that deals positive energy damage works normally and also staggers a massgrave golem for 1d4 rounds (no save).
* A magical attack that deals negative energy damage breaks any staggered or helpless effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A massgrave golem gets no saving throw against attacks that deal negative energy damage.[/sblock]

[sblock=Background & Hooks]Background
Masggrave Golems are constructs, made of the fallen bodies of humanoids that died a violent death. The bodies have to be harvested, inscribed with eldritch runes and poured with an alchemical concoction. The secrets of their creation are often found in the same manuals that also describe the creation of Carrion golems.


Hooks
(The monster is perfect for forcing hard decisions on the players :)

The area the characters are sworn/hired to defend is threatened from two different sides. An orc (or other humanoid) horde, which has a clear path and will arrive at the borders in 3 days. On the other side, a small group of Massgrave Golems are sent by an evil spellcaster. They will arrive in 7 days, but their are many undefended settlements in their path.
Will the heroes attack the more immediate thread, sacrificing innocent people and risking the golems to become stronger, or will they try to stop them, risking not be back in time to face the horde?

The local graveyard was robbed. The heroes investigate, being prepared to fight a large number of zombies. How will way react to see them all as one creature?[/sblock]
 
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Totallly

Thats totally a rape monster...

Mod Note: Folks, EN World is not a place to make casual references to rape. When posting, please assume that there are folks reading who have been victims, and treat what you want to say accordingly. Thanks. ~Umbran
 
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BAATORIAN JUGGERNAUT

[sblock=Stats&Abilities]CR 11 XP 12800
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +10; Senses darkvision 60 ft., see in darkness; Perception +16

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DEFENSE
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AC 32, touch 14, flat-footed 26 (+6 Dex, +18 natural, -2 size)
hp 141 (6d10+84)
Fort +19, Ref +11, Will +5;
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16;

--------------------------------------------------------------------------------
OFFENSE
--------------------------------------------------------------------------------
Speed 40 ft.
Melee slam x2 +22 melee (2d6+18)
Space 15 ft.Reach 15 ft.
Special Horrid Wailing; Grab; Constrict; Swallow whole
Spell-Like Abilities (CL 10th) 1/day-summon (1d4+2 lemures)

--------------------------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------------------
Str 47, Dex 23, Con 39, Int 8, Wis 16, Cha 8;
Base Atk +6; CMB +22 (+26 grapple); CMD 38
Feats Improved Initiative, Power Attack
Skills Climb +23, Perception +16
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

--------------------------------------------------------------------------------
ECOLOGY
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Environment any (Hell)
Organization solitary, pair, legion (3-10)
Treasure None

--------------------------------------------------------------------------------
SPECIAL ABILITIES
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Grab (Ex) If a Baatorian Juggernaut hits with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

Constrict (Ex): The bodies attached to a Baatorian Juggernaut rend and flail at any creature caught in its grip. Grappled creatures automatically take 2d6 slashing and 2d6 bludgeoning damage every time a Baatorian Juggernaut succeeds on a grapple check.

Swallow Whole (Ex): If a Baatorian Juggernaut begins its turn with an opponent who is up to one size category smaller grappled, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it consumes the creature, dragging it directly through the surface of its body into the bulk. Being consumed in this manner causes the creature to take 3d8 slashing and 3d8 bludgeoning damage each round. A swallowed creature keeps the grappled condition, but can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points, AC 19). Alternatively, it can just try to escape the grapple.

Horrid wailing (Su): The souls bound to a Baatorian Juggernaut emit a constant horrid wailing. A creature hearing the wailing (range 120') must make a Will save at DC16 or be shaken for one minute (10 rounds). At the end of this time, the creature must make another Will save at DC 16 to end the effect if it can still hear the Horrid Wailing, or DC 12 if it cannot. A creature which makes a DC 16 Will save (in the presence of the Horrid Wailing) is immune to Horrid Wailing for 24 hours.[/sblock]

[sblock=Description]
Deep in the pits of Baator, the damned souls of those whose avarice led others to their deaths writhe in eternal torment, chained in lakes of burning brimstone. Among these hordes of evil souls stalk towering abominations of devil-flesh and bone, known as Baatorian Juggernauts. These enormous devils select the choicest, most evil of the damned to attach to their bodies, sentencing these souls to an even greater suffering, if such a thing were possible.

Despite their appearance, Baatorian Juggernauts are devils, rather than undead or some sort of horrific construct, although the shell of agonized sinners does make them appear otherwise. Baatorian Juggernauts are not particularly intelligent, and are prone to violent outbursts that make them difficult for even the most powerful of devils to control. When they are bound to service, they are used as lumbering siege weapons in one of the eternal skirmishes between devils vying for power.

Baatorian Juggernauts almost never appear on the Prime Material Plane. When they do, it is usually in order to wreak terrible vengeance on a city that has fallen into iniquity, and has turned its neighboring lands against each other in order to profit by their bloodshed.[/sblock]

[sblock=Adventure Hook]A wealthy city-state is being ravaged by a Baatorian Juggernaut, and calls upon the PCs to vanquish the beast. As it turns out, their employers have secretly instigated several wars among neighboring city-states in order to sell arms to them, and the devil was summoned by a wizard who lost his family to the fighting, discovered the true cause of the conflicts, and sought vengeance against the source. Certainly the devil must be destroyed, but how will the PCs deal with their employers and the mad wizard?[/sblock]
 




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