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Trying to revise this cool baddie for epic
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 2934810" data-attributes="member: 748"><p>Advanced Myrmyxicus (Tanar'ri) ~ CR 30</p><p>Gargantuan Outsider (Aquatic, Chaotic, Evil, Extraplanar)</p><p>Hit Dice: 36d8+576 (738 hp)</p><p>Initiative: +16</p><p>Speed: 30 ft., fly 80 ft. (poor), swim 120 ft.</p><p>AC: 71 (-4 size, +8 armor, +8 Dex, +36 natural, +13 profane), touch 27, flat-footed 63</p><p>Base Attack/Grapple: +36/+60</p><p>Attack: Huge +5 keen, unholy scythe +58 melee</p><p>Full Attack: 4 Huge scythe +53/+48/+43/+38 melee or bite +50 melee and tail +50 melee and 6 tentacles +50 melee</p><p>Damage: 1st Huge scythe 2d8+59/18-20/x4 (primary), 2nd-4th Huge scythes 2d8+41/18-20/x4 (secondary), bite 2d10+31, tail 1d10+31, tentacle 1d8+31</p><p><em>Power Attacking for 10 included for all attacks</em></p><p>Face/Reach: 20 ft./20 ft.</p><p>Special Attacks: Breath weapon, Charisma drain, constrict 1d8+15, improved grab, spell-like abilities, summon tanar'ri</p><p>Special Qualities: DR 10/cold iron, epic, and good, infuse scythe, outsider traits, SR 37, tanar'ri traits, unholy ichor</p><p>Saves: Fort +42, Ref +34, Will +40</p><p>Abilities: Str 56, Dex 26, Con 43, Int 37, Wis 39, Cha 36</p><p>Skills: Bluff +46, Concentration +49, Diplomacy +50, Disguise +25 (+27 acting), Hide +35, Intimidate +48, Knowledge (arcana) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +50, Search +47, Sense Motive +48, Spellcraft +49, Spot +50, Survival +27 (+9 following tracks or on other planes), Swim +40</p><p>Feats: Cleave, Improved Critical (scythe), Improved Initiative, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe)</p><p>Epic Feats: Epic Weapon Focus (Scythe), Greater Multiweapon Fighting, Multiweapon Rend, Perfect Multiweapon Fighting, Superior Initiative,</p><p>Climate/Terrain: Any water (Abyss)</p><p>Organization: Solitary</p><p>Challenge Rating: ~30</p><p>Treasure: 4 +5 Keen Unholy Scythes, Cloak of Resistance +6, Bracers of Armor +8, Items to give all stats a +6 enhancement bonus</p><p>Alignment: Always chaotic evil</p><p>Advancement: 37-48 (Gargantuan); 49-54 (Colossal)</p><p></p><p>The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter.</p><p></p><p>A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.</p><p></p><p>The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.</p><p></p><p>Combat</p><p></p><p>Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge.</p><p></p><p>Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 44) or become nauseated. Good-aligned creatures take 20d8 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 10d8 points of unholy damage. The vapor remains in the area for 1d8 rounds before it dissipates.</p><p></p><p>Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 41) or permanently lose 2d8 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 20 points of damage (40 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.</p><p></p><p>Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d8+15 points of bludgeoning damage.</p><p></p><p>Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).</p><p></p><p></p><p>Just advanced it a little. You left out its spell-like abilities, so I reserved an epic feat to boost those capabilities. It really needs a nice method of transportation, such as teleport w/o error and the quicken spell-like ability feat to take advantage of its nasty full round attacks. The attack bonus will be somewhat low for the level, but if it ever criticals-Ouch! Assuming it can't hit someone at all, it would end up Power Attacking for 36, adding +52 more to damage on all its Scythe attacks (around 400 damage a critical should it roll a 20).</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 2934810, member: 748"] Advanced Myrmyxicus (Tanar'ri) ~ CR 30 Gargantuan Outsider (Aquatic, Chaotic, Evil, Extraplanar) Hit Dice: 36d8+576 (738 hp) Initiative: +16 Speed: 30 ft., fly 80 ft. (poor), swim 120 ft. AC: 71 (-4 size, +8 armor, +8 Dex, +36 natural, +13 profane), touch 27, flat-footed 63 Base Attack/Grapple: +36/+60 Attack: Huge +5 keen, unholy scythe +58 melee Full Attack: 4 Huge scythe +53/+48/+43/+38 melee or bite +50 melee and tail +50 melee and 6 tentacles +50 melee Damage: 1st Huge scythe 2d8+59/18-20/x4 (primary), 2nd-4th Huge scythes 2d8+41/18-20/x4 (secondary), bite 2d10+31, tail 1d10+31, tentacle 1d8+31 [i]Power Attacking for 10 included for all attacks[/i] Face/Reach: 20 ft./20 ft. Special Attacks: Breath weapon, Charisma drain, constrict 1d8+15, improved grab, spell-like abilities, summon tanar'ri Special Qualities: DR 10/cold iron, epic, and good, infuse scythe, outsider traits, SR 37, tanar'ri traits, unholy ichor Saves: Fort +42, Ref +34, Will +40 Abilities: Str 56, Dex 26, Con 43, Int 37, Wis 39, Cha 36 Skills: Bluff +46, Concentration +49, Diplomacy +50, Disguise +25 (+27 acting), Hide +35, Intimidate +48, Knowledge (arcana) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +50, Search +47, Sense Motive +48, Spellcraft +49, Spot +50, Survival +27 (+9 following tracks or on other planes), Swim +40 Feats: Cleave, Improved Critical (scythe), Improved Initiative, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe) Epic Feats: Epic Weapon Focus (Scythe), Greater Multiweapon Fighting, Multiweapon Rend, Perfect Multiweapon Fighting, Superior Initiative, Climate/Terrain: Any water (Abyss) Organization: Solitary Challenge Rating: ~30 Treasure: 4 +5 Keen Unholy Scythes, Cloak of Resistance +6, Bracers of Armor +8, Items to give all stats a +6 enhancement bonus Alignment: Always chaotic evil Advancement: 37-48 (Gargantuan); 49-54 (Colossal) The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter. A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram. The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires. Combat Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge. Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 44) or become nauseated. Good-aligned creatures take 20d8 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 10d8 points of unholy damage. The vapor remains in the area for 1d8 rounds before it dissipates. Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 41) or permanently lose 2d8 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 20 points of damage (40 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points. Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d8+15 points of bludgeoning damage. Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled). Just advanced it a little. You left out its spell-like abilities, so I reserved an epic feat to boost those capabilities. It really needs a nice method of transportation, such as teleport w/o error and the quicken spell-like ability feat to take advantage of its nasty full round attacks. The attack bonus will be somewhat low for the level, but if it ever criticals-Ouch! Assuming it can't hit someone at all, it would end up Power Attacking for 36, adding +52 more to damage on all its Scythe attacks (around 400 damage a critical should it roll a 20). [/QUOTE]
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