[VOTE HERE!] The What Is It? Contest 7

Which do you like the best?

  • Systole's Baatorian Juggernaut

    Votes: 1 16.7%
  • Walking Dad's Massgrave Golem

    Votes: 2 33.3%
  • SteelDraco's Alchemical Behemoth

    Votes: 3 50.0%

  • Poll closed .

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Mark Chance

Boingy! Boingy!
Systole's 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;

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OFFENSE
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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)

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STATISTICS
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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.

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

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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]
 

Mark Chance

Boingy! Boingy!
Walking Dad's 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]
 

Mark Chance

Boingy! Boingy!
SteelDraco's Alchemical Behemoth (CR 12)

[sblock]A titanic humanoid form thunders toward you, thick green smoke pouring from where it should have a head. A harsh chemical stench makes your eyes water and your lungs burn as it lumbers closer.

XP 19,200
CE Huge Undead
Init -1; Senses all-around vision, cloud sight, darkvision 60', Perception +19
Aura stench (60 ft, DC 23, 10 rounds)

DEFENSE
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AC 26, touch 9, flat-footed 26 (+2 deflection, -1 Dexterity, +17 natural armor, -2 size)
hp 143 (19d8+57)
Fort +8, Ref +5, Will +11
All-around vision (cannot be flanked), amorphous (immune to critical hits and precision damage), DR 10/slashing and magic; Immune acid, undead traits; Resist electricity 10, fire 10

OFFENSE
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Speed 40 ft.
Melee 2 claws +19 (2d6+20/19-20)*
Ranged corpse bomb +13 ranged touch (1d8+10 plus acid splash and corpse cloud)
Space 15 ft; Reach 15 ft
Special Attacks absorb, breath weapon (acidic vomit, 60 ft cone, 8d6 acid damage, Reflex DC 21 for half, once per day), corpse bomb (every 1d4 rounds), trample (1d8+15, DC 31)

STATISTICS
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Str 35, Dex 8, Con --, Int 6, Wis 10, Cha 14
Base Atk +14 (19 HD); CMB +28, CMD 37
Feats Ability Focus (stench), Bull Rush Strike, Cleave, Crippling Critical, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (claw), Power Attack* (already included in statistics), Toughness, Weapon Focus (claw)
Skills Intimidate +21, Perception +19

SPECIAL ABILITIES
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Absorb (Su)
An alchemical behemoth can absorb the bodies and life energy of its foes in order to increase its own power. Any time the alchemical behemoth enters the space of a dead or dying creature of Large size or smaller, the target may be absorbed. Dead creatures are automatically absorbed, while a dying creature gets a Will save (DC 21) to resist absorption. Each corpse absorbed this way functions similarly to a death knell spell. The bonuses from this effect stack, to a maximum of 50 temporary hit points and a +10 enhancement bonus to Strength. These bonuses fade after 10 minutes per HD of the subject creature.

Cloud Sight (Ex)
The senses of an alchemical behemoth are not hindered by fog, mist, smoke, or similar effects.

Corpse Bomb (Su)
As a standard action, the alchemical behemoth can infuse a corpse from its body with alchemical power and throw it at its foes, similar to an alchemist's bomb. This is a ranged touch attack, with a range increment of 20'. The target struck by a corpse bomb takes 1d8+10 bludgeoning damage from the impact. The target and everyone within 5' are also sprayed with acid from the bursting corpse, dealing 2d6 damage (Reflex DC 21 half). Additionally, a corpse cloud forms at the point of impact. The alchemical behemoth can throw a corpse bomb every 1d4 rounds.

Corpse Cloud (Su)
A cloud of acidic, choking fumes erupts from the explosion of a corpse bomb, centered on the point of impact. This functions as a stinking cloud, save that everything in the cloud takes 2d6 points of acid damage each round it moves through or remains in the cloud. The Fortitude DC to resist the nausea effect is 21. A corpse cloud dissipates after 1d6+1 rounds.

An alchemical behemoth is a towering figure, about 30' tall. It is composed of the fused corpses of many creatures, along with a number of powerful alchemical agents. Thick green smoke pours from the hole in its shoulders where most humanoids have a head, and powerful claws of fused bone allow the thing to tear at its prey. It has no discernible face, but sees the world through the eyes of all the corpses that are fused into its flesh.

In battle, an alchemical behemoth will throw a corpse bomb at the largest concentration of foes, and then wade into the cloud, slaughtering anything it can reach. It prefers to fight from inside a corpse cloud, and will drop corpse bombs on targets in melee with it, reveling in the destruction it causes. It prefers to start combat by slaughtering weaker foes and absorbing them with its trample attack, then dealing with any more significant threats.

The first alchemical behemoths were created accidentally, arising from mass graves on battlefields where horrific alchemical weapons were used. Since then, the most powerful of alchemists have learned to create these abominable engines of destruction, unleashing them as weapons of war. They are kept secret in deep, magically-sealed vaults, allowed to indulge their appetite for slaughter only in the most desperate battles. An alchemical behemoth that absorbs enough corpses will slowly grow larger; the creature described is typical. An alchemical behemoth has a basic understanding of one language (typically Common), but cannot speak.

ECOLOGY
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Environment Battlefields or magical wastelands
Organization solitary
Treasure half (acid-resistant treasure on absorbed bodies)


STORY HOOKS
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* The PCs arrive at a town to find the inhabitants gone and the buildings scarred by acid. A great battle has taken place, and the alchemical behemoth responsible has absorbed someone the PCs care about or need to talk to. Can they catch up with the creature and destroy it before the person is gone forever? Who sent it?
* The town's gravedigger has a terrible secret - he is a reanimator, a type of alchemist focusing on the creation of undead. His labors have finally allowed him to create an alchemical behemoth, but he's lost control of it, and now it shambles toward the town. Apply the young simple template to the alchemical behemoth, as it has not yet absorbed many corpses. Will the alchemist aid the PCs or attempt to save his creation?
* It is a time of war, and a desperate commander has ordered the release of an alchemical behemoth. It wins them the battle, but they fail to retain control, and now the thing is free. They can't spare troops from the war effort to stop it - can the PCs prevent it from wreaking more devastation?[/sblock]
 




Mark Chance

Boingy! Boingy!
Email received, SteelDraco. I'll get your gift certificate to you in the next day or so. I'm busy prepping to head out of town with my son for Texicon. :)
 



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