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"What do you get when you cross the Tarrasque with a flumph?? "
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<blockquote data-quote="demiurge1138" data-source="post: 2019991" data-attributes="member: 7451"><p>Ooh! Can I play too?</p><p></p><p>This guy is for an Eberron game, where the PCs are investigating an illithid-led cult below the streets of Sharn. You're going to have to be pretty old school to remember the dacentrus; they're a smallish stegosaur, and the original stats for them appear in the 1e MMII. I converted them during a dinosaur kick I was on for the Creature Catalogue.</p><p></p><p><strong>Lurg, Guardsman of the Dragon Below</strong></p><p><strong>Amalgam Ogre/Dacentrus</strong></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed: </strong> 30ft (6 squares), 40ft unarmored</p><p><strong>Armor Class:</strong> 20 (-1 size, +6 natural, +5 masterwork adamantine breastplate), touch 9, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +6/+16</p><p><strong>Attack:</strong> Masterwork greatclub +13 melee (2d8+9)</p><p><strong>Full Attack: </strong> Masterwork greatclub +13/+8 melee (2d8+9) and tail spike +6 melee (2d6+3, 19-20x3)</p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Augmented critical, reflexive attack </p><p><strong>Special Qualities: </strong> Darkvision 60ft, DR 2/adamantine, fortification, low-light vision, scent</p><p><strong>Saves:</strong> Fort +7, Ref +5, Will +5</p><p><strong>Abilities: </strong> Str 22, Dex 10, Con 17, Int 4, Wis 11, Cha 6</p><p><strong>Skills: </strong> Climb +9 (+6 with ACP), Listen +5, Spot +5</p><p><strong>Feats: </strong> Alertness, Great Fortitude, Weapon Focus (greatclub)</p><p><strong>Environment: </strong> Temperate and warm hills, plains and underground</p><p><strong>Organization:</strong> Unique</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Masterwork greatclub, masterwork adamantine breastplate, 2 tanglefoot bags, 2,000 sliver pieces</p><p><strong>Alignment: </strong> Neutral evil</p><p><strong>Languages:</strong> Giant</p><p></p><p><em>The cloaked figure appears to be a fairly typical representative of the ogre race at first glance, but soon you notice unhealthy differences. His muzzle is longer and ends in a beak, his legs are trunk-like and end in short feet, and a long spiked tail coils around his feet. Angered, the figure throws off its cloak, revealing a well-crafted breastplate and two rows of spines and plates running down his back, with a longer spine on each of his shoulders.</em></p><p></p><p>Lurg was once a typical ogre; strong, mean, not too bright, and willing to do just about anything for a gold piece. Convinced by his "friend", a fast-talking kobold, to go to Sharn, Lurg tried in vain to get a job as a laborer, but failed due to his foul temper and tendancy to solve his problems with violence. Rejected, Lurg descended into the monstrous ghetto of Khyber's Gate, where he soon became the leader of a small gang of ogres and lived off of banditry and thuggery.</p><p></p><p>One fateful night, Lurg's bandit gang picked the wrong target to rob. Their mark was actually an illithid named Chyrassk, who swiftly charmed Lurg and used him to crush his fellow ogres. Chyrassk took Lurg home with him, and through judicious use of magic shaped him into a fine guard for the illithid's secret temple to the Dragon Below.</p><p></p><p>Recently, however, the temple took a hit. In the middle of a delicate operation to give a stricken cleric of Dol Dorn an undead arm (and forcibly convert her to the Dragon's worship), Khyber's Gate was hit by a wave of brainspiker paladins, strange aberrations devoted to wiping out the fiends of Xoriat. The cleric escaped with a new arm but without mental reprogramming, and much of the temple was damaged, killing many of Chyrassk's dolgrim guards. </p><p></p><p>In order to compensate for their losses, Chyrassk took Lurg and fused his flesh to that of a spineback, one of the great reptilian beasts of the Talenta plains. In his new state, Lurg views his augmentations as a blessing, scarcely noticing how much his intellect has suffered.</p><p></p><p><strong>Combat</strong></p><p>Lurg loves combat, and charges into it with his huge club and new natural weapons. Chyrassk has trained Lurg in the use of tanglefoot bags, so as to take prisoners for experiments and meals, but Lurg rarely remembers to use them.</p><p></p><p><strong>Augmented Critical (Ex): </strong> The spikes on Lurg's tail are keen and sharp as picks. Lurg's tail spike attack threatens a critical hit on a roll of 19 or 20, and does x3 damage on a successful critical hit.</p><p></p><p><strong>Reflexive Attack (Ex):</strong> The sharp spines on Lurg's shoulders allow him to strike back at attacking enemies. Once per round, Lurg can make an attack against any creature that strikes him with a handheld or natural weapon. Attack bonus +6, 1d6+3 damage.</p><p></p><p><strong>Fortification (Ex): </strong> The spines and plates along Lurg's back protect him from some measure of harm. Any critical hit or sneak attack made against Lurg has a 10% chance of not dealing extra damage.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2019991, member: 7451"] Ooh! Can I play too? This guy is for an Eberron game, where the PCs are investigating an illithid-led cult below the streets of Sharn. You're going to have to be pretty old school to remember the dacentrus; they're a smallish stegosaur, and the original stats for them appear in the 1e MMII. I converted them during a dinosaur kick I was on for the Creature Catalogue. [B]Lurg, Guardsman of the Dragon Below Amalgam Ogre/Dacentrus Large Monstrous Humanoid[/B] [B]Hit Dice:[/B] 6d8+18 (45 hp) [B]Initiative:[/B] +0 [B]Speed: [/B] 30ft (6 squares), 40ft unarmored [B]Armor Class:[/B] 20 (-1 size, +6 natural, +5 masterwork adamantine breastplate), touch 9, flat-footed 20 [B]Base Attack/Grapple:[/B] +6/+16 [B]Attack:[/B] Masterwork greatclub +13 melee (2d8+9) [B]Full Attack: [/B] Masterwork greatclub +13/+8 melee (2d8+9) and tail spike +6 melee (2d6+3, 19-20x3) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks:[/B] Augmented critical, reflexive attack [B]Special Qualities: [/B] Darkvision 60ft, DR 2/adamantine, fortification, low-light vision, scent [B]Saves:[/B] Fort +7, Ref +5, Will +5 [B]Abilities: [/B] Str 22, Dex 10, Con 17, Int 4, Wis 11, Cha 6 [B]Skills: [/B] Climb +9 (+6 with ACP), Listen +5, Spot +5 [B]Feats: [/B] Alertness, Great Fortitude, Weapon Focus (greatclub) [B]Environment: [/B] Temperate and warm hills, plains and underground [B]Organization:[/B] Unique [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Masterwork greatclub, masterwork adamantine breastplate, 2 tanglefoot bags, 2,000 sliver pieces [B]Alignment: [/B] Neutral evil [B]Languages:[/B] Giant [I]The cloaked figure appears to be a fairly typical representative of the ogre race at first glance, but soon you notice unhealthy differences. His muzzle is longer and ends in a beak, his legs are trunk-like and end in short feet, and a long spiked tail coils around his feet. Angered, the figure throws off its cloak, revealing a well-crafted breastplate and two rows of spines and plates running down his back, with a longer spine on each of his shoulders.[/I] Lurg was once a typical ogre; strong, mean, not too bright, and willing to do just about anything for a gold piece. Convinced by his "friend", a fast-talking kobold, to go to Sharn, Lurg tried in vain to get a job as a laborer, but failed due to his foul temper and tendancy to solve his problems with violence. Rejected, Lurg descended into the monstrous ghetto of Khyber's Gate, where he soon became the leader of a small gang of ogres and lived off of banditry and thuggery. One fateful night, Lurg's bandit gang picked the wrong target to rob. Their mark was actually an illithid named Chyrassk, who swiftly charmed Lurg and used him to crush his fellow ogres. Chyrassk took Lurg home with him, and through judicious use of magic shaped him into a fine guard for the illithid's secret temple to the Dragon Below. Recently, however, the temple took a hit. In the middle of a delicate operation to give a stricken cleric of Dol Dorn an undead arm (and forcibly convert her to the Dragon's worship), Khyber's Gate was hit by a wave of brainspiker paladins, strange aberrations devoted to wiping out the fiends of Xoriat. The cleric escaped with a new arm but without mental reprogramming, and much of the temple was damaged, killing many of Chyrassk's dolgrim guards. In order to compensate for their losses, Chyrassk took Lurg and fused his flesh to that of a spineback, one of the great reptilian beasts of the Talenta plains. In his new state, Lurg views his augmentations as a blessing, scarcely noticing how much his intellect has suffered. [B]Combat[/B] Lurg loves combat, and charges into it with his huge club and new natural weapons. Chyrassk has trained Lurg in the use of tanglefoot bags, so as to take prisoners for experiments and meals, but Lurg rarely remembers to use them. [B]Augmented Critical (Ex): [/B] The spikes on Lurg's tail are keen and sharp as picks. Lurg's tail spike attack threatens a critical hit on a roll of 19 or 20, and does x3 damage on a successful critical hit. [B]Reflexive Attack (Ex):[/B] The sharp spines on Lurg's shoulders allow him to strike back at attacking enemies. Once per round, Lurg can make an attack against any creature that strikes him with a handheld or natural weapon. Attack bonus +6, 1d6+3 damage. [B]Fortification (Ex): [/B] The spines and plates along Lurg's back protect him from some measure of harm. Any critical hit or sneak attack made against Lurg has a 10% chance of not dealing extra damage. Demiurge out. [/QUOTE]
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