Wippit Guud's souped-up Monsters

Wippit Guud

First Post
It's the in thing, it seems. And having discovered that A) giants can be lycanthropes, and B) rocs are now animals, so we get the sickening:

Storm Crow - Storm Giant Were-Roc

Storm Crow (storm giant form)

Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +27/+49
Attack: Greatsword +39 melee (4d6+21/19-20) or slam +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +39/+34/+29 melee (4d6+21/19-20) or 2 slams +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 22, Cha 15
Skills: Climb +20, Concentration +26, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +26, Perform (sing) +12, Sense Motive +16, Spot +40, Swim +18*
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Natural Spell, Power Attack
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good

Combat
Storm Crow's composite longbow has a range increment of 180 feet.

Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.

Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.

Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.


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Storm Crow (hybrid form)

Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), fly 40ft (poor), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Greatsword +51 melee (4d6+33/19-20) or slam +51 melee (1d6+21) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +51/+46/+41 melee (4d6+33/19-20) and bite +49 melee (2d8+16) or 2 slams +51 melee (1d6+33) and bite +49 melee (2d8+16) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good

Combat
Storm Crow's composite longbow has a range increment of 180 feet.

Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.

Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.

Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.

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Storm Crow (roc form)

Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Talon +51 melee
Full Attack: 2 talons +51 melee (2d6+33) and bite +49 melee (2d8+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good

Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.

Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.

Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.

A fundemental force of nature onto himself, Storm Crow is worshipped as a god by the native of the volcanic island he makes him home on. As close to unique as is possible, he has little recollection of those that gave him life, save that they were much the same as he was - Storm Crow is a naturallLycanthrope.

In deference to those that make his home on his island, he rarely uses his control weather to create the storms in which he revels in, except in times of defence - which is fairly rare in this remote part of the world. But he will take flight during the storms which naturally occur during the rainy season, and the sight of his roc form rising into the clouds is awe-inspiring. Those on land who have witnessed it feel justified in giving him the name "Thunderbird." But if a hurricane threatens, he will calm the winds as much as possible - Storm Crow has a soft spot for the villagers.

His one rival in the area is a gargantual kraken who has dubbed himself ruler of much of the area. Peridoically he will send his minions to wreak havok upon the island, but after one enganlement that left him missing two arms, he dares not appraoch in fear of the were-roc who defends the land.

Appearance & Tactics

In his natural form, Storm Crow stands almost 20ft tall, and his skin as a slight golden tinge compared to other storm giants. His hybrid body resembles that of a garganruan-sized owlbear overly-large arms, allowing him to fly, albeit poorly. He uses his hybrid form most often in combat, weilding his huge greatsword to inflict incredible damage. Storm Crow uses his roc form mainly for travel or to go hunting.

For combat anywhere but underwater, Storm Crow coordinates his attacks with those of the rocs which frenquent his lair, using his empathy to direct them. And entire fleet can be reduced to spliters within minutes as the rocs and Storm Crow attack from above. If a large group of powerful creatures make their way against him, he will hit as many as he can with a chain lightning spell, and has no qualms with retreating to consider the situation.

Underwater, Storm Crow takes on a more barbaric view of life, mainly because he'll be enganges with the kraken or its minions. Agains smaller foes, he lays waste to them with an easy swipe of his sword, but against the kraken itself, he tries to drive it to the sirvace to allow his own minions to attack it. Storm Crow will not fall back from these excusrions unless severely injured,
 

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Very nice! The storm giant and Roc are a great match.

One rule quibble though...

The added animal hit dice recieve the modified constitution bonus for the hybrid/animal form. So your Hit Dice should look like this.

19d8+114 plus 18d8+234 (37 Con in hybrid/animal form)

Great work!

Dirge
 

Oh poor twisted me...

Fellslime

Advanced Fiendish Half-Dragon(Black) Black Pudding
Gargantuan Dragon/Ooze (extraplanar)
Hit Dice: 30d12+210 (405 hp)
Initiative: -1 (-5 Dex, +4 Improved initiative)
Speed: 20 ft. (4 squares), climb 20 ft, fly 40 ft (average)
Armor Class: 12 (-2 size, -4 Dex, +8 natural), touch 3, flat-footed 11
Base Attack/Grapple: +22/+46
Attack: Slam +33 melee (2d6+11 19-20 plus 3d6 acid)
Full Attack: 3 slams +33/+33/+28 melee (2d6+11/2d6+11/3d6+5 19-20 plus 3d6 acid on each hit)
Space/Reach: 20 ft./15 ft.
Special Attacks: Acid, constrict 3d6+11 plus 3d6 acid, improved grab, smite good, breath weapon
Special Qualities: Blindsight 60 ft., split, ooze traits, dark/low-light vision 60 ft, immune to sleep, paralysis, and acid, damage reduction 10/magic, cold/fire resist 10, SR 25,
Saves: Fort +9, Ref -1, Will -2
Abilities: Str 33, Dex 1, Con 28, Int 2, Wis 1, Cha 3
Skills: Climb +34
Feats: Awesome blow, cleave, flyby attack, great cleave, hover, improved bull rush, improved critical(slam), improved initiative, power attack, wingover
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral Evil


The mere existance of such a creature has been a great debate among scholars who specilize in outer planes creatures. Most think it just a myth, while a select few believe them to be a product of the twisted mind of Juiblex, God of Slime. They would be surprised to know that these lifeforms are more numerous that you might expect, due to the fact that they can simply split in half to reproduce.

Fellslime at first looks like a typical, albeit much larger, black pudding. But looks in the case are definitely deceiving. Because of the dragonish blood running through it, fellslime has intelligence - no more than an animal, but it can think for itself. This allows it to come up with tactics when trying to overcome a foe. It can also manipulate it's body to grow wings, allowing it to fly, something no one would expect of an ooze creature.

Combat
Fellslime has three attack, 2 quick jabs slams and a follow-up larger slam. All 3 attacks cause additional acid damage as well as allow a grapplt attack check.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 24 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.

The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Breath Weapon: can breathe a 60 ft line of acid once per day, dealing 6d8 points of acid damage. A successful Reflex save (DC 34) reduces this damage by half.

Special qualities

Split (Ex): Slashing and piercing weapons deal no damage to a fellslime. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A fellslime with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: Fellslime has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened
 

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