04/07 Creatures That Cannot Be [Archive] - Wizards Community

Post/Author/DateTimePost
WotC_Bart

04-07-06, 08:34 PM
Do you have a creature that cannot be? We'd like to hear about it!

Thanks,
Bart Carroll
teknowlton

04-07-06, 10:07 PM
I have amazing stories to tell about Thog, the ex-Barbarian Ogre Aflicted Lyncanthropy (werebear) fighter, but alas, lyncanthropy affects only humanoids, and ogres are giants.
TwiddleStootch

04-07-06, 11:11 PM
Actualy ginats CAN be Lycanthropes:
" Lycanthropes are humanoids or giants who can transform themselves into animals."
Rocketboy13

04-07-06, 11:19 PM
I have amazing stories to tell about Thog, the ex-Barbarian Ogre Aflicted Lyncanthropy (werebear) fighter, but alas, lyncanthropy affects only humanoids, and ogres are giants.
Lycanthrope affects giants... :thinks:

The closet things to monsters that should not be that I have created is more bizzare than terriffying. A Huge size frog with wings that have rainbow feathers, he breaths a line of lightning. He rules over his own demiplane, which possess a society of tiny winged frogs that spit balls of lightning. He is called lord Bolli-wang (pronounced wong, he is Chinese) and the winged frog society is dubbed the jibby wangs (again pronounced wong). He is ancient and wise.

I also have a large interplanetary menace of magical centipedes. Hundreds of feet long they swim through the void between the worlds of the material plane in swarms of thousands they can devour entire worlds, they have tremendous, powerful magical auras that disrupt reality allowing them to fly as fast as a spelljammer through the void, the energy also causes great upheaval in the natural systems causeing massive disasters to rock the world, heralding destruction yet to come. (These are more of an epic threat)

A shape shifting creature that camoflages itself as a table filled with food, the food is filled with a magical formula that causes those to eat it to enter a deep sleep and desolve into smelly puddles of sludge that the creature then devours, it looks as if the table has grown a large jaw from its underside.
Deekin

04-08-06, 01:49 AM
I am slightly Irked with all the things that are wrong with this

Vampiric Dog-Demon (d20 Modern) CR 15 <-- More like 20
Male glabrezu vampire
Huge undead (augmented outsider, chaotic, evil, extraplanar)
Action Points 0
Init +6; Senses Listen +32, Spot +32; darkvision 60 ft., true seeing
Allegiances chaos, evil
Rep +0
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
Weaknesses direct sunlight, garlic, holy symbol, inviolate sanctuary, mirror, running water, wooden stake
Defense 35, touch 10, flat-footed 33; Dodge <-- A 20th level Strong/Matial artist has 50% chance of hitting that (20 bab + 5 STR + 1 WF)
(-2 size, +2 Dex, +25 natural)
hp 78 (12 HD); fast healing 5, DR 10/good and 15/+1
Immune electricity, massive damage, poison
Resist acid 10, cold 20, fire 10; SR 21; turn resistance +4
Fort +8, Ref +12, Will +12

Speed 40 ft. (8 squares); spider climb
Melee pincer +23 (2d8+13) or <-- These attacks will trigger a MAS save on every attack.
Melee slam +23 (2d8+13) or
Melee 2 pincers +23 (2d8+13) and
Melee 2 claws +21 (1d6+6) and
Melee bite +21 (1d8+6)
Space 15 ft.; Reach 15 ft.
Base Atk +12; Grp +33
Atk Options Cleave, Combat Reflexes, Great Cleave, Power Attack; blood drain, energy drain
Special Actions alternate form, children of the night, dominate, gaseous form, improved grab, summon demon
Spell-Like Abilities (CL 14th): <-- Highest Caster level is ten
At will -- confusion (DC 21), dispel magic,greater teleport (self plus 50 pounds of objects only) <-- No Greater teleport spell, but it might have the telport incantation

Abilities Str 37, Dex 14, Con --, Int 18, Wis 18, Cha 24
SA blood drain, dominate, energy drain, improved grab, summon demon
SQ alternate form, children of the night, create spawn, gaseous form, undead traits
Feats AlertnessB, Cleave, Combat ReflexesB, DodgeB, Great Cleave, Improved InitiativeB, Lightning ReflexesB, MultiattackB, PersuasiveB, Power Attack
Skills Bluff +30, Concentration +19, Hide +2, Intimidate +19, Knowledge (arcane lore) +9, Knowledge (theology and philosophy) +9, Listen +32, Move Silently +22, Search +24, Sense Motive +24, Spellcraft +16, Spot +32
Hook "Don't worry. Death is not so bad. Let me show you."

All in all, this is D20 Modern TPK. Maybe if they had PL8 Mecha
runestar

04-08-06, 01:56 AM
The classic dragon with a half-dragon template... :) technically possible by the RAW but ruled to be impossible in races of dragon.

Libris mortis introduced the lich fiend template, so I guess a vampiric fiend template can't be that far away... :)
Nagash Lord of The Undead

04-08-06, 06:41 AM
I have in my world a nightmare for druids, Vampiric Treants. They drain the sap from trees and treants and make more of themselves. Should be interesting as an encounter.
nyysjan

04-08-06, 06:59 AM
The classic dragon with a half-dragon template... :) technically possible by the RAW but ruled to be impossible in races of dragon.


why woul it be impossible :confused:
Jhaelen

04-08-06, 07:45 AM
Lycanthrope affects giants... :thinks:
You should meet my WereRoc-Stormgiant someday... ;)

Usually I try to avoid anything, that 'cannot be', the farthest I go is to customize the way creatures look in minor ways. Imho, there are more than enough options if you stay true to the rules.

One of my favorites are Weresquid-Aquatic-Elves, who can change their skin-coloration in any form, typically take Wilder levels and look like mindflayers in their hybrid form :P
MarduktheDestroyer

04-08-06, 09:08 AM
I think my favorite was the slaughterhouse of chaos. applying random templates to farm animals really sent the party for a loop. Psionic chickens and Cows with sonic attacks from that template in savage species (you know the one with the fire breathing beetle.) mostly legal but fun none the less. I love the warforged half-golem idea, perfect for the mad warforged wizard who wants to become more human (Half Flesh golem) or even have him fail the will save and he will be a surpries for adventurers coming to steal the arcane knowledge of a long thought dead wizard. zang.
RequiemOfReason

04-08-06, 12:08 PM
Right after I got Savage Species, I used the Tauric template the make the Solarisque.
That's right. Solar/Tarresque. The CR ended up being something like 24. I tested it agaisnt Asmodeus (BVD, CR 32), and kicked the Lord of The Nine Hells all the way back to Nessus.

As if Asmodeus would ever find himself in a fair fight.
Evil DM Mk3

04-08-06, 01:08 PM
A villanous minion from a while back that caused quite a lot of intrest.

1/2 Dragon (later 1/2 fiendish ones too) flesh golems.
Vestigial_Thumb

04-08-06, 06:02 PM
You should meet my WereRoc-Stormgiant someday... ;)
Hey! You stole my idea... did you make your group battle it yet? :devil: They are nastay! That Str score (somewhere around the 60s) helped him in kicking some PC ass with a Colossal Bastard Sword, wielded with two hands... and a level in Exotic Weapon Master (uncanny blow).

Beats the tarrasque.
Kadasbrass

04-09-06, 01:36 AM
A half elf and a dragon does not equal a half-dragon half elf.
A elf and dragon equals half dragon half elf!
Apteryx01

04-09-06, 02:28 AM
All those monsters sound horrific, When you want your players to stop and take notice, throw out my favorite a Flying Trex.
Nerf_Samurai

04-09-06, 03:22 AM
Some time back, I created an opponent for PC's in my campaign. While in the presence of the forces of good, such as paladins or celestials, he became a half-fiend/half-orc rouge-blackguard. When around fiends or undead, he became a half-angel/half-elf monk-paladin. When around others, he was just a human fighter.
The "multiple personality" thing worked well, and the players want to try a campaign where they get to change from one type of character to another. I also am trying to build a creature with as many templates as possible, like a half-fiend half-dragon corrupted psionic vampire lycanthrope, or something.
EjoThims

04-09-06, 03:32 AM
My personal favorite is the Half-vampire Werewolf, but that's 100% legal.

;)
Aragorn Raziel Wilcrez

04-09-06, 03:38 PM
I'm currently working on a "dospplancergang." I just thought up the name this instant, but the idea's been in the works, and will still be probably until my players are ready for it. It's a tauric doppleganger/displacer beast. They can mimic the form of any other tauric creature. I'm working on a feat or ability that lets them selectively displace their rear section to appear as two-legged humanoids. It's really not illegal, or difficult to make, but it is interesting.

Another idea that popped into my mind was a tauric iron golem/gorgon. I got the idea from weapon from the FF games. It would simply look like a massive centaur construct, but the gorgon is a magical beast if I'm correct.
talislan

04-10-06, 09:29 AM
I recently threw a half dragon treant at my players. Very nasty especially since they threw all their fire attacks at it only to discover that being half red dragon made it immune to fire. Plus when it started to fly around, the PCs started climbing trees to catch it. Did they forget the thing could animate trees?

Given the real world, I don't think anything is impossible in a fantasy universe.

example 1: A hybrid species of two great cats with significant genetic differences. In lions the gene to control growth is carried by the female, while in tigers it is carried by the male. So when a male lion mates with a female tiger the resulting liger is born with gigantism and usually grows to twice the size of a siberian tiger. And Dire Liger isn't in the monster manual?

example 2: A mammal that lays eggs, has a duck bill, breast feeds its young in a pouch and has poison quills in its webbed feet. The platypus would never get published in the monster manual because it doesn't make sense. Its powers don't follow a theme!
Hochiu

04-10-06, 11:44 AM
RAW, this was possible, and I posted and never found anything to contradict this.

I made a Dwarven/Half Gold Dragon Werebear (Afflicted) Monk just to see if I could. He had the Vow of Poverty feat just to make him extremely twinked out...

Granted, he only has five levels of monk, and is otherwise as a 16th level character, but still. His hybrid form gives him like, a +42 to his strength, or something. I dont have the sheet handy.
calwred

04-11-06, 11:27 AM
some of these sound quite good and scary, I used to play the 2.0 version and would like to try to get back to playing like i used to. But some of these creatures mention already if put together sounds like a colossal fight for a competion. If Staff likes idea perhaps prize would be winner, get put into game. But this is my idea and I don't work or even affiliated with Wizards of the Coast.
Lord_Canius

04-11-06, 11:48 AM
I don't know if this was legal or illegal, but pitting my players up against a Half-Dragon (Black) Ogre Mage Were-Giant Crocodile was absolutly the most fun I ever had. I had someone draw his hybrid form, it was awesome. :D
Witch

04-11-06, 12:00 PM
Some time back, I created an opponent for PC's in my campaign. While in the presence of the forces of good, such as paladins or celestials, he became a half-fiend/half-orc rouge-blackguard. When around fiends or undead, he became a half-angel/half-elf monk-paladin. When around others, he was just a human fighter.
The "multiple personality" thing worked well, and the players want to try a campaign where they get to change from one type of character to another. I also am trying to build a creature with as many templates as possible, like a half-fiend half-dragon corrupted psionic vampire lycanthrope, or something.
What would happen if that character was met by both a devil and a celestial?
Count Arioch the 28th

04-11-06, 12:08 PM
One time, I designed a half ogre vamprie hexblade.

Had a fleshgrinding heavy poleaxe, and a worg familiar.

He was actually pretty buff, and it scared the crap out of my PCs.
Seanamal

04-11-06, 12:19 PM
While not an impossible monster it is along this theme.

"You enter a cavernous room lit by torches along the walls. In the center are a group of goblins carrying an array of odd looking devices consisting of several tubes.

Wait for party to attack

Then have goblins open up with an array of assault rifles, sub machine guns, and an RPG.If players survive they find they cannot operate the weapons (no more ammo).

It's cruel, it's mean, and it's humiliating for a mid level party to get it's ass kicked by goblins.
Crunchy Frog

04-11-06, 12:33 PM
Savage Species came with the Gelatinous template. Gelatinous tigers, gelatinous ogres, gelatinous owlbears were all within the reach of the ambitious DM.
But I decided to do something a little different. I took the original gelatinous cube, and reverse engineered it so that it was no longer gelatinous.
Look out -- here comes the cube! It has no paralytic touch, isn't near-transparent, and is no real threat, but it's a cube!
WeZil

04-11-06, 12:58 PM
In almost a recent campaign and every subsquent campaign, I have my characters run into the Legendary Fiendish Celestial Sealion. It started as a silly encounter based on a crazed gnome from early on that would rant about his vow of vengeance against the Legendary Fiendish Celestial Sealion for stealing his lucky gnomish hammerpick-thingy. Since he was a bum, it was a joke.

When they got to epic levels, they encountered it and found the gnome's hammerpick-thingy stuck in his hide.

He's appeared every once in a while. Totally impossible character idea, but you know what? I like silly things.
ArnimThayer

04-11-06, 01:45 PM
This is the undead minion of the UA variant necromancer NPC/major villian in my latest campaign. And thanks to Spell Compendium (Vile Death, Level 9 spell), now he's legal!

Minion
NE Medium Awakened Spell-Stitched Fiendish Undead (Human)
CR 16

Init +13 Senses Listen +4, Spot +10
Languages Common, Draconic, Abyssal

AC 31 (Dex +5, +8 natural, +2 mithril breastplate), touch 15, flat-footed 28
AC 32 vs. a single opponent each round ((Dex +5, +8 natural, +2 mithril breastplate, +1 dodge bonus), touch 16
hp 150
Immune: Immunity to Cold
Fort --, Ref +13 Will +12

Speed: 30 ft. (6 squares)
Melee: +3 Heavy Mace of Impact +15 (Damage 1d10; critical range 19-20 X2)
Melee Claw: +12 (damage 1d4+7)
Melee Full Attack: +1 Heavy Mace +15/+10 (Damage 1d10; critical range 19-20 X2) or
Melee Full Attack: Claw +12/+7 (damage 1d4+7)
Melee Full Attack: +3 Heavy Mace of Impact +11/+6 and claw +4 (damage 1d4+7)
Base Attack: +6/+1 Grapple +12
Attack Options: Smite Good (damage +12) 1/day. Spell-like Abilities
Special Actions: Spell-like Abilities (Spell Stitched)

Abilities: Str 22 Dex 21, Con --, Int 14, Wis 13, Cha 1
SQ: Darkvision 60ft., Damage Reduction 5/Bludgeoning, Damage Reduction 10/Magic & Silver, SR 17, Fire Resistance 10, Turn Resistance +4, Undead Traits, Destructive Retribution (damage 7d6)
Feats: Improved Initiative, Quicken Spell-like Ability (Acid Arrow), Combat Expertise, Dodge, Karmic Strike
Skills: Balance +8, Climb +10, Hide +10, Intimidate +10, Jump +8, Listen +4, Move Silently +10, Open Lock +18, Spot +10
Magic Items: +2 mithril breastplate of Undead Control, +3 Heavy Mace of Impact (Damage 1d10; critical range 19-20 X2), Cloak of Resistance +2

This skeleton is garbed in a mithral breastplate and armed with a heavy mace that glows faintly in the darkness. Ritualistic mystic tattoos are carved into its exposed bones. The rotting remnants of the clothing it was wearing when slain are its only other garb. It moves with an unnatural quickness to its step, and its actions speak of some intelligence.

Spell-like Abilities: As a Spellstitched Undead, Minion can use the following spell-like abilities (as 12th level caster)– ray of enfeeblement 1/day, magic missile 3/day, acid arrow 3/day, Darkness/1/day, Stinking cloud 2/day, lightning bolt 2/day

Special Traits:
As a corpsecrafted undead, Minion has the following special abilities:
·Immunity to Cold (Ex): Skeletons are not affected by cold.
·Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.
·Corpse crafted: Undead created using this feat gain a +4 to Strength and +2 hit points per HD.
·Nimble Bones: Undead created using this feat gain + 4 to initiative and increase their base speed by 10 foot.
·Destructive Retribution: Undead created with this feature deal 1d6 points of negative energy damage plus an additional 1d6 hit points per every 2 HD to every creature within a 10 foot spread (Reflex DC 15 half). This damage is negative energy damage and therefore heals undead.

Undead Servants: Minion is served at all times by 26 Hit Dice of undead, due to his Armor of Undead Control. This horde is usually augmented undead created by his master.

Origianlly I had him armed with Lifedrinker, a magic axe straight from the DMG. That ended up in the hands of the Dread Warrior ( FR-Unapproachable East undead template) Dwarf (Duergar) Fighter 6/ Barbarian 6 along with a Guantlet of Utterdeath (Complete Warrior), which resulted in the death of two PCs in three rounds.
catdragon

04-11-06, 01:45 PM
Totally legal AFAIK...

Had an adventure where there was an ogre tribe up in the mountains and a human tribe down by the river. The PCs come to the human village and are invited to spend the night.

It’s revealed that the chief has three wives, and the youngest of the wives has just given birth to a son. And this is the only son the chief has; his other two wives have delivered only daughters. So the son is awfully precious to the whole village.

That night the village is attacked by ogres. After fighting off the attack, it’s discovered that the ogres used the attack as a diversion and the ogres' shaman had crept into the center of camp and kidnapped the chief's son!!

The chief of the humans tells the PCs that the ogres have been attacking relentlessly and his best warriors are either dead or too wounded to help defend the settlement. Would the PCs help? He needs to have his son recovered before the ogres eat him -- or whatever ogres do to babies.

Anyhow, the PCs head up to assault the ogres' cave. The main guardians into the cave are a half-fiend medusa and her daughter, a fiendish half-medusa ogress.

And all the ogres are fiendish as well -- just enough to give them immunity to petrification. (Natch.) The shaman of the ogres is also half-medusa, a fiendish half-medusa sorcerer.

When the PCs get there, they find a ritual is going on, something involving the baby that was stolen and a sickly ogre baby. Appropriate Spellcraft and Knowledge (Arcana) rolls will reveal that the ogres are trying to take the "health" (its Constitution) from the human baby and put it *back* in to the ogre baby.

Seems the human shaman made a deal with a devil and the devil revealed how the human shaman could steal the essence of the ogre child (who is the same age as the human baby) and place it in the human baby, thus ensuring the survival of the baby boy. In return the devil gets the shaman's soul and the souls of any that fall because of the conflict that is generated from the stealing of the ogres' baby's Constitution.

Okay I’ve drifted off track, but the look on the players’ faces when they realized that they were facing half-medusa, fiendish, and half-fiend ogres was priceless.
Tyboar

04-11-06, 02:34 PM
This was kinka horrific, but I made a nymph that had a brass golem limb. This had ruined her looks, and eliminate all of her powers. She was now a truly broken and abused slave. I allowed her to keep her spells, cuz the party needed a healer, and the campaign was in the desert with no cities nearby.

The nymph's best friend was a santified medusa, who's snakes had been torn off. This made her a dirt skinned woman with lots of dex, and good looks. She was equally abused, and quite useless. She did retain her light rays, but the sanctified template took away stone gaze. Quite a useless medusa.

The campaign also featured a were-jackal, a halfling ghoul (monster class), some other nut, and a boring human spell thief. Only the nymph was illegal, but it made for a weird group of slaves.

For a grand nemises in one campiagn, I munckined and made a human with the half celestial and vampire lord templates. That guy was hugely powerful. He was modeled after Victor (and shared the name) from Underworld. He had the same sword, short swords, and mean attitude. He was near invincible (look at the vampire lord template (http://wizards.com/default.asp?x=dnd/mm/20021018a) and had some amazing equipment (hello mirror of mental prowess, awesome arch-villian item, oh and the Angelwing Razor for BOVD, awesome sword, in tribute to the final scene in the movie with the sword). He was just wrong, but so much fun to RP and build. He was like a power trip.

In a recent issue of dragon there was Mind Flayer races, and I made a gnome were-aberration. It was one of those variant creatures, a mindless one to boot. That was totally against all the rules, but fun nonetheless. He is deadly, but funny. I don't have his sheet, but his class levels were munchkined.

There are probable more rules I broke, but those were the most memorable ones, and were just downright odd.
gargansandsnites

04-11-06, 02:43 PM
Oh my, the perfect topic for THIS wizard.

I created a dwarfed giant lioness/dragon monster the other day.
It was similar to the blue gastoff dragon but had alot more fur.
I made it with splendid powers like the crazlof attack and other spells
that not even yangol himself could defend against.

* * * * GaRgAnS aNd SniTeS * * * *


- - * - - WIZARDS UNITE - - * - -
meatrace

04-11-06, 04:13 PM
completely illegal, but fun.
half-dragon gelatinous cube with a level in Bbn for fast movement :)
can you imagine it, a cube of jello with two big horns sticking out the top?!
Lord_Yy

04-11-06, 04:44 PM
Axiomatic(template from the Planar Handbook) Blue Slaad.
It's just so much fun to see the looks on players faces when they see a Slaad with a
Smite Chaos attack.
Kessalin Talira

04-11-06, 06:14 PM
The PCs in my campaign are going to encounter "The Huntmistress": A half iron golem marilith ranger with a pack of steel predators as her "pets".
Xanather the Dragon

04-11-06, 06:34 PM
The illegality of it is lost, now that there's a ghostly dragon template, but a few years ago I subjected my PCs to Ammon the Netherwyrm, an ancient gold dragon ghost. I think he had eye rays too...
Chthonos

04-11-06, 07:33 PM
I designed my Ultra-Boss for my campaign, but haven't yet had a chance to take him into battle, but I'm pretty confident in him. He started as a human, and then I added the Half-Celestial template to him from the Monster Manual. Then I added the Paragon template from the Epic Level Handbook. Finally I finished everything off by adding the Ancient Dead template from Ravenloft. To this I added 20 levels of Lodestone, a character class I designed that is a cross between a Rogue and a Paladin, with some extra features added in. And finally, I topped it all off with 20 levels of Cleric. He's sitting at a CR of 60, with 960 HP, takes half damage from attacks before factoring in Damage Reduction 20/+6, Spell Resistance 65, Fast Healing 20, is immune to fire and acid, resistant to cold (10) and electricity (20), and can pretty much go toe to toe with anything I've found in any book so far. Aside from the custom Lodestone character class, everything is completely legal.
Slagger the Chuul

04-11-06, 10:40 PM
The most purely silly creature I've made is probably the Titanic Puppeteer. :)
Zinny

04-11-06, 11:21 PM
Alrighty, my PCs were gettin cocky, so I just so happened to have them fight a troll. A troll with a mage buddy who made him an amulet of resist elemtents... fire and acid. Woo! GUESS WHO LEARNED THEIR LESSON??!!? :D
Barron

04-11-06, 11:49 PM
In my games, Baalzebull loves to tinker with genetics, and as the nine hells were swept up in a multiversal conflict, the party ran into one of his prized creations. A multiheaded, Paragon, Tarrasque Lich
Reinhart

04-11-06, 11:55 PM
example 2: A mammal that lays eggs, has a duck bill, breast feeds its young in a pouch and has poison quills in its webbed feet. The platypus would never get published in the monster manual because it doesn't make sense. Its powers don't follow a theme!

Technically that's a monotreme, not exactly a regular mammal.

Mammal Type: A mammal is a living, warm blooded, vertebrate creature that gives birth to live offspring and often lactates to nourish its young.
Features: A mammal has the following features (unless otherwise noted in a creature’s entry).
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude and Reflex saves (certain mammals have different good saves).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A mammal possesses the following traits (unless otherwise noted in a creature’s entry).
—Live Birth (Ex): Female mammals give birth to live young.
—Lactate (Ex): Mammals can produce food for their young in the form of milk.
— +4 racial bonus on Heart Chambers.
—Mammals begin with no red blood cell nuclei.
—Alignment: Usually neutral.
—Treasure: Milk.
—Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the mammal receives only 1/2 its Strength modifier as a damage adjustment.
—Proficient with no armor unless trained for war.
—Mammals eat, sleep, and breathe.

Monotreme Subtype: Monotremes are a subclass of mammals that lay eggs instead of giving birth to live young.
Traits: A Monotreme possesses the following traits (unless otherwise noted in a creature’s entry).
—Lay eggs (Ex): Monotremes lay eggs instead of giving birth to live young.
—Sting (Ex): Unless otherwise noted, monotremes have spurs located on their ankles. In some Monotremes this sting attack is venomous.
—Confuse (Su): All monotremes have the ability to confuse any sentient being (Int 3 or higher) that analyzes them. This is a supernatural mind-effecting ability. The save DC is Charisma-based.
Bob_just_Bob

04-12-06, 12:07 AM
I'm a pretty loose DM I give my players a lot of lee way when they make their characters. I mean as a DM i get tons of books to get monsters, ideas, new items, so many things. so pretty much allow them to use any player material they can dig up.
but i rant, the wierdest thing that one of my players came up with was a insectile anthropomorphic wolf. he didn't read all the rules so he didn't know it wasn't really possible, or even belivable. but we all fell in love with the idea of this huge walking abomination of magic and nature just rampaging around the world, so I declared that as a house rule this thing would be real...
needless to say it was an interesting campaign...
TheLastOfTheFallen

04-12-06, 01:05 AM
Well, there is my Half-Red Dragon Troll Were-Tyrannosaurus. That thing was evil.

Or my half-blue dragon half-farspawn half-illithid Deinonychus.

Or my awakened half-fiend dire wolverine warlock.

But my personal favorite has to be my awakened half-black dragon rabbits, with draconic breathweapon from Races of the Dragon. Little bunnies that deal 6d8 points of acid in a 60ft line every 1d4 rounds. :cool: Their leader was a gestalt warlock/warmage.

(All of the above were made for theoretical value, not for actual game usage, except for the half-fiend dire wolverine warlock.)
Potato_Dragon

04-12-06, 01:52 AM
I haven't actually used it, but I wrote up stats for a potato dragon and posted it elsewhere on this board - it was basically a half-dragon paragon awakened giant potato. Of course, since there's no stats for a giant potato, I used a slightly modified awakened huge tree for the base. I'm fairly certain this is illegal, but really, I don't pay all that much attention to what templates can be applied to.

By the way, does an awakened tree count as a construct or a plant?
ImmortalBlueMage

04-12-06, 02:31 AM
The Eberron Campaign Setting features a key setting character who is an Awakened great pine tree (as well as a 20th level Druid!), I believe he's listed as a Plant.
The_Newborn

04-12-06, 02:44 AM
This is a perfectly legal combo but doesn't work from an RP point of view. I have a problem with PC's with the Feral template from Savage Species. Especially those who have the capital city (or other metropolis) as their base of operation. They no longer meet the requirements (by description/flavour) to continue gaining benifit from it. Least of all, gaining increasing benifit as they gain Hit Dice from class levels.
Lyinginbedmon

04-12-06, 05:46 AM
Zombie Dread Blossom Swarm - Plants don't have a skeletal structure, so it's impossible, but it's sure interesting...

I once heard about a kind of half-Black dragon Blue dragon that basically spat napalm, but I'm not sure on it's construction
Ridureyu

04-12-06, 06:03 AM
Well, I must admit that this one was inspired by a miniature.

I took the Rancor mini from the SW minis line, looked at it, and decided that it belongs in D&D as...

...HALF-TARRASQUE OGRE!
haste9

04-12-06, 08:31 AM
I once did a fiendish, half-fiendish dire shark paragon with wings...and he had cloud giant rogues for guards. The shark flew over the battlefield casting spells and eating things whole. Flying Jaws of Death. hahaha
Morka

04-12-06, 09:52 AM
Some creatures that shouldn't be I created:

Antinua, an half-nymph/half-black dragon, who firstly appeared in the 5th Master DM Competition (http://boards1.wizards.com/showpost.php?p=4616433). She inherited the Black Dragon's skeletal face, making her an horrific creature. But technically, the +2 to Charisma helped her Blinding Beauty special attack...

The 23rd Master DM Competition topic was New Monsters. It was an occasion for me to create the Armored Radiance: (http://boards1.wizards.com/showpost.php?p=8629089) an incorporeal fire elemental, very efficient against undeads, but unable to survive on the material plane. Some clerics created a spell to bind them to a suit of full-plate armor, protecting its essence when on the material plane. By the RAW, it's impossible to sunder a worn armor, but to give this monster a tragic side, I made it possible to damage it with spells like Shout...

My last example is not weird in itself: an half wood elf/half green dragon ranger/rogue. The weird part is his mount: an half dire tiger/half green dragon, which happen to be his half-brother...
ArchmagusXar

04-12-06, 12:23 PM
Well, here's mine. It's totally, or almost totally, legal, which is what makes it really horrifying. I called it Apocalypse, because I couldn't come up with any better name.

Half-green dragon half-iron golem troll. Treated iron so that it is immune to rusting. CR is something like 9 or 10, but there isn't much that can stop this beast!

Here's the deal. Troll has regeneration, so all damage taken is nonlethal unless it is fire or acid. This particular troll was born a half-green dragon, so he is immune to acid, leaving fire as his sole weakness. Now, say this guy had some serious bodily trauma, and was given rust-resistant iron golem parts, and he failed his save. Being half-iron golem now, he actually absorbs fire, cutting out the only other weakness. But the kicker is that he is officially a construct, making him immune to nonlethal damage, which is all that the troll takes unless it's fire or acid. Basically, this guy DOES NOT TAKE DAMAGE. Oh yeah, he's also immune to any mind-affecting effect and any spell that allows spell resistance.

Antimagic fields will shut him down, but that's only a temporary way to stop him. Wish, Miracle, and other such nonsense could destroy it, I guess, but not much other than that.
elvendarkmage

04-12-06, 12:44 PM
I have played in several campaigns that had creatures that shouldn't be. The first was the usntoppable Fang, the halfling werecroc-werewolf-weretiger-werebear. We decide when he changed he turned into a hairless badger-like monstrosity. He had like a 60 + Strength by the time he was done.
Next was my favorite PC, Salvinicus, the Illithid Patriarch Vampire (Ravenloft), he was a 26 when I started, 10th Level Fighter/10th Level Wizard, and unlike the vampire illithids in the Lords of Madness, Salvinicus kept his intelligence. He ran around the world with a Hobgoblin Demlich, Head. Together we pretty much destroyed everything the DM threw at us. I loved Salvinicus so much he has appeared in several of my campagins, even though the characters never met or fought him :weep:
kaionon

04-12-06, 01:44 PM
I took a shadow dragon from the dragonmicon and the multi-headed template from savage species and added the maximum ammount of heads to the largest sized dragon possable. The template added +2 con per head (something like +29 heads if it was colossal, but I don't recall shadow dragons that big.) which would increase the DC for the envervating breath, which it could use once PER head every 1D4 rounds. The largest dice for level loss was 1D6 or D8? so think of 1d6 (or D8 >.>) Times ubsurd ammount of heads plus an increadibly high DC focused on a compact party = a party with no con after losing ubsurd levels.
Kobold_Ur_Priest

04-12-06, 03:51 PM
Colossal Undead [Augmented Outsider,Fire,Evil,Extraplanar,Lawful] Lifedrinker 10/Mortal Hunter 10/Souldrinker 10/Ur-Priest 10/ Warrior of Darkness 10

CR: 98!

A creature feared by mortals and gods alike....could eat entire planes...
Shinryouga

04-12-06, 03:52 PM
We had an interesting planar mercenary game with the following PCs. (High level game, BTW)

Half-illithid half-dragon lizardman sorc/mindbender (Many chutulu refrences)
Neogi psion(That was the normal one!)
Insectile Gargoyle Rouge/assasin.
Axiomatic blue slaad fighter.
Gelatinous awakened violet fungus cleric. (Getting into the impossible)
Chimeric half-ogre barbarian.

and....

The Grey (Tauric Grey Render/Bulette) So broken, so cool! Heavy support, artiliery (ballista mounted on his back), and even serves as a makeshift campsite (Chainmail barding draped down to the ground, so just camp under his belly.

Want truly impossible creatures? Green Ronin publishing put out the Advanced Bestiary, a collection of templates that has literally been the single best purchase for me as a DM that I have ever made. May not be WotC, but between humanoid, quadruped, and flesh plant, you can make a whole lot o wierdness there, but the best:

AMALGAM. The amalgam template (not really a template but a good framework of rules) for fusing any two critters together. So freakin cool. Must create a thread about it! Just think, any two critters from any book, fused together! Think of the combinations!

Just my two coppers.
Lord_Soul

04-12-06, 04:02 PM
A couple things to throw out here. This thread originaly caught my intrest because I had already put into my campaing a Vampire Succubus. Sort of inspired by Ann Rice's "Quenn of the Damned". I named her Venustus (I believe it's a latin word for beauty, someone let me know if I'm wrong plz) and made her the frighteningly evil but extremely alluring goddess of seduction and death.

Also, about this...
Well, here's mine. It's totally, or almost totally, legal, which is what makes it really horrifying. I called it Apocalypse, because I couldn't come up with any better name.

Half-green dragon half-iron golem troll. Treated iron so that it is immune to rusting. CR is something like 9 or 10, but there isn't much that can stop this beast!

Here's the deal. Troll has regeneration, so all damage taken is nonlethal unless it is fire or acid. This particular troll was born a half-green dragon, so he is immune to acid, leaving fire as his sole weakness. Now, say this guy had some serious bodily trauma, and was given rust-resistant iron golem parts, and he failed his save. Being half-iron golem now, he actually absorbs fire, cutting out the only other weakness. But the kicker is that he is officially a construct, making him immune to nonlethal damage, which is all that the troll takes unless it's fire or acid. Basically, this guy DOES NOT TAKE DAMAGE. Oh yeah, he's also immune to any mind-affecting effect and any spell that allows spell resistance.

Antimagic fields will shut him down, but that's only a temporary way to stop him. Wish, Miracle, and other such nonsense could destroy it, I guess, but not much other than that.

I found a better way to do the same thing, and scarily enough, it's actually 100% legal and possible within, oh, 30 effective character levels (I built him for a epic fighting pit... but anyway). Half-Dragon (Red) Troll with levels as a Palemaster (Libris Mortis, not Tome and Blood). Technically still can take damage, but this is easily circumvented with a Ring of Acid Immunity, or by making a War Troll Half Black Dragon instead, though this has a higher ECL. If you want to really be mean, add the Permenant Emenation epic feat and use Antimagic field. Now THAT'S scary. PS, the above build doesn't work because page 314 of the MM states that a creature must have a CON score to have the regeneration ability. So, nix undead and construct trolls.

Another intresting legal epic build. Multi-Headed (2 heads) Thri-Kreen monk/fighter/thrall of demogorgon (BoVD). Average of about 22 attacks per round (superior multiweapon fighting) and twice per day can make twice that (dual action, 4th lvl thrall). Also usable for a player.

Ok, I digres. Can't think of any more illegal builds, I'm usually more occupied building broken but legal ones.
MatthewSavage

04-12-06, 04:06 PM
You should meet my WereRoc-Stormgiant someday... ;)

Sure! He should go nicely with my Pixie-WereBrainMole *Evil Kobold Laugh*
stordarth

04-12-06, 04:23 PM
In my latest Campaign arc, there were 2 forbidden creatures, both pivotal to the story.

The 1st was originally a half Hobgoblin-half devil, but he was slain, despite having useful information that the party needed. struggling with a way out, i threw caution to the wind and added the ghost template to him. Death was a harrowing experience, and in the end it worked towards his redemption.

The 2nd one was a twisted mockery of nature. A dryad Lich. Usually impossible, instead of crafting the phylactery, the tree to which she was bound to in life became the phylactery, and an entire campaign arc revolved around finding and destoying this tree, which was charged with copious amounts of negative energy effects.
Odytoboman

04-12-06, 04:25 PM
I have two living spells that, as far as I'm concerned, are illegal (at least in any game I play!)
1) Living Wish or Miracle
2) Living Awaken + Animate Dead + Awaken Undead + Incarnate Construct + Animate Object (too.....much......chaos!)

As for Illegal, I made an awakend, monsterous, winged, half-dragon lobster of legend sorcerer who was carried around on a velvet pillow by his Runic Gaurdian. He was so full of power, yet was so very lazy.
SolkaTruesilver

04-12-06, 04:58 PM
Is it possible, an Aasimar Half-Celestial?
Or a Tiefling Half-Fiend?

Or, even more stretched:

an Aasimar Half-Fiend, or Tiefling Half-Celestial?
mvincent

04-12-06, 05:22 PM
A villanous minion from a while back that caused quite a lot of intrest.

1/2 Dragon (later 1/2 fiendish ones too) flesh golems.I remember one of those from the "Heart of Nightfang Spire" adventure. The adventure also contained a vampiric gibbering mouther (which definitely should not Be).

Other ideas include a Dire Roc and a Paladin Roper.
KursedMonkey

04-12-06, 05:45 PM
in one of my campaigns, i had a demonlord use 2 kinds of elite troops

one was a tauric thri-kreen scorpion half-fiend, otherwise known as The Abyssal Stinger

the other was an insectile tauric halfling cheetah half-fiend known as The Abyssal Sprinter

I had a character who made a halfgiant were bear, str out of this world and a huge weopon thanks to the halfgiant
CrazyCrow

04-12-06, 05:57 PM
Here you go, Crunchy Frog:

Un-Gelatinous Cube
Huge Aberration CR 3?
HD 4d8+20 (HP 38) AC 7
Init -3 Speed 30 ft
Attack: Slam +1 (2d6)
Str 10, Dex 5, Con 20, Int --, Wis 5, Cha 5
Fort +6, Ref -2, Will +1
Trample 4d6, blindsight 60 ft.

I decided that the reverse-engineered Cube would still be able to run things over, even if it couldn't engulf them, and it would do more slam damage than average from being Huge size. I'm not sure about the CR, it could a 2, but the Cube seems a little tougher than a CR 2 critter.
You could build a dungeon room using these things as bricks, with some sort of restraining spell keeping them in place, then have the spell collapse when someone walks in and all the cubes trample the clueless PCs. They'll never know what hit 'em!
bhu

04-12-06, 08:43 PM
In my current campaign my players are dodging hordes of gigantic ticks. Some of which are also vampires.

Wait'll they meet the Habanero Dryads :evillaugh

They're quite....frisky :plotting:
Chanmanm8

04-12-06, 09:28 PM
In one epic campaign, the group had reached the nine layer of the nine hells (to confront an upgraded Asmodeus). I forget what happened exactly....some uber other thing intervened....

so while in the middle of this infinite plane of despair......where legions of devils lay....

one of the players was changed into a titanic template, epic pseudonatural template, paragon template, monster of legend template (pre chosen abilities...crappier ones) chicken lol. The party tried to change him back....since in the middle of this plane they were sneaking through to reach asmodeus they all of a sudden had this towering chicken that basically was a signal "Free all you can eat buffet" to all the evil in the plane lol....
Dentu

04-12-06, 09:46 PM
In my current session, my DM wants us to power-game like crazy. All of the PC's are gestalt, and every rule that we can find published by WotC is perfectly legal. So, I decided to create a very special cohort.

His name is Tirous.

Tirous is a half-dragon stone giant fighter/sorcerer/spellsword.

Let me paint you a wonderful picture.

When Tirous gets to cumulative level 20, with a few turns to prepare, he can hit someone with an unmissing critical at 44, dealing (3d8+17)x2+7d6fire damage. And then he still has two other hits at +18/+12 for 3d8+17 if he didn't move and kept his full attack. At dead-even rolls, that means that, if he hit all three times, he just dealt 137 damage. And he can do this exact same setup two more times in a single day.
Decree Of Boredom

04-12-06, 11:13 PM
I think one of my favorites was a symbiotic pair of a warforged and a homunculus. Little dude sat in the 'forged's head and did all the planning, 'forged did the smashwork. Bit like Minsc and Boo, but with more metal bits.
Silverrowan

04-13-06, 02:42 AM
Hi, I’m new here but I must tell you about my favorite character Lia.
When I was a DM I often mixed up the strangest creatures and scenarios in order to test my ability to actually DM in such bizarre circumstances and just to make the game a bit more fun for my players so I created Lia;
She is a half-nymph, Half-elf, quarter celestial Vampire. She is True Neutral and is completely insane so she has a tendency to kill anything that isn’t Neutral.
I like to place her in at random intervals in my games to ensure that players stay on their feet and because she’s mad her actions don’t need to be rationalized… It makes for truly interesting playing.
Nedelco_Owens

04-13-06, 03:10 AM
I made a half dragon sorcerer vampire? ha and then i had a wizard barbarion (he was BUFF) and then i had the Fighter / Duelist and he used a Mercurle Greatsword to do a percice strike (which did like ALOT of damage) and yeah well it was when we first started.
Nedelco_Owens

04-13-06, 03:11 AM
i dont think im posting this stuff on the right things?
Bluewings

04-13-06, 04:02 AM
In my currently in construction campaign world a have a plane named The ever balanced plain of Nephes. All sort of planar energy gather in the plane and it create real weird outsider: Chaotic Good balor with feathered wings, evil/good angel and much more weird stuff that transcend mere stats. None of these creature can go out of the plane for the multiverse is not made to support them.
Deszeldaryndun

04-13-06, 05:17 AM
Let's see... That which cannot be...

I've encountered a spell-stitched iron golem before (spell-stitched could normally be only applied to undead). DM said it was "spell-etched," which is a cool idea, so we didn't have trouble stretching our imaginations on that one.

I've also seen a completely undead forest before. Zombie treants, ghoul shambling mounds, and so forth. The best thing, however, was the "wraithweed." Normal grass that was also a wraith (we figured this out after touching it. Man, did that suck).

I've personally created are a complete rip-off of the Reavers from Firefly, except instead of using humans, I used the various trolls. I gave all of them the tainted raver template from the Heroes of Horror supplement, which normally cannot be applied to giants.

By the way, it's always fun to throw a feral advanced rabbit at a party. The encounter quickly devolves into the Vorpal Rabbit scene from Monty Python and the Holy Grail.
Kefka_Casselstone

04-13-06, 06:02 AM
I had this friend come to me for ideas for his campeign that he was running and wanted to do something along the lines of a holy war between Tiamat an Bahamut on the material plane, starting with followers up to half-dragons then real dragons and so on and so forth and (if the PCs survive the story up to that point) a epic clash between two armys of dragons (chromatic vrs. metallic) and the sight of Tiamat and Bahamut haveing a knock down drag out in the sky while the rest of the battle went on.

anyway, I had allways been entrigued with the idea of adding the half-dragon template to a hydra (corse that is legit). but when my friend asked me to help him with this campeign, it sparked a new idea, all be it a little illegal in game terms, but I figured, hey, if it helps the story, it dosent really matter.

Thus with a little work, the "Spawn of Tiamat" was born, which in a sence is a 5 headed Hydra with like, well you could technically say it had 5 half-dragon templates added to it. To put in simpler terms, of which you all prolly know where this is going, it was a half-dragon hydra where each head was a different chromatic dragon head.

I had gotten a short story version of the players reactions a few days later, and boy what I would have given to have been there to see that. lol
Ellipsis

04-13-06, 07:12 AM
The classic dragon with a half-dragon template... :) technically possible by the RAW but ruled to be impossible in races of dragon.

Libris mortis introduced the lich fiend template, so I guess a vampiric fiend template can't be that far away... :)
I've wondered for a while...what happens if two different-color dragons mate?
Zepherin

04-13-06, 08:27 AM
What about the octopus skeleton? I think that an octopus has a beak that could qualify as a skeletal part...
Morka

04-13-06, 09:18 AM
What about the octopus skeleton? I think that an octopus has a beak that could qualify as a skeletal part...

That would leave you with a nasty beak clapping in the void... :P

What about an Half-Dragon Multi-Headed Tauric Octopus/Sahuagin? Scylla, anyone?
oxybe

04-13-06, 10:01 AM
2 words (3 if you count the hyphen)
Multi-headed (3 heads in addition to the first) beholder. go savage species.
:behold:+:behold:+:behold:+:behold: = ???

when 2 dragons mate, tiamat eats a kitten.
MarioCleanstuff

04-13-06, 12:07 PM
Not that it cannot be, but it definitely shouldn't...

Half-dragon mind flayer sorceror lich. Just for kicks, slap on some vampirism, too.
Pojo

04-13-06, 12:32 PM
1. feral-red dragon Vampire/WereWolf/Lich. Yes it cannot be, but it was the coolest enemy ever.

2.Gelatenous half-Iron golem Redcap (MMII or III).

3. Troll 1/4 red dragon 1/4 black dragon Barbarian I played in a just-for-jokes campaign.

4. Taunric Balor/ advanced nightmare. About a squadron attacked my party as we we walked trough a gate we thought would take us to a celestial plane (instead of to the abyss).

5. Not really sure on this one but I ran a adventure where the players incountered in a huge dining room filled with animated/flaming/vampiric silverware and undead fire-spewing feral/two-headed dire boars. as well as animated gelatinous floors. :D
GoldLeader13

04-13-06, 04:58 PM
I once had a pack of Fiendish Dire Squirrels ambush my PCs. That was fun and a little wacky. imo, I've always felt that Dire should have been a template. That way, it could be applied to just about anything. Dire Kobolds, for example.

My personal favorite creation, though, was a Brain in a Jar (from Libris Mortis) with character levels in Psion and the addition of the Advanced Undead template.
Comus

04-13-06, 05:52 PM
I think one of the stranger things I ever threw at my party was a half-iron golem, undead fire elemental. That was one strange-looking elemental. It was a bit like a Blood Golem, with the armor and stuff, but red-hot and with flames jetting from vents in its metal skin.

The party could have dealt with it pretty easily, but someone decided to be extra clever and grapple it. Yes, that person decided to grapple the red-hot iron thing with claws and fire. No, it did not seem like a good idea at the time. Okay, so he's taking some fire damage, but he'll survive, right?

Well, he might have lived if not for everyone else. See, this special elemental had a tank of oil on its back, which it was going to use to heal. Now, while one of their party members is being grappled, guess what they decide to target with shatter ? Boom. Oil doesn't make a big boom, but the hundred-or-so damage that the grappler took was twice as much HP as he had at max.

Oh, and note that this took place right at the end of the Tomb of Horrors, as they were leaving the dungeon. Fun!
JasonOrlandoHawk

04-13-06, 06:00 PM
Please Understand, this was a gestalt game, and I was incredibly lenient on the rules to allow this to happen...

One of my players was a gestalt druid/sorceror. I ruled that the animal companion and familiar templates could be applied to the same creature, ignoring redundant features. The familiar template suffered the same penalties as the companion template if a more powerful creature than normal was selected. This was not bent until several things happened: The game went to epic levels, the player chose a T-Rex for his Companion, and the character went into the Fleshwarper prestige class from Lords of Madness. Several applications of Graft Flesh later, and Stampy Fluffy Bitey, the Third (nicknamed Rexy) emerged.

First, increase the standard T-rex's size to Colossal. Next, cover him in yuan-ti scales and bone plates. Remove one arm and replace it with a skelatal arm that drains levels with a touch. Remove the other arm and replace it with a giant cleaver-style arm that drags the ground. Place bones spikes all the way down it's back. Then, make it slightly amorphous so it is partially immune to critical hits. (Basically, if you poke it, it wiggles like jello.)

I'm not done. Improve it's bite attack by Adding Umber Hulk mandibles to it's face. Then, do a little open heart surgery to replace it's heart with Sylithar's heart (LoM). Give it two giant tentacles. Also, don't forget the muscle enhancements.

(I wish I was done.)

Replace both eyes with Beholder Stalks. The end of one eye holds an undead eye capable of launching death spells. The other eye is actually a magical ruby capable of releasing powerful fireballs. Then, install Stone Spitters on the T-Rex's shoulders. Note, Stone Spitters launch "high velocity stone spikes at the enemy." This is, by my ruling, roughly equivalent to having powerful machine guns (remember, they are sized for a colossal creature) mounted on each shoulder. Finally, remove the T-Rex's legs and replace them with Stone Rollers, or as my group referred to them, Tank Treads.

Yes, that was Stampy Fluffy Bitey, the Third.

Want to make him more wrong. The Belt of Many Pockets always holds one pocket capable of holding your character's familiar. He was a familiar, so, imagine, if you will, a druid (or some semblence thereof) walking around, and occasionally, a deformed Colossal T-Rex head pops out of his pocket with the same expression as a curious puppy, tongue hanging out of it's mouth.

The only downside to this creature was a d20 release two months after the game finished. The stats for a (and this isn't the real name, just the actual concept) Back-Mounted Colossal Rocket Launcher were released. However, the book said that the stats were useless since it would require a colossal-sized creature to carry it. That was one of the best laughs I ever had.
Tyhm

04-13-06, 06:53 PM
To the best of my knowledge:

Legal) I dunno. Is a pseudo-draco-demilich legal? :-P
Legal) I had a Perfect (Axiomatic) Mummy Monk with a Necklace of Natural Weapons: +1 Brilliant Energy...the Cleric was not amused...
Illegal) In another game my Alchemist made a Reincarnation potion for another player's doomed Succubus lover to free her from the abyss...Target 1 dead body if soul is free to return, so there was an extended argument as to whether or not an outsider's body-soul counts, or if the Alchemist instead gets his week back from his earlier consultation that insisted it'd work...
Illegal) Lots of fun with Awakened Constructs...including a greater stone giant who could lower his Magic Immunity...
Legal) A nimblewright with +5 keen baatorian greensteel rapier-hands...whose to say you can't use MAGIC swords when you make 'em, huh?
Legal) An illithid savant who'd eaten enough mages to have around 40 spare ranks in Knowledge Arcana and Spellcraft, then took Epic Spellcasting...(Oh god, if he was a Truenamer...)
Illegal) Fireball Kitty: A perfectly normal cat, advanced to CR 20 (so that's what, 80 more hit dice? 27 more feats?), and he spent every single feat on Improve Natural Attack (something like 20d6 per attack...low AC, but high attack and HP...and saves...)
Illegal?) A paladin's mount who used his feats from extra hit dice to buy Sacred Vow and Vow of Poverty, on the grounds that equinals could speak with him to confirm the vow.
Illegal) Subtract a TRex from a Tarrasque to make the Tarrasque template. Apply it to a Sea Drake outta FF (I think) and you have a truly frightening Leviathan. Apply Legendary or Paragon as necessary to meet the party's CR requirements...
Legal?) Living Spell: Prismatic Sphere. I'm open to suggestions on how you defeat that...
Legal?) Wartroll Half-Green Dragon. Only vulnerable to his one immunity.
Legal (sadly)) Boringly Broken: A feral (SS) dark (ToM) fighter2/forsaker10/monk with the vow of poverty. Use disads to get into Forsaker (Masters of the Wild) at 3rd level, as it only has feat prereqs...
Legal) A rust monster with an Antimagic Torque (Underdark)
A few that require variant books, horrible combinations but they just have fun names:
Legal) Penumbral Lord Umbral Umber Hulk (mongoose, MoP, MM1)
Legal) Chosen One Chosen One (Monsters o Faerun, AEG Swashbuckler)
Legal) Two Ninjas Taped Together To Make One Giant Ninja (Ettin Ninja? Ewww...)
Legal) Ninja Pirate Robot Ghosts (base, prestige, and a monster from the official site)
Legal) A Vampire Armand (literary reference in core books? Impossible...)
Legal) Paragon Wight Rog20/Perfect Wight...
Legal) TripleHulk (UmberHulk, Warhulk, Hulking Hurler=Umber WarHulkIng Hurler)
Legal) War (Warforged Warmage Warlock Warhulk)

Incidentally (for the Troll Lovers), I believe there's been a ruling that regeneration is not subject to Immune to Nonlethal Damage. See also: Ruby Golem, Monsters of Faerun. It might just be a house rule...
nabuchadnysar

04-13-06, 08:00 PM
The illegal creature I produced was a vampire trumpet archon thrall of Pazuzu 6 (Dragon #329). At the time, I calculated a CR of 18. I just started playing 3.5 and was thrilled with the idea of templates. My players where not.

I added flaws that didn't impact its combat abilites, a mhorg tongue graft (libris mortis) that could drain blood, and gave it a pernanent bone blade (I think that is the name of the spell in BVD) with the good outsider bane ability.

Opalessance was facing one of my player who was also a illegal creation, a aasimar were-lion paladin 7 and a (legal) half-githzarei half-silver dragon monk 9.

I also had fun with a, this time legal, hill giant were-elephant, and a entropic far-spawn displacer-beast.
Herobane

04-13-06, 10:32 PM
While not an impossible monster it is along this theme.

"You enter a cavernous room lit by torches along the walls. In the center are a group of goblins carrying an array of odd looking devices consisting of several tubes.

Wait for party to attack

Then have goblins open up with an array of assault rifles, sub machine guns, and an RPG.If players survive they find they cannot operate the weapons (no more ammo).

It's cruel, it's mean, and it's humiliating for a mid level party to get it's ass kicked by goblins.

You forgot the BFG

Big
F%$king
Gun

:P :P :P :P :P
Elimist

04-14-06, 01:40 AM
Savage Species came with the Gelatinous template. Gelatinous tigers, gelatinous ogres, gelatinous owlbears were all within the reach of the ambitious DM.
But I decided to do something a little different. I took the original gelatinous cube, and reverse engineered it so that it was no longer gelatinous.
Look out -- here comes the cube! It has no paralytic touch, isn't near-transparent, and is no real threat, but it's a cube!
My DM does that anyway, and he doesn't even have that book. He gets all his ideas out of his head, the only books other than the core ones is the Vile Book of Darkness, and I loaned him Libris Mortis... he has used neither of which.
frogboy

04-14-06, 02:26 AM
I once made a vampiric dryad. I know it's toatally not a rules legal combo as such but the idea was too cool to pass up. :evillaugh
gt42

04-14-06, 04:36 PM
wot about a titanic (off of MMll),fiendish, anarchic, chaotic evil, (wait 4 it) TOAD who rules over his own layer of the abyss.
Xaktsaroth

04-14-06, 09:47 PM
:behold:+:behold:+:behold:+:behold: = ???



http://img80.imageshack.us/img80/8343/magneton7ty.gif


:)
Smite-Mo-Tron

04-15-06, 08:41 AM
Well, here is a monster that is not illegal, but I think I added enough Templates for it to qualify for the type "Abberation". I wrote it up a few years ago in order to throw my players way for a loop.

Draconic Tauric Yuan-Ti Halfblood Giant Monstrous Octopus
Large Monstrous Humanoids (Aquatic)
Hit Dice: 15d8+30 (98 HP)
Initiative: +2
Speed: 20 Feet, Swim 30ft
Armor Class: 23 (-1 Size, +3 Dex, +10 Natural)
Base Attack/ Grapple: +15/ +24
Attack: Masterwork Spear, +21/+16/+11 Melee (2d6+7/ x3)
Full Attack: Masterwork Spear, +21/+16/+11 Melee (2d6+7/ x3), 8 tentacles +20 melee (1d4+5), Bite (beak) + 20 Melee, 1d8+2+poison (1d6 strength damage, Fortitude DC 18 negates), Bite (fangs) +20 Melee (1d6+5+ poison, 1d6 Constitution damage Fortitude DC 18 Negates)
Special Attacks: Improved grab, constrict, Ink Cloud, Poison, produce acid, spell like abilities (MM pg 264)
Special Qualities: Jet, low-light vision, Circle of Protection Good, Chameleon Power, darkvision 60ft, detect poison, scent, Spell Resistance 23
Saves: Fort +6, Ref +11, Will +13 (+4 vs. Magic Sleep and Paralysis effects)
Abilities: Str 22, Dex 15, Con 15, Int 18, Wis 18, Cha 18,
Skills: Tumble +21, Move Silently +23, Hide +23, Intimidate +24, Survival +19, Spot +24
Feats: Multiattack, Improved Multiattack, Power Attack, Dodge, Mobility, Spring Attack
Environment: Warm Aquatic
Organization: Solitary, or Pod (2-8)
Challenge Rating: 13
Advancement: By Class
Level Adjustment: N/A


Now that is a creature that "Cannot be"
Veneficus

04-15-06, 11:30 AM
Lycanthrope affects giants... :thinks:




Giants can be lycanthropes, but lycanthropes are supposed to use normal Animals. My best monster to throw a surprise at the players was a Hill Giant Lycanthrope Displacer Beast. Talk about fun :evillaugh
Ravag3r

04-15-06, 09:19 PM
You should meet my WereRoc-Stormgiant someday... ;)

I prefer my troll weretyrannosaurus. Mid 40s STR in hybrid form...
Amusingly, this creature (without class levels) is CR 10... and ECL 32. But that's another debate entirely.
Ravag3r

04-15-06, 09:32 PM
Another RAW legal monster that hurt my PCs a while ago is the half [green] dragon purple worm. Very impressive, and hilarious when the fighter managed to cut himself out of the worm's stomach... 80 feet in the air.
Belial_Blackwyrm_Conde

04-16-06, 12:41 AM
Well, hello, I am a mexican Master and I have created a Mature Adult Black Dragon Zombie.... well, its not quite impressive but the Dragon Zombie cannot be elder than Young Adult.
I am thinking on create an Insect Wood Giant.
Well, they're not really wonderfull creatures, but i have read to all of you... and now I am inspired.
See you later fellas.
Tyhm

04-16-06, 01:16 AM
While trying to make Yuan Ti Minions I realized the Reptillian template could be added to practically anything...and the Ti Khana template could be added to anything Reptillian...but a Ti Khana Reptillian Devastation Centipede and a Ti Khana Reptillian Tarrasque are more trouble than they're worth...
Reinhart

04-16-06, 12:59 PM
Legal?) Living Spell: Prismatic Sphere. I'm open to suggestions on how you defeat that...


That, my friend, is one of the most creative things I've heard here. But my suggestion on how to defeat it is simple: How do you dismantle any prismatic effect?

Still, a unique monster with a very flavorful vulnerability. I like it!
Chaotix42

04-16-06, 01:46 PM
I'm just closing up a game where the BBEG, Odium, was a flesh-crafter, and obsessed with templates; the more children he created the closer his plans came to fruition! The BBEG itself was an advanced atropal scion from Libris Mortis, with half-illithid tacked on as well; Odium began its life as an illithid, and its many attempts at divinty/ultimate power left it a shadow of the majesty it desired. Odium wielded far more power than these templates granted him however, and was eventually finalized with the psychic and spellpowered templates from the Book of Templates.

Just some of his creations:

- Gravetouched Ghoul Madborn (both Madborn and the Madstone are from Five Nations): The BBEG used the Madstone throughout the game for a multitude of reasons, and was first encountered in the midst of a twisted ceremony that funneled tremendous power into the Madstone. With that power the Madstone purged huge numbers of madborn from its form, and the combined arcane and psychic might of the BBEG and his gathered minions turned the poor, crazed souls on one another. Where they fell, torn apart by tooth and nail, they soon rose as hellish ghouls, for the area was charged with the energy of a planar convergence; on that carefully chosen night, Mabar was coterminous (Knowledge: the planes helped greatly here). The ghouls' teeth fell out as they rose, and jagged khyber shards, illuminated with the blue glow of the Madstone, burst forth to replace them. Cue PCs running for their life.

And not only could the ghouls spread gravetouched ghoul fever through their bite, but anyone who died from it rose with the madborn template as well; of course, this led to to the term "madfever."

- Advanced Flying Voidmind Rust Monsters: At first described as "As big as a horse," the carapace on their back split to reveal four slimy buglike wings, and they flew about at great speeds. Also, their maws and forehead tentacles all dripped with acid, and they seemed to desire acid-scarred flesh as much as rusted metal. The fighter lost his adamantine greatsword to one of these guys. :weep:

The party rogue had ran away from the combat at that point, and was lurking through alleyways near the town square trying to find the quickest way out of the city. He thought he was done for when two of the beasties dropped from the sky to land in the square, chittering and squealing excitedly. What he had forgotten about was the 20 ft. tall bronze statue of Kaius I in the town square, and that he was, well, a rogue. The rust monsters never spotted him and tackled the statue in ravenous glee, allowing the PC to escape; but it sure was a tense moment for him.

- Advanced Spell-stitched Vampiric Mind Flayers: The vampiric mind flayer from Libris Mortis is one of my favorite monsters by far, and how suitable is it for an undead illithid-type creature to have undead illithids as minions? I ended up changing the spell-stiched template for this game; because Odium was a flesh-crafter, I kept conjuration and necromancy but removed evocation as the third allowed school for SLAs, and replaced it with transmutation. Thus, my creation went right for Righteous Might as one of his SLAs, and became a brain-eating machine! Evard's Black Tentacles was another required spell. :cool:
morbid_freak

04-16-06, 05:30 PM
Half-Dragon/Half-Fiend/Half-Golem

haha!
oxybe

04-16-06, 08:12 PM
for extreme template stacking

if you really are allowed to stack templates on the creature then go for a

Giant Squid (Animal) 26 Str, 17 Dex, +6 NA, 10 tenticle attacks, 1 bite attack, swim 80', constrict, improved grab, +8 swim
Warbeast (Animal) +3 Str, +10' move
Woodling (Animal) +7 Natural Armour, 1 Slam attack
Magebred (Animal) +4 Str, +2 Dex, +2 NA, +10' move, Improved Natural Attacks
Voidmind (Animal) +4 Str, +2 Dex, +4 NA, +4 Bluff, Escape Artist and Intimidate, Improved Grab, One Tenticle attack, +4 to grapple
Half Golem [Brass, Clay, Dragonflesh, Flesh, Iron, Stained Glass, Stone] (Animal) +56 Str, -14 Dex, +52 NA, +2 Fortitude saves, Rage when damaged, 2 keen claw attacks
Anthropamorphic (Humanoid)
Katane (Humanoid) +2 Str, +2 Dex, +4 Listen, Hide, Move Silently and Spot
Ghul (Humanoid) +2 str, +4 Dex, +2 Climb and Jump, Bite Attack
Half-Satyr (Humanoid) +2 NA, +2 Perform
Half-Nymph (Humanoid) +2 Dex
Half-Rakshasa (Humanoid) +2 Dex, +4 NA, +10' movement
Half-Janni (Humanoid) +2 Str, +2 Dex, +1 NA
Draconic (Humanoid) +2 Str, +1 NA
Feral (Monsterous Humanoid)
Half-Troll (Giant) +6 Str, +2 Dex, +4 NA, Rend
Half-Ogre (Giant) +4 Str, +2 NA
Half-Scrag (Giant) +6 Str, +2 Dex, +4 NA
Half-Minotaur (Giant) +4 Str, +2 NA, Gore attack, +2 search
Half-Fey (Fey) +2 Dex, Fly speed (x2 land, good)
Spell-warped (Aberration) +4 Str, +2 Dex, +2 NA
Half-Dragon [x30, see MM and Draconomicon] (Dragon) +240 Str, +120 NA
Winged (Dragon)
Multiheaded (+2 heads, learnean) (Dragon)
Paragon (Dragon) +15 Str, +15 Dex, max Hp +12/HD, x3 speed, +24 AC, +25 hit, +20 damage, +13 special attack DCs, +10 saves, +10 skills, +2 feats (take as weapon focus (tenticle) and multiattack)
Effigy (Construct) +4 Str, -2 Dex, Con -, Int -, Wis 11, Cha 1, +2 NA, DR 3/Adamantine

this should be the best you can get ;)
most important bonuses are the +2 to search and preform :D

yup. that is the best template stacking ever... and it's legal. the amazing things you find in the CO boards...
TheLastOfTheFallen

04-17-06, 10:19 AM
Giant Squid (Animal) 26 Str, 17 Dex, +6 NA, 10 tenticle attacks, 1 bite attack, swim 80', constrict, improved grab, +8 swim
Warbeast (Animal) +3 Str, +10' move
Woodling (Animal) +7 Natural Armour, 1 Slam attack
Magebred (Animal) +4 Str, +2 Dex, +2 NA, +10' move, Improved Natural Attacks
Voidmind (Animal) +4 Str, +2 Dex, +4 NA, +4 Bluff, Escape Artist and Intimidate, Improved Grab, One Tenticle attack, +4 to grapple
Half Golem [Brass, Clay, Dragonflesh, Flesh, Iron, Stained Glass, Stone] (Animal) +56 Str, -14 Dex, +52 NA, +2 Fortitude saves, Rage when damaged, 2 keen claw attacks
Anthropamorphic (Humanoid)
Katane (Humanoid) +2 Str, +2 Dex, +4 Listen, Hide, Move Silently and Spot
Ghul (Humanoid) +2 str, +4 Dex, +2 Climb and Jump, Bite Attack
Half-Satyr (Humanoid) +2 NA, +2 Perform
Half-Nymph (Humanoid) +2 Dex
Half-Rakshasa (Humanoid) +2 Dex, +4 NA, +10' movement
Half-Janni (Humanoid) +2 Str, +2 Dex, +1 NA
Draconic (Humanoid) +2 Str, +1 NA
Feral (Monsterous Humanoid)
Half-Troll (Giant) +6 Str, +2 Dex, +4 NA, Rend
Half-Ogre (Giant) +4 Str, +2 NA
Half-Scrag (Giant) +6 Str, +2 Dex, +4 NA
Half-Minotaur (Giant) +4 Str, +2 NA, Gore attack, +2 search
Half-Fey (Fey) +2 Dex, Fly speed (x2 land, good)
Spell-warped (Aberration) +4 Str, +2 Dex, +2 NA
Half-Dragon [x30, see MM and Draconomicon] (Dragon) +240 Str, +120 NA
Winged (Dragon)
Multiheaded (+2 heads, learnean) (Dragon)
Paragon (Dragon) +15 Str, +15 Dex, max Hp +12/HD, x3 speed, +24 AC, +25 hit, +20 damage, +13 special attack DCs, +10 saves, +10 skills, +2 feats (take as weapon focus (tenticle) and multiattack)
Effigy (Construct) +4 Str, -2 Dex, Con -, Int -, Wis 11, Cha 1, +2 NA, DR 3/Adamantine

That’s nice, but it falls short of what you really can do.
Drop Effigy, make sure last dragon was of an Always Lawful Good alignment, and do not yet apply half-silver (or gold, or any other lawful good). Also, add in Reptilian, half vampire and Hooded Pupil right before you add in feral, and after half-minotaur, add Lycanthrope (werebear)

Add:
Half Farspawn (outsider, Chaotic Evil)
Fiendish (outside Chaotic Evil r)
Psudonatural (outsider Chaotic Evil)
Half Fiend (outsider Chaotic Evil)
Anarchic (outsider Chaotic Evil)
Half-Silver (or other LG dragon) (dragon Lawful Good)
Celestial (outsider Lawful Good)
Half Celestial (outsider)
Axiomatic (Outsider)
Shadow (outsider)
Half Elemental (4) (outsider)
Dark (outsider)
Entropic (outsider)
Vivacious (outsider)
Phrenic (outsider, psionic subtype)
Lost (outsider, incarnum subtype)

I'm currently searching for a way to make it undead without costing it any abilities. No luck so far: Most undead making templates don't work on outsiders, and visa-versa.
Eclipse Lutgehr

04-17-06, 10:50 AM
My own player's have been recently reintroduced to one of our favorite "cartoons" that we watched through our teens: Beast Wars. They actually wanted me to run a game through D&D, and I hadn't found anything even close to legit rules for this, though the living construct subtype comes close. I got this idea from another post on another board...

Warforged Lycanthropes (Afflicted)

I'm currently in the process of statting out the Predacons and Maximals, and after that will be starting a small campaign for my player's just for sentiment sake (pre-energon destruction wave). It'll have to start at higher levels of course, somewhere around level 10 to represent the animal hit dice, but they'll be recently "awakened" pod-bots and all that jazz (so level 1 in a class). Oh yes, they only have two forms, Hybrid and Animal, as their Warforged form is completely unusable unless they want to be inert permanently (around 2d6 electricity damage every round until destroyed, in hybrid form this translates to around 1d6 nonlethal damage every round until shifted to animal form, auto-revert on unconciousness).

Anyway, that's my 2cp to "Creatures That Cannot Be"
doctord

04-17-06, 05:46 PM
I've wondered for a while...what happens if two different-color dragons mate?


The Slayer’s Guide to Dragons has a section on crossbreeds of dragons. I used on in an adventure with my players. It was a black and red crossbreed, it looked like a black dragon with red eyes, and breathed fire.
StrideSinkiller

04-17-06, 06:03 PM
My greates Creature that Cannot Be was a Mind Flayer Vampire...

But I think that Mind Flayers cannot be Vampires...

However, I've made a Human Monk 15 Half-Fey (from Fiend Folio ) Lycanthrope (werebear)...

Farewell to you all,
(I'm horrible speaking english!)
mvincent

04-17-06, 08:00 PM
Half-green dragon wereboar Ankhegs

... "Green-hegs and ham"


:allalone: (... I don't deserve to be here)
rubendogs

04-17-06, 09:58 PM
That, my friend, is one of the most creative things I've heard here. But my suggestion on how to defeat it is simple: How do you dismantle any prismatic effect?

Still, a unique monster with a very flavorful vulnerability. I like it!

With a funnel and a prism.
rubendogs

04-17-06, 10:20 PM
Not a creature per-say, but I once randomly rolled, for a dragon's horde, an intelligent Elf-hating, Dragon bane, seeking, Icy and fire burst +4 composite long bow, which fell into the hands of the dragon hunting elf ranger pc... in the end, had the campaign continued along the same lines, the player would have lost control of his character (based on the personality of the character), become a sorcerer or become a lich, and then killed every dragon on the plane. I wish I could find the numbers for that bow. I;ve never rolled random treasure that cool before. Admitteldy, it was the only really good thing in the horde, but still.

In the end I'm figuring that we'd have had a Elf-Lich Ranger 20/Sorcerer 20, under the conrtol of a super-intelligent Bow which want's ntohing more than to kill all elves and dragons. This was in 3rd, and I didn't have anywhere near the books I have now. If I worked on it, I could probably make it into something horrific. But I think the item is illegal.
rubendogs

04-17-06, 10:20 PM
Half-green dragon wereboar Ankhegs

... "Green-hegs and ham"


:allalone: (... I don't deserve to be here)
that was awesome.
drakos_darklata

04-18-06, 12:16 PM
Perhaps not as bad as the vampiric-lycan-dragons, but still makes for a damn good game.

A CE Shadar Kai who's playing pirate as an asassine/sorcery who is now a vampire. Level:7 ECL:13 And yes, it is a PC. My DM was insane.

By the way, iron half golem templates are evil. My 7 lvl human barbar went to ecl 10 like it was nothing. I love templates.

Next a Desmodu/Frost Salamander Tauric. WIll it be allowed? To be continued......

By the way, I'm in St Chuck MO. If there are any decent gamers in the area, hit me up. This town sucks. Drakosdarklata@gmail.com


A CE Vampire Shadar Kai Sorcerer and a NE Rogue Drow walk into a bar:
"Do you have to burn every bloody bar we walk into?"
Luminryl

04-18-06, 04:11 PM
How about this beastie. Haven't had a chance to use him yet.

Keesta: Half Red-Dragon/Death Slaad Death Knight

Medium Undead
Hit dice: 15d12 + 45 (128 HP)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30'
AC: 35 (+4 Dex, +21 Natural)
Attacks: 2 claws + 20 Melee
Bite + 18 Melee
Touch (Slam)
Damage: Claw 4d6 + 5 and Stun
Bite 2d10 + 12
Slam 1d8 + 6 (Also 1 pt of temporary constitution drain. Opponents struck can make a will save (DC 23) for half damage and no constitution drain )
Face/Reach: 5' by 5'/5'
Special attacks: - Stun 3/day
- Spell-like abilities (at will): Animate Objects, Circle of
Death, Chaos Hammer, Cloak of Chaos, Deeper Darkness,
Detact Magic, Dispel Law, Fear, Finger of Death, Fireball,
Fly, Identify, Invisibility, Magic Circle Against Law, Power
Word: Blind, See Invisibility, Shatter*
- Spell-like ability (1/day) Implosion*

*Note: All Spell-like ability spells acst as an 18th Level Sorcerer (Save DC 14 + spell level)

- Breath Weapon - 30 ' Cone of Fire. Damage 6d10 (Reflex
save DC 19 for half-damage)
- Abyssal Blast 1/day
- Fear Aura
Special Qualities: - Alternate Form, Summon Slaad, Telepathy, Fast Healing,
Damage Reduction 20/+2, Darkvision 60', Low-Light Vision
60'
- Immune to: Cold, Electricity, Polymorphing, Sleep,
Paralysis, Fire, Mind-Affecting Effects, Poison, Stunning,
Disease, Death Effects, Necromantic Effects
- Not Subject to: Critical Hits, Subdual Damage, Ability
Damage, Energy Drain, Death from Massive Damage
- Cannot be raised
- Turn Immunity
- Spell Resistance: 15
Saves: Fort -
Ref +13
Will +13
Abilities: Str 32, Dex 18, Con - ,Int 20, Wis 20, Cha 22
Skills: Climb +23, Escape Artist +22, Hide +22, Jump +23, Knowledge (Arcana) +22, Knowledge (Sculpting) + 22), Listen +22, Move Silently +22, Search +22, Spot +22
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Organization: Unique (Would you really want two of these??)
CR: 18 (Best guess)
Treasure: (If you survive this encounter, your life is the treasure you get to keep).

So what do y'all think? I got other critters I've made but this was my first and one of my favorites.
Marvos

04-19-06, 02:26 AM
I made a lich/beholder mage/demon lord.

He's all decayed, so he has a gold crown that functions as his eye stalks and a big black onyx gem for his central eye that gives him some spell resistance. He functions as sort of a lieutenant under Orcus and prefers to take the form of a female elf with flaming eyes. He goes by "the Anaethma" (sp?) and is looking to take over Orcus's position when Orcus ascends to godhood.
Dareon

04-19-06, 08:54 AM
Okay, this may not quite belong here, but I saw the living Prismatic Sphere and got to thinking.

Take the aforementioned living spell.
Apply the Gelatinous template, if possible. If not, do it anyway. (Probably not completely necessary.)
Add the Mimic's Adhesive special quality somehow. If this ups its CR, so much the better.

Presto: A katamari! :P
Nyaricus

04-19-06, 12:54 PM
One of my favourite characters:

Awakened Babboon/Half-fiend Rogue Assassin with two daggers, and (illegal) wings.

Dorthy, eat your heart out ;)

---

People, you've all had amazing ideas, and I can't wait to try some of these out on my players :D:D
Tyhm

04-19-06, 03:06 PM
Muh nah, nah nah-nah nah nah nah-nah...
It might be classier to just throw that on an Otiluke's Resilient Sphere & Entangle/Web (or similar) living spell - it'd certainly be less painful to be grappled by that than a Katamari that burns, freezes, acids, petrifies, insanities, poisons, and planeshifts you...easier to get shaken free too.

There's a winged template in Savage Species if you wanted to make your flying monkey legal.
Tyhm

04-19-06, 09:20 PM
This was less a creature that cannot be and more a PrC that should not be: The Fur Fighters. A sect of druids that believe it helps animals to summon them out of a Bag of Tricks and hurl them at "their" enemies. Nevermind that the squirrel was quite happy not-existing a moment ago, now it has an enemy and wants to be there already!

The mechanics weren't fun on the recieving end: requirements were two-weapon fighting, rapidshot, and you own two bags of tricks. Then at the first level of the "prestige class" you can make touch attacks with these animals that always do 1d4+whatever YOUR strength is, and have the Snatch special ability so they can grapple anything they successfully touch-attack-bite, they apparently use YOUR grapple modifier in place of their own...we weren't thrilled to be Level 3 characters fighting a squadron that could make three touch attacks a round, each of which did 1d4+3 and required we do nothing but ungrapple until freed...

I did the math once, it worked out to be roughly equivalent to +1 brilliant energy grinding weapons...and an infinite number of these chucked at us...the DM didn't understand the death-glares he was getting...it clearly wasn't his fault none of us had Freedom of Movement yet...
Aurune

04-20-06, 12:46 PM
A half-celestial half-fiend werejackal

one messed up celestial and one messed up offspring, in hybrid form its practicaly an abberation- mix the revolting features of a fiend and the beauty of the celestial crossed with a jackal, heck celestials and fiends cannot even contract lycanthropy :confused:
Aurune

04-20-06, 12:52 PM
Half-Dragon/Half-Fiend/Half-Golem

haha!


Soooo, its one and a half monster total? would 1 third dragon 1 third fiend and 1 third golem not be more logical? :confused:
HVulpes

04-22-06, 10:04 PM
Anarchic Hound Archon, perhaps?
Celestial Red Slaad, maybe?

But the most feared creature of all... The Were...Tarrasque!

Other Shouldn't:
Were-dragons
Were-celestial/fiend
Were-golem

Just ideas, not sure if they would work. Just off the tope of my head.
myusernameis

04-28-06, 11:33 PM
Half Fiend Ethereal Marauder Sorcerer 4. The players never did manage to kill it.
KingGolem

05-01-06, 04:26 PM
Hello everybody, I am new to these forums and would like to start out with this experiment with the Tauric template and a couple of constructs. As my name implies, I think constructs are cool so I modify them alot. Now behold my awesome war machine with a really long name!

TAURIC STONE GOLEM-SLAUGHTERSTONE BEHEMOTH
Huge Construct
Hit Dice: 43d10+30 (245 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 36 (–1 size, –1 Dex, +28 natural), touch 8, flat-footed 26
Base Attack/Grapple: +32/+36
Attack: Slam +49 melee (2d10+9)
Full Attack: 6 slams +49 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Slow, Dazing Blow, Thunder Step, Trample 4d6+19
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., resistance to acid 10, cold 10, electricity 10, fire 10, immunity to magic, low-light vision, tunnel fighting
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 37, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment: —
This creature has an upper body of a humanoid with a lower body resembling a six-legged cat with four massive hammer tipped limbs extending from its sides, all neatly chiseled out of stone. The tauric stone golem-slaughterstone behemoth cannot speak or make any vocal noise.
COMBAT
Tauric stone golem-slaughterstone behemoths are formidable opponents with their powerful armor; they wade into combat and mercilessly pulverize their foes.
Slow (Su): These automatons can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Dazing Blow (Ex): Any creature hit with a slam attack must succeed of a DC 24 Fortitude save or be dazed for 1 round. The save DC is wisdom based.
Thunder Step: The ponderous steps of a tauric stone golem-slaughterstone behemoth shake the very earth. Any creatures within 5 feet of one when it moves must succeed on a DC 24 Reflex save or fall prone. The save DC is wisdom based.
Trample (Ex): Reflex half DC 37. The save DC is strength based.
Immunity to Magic (Ex): These creatures are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against them, as noted below.
A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the constructs structure but negates its damage reduction and immunity to magic for 1 full round.
Tunnel Fighting: This construct has a limited ability to reshape its form to fit into a tight area. It does not take a penalty on attack rolls or to armor class when squeezing through a tight space. See page 29 of the Dungeon Master’s Guide for more information on squeezing through a tight space.
CONSTRUCTION
A tauric stone golem-slaughterstone behemoths body is chiseled from a single block of hard stone, such as granite or basalt, that must weigh at least 13,500 pounds. The stone must be of exceptional quality, and costs 12,000 gp. Assembling the body requires a DC 25 Craft (sculpting) check or a DC 25 Craft (stonemasonry) check.
CL 18th; Craft Construct, antimagic field, geas/quest, sound burst, stoneskin, symbol of stunning, caster must be at least 18th level; Price 215,000 gp; Cost 97,000 gp + 9,400 XP.

Oh, and by the way, if anyone has an idea for a better name I'd like to hear it. Thanks.

And HVulpes, I actually did that were-golem thing to an iron golem. Check it out.

WEREWOLF IRON GOLEM
Humanoid Form
Large Construct (Shapechanger)
Hit Dice: 18d10+30+2d8+4 (132 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 32 (–1 size, –1 Dex, +24 natural) touch 10, flat-footed 32
Base Attack/Grapple: +13/+29
Attack: Slam +24 melee (2d10+12)
Full Attack: 2 slams +24 melee (2d10+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, alternate form, lycanthropic empathy, scent
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 33, Dex 9, Con —, Int —, Wis 13, Cha 1
Skills: Hide+2, Listen+2, Spot+2
Feats: Track, Weapon Focus (bite)
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —

Hybrid Form
Large Construct (Shapechanger)
Hit Dice: 18d10+30+2d8+4 (132 hp)
Initiative: –1
Speed: 50 ft. (10 squares)
Armor Class: 34 (–1 size, +2 Dex, +24 natural) touch 10, flat-footed 34
Base Attack/Grapple: +13/+29
Attack: 2 Claws +25 melee (1d6+13)
Full Attack: 2 Claws +25 melee (1d6+13), 1 Bite +25 (1d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Curse of Lycanthropy
Special Qualities: Construct traits, damage reduction 15/adamantine 10/silver, darkvision 60 ft., immunity to magic, low-light vision, alternate form, lycanthropic empathy, scent
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 36, Dex 14, Con —, Int —, Wis 13, Cha 1
Skills: Hide+2, Listen+2, Spot+2
Feats: Track, Weapon Focus (bite)
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —

Animal Form
Large Construct (Shapechanger)
Hit Dice: 18d10+30+2d8+4 (132 hp)
Initiative: –1
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +2 Dex, +4 natural) touch 14, flat-footed 14
Base Attack/Grapple: +13/+29
Attack: Bite +15 melee (1d8+13)
Full Attack: Bite +15 (1d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Curse of Lycanthropy, Trip
Special Qualities: Construct traits, damage reduction 15/adamantine 10/silver, darkvision 60 ft., immunity to magic, low-light vision, alternate form, lycanthropic empathy, scent
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 13, Dex 15, Con —, Int 2, Wis 15, Cha 6
Skills: Hide+2, Listen+2, Spot+2
Feats: Track, Weapon Focus (bite)
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —

This golem has a body made from iron regardless of its form. A werewolf iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Werewolf iron golems sometimes carry a short sword in one hand.
A werewolf iron golem is 12 feet tall and weighs about 5,000 pounds. A werewolf iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Alternate (Su): A werewolf iron golem can shift into animal or hybrid form as a standard action.
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf iron golems bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): In animal form, a werewolf iron golem that hits with its bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Immunity to Magic (Ex): A werewolf iron 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.
A magical attack that deals electricity damage slows a werewolf iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a werewolf iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A werewolf iron golem gets no saving throw against fire effects.
A werewolf iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A werewolf iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph, polymorph any object, caster must be at least 16th level, creator must be a lycanthrope; Price 190,000 gp; Cost 130,000 gp + 12,000 XP.
KingGolem

05-01-06, 04:30 PM
Hey, myusernameis? I don't get that goodberry thing. Could you explain that?
Omnirahk, half-Rahkshi

05-07-06, 05:06 PM
How about this one?

A multiheaded (5) gold dragon, half-silver, half-brass, half-bronze, half-copper effigy? That's right. Some crazy metallic dragon (gold?) decided to scream to the queen of evil dragons "%&$^ you!" It looks like a metallic dragon parody of Tiamat, appearing as good as she is evil.

Oh and guys with the Beast Wars characters? If you don't hate the sequel Beast Machines, follow the season up with Awakened animals Were-Iron Golems (or Awakened animal Effigy Living Constructs Were-Iron Golems).

To go back to the old Transformers, Awakened Animated Object Were-Iron Golems.

I am so embarrassed I came up with this. Pardon me while I find a better way to use my mental abilities. Maybe I can willfully learn psionic powers . . .
Greenintern

05-07-06, 05:20 PM
Okay, this may not quite belong here, but I saw the living Prismatic Sphere and got to thinking.

Take the aforementioned living spell.
Apply the Gelatinous template, if possible. If not, do it anyway. (Probably not completely necessary.)
Add the Mimic's Adhesive special quality somehow. If this ups its CR, so much the better.

Presto: A katamari! :P

In the MMIII, there is a creature called a Plague Brush; essentially a giant evil tumbleweed. It's main power? "Scoop." It allows the PB to pick up any creature it tramples (with a grapple check, of course).

ROYAL RAINBOW!
forrestfire15

05-07-06, 06:09 PM
a half-dragon(any) dracolich or ghostly dragon
Omnirahk, half-Rahkshi

05-09-06, 03:53 PM
Illegal) Subtract a TRex from a Tarrasque to make the Tarrasque template. Apply it to a Sea Drake outta FF (I think) and you have a truly frightening Leviathan. Apply Legendary or Paragon as necessary to meet the party's CR requirements...


That looks very interesting (and could quickly become one of my favorite templates for an epic campaign. Could you write it up? I can't seem to find the stats for a T-Rex (ought to be easy to find in SRD. Why isn't it?).
Tyhm

05-10-06, 01:41 PM
It'd be under Dinosaur. I don't recommend using the Tarrasque template too often though - it really does get old in a hurry, especially the Needs a Wish or Miracle to Kill thing.
Omnirahk, half-Rahkshi

05-10-06, 03:19 PM
It'd be under Dinosaur. I don't recommend using the Tarrasque template too often though - it really does get old in a hurry, especially the Needs a Wish or Miracle to Kill thing.

Thanks.

And yeah, I know not to use it too often (even if I got rid of the Wish/Miracle requirement). Luckily I don't DM, but I'd have to limit myself to not more than once a campaign (epic).

Unless I feel like a Godzilla-ish campaign. Tarrasque-template allies. :mage:

More creatures that cannot be:

Fiendish angel (even if some religion-related works [Paradise Lost] say the Devil is a fallen (read: Fiendish?) angel).

And by the way: Half-Dragon and Lycanthropy don't stack. Does that mean you can automatically rid yourself of it by reaching the 10th level of Dragon Ascendant and gaining the half-dragon template?
CriminalTruth

05-10-06, 03:24 PM
umm.....

anything that has a high DR/ magic in a magic dead zone.

(there is something like it in the old 2E undermountain books... )
OravennasBrother

05-18-06, 06:43 PM
The Anonymous Celebrity whose name is on everyone's lips.
HVulpes

05-18-06, 07:33 PM
Here's some twisted thoughts:

*Half-Fey Erynies or Succubus: For that mistress of Mind Control.
*Half-Red Dragon/Quarter Black Dragon/Quarter Troll: For DMs that really want to be an illegitimate male child or a female dog.
*Half-Mind Flayer Pit Fiend/Ultraloth/Balor: More fiendish fun.
*Half-Fire Elemental Trent: For Irony fun
*Half-Gold Dragon Warforged: A Puzzle that needs solving.
EbonyDragon

05-19-06, 03:20 PM
I have (thanks to my rather noobish DM) a Celestial Werewolf Rogue. He got me bitten by a werewolf then later somehow contrived to have me transformed into a celestial. He says my character now has black feathery wings. My wolf form is black and the wings remain no matter what form my character is in. It was rather noobish but i get him back by continuing to play it all the time. He has also changed its sex 6 TIMES!? Why? Because he is strange. What do i do? I go with it. My character started out as a Human Rogue. Just a normal human rogue. Now he is uber. Uber, I say! My DM hates me but he has yet to be able to legitimately kill it. His own dice are against him in this.

Also, in earlier games he let me play a full Black dragon. That character (along with the others who were mostly equally or more power-mongerish) reached level 44 before the DM got sick of DMing for them and we started a new campaign. I still have the sheet and any time he suggests going back to one of our previous games that we never finished, I, along with all the others in the group, pull out the uber sheets and he sighs and we go back to playing the one we are currently working on.

I also recently (with the help of a different DM and a WizO) created a human hand as a PC (it even took Improved Unarmed Combat as a feat)[no pun intended. . . .]. It is a rather interesting character in its own right. I have yet to get it in a game with a DM that can do justice to its unique origin but it is still new to me. This is going to be fun. :cool:
Lyle

05-23-06, 12:59 PM
My worst creation is a PC actually. I made one of my other characters die by a red dragon, and by a sick series of events. That soul wound up in another body. The first was a Half drow fighter. and the second a human Pacifist..Lol. This has been uber fun in my chapaigns. One minute he will be like " Aww, Dont hurt the poor bunny, He never did anything to you... KILL THE BASTARD!!" :cool:
Sorcen_Anenooata

06-08-06, 09:22 PM
Yay, finally I found somewhere to put my "insane rulebreaking" ideas without being told how impossible it is and how bad of an idea it is. My brother had a character in a campaign i was running with my 2 brothers, and my cousin. My brother had a kender werebear knight/thief, this character was blessed/cursed with great strength from birth and would gain in strength with each level, he still had the kender personality and he roleplayed it perfectly, stealing things all the time and being nice and all and handing the stolen items back (while taking other items of course), he won a hell tournament i hold alot in my games and he was granted a wish and he wished for uncanny good luck to stay alive, this became hilarious and almost a joke as everything that tried to kill him missed him or he'd accidentally pilfer an item transporting him out of harms way. Eventually we retired from that game and havent played much since, it was a great game with many "overly powerful" characters that i'll post later on.
master_baker25

06-14-06, 07:09 PM
I'd have to say that the most immpossible thing I made was the Terror, a Tauric Hound Archon Hero/Bronze Dragon with every template applied to it, to put it simply, I made the Ultimate Killing Machine. All the characters in my campaign were easily slain in 1 hit by the Terror. So, if any of u got anything els, just keep posting.
KingGolem

06-18-06, 03:25 AM
I also have a treasure trove of template experiments on Iron Golems. I also provided construction rules for them, so they're like, variant Iron Golems. I'm gonna try to fit as many as I can on this reply.

HALF RED DRAGON IRON GOLEM
Large Dragon
Hit Dice: 18d12+30 (138)
Initiative: –1
Speed: 20 ft. (4 squares), Fly 40 ft (8 squares, average)
Armor Class: 34 (–1 size, –1 Dex, +26 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: 2 Claws +27 melee (1d6+12 each)
Full Attack: 2 Claws +27 melee (1d6+12 each) Bite +27 melee (1d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapons
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic/sleep/paralysis, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 41, Dex 9, Con —, Int 2, Wis 11, Cha 3
Skills: Listen+9, Search+9, Spot+9, Escape Artist+9, Intimidate+9, Balance+9,
Tumble+9
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a mostly humanoid body made from rust red iron, and two massive wings sprout from its back. A half red dragon iron golem can be fashioned in any manner, just like a stone golem (see MM), although it almost always displays armor of some sort and elongated, reptilian features, including its wings and horns. Its features are much smoother than those of a stone golem. Half red dragon iron golems sometimes carry a short sword in one hand.
An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, and it smells strongly of sulfur and slag. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapons (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
30-foot cone of fire, standard action useable once per day, 6d8 fire damage, Reflex DC 14 half
Immunity to Magic (Ex): A half red dragon iron 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.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 2 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
A half red dragon iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


ARACHNOID IRON GOLEM
Large Aberration
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares), climb 10 ft (2 squares)
Armor Class: 32 (–1 size, –1 Dex, +24 natural) touch 8, flat-footed 32
Base Attack/Grapple: +12/+28
Attack: 2 Slams +23 melee (2d10+11) or Bite +23 melee (DC 19 1d8+poison, initial and secondary damage 1d6 str)
Full Attack: 4 slams +23 melee (2d10+11) or 2 slams +23 melee (2d10+11) and Bite +23 melee (DC 19 1d8+poison, initial and secondary damage 1d6 str)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 13, Con —, Int —, Wis 11, Cha 1
Skills: Hide+4 Jump+6 Spot+6 Climb+8
Feats: —
Environment: Underground
Organization: Solitary or gang (2–4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral evil
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a distorted humanoid body with sharp mandibles, four arms and four legs, and patches of thin wires across its body, all made from iron. An arachnoid iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Arachnoid iron golems sometimes carry a short sword in one hand.
An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An arachnoid iron 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.
A magical attack that deals electricity damage slows an arachnoid iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an arachnoid iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An arachnoid iron golem gets no saving throw against fire effects.
An arachnoid iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
An arachnoid iron golem’s body is sculpted from 7,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 14,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 17th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, spider climb, caster must be at least 17th level; Price 175,000 gp; Cost 100,000 gp + 7,000 XP.

CHAMELEON IRON GOLEM
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares) Climb 10 ft
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11) or Tongue +12 10 ft range (1d6+12)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: Hide+10, Move Silently+4, Climb+10
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from iron. The golem’s mouth conceals a tiny, razor sharp dagger-tipped tongue that most creators poison. A chameleon iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort, and it has the ability to change its color to match its surroundings. Its features are much smoother than those of a stone golem. Chameleon iron golems sometimes carry a short sword in one hand.
A chameleon iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): A chameleon iron 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.
A magical attack that deals electricity damage slows a chameleon iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a chameleon iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A chameleon iron golem gets no saving throw against fire effects.
A chameleon iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction A chameleon iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 11,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, camouflage, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 165,000 gp; Cost 95,000 gp + 6,700 XP.

HALF-ILLITHID IRON GOLEM
Large Aberration
Hit Dice: 18d8+30 (72 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 31 (–1 size, –1 Dex, +23 natural) touch 8, flat-footed 31
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11) or 4 Tentacles +23 melee (1d6+12)
Full Attack: 2 slams +23 melee (2d10+11) and 4 Tentacles +23 melee (1d6+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Extract, Improved Grab, Mind Blast, Psionics
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int 4, Wis 15, Cha 5
Skills: —
Feats: —
Environment: Underground
Organization: Solitary, gang (2–4), or cult (6-10 plus 3-5 mind flayers)
Challenge Rating: 16
Treasure: None
Alignment: Always evil (any)
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a gaunt humanoid body made from iron. Its round mouth is ringed by 4 metallic tentacles. A half-illithid iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost appears as a thin, muscular illithid clad in armor. Its features are much smoother than those of a stone golem, and its metal body is always wet to the touch. Half-illithid iron golems sometimes carry a short sword in one hand.
A half-illithid iron golem is 12 feet tall and weighs about 5,000 pounds. A half-illithid iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Extract (Ex): A half-illithid iron golem that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent’s brain, instantly killing that creature. The brain is sucked into its mouth and stored in a sterile chamber at its center. Any brains inside the construct do not rot and can be removed from a locked hatch on its back, usually for illithids to feast upon at their leisure. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads.
Improved Grab (Ex): To use this ability, the half-illithid iron golem must hit a small, medium, or large creature with its tentacle 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 attaches the tentacle to the opponents head. The golem can grab a huge or larger creature, but only if it can somehow reach the foes head. If the golem begins its turn with one tentacle attached, it can attempt to attach the others with one grapple check. A victim can break free with a successful grapple check or Escape Artist check, but the golem gets a +2 bonus on the opposed check for every tentacle that was attached on the beginning of its victims turn.
Mind Blast (Sp): Once per day, a half-illithid iron golem can produce a mind blast in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 10 + ½ golems racial hit dice + cha modifier) or be stunned for 1d4 rounds. This ability is the equivalent of a 4th level spell.
Psionics (Sp): The half-illithid iron golem can use the following psionic abilities at caster level 8th; save DC 10 + spell level + cha modifier.
Detect thoughts 3/day, Suggestion 3/day, Levitate 3/day, Charm monster 1/day
Immunity to Magic (Ex): A half-illithid iron 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.
A magical attack that deals electricity damage slows the golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a half-illithid iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. The golem gets no saving throw against fire effects.
A half-illithid iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A half-illithid iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 19th; Craft Construct, charm monster, detect thoughts, cloudkill, geas/quest, levitate, limited wish, polymorph any object, suggestion, caster must be at least 19th level; Price 300,000 gp; Cost 160,000 gp + 12,000 XP.

AMPHIBIOUS IRON GOLEM
Large Construct (Aquatic)
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares) 10 ft (2 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: Swim+8
Feats: —
Environment: Any (usually aquatic)
Organization: Solitary or gang (2–4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from iron that has a faint pearly sheen. An aquatic iron golem can be fashioned in any manner, just like a stone golem (see below), although it is almost always hydro dynamically designed. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a long spear in one hand.
An aquatic iron golem is 12 feet tall and weighs about 5,000 pounds. An aquatic iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait and swims in a programmed, robotic fashion. Each step causes the floor to tremble unless it is on a thick, solid foundation, and unless already in turbulent water, it’s swimming leaves behind small waves.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An aquatic iron 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.
A magical attack that deals electricity damage slows an aquatic iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an aquatic iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An aquatic iron golem gets no saving throw against fire effects.
An aquatic iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
An aquatic iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the
body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, quickswim, caster must be at least 16th level; Price 160,000 gp; Cost 90,000 gp + 6,600 XP.

CELESTIAL IRON GOLEM
Large Construct (Extraplanar)
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Smite Evil
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, resistance to acid, cold, electricity 5
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int 3, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any good aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always good (any)
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from brilliantly polished iron. A celestial iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Celestial iron golems sometimes carry a short sword in one hand.
A celestial iron golem is 12 feet tall and weighs about 5,000 pounds. A celestial iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Smite Evil (Su): Once per day a celestial iron golem can make a normal melee attack to deal extra damage equal to its hit dice (maximum +20) against an evil foe.
Immunity to Magic (Ex): A celestial iron 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.
A magical attack that deals electricity damage slows a celestial iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a celestial iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
A celestial iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A celestial iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with holy water and gold-based admixtures costing at least 12,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 17th; Craft Construct, cloudkill, geas/quest, holy smite, limited wish, polymorph any object, caster must be at least 17th level, creator must be good; Price 170,000 gp; Cost 95,000 gp + 6,500 XP.

FIENDISH IRON GOLEM
Large Construct (Extraplanar)
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Smite Good
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, resistance to cold and fire 10
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int 3, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any evil aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always evil (any)
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from pitted black iron. A fiendish iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always resembles an armored demon. Its features are much smoother than those of a stone golem. Fiendish iron golems sometimes carry a short sword in one hand.
A fiendish iron golem is 12 feet tall and weighs about 5,000 pounds. A fiendish iron golem cannot speak or make any vocal noise, but it smells strongly of sulfur. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Smite Good (Su): Once per day a fiendish iron golem can make a normal melee attack to deal extra damage equal to its HD total (maximum +20) against a good foe.
Immunity to Magic (Ex): An iron 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.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A fiendish iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with unholy water and sulfurous admixtures costing at least 12,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 17th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 17th level, creator must be evil; Price 170,000 gp; Cost 95,000 gp + 6,500 XP.

GHOST IRON GOLEM
Large Undead (Incorporeal)
Hit Dice: 18d12+30 (138 hp)
Initiative: –1
Speed: 20 ft. (4 squares), Fly 30 ft (6 squares, perfect)
Armor Class: 9 (–1 size, –1 Dex, +1 deflection bonus) touch 9, flat-footed 9
Base Attack/Grapple: +12/+28
Attack: Incorporeal Slam +23 melee (2d10+11) (useless against non-ethereal creatures)
Full Attack: 2 incorporeal slams +23 melee (2d10+11) (useless against non-ethereal creatures)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Manifestation, Any three ghostly attacks (pg 117 Monster Manual)
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, rejuvenation
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 5
Skills: Hide+8, Listen+8, Search+8, Spot+8
Feats: —
Environment: Any
Organization: Solitary, gang (2–4), or mob (7-12)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has an ethereal humanoid body made from iron. A ghost iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Ghost iron golems sometimes carry a short sword in one hand.
A ghost iron golem is 12 feet tall and weighs about 5,000 pounds. A ghost iron golem cannot speak or make any vocal noise (unless its creator chose the frightful moan ghostly ability), nor does it have any distinguishable odor. It moves with a ponderous but smooth gait.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): A ghost iron 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.
A magical attack that deals electricity damage slows a ghost iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a ghost iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A ghost iron golem gets no saving throw against fire effects.
A ghost iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A ghost iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, etherealness, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 180,000 gp; Cost 95,000 gp + 7,000 XP.

HALF-CELESTIAL IRON GOLEM
Large Outsider (Native)
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares) 10 ft (2 squares, good)
Armor Class: 32 (–1 size, +23 natural) touch 9, flat-footed 32
Base Attack/Grapple: +12/+28
Attack: Slam +24 melee (2d10+11)
Full Attack: 2 slams +24 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Daylight, Smite Evil, Spell-like abilities
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, resistance to acid, cold, electricity 10
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 37, Dex 11, Con —, Int 2, Wis 15, Cha 5
Skills: Hide+7, Search+7, Spot+7, Jump+7, Tumble+7, Climb+7
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 16
Treasure: None
Alignment: Always good (any)
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from brilliantly polished iron and two metallic feathered wings sprout from its back. A half-celestial iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort inlaid with gold designs. Its features are much smoother than those of a stone golem. Half-celestial iron golems sometimes carry a short sword in one hand.
A half-celestial iron golem is 12 feet tall and weighs about 5,000 pounds. A half-celestial iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Daylight (Su): A half-celestial iron golem can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half celestial iron golem can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Spell-Like Abilities: 3/day-protection from evil, holy aura; 1/day-aid, bless, cure serious wounds, dispel evil, holy smite, neutralize poison, remove disease, holy word, hallow, mass charm monster, summon monster IX (celestials only)
Immunity to Magic (Ex): An iron 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.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A half-celestial iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with the blood of a willing celestial and silver-based admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 19th; Craft Construct, aid, bless, cloudkill, cure serious wounds, detect evil, dispel evil, geas/quest, hallow, holy aura, holy smite, holy word, limited wish, mass charm monster, neutralize poison, polymorph any object, protection from evil, remove disease, summon monster IX, caster must be at least 19th level, creator must be good; Price 190,000 gp; Cost 130,000 gp + 12,000 XP.

HALF-FIEND IRON GOLEM
Large Outsider (Native)
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares), Fly 20 ft (4 squares, average)
Armor Class: 31 (–1 size, –1 Dex, +23 natural) touch 8, flat-footed 31
Base Attack/Grapple: +12/+28
Attack: Claw +25 melee (1d6+12)
Full Attack: 2 claws +25 melee (1d6+12) and 1 bite +25 melee (1d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Smite Good, Spell-Like Abilities
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, resistance to acid, cold, electricity, fire 10
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 37, Dex 13, Con —, Int 4, Wis 11, Cha 3
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 16
Treasure: None
Alignment: Always evil (any)
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from black, pitted iron. A half-fiendish iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort, and always has claws, a mouth full of teeth, and massive bat wings on its back. Its features are much smoother than those of a stone golem. Half-fiend iron golems sometimes carry a short sword in one hand.
A half-fiend iron golem is 12 feet tall and weighs about 5,000 pounds. A half-fiend iron golem cannot speak or make any vocal noise, and it has a strong smell of sulfur. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Smite Good (Su): Once per day a half-fiend iron golem can make a normal melee attack to deal extra damage equal to its hit dice (maximum +20) against a good foe.
Spell-Like Abilities: 3/day- Darkness, Poison, Unholy Aura 1/day- Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only)
Immunity to Magic (Ex): A half-fiend iron 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.
A magical attack that deals electricity damage slows a half-fiend iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, a half-fiend iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
A half-fiend iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
A half-fiend iron golem’s body is sculpted from 5,000 pounds of wrought iron, smelted with the blood of a willing fiend and sulfurous admixtures costing at least 15,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 19th; Craft Construct, blasphemy, darkness, desecrate, cloudkill, contagion, geas/quest, horrid wilting, limited wish, poison, polymorph any object, summon monster IX, unhallow, unholy aura, unholy blight, caster must be at least 19th level, creator must be evil; Price 190,000 gp; Cost 130,000 gp + 12,000 XP.
ghost_warlock

06-19-06, 12:17 PM
My favorite critter isn't so much illegal or uber as it is simply odd.

I'll never forget the look on the player's faces when they figured out they were facing a half-green dragon otyugh.

PC1: "WTF!?"
PC2: "Why!? Just why would any dragon ever...!?"
PC3: "You're messing with us, aren't you? Just, please, tell me you're messing with us."
Dragon_Slayer1982

06-20-06, 12:13 AM
Here is a Monster for the record books guys. I was in a campiagn about 8 years ago and i made a Half Demon and Half Dragon. and around level 10 the DM thought he was gonna kill us off and we were gonna start fresh with normal PC's so he sent us in to a war of vamps, and lycans. and about half way thrugh the fight i was biten by a vamp and a werewolf and the same time. So the DM made me roll percentile die to see if i died or became a hybrid cross of both templets so i got both desises and with them i got all the strngths and no weaknesses where i had dragons and demons blood in me. Stats to come later.
Aragorn Raziel Wilcrez

06-30-06, 02:38 PM
Huh, I just remembered a half dragon violet fungus that my brother thought up. Let's look to the books... Well, it follows the rules, but it's odd non the less.

'Shroom Dragon
Medium Dragon (Augmented Plant)
--------
~ Hit Dice: 2d10+8
~ Initiative: -1
~ Speed: 10 ft. (2 squares)
~ Armor Class: 17 (-1 Dex, +8 natural) touch 9, flatfooted 17
~ Base Attack/Grapple: +1/+7
~ Attack: Bite +7 melee (1d6+6) or 2 claws +7 melee (1d4+6 plus poison) or tentacle+7 melee (1d6+6 plus poison)
~ Full Attack: 2 claws +7 melee (1d4+6) and bite +7 melee (1d6+6) and 2 tentacles +7 melee (1d6+6 plus poison)
~ Space/Reach: 5 ft./10 ft.
~ Special Attacks: Poison, breath weapon
~ Special Qualities: Darkvision 60 ft., low-light vision, plant traits, immunity to acid
~ Saves: Fort +6, Ref -1, Will +0
~ Abilities: Str 22, Dex 8, Con 18, Int -, Wis 11, Cha 11
~ Skills: -
~ Feats: -
~ Environment: Underground
~ Organization: Solitary, patch (2-4), or mixed patch
~ Challenge Rating: 5
~ Treasure: -
~ Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

What stands before you is a mushroom, tall as a man, bright violet with spiny green blotches, and a frill running across the cap. Four feeler-like tentacles wave from beneath the cap, two of which are tipped with curved talons. Two rows of teeth line the edge of the cap, and a slit between the teeth emits a strange green mist.

Combat:
~ Poison (Ex): Injury, Fortitude save DC 15, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Consititution-based.
~ Breath Weapon (Su): 30 ft. cone, once per day, damage 6d8 acid, Reflex DC 15 half damage.

If a mindless creature aquires a template that improves Intelligence, does it become non-mindless? If so, change Int to 2 and add Climb +7, Listen +2, Spot +2 to skills.
foolsmask

06-30-06, 03:07 PM
Ok...this might actually be leagal...but I don't know all the rules for creating half-Golems and the golem used is from a Dragon Magazine...

Half-Web golem/Feindish Drider....for giggles give it levels of rouge and Shadowdancer...to makes it illegal and fit this forum how about slapping Vampire on it too...that should do it...

Give it Web Golem arms that way it get bukoo Grapple bonus...that should let it hit with its bite to blood drain all the time...class levels make it very tricky to even see (it's Hide in Plain Sight should always work in the Underdark)
jrtyler

07-01-06, 06:49 PM
That’s nice, but it falls short of what you really can do.
Drop Effigy, make sure last dragon was of an Always Lawful Good alignment, and do not yet apply half-silver (or gold, or any other lawful good). Also, add in Reptilian, half vampire and Hooded Pupil right before you add in feral, and after half-minotaur, add Lycanthrope (werebear)

Add:
Half Farspawn (outsider, Chaotic Evil)
Fiendish (outside Chaotic Evil r)
Psudonatural (outsider Chaotic Evil)
Half Fiend (outsider Chaotic Evil)
Anarchic (outsider Chaotic Evil)
Half-Silver (or other LG dragon) (dragon Lawful Good)
Celestial (outsider Lawful Good)
Half Celestial (outsider)
Axiomatic (Outsider)
Shadow (outsider)
Half Elemental (4) (outsider)
Dark (outsider)
Entropic (outsider)
Vivacious (outsider)
Phrenic (outsider, psionic subtype)
Lost (outsider, incarnum subtype)

I'm currently searching for a way to make it undead without costing it any abilities. No luck so far: Most undead making templates don't work on outsiders, and visa-versa.


My God, that's just amazing. The worst I ever did with template stacking came up with this mostly legal beastie.
Start with Elder Fire Elemental
then apply:
Demonically infused template (Dragon 285 Yes I know it's 3.0 and the changes to haste make it not quite so badly broken)
Necromental (Libris Mortis)
Spell stitched (Savage Species, MM2) (Not too sure about this. Fire elemental is technically corporeal but it seems slightly wierd)
Entropic Creature (Planar Handbook)
Swarm-Form (Libris Mortis) (changed grave dust to ash. No difference mechanically, but perfect thematically)

I designed this to be a guardian outside Gith (the Githyanki Lich-Queen)'s tomb. He usually sits dormant in a large unlit brazier. I think the CR's off a bit, but I've never really had the chance to try him against a party. Here's the stats:

Blackpyre
Spellstitched Demonically Infused Entropic Fire Necromental, Elder
Huge Undead (Augmented Elemental, Fire, Extraplanar, Shapeshifter)
Hit Dice: 24d12+96 (252 hp)
Initiative: +13
Speed: 90 ft. (12 squares)
Armor Class: 28 (–2 size, +9 Dex, +10 natural, +1 Haste), touch 18, flat-footed 18
Base Attack/Grapple: +21/+35
Attack: Slam +29 melee (2d8+6 plus 2d8 fire, plus energy drain), negative energy ray +32 ranged (1d4 negative energy)
Full Attack: 2 slams +29 melee (2d8+6 plus 2d8 fire, plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, Create Spawn, Energy Drain, Negative Energy Ray, spell-like abilities
Special Qualities: Damage reduction 20/magic silver, darkvision 60 ft., elemental traits, immunity to fire, cold resistance 20, Haste, Smite Good, SR 25 (35 against positive energy), Fast Healing 3, undead traits, swarm form (ash), Negative Adaptation, Negative Energy Aura, Outsider Traits, Turn Resistance (+6)
Saves: Fort +17, Ref +27, Will +12
Abilities: Str 26, Dex 33, Con --, Int 3, Wis 11, Cha 3
Skills: Listen +28, Spot +29, Disguise +10 (swarm form only)
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Neutral Evil
Advancement: 25–48 HD (Huge)
Level Adjustment: —

A swirl of ash circles around you blinding you and stinging your skin. Suddenly it coalesces before you into a great fire burning black with a core of blue and an aura that feels like it’s burning the life right out of you.
Blackpyre cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless Blackpyre can step or jump over it.
Blackpyre speaks Ignan, and Infernal though he rarely chooses to do so.
Combat
Blackpyre is a fierce opponent that attacks its enemies directly and savagely. He takes joy in burning those creatures and objects that would disturb Gith’s tomb to ashes.
Special Attacks
Burn (Ex): Blackpyre’s slam attack deals bludgeoning damage plus fire damage from his flaming body. Those hit by Blackpyre‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the necromental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting Blackpyre with natural weapons or unarmed attacks take fire damage as though hit by his attack, and also catch on fire unless they succeed on a Reflex save.

Height 40 ft.
Weight 12 lb.
Burn Save DC 26

Create Spawn (Su): An elemental slain by Blackpyre’s energy drain attack rises as a necromental 1d4 days after death.
Energy Drain (Su): Living creatures hit by Blackpyre’s slam attack gain one negative level. Blackpyre can use his energy drain ability once per round, regardless of the number of attacks he possesses. The save DC to remove the negative level 24 hours later is 22. When Blackpyre bestows a negative level on a victim, he gain 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.
Negative Energy Ray (Su): Blackpyre can fire a ray of negative energy once every 1d4 rounds with a range of 60 ft. With a successful ranged touch attack, Blackpyre infuses a target with 1d4 points of negative energy. This attack damages living creatures and heals undead.
Spell-like Abilities: 3/day Ray of Enfeeblement, 2/day Fireburst1, 1/day Cause Fear, Summon Undead II2, Fog Cloud
1 From Complete Arcane p. 107
2 From Libris Mortis p. 71

Special Qualities
Haste (Su): Blackpyre acts as if under the effects of a permanent Haste spell.
Smite Good (Su): Once per day Blackpyre can make a normal attack to deal damage equivalent to its HD total (Maximum of +20) against a good foe. Blackpyre must choose to use his smite power before his attack. A missed smite good attack is wasted.
Fast Healing (Ex): Blackpyre heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of some form of fire.
Negative Energy Aura (Su): Any living creature within 10 feet of Blackpyre loses 1 hit point per round due to the aura of negative energy surrounding him. Characters with immunity to negative energy effects as well as other entropic creatures are not affected by this aura. If conscious, Blackpyre can repress this aura as a standard action, but takes 1 point of strength damage for each full minute that the aura is inactive. The aura is always functioning while Blackpyre is unconscious.
Swarm Form (Su): Blackpyre is able to turn into a swarm of swirling ash.

Blackpyre
Fine Undead (Swarm)
Speed: Fly 60 ft (12 squares) (perfect)
Immune to weapon damage (Ex): Weapon attacks are useless against a swarm of fine creatures.
madd0g200

07-01-06, 09:13 PM
I made a titanic vampire constrictor snake. It's grapple check for blood sucking was insane. Unfortuanately the vampire template can't be added to animals. The 50 ft. long coffin was also amusing.
Vaalingrade Ashland

07-01-06, 10:13 PM
Actually used in a campaign:

Half-black dragon, insectile, deinonychus.

That's right, I made Xenomorphs.

Illegatility: Insectile can only be applied to monstrous humanoids, humanoids and giants.
Ascordigan

07-02-06, 12:12 PM
Anything with a DR XX/cardboard

I'm not entirely sure if this is actually possible by some twist of the rules, but I do know that it shouldn't be, at the very least.
Endarire

07-03-06, 04:20 AM
Let's start with a half-elf dread necromancer. He progresses to DN19 then is bitten by a lycanthrope and turns into a werebear, then, while he's still adjusting to combing his fur, he turns into a vampire! By now, he has quite the level adjustment, but manages to gain a level. Look, he's now a lich! Getting a few lucky draws from a deck of many things, he gains some elemental savant levels, all ten of them, and is now an air elemental. He takes all 10 levels of Masters of the Wild's oozemaster and now he's an ooze. Ten levels of dragon disciple makes him a half-dragon, and, while we're at it, he'll take ten levels of green star adept, making him a construct. Partly because he can, and also to prove a point, he goes monk20 and is now a native outsider. What does this make him?

A half-elf elemental outsider construct ooze undead dragon (air, shapechanger).

Plus, he can be polymorphed into nearly everything DM, HD, and caster level permitting.

-EE
gorfnad the shiznit

07-03-06, 04:42 AM
In one group I played in at college we had a Half-Celestial Centaur...we normally just called him a half-pegasus. We also had a male half-nymph half-elf.

I used to DM an evil campaign where there was a human hexblade / dragon disciple in the group. I came up with an interesting way to handle character death in the group. Basically if a character died the player would roll a dice and whatever number he got was a specific path his character would take and then be magically resurected during the battle for some unknown reason but would have some interesting side effects. Every time the character died he would again be resurrected and the side effects would increase until they finally gained an interesting template (such as Lich, Demon, Devil, Shade..ect..still have the progression chart somewhere)In this case the player's character was on the path to demon-hood. So we eventually would have had a Half-Demon Half-Dragon.

On a side note I remember looking at a book by Green Ronin publishing that was called Bastards and Bloodlines. It is a D20 compatible book that has a bunch of monsters/half-breeds that you really just don't want to know how some of them are possible.

Half-illithid half-beholder anyone?
FlavaGabe

07-05-06, 07:47 AM
Ok so I have been playing/dming for about a year now, and I tpld my new group to create a monster. So all the books in the 3.5 series are usable. Level ajustments don't matter. So any suggestions for Campain Ideas?
Tyhm

07-06-06, 12:56 AM
This is cruising for an Off Topic Pruning, but I've always been partial to the Law verses Chaos campaign. The forces of Law - Paladin, Inevitable and Devil alike - saw fit to band together in a truce (no outright evil, no outright good) to defeat the encroaching Chaos - from Eladrin to Slaad to Demon, with those untrustworthy Bards and Barbarians stirring things up alongside.

Unless by Campaign Setting you meant Theme of really freaky monsters. In which case:
Yuan Ti make minions by grafting, or by making Ti-Khanas (and you can Ti-Khana (Fiend Folio) anything by applying the Reptilian (Savage Species) template).
Undead make minions by...well, usually they just DO, but my favorite template is Bone Creature and Corpse Creature out of Book of Vile Darkness.
Mindflayers have a series of interesting grafts - I'm particularly fond of the Quadrapedal one - and they can always make Voidminds out of particularly influential thralls. Nothing quite like finding out the crown hides a trephenation...and then there's the Half-Illithid, if nothing else than out of Bastards and Bloodlines by Green Ronin.
Beholders are tricky to run as masterminds, but The Codex Anæthema/Lords of Madness has some interesting HiveMothers I've not even touched on. Not so big on servants, unfortunately, so you tend to have Beholders working begrudgingly or unwittingly for Bigger Beholders.
Dragons are always good. Halfdragons, Dragonkin, Draconic creatures, Races of the Dragon introduced another Draconesque, Full Dragons naturally - just check the main site's polls for some interesting samples - and MM4's going to have a bevy of mutated spawn of Tiamat. Nothing quite like getting to the ancient black dragon's swamp palace to find mommy dragon's barely clinging to life at the mercy of her son, the merciless prince of utterdark who's been grafting his siblings and even breeding hybrids for his True Mother...
Vampires make tricky masterminds, as their thralls have a static hit dice limit. I generally file them under Undead - like Liches and Demiliches and Alhoons and Dracoliches, they don't need a particularly strong reason to have a 12th level elven monk mummified at the entrance, they just have one.
I believe it was Manual of the Planes that introduced Elemental Creatures. If you follow the logic that an Azer is a Fire Dwarf, then you can make an entire planar community on one side or another...
Constructs are fun, especially if you hate the party rogue, or they have some abilities that let them remain mostly effective against the uncrittable. Maugs have a variety of customization options; I've found they get boring pretty quick though.
I've never been very good with Aboleths. Hard to make an aquatic dungeon these days.

Basically I'd say pick a theme, invent a name for your big evil, then think of the most messed up thing possible and go with it. Like a black dragon who isn't really the mastermind of her own children, good start...but what's the Prince's stats? Born a blackspawn stalker, maybe took some levels in Assassin, favorite spell is Modify Memory (Asn4) to convince interlopers that in the last five minutes he's put them eternally in his debt...then what if he became a dracolich? It gets a little fuzzy if This isn't his real body either, but what if he's been possessing a lot of lesser bosses along the campaign line? Sure, he doesn't start out at full power, but what if the evil king of the kobolds back at 1st level had an odd level in Assassin and threw his life away a little too easily? Then the witch in Skull Mountain knew who they were before they revealed themselves, even knew about Lidda's ill-set leg wound? Then the Formians all had a sudden change at once halfway through the defense of Castle Graymarch, and converged on the party with a curious vengeance? I'm pretty sure Dracolich can't properly be applied to a Dragonblooded Monstrous Humanoid, but who cares? Make him a halfdragon dragon, that's legal if a bit INSANE. Go crazy with it.
Salamuster

07-06-06, 08:52 AM
Half-iron golem, half-fiend flesh golem. The half-fiend represents the limbs of demons and devils attached to the already weird construct.

Or what about a skeleton warforged? Perhaps only the metal fram of the creature remains, the clockwork and mechanics destroyed.
Morrsleib

07-06-06, 09:10 AM
Natural were fiendish direBear half dragon half fiendish Barbarian 1 orc with the amazing str 63 before raging, just pure fun.

if you want to use just take away the fiendish template
LordQuazk

07-06-06, 02:51 PM
Mitch "Stupid-Face" <japanese last name> the fighter on his trusty steed, the Gelatinous Cube.

Perhaps not illegal, but such a terrifying foe that no DM would dare put him in their campaign.
Rio_Tyrr

07-06-06, 05:21 PM
Bloody double posts... :mad:
Rio_Tyrr

07-06-06, 05:28 PM
Hmmm...Well I had a few doubtable things come up in a campaign....

Were-Frogs [yes, they have TINY teeth, so they can spread it to others]
Feral Fiendish Dire Ferrets [it was a random idea...and a good tounge twister]
Titanic Tarrasque Zombie [Two templates that should never be thrown on that creature...well one more than the other]
An Half-Elemental...that is Half-Water and Half-Earth Elementals [Which makes it a....Mud Elemental?]
Any combination of the words "Dire", "Feral" and "Bumblebee" in the same sentence.
Ariath Ska'Vhor

07-08-06, 12:20 AM
I dunno if either of these have been posted, I havn't read the entire thread yet but...
Fiendish fire elemental: Hellfire Elemental
or
Celestial water elemental: Holy-water elemental

impossible because the celestial or fiendish templates can't be added to elementals but both would rock should they exist
master_baker25

07-09-06, 10:14 PM
Colossal Undead [Augmented Outsider,Fire,Evil,Extraplanar,Lawful] Lifedrinker 10/Mortal Hunter 10/Souldrinker 10/Ur-Priest 10/ Warrior of Darkness 10

CR: 98!

A creature feared by mortals and gods alike....could eat entire planes...

:D :P :D HA HA HA!!!!! :D :P :D
The Terror, a Tauric Hound Archon Hero/Brass Dragon with every template, CR: 100+ (i think it was like 121 or something) this thing could eat the multiverdae and still have plenty of space left
BlackJack666

07-09-06, 11:07 PM
If it Had every template it would be a half dragon, half fiend, half cestial, half Vamp etc.
master_baker25

07-10-06, 08:59 PM
If it Had every template it would be a half dragon, half fiend, half cestial, half Vamp etc.

Yea, those are templates
lol
pierworker

07-14-06, 04:44 AM
I once ran a campaign with a group of 18th level characters in the Great Glacier in FR. They were plowing through a war party of frost giants when they encountered their jarl - a tauric dire polar bear / frost giantess 5th level barbarian / 5th level fighter. She had subjugated a half-frost paraelemental beholder to do her bidding, which flew directly overhead pointing its anti-magic cone and eye rays where necessary.

The PC's managed to kill her, but it was worth it just to see the looks on their faces.
General_Krueger

07-16-06, 12:15 AM
I have two creatures that SHOULD NOT be: The owlbear. What idiot just one day decided: "Hey, why don't I fuse an owl and a bear for no reason what-so-ever?" What the HELL is the purpose of an owlbear?! What does it even do other than attack random adventurers? You'd think that someone wouldn't waste that much magical energy fusing together two animals to make something so useless! Can anyone please tell me what this pointless creature does?

A Transvestite Troll in a pink Tu Tu :gah:
My DM... Ug! None of us wanted to go near it so we just threw Molotov Cocktails (http://www.smh.com.au/ffximage/2005/02/28/rioting2_wideweb__430x250.jpg) (Wine bottles with flaming cloth stuck in the neck; it explodes when the bottle shatters) at it till it died. This creature shold NEVER have been. But my DM made it so. The most disturbing part is that one of our party members looted the Tu Tu and began sniffing it... We never found out what gender it was, but we really didn't want to find out...
rudie

07-17-06, 11:11 PM
My friend convinced our DM to let him have a titanic template on a 15th level goliath fighter by saing that a goliath was a monsterous humanoid, thus could have the benefits of the titanic template that normally only effects animals.

I wish I had the sheet with me, it was a godly character :P
dengarbountyhunter

07-18-06, 09:34 PM
CR: as high as you have time to spend

The advanced undead template from Libris Mortis. It can be added AS MANY TIMES AS YOU WANT.

Advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced advanced zombie squirrels anyone?
ArchonJohn

07-18-06, 11:44 PM
Gibbering mouther vampires.

They are awesome.
MEAT

07-22-06, 02:10 AM
In AD&D 2nd Edition, one of my stories had a temple guarded by medusa. As the story goes, the planet was being slowly drawn towards the sun and becoming increasingly hotter. Trying to escape the intense heat and sunlight withering all the local vegetation, vampires native to a nearby thick canopied jungle fled into the temple only to encounter the medusa in what ended up being a terrible war for days. Ultimately, the vampires were defeated but they still won not because they defeated the medusa, but because every last remaining medusa was a vampire! The players just barley managed to make it the final floor of the temple alive, only to die fighting the Greater Medusa Vampire... Truly the most powerful monster in AD&D that should [never] be in 3rd edition!!!
DaisMiir_Sir_Unilev

07-23-06, 05:41 PM
You want to know of a truely impossible creature without the intervention of magic? (Which leaves me to wonder how she was concieved). I give to you, Beatrix Unilev. The duaghter of a High Elf name SieiNobe Tir Unilev, and a Gray Orc named Thrakk Marktak. For further information scroll down.

---

Character Name: Beatrix Unilev (Child: Hana)
Player:
Class: Rogue (Child: Treat as Commoner)
Level: 1 (Child: Can't have levels)
ECL:
Race: Half-Elf,Half-Orc
Clan/Subrace: High, Gray
Alignment: Chaotic Neutral
Deity: Fenmarel Mestarine
Size: Medium (Child: Small)
Age: 68 (Child: 31)
Gender: Female
Height: 5'8" (Child: 2'9")
Weight: 185 lb. (Child: 92 lb.)
Eyes: Yellow
Hair: Gray
Skin: Light tan
Physical Description: She has small tusks from her orc lineage. Her skin shares the same mottled gray pattern as her father but her skin is more of the color of her elven mother, the pattrn is on her flanks and chest and well as three triangular points fading in towards her nose. Her general shape is that of a high elf only she is more muscled then a normal one would be. Her clothes are tight-fitting revealing her muscle tone. Her hair is naturally curly and she has it cut to just above her neckline, as well as pulled back behind her ears. Her eyes are large and sharp. She doesn't have any scars or other marks. When sitting she keeps her knees together but keeps her feet about a foot apart. She doesn't seem to have any preference on which side she sits down from. When walking she usually keeps her hands clasped behind her back. When running she is usually slanted forwards and brings her feet as close to her chest as possible before pushing it to the ground. Her arms are usually held in a "V" shape with the open end towards her back as she does this. Her gait is long. Her eyes glow like a cats in dark areas with low illumination.
Psychological Description: She is shy because of the way that many people have treated her, she has been an outcast by many people, viewed as an abomination by elves, and a weakling by orcs. She is the bastard child of a high elf, and a gray orc. Most people judge from knowledge of her (not many orc-elf children are born) and she is therefore judged before even being met. Her features do have some role in idetifying her. She doesn't have low self-esteem because of the encouragement given to her by her parents and their friends. She tries to avoid combat with humanoids due to her wish to be accepted but will act if a clear threat has made itself present to her or anyone else. She stays out of social situations when it can be helped and tries to leave one if she is brought into it.
(Child Notes: Doesn't have weapons or armor yet. Alaia is known to her as "Auntie.")

Str: 17 (+3) [13 (+1)]
Dex: 17 (+3) [13 (+1)]
Con: 13 (+1) [9 (-1)]
Int: 13 (+1) [9 (-1)]
Wis: 17 (+3) [13 {+1)]
Cha: 13 (+1) [9 (-1)]

Hit Die Type: d6 (Child: d4)
HP: 7 (Child: 3)
Wounds/Current HP: none/7
Nonlethal Damage:
Speed: 35 ft. (Child: 25 ft.)
AC: 15=10+2±0+3±0±0±0±0 (Child: 12)
Damage Reduction:
Touch: 13=10+3±0±0±0 (Child: 12)
Flat-Footed: 12=10+2±0±0±0±0±0 (Child:11)
Initiative: +3=+3±0 (Child: +1)

Fortitude: +1=±0+1±0±0 (Child: -1)
Reflex: +5=2+3±0±0 (Child: +1)
Will: +3=±0+3±0±0 (Child: +1)
Conditional Modifiers: Immunity to magical sleep effects, +2 vs enchantment spells and effects
Base Attack: ±0 (Child: ±
Melee Attack Bonus: +3=±0+3±0±0 (Child: +2)
Ranged Attack Bonus: +3=±0+3±0±0 (Child: +2)
Spell Resistance:
Grapple: +3=±0+3±0±0 (Child: -3)

Attack: Dagger
Attack Bonus: +3
Damage: 1d4+3 or 1d4
Critical: 19-20/x2
Range: 10 ft.
Weight: 1 lb.
Type: Piercing or Slashing
Size: Medium
Notes: -
Ammunition: -

Attack: Composite Longbow
Attack Bonus: +3
Damage: 1d8
Critical: x3
Range: 110 ft.
Weight: 3 lb.
Type: Piercing
Size: Medium
Notes: -
Ammunition: 20 arrows, 3 lb.

Attack: Longsword
Attack Bonus: +3
Damage: 1d8+3
Critical: 19-20/x2
Range: -
Weight: 4 lb.
Type: Slashing
Size: Medium
Notes: -
Ammunition: -

Skills: 36
Max Ranks (Class/Cross-Class): 4/2
Appraise: +2=+2±0±0
Balance: +7=+3+4±0
Bluff: +1=+1±0±0
Climb: +6=+2+4±0
Craft ():
Decipher Script: +2=+2±0±0
Diplomacy: +1=+1±0±0
Disable Device: +2=+2±0±0
Disguise: +1=+1±0±0
Escape Artist: +7+3+4±0
Forgery: +2=+2±0±0
Gather Information: +1=+1±0±0
Hide: +7=+3+4±0
Intimidate: +1=+1±0±0
Jump: +6=+2+4±0
Knowledge (Local): +2=+2±0±0
Listen: +4=±2±0+2
Move Silently: +7=+3+4±0
Open Lock: +7=+3+4±0
Perform ():
Profession ():
Search: +4=±2±0+2
Sense Motive: +2=+2±0±0
Sleight of Hand: +3=+3±0±0
Spot: +4=±2±0+2
Swim: +6=+2+4±0
Tumble: +7=+3+4±0
Use Magic Device: +1=+1±0±0
Use Rope: +3=+3±0±0

(Child Skills:Climb +5)

Campaign: Conception was in Alex_warlorn's campaign under my rule.
Experience: 0/1000

GEAR
Armor/Protective Item: Leather
Type: Light
AC Bonus: +2
Max Dex: +6
Check Penalty: ±0
Spell Failure: -
Speed: 35 ft.
Weight: 15 lb.
Special Properties: -

Other Possessions: Backpack, Bedroll, Waterskin, Masterwork Thieve's Tools, Monk's Outfit (Child: Monk's Outfit)

Total Weight Carried: 0 lb.
Light Load: 86 lb. (Child: 37.5 lb.)
Medium Load: 173 lb. (Child: 75 lb.)
Heavy Load: 260 lb.(Child: 112.5 lb)
Lift Over Head: 260 lb.(Child: 112.5 lb.)
Lift Off Ground: 520 lb. (Child: 225 lb.)
Push or Drag: 1300 lb. (Child: 562.5 lb.)

Money:
CP-0
SP-0
GP-0
PP-0

Feats: Point Blank Shot (Child: None)

Special Abilities: Low-Light Vision; Weapon Proficiency: Longsword, Rapier, Longbow, Composite Longbow, Shortbow, Composite Shortbow, Greataxe; Scent; Orc Blood; Elf Blood; Sneak Attack +1d6; Trapfinding; Weapon and Armor Proficiency: All Simple Weapons, Hand Crossbow, Rapier, Shortbow, Shortsword, Light Armor (Child: All except Rogue Abilities)

Languages: Common, Elven, Orc, Draconic (Child: Common, Elven, Orc)

---

I have a game running, and my character, SieiNobe, is known as the group [Bleep]. Anyway. She and a gray orc have procreated, though it was originally meant as a joke, I've gotten to like the idea of my character having a child. It give way for retirement of her. Anyway. The result is the abomination/weakling you see above. She is an interesting character but I want a write to make a game for 1-4 childhood characters. It's not that hard, as all childhood characters are considered 1st level Commoners. If you are wondering how I got the Idea for this then you obviously have never heard of GUCK. I will not translate that as I have a constant fear of being shot at for saying such things. I will tell you this, the book tells you everything that the core rulebooks and source books were banned from printing. Well, There you have it. An impossible character.
gerbilattack

07-31-06, 02:45 PM
My God, that's just amazing. The worst I ever did with template stacking came up with this mostly legal beastie.
Start with Elder Fire Elemental
then apply:
Demonically infused template (Dragon 285 Yes I know it's 3.0 and the changes to haste make it not quite so badly broken)
Necromental (Libris Mortis)
Spell stitched (Savage Species, MM2) (Not too sure about this. Fire elemental is technically corporeal but it seems slightly wierd)
Entropic Creature (Planar Handbook)
Swarm-Form (Libris Mortis) (changed grave dust to ash. No difference mechanically, but perfect thematically)


this IS Illeagal as not templates can be added to an outsider or undead (+ 1 other) technically, without extreme extenuating circumstances (circa Savage Species)
SageBahamut

07-31-06, 11:03 PM
My friend and I had a contest one time to see who could make the nastier creature just by layering templates. Not sure if these are legal or not, but he trashed me handily, and these were his two best. (I modified one of them a little.)

were-dire-weasel kobold vampire. I suggested giving it levels of Monk or Soulknife. It gets Con-eating abilities both from Vampire and from Dire Weasel, and it can jaw-lock so it keeps draining round after round till you can Pin it off. And did I mention every component of it boosts its Dex?

multiheaded (as per SS) half-illithid pyrohydra. Think about this one real hard. That's all I've got to say.

So yeah, all credit to Lilpy The Kobold for these.
DreamingGod

08-01-06, 02:03 PM
Hmmmm, Living spell on Clenched Fist Spell....

That'd be weird. Reminds me of the Super Smash Bros Boss....lol

Here's the spell. Clenched Fist
Evocation [Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.
AaronDireBear

08-02-06, 01:05 PM
What would happen if that character was met by both a devil and a celestial?

He would become a half-concordant killer/half-orc/elf hybrid
iggyzillious

08-05-06, 05:13 PM
One of my favorites was this epic rust monster that I created. I forget the full story but they were in a dungeon and encountered this one rust monster who they gave alot of coin to, to appease and later on he came back well that's what they thought it was actually it's spawn, I'll bring out the queen someday...

Epic Rust Monster
Huge Aberration (the queen I'm going to have to make colossal)
HD: 20d8+160 (320)
Init: +10
Speed: 70ft
AC: 30 (-1, +21 Natural) touch:9, flat footed 31
BA/G: +19/+18
Attacks cone of antennae (30 foot cone of antennae which rusts metal +22 range, tailslap +22 melee (2d6+11), once per day metallic gaze (fort DC25)
Space/Reach 10/5
Special Attacks:
Special Qualities: Carapace (see Tarrasque, DR 15/+4, regeneration 20
Saves: Fort + 30, Rex, +20, Will + 20
Abilities Str 33, Dex 9, Con 27, Int 3, Wis 20, Cha 4
CR: 15
The queen should have gaze at will and will have a disjunction ray quill. Sadly for this monster the monk was quite a problem with him using etheralness, and i think after the walls of force and all the precautions they took he was done in by earthquake.
kwanzaabot

08-19-06, 09:04 PM
I'm not sure how impossible this is exactly, but it's unusal nonetheless.

The HALF CENTAUR. It's more or less a regular human, but it's kinda silly. :P
Tyhm

08-20-06, 12:18 AM
I'm not sure how impossible this is exactly, but it's unusal nonetheless.

The HALF CENTAUR. It's more or less a regular human, but it's kinda silly. :P

That's a good point...there are some templates where you go full-circle. Say, an Awakened Incarnate Construct Green Star Adept (or Elder Eidelon) (Construct->MonHoid->Construct), or a Tiefling 20th-Level Monk (Native Outsider to Native Outsider). I'm sure there are some better examples...a Ti Khana Yuan Ti Dragon Disciple, Mephit Lich Elemental Savant...
kwanzaabot

08-20-06, 01:36 AM
That's a good point...there are some templates where you go full-circle. Say, an Awakened Incarnate Construct Green Star Adept (or Elder Eidelon) (Construct->MonHoid->Construct), or a Tiefling 20th-Level Monk (Native Outsider to Native Outsider). I'm sure there are some better examples...a Ti Khana Yuan Ti Dragon Disciple, Mephit Lich Elemental Savant...

I like it like that, though. I hate playing any game too seriously, and full-circle templates are perfect for that! :P
It's just like Generic half-elven dual-class Ranger from 8-bit Theatre.
Tyhm

08-20-06, 09:49 AM
"What's your other class?" "...Ranger."
Twice the Ranger of any normal Ranger! (what's sad is the characters that really are Ranger 2/More Different Ranger 4 so they can have both weapon styles without going Fighter and giving up their useful skills...)

I wonder - just how convoluted a loop could we come up with? A woodling (plant), elemental savant (elemental), dragon disciple (dragon), incarnate (monHoid), green star adept (construct), deathmaster (or whatever the Lich class was) (undead), treant?
Heatseeker

08-27-06, 09:11 PM
How about a half-dragon (gold) half-celestial Mohrg Acolyte of the Skin fused with a Gnome illithid slayer/rogue/fighter/sorcerer/eldritch knight/dragon diciple/ninja werewolf Demilich?

Hey, you said impossible:D
someonelse812

08-31-06, 03:12 PM
I dont know if this can be or not, but here it is. looking over this I noticed some mistakes in how I built it, I made this a long time ago.

(usually in hybrid form)
He wears a long robe with a hood hiding his face; only a pair of red cat like eyes can be seen peeking out. He stands ten feet tall and carries a musket in his right hand. He has the face of a Half-Orc Half-Tiger with feral red eyes and bat wings.

Activates his unholy aura before battle.

Half-Orc Half-Fiend LA4 Weretiger LA3 Vampire LA8 Assassin LV1
Large Lawful Evil
Initiative 9+4=13
Speed 50ft, Fly 50ft (Average) Run 250ft, Darkvision 60ft
ECL17
CR 10
HD 17D12+85
HP 250
Fast Healing 5
DR25/Silver & Magic (unholy +25 = DR50)
Resistance 10 Fire, 20 Cold & Electric, Immune to poison,
Spell resistance 27
Turn resistant 4+4=8+4=12 Turning HD=25/29
AC 28=10+1+2+6+9 (Unholy +4 = AC32) Dodge +1
Natural Armor 6+1+2
Str 41.15
Dex 28.9
Con 21.5
Int 14.2
Wis 17.3
Cha 17.3
F. 13/LB18/UA22 - R. 21/LB23/UA27 - W. 11/LB16/UA20 (Unholy +4)

Attack +12/+7/+2 / Grapple +27
Musket; Range 50ft +21 2D6 20x3,
Melee +27/+22/+17 or 2WF +25/+25/+20/+15
Bayonet 1D4+22 (+152WF) 19-20x2, Butt 1D6+22 (+152WF) x2

2 Claws +28/+23 1D8+15
Bite +23 2D6+7 Fort DC15 or Lycanthropy,
Grapple +27 then Blood Drain 1D4 Con and Rake 2D4+7
Slam +27 1D8+15 Energy Drain –2 Levels
Smite Good +7 damage.

Assassin: Sneak Attack +1D6, Death Attack Fort DC13,

Weretiger: Improved Grab, pounce (charge with full attack), Low light vision, Scent,

Vampire: Spider Climb, Children of the night, Dominate Will DC20,

Fiend: 1/day (DC30) Desecrate, Unholy Blight (5D8 (8D6 to good outsiders) and sickened for 1D4 rounds, Will save for half, 270ft, 20ft radius), Contagion Fort DC30 (Warp Touch), Blasphemy (-1HP instead of instant death, DC30 to stabilize) (40ft Radius, P.205 PHB, good outsiders take a will save DC20 or they are banished for 24 rounds), Unholy Aura 17 rounds 3/day, Horrid Wilting (1080ft, 17D6, P.242 PHB), Unhallow, Summon Monster 9 (Chasme), Darkness 3/day, Poison (1D10 Con, and 1D10 Con one minute later, P.262 PHB) 3/day, Dark Vision 60ft,

Alternate Forms: Half Orc, Hybrid Tiger, Dire Tiger, Dire Bat, Dire Wolf, gaseous

Feats: 6; Improved Turn resistance +4, Irresistible Gaze +2, Daunting Presence Will DC21 or shaken for 10 rounds, Life Bond +4 turn +2 save within 60ft (Kender Expert “Beritha”), Two Weapon Fighting, Hover,
Bonus Feats: Alertness, Combat Reflexes (9 AoO’s per round), Dodge, Improved Initiative, Lightning Reflexes, Improved Natural Attack (Claws and bite), Run, Stealthy, Weapon Focus (Claw), Pounce, Improved Grab

Skills: (270) 20/10
Class: Control Shape (Wis) +23, Balance +17, Bluff +31, Diplomacy +5, Hide +43, Intimidate +25, Jump +37, Listen +33, Move Silent +43, Spot +33, Tumble +29, Craft Ballistics +22,
Cross Class: Search +8, Sense Motive +8, Concentration +10, Knowledge (Arcana, Religion, Nature and History) +12

Spells: 1/day; True Strike

Treasure: Standard x5 in his room at the castle, he carries Standard coins.

Possessions: Cloak, Large Musket, 10 bullets, Standard coins
someonelse812

08-31-06, 03:22 PM
were-dire-weasel kobold vampire.

is that even possible? thats awsome, I should use that. one of my PCs did recently say that he has always wanted to play a vampire. Lol :D
someonelse812

08-31-06, 03:31 PM
I made a titanic vampire constrictor snake. It's grapple check for blood sucking was insane. Unfortuanately the vampire template can't be added to animals. The 50 ft. long coffin was also amusing.

the monstrous vampire in Ghostwalk makes that one legal. pretty sweet idea too!
system09

09-01-06, 05:31 PM
hello?
DeSkyggeKriger

09-03-06, 09:42 AM
While not illegal at all (I think), the Underdark book makes mention of Vampire Squid in the Glimmering Sea (I think). For some reason, the idea of vampiric squids cracks me up. They need to have stats for crustaceans so I can make some giant super intelligent vampiric crab.
cog_and_taz

09-04-06, 12:50 AM
Just a short description of the most harmless and hillarious monster possible.



Living Spell: Prestidigation:P :P :P :P :P



:heehee :rofl:

:invasion: etc.
dySWN

09-05-06, 04:26 AM
... a vampiric teifling half white dragon half flesh golem? He takes no damage from slashing, piercing, most magic, and three different elemental energies. Oh, and did I mention he's also a Monk 20/Blackguard 2/Sorceror 9?
dySWN

09-05-06, 04:28 AM
While not illegal at all (I think), the Underdark book makes mention of Vampire Squid in the Glimmering Sea (I think). For some reason, the idea of vampiric squids cracks me up. They need to have stats for crustaceans so I can make some giant super intelligent vampiric crab.

You could always make a vampiric siege crab (MM III)...
cog_and_taz

09-06-06, 06:26 AM
A half-fiend mind flayer wereoctopus.

Hybrid form::coolcthul

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn:P
cog_and_taz

09-09-06, 07:47 PM
Any feedback on these?
Dareon

09-13-06, 05:22 AM
Something that seems to me to be completely legal:

Apply the Effigy template to a Gibbering Mouther. How would you BUILD that?
Alcari Ambaron

09-13-06, 12:03 PM
creatures that SHOULD NOT be: The owlbear. What idiot just one day decided: "Hey, why don't I fuse an owl and a bear for no reason what-so-ever?" What the HELL is the purpose of an owlbear?! (...snip...)Can anyone please tell me what this pointless creature does?

Both answer and question can be found here. (http://www.giantitp.com/comics/oots0322.html)
BoDiddilly

09-17-06, 12:54 AM
werewhalism :looloo:
Halfling barbarian uses standard action to be a colassal creature
CalebCC

09-18-06, 05:54 PM
I had my characters fight a Tauric {Titanic (MM II) Half-dragon [Blue] Frog} & {Titanic Half-Dragon [Black] Half-elf}. Called it The Master of hte Warped. Don't have stats handy. It was, to say the least, very interesting to play.
Wren

09-24-06, 11:26 AM
Just reading up on the elite opponents article on gelatinous cubes...

I cannot explain how much the Fiendish Gelatinous Cube Monk amuses me. Thinking on it... it'd be really fun to give it some of the alternate monk feats from PHB2. Allow it to use those Flaming Ki feats... to give it an alternate use for its stunning blows.
Mocab

09-24-06, 02:16 PM
Warforged ethrial half dragon half iron golem warlock
Exule

09-27-06, 06:24 PM
a long time ago I made a critter just to see how many templates I could add, I don't remember how I did it but I know that I followed the rules and used what some templates turned the guy into as the reason I could add a new template, I have more books to work with now and would like to try this again some day but anyways for now like I said I don't remember how I did this but this is the one I made about 2 years ago.

Tauric Multiheaded Incarnate Construct Half-Iron Golem Shadow Half-fire Elemental Wood Element Gelatinous Insectile Reptilian Half-Troll Half-Red Dragon Fiendish Anerchic Half-Fey Axiomatic Currupted Celestial Draconic Winged Feral Anthropomorphic Legendary Ape of Legend-Shadow Half-Fire Half-Fiend Anerchic Large Monstrous Spider

no name for it so far and I don't have the stats for it anymore sorry
Exule

09-27-06, 07:20 PM
also I heard this idea before and would love to try it as a nice addition to anyones pool of acid but I can't find any stats on paranas,

acidic immunity, fire sub-type, swarm, parana
Rude

09-28-06, 04:12 AM
2nd Edition Half-Orc Assassin
master_baker25

09-30-06, 10:27 PM
:evillaugh a Nimblewright of Legend :evillaugh
Magus Gar Kan

10-03-06, 12:22 AM
The ten guardians of the horizon gate: 10 sheild guardians with the half dragon template (one for each color)

They were the guardians of a rather large gate in my hombrew setting.

Although legal, the Collosal red dragon with all the mind flayer heritage feats from dragon compendium was rather disturbing. Also there was The "relentless" A half troll/Mountain troll with all of his equipment in the form of yuan-ti grafts.

Also when MMII came out I made the Half red Dragon troll monster of legend with levels of fighter and shadow dancer. Since then I have seen the Ikea Tarrasque and find it much better than my concotion.
Nikeratos

10-07-06, 02:57 PM
Before I got the Draconomicon, I had devised a vampiric golden dragon. I chose that dragon type partly because of its natural swim speed, which the vampire template lists as a solution to the nasty water vulnerability.

Then I read the Draconomicon and saw the vampiric dragon template. Fortunately, it completely erases the water vulnerability, but kept the even nastier sunlight vulnerability.

So I house-ruled that the golden dragon's fire immunity rendered it immune to sunlight. A bit of rule-stretching, but it's the main villain in my campaign.
Scalamander

10-08-06, 02:14 PM
I made an altered type of goblins with poisonous bites. While probably not illegal I can't find a template for that. Also they would spray their acidy blood at whoever did more then 5 points of damage to them.

Some other monsters in that game were insane hobgoblins with long, ichor dripping tentacles instead of limbs that gave them increased speed and reach as well as wicked grapple modifiers. I also had a tauric troll, monstrous spider that shot poison webs. It was like a web spell only every time you moved you ran the risk of getting poisoned.

Fun times...
thanatos_lich

10-10-06, 11:02 AM
how about a half celestial tiefling.
Dave_Howery

10-11-06, 06:57 PM
well, one not-so-serious 2E game I ran had velocihamsters, the Great Black Flumph of Doom, and Mecha-Hamster...

...but those were not so much 'creatures that cannot be' as they were 'creatures that should not be'....
halflingvampire

10-13-06, 07:26 AM
half-demon, half-celestial hamsters...kinda weird...

also...white apes...
Wren

10-13-06, 10:27 AM
It may have already been mentioned... but I'll say it even so...

Miniature Giant Space Hamsters
cog_and_taz

10-13-06, 10:50 AM
"go for the eyes boo... GO FOR THE EYES!!!". I love minsk, xan was funny too though.
DDdreamer

10-17-06, 09:34 AM
The strangest creature i have made was a lychantropic mummy(where-snake)
Wren

10-17-06, 02:07 PM
Where-snake? There-snake!
DDdreamer

10-20-06, 05:25 AM
Where-snake? There-snake!
Were-snake sorry...:pbbbtt:
Wren

10-20-06, 10:10 AM
Were-Rabbit...

Sorry, watching a little Wallace and Grommet. :D
DDdreamer

10-23-06, 07:09 AM
Were-Rabbit...

Sorry, watching a little Wallace and Grommet. :D

gromit:P
thanatos_lich

10-23-06, 12:10 PM
half cellestial fiendish creature.
Wren

10-23-06, 07:41 PM
gromit:P

I was tired... so sue me. ;)
bane_of_cuthbert

10-23-06, 07:44 PM
One of my favourite things to do to make out-of-this world villains is to apply templates to various creatures and of course sometimes I break the rules a little such as with the following.

Amalgem is an Advanced Soulfused Pseodonatural Half-Dragon Flesh Golem who was the leader of a group of other intelligent constructs on Krangath, 4th layer of Gehenna. He looked like a massive Flesh Golem with patches of independanly moving skin and small appendages sown onto him and the mangled wings of a blue dragon.

I basically took a flesh golem, made it uglier, and gave it brains, flight and the ability to spit lightning. Of course the PC's weren't expecting any of this and ended up getting the rogue killed.
xnrdcorex

10-27-06, 03:11 PM
I read the title and hoped to read about were-giraffe's and were-hippos(like a gith in hybrid form. those hippo guys from spell jammer!) and were-house cats and were-mokeys and were-dogs and were-bunny rabbits. Instead its just monstrous generic were-bad guys with templates.

Let's have some fun and creative lycanthropes!
Not that I didn't like these, but it's not really what interests me in the slightest.
coppro

10-27-06, 10:26 PM
Yesterday annoys me, because by SS (which the author has referenced before) says that higher-level types can't be overriden by lower types. In this case, the Babau remains an outsider.

Now, of course, there's no reason that you can't make it like that anyway. You ARE the DM!
Terjon of the Blue Rose

11-02-06, 01:40 AM
Technically legal from my former campaign in Ebberon. The Lord of Blades forged an alliance with the Dreaming Dark and was in the proccess of creating a new vessel to replace the empty vessels they were using (at least when in combat). He had reached the point of creating a Phrenic Half-Fiend/Warforged Titan. Unfortunately the campaign fell apart just before we faced it. If it had escaped it would eventually have been used as a vessel for an Inspired we had already killed twice. Imagery on it was a Warforged Titan with a rippling mithral "brain" running down its back and sprouting a pair of skeletal, adamantine wings with black demonic flesh streched like tarp over them. Its weapons were a crysteel axe, and the hammer was a massive crystal (no special effect) which glowed with a deep red light.
laizurkainon

11-08-06, 07:00 PM
My legal (but strange) creature

Colossal Red Dragon with 20 class levels in ninja.

"Um... Regdar? I think that inconspicious mountain just winked at me."

"What are you talking about, Mialee? I don't see a mountain."

..not actual quotes... but c'mon

Megarassque, Adamantarrasque, and twin Scythe tail tarrasque.

Megarassque is pretty much a beefed up 'rassque. no big deal.

Adamantarrasque... well, When a Tarrasque and a giant metal turtle love each other very much....

TSTarrasque is a 'rassge with a vorpal sword glued to the ends of his forked tail... I don't think anything was able to survive that.


And, for the grand finale

Half-Celestial, Werelophant (were-fiendish-elephant) Kobold swashbuckler.
coppro

11-08-06, 09:47 PM
Now that's illegal!

Hmm.... about a were-drakkensteed lizardfolk? That would be cool and legal.
Inajira

11-09-06, 02:38 AM
Ghost-Vampire. Note the Darklord of Forlorn is a Ghost-Vampyre.

Vampire-Lich
DirtyRat

11-09-06, 09:35 AM
these are legal, but interesting

half-dragon pixie: I've never actually used this one (though I have threatened to), but can you imagine; the party is walking through an area with lots of movement options, only to have this cone of fire come out of nowhere to engulf them all... (even better if it happens multiple times due to multiple pixies) which if they're smart will move after the breath...

Half-dragon hill giant barbarian/frenzied beserker: I actually did a test run with a couple of these at CR22 against an epic party of 6 level 21 characters... that deathless frenzy ability combined with both the hill giant's and the half-dragon's constitution modifiers makes for one tough cookie. I had a monster that had around 500 hit points after raging/frenzying that could last for around 13 rounds past going to 0 hp.. this wouldn't be bad except they could dish out an almost garaunteed 240ish points of damage each round with a full attack (and I think that was closer to the low end of the damage rolls). I could be fairly confident of putting down even the beefiest party member down in 3 rounds flat - counting a mass heal for 210 points of healing by the cleric. needless to say, I stopped the test after about 4 rounds of combat - I could already tell which way it was going to go. The party thought it was cool and did think of some ways to beat it - after the fact, though I promised not to use that particular monster again - or at least not the deathless frenzy part.

Half-green-dragon war troll: a monster that can't be killed by anything other than extraordinary (i.e. higher level magic spells) means - though I guess it could possibly be killed by environmental issues (too hot/cold, suffocation, etc). haven't used this one and don't think I plan to.

I know I've got other interesting ones - just can't think of them at the moment.
Spikes01k

11-10-06, 10:54 PM
I came up with the idea of cross breading dragons! Think of it, a Half Shadow Half Fang dragon!?!?

OMG.

But technically they can't exsit, yet.
AaronDireBear

11-16-06, 09:58 AM
Calm Emotions after he reaches negative 10 and bam he's dead because his frenzy ends...
blackjackg

11-20-06, 02:54 AM
Fiendish Flumph?
Mortecareus

11-20-06, 11:59 AM
I discovered today that you can get Half-Celestial Otyughs. I don't really think I want to know how.

In my campaign, the characters have a habit of going sewer crawling for Otyughs to earn some extra xp. Next time they do, one of these is going to show up. Not that it's all that mighty, but it'll certainly surprise them

muahahahaha....
Exule

11-26-06, 04:27 AM
always thought a half-fiend were-elephant halfling was kind of a cool baddy
beezl

11-26-06, 07:28 PM
[QUOTE=<snip>
Look out -- here comes the cube! It has no paralytic touch, isn't near-transparent, and is no real threat, but it's a cube![/QUOTE]

oh, man, just recovered from splitting my sides in laughter over this!

you think another shape could be more dangerous? like a sphere or something?
Electricall

11-28-06, 09:38 PM
I think my favorite was the slaughterhouse of chaos. applying random templates to farm animals really sent the party for a loop. Psionic chickens and Cows with sonic attacks from that template in savage species (you know the one with the fire breathing beetle.) mostly legal but fun none the less.

Great idea! :) The end of the battle should be the farmer; a level 30 commoner with the half-fiendish, half-celestial and insectile templates.
KendallDM

12-06-06, 02:52 AM
Spell-stitched monk. Ouch. When the PC monk dies, before raising him, make him into a zombie, then spell-stitch him, then raise him. Hehe.

Can't happen, I know, but how much fun would that be! Mwahahaha.
Exule

12-17-06, 08:02 PM
how about resized basic critters, nope, not to bigger but to smaller, then give them wings and maby the swarm template, flying tiny elephants are always fun, but there are so many things you could come up with like this, useing the first idea of tiny flying elephants, add awakend, 15+ monk levels, hive mind, and some team benifits, very deadly, if your PCs arn't beaten with flurry of blow trunks then they might still die from loughing :D
Tintagel

12-19-06, 01:14 AM
Ok, this guy is only CR 8!!!!!

And he TPK'ed a 6-man, 9th level party.


JayJay, the WERE-TYRANNOSAURUS OGRE (hybrid form) - DINO-MIGHT!
Huge Giant (Lycanthrope)
Hit Dice: 22d8+163 (262 hp)
Initiative: +1
Speed: 30 ft. (in medium armor)
Armor Class: 21 (–2 size, +7 natural, +6 armor) touch 8, flat-footed 21
Base Attack/Grapple: +16/+38
Attack: +1 Great Falchion +29 melee (4d6+22, crit 15-20)
Full Attack: +1 Great Falchion +29/24/19 melee (4d6+22, crit 15-20), Bite +23 melee (3d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole (not used)
Special Qualities: Low-light vision, scent, alternate form, DR 10/silver, Scent, Lowlight Vision, Lycanthropic Empathy
Saves: Fort +22, Ref +12, Will +12
Abilities: Str 38, Dex 10, Con 25, Int 2, Wis 17, Cha 10
Skills: Hide –2, Listen +17, Spot +17
Feats: Alertness, Improved Natural Attack (bite), Toughness (x3), Run, Track, Iron Will, EWP: Great Falchion, Improved Critical (Falchion)
Environment: In yo' FACE!
Organization: The one and only, thank god!
Challenge Rating: 8 wtf, 8???!?
Alignment: Always neutral

Equipment: +1 Huge great falchion, +1 huge breastplate

In hybrid form, the Were Rex does not gain the special attacks of it’s animal form (swallow whole, improved grab)

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.
Karasuko

12-19-06, 03:42 PM
This may not count, but I've always been amazed that a wyvern skeleton still has a venom attack. I mean, skeletons don't have any glands... :thinks:

But I'm probably being too technical for my own good. :D

As far as a creature that could not or should not be, I'd go with a half-tarrasque. I don't even wanna know just how that would happen! :uh-huh: :gah:
MagicMouth

12-19-06, 04:20 PM
In die´s Tako Bell (http://boards1.wizards.com/showthread.php?t=696061) campaign thread I recently posted a Cadaver Golem (from Heroes of Horror) Chameleon.
If you combine the Golem´s Assimilate Flesh ability with the Chameleon training you get a beastie whose powers and tricks can change completely from day to day. :evillaugh
Probably going to use that one in one of my own campaigns sooner or later. :D
Galeigh

12-21-06, 12:08 AM
why woul it be impossible :confused:

.... Dragon + Dragon = dragon NOT Dragon + Dragon = Half dragon.....
zzakk2to2

12-21-06, 01:47 PM
no one takes half-dagon far enough so i guess i will have to do it

half-black half-blue half-brass half-bronze half-copper half-gold half-green half-red half-silver half-white dire human! wahahahahahahaha or better yet


dire half-black half-blue half-brass half-bronze half-copper half-gold half-green half-red half-silver half-white half-fiend half-fay half-celestial half-devil wererat wereboar werebear weretiger weresnake werewolf tarrasque
Orbb_was_railed_by_God

12-21-06, 02:18 PM
I'm new to the thread, and haven't looked through 8 pages of it, so forgive me if this has already been mentioned.

I was always a fan of a White Dragon with the Red Half-Dragon template added.

What the hell kind of gay dragon would that be?

A great pink (or possibly candy-cane striped) beast that had a breath weapon of lukewarm water, and probably a few identity issues.
zzakk2to2

12-21-06, 06:13 PM
that has been said but not here and i say sence its so close to christmas it sould be candy cane swirling back till its so closely spiraled its pink.
Sleepwalker13666

12-27-06, 04:03 PM
Read my sig. :D
Karasuko

12-28-06, 07:50 PM
Read my sig. :D

Eeeps... :eek:
Sleepwalker13666

12-29-06, 02:31 AM
I plan to have a mummified Rust Dragon with DR 20/Cursed.
:devil:

If the Pcs ar'nt using a cursed item which they probably won't, they are going to have a very painful time.

:hoppingma
toxikhiro

12-29-06, 11:55 AM
This isn't AS cool, but still pretty awesome--

Amethyst Dragon fully classed out into master of the unseen hand. Makes for the perfect finishing move:

Fling Skyward, up to about 150 feet, then breath weapon (line of force) at the apex. Sorta like 'batter up!' And then the unfortunate PC is rocketed into the ionosphere. :D
Sleepwalker13666

12-29-06, 03:44 PM
This isn't AS cool, but still pretty awesome--

Amethyst Dragon fully classed out into master of the unseen hand. Makes for the perfect finishing move:

Fling Skyward, up to about 150 feet, then breath weapon (line of force) at the apex. Sorta like 'batter up!' And then the unfortunate PC is rocketed into the ionosphere. :D

Thats plenty cruel, the Masters are tough without being a dragon. :D
Exule

01-02-07, 01:32 PM
has anyone tryed messing around with wings on octopuses then anthropomorphic, then turic onto anther winged octopuse? even with out the wings this... thing can be nasty, 6 arms, 8 legs(?), with bat like wings, and maybe an elementale subtype to top it off like half or full fire or earth, make this a new race and their face class being Monk and you have a very strange BBG. make it the gelatinous template instead of elemental, maybe a few levels in drunken master, add feats like throw anything and monkey grip, hee hee hee, we played that last one out 3 times useing a diffrent set of 4 PCs at the same ECL and the Octoglob Alcoholic won everytime its what Jello would be if it went bad, real bad :twitch:
Sleepwalker13666

01-02-07, 03:27 PM
has anyone tryed messing around with wings on octopuses then anthropomorphic, then turic onto anther winged octopuse? even with out the wings this... thing can be nasty, 6 arms, 8 legs(?), with bat like wings, and maybe an elementale subtype to top it off like half or full fire or earth, make this a new race and their face class being Monk and you have a very strange BBG. make it the gelatinous template instead of elemental, maybe a few levels in drunken master, add feats like throw anything and monkey grip, hee hee hee, we played that last one out 3 times useing a diffrent set of 4 PCs at the same ECL and the Octoglob Alcoholic won everytime its what Jello would be if it went bad, real bad :twitch:

Cthulu lives :coolcthul:
Tyhm

01-02-07, 05:34 PM
This isn't AS cool, but still pretty awesome--

Amethyst Dragon fully classed out into master of the unseen hand. Makes for the perfect finishing move:

Fling Skyward, up to about 150 feet, then breath weapon (line of force) at the apex. Sorta like 'batter up!' And then the unfortunate PC is rocketed into the ionosphere. :D

Dragonborn Ghost Master of the Unseen Hand. Charisma 20 at 1st level...

Ghost: Telekinesis @ will, CL=HD
Master of the Unseen Hand: Every other level, CL for Telekinesis from whatever source +1...
And your Telekinetic disarm, etc. is based off CL+Cha...
Nothing quite like having the disarm-trip-grapple-monk outdone by a kobold looking wisp with Str -
dworkenelfkiller

01-03-07, 10:52 AM
i have a dworc half elf with a clubbed foot, a mushroom shaped head, a blue tunic, and a long neck. with +42 penetration and -65 stamina. i just aquired the trojan cloak of protection.
omegagod08

01-09-07, 05:29 PM
I got 2.

Sunshine the Amazing
Male Petal
Lvl 10 Paragon Duskblade
Primary mode of Attack? Sonic Boom created by its ridiculous fly speed
Secondary? Unholy +2 Halfling's fireplace poker
Nuf Said

The other is conceptual. Applying a class in Complete Psionics, (its essentially a Dragon Disciple, but you gain Illithid features) to a mindflayer. Nowhere does it say it cant be applied to mindflayers, so you could gain four new tentacles, and have incredible Mindblastage.
Azar_of_Faerun

01-10-07, 09:15 AM
Skeleton Sharks are really unsettling for some reason :D
Exule

01-10-07, 10:54 AM
always liked the redused huge undead in a box, placed in a small room they can be deadly even if beaten since they take up all the extra space
someonelse812

01-13-07, 11:07 PM
I copied this from the SRD and applied the vampire template, then I leveled him up as a fighter and gave him a cool sword. I never bothered to assign skill points. I didnt write in all the v ampire abilities cause I know them all by heart, this is just from my notes.


Noble Djinni Vampire Fighter Lv5

Size/Type: Large Outsider (Air, Extraplanar, undead)
Hit Dice: 12d12+14 (45 hp) fast healing 5, turn DC16
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 12
Base Attack/: +12/7/2
Grapple +19
Attack: Slam +10 melee (1d8+4)
Full Attack: 2 slams +10 melee (1d8+4) + 2 negative levels,
Or +3 shocking burst lightning surge Falchion
+24/19/14, 15-20x2, 2d6+17 +1d6 (Crit 1d10), +2d6 4/day
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Darkvision 60 ft., immunity to acid, teleport, telepathy 100 ft.
Spell-Like Abilities At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.

Vampire abilities: DC20, dominate, DR10/silver and magic, resistance 10, cold and electricity, spider climb,
Vampire Feats: Alertness, lightning reflexes,
Saves: Fort +9, Ref +12, Will +9
Abilities: Str 25.7 Dex 23.6 Int 16.3 Wis 17.3 Cha 19.4
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative,
Fighter feats +5; WF, WS, GWF, GWS, Imp crit.
Environment: Elemental Plane of Air
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 15
Treasure: Double Standard
Alignment: Neutral evil,
Advancement: 8-10 HD (Large); 11-21 (Huge)
Level Adjustment: +6
The djinn (singular djinni) are genies from the Elemental Plane of Air.
A djinni is about 10_ feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
Combat
Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.
Whirlwind (Su)
A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.
Stoneson

01-14-07, 02:54 PM
To truly be on topic, I should probably check the legality or lack there-of, but...well...here goes...

This is not my creation, I read it online once, and I still haven't taken the time to actually stat it up...

An Awakened Elephant Ninja. The general idea is that the elephant would be able to climb, and hide, so you'd wind up with an elephant jumping down from the ceiling onto you. There may have been other classes/templates involved, but that's what I remember. Of course, it would have to be in a game where there's room for a bit of humor.
leiffyr

01-23-07, 07:33 PM
What!
GraveDigger

01-25-07, 10:50 AM
Naga, half dragon, half demon, vampire bard... nough said.
Tintagel

01-29-07, 12:17 AM
Bearly Legal (EL 11)
He has already downed a 10th level potion of Dragonskin (Red) Providing +5 natural ac and Fire Resist 20 – red in the stat block).

Tactics: Joey the Troll should focus first on sources of acid damage, and second on those with silver weaponry. If not much silver is around, getting rid of all casters first is a safe bet. Abuse reach and attacks of opportunity as much as possible. Remember to use his Combat Reflexes, Mage Slayer, and Robilar’s Gambit feat at every opportunity.

Joey The Troll – Werebear (dire) Troll Fighter 1
Size/Type: Large Giant (shapechanger) - hybrid form
Hit Dice: 18d8+1d10+231 (346 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 28 /33 (-1 size, +5 Armor, +1 deflection, +4 dex, +9 natural, +5 enh w/potion), touch 14, FF 24
Base Attack/Grapple: +14/+37
Attack: Claw +34 (1d6+19)
Full Attack: 2 claws +34 (1d6+19), Bite +28 (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (2d6+28)
Special Qualities: Darkvision 60 ft, lowlight vision, Regeneration 5 (fire/acid), DR 10/Silver, scent, alternate form, Fire Resistance 20
Saves: Fort +28, Ref +15, Will +26
Abilities: Str 48, Dex 19, Con 34, Int 8, Wis 10, Cha 4
Skills: Listen +12, Spot +12, Spellcraft +1 (2 ranks, cross-classed)
Feats: Iron Will, Alertness, Endurance, Run, Toughness, Weapon focus: claw, Steadfast Determination, Combat Reflexes, Robilar’s Gambit, Mageslayer
Environment: In your face
Organization: The one and only, thank God
Challenge Rating: 11
Treasure: None
Alignment: chaotic evil

Equipment: 7500 gp = Potion of Dragonskin (CL 10, 1,500 gp, +5 natural AC, DR 20 fire), +1 Large Chain Shirt (2,350 gp), Ring of Protection +1 (2,000 gp), Cloak of Resistance +1 (1,000), Potion of Cure Serious Wounds (750 gp) – overspent by 100 gp

Feats:
Mageslayer (Complete Arcane) - +1 to will saves, spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot do so. You suffer -4 caster level.

Steadfast Determination (PHB II) – you may use your CON modifier to Will saves instead of wisdom, and you do not automatically fail Fortitude saves on a natural 1.

Robilar’s Gambit (PHB II) – at the start of your turn, you may give opponents a +4 to hit & damage against you, but they provoke an attack of opportunity whenever they strike at you (resolve your AoO after their attack resolves).
Johnny_Angel

02-05-07, 06:18 PM
I'm working on a gelatinous warforged to recreate the liquid metal terminator from Terminator 2. The main problem I am running into is that gelatinous creatures have an unplayable intelligence score.
locksmyth

02-05-07, 08:31 PM
I'm working on a gelatinous warforged to recreate the liquid metal terminator from Terminator 2. The main problem I am running into is that gelatinous creatures have an unplayable intelligence score.

The fendish and celestrial templates increase IQ to 3, that allows you to take class levels. Your gelatinous warforged will be sentient (barely).

I have a Loth-touched, Corrupted, Half-Fiend Awakened Squirrel
MindWandererB

02-10-07, 12:36 AM
Re: the 2/9/07 Elite Opponents (which links here):

I would just like to see the DM that tries running a beastie with 48 tentacle attacks--each one of which gets an Improved Grab. Way to drive everyone at the table crazy.
Tyhm

02-11-07, 11:37 PM
Re: the 2/9/07 Elite Opponents (which links here):

I would just like to see the DM that tries running a beastie with 48 tentacle attacks--each one of which gets an Improved Grab. Way to drive everyone at the table crazy.

That ain't the half of it - they're all mindflayer tentacle attacks, so you have to fret if any of the successful grabs were from The Same Head, and if so have all 4 of Those tentacles hit, and if so has That head taken the round to eat brain yet?

But that leads me into the usual gripe that "Nothing beats Freedom of Movement"...
NarlethDrider

02-15-07, 01:35 PM
in one of my campaigns, i had a demonlord use 2 kinds of elite troops

one was a tauric thri-kreen scorpion half-fiend, otherwise known as The Abyssal Stinger

the other was an insectile tauric halfling cheetah half-fiend known as The Abyssal Sprinter


do u have the stats for these two? I'm definately gonna give a shot of drawing these:D
felinoel

02-17-07, 11:49 PM
A half elf and a dragon does not equal a half-dragon half elf.
A elf and dragon equals half dragon half elf!

a half elf and a drgon would equal a half dragon quarter elf, which is what i like to make for my PCs to fight, some crazy 4 way combination of random races, like say a quarter bronze dragon, quarter storm giant, quarter earth elemental, and a quarter artic elf :D
there are a few other things i might toss in, like make it lycanthropic or something XD just something to spice things up a bit
strange_person

02-21-07, 12:52 PM
This is legal, but probably shouldn't be: take any humanoid or monstrous humanoid (Feral Drow is good for flavor reasons). Apply the Tauric template with a blink dog. Apply the Tauric template again, with a Sword Spider (monsters of faerun). Apply the Voidmind template.

It's a one-man rain of giant spiders, with a prehensile brain. Illithids use them to bring down Mountain Giants, since the brain from one Collosal creature can feed a whole city for a year and the combination of Dimension Door at will and the Sword Spider's special attack makes 'em amazingly deadly against anything too big for the Illithids to eat directly.

For the gelatinous warforged: consider Half-Fang Dragon, possibly along with Feindish. Half-dragons get an Int boost, which puts it back in the realm of playability, and the other stuff (+8 str, armor, natural weapons, Con drain with a bite) all seems to fit. The Shadow Creature template might also be good: super-speed, cold resistance, and fast healing.
Adrez Nesnsid

03-14-07, 04:43 PM
The classic dragon with a half-dragon template... :) technically possible by the RAW but ruled to be impossible in races of dragon.

On the other hand, Savage Species, directly advocated the possibility of a half-dragon templated dragon.
strange_person

03-15-07, 04:45 AM
Skeleton Sharks are really unsettling for some reason :D

Cartiligenous internal structure means that a skeletal shark would be just a disembodied jawbone.

Like a demilich without the bling!

This isn't AS cool, but still pretty awesome--

Amethyst Dragon fully classed out into master of the unseen hand. Makes for the perfect finishing move:

Fling Skyward, up to about 150 feet, then breath weapon (line of force) at the apex. Sorta like 'batter up!' And then the unfortunate PC is rocketed into the ionosphere. :D
Congratulations, you've created Super Smash Brothers D20.
Warforged Goblin

03-15-07, 10:02 AM
My last example is not weird in itself: an half wood elf/half green dragon ranger/rogue. The weird part is his mount: an half dire tiger/half green dragon, which happen to be his half-brother...

I ran an Eberron campaign where one of the leftovers from the Age of Demons was unearthed and all hell ensued. Created by the raksasha rajah Levistus, Crynifex the Ice Balor was a half-white dragon balor who rode his brother Deathrime, the half-fiend white dragon, into battle. I gave Crynifex a few unique abilities, like his death throes and flaming body abilities did half cold and half fire damage. For Deathrime, I used the half-fiend web enhancement and gave him the balor's abilities. I don't have their stats in front of me, but they were beastly...
DIEBUNNYHATER

03-15-07, 08:33 PM
HELP ME HELP ME HELP ME! This is a pretty random and out-of-context post.

I have been killing my brain trying to remember the NAME of the creature that is half polar bear, half rabbit.

I didn't know WHO to ask or WHERE to look (Google REALLY let me down this time). So, I created an account here just to see if ANYONE could help me. In college I used to hang out with the gamers... and they surely would know...but I haven't seen them in a few years-- so here I am.

Please help... and forgive me if I am posting this in the wrong section. :*(

Thanks!

Abby
Tyhm

03-18-07, 02:18 PM
HELP ME HELP ME HELP ME! This is a pretty random and out-of-context post.

I have been killing my brain trying to remember the NAME of the creature that is half polar bear, half rabbit.

I didn't know WHO to ask or WHERE to look (Google REALLY let me down this time). So, I created an account here just to see if ANYONE could help me. In college I used to hang out with the gamers... and they surely would know...but I haven't seen them in a few years-- so here I am.

Please help... and forgive me if I am posting this in the wrong section. :*(

Thanks!

Abby

Half polar bear, half rabbit?
A D&D creature?
Literally, or it looks like it?
A rabbit head on a polar bear body?

Ursus+Usagi=Ursagi?
LordArchaon

03-19-07, 10:57 PM
In my campaign, I use sentient Living Spells.
I add the celestial, fiendish, entropic, axiomatic, anarchic or vivacious template to get intelligence (boosted by the elite array) and "theme" and then add other templates like Half-Fey (and I then imagine them shaped in the form of strangely liquid-looking morphs or fey) or even Half-Golem, when I have to make an enslaved and empowered/war version of them.
In that case I imagine them as metal (if speaking about Half-Iron Golems) limbs incredibly "attached" to a "body" of crackling and liquid energy. They are "products" of an alien race...
And I think they're creatures that cannot be! Is the half-golem template applicable to Outsiders?
Oh yeah, of course I give these critters class levels...
Most of them spontaneously generate and they are the true source of arcane magic in my world. Their very existence pervades the planet of magical energy.
Staple

03-21-07, 08:25 PM
Half-Dragon Butterfly.

It works.
Gallaway

03-29-07, 09:11 PM
one of the more annoying critters (that also logically are silly) i have come across were in the offical LG campaign settings --- incorporeal will-o-wisps.
graddlin

03-29-07, 09:16 PM
Half-Fiend Iron Golem.

This one made everyone question their religeon and helped a few meet their makers.
This bad boy was a demon at one point that somehow managed to have it's soul transferred into an automaton.
Not very logical, not very legal, 100% DM FUN!:D

Take care, friends.
strange_person

03-29-07, 10:18 PM
Half-Fiend Iron Golem.

This one made everyone question their religeon and helped a few meet their makers.
This bad boy was a demon at one point that somehow managed to have it's soul transferred into an automaton.
Not very logical, not very legal, 100% DM FUN!:D

Take care, friends.

How did the elemental resistances interact with the golem's unusual relationship with elemental damage?
LostPassWordDoesNotWork

03-30-07, 04:48 AM
My persenal favorite incase it has not been mentioned.

Feral 12 headed hydra with soul eater levels.

Feral corrupeted 11 headed lichdra sounds good too. :D

***

Legal.
Tauric Winged Warforged.
(Two words, ultimate weapon)

Not legal. (half-golem being added to an ooze)
Awakened half-iron golem gelatinous cube.
With monk levels...

Not Legal.
Quarter fire elemental, quarter water elemental paragon house cat.
(here commaner commaner...)

Legal.
Winged awakened pig.
(I could be this...when pigs fly)

Not legal.
Entropic vivacious three headed night hag.
(good, bad, & the ugly)

I dunno why, but a half-illithid pixie sounds good. :D
strange_person

03-30-07, 11:23 AM
A half-dragon, half-illithid pixie warlock with LA buyoff and every feat in the Draconomicon (plus that one that makes the breath weapon every 1d4 rounds instead of once a day) would be the ultimate unstoppable assassin.
Ikyotojin

03-31-07, 09:37 AM
Tough Bunny. Yeah, I made a race of them. Wanna make something of it?

http://img97.imageshack.us/img97/2748/badbunnysmall9qm.png

There are also the #1 reason people (well, ok, just the male players) really REALLY like my pixies - considering most of them are actually the source of all misfortune... and this image is pretty well life size, so there goes THAT fantasy! And yes, MY pixies have shotguns! (They only do 1 point of damage, but the person hit has to make a fortitude roll EVERY time DC: 20 to avoid the searing PAIN of getting hit with a red hot spray of micro buckshot!)

http://img507.imageshack.us/img507/9734/pixietude4oa.jpg
Thog_likes_puppies

04-02-07, 03:35 PM
I have amazing stories to tell about Thog, the ex-Barbarian Ogre Aflicted Lyncanthropy (werebear) fighter, but alas, lyncanthropy affects only humanoids, and ogres are giants.

Thog likes puppies!
strange_person

04-02-07, 03:53 PM
I have amazing stories to tell about Thog, the ex-Barbarian Ogre Aflicted Lyncanthropy (werebear) fighter, but alas, lyncanthropy affects only humanoids, and ogres are giants.

How do you figure? One of the example lycanthropes in the Monster Manual is a Hill Giant/Dire Boar.
Bob72

04-04-07, 10:33 PM
Here's my favorite one, vampire lich/ghost lich/spectre lich/zombie lich.....

thanks to the dragon compendium death master class, this is all possible

or even better, mindflayer,20th lv. monk, 20th lv. death master, lich outsider all within the rules.

and dont let me get started with the ilithid savant class
(casts spells as 20th lv wiz, 20th lv sorc, 20th lv cleric, 20th lv druid, rage 4/day, all bardic music, smite evil 4/day, huge elemental wild shape, rebuke undead 10/day turn undead 10/ day, 9d6 sneak attack every feat, +23 to every skill and all at ecl 20)
it's really broken beyond beleif, but it rules
MagicMouth

04-05-07, 06:25 AM
Someone mentioned Advanced Bestiary earlier, and yesterday I had the opportunity to check it out. Didn´t buy it, though.

The Amalgam template was the most interesting thing, letting you combine any two creatures into one.
Flipping through the monster books and putting your finger down at random can give you some pretty cool/weird combinations. :D

Aboleth/Tarrasque (:eek:)
Assassin Vine/Gargoyle
Goblin/Shocker Lizard
Hound Archon/Kraken
Iron Golem/Nightwalker
Umber Hulk/Wyvern
mutevampire

04-10-07, 10:55 PM
This one is actually kinda funny, to me. Technically, this is possible in the RAW. Half-Dragon can be applied to any living creature. Flies. Thousands of awakened half-dragon flies with 1 level in Barbarian (since they can't wear armor anyway, and they need the extra HPs) and the Swarmfighting feat. Technicly, it's not a swarm of flies, and each member can use it's breath weapon individually of any other member. The breath weapon does 6d8 damage per fly, despite the size of the critter it's coming out of. This setup is not designed to survive, but shy of having an extreme setup (pun-pun, anyone), the Evasion class skill, or immunity to the element in question, it's rather hard to survive the first 4 rounds as 1/4 of the roughly 1250 half-dragon flies uses a breath weapon on you that does 6d8 damage each, DC 10 reflex save for half.

Save for half doesnt help much when the base damage is 312 or so uses of a 6d8 damage ability. Minimum damage from that is 1,872, which if you meet your 312 DC 10 reflex saves is reduced to a min damage of 936. Apply a healthy amount of resistance to that element and it's still more damage than most characters can survive.
strange_person

04-11-07, 12:44 AM
Don't forget that feat from Races of the Dragon that lets them use it every d4 rounds instead of once a day.
mutevampire

04-11-07, 03:42 AM
XD nice, so now by the RAW if we instead make the flies fighters, we have the Swarmfighting fighter bonus feat and the 1d4 rounds feat... which since 1/4 of them use thier breath weapons every round, means there is a legal way to make a fairly low CR enemy that can do a 1,872d8 breath weapon barrage every round (DC 10 reflex save for half) legally (tho admittedly, they are as squishy as it gets. they can't take a hit, but they can deal one)
strange_person

04-11-07, 10:57 AM
Stirge would probably be the best base creature. That way they've got a backup attack against something that's immune to the breath weapon.

Actually, it's more like every 2.5 rounds.
mutevampire

04-11-07, 06:25 PM
No. there are 2 problems with that. 1) Stirges are higher CR, making it easier to kill them since they don't gain many hit points for thier levels. 2) Stirges are tiny creatures, meaning you can't fit as many of them in one square as you could flies, which equals a much less powerful breath weapon

No... a better solution is to have 4 types of half dragon (Red, White, Green, Blue) and have 1/4 of each group's membership breathe at once. Even if you DO have immunity to the one element it's less likely to avoid all 4. The only issue is Evasion junkies, which is where STR + 8 comes in. As half dragons, the flies all get bite attacks and a +8 boost to their strength. They move over the enemy rogue's square and Aid Another enough times that many hit each round for very little damage each time, but a lot of little hits
strange_person

04-11-07, 07:34 PM
Yeah, but from a hard-munchkining perspective, there are no stats for flies.

What about half-dragon Puppeteers (XPH)? They're size Fine, and virtually indestructible (save as attended magic items, meaning area effects don't touch them at all and single-target is equivalent to sundering) as long as they've got a host. Not insanely dangerous by themselves, but wrap a few hundred of them around a Gray Render or something…
Tyhm

04-11-07, 09:04 PM
Tough Bunny. Yeah, I made a race of them. Wanna make something of it?

http://img97.imageshack.us/img97/2748/badbunnysmall9qm.png

There are also the #1 reason people (well, ok, just the male players) really REALLY like my pixies - considering most of them are actually the source of all misfortune... and this image is pretty well life size, so there goes THAT fantasy! And yes, MY pixies have shotguns! (They only do 1 point of damage, but the person hit has to make a fortitude roll EVERY time DC: 20 to avoid the searing PAIN of getting hit with a red hot spray of micro buckshot!)

http://img507.imageshack.us/img507/9734/pixietude4oa.jpg

*shudder* Reminds me of The Fur Fighters. Apparently a prestige class that requires 1) twf, 2) animal empathy, and 3) two bags of tricks (so with nonstandard equipment, a 1st level druid qualifies). At first level: As an attack action (not a standard) make a touch attack to throw an enraged squirrel at your enemies. The squirrel does its damage (and since there are no stats for squirrels, the DM/Writer guessed they do 1d4+1) and automatically grapples the opponent (despite the differences in sizes - "It's a prestige class ability!"). And since they all have TWF, every furfighter hits with a minimum of 2 - and since they were all humans and also picked up rapidshot, they all got to hit us with 3. But you can grapple the squirrels off, they've only got a +4...to grapple...as fine-size creatures...so if you too have twf, you can remove 2/round if you're lucky...or just fight while grappled, that's not too hard is it?
And of course I was playing a dwarven tank...touch AC of like 9...</rant>

Brilliant art though.
Trench07

04-16-07, 12:29 AM
My favorite monster to send against my PC's was a Vampiric Gibbering mouther. There faces were pricless :evillaugh
SarnorSerra

04-16-07, 12:59 AM
ok this one is complecated so work with me here
clestial Storm giant, halfdragon, were T-Rex, vampire, with the demon bloodline.
Ikyotojin

04-16-07, 09:01 AM
Brilliant art though.

Thanks.

And this weekend the party did the MOST campy thing - they managed to polymorph other on an adult white dragon! The SR was a bust and the dragon then rolled a ONE on it's save.

What did the magical reptilian get turned into?



A snow bunny. It's the classic "DRABBIT!"

I'm gonna have it mate and make a new species of really dangerous bunnies.


Oh - why didn't they kill it after mophing it? The fighter kicked it off a bridge into a gorge full of snow. It survived the fall and is going to bide it's time...
ryuspearhead

05-03-07, 07:21 PM
werewolf- vampire

mindflayer half dragon

vampiric dragon

vampire mindflayer
strange_person

05-04-07, 08:01 PM
Only the first of those four is even slighly impossible.

An illithid could go into the Dragon Disciple PrC, or you could apply the Half-Illithid template to a dragon or half-dragon, or you could even (legally if not plausibly) apply the half-dragon template directly to an illithid.

There is a template for vampiric dragons in the Draconomicon.

Vampiric Illithids are statted out in Lords of Madness.
Mognwar_the_Eviscerator

05-05-07, 02:30 AM
Once, Long ago. I used the NPC Litchie Litch in a campaign. He was on the main site ages ago where there used to be a "NPC Spotlight". anywhoo, I liked the idea of a friendly, unwitting litch, but in practicality he wouldn't work.

Neither would his familiar, A DIRE CANARY :confused: named steve.
Mognwar_the_Eviscerator

05-05-07, 02:32 AM
ok this one is complecated so work with me here
clestial Storm giant, halfdragon, were T-Rex, vampire, with the demon bloodline.

....Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn!
hawaiianbrian

05-06-07, 06:26 AM
I don't know if this one is techinically legal or not, but I didn't care. Serevalac was a half-iron-golem lich who figured out a way of creating golems cheaply (no xp cost) and then figured out how to trap a human soul in them. Making Effigies that were capable of casting spells was his greatest achievement. His plot, the one the PCs thwarted, was to replace the Open Lord of Waterdeep with one of his Effigies and thus control the most powerful nation in Faerun. He made a great opponent. Especially when the players forgot to find the phylactery and I made him come back again as a demilich later in the campaign! MUAHAHAHA! :hides:

Here he is, in both incarnations:

-------------
Serevalac, male human half-golem lich Wiz10: CR 15; Size M (6 ft., 2 in. tall); HD 10d12+36; hp 106; Init +1 (+1 Dex); Spd 30 ft. (fly 60; cannot run); AC 26 (+1 Dex, +4 Bracers, +11 Natural); Attack +14/+9 melee (1d8+5 negative energy), or +13/+10 ranged; SV Fort +8, Ref +5, Will +10; AL CE; Str 28, Dex 12, Con -, Int 20, Wis 16, Cha 13.

Skills: Concentration +12, Craft (Leatherworking) +12, Craft (woodworking) +12, Craft (Metalworking) +12, Heal +10, Hide +9, Knowledge (Architecture and Engineering) +10, Knowledge (Arcana) +15, Knowledge (History) +5, Knowledge (Religion) +6, Listen +15, Move Silently +13, Search +13, Sense Motive +13, Spellcraft +16, Spot +11, Use Magic Device +7.

Feats: Craft Wondrous Item, Craft Construct, Maximize Spell, Eschew Materials, Positive Energy Resistance 10, Lifesense, Lifebond, [Scribe Scroll].

Special Abilities/Qualities: Damage Resistance 25/+2 and bludgeoning, rust vulnerability, construct traits, breath weapon (free action every 1d4+1 rounds; 10-foot cone; 1d4 Con/death), fear aura (5 HD or less), paralyzing touch (Fort save negates), turn resistance +4, immune to cold/polymorph/electricity/mind-effecting.

Possessions: 27,000 gp in gear.

Wizard Spells He Can Cast: 0th:5, 1st: 7, 2nd: 6, 3rd: 6, 4th: 5, 5th: 5, 6th: 3

--------------
Serevalac, male human half-golem demilich Wiz10: CR 21; Size Diminutive (6 ft., 2 in. tall); HD 10d12+36; hp 120; Init +1 (+1 Dex); Spd fly 180 (perfect); AC 32 (+1 Dex, +10 Insight, +11 Natural); Attack +20/+15 melee (10d6+20 negative energy, no save); SV Fort +8, Ref +5, Will +15; AL CE; Str 28, Dex 12, Con -, Int 30, Wis 26, Cha 23.

Skills: Concentration +12, Craft (Leatherworking) +12, Craft (woodworking) +12, Craft (Metalworking) +12, Heal +10, Hide +29, Knowledge (Architecture and Engineering) +10, Knowledge (Arcana) +15, Knowledge (History) +5, Knowledge (Religion) +6, Listen +35, Move Silently +33, Search +33, Sense Motive +33, Spellcraft +16, Spot +11, Use Magic Device +7.

Feats: Craft Wondrous Item, Craft Construct, Maximize Spell, Eschew Materials, Positive Energy Resistance 10, Lifesense, Lifebond, [Scribe Scroll], Perfect Automatic Still Spell, Blinding Speed (haste 5/day), Tenacious Magic (Mass Suggestion), Automatic Quicken Spell (0, 1, 2, 3 level instant).

Special Abilities: Damage Resistance 30/- and bludgeoning, rust vulnerability, construct traits, breath weapon (free action every 1d4+1 rounds), Trap the Soul (up to 8 creatures a day, sight to 300 feet, Fort save DC 26, trapped in gem and body dissolves to dust), Spell-Like Abilities (at will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I - IX, telekinesis, weird; 2/day - greater planar ally, all as caster level 26)

Special Qualities: 10-foot cone; 1d4 Con/death), fear aura (5 HD or less, DC 15, fear as 21st level), paralyzing touch (Fort save DC 26 negates, permanent), turn resistance +20, immune to cold/polymorph/electricity/mind-effecting, magic immunity (except shatter which effects as crystalline but deals half damage, dispel evil which does 3d6 with a Fort save for half, and holy smite deals damage normally), phylactery transference (use items stored with phylactery), undead traits.

Wizard Spells He Can Cast: 7/7/6/5/5/4

0th: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.

1st: Chill Touch, Color Spray, Feather Fall, Mage Armor, Magic Missile, Protection from Evil, Shocking Grasp.

2nd: Alter Self, Blindness/Deafness, Blur, Cat's Grace, Mirror Image, Web.

3rd: Dispel Magic, Explosive Runes, Flame Arrow, Fly, Lightning Bolt, Slow, Summon Monster III.

4th: Arcane Eye, Dimension Door, Lesser Geas, Minor Creation, Lesser Globe of Invulnerability, Polymorph Other, Polymorph Self.

5th: Dismissal, Cloudkill, Dominate Person, Feeblemind, Hold Person, Mind Fog, Cone of Cold, Seeming, Baleful Polymorph.

6th: Antimagic Field, Globe of Invulnerability, Greater Dispel Magic, Repulsion, Mass Suggestion, Chain Lightning, Contingency (Heal if reduced to below 25% hp), Mislead, Circle of Death, Disintegrate.
Tyhm

05-08-07, 05:52 PM
Once, Long ago. I used the NPC Litchie Litch in a campaign. He was on the main site ages ago where there used to be a "NPC Spotlight". anywhoo, I liked the idea of a friendly, unwitting litch, but in practicality he wouldn't work.

Neither would his familiar, A DIRE CANARY :confused: named steve.

A friendly, unwitting lich would not work...? Why not a sorceror-lich, high charisma (friendly) but low wit (int and\or wis)? Or even a bard-lich?

Dire Canary, I believe you have me there...since Dire is not Technically a template...grr...
ryuspearhead

05-08-07, 06:14 PM
werewolf- vampire

mindflayer half dragon

vampiric dragon

vampire mindflayer
vampire ghost

werewolf ghost

lich mindflayer

half celestial/half feind
strange_person

05-09-07, 10:14 AM
Vampire ghost is impossible, and in fact barely even makes sense.

The rest are almost trivially simple.
GuesssWho

05-10-07, 12:11 AM
Has anyone mentioned were-vermin yet? It's not legal, but there's no reason why not.
I think Stephen King had a villain in The Dark Tower who was a were-spider . . .
strange_person

05-10-07, 03:51 PM
Once again. it's been done. Entomanothropes, I think they're called.
Ikyotojin

05-13-07, 07:30 PM
Vampire ghost is impossible, and in fact barely even makes sense.

The rest are almost trivially simple.
Actually in some cultures people who die thirsty become ghosts who drain people's blood. We are talking myth and legend, so "fact" is what we make it.
strange_person

05-14-07, 01:19 PM
I mean in D&D.

Vampire and Ghost are both templates which turn a living creature into an undead. They can't be applied to an undead, and they can't be applied simultaneously.

There might be ghosts with some special ability to feed on the blood of the living, but they're not vampires.
Ikyotojin

05-17-07, 11:32 PM
But what happens to a vampire who dies with some huge task undone? ;)
strange_person

05-18-07, 04:42 PM
I would say that either

1) They just crumble to dust like any other vampire. Sucks to be them, but that's how the curse of undeath works.

2) They lose the vampire template and become a normal ghost.
Grummush_Rogue

05-19-07, 12:04 AM
a grimlock sharpshooter. "alas, if only the thug was within a 40ft radius :weep: "
Grummush_Rogue

05-19-07, 12:31 AM
But what happens to a vampire who dies with some huge task undone? ;)

a vampire IS dead. he just has the cursed ability to move. Divinely speaking, he cannot get any task that regesters on the "The powers that be will let you finish" scale. And techincly, any unfinished bussiness should have got finished in their FIRST corrupt time on the material plane! :angelhide
guru7892

05-19-07, 01:14 AM
a feral barghest-paragon half iron golem half vampire xill-feindish grayjester-half-dracolich jarlith

its a feral half vampiric barxiljesith with bone wings and an iron leg form the hells!

sure it could happen, but it would require a lot of vodka and a lot of really wild parties in hell... and a wizard.
Danflor

05-19-07, 11:04 AM
Because this thread is so long and because I don't have the patience to look through it all, this one may have already been posted.

The Vampire Lich.

You can't really be two types of undeads at once, but it would be cool.
blade_runner

05-21-07, 09:04 PM
I had a great idea for Modern campaign where the players were swept into an alternate Long Island that was basically ruled over by the devil himself (sadly, I couldn't get anyone to play). It had some great creatures in it.

1 (shock troops): Half-fire elemental Iron Golems. It was actually a fire elemental that had undergone a ritual to bind its spirit into a molten mettle shell. Its only real weakness is that, if supercooled, the mettle casing would shatter, taking down about half the thing's hitpoints.

2. (Elite Guards): Demon possessed Mecha. Think this guy (http://kofler.dot.at/40k/units/Black_Templar_Dreadnought.gif), but with a flamethrower and chaingun. It had weird wisps of shadow coming out of it and a glowing red aura.

3. (random annoyance): the Awakened template applied to anything and everything the PC's would have been attacked by awakened helecopters,cars,and my personal favorite the fire hydrant of doom (there weren't many dogs in this world :D )

The only really illegal one is the third (awakened doesn't work on objects). But they were all awesome.
JokerMatt999

05-22-07, 05:40 PM
3. (random annoyance): the Awakened template applied to anything and everything the PC's would have been attacked by awakened helecopters,cars,and my personal favorite the fire hydrant of doom (there weren't many dogs in this world)

So You Want to Be A Wizard?

You've just written a plot summary of that book.
blade_runner

05-22-07, 07:47 PM
I didn't think anyone else had ever read that. I took that as my inspiration, and sort of built it up from there (I had the buffed fire elemental idea for a while).
JokerMatt999

05-23-07, 07:28 PM
Yeah, its a great series. Good idea for a campaign as well...I just like credit where credit is due. ;)
The_Grand_Artificer

05-24-07, 03:17 PM
I got a creture that cannot be: A WotC brand manager with an Int greater then 3.
strange_person

05-28-07, 10:23 AM
If someone applied the Living Spell template to Awaken… that wouldn't be particularly impossible, but it would get really crazy really fast.

Especially if it had Sunder.
NarlethDrider

05-29-07, 11:17 AM
Because this thread is so long and because I don't have the patience to look through it all, this one may have already been posted.



this list has some cool things in it (legal or not) I had planned to draw some of them, but it is a long list to look through (shame I dont have the time to put all the critters in one post):mad: :D anybody wanna do it:confused:
captianhowdy

06-04-07, 11:20 PM
Actually on Wikipedia

Ouroboros, Great-Great-Great Wyrm Cometary Dragon

Ouroboros, the Tail Devourerer, the Dragon Lord of Time CR 272

Male Great-Great-Great Wyrm Cometary Dragon

Lawful Neutral Macro-Diminutive Dragon (Extraplanar, Lawful)

Init +89, Senses Listen +398; Spot +398; Darkvision 1200 ft., Cosmic Consciousness

Aura Overwhelming Presence (8960 ft., DC 282 or die)

Languages Draconic, +55 bonus, +137 from skill ranks


--------------------------------------------------------------------------------

AC 380, touch 109, flat-footed N/A (-64 size, +68 deflection, +13 dex, +14 dodge, +68 foresight, +271 natural); Miss Chance 50%

hp 24,393 (272d100 + 10,608 HD); DR 130/—

Immune
Normal Immunities Fire, poison, sleep, paralysis, stunning, disease, death effects, nonlethal damage, ability drain or energy drain.
Magic Immunities All Mortal Magic. Epic Magic of the conjuration, enchantment, illusion, necromantic and transmutation schools.
Other Immunities Immune to all natural effects. No risk of death from massive damage. Not subject to time-based effects, and cannot be undermined by time traveling opponents.

Absorbs Cold; SR 350

Fort +245, Ref +233, Will +261


--------------------------------------------------------------------------------

Spd 10,800 ft., fly 20,550 ft. (mach 3) (good), burrow 5,400 ft. (hardness 48 maximum), Enter Etherial Plane at Will

Melee Bite +348/x28 (20d10+55 +20d10 chronal cold/18-19/x4), Claw +348/+348/+348/+348 (15d10+55 +15d10 chronal cold/18-19/x4)

Base Atk +272; Grp +451

Space 640 ft. ft.;Reach 425 ft. (640 ft. bite)

Atk Options Breath Weapon (100 ft. Cone of Temporal Stasis, DC 253)

Special Actions Run, Seventh Sense

Class Spells Prepared (CL 136): (6/23/22/22/22/22/21/21/21/21/27)

Cantrips — dancing lights, detect magic, flare, ghost sound, light, message, ray of frost, read magic, resistance
1st — chill touch, mage armor, magic missile, shield, summon monster I
2nd — eagle’s splendor, mirror image, shatter, scorching ray, summon monster II
3rd — dispel magic, fireball, slow, summon monster III
4th — dimension door, dimensional anchor, summon monster IV, wall of ice
5th — break enchantment, cone of cold, summon monster V, wall of force
6th — chain lightning, greater dispel magic, legend lore, planar binding, summon monster VI
7th — banishment, delayed blast fireball, forcecage, prismatic spray, summon monster
8th — dimensional lock, maze, polar ray, summon monster VIII, sunburst, temporal stasis
9th — gate, meteor swarm, prismatic sphere, summon monster IX, time stop, wish
Epic — 408 Contingent Resurrection, Dire Winter, Dragon Knight (Any Color, Epic Dragons Allowed, Great-Great-Great Wyrms, No Ritual Required), Dragon Strike (Any Color, Great Wyrms, No Ritual Required), Dreamscape (Standard Action), Eclipse (Standard Action), Eidolon, Enslave, Epic Counterspell, Epic Mage Armor, Epic Repulsion, Epic Spell Reflection, Greater Ruin, Hellball (No backlash, no XP cost, deals 20d6 acid, cold, electricity, fire, sonic), Kinetic Control, Let Go of Me, Living Cold (Cold Substituted Living Lightning), Lord of Nightmares, Momento Mori (works on 300 HD or lower), Nailed to the Sky (no XP cost), Peripety (Standard Action), Rain of Fire (Standard Action), Safe Time, Soul Dominion, Time Duplicate, Vengeful Gaze of God

Spell-like Abilities (CL 124):


At Will - Astral Projection, Etherialness, Greater Teleport, Plane Shift, Shapechange, Temporal Stasis, Time Stop
1/day - Safe Time, Time Duplicate
1/week - Dire Winter
1/year - Time Travel


--------------------------------------------------------------------------------

Abilities Str 121, Dex 36, Con 88, Int 120, Wis 121, Cha 146

SQ Cosmic String

Feats Organized by category:

Combat Manuevers - Cleave, Great Cleave, Power Attack, Improved Bull Rush, Improved Overrun, Improved Sunder
Criticals - Improved Critical (Bite, Claw), Superior Critical (Bite, Claw), Improved Critical Multiplier (Bite, Claw), Superior Critical Multiplier (Bite, Claw)
Defense - Fast Healing x20
Epic Spellcasting - Automatic Metamagic Capacity x32, Metamagic Freedom, Epic Spellcasting
Movement - Ether Goer, Underwalker, Improved Initiative, Superior Initiative, Run
Natural Attack - Multiattack, Improved Multiattack, Improved Natural Attack (Bite, Claw), Superior Natural Attack (Bite, Claw), Weapon Focus (Bite, Claw), Epic Weapon Focus (Bite, Claw)
Metamagic Empower, Enlarge, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Widen Spell

Skills All Strength, Intellegence, and Wisdom Skills +398, All Dexterity Skills +356, All Constitution Skills +382, All Charisma Skills +411
MagicMouth

06-05-07, 04:20 PM
What does the scouter say about his power level?
captianhowdy

06-06-07, 02:06 PM
Its over 9000!!!
strange_person

06-06-07, 02:53 PM
Actually, the overwhelming presence is just under 9000.
captianhowdy

06-06-07, 09:40 PM
Drat, your right. weeeeeeell 1 cr up should fix that XD
Grummush_Rogue

06-13-07, 08:53 AM
Titanic Great Red Wyrm. Would that be like, the size of a continent? And the Tail reach attack would be able to knock down the Epic Barbarian and the Epic Wizards Fireball would still be out of range! A Rogue would need so many Move Silently checks to approach, then still needs to break an outragous AC!
strange_person

06-13-07, 02:26 PM
Well, if you took a Wyrmling white dragon and applied the Titanic template, then advanced it to maximum size with the epic dragon rules, it would be 6 size categories above Collosal.
Blackskullgreymon

06-14-07, 02:10 PM
This one can't be, but I like it

The Were-Cactus

I drew a picture of a cactiman a while ago, and the idea hit me: why not be a werecactus? Well, sure, the "rules" about lycanthropy, but once you get past that it's all good.
Hellsbells

06-14-07, 02:19 PM
were- iron golem.... also the vampire ooze....
Sleepwalker13666

06-16-07, 04:45 PM
I wrote up this little beasty for my homebrew campaign:

Valacord, The Spined Horror

Valacord is one of the oldest living dragons in Thalamar, only Rot Fang is known to actually be older. Valacord was the spearhead of the Dragonfall War, and was one of the few survivors from that battle, though his wings where badly wounded, and have never fully healed. Some say the Valthorians named them selfs after this terrible dragon as a way of mocking him in their victory. Valacord now hides in the Mournspire caves of the Blacklands. There he has a gathering of loyal followers who use his shed spines as spears and daggers. Valacord waste no time in a battle, he charge down obvious spellcasters then moves on to the warriors. Unlike most dragons, Valacord will purposely allow himself to be surrounded so he may unleash his spines in a more efficient manner.

Valacord has a normal draconian shape, however his body has dark brown folded spines in place of scales, Valacord can bristle these out in a manner similar to a porcupine. Valacord will shake his body like a wet dog causing the loose spines to scatter about, flung with a devastating ferocity. These spines are surprisingly sturdy and barbed, making them difficult to remove.

Valacord (CR 20)
(Unique, Colossal Dragon)
Initiative: +12
Hit Dice 35d12
Hp: 585 Damage Reduction: 15/ Valthorian Bronze
Speed: 50, 20 Fly (Clumsy)
AC:47 (10+33 Natural, -4 Size, +8 Dex)
Touch: 14, Flat Footed: 39
Base Attack/Grapple: +27/+43
Attack: 2 Claws +40
1 Bite +35
1 Tail Slap +25
2 Wing Buffets +30
1 Crush +40
1 Tail Sweep +40
Full Attack: 2 Claws +40 4d6+13 (19x2)+Spines, 1 Bite +35 4d8+13, 2 Wings +30, 2d8+13 +Spines, 1 Tail Slap +25 4d6 + Spines or 1 Tail Sweep +40 2d8+13+Spines.Or 1 Crush +40 4d8+19+Spines.
Space Reach: 30ft/ 20ft
Special Attacks: Spine Storm
Special Qualities: Spines
Saves: Fort:+30 Refl:+30 Will:27
Abilities:Str 36 Con 26 Dex 26 Int 20 Wis 20 Cha 18
Skills: Knowldeges: Arcana, Planes, War, Dungeoneiring, History, Local, Nobility/Royality +43
Spot: +44, Listen: +44, Sense Motive: +44, Bluff +43
Feats: Power Attack, Improved Initiative, Improved Grapple, Multi Attack, Improved Toughness, Throw Anything, Brutal Throw, Dodge, Mobility, Combat Reflexes, Improved Critical Claws.

Spines: Valacords body is covered in spines, most of his melee attacks will transfer these dealing an extra 1d6 damage, and Imposing a cumulative -1 to Ac, Attack roles and Skill checks. Removing a spine deals 1d6 damage and is a full round action. Though one can be removed with a heal check DC 20 without harm. If someone attempts a melee attack with a non-reach weapon they must make a reflex save Dc24 or they are impaled with a spine taking 1d6 damage, further any grapple attempt with Valacord also automatically transfers spines.

Spine Storm: once every 1d4 round Valacord may violently shake his body causing the loose spines on his body to spray around him, anything within 75 feet of Valacord must make a reflex save Dc 35, those successful are embedded with half the number of spines the would have been, The number of spines embedded is based on size.

Tiny 1d6 (Any smaller and no save is required as no spine will hit)
Small 2d6
Medium 3d6
Large 4d6
Huge 5d6
Gargantuan 6d6
Colossal 7d6


Each Spine deals 1d6+6 damage, and imposes a cumulative -1 to Ac, Attack roles and Skill checks. Removing a spine deals 1d6 damage and is a full round action, a spine can be removed with heal check dc20 with no harm.
zhaunil

07-12-07, 06:06 AM
First for my creature that should never be. Keep in mind this is just a rather tame template stacker compared to some others. Never the less it is rather ungodly powerful without falling back on tarrasque bits or any classes what so ever (and it's even intelligent enough to have character levels)


Half Black Dragon Fiendish Natural Lycanthrope (Horrid Warbeast Dire Tiger) War Troll of Legend
Large Outsider (Extraplanar, Shapeshifter)
Hit Dice: 12d10+144(210) + 17d8+204 (491hp)
Initiative: +7
Speed: 40ft. in +5 Mithril Chainshirt (8 squares), base speed 40ft; Fly 80ft (Average Manuverabilty)
Armor Class: 47(-1 size, +23 natural armor, +9 +5 Mithril Chainshirt , +6 dex), Touch 38, Flat-Footed 41
Base Attack/Grapple: +24/+38
Attack: +5 Adamantine Greatsword +39 melee (2d8+30/19-20) or +5 Composite longbow (+20 Str bonus) +35 ranged (2d6+25/x3)
Full Attack: +5 Adamantine Greatsword +39/+34/+29/+24 melee (2d8+30/19-20) and bite +28 melee (2d6+10 +5d6 Acid); or 2 claws +33 melee (2d8+20 +5d6 Acid) and bite +28 melee (2d6+10 +5d6 Acid); or +5 Composite longbow (+20 Str bonus) +35/+30/+25/+20 ranged (2d6+25/x3)
Space/Reach: 10ft/10ft
Special Attacks: Dazing blow, Breath Weapon, Frightful Presence, Curse of Lycanthropy, Smite Good
Special Qualities: Damage Reduction 5/adamantine, Damage Reduction 10/Silver, Damage Reduction 10/Magic, Darkvision 90ft, low light vision, regeneration 9, scent, spell resistance 25, Fast Healing 5, Greater Damage, Alternate Form, Lycanthropic Empathy, Cold Resistance 10, Fire Resistance 10, Immunity to Acid, paralaysis, Sleep
Saves: fort +34 Ref +27 Will +29
Abilities: Str 50, Dex 22, Con 44, Int 12, Wis 17, Cha 14
Skills: Listen +11, Spot +12
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus(Greatsword), Improved Natural Attack (Bite), Improved Natural Attack (Claw), Weapon Focus (Claw), Stealthy
CR: 23

Dazing Blow (Ex): The force of a war troll’s low can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 31 Fortitude Save or be dazed for 1 round. The save DC is Consitution based.
Regeneration (Ex): Unlike with their lesser cousins acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Frightful Presence (Ex): When a monster of legend makes a loud sound (a roar, growl, or other sound appropriate to it’s form), it inspires terror in all creatures within 20ft that have fewer HD or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 27) or become shaken – a condition that lasts until the opponent is out of range. A Successful save leaves that opponent immune to that monster of legend’s frightful presence for 24 hours.
Scent (Ex)
Damge Reduction 10/Magic (Ex)
Damage Reduction 10/Silver (Ex)
Damage Reduction 5/Adamantine (Ex)
Spell Resistance 25 (Su)
Alternate Form (Su) : A lycanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Lycanthropic Empathy (Ex) : In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Breath Weapon (Su): The half-dragon can breath a 60ft line of acide once per day, dealing 6d8 damage with a DC 34 Ref save for half.
Immunity to Sleep, Paralysis, Acide
Darkvision 90ft (Ex)
Low-Light Vision (Ex)
Smite Good (Su): 1/day can deal +20 damage to a good aligned foe.


Half Black Dragon Fiendish Natural Lycanthrope (Horrid Warbeast Dire Tiger) War Troll of Legend
Large Outsider (Extraplanar, Shapeshifter)
Hit Dice: 12d10+216 + 17d8+306 (665hp)
Initiative: +9
Speed: 40ft. in +5 Mithril Chainshirt (8 squares), base speed 40ft; Fly 80ft (Average Manuverabilty)
Armor Class: 47(-1 size, +23 natural armor, +9 +5 Mithril Chainshirt , +6 dex), Touch 38, Flat-Footed 41
Base Attack/Grapple: +24/+47
Attack: +5 Adamantine Greatsword +48 melee (2d8+43/19-20) or +5 Composite longbow (+20 Str bonus) +35 ranged (2d6+25/x3)
Full Attack: +5 Adamantine Greatsword +48/+43/+38/+33 melee (2d8+43/19-20) and bite +37 melee (2d6+19 +5d6 Acid); or 2 claws +42 melee (2d8+29 +5d6 Acid) and bite +37 melee (2d6+19 +5d6 Acid); or +5 Composite longbow (+20 Str bonus) +35/+30/+25/+20 ranged (2d6+25/x3)
Space/Reach: 10ft/10ft
Special Attacks: Dazing blow, Breath Weapon, Frightful Presence, Curse of Lycanthropy, Smite Good
Special Qualities: Damage Reduction 5/adamantine, Damage Reduction 10/Silver, Damage Reduction 10/Magic, Darkvision 90ft, low light vision, regeneration 9, scent, spell resistance 25, Fast Healing 5, Greater Damage, Alternate Form, Lycanthropic Empathy, Cold Resistance 10, Fire Resistance 10, Immunity to Acid, paralaysis, Sleep
Saves: fort +40 Ref +29 Will +32
Abilities: Str 69, Dex 26, Con 57, Int 12, Wis 23, Cha 14
Skills: Listen +11, Spot +12
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus(Greatsword), Improved Natural Attack (Bite), Improved Natural Attack (Claw), Weapon Focus (Claw), Stealthy
CR: 23

Dazing Blow (Ex): The force of a war troll’s low can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 37 Fortitude Save or be dazed for 1 round. The save DC is Consitution based.
Regeneration (Ex): Unlike with their lesser cousins acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Frightful Presence (Ex): When a monster of legend makes a loud sound (a roar, growl, or other sound appropriate to it’s form), it inspires terror in all creatures within 20ft that have fewer HD or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 30) or become shaken – a condition that lasts until the opponent is out of range. A Successful save leaves that opponent immune to that monster of legend’s frightful presence for 24 hours.
Scent (Ex)
Damge Reduction 10/Magic (Ex)
Damage Reduction 10/Silver (Ex)
Damage Reduction 5/Adamantine (Ex)
Spell Resistance 25 (Su)
Alternate Form (Su) : A lycanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Lycanthropic Empathy (Ex) : In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Breath Weapon (Su): The half-dragon can breath a 60ft line of acide once per day, dealing 6d8 damage with a DC 40 Ref save for half.
Immunity to Sleep, Paralysis, Acide
Darkvision 90ft (Ex)
Low-Light Vision (Ex)
Smite Good (Su): 1/day can deal +20 damage to a good aligned foe.




Half Black Dragon Fiendish Natural Lycanthrope (Horrid Warbeast Dire Tiger) War Troll of Legend
Large Outsider (Extraplanar, Shapeshifter)
Hit Dice: 12d10+216 + 17d8+306 (665hp)
Initiative: +9
Speed: 40ft. in +5 Mithril Chainshirt (8 squares), base speed 40ft; Fly 80ft (Average Manuverabilty)
Armor Class: 40(-1 size, +23 natural armor, +8 dex), Touch 40, Flat-Footed 32
Base Attack/Grapple: +24/+47
Attack: Claw +43 melee (2d8+29 +5d6 Acid)
Full Attack: 2 claws +42 melee (2d8+29 +5d6 Acid) and bite +37 melee (2d6+19 +5d6 Acid)
Space/Reach: 10ft/10ft
Special Attacks: Dazing blow, Breath Weapon, Frightful Presence, Curse of Lycanthropy, Smite Good
Special Qualities: Damage Reduction 5/adamantine, Damage Reduction 10/Silver, Damage Reduction 10/Magic, Darkvision 90ft, low light vision, regeneration 9, scent, spell resistance 25, Fast Healing 5, Greater Damage, Alternate Form, Lycanthropic Empathy, Cold Resistance 10, Fire Resistance 10, Immunity to Acid, paralaysis, Sleep
Saves: fort +40 Ref +29 Will +32
Abilities: Str 69, Dex 26, Con 57, Int 12, Wis 23, Cha 14
Skills: Listen +11, Spot +12
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus(Greatsword), Improved Natural Attack (Bite), Improved Natural Attack (Claw), Weapon Focus (Claw), Stealthy
CR: 23

Dazing Blow (Ex): The force of a war troll’s low can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 37 Fortitude Save or be dazed for 1 round. The save DC is Consitution based.
Regeneration (Ex): Unlike with their lesser cousins acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Frightful Presence (Ex): When a monster of legend makes a loud sound (a roar, growl, or other sound appropriate to it’s form), it inspires terror in all creatures within 20ft that have fewer HD or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 30) or become shaken – a condition that lasts until the opponent is out of range. A Successful save leaves that opponent immune to that monster of legend’s frightful presence for 24 hours.
Scent (Ex)
Damge Reduction 10/Magic (Ex)
Damage Reduction 10/Silver (Ex)
Damage Reduction 5/Adamantine (Ex)
Spell Resistance 25 (Su)
Alternate Form (Su) : A lycanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Lycanthropic Empathy (Ex) : In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Breath Weapon (Su): The half-dragon can breath a 60ft line of acide once per day, dealing 6d8 damage with a DC 40 Ref save for half.
Immunity to Sleep, Paralysis, Acide
Darkvision 90ft (Ex)
Low-Light Vision (Ex)
Smite Good (Su): 1/day can deal +20 damage to a good aligned foe.
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite 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 rake.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +40 melee, damage 2d8+48.


This bad boy should give any party a good run for their money. Nigh unkillable, require a Weapon that’s Magical and Silver and Adamantine to get through it’s damage reduction, and with saves that should be able to handle any spells tossed its way that make it through the SR. Also, since most of it’s abilities DC is con-based it has some rather monstrous DC numbers.


Now for something I actually used in a campaign -
I had a fiendish Very Old White Dragon that the party had to take on, but in order to get to it they had to fight there way through the thing's lair. Amongst the traps and other such nonesense it had the following for guards -

4 Fiendish Half-Dragon(White) Ice Mephits(Advanced to 7HD which made them medium sized) Fighter 4's - This were Chargers with icy burst lances and flaming burst warhammers
4 Fiendish Half-Dragon(White) Winter wolves - The mephit's mounts
2 Fiendish Half-Dragon(White) Frost Giants

Yeah that dragon really got around.
strange_person

07-12-07, 08:58 AM
So, an enchanted adamantine weapon with Silversheen would work, right?
zhaunil

07-13-07, 09:25 AM
Silversheen would overwrite the Adamantine I would think though there's no rule say what would happen. Since the weapon would be counted as silver it wouldn't be adamantine since you can't be two different types of metal at once.
strange_person

07-13-07, 03:27 PM
How else would you recommend bypassing the DR?

Also, if Silversheen completely overwrites the special qualities of adamantine weaponry, that makes it much more useful. It could be used to destroy cursed adamantine weapons and other devices, since alchemical silver has hardness 9.
Shrark

07-16-07, 11:01 PM
I invented undead cattle that had bestow curse as a spell like ability, it realy messed with the half-orc barbarian with only 3 int.
Drew1369r

07-20-07, 02:07 PM
Half-celestial Half-Fiend Monk vow of Poverty... it was LE and used to harry the party... lots of fun :P
TiwazTyrsfist

07-27-07, 08:33 PM
I've actually had an idea for a while for an NPC that would be the ruler of a nation ruled by Undead.


He's a Lich-Golem.

First, he was a human necromancer. As he approached death, he took steps to overcome it, and became a lich.
After nearly being destroyed, he decided that just being a lich was insefficient.
Using a complex (epic) ritual, and some odd and nigh unrepeatable trickery, he possesed another high level caster, turned his own undead body into a flesh golem, then reinhabited it.

He has golem immunities, Construct traits, and Undead traits. When inconflict, use the more favorable trait option.


His barrons are similar creations, made by him. They are three Mummy-flesh golems. They each rule a Barrony of the kingdom.

I haven't actually messed with these since they put out the half golem templates... Hmm, that might make it easier...
PhilipR

08-01-07, 11:52 PM
The title reminds one of Lovecraftian joys, chaotic horrors too terrible to describe. This is one of my doodles, and truly it defies classification, for its stats change with every pulsing second, out of space and time its attack rolls and hit dice bend into non-Euclidean geometries. ;) http://i167.photobucket.com/albums/u147/Ratel_2007/zug.jpg
SengerOrbcressen

08-04-07, 04:38 PM
I got an idea: Flaming vortex Driders, a mix of air and fire elementals, and an experimented drider that was in fused with the elementals?
Mr_Arcane

08-05-07, 06:23 PM
This one is more like SHOULD not be.
I was looking through the "What's a Player to do?" section and Prime361 wanted to combine his fifth level cleric with a Tendriculos using the Symbiotic template in Savage Species, with his cleric as the guest. This got me thinking- Why not make a BBEG even bigger and much more bad with this template? I looked through my Monster Manual and remebered that dinosaurs are animals so I find the biggest, nastiest one which happened to be the Battletitan from MM3. Now with a Battletitan host and a humanoid guest, you would have something 36d8+324 Hit Dice, insane Strength and Constitution, higher mental scores, and something that could be a two part boss fight: one with the Battletitan and another with the BBEG.
strange_person

08-08-07, 02:41 PM
Cram an advanced Tsochar in there somewhere, to add a third stage.
ArgulFraster

08-09-07, 01:49 PM
After reading this thread a few years ago I made a...

Titanic Half-Iron Golem Warbeast Dire Rat.
His CR is 23. And he has Cloudkill as a breath weapon. He's the pet of the head of a guild of mad scientists.

I'll have to post him someday.
Grogg Toth

08-14-07, 04:20 AM
The classic dragon with a half-dragon template... :) technically possible by the RAW but ruled to be impossible in races of dragon.

Libris mortis introduced the lich fiend template, so I guess a vampiric fiend template can't be that far away... :)

It's called the Blood Fiend in the Fiend Folio. I realize that that monster is different than a vampiric demon, but if I was trying to make one I would probably just copy the abilities of the fiend and transplant them onto the chosen fiend.
Grogg Toth

08-14-07, 04:22 AM
A wight-lich. Basically a Lich with a energy-drain natural attack, should be easy enough to rig up. :D
KenjiNerdGirl

08-19-07, 02:21 PM
Aura Overwhelming Presence (8960 ft., DC 282 or die)

^ Holy friggin' crap in a pita...and I thought my Golem's original Breath Weapon was bad...o.O;;; Bradley's BW ran off of the 3.0 Golem rules. Death in 2 rounds if you failed saving throws. I think. M'kinda new to the D&D world. ^^;
Angel Black

09-12-07, 10:00 PM
A creature that Cannot be:

A Dwarf was captured by drows, and they turn him into...

A Tauric Arachnoid Boar / Half-Fey Were Monster Spider Dwarf.

Later on they give the poor thing extra heads, and sold it to a group of Mind Flayers that made a:

Voidmind Chimeric Tauric Arachnoid Boar / Half-Fey Were Monster Spider Dwarf.

So now the Dwarf has eight spider/boar like legs, Butterfly wings, three heads, one of the original dwarf, one from a dragon and one from a goat, and stills is kind of cute.Also three Mind Flayers have a bond with it.

Oh, and it can turn into a Monster Spider,or at least half his body can.
Naomi_Escen

09-26-07, 09:47 PM
The 2 oddest creatures I've seen (DM allowed them because we needed some power, being jumped distance-wise about 6 months ahead of schedule) was a Wearbear Gargoygle named fluffy AKA Tank AKA Chicken boy (he's got an obsession with chickens.), and a Lawful Good Drider. Yep. Drider. Oh, the insanity. And the chaotic neutral halfling rouge has convinced my neutral good half-elf ranger to help her steal stuff. Got some nice stuff too.
RollaD20

10-05-07, 05:08 PM
made the worst and best monster ever at the same time

The Aufwiedersehens (goobyes in german)
LA+4
every time they take a class level (the only kind available to them) it counts as half of a level (therefore allowing 2 classes in one level) but there is a 20% chance that they dont gain each feature (roll individually for spells and saves) can always cast prestidigitation at will. lol craziest dudes ever
LandeM

10-24-07, 01:52 AM
The Paradoxical, which only exists as long as you dont believe in it. If you begin to believe it exists, then it stops being real
strange_person

10-24-07, 01:55 AM
It's the living embodiment of the Efficient Market Hypothesis?
zook1shoe666

10-24-07, 10:29 PM
Shump VI
CE Feral Tauric Guardian Lost Anarchic Savage Fiendish Axiomatic Tarterian (Shator) Mineral Warrior Woodling Stonebone Remade Half-Machine Draconic Corrupted Phrenic Voidmind Beast of Xvim Lolth-touched Half-Iron Golem Spirit of the Woods Blood Ghoul Horrid Magebred Warbeast Half-Legendary Ape-Lesser Aasimar Hulking Hurler 2 of Baphomet

Colossal Monstrous Humanoid (augmented animal, augmented humanoid, augmented magical beast, chaotic, earth, extraplanar, incarnum, psionic)

Abilities: Str 353, Dex 36, Con 117, Int 8, Wis 18, Cha 12

Really Throw Anything +22 ranged 19,330,723,855,637,920,503,551,754d6+172
Swankster

10-28-07, 11:17 PM
Ok guys. You can not have a half x half y z. Seriously.
zook1shoe666

10-29-07, 12:13 AM
Ok guys. You can not have a half x half y z. Seriously.

was that towards me?
strange_person

10-29-07, 12:53 AM
Ok guys. You can not have a half x half y z. Seriously.

According to Savage Species, yes you can. For example, a half-elf with the Half-Dragon, Half-Celestial, Half-Fiend, and one or more Half-Elemental templates would (by default) be 1/8 human, 1/8 elf, 1/4 dragon, 1/4 celestial, and 1/4 fiend (needless to say, working out table settings for the family reunion so as to avoid conflicts would be a task on par with plotting the assasination of Dispater with the condition that it look like an accident). The "half-elemental" templates don't even need to be accounted for in the family tree; they're a result of magical rituals during birth or early childhood.
Swankster

10-29-07, 11:58 AM
1. That was towards everyone in the thread who said "I want a half fiend half dragon halfling", not towards you. You only half a half machine.


2. Okay, rule specifics aside, it is not possible to have a half x half y z.

3. 1/8 human, 1/8 elf, 1/4 dragon, 1/4 celestial, and 1/4 fiend.

This would be called a an eight elf, eigth human, fourth dragon, fourth celestial, fourth fiend, NOT a half dragon, half celestia,l half fiend, half elf.
zook1shoe666

10-29-07, 10:43 PM
You only half a half machine.
This would be called a an eight elf, eigth human, fourth dragon, fourth celestial, fourth fiend, NOT a half dragon, half celestia,l half fiend, half elf.

CE Feral Tauric Guardian Lost Anarchic Savage Fiendish Axiomatic Tarterian (Shator) Mineral Warrior Woodling Stonebone Remade Half-Machine Draconic Corrupted Phrenic Voidmind Beast of Xvim Lolth-touched Half-Iron Golem Spirit of the Woods Blood Ghoul Horrid Magebred Warbeast Half-Legendary Ape-Lesser Aasimar Hulking Hurler 2 of Baphomet

i have three "halves" i put them this way to show which template was applied, not what portion of a creature they are.
Naomi_Escen

10-29-07, 10:54 PM
CE Feral Tauric Guardian Lost Anarchic Savage Fiendish Axiomatic Tarterian (Shator) Mineral Warrior Woodling Stonebone Remade Half-Machine Draconic Corrupted Phrenic Voidmind Beast of Xvim Lolth-touched Half-Iron Golem Spirit of the Woods Blood Ghoul Horrid Magebred Warbeast Half-Legendary Ape-Lesser Aasimar Hulking Hurler 2 of Baphomet

i have three "halves" i put them this way to show which template was applied, not what portion of a creature they are.

:eek: How do you even run that monster?! lol, And listing somethings half's, in this case isn't like human ancestry. It's just listing the D&D creature formats that are part of the thing's make-up.
zook1shoe666

10-29-07, 10:56 PM
:eek: How do you even run that monster?! lol, And listing somethings half's, in this case isn't like human ancestry. It's just listing the D&D creature formats that are part of the thing's make-up.

that wasnt the point... the point of Shump VI the hulking hurler.... was to deal the most amount of damage by the rules without using Pun Pun
Pudge_is_cute

12-01-07, 06:15 AM
halfling werewhale(possibly blue whale) ftw. :D

or a vampiric pixie... I dunno...
vegetalss4

12-01-07, 07:08 AM
A friendly, unwitting lich would not work...? Why not a sorceror-lich, high charisma (friendly) but low wit (int and\or wis)? Or even a bard-lich?

Dire Canary, I believe you have me there...since Dire is not Technically a template...grr...

well technically, the familiar were not a Dire Canary, it were an Imp disguesed as a Dire Canary
Mecha-Zero

12-01-07, 02:06 PM
It took us four years to get to it but we made it to 38th level befor good old Asmodeus Gated me Between two floteing planet like metal qubes on some plane of law (Squish!).

I had a Half-Ogre Barbarien 21/ Warhulk 10/ Warmage 1/ Dragon Decipal 6 (All spell slots with True Strike)

DM had 6, Multiheaded (3 Heads) Flying Tauric (did i spell that right?) Elder brain(FR,Underdark)/Tarrasque Half-Golum (Adamantine Golum) Warlock 2nd level

sure it wasen't fair but had I not of played fly on a windshild it would have been a hell (no pun intended) of a way to go.
Velcro Zipper

12-01-07, 06:29 PM
I haven't really figured out if he's a "legal" monster or not yet, but I recreated Sakatha from the old "Tomb of the Lizard King" module as a Half-Fiend/Vampiric/Lizard Folk Duskblade. Half-Fiend can be applied to humanoids and so can Vampire, but Outsiders can't be Vampires and I believe Half-Fiends count as Native Outsiders. Either way, he's one of my favorite BBEGs from the days of First Edition so I thought he deserved to once more return from the dead.
illikan88

12-06-07, 07:40 PM
i'v created a new lizardfolk. wat do you tink about it?


Blue Scale Lizardfolk
• Medium: As Medium creatures, Blue scales have no special
bonuses or penalties due to their size.
• Aquatic: Blue scales are aquatic Lizardfolks, and have the
aquatic and Reptilian subtypes.
• Amphibious (Ex): Blue scales can breathe water or air equally
well, without limitation.
• Blue scales base land speed is 30 feet. Blue scales base swim
speed is 30 feet. Blue scales have a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. They can always choose to take 10 on a Swim
check, even if distracted or endangered. Blue scales can use
the run action while swimming, provided they swim
in a straight line.
• Flying fish leap: A Blue scale gains Flying fish leap as a bonus feat.
• Automatic Languages: Common, Draconic. Bonus Languages:
Aquan.
• Favored Class: Any.

i'm realy poroud.
Velcro Zipper

12-07-07, 11:25 AM
You're lizard folk seem fine but I think you missed the point of the topic. You should post your race in the Races forum. Now, if the Bluescales were fiendish/pseudonatural/vampiric/weregoldfish lizardfolk they would fit this topic perfectly.
ClericOfAspel

03-28-08, 07:45 AM
I've produced a vampiric unicorn, which I've populated a forest with. ^_^

The forest surrounds the castle of a repentent love-lorn lich woman. Her grief has corrupted the entire forest and turned everything in it evil, so I figured vampiric unicorns would be fun.

Vampire Unicorn

AL = CE

Undead (Augmented Magical Beast)

This powerful equine creature has a mirky white coat and feral glowing red eyes. Long, shaggy white hair hangs down in a mane and forelock. A single ivory-coloured horn, about two feet long, grows from the centre of the forehead and it's hooves are cloven and black. It casts no shadow (Spot DC = 28 in shadow) throws no reflection in mirror.

About 8 feet in length, stands 5 feet high and weighs 1,200 pounds.

Unicorns speak Sylvan and Common.

Horn of a living, ordinary unicorn can fetch for 2K for healing potions and devices. An undead one...who knows?

Horn is a +3 magic weapon though it's power fades if removed from the unicorn.

!!!WEAKNESS!!!

Cannot tolerate the odour of garlic and will not enter an area laced with it.

Will recoil from a mirror or strongly presented holy symbol. They don't harm it, just keep it at bay.

Must stay away at least 5 feet and cannot touch or go within 5 feet of said thing or creature with thing.

Holding a vampire at bay is a standard action.

Vampire can't cross running water although they can be carried over it in a ship or in a coffin.

They can't enter a home or building unless invited in by someone with the authority to do so. They can freely enter public places.

SLAYING A VAMPIRE: - Reducing to 0 hit points incapacitates but doesn't kill the vampire. However certain atacks can slay vampires.

Exposing any vampire to direct sunlight disorientates it. It can take only a single move action or attack action and is utterly destroyed in the next round if it cannot escape.

Immersing a vampire in running water robs it of 1/3 of it's hit points each round it is submerged until it is destroyed.

Driving a wooden stake through the vampire's heart instantly slays the monster. However, it returns to life if that stake is removed unless the body is destroyed. A popular tactic is to cut off the creature's head and fill it's mouth with holy wafers (or their equivalent).




Magic Circle Against Evil (Su): This ability continually duplicates the effect of a spell. A unicorn cannot supress this ability.

Damage Reduction: - 10/Silver or Magic.

Fast Healing (Ex): - So long as the vampire has 1 HP, it heals at a rate of 5HP per round. If reduced to 0 hit points in combat it automatically assumes a gaseous form and attempts to escape. It must reach it's coffin home (a hollow mounds under a large tree) within 2 hours or be utterly destroyed. Any additional damage done to the vampire in gaseous form has no effect. Once at rest in it's coffin a vampire is helpless. It regains 1 hit point after 1 hour then it is no longer helpless and resumes healing at a rate of 5 HP per round.

Gaseous Form (Su): - As a standard action, th vampire can assume gaseous form at will as the spell (CL-5) but it can remain gaseous indefinitely and has a fly sped of 20feet with perfect maneuverability.


Spell-like abilities: - Can use Detect Evil at will as a free action. Once per day, can use Greater Teleport to move anywhere witin it's home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use Cure Light Wounds three times a day and Cue Moderate once (CL-5) by touching a wounded creature with it's horn.

Once per day it can use Neutralie Poison (DC 21, CL-8) with a touch of it's horn. The save is Charisma based.

Wild Empathy: - This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Alternative Form (Su): - Can asume the shape of a bat, dire bat, wolf or dire wolf as a standard action. This is similar to a Polymorph spell cast by a 12th-level character except that the vampire does not regain hit points for changing form.

Whilst in it's alternate form, it loses it's slam attack and dominate ability but gains the natural weapons and extraordinary abilities of the new form. It can remain in that form until it assumes another or until the next sunrise.

Skills: - +8 racial on Move Silently. +3 competance on survival inside it's forest. +8 racial on Bluff, Hide, Listen, Search, Sense Motive, Spot.

Jump +25
Listen +12
Move S. +2
Spot +12
Survive +9

Immune to poison, charm, compulsion.

Resistance (ex): - Resistance to Cold 10 and Electricity 10.

Spider Climb (ex): - Can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (ex): - +4 turn resistance.

Has low-light vision, scent.

Dark vision, 60ft.


HD = 4D12

Iniative = +9

Speed = 60ft.

AC = 26 (-1 size, +5 dex, +12 (6) natural)
Touch = 20
Flat = 21

Base/Grapple = +4/+13

Attack = Horn +11 melee (1d8+10)

or Slam Attack (1d8+10)

Full Attack = Horn + 2 Hooves +3 melee (1d4+4)

Special Attacks: -

DC = 21


Blood Drain (Ex): - Can suck blood from living victim with it's fangs by making a successufl grapple check. If it pins the foe, it drains blood, dealing 1d4 points of constitution damage each round the pin is maintained. On each successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): - Can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action. The creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): - Can crush an opponent's will just by looking in to their eyes. This is similar to a gaze attack except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a will save or fall instantly under the vampire's influence as though by a dominate person spell (CL-12). This has a range of 30 feet.

Creatre Spawn (Su): - A humanoid or monstrous humanoid slain by the drain attack rises as a vampire spawn 1d4 days after burial.

If instead, the vampire drains the victim's Con to 0 or lower, the victim returns as a spawn if it had 4 or less HD and a vampire if it had 5 or more HD. In either case, the new vampire is under the command of the vampire that created it and remains enslaved until it's master's destruction.

At any given time a vampire may have enslaved spawn totalling no more than twice it's own HD. Any spawned creature that would exceed this limit are created as free-willed creatures or vampire spawn.

A vampire that is enslaved may create and enslave it's own spawn so a master vampire can control a number of lesser vampires in this fashion.

A vampire may voluntarily free and enslved spawn in order to enslave a new spawn but once freed a vampire or vampire spawn canot be enslaved again.

Energy Drain (Su): - Living creatures hit by the vampire's Slam Attack or any other natrual weapon gain twonegative levels. For each negative level bestowed, the vamprie gains 5 temporary hit points. A vampire can use it's energy drain ability once per round.



Space/Reach = 10ft/5ft

Fort = +4

Ref = +9

Will = +6


Str 26 +8
Dex 21 +5
Con -
Int 12 +1
Wis 23 +6
Cha 28 +9

Feats: -

Alertness,
Skill Focus (Survival).
Combat Reflexes.
Dodge.
Improved Iniative.
Lightning Reflexes.

CR = 5

If taken as a cohort = Level adjustment = +12

Treasure = Normal.
Raynx

07-08-08, 03:07 PM
My solutions to metagamers in my campaigns:
Ted the Magic Item Destroyer is a True Neutral Doppelganger Occult Slayer with a Cloak of the Mountebank who always seems to find himself in the same city as the PCs. Whenever I have a problem with the characters' items (ex. a sorceror with a Staff of the Sun and a Staff of Death), Ted casually walks by and uses those ungodly ranks in Sleight of Hand to take the item from the character, crumble it to dust, then simply vanish into thin air.

Also, whenever huge arguments break out or the player starts using his 1337 Skillz to suddenly act as if his character knows exactly what kind of weapon he needed to bypass the enemies' damage reduction (or any other instance similar to this), I drop a Vorpal Whale on him.

It's a Baleen Whale that I gave the Vorpal quality to its Slam attacks. It has a limitless Teleportation at will with zero chance of failure, extremely high intelligence, wisdom, and charisma but cannot communicate, and a Plane Shift effect at will. Also DR 30/epic and SR 50. One silly little PC had been struck numerous times and decided to act up again intentionally so he could impale the thing when it appeared. Instead of the usual, it "fell" at him from the side by being on the Astral Plane, deciding gravity was sideways at the time, falling incredibly fast, then Plane-Shifting at the last second.
Imagine it:
"Hey Tomothy, where did you put that +9 Ogre Slaying Knife? I need it for a second. The total bonus will be just enough to increase my damage output to insta-kill that thing. After all, it only has 97 hp..."
*BEEEEeeeeUUUUURRRRhhhhhhh*
"NO NOT AGAI-" *EPIC LEVEL VORPAL SLAM ATTACK* *FROM A WHALE*
Good times.
Raynx

07-08-08, 03:14 PM
Oh, and Vartholemew. I started with a Brown Bear, then went around the table asking for attributes we should give to it. I ended up having a Bear-like creature with huge, colorless eyes, shark teeth, ram's horns, tentacles for arms, a green derby hat, ability to cast Wall of Stone at will, and ability to ShapeChange into a small-sized log (as in, a log from a cut-down tree) at will. So I had in lie in wait on a beach in an underwater cave that leads to pocket of air where some ruins are. The characters did their thing and, as they were leaving, tripped on the log, waking him up. Vartholemew immediately rose and placed a Wall of Stone over the only exit to the underwater cave, then started to mercilessly eviscerate the PC that tripped over him. The other characters ran for it, breaking down the wall with everything they could. That thing was CRAZY.
Nathreet

07-09-08, 09:41 PM
Half Celestial Half Dragon Half Giant.

100% Legal. 150% cheese.