Calling all Monster Crafters! [Archive] - Wizards Community

Post/Author/DateTimePost
Grod_The_Giant

03-24-08, 12:07 PM
Hello all! I'm Theodore Vraal, Archmage of the Mutant Claw. I've asked you all, my fellow wizards, here today to assist me in my goal of universal domination. You see, if I want to conquer all of known existence, I'm going to need an army. An army of twisted, hideous mutant creatures that will strike fear into the hearts of my enemies! I'll give you all access to my Spawning Pits so you can create new, exciting types of minions for me. Everyone who contributes will be given one or more planes to rule (come on...who hasn't dreamed of ruling a layer or three of the Abyss?). In addition, those who make the best creatures will be given one of my specialty beholders- :behold: ! These little critters are hand made and Huge sized, with artistically arranged scale patterns and eye rays tailored to YOUR needs. So get out there and start crafting! A multiverse awaits!


This creature is, beyond doubt, not natural. It stands about 15 feet tall, with hugely thick, muscular arms, each ending with a pair of huge, scythe-like claws. Its legs, however, are comparatively weak and underdeveloped. While its skin is primarily covered in blood-red scales, there are patches of dark blue fur and bony growths covering its vitals. It lowers its troll-like head as is gives off a terrible roar and drops into a fighting stance.
Scytheclaw Slayer

Size and Type: Large Humanoid
Hit Die: 15d8+2d12+95 (175 HP)
Initiative: -1
Speed: 40 ft
Armor Class: 27 (-1 size, +0 Dex, +18 Natural)
Touch 19, Flat-Footed 27
Base Attack/Grapple: +13/+27
Attack: 2 claws +23 (3d6+11 +Disruption)
Space/Reach: 10 ft/10 ft
Special Attacks: Disrupting Claw
Special Qualities: Damage Reduction 10/-
Saves: Fortitude +17 Reflex +6 Will+4
Abilities: Str 32+11, Dex 10, Con 21+5, Int 10, Wis 10, Cha 10
Skills: Climb +15, Intimidate +16, Jump +15 Listen +8, Spot +8, Search +8
Feats: Power Attack, Cleave, Great Cleave, Improved Natural Attack, Awesome Blow, Iron Will, Weapon Focus, Weapon Specialization, Lightning Reflexes, 2-Weapon Pounce
Challenge Rating:12

Disrupting Claw (Su)- a Scytheclaw Slayer's claws are charged with a baneful energy that twists the flesh of anything they come in contact with. Any creature struck by a Scytheclaw Slayer's claw attack must make a Fortitude save (DC 20) or take 2d6 Constitution Damage.

UPDATE: From the vast range of submitted creations, I see that I need to clarify my request: I have the facilities to make large quantities of monster of around CR 15 and less. Of course, most things below CR 8 or thereabouts aren't particularly useful. I can craft useful number of creatures up to CR 20 or so, but after that, it becomes impractical. Also, excessively powerful minions are almost as dangerous to their master as their enemies. Therefore, I request creatures between CR 8 and 16.
zaku41k

03-24-08, 01:29 PM
I don't have a story for this monster yet.. but they're kind of like Gnolls.. brutal, and in large numbers.



Hvitulv

Large Monstrous Humanoid
HD: 12d8+60 (117hp)
Initiative: +3
Speed: 50ft
AC: 21 (+3 DEX, +4 Natural, +5 Breast Plate, -1 Size) Touch 12, Flat-footed - (see Natural Cunning)
BAB: +12/+7/+2
Grapple: +20
Attack: (Longsword/Flail/Battleaxe)* +16 Melee (1d8+4 19-20/x2)(x2)(x3) or Claw +15 Melee (1d6+4)
Full Attack: Primary (Longsword/Flail/Battleaxe)* +16/+11/+6 Melee (1d8+4 19-20/x2) and 5 (Longsword/Flail/Battleaxe)* +16 Melee (1d8+4 19-20/x2)(x2)(x3) and Bite +10 Melee (1d8+3) OR 6 Claws +15 Melee (1d6+4) and Bite +10 Melee (1d8+3)
Space/Reach: 10ft/10ft
Special Attack:
Special Quality: Darkvision 60ft, Natural Cunning
Saves: Fort +8, Ref +13, Will +8
Abilities: STR 18, DEX 16, CON 21, INT 11, WIS 10, CHA 9
Skills: Jump +8, Listen +8, Search +8, Spot +10
Feat: Dodge, Lighting Reflex, Multiattack, Multiweapon Fighting, Weapon Focus (Longsword/Flail/Battleaxe)*
Environment: Hills, Mountain Caves
Organization: Packs of 20
CR: 10
Treasure: Standard
Alignment: Any Evil
Advancement: By character class
Possesion: 6 (Longsword/Flail/Battleaxe), Breast Plate


And um..an Epic General for you? Note: I may have messed up with this one.. too many templates to play with, :P



Rylakh, LV 10 Soul Eater (Unique Paragon Half-Fiend Mind Flayer)

Medium Outsider

HD 8d8+72 plus 96, 10d8+72 (384)

INI +15 (11 DEX, 4 Improve Initiative)

Speed 90ft, Fly 90ft (good)

AC 50 (11 DEX, 5 Natural, 12 Insight, 12 Luck) Touch 45, Flatfooted 38

Base Attack
+16
Grapple
+26 (BA 16, 10 STR)

Attack
Tentacle +27 Melee (1d4+10+20),or Claw +27 Melee (1d4+10+20)

Full Attack
4 Tentacle +27 Melee (1d4+10+20), 2 Claw +22 Melee (1d4+10+20) and Bite +17 Melee (1d6+10+20)

Space/Reach
5ft/5ft

Special Attack
Mind Blast, Psionics, Improve Grab, Extract, Smite Good (+13 Insight bonus)

Spell like ability
Darkness 3/day(+15 caster level), Desecrate, Unholy Blight(+15 caster level), Poison 3/day(+15 caster level), Greater Dispelling 3/day(At 15 caster level), Haste 3/day(At 15 caster level), See Invisibility 3/day, Energy Drain 2, Soul Strength, Soul Blast, Soul Enchancement, Soul Endurance, Soul Radiance, Soul Agaility, Soul Slave, Soul Power

Special Qualities
Spell resistance 35, Telepathy 100ft, Darkvision 60ft, Immunity poison, Resistance acid10 cold10 electricity10 fire10, Damage reduction 20/+6, Natural weapon treated as magical weapon, Fast Healing 20

Saves
Fort +28, Ref +30, Will +34 (2/2/6 Base)

Abilities
STR31, DEX33, CON29, INT40, WIS32, CHA34

Skills (+10 competence on all checks)
Appraise 25.5, Bluff 33, Cocentration 30, Diplomacy 33, Disguise 33(35 synergy), Hide 32, Intimidate 33, Knowledge (Arcana) 37, Knowledge (Architecture and Engineering) 36, Knowledge (Dungeoneering) 36, Knowledge (Geography) 36, Knowledge (History) 36, Knowledge (Local), Knowledge (Nature) 36, Knowledge (Planes) 36, Knowledge (Religion) 36, Listen 32, Move Silently 32,Search 36, Sense Motive 32, Spellcraft 36(38 synergy), Spot 32, Use Magic Device 22.5 (24.5 synergy)

Feat
Additional Magic Item Space (Epic, Ioun Stone),Alertness, Combat Casting, Dire Charge (Epic),Greater Spell Penetration, Improved Initiative,Spell Penetration, Weapon Finesse, Weapon Focus (Tentacle)

Environment
Underground

CR 35 (8MF+2HF+15Paragon+10SoulEater)

Organization
Accompanied by 12 Lv9 Mind flayer Sorcers plus Thralls

Alignment
Lawful Evil

ECL 22 (+8 Mind Flayer, +4 Half Fiend, +10 Class)
Slagger the Chuul

03-24-08, 09:40 PM
Sounds fun, so here's what I whipped up. I decided it was time I did a brain creature which doesn't rely on high intelligence or psychic abilities.

This entity resembles a large and misshapen brain with a short vertebral tail. It floats in midair amidst a web of fibrous tendrils.

CRACKLING LOBE - CR 4
Always N Tiny aberration
Init +2; Senses blind, blindsight 90 ft.; Listen +2, Spot +2
Languages none
---
AC 17, touch 14, flat-footed 15; (+2 size, +2 Dex, +3 natural)
hp 42 (5 HD)
Immune mind-affecting, poison
Resist electricity 20; SR 15
Fort +5, Ref +3, Will +6
---
Speed 40 ft. (8 squares), climb 20 ft.
Melee 3 tentacles +7 (1d4)
Space 5 ft; Reach 20 ft.
Base Atk +3; Grp +15
Atk Options improved grab, stunning shock (DC 16)
---
Abilities Str 10, Dex 15, Con 18, Int –, Wis 15, Cha 12
SQ aberration traits, oversize grappler
Feats Weapon Finesse (B)
Skills Climb +8, Hide +10, Listen +2, Move Silently +6, Spot +2
Advancement 6-10 HD (Tiny); 11-15 HD (Small)
---
Improved Grab (Ex) A crackling lobe which hits a creature of Huge or smaller size with a tendril attack can attempt to start a grapple as a free action without provoking an attack of opportunity.
Oversize Grappler (Ex) A crackling lobe is considered a Gargantuan creature for the purpose of making grapple checks and determining its grapple bonus.
Stunning Shock (Ex) When a crackling lobe grapples or hits with two or more tendril attacks, it deals an additional 2d6 points of electricity damage. Creatures damaged by this ability must make a Fortitude save (DC 16) or be stunned for 1 round. The save DC is Constitution-based.
Skills Crackling lobes have a +4 racial bonus on Move Silently checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Crackling lobes are created from the brain matter of sentient beings, transformed from a thinking organ into a witless battery designed to deter intruders with potent electrical shocks.

Strategies and Tactics
Crackling lobes attack anything that moves, grappling and delivering continual shocks until the target stops moving. They usually give up pursuit once a target moves beyond sight, but are attracted to organic liquids and sometimes follow opponents who leave an obvious blood trail. They avoid sources of electricity (including other crackling lobes) and inorganic creatures unless attacked.
When not kept by a more intelligent creature, crackling lobes roam randomly, following stray leaves and other natural movements until they encounter a creature on which to feed.

Sample Encounters
Crackling lobes are usually found alone, placed at convenient vantage points as passive guards, or lairing near a source of food.
Individual (EL 4): Straying far from the place of its birth, this crackling lobe has followed herd migrations until reaching the borders of humanoid civilization.

Ecology
Blatantly unnatural, crackling lobes are formed through artificial experiments or bizarre mutation. Vastly overstimulated and saturated with electricity, they become incapable of rational thought and revert to their most primitive responses. Exposed nerves detect even the most subtle vibrations in their surroundings, which they investigate without fail.
With normal feeding apparatus, a crackling lobe must soak itself in liquid food to absorb nutrients. Its strange biology allows it to feed on almost any organic liquid, but it favours liquids from animals (like milk or blood) over those from plants (like wine or tree sap). The creator of a crackling lobe usually keeps it in one place by providing a small supply of appropriate food.
Environment: Wild crackling lobes gravitate to areas with significant plant life and moderate amounts of water, like forests and plains, but cannot easily tolerate significant amounts of water. As they are not capable of independent reproduction, most are found at their source, in the laboratory of a deranged creator, areas of wild magical activity, or some other unusual location.
Typical Physical Characteristics: Crackling lobes comprise a central brain mass supported by a network of motile nervous tissue. Their nerves are usually spread diffusely enough to be barely visible, but can be gathered into several tendrils to attack opponents.
The central brain of a crackling lobe is roughly a foot in diameter, and the creature as a whole weighs 15 to 20 pounds. There is no recognizable difference between males and females.
Alignment: Devoid of rational thought or moral awareness, crackling lobes are exclusively neutral.

Crackling Lobe Lore
Characters with ranks in Knowledge (dungeoneering) can learn more about crackling lobes. When the character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (dungeoneering)
DC - Result
15 - This is a crackling lobe, an aberration formed from the brain of a thinking creature. This result reveals all aberration traits.
20 - Long tentacles give it exceptional reach and grasping ability.
25 - It lacks sapient thought, with most of its brain power devoted to channeling immobilizing shocks.

Typical Treasure
Crackling lobes do not carry treasure, but their masters (if any) may harvest the belongings of any victims (appropriate to the crackling lobe’s Challenge Rating, about 1,200 gp).

Advanced Crackling Lobes
Advanced crackling lobes rarely develop into more powerful forms as a random result of the circumstances that create them, but are more frequently produced from the transformation of bigger creatures. Crackling lobes advanced to Small size have a 30-ft. reach, can use improved grab against creatures of Gargantuan size or smaller, and have the grapple benefits of a Colossal creature.
Grod_The_Giant

03-25-08, 03:10 PM
excellent! Zaku41k, those look like good starting places for further development. Finalize the aesthetics of the Hvitulv, and you're good to go. You can have...uh... the 436th layer of the abyss, the Eternal Flesh Vortex. By the way...how do you pronounce your name?

Slagger, I am impressed. Very original, and utterly terrifying, but...ah...not quite powerful enough for my army, I'm afraid. I would like to order a half dozen for my mansion, though :evillaugh. I think you can have Pandemonium...I'm feeling generous. Good work!
Slagger the Chuul

03-25-08, 10:01 PM
Slagger, I am impressed. Very original, and utterly terrifying, but...ah...not quite powerful enough for my army, I'm afraid. I would like to order a half dozen for my mansion, though :evillaugh. I think you can have Pandemonium...I'm feeling generous. Good work!

I usually prefer the low CR, since they can see use in a lot more situations. Of course, if you want something stronger, I certainly have something available...
Slagger the Chuul

03-25-08, 10:11 PM
Here's a not-so-little something that might be more your speed.

This enormous rat-like creature is over 50 feet long from head to tail, with horizontal jaws that clash like pincers and long bony legs. Its body is coated in coarse and filthy fur, and a visible miasma of greasy corruption invades the very air about it.

PLAGUEBEAST - CR 15
Always CE Colossal magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent 120 ft.; Listen +15, Spot +14
Aura hideous infection (100 ft.)
Languages understands Common
---
AC 26, touch 6, flat-footed 22; (-8 size, +4 Dex, +20 natural)
hp 299 (26 HD); fast healing 10, blood spray, death cloud
Immune disease
Resist acid 10, cold 10
Fort +23, Ref +19, Will +16
---
Speed 50 ft. (10 squares), climb 20 ft.
Melee bite +31 (4d6+13 plus disease) and 2 claws +29 (2d6+6 plus disease)
Space 30 ft; Reach 20 ft.
Base Atk +26; Grp +55
Atk Options Blind-Fight, Combat Reflexes, Snatch, disease (DC 29, 1d3 Dex and 1d3 Con)
Special Actions paralyzing screech (DC 29)
---
Abilities Str 36, Dex 19, Con 22, Int 4, Wis 17, Cha 13
SQ magical beast traits
Feats Blind-Fight, Combat Reflexes, Endurance, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Snatch, Steadfast Determination
Skills Climb +22, Listen +15, Spot +14
Advancement 31-60 HD (Colossal)
---
Blood Spray (Ex) Whenever an attack deals at least 20 points of damage to a plaguebeast, its pestilent blood sprays from the wound in a 20-foot cone aimed at the attacker. Creatures in this area must make a successful Fortitude save (DC 29) or become infected by the plaguebeast’s disease.
Death Cloud (Ex) Upon death, a plaguebeast’s corpse emits a cloud of foul vapour that infects all creatures within 100 feet with the plaguebeast’s disease unless they make a successful Fortitude save (DC 29). The cloud lasts for 3d6 rounds. Its radius increases by an additional 100 feet for each full round it persists.
A strong wind (21+ mph) disperses the cloud in 3 rounds; a severe wind (31+ mph) disperses it in 1 round.
Disease (Ex) Filth fever, Fortitude DC 29, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Hideous Infection (Su) Within 100 feet of a plaguebeast, diseases progress one day for every round that passes, requiring saving throws and applying damage (or other effects) as appropriate. This applies to all creatures that spend any part of their turn within range. It affects both magical and natural diseases.
Unless completely destroyed, a plaguebeast’s body continues to produce this effect for three days after its death.
Paralyzing Screech (Ex) Once per minute, as a standard action, a plaguebeast can unleash a piercing scream that paralyzes all creatures within 300 feet for 1 round. A successful Fortitude save (DC 29) negates this effect. The save DC is Constitution-based. This is a sonic paralysis effect.
Skills Plaguebeasts have a +8 racial bonus on Climb checks. A plaguebeast can always choose to take 10 on Climb checks, even if rushed or threatened.

This foul creature is an ordinary rat, transformed and swollen to monstrous proportions by its unnatural bond with a disease.

Strategies and Tactics
A plaguebeast has little tactical ability, charging into the midst of its opponents and rabidly attacking everything within reach. It uses the Snatch feat to grab hardy opponents in its jaws, worrying them violently before throwing them aside, and unleashes its paralyzing screech against victims it finds difficult to catch or reach.
Relying on its powerful sense of smell to identify targets that can be infected, a plaguebeast fights to the death while any living, non-elemental foes remain. It will attack even other plaguebeasts unless they carry the same disease.

Sample Encounters
Plaguebeasts are almost exclusively encountered alone, in a rampage of infection that ends only with their death. Only powerful magicks can bend them to servitude.
Individual (EL 15): Created spontaneously from the magical offerings of a plague-worshipping cult, this plaguebeast attacks the city above their underground lair.

Ecology
Through the influence of magic, a plaguebeast is formed from the fusion of an ordinary rat with the essence of a disease. Over the course of several agony-filled hours, the rat grows to a tremendous size, its body twisting and its blood becoming replaced with disease-ridden pus as the sickness bloats every fibre of its being. Fully grown, it is consumed by an unquenchable urge to spread the disease that infects it, and goes forth to wreak havoc.
Although plaguebeasts typically carry filth fever, a disease commonly found in rats, they can serve as the vessel of any nonmagical disease (see Advanced and Variant Plaguebeasts, below).
Environment: Plaguebeasts are found near areas containing both an ordinary rat population and a source of magic, usually the settlement of a magic-using race.
Typical Physical Characteristics: A plaguebeast superficially resembles the rat from which it was created, but its jaws are twisted into a sideways bite and its legs are withered to bony extremities. A typical plaguebeast is 60 feet long from nose to tail, standing about 20 feet high at the shoulder and weighing in excess of 50 tons.
A standard plaguebeast carries filth fever and has fur matted with dirt and grime; specimens with different diseases bear distinctive visible signs of the illness they carry.
Alignment: Driven by the blind desire to infect all living creatures with debilitating sickness, plaguebeasts are chaotic evil.

Plaguebeast Lore
Characters with ranks in Knowledge(arcana) can learn more about plaguebeasts. When the character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Characters that also make a successful Heal check (DC equal to the disease’s normal saving throw) can identify the specific disease carried by a plaguebeast.
Knowledge (arcana)
DC - Result
36 - This rat-like titan is a plaguebeast; a loathsome vector for disease created through the influence of magic. This result reveals all magical beast traits.
41 - Its teeth and claws are riddled with disease and its mere presences causes sickness to
spread like wildfire. Though its ruined body is bursting with pustulence, this unnatural vigor seals its infected flesh in mere moments.
46 - When frustrated, the beast can produce a dreadful scream that paralyzes its victims, and its death releases a vile cloud of pestilence.

Typical Treasure
A plaguebeast does not carry treasure, but also shows no interest in the treasure of creatures that it has killed. Eating the flesh of a plaguebeast requires a Fortitude save (at the disease’s normal DC) to avoid infection by its plague, even for diseases that do not normally infect by being ingested.

Advanced and Variant Plaguebeasts
Advanced plaguebeasts are relatively common, resulting from a more extreme growth during their initial mutation.
Variant plaguebeasts can be found that were created by different diseases, with blinding sickness and cackle fever being the next most common. In such cases, the saving throw of the plaguebeast’s disease attack remains unchanged, but it delivers the damage (and other effects) of the new disease in place of those for filth fever. Regardless of their normal means of infection, a disease that comes from a plaguebeast is transferred by its natural attacks and blood spray. Creatures infected by a plaguebeast pass the disease on in its normal form and subsequent creatures save against its normal DC.
Grod_The_Giant

03-26-08, 07:20 PM
:evillaugh now THAT's what I'm looking for! Ooo, just thinking of what will happen when I teleport a few of those monsters into a big city :devil:! You have to understand, I'm trying to conquer the multiverse here. I've got no use for something that the city watch can bring down. I need to crush armies of demons and angels under my iron heel. But with the Plaguebeast...you have done well, Slagger, you have done very well indeed.

Congratulations, Slagger the Chuul- you win a premium Beholder. His name's Joe :behold:. Use him well.
Eldritch_Lord

03-26-08, 09:43 PM
How's this?

Lurking Horror- CR 16
A tentacled creature bursts from the shadows, flailing its many tentacles faster than the eye can see. As best as can be seen through the tentacled blur, it is made up of a sickly green scaled orb supported on a snakelike tail, and its tentacles appear to grow a deep blood-red towards the ends...or that could be the remains of the warrior standing next to it a moment ago. Its tentacles bat arrows aimed at it out of the air contemptuously, and though it lumbers slowly along it seems there is nowhere to hide from it as its limbs reach as far as you can see.
Always CE Large Aberration
Init +13; Senses Blindsense 30ft, Tremorsense 60ft; Listen +4, Spot +4
Languages Undercommon
------
AC 30, touch 22, flat-footed 17; (-1 size, +13 Dex, +8 natural)
HP 85 (19 HD)
Immune Mind-affecting, poison, acid, petrification, polymorphing
Vulnerable fire;
SR 25
Fort +6, Ref +19, Will +15
------
Speed 5ft (4 squares)
Melee 6 tentacles +27 (2d6+8)
Space 10ft; Reach 30ft
BAB +14; Grp +21
Atk Options Improved grab, Tentacle flurry, Ambush, Spell-like abilities
------
Abilities Str 27, Dex 36, Con 11, Int 4, Wis 19, Cha 8
SQ Aberration traits
Feats Combat Reflexes, Weapon Finesse, Power Attack, Improved Bull Rush, Awesome Blow, Deflect Arrows (B)
Skills Hide +34, Listen +4, Move Silently +6, Spot +4
Advancement 20-24 HD (Large); 25-29 HD (Huge)
------
Improved Grab (Ex) A Lurking Horror which hits a creature of Huge or smaller size with a tentacle can attempt to start a grapple as a free action without provoking an attack of opportunity.
Tentacle Flurry (Ex) As a full-round action, a Lurking Horror may make 4 tentacle attacks against every creature in its threatened area. After doing so, it may not use this ability for another 1d4+3 rounds, and its reach is reduced by 10ft the round after using this ability. A Lurking Horror may use this ability in a surprise round, but it may only make 2 tentacle attacks against each target.
Ambush (Ex) As a standard action, a Lurking Horror may move up to 40ft and make 3 tentacle attacks against a single opponent. After using this ability, the Lurking Horror is treated as exhausted for 1d4 rounds and may not use this ability again for the same amount of time.
Spell-like Abilities At will: entropic shield, soften earth and stone; 3/day: greater magic fang, globe of invulnerability. All abilities are cast as a sorcerer of the Lurking Horror's hit dice.
Skills Lurking Horrors have a +5 racial bonus on Hide checks.

Lurking Horrors are twisted creatures that look like nothing so much as a 10-foot-tall sea urchin eating a yuan-ti after one too many haste spells. Created long ago as guardians by the mages of a reptilian race long forgotten, Lurking Horrors have since grown into their own self-perpetuating species. Although they are fairly dim, they can manage to carry on simple conversations in Undercommon, though most inexperienced travelers who come within speaking range die before they can blink.

Strategies and Tactics
As their name would imply, Lurking Horrors attack best from ambush. They can move quickly when necessary, and this combined with their ability to attack all foes within 30 feet of them every so often makes them dangerous opponents. While grappling is a good tactic for them, due to their amazingly long tentacles, they vastly prefer to bludgeon their opponents to death instead.

With their incredibly fast metabolisms powering their amazing reflexes, as well as their significant bulk, Lurking Horrors need to eat titanic amounts of food. Quite often, a Lurking Horror will pick a well-traveled underground area to serve as its hunting grounds and stalk any creatures that pass by, enjoying the hunt and the fear it engenders in its prey as it leaps from hiding almost as much as the food itself. If a Lurking Horror goes more than a few days without food, though, it will attack anything and everything without provocation in order to sate its hunger.

With their rudimentary intelligences, Lurking Horrors know to protect themselves with entropic shield before combat, to deflect projectiles that get past their tentacles, and they will often cast globe of invulnerability as well to protect themselves from undeflectable area attacks. Soften earth and stone followed by a tentacle flurry is a common one-two punch to *ahem* soften up groups of enemies, and as a last resort a Lurking Horror might take a few seconds out of the battle to enhance its blows with greater magic fang, though usually they are too confident to do so.

Sample Encounter
Because the Lurking Horror population is still low, and because they are more instinctively territorial than intellectual, they tend to remain solitary to both ensure their ravenous appetites are sated with sufficient territory and avoid infighting that could endanger the survival of their species. However, due to their lethal combat potential Lurking Horrors are sometimes captured by strong evil races, or enticed into service by evil wizards *cough* to serve in an army.
Individual (EL 16): A Lurking Horror has escaped from a group of hobgoblins that sought to impress it into their warband, and has withdrawn into the sewer system of a nearby city. The hobgoblins followed it into the city to reclaim it, but were killed before they could do any more than attract it toward the upper city levels in an attempt to weaken the city's militia. Now, the Lurking Horror has reformed the sewers into its somewhat crude but labyrinthine lair in between raiding attempts into the upper city, and none have been able to eject or destroy it. The city leadership are desperate, and are willing to pay well for an adventurous party to navigate through the tight corridors and take it down for the safety of the people.

Ecology
Lurking Horrors were created originally by crossbreeding Shambling Mounds and Tendriculos with Darktentacles and Chokers, with a bit of magic thrown in the mix. Their intelligence was stunted to make them more tractable, but their reflexes were enhanced dramatically to make them effective first-strike defense as well as capable bodyguards.

Since they became independent of their creators, Lurking Horrors have begun to favor small, cramped, winding tunnel structures for lairs, which lets them use their massive reach and projectile deflection to maximum advantage while protecting their body core from attack. Some also lair on the surface in forests, where they can camouflage their greenish bodies as vegetation or conceal their tentacles among large tree roots.

Most Lurking Horrors have a central body core about 10-12 feet in diameter, with tentacles ranging from about 2 feet in width at the base dwindling quickly to 1/2 foot at the midpoint and 2-3 inches towards the end. Their greenish coloration is somewhat blotchy, to camouflage them both in greenery and in shadowy light, and the tips of their tentacles have a reddish tint that serves to distinguish them from other Horrors in the same way a zebra's stripes, a lizardfolk's scales, or a human's fingerprints are unique.

While a Lurking Horror's natural tendency was towards neutrality, the species's long period of captivity for a while after their creation tainted their opinion of other intelligent species; thus, most Horrors encountered will be merciless and psychotic to the extreme when dealing with intelligent creatures and will try to slaughter them on sight.

Lore
Characters with ranks in Knowledge (arcana, nature, or dungeoneering) can learn more about crackling lobes. When the character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC--Result
15: A Lurking Horror is a tentacled monstrosity formed from the crossbreeding of several other creatures to serve as guards and warriors. This result reveals all aberration traits.
20: A Horror's tentacles give it exceptional reach, and though they move slowly most of the time they can move more quickly when necessary.
25: The Lurking Horror takes its name from its propensity for ambush and its ability to slam foes with a flurry of tentacles to smash all within reach.

Treasure
Lurking Horrors have no use for treasure of any sort, but they realize its lure to sapient creatures and have enough cunning to bait a trap with it, perhaps setting a mound of coins over itself in the middle of a 60-foot-wide room or the like.

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

There you go, fabricated on the spur of the moment. You may have it for your army, on one condition: I want the 2893rd layer of the Abyss, the Plains of Entropy, and will accept no substitutes. :noway: If that doesn't work for you, I can take my creation to some other deranged aberration-loving wizard.
Grod_The_Giant

03-27-08, 03:41 PM
Eldritch Lord, your wish is my command! (No it isn't. Don't get ideas.) The 2893rd layer is yours.
ramzca

03-27-08, 03:49 PM
I shall post mine sometime later, or early tomorrow. So, does it have to be old format or can we do it in the new one? (I deleted all my old formats after redoing them to the new one, so it will take me a couple minutes to transfer them back...)

Ramzca the Shadowstalker
Eldritch_Lord

03-27-08, 06:17 PM
Eldritch Lord, your wish is my command! (No it isn't. Don't get ideas.) The 2893rd layer is yours.

:w00t: Demon princedom, here I come! I take it that it meets your specifications?
ArgulFraster

03-27-08, 07:16 PM
:mage: Oy! I believe I have a little something socked away for just such an occasion, a little something I whipped up with a few templates a few years ago! Meet The Embalmer!

The Embalmer
Titanic Iron Half-Golem Dire Rat Warbeast
Gargantuan Magical Construct
HP: 38d10+54 (216 hp)
Initiative: +2
Speed: 50 feet (8 squares) (cannot run)
Armor Class: 15 (-4 size, -3 Dex, +12 natural,) touch 14, flat-footed 12
Base Attack/Grapple: 18
Attack: Bite 3d8+ 50 melee, (plus disease); 2d8 slam, or tail slap +15 melee
Full Attack: Bite 3d8+4 melee (plus disease) and 2d8 slam OR tail slap +15 melee 2d6+13
Space/Reach: 10 feet x 20 feet
Special Attacks: Disease, cone of cloudkill breath weapon, tail
Special Qualities: Low-light Vision, scent, rust vulnerability, damage reduction 15/adamantine, regeneration 25, fast healing 15
Saves: Fort +19, Ref +19, Will +17
Abilities: Str 52, Dex 9, Con 31, Int -, Wis 12, Cha -
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Focus (bite), Power Attack
Environment: Any non-aquatic
Organization: Unique
Challenge Rating: 26
Treasure: No coins, no art objects, standard items, crystal ball of controlx2
Alignment: Same as controller
Advancement: -
Level Adjustment: -
The Embalmer is a Titanic Iron Half-Golem Dire Rat Warbeast. Its eyes are replaced with large gems and its legs are all metal. All of the legs end in metal hands; these cannot hold weaponry but can grab enemies trying to attack it. It has a huge set of Full Plate Barding armor fused to its body that anchors the Iron Half-Golem parts and provides it with an obscene amount of damage resistance. It also has living eyes grafted into the sides of the armor in special sockets, making it impossible to flank. As if that were not enough, it also has a howdah on its back that is immune to any of the beast’s abilities. When in the howdah, no Ride check is needed to control the animal, and there are a pair of crystal balls in the howdah that the rider may put his or her hands on. When their hands are on the balls, they can mentally control the beast (no saving throw for the Embalmer) and any magical or spell-like abilities they choose to cast can be used as a breath weapon. The howdah can be removed and the beast can be controlled remotely if the crystals are still in it. Its one real holdback is the fact that it moves like a tank-veeeery slooowly.
The Embalmer does not speak or think. Attempting to read its mind causes a deafening buzz of static to descend on whoever or whatever read its mind, conferring a -2 on Concentration checks.
Combative Mount (Ex) Any rider in this creature’s howdah gains +2 on Ride checks.
Damage Reduction: 25/+2


:mage: Well? What do you think?
zaku41k

03-27-08, 10:21 PM
I was very angry at a PC group today, who were determined to solve everything in battle. Thought of this when I got home.

Citadel Golem
Colossal Construct
HD: 1000HD10; hp 5500
Initiative: -4
Speed: 120ft
AC: 28 (-4 Dex, -8 Size, 30 Natural), Touch 1, Flat-footed 28
Base Attack: +750
Grapple: +771
Attack: Slam +763 Melee (20d6+21 bludgeoning damage, Reflex DC 30 6d6 debris damage) or Stomp +763 Melee (30d6+21 bludgeoning damage, Reflex 40 8d6 debris damage)**
Full Attack: 2 Slam +763 Melee (20d6+21 bludgeoning damage, Reflex DC 30 6d6 debris damage) or Stomp +763 Melee (30d6+21 bludgeoning damage, Reflex 40 8d6 debris damage)**
Space/Reach: 60ft/60ft
Special Attack: Breath Weapon 1/day
Special Qualities: Construct Trait, Damage Reduction 30/Adamantine, Immunity to magic, weakness to explosive
Saves: Fort +333, Ref +329, Will +333
Abilities: STR 52, DEX 2, CON -, INT -, WIS 10, CHA 8
Skills: --
Feats: --
Environment: --
Organization: One of a kind
CR: 750
Alignment: Always Neutral
Advancement: Do you really need to?
Level Adjustment: Give me a break.

Breath Weapon (Su): 240ft cone, 8d6 fire damage, Reflex DC 30 half, or, 120 ft radius, fire damage 8d6, Reflex DC 30 half.
** Covers 6ft by 6ft area, airborne units negates damage on successful Reflex DC save.

This mighty golem takes form of a giant iron citadel, tall towers and fortified walls. Every time to golem is report sighted, a world fell and it's population decimated, truly a weapon of mass destruction.

The very first Citadel golem was made by the ancient Vasharan in their quest to destroy the gods that created them. In the ensuing battles, several demi-gods and lesser deities fell to the golem, and it was only through the combined efforts of several pantheons was the golem banished into the astral realm, drifting through the infinite space. As for the Vasharans, no one knows their fate.

Today, the Citadel golem drifts in the astral realm, destroying whatever it could cling onto.


I know, I know, it's silly. I'll make you something useful next time, promise.
ramzca

03-28-08, 08:34 AM
It would be good if you at least make it look official. First of all, you do not have a description of what the Citadel Golem looks like. So, this giant, tough golem is a Pink Bunny? Wow, could've fooled me.

Second of all, I would at least roll/make the Abilities match up to the Save bonuses. Also, it would be, "Fort +333", I could say that it is "Fort -333" if you do not specify. I mean, I would probably use this to scare P.C.s back into solving things without the draw of a sword if it was at least put together properly :P

Also, only reason I posted this is for I was suppose to post one up this morning but I haven't yet. Shh...
Bloodsoul

03-28-08, 10:14 AM
I had intended on making a final boss-sort of thing for a possible future epic campaign, but I think I went a weee bit overboard. Ain't original, but my eyes feel like they're on fire and I don't want to stare at this screen anymore.

AVATAR OF THARIZDÛN
Pseudonatural Paragon Umbral Blot
Large Outsider (Evil, Extraplanar)
Divine Rank: 5
Hit Dice: 60d8+1,620 (2,100 hp)
Initiative: +34, always first (+30 Dex, +4 Improved Initiative, Supreme Inititaive)
Speed: Fly 630 ft. (perfect)
Armor Class: 172 (+30 Dex, +6 greater mage armor, +4 shield, +5 divine, +58 natural, +35 deflection, +12 insight, +12 luck, +1 dodge, -1 size); touch 104; flat-footed 172
Attacks: Tentacle rake +138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138/+138 melee; or spell +133 melee touch or +124 ranged touch
Damage: Tentacle rake 3d8+64; or by spell
Face/Reach: 10 ft. x 10 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, smite 5/day (+4 attack, +5 damage), disintegrating touch, vortex, improved grab, rotting constriction.
Special Qualities: Divine immunities, DR 20/epic and good, fast healing 20, blindsight, constant insight, fire immunity, sonic immunity, understand and speak all languages and speak directly to all beings within 5 miles, remote communication, teleport without error at will, plane shift at will, SR 300, divine aura (50 ft., DC 50).
Saves: Fort +83, Ref +87, Will +90
Abilities: Str 88, Dex 70, Con 62, Int 48, Wis 77, Cha 80
Skills: Appraise +101, Bluff +117, Concentration +108, Diplomacy +135, Hide +124, Intimidate +123, Knowledge (Arcana) +101, Knowledge (Architecture) +101, Knowledge (Dungeoneering) +101, Knowledge (Geography) +101, Knowledge (History) +101, Knowledge (Local) +101, Knowledge (Nature) +107, Knowledge (Nobility and royalty) +101, Knowledge (Psionics) +101, Knowledge (Religion) +101, Knowledge (The planes), Listen +127, Move Silently +124, Search +101, Sense Motive +125, Spellcraft +107, Spot +127, Survival +128, Use Magic Device +117
Feats: Alertness, Combat Reflexes, Improved Initiative, Improved Toughness, Skill Focus (Survival), Stealthy, Track
Epic Feats: Dire Charge, Epic Prowess (x5), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Move Silently), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Skill Focus (Survival), Improved Combat Reflexes, Legendary Tracker

Divine Immunities: - Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: - Alter Reality, Alter Size, Divine Blast (38/day, up to 5 miles, 40d12 damage), Divine Dodge, Increased Damage Reduction, Supreme Initiative
Domain Powers: - Cast chaos spells at +1 caster level; 5/day can use smite power, making a single melee attack with a +4 bonus on attack rolls and a +5 bonus on damage rolls; cast evil spells at +1 caster level
Spell-Like Abilities: - Tharizdûn's avatar uses these abilities as a 30th-level caster, except for spells of the chaos or evil subtype, which it uses as a 31st-level caster. The save DCs are 50 + spell level. Animate objects, blasphemy, chaos hammer, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, earthquake, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic circle against law, mass inflict light wounds, protection from good, protection from law, shatter, shatter, summon monster IX*, unholy aura, unholy blight, word of chaos. It uses these abilities as a 20th-level caster, except for spells of the chaos or evil subtype, which it uses as a 21st-level caster. The save DCs are 75 + spell level. Blur, dimension door, shield, unhallow. It uses these abilities as a 15th-level caster. Greater dispel magic 3/day, haste 3/day, see invisibility 3/day.
* cast as chaos or evil spell only
Permanent Magical/Supernatural Effects: - Antimagic field (widened), aura of vitality, barkskin, bear's endurance, deaththrows (empowered, maximized, widened), delay death, divine agility, divine power, eagle's splendor, energy immunity (fire), energy immunity (sonic), foresight, fox's cunning, freedom of movement, greater arcane sight, greater heroism, greater mage armor, haste, owl's insight, owl's wisdom, read magic, recitation, remove scent, shield, superior magic fang, superior resistance, xorn movement
Disintegrating Touch (Ex): - Any material object that comes into contact with Tharizdûn's avatar is immediately disintegrated unless it succeeds at a Fortitude save (DC 79). A character or object that has been disintegrated by it disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of damage. (Remember, tended or held objects save with the same bonus as their owners.)
Vortex (Ex): - Normally Tharizdûn's avatar insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, it can suspend this insulation, causing a sudden rush of wind to pour toward it from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of it who fail a Reflex save (DC 79) are swept along with the wind into contact with it. Nonflying creatures within 30 feet who fail a Reflex save (DC 39) are pulled into contact with it. Contact with Tharizdûn's avatar could lead to disintegration, as noted above.
Constant Insight (Su): - Tharizdûn's avatar makes all its attacks with a +15 insight bonus (calculated into the above statistics). It is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): - If it hits an opponent smaller than it with a tentacle, Tharizdûn's avatar deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): - Once Tharizdûn's avatar has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Alternate Form (Su): - At will, a Tharizdûn's avatar can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against it while in this alternate form.
zaku41k

03-28-08, 11:43 AM
It would be good if you at least make it look official. First of all, you do not have a description of what the Citadel Golem looks like. So, this giant, tough golem is a Pink Bunny? Wow, could've fooled me.

Second of all, I would at least roll/make the Abilities match up to the Save bonuses. Also, it would be, "Fort +333", I could say that it is "Fort -333" if you do not specify. I mean, I would probably use this to scare P.C.s back into solving things without the draw of a sword if it was at least put together properly :P

Also, only reason I posted this is for I was suppose to post one up this morning but I haven't yet. Shh...

Fixed, thank you :)
Grod_The_Giant

03-28-08, 03:17 PM
So, does it have to be old format or can we do it in the new one? (I deleted all my old formats after redoing them to the new one, so it will take me a couple minutes to transfer them back...)

Ramzca the Shadowstalker

It doesn't really matter. Either way works.

ArgulFraster, that's very nice indeed. Perhaps a mount for future campaigns? It will stretch my capabilities to make, but it could be quite useful. Have the 87th layer of the Abyss- the Blood Ocean

Zaku41k, your golem design scares even me! Very impressive, but there's no way even a god could create such a thing, I'm afraid. Still, good effort!

Bloodsoul, that's a very scary Demigod you've got there. If you could put it in touch with me, I'd be happy to offer it a position as a general. Would you like a layer of Carceri? How about Minrthys?

I would like to remind you all of this: I have the facilities to make large quantities of monster of around CR 15 and less. Of course, most things below CR 8 or thereabouts aren't particularly useful. I can craft useful number of creatures up to CR 20 or so, but after that, it becomes impractical. Also, excessively powerful minions are almost as dangerous to their master as their enemies.
Eldritch_Lord

03-28-08, 09:51 PM
Also, excessively powerful minions are almost as dangerous to their master as their enemies.

Perhaps some here aren't content with a single layer of the Abyss. They wish to go directly to the source, as it were...Avatar of Tharidzun, I'm looking at you. Sir Vraal: I suggest that anyone in league with a creature whose only goal is to destroy the multiverse is untrustworthy at best.
Grod_The_Giant

03-28-08, 10:12 PM
<sigh>...it's so hard to get quality help these days...
zaku41k

03-28-08, 10:26 PM
Don't worry, I'll make you a few in the next day or two.
Bloodsoul

03-28-08, 10:47 PM
What? Tharizdûn. Morgoth. Unicron. Destroying the universe merely for the sake of destroying it.. appeals to me. ¬_¬
ArgulFraster

03-30-08, 05:37 PM
:mage: What AM I going to do with an ocean of blood? Sell it to vampires? Connect portals to it to make Swords of Excessive Gore? Hey...I don't suppose there's a layer completely comprised of desirous succbi without that annoying life-draining kiss?
If you're interested, I have an epic-plus Tarrasque mod somewhere...
Slagger the Chuul

04-01-08, 06:55 AM
:mage: What AM I going to do with an ocean of blood?

Sail boats on it.

And probably build a dark citadel in it; the kind that gets silhouetted against the hellish sky with winged nightmare beasts circling above as a doomed ship bearing a lone hero makes its approach, setting up a beautiful scene shot at the director's request. Or something like that.
ToastedAmphibian

04-01-08, 07:16 PM
:mage: What AM I going to do with an ocean of blood?...


Contract Deathlok to make a movie there?


Do plague beasts come in Lycanthropy form? That would be all sorts of excellent...
ToastedAmphibian

04-01-08, 07:50 PM
I know you said you didnt want low level creatures, but this one is specifically designed to turn your foes Women, Children, Elderly, and Infirme into horrible beasts while avoiding detection.

Pixouille CR-5

These tiny, horrid creatures are seldom seen. When they are, they appear as disimbodied, smiling heads, typically green in color, with insect like wings sprouting from the back. Pixouille's are cursed fey who gleafully pass similar curses onto others. It is there nature to strike out aginst the weak and the sick, the individuals who pose the least risk and are most likly to fall under the effects of there curse. Pixouille tend to avoid healthy or dangerous individuals, and always run if threatened. Pixouille are free willed and chaotic, but any vargouille they spawn are loyal to the pixouille's creater.

Size/Type: Tiny Fey (Evil)
Hit Dice: 2d6 (6hp)
Initiative: +4
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 16 (+2 size, +4 Dex), Touch 16, flat-footed 12
Base Attack/Grapple: +1/-7
Attack: Bite +7 melee (1d2 plus poison)
Full Attack: Bite +7 melee (1d2 plus poison)
Space/Reach: 2.5 ft. / 0 ft.
Special Attacks: kiss, poison
Special Qualities: Damage reduction 10/cold iron, greater invisibility
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 10, Dex 18, Con 11, Int 5, Wis 15, Cha 8
Skills: Hide +19, Move silently + 11, Escape artist +9
Feats: Stealthy, DodgeB, Weapon FinesseB

Poison (Ex)

Injury, Fortitude DC 10 Initial: sleep 1d6 rounds, secondary: Paralysis 6d6 hours

Kiss (Su)

A Pixouille can kiss a helpless target with a successful melee touch attack. An affected opponent must succeed on a DC 14 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.
Grod_The_Giant

04-02-08, 07:54 PM
<Pixouille>
Hmm. A souped up vargouille...I like it! Especially how the poison paralyzes them long enough to fully mutate. Kinky!

You, sir, can have 464rd layer of the Abyss: the Eternal City of Flame.
ToastedAmphibian

04-02-08, 08:26 PM
You, sir, can have 464rd layer of the Abyss: the Eternal City of Flame.

Perfection. You, sir, know how to assign your Abyssal Layers.

Make sure to send some Pixouille with your plague beast. It be a shame to let all thoes sick peasents go to waste.
Grod_The_Giant

04-03-08, 05:56 PM
Come on...I'm sure there's more out there! Here's another of my creations (well, not mine originally, someone else (whose name eludes me) statted it out at may request):
Planar Jammer
Huge Aberration
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 24 (–2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+25
Attack: Tentacle +16 melee (2d6+12)
Full Attack: 3 tentacles +16 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities, swallow whole
Special Qualities: Darkvision 60 ft., dimensional void, planar senses
Saves: Fort +12, Ref +5, Will +8
Abilities: Str 27, Dex 13, Con 22, Int 3, Wis 11, Cha 20
Skills: Listen +15, Spot +16
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Power Attack, Weapon Focus (tentacle)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Advancement: 17–32 HD (Huge); 33–48 HD (Gargantuan)
Level Adjustment: —

This long, almost serpentine creature possesses an enormous bulk topped with a scaly, dragon-like head encircled by three tentacles.

In times long past, a seemingly-infinite army of demons roamed the planes, looting and killing all in their path. Neither good nor evil could stand up to their might, until a mighty alliance of angels and devils, lead by the gods themselves, drove them into the depths of the Abyss. To prevent further invasions, the gods created the planar jammers, and to this day demons find it difficult to leave their home plane so long as the planar jammers survive. Not caring much for appearance in their creation, planar jammers are relatively simple looking. Their long, sinuous bodies resemble a cross between a snake and a slug, with a draconic head perched atop a thick neck. Three claw-tipped tentacles are placed more or less equally around its head, serving as the creature’s arms. Most planar jammers have a single forked tongue, but some have two, three, or even four tongues and may possess multiple sets of eyes, have additional tentacles, or any other number of imperfections. These additional body parts usually are nonfunctional excess flesh, but every once in a while a planar jammer is born with functioning extra parts.

Planar jammers are extremely simple-minded creatures; most would barely call them sentient. They crawl about the planes, blocking planar travel and dragging their massive bodies along as they scavenge for food—what exactly they feed off of is unclear, but a planar jammer restricted to a single location for two long withers and dies, so some scholars have speculated that they feed off of the magical energies created by the crossing of planar boundaries, thus requiring the beast to move into new locations where planar travel was not previously blocked by its own presence. Regardless, planar jammers are naturally drawn towards creatures that can cross planar boundaries, particularly demons. They immediately begin attacking such creatures to the best of their ability, driven by an almost feral rage to destroy the source of planar magics.

A planar jammer is 20 feet or more in length, rearing its head 10 feet off the ground and weighing nearly 10 tons. They cannot speak, but they understand Celestial and Infernal.

Combat

Planar jammers single out creatures that it detects can use planar travel. It generally doesn’t bother with other creatures unless they attack it or actively defend the jammer’s target.

Dimensional Void (Su): A planar jammer is constantly surrounded by a slight, barely detectable green mist out to 1 mile. This mist creates a dimensional void that blocks all forms of extradimensional travel, including astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. This ability does not interfere with the movement of creatures already in ethereal or astral form when they enter the area, nor does it block extradimensional perception or attacks forms, such as a basilisk’s gaze. Also, it does not prevent summoned creatures from disappearing at the end of a summoning spell.

Improved Grab (Ex): To use this ability, a planar jammer must hit an opponent at least one size category smaller 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 can try to swallow the foe the following round.

Planar Senses (Su): A planar jammer is instantly aware of any abilities of creatures within 200 feet that allow them to shift planes or teleport, such as dimension door, teleport, or gate. This ability detects creatures that have these abilities as spell-like or psi-like abilities, that have them as spells or powers known (in the case of spontaneous casters and manifesters), or have them prepared (in the case of casters who prepare their spells). It can also detect and pinpoint creatures on any coterminous planes.

Spell-Like Abilities: At will—dismissal (DC 40 – target’s Hit Dice), dispel chaos (DC 20), dispel evil (DC 20), mass hold monster (DC 24), Prismatic Ray (DC 20). Caster level 20th. The save DCs are Charisma-based.

Swallow Whole (Ex): A planar jammer can try to swallow a grabbed opponent of at least one size category smaller by making a successful grapple check. The swallowed creature takes 1d8+6 points of bludgeoning damage and 6 points of acid damage per round from the planar jammer’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out, but the gizzard is treated as already having taken 5 points of damage. A Huge planar jammer’s gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: Planar jammers have a +8 racial bonus on Listen and Spot checks.
Kallionastiryne

04-04-08, 12:32 AM
I got really bored and made a Death Kitten:


Death Kitten
Tiny Animal
Hit dice: 30 D8+1200 (1280 HP)
Initiative: +10
Speed: 100 ft. (20 squares)
Armor class: 52 (+2 Size, +30 Natural, +10 Dex) Flatfooted 42, Touch 22
Base attack Bonus: +7, +25
Attack: Vorpal Bite +27 melee (1d10+27|18-20 Vorpal Critical), Vorpal Claw +27 Melee (1d8+27|18-20 Vorpal Critical)
Full Attack: 2 claws +27 melee (1d8|18-20 Critical) and Bite +27 melee (1d10+27|18-20 Critical)
Space/Reach: 5 ft.
Special Attacks: Vorpal Bite and Claw
Special Qualities: 8,000 ft. Dark vision, telepathy, breath weapon and frightful presence.
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 50, Dex 30, Con 50, Int 50, Wis 30, Cha 40
Skills: +30 Racial Bonus on everything.
Feats: Power attack
Environment: Warm forests, mountains and plains.
Alignment: Always Neutral Evil
Organization: Solitary, Pair, Gang (3-4 plus 2 Great Wyrm Red Dragon Slaves, plus 1 Great Wyrm Golden Dragon Slave), Tribe (5-15 plus 10 Great Wyrm Red Dragon Slaves, plus 5 Great Wyrm Gold Dragon Slaves, plus 100 Ogre Slaves, plus 100 Bugbear slaves, plus 100 Orc Slaves, plus 100 Hob Goblin Slaves, plus 500 Goblin slaves, plus 1000 commoner slaves), Civilization (10-30 Packs)
Challenge Rating: 35
Advancement: 31-35 Hit dice small, 36-41 Hit dice medium, 42-46 hit dice large, 47-52 hit dice huge, 53-55 hit dice gargantuan, 56-60 hit dice colossal.
Level Adjustment: +20

These cute looking kittens and actually very dangerous and aggressive.

Combat:
They don’t need tactics, they’re almost gods.

Breath Weapon: 20d20 Acid Damage, 20d20 Fire Damage, 20d20 Cold Damage, 20d20 Electricity Damage. 1,000 ft. cone. Reflex Save DC 100 Half

Frightful Presences: Creatures with 40 hit dice or less. Causes victims to panic for 20d20 rounds. Will Save DC 100 succeeds

Telepathy: A Death Kitten can telepathically communicate with any creatures anywhere in any conditions, even after they die.
Slagger the Chuul

04-04-08, 12:43 PM
That's strange, I don't see any incarnum.
Rohano

04-05-08, 01:32 PM
If we can find a way to replicate this creature that so fortunately fell into my menagerie, we can surely destroy any who stand in our way.
Moo ah ha ha ha ha!


Chaosian
Size/Type: Large Outsider (Chaotic, Native)
Hit Dice: 10d8 (53 hp)
Initiative: +2
Speed: 30, Fly 20 (Perfect), Swim 20
Armor Class: 18 (-1 size, +2 Dex, +7 armor**), touch 11, flat-footed 17
Base Attack/Grapple: +10
Attack: None
Space/Reach: 10/10
Special Attacks: Spell-like abilities, produce anarchic water
Special Qualities: Darkvision 60, expansive presence, hide in plain sight, spell resistance 10
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 10, Dex 14, Con 10, Int 8, Wis 10, Cha 10 (30)
Skills: Hide +19, Intimidation +23, Listen +23, Move Silently +23, Search +23, Sense Motive +23, Spot +23
Feats: Eschew materials, greater spell penetration, spell penetration
Alignment: Chaotic neutral
Environment: Any
Organization: Solitary (Unique)
Challenge Rating: 12
Advancement: —

The Chaosian is a creation borne of madness, of a powerful wizard of ages past who laughed at most people's ideas of paradise. After the wizard vanished, the people he harassed assembled and attempted to destroy the wizard's tower, but the people were rained upon with powerful curses, and fled. So was born the Chaosian, believed to be the spirit of the wizard as it continues to harass anyone who seeks happiness or order in the world. (Knowledge (History), DC 26)

The Chaosian is rarely seen, but its effects are felt by many. Writers' block, political instability and insanity can all be attributed to its efforts. It appears as a whale-like finned blue mass, though views of it are usually obscured.

Combat
When confronted in combat, the Chaosian focusses its powers on foes but will ignore any threats that don't disrupt its efforts to disrupt peace and order.

Spell-like abilities (save DC = 20 + spell level; Caster level 10)
Blast of force*, caltrops*, cloudburst*, cold snap*, combust*, confusion, flare, water breathing - at will
Anarchic storm, buzzing bee*, energy spheres*, flaming sphere - 3/day
Ball lightning*, balor nimbus*, bolts of bedevilment*, blur (self only), capricious zephyr*, chain missile*, cloud of bewilderment*, ectoplasmic armor*, electric loop*, grease, greater blink* (self only), hideous laughter - 1/day
Defenestrating sphere*, energy vortex* - 3/week
Contagious fog* - 1/week

Expansive Presence (Su): The Chaosian benefits from a +20 enhancement bonus to Charisma at all times and uses its Charisma modifier for all saving throws, ability and skill checks, and attack rolls. In addition, all creatures within 20 feet of the Chaosian are subject to demoralization (as the intimdate skill) every round, even if they save. The Chaosian is immune to demoralization but not other fear effects.

Produce anarchic water* (Su): The Chaosian exudes anarchic water from its skin, as if the spell were cast once per round. It can hold ten rounds of anarchic water on itself before water must pour off. This water clings to the Chaosian's skin even if the Chaosian is underwater. When anarchic water pours from the Chaosian, it has a 25% chance of striking any creature directly below the Chaosian. While underwater, creatures within ten feet of the Chaosian have a 25% chance each round of being affected by a use of anarchic water. At will, the Chaosian may release up to ten uses of stored anarchic water to rain upon creatures below it (each creature rolls a seperate chance to be hit by the water for every use of the water expended) or to force nearby creatures underwater to be doused (forcing them to roll seperate chances of being affected by the anarchic water for each use expended).
As an option, the Chaosian may expend a use to fling the water ten feet as a thrown projectile, functioning as thrown anarchic water normally (see holy water and grenadelike weapons in the Player's Handbook).

*From Spell Compendium
**Includes ectoplasmic armor


I woulda cooked up an incarnum creature idea I've been toying with but my copy of Magic of Incarnum is currently on loan to a friend.
Grod_The_Giant

04-10-08, 03:12 PM
Beautiful, Rohano, just beautiful (though it would be nice if you provided spell levels or alternate spells for those without the spell compendium)! You win both the 3rd layer of Celestia and a custom beholder! His name is Frank :behold: .
Rohano

04-12-08, 11:37 AM
Just think of it as a massive beast that hovers around with a lesser storm of vengeance following it at all times.
Velcroman226

04-13-08, 05:59 PM
Well I'm new here but I can make unspeakable evil. :evillaugh :evillaugh

DREADSTINGER SWARM
[I]This mass slowly lurches towards you. At first you belive it is a single mass, but as it comes foward you see it is a cluster of scorpion-like insects.You try to run but the swarm catches you, and a wave of pain surges through your body

DREADSTINGER SWARM CR 11
N Medium Vermin (Swarm)
Init +2; Senses darkvision 20 ft.;
Intimidate +5
Languages -
AC 15, touch 12, flat-footed 14 (+4 Dex, +1 natural)
hp 198 (14 HD)
Fort +1, Ref +6, Will -2
Speed 20 ft. (4 squares); fly 120 ft. (average)
Melee claws +4 (2d8 +3)
Melee stinger +3 (1d12 +11)
Space 5 ft.;Reach 3 ft.
Base Atk+1; Grp +3
Abilities Str 17, Dex 19, Con 11, Int -, Wis -, Cha 3
Feats Flyby Attack
Skills Intimidate +5, Search +3

Dreadstinger Swarms is a flying mass of creatures looking like flying human-sized scorpion.

Combat
Dreadstinger Swarms attack using their powerful claws and stinger(no poison) to kill their prey.
faghter_hero

04-15-08, 02:46 AM
Dusting off my old collection, I found this. It may have its uses supporting Beholders.

Ophanid
Huge Construct (Angel, Lawful)
HP: 8d10 + 44 (88)
AC: 21 (12 touch, 21 flat-footed) (25 vs. evil)
Fly Speed: 120’
Init: +2
Size/Reach: 25’x25’x25’sphere/0’ (must occupy same space as target for melee)
Weight: 30 tons
F/R/W: --/+10/+10 (--/+14/+14 to resist evil)
Attacks: Slam +15 melee (1d8+15), Elemental Cannon +9 Ranged (10d6)
Full attack: 3 Slam (+15/+15/+15) or 1 Elemental Cannon
Qualities: Damage reduction 10/Evil, electricity resist 10, fire resist 10, construct traits, blindsight 200’
Special: Tongues, Protective Aura, Throne Telepathy, Empathic Radar
Immunities: acid, cold, petrify
Abilities: Str 30, Dex 15, Con --, Int 10, Wis 10, Cha 18
Skills: Concentration +6, Spellcraft +13, Spot: +13
Feats: Hover, Wingover, Flyby Attack
Alignment: Lawful Neutral or Lawful Evil
Environment: Any
Organization: Enforcer 1-2, Escort/Interceptor 2-6
Challenge Rating: 10

A massive ball of flickering emerald light descends upon you. A dark green wheel floats around the edge of the sphere, watching you with ten featureless black eyes emerging from the bottom of the rim.


Description:
Ophanids are a creation of the Divine Machine, powered by the life force of a converted organism, and given sentience by the organism’s harmonized brainwaves. They function as flying scouts and escort fighters for Divine fleets, and provide arcane assault fire in a main attack force. Their heightened awareness and magical weaponry makes them useful police forces in occupied territories, and they excel at exterminating all forms of resistance.

An Ophanid consists of a flying pair of green wheels, one within the other, linked by a central pole. The inner wheel spins rapidly along the diameter, forming a bright green sphere. Its outer wheel is unusually stable and turns according to the construct’s will. Ten black featureless eyes line the top edge of the Ophanid, blinking in harmonious succession. These eyes are exceptionally sensitive, able to pierce dense fog and see through solid rock, even perceive sound and lifeforce emissions.
The rapidly spinning inner wheel manipulates resonance fields of positive energy, allowing the Ophanid to fly at great speed and hover with precise control. A harmonized creature, usually a Medium humanoid, is suspended at the axis, serving as the pilot and power source, protected by the field of positive energy. It experiences the Ophanid’s vision as though it had a single gigantic eye with no limitations of motion. The creature shares its consciousness with a remote tower called a Throne, which controls up to ten Ophanids at a time. Some Ophanids have no distinct controller Throne and their pilots simply follow the harmony of the Divine Machine.
Ophanids can speak and understand any language with their Tongues ability, but usually do not speak.

Combat:
Most Ophanids hover 50 feet in the air over a target, selected by a Throne, and attack consistently until it is destroyed. On its own, it will select targets based on alignment, choosing Evil, Chaotic, and Neutral aligned creatures over actual threats. Otherwise, the greatest perceived threat is targeted first. When faced with mobs of ground targets, it will dive into them, ripping up its enemies with its spinning wheel alone.

Throne Telepathy (su): An Ophanid within 5 miles of a functional Throne tower gains Hive Mind qualities with other nearby Ophanids and a +10 Sacred bonus to Intelligence.

Elemental Cannon (sp): Basic ranged touch, any one damage type, chosen before firing: acid, cold, electricity, fire, holy (positive)
10d6 damage of that type to a single target, Ref. save DC16, success takes half dmg
Range: 100’
Ray abilities:
Acid: -10 damage, target makes Fort. DC 16 or is poisoned
Cold: +10 damage
Electricity: +3 to attack vs. metal armored target, +2 vs. spell resist
Fire: +10 damage
Holy: 20d6 damage vs. Undead, may heal 10d6 damage to a living target instead

Empathic Radar (su): Functions as Detect Alignment, as 10th lvl caster, range = 100’ radius cylinder, caster centered, 200’ high; always active
Grod_The_Giant

04-15-08, 03:08 PM
ooo... faghter_hero, that is EXACTLY what I need! Flying construct artillery that can also heal my troops? Holy, angelic power perverted for my own sinister ends? YES PLEASE!!!

You, too, win a beholder :behold: , by the name of Arnold. And you can NAME YOUR PLANE.

Velcroman226, you have a cool idea, but it needs work. A swarm is made up of fine, diminuative, or tiny creatures- not medium. and it seems kind of...bland, somehow.
LivingShadow

04-16-08, 05:43 PM
I have a few creatures and a feat in my sig that may interest you. I would suggest staying away from the angels though, they would fry you before they would help you conquer anything.
Grod_The_Giant

04-16-08, 07:54 PM
Jaws of Darkness

Large Magical Beast
Hit Dice: 7d10 +14 (52 hp)
Initiative:+4
Speed:50ft (10 squares)
Armor Class: 18 (-1 size, +4 Dex, +5 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +7/+16
Attack: Bite +12 melee (1d10+7:20x2)
Full Attack: Bite +11 melee (1d10+7:20x2)
and 2 claws +6 melee (1d6+3:19-20x2)
Space/Reach:[/B] 10ft/10ft (special)
Special Attacks: Improved Grab, Shadow Reach
Special Qualities: Darkvision 90ft, Shadow Vision
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 20, Dex 18, Con 14, Int 6, Wis 16, Cha 12
Skills: Hide +6
Move silently +4
Spot +3
Listen +3
Survival +10
Feats: Power Attack, Combat Reflexes, Track
Environment: Underground
Organization: Solitary, Pair, or Pack (4-10)
Challenge Rating:5
Treasure: Standard
Alignment: usually neutral
Advancement: 8-9HD (Large), 10-14HD (Huge)
Level Adjustment:-

This canine beast has large jaws and black fur. Its claws are long and extremely sharp. Its head disappears as it attacks reappearing next to you to deliver a powerful bite.

The Jaws of Darkness is a subterranean hunter. It prefers to hunt in absolute darkness allowing it to take full advantage of its abilities. It will eat anything it can catch but prefers easy prey.
A Jaws of Darkness can extend its head through the shadows to bite and drag away those who are unlucky enough to be its target. It can see almost anywhere in absolute darkness due to its shadow sight.

Combat
A Jaws of Darkness starts battle with an attack to the weakest looking creature it can see. If it can grapple the target it retreats into the darkness and does its best to kill the target while fleeing from his companions. If cornered a Jaws of Darkness will target the weakest assailant in hopes of gaining an opening to flee.

Improved Grab (Ex): To use this ability a Jaws of Darkness must hit with a bite attack. It can then start a grapple as a free action without provoking an attack of opportunity

Shadow Reach (Su): A Jaws of Darkness may extend its head through the shadows letting it attack those who would normally not be within reach. As a standard action it may make one bite attack against anyone who is adjacent to a square with either darkness or shadowy illumination that it has line of sight to. If it manages to grapple using its improved grab the target is dragged into its square.

Shadow Vision (Su): A Jaws of Darkness can see through the shadows. It can treat any square with darkness or shadowy illumination as the origin of its sight. This ability doesn’t increase the range of the Shadow Reach ability which calculates line of sight from the Jaws of Darkness’s original position.

Cute. I like it. Needs to be supersized, though.
Rohano

04-17-08, 03:43 AM
Cute. I like it. Needs to be supersized, though.

This sounds like a job for a template.
larry_the_titan

04-17-08, 01:39 PM
Cute. I like it. Needs to be supersized, though.

This sounds like a job for a template.

I have a few templates that might work that I have made. The one that would work best for this is called "Greater". Basically its a Universal version of Dire. For this creature it would give +4HD +10 Str +4 con +1 size +7 Natural Armor +10 movement and one feat which should be Improved Natural Attack (Bite). This has the effect of Increasing its base AC by +6 To hit +8 and Damage for the Bite attacks goes up to 3d8+15. +17 to hit/28 average damage per bite/AC 24/105hp means a CR 9-11 to me. The Creature still has a Low Will save and needs a racial bonus to Hide and Move Silently but makes a great suprize Solo encounter to remember. It won't One shot a fighter but it will scare the hell out of a Wizard.

There is only one issue with the creature that I spotted when looking it over. Living shadow forgot to apply the -1 to hit for being large on the single bite attack.
LivingShadow

04-17-08, 03:43 PM
Thanks for pointing that out Larry. I'll change the original.
larry_the_titan

04-17-08, 04:04 PM
Thanks for pointing that out Larry. I'll change the original.

No problem. By the way, what did you think of my recommendations for increasing its power?
Velcroman226

04-17-08, 06:11 PM
Okay Ill idmit that last on wasn't too good, but here's one I worked much harder on.
With this I thought what would he want to do with the rubble after pilliging a town, well this is the answer!!

The Oblivion
Colossal Construct
Hit Dice: 17d10 +500 (620)
Initiative: +48
Speed: 250 ft. (50 squares)
Armor Class: 23
(-5 size, +3 Dex, +15 natural)
Base Attack/Grapple: +25/+19
Attack: Slam +32 melee (4d12 + 11) Crush + 43 melee (3d10 +16)
Space/Reach: 58 ft./ 60 ft.
Special Attack: Absorb
Special Qualities: Dark Vision 100 ft, Base Core, Restoration
Saves: Fort +5, Ref -2, Will +0
Abilities: Str 46, Dex 16, Con 32, Int 4, Wis 6, Cha 8
Skills: Climb +9, Spot +20, Move Silently -4, Intimidate +33
Feats: Endurance
Environment: Any
Organization: Solitary
Challenge Rating: 22
Treasure: Triple Standard
Alignment: Always lawful evil
Advancement: -
Level Adjustment: -

This Huge beast lumbers towards you. Many random items that this beast is made up of are drawn to your eye, but what you first notice is the torso. It looks like a guard’s chestplate, but super sized. You suddenly begin to lift, and you feel yourself wedged in its arm.

The Oblivion is a giant construct that can absorb matter. It is about 100 ft. tall and weighs about 70 tons. The oblivion speaks no languages, but understands its master’s language.
Combat
Absorb: The Oblivion Can absorb 3d12 pounds of matter.This can gathers any item from up to 20 ft away. It takes 1 full round to use and csn be used every other round. For every pound of matter absorbed The Oblivion gains 5 hp.
Base Core: The Oblivion can only be fully destroyed when someone destroys its core. It is so small that you need to succeed on a DC 21.
Restoration: When The Oblivion goes to -10 HP it is considered dormant. After 1d4 days it will reform.

Ecology
The Oblivion is the essence of evil and destruction. It has no reason to exist, but it still destroys whatever it can.
Environment: The Oblivion Being a summoned creature can be found anywhere as long as summoned.
Typical Physical Characteristics: The Oblivion can be created from any thing but always has a torso looking like a giant full plate chest piece, and a helmet like a giant full plate helmet. It will always have two arms, five fingers, two legs, and two feet.
Alignment: Being created to destroy and stick by their tasks, The Oblivion is always lawful evil.

Typical Treasure
The Oblivion has no need for treasure, but it may be made up of treasure or other items of value. On rare occasions their master will request a certain item or jewel which will, if found and taken, be being carried by The Oblivion.

For Player Characters
The Oblivion can be summoned by a 19th level or higher evil spellcaster by gathering a full plate helmet in a ring of thirty ahclamist’s fires and saying the words, “I summon thee. Lord of constructs!” in draconic.
LivingShadow

04-17-08, 08:10 PM
You mean this?

I have a few templates that might work that I have made. The one that would work best for this is called "Greater". Basically its a Universal version of Dire. For this creature it would give +4HD +10 Str +4 con +1 size +7 Natural Armor +10 movement and one feat which should be Improved Natural Attack (Bite). This has the effect of Increasing its base AC by +6 To hit +8 and Damage for the Bite attacks goes up to 3d8+15. +17 to hit/28 average damage per bite/AC 24/105hp means a CR 9-11 to me. The Creature still has a Low Will save and needs a racial bonus to Hide and Move Silently but makes a great suprize Solo encounter to remember. It won't One shot a fighter but it will scare the hell out of a Wizard.

The adjustments look interesting, it would work.

In my opinion it doesn't need a racial bonus to hide and move silently because it attacks from the dark giving it total concealment from those who can't see it and it can attack from beyond the range of darkvision.

The abilities are meant to confuse the PCs from attacking from multiple directions making them think there's more than one.
larry_the_titan

04-17-08, 08:24 PM
The adjustments look interesting, it would work.

Thats good. I try to make a creatures CR go up with its HD at the same rate or faster. I consider it a mistake that WotC normally doesn't try the same.

The abilities are meant to confuse the PCs from attacking from multiple directions making them think there's more than one.

Your just wanting one of them to say "I attack the Darkness.", aren't you?
LivingShadow

04-18-08, 01:08 PM
Your just wanting one of them to say "I attack the Darkness.", aren't you?

Actually that never crossed my mind until you mentioned it. That battle would be amusing to say the least.
Grod_The_Giant

04-18-08, 03:09 PM
Combat
Absorb: The Oblivion Can absorb 3d12 pounds of matter. For every pound of matter absorbed The Oblivion gains 5 hp.
Base Core: The Oblivion can only be fully destroyed when someone destroys its core. It is so small that you need to succeed on a DC 16 marksmen check.
Restoration: When The Oblivion goes to -10 HP it is considered dormant. After 1d4 days it will reform.

What? Fix this at once! How, exactly, does Absorb work? What is the range? How often can it be used? How long does it take? What in the Nine Hells is the Base Core? How much health does it have? WHAT is a "marksmen check"? Whatever it is, DC 16 is way to low for CR 22. Which, I might add, is above my capacity to mass produce. Also...AC 23 is abysmal, and I think there's something very wrong with your attack bonuses.
You have some good ideas, but you need to learn how to implement them. Learn!

[Grod: I feel I should apologize for my master's rudeness. It's nothing personal, he's just an evil, epic-level wizard with a lot to do. It's the stress.]
Velcroman226

04-18-08, 05:02 PM
I edited some stuff. If theirs anything else I sould change, please tell.

Oh!The base core is like a red glowing shere. And about the "Marksmen check" thing it's a homebrewed skill, I took it out because you wouldn't really know how it works I guest!:P
Grod_The_Giant

04-29-08, 03:05 PM
ok. You need to look at everything and edit, and scale for CR.
a CR 23 monster has an AC around 40, attacks probably in the 40s (but they are still BAB + Str/Dex + Feats, as normal). They also probably have SR and DR.
I like the general idea, but it needs a great deal of work. I suggest showing it to professionals in the field (ie, post it somewhere else on the boards).
ToastedAmphibian

05-01-08, 11:39 PM
How will you guard your holding? A hulking Golem that stands out and easily fails when presented with enviornmental hazzards? A few lurking assassins? Thoes are good, but..... small. Why not pack the hitting power of a golem into a stealthy frame, while still maintaining size. These wounderfull brutes will kill the mage, grab the tank, and send the rouge screaming before they even know what hit them!

Size and Type: Huge Monstrous Humanoid (Giant Blood, Reptilian, Shape Changer)
HD: 1d12+7d8+56 (99hp)
Iniative: +0
Speed: 40, Swim 30, Climb 20
AC: 17 (10 + 9 natural - 2 size) Touch 8, Flat-footed 17
Base Attack +6 Grapple +35
Attack: +21 Goliath Great Hammer (6d6 +25) or Tongue +16 touch (Trip or Grapple)
Full Attack: +21/+16 Goliath Great Hammer (6d6 + 25), + 16 Bite (2d6 + 17), +16 Tongue (Touch attack only, 30ft reach, Trip or Grapple)
Space/Reach: 15ft/15ft
Special Attacks: Curse of Lycanthropy
Special Qualities: Alternate Form, Crocodile Empathy, Hold Breath, Scent, Low-Light Vision, Darkvision 60ft, Damage Reduction 10/silver, Pounce, Mountain Rage 1/day, Powerful Build, Mountain Movement, Aclimated
Saves: Fort +14 Ref +5 Will +3
Abilites: Str 44, Dex 10, Con 25, Int 8, Wis 12, Cha 8
Skills: Hide +14 (9 ranks +3 Skill focus +10 Racial -8 Size) Move silently +6, Jump +25, Climb +25, Swim +25, Sense Motive +3
Feats: Alertness(B), Imp Trip(B), EWP(Goliath Greathammer), Endurance, Skil Focus (Hide)
CR 8

Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Mountain Movement (Ex): Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long and high jumps as if they were running long and high jumps

" As you enter the unholy temple, you notice upon the wall off to your left a massive shape that you almost misstook for a large rock. It seems to be the largest, strongest lizardman youve ever laid eyes on, but somehow more bestial. You watch in Horror as it licks it's lips and descends upon your clueless companions."

Generally, they lurk upon a high wall, or in deep water. When foes enter the area, they rage and pounce upon thoes members of the party least likly to have noticed them, tripping or grappling the fighters and descimating the casters.

Im training an Elite version with some level in WarShaper. If this one is not powerfull enough, perhapes ill introduce you to their leaders later.
Rohano

05-02-08, 11:46 AM
The statblock is sort of muddled, but it looks like you put the stats of a goliath together with a werecrocodile lizardman. Fix the HD and work your way down. I like that it's supposed to be a stealthy tank killing machine-thing but it just looks like a big lizard tank to me.
A +10 racial bonus to hide? Is it also a chameleon?
Alexeduardo

05-02-08, 01:46 PM
The gnomes of the valley of rokt have worked for months on this. We hope it is to Grod's liking.





This spiderlike creature towers some 10 meters tall And sports a night-black thick stripe in the middle of his green skin. With four giganic insect legs on each side with unearthly sharp ends. This creature has no visible eyes and what could be confused with a threeway beak on his head. A beak that opens a nightmare of 20+ small legs that go through and ring prey to the beast's mouth.

Stuarts

Size and type:Huge Insect
Hit Die: 20d8+9d12+81 (175 HP)
Initiative: -7
Speed: 20 ft
Armor Class: 89
Touch 19, Flat-Footed 27
Attack: 8 Legs +23 (9d6)
Space/Reach: 30 ft/30 ft
Special Attacks: Open Beak
Special Qualities: Damage Reduction 30/-
Saves: Fortitude +25 Reflex -8 Will-9
Abilities: Str 50, Dex 1, Con 50, Int 1, Wis 1, Cha 1
Feats: Improved Natural Attack, Challenge Rating:30

Open Beak- When a Stuart finds and opening on a prey's hiding place, he sticks his beak in it an opens his helleish mouth, stabbing and eating anything he can.
Grod_The_Giant

05-02-08, 03:11 PM
Alexeduardo, I like it. It looks very nice, but...what's the CR? And what, exactly does the Open Beak ability do? And it seems to be missing Improved Grab and Swallow Whole. Still, I like it.
You can have the 53rd layer of the Abyss, the Fields of Negation.
[Grod: The man running the show here is Theodore Vral. I'm just his humble secretary.
larry_the_titan

05-02-08, 06:14 PM
The gnomes of the valley of rokt have worked for months on this. We hope it is to Grod's liking.

This spiderlike creature towers some 10 meters tall And sports a night-black thick stripe in the middle of his green skin. With four giganic insect legs on each side with unearthly sharp ends. This creature has no visible eyes and what could be confused with a threeway beak on his head. A beak that opens a nightmare of 20+ small legs that go through and ring prey to the beast's mouth.

Stuarts

Size and type:Huge Insect
Hit Die: 20d8+9d12+81 (175 HP)
Initiative: -7
Speed: 20 ft
Armor Class: 89
Touch 19, Flat-Footed 27
Attack: 8 Legs +23 (9d6)
Space/Reach: 30 ft/30 ft
Special Attacks: Open Beak
Special Qualities: Damage Reduction 30/-
Saves: Fortitude +25 Reflex -8 Will-9
Abilities: Str 50, Dex 1, Con 50, Int 1, Wis 1, Cha 1
Feats: Improved Natural Attack, Challenge Rating:30

Open Beak- When a Stuart finds and opening on a prey's hiding place, he sticks his beak in it an opens his helleish mouth, stabbing and eating anything he can.

I am currently trying to figure out how a 9th level caster with a "Death Effect Vs Will" hasn't killed these things off the face of existence. How is it a Huge Insect and not a vermin or a Magical beast? Why does it have 2 kinds of Hit Dice? And who the heck told you have to make monsters? You have the HP, Saves, AC and stats all over the Place. Did you just pick numbers at random? Do you need some help in fixing it or maybe some guidance in your future monster making endeavors? Also Grod was looking for something between CR 8 - CR 16 and this is so far out of balance that I don't think it can be fixed.
ToastedAmphibian

05-02-08, 09:10 PM
The statblock is sort of muddled, but it looks like you put the stats of a goliath together with a werecrocodile lizardman. Fix the HD and work your way down. I like that it's supposed to be a stealthy tank killing machine-thing but it just looks like a big lizard tank to me.
A +10 racial bonus to hide? Is it also a chameleon?

Level 1 Barbarian Half-Ogre Goliath Were Giant Crocodile Chameleon actually...

You cant have just a Were Goliath now can you... Hmph
Whats wrong with the HD? Its a little short on em, but thats easily fixable.
Garryl

05-03-08, 06:25 PM
I recently studied a number of creatures in an alternate multiverse that may interest you. While they are a bit unusual, they have a number of unusual skills that may prove quite valuable. My research notes are available on public display here.

http://forums.gleemax.com/showpost.php?p=14280339&postcount=56

I could "import" a few specimens for you the next time I'm out near those parts. It shouldn't be to much of an issue to breed them into a large enough army for your purposes.


The following creature is an invention of my own (to my knowledge, anyways). I'm still tweaking the design specifications, so if you can give me any feedback on its viability, it would be appreciated.


From nowhere, a powerful blow knocks you off your feet. Looking around, all you see is a vaguely humanoid shimmer in the air.

Force Golem
Large Construct
Hit Dice: 18d10+30 (129 avg.)
Initiative: -1
Speed: 30 ft.
Armor Class: 25 (-1 size, -1 Dex, +17 deflection), Touch 25, Flat-footed 25
Base Attack/Grapple: +13/+25
Attack: Slam +20 melee (2d10+8)
Full Attack: 2 Slams +20 melee (2d10+8)
Space/Reach: 10"/10"
Special Attacks: Force Punch
Special Qualities: Construct traits, Damage reduction 5/-, Damage reduction 15/Adamantine and Magic, Forceful essence, Invisible Body, Darkvision 60", Immunity to Magic, Low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 27, Dex 9, Con --, Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or Gang (2-4)
CR: 15
Treasure: None
AL: Always neutral
Force Punch (Ex): Once every 3 rounds, the Force Golem can make its attacks as melee touch attacks.
Immunity to Magic (Ex): A Force 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 force damage heals 1 point of damage for every 3 that it would normally deal. Excess hit points beyond the golem's normal maximum are lost. The golem gets no save against force effects.
A magical effect that would shift the golem to another plane negates the golem's damage reduction and immunity to magic for 2 rounds and slows it as per the Slow spell for the same duration.
An antimagic field causes the golem to be unable to affect or be affected by anything while within the field. The golem may still move around and may exit the field normally.
True Seeing and similar spells reveal the Force Golem normally.
Forceful essence (Ex): Force Golems are composed entirely of force. There is no physical matter in them. Force Golems can attack and be attacked by incorporeal creatures and creatures on the Ethereal plane without the normal penalties associated, as though each side wielded Ghost Touch weapons. Force Golems are not actually incorporeal, though. Force Golems can bypass any force effects, such as Walls of Force and Mage Armor spells, as though those effects did not exist. Doing so has a 1 in 10 chance of ending those effects each time the golem bypasses them. In addition, any natural armor bonus is instead treated as a deflection bonus.
Invisible Body (Ex): Force Golems are treated as though under the effects of the Greater Invisibility and Displacement spells at all times as they don't have an actual body to reflect of refract light. Detect Invisibility and similar spells can be used to pinpoint the golem's location, but cannot be used to negate the concealment effects from the Displacement effect. A True Seeing spell can negate both effects.
Construction: A Force Golem is a purely magical being, so its construction requires no materials for the golem itself. Assembling the body from the spells themselves requires a DC 23 Spellcraft check or a DC 23 Craft (Sculpting) check.
CL 17th; Craft Construct, Geas/Quest, Wall of Force, Bigby's Clenched Fist, Caster must be at least 17th level; Price 180,000 gp; Cost 90,000 gp + 7,200 XP.




My current research project has me traveling to yet another world. This specimen may be of use to you. I haven't had much time to observe it yet, so my notes are incomplete. However, if it interests you, I could try to take a specimen or two back with me when I return.


As you approach the metallic mound, it rises before you on four long, thin, metallic legs supporting an orb-like body with various mechanical objects protruding from its metal carapace. Steam begins to surround the body as a tube-like object extends from beneath the shell, takes aim at you, and fires a barrage of energy blasts.

This creature is a strange hybrid between an spider-like creature and a machine. They try to surprise their prey by leaping out of the ground and immediately firing a barrage of missiles before their prey can find cover. Thanks to its long legs, the Man-at-Legs often has a significant height advantage against anything that would try to hunt it, making it difficult to harm in any serious manner. While waiting for their Gatling Cannon to cool down and be ready to fire once more, these creatures will try to shake their foes off, resorting to slam attacks with its legs only if this is repeatedly unsuccessful.


Man-At-Legs
Gargantuan Construct (Living Construct)
Hit Dice: 18d10+180 (275 avg.), Fast Repair 5
Initiative: +11
Speed: 60", Climb 30"
Armor Class: 23 (-1 size, +7 Dex, +7 Natural), Touch 16, Flat-footed 16
Base Attack/Grapple: +13/+33
Attack: Slam +17 melee (2d6+6)
Full Attack: Slam +17 melee (2d6+6) or 5x Gatling Cannon +21 ranged to 100" (2d6+4) or Shake
Space/Reach: 20"/15"
Special Attacks: Gatling Cannon, Shake, *Improved Precise Shot, *Point Blank Shot, *Precise Shot
Special Qualities: Collapse, Extended Legs, Small Body, Fast Repair 5
Saves: Fort +18, Ref +16, Will +10
Abilities: Str 19, Dex 24, Con 28, Int 2, Wis 13, Cha 10
Skills: 21
Feats: Ability Focus (Shake), Improved Initiative, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Weapon Focus (Gatling Cannon)
Environment: Underground
Organization: Solitary
CR: 12
Treasure:
AL: Always Neutral

Gatling Cannon (Ex): As a full-round action, the Man-At-Legs can fire the Gatling Cannon from its underbelly. It can make up to 5 ranged attacks each round at its highest attack bonus. Each shot has a range of 100" and deals 2d6+4 force damage. These attacks do not provoke attacks of opportunity. After any round of firing, the Man-At-Legs is covered by a steam cloud, providing concealment (20% miss chance on attacks against it). The Man-At-Legs can use this ability for no more than 3 consecutive rounds, after which, it must wait 1d4+1/round spent firing before using this ability again.
Shake (Ex): As a full-round action, the Man-At-Legs can attempt to shake off any foes currently grappling it, pinning it, or adjacent to it. Affected creatures can be no larger than size Large. Affected creatures must make a DC 25 (10 + 1/2 HD + Str + 2 Ability Focus) Fortitude save or be knocked 10" away, landing prone. Since the Man-At-Legs's main body is 10" above the ground most of the time, creatures knocked away in this manner may take falling damage.

Collapse (Ex); The Man-At-Legs can collapse it legs, allowing it to lower its body to the ground and hide amongst the ground features. In this state, it only takes up the space of a large creature. It gains a +8 racial bonus to Hide checks in sandy or metallic surroundings.
Extended Legs (Ex): The Man-At-Legs has particularly long legs. Each of its 4 legs is approximately 30" long. They hold its main body approximately 10" above the ground at all times. Each leg can take a maximum of 50 points of damage before being rendered temporarily immobile, but repair themselves at a rate of 20 points of damage per round. They are attacked as Large creatures at each of the four corners of the Man-At-Legs's space. Each leg has an AC of 23. Whenever a single leg is immobilized, the Man-At-Legs cannot move will be forced to lower its main body to within striking distance of the ground. Damage dealt to the legs does not transfer over to the main body. The leg will repair itself fully 5 rounds after being immobilized.
Small Body (Ex): Although the Man-At-Legs as a whole takes up the space of a Colossal creature, its legs and main body each take the space of only a Large creature each. The main body itself comprises only the center 4 squares of the Man-At-Legs's space. Large and smaller creatures can move through these spaces unimpeded by the Man-At-Legs. Only damage dealt to the body of the Man-At-Legs can truly damage it. Since the body is normally suspended 10" or more above the ground, this can be difficult using conventional tactics.
Slagger the Chuul

05-04-08, 10:36 AM
Since there's also an official force golem (from the Monster Manual 5, I think), you might want a different name to avoid confusion.
Garryl

05-04-08, 09:19 PM
Since there's also an official force golem (from the Monster Manual 5, I think), you might want a different name to avoid confusion.

I did not know that. Thanks for the information. I'll change the name. Anyone have any suggestions?
Silversheen197

05-05-08, 01:47 AM
Grod, are you perhaps familiar with the marruspawn that live in the far western deserts? I've recently returned from The Cradle, their home city. While I was there, you could say I borrowed the spawncrafting instructions for three before unheard-of species of marruspawn that are much more powerful than their standard brethren.

The first is a bit soft (can't take many hits), but can fight like a demon. I've personally seen an entire party of legendary heros be almost devastated by a single one, and the fact that spawncrafting is much simpler than baking up monsters normally will give you a great number advantage. If you enjoy it, I'll give give you the recipe for the other two:

Marruwu
Medium Monstrous Humanoid
Hit Dice: 14d8+28 plus 4d8+8 (120 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 31 (+5 Dex, +3 natural, +8 Wisdom, +5 class), touch 28, flat-footed 21
Base Attack/Grapple: +17/+25
Attack: Claw +25 melee (2d8+8/19–20)
Full Attack: Claws +25/+25/+25/+25/+20/+15 melee (2d8+8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Close combat, counterstrike, force palm, inner energy, ki strike (magic, lawful, adamantine), howl of weakness
Special Qualities: Detect, discriminating hearing, evasion, foresight, inner focus, low-light vision, speed up, resistance to fire 5 and desiccation 10, steadfast
Saves: Fort +10, Ref +18, Will +18 (+12, +20, +20 vs. enchantments)
Abilities: Str 26, Dex 20, Con 14, Int 13, Wis 20, Cha 28
Skills: Balance +26, Jump +35, Listen +9, Sense Motive +9, Spot +9, Tumble +28
Feats: Acrobatic, Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Critical (claw), Improved Feint, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist (22/day; DC 24)

This jackel headed human has grey skin and silvery fur. It's eyes gleam a bright, fiery red, and it moves with an unnervingly fluid grace. It wears only a simple set of desert robes and sandals, both of which are of plain grey.

Close Combat (Ex): The marruwu can enter another creature’s space and act unhindered. Any creature whose space the marruwu enters is treated as flat-footed against his attacks.
Counterstrike (Ex): Melee attacks that miss the marruwu provoke attacks of opportunity.
Force Palm (Su): When the marruwu uses its Stunning Fist feat, the target is stunned for 1 round if it succeeds on its save. If it fails, it is stunned for 1 round and slowed until it rests for 8 hours, or some healing that could heal ability damage is applied to it.
Inner Energy (Sp): By expend a use of Stunning Fist, the marruwu can create one of three effects:
Dark Pulse: The marruwu makes a ranged touch attack against one target within 70 feet. If the attack hits, the target takes 5d6 points of negative energy damage, and must succeed on a save against Stunning Fist (force palm does not apply).
Ki Sphere: The marruwu throws a burst of its ki, which automatically hits for 5d4+5 points of damage one target within 280 feet.
Magic Burst: A ranged touch attack (range 70 feet) deals 5d8 points of damage.
Howl of Weakness (Su): Once per day, the marruwu can howl as a free action. All creatures within 30 feet must succeed on a Will save (DC 28) or take a –2 penalty to all saves. Those within 10 feet take a –4 penalty to saves.
Detect (Ex): The marruwu gains a +5 insight bonus against attacks made by the creature it applies its dodge bonus to.
Foresight (Ex): By looking slightly into the future, the marruwu can predict its opponent’s dodges. Creatures cannot gain Dodge bonuses to AC against a marruwu (class bonuses still apply). Any penalties taken (such as the penalty to attack from the Combat Expertise feat) still apply.
Inner Focus (Ex): The marrwu is immune to being stunned.
Speed-Up (Ex): The marruwu’s initiative count increases by its Dexterity modifier each round.
Steadfast (Ex): Any time the marruwu would be stunned, it instead gains a +2 increase to Dexterity.

Marruwus are around CR 14.