| Post/Author/DateTime | Post |
|---|---|
| Navigator02-12-07, 09:44 PM | As a DM, almost all of my encounters are composed of opponents I've written up myself. I decided to keep my collection of baddies from my last campaign, and it's a good list ranging from CR 4 - CR 13. Getting to the point, I was wondering if anyone is tired of the same ol' MM baddies, and either wants to share their creations, get more ideas, or both. This isn't about BBEGs or plots, or even necessarily unique monsters. This is about monsters individually created using templates, advancing HD, NPC encounters, and/or using interesting environments that impact the encounter (treacherous terrain, furious winds, platforms, etc.). To kick things off, here's something. Evolved Huge Earth Necromental Huge Undead (Augmented Elemental, Earth, Extraplanar) Abilities: Str 34, Dex 8, Con -, Int 1, Wis 10, Cha 3 Hit Dice: 21d12 (159 hp) Initiative: -1 Speed: 30 ft. Space/Reach: 15 ft./15 ft. Armor Class: 23 (-2 Size, -1 Dex, +16 Natural), Touch 7, Flat-footed 23 Base Attack/Grapple: +15/+39 FullAttack: Slam +21 melee (2d10+28/19-20 plus energy drain)* Special Attacks: Create spawn, earth mastery, energy drain, push, spell-like abilities. Special Qualities: Darkvision 60 ft., damage reduction 10/-, earth glide, elemental traits, undead traits, fast healing 3. Saves: Fort +12, Reflex +6, Will +9 Skills: - Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack. CR: 11 Alignment: Neutral Evil Combat *Statistics account for a power attack value of 5 and the +1 bonus for being on the ground. Push: +24 Bull Rush (+26 While Charging); pushed 5 feet back, plus 5 feet for every 5 points the opponent is beaten by. Earth Mastery: May move through earth effortlessly. Spell-like Abilities: 1/day - cloudkill (DC 16). Energy Drain: 1 negative level. Throw these guys at the party while they're in a corridor that is no more than 15 ft. wide, one from each direction (so the PCs become sandwiched). Tactics: Round 1: Charge in and bullrush the PCs into position, or use the slam attack if they're packed together. Round 2: Drop dual cloudkills over them. Round 3: Attack the closest opponents with slams, front line heavily armored fighter-types taking precedence. If necessary, knock the PCs into the cloudkill effect with Awesome Blow and Improved Bull Rush. Encounter Level: 13 (or possibly 14 for the circumstances) |
| Navigator02-15-07, 12:59 AM | :bump: |
| Rathje02-15-07, 01:39 AM | First of all, I like advancing hit dice. It's the perfect way to make an encounter longer. I usually advance Aberrations or other +1 CR/+4 Hit Dice races. Sometimes they're a little off, though, like a fully advanced Mummy. Second, I'll post my Screaming Wyvern and Taint Mongrel soon. Thread bookmark'd, hopefully I'll remember to come back. |