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Grifthin
2010-05-10, 08:03 AM
Righto - Party of 7 Characters. All level 15. Everything allowed. Suggest me some dastardly difficult monsters to fight. I'm gonna toss them up against a Modified Tarrasque (Tarrasquemess!, Presents for all!), and various other nasties. Thinking of breaking out the Emerald Legion as well - what more can you chaps suggest.

Amiel
2010-05-10, 08:11 AM
I'm rather fond of these;
Irae
http://fc04.deviantart.com/fs48/f/2009/212/c/d/Ereshkigal_by_kometani.jpg
By kometani (http://kometani.deviantart.com)

Daemon, Irae
Mercenary of Wrath
Large Outsider (Daemon, Evil, Extraplanar)
Hit Dice: 13d8+130 (188 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +13/+27
Attack: +3 wounding glaive +25 melee (2d8+18 + 1 Con/19-20)
Full Attack: +3 wounding glaive +25/+20/+15 melee (2d8+18 + 1 Con/19-20) or 2 claws +22 melee (1d6+10 plus curse) and bite +20 melee (1d8+5 plus curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rotting words, spell-like abilities, spells
Special Qualities: Consuming anger, damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 26, telepathy
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 13, Con 31, Int 18, Wis 18, Cha 16
Skills: Yes
Feats: Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: —

The irae, the mercenaries of wrath, epitomise senseless hate and insatiable anger; the sin of wrath. They are the bubbling tar that poisons love and friendship. They are the intoxicating, cloying incense that festers contempt and boundless rage. Screams of torment are their fruit and the choking gasps of the dying are their wine.

Their very presence incites uncontrollable hate; there is nothing that exists that is not foe. To all, all are enemies; of vilest sort, the cruelest nature and must be extinguished.

The irae marshal across the Lower Realities, the Depths Below, for the eternal Blood Conflict, the planes-spanning war to determine and define Evil across Creation. Mercenaries through and through, loyalty is only to the highest bidder and even then, it is not unheard of for them to turn if offered a better price. To an irae, none are allies, all must be exterminated with excessive force.

Unfortunates accuse them of being traitors, the irae simply consider this as another method of renegotiation. Either way, others simply do not survive long enough to be anything other than a cursory and fleeting distraction.

The irae are also cannibals. Dismissing the idea that the consumption of the dead grants any beneficial effects, the irae consume to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, to consume the remaining vestiges of the opponent's soul. It is the ultimate act of defilement, the vilest act of hate.

An irae appears as a handsome humanoid of either gender; with ghostly pale skin criss-crossed with scars and fresh wounds. Their hair appears wind tossed and is an oily black; nauseating to smell. Their eyes are entirely blood-red with no pupils or irises, and when angered turn a complete black, unsettling and horrifying.
Their outermost front teeth end in fangs, eternally dripping blood and their tongues are as a serpents.
Increasingly, whispers and rumors assert this is not their true form, that what they look like are tremendous wingless serpents whose wounds bleed a choking bile, with slavering maws that drink in light, leaving only oblivion.

Consuming Anger (Su): A choking miasma of hateful rage envelops the irae. As long as this aura is in effect, an irae is always assumed to be raging (this has not be factored into the statistic block above) and is never fatigued. A remove curse or break enchantment is able to remove and dispel this rage but the irae may restore it as a free action on its next turn.
Additionally, the irae may project a magic circle against good centred on it out to a radius of 20 ft. The irae may change this to a magic circle against chaos or magic circle against law as a standard action if it so wishes.
Additionally, foes within 20 ft of the daemon must succeed on a DC Will 20 Will save or start violently attacking all within sight, their attitude changing to hostile. This attitude can only be changed with a successful DC 20 Diplomacy check at -3 penalty. A creature that successfully saves cannot be affected again by the same irae's aura for 24 hours. The Save DC is Charisma-based.

Curse (Su): A creature struck by a irae's bite or claw attack must succeed on a DC 26 Fortitude save or be infected with a vile curse known as faceless hate. The save DC is Constitution-based.

Rotting Words (Ex): An irae does not normally speak, preferring to resolutely remain mute. 3/day, however, it may pronounce such horrific words of spiteful hate that its words of wrath causes a creature to bleed from every orifice. A foe must be able to hear the irae speak though not necessary understand what is being said; it is the intent rather than the meaning that drives this power.
All within 30 feet of the irae hear a terrible chorus of whispered anguish that causes the very air to rot and stagnate, and must succeed on a DC 26 Fortitude save or permanently lose 1 Con score and 1 Wis score.

See in Darkness (Su): The irae can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will - blasphemy, confusion, desecrate, dispel good, dispel magic, greater teleport, invisibility (self only), mirror image, plane shift, reverse gravity, unholy aura, unholy blight, unhallow; 3/day - blade barrier, flame strike, power word stun, waves of fatigue, waves of hate; 1/day - destruction, implosion, waves of exhaustion. Caster level 13th. The save DCs are Charisma-based.

Spells: Irae can cast divine spells as 13th-level clerics. An irae has access to two of the following domains: Evil, Destruction, Hate, War or Wrath. The save DCs are Wisdom-based.

Typical Cleric Spells per Day: 6/7/7/6/6/4/3/2; save DC = 14 + spell level.
0 - cure minor wounds, detect magic, detect poison, inflict minor wounds (x3); 1st - bane, cause fear, entropic shield, doom, inflict light wounds, protection from good; 2nd - align weapon, bull's strength, death knell, inflict moderate wounds, shatter, silence, undetectable alignment; 3rd - animate dead, bestow curse, contagion, deeper darkness, inflict serious wounds, invisibility purge; 4th - dismissal, divine power, freedom of movement, poison, inflict critical wounds, spell immunity; 5th - insect plague, mass inflict light wounds, slay living, symbol of pain; 6th - create undead, harm, mass inflict moderate wounds; 7th - destruction, mass inflict serious wounds.

Killer Penguins
"[...]Of that nighted, penguin-fringed abyss"

Killer Penguins!

Medium Aberration (Aquatic)
Hit Dice: 12d8+84 (138 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 90 ft. (perfect), swim 100 ft.
Armor Class: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +9/+16
Attack: Tentacle +16 melee (1d8+7 + 1 Con + rotting caress)
Full Attack: 4 tentacles +16 melee (1d8+7 + 1 Con + rotting caress)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cacophonous dirge, flatulent propulsion, rotting caress, shivering touch
Special Qualities: Aquatic subtype, damage reduction 5/-, darkvision 60 ft., low-light vision, immunity to cold and petrification, uncanny dodge, unraveling visage
Saves: Fort +13, Ref +9, Will +13
Abilities: Str 24, Dex 16, Con 24, Int 16, Wis 16, Cha 20
Skills: TBA
Feats: Cleave, Great Cleave, Great Fortitude, Improved Initiative, Lightning Reflexes
Environment: That penguin-fringed abyss
Organization: Solitary, pair, or (3-5)
Challenge Rating: 16
Treasure: No coins; double goods; standard items
Alignment: Always evil (any)
Advancement: 13-18 HD (Medium); 19-36 HD (Large)

It is a curious oddity; the superficial appearance that of a normal penguin. Yet the similarities end there. The very length of its body is smeared with offensive faeces and piss; hanging at its side are twin sets of tentacles, their tips glowing with malefic viridian. Its feet are bloody claws; heavyset and simian.
Its face is hidden behind a blank expressionless mask, but you see the beginnings of tentacles. A vile screech sounds as its mask slowly opens.
You scream, a neverending wail that stops as soon as your heart erupts from your chest

Who can fathom the infinite depths of madness?
Some knowingly venture into the yawning chasm unprepared; so that the edifying waters of deleterious sanity may wash over them, bringing clarity and loathing in equal measure.

Others vomit forth from their enlightenment as gibbering husks; their lucidity becoming ever unhinged as they seek to claw the very brains from their skulls.

Injurious whispers claim such boundless aberrance is encapsulated in the very form of killer penguins.

Combat

Cacophonous Dirge (Ex): The killer penguin may sing a dirge of such utter regret and unspeakable cacophony that all who hear it go irrevocably insane. 3/day, the very air around the killer penguin erupts in a combined dissonance of hideous laughter and symbol of insanity. All who hear it within a 60-foot radius must additionally succeed on a DC 21 Will save or be stunned for 1d6 rounds. The save DC is Charisma-based. Furthermore, all who hear the penguin sing are depressed, taking a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks.

Flatulent Propulsion (Ex): The killer penguin propels itself through offensive flatulence. Those under its odorous attentions are affected as if by the cloudkill spell. The killer penguin can use its flatulence to fly, hover, take off from a vertical position or negate the scent ability of creatures. All with scent have the ability rendered temporarily ineffective. Creatures with scent must succeed against a DC 23 Fort save or forever lose their ability. The save DC is Constitution-based.

Rotting Caress (Ex): Each caress of the killer penguin's tentacles induces ineffable rot in its victims; its very touch ravaging flesh. All multilated by the killer penguin take 1d6 points of Str and Dex ability damage.
Such physical scarring is tenacious; all damage dealt by the killer penguin is vile damage.
Additionally, the killer penguin may choose to forego damage to force a hideous transformation upon the victim. A creature so hit by the killer penguin must succeed on a DC 23 Fortitude save or begin to physically transmute into another killer penguin.The save DC is Constitution-based.

Shivering Touch (Sp): The killer penguin may cast shivering touch as an at will spell-like ability; at caster level 12th.

Unraveling Visage (Ex): The very presence of the killer penguin is anathema to reality; its very being, injurious. All who look upon the unmasked killer penguin must succeed on a DC 23 Fortitude save or die as their heart flees their chest. Success causes the victim to violently seek to gouge their eyes out, taking 1d6 Con damage in the process.

Uncanny Dodge (Ex): A killer penguin retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

Maleventhorn
The rank odor of the docks assaulted his senses, nauseating him, impressing in him the need to vomit. With a visibly conscious effort and a shudder, Lord Neven suppressed that urge. Reaching into his red doublet of gold and purple he produced a white handkerchief that evidenced delicate craftmanship. He sniffed at it, undoubtedly it was perfumed. Good. With clumsy dexterity and awkward motions he fashioned a serviceable enough mask that helped to drive the reek away.

The task left his joints aching; they were hardened and stiff. Breathing out in staccato bursts, a cloud of vaporous steam emerged from between clenched teeth. It was winter and it was deathly cold. Rim frost coated every building, no respectable being lingered still in the frigid night...except those who depended on the darkness to cover up their foul deeds.

Lord Neven ruffled his greying hair, depositing icy shards on the ground, with a callused hand and smirked evilly at that thought. Too ambitious for his own good, he always sought the quickest way to ascension, even if that meant bloody handed murder. Of course he never dirtied his own hands and covered his tracks well enough so that no one ever suspected it was his hand that dealt the cards.

He ruled over the merchant council of Narsresh and by association over that city-state, having bribed, threatened and forcibly retired those who stood in his way. He had someone to thank for his successes of course, a hired mercenary that had all too willingly accepted his commands. All too willingly. He had been warned about the cruel maleventhorn but never took those words of wisdom to heart.

Too late he came out of his thoughts, his vision was suddenly a spiral of blurred colors. Poison. He felt something leave the small of his back, scrapping his spine. A dagger, serrated. Blinking rapidly, he tried to fight back, but all he could manage was a shiver as the poison began its inevitable course.

Weakening rapidly, he focused all willpower to tilting his head slightly to get a better look at his malefactor. He needn't have bothered, a too handsome face was sneering cruelly at him. It snaked to his ear, a cultured voice oozing with an underlying vileness pronounced his doom. "Thank you for delivering this city to us" it hissed.

Neven finally managed to scream, he knew his horror was only just beginning.

Maleventhorn
Medium Fey (Evil)
Hit Dice: 16d6+80 (136 hp)
Initiative: +10 (+10 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 40 (+10 Dex, +19 natural, +1 dodge), touch 21, flat-footed 30
Base Attack/Grapple: +8/+18
Attack: +3 humiliating longsword +21 melee (1d8+13 + 1 Cha/19–20 + 1 permanent Cha drain) or slam +18 melee (1d8+10)
Full Attack: +3 humiliating longsword +21/+21/+19/+11/+9 melee (1d8+13 + 1 Cha/17–20 + 1 permanent Cha drain) or slam +18 melee (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Haste, pain touch, spell-like abilities, spells
Special Qualities: Contemptuous, damage reduction 20/cold iron, darkvision 60 ft,. immunity to acid, cold and poison, low-light vision, murder of crows, pleasing form, regeneration 5, spell resistance 25
Saves: Fort +10, Ref +23, Will +15
Abilities: Str 30, Dex 30, Con 20, Int 25, Wis 21, Cha 24
Skills: Bluff +29, Climb +24, Concentration +24, Diplomacy +29, Disguise +30 (+32 when acting), Hide +30, Intimidate +30, Jump +25, Knowledge (any three) +25, Listen +25, Move Silently +30, Search +23, Sense Motive +28, Spot +25
Feats: Combat Expertise, Dodge, Improved Initiative, Lightning ReflexesB, Persuasive, Power Attack, Stealthy
Environment: Mortal Coil
Organization: Solitary
Challenge Rating: 16
Treasure: No coins; double goods; +3 humiliating longsword, dagger of poison
Alignment: Quadruple Neutral Evil
Advancement: 17–32 HD (Medium); 33–48 HD (Large)

The malicious and sadistic maleventhorn, who the ignorant call the thornlords, are black-hearted murderers devoid of any form of decency or compassion. Peace and love are naught but mortal follies for only power rules and absolute power rules absolutely. To a maleventhorn, the means always justify the ends. Despite this, the thornlords exhibit a form of twisted honor, corrupted beyond its original intent.

The maleventhorn are perennial schemers, capable manipulators of intrigue, assured that it is they and only they who will always come out on top. Such predilections do not constrain themselves to mere politics; they are manipulators, of individuals, of cities, of countries; their fingers are in every pie.

The maleventhorn are experimenters of the vilest sort, unconcerned with ethics and morals, they kidnap children, the elderly, the homeless that society no longer wants, nobles of lengthy lineage; all are suitable candidates for their great experiments. Such invasive procedures usually leave the victims raving mad or mindless at worst.

Consummate slavers, the maleventhorn do not turn their attentions or efforts to the domination of all lands. They haggle over slaves of flesh and the tinkling of coin can ever be heard in their dominions. A maleventhorn lives for fornication and is dedicated to cults of pleasure with all its being. Those sold into slavery and purchased by the maleventhorn or even those who live free have suffered the vile touch of a thornlord at one time or another.

Sequestered in their great iron towers, the maleventhorn are natives of bleak chill-lands. A frozen tundra of ice and grey stone, harsh winters are the norm here. The sky is always overcast, the sun itself seems to be on the verge of fleeing, as the occasional ray of sunshine is not enough to stave off the oppressive cold. Freezing to death here is the least of a being's worries.

The maleventhorn organise themselves into great castes, with those occupying the bottom rungs afforded minimal respect; they are as slaves, serviceable only as cannon fodder. The maleventhorn do not subscribe to the practice of promoting those of a lesser position into a position of glory and so a maleventhorn must prove herself again and again in a seemingly endless fashion before consideration for promotion is even considered.

A maletherion are among the most beautiful beings in the multiverse. Darkly beautiful and formed of delicate features, a maleventhorn is a near perfect marriage of form and aesthetics.

Combat

Contemptuous (Ex): For those who only behold the visual appeal, a maleventhorn is nothing short of perfection. For those subjected to their acidic words, a maleventhorn is nothing short of the pinnacle of evil. The maleventhorn are masters of verbal decimation, capable of demoralising and demolishing a being through words. A maleventhorn gains a +4 bonus on Intimidate checks when interacting with creatures, those within 60 ft and capable of hearing a maleventhorn speak must succeed on a Will DC 25 save or suffer the effects of fear. Failure also causes the creature to take a single point of Charisma damage. The save DC is Charisma-based. 1/day, the maleventhorn may speak a word of blasphemy (as the spell; CL is at their HD).

Haste (Su): A maleventhorn operates under a permanent haste effect. All other actions of a maleventhorn are as normal (speaking at a normal cadence, etc) save that a maleventhorn possesses tremendous reflexes and moves with extreme grace; their movements and reactions are almost too fast for the human eye to follow, and appear as if to almost glide when walking, this grants them Lightning Reflexes as a bonus feat. The haste effect can be dispelled; the thornlord can reinstate its effect as a standard action.

Murder of Crows (Ex): 3/day, a maleventhorn may assume the form of a swarm of crows. She is immune to physical damage while in swarm form, but may only deal physical damage to opponents; she loses access to her spells and spell-like abilities in swarm form. Additionally, by concentrating for up to one round, a maleventhorn may elicit the services of a crow, who becomes bonded to the maleventhorn as a familiar of her CL. A maleventhorn can only have the services of one crow at a time, and may replace it in the event of its demise. Finally, no crow or raven ever knowingly harms a maleventhorn.

Pain Touch (Su): 3/day, a maleventhorn may channel its malice and contempt into a touch of wracking pain. This is exactly as a symbol of pain spell save that the thornlord may induce such excruciating pain with a touch.

Pleasing Form (Ex): A maleventhorn is extraordinarily beautiful. Their beauty is such that a maleventhorn gains a +2 vile bonus on all Bluff and Diplomacy checks when interacting with others. All within 5 ft. of the maleventhorn must succeed on a Will DC 25 save or suffer the effects of charm monster.

Spell-Like Abilities: At will - cone of cold, detect magic, fog cloud, greater dispel magic, iceball, ice storm, invisibility, obscuring mist, read magic, wall of ice. 3/day - animate dead, fly, remove curse, remove disease, suggestion, waves of fatigue. 1/day - power word stun, waves of exhaustion. Caster level 16th, DC 17 + spell level.

Spells: Maleventhorn can cast arcane spells as 8th-level sorcerers. Save DC = 17 + spell level.
Spells per Day: 6/8/8/7/1; 0—acid splash, daze, flare, ghost sound, prestidigitation, touch of fatigue; 1st—cause fear, chill touch, mage armour, ray of enfeeblement (x4), shocking grasp; 2nd—cat's grace, blindness/deafness, false life, fox's cunning, ghoul's touch, rope trick, spectral hand, touch of idiocy; 3rd—explosive runes, gaseous form, protection from energy (x2), ray of exhaustion, slow, vampiric touch; 4th—bestow curse.

DruchiiConversion
2010-05-10, 08:15 AM
Ice Devil cavalry!

They wear amulets of ooze riding, and ride half-fiend living empowered cone of cold spells. They sit suspended inside their highly spell-resistant mounts, throwing out their own spells and melee attacks.

Weak to uberchargers (though wall of ice helps), but they can fly and make a general nuisance of themselves, especially in decent numbers.

AslanCross
2010-05-10, 08:24 AM
Ice Devil cavalry!

They wear amulets of ooze riding, and ride half-fiend living empowered cone of cold spells. They sit suspended inside their highly spell-resistant mounts, throwing out their own spells and melee attacks.

Weak to uberchargers (though wall of ice helps), but they can fly and make a general nuisance of themselves, especially in decent numbers.

Strangely enough, Ice Devils aren't immune to cold. They only have Resist Cold 10, which is weird. Though I guess the amulet protects them from the ooze's effects.

Anyway, some monsters:
1. Horned Devil with class levels.
2. A Malebranche or two.
3. Bluespawn Godslayer War Hulk 6.

DruchiiConversion
2010-05-10, 08:28 AM
Huh. How weird. I knew they were immune to fire, so I guess I automatically assumed they'd be immune to cold too.

I guess living energy substituted empowered cones of cold would be better anyway. :smallamused:

Knaight
2010-05-10, 09:16 AM
If you don't need stats written up for you, there are a few sources worth poaching.
Full Metal Alchemist (Manga). The Homunculi.
A Song of Ice And Fire. The Others.
A Tale of Two Cities. A practical guide towards mob mentality and firebrands.

Note that The Homunculi are plenty powerful on their own for this, The Others probably need decent groups, and mobs should be pointed at favored NPCs.

jokey665
2010-05-10, 09:37 AM
Strangely enough, Ice Devils aren't immune to cold. They only have Resist Cold 10, which is weird. Though I guess the amulet protects them from the ooze's effects.

Anyway, some monsters:
1. Horned Devil with class levels.
2. A Malebranche or two.
3. Bluespawn Godslayer War Hulk 6.

These things are awesome. I used a Godslayer Cleric 15 as something of a BBEG once (with a real blue dragon accompanying him) and it went fantastically.

Kyuu Himura
2010-05-10, 10:01 AM
how do you make a spell "living"?? metamagic?? where do I find it?

EDIT: put a couple "??" to make my question more clear

Ernir
2010-05-10, 10:27 AM
CR 15 worth of Adamantine Horrors (MM2)? :smallbiggrin:


how do you make a spell "living"?? metamagic?? where do I find it?

EDIT: put a couple "??" to make my question more clear

It's a template to turn a spell into a creature. MM3, page 91.

Scarey Nerd
2010-05-10, 11:52 AM
Not Evil but always fun to go up against: Colossal Animated Object in the form of a house.

When it happened to me I was scared. :smalleek:

Irreverent Fool
2010-05-10, 01:13 PM
Not Evil but always fun to go up against: Colossal Animated Object in the form of a house.

When it happened to me I was scared. :smalleek:

Baba Yaga?

I second the ice devil cavalry because it's awesome.

obnoxious
sig

awa
2010-05-10, 06:27 PM
dont listen to him Adamantine Horrors are one of the most under cr monsters ever made

nyarlathotep
2010-05-10, 06:41 PM
How about a drowned advanced to huge size.

Lord Loss
2010-05-10, 06:43 PM
CR 15 worth of Adamantine Horrors (MM2)? :smallbiggrin:

You're kidding, Right. Right?

I say An armada composed of Manes and Sorrowsworn Demons.

AslanCross
2010-05-10, 07:59 PM
how do you make a spell "living"?? metamagic?? where do I find it?

EDIT: put a couple "??" to make my question more clear

Living Spell is a template applied to area spells that turns them into an ooze that basically replicates the spell effect when it slams or engulfs its victims. It's found in the Eberron Campaign Setting and was reprinted in Monster Manual III along with some examples.