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The Vorpal Tribble
2006-04-09, 04:54 PM
http://www.wizards.com/dnd/images/xph_gallery/80490.jpg

I'm bringing this over from the Wizard.com forums as it seems like a lot more folks visit here than there.

Basically this is where you may make requests to have a D&D creature advanced by HD or to a certain CR, given class levels, templates applied, etc. Things of that sort.

What this thread is NOT is a place to make requests for completely new monsters.

Some other little stipulations:

#1. I only do 3.5 creatures. However, many 3.0 creatures and templates have been updated to 3.5, and I will use these updates to make a 3.5 creature.

#2. Please only make requests of creatures you actually wish to use or play. Many requests may take quite a bit of time to do and frivolous requests aren't welcome.

#3. Though most requests will probably be first come first serve, some may be passed over for more interesting ones ;)

#4. Only open content creatures will be posted in their entirety. Others will have their special abilities censored, for example:


Great Gulp (Ex):
As mentioned in the Volume of Big Bad Evil Guys. DC 16. Save DC is strength based. This should not be a problem as if you have the book you will be able to look at the entry.

#5. I don't take requests from Savage Species.

-=-=-=-=-

HOW TO MAKE A REQUEST

#1. Tell us exactly what you want. A ' Vampiric Assassin' won't do it. You gotta tell us how many class skills of rogue and then assassin you'd like for example.

#2. Let us know if you want to apply skills/feats/spells yourself, or if you would like we the makers to do that. Those of you who do not mention either way will get a creature that is how we the maker want it with skills, feats, and spells applied.

#3. Let us know roughly what CR you are going for if it matters to you.

#4. Tell us what book your creature/template, etc, is from, as well as what books you have for us to choose bits from.

#5. Make sure the monster combo you are wanting will work. You can't make a balor ghost for example, as the ghost template cannot be added to an outsider.

#6. Do NOT make requests for completely new monsters. Thats for another thread.

-=-=-=-=-

Any who know monster making well enough to aid folks feel free to take any request you like, though be sure to post your intent so we don't have several folk working on the same thing.

I have access in one way or another to the majority of 3.5 Wizard's books, and a 'very' small selection of 3.0, as well as Hyperconscious.

-=-=-=-=-

Creature Index

CR 3 Living Prestidigitation Spell (Caster level 6th) (http://www.giantitp.com/forums/showpost.php?p=2820988&postcount=499)
CR 4 Kuo-Toa Rogue 2 (http://www.giantitp.com/forums/showpost.php?p=1948442&postcount=330)
CR 5 Advanced Spellwarped Choker (http://www.giantitp.com/forums/showpost.php?p=2136032&postcount=368)
CR 5 Forest Troll Druid 2 (http://www.giantitp.com/forums/showpost.php?p=1632015&postcount=252)
CR 6 Advanced Bloodsilk Spider (http://www.giantitp.com/forums/showpost.php?p=2791506&postcount=490)
CR 6 Advanced Grey Ooze (http://www.giantitp.com/forums/showpost.php?p=2108975&postcount=342)
CR 6 Advanced Half-Bulezau Deinonychus (http://www.giantitp.com/forums/showpost.php?p=2272438&postcount=406)
CR 6 Human Gestalt Ardent/Crusader 5 (http://www.giantitp.com/forums/showthread.php?p=8323545#post8323545)
CR 7 Elite Advanced Dire Ape (http://www.giantitp.com/forums/showthread.php?p=7983534#post7983534)
CR 7 Human Ranger 5/Stalker of Kharash 2 (http://www.giantitp.com/forums/showpost.php?p=607231&postcount=16)
CR 8 Advanced Flesh Golem (alternative rules) (http://www.giantitp.com/forums/showpost.php?p=2271017&postcount=405)
CR 8 Advanced Spellstitched Mummy (http://www.giantitp.com/forums/showpost.php?p=2446240&postcount=442)
CR 8 Half-Dream Master Quori Phthisic (http://www.giantitp.com/forums/showpost.php?p=2249177&postcount=402)
CR 8 Yuan'ti Half-Blood Wizard 8 (http://www.giantitp.com/forums/showpost.php?p=2785104&postcount=481)
CR 9 Elite Spirit Elephant (http://www.giantitp.com/forums/showpost.php?p=1620493&postcount=241)
CR 10 Chain Devil (Kyton) Fighter 4 (http://www.giantitp.com/forums/showpost.php?p=2418382&postcount=435)
CR 10 Advanced Spellwarped, Corpse Creature Dire Vulture (http://www.giantitp.com/forums/showpost.php?p=608348&postcount=27)
CR 10 Awakened Advanced Frostfell-Ghost Dire Wolf (http://www.giantitp.com/forums/showpost.php?p=1772904&postcount=301)
CR 10 Elite Advanced (http://www.giantitp.com/forums/showpost.php?p=1774978&postcount=303)Broken (http://www.giantitp.com/forums/showthread.php?t=10905) Gargoyle (http://www.giantitp.com/forums/showpost.php?p=1774978&postcount=303)
CR 10 Imix-Blooded, Xorvintaal Exarch, Thoon Thrall Bugbear Knight 4 (http://www.giantitp.com/forums/showpost.php?p=2986406&postcount=507)
CR 10 Modron Outcast Soulknife 5, Fighter 3 (http://www.giantitp.com/forums/showpost.php?p=611296&postcount=102)
CR 10 Spellwarped, Greater Phantom Blink Dog Monk 6 (http://www.giantitp.com/forums/showthread.php?p=8342183#post8342183)
CR 10 Spirit Legendary Bear (http://www.giantitp.com/forums/showpost.php?p=2512814&postcount=460)
CR 11 Advanced Half-Howling Dragon Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=1663080&postcount=265)
CR 11 Advanced Warforged Titan (http://www.giantitp.com/forums/showpost.php?p=605506&postcount=5)
CR 11 Awakened Rat Archivist 11 (http://www.giantitp.com/forums/showthread.php?p=8273409#post8273409)
CR 11 Elite Immortal Dretch Beguiler 1 (http://www.giantitp.com/forums/showthread.php?p=8179400#post8179400)
CR 12 Half-Succubus Doppleganger Sorcerer 12 (http://www.giantitp.com/forums/showpost.php?p=2110960&postcount=351)
CR 13 Half-Vrock Goblin Barbarian 4, Paladin of Slaughter 5, Frenzied Berserker 1 (http://www.giantitp.com/forums/showpost.php?p=2791123&postcount=487)
CR 13 Advanced Skybleeder (http://www.giantitp.com/forums/showpost.php?p=611813&postcount=127)
CR 13 Hooded Pupil Ogre Mage Death Delver 4 (http://www.giantitp.com/forums/showpost.php?p=2538400&postcount=464)
CR 13 Human Paragon 3/Fighter 10 (http://www.giantitp.com/forums/showpost.php?p=1628536&postcount=245)
CR 13 Human War Blade 6/Bloodstorm Blade 7 (http://www.giantitp.com/forums/showpost.php?p=1614356&postcount=234)
CR 13 Moon Rat Beguiler 14 (http://www.giantitp.com/forums/showpost.php?p=612228&postcount=151)
CR 13 Raptoran Ranger 6/Barbarian 2/Stormtalon 5 (http://www.giantitp.com/forums/showpost.php?p=610425&postcount=69)
CR 13 Phrenic Magebred Roc (http://www.giantitp.com/forums/showpost.php?p=606038&postcount=8)
CR 14 Advanced Belker Monk 7 (http://www.giantitp.com/forums/showpost.php?p=2119954&postcount=360)
CR 14 Advanced Blue Slaad (http://www.giantitp.com/forums/showpost.php?p=609043&postcount=37)
CR 14 Advanced Treant Barbarian 1/Hulking Hurler 3 (http://www.giantitp.com/forums/showpost.php?p=610302&postcount=65)
CR 14 Afflicted Werefox Elf Sorceress 6, Jade Phoenix 5 (http://www.giantitp.com/forums/showthread.php?p=8333349#post8333349)
CR 14 Catfolk Ardent 7/Pyrokineticist 7 (http://www.giantitp.com/forums/showpost.php?p=1604520&postcount=228)
CR 14 Dryad Druid 3, Sentinel of Bharrai 6, Keeper of the Cerulean Sign 3 (http://www.giantitp.com/forums/showpost.php?p=610270&postcount=64)
CR 14 Fiendish Pthisic Blackguard 10/War Mind 2 (http://www.giantitp.com/forums/showpost.php?p=608427&postcount=28)
CR 15 Half-Cerebrilith Ulitharid (http://www.giantitp.com/forums/showpost.php?p=2137874&postcount=374)
CR 15 Voidmind Adult Sapphire Dragon (http://www.giantitp.com/forums/showpost.php?p=612623&postcount=180)
CR 16 Half-Marillith Thri-kreen Warblade 9, Bloodstorm Blade 6 (http://www.giantitp.com/forums/showthread.php?p=8036533#post8036533)
CR 16 Inspired Soulknife 9, War Mind 6 (http://www.giantitp.com/forums/showpost.php?p=610598&postcount=75)
CR 17 Elite Awakened Titanic Spellwarped Penguin (http://www.giantitp.com/forums/showthread.php?p=8073089#post8073089)
CR 17 Advanced Treant Barbarian 4/Hulking Hurler 3 (http://www.giantitp.com/forums/showpost.php?p=2152947&postcount=380)
CR 17 Salamander Noble Warmage 1/Wu Jen 3/Frostmage 7 (http://www.giantitp.com/forums/showpost.php?p=608917&postcount=35)
CR 18 Air Elemental Kraken Sorcerer 4 (http://www.giantitp.com/forums/showpost.php?p=2117342&postcount=356)
CR 18 Ealaín Paladin of Freedom 3, Dark Waltzing 10 (http://www.giantitp.com/forums/showthread.php?p=4575917#post4575917)
CR 18 Half-Balor Adult Red Dragon (http://www.giantitp.com/forums/showpost.php?p=2137549&postcount=373)
CR 19 Advanced Ice Weird Sea Witch 4 (http://www.giantitp.com/forums/showpost.php?p=2403452&postcount=428)
CR 19 Half-Daelkyr Human Duskblade 16 (http://www.giantitp.com/forums/showpost.php?p=2216865&postcount=394)
CR 19 Half-Goristro Minotaur Barbarian 12 (http://www.giantitp.com/forums/showpost.php?p=2154122&postcount=382)
CR 19 Pixie Psion 6, Shadowmind 5, Spymaster 3 (http://www.giantitp.com/forums/showpost.php?p=2789946&postcount=486)
CR 20 Advanced Elite Half-Demogorgon (BoVD version) Kraken (http://www.giantitp.com/forums/showpost.php?p=2395350&postcount=422)
CR 20 Advanced Neverwhere Pseudodragon Ardent 16 That God Never Saw (http://www.giantitp.com/forums/showthread.php?p=8071181#post8071181)
CR 20 Elite Doppleganger Rogue 5/Assassin 5/Invisible Blade 5/Spymaster 1 (http://www.giantitp.com/forums/showpost.php?p=609539&postcount=46)
CR 20 Elite Half-Fey Woodling Spellwarped Celestial Living Blinding Beauty, Geas/Quest, Rain of Roses Spell (http://www.giantitp.com/forums/showpost.php?p=2174577&postcount=388)
CR 20 Tiefling Duskblade 7/Wild Plains Outrider 2/Cavalier 10 (http://www.giantitp.com/forums/showpost.php?p=1602796&postcount=221)
CR 21 Elite Gargoyle Crusader/Paladin Gestalt 16 (http://www.giantitp.com/forums/showthread.php?p=8171413#post8171413)
CR 21 Xac-Yel Energon Wilder 20 (http://www.giantitp.com/forums/showpost.php?p=2411794&postcount=430)
CR 22 Paragon Spirit Needletooth Swarm (http://www.giantitp.com/forums/showpost.php?p=1665666&postcount=268)
CR 23 Elite Advanced Bloosnjor (http://www.giantitp.com/forums/showpost.php?p=1826668&postcount=322=)
CR 24 Advanced Elite Zeugalak (http://www.giantitp.com/forums/showpost.php?p=1664420&postcount=267)
CR 24 Mind Flayer Psion 6, Shadowmind 10 (http://www.giantitp.com/forums/showpost.php?p=612674&postcount=184)
CR 25 Elite Advanced Froutmooth (http://www.giantitp.com/forums/showpost.php?p=1844665&postcount=323)
CR 25 Neverwhere Pseudonatural Black-Hole Squid (http://www.giantitp.com/forums/showthread.php?p=8177355#post8177355)
CR 25 Solar Angel Paladin 2 (http://www.giantitp.com/forums/showpost.php?p=607599&postcount=19)
CR 26 Advanced Half-Red Dragon Zaratan (http://www.giantitp.com/forums/showpost.php?p=1768451&postcount=294)
CR 26 Human Archivist 5, Wizard 5, Mystic Theurge 5, Acolyte of the Skin 6, Archmage 5 (http://www.giantitp.com/forums/showpost.php?p=609772&postcount=51)
CR 26 Tarrasque of Legend (http://www.giantitp.com/forums/showpost.php?p=1804971&postcount=311)
CR 28 Awakened Half-Fey Dire Ape Druid 17, Cipher Adept 10, Hulking Hurler 3 (http://www.giantitp.com/forums/showpost.php?p=1700778&postcount=278)
CR 30 Balor Hexblade 10 (http://www.giantitp.com/forums/showpost.php?p=611992&postcount=137)
CR 32 Advanced Paragon Kraken (http://www.giantitp.com/forums/showpost.php?p=612454&postcount=167)
CR 35 Pollen Mother Treant Druid 15 (http://www.giantitp.com/forums/showthread.php?p=8163155#post8163155)
CR 37 Advanced Tarrasque (http://www.giantitp.com/forums/showpost.php?p=612415&postcount=164)
CR 39 Paramind Great Wyrm Topaz Dragon Disciple of Ashardalon 12 (http://www.giantitp.com/forums/showthread.php?p=8375691#post8375691)
CR 41 Advanced Marruspawn Abomination Frenzied Berserker 5 (http://www.giantitp.com/forums/showpost.php?p=612722&postcount=188)
CR 42 Paragon Living Earthquake Fire-Storm Spell (http://www.giantitp.com/forums/showpost.php?p=1761813&postcount=288)
CR 46 Advanced Pit Fiend Blackguard 20 (http://www.giantitp.com/forums/showthread.php?p=7981388#post7981388)
CR 49 Penitent Marilith Psychic Warrior 16, Warblade 16 (http://www.giantitp.com/forums/showpost.php?p=8077413&postcount=572)
CR 49 Advanced Atropal (http://www.giantitp.com/forums/showthread.php?p=8042736#post8042736)
CR 53 Advanced Pollen Mother Elder Treant Druid 15 (http://www.giantitp.com/forums/showthread.php?p=8174345#post8174345)

Foeofthelance
2006-04-10, 01:31 AM
I need to brek some equipment one of my player's has. (DM's fault, I admit it. But I refuse to use fiat.)

So here's the request:

A Warforged Titan (Ebberon Campaign Setting) With 24 HD, a CR of 11, capable of sundering +5 items in a single hit. Any skill, feat, weapons or template may be used. The better it is at capable of sundering the items the better, adn it does not necessarily need to be able to kill the PCs.

Steveman
2006-04-10, 03:57 AM
I have this mini that I modelled ages ago. I've been dieing to use it in a game yet it's had been driving me mad to figure out propper stats for it.

its a Large Size Class Undead Vulture.

I've tried doing it myself, but all I can think of is a Permenant growth spell and then being awakened then fudging a Zombie template to allow it to keep its flight and mental stats unaltered.

I'm thinking that it would be advanced in HD to make it Large, but the Eagle (closest equivelant to a Vulture in the Monster Manual) has no listed racial advancement for HD in its profile.

I was hoping you and/or your associates could figure out a way to legitamatly advance it in size and HD then apply a non mindless undead template that allows it to keep its corporeal body.

Since it is going to be a unique lieutenant to a head boss (Kinda of a Familiar for an undead Sorcerer, but without the familiar stat bonuses), an odd backstory explaining how it became what it became is not above me allowing it in my game.

As for Skills and Feats I want it to have Fly-by Attack specifically, but anything else is fine by me as long as its appropriate for the advanced undead familiar of a Vampire Sorcerer.

JaronK
2006-04-10, 04:43 AM
I'd like to see some sort of uber Deinonychus. It's got to be based on actual rules though... I'm thinking something involving magebreed and war templates, and maybe others if they exist. It's for a mount for a halfling. This thing has to be reasonable though... no half golems or anything, it's just a very good mount. It should be appropriate for a stealthy-spellcastery character who needs both a mount and a bodygaurd.

JaronK

The Vorpal Tribble
2006-04-10, 10:57 AM
I need to brek some equipment one of my player's has. (DM's fault, I admit it. But I refuse to use fiat.)

So here's the request:

A Warforged Titan (Ebberon Campaign Setting) With 24 HD, a CR of 11, capable of sundering +5 items in a single hit. Any skill, feat, weapons or template may be used. The better it is at capable of sundering the items the better, adn it does not necessarily need to be able to kill the PCs.

Alright, here you go. This guy is absolutely deadly, particualrly to objects.

Btw, the longaxe is from Complete Adventurer. Basically if you use your Power Attack to deal an extra 3 points of damage you can use it as a reach weapon for that round, but can't attack again up-close until the next round.

-=-=-=-=-=-=-

Destroyer Jim

Advanced Warforged Titan
Huge Construct (psionic)
Hit Dice: 24d10+40 (172 hp)
Initiative: -1
Speed: 50 ft. (10 squares)
Armor Class: 25 (-2 size, -1 dex, +18 armor), touch 7, flat-footed 25
Base Attack/Grapple: +19/+37
Attack: Adamantine Longaxe +28 melee (4d6+15/x3)
Full attack: Adamantine Longaxe +28 melee (4d6+15/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge +3d6, trample 2d6+15
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10.
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 30, Dex 8, Con -, Int 4, Wis 11, Cha 1
Skills: Concentration +12, Jump +33
Feats: Awesome Blow, Combat Brute (http://realmshelps.dandello.net/cgi-bin/feats.pl?Combat_Brute,CW), Focused Sunder (http://realmshelps.dandello.net/cgi-bin/feats.pl?Focused_Sunder,XPH), Improved Bull Rush, Improved Sunder, Power Attack, Powerful Charge, Psionic Meditation, Wild Talent
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Lawful Neutral
Advancement: -
Level Adjustment: -


Combat:

Round 1
#1. Gain psionic focus as a move action (he only has to roll an 8 on a d20 to attain it with his concentration skills).
#2. Sunder, using Focused Sunder to ignore half the object's hardness as if it weren't even there if Jim here successfully gained psionic focus.
#3. If the object is destroyed he may use his Combat Brute feat to immediately make another attack to harm the one possessing the object. So not only do you get a chance to destroy the object, but you may also immediately attack afterwards freely.

Round 2
Repeat round 1 ;)

Construct Traits: Destroyer Jim has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Powerful Charge (Ex):
As Eberron Campaign Setting.

Trample (Ex): Reflex half DC 32. The save DC is Strength-based.

The Vorpal Tribble
2006-04-10, 11:13 AM
its a Large Size Class Undead Vulture.
Well, there is a large-sized Dire Vulture in Sandstorm I could probably apply a few things to.

The spellwarped template from the Monster Manual III would give it intelligence, and then the zombie template would make it undead and still allow it to retain flight.

Do you have either of these books?



I'd like to see some sort of uber Deinonychus. It's got to be based on actual rules though... I'm thinking something involving magebreed and war templates, and maybe others if they exist. It's for a mount for a halfling. This thing has to be reasonable though... no half golems or anything, it's just a very good mount. It should be appropriate for a stealthy-spellcastery character who needs both a mount and a bodygaurd.
Well, going to need specifics, and definetely a CR.

InaVegt
2006-04-10, 11:17 AM
I need a mount for my next big villain, Books allowed: SRD races of series ebberron CS Libris draconomicon BoVD BoED
CR 13

Edit: a flyer that's kinda exotic, but no dragon (it's ebberon)

The Vorpal Tribble
2006-04-10, 11:44 AM
a flyer that's kinda exotic
Heh, a'ight. I already had a phrenic roc written up, so just applied the Magebred template to it as well. Will this do or not quite what you were going for?

Can easily say the special magical training and rearing produced an animal with a particularly strange bent of mind that your BBEG immediately saw the uses of. Especially as the players will probably think it's he whoes manifesting all these powers instead of his mount ;)

-=-=-=-=-=-

Featherbrain

Phrenic Magebred Roc
Gargantuan Magical Beast [augmented animal] (psionic)
Hit Dice: 18d8+144 (225 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 90 ft. (average)
Armor Class: 21 (–4 size, +4 Dex, +11 natural), touch 10, flat-footed 17
Base Attack/Grapple: +13/+38
Attack: Talon +22 melee (3d6+13)
Full Attack: 2 talons +22 melee (3d6+13) and bite +20 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Psi-like abilities
Special Qualities: Excellent learner, low-light vision, naturally psionic, power resistance 28, swift breed
Saves: Fort +19, Ref +14, Will +10
Abilities: Str 36, Dex 19, Con 26, Int 2, Wis 15, Cha 15
Skills: Hide –3, Listen +11, Spot +15
Feats: Alertness, Flyby Attack, Improved Natural Attack (talon), Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment: —

Combat

Excellent Learner:
As Eberron Campaign Setting.

Naturally Psionic (Ex): A phrenic roc gains 1 bonus power point.

Psi-like Abilities:
3/day - defensive precognition (+6 insight bonus*), empty mind (+10 bonus*), intellect fortress (lasts 12 rounds*), mind thrust (18d10, DC 21*), psionic teleport; 1/day - aversion (lasts 25 hours, DC 21*), blast (stunned 7 rounds, DC 15*), body adjustment (8d12*), brain lock (all, DC 14*), energy current (can affect up to 3 targets, DC 21*), fission (18 rounds*), force screen (+8 AC*), psionic dominate (all, affects up to 6 targets, DC 21*), psychic crush (7d6 on successful save, DC 17*), tower of iron will (power resistance 28, lasts 10 rounds*). Manifester level 18. Save DCs are Charisma based.
* Includes augmentation for the creature's manifester level.

Swift Breed:
As Eberron Campaign Setting.

Skills: Rocs have a +4 racial bonus on Spot checks.

InaVegt
2006-04-10, 11:59 AM
Heh, a'ight. I already had a phrenic roc written up, so just applied the Magebred template to it as well. Will this do or not quite what you were going for?

Can easily say the special magical training and rearing produced an animal with a particularly strange bent of mind that your BBEG immediately saw the uses of. Especially as the players will probably think it's he whoes manifesting all these powers instead of his mount ;)

-=-=-=-=-=-

Featherbrain

Phrenic Magebred Roc
Gargantuan Magical Beast [augmented animal] (psionic)
Hit Dice: 18d8+144 (225 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 90 ft. (average)
Armor Class: 21 (–4 size, +4 Dex, +11 natural), touch 10, flat-footed 17
Base Attack/Grapple: +13/+38
Attack: Talon +22 melee (3d6+13)
Full Attack: 2 talons +22 melee (3d6+13) and bite +20 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Psi-like abilities
Special Qualities: Excellent learner, low-light vision, naturally psionic, power resistance 28, swift breed
Saves: Fort +19, Ref +14, Will +10
Abilities: Str 36, Dex 19, Con 26, Int 2, Wis 15, Cha 15
Skills: Hide –3, Listen +11, Spot +15
Feats: Alertness, Flyby Attack, Improved Natural Attack (talon), Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment: —

Combat

Excellent Learner:
As Eberron Campaign Setting.

Naturally Psionic (Ex): A phrenic roc gains 1 bonus power point.

Psi-like Abilities:
3/day - defensive precognition (+6 insight bonus*), empty mind (+10 bonus*), intellect fortress (lasts 12 rounds*), mind thrust (18d10, DC 21*), psionic teleport; 1/day - aversion (lasts 25 hours, DC 21*), blast (stunned 7 rounds, DC 15*), body adjustment (8d12*), brain lock (all, DC 14*), energy current (can affect up to 3 targets, DC 21*), fission (18 rounds*), force screen (+8 AC*), psionic dominate (all, affects up to 6 targets, DC 21*), psychic crush (7d6 on successful save, DC 17*), tower of iron will (power resistance 28, lasts 10 rounds*). Manifester level 18. Save DCs are Charisma based.
* Includes augmentation for the creature's manifester level.

Swift Breed:
As Eberron Campaign Setting.

Skills: Rocs have a +4 racial bonus on Spot checks.
Great, my BBEG is a psychic warrior so he will love a psionic mount. Now for my other campaign i need a SLGG (strong loved good guy) to face the murdering and thieving (vile) villains. CR 7, same as before but the completes (except psionic) are also allowed.

The Vorpal Tribble
2006-04-10, 12:15 PM
Now for my other campaign i need a SLGG (strong loved good guy) to face the murdering and thieving (vile) villains. CR 7, same as before but the completes (except psionic) are also allowed.
I got a great character for that already complete with backstory if you want him in that ammount of detail.

Human Ranger/Stalker of Kharash

Nolfar
2006-04-10, 12:29 PM
Need a group of three with a total CR between 8 and 10. All much appear human (though can be anything really, so long as they can, nonmagically, appear human). The team needs a medic of some sort, a tanker and a blaster, all must be able to wear at least light armor (armored greatcoat from Iron Kingdoms). Generate stats from a 40 point buy. It's to counter a gestalt group of mine so don't be gentle.

Acceptable sources are actually any splatbook to date except Complete Psy as I don't have that one yet. Would prefer the blaster to be psionic if possable too.

InaVegt
2006-04-10, 12:36 PM
I got a great character for that already complete with backstory if you want him in that ammount of detail.

Human Ranger/Stalker of Kharash

that would be great.

opherion
2006-04-10, 12:58 PM
In response to the deinonychus request...
And I'm sorry if you didn't want a half-celestial, but without specifics I just went with it.

Earl, Advanced Half-Celestial Deinonychus
Large Outsider (native)
Hit Dice: 8d8+48 (84 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 120 ft. (good) (24 squares)
Armor Class: 21 (-1 size, +3 dex, +6 natural, +3 studded barding), touch 12, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Talons +13 melee (2d6+7)
Full Attack: Talons +13 melee (2d6+7) and 2 foreclaws +8 melee (1d3+2) and bite +8 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Smite Evil
Special Qualities: Low-light vision, Darkvision 60 ft., immunity to disease, resistance to acid 10, cold 10, and electricity 10, Damage reduction 5/magic, spell resistance 18, scent, Daylight, spell-like abilities
Saves: Fort +12 (+16 vs. poison), Ref +9, Will +5
Abilities: Str 24, Dex 17, Con 23, Int 4, Wis 16, Cha 14
Skills:
Jump +38 (+11 ranks, +7 str, +12 speed, +8 racial)
Hide +22 (+11 ranks, +3 dex, +8 racial)
Listen +22 (+11 ranks, +3 wis, +8 racial)
Spot +22 (+11 ranks, +3 wis, +8 racial)
Survival +22 (+11 ranks, +3 wis, +8 racial)
Feats: Run, Track, Flyby Attack

Challenge Rating: ? ( probably 8 )
Level Adjustment: --

Spell-like Abilities (Sp): 3/day--protection from evil. 1/day--bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease. Caster level 8th; save DC 12 + spell level.

Daylight (Su): Earl can use Daylight (as the spell) at will.

Smite Evil (Su): Once per day, Earl can make a normal melee attack that deals 8 extra points of damage against an evil creature.

Sulecrist
2006-04-10, 01:39 PM
I want a Salamander Noble, CR 15-18, that is scary enough in melee to make his opponents stay away but still capable of blasting with spells. Sophistication is not necessary; I don't *need* any Illusions or whatnot, though they'd still be fun. He must have an AC of more than 30 and as much SR as possible, and has access to 200,000 gp of equipment. Any classes are okay, but he should be able to hold his own in melee combat.

EDIT: Limited to the Complete series, the Books of Naughty and Nice, SRD, Frostburn, Heroes of Battle, and Weapons of Legacy (basically what I have access to.) Apply any skills and feats you'd like; you have a free hand.

Fireball.Man.Guy.
2006-04-10, 01:40 PM
I need a DC 25 Solar Paladin for my Epic evil campaign. I only have PHB, DMG, and MM. So, whatd'ya got?

The Vorpal Tribble
2006-04-10, 01:48 PM
Hows this look, 'strider?

-=-=-=-=-

Josiah Larken

Human Ranger 5, Stalker of Kharash 2
Medium Humanoid
Hit Dice: 5d8+15 + 2d8+6 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 dex, +1 natural, +4 +1 studded leather armor), touch 12, flat-footed 15
Base Attack/Grapple: +7/+10
Attack: +1 throwing axe of returning +11 melee or ranged (1d6+4)
Full attack: +1 throwing axe of returning +11 melee or ranged (1d6+4) or 2 +1 throwing axes of returning +9 melee or ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (monsterous humanoid, outsider (evil) ), favored enemy-evil, spells, wild empathy
Special Qualities: Animal companion, aura of good, scent of evil
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 16, Dex 15, Con 16, Int 12, Wis 15, Cha 20
Skills: Balance +8, Diplomacy +12, Hide +12, Knowledge (nature) +7, Listen +12, Move Silently +12, Spot +12, Survival +14, Swim +12
Feats: Alertness, Endurance, Favored of the Companions, Rapid Shot, Sacred Vow, Track, Vow of Chastity
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: See 'Possessions' below.
Alignment: Neutral Good
Advancement: By character level
Level Adjustment: -

Josiah's Tale (http://boards1.wizards.com/showpost.php?p=6746569&postcount=6)

Josiah is a somewhat tall young man with a strong build, bordering on the burly, with a light olive complexion. His hair falls in long, thick black ringlets to his shoulders and the starts of a full beard upon his strong but thin face. He is quite ruggedly handsome with beautiful blue-grey eyes that are often unfocused and staring into the distance. He appears quite serious, but incongruously his face shows faint laugh lines.

He wears simple but sturdy cloth and leather pants tightened by a braided leath belt from which hangs a hatchet and a knife. A homespun cotton shirt covers his broad chest and leather boots cover his feet. His hair is held back from his face by a headband and thin gloves fit over his hands.

Combat:

Animal Companion (Ex):
Riding dog (wolfhound).

Link (Ex): Josiah can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At Josiah's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to him before the duration expires. Additionally, he may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Josiah and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Aura of Good (Ex):
Josiah radiates an aura of good with a power equal to his character level (see the detect good spell), as if she were a paladin or a cleric of a good deity.

Favored Enemy (Ex):
Josiah gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against monsterous humanoids or evil outsiders. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Favored Enemy-Evil (Ex):
As Book of Exalted Deeds.

Ranger Spells: Caster level 7th. (Spells per day: (2); Save DC 12 + spell level):
1st - Endure Elements, Jump

Scent of Evil (Ex):
As Book of Exalted Deeds.

Wild Empathy (Ex): Josiah can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Possessions:
Backpack, Bedroll, Beltpouch, Amulet of Natural Armor +1, Candle x4, Flint and Steel, +1 Studded Leather Armor, Masterwork Dagger, Night Hag's Hearthstone, Rations (5 days worth), Silk Rope (50 feet), two +1 Throwing Axes of Returning, Traveler's Outfit, Waterskin, Whetstone

InaVegt
2006-04-10, 01:56 PM
Hows this look, 'strider?

-=-=-=-=-

Josiah Larken

Human Ranger 5, Stalker of Kharash 2
Medium Humanoid
Hit Dice: 5d8+15 + 2d8+6 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 dex, +1 natural, +4 +1 studded leather armor), touch 12, flat-footed 15
Base Attack/Grapple: +7/+10
Attack: +1 throwing axe of returning +11 melee or ranged (1d6+4)
Full attack: +1 throwing axe of returning +11 melee or ranged (1d6+4) or 2 +1 throwing axes of returning +9 melee or ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (monsterous humanoid, outsider (evil) ), favored enemy-evil, spells, wild empathy
Special Qualities: Animal companion, aura of good, scent of evil
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 16, Dex 15, Con 16, Int 12, Wis 15, Cha 20
Skills: Balance +8, Diplomacy +12, Hide +12, Knowledge (nature) +7, Listen +12, Move Silently +12, Spot +12, Survival +14, Swim +12
Feats: Alertness, Endurance, Favored of the Companions, Rapid Shot, Sacred Vow, Track, Vow of Chastity
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: See 'Possessions' below.
Alignment: Neutral Good
Advancement: By character level
Level Adjustment: -

Josiah's Tale (http://boards1.wizards.com/showpost.php?p=6746569&postcount=6)

Josiah is a somewhat tall young man with a strong build, bordering on the burly, with a light olive complexion. His hair falls in long, thick black ringlets to his shoulders and the starts of a full beard upon his strong but thin face. He is quite ruggedly handsome with beautiful blue-grey eyes that are often unfocused and staring into the distance. He appears quite serious, but incongruously his face shows faint laugh lines.

He wears simple but sturdy cloth and leather pants tightened by a braided leath belt from which hangs a hatchet and a knife. A homespun cotton shirt covers his broad chest and leather boots cover his feet. His hair is held back from his face by a headband and thin gloves fit over his hands.

Combat:

Animal Companion (Ex):
Riding dog (wolfhound).

Link (Ex): Josiah can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At Josiah's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to him before the duration expires. Additionally, he may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Josiah and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Aura of Good (Ex):
Josiah radiates an aura of good with a power equal to his character level (see the detect good spell), as if she were a paladin or a cleric of a good deity.

Favored Enemy (Ex):
Josiah gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against monsterous humanoids or evil outsiders. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Favored Enemy-Evil (Ex):
As Book of Exalted Deeds.

Ranger Spells: Caster level 7th. (Spells per day: (2); Save DC 12 + spell level):
1st - Endure Elements, Jump

Scent of Evil (Ex):
As Book of Exalted Deeds.

Wild Empathy (Ex): Josiah can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Possessions:
Backpack, Bedroll, Beltpouch, Amulet of Natural Armor +1, Candle x4, Flint and Steel, Leather Armor, Masterwork Dagger, Night Hag's Hearthstone, Rations (5 days worth, Silk Rope (50 feet), 2 +1 Throwing Axes of Returning, Traveler's Outfit, Waterskin, Whetstone
perfect

bosssmiley
2006-04-10, 02:00 PM
I need a DC 25 Solar Paladin for my Epic evil campaign. I only have PHB, DMG, and MM. So, whatd'ya got?

That's only 2 CR above a standard Solar. Just give it a couple of character levels (Ranger for preference) and you've got your CR25... :-/

The Vorpal Tribble
2006-04-10, 02:47 PM
That's only 2 CR above a standard Solar. Just give it a couple of character levels (Ranger for preference) and you've got your CR25... :-/
Heh, aye, real simple fix, so thought I might as well make a go at it. He gets a nice bonus to saves because of Divine Grace, so its not wholey worthless or anything.

-=-=-=-=-

Gabriel MacSmitey

Angel, Solar Paladin 2
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 22d8+110 + 2d10+10 (230 hp)
Initiative: +9
Speed: 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: +24/+37
Attack: +5 dancing greatsword +37 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +30 ranged (2d6+7/x3 plus slaying) or slam +32 melee (2d8+13)
Full Attack: +5 dancing greatsword +37/+32/+27/+22 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +30/+25/+20/+15 ranged (2d6+7/x3 plus slaying) or slam +32 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smite evil, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., divine grace, lay on hands, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
Saves: Fort +29 (+33 against poison), Ref +26, Will +28
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 26
Skills: Concentration +32, Craft or Knowledge (any five) +34, Diplomacy +37, Escape Artist +32, Hide +28, Listen +34, Move Silently +32, Search +33, Sense Motive +34, Spellcraft +33, Spot +34, Survival +10 (+12 following tracks), Use Rope +7 (+9 with bindings)
Feats: Cleave, Dodge, Flyby Attack, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 25
Treasure: No coins; double goods; standard items
Alignment: Lawful Good
Advancement: 23–33 HD (Large); 34–66 HD (Huge)
Level Adjustment: —

A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Combat
Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.

A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Divine Grace (Su): Gabriel gains a bonus equal to his Charisma bonus (+8) on all saving throws, which are already included in the statistics above.

Lay on Hands (Su): Gabriel MacSmite can heal wounds (his own or those of others) by touch. Each day he can heal a total number of 16 hit points of damage. He may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, he can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Gabriel decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Smite Evil (Su): Once per day, a Gabriel may attempt to smite evil with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.

At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 22), imprisonment (DC 27), invisibility (self only), lesser restoration (DC 20), polymorph (self only), remove curse (DC 21), remove disease (DC 21), remove fearresist energy, summon monster VII, speak with dead (DC 21), waves of fatigue (DC 19);

3/day - blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, waves of exhaustion;

1/day - greater restoration (DC 25), power word blind, power word kill, power word stun, prismatic spray (DC 25), wish.

The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level):

0—create water, detect magic, guidance (2), resistance (2);
1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith;
2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*;
3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall;
4th—death ward (2), dismissal (2), divine power*, neutralize poison (2);
5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain;
6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall;
7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate;
8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*;
9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
*Domain spell. Domains: Air and War.

Steveman
2006-04-10, 05:01 PM
Well, there is a large-sized Dire Vulture in Sandstorm I could probably apply a few things to.

The spellwarped template from the Monster Manual III would give it intelligence, and then the zombie template would make it undead and still allow it to retain flight.

Do you have either of these books?

I lack Standstorm. I have MM 1-3 and FF for monster selection.
In case it hleps I have access to OA (3.0, the the 3.5 update articale from Dragon) and BoVD.

The Vorpal Tribble
2006-04-10, 05:16 PM
In response to the deinonychus request...

Earl, Advanced Half-Celestial Deinonychus
"“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher "

Dinosaurs only have an intelligence of 2 at most. As well, the CR should be easily calculatable as the template says what to raise it to.



I lack Standstorm. I have MM 1-3 and FF for monster selection.
In case it hleps I have access to OA (3.0, the the 3.5 update articale from Dragon) and BoVD.
Well, the dire vulture doesn't really have anything special that can't be posted, so you want me to go for that? A dire vulture brought to sentience by the Spellwarped template?

I'm not sure though if any of your books has a template that'll let you make the right kind of undead though, sentient and corporeal. Will look around though.


Edit: Ok, finally found a combination that might work. How do you like the idea of a spellwarped dire vulture being raised as a 'corpse creature' from the Book of Vile Darkness?

It'd keep its intelligence, flight, and everything.

opherion
2006-04-10, 05:42 PM
"“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher "

Dinosaurs only have an intelligence of 2 at most. As well, the CR should be easily calculatable as the template says what to raise it to.
...good call; I missed that one. Oh well; since he's an advanced monster, he's likely an individual anyway (according to the MM), so if it will appease you, go ahead and give him the nonelite array instead of the 11's and 10's and make his scores even better.

Also, the template says how to increase the CR, but advancing the thing 4 HD doesn't. So it's still a stab; but the numbers ended up just about right for CR 8, so I went with that.

Steveman
2006-04-10, 05:56 PM
Edit: Ok, finally found a combination that might work. How do you like the idea of a spellwarped dire vulture being raised as a 'corpse creature' from the Book of Vile Darkness?

It'd keep its intelligence, flight, and everything.

I looked at the templates, and I like. If you can get in CR 15-ish i'd be very happy. ^_^

Sulecrist
2006-04-10, 09:24 PM
Oh, regarding the Salamander lord:

He's going to be fighting by himself (his bodyguards will be fought elsewhere, and he has a reason for meeting the PCs alone.)

Try to take that into account if you can. No support for him, unless one of the PCs turns (which is a distinct, but altogether small possibility)

Foeofthelance
2006-04-10, 10:33 PM
Thanks for the Titan. He shall easily fall in amongst the other various custom Titans running around. Fear the constructs!

Delcan
2006-04-11, 12:46 AM
*grins* I'd be honored to use one of your ideas. If I may:

A CR 12-14 blackguard of the nastiest race/template combination you can think of. Whatever it turns out to be, it has to be utterly horrifying in direct combat, terrible enough to make players wet their pants. Whether power attacking, unhittable, melee casting or otherwise, make it scary. I've got the base books, class splatbooks, and MotP to work with, but I try to stick to the base three.

The Vorpal Tribble
2006-04-11, 01:11 AM
I looked at the templates, and I like. If you can get in CR 15-ish i'd be very happy. ^_^
Unfortunately advancing the dire vulture to 18 HD amd applying spellwarped and corpse creature templates only raises it to a CR of 10 :-/

Can add on to it anything else you may like though to make it more deadly, but in the meantime here is what I got:

Pinion

Advanced Spellwarped Corpse Creature Dire Vulture
Huge Undead
Hit Dice: 18d12 (117 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 80 ft. (clumsy)
Armor Class: 22 (-1 size, +1 dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +13/+31
Attack: Bite +21 melee (2d6+15)
Full attack: Bite +21 melee (2d6+15) and slam +18 (2d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Stench
Special Qualities: Darkvision 60 ft., lowlight vision, scent, spell absorption, spell resistance 29, undead traits
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 30, Dex 13, Con -, Int 6, Wis 14, Cha 4
Skills: Listen +8, Spot +16, Survival +15
Feats: Alertness, Flyby Attack, Improved Critical, Improved Turn Resistance, Power Attack, Snatch, Track, Wingover
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

Pinion appears as a truley enormous vulture with a wing spread nearing that of a roc. As one comes closer however they see that its feather cover is sparse at best, showing leathery skin heavily crusted with seeping scabs. Mites crawl all about the skin, with massive nests about each feather pinion where it meets the skin. Mold speckles its gore-smattered beak. Its eyes still seem alive and bright with a hideous intelligence, though the skin around them have rotted away to show bone. Its two wide feet are covered in thick, flaking scales, from which dust trickles with each of their movements, and its talons have completely fallen away.


Combat:
Pinion usually executes any plan its master has dictated, but if left to its own devices prefers to dive from a great height and grab its opponent as it swoops down. It beats back to fly high above its roost and lets drop its victim. It repeats this strategy until its meal is dead, and then allows it to age before consuming, though more out of hatefulness than because of any true hunger.

Spell Absorption (Su):
As Monster Manual III.

Stench (Ex):
Creatures within 20 feet of Pinion are sickened for 1d6 rounds unless a DC 19 fortitude save is made. Those who successfully save are not affected again for 24 hours. Save DC is constitution based.

Skills: Pinion has a +4 racial bonus on Spot and Survival checks.

The Vorpal Tribble
2006-04-11, 12:10 PM
*grins* I'd be honored to use one of your ideas. If I may:

A CR 12-14 blackguard of the nastiest race/template combination you can think of. Whatever it turns out to be, it has to be utterly horrifying in direct combat, terrible enough to make players wet their pants. Whether power attacking, unhittable, melee casting or otherwise, make it scary. I've got the base books, class splatbooks, and MotP to work with, but I try to stick to the base three.
Alright, you asked for it. This right here should put fear into near anyone. It does use psionics, which is in the SRD, so hopefully its useable.

-=-=-=-=-=-

Brutality

"Even after they move no more and cease to scream, still I maul..."

Fiendish Pthisic Blackguard 10, War Mind 2
Large Monstrous Humanoid (Extraplanar, Psionic)
Hit Dice: 6d8+30 + 10d10+50 + 2d10+10 (183 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (-1 size, +1 dex, +4 inertial armor, +8 natural), touch 11, flat-footed 22
Base Attack/Grapple: +18/+30
Attack: Claw +25 melee (1d6+8 )
Full Attack: 2 claws +25 melee (1d6+8 ) and bite +20 melee (1d6+4 plus mind feed)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of dispair, aura of evil, chain of defensive posture, chain of personal superiority, command undead, mind feed, psi-like abilities, psionics, smite good 3/day, sneak attack +3d6, spells
Special Qualities: Damage reduction 10/magic, dark blessing, darkvision 60 ft., detect good, poison use, regeneration 5, resistance to cold and fire 10, scent, spell resistance 23
Saves: Fort +21, Ref +14, Will +14
Abilities: Str 26, Dex 12, Con 21, Int 10, Wis 16, Cha 16
Skills: Hide +6, Knowledge (history) +2, Knowledge (psionics) +8, Knowledge (religion) +2, Listen +6, Move Silently +4, Spot +6
Feats: Arterial Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Arterial_Strike,CW), Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Power Attack, Unholy Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Unholy_Strike,CD)
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Evil
Advancement: By character level
Level Adjustment: -

Hidden within every heart of man, no matter how pure, there lurks a deep, irrational anger. To continue to hurt those who oppose them even after their opponent has lost consciousness, and even his life, to continue to hit and stomp until nothing remains.

Such was the case of a mighty paladin, one mighty in body, and secretly to all but himself, also in mind. For most his life he had battled the forces of evil, and slowly he came to battle himself, to surpress his rage at the demons and devils who he had begun to hate with every fiber of his being. Seeking to exploit this, a succubus came into his order, under a false guise, and gained his friendship, trust, and eventually his heart. It was soon after that her plan came to fruition, commanding a lower demon to attack her, knowing her lover was near. The paladin's fury arose at the sight, and he hacked and slashed, until it lay breathing blood at his feet. It looked up and pleaded for mercy, and the cruelty he kept hidden came to the surface, threatening to overspill. But what the succubus had not seen was also the deep goodness within him that caused him to battle every day his inner demons, and he threw his blade to the side, refusing to give in. However, the beast within him would not be ignored, though he rejected it mind and soul. Literally, for that brutal beast tore itself from its creator's heart with a roar.

It caught up the broken devil and ripped it in two as the paladin watched on with shock. Even the succubus was momentarily cowed by the beast before she fled. He ran as well, unable in the end to face his demon.

The beast fed on the dying thoughts of his prey and laughed as his creator's memories bubbled within its mind, now unchecked by any qualms. It took the name Brutality, for such was it the living embodiment and cause of excessive suffering, possessing only enough self control in its maulings to await when it could do the most harm.

Brutality stands 10 feet tall and weighs 600 pounds. It vaguely resembles the paladin whose mind the phthisic escaped from, but is severely distorted (someone who knows the individual from whom the phthisic sprung can make a DC 25 Spot check to note the resemblance).

Brutality speaks Common.

Combat:

Tactics Round-by-Round

Prior to combat: Detect Good, Inertial Armor, Bull's Strength, Skate, and coats his claws in a poison of its choice. Then, before it pounces, it manifests Brain Lock on the strongest looking of its opponents to be.

Round 1: Brutality goes for the foe with the most powerfully radiating aura of good if feasible. It then uses its Sneak Attack and Smite Good in conjunction with its Arterial Strike, Power Attack, and Unholy Strike feats. Brutality then initiates his Chain of Defensive Posture as a free action.

Round 2: Brutality initiates his Chain of Personal Superiority ability and focuses his attack on his first victim if they have not already succumbed, following the same plan as before, but without the sneak attack, smiting and using his three attacks, though not using Power Attack.

Round 3: If still with more than half its hit points it uses its Mind Thrust ability and focuses it its first victim if they still live, or at the enemy who seems to pose the most threat.

Round 4: Inflict Serious Wounds comes next.

Round 5: Having used his more destructive powers, Brutality once again turns back to claws and teeth, focusing on any who radiate good, often using his Poison spell at this point.

Round ?: Whenever badly hurt Brutality uses his Deeper Darkness spell, and then retreats to it as a drastic measure. He manifests Body Adjustment the first time, and keeps regenerating for as long as he can without giving the enemy time to heal themselves. He retreats to it as many times as is needed, allowing his regeneration to do tis work.

Aura of Despair (Su): Brutality radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Aura of Evil (Ex): The power of Brutality's aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Chain of Defensive Posture (Ex): Brutality has learned the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, Brutality can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. It can use this power three times per day. Activating this power is a free action.

Chain of Personal Superiority (Ex): Brutality has learned the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, Brutality can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. It can use this power three times per day. Activating this power is a free action.

Command Undead (Su): Brutality gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws, which are already included in the statistics above.

Detect Good (Sp): At will, Brutality can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Mind Feed (Ex): If Brutality hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent’s Intelligence score to 0, the ability damage becomes ability drain.

Poison Use: Brutality is skilled in the use of poison and never risks accidentally poisoning himself even when applying poison to a blade.

Psionics:
Powers Known (2); 2nd level manifester; DC 13 + power level; 5 power points.
1st level: Inertial Armor, Prevenom Weapon

Psi-Like Abilities: 3/day - brain lock (affects Animals, Fey, Giants, Humanoids, Magical Beasts, and Monstrous Humanoids, DC 15*), dimension slide, ego whip (1d4, DC 15*), mental barrier, mind thrust (ML 4th, 4d10, DC 15*), skate; 1/day - body adjustment (heal 1d12*), catapsi (DC 18). Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the phthisic’s manifester level.

Regeneration (Ex): Fire and acid deal normal damage to a phthisic.

Smite Good (Su): Once a day, Brutality may attempt to smite good with one normal melee attack.

He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. If brutality accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Spells:
Blackguard Spells: Caster level 10th. (Spells per day (2/2/2/1); Save DC 13 + spell level):

1st - Cause Fear, Doom
2nd - Bull's Strength, Death Knell
3rd - Deeper Darkness, Inflict Serious Wounds
4th - Poison

Steveman
2006-04-11, 02:04 PM
Unfortunately advancing the dire vulture to 18 HD amd applying spellwarped and corpse creature templates only raises it to a CR of 10 :-/

Can add on to it anything else you may like though to make it more deadly, but in the meantime here is what I got:
Thanks a LOT! :D
A few levels in a spellcasting class it is. XD

beejazz
2006-04-11, 03:58 PM
hmmm...

how about a human archivist5 (of Heroes of Horror)/illusionist5(prohibited schools: conjuration, evocation)/mystic theruge5/acolyte of the skin5(of complete arcane, may require more levels to meet prerequisites for archmage)/archmage 5.

got all that? as for feats, give him spell focus in conjuration and illusion, plus extend spell and widen spell and whatever else he needs (no epic spells).

as for spells, he needs shodow evocation, shadow conjuration, etc. on the wizard end. he goes for few damage spells, instead relying on stealth, mobility, etc. his cleric spell list looks similar, but with healing, summoning and spells related to vermin.

high arcana: suffice to say this guy likes his spell-like abilities. end result is that he has shadow conjuration 8/day, shadow evocation 8/day, and widened extended mind fog twice per day.

see where I'm going with this?

The Vorpal Tribble
2006-04-11, 10:57 PM
Oh, regarding the Salamander lord:

He's going to be fighting by himself (his bodyguards will be fought elsewhere, and he has a reason for meeting the PCs alone.)

Try to take that into account if you can. No support for him, unless one of the PCs turns (which is a distinct, but altogether small possibility)
Just to let you know, not ignoring your request, just trying to find a build that has a good feel to it... and that also has the AC you are going for without making an utter freak.


see where I'm going with this?
A CR 25 spellslinger of doom? What kinda campaign you introducing this guy into? :o

Sulecrist
2006-04-11, 11:48 PM
Just to let you know, not ignoring your request, just trying to find a build that has a good feel to it... and that also has the AC you are going for without making an utter freak.


Sweet, thanks. I value your input enough to wait for it :)

beejazz
2006-04-12, 09:36 AM
Just to let you know, not ignoring your request, just trying to find a build that has a good feel to it... and that also has the AC you are going for without making an utter freak.

A CR 25 spellslinger of doom? What kinda campaign you introducing this guy into? :o

well... he IS the badass villain with hordes of low-level semi-real shadow minions (which allows him to fight low-level characters without actually- you know- FIGHTING them)

Sacrath
2006-04-12, 12:14 PM
Well, my PCs are tearing through the dungeon as is, so the inhabitants need a little buffing. Also, I think I did something wrong with them when I tried to advance them.

Can anyone help me with a Blue Slaad at 20 HD? Just add 12 HD.

The Vorpal Tribble
2006-04-12, 11:27 PM
Sweet, thanks. I value your input enough to wait for it :)
Well, here he is, hope he was worth the wait. He was a toughie, but hopefully he's got everything you wanted.

-=-=-=-

Sarqueezhan of the Burning Cold

Salamander Noble Warmage 1, Wu Jen 3, Frost Mage 7
Large Outsider (fire)
Hit Dice: 15d8+45 + 1d6+3 + 3d4+9 + 7d4+21 (172 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 34 (–1 size, +3 deflection, +2 Dex, +9 chain shirt, +11 natural), touch 14, flat-footed 32
Base Attack/Grapple: +19/+29
Attack: +3 icy burst longspear +28 melee (1d8+9/x3 plus 1d8 fire and 1d6 cold)
Full attack: +3 longspear +28/+23/+18 melee (1d8+9/x3 plus 1d8 fire and 1d6 cold) and tail slap +26 melee (2d8+3 plus 1d8 fire)
Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities, spells, spell secret
Special Qualities: Armored mage, damage reduction 15/magic, darkvision 60 ft., gain knowledge, immunity to fire, resistance to cold 10, vulnerability to cold, warmage edge, watchful spirit
Saves: Fort +15, Ref +14, Will +21
Abilities: Str 22, Dex 14, Con 16, Int 20, Wis 15, Cha 16
Skills: Bluff +20, Craft (blacksmithing) +26, Diplomacy +5, Hide +15, Intimidate +5, Knowledge (arcana) +16, Knowledge (nature) +10, Listen +16, Move Silently +17, Spot +16
Feats: Alertness, Cleave, Energy Admixture (cold), Energy Substitution (cold), Frozen Magic, Great Cleave, Multiattack, Piercing Cold, Power Attack, Searing Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Searing_Spell,Sa), Snow Casting
Environment: Elemental Plane of Fire
Organization: -
Challenge Rating: 17
Treasure: Double standard (nonflammables only). See possessions below.
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: -

This salamander burns with great heat, but the flame hardly seems as fire, but is alike to an auroura, composed of ghostly flowing shades of cold blue and green hues. Those who approach find themselves feeling both horrible heat and burning cold.

Sarqueezhan is a believer of the unstoppable decay of the universe. His power is entropy, in both its forms, both consuming and frigid. With such he brings the reality of the inevitable fate to as many as he can, and few can stand in his way...

Combat:
Sarqueezhan prefers to fight from a distance, casting spells that burn and freeze to confound his enemies. If pressed however he resorts to his longspear behind which many have found is a crushing strength.

Armored Mage (light) (Ex):
As Complete Arcane.

Constrict (Ex): Sarqueezha deals automatic tail slap damage (including fire damage) with a successful grapple check. He can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than he.

Gain Knowledge (Ex):
Animate Snow, Conjure Ice Beast I, II, and III as Frostburn.

Heat (Ex): Sarqueezha generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, Sarqueezha must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: Caster level 15th. The save DCs are Charisma-based.

3/day - burning hands (DC 14), fireball (DC 16), flaming sphere (DC 15), wall of fire (DC 17); 1/day - dispel magic, summon monster VII (Huge fire elemental).

Spell Secret:
Applied to Animate Fire as Complete Arcane.

Warmage Edge (Ex):
As Complete Arcane.

War Mage Spells: Caster level 1. (Spells per day: (5/4); Save DC 13 + spell level):
0 - Acid Splash, Disrupt Undead, Light, Ray of Frost
1st - Fist of Stone, Orb of Cold (lesser), Orb of Fire (lesser), True Strike

Watchful Spirit:
As Complete Arcane.

Wu Jen Spells: Caster level 10. (Spells per day: (4/5/5/4/4/2); Save DC 15 + spell level):
0 - Arcane Mark, Detect Magic, Flare, Prestidigitation
1st - Endure Elements, Fiery Eyes, Shield, Smoke Ladder
2nd - Animate Fire (always Extended), Ice Blast, Pyrotechnics, Resist Energy, See Invisibility
3rd - Dispel Magic, Earthbolt, Fire Wings, Steam Breath
4th - Ice Storm, Invisibility (greater), Rusting Grasp, Wall of Ice
5th - Cone of Cold, Metal Skin

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Possessions: +3 icy burst longspear, +5 blue ice chain shirt, headband of intellect +2, necklace of fireballs III, ring of the icy soul, ring of protection +3

Sulecrist
2006-04-12, 11:59 PM
Well, here he is, hope he was worth the wait. He was a toughie, but hopefully he's got everything you wanted.

-=-=-=-

Sarqueezhan of the Burning Cold

Salamander Noble Warmage 1, Wu Jen 3, Frost Mage 7
Large Outsider
Hit Dice: 15d8+45 + 1d6+3 + 3d4+9 + 7d4+21 (172 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 34 (–1 size, +3 deflection, +2 Dex, +9 chain shirt, +11 natural), touch 14, flat-footed 32
Base Attack/Grapple: +19/+29
Attack: +3 icy burst longspear +28 melee (1d8+9/x3 plus 1d8 fire and 1d6 cold)
Full attack: +3 longspear +28/+23/+18 melee (1d8+9/x3 plus 1d8 fire and 1d6 cold) and tail slap +26 melee (2d8+3 plus 1d8 fire)
Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities, spells, spell secret
Special Qualities: Armored mage, damage reduction 15/magic, darkvision 60 ft., gain knowledge, immunity to fire, resistance to cold 10, vulnerability to cold, warmage edge, watchful spirit
Saves: Fort +15, Ref +14, Will +21
Abilities: Str 22, Dex 14, Con 16, Int 20, Wis 15, Cha 16
Skills: Bluff +20, Craft (blacksmithing) +26, Diplomacy +5, Hide +15, Intimidate +5, Knowledge (arcana) +16, Knowledge (nature) +10, Listen +16, Move Silently +17, Spot +16
Feats: Alertness, Cleave, Energy Admixture (cold), Energy Substitution (cold), Frozen Magic, Great Cleave, Multiattack, Piercing Cold, Power Attack, Searing Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Searing_Spell,Sa), Snow Casting
Environment: Elemental Plane of Fire
Organization: -
Challenge Rating: 17
Treasure: Double standard (nonflammables only). See possessions below.
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: -

This salamander burns with great heat, but the flame hardly seems as fire, but is alike to an auroura, composed of ghostly flowing shades of cold blue and green hues. Those who approach find themselves feeling both horrible heat and burning cold.

Sarqueezhan is a believer of the unstoppable decay of the universe. His power is entropy, in both its forms, both consuming and frigid. With such he brings the reality of the inevitable fate to as many as he can, and few can stand in his way...

Combat:
Sarqueezhan prefers to fight from a distance, casting spells that burn and freeze to confound his enemies. If pressed however he resorts to his longspear behind which many have found is a crushing strength.

Armored Mage (light) (Ex):
As Complete Arcane.

Constrict (Ex): Sarqueezha deals automatic tail slap damage (including fire damage) with a successful grapple check. He can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than he.

Gain Knowledge (Ex):
Animate Snow, Conjure Ice Beast I, II, and III as Frostburn.

Heat (Ex): Sarqueezha generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, Sarqueezha must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: Caster level 15th. The save DCs are Charisma-based.

3/day - burning hands (DC 14), fireball (DC 16), flaming sphere (DC 15), wall of fire (DC 17); 1/day - dispel magic, summon monster VII (Huge fire elemental).

Spell Secret:
Applied to Animate Fire as Complete Arcane.

Warmage Edge (Ex):
As Complete Arcane.

War Mage Spells: Caster level 1. (Spells per day: (5/4); Save DC 13 + spell level):
0 - Acid Splash, Disrupt Undead, Light, Ray of Frost
1st - Fist of Stone, Orb of Cold (lesser), Orb of Fire (lesser), True Strike

Watchful Spirit:
As Complete Arcane.

Wu Jen Spells: Caster level 10. (Spells per day: (4/5/5/4/4/2); Save DC 15 + spell level):
0 - Arcane Mark, Detect Magic, Flare, Prestidigitation
1st - Endure Elements, Fiery Eyes, Shield, Smoke Ladder
2nd - Animate Fire (always Extended), Ice Blast, Pyrotechnics, Resist Energy, See Invisibility
3rd - Dispel Magic, Earthbolt, Fire Wings, Steam Breath
4th - Ice Storm, Invisibility (greater), Rusting Grasp, Wall of Ice
5th - Cone of Cold, Metal Skin

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Possessions: +3 icy burst longspear, +5 blue ice chain shirt, headband of intellect +2, necklace of fireballs III, ring of the icy soul, ring of protection +3

Beautiful.

PC heads will roll.

I'll let you know how this goes. I'm pretty sure it'll be awesome.

opherion
2006-04-13, 08:26 AM
Advanced Blue Slaad
Huge Outsider
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size, +1 dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +20/+39
Attack: Claw +29 melee (3d6+11)
Full Attack: 4 claws +29 melee (3d6+11) and bite +27 melee (3d8+5 plus disease)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +19, Ref +13, Will +10
Abilities: Str 33, Dex 13, Con 24, Int 6, Wis 6, Cha 10
Skills:
Climb +34 (+23 ranks, +11 str)
Hide +16 (+23 ranks, +1 dex, -8 size)
Jump +34 (+23 ranks, +11 str)
Listen +21 (+23 ranks, -2 wis)
Move Silently +24 (+23 ranks, +1 dex)
Spot +21 (+23 ranks, -2 wis)
Feats: Dodge, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability (telekinesis), Ability Focus (disease)
Challenge Rating: ? (i'm gonna guess 16)


Spell-like Abilities: At will-- hold person(DC 13), passwall, telekinesis (DC 15); 1/day-- chaos hammer (DC 14). Caster level 20th. The save DCs are charisma-based (DC 10 + spell level).

Slaad Fever (Su): Non-OGL content

Summon Slaad (Sp): Non-OGL content


Tactics
This blue slaad likes to make use of its quickened telekinesis right from the start of battle to hurl large objects at its foes for considerable damage (a 375-pound statue, for instance, inflicts 15d6 points of damage) to soften them up. If this tactic can be repeated, it is.

But this slaad is at its most lethal in the fray, and savors melee combat, especially against worthy opponents.

The Vorpal Tribble
2006-04-13, 12:26 PM
Fiegmund, you gotta get rid of the detailed info on the Slaad's special abilities such as the fever and summoning because a slaad is not open content.

As well, it'd be a CR 14.

This'll tell you how to calculate CR's by advancement:
http://srd.pbemnexus.com/improvingMonsters.html

Wren
2006-04-13, 12:54 PM
Lets say a level 12 human 3cleric/3wizard/6 true necro gained the true vampire template, thats a +8 LA so I assume he would advance as a 20th level character, or are there more things to consider when advancing a templated character? I'm not sure even after reading the thing on monster advancement since it lists other things I don't quite understand. Been trying to make up a 3cler/3wiz/11 true necro/3 master vamp for him, but again, this whole business is confusing the heck outa me.

djnorris_2000
2006-04-13, 12:59 PM
Ok, this is a bit short notice, but I'm running a game tomorrow night and I need a BBEG. He needs to be a doppleganger with at least some levels of assassin and a reasonably high save DC for the death attack and he's taking on a group of seven 16th level PCs, so I'm aiming for a CR of about 20.

He's featured once in the campaign already, when he paralysed the one PC who managed to find him by using the death attack, then broke a flask of sovereign glue over the poor guy's face and ran off. The only thing needed for future encounters is the Burrowing Claws graft from Lords of Madness.

Basic background for the guy is an Illithid bred doppleganger working as an agent in Waterdeep. If you have the City of Splendours book, he's allied himself with Hlaavin and the Unseen and is currently trying to cause as much unrest as possible in Waterdeep without making his presence known.

Edit: Use the elite array for stats and I have access to most WotC published books. The creature also needs a reasonable modifier in sense motive, as one of the PCs is rather fond of feinting with a lot of sneak attack damage.

The Vorpal Tribble
2006-04-13, 01:12 PM
Ok, this is a bit short notice, but I'm running a game tomorrow night and I need a BBEG.
Hrmmm, will see how quickly I can get him out for you.

Don't have City of Splendors, but I get the guist. Should be interesting ;)

Sacrath
2006-04-13, 01:56 PM
Thanks for the slaad help, I really apreciate it. This is a great thread.

beejazz
2006-04-13, 04:27 PM
BTW, you are incredible for this general service to the DnD community. Having seen your vulture and salamander builds, I must salute you! Also, I am seriously considering putting you in my pantheon ;D.

Abd al-Azrad
2006-04-13, 05:27 PM
Hey. I was looking over the Aoa from Fiend Folio, and I realised that the Aoa Spheres were fantastic sorts of anti-magic, near-godlike entities. I would like to use one as such; a unique or near-unique being similar to the Crystalline Entity (TNG) that cultures in a campaign world would fear and worship. The problem: it's too weak versus physical attacks.

I like the design of the monster as a whole, so I'd like to use it as a base, but anyone who can figure out some clever ways to make it more resistant to nonmagical attacks without simply increasing its HD to the max, would be appreciated in their efforts.

A note: I tend to like piling weird abilities into monsters rather than just beefing up their AC, DR and HP. If this monster is to work, I need it to be constantly able to throw new tricks at a party actively trying for several weeks to figure out a way to kill it.

Second note: I have a fair amount of time until I would want this done, so no particular rush.

Thanks in advance.

Rigeld2
2006-04-13, 06:02 PM
Ok, this is a bit short notice, but I'm running a game tomorrow night and I need a BBEG. He needs to be a doppleganger with at least some levels of assassin and a reasonably high save DC for the death attack and he's taking on a group of seven 16th level PCs, so I'm aiming for a CR of about 20.

Doppleganger 4, Rogue 2, Assassin 10
Size/Type: Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+12d6+16 (76)
Initiative: +1
Speed: 50 ft. , burrow 20ft
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, death attack, poison use, spells, +6d6 Sneak Attack
Special Qualities: Change shape, darkvision 60 ft., immunity to sleep and charm effects, Improved Uncanny Dodge, Evasion, Trapfinding (+1), Hide in Plain Sight
Saves: Fort +8, Ref +18 Will +10
Abilities: Str 10, Dex 17, Con 12, Int 19, Wis 17, Cha 14
Skills: Bluff +14*, Diplomacy +18, Disguise +12* (+13 acting), Intimidate +5, Listen +15, Sense Motive +15, Spot +18, Hide +18, Move Silently +18. Gather Informaion +18
Feats: Dodge, Great Fortitude, Improved Initiative, Ability Focus (Death Attack), Ability Focus (Detect Thoughts), Quick Recconoiter, Darkstalker

Death Attack
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 27) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Improved Uncanny Dodge (Ex)

At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue of at least level 20 can flank him (and thus sneak attack him).

Hide in Plain Sight (Su)

At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
----------------------------------------------------------------------

I think thats right. I havnt given him magic items, but all hes spent is 30k on the Illithid Graft, and ever 2 int gives him another bonus to his Death Attack DC. (Warning tho.. give him too much more and casters cant succeed)

edit: As it is, a level 20 wizard/rogue/sorc needs at least a 12 CON just to make the roll..

The Vorpal Tribble
2006-04-13, 11:19 PM
Rigeld, not only did I say I'd take the request, you never let any of the rest of us know you were interested http://boards1.wizards.com/images/smilies/dozey.gif

Heres my version:

Snekley

Elite Doppleganger Rogue 5/Assassin 5/Invisible Blade 5/Spymaster 1
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 + 5d6+5 + 5d6+5 + 5d6+5 + 1d6+1 (94 hp)
Initiative: +11
Speed: 30 ft. (6 squares), burrow 20 ft., fly 60 ft. (good)
Armor Class: 34 (+8 bracers of armor, +7 Dex, +5 Int, +4 natural), touch 14, flat-footed 27
Base Attack/Grapple: +15/+16
Attack: +4 Deadly Precision, Returning Adamantine Dagger +27 melee (1d6+5)
Full Attack: +4 Deadly Precision, Returning Adamantine Dagger +27 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding wound, dagger sneak attack, death attack, detect thoughts, sneak attack +6d6 (9d6 if using dagger, and 11d6 if using deadly precision daggers), spells
Special Qualities: Change shape, cover identity, darkvision 60 ft., evasion, feint mastery, immunity to sleep and charm effects, improved uncanny dodge, poison use, save bonus against poison, trapfinding, trapsense, uncanny dodge, uncanny feint, undetectable alignment, unfettered defense
Saves: Fort +7, Ref +22, Will +10
Abilities: Str 12, Dex 24, Con 12, Int 18, Wis 17, Cha 12
Skills: Balance +19, Bluff +25*, Climb +14, Diplomacy +17, Disguise +30* (+32 acting), Forgery +22 (+27 with papyrus of deception), Hide +25, Knowledge (local) +22, Intimidate +16, Listen +16, Move Silently +25, Open Lock +20 (+25 with ring of lockpicking), Sense Motive +28, Spot +16, Tumble +15
Feats: Dark Stalker, Far Shot, Great Fortitude, Point Blank Shot, Quick Reconnoiter, Weapon Finesse, Weapon Focus (dagger)
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 20
Treasure: Double standard plus possessions (see below)
Alignment: Lawful Evil
Advancement: By character class
Level Adjustment: -

Snekley speaks Common and Undercommon.

Combat
If Snekley feels she must initiate combat she never allows herself to be seen, but even then the face she gives is different than that which she normally wears. Using her daggers she harries her enemies from the shadows. If she is forced into bold battle, she attempts to speak her way out of the predicament, weaving lies and fanciful tales with incredible finesse as she reads the minds of her opponents to make it as believable as possible. If worse comes to worse she flees along one of her dozens of exit strategies, for she never does fair battle unless it helps her achieve whatever end she seeks.

But one thing her enemies have found... she 'always' has another blade.

Assassin Spells: Caster level 5. (Spells per day: 4/3/2): Save DC 14 + spell level):
1st - Feather Fall, Ghost Sound, Jump, True Strike
2nd - Fox's Cunning, Invisibility, Spider Climb
3rd - Deep Slumber, Misdirection

Bleeding Wound (Ex):
As Complete Warrior.

Save Bonus against Poison: Snekely gains a natural +2 saving throw bonus against all poisons.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Cover Identity (Ex):
As Complete Adventurer.

Dagger Sneak Attack (Ex):
As Complete Warrior.

Death Attack: If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as her attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Evasion (Ex): Snekely can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Feint Mastery (Ex):
As Complete Warrior.

Improved Uncanny Dodge (Ex): Snekely can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. Snekely is considered a 10th level rogue for the purpose of being flanked.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trap Sense (Ex): Snekely gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Snekely can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Uncanny Feint (Ex):
As free action in Complete Warrior.

Undetectable Alignment (Ex):
As Complete Adventurer.

Unfettered Defense (Ex):
As Complete Warrior.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Possessions: adamantine dagger x6 (18,000), bag of holding I (2,500 gp), bracers of armor +8 (64,000 gp), burrowing claws (30,000 gp), dust of negation x6 (19,800 gp), forgery kit , two +4 deadly precision/adamantine daggers (196,000 gp), gloves of dexterity +6 (36,000 gp), immovable rod x5 (25,000 gp), papyrus of deception x25 (50,000 gp), possom pouch (1,800 gp), ring of lockpicking (45,000 gp), ring of mind shielding (8,000 gp), wings of flying (54,000)

Rigeld2
2006-04-13, 11:24 PM
Sorry :/ ill pay more attention next time.

I actually missed stating out a couple things; ill go back if someone wants me to.

edit: Aside from the lower Death Attack DC, yours is better anyway.

Abd al-Azrad
2006-04-16, 03:29 AM
I get the idea this thread has died, but I was actually hoping it would live on. After all, it's a really cool idea... and I had a request going that never got answered. Oh, well.

The Vorpal Tribble
2006-04-16, 09:10 AM
I get the idea this thread has died, but I was actually hoping it would live on. After all, it's a really cool idea... and I had a request going that never got answered. Oh, well.
Its called me taking a break for a bit. Was doing two or three requests a day for awhile there. I'm also working on Beejazz's at the moment.

Also, you haven't exactly said what you wanted done with the Aoa. What AC are we going for? How can we improve upon it if you don't want us to apply anything that might raise its CR?

Abd al-Azrad
2006-04-16, 12:41 PM
Its called me taking a break for a bit. Was doing two or three requests a day for awhile there. I'm also working on Beejazz's at the moment.

Also, you haven't exactly said what you wanted done with the Aoa. What AC are we going for? How can we improve upon it if you don't want us to apply anything that might raise its CR?

My apologies, VT, I thought the thread had died. Of course you're allowed to take breaks. As I said, no rush, I was just worried about complete shutdown.

CR increases are fine, I don't think I said anything about that. As for exacts, let's shoot for a CR increase to 19 or 20 (unfortunately, it's already a pretty high CR monster), AC around the mid-30s, or mid-20s if it has other physical defenses. HP should be slightly increased, because I'm worried someone could take it down with a single power attack otherwise. And if we could throw in a few additional special attacks, either mid- to high-level spell-like abilites (theoretically, Axiomatic template) or strange supernatural abilities (offensive/defensive), just enough to keep the players on their toes. I notice it has Spell Focus (Abjuration) but no abjuration spells, perhaps we could fix that somehow as well. Anything else you want?

The Vorpal Tribble
2006-04-17, 01:50 PM
hmmm...

how about a human archivist5 (of Heroes of Horror)/illusionist5(prohibited schools: conjuration, evocation)/mystic theruge5/acolyte of the skin5(of complete arcane, may require more levels to meet prerequisites for archmage)/archmage 5.

got all that? as for feats, give him spell focus in conjuration and illusion, plus extend spell and widen spell and whatever else he needs (no epic spells).

as for spells, he needs shodow evocation, shadow conjuration, etc. on the wizard end. he goes for few damage spells, instead relying on stealth, mobility, etc. his cleric spell list looks similar, but with healing, summoning and spells related to vermin.

high arcana: suffice to say this guy likes his spell-like abilities. end result is that he has shadow conjuration 8/day, shadow evocation 8/day, and widened extended mind fog twice per day.
Whew, ok, finally got this guy done... should be capable of everything you wanted him to do. I gave him a staff making feat as well so he can store shadow spells in it if you like.

Didn't have a clue what items to give him, so I'll just leave that up to you. Definetely needs some armor-boosting.

-=-=-=-=-

Chein Kitimemr

Human Archivist 5, Wizard 5, Mystic Theurge 5, Acolyte of the Skin 6, Archmage 5
Medium Humanoid
Hit Dice: 5d6+10 + 5d4+10 + 5d4+10 + 6d8+12 + 5d4+10 (132 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +12/+12
Attack: +5 Heavy Crossbow of Brilliant Energy Seeking +21 ranged (1d10+5)
Full attack: +5 Heavy Crossbow of Brilliant Energy Seeking +21 ranged (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark knowledge (puissance, tactics) 4/day, fiendish glare, poison, spells
Special Qualities: Darkvision 120 ft., high arcana, lore mastery, resistance to cold and fire 10, still mind
Saves: Fort +14, Ref +10, Will +23
Abilities: Str 11, Dex 18, Con 14, Int 22, Wis 15, Cha 8
Skills: Concentration +31, Decipher Script +32, Gather Information +5, Hide +18, Knowledge (arcana) +37, Knowledge (nature) +18, Knowledge (the planes) +35, Knowledge (religion) +35, Listen +10, Move Silently +18, Search +13, Spellcraft +38 (+40 to decipher scrolls), Spot +10, Use Magic Device +11 (+15 using scrolls)
Feats: Able Learner, Craft Staff, Extend Spell, Practised Spellcaster (archivist), Practised Spellcaster (wizard), Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (conjuration), Spell Focus (illusion), Widen Spell
Environment: Any
Organization: Solitary
Challenge Rating: 26
Treasure: Standard
Alignment: Neutral Evil
Advancement: By class level
Level Adjustment: -


Combat:

Archivist Spells: Caster level 10th. (Spells per day: 4/7/7/6/5/5); Save DC 16 + spell level):
0 - Detect Magic, Guidance, Light, Resistance
1st - Command, Cure Light Wounds, Endure Elements, Hide From Undead, Obscuring Mist, Summon Monster I, Summon Undead I
2nd - Chameleon, Cure Moderate Wounds, Darkness, Silence, Summon Monster II, Summon Undead II, Summon Swarm
3rd - Bestow Curse, Cure Serious Wounds, Deeper Darkness, Meld Into Stone, Summon Monster III, Summon Undead III
4th - Cure Critical Wounds, Freedom of Movement, Giant Vermin, Summon Monster IV, Summon Undead IV
5th - Baleful Polymorph, Insect Plague, Scrying, Summon Monster V, Summon Undead V

Dark Knowledge (Ex):
Tactics and Puissance 4/day. As Heroes of Horror.

Fiendish Glare (Su):
As Complete Arcane.

High Arcana:
Spell-like Ability (shadow conjuration)
Spell-like Ability (shadow evocation)
Spell-like Ability (shadow conjuration, greater)
Spell-like Ability (shadow evocation, greater)
Spell-like Ability (invisibility, greater)

Poison (Sp):
As Complete Arcane. 2/day. Save DC 20.

Still Mind (Ex): Chein gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Wizard Spells: Caster level 18th. (Spells per day:4/6/6/5/5/5/5/3/3/2); Save DC 16 + spell level):
0 - Ghost Sound, Mage Hand, Prestidigitation, Touch of Fatigue
1st - Disguise Self, Feather Fall, Identify, Reduce Person, Silent Image, Unseen Servant
2nd - Detect Thoughts, Fox's Cunning, Invisibility, Phantasmal Assailants, Wall of Gloom, Web
3rd - Displacement, Greater Mage Armor, Major Image, Shadow Binding, Stinking Cloud
4th - Arcane Eye, Black Tentacles, Greater Invisibility, Shadow Conjuration, Unluck
5th - Magic Jar, Mind Fog, Mirage Arcana, Passwall, Shadow Evocation
6th - Fiend Form, Mislead, Planar Binding, Probe Thoughts, Shadow Walk
7th - Greater Shadow Conjuration, Phase Door, Summon Monster VI
8th - Greater Planar Binding, Greater Shadow Evocation, Mind Blank
9th - Shades, Wish

beejazz
2006-04-17, 03:44 PM
Whew, ok, finally got this guy done... should be capable of everything you wanted him to do. I gave him a staff making feat as well so he can store shadow spells in it if you like.

Didn't have a clue what items to give him, so I'll just leave that up to you. Definetely needs some armor-boosting.

-=-=-=-=-

Chein Kitimemr

Human Archivist 5, Wizard 5, Mystic Theurge 5, Acolyte of the Skin 6, Archmage 5
Medium Humanoid
Hit Dice: 5d6+10 + 5d4+10 + 5d4+10 + 6d8+12 + 5d4+10 (132 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +12/+12
Attack: +5 Heavy Crossbow of Brilliant Energy Seeking +21 ranged (1d10+5)
Full attack: +5 Heavy Crossbow of Brilliant Energy Seeking +21 ranged (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark knowledge (puissance, tactics) 4/day, fiendish glare, poison, spells
Special Qualities: Darkvision 120 ft., high arcana, lore mastery, resistance to cold and fire 10, still mind
Saves: Fort +14, Ref +10, Will +23
Abilities: Str 11, Dex 18, Con 14, Int 22, Wis 15, Cha 8
Skills: Concentration +31, Decipher Script +32, Gather Information +5, Hide +18, Knowledge (arcana) +37, Knowledge (nature) +18, Knowledge (the planes) +35, Knowledge (religion) +35, Listen +10, Move Silently +18, Search +13, Spellcraft +38 (+40 to decipher scrolls), Spot +10, Use Magic Device +11 (+15 using scrolls)
Feats: Able Learner, Craft Staff, Extend Spell, Practised Spellcaster (archivist), Practised Spellcaster (wizard), Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (conjuration), Spell Focus (illusion), Widen Spell
Environment: Any
Organization: Solitary
Challenge Rating: 26
Treasure: Standard
Alignment: Neutral Evil
Advancement: By class level
Level Adjustment: -


Combat:

Archivist Spells: Caster level 10th. (Spells per day: 4/7/7/6/5/5); Save DC 16 + spell level):
0 - Detect Magic, Guidance, Light, Resistance
1st - Command, Cure Light Wounds, Endure Elements, Hide From Undead, Obscuring Mist, Summon Monster I, Summon Undead I
2nd - Chameleon, Cure Moderate Wounds, Darkness, Silence, Summon Monster II, Summon Undead II, Summon Swarm
3rd - Bestow Curse, Cure Serious Wounds, Deeper Darkness, Meld Into Stone, Summon Monster III, Summon Undead III
4th - Cure Critical Wounds, Freedom of Movement, Giant Vermin, Summon Monster IV, Summon Undead IV
5th - Baleful Polymorph, Insect Plague, Scrying, Summon Monster V, Summon Undead V

Dark Knowledge (Ex):
Tactics and Puissance 4/day. As Heroes of Horror.

Fiendish Glare (Su):
As Complete Arcane.

High Arcana:
Spell-like Ability (shadow conjuration)
Spell-like Ability (shadow evocation)
Spell-like Ability (shadow conjuration, greater)
Spell-like Ability (shadow evocation, greater)
Spell-like Ability (invisibility, greater)

Poison (Sp):
As Complete Arcane. 2/day. Save DC 20.

Still Mind (Ex): Chein gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Wizard Spells: Caster level 18th. (Spells per day:4/6/6/5/5/5/5/3/3/2); Save DC 16 + spell level):
0 - Ghost Sound, Mage Hand, Prestidigitation, Touch of Fatigue
1st - Disguise Self, Feather Fall, Identify, Reduce Person, Silent Image, Unseen Servant
2nd - Detect Thoughts, Fox's Cunning, Invisibility, Phantasmal Assailants, Wall of Gloom, Web
3rd - Displacement, Greater Mage Armor, Major Image, Shadow Binding, Stinking Cloud
4th - Arcane Eye, Black Tentacles, Greater Invisibility, Shadow Conjuration, Unluck
5th - Magic Jar, Mind Fog, Mirage Arcana, Passwall, Shadow Evocation
6th - Fiend Form, Mislead, Planar Binding, Probe Thoughts, Shadow Walk
7th - Greater Shadow Conjuration, Phase Door, Summon Monster VI
8th - Greater Planar Binding, Greater Shadow Evocation, Mind Blank
9th - Shades, Wish


SWEET!

beejazz
2006-04-19, 03:48 PM
(bump)

The Vorpal Tribble
2006-04-19, 04:01 PM
Yeah, requests are on hold until it stops thunderstorming so I can keep my comp on for 10 minutes straight (because folks, power surge protectors don't)

Rigeld2
2006-04-19, 04:07 PM
Get a UPS.. let the lightning fry that while youre sitting in the dark on your computer :)

(im not serious.. GL VT)

The Vorpal Tribble
2006-04-20, 11:55 AM
Lets say a level 12 human 3cleric/3wizard/6 true necro gained the true vampire template, thats a +8 LA so I assume he would advance as a 20th level character, or are there more things to consider when advancing a templated character?
Wheres the 'true vampire' template from?


CR increases are fine, I don't think I said anything about that. As for exacts, let's shoot for a CR increase to 19 or 20 (unfortunately, it's already a pretty high CR monster), AC around the mid-30s, or mid-20s if it has other physical defenses. HP should be slightly increased, because I'm worried someone could take it down with a single power attack otherwise. And if we could throw in a few additional special attacks, either mid- to high-level spell-like abilites (theoretically, Axiomatic template) or strange supernatural abilities (offensive/defensive), just enough to keep the players on their toes. I notice it has Spell Focus (Abjuration) but no abjuration spells, perhaps we could fix that somehow as well. Anything else you want?
Aye, what books do you have for me to choose templates and the like from? But reguardless of the books I don't think I'll be able to do it. I have 5 HD top to play with and I can't find a single template that'd help it out much AC-wise.

A spellwarped phrenic aoa advanced 2 HD would allow me to make it DC 20 with a grand AC of 23, though its psionics would allow it to boost it near 20 or so. Thats about the best I can find.



Get a UPS.. let the lightning fry that while youre sitting in the dark on your computer Smiley

(im not serious.. GL VT)
I don't speak tech. Gonna have to translate a bit for me ;)

Rigeld2
2006-04-25, 08:00 PM
I don't speak tech. Gonna have to translate a bit for me ;)

http://en.wikipedia.org/wiki/Uninterruptible_power_supply

Leperflesh
2006-04-25, 08:01 PM
I don't speak tech. Gonna have to translate a bit for me ;)

The Uninterruptable Power Supply (UPS) is a godsend for data protection. The cheapest entry level ones basically combine a good surge protector with a battery, which provides a warning when the power shuts down and then (optionally) shuts down the PC in a 'graceful' manner (rather than the abrupt cutting of power).

More expensive/better ones also provide 'power scrubbing', meaning, they regulate and clean up the AC waveform, which means your PCs power supply has to do less work to supply the right voltages and amperages to your system components. They also provide a longer battery power supply... ranging from a couple of minutes, up to an hour or more, giving you time to save your work and shut down in a non-emergency way.

-Lep

-edit- simu-post action! Yeah, go read the wikipedia article. Probably better than what I had to say anyway.

The Vorpal Tribble
2006-04-26, 09:32 PM
And these things can't be blown up by lightening? :o

Abd al-Azrad
2006-04-27, 01:31 AM
Aye, what books do you have for me to choose templates and the like from? But reguardless of the books I don't think I'll be able to do it. I have 5 HD top to play with and I can't find a single template that'd help it out much AC-wise.

A spellwarped phrenic aoa advanced 2 HD would allow me to make it DC 20 with a grand AC of 23, though its psionics would allow it to boost it near 20 or so. Thats about the best I can find.

Yeah, sorry, VT. I was trying to make it work without completely redesigning the monster, but it's just too high CR as it is to significantly increase its abilities without jumping over 20.

We could possibly start by advancing a droplet, that might allow some leeway into the final monster. Gives you a lot of CR to play with. Sack some of its total HD for other various abilities?

As for books: PHB, DMG, All Monster Manuals (1,2,3), Fiend Folio, XPH, all Completes, all Races (of Stone, etc.), BoVD, Forgotten Realms, Faiths and Pantheons, Epic Handbook, Manual of the Planes, Unearthed Arcana, and I could pretty much have access to any other book printed within a few days if need be. Don't worry about restricting yourself in terms of resources.

JungeonJeff
2006-04-27, 05:54 AM
First off, good idea for a great thread. I too have a request (Hope the lightning storms have stoped)

A week from now, a bunch of friends are going to have a gaming weekend, where a few GM's bring some pregenerated scenarios, and we have a blast with a few beers, chips, and good musik. Although I have most of my scenario writen, I am interrested in seeing how you would handle the creation of one of the encounters I struggled with:

"The Enchanted Garden"

Inside the kings waste castle, the group will enter a large domed garden, as if the castle have grown around it. In this garden the 3 main possible opponents are:

A Dryad "Druid"

A Raptorian "Defender"

A Treant "Guardian"

Now, I have already made an atempt to give these classes and the like, but I'm not too sure about advancing HD, and such.

The Dryad and Raptorian hold each other very dear, and even tough they have different approaches to outsiders (Raptorian is CG, and the Dryad is NG), they share a love for nature. The Dryad should be shy and defencive, the Raptorian agrresive and short tempered.

The Treant is acctually the Dryads sacred tree, and will be played with much inspirration from the Ent's of LotR.

The CR for each should be appropreate for a group of 6, 12th lvl "powerplayers" ( I know these guys...)

Any books exept Psionics are usable (Including the 3.0 OA)

-In advance, Thanks

The Vorpal Tribble
2006-04-27, 08:53 AM
Couple questions, first off, what races and classes do you have here, and what are the alignments of these 'guardians'? Oh, and what is special about this castle?

JungeonJeff
2006-04-27, 04:53 PM
Couple questions, first off, what races and classes do you have here, and what are the alignments of these 'guardians'? Oh, and what is special about this castle?

Ahh.. sorry, must have formulated me wrongly. It's acctualy a single Dryad, and a single Raptorian. I'm using them as a "couple". I will spice the encounter up with a few other woodland kind of creatures as "underlings" (seems wrong when talking about a good chr :-/ ).
Origionally I just added Druid levels to the Dryad, but she just didn't seem combatwise equal to some of the builds that i know my group will come up with.
The Ratorian was origionally a TWF build with following classes: 4th Fighter/1st Barbarian/7th StormTalon, taken a Wow of Poverty, to reflect his total dedication to nature, instead of "civilized" living.
The Treant i tried to advance in HD, but I dnt really know how that infuences things such as Trample and the like.
All creatures in this encounter will be either Good or Neutral alligned, leaning towards Chaotic.

As you might have figured out, its an Evil scenario (Player wise).

The castle. When the capital of this country grew lager, it could (would) no longer preserve the forest located next to it, but when a Dryad was encountered in the wood, one who was not willing to give up her grove, the people made a small portion of the forest into a park. This park now lie within the castle walls.
The grand (dont laugh) plot is that the king of the land is slowly loosing his mind, due to influence of the Far Realm. As the group advance into the castle the surrounding will become more and more warped and confusing, reflecting the kings state of mind. The garden in one of the first encounters once they get within the walls, and will reflect the dominant behavior that is also a pert of the kings person.


Hope it helps, but if you need more, pleace just write :)

The Vorpal Tribble
2006-04-27, 07:42 PM
The Dryad should be shy and defencive
This one was alot of fun. The Cerulean Sign PrC is mostly for flavor, as she is learning to purify her woods against the nutty king.

She can have some great strategy going with the spells I chose (from probably half a dozen different books).

Good combinations:
Fog Cloud + Listening Lorecall. They can't see you, you however can see them.
Plant Growth + Snare. Snag them up. Now use Enveloping Cocoon and Murderous Mist or Baleful Polymorph. They are incapable of making the save. They are now permanently blinded or turned into a duckling.

Rain of Roses period. I love this spell in so many ways.

Also, make the entire area within the wall Hallowed from many past castings. Assign whatever affects would most harm your players.

Beget Bogun as well. Have a few of them roaming around so that those within the wall know whats coming for them.

All in all this should be very tough. She's a 14th level character, so hopefully it'll counteract their 12th level munchkinism.

Will get to the others over the next couple days or sooner.

-=-=-=-=-=-=-

Dei

Dryad Druid 3, Sentinel of Bharrai 6, Keeper of the Cerulean Sign 3
Medium Fey
Hit Dice: 4d6+4 + 3d8+3 + 6d4+6 + 3d6+3 (68 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +8/+8
Attack: Dagger +12 melee (1d4/19–20) or masterwork longbow +12 ranged (1d8/x3)
Full Attack: Dagger +12 melee (1d4/19–20) or masterwork longbow +12 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater banemagic 1/day, quickened call lightening, spell-like abilities, word of revelation
Special Qualities: Animal companion, bear shape, cerulean focus, damage reduction 5/cold iron, detect aberrant taint, nature-friendly spells, nature's veil, resistance to acid, electricity and fire 10, tree dependent, trackless step, wild empathy, woodland stride
Saves: Fort +10, Ref +12, Will +19
Abilities: Str 10, Dex 19, Con 12, Int 14, Wis 18, Cha 18
Skills: Climb +6, Diplomacy +8, Escape Artist +11, Gather Information +9, Handle Animal +11, Hide +23 (+33 in natural terrain), Knowledge (arcana) +10, Knowledge (dungeoneering) +18, Knowledge (nature) +23, Listen +15, Move Silently +23, Ride +6, Sense Motive +15, Spellcraft +12, Spot +15, Survival +13, Use Rope +4 (+6 with bindings)
Feats: Aberration Banemagic, Craft Wonderous Item, Great Fortitude, Sacred Vow, Track, Vow of Obedience, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: —


Combat

Animal Companion:
Owl, 3 HD, +2 AC, +1 Dex/Str, Bonus Tricks 2, Evasion, Link, Share Spells.

Bear Shape (Su):
As Book of Exalted Deeds, p. 70.

Cerulean Focus:
As Lords of Madness, p. 194.

Detect Aberrant Taint (Sp):
As Lords of Madness, p. 194.

Druid Spells Per Day (6/6/6/6/5/4/3/3/2; caster level 16th; Save DC 14 + spell level):
0 - Detect Magic, Guidance, Light, Mending, Naturewatch, Resistance
1st - Camouflage, Cure Light Wounds, Longstrider, Obscuring Mist, Summon Nature’s Ally I, Wood Wose
2nd - Cat's Grace, Decomposition, Fog Cloud, Invoke the Cerulean Sign, Listening Lorecall, Resist Energy
3rd - Infestation of Maggots, Nature's Purity, Poison, Plant Growth, Protection From Energy, Snare
4th - Arc of Lightening, Blinding Beauty, Cure Serious Wounds, Dispel Magic, Murderous Mist
5th - Baleful Polymorph, Energetic Healing, Insect Plague, Stoneskin
6th - Enveloping Cocoon, Miasma, Wall of Stone
7th - Heal, Rain of Roses, True Seeing
8th - Frostfell, Unearthly Beauty

Greater Banemagic (Su):
1/day as Lords of Madness, p. 195.

Nature-Friendly Spells (Su):
As Book of Exalted Deeds, p. 70.

Nature's Veil (Su):
As Book of Exalted Deeds, p. 70.

Quickened Call Lightening (Sp):
As Book of Exalted Deeds, p. 70.

Spell-Like Abilities: At will—entangle (DC 15), speak with plants, tree shape; 3/day— charm person (DC 15), deep slumber (DC 17), tree stride; 1/day—suggestion (DC 17). Caster level 6th. The save DCs are Wisdom-based.

Trackless Step (Ex): Drei leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

Wild Empathy (Ex): Drei can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her druid level (+3) and her Charisma modifier (+4) plus 6 (+13 total) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Drei may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Word of Revelation (Su):
As Lords of Madness, p. 195.

The Vorpal Tribble
2006-04-27, 11:49 PM
The Treant is acctually the Dryads sacred tree, and will be played with much inspirration from the Ent's of LotR.
Alright, I also tried to give it the same abilities as the Ent. I mean, seriously, I feel sorry for the players. When I started it I didn't realize what a monster it would become. It can THROW other treants as weapons. And believe it or not it is only a CR 14.

-=-=-=-=-=-

Ironburl

Advanced Treant Barbarian 1/Hulking Hurler 3
Gargantuan Plant
Hit Dice: 18d8+144 + 1d12+8 + 3d10+24 (279 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Armor Class: 22 (–4 size, –1 Dex, +17 natural), touch 5, flat-footed 22
Base Attack/Grapple: +17/+42
Attack: Slam +28 melee (3d6+15)
Full Attack: 2 slams +28 melee (3d6+15)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, catch weapon, double damage against objects, really throw anything, trample 3d6+22, two-handed hurl trick
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, rage 1/day, vulnerability to fire
Saves: Fort +19, Ref +8, Will +11
Abilities: Str 40, Dex 8, Con 26, Int 12, Wis 16, Cha 13
Skills: Diplomacy +3, Hide +0*, Intimidate +20, Jump +20, Knowledge (dungeoneering) +6, Knowledge (nature) +15, Listen +14, Sense Motive +12, Spot +14, Survival +12 (+14 aboveground)
Feats: Awesome Blow, Improved Bull Rush, Improved Sunder, Iron Will, Kiai Shout, Point Blank Shot, Power Attack, Snatch Arrows, Throw Anything, Weapon Focus (rock)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral good
Advancement: By character class
Level Adjustment: -

Combat

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Catch Weapon (Ex):
As Complete Warrior, p. 41.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Rage (Ex):
1/day as Player's Handbook.

Really Throw Anything (Ex):
As Complete Warrior, p. 41.

Two-Handed Hurl Trick (Ex):
Knockdown Blow and Overburdended Heave (4256 lbs. max, 7456 lbs. if raging) as Complete Warrior, p. 41.

Trample (Ex): Reflex DC 31 half. The save DC is Strength-based.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

Nerd-o-rama
2006-04-28, 01:40 AM
VT, you'd think you would know by now that Hulking Hurler = Instant Win. It's only the basis of Wizards' entire Character Optimization boards.

Well, that, Festering Anger, and Pun-Pun.

JungeonJeff
2006-04-28, 05:13 AM
Wow... the forest just got whole lot scarrier! :D The players are going to love this.

Thanks alot, and if you have time to do the Raptorian, that would be great :)

The Vorpal Tribble
2006-04-28, 09:51 AM
VT, you'd think you would know by now that Hulking Hurler = Instant Win. It's only the basis of Wizards' entire Character Optimization boards.

Well, that, Festering Anger, and Pun-Pun.
I had heard it was powerful, but I wasn't even trying to optimize. I guess it doesn't take much ;)


Thanks alot, and if you have time to do the Raptorian, that would be great
He'll be along sometime today.

The Vorpal Tribble
2006-04-28, 12:40 PM
and if you have time to do the Raptorian, that would be great :)

Man but this build ended up with alot of feats.

'm not quite certain I got the attacks completely right, as four attacks using 5 feats that each one adjust depending on natural or manufactured and how many limbs... ugh. However, I'm somewhat sure its correct.
Anyone more used to playing in games with higher attacks who wants to verify if its correct or not feel free to speak up.

Also keep in mind the extra damage he does to evil creatures, his golden ice touch, favored enemy, diving charge, etc. Put it all together into a single barreling attack and he's one tough son of a gun.

-=-=-=-=-=-

Downy Sweetbreeze

Raptoran Ranger 6/Barbarian 2/Stormtalon 5
Medium Humanoid
Hit Dice: 6d8+18 + 2d12+6 + 5d10+35 (126 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 25 (+2 deflection, +4 dex, +8 exalted, +1 natural), touch 24, flat-footed 21
Base Attack/Grapple: +13/+21
Attack: Sickle +21 melee (1d6+8 )
Full Attack: 2 Sickles +19/+14/+9 melee (1d6+8 ), plus Talons +19 melee (1d6+8 plus golden ice)
Space/Reach: 5 ft./5 ft.
Special Attacks: favored enemy (aberration and human), foot talons, rage 1/day, spells
Special Qualities: Damage reduction 5/magic, endure elements, gliding, low-light vision, mind shielding, resistance to cold, electricity, fire, and sonic 5, sustenance, uncanny dodge, unerring direction
Saves: Fort +17, Ref +14, Will +9
Abilities: Str 22, Dex 19, Con 16, Int 11, Wis 16, Cha 10
Skills: Climb +2, Jump +10, Spot +2
Feats: Aerial Reflexes, Animal Friend, Diving Charge, Endurance, Flyby Attack, Improved Two-Weapon Fighting, Lightening Reflexes, Multiattack, Nemesis (aberration), Nymph's Kiss, Sacred Vow, Sanctify Natural Attack, Touch of Golden Ice, Track, Two-Weapon Fighting, Vow of Poverty
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +13

Combat
Any natural or manufactured weapon Downy wields is considered good-aligned and magical for the purpose of overcoming damage reduction.

Endure Elements (Ex):
As Book of Exalted Deeds, p. 30.

Favored Enemy (Ex): Downy gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations and humans. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Foot Talons (Ex): As Races of the Wild, p.132

Mind Shielding (Ex):
As Book of Exalted Deeds, p. 30.

Rage (Ex):
1/day as Player's Handbook.

Ranger Spells: (2; Caster level 6th):
1st - Alarm, Delay Poison

(Greater) Sustenance (Ex):
Downy does not need to eat, drink, or breathe.

Uncanny Dodge (Ex): Downy retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

volrathxp
2006-04-28, 05:03 PM
I have a bit of a request.

I'm running a 12th level Eberron campaign (War Campaign, wherein it's a Second War type thing) and the kind of character I would like to see is an Inspired character, something that would go well for a Soulknife and work well for that idea, basically he's a commander / Inspired overlord type deal and I need him to be a pretty tough challenge for a group of 8 - 9 lvl 12 characters (feel my pain ;))\

I have him planned out as not fighting by himself and I feel I could do his Inspired lieutenants by myself but I'm having some trouble with the concept of the Commander. While I would like him to have some comparable and interesting soulknife abilities, I would like him also to be able to have some other minor psionic abilities (such as shaper abilities or something wild like that, even a wilder would be sweet).

So... anything from Expanded Psionics, Magic of Eberron, ECS, Player's Guide to Eberron, etc. would be great.

Much thanks, and I definitely can't wait to see what you can come up with.

Peace and love and rock on for doing this sort of thing! If you need anymore info let me know.

The Vorpal Tribble
2006-04-30, 10:56 AM
Yeah, sorry, VT. I was trying to make it work without completely redesigning the monster, but it's just too high CR as it is to significantly increase its abilities without jumping over 20.

We could possibly start by advancing a droplet, that might allow some leeway into the final monster. Gives you a lot of CR to play with. Sack some of its total HD for other various abilities?
Bleh, just now saw your post here. Will get on it in a bit. Strained my wrist yesterday and typing is painful.



I'm running a 12th level Eberron campaign (War Campaign, wherein it's a Second War type thing) and the kind of character I would like to see is an Inspired character
What is an Inspired?

volrathxp
2006-05-01, 12:12 AM
What is an Inspired?

Inspired are basically humans that have been bred to host the spirits of Quori (beings from the realm of dreams). They're unsuitable for PCs, but make great enemies ( psionic enemies :) ). The stats for the human vessels for Quori are on page 291 of the Eberron Campaign Setting. (I can post them if you need them). Basically my idea is a sort of Soulknife / Wilder sort, etc... maybe a little Shadow Magic from Tome of Magic, not sure. :)

Abd al-Azrad
2006-05-01, 01:24 AM
Bleh, just now saw your post here. Will get on it in a bit. Strained my wrist yesterday and typing is painful.

Dude! Why is it that I've had no luck at all working with you? I feel like everything I've said has brought you grief! And here I was all, "VT is the best monster man ever!"

I just have no luck getting along with people. :P

The Vorpal Tribble
2006-05-01, 09:18 PM
Ok, well, I've only found one way to get an Aoa to the proper CR with a decent AC... advance it to 7 HD and apply the Paragon Template. This gives it a CR of 18... but also an AC of 54.

Is this too powerful for you?

The Vorpal Tribble
2006-05-02, 09:20 PM
I have a bit of a request.

Much thanks, and I definitely can't wait to see what you can come up with.

Peace and love and rock on for doing this sort of thing! If you need anymore info let me know.


Ok, hows this fellow look? I gave him two feats from Complete Psionic, but they aren't difficult ones to describe.

Gestalt Anchor allows you, and any other host creatures (i.e. other Inspired), within 60 ft., while psionically focused, to get a +2 bonus on initiative and reflex saves.

Two-Bladed Mind Blade basically allows you to make a double bladed sword if you want when you would shape your mind blade into a longsword or two shortswords.

-=-=-=-=-=-

Commander Frightedge

Inspired Soulknife 9, War Mind 6
Hit Dice: 11 + 8d10+9 + 6d10+6 (103 hp)
Initiative: +3
Speed: 30 ft. (6 squares) (40 ft. while focused)
Armor Class: 13 (+3 dex, )
Base Attack/Grapple: +16/+17
Attack: Keen Psychokinetic Double-Mind Blade +17 (1d8+1+1d4/1d8+1+1d4/17-20x2)
Full attack: Keen Psychokinetic Double-Mind Blade +17/+12 (1d8+1+1d4/1d8+1+1d4/17-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bladewind, mind blade enhancement, naturally psionic, psi-like abilities, psionics, psychic strike 2d8, sweeping strike, throw mind blade
Special Qualities: Chain of personal superiority +2, chain of defensive posture +2, damage reduction 2/-, dual mind, free draw, naturally psionic, reduced sleep, resist exorcism, shape mind blade
Saves: Fort +9, Ref +14, Will +12
Abilities: Str 12, Dex 16, Con 12, Int 17, Wis 18, Cha 21
Skills: Autohypnosis +35, Balance +5, Bluff +16, Concentration +28, Diplomacy +20, Disguise +5 (+7 to impersonate human), Intimidate +30, Jump +17, Knowledge (history) +3, Knowledge (psionics) +22, Knowledge (the planes) +9, Move Silently +9, Psicraft +11, Sesne Motive +9, Spot +28, Tumble +18
Feats: Deep Impact, Gestalt Anchor, Greater Weapon Focus (mind blade), Psionic Meditation, Psionic Weapon, Speed of Thought, Two-Bladed Mindblade, Two Weapon Fighting, Weapon Finesse, Weapon Focus (mind blade), Wild Talent
Environment: Any
Organization: -
Challenge Rating: 16
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
Level Adjustment: -


Combat

Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.

Chain of Personal Superiority (Ex): At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action.

Chain of Defensive Posture (Ex): At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. .

Dual Mind:
As Eberron Campaign Setting, p. 291.

Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Mind Blade Enhancement (Su):
As Expanded Psionics Handbook, p. 28.

Naturally Psionic (Ex): An inspired gains 1 extra power point per character level.

Psi-Like Abilities:
1/day - body adjustment, id insinutation, mindlink, psionic charm, recall agony; 3/day - body equilibrium, far hand, inertial armor, psionic scent. Manifester level 6th. The save DC's are Charisma-based.

Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Reduced Sleep:
As Eberron Campaign Setting, p. 291.

Resist Exorcism:
As Eberron Campaign Setting, p. 291.

Shape Mind Blade:
As Expanded Psionics Handbook, p. 28.

Sweeping Strike (Ex): At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.

Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities

War Mind Powers Known (50 power points; Save DC 14 + power level):
1st - Defensive Precognition, Vigor
2nd - Hustle
3rd - Empathic Feedback

volrathxp
2006-05-03, 08:40 AM
Very nice. I love it. I'll be getting Complete Psionic here soon so yeah. but thanks!!!

edit: I'll let you know how they do against him :)

The Vorpal Tribble
2006-05-03, 11:37 AM
Very nice. I love it. I'll be getting Complete Psionic here soon so yeah. but thanks!!!

edit: I'll let you know how they do against him :)
No problem. I purposely left out any armor and other item as I wasn't sure what you may want for that aspect. So I'll just leave that up to you.

Darkstrider
2006-05-03, 12:56 PM
just a qustion, will you 3.5 monsters for people here or is that part of you "#1. I only do 3.5 creatures. However, many 3.0 creatures and templates have been updated to 3.5, and I will use these updates to make a 3.5 creature."?

-Johnny Avon.

The Vorpal Tribble
2006-05-03, 01:08 PM
You mean will I update a monster from 3.0 to 3.5? If so, no, I went straight from 2nd ed to 3.5. I don't know enough about 3.0 monster rules to do much of anything with them.

volrathxp
2006-05-03, 02:32 PM
No problem. I purposely left out any armor and other item as I wasn't sure what you may want for that aspect. So I'll just leave that up to you.

Yeah I'll tack on some AC items to boost that up a bit. He'll have some company to help him (essentially the Inspired are working with the Blood of Vol in the campaign so there's also a vampire cleric for them to deal with as well :))

The Vorpal Tribble
2006-05-07, 10:22 PM
Sounds like a plan.

The Vorpal Tribble
2006-05-08, 07:41 AM
Well, I don't do Savage Species so someone else would have to take that one.

volrathxp
2006-05-08, 09:43 AM
So short story is that they all ended up running away from the scary soulknife and vampire cleric.

It was good character development, one of the chars ended up giving herself over to the cleric (she's a vampire spawn, once belonged to the Blood of Vol, etc.) and the cleric allowed the rest of the party to leave.

So they have yet to actually fight him, but they will, they have to go back to get the halfling vampire spawn out of the castle they left her at. :-D

ProfaneArmorGhost
2006-05-08, 09:44 AM
Well, I don't do Savage Species so someone else would have to take that one.

Actually I realized I don't need it anymore, I deleted the request but thanks anyway... ;D

The Vorpal Tribble
2006-05-08, 10:05 AM
So short story is that they all ended up running away from the scary soulknife and vampire cleric.

It was good character development, one of the chars ended up giving herself over to the cleric (she's a vampire spawn, once belonged to the Blood of Vol, etc.) and the cleric allowed the rest of the party to leave.

So they have yet to actually fight him, but they will, they have to go back to get the halfling vampire spawn out of the castle they left her at. :-D
*grins*

Hate to go cliche, but I can just imagine a Darth Maul like scene as they finally come for the soulknife... sticks his arm out and one blade shimmers into existence, but then so does a second... ;D

Abd al-Azrad
2006-05-08, 10:05 AM
Ok, well, I've only found one way to get an Aoa to the proper CR with a decent AC... advance it to 7 HD and apply the Paragon Template. This gives it a CR of 18... but also an AC of 54.

Is this too powerful for you?

That, I honestly didn't expect. Well done. :o

Thanks for the help!

The Vorpal Tribble
2006-05-08, 10:20 AM
So you wanna go for that?

shoveler
2006-05-08, 10:46 AM
If you're still taking requests I would love a CR 5-8 creature that can fit reasonably into a cavern setting, and that can climb really well (like upside down on flat rock well).

The idea is that two or more of such creatures ambush the party as they cross the Stone Bridge in the Forgotten Realms setting. They crawl up from under the bridge, cutting off both ends of the bridge.

Any ideas of what I could use? Perhaps an advanced monstrious spider?

The Vorpal Tribble
2006-05-08, 10:51 AM
Sure, still taking requests. A monsterous spider could work. What books do you have, as there are lots to choose from depending on what you've got.

As for stuff you can use from the SRD, an advanced crysmal might also be fun as it has psionic powers and lives around underground bridges. Also an advanced choker pair could do the trick.

Abd al-Azrad
2006-05-08, 11:42 PM
So you wanna go for that?

It's an idea I had not considered at all. If I just throw on the abilities and size of the Aoa on said paragon droplet, it makes a significant challenge that keeps the flavor of fighting a gigantic, seemingly invincible shimmering globule of ineffable material. And considering I tend to play with powergamers, I imagine they'll be able to take it down around 15th level anyway. There are certain attacks that even impenetrable SR and a 54 AC don't get around.

Thanks for the help, I'll work out the rest of the details from here. You are still the best monster man OotS has. 8)

The Vorpal Tribble
2006-05-09, 01:18 PM
No problem.

shoveler
2006-05-09, 10:41 PM
I have just the MM and Heroes of Horror, but I think I'll go with the Monstrues spideres, because it will fit.

Thanks

The Vorpal Tribble
2006-05-09, 10:55 PM
Well, a huge monsterous spider is a CR 5, and a gargantuan one a CR 8. You still going to need me to do anything with them? ;)

2FRY4
2006-05-10, 12:24 AM
So what i would need is advancement for a weretiger lycatnhrope wich is now 12th level monk all the abilities, feats skills and such i have alreasy taken care of but i need to grow my animal side from 6HD to 10HD or make it a dire version the books used for creation were the Phb, Dmg and monstermanuall
all help is appriciated

( i am deeply sorry for causing pain to the english language with my typos )

The Vorpal Tribble
2006-05-10, 10:29 AM
So basically you want me to advance a tiger from 6 HD to 10 HD?

A dire tiger has 16 HD, so it'd be too advancd for what you are going for.

shoveler
2006-05-10, 10:48 AM
Could you perhaps advance a Huge Monstrous spider from CR5 to CR7?

The Vorpal Tribble
2006-05-10, 11:07 AM
Could you perhaps advance a Huge Monstrous spider from CR5 to CR7?
That'd give it 16 HD, and Huge spiders only go up to 15 HD. Then they become gargantuan. Could keep it at 15 HD if you like.

The Vorpal Tribble
2006-05-28, 03:33 PM
Giving this a *bump*

volrathxp
2006-06-01, 05:31 PM
So I posted before they ran away from the Soulknife in the first battle.

Well... in the second battle, the Soulknife managed to get some hits in but basically got pwned by the Tauren Fighter and his giant tree.

*smiles*

He lasted like 3 rounds. My players are scary sometimes...

The Vorpal Tribble
2006-06-01, 05:58 PM
lol, maaaan. Did you Vigor him out the wazoo before the encounter? And Empathic Feedback should have helped him out a bit.

Delcan
2006-06-05, 11:41 PM
*grins* Brutality is a horrific beast, and the backstory is absolutely awesome. My game doesn't use psionics, but I am so gonna foist it on my party regardless - they'll natural-bodily-process themselves, and they won't even know what hit'em. ;D

(By the way, I have you to blame for getting me to want to insert psionics full-time into my campaign. ;) )

I love to see your work, so I'd like to make a request out of sheer vanity... It involves a

With only SRD materials, Manual of the Planes, a 32-point character build, and the race information from this source:

http://www.planewalker.com/downloads/products/files/chapter2.pdf

(From http://www.planewalker.com/downloads/products/released.php, the 3.5 Planescape Project that apparently has permission from WotC to be made...)

Make me a dual-wielding, melee monster of a CR 10 Modron Outcast. My players have been wanting to fiddle about in the Planes, and they like to come across... unusual encounters. ;)

The Vorpal Tribble
2006-06-06, 11:46 AM
Make me a dual-wielding, melee monster of a CR 10 Modron Outcast. My players have been wanting to fiddle about in the Planes, and they like to come across... unusual encounters. ;)
I know you said you don't use psionics much, but when I was thinking of classes and melee fighters my mind got stuck on a soulknife. Soulknives don't actually manifest powers besides their mindblade, so they are easy to learn to use. If you prefer a non-psionic type, I can change it, but here he is.

-=-=-=-=-=-=-

Spindle, Weaver of the Golden Harmony
Modron Outcast Soulknife 5, Fighter 3

Medium Outsider (psionic)
Hit Dice: 5d10+10 + 3d10+6 (60 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 dex, +4 natural, +1 shield), touch 16, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: +1 Mind Blade +13/+9 melee (1d6+1/19-20/x2)
Full attack: 2 +1 Mind Blades +9/+4/+4 melee (1d6+1/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Free draw, mind blade, psychic strike +1d8, shape mind blade, throw mind blade
Special Qualities: Darkvision 120 ft., metal frame, modron outcast traits, resistance to acid, cold and fire 10
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 10, Dex 20, Con 14, Int 16, Wis 10, Cha 8
Skills: Autophypnosis +11, Climb +11, Concentration +11, Hide +14, Listen +11, Move Silently +14, Spot +11
Feats: Combat Reflexes, Improved Two-Weapon Fighting, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse, Weapon Focus (mind blade), Wild Talent
Environment: Mechanus
Organization: Solitary
Challenge Rating: 10
Treasure: ?
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +2

Though blocky like other modrons, Spindle is greatly elongegated and thinned, with both ends coming to sharp points where his four sides merge in perfect symmetry.

Spindle remembers very little of the reason for his being removed from his people's task, though he suspects it had something to do with the bursts of brilliance that filled his mind from time to time, distracting him from his work. His full true memory was watching as lights began to wheel about his limbs, an echo of the beautiful, infinetely complex motions of the great cogs themselves.

Cogworth speaks Modron and Planar Trade.

Combat
Spindle prefers to stalk his enemies for a time, watching their ways and searching for weaknesses. His attacks are always well-planned, intelligent and complex, and all together honorable.

When reduced to personal combat, flickers of golden light flicker into being around his hands and arms. These wavering points of light begin to spin squickly until they appear as four serrated disks, all moving in different directions but in a perfect harmony of timing and motion. He then wades in, almost performing a dance as he leaps and lunges, spins and blocks in tune with the movements of his blades.

Free Draw (Su): A soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Psychic Strike (Su): As a move action, a soulknife can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Shape Mind Blade (Su): A soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.

Throw Mind Blade (Ex): A soul knife can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike with a thrown mind blade and can use the blade in conjunction with other special abilities.

Argent
2006-06-06, 02:23 PM
Y'know, no requests, VT, just wanted to let you know -- I just read through this entire thread at one sitting and you, sir, make some scary, SCARY monsters. I'm so glad our DM doesn't read these boards. ;D

My hat is off to you.

The Vorpal Tribble
2006-06-06, 07:49 PM
Heh, thanks ;)

Delcan
2006-06-06, 09:16 PM
That is pretty.

I don't know if I can use that as an encounter for my players now. I want to play that as a PC. :)

The Vorpal Tribble
2006-06-06, 11:14 PM
Why not just do both? ;D

Abd al-Azrad
2006-06-07, 02:12 AM
Hey, VT. I threw the super-Aoa at my players- it beat them down and casually flew away. They're desperately trying to discover its weaknesses. It's going to be a fun game.

I've got another request... not so much for advancement, but rather for weakening. I've got this other game involving "dark ones," creatures of pure chaos that I decided would look exactly like Black Slaad (see Epic handbook). Unfortunately, despite being powergamers, the PCs are only level 11, maybe 12-13 by the end of the game. And I want them to fight at least one of these dark ones.

Some specific abilities: Significant DR (enough to justify a character having a special weapon built just for the purpose of destroying these creatures), significant SR, Shadow Walk as a spell-like, monstrous melee and ranged capabilities... and I'm looking at, say, CR 14-15. I'm not sure if you can do it (I'll probably just be winging it without stats otherwise, which I can do quite well) but can you de-advance this monster? Or, at least, find some comparable monster I can use, which just happens to look exactly like a Black Slaad? Recall- I have access to every book.

The Vorpal Tribble
2006-06-07, 01:52 PM
Hey, VT. I threw the super-Aoa at my players- it beat them down and casually flew away. They're desperately trying to discover its weaknesses. It's going to be a fun game.
*grins*


I've got another request... not so much for advancement, but rather for weakening.
*wince*

I'm not sure what I can do with this one. Along with the number issues, themewise... well, Black slaadi come from whites, whites come from death, and a Death slaadi itself is at the far end of what you are going for.

I don't know if their are 'any' rules for dumbing down a creature, and though I might be able to make the attempt, I couldn't guarantee it'd be the right CR, especially from a CR 25/29 HD creature to something only CR 12 or so. Then there is the fact that the Slaadi are not in the SRD, which is the only place I know of where the Epic Level Handbook has been updated to 3.5

So all in all, don't think this is gonna work :-/

Abd al-Azrad
2006-06-08, 09:41 AM
Then there is the fact that the Slaadi are not in the SRD, which is the only place I know of where the Epic Level Handbook has been updated to 3.5

Oh, right. Forgot that part. I wish there was a smiley for slapping myself on the forehead. Thanks anyway!

volrathxp
2006-06-08, 11:03 AM
lol, maaaan. Did you Vigor him out the wazoo before the encounter? And Empathic Feedback should have helped him out a bit.




Yeah, but man I tell you what, when there's a giant cow with a tree beating you down...

It was a good fight though.

My most recent bit was very fun, I made a Redspawn Arcanis Tauric character that they had to deal with (along with several of his buddies) and two very scary dual large fullblade wielding Diopsid Barbarian/Fighters (one of my players actually ended up dying on this one. they brought him back to life though)

The Vorpal Tribble
2006-06-08, 03:43 PM
Yeah, but man I tell you what, when there's a giant cow with a tree beating you down...
Ah, playing a minotaur was he?

storybookknight
2006-06-15, 10:27 AM
I also just read through all of this. Very very nasty. Let's see... I have one game at with six players at about level 10 or so. It's an Eberron campaign, and they're soon en route to Argonnessen. I need something nasty to ambush their airship. Some sort of flying kraken? CR 13ish is about right; it's a nasty bunch of players with some interesting builds, heavy on the spellcasting, lighter on the big hit/damage - the biggest 'beater' is a paladin with TWF, if that gives you a notion.

Alternately, you could make it something of a lower CR (and intelligent) and give me a few warforged who will stow away in the cargo hold and ambush the players mid-battle.

No dragons, please, and no rocs. I have plans for both of those...

The Vorpal Tribble
2006-06-15, 12:21 PM
Hrmmm, well, what books do you have? There are quite a few creatures that sound just right for this, but I don't know what materials you have.

An advanced Uobilyth is all I can think of fitting thats from the Core books (basically an aboleth that has a fly speed instead of a swim speed). I could easily advance it to a 13 CR.

A skybleeder from the Fiend Folio also sounds like a good bet, its a CR 12 already, and has 3 claws and 8 tentacles for an attack.

storybookknight
2006-06-15, 01:41 PM
I don't have the FF; however, I do have access to it. I'd prefer the skybleeder because the campaign is against aberrations primarily, so a nonaberration (or at least an unfamiliar one) would be better.

InaVegt
2006-06-15, 01:45 PM
I would like a MONSTER!!!

more info: CR 12, needed for TPK, must have psionic abilities, can't be pun pun

The Vorpal Tribble
2006-06-15, 08:25 PM
I don't have the FF; however, I do have access to it. I'd prefer the skybleeder because the campaign is against aberrations primarily, so a nonaberration (or at least an unfamiliar one) would be better.
Weeell... unfortunately the skybleeder is also an aberration :-/

There is another creature I thought would work that I don't think is an aberration but I honestly cannot remember where I saw it. It was either in the MM II, III, or the Fiend Folio, but I can't find the pic. It was like a gargantuan creature with a dozen eel-like heads that poked out of the Ethereal Plane or some such to snap up creatures to eat.



I would like a MONSTER!!!

more info: CR 12, needed for TPK, must have psionic abilities, can't be pun pun
What about a Thought Slayer? Its a CR 13. Just have it hit points lowered or something, possibly wounded. That should make it more CR 12ish.

The Vorpal Tribble
2006-06-15, 09:32 PM
Ah ha, found it, the Dharcalus from the Planar Handbook... which is also an aberration. But at least its an extraplanar aberration ::)

So all in all, you want something with lots of tentacles/heads and flies, it'll most likely be an aberration.

Leperflesh
2006-06-16, 07:50 PM
Make him an advanced, awakened, flying, air-breathing giant octopus or squid. Maybe with the vampire template or something.

-Lep

The Vorpal Tribble
2006-06-16, 08:23 PM
*gives you a 'look'*

The Vorpal Tribble
2006-06-19, 05:22 PM
Honestly guys, if you want your requests done you'll have to answer a question or three :-/

storybookknight
2006-06-19, 10:26 PM
Aberration is fine. I'll just have to throw some non-aberrations at them later. ^^

Seraph
2006-06-20, 08:14 PM
okay, I need an ECL 40, Chaotic Evil, Awakened Rat Lich wizard. assume that the druid hit the jackpot when rolling INT and CHA stats. the general theme is that he pulls the strings of a major criminal underworld while hiding behind an illusion of a stereotypical Lich King, so leadership should probably be a feat.

The Vorpal Tribble
2006-06-20, 08:30 PM
Aberration is fine. I'll just have to throw some non-aberrations at them later. ^^
Skybleeder coming up.



ECL 40, Chaotic Evil, Awakened Rat Lich wizard.
"#5. I don't take requests from Savage Species."

Seraph
2006-06-20, 09:31 PM
"#5. I don't take requests from Savage Species."

? I was unaware that savage species was absolutely neccesary for adding class levels to an animal with magical intelligence.

The Vorpal Tribble
2006-06-20, 10:34 PM
? I was unaware that savage species was absolutely neccesary for adding class levels to an animal with magical intelligence.
Apologies, I keep forgetting that there is a spell that does it as well. There is an 'Awakened Animal' template that folks often use that I got it mixed up with.

However, the lich template cannot be added to anything but a humanoid. If you have Heroes of Horror I could give it levels in a Dread Necromancer and make it a lich that way.

Seraph
2006-06-21, 07:51 AM
I've got it on the way to my house from Amazon, as it happens. so, 20/20 Dread Necro/Wizard?

The Vorpal Tribble
2006-06-21, 02:41 PM
Very very nasty. Let's see... I have one game at with six players at about level 10 or so. It's an Eberron campaign, and they're soon en route to Argonnessen. I need something nasty to ambush their airship.
Here thou goest. Your best best is probably to use Control Weather. With its mist and acid rain it could blend in and rain upon the ship, damaging players and ship alike and they wouldn't know its a creature. Once they start attacking the cloud or discover what it is however you could have it zip down and start snatching and throwing players and NPC's off the ship. As it has 8 tentacles it could get quite a handful in one go.

Gashmagawllo

Advanced Skybleeder
Gargantuan Aberration
Hit Dice: 19d8+114 (199 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 24 (-4 size, +3 dex, +15 natural), touch 9, flat-footed 21
Base Attack/Grapple: +14/+38
Attack: Claw +23 melee (3d8+12/19-20)
Full Attack: 3 claws +23 melee (3d8+12/19-20), 8 tentacles +21 melee (1d6+6 plus 1d6 acid)
Space/Reach: 20 ft./15 ft.
Special Attacks: Acid rain, constrict 1d6+6 plus 1d6 acid, improved grab, spell-like abilities
Special Qualities: Acid immunity, darkvision 60 ft., no discernable anatomy, regeneration 5, unnatural mist
Saves: Fort +12, Ref +11, Will +14
Abilities: Str 34, Dex 17, Con 22, Int 14, Wis 17, Cha 13
Skills: Concentration +22, Hide +15, Listen +19, Move Silently +19, Spot +19, Survival +19
Feats: Combat Casting, Flyby Attack, Improved Critical (claw), Lightening Reflexes, Multiattack, Snatch, Weapon Focus (claw)
Environment: Any mountains or hills
Challenge Rating: 13
Treasure: -
Alignment: Usually Neutral Evil

Skybleeders speak kaorti and understands common and sylvan.

Combat

Acid Rain (Su): As Fiend Folio, p. 156.

Constrict (Ex): With a successful grapple check with a tentacle, a skybleeder ,can constrict a hrabbed opponent, dealing 1d6+6 points of bludgeoning damage. The tentacle deals an additional 1d6 points of acid damage each round to a creature it constricts.

Improved Grab (Ex): As Fiend Folio, (grapple bonus +38 ).

No Discernable Anatomy (Ex): As Fiend Folio.

Regeneration (Ex): A skybleeder takes normal damage from fire and force effects. Attack forms that don't deal hit point damage ignore regeneration, and a skybleeder does not restore hit points lost from starvation, thirst, or suffocation.

Spell-like Abilities:
At will - Flare, Shocking Grasp, Wind Wall; 3/day Call Lightening, Control Winds, Gust of Wind; 1/day Control Weather, Cloud Kill. Caster level 19th; save DC 17 + spell level.

Unnatural Mist (Su): As Fiend Folio.

The Vorpal Tribble
2006-06-21, 02:48 PM
so, 20/20 Dread Necro/Wizard?
Edit: Well, was going to make a go, but it says explicitly in the bottom of 'Lich Transformation' that only humanoids gain this ability :-/

So it seems that a rat lich was just not meant to be.

storybookknight
2006-06-21, 04:14 PM
That could be nasty. It'd have to ambush, though, because airships are fast...

Leperflesh
2006-06-21, 06:52 PM
Armor Class: 26 (-2 size, +3 dex, +15 natural), touch 11,

If it's Gargantuan, that should be -4 size, no?

-Lep

The Vorpal Tribble
2006-06-21, 07:05 PM
If it's Gargantuan, that should be -4 size, no?

Whoops, when I raised it a size category I forgot to adjust it. Thanks.

Seraph
2006-06-21, 09:05 PM
So it seems that a rat lich was just not meant to be.


damn. and the moment of reveal would have been so friggin' sweet just for the look on the player's faces.

The Vorpal Tribble
2006-06-21, 11:38 PM
and the moment of reveal would have been so friggin' sweet just for the look on the player's faces.
Yeah, it would have ;)

Krimm_Blackleaf
2006-06-22, 02:52 AM
I'm looking for a balor with about 10 levels in sorcerer focusing on evocation and necromancy in sense of spells and feats, explosive spell being a must but still makes good use of weaponry, and i'm thinking instead of a whip and longsword, just an enhanced version of the longsword in greatsword form

The Vorpal Tribble
2006-06-22, 10:17 AM
What books might you have for me to choose spells out of?

And I'm not sure that adding Sorcerer levels will help much. Even with a balor's high charisma the save DC of its highest level spell would only be 24, a pushover for the epic characters it'll be facing.

Krimm_Blackleaf
2006-06-22, 03:43 PM
What books might you have for me to choose spells out of?

And I'm not sure that adding Sorcerer levels will help much. Even with a balor's high charisma the save DC of its highest level spell would only be 24, a pushover for the epic characters it'll be facing.
That's true...but now reconsidering it perhaps a balor hexblade 10 would suit what i'm looking for too. The books i have access to the core books, the complete series (sans complete psionic), bovd, fiendish codex 1, and herroes of horror

The Vorpal Tribble
2006-06-22, 08:37 PM
Perhaps a balor hexblade 10 would suit what i'm looking for too.
Have fun.

-=-=-=-=-=-

Baron von Balorvitch

Balor Hexblade 10
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+200 + 10d10+100 (454 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +30/+46
Attack: +1 vorpal longsword +45 melee (2d6+8/17-20)
Full Attack: +1 vorpal longsword +43/+38/+33/+28 melee (2d6+8/17-20) and +1 flaming whip +40/+35 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +41 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, greater hexblade's curse, hexblade's curse 3/day, spell-like abilities, summon demon, vorpal sword
Special Qualities: Arcane resistance, damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, mettle, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +22, Will +26
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 28
Skills: Bluff +38, Concentration +45, Diplomacy +42 Disguise +22 (+24 acting), Hide +38, Intimidate +48, Knowledge (arcana) +30, Knowledge (the planes) +30, Listen +50, Move Silently +42, Search +42, Sense Motive +42, Spellcraft +42 (+32 scrolls), Spot +50, Survival +17 (+19 following tracks), Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Combat Casting, Epic Weapon Focus (longsword), Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Spellcasting Harrier, Spell Penetration, Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 30
Treasure: Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
Alignment: Always chaotic evil


Combat

Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Arcane Resistance (Su):
As Complete Arcane. +9 bonus.

Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.

Greater Hexblade's Curse (Su):
As Complete Arcane, -4 penalty.

Hexblade's Curse (Su):
As Complete Warrior. Three per day. Will save DC 24.

Mettle (Ex):
As Complete Warrior.

Sample Hexblade Spells Known: Caster level 10th. (Spells per day: (4/3); Save DC 19 + spell level):

1st - Entropic Shield, Expeditious Retreat, Phantom Threat, Protection from Good
2nd - Bull's Strength, Eagle's Splendor, Rage

Spell-Like Abilities:
At will - blasphemy (DC 26), dominate monster (DC 28 ), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day - fire storm (DC 27), implosion (DC 28 ). Caster level 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Skills: Balors have a +8 racial bonus on Listen and Spot checks.

Krimm_Blackleaf
2006-06-22, 08:41 PM
Have fun.

-=-=-=-=-=-

Baron von Balorvitch

Balor Hexblade 10
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+200 + 10d10+100 (454 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +30/+46
Attack: +1 vorpal longsword +45 melee (2d6+8/17-20)
Full Attack: +1 vorpal longsword +43/+38/+33/+28 melee (2d6+8/17-20) and +1 flaming whip +40/+35 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +41 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, greater hexblade's curse, hexblade's curse 3/day, spell-like abilities, summon demon, vorpal sword
Special Qualities: Arcane resistance, damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, mettle, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +22, Will +26
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 28
Skills: Bluff +38, Concentration +45, Diplomacy +42 Disguise +22 (+24 acting), Hide +38, Intimidate +48, Knowledge (arcana) +30, Knowledge (the planes) +30, Listen +50, Move Silently +42, Search +42, Sense Motive +42, Spellcraft +42 (+32 scrolls), Spot +50, Survival +17 (+19 following tracks), Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Combat Casting, Epic Weapon Focus (longsword), Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Spellcasting Harrier, Spell Penetration, Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 30
Treasure: Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
Alignment: Always chaotic evil


Combat

Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Arcane Resistance (Su):
As Complete Arcane. +9 bonus.

Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.

Greater Hexblade's Curse (Su):
As Complete Arcane, -4 penalty.

Hexblade's Curse (Su):
As Complete Warrior. Three per day. Will save DC 24.

Mettle (Ex):
As Complete Warrior.

Sample Hexblade Spells Known: Caster level 10th. (Spells per day: (4/3); Save DC 19 + spell level):

1st - Entropic Shield, Expeditious Retreat, Phantom Threat, Protection from Good
2nd - Bull's Strength, Eagle's Splendor, Rage

Spell-Like Abilities:
At will - blasphemy (DC 26), dominate monster (DC 28 ), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day - fire storm (DC 27), implosion (DC 28 ). Caster level 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Skills: Balors have a +8 racial bonus on Listen and Spot checks.

I couldn't thank you enough :D

The Vorpal Tribble
2006-06-22, 08:50 PM
No problem 8)

SpiderBrigade
2006-06-22, 11:00 PM
Edit: Well, was going to make a go, but it says explicitly in the bottom of 'Lich Transformation' that only humanoids gain this ability :-/

So it seems that a rat lich was just not meant to be.

Hmm, that's messed up. I mean, were they afraid that rat liches would be overpowered or something?

Actually, I think there's a way to do it...wasn't there a trick on the WotC boards where a guy turned himself into a sandwich? Couldn't you use a variation on that to make yourself into a rat after you became a lich?

Of course, at that point, you might as well just say "I'm the DM, damnit. He's a rat who is also a lich. Nazi science sneers at your 'Official Rules.'"

Shiny, Bearer of the Pokystick
2006-06-22, 11:03 PM
"We haff the secrete of ze rat-lich, mein herr! It vas cheese from zombie cows all alonk!"
"Der fuhrer will be most pleased, colonel....unfortunately, his pleasure vrequires zat you die"
*machine-gun fire*

The Vorpal Tribble
2006-06-22, 11:35 PM
Of course, at that point, you might as well just say "I'm the DM, damnit. He's a rat who is also a lich. Nazi science sneers at your 'Official Rules.'"
Basically.


"We haff the secrete of ze rat-lich, mein herr! It vas cheese from zombie cows all alonk!"
"Der fuhrer will be most pleased, colonel....unfortunately, his pleasure vrequires zat you die"
*machine-gun fire*
*guffaws*

Thats neurotic. Funny, but neurotic. You're a man after my own hearts ;)

Callos_DeTerran
2006-06-22, 11:52 PM
This might be an extremely odd or possibly impossible request but while on the subject of rats...

I would like to make a request for a moonrat beguiler. Now, I realize there are almost immiedetly some problems. First beguilers need both charisma and intelligence to cast effectively and unless its a full moon its entirely impossible. This is also a problem since I don't even know if the "awakened" template/animal/whatever it is can even apply to a magical beast. I ask about the awakened cause it might aid in making this miniature menace. I figuire it could have read some books of stat raising while it was a full moon to help out with this. Or I might design a special artifact to allow for moonrat higher stats of course involving more of the moon.

CR: 13
Levels: All in Beguiler levels.
Skills/Feats/Spells: I leave in your able hands.

The Vorpal Tribble
2006-06-23, 09:54 AM
Well, Awaken the spell only works on animals and plants, and I'm pretty sure the Awakened Animal template only works on animals.

I could give it levels as beguiler, and maybe a magical item crafting feat so that it made its own intelligence enhancer. Would still only be able to use its levels in areas of moonlight though.

However, the main problem is is that I don't have the PHB II :-/

storybookknight
2006-06-23, 12:21 PM
I do, but I don't have moon rat stats.

The Vorpal Tribble
2006-06-23, 12:56 PM
I do, but I don't have moon rat stats.
Was talking to Callos ;)

Callos_DeTerran
2006-06-23, 01:50 PM
Well crud.

The Vorpal Tribble
2006-06-23, 10:35 PM
I'll see if I can borrow it long enough to do something with it, but I can't give any guarantees.

storybookknight
2006-06-23, 10:42 PM
Well, I was offering to do some advancements. You're not the only one as can, right? I'd love to help out.

The Vorpal Tribble
2006-06-24, 09:03 AM
Well, I was offering to do some advancements. You're not the only one as can, right? I'd love to help out.
Ah, gotcha. Feel free to take any request you like. Moon rats are in the Monster Manual II (3.0).

The Vorpal Tribble
2006-06-24, 12:31 PM
*pant*

Alright, hows this feller look?

-=-=-=-=-=-

Master Moony

Moon Rat Beguiler 14
Tiny Magical Beast
Hit Dice: 1/4d10 + 14d6 (50 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 22 (+2 size, +3 Dex, +1 insight, +6 natural), touch 16, flat-footed 19
Base Attack/Grapple: +7/-1
Attack: Bite +12 melee (1d3) or +1 Wounding Heavy Crossbow +13 ranged (1d6+1)
Full Attack: Bite +12 melee (1d3) or +1 Wounding Heavy Crossbow +13 ranged (1d6+1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Armored mage, cloaked casting, surprise casting
Special Qualities: Darkvision 60 ft., improved uncanny dodge, low-light vision, lunar mind, scent, trapfinding, uncanny dodge
Saves: Fort +11, Ref +14, Will +17
Abilities: Str 10, Dex 17, Con 11, Int 18, Wis 13, Cha 6
Skills: Balance +13, Bluff +15, Climb +10, Concentration +16, Escape Artist +19, Hide +16, Knowledge (Arcana) +12, Knowledge (local) +16, Listen +10, Move Silently +11, Open Lock +19, Search +20, Spot +9, Tumble +19
Feats: Combat Casting, Combat Expertise, Craft Wonderous Item, Dive For Cover, Improved Feint, Iron Will, Mobile Spellcasting, Silent Spell, Still Spell, Weapon Finesse(B)
Environment: Any land and underground
Organization: Swarm (10-100)
Challenge Rating: 13
Treasure: See Possessions below
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: -


Combat

Armored Mage (Ex):
As Player's Handbook II.

Beguiler Spells: Caster level 14th. (Spells per day: (6/6/6/6/6/6/5/3); Save DC 14 + spell level):

0 - Any from Beguiler list.
1st - Same + Feather Fall
2nd - Same + Fox's Cunning
3rd - Same
4th - Same
5th - Same
6th - Same
7th - Same + Mage's Magnificent Mansion

Cloaked Casting (Ex):
As Player's Handbook II. +4 bonus.

Improved Uncanny Dodge (Ex): Master Moony can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

Lunar Mind (Su):
As Monster Manual II.

Scent (Ex):
Master Moony can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Surprise Casting (Ex):
As Player's Handbook II.

Trapfinding:
Master Moony can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Master Moony can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A beguiler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): Master Moony can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

-=-=-=-=-

Possessions:
+1 Wounding Heavy Crossbow (tiny-sized) - 18,000
Bracers of Armor (+6 armor bonus) - 36,000
Cloak of Resistance (+5 to all saving throws) - 25,000
Headband of Intellect (+6 Int) - 36,000 gp
Ioun Stone, Deep Red Sphere (+2 Dex) - 8,000
Ioun Stone, Dusty Rose Prism (+1 insight AC) - 5,000 gp
Ioun Stone, Pink & Green (+2 Cha) - 8,000 gp

Callos_DeTerran
2006-06-26, 11:02 AM
That... is perfect Tribble. I know my players will greatly enjoy the expierence when I reveal the mastermind who will begin to plague them is a white rat thats smarter then...well any of them. Espicially on how the way Master Moony is going to act. By the way what does Dive for Cover do? I can't find that.

The Vorpal Tribble
2006-06-26, 11:09 AM
Sorry, meant to link to it:
Dive for Cover (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dive_For_Cover,CAd)

Its from Complete Adventurer.

The Vorpal Tribble
2006-06-30, 02:26 PM
Bumping this up.

BurntOfferings
2006-06-30, 05:39 PM
This thread is awesome! 8)

I think you forgot to add the size modifier to Master Moony's attack modifiers.

Did I mention this thread is awesome?

The Vorpal Tribble
2006-06-30, 06:29 PM
I think you forgot to add the size modifier to Master Moony's attack modifiers.
:o

D'oh. So I did. Thanks for pointing that out. Fixed 8)

The Vorpal Tribble
2006-07-06, 01:33 PM
Hrmmm, with all the games being run here I'd have thought there would be more folks interested.

Delcan
2006-07-06, 03:52 PM
Somebody replied in my post-up of the Bene Gesserit prestige class that a Dune universe for D&D would be interesting to play in. I dunno how it'd work out, all things considered, but in the spirit of such an idea...

My third request here (after Brutality and Spindle ;D ) will be a maxed-out-on-HD purple worm, sans poison stinger, with feats, skills, and the like most suitable for the driest, most lethally hot deserts. Oh, and also eating people by the bushel, as if purple worms weren't good enough at that already.

The Vorpal Tribble
2006-07-06, 04:23 PM
Well, there are actual 'sandworms' in Sandstorm I could max out for you, though specific stuff would still require the book ;)

Sugar5
2006-07-06, 04:28 PM
I need a 100 HD Tarrasque for the epic campain that im running.
What ever the CR comes out to will be fine cuz i got room to work there.
The books are MMIII, Fiend Folio,Complete worrior, Epic lvl hand book, SaS, Masters of the wild, Sword and Fist, and Savage Species for feats mainly.

Some feats I've already picked out for him are mighty roar,greater mighty roar,multigrab, Greater multigrab, Fling enemy, stomp,
you can pick the rest.
As for skills I don't care.
I don't want and class lvls or templates add tho.

The Vorpal Tribble
2006-07-06, 07:39 PM
Ehhhh... well, alright. Just out of curiosity, what kind of game is it you're running that can sustain such high-leveled characters?

Sugar5
2006-07-06, 10:32 PM
Well im useing Deities and Demigods and the players are all proxies so they have a bunch of divine salient abilities.

The Vorpal Tribble
2006-07-07, 06:20 PM
Well im useing Deities and Demigods and the players are all proxies so they have a bunch of divine salient abilities.
Ah, well, will see what I can do. I'm not very familiar with Epic, but simple advancing by HD isn't too difficult.

The Vorpal Tribble
2006-07-07, 09:14 PM
Ok, think I got it all situated. Basically if this thing bites you, you are most likely a gonner with its criticals, but its also difficult to hit from a distance with its exceptional deflection.

However, its spell resistance is no longer worth considering, not its CR. Too bad I can't add the phrenic template to it for only a +3 to CR. It'd get things like Mindthrust for 10d100 damage with a DC of 60+.

-=-=-=-=-=-

Wrath of the Gods

Advanced Terrasque
Colossal Magical Beast
Hit Dice: 100d10+1518 (2068 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 36 (-8 size, +4 Dex, +30 natural), touch 6, flat-footed 32
Base Attack/Grapple: +100/+136
Attack: Bite +112 melee (4d8+20/16-20/x3)
Full Attack: Bite +113 melee (4d8+20/18-20/x3) and 2 horns +107 melee (1d10+10) and 2 claws +107 melee (1d12+10) and tail slap +107 melee (3d8+10)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +65, Ref +54, Will +36
Abilities: Str 50, Dex 21, Con 40, Int 3, Wis 19, Cha 14
Skills: Listen +35, Search +26, Spot +35, Survival +16 (+18 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Shock Wave (http://realmshelps.dandello.net/cgi-bin/feats.pl?Shock_Wave,Dr), Toughness (6), Weapon Focus (bite)
Epic Feats: Devasting Critical (DC 70), Dire Charge, Epic Speed, Epic Will, Exceptional Deflection, Great Strength (3), Overwhelming Critical (bite), Power Critical (3)
Environment: Any
Organization: Solitary
Challenge Rating: 37
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: -

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

The tarrasque cannot speak.

Combat
The tarrasque attacks with its claws, teeth, horns, and tail.

The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 52 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex): Once per minute tarrasque can move at a speed of 150 feet.

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 2d8+8 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.

Sugar5
2006-07-08, 12:10 AM
Thx this looks sweet.
Ill probably change a few things.
But very few.

Collin152
2006-07-08, 01:24 AM
Yar... I need me a pumped up version of a Kraken. I'm talking a massive beast with the power to rend the mightiest ship in a single full attack. Focusing on physicall attacks, rather than any magical abilities. I mean a massivly pumped up version, epic in proportion. Cr 27-35 if you can.

EDIT: Oh, yeah, using core books plus complete advernturer and complete Arcane.

The Vorpal Tribble
2006-07-08, 09:20 AM
Hows this for you?

-=-=-=-=-=-

Scourge of the Seas

Advanced Paragon (http://www.systemreferencedocuments.org/35/sovelior_sage/epicNonAbominations.html#paragon-creature) Kraken
Colossal Magical Beast (Aquatic)
Hit Dice: 42d10+798+504 (1722 hp)
Initiative: +12
Speed: Swim 80 ft. (16 squares)
Armor Class: 43 (+8 dex, +12 insight, +12 luck, +19 natural, -8 size), touch 24, flat-footed 35
Base Attack/Grapple: +42/+109
Attack: Tentacle +85 melee (3d8+45/19-20)
Full Attack: 2 tentacles +85 melee (3d8+45/19-20) and 6 arms +80 melee (1d8+32) and bite +80 melee (4d8+32)
Space/Reach: 25 ft./20 ft. (65 ft. with tentacle, 35 ft. with arm)
Special Attacks: Improved grab, constrict 3d8+25 or 1d8+12
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., fast healing 20, ink cloud, jet, low-light vision, resistance to fire and cold 10, spell-like abilities, spell resistance 57
Saves: Fort +52, Ref +41, Will +38
Abilities: Str 61, Dex 27, Con 48, Int 36, Wis 35, Cha 35
Skills: Autohypnosis +69, Concentration +74, Diplomacy +69, Disable Device +43, Hide +51, Intimidate +67, Jump +80, Knowledge (arcana) +43, Knowledge (geography) +68, Knowledge (nature) +68, Listen +69, Search +68, Sense Motive +67, Spot +69, Survival +49 (+51 following tracks), Swim +60, Use Magic Device +67
Feats: Alertness, Blind-Fight, Combat Expertise, Curling Wave Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Curling_Wave_Strike,Sto), Improved Critical (tentacle), Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Power Attack, Rapid Swimming (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rapid_Swimming,Sto), Run, Swim-By Attack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Swim-by_Attack,Sto)
Epic Feats: Epic Prowess (http://realmshelps.dandello.net/cgi-bin/feats.pl?Epic_Prowess,EL), Epic Sunder (http://realmshelps.dandello.net/cgi-bin/feats.pl?Epic_Sunder,CW)
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 32
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: -

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

Krakens speak Common and Aquan.

COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.

This kraken's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or 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 constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities: Caster level 24th. The save DC is Charisma-based.
1/day - control weather, control winds, dominate animal (DC 25), resist energy.

Paragon Spell-Like Abilities: Caster Level 15th. The save DC is Charisma-based.
3/day - greater dispel magic, haste, and see invisibility

Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Nerd-o-rama
2006-07-08, 12:43 PM
"I've doomed us all."

Collin152
2006-07-08, 01:15 PM
"I've doomed us all."
Dag, you caught me. That was exactly my intention. I'm in the process of statting out a Davy Jones as we speak.

Vaynor
2006-07-08, 01:29 PM
Ok, I need a CR 24 Mind Flayer Psion/Psionic Warrior, a BBEG for a game I'm going to run. Doesn't matter the level configuration, whatever works best. Pretty much make him as a character, full magic items and everything.

Ok, he also needs a mount, I was thinking something that could fly, could get him really close the the players and far away after him attacking. So, something with a high speed, and the shot on the run feat, that can fly. Psionic would be cool too. ;)


Thanks in advance,

-Vaynor

The Vorpal Tribble
2006-07-08, 01:46 PM
What books do you have, Vaynor? Could probably do some crazy things with Lords of Madness and Complete Psionic mixed in.

Were-Sandwich
2006-07-08, 01:49 PM
I'd like an advanced monster to go with my avatar. Could you do a Goblin Cloud? Please? CR about 12ish?

Vaynor
2006-07-08, 01:57 PM
What books do you have, Vaynor? Could probably do some crazy things with Lords of Madness and Complete Psionic mixed in.

I have no Complete Psionic, but I have Lords of Madness. I might get CP, though, I have some money saved up. Is it worth it?

The Vorpal Tribble
2006-07-08, 02:07 PM
I'd like an advanced monster to go with my avatar. Could you do a Goblin Cloud? Please? CR about 12ish?
Whats a goblin cloud?



I have no Complete Psionic, but I have Lords of Madness.
*nods*

Just give me a list of all you have and I'll get on it.


I might get CP, though, I have some money saved up. Is it worth it?
Heh, no.

Vaynor
2006-07-08, 02:12 PM
Ok, lets see.... (I have a lot of books)

-Core
-XPH (duh...)
-PHB/DMG II
-Unearthed Arcana
-Lords of Madness
-Complete Adventurer/Arcane/Divine
-Spell Compendium
-MM II + III
-Libris Mortis
-Fiend Folio
-Forgotten Realms Campaign Setting
-Some more, but they aren't useful here, such as Races of the Dragon...


Thanks! ;D

Collin152
2006-07-08, 02:56 PM
Whats a goblin cloud?
.
I would assume that it is a statted out version of Cloud Strife from FFFVII, but as a goblin. Lousy fanatics. They ruined advent children with their "Oh, look! Aeris! Screenies of Aeris! She MUST come back to life!"

The Vorpal Tribble
2006-07-08, 03:01 PM
Any particular CR range for the mount?




I would assume that it is a statted out version of Cloud Strife from FFFVII, but as a goblin. Lousy fanatics. They ruined advent children with their "Oh, look! Aeris! Screenies of Aeris! She MUST come back to life!"
Ooookay...

Collin152
2006-07-08, 03:02 PM
The extra F in FFFVII is NOT a typo. Anymore. It stands for Friggin'.

Vaynor
2006-07-08, 03:06 PM
Any particular CR range for the mount?
Oh, yeah. Hmm, make it fairly easy for 20th level people, so let's say CR15? Or whatever works best...


EDIT: Spling

The Vorpal Tribble
2006-07-09, 10:40 AM
Alright, how this for a mindflayer mount?

-=-=-=-=-=-

Slickgem

Voidmind Adult Sapphire Dragon
Large Dragon
Hit Dice: 20d12+120 (250 hp)
Initiative: +4
Speed: 50 ft. (8 squares), burrow 15 ft., fly 170 ft. (poor), swim 20 ft.
Armor Class: 33 (+4 dex, +20 natural, -1 size) touch 13, flat-footed 29
Base Attack/Grapple: +25/+37
Attack: Bite +32 melee (2d6+8 ) and tentacle +32 melee (1d8+4)
Full Attack: Bite +32 melee (2d6+8 ), 2 claws +30 melee (1d8+4), 2 wings +30 melee (1d8+4), tail slap +30 melee (2d6+4), and tentacle +32 melee (1d8+4)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, constrict 1d8+4, frightful presence, improved grab, psi-like abilities, psionics, spell-like abilities
Special Qualities: Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., dragon traits, immunities, immunity electricity, keen senses, mind flayer host, resistance to fire 30, power resistance 30, spider climb
Saves: Fort +18, Ref +16, Will +15
Abilities: Str 27, Dex 18, Con 23, Int 18, Wis 17, Cha 14
Skills: Autohypnosis +26, Bluff +6, Climb +28, Concentration +29, Escape Artist +8, Hide +23, Intimidate +29, Knowledge (dungeoneering) +27, Knowledge (psionics) +27, Listen +28, Move Silently +27, Search +27, Spot +28
Feats: Alertness, Combat Reflexes, Dodge, Fly-by Attack, Great Fortitude, Improved Speed, Mobility, Multiattack, Shot On the Run, Wingover
Environment: Underground
Challenge Rating: 15
Alignment: Lawful Evil

Combat

Breath Weapon (Su): Cone of sound 40 feet long, once every 1d4 rounds, damage 12d4 sonic, Reflex DC 26 half. The save DC is Constitution-based. See Monster Manual II for additional details, p. 85.

Cone of Slime (Su): Cone of psionically charged slime 30 feet long, one per day, damage 20d6 acid, Reflex DC 26 half. The save DC is Constitution-based. See Monster Manual III for additional details, p. 188 .

Constrict (Ex): The dragon gains the ability to constrict its victim with a success grapple check. When it constricts, one of its tentacles deals 1d8+4 damage.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Improved Grab (Ex): To use this ability the dragon must hit a creature of its size category or smaller with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. The dragon has a +4 racial bonus on grapple checks made with its tentacle. If the creature wins the grapple check, it establishes a hold and can constrict.

Immunities (Ex): As Monster Manual III, p. 189.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Mind Flayer Host (Su): As Monster Manual III, p. 189.

Psi-like Abilities:
Continuous - Detect Teleportation; At will - Psionic Plane Shift (inner planes only); 3/day - Skate. Manifester level 7th. Save DC's are Charisma-based.

Psionics:
Power Points/Day - 60; DC 14 + power level; Nomad Powers Known (ML 7th):
1st - Catfall, Control Light, Deceleration, Defensive Precognition, Deja Vu
2nd - Concealing Amorpha, Concussion Blast, Detect Hostile Intent, Dimension Swap
3rd - Body Adjustment, Energy Retort, Mental Barrier, Time Hop
4th - Psionic Freedom of Movement, Trace Teleport

Sentient Tentacle (Ex): As Monster Manual III, p. 189.

Spell-like Abilities:
2/day Stone Shape. Caster level 7th. Save DC's are Charisma-based.

Spider Climb (Ex): A Sapphire dragon can climb on stone surfaces as if using the spider climb spell. This ability is always active.

Vaynor
2006-07-09, 12:40 PM
Ooh, pretty...

Thanks!!


EDIT: I like how it's controlled by the rider, that's cool.

The Vorpal Tribble
2006-07-09, 01:02 PM
EDIT: I like how it's controlled by the rider, that's cool.
Aye, and if the going gets tough *poof*. Heal up, come back, spend a few hours flying back to them, repeat.


Working on its master now http://boards1.wizards.com/images/smilies/coolcthulhu.gif

Vaynor
2006-07-09, 01:11 PM
Aye, and if the going gets tough *poof*. Heal up, come back, spend a few hours flying back to them, repeat.


Working on its master now http://boards1.wizards.com/images/smilies/coolcthulhu.gif
Thanks again! And that smilie rocks!

EDIT: Oh! I completely forgot, this is in a campaign where there's no other psionics yet. Hard to explain, but thought you should know for making it. Like, don't give him Power Leech or anything. ;D

EDIT DEUX: Also, doesn't he get SR? Not PR?

The Vorpal Tribble
2006-07-09, 08:05 PM
EDIT: Oh! I completely forgot, this is in a campaign where there's no other psionics yet. Hard to explain, but thought you should know for making it. Like, don't give him Power Leech or anything.
Heh, this is gonna be a nasty surprise for them then ;)

And yeah, generally I don't bother giving psionic monsters powers that'll affect other psionic creatures since their aren't usually.


EDIT DEUX: Also, doesn't he get SR? Not PR?
Read along, it says if you are using the psionics handbook that it becomes power resistance. However, unless you use the variant rules it is not different than spell resistance.

Anyways, I'm afraid this fellow here might be a bit weak for his level, however, he is made more for stealth and sneakery. Since his mount is basically a giant psicrystal though, he can manifest through his dragon and command it to do anything (and can even mindswitch with it whenever he likes), so a good strategy is probably to never have the guy actually flying the dragon, though I gave it a saddle and gave him riding ranks just in case its unavoidable.

For basic background if you want any, was thinking he was the one who caught the sapphire dragon to begin with and perform the operation that turned it into a voidmind. He is an unscruplous scientist of the mind and body and as thus has enhanced both himself and his mount.

Also, I've not even spent the equivalent of a 20th levelers gold, but I'm stumped at what else to get from him. I'll just leave the rest of the purchases up to you.


Too bad you don't have Hyperconscious, I would have loved to make this guy a Quietus, basically a PrC for psionic assassins.

Oh, and Complete Psionic does have a couple powers I'd have liked to give this guy. Implanted Suggestion for one so he could have the players poison another or something without knowing, and Cranial Deluge where the production of brain fluids goes into overdrive and the victim's head explodes from the pressure. Good stuff ;D

Anyways, just remember to play this guy extremely intelligently. He could probably pick each player off one at a time, such as switching minds with them and wreaking havoc, especially while they sleep. My particular favorite is jumping off a cliff while possessing someone and then in midair going back into my own head. Plenty of options for non-direct combat.

-=-=-=-=-=-

Sly'mae Tintuhkulz

Mind Flayer Psion 6, Shadowmind 10
Medium Aberration (psionic)
Hit Dice: 8d8+16 + 6d4+12 + 10d6+20 (134 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 31 (+6 armor, +3 deflection, +3 dex, +1 insight, +3 natural, +4 shield, +1 unnamed)
Base Attack/Grapple: +16/+20
Attack: Tentacle +21 melee (1d8+1) or +4 adamantine ranged shield shield +24 ranged (1d8+5)
Full Attack: 4 tentacles +21 melee (1d8+1) or +4 adamantine ranged shield +24 ranged (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Extract, improved grab, mind blast, mind stab, psionic powers, sneak attack +3d6
Special Qualities: Darkvision 60 ft., fast healing 2, power resistance 25, telepathy 100 ft.
Saves: Fort +12, Ref +16, Will +22
Abilities: Str 12, Dex 17, Con 14, Int 36, Wis 22, Cha 20
Skills: Autohypnosis +34, Bluff +33, Concentration +30, Escape Artist +19, Heal +34, Hide +31, Knowledge (psionics) +28, Listen +34, Move Silently +31, Ride +31, Search +26, Sense Motive +34, Spot +34, Use Psionic Device +33
Feats: Combat Manifestation, Extend Power, Graft Flesh (http://realmshelps.dandello.net/cgi-bin/feats.pl?Graft_Flesh,LoM), Greater Psionic Endowment, Improved Initiative, Maximized Power, Mounted Combat, Practised Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Psionic Endowment, Psionic Meditation
Epic Feats: Epic Psionic Focus
Environment: Underground
Challenge Rating: 24
Treasure: See Possessions below
Alignment: Lawful Evil
Advancement: By character class


Combat

Cloud Mind (Ps): As Complete Adventurer, p. 75.

Extract (Ex): As Monster Manual 3.5, p. 187.

Improved Grab (Ex): To use this ability, a Mindflayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attaches, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Mass Cloud Mind (Ps): As Complete Adventurer, p. 75.

Mind Blast (Sp): As Monster Manual 3.5, p. 187. DC 27.

Mind Stab (Su): As Complete Adventurer, p. 75.

Psionics:
Power Points/Day - 443 (473 with Headband of Intellect); DC 24 (with psionatrix) + power level (26 + power level with greater psionic endowment); Telepath Powers Known (ML 24th):

1st - Attraction, Conceal Thoughts, Know Direction and Location, Psionic Charm, Vigor
2nd - Aversion, Cloud Mind, Concealing Amorpha, Brain Lock, Ego Whip, Read Thoughts
3rd - Eradicate Invisibility, False Sensory Input, Touchsight, Forced Share Pain
4th - Intellect Fortress, Psionic Dominate, Schism, Thieving Mindlink
5th - Metaconcert, Mind Probe, Psychic Crush, Psionic True Seeing
6th - Co-Opt Concentration, Fuse Flesh, Mass Cloud Mind, Mind Switch, Temporal Acceleration
7th - Crisis of Life, Decerberate, Personal Mind Blank
8th - Astral Seed, Psionic Mind Blank, Shadow Body, True Metabolism
9th - Assimilate, Etherealness, Greater Metamorphosis, Microcosm, Timeless Body, True Mind Switch, Psychic Chirurgery

Read Thoughts (Ps): As Complete Adventurer, p. 75.

Sneak Attack: 3d6. See Player's Handbook.

-=-=-=-=-

Possessions:

Bag of Holding - 2,500 gp
Belt, Monk's - 13,000 gp
Brain Canister - 30,000 gp
Dampsuit +4 - 27,910 gp
Exotic Saddle, Military - 60 gp
Healing Blood - 182,000 gp
Headband of Intellect - 34,000 gp
+4 Heavy Adamantine Ranged Shield - 25,020 gp
Ioun Stone, Dusty Rose Prism - 5,000 gp
Ioun Stone, Deep Red Sphere - 8,000 gp
Ioun Stone, Pale Green Prism - 30,000 gp
Psionatrix of Telepathy - 8,000 gp
Psicrown of Evader - 28,500 gp
Silthilar Bones - 110,000 gp
Skin of the Hero - 77,500 gp
Wings of Flying - 54,000 gp

Total: 635,990

Callos_DeTerran
2006-07-10, 02:16 AM
Oh mighty Vorpal Tribble, the humble Callos DeTerran returns with another request for a monster that will and should scare the spoon out of my players like he's supposed too! I wish to utilize the new ancient tomes I have acquired Frostburn and Sandstorm and so I ask for a 55 HD Marruspawn Abomination with 5 levels in what ever is most approbiate! Equivalant gold= 18th level character. Focused mainly on dealing with large groups, if you have Sandstorm then this is the marruspawn who ended the marru civilization so he needs to be terrifiying in groups! *kow tows and presents it's offerings of ether cookies and cheese cake* I only ask you do not utilize psionics as I don't hbae the XPH.

The Vorpal Tribble
2006-07-10, 12:27 PM
*whacks Callos*

Stop groveling ::)


Y'know this'll be nearly a CR 40, right? Also, what all books do you got now presently?

Callos_DeTerran
2006-07-10, 12:58 PM
You mean right now?

Frostburn
Sandstorm
PHB II
and Complete Arcane

Give like ten minutes to go to my friends house and I'll have...

All of the above and...
BoED
BoVD
Monster Manuel II&III
Core
Draconomicon
Libris Mortis
Lords of Madness
Oriental Adventures
Races of the Dragon
Complete Warrior
Complete Adventurer
Manuel of the Planes

And I believe thats it.

The Vorpal Tribble
2006-07-10, 05:20 PM
A'ight, here is thine armageddon on two legs.

A bit worried about how effective he'll be though. For a CR 41 his AC isn't much of a much, his spells are worthless (as is the spell resistance), and he isn't particularly fast.

However... once he rages he's practically guaranteed to send everyone panicking, and is almost unkillable for 10 minutes straight unless he fails a save again a death attack.

Still doesn't stop the fact that he'll probably be peppered to death by aerial attacks once his rages wear off though.

Hope something can be done with it though ::)

-=-=-=-=-=-=-

Marru's Destruction

Advanced Marruspawn Abomination Frenzied Berserker 5
Huge Outsider (fire, native)
Hit Dice: 55d8+605 + 5d12+55 (1160 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 49 (+24 natural, +10 insight, +5 dex, -2 size), touch 25, flat-footed 44
Base Attack/Grapple: +60/+86
Attack: Claw +76 melee (3d8+18 ) or bite +76 melee (6d6+18 )
Full Attack: Claw +76/+71/+66/+61 melee (3d8+18 ) and bite +71 melee (6d6+9) and +5 vorpal eagle's claw +79/+79 melee (2d6+23/19-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deathless frenzy, frenzy 5/day, howl of dissolution, improved power attack, spell-like abilities, supreme cleave
Special Qualities: Blindsight 120 ft., damage reduction 10/magic and adamantine, darkvision 120 ft., fast healing 15, immunities, low-light vision, marruspawn traits, nondetection, resistance to cold 20, spell resistance 32, telepathy, touch of the divine
Saves: Fort +44, Ref +35, Will +39
Abilities: Str 46, Dex 20, Con 32, Int 20, Wis 29, Cha 26
Skills: Balance +51, Bluff +60, Climb +71, Concentration +69, Craft (any) +28, Diplomacy +52, Disguise +12, Heal +25, Intimidate +73, Jump +76, Knowledge (history) +63, Knowledge (the planes) +28, Listen +72, Sense Motive +67, Search +63, Spellcraft +34, Spot +72, Survival +26, Swim +36
Feats: Blind-Fight, Cleave, Combat Expertise, Destructive Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Destructive_Rage,CW), Diehard, Dodge, Eagle's Fury (http://realmshelps.dandello.net/cgi-bin/feats.pl?Eagle~s_Fury,Sa), Extend Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Extend_Rage,CW), Extra Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Extra_Rage,CW), Improved Bull Rush, Improved Sunder, Intimidating Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Rage,CW), Mobility, Power Attack, Quicken Spell-Like Ability (flesh to salt), Shock Trooper (http://realmshelps.dandello.net/cgi-bin/feats.pl?Shock_Trooper,CW), Spring Attack, Whirlwind Attack
Epic Feats: Improved Whirlwind Attack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Whirlwind_Attack,EL), Terrifying Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Terrifying_Rage,EL)
Environment: Warm Deserts
Organization: Solitary
Challenge Rating: 41
Treasure: Standard plus Possessions (see below)
Alignment: Chaotic Evil

Marru's Destruction speaks Abyssal, Celestial, Infernal, and Terran.

Combat

Deathless Frenzy (Ex): As Complete Warrior, p. 35.

Frenzy (Ex): As Complete Warrior, p. 34. 5/day, lasts 19 rounds each.

Howl of Fossilization (Su): As Sandstorm, p. 174. DC 48.

Immunities (Ex): As Sandstorm, p. 174.

Improved Power Attack (Ex): As Complete Warrior, p. 35.

Marruspawn Traits (Ex): As Sandstorm, p. 175.

Nondetection (Su): As Sandstorm, p. 175. Caster level 60.

Spell-like Abilities: At will - parching touch (1d6, DC 19 partial), true seeing; 3/day flesh to salt (10d6, DC 23 partial), sandform, summon monster IX (gargantuan fiendish monsterous scorpion only); 1/day symbol of thirst (DC 24). Caster level 55th.

Supreme Cleave (Ex): As Complete Warrior, p. 35.

Telepathy (Su): Marru's Destruction can communicate telepathically with any creature within 200 feet that has a language.

Touch of the Divine (Ex): As Sandstorm, p. 175. Hit points adjusted above.

-=-=-=-=-

Possessions:
Amulet of Natural Armor +2 - 8,000 gp
Huge +5 Vorpal Eagle's Claw - 200,000 gp
Ring of the Blazing Sun - 135,000 gp
Wings of Flying - 54,000 gp

Callos_DeTerran
2006-07-10, 07:17 PM
Don't worry how effective he is for his CR as he is very likely to become an ongoing enemy. Thats assuming that the players are unable to prevent his release from his prison. By the time they should face him they should be about to cross the Epic threshhold anyway.

The Vorpal Tribble
2006-07-10, 08:20 PM
Good luck with'em.


And btw, I'm having a breather and not taking epic-leveled requests for awhile.

*pants*

Vaynor
2006-07-11, 11:00 PM
Heh, this is gonna be a nasty surprise for them then ;)

And yeah, generally I don't bother giving psionic monsters powers that'll affect other psionic creatures since their aren't usually.

Read along, it says if you are using the psionics handbook that it becomes power resistance. However, unless you use the variant rules it is not different than spell resistance.

Anyways, I'm afraid this fellow here might be a bit weak for his level, however, he is made more for stealth and sneakery. Since his mount is basically a giant psicrystal though, he can manifest through his dragon and command it to do anything (and can even mindswitch with it whenever he likes), so a good strategy is probably to never have the guy actually flying the dragon, though I gave it a saddle and gave him riding ranks just in case its unavoidable.

For basic background if you want any, was thinking he was the one who caught the sapphire dragon to begin with and perform the operation that turned it into a voidmind. He is an unscruplous scientist of the mind and body and as thus has enhanced both himself and his mount.

Also, I've not even spent the equivalent of a 20th levelers gold, but I'm stumped at what else to get from him. I'll just leave the rest of the purchases up to you.


Too bad you don't have Hyperconscious, I would have loved to make this guy a Quietus, basically a PrC for psionic assassins.

Oh, and Complete Psionic does have a couple powers I'd have liked to give this guy. Implanted Suggestion for one so he could have the players poison another or something without knowing, and Cranial Deluge where the production of brain fluids goes into overdrive and the victim's head explodes from the pressure. Good stuff ;D

Anyways, just remember to play this guy extremely intelligently. He could probably pick each player off one at a time, such as switching minds with them and wreaking havoc, especially while they sleep. My particular favorite is jumping off a cliff while possessing someone and then in midair going back into my own head. Plenty of options for non-direct combat.

-=-=-=-=-=-

Sly'mae Tintuhkulz

Mind Flayer Psion 6, Shadowmind 10
Medium Aberration (psionic)
Hit Dice: 8d8+16 + 6d4+12 + 10d6+20 (134 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 31 (+6 armor, +3 deflection, +3 dex, +1 insight, +3 natural, +4 shield, +1 unnamed)
Base Attack/Grapple: +16/+20
Attack: Tentacle +21 melee (1d8+1) or +4 adamantine ranged shield shield +24 ranged (1d8+5)
Full Attack: 4 tentacles +21 melee (1d8+1) or +4 adamantine ranged shield +24 ranged (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Extract, improved grab, mind blast, mind stab, psionic powers, sneak attack +3d6
Special Qualities: Darkvision 60 ft., fast healing 2, power resistance 25, telepathy 100 ft.
Saves: Fort +12, Ref +16, Will +22
Abilities: Str 12, Dex 17, Con 14, Int 36, Wis 22, Cha 20
Skills: Autohypnosis +34, Bluff +33, Concentration +30, Escape Artist +19, Heal +34, Hide +31, Knowledge (psionics) +28, Listen +34, Move Silently +31, Ride +31, Search +26, Sense Motive +34, Spot +34, Use Psionic Device +33
Feats: Combat Manifestation, Extend Power, Graft Flesh (http://realmshelps.dandello.net/cgi-bin/feats.pl?Graft_Flesh,LoM), Greater Psionic Endowment, Improved Initiative, Maximized Power, Mounted Combat, Practised Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Psionic Endowment, Psionic Meditation
Epic Feats: Epic Psionic Focus
Environment: Underground
Challenge Rating: 24
Treasure: See Possessions below
Alignment: Lawful Evil
Advancement: By character class


Combat

Cloud Mind (Ps): As Complete Adventurer, p. 75.

Extract (Ex): As Monster Manual 3.5, p. 187.

Improved Grab (Ex): To use this ability, a Mindflayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attaches, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Mass Cloud Mind (Ps): As Complete Adventurer, p. 75.

Mind Blast (Sp): As Monster Manual 3.5, p. 187. DC 27.

Mind Stab (Su): As Complete Adventurer, p. 75.

Psionics:
Power Points/Day - 443 (473 with Headband of Intellect); DC 24 (with psionatrix) + power level (26 + power level with greater psionic endowment); Telepath Powers Known (ML 24th):

1st - Attraction, Conceal Thoughts, Know Direction and Location, Psionic Charm, Vigor
2nd - Aversion, Cloud Mind, Concealing Amorpha, Brain Lock, Ego Whip, Read Thoughts
3rd - Eradicate Invisibility, False Sensory Input, Touchsight, Forced Share Pain
4th - Intellect Fortress, Psionic Dominate, Schism, Thieving Mindlink
5th - Metaconcert, Mind Probe, Psychic Crush, Psionic True Seeing
6th - Co-Opt Concentration, Fuse Flesh, Mass Cloud Mind, Mind Switch, Temporal Acceleration
7th - Crisis of Life, Decerberate, Personal Mind Blank
8th - Astral Seed, Psionic Mind Blank, Shadow Body, True Metabolism
9th - Assimilate, Etherealness, Greater Metamorphosis, Microcosm, Timeless Body, True Mind Switch, Psychic Chirurgery

Read Thoughts (Ps): As Complete Adventurer, p. 75.

Sneak Attack: 3d6. See Player's Handbook.

-=-=-=-=-

Possessions:

Bag of Holding - 2,500 gp
Belt, Monk's - 13,000 gp
Brain Canister - 30,000 gp
Dampsuit +4 - 27,910 gp
Exotic Saddle, Military - 60 gp
Healing Blood - 182,000 gp
Headband of Intellect - 34,000 gp
+4 Heavy Adamantine Ranged Shield - 25,020 gp
Ioun Stone, Dusty Rose Prism - 5,000 gp
Ioun Stone, Deep Red Sphere - 8,000 gp
Ioun Stone, Pale Green Prism - 30,000 gp
Psionatrix of Telepathy - 8,000 gp
Psicrown of Evader - 28,500 gp
Silthilar Bones - 110,000 gp
Skin of the Hero - 77,500 gp
Wings of Flying - 54,000 gp

Total: 635,990
Perfect! Thank you so much! My players have a knack for thinking all encounters involve hack hack and slash slash, this'll teach them a lesson. ;)

Also, works great cause he's supposed to be a kind of mob boss. :D

The Vorpal Tribble
2006-07-12, 07:52 PM
Oh, hack and slashers definetely need shown the error of their ways... let me know how it goes, right? ;)

Vaynor
2006-07-12, 07:57 PM
Haha, I will if I remember, I haven't even finished the campaign, nevertheless an adventure path. I just had the BBEG made first so I could base some stuff off of him. :P

Adjudicator
2006-07-13, 03:56 AM
I know this thread is for monsters, but since my character is going to be a monster race, I was hoping I could get help here.

I've enrolled in my first epic level pbp game and the DM is encouraging 'unique' builds. I've had an idea I"ve wanted to use for a while, and the DM has approved it. The idea is to take a Minotaur, have him raised at a monestary (thus becoming lawful good) and train him as a monk. Then to send him out into the world, where he meets a Drunken Master (p. 27 of Complete Warrior) and adopts the class because he discovers that when drunk, his racial temper (a requirement from the DM) is subdued and he is less likely to get angry and hurt others.

Starting level is 24, 1.8 million starting gold (can't spend more than half on a single item), and we cannot buy off LAs. The DM says we can use any official WOTC book out there to make our characters.

The Monstrous levels and LA would mean that for a level 24 start, I would actually only get 16 levels of playable classes. I'm thinking 7 levels of monk and 9 levels of Drunken Master, but that's adjustable

Rolled my stats, the numbers I can use are 15, 15, 14, 13, 13, 11

Minotaurs stat adjusts are +8 STR, +4 CON, -4 INT, -2 CHA. That's from Monster Manual I. I don't have Savage Species. Does it have something about minotaurs?

Obviously, as a monk and a drunken master, i want a high str, dex and wisdom. Of course, the higher my con, the better. My Cha, i could really care less about, but my int would be nice to not be down in the dumps, as I don't like playing dumb or even slow characters.

The goals I'm looking for with the character revolve around being an incredible melee/close quarters fighter, but one who is actually difficult to rouse into a fighting rage. Once there though, beware. Of course, most of this is RP material, so that doesn't help build the character all that much.

Skill wise, i'm thinking spot and listen for sure in monk phase, to go along with racial bonuses, and sense motive, as he's actually kind of insightful when not raged or drunk. Tumble to get me to the entrance requirements for DM PrC. Oh and stunning fist and combat reflexes for the monk feats where you choose between multiple options. For the DM class, listen and tumble and not sure what else for the skills.

Some of the possible feats I've considered are:
Dodge
Mobility
Spring Attack
Great Fortitude
Fists of Iron [Complete Warrior]
Freezing the Lifeblood [Complete Warrior]
Karmic Strike [Complete Warrior]
Combat Reflexes
Weapon Focus : Natural weapons

I'd love any help and I'd actually prefer some instruction in the reasons why, as I'm trying to learn how to do this for myself, not just get someone to do it for me. I just feel like I'm not sure where to start!

The Vorpal Tribble
2006-07-14, 09:46 AM
Well, as mentioned a couple posts above I'm currently not taking Epic-leveled requests but I'll help you learn to make it ;)

What precisely are you needing help with? In this case theres not much difference between this and making a normal character.

Adjudicator
2006-07-15, 10:49 AM
Actually, I've gotten some help in another thread. Basically, with not being able to buy of LAs and the monstrous levels involved, this character just isn't feasible. I'm gonna hunt around for a different way to play it. Thanks for the offer though. Sorry I missed the no-epic monsters post.

The Vorpal Tribble
2006-07-16, 05:02 PM
Thanks for the offer though. Sorry I missed the no-epic monsters post.
No problem. I might start taking epic requests again. Seems I only get requests in several day bursts ;)

Abd al-Azrad
2006-07-24, 01:02 AM
No problem. I might start taking epic requests again. Seems I only get requests in several day bursts ;)

I wonder why. Maybe because we actually see this topic again on the first page. I rarely look past page 2 for topics when I check this board.

Krimm_Blackleaf
2006-07-24, 02:29 AM
Here's a thought, Can you make a kolyarut with 10 levels in paladin and a greatsword?

The Vorpal Tribble
2006-07-24, 10:36 AM
Here's a thought, Can you make a kolyarut with 10 levels in paladin and a greatsword?
As an inevitable is the physical manifestation of lawful retribution and as such is always lawful neutral, just don't think it'd work (also do not believe that constructs can take class levels).

BurntOfferings
2006-07-24, 02:07 PM
As an inevitable is the physical manifestation of lawful retribution and as such is always lawful neutral, just don't think it'd work (also do not believe that constructs can take class levels).
A kolyarut is intelligent, so it ought to be able to advance by character class. Mougs (Fiend Folio) and warforged (MM3) are constructs, and they can only advance by character class, so there isn't something inherent in the construct type that prevents it. Many constructs are mindless, which would preclude advancing by character class, but that's a result of being mindless, not of being a construct. IMO. ;)

Having said that, I agree that paladin is an extremely unlikely choice for a kolyarut.

The Vorpal Tribble
2006-07-24, 06:18 PM
Well, I already take offense at Warforged, but at least they were literally made to take character classes. Intelligence does not neccessarily mean something can take class levels.

Krimm_Blackleaf
2006-07-25, 12:14 AM
dang, i thought a kolyarut paladin would have been cool, so here's another idea. A tauric illithid-astral deva.

The Vorpal Tribble
2006-07-25, 08:52 AM
dang, i thought a kolyarut paladin would have been cool, so here's another idea. A tauric illithid-astral deva.
Har-har ::)

Krimm_Blackleaf
2006-07-25, 11:54 PM
is that not possible or something?

The Vorpal Tribble
2006-07-26, 01:36 AM
is that not possible or something?
Err, sorry, I literally thought you weren't serious.

Anyways, no, its not really possible or even sensible.

Rulewise it has to be the top part of a humanoid or monsterous humanoid with the bottom part of an animal or vermin.

An illithid is an aberration and an astral deva an outsider.

Sense-wise though, ilithids don't breed by mating, and also, if they could, why would it have the lower half of an angel and the top part of a mindflayer instead of being a normal mix of attributes?

Fax Celestis
2006-07-26, 01:45 AM
Make me the scariest Dromite you've ever seen, using classes and within RAW (your definitions of those, if you have any), but without "traditional" cheese (ie: no spiked chain, no VoP, etc.).\

I need an unassuming villain. :D

Vaynor
2006-07-26, 02:14 AM
Make me the scariest Dromite you've ever seen, using classes and within RAW (your definitions of those, if you have any), but without "traditional" cheese (ie: no spiked chain, no VoP, etc.).\

I need an unassuming villain. :D
You need an ECL and books available.

The Vorpal Tribble
2006-07-26, 08:50 AM
You need an ECL and books available.
Aye, if you would ;)

Fax Celestis
2006-07-26, 02:47 PM
Aye, if you would ;)
//smacks forehead. Knew I forgot something.

ECL 17+. (ie. needs to last against a party of 6 level 12s)

I have access to the following (alphabetically):
PHB-I, PHB-II, DMG-I, DMG-II, MM-I, MM-II, MM-III, MM-IV, XPH, Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Deities and Demigods, Draconomicon, Epic Level Handbook, Heroes of Battle, Heroes of Horror, Libris Mortis, Lords of Madness, Races of Destiny, Races of Stone, Races of the Wild, Tome of Magic, Savage Species, and Weapons of Legacy.

I've also got access to a few 3.0 books (Song & Silence and Masters of the Wild, off the top of my head), as well as the Dragonlance and Faerun core books.

The Demented One
2006-07-26, 03:57 PM
I hate to be a bother, but any chance you wouldn't mind statting up a Kalashtar (ECS) Telepath 7/Subverted Psion (http://wizards.com/default.asp?x=dnd/psm/20051125a) 7? A list of books usable can be found here (http://www.myth-weavers.com/member.php?u=365).

wippit
2006-07-26, 06:38 PM
Here's a thought, Can you make a kolyarut with 10 levels in paladin and a greatsword?


I give you the next best thing, a kolyarut with 10 levels in justicar. Luckily, the pre-reqs for a justicar happen to all be class skills for the kolyarut, just had to move a few points around.

This is the ultimate in 'retrieval' for corporeal creatures. Brilliant energy weapon ignores armor. Merciful and nonlethal strike has this guy do a ton of nonlethal damage - he specilizes in bringing the target back alive.

A nice tactic is to hit the target with one of his Iron Bands (he carries 4) and then move in for the strike, since his weapon will pass right through it. And remember he two two-weapon fighting, he gets a vampiric touch with his offhand in a full attack.

----------

Righteous Justice
Kolyarut Justicar 10
Medium Contruct (Extraplanar, Lawful)

Hit Dice: 23d10+20 (150 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 40 (+2 Dex, +10 natural, +16 plate mail, +5 ring of protection) touch 16, flat-footed 38
Base Attack/Grapple: +19/+21
Attack: Vampiric touch +21 melee touch (5d6) or enervation ray +20 ranged touch (as spell) or +5 merciful brilliant energy longsword +26 melee (1d8+1d6+8/19-20 +4d6 nonlethal strike) or slam +21 melee (1d6+3)
Preferred Full Attack: +5 merciful brilliant energy longsword +24/+19/+14/+9 melee (1d8+1d6+8/19-20 +4d6 nonlethal strike) and Vampiric touch +19 melee touch (5d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enervation ray, spell-like abilities, vampiric touch
Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 22
Saves: Fort +9, Ref +10, Will +15
Abilities: Str 14, Dex 14, Con -, Int 10, Wis 18, Cha 16
Skills: Disguise +12, Gather Information +12, Listen +11, Search +8, Sense Motive +9, Spot +11, Survival +9 (+11 following tracks)
Feats: Alertness, Combat Casting, Exotic Weapon Proficiency (manacles), Great Fortitude, Improved Grapple, Improved Sunder, Lightning Reflexes, Power Attack, Quickened Spell-Like Ability (suggestion), Two-weapon Fighting,

Enervation Ray (Su): A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th).

Spell-Like Abilities: Caster level 13th. The save DCs are Charisma-based.

At will - discern lies (DC 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggestion (DC 16);

1/day - hold monster (DC 17), mark of justice;

1/week - geas/quest.

Vampiric Touch (Su): As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th).

Skills: A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks.

Justicar abilities: Bring'em back alive, Nonlethal strike (+4d6), crippling strike, street savvy +6, improved hog-tie, intuition - see Complete Warrior for details

Equipment:
+5 Full Plate of Etherealness
+5 Merciful Brilliant Energy Longsword

Ring of Protection +5
4 Iron Bands of Bilaro

The Vorpal Tribble
2006-07-27, 04:11 PM
I'll be getting on these shortly 8)

Fax Celestis
2006-07-27, 04:12 PM
Woot!

The Vorpal Tribble
2006-07-28, 10:36 PM
Woot!
Sorry for the delay, been busy as anything of late. Anything in particular you are going for with the Xeph? Just anything at all as long as its not flashy?

Fax Celestis
2006-07-29, 12:12 AM
Sorry for the delay, been busy as anything of late. Anything in particular you are going for with the Xeph? Just anything at all as long as its not flashy?
Dromite, and yes. Anything that doesn't show up on Hero-dar is good.

The Vorpal Tribble
2006-11-24, 03:10 PM
Well, I have a bit of free time on my hands so I am ressurecting this thread to take requests.



I know its months too late, but do you still need your dromite worked on, Fax?

Edit: Hrmmm, looks like I'll need to be fixing all those links...
Edit #2: Aaaand done.

Sulecrist
2006-11-25, 08:04 PM
Make me the Headless Horsemen. It's actually supposed to be an ex-god that's been stripped of its divinity. I need it to absolutely scare the pants off of my players--CR20 or thereabouts, but nothing higher. As far as the headless part goes--you don't need to really find a way to represent it; I've got some magical items doing the trick.

He can have as much material wealth as you see fit, as if my party ever manages to kill him money won't much matter. Still, don't go over a 20th level PC equivalent.

So, yeah. You have an entirely free hand. The only things that matter are A) that he's mounted, B) that he's badass (actual combat capabilities are up to you) and C) that he's humanoid. Actual race, templates, whatever don't matter; I can rationalize everything with fluff.

Available books:
Complete Arcane, Divine, Warrior
Tome of Battle
Frostburn
Weapons of Legacy (bonus points if you can work this in)
Heroes of Battle
Player's Handbooks I and II
DMG
Monster Manuals I and II
BoVD
BoED
Deities and Demigods
Spell Compendium

EDIT: If you want a specific direction to go in, I kind of like the idea of an armored horseman casting spells while cantering around madly (rather like Phantom Ganon in Ocarina of Time, if you want to 'geek it up'.) Perhaps consider some Duskblade levels?

The Vorpal Tribble
2006-11-25, 08:24 PM
Well, this is basically making an entirely new monster, but as I don't have a load of other requests weighing me down I'll make an exception :smallwink:

Does it have to be of the humanoid type or merely humanoid in shape?

Sulecrist
2006-11-25, 11:13 PM
Either. You can even use the rules for a Human or Elf or whatever; I'm not that particular on digestion. I'll pave over the story-bits, so you have a free hand in that regard.

Originally, I was just going to tack some levels onto a modified 1-HD species, but seeing this thread again brought up some good memories (you made the Salamander Warmage for me, and my group really enjoyed it) so I decided I'd poke you again.

So yeah. As long as it appears to be vaguely human, I'll be fine. (It doesn't have a head, which solves most of the cosmetic problems right off :smallwink: )

The Vorpal Tribble
2006-11-27, 09:04 AM
A'ight, hows this look? I'll leave the rest of his possessions up to you.

-=-=-=-=-==-

Headless Horseman

http://www.spawn.com/toys/movies/sleepyhollow/horsemanboxed/images/sleepyhollow_horsemanboxed_photo_01_md.jpg

Tiefling Duskblade 7/Wild Plains Outrider 2/Cavalier 10
Medium Outsider (native)
Hit Dice: 7d8+14 + 2d8+4 + 10d10+20 HD (133 hp)
Initiative: +9
Speed: 20 ft. (4 squares), (30 ft. unarmored) (6 squares)
Armor Class: 32 (+5 dex, +10 breastplate, +5 natural, +2 heavy steel shield), touch 15, flat-footed 27
Base Attack/Grapple: +20/+25
Attack: +5 vorpal longsword +36 melee (1d8+10/19-20 x2), or +2 keen lance +30 melee (1d8+7/19-20x3)
Full Attack: +5 vorpal longsword +36/+31/+26/+21 melee (1d8+10/19-20 x2), or +2 keen lance +30 melee (1d8+7/19-20x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane attunement, armored mage, burst of speed, darkness, deathly charge, duskblade spells, full mounted attack, quick cast, spell power, unstoppable charge, wild plains stalker, wild plains swiftness
Special Qualities: Damage reduction 5, darkvision 60 ft., resistance to cold, electricity and fire 5
Saves: Fort +20, Ref +14, Will +18
Abilities: Str 20, Dex 21, Con 14, Int 23, Wis 10, Cha 16
Skills: Bluff +5, Concentration +20, Handle Animal +20 (+21 with special mount), Hide +23, Intimidate +19, Knowledge (nobility and royalty) +20, Move Silently +23, Ride +28 (+30 with special mount), Spellcraft +13
Feats: Combat Casting, Improved Initiative, Mounted Combat, Practised Spellcaster, Ride-By Attack, Spirited Charge, Track, Weapon Focus (lance)
Environment: Any land
Challenge Rating: 20
Possessions: See Below
Alignment: Neutral Evil

Combat


Arcane Attunement (Sp): Dancing lights, detect magic, flare, ghost sound, read magic a combined total of 6 times per day.

Arcane Channeling (Su): As the PHB II, p. 20.

Armored Mage (Ex): No spell failure when wearing up to Medium Armor or Heavy Shield.

Burst of Speed (Ex): As Complete Warrior, p. 20.

Darkness (Sp): The headless horseman can use darkness once per day (caster level equal to class levels).

Deadly Charge (Ex): 4/day as Complete Warrior, p. 20.

Duskblade Spells Known: Caster level 11th. (Spells per day: (6/8/7); Save DC 16 + spell level):
0 - Arcane Mark, Mage Hand, Open/Close, Prestidigitation, Touch of Fatigue
1st - Bigby's Tripping Hand, Blade of Blood, Lesser Deflect, Kelgore's Fire Bolt, Stand
2nd - Bigby's Striking Fist, Seeking Ray, Sure Strike

Full Mounted Attack (Ex): As Complete Warrior, p. 20.

Quick Cast: 1/day as the PHB II, p. 20.

Spell Power (Ex): +2 bonus as the PHB II, p. 20.

Unstoppable Charge (Ex): 5/day as Complete Warrior, p. 20.

Wild Plains Stalker (Ex): As Complete Adventurer, p. 93.

Wild Plains Swiftness (Ex): As Complete Adventurer, p. 93.

Skills: The headless horseman has a +2 racial bonus on Bluff and Hide checks.

-=-=-=-=-=-

Possessions

- Armor: +5 Greater Shadow, Greater Silent Moves, Invulnerability Breastplate, Amulet of Natural Armor +5, Cloak of Resistance +5, Gloves of Dexterity +6

- Weapons: +5 adamantine vorpal longsword, +2 keen lance

- Other: Headband of Intellect +6, Horseshoes of a zephyr

Were-Sandwich
2006-11-27, 10:54 AM
Could I request some NPCs for a one-shot I'm running based on really bad Wuxia films. I need:

A Kitsune (use catfolk stats) of some kind, about 14th level. Go wild

A human Warblade/Bloodstorm Blade about 13th

A human fighter, focused on the Combat Form feats from PHBII of about 13th

Thanks muchly.

The Vorpal Tribble
2006-11-27, 11:42 AM
What books might you have to choose material from?

Were-Sandwich
2006-11-27, 12:20 PM
*takes deep breath*

Core, All completes except divine, Psi and Mage, Tome of Battle, PHBII, Libris Mortis, MMII, FF, Races of the Wild, AE, ECS, XPH.

Should probably sig that for later reference.

The Vorpal Tribble
2006-11-27, 01:52 PM
Man oh man but I wish you had Complete Psionics. I have the perfect build for your kitsune.

Edit: Actually, I think I will anyway. Since you aren't making the creature you won't really have to worry about certain bits. Powers are cast just the same, etc.

Sulecrist
2006-11-27, 02:02 PM
A'ight, hows this look? I'll leave the rest of his possessions up to you.

-stuff-

I love you, man. I can't wait to run this.

Thanks again.

Were-Sandwich
2006-11-27, 02:30 PM
I like the way your mind works VT. Pity you live in the Dreamlands, we should do lunch sometime.

The Vorpal Tribble
2006-11-27, 04:09 PM
A Kitsune (use catfolk stats) of some kind, about 14th level. Go wild

Alright, tried to give it a feel of the kitsune legend while also giving it my own spin.

With the mantles, yup, as long as the kitty is focused she gains the benefits of all of them at once.

-=-=-=-=-=-=-

Mozilla the Firefox

Catfolk Ardent 7/Pyrokineticist 7
Hit Dice: 7d6 + 7d8 HD (55 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 26 (+5 armor, +4 deflection, +4 dex, +1 insight, +1 natural, +1 unnamed), touch 20, flat-footed 22
Base Attack/Grapple: +10/+10
Attack: Fire Lash +14/+9 ranged touch (1d8 fire)
Full Attack: Fire Lash +14/+9 ranged touch (1d8 fire) or 2 unarmed attacks +10 melee (1d8 plus 2d6 fire) or bolt of fire +14 ranged touch (14d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bolt of fire, fire lash, hand afire, nimbus, psionics, weapon afire
Special Qualities: Fear no fire, firewalk, low-light vision, resistance to fire 20
Saves: Fort +10, Ref +14, Will +15
Abilities: Str 10, Dex 19, Con 10, Int 10, Wis 20, Cha 12
Skills: Autohypnosis +19, Concentration +13, Ctaft (alchemy) +1, Jump +10 Knowledge (psionics) +2
Feats: Extend Power, Mental Leap, Practised Manifester, Two-Weapon Fighting, Weapon Finesse
Challenge Rating: 14
Treasure: See Possessions below
Alignment: Chaotic Neutral
Advancement: By character class

Combat

Ardent Powers Known: Power Points/Day - 65; Save DC 15 + power level (ML 11th)
1st - Control Flames, Destiny Dissonance, Matter Agitation
2nd - Animal Affinity, Control Air, Hustle
3rd - Crisis of Breath
4th - Fly, Psionic


Mantles

Chaos: While psionically focused you deal 1d6 extra damage to non-chaotic creatures when you attack them with a weapon (both melee and ranged) or with a power or spell.

Elements: When you become psionically focused, choose one of the four primary elements with which to align yourself. As long as you remain focused you gan an associated benefit, as given below:
Air - You treat any fall as if the distance were 20 feet less.
Earth - You gain a +4 bonus on Balance checks and checks to resist bull rush attempts.
Fire - Melee attacks deal an extra 1 point of fire damage.
Water - You gain a swim speed equal to your base land speed.

Freedom: While psionically focused, you gain a +10-foot bonus to your speed. You can expend your psionics focus to add you manifest level to a roll made to resist being grappled or to escape from a grapple.

Physical Power: As a free action, you can expend your psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.

Bolt of Fire (Ps): As a standard action, Mozilla can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has (14d6).

Fear No Fire (Ex): Mozilla is highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining resistance to fire 20.

Fire Lash (Ps): Mozilla gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.

Firewalk (Su): As a free action Mozilla can expend her psionic focus to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.

Hand Afire (Ps): Mozilla can activate this ability as a move-equivalent action. Flames engulf her hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.

Nimbus (Ps): Mozilla can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, her Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level (7 minutes) and is usable once per day.

Weapon Afire (Ps): Mozilla can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.

Skills: Firefox has a +2 racial bonus on Listen and Move Silently checks.

-=-=-=-=-=-

Possessions:
Belt, Monk's - 13,000
Bracer's of Armor +5 - 25,000 gp
Cloak of Resistance +3 - 9,000 gp
Ioun Stone, dusty rose prism - 5,000 gp
Psicrown of Fiery Ruin - 67,500
Ring of Protection - 32,000 gp

Were-Sandwich
2006-11-28, 12:30 PM
You sir, are a.....really...cool....guy. I applaud you.

EDIT: 1) are the mantle things factored into his stat-block?
2) Does he get all of those element things? Or just the fire one?

The Vorpal Tribble
2006-11-28, 04:49 PM
EDIT: 1) are the mantle things factored into his stat-block?
Nope, as its easier to add in when he becomes focused than take out whenever he isn't.


2) Does he get all of those element things? Or just the fire one?
Can choose any one at time of psionic focusing.


And btw, am mostly done with Mr. Warblade, just having to learn all the stances and stuff rules to best choose his strategies.

Khantalas
2006-11-28, 04:51 PM
Can I ask for a weaker version of a MM monster?

The Vorpal Tribble
2006-11-28, 04:54 PM
Can I ask for a weaker version of a MM monster?
Well, thing is, there aren't any rules for 'weakening' a monster... me, I just make it injured or having used up certain spell slots etc. That always knocks it down and adds a bit of realism. Not everything you run across should be magically healed and up to snuff afterall.

What monster you have in mind? I can try to beat it up down to size.

Khantalas
2006-11-28, 05:07 PM
I need a CR 7-8 monster with the general flavor of glabrezu. Claws, pincers, everything, just weaker. It is sort of essential to the plot.

The Vorpal Tribble
2006-11-29, 01:30 PM
A human Warblade/Bloodstorm Blade about 13th

Here thou goest. I promise the next will not have even a drop of psionics. Just seemed to fit with this fellow. By expending his focus he can now do all his fancy tricks as a touch attack.

Again, I'll let you deck him out with the remaining gold.

-=-=-=-=-=-

Red River

Human Warblade 6/Bloodstorm Blade 7
Medium Humanoid (human, psionic)
Hit Dice: 6d12+18 + 7d12+21 HD (123 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 armor, +6 dex, +3 shield), touch 16, flat-footed 18; 20% miss-chance
Base Attack/Grapple: +13/+19
Attack: Spiked Chain +20/+15/+10 melee or ranged (2d4+4 plus 1 con damage)
Full Attack: Spiked Chain +20/+15/+10 melee or ranged (2d4+4 plus 1 con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle ardor, battle clarity, blood wind ricochet, eye of the storm, lightening ricochet, maneuvers, martial throw, returning attack, thunderous throw, weapon aptitude
Special Qualities: Uncanny dodge
Saves: Fort +13, Ref +12, Will +6
Abilities: Str 16, Dex 22, Con 16, Int 15, Wis 14, Cha 11
Skills: Autohypnosis +9, Balance +20, Concentration +19, Diplomacy +2, Knowledge (history) +18, Martial Lore +16, Tumble +22
Feats: Combat Expertise, Deep Impact, Point Blank Shot, Psionic Meditation, Psionic Weapon, Ranged Disarm (spiked chain), Throw Anything, Unnerving Calm, Weapon Finesse, Wild Talent
Challenge Rating: 13
Treasure: See Posessions below.
Alignment: True Neutral
Advancement: By character class

Combat

Battle Ardor (Ex): As Tome of Battle, p. 22.

Battle Clarity (Ex): +2 bonus to Reflex as Tome of Battle, p. 22 (included above).

Blood Wind Ricochet (Ex): As Tome of Battle, p. 101.

Eye of the Storm (Ex): As Tome of Battle, p. 102.

Lightening Ricochet (Ex): As Tome of Battle, p. 101.

Maneuvers and Stances Known (IL 6th):
Maneuvers - Action Before Thought, Insightful Strike, Iron Heart Surge, Soaring Raptor Strike, Wall of Blades
Stances - Punishing Stance, Stance of Clarity
Disciplines - Diamond Mind, Iron Heart, Tiger Claw

Martial Throw (Ex): As Tome of Battle, p. 101.

Returning Attacks (Ex): As Tome of Battle, p. 100.

Thunderous Throw (Ex): As Tome of Battle, p. 101.

Uncanny Dodge (Ex): Red River has the ability to react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Weapon Aptitude (Ex): As Tome of Battle, p. 22 and 100.

-=-=-=-=-

Posessions (110,000 gp total)

Weapons
+1 Blood Seeking, Wounding Spiked Chain (32,000 gp)

Armor
+2 Gleaming Chain Shirt (25,000)
+1 Animated Heavy Steel Shield (9,000 gp)

Other
Gloves of Dexterity +4 (16,000 gp)

McMouse
2006-11-29, 10:58 PM
Hullo, hullo!

I've got a quick request. I know it's not really the spirit of the thread, but you seem to have a much better head for interesting monsters than I do, so I thought I'd try you on this.

I'm looking for a CR 5-7 BBEG. I would like it to be something slightly offbeat, but it can be anything you want. Animal, spellcaster, humanoid, abberation, class levels, advanced, templated, made of stone, whatever. Don't worry too much about the background flavor, I'll dream up whatever's needed to make it work. Just a sandbox and a need for a really cool BBEG.

For books, I've got Core, MM III, Complete Adventurer, Complete Warrior, Complete Arcane, Complete Divine, Ebberon Campaign Setting, Dragonlance Campaign Setting, Stormwrack, Frostburn, PHB II, Heroes of Battle, Tome of Battle, and a bunch of 3.0 stuff, if it matters (Monsters of Faerun and Manual of the Planes are the only two I can see really mattering).

Have at it, and many thanks in advance.

EDIT: Whoops, forgot one.

The Vorpal Tribble
2006-11-29, 11:53 PM
Well, some of my favorite monsters around that CR would be...

Unbodied (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#unbodied) (Expanded Psionics Handbook). Who couldn't love creatures who've free themselves from their bodies and became incorporeal, shapeshifting clouds of pure thought?

Phthisic (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#phthisic) (Expanded Psionics Handbook). There are literally phobias and psychosis given fleshly form. Also have a bite attack that drains intelligence... and is somehow an extraordinary attack. Even works on the undead.

Dread Blossom swarm (MM III), nothing like being killed by a giant boquet.

Splinterwaif Nave (MM III), love splinterwaifs. I got plenty of suggestions ofr using one of them.

Elder Redcap (MM III), just always liked redcaps, beats me why...

The Spirit Animal template (Frostburn) applied to any creature of the right CR such as bears, crocodile, elephant (now THAT would be cool)... y'know what. How about that? A spirit elephant... thats my favorite suggestion so far :smallbiggrin:

McMouse
2006-11-30, 01:33 AM
Well, some of my favorite monsters around that CR would be...

*snip*

The Spirit Animal template (Frostburn) applied to any creature of the right CR such as bears, crocodile, elephant (now THAT would be cool)... y'know what. How about that? A spirit elephant... thats my favorite suggestion so far :smallbiggrin:

My love for elephants is a deep and undying love, as referenced by my previous display name (Dire Elephant).

If you were to draw up a spliffy spirit elephant, I would be forever in your debt. :smallwink:

EDIT: A spliffy spirit elephant BBEG, to be precise.

The EDIT Strikes Back: Just looking over the statistics of an elephant, and, if possible, I'd like to see a couple things.


Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15).

Just thought this was a good idea, but I'd like to take it a step further. I'd like to have Senor Elephant Spirit have the elite array of ability scores, with appropriate modifiers, and having Strength as a dump stat. I'm not terribly comfortable with the damage modifiers on the elephant's attacks, so I'd like to up Wisdom and down Strength to a further degree. Increased Intelligence would be nice, but I'm extremely vague on how that works with animals and ability scores and the template and such, so I'm fine with maintaining animal intelligence too, if it calls for that.

Secondly, why not rachet it up all the way?


These statistics can also represent prehistoric creatures such as mammoths and mastodons.

Senor Elephant Spirit, by decree of me, will be a mammoth. (http://en.wikipedia.org/wiki/Mammoth)

Thanks lots for the idea and the upcoming stat block :D

The Return of the EDIT: Just realized that Spirit Animals get no bonus damage from Strength against creatures on the Material Plane. Disregard the bit about me being uncomfortable with the obnoxiously high Strength bonus damage.

EDIT the fourth: Gah, elephants are way too cool, can't stop thinking about how nifty this guy is going to be. Just wanted to throw this out there to clear up a misconception that you may or may not have had.


However, most species of mammoth were only about as large as a modern Asian Elephant

So sayeth Wikipedia. So, even though it's a mammoth, don't use Frostburn's woolly mammoth creature (which is both larger and stronger than the elephant in the SRD), use the base statistics for an elephant, modified as you will.

The Vorpal Tribble
2006-11-30, 10:07 AM
Just thought this was a good idea, but I'd like to take it a step further. I'd like to have Senor Elephant Spirit have the elite array of ability scores, with appropriate modifiers... I'd like to up Wisdom. Increased Intelligence would be nice, but I'm extremely vague on how that works with animals and ability scores and the template and such, so I'm fine with maintaining animal intelligence too, if it calls for that.

Secondly, why not rachet it up all the way?Well, you're in luck, the template increases an elephant's wisdom by 4. Animals that have increased intelligence becomes magical beasts, though spirit animals are fey, so... I guess I could make it somewhat sentient.

However, a spirit elephant with the elite array will push the CR to 9... thats a bit higher than you were wanting.

Were-Sandwich
2006-11-30, 02:26 PM
It throws spiked chains.......thank you so much. You should be beautifiedm you really should

McMouse
2006-11-30, 02:42 PM
Well, you're in luck, the template increases an elephant's wisdom by 4. Animals that have increased intelligence becomes magical beasts, though spirit animals are fey, so... I guess I could make it somewhat sentient.

However, a spirit elephant with the elite array will push the CR to 9... thats a bit higher than you were wanting.

The CR's 8 from the template, anyway. 9 will be fine, I'll just use him for something slightly different from my original plan.

The Vorpal Tribble
2006-11-30, 06:44 PM
And here he is.

Stay out Shyrae folk!
Going to be using him in that game in your signature? If so, be sure to let me know so I can go watch the fun!

-=-=-=-=-=-=-

White Ears

http://www.camerawork.de/pictures/NB_Elephant_Ghost_World.jpg

Elite Spirit Elephant
Huge Fey (augmented animal, incorporeal)
Hit Dice: 11d6+77 (115 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+5 deflection, +2 dex, -2 size), touch 15, flat-footed 13; or 17 (+2 dex, +7 natural, -2 size), touch 10, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Incorporeal gore +8 touch or +15 melee against ethereal foes (2d8 non-lethal or 2d8+13 against ethereal foes)
Full Attack: Incorporeal slam +8 touch or +15 melee against ethereal foes (2d6 non-lethal or 2d6+9 against ethereal foes) and 2 incorporeal stamps +3 touch or +10 melee against ethereal foes (2d6 non-lethal or 2d6+4 against ethereal foes); or incorporeal gore +8 touch or +15 melee against ethereal foes (2d8 non-lethal or 2d8+13 against ethereal foes)
Space/Reach: 15 ft./10 ft.
Special Attacks: Manifestation, trample 2d8 non-lethal or 2d8+13 against ethereal foes
Special Qualities: Incorporeal traits, low-light vision, scent
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 28 (- against non-ethereal), Dex 14, Con 25, Int 5, Wis 20, Cha 10
Skills: Hide -2, Listen +19, Search +1, Spot +17
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Warm plains or Ethereal Plane
Challenge Rating: 9

Surrounded by mists, it walks out with a silent proud stance, a great white elephant with enormous tusks and intelligent eyes. The mists follow, and as it approaches one can see the landscape vaguely through the kingly creature's substance...

Combat

Incorporeal Traits: White Ears is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Manifestation (Su): White Ears dwells on the Ethereal Plane. As an Ethereal creature, it cannot affect or be affected by anything in the material world. When White Ears manifests it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested spirit animal remains partially on the Ethereal Plane, where it is not incorporeal. A manifested spirit animal can be attacked by opponents on either the Material or Ethereal planes. A spirit animal's incorporeality helps protect it from foes on the Material Plane, but not against foes on the Ethereal Plane.

Trample (Ex): Reflex half (DC 24). The save DC is Strength-based.

McMouse
2006-11-30, 07:40 PM
I love it!

Thanks a bunch. I was planning on using it in Shyrae, in a good while, but I can't bear to have him be a BBEG, now. I've certainly got other uses for him, though.

EDIT: Just had a thought. Would it be possible for you to put that in [spoiler] tags, with a note for World of Shyrae players to stay out?

The Vorpal Tribble
2006-12-01, 11:57 AM
EDIT: Just had a thought. Would it be possible for you to put that in [spoiler] tags, with a note for World of Shyrae players to stay out?
Heh, sure.

McMouse
2006-12-02, 04:02 AM
Thank you sir may I have another!

ECL: 5
Requirements: Must have at least two levels of Druid, or be a humanoid undead.

Something humanoid or beastly is preferrable, here, but I've no bias. Environment will be the woods, if it matters. Perhaps in a cave, perhaps not. I havn't decided yet. I've still got all the books I listed above, havn't bought any more :P

Thanks again, and lemme know what you come up with. I know it's kinda a low ECL to have much play-room, but I'm sure you'll come up with something :D

The Vorpal Tribble
2006-12-02, 12:45 PM
A human fighter, focused on the Combat Form feats from PHBII of about 13th

And the last of the bunch. I based him off of a current character of mine. Basically he fights intelligently instead of rushing out with sword. Mix feats like Improved Feint and Combat Panache and you got a really tricksy fellow.

-=-=-=-=-=-

Tom Two-Walk

Human Paragon (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedParagon.html#human-paragon) 3/Fighter 10
Medium Humanoid (human)
Hit Dice: 3d8+6 + 10d10+20 HD (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+9 chain shirt, +1 dex), touch 11, flat-footed 19
Base Attack/Grapple: +12/+12
Attack: +1 vorpal falchion +14/+9/+4 melee (2d4+1/18-20x2)
Full Attack: +1 vorpal falchion +14/+9/+4 melee (2d4+1/18-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 12, Dex 13, Con 15, Int 20, Wis 14, Cha 18
Skills: Bluff +20, Intimidate +20, Jump +12, Listen +18, Perform (act) +12, Sense Motive +20, Spot +18, Survival +11, Tumble +18
Feats: Combat Focus, Combat Expertise, Combat Panache, Combat Tactician, Dodge, Dive For Cover, Fearless Destiny (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fearless_Destiny,RD), Goad, Heroic Destiny (http://realmshelps.dandello.net/cgi-bin/feats.pl?Heroic_Destiny,RD), Improved Combat Expertise, Improved Feint, Insightful Reflexes, Melee Evasion
Challenge Rating: 13
Treasure: See Possessions below.
Alignment: Neutral Evil

-=-=-=-=-=-

Possessions:
+1 Vorpal Falchion
+5 Chain Shirt
Cloak of the Montebank

Were-Sandwich
2006-12-02, 01:06 PM
Looks good. Pity I ran the one shot earlier today. Ill save that for a later game. thanks

The Vorpal Tribble
2006-12-02, 01:08 PM
Looks good. Pity I ran the one shot earlier today. Ill save that for a later game. thanks
How'd it go?

Were-Sandwich
2006-12-02, 01:12 PM
It was fun. The Xiake got his head chopped off by a Decapitating Scarf. Also, they almost killed me when the kitsune introduced itself as "Mozilla, the firefox". My group also learned "not every spell blows things up". Replusion really annoyed them.

The Vorpal Tribble
2006-12-02, 05:14 PM
Thank you sir may I have another!

ECL: 5
Requirements: Must have at least two levels of Druid, or be a humanoid undead.

Something humanoid or beastly is preferrable, here, but I've no bias. Environment will be the woods, if it matters. Perhaps in a cave, perhaps not. I havn't decided yet. I've still got all the books I listed above, havn't bought any more :P

Thanks again, and lemme know what you come up with. I know it's kinda a low ECL to have much play-room, but I'm sure you'll come up with something :D
I got an idea... any chance of them running across a bridge over a river or creek of some kind?

I'm thinking either a splinterwaif druid, or a forest troll one.


It was fun. The Xiake got his head chopped off by a Decapitating Scarf. Also, they almost killed me when the kitsune introduced itself as "Mozilla, the firefox". My group also learned "not every spell blows things up". Replusion really annoyed them.
Details, details!

McMouse
2006-12-02, 07:14 PM
World of Shyrae players, don't read this.


I got an idea... any chance of them running across a bridge over a river or creek of some kind?

I'm thinking either a splinterwaif druid, or a forest troll one.

While a bridge over a river or creek is certainly possible, the setting for this particular encounter is underground, in a cave formed by the root structure of a hollow tree, where a druid resides, or resided. However, a forest troll druid would be super. I'm not familiar with the splinterwaif race, is it in the MM III?