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    Thumbs up The Monster Advancement Request Thread



    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)
    CR 4 Kuo-Toa Rogue 2
    CR 5 Advanced Spellwarped Choker
    CR 5 Forest Troll Druid 2
    CR 6 Advanced Bloodsilk Spider
    CR 6 Advanced Grey Ooze
    CR 6 Advanced Half-Bulezau Deinonychus
    CR 6 Human Gestalt Ardent/Crusader 5
    CR 7 Elite Advanced Dire Ape
    CR 7 Human Ranger 5/Stalker of Kharash 2
    CR 8 Advanced Flesh Golem (alternative rules)
    CR 8 Advanced Spellstitched Mummy
    CR 8 Half-Dream Master Quori Phthisic
    CR 8 Yuan'ti Half-Blood Wizard 8
    CR 9 Elite Spirit Elephant
    CR 10 Chain Devil (Kyton) Fighter 4
    CR 10 Advanced Spellwarped, Corpse Creature Dire Vulture
    CR 10 Awakened Advanced Frostfell-Ghost Dire Wolf
    CR 10 Elite Advanced Broken Gargoyle
    CR 10 Imix-Blooded, Xorvintaal Exarch, Thoon Thrall Bugbear Knight 4
    CR 10 Modron Outcast Soulknife 5, Fighter 3
    CR 10 Spellwarped, Greater Phantom Blink Dog Monk 6
    CR 10 Spirit Legendary Bear
    CR 11 Advanced Half-Howling Dragon Winter Wolf
    CR 11 Advanced Warforged Titan
    CR 11 Awakened Rat Archivist 11
    CR 11 Elite Immortal Dretch Beguiler 1
    CR 12 Half-Succubus Doppleganger Sorcerer 12
    CR 13 Half-Vrock Goblin Barbarian 4, Paladin of Slaughter 5, Frenzied Berserker 1
    CR 13 Advanced Skybleeder
    CR 13 Hooded Pupil Ogre Mage Death Delver 4
    CR 13 Human Paragon 3/Fighter 10
    CR 13 Human War Blade 6/Bloodstorm Blade 7
    CR 13 Moon Rat Beguiler 14
    CR 13 Raptoran Ranger 6/Barbarian 2/Stormtalon 5
    CR 13 Phrenic Magebred Roc
    CR 14 Advanced Belker Monk 7
    CR 14 Advanced Blue Slaad
    CR 14 Advanced Treant Barbarian 1/Hulking Hurler 3
    CR 14 Afflicted Werefox Elf Sorceress 6, Jade Phoenix 5
    CR 14 Catfolk Ardent 7/Pyrokineticist 7
    CR 14 Dryad Druid 3, Sentinel of Bharrai 6, Keeper of the Cerulean Sign 3
    CR 14 Fiendish Pthisic Blackguard 10/War Mind 2
    CR 15 Half-Cerebrilith Ulitharid
    CR 15 Voidmind Adult Sapphire Dragon
    CR 16 Half-Marillith Thri-kreen Warblade 9, Bloodstorm Blade 6
    CR 16 Inspired Soulknife 9, War Mind 6
    CR 17 Elite Awakened Titanic Spellwarped Penguin
    CR 17 Advanced Treant Barbarian 4/Hulking Hurler 3
    CR 17 Salamander Noble Warmage 1/Wu Jen 3/Frostmage 7
    CR 18 Air Elemental Kraken Sorcerer 4
    CR 18 Ealaín Paladin of Freedom 3, Dark Waltzing 10
    CR 18 Half-Balor Adult Red Dragon
    CR 19 Advanced Ice Weird Sea Witch 4
    CR 19 Half-Daelkyr Human Duskblade 16
    CR 19 Half-Goristro Minotaur Barbarian 12
    CR 19 Pixie Psion 6, Shadowmind 5, Spymaster 3
    CR 20 Advanced Elite Half-Demogorgon (BoVD version) Kraken
    CR 20 Advanced Neverwhere Pseudodragon Ardent 16 That God Never Saw
    CR 20 Elite Doppleganger Rogue 5/Assassin 5/Invisible Blade 5/Spymaster 1
    CR 20 Elite Half-Fey Woodling Spellwarped Celestial Living Blinding Beauty, Geas/Quest, Rain of Roses Spell
    CR 20 Tiefling Duskblade 7/Wild Plains Outrider 2/Cavalier 10
    CR 21 Elite Gargoyle Crusader/Paladin Gestalt 16
    CR 21 Xac-Yel Energon Wilder 20
    CR 22 Paragon Spirit Needletooth Swarm
    CR 23 Elite Advanced Bloosnjor
    CR 24 Advanced Elite Zeugalak
    CR 24 Mind Flayer Psion 6, Shadowmind 10
    CR 25 Elite Advanced Froutmooth
    CR 25 Neverwhere Pseudonatural Black-Hole Squid
    CR 25 Solar Angel Paladin 2
    CR 26 Advanced Half-Red Dragon Zaratan
    CR 26 Human Archivist 5, Wizard 5, Mystic Theurge 5, Acolyte of the Skin 6, Archmage 5
    CR 26 Tarrasque of Legend
    CR 28 Awakened Half-Fey Dire Ape Druid 17, Cipher Adept 10, Hulking Hurler 3
    CR 30 Balor Hexblade 10
    CR 32 Advanced Paragon Kraken
    CR 35 Pollen Mother Treant Druid 15
    CR 37 Advanced Tarrasque
    CR 39 Paramind Great Wyrm Topaz Dragon Disciple of Ashardalon 12
    CR 41 Advanced Marruspawn Abomination Frenzied Berserker 5
    CR 42 Paragon Living Earthquake Fire-Storm Spell
    CR 46 Advanced Pit Fiend Blackguard 20
    CR 49 Penitent Marilith Psychic Warrior 16, Warblade 16
    CR 49 Advanced Atropal
    CR 53 Advanced Pollen Mother Elder Treant Druid 15
    Last edited by The Vorpal Tribble; 2010-06-13 at 02:41 PM.

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    Default Re: The Monster Advancement Thread

    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.
    Basilisk 6
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    Default Re: The Monster Advancement Thread

    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.
    Clerics and Druids are not overpowered, their hinderance is just not in their stat block, its in their description. They are expected paragons of their alignment, organization and Deities\' desire.Dungeon Masters should quit whining about CoDzillas and enforce the balancing facters of a clergymen.

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    Default Re: The Monster Advancement Thread

    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

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by Foeofthelance
    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, Focused Sunder, 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.

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    Default Re: The Monster Advancement Thread

    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.

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    Default Re: The Monster Advancement Thread

    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)
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    Default Re: The Monster Advancement Thread

    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.

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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.
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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by gijsstrider
    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

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    Halfling in the Playground
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    Default Re: The Monster Advancement Thread

    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.
    No monsters were hurt in the making of this thread.

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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.
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    Default Re: The Monster Advancement Thread

    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.
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    Default Re: The Monster Advancement Thread

    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.

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    Default Re: The Monster Advancement Thread

    I need a DC 25 Solar Paladin for my Epic evil campaign. I only have PHB, DMG, and MM. So, whatd'ya got?
    "I reject your reality, and subsitute my own" Adam Savage

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    Default Re: The Monster Advancement Thread

    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

    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

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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

    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
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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by Firedude
    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... :-/

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by bosssmiley

    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.

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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.
    Clerics and Druids are not overpowered, their hinderance is just not in their stat block, its in their description. They are expected paragons of their alignment, organization and Deities\' desire.Dungeon Masters should quit whining about CoDzillas and enforce the balancing facters of a clergymen.

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by Fiegmund
    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.

  22. - Top - End - #22
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    Default Re: The Monster Advancement Thread

    "“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.
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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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. ^_^
    Clerics and Druids are not overpowered, their hinderance is just not in their stat block, its in their description. They are expected paragons of their alignment, organization and Deities\' desire.Dungeon Masters should quit whining about CoDzillas and enforce the balancing facters of a clergymen.

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    Default Re: The Monster Advancement Thread

    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)

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    Default Re: The Monster Advancement Thread

    Thanks for the Titan. He shall easily fall in amongst the other various custom Titans running around. Fear the constructs!
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    On a one man quest to beat the Star Wars Universe, using nothing but simple, plain, ordinary logic. Score so far: Me 593 SWU 450


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    Default Re: The Monster Advancement Thread

    *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.
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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by Steveman

    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.

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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by Delcan
    *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, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Power Attack, Unholy Strike
    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


  29. - Top - End - #29
    Pixie in the Playground
    Join Date
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    Default Re: The Monster Advancement Thread

    Quote Originally Posted by The Vorpal Tribble
    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
    Clerics and Druids are not overpowered, their hinderance is just not in their stat block, its in their description. They are expected paragons of their alignment, organization and Deities\' desire.Dungeon Masters should quit whining about CoDzillas and enforce the balancing facters of a clergymen.

  30. - Top - End - #30
    Pixie in the Playground
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    Default Re: The Monster Advancement Request Thread

    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?

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