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    Default More of the most ancient of evils, Updated [3 monsters]

    -More Ancient Baatorians-
    The most ancient of evils.

    Unholy Communer (Kazaphon)

    A coven of unholy communers pray to whatever darkness lays in the pit.

    Medium Outsider (Evil, Extraplanar, Lawful)
    HD: 8d8+24 (60 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), fly 40 ft. (good)
    Armor Class: 22 (+2 Dex, +10 Natural), touch 12, flat-footed 20
    Base Attack/Grapple: +8/+9
    Attack: +11 +2 axiomatic dagger (1d4+3, 19-20/x2)
    Full Attack: +11/+6 +2 axiomatic dagger (1d4+3, 19-20/x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Divine ritual, spellcasting, spell-like abilities
    Special Qualities: Darkvision 60 ft., DR 10/good, immunity to fire and poison, resistance to acid 10, cold 10, electricity 10, see in darkness, spell resistance 19, unholy tongue
    Saves: Fort +9, Ref +8, Will +13
    Abilities: Str 12, Dex 14, Con 17, Int 10, Wis 25, Cha 25
    Skills: Concentration +13, Diplomacy +9, Intimidate +15, Knowledge (arcana) +11, Knowledge (the planes) +11, Knowledge (religion) +11, Listen +17, Sense Motive +14, Spellcraft +12, Spot +17, Survival +7(+9 on other planes)
    Feats: Corrupt Spell, Disciple of Darkness, Dreamtellingb, Malign Spell Focus
    Environment: The Nine Hells of Baator
    Organization: Solitary, pair or coven (3-10)
    Challenge Rating: 8
    Treasure: Standard and +2 axiomatic dagger
    Alignment: always lawful evil
    Advancement: 9-16 (medium)
    Level Adjustment: +6

    Kneeling before nothing is an unnerving sight to see, a woman clad in white with skin almost like coal or obsidian. She appears to be what was once a beautiful woman stripped of her hair and almost any sanity. On her back is a pair of detached bone wings and a long row of bony spines. She looks at you with empty, sad eyes and the grip on her strange blade tightens. She speaks a single, unknown word and the world around you seems to bend and twist.

    Unholy communers are the souls of the very first wicked creatures in creation that worshiped the first ancient baatorians. Even in their unholy afterlife, they worship the darkness below blindly and evoke the power of it, or some other darkness in the farthest reaches of the pits of Hell, even below Asmodeus himself. They don't carry unholy symbols or any obvious tools of worship other than an ultimately lawful dagger, some kazaphons of greater power will carry larger, more powerful weapons such as maces or longswords.

    Unholy communers stand roughly 5 and a half feet tall and weigh 120 lb. Kazaphons don't speak anything but their own unholy raving language, but they understand Infernal and Celestial.

    COMBAT
    The kazaphons as a whole are spellcasters in combat, unleashing torrents of unholy magic upon those they face in battle. In battle, an unholy communer will rave in a language only they understand but it is usually a fearsome sound when kazaphon's in a group begin to chant in unison and the world begins to bend. As a last resort, a kazaphon will attack with it's dagger, though against obviously chaotic foes they will rarely hesitate.
    If combat goes awry for them, they will first begin to pray to the darkness or attempt to push their bodies and minds further with their divine ritual and then attempt to teleport to safety.

    Divine Ritual (Su): At the fingertips of these unholy worshipers of the most dark of things is the ability to manipulate pure divine energy to their will, though at the cost of their mind and body. This ritual requires three kazaphons all within earshot of each other chanting in unison and a full-round action. Once the ritual is complete, one of them is granted a Miracle without XP cost. This ritual, however deals 2d6 points of damage to each of the unholy communer's Con, Wis and Cha scores.
    If the ability used requires a saving throw, the DC for it is 21 and based on Cha.

    Unholy Tongue (Ex): Unholy communers speak in a strange dialect that is completely undecipherable, even by magic means. This language is a language only they understand and can't be translated by any means, including the tongues spell or the Polyglot epic feat.

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

    Spellcasting: A kazaphon casts spells as an 8th level favored soul. The save DC's are Wisdom-based.

    Typical Favored Soul spells known (6/8/8/7/4, base save DC 17 + spell level):
    0 - create water, detect magic, guidance, inflict minor wounds, mending, read magic, resistance, virtue
    1st - bane, detect chaos, detect good, doom, omen of peril, protection from good
    2nd - curse of ill fortune, eagle's splendor, hold person, owl's wisdom, spiritual weapon
    3rd - cure serious wounds, flame of faith, magic circle against good, wrack
    4th - castigate, doomtide, poison

    Spell-like Abilities: at will - detect magic, greater teleport (self plus 50 pounds of equipment only), magic circle against chaos, protection from chaos; 3/day - flame strike, quickened dimension door. CL 8th, save DC's are Cha-based.



    Fallen Examiner (Bruudithin)

    An assembly of fallen examiners attempt to figure out some of the secrets of a soul-shell.

    Large Outsider (Evil, Extraplanar, Lawful)
    HD: 13d8+39 (98 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 30 (+1 Dex, -1 Size, +4 mage armor, +16 natural), touch 10, flat-footed 29
    Base Attack/Grapple: +13/+22
    Attack: Bite +16 melee (1d8+4, x2) or slam +16 melee (1d8+4, x2)
    Full Attack: Bite +16 melee (1d8+4, x2) and 2 slams +11 melee (1d8+2, x2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Examine, spell-like abilities
    Special Qualities: Darkvision 60 ft., DR 10/good and silver, fast healing 2, immunity to disease, fire and poison, mage armor, resistance to acid 10, cold 10, electricity 10, see in darkness, spell resistance 20
    Saves: Fort +12, Ref +10, Will +10
    Abilities: Str 19, Dex 12, Con 17, Int 27, Wis 12, Cha 14
    Skills: Bluff +12, Climb +14, Concentration +18, Craft (any three) +24, Heal +11, Intimidate +16 Jump +14, Knowledge (any five) +24, Listen +11, Profession (surgeon) +9, Search +24, Spot +11, Use Magic Device +17
    Feats: Graft Flesh, Improved Bull Rush, Legendary Artisan, Power Attack, Shock Trooper
    Environment: Nine Hells of Baator
    Organization: Solitary, pair, assembly (3-10) or convention (11-40 plus 50-600 noncombatant soul-shells)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: 14-25 HD (Large), 26-40 (Huge)
    Level Adjustment: +6

    Standing an amazing eleven feet from head to foot, this creature is a grotesque creature of hellish science. It's body is a muscular frame of cancerous tissue and glowing white skin. It's head is a strange combination of several different biological features such as several jaws, alien eyes and superfluous sockets and horns. It reaches out with a cold iron scalpel in an attempt to cut you open and examine what's inside.

    Fallen examiners are a terrible race of devils whose only desire is to get their claws on whatever they can and examine every inch of everything, inside and out and by any means necessary. They tend to dwell in underground laboratories either alone or in mass, operating on whatever hapless creature they got their claws around, usually a tortured soul-shell damned to hell for it's wicked ways in life.
    No two fallen examiners look alike, usually because when victims run out they will alter or examine themselves, leaving them aberrant and twisted looking and each one seems to have a different style for self mutilation and experimentation. One feature most share is cancer-like tissue growing on their skin, which makes every inch of them glow with unnatural, dull white light. Some fallen examiners might have different natural weapons, such as claws or a tail slap instead of a slam attack, due to their widely differing physical appearances.

    Bruudithin's stand roughly 10 feet tall, weigh 600 to 700 lb. and speak Abyssal, Common, Celestial, Infernal and a secret language of their own.

    COMBAT
    Despite their great intelligence and scientific minds, fallen examiners are especially brutal combatants. With cold relentlessness they will slam their fists or claws or jaws into their would-be victims to the point of submission or unconsciousness, where the examiner will either take them to their lab or examine them then and there, depending on the circumstances. Fallen examiners usually try to have multiple bodies for experiments, but if they have two many of one type they will usually discard any extras, or harvest them for parts.
    If hard pressed, a fallen examiner will try to blind their opponent to make them an easier target, or try to teleport away to safety to gather more information and either try to retrieve their victim once more or find a more attainable subject.

    Examine (Ex): Fallen examiners are terrible, torturous creatures who embody the spirit of the Nine Hells, and their method of torture is surgery. Initiating an examination requires a full around action and is usable on any helpless or unconscious foes and lasts 1 minute per HD of the victim. The examiner makes sure to not cause any real damage to the creature's flesh as a knife or sword would, but he does indeed destroy the inner workings of them very meticulously in his search for knowledge. Each minute under the examination of this creature deals 1d3 damage to each one of the creature's stats and an additional 2 damage to the creature's Con score. If by the end of the experimentation the creature is not dead, it slowly loses 1 Con per round as it lay helpless, broken and little more than a bloody mess of detached organs and limbs, not even able to speak or see.
    After the examination is complete, the fallen examiner receives a +1 bonus on the knowledge checks corresponding with the creature's type per HD the creature had for 24 hours after the examination is complete.

    Mage Armor (Su): The glowing corona of the bruudithin is the result of medical experimentation on one's self, but it does have a use. A fallen examiner is surrounded by a constant mage armor effect, with a caster level equal to their HD. It is deactivatable and resumable as a free action, but the glow is always active.

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

    Spell-like Abilities: at will - blasphemy, blindness/deafness, bull's strength, deeper darkness, greater teleport (self plus 50 pounds of equipment only), quickened detect magic; 3/day - avasculate, enervation, eyebite; 1/day - trap the soul. CL 13th, saves are Cha based.


    Hell's General (Varkigon)

    A Hell's general, leading his army of the hellish dead.

    Large Outsider (Evil, Extraplanar, Lawful)
    HD: 15d8+75 (143 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares) (30 ft. in breastplate, 6 squares)
    Armor Class: 33 (+2 Dex, -1 size, +10 +5 breastplate, +12 natural)
    Base Attack/Grapple: +15/+29
    Attack: +4 unholy cold iron longsword +28 melee (2d6+14, 19-20/x2)
    Full Attack: +4 unholy cold iron longsword +28/+23/+18 melee (2d6+14, 19-20/x2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Fear aura, maneuvers, stances, summon legions
    Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and good, immunity to cold, fire, undead immunities, resistance to acid 10, electricity 10, undead traits, unholy toughness
    Saves: Fort +14, Ref +16, Will +16
    Abilities: Str 31, Dex 14, Con --, Int 17, Wis 14, Cha 21
    Skills: Balance +14, Bluff +23, Climb +22, Concentration +15, Diplomacy +25, Intimidate +23, Jump +22, Knowledge (history) +14, Knowledge (religion) +13, Knowledge (the planes) +18, Martial Lore +13, Survival +2(+4 on other planes), Swim +14
    Feats: Cleave, Devoted Bulwark, Great Cleave, Improved Bullrush, Improved Initiative, Power Attack
    Environment: The Nine Hells of Baator
    Organization: Solitary or army (1-5 and 20-500 undead soldiers)
    Challenge Rating: 15
    Treasure: No coins, double standard plus +4 unholy cold iron longsword and +5 breastplate
    Alignment: Always lawful evil
    Advancement: 16-30 HD (Large), 31-45 HD (Huge)
    Level Adjustment: --

    Standing before you with an aura of dark triumph is a vicious creature of barely humanoid form. He stands an imposing thirteen feet in height and is draped and coated in the black, tar-like resin of Hell itself. Glued to his torso by the black muck is a black iron breastplate, which is almost as organic looking as the very muck that covers it. His face is stern and dark, a pair of dimly glowing grey eyes stares down at you and bores a hole in your very soul. In one hand he carries a hellish darkened metal sword and in the other is a twisted hellish idol with a single blazing red pupil. Behind him is an army of death at his beck and call.

    Varkigons are the stern, unyielding generals of the Nine Hells, but unlike other devils, they did not climb the same ladder as the normal Baatezu and similar devils. Hell's generals are soul-shells that managed to avoid becoming lemures and also managed to rise to the top as powerful generals of Hell's armies, making names for themselves as powers that rival even the Baatezu themselves.
    Each Hell's general is capable of summoning the essence of death into physical shape to create vast armies that obey them without hesitation or complaint. It is very rare that a Varkigon is seen without at least a small troop of his undead warriors. Most of Hell's generals will use their innate martial skills to bolster these loyal minions to create an even more devastating army. More than a few will be seen riding atop fearsome unholy mounts, such as cauchemar nightmares.

    Hell's generals stand roughly 13 feet tall and weigh 800 lb. They speak Celestial, Common and Infernal.

    COMBAT
    Hell's generals are most often seen on the front lines of battle, swinging their blades with such ferocity and skill that it's very presence may win battles. They favor both obliterating enemies themselves as well as scaring them into retreat, though in the latter circumstance they will often continue to push against them in hopes to kill as many enemies as possible.

    Fear Aura (Su): Hell's generals are constantly surrounded by a terrible hellish aura, which invokes fear into the hearts of nearly everyone. Anyone with HD less than the Varkigon that is within 30 feet of it must make a Will save (DC 22) or be affected as though by the fear spell. This is a mind-affecting fear effect that does not work on lawful evil outsiders.

    Maneuvers: A Hell's general can use martial maneuvers as though he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. As a swift action, it may regain all of its expended maneuvers, although it cannot initiate any in the same round. It may change its readied maneuvers by training for five minutes.

    Typical Maneuvers Readied
    Strikes: Apocalyptic Charge, Bonecrusher, Charnel Strike, Divine Surge
    Boosts: Blade of Malice
    Counters: Vitriolic Blood


    Stances: A Hell's general has knowledge of stances as if he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. It can change stances as a swift action.

    Typical Stances Known
    Leading the Charge, Masochist's Stance, Punishing Stance


    Summon Legions (Sp): Hell's generals are capable of summoning forth the air of death from the very air of Baator and alter it into an army under his own command. As a full-round action he can summon 3d6 undead dredges(see below) which are under his control and remain under it for 24 hours.
    A Hell's general cannot have more than 100 of these undead dredges summoned in a day, and can have only 20 under his control at any given time.

    Undead Dredge
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    Medium Undead (Evil, Extraplanar, Lawful)
    HD: 5d12 (33 hp)
    Speed: 30 ft. (6 squares) (20 ft. in scale-mail, 4 squares)
    Armor Class: 22 (+1 Dex, +2 heavy shield, +4 masterwork scale-mail, +5 natural)
    Base Attack/Grapple: +5/+8
    Attack: Masterwork shortspear +10 melee (1d6+3, x2) or slam +8 melee (1d6+3, x2)
    Full Attack: Masterwork shortspear +10 melee (1d6+3, x2) or slam +8 melee (1d6+3, x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: --
    Special Qualities: Battle strength, darkvision 60 ft., DR 5/bludgeonng and good, immunity to fire, undead immunities, resistance to acid 10, cold 10, electricity 10, undead traits
    Saves: Fort +6, Ref +7, Will +9
    Abilities: Str 17, Dex 12, Con --, Int --, Wis 10, Cha 1
    Skills: --
    Feats: Power Attackb, Weapon Focus (shortspear)b
    Treasure: Masterwork shortspear, heavy steel shield, masterwork scale-mail
    Alignment: Always lawful evil

    Battle Strength (Ex): Undead dredges have a base attack bonus equal to their racial HD, and receive a bonus to saving throws equal to their Str modifier.

    Undead Traits (Ex): A Varkigon has no Constitution score and is immune to poison, paralysis, stunning, disease, death 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 to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. A Varkigon also heals from negative energy and is harmed by positive energy and unlike outsiders, do not need to breath.

    Unholy Toughness (Su): A Hell's general can bolster it's body with sheer force of self. They have an additional amount of hp equal to their HD times their Cha modifier.
    Last edited by Krimm_Blackleaf; 2010-02-13 at 09:29 PM.
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    Default Re: More of the most ancient of evils [2 monsters]

    They sound interresting. In regards to Fallen Examiner's victim's, would a Regenerate spell counter he dissection if the victim survived, or would other spells be needed as well?
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    Default Re: More of the most ancient of evils [2 monsters]

    Quote Originally Posted by Tempest Fennac View Post
    They sound interresting. In regards to Fallen Examiner's victim's, would a Regenerate spell counter he dissection if the victim survived, or would other spells be needed as well?
    I imagine a good Heal check and a bit of regeneration ought to do the trick.
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    Default Re: More of the most ancient of evils [2 monsters]

    Thanks for telling me. Would the Heal check really be necessary, though? (I'd have assumed the Regenerate on it's own would be enough to restore the victim's lost organs and limbs.)
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    Default Re: More of the most ancient of evils [2 monsters]

    Quote Originally Posted by Tempest Fennac View Post
    Thanks for telling me. Would the Heal check really be necessary, though? (I'd have assumed the Regenerate on it's own would be enough to restore the victim's lost organs and limbs.)
    I suppose that's true, I was just thinking about using the Heal check to sew them back together and letting the regen tie everything back into place but sometimes I forget regeneration restores lost limbs and organs.
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    Default Re: More of the most ancient of evils [2 monsters]

    That's what I was thinking (sewing the victim back up would probably take too long looking at the Con loss, and the fact that the dissection does 3-5 points of Con damage/minute). If the dissection only lasted a minute or 2, would a Regeneratespell still be needed for a high level victim? I was just wondering due to how only a (relatively) small amount of damage would be done if the procedure was stopped quickly enough.
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    Default Re: More of the most ancient of evils [2 monsters]

    cool. the unholy tongues thing on the first one seems kind of arbitrary to me. is there a specific purpose or plot device behind it?

    also, on their miracle ritual, is it only the one that actually casts the miracle that takes the ability damage? i would assume so since your wording is singular, but i wanted to have it clarified.
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    Default Re: More of the most ancient of evils [2 monsters]

    I thought the unholy tongue was just a nice little fluff bit with the mechanics tied in. I also clarified that it does it to all three.
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    Default Re: More of the most ancient of evils [2 monsters]

    sounds good. they are very cool, with the quality of fluff text that says that you put some thought into them. i like.
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    Default Re: More of the most ancient of evils [2 monsters]

    Quote Originally Posted by Stycotl View Post
    sounds good. they are very cool, with the quality of fluff text that says that you put some thought into them. i like.
    Quite a bit of thought. I'm glad you like them.
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    Default Re: More of the most ancient of evils [2 monsters]

    Updated with the Hell's general.
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    I like the general, but perhaps his Unholy Grace ability could confer HP based on the General's Cha, instead of the Dredge's? That would make more sense, to me.
    Last edited by dyslexicfaser; 2008-07-22 at 09:00 PM.
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Quote Originally Posted by dyslexicfaser View Post
    I like the general, but perhaps his Unholy Grace ability could confer HP based on the General's Cha, instead of the Dredge's? That would make more sense, to me.
    The unholy grace has nothing to do with the dredges, though.
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Unholy Grace usually adds Charisma to saves. Unholy Toughness is the usual name for the ability to add Charisma to Hit Points as if it was Con. Just a nitpick.

    Otherwise. It's probably good that WotC never did anything with the Baatorians, except for Zargon the Returner. If they did we probably wouldn't be seeing Krimm's work.
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Quote Originally Posted by Draken View Post
    Unholy Grace usually adds Charisma to saves. Unholy Toughness is the usual name for the ability to add Charisma to Hit Points as if it was Con. Just a nitpick.
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    also, was the general supposed to be an outsider, or is he supposed to be undead? cuz it says he's an outsider, but he has no Con score, and he has the unholy toughness, etc.

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    Wiggum, checking— “Well I'll be damned.”

  17. - Top - End - #17
    Ettin in the Playground
     
    Draken's Avatar

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    May 2007
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Look again. He's an Outsider with Undead Traits.

    So he gets Outsider HD, Skills, BAB, Saves, etc.

    But he gets all the undead immunities, at the small cost of his COnstitution (and a more reliable fortitude save, but hey, he is undead, disintegrate, Destruction and Implosion are the only spells that will need Forts from him).

    Fits, considering the story.
    Spoiler
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    Homebrewing

  18. - Top - End - #18
    Ogre in the Playground
     
    Stycotl's Avatar

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    Oct 2007
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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    missed that. thanks.
    my own diabolical experiments (homebrew)

    my deviantART

    my alter ego

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    Watchtower––Volume III (running since 2008)

    Announcer— “Your cable television is experiencing difficulties. Please do not panic. Resist the temptation to read or talk to loved ones. Do not attempt sexual relations, as years of TV radiation have left your genitals withered and useless.”

    Wiggum, checking— “Well I'll be damned.”

  19. - Top - End - #19
    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Wow. Very inspired. And quite cool.
    From where do people keep getting these awesome pictures?

    My only gripe is that the in-game effect of Examine is meaningless.
    Last edited by Syne; 2008-07-25 at 03:34 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
    Stycotl's Avatar

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    Default Re: More of the most ancient of evils, Updated [3 monsters]

    Quote Originally Posted by Syne View Post
    Wow. Very inspired. And quite cool.
    From where do people keep getting these awesome pictures?

    My only gripe is that the in-game effect of Examine is meaningless.
    in the middle of combat, sure. in the middle of the storytelling right before combat, priceless. sure to unnerve the players.
    my own diabolical experiments (homebrew)

    my deviantART

    my alter ego

    Campaigns
    Watchtower––Volume III (running since 2008)

    Announcer— “Your cable television is experiencing difficulties. Please do not panic. Resist the temptation to read or talk to loved ones. Do not attempt sexual relations, as years of TV radiation have left your genitals withered and useless.”

    Wiggum, checking— “Well I'll be damned.”

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