Results 1 to 3 of 3

Thread: A few monsters

  1. #1
    Join Date
    Oct 2006
    Location
    Arkansas, US
    Posts
    677
    Blog Entries
    3

    Default A few monsters

    Good as any place to put them.

    Fat Elf
    Large Monstrous Humanoid
    HD: 12d8+18
    Initiative +3
    Speed 40
    Armor Class: 23 (-1 Size, +2 Dex, +5 Natural, +5 Elven Chain, +2 Deflection)
    Base Attack/Grapple: +12/+16
    Attack: 'Fat Cleaver' +1 Keen Battleaxe +15 melee (2d6+3/x3) or 'Fist of Fat' Claw +14 melee (1d8+3)
    Full Attack: 'Fat Cleaver' +1 Keen Battleaxe +13/+8/+3 (2d6+3/x3) and 'Fist of Fat' Claw +12/+7 (1d8+3)
    Space/Reach: 10/10
    Special Attacks: Belly Flop
    Special Qualities: Aura of Slow
    Saves: Fort +5, Ref +10, Will +9
    Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 12, Cha 12
    Skills: Intimidate +8
    Feats: Toughness (x2), Two Weapon Fighting, Improved Two Weapon Fighting, Improved Grab
    Environment: Your Imagination
    Organization: Solitary or Pair
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: None
    Level Adjustment: --

    Improved Grab (Ex): To use this ability, the Fat Elf must hit with a claw 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 hold and can belly flop.

    Belly Flop (Ex): On a successful grapple check, the Fat Elf automatically deals crushing damage (2d6). If it fails the grapple check, it is considered prone.

    Aura of Slow (Su): A dragging aura of slowness hangs around the Fat Elf. All creatures within 15 feet of the Fat Elf must succeed on a DC 16 Will Save or be slowed, as per the spell, for the duration of the encounter and 2d4 rounds thereafter. A successful save makes the saving creature immune to this particular Fat Elf's Aura of Slow for 24 hours.

  2. #2
    Join Date
    Oct 2006
    Location
    Arkansas, US
    Posts
    677
    Blog Entries
    3

    Default

    Copper Coin Golem
    Large Construct
    HD: 15d10+15
    Initiative: -1
    Speed: 30
    Armor Class: 26 (-1 Size, -1 Dex, +18 Natural)
    Base Attack/Grapple: +11/+15
    Attacks: Slam +19 Melee (2d10+9)
    Full Attack: 2 Slams +19 Melee (2d10+9)
    Space/Reach: 10/10
    Special Attacks: Burst
    Special Qualities: Construct Traits, Damage Reduction 10/adamantine, Immunity to Magic, Blindsight 60, Tremorsense, Splashdown
    Saves: Fort +5, Ref +4, Will +5
    Abilities: Str 29, Dex 9, Con 0, Int 0, Wis 11, Cha 1
    Skills: --
    Feats: --
    Environment: Any
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard (Copper coins only)
    Alignment: Always Neutral
    Advancement: None
    Level Adjustment: --

    Splashdown (Ex): When a Copper Coin Golem is knocked prone, it can discorperate into a pile of coins as an immediate action. The pile of coins has an AC of 22, is Medium Sized, and has a movement speed of 30 feet. A Copper Coin Golem in this form can Burst as a standard action.

    Burst (Ex): When a Copper Coin Golem is in its Splashdown form, it can Burst back into its normal shape as a standard action, dealing 2d4 points of bludgeon damage in a 10 foot burst.

    Immunity to Magic (Ex): A Copper Coin Golem is immune to any spell or spell-like ability which allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below:
    A magical attack that deals fire damage slows a Copper Coin Golem (as the slow spell) for 3 rounds, with no saving throw.
    A magical attack with the force descriptor affects the Copper Coin Golem normally.
    A magical attack that deals electricity breaks any slow effects on the golem and heals 1 hp for every 3 points of damage the attack would have otherwise dealt. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

    Other Coin Golems:
    Gold Coin Golem - As above except 17HD, AC 28, +15 BAB, Slam damge increases to 2d12, DR 15/adamantine, F6, R5, W6, Str 32, Treasure Double Standard (Gold Coins only), CR 14, Burst damage 2d6
    Platinum Coin Golem - As above except Huge, 21HD, AC 35, +25 BAB, Slam damage increases to 3d12, DR 20/-, F8, W7, W8, Str 37, Treasure Triple Standard (Platinum coins only), CR 18, Burst damage 3d8

    Construction:
    Copper Coin Golems - CL 16, Craft Construct, geas/quest, limited wish, caster must be at least 16th level, price 150,000 cp, cost 80,000cp + 3400XP.
    Gold Coin Golems - CL 16, Craft Construct, geas/quest, limited wish, caster must be at least 16th level, price 150,000 gp, cost 80,000gp, + 5700XP
    Platinum Coin Golems - CL 18, Craft Construct, geas/quest, wish, caster must be at least 18th level, price 150,000 pp, cost 80,000 pp, 8000XP.

  3. #3
    Join Date
    Oct 2006
    Location
    Arkansas, US
    Posts
    677
    Blog Entries
    3

    Default

    Orc 'Uh-huh' Zombies
    Medium Undead
    HD: 8d12
    Initiative: +4
    Speed: 30
    Armor Class: 20 (+5 Natural, +3 Studded Leather, +2 Heavy Wooden Shield)
    Base Attack/Grapple: +4/+4
    Attacks: +1 Shortsword of Frost +10 (1d6+4+1d6 cold/19-20)
    Full Attack: +1 Shortsword of Frost +10 (1d6+4+1d6 cold/19-20)
    Space/Reach: 5/5
    Special Attacks: Incoherent Babble
    Special Qualities: --
    Saves: Fort +2, Ref +2, Will +7
    Abilities: Str 18, Dex 10, Con 0, Int 8, Wis 12, Cha 10
    Skills: Intmidate +6, Bluff +5
    Feats: Weapon Focus (Shortsword), Improved Initiative, Power Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 6-14 HD
    Level Adjustment: --

    Incoherent Babble (Su): The Uh-Huh zombie is constantly uttering incoherencies, mostly comprising of affirmative Uh-Huh's. Any intelligent creature within 5 feet of of an Uh-Huh zombie must succeed on a DC 16 Will save or be confused (as the spell confusion) for 2d4 rounds. Any creature successfully saving against this ability is immune to the same Uh-Huh zombies babble for 24 hours. Creatures immune to mind-affecting effects are immune to this Babble.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •