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The New/Redone Monsters Thread
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Wiseman
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PostPosted: Mon Jan 06, 2014 1:20 am    Post subject: The New/Redone Monsters Thread Reply with quote Add User to Ignore List

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Frost Giant, Jotun

Size/Type: Large Giant (Cold)
Hit Dice: 14d10+140+14 (250 HP)
Initiative: +2
Speed: 50ft.
Armor Class: 28 (+2 dodge, +17 natural -1 size) Flatfooted: 26 Touch: 11
Base Attack/Grapple: +14/+28
Attack: Large Ice Greatclub +25 (2d8+5d6[cold]+19) or Thrown Object +25 (2d6+5d6(cold)+10, range incr: 50ft.) or Slam +23 (2d6+5d6[cold]+10)
Full Attack: Large Ice Greatclub +25/+20/+20 (2d8+5d6[cold]+19) and Slam +23/+18/+18 (2d6+5d6[cold]+10) or Thrown Object +25/+20/+20 (2d6+5d6(cold)+10)
Space/Reach: 10ft./10ft.
Special Attacks: Ice Make, Sheer Cold, Deep Freeze Spell-Like Abilities
Special Qualities: Immunity to Cold, Vulnerability to Fire, Giant Traits, Monkey Grip, DR5/-, Snowsight, Snow Movement
Saves: Fort +19 Reflex +6 Will +9
Abilities: Str 30 Dex 14 Con 30 Int 10 Wis 20 Cha 20
Skills: Survival +22 Spot +14 Listen +13 Intimidate +22 Craft (Ice) +17
Feats: Weapon Focus Toughness Blood of Stone Diehard Bleeding Strike Power AttackB
IcewalkerB
Environment: Any Cold/Elemental Plane of Ice/Jotunheim
Organization: Solitary, Pair, Party (3-6+1-2 young adult white dragons) or Tribe (20-50+5-10 young adult white dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian and Snowscaper

Jotun's are a more powerful and ancient form of frost giant. They prefer to reside in lands of eternal whiteout blizzards.

Jotun's speak Giant, Auran and Aquan.

Combat:

A Jotun can see through even the thickest, blinding, blizzard, which it use to it's advantage. It remains hidden in the storm, and attacks unwitting opponents with thrown chunks of ice. If it's opponent learns the giant's location, or the giant has no blizzard to hide in, it moves forwards while throwing rocks until it is close enough to charge.

If it reaches it's opponent, it moves to grapple, and if that is unavailable, then it attacks with melee attacks.

Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Ice Make (Su): The Jotun may create ice as a free action, forming it into any handheld object, or any melee or thrown weapon they are proficient in. (most create greatclubs and throwing stones [although they are proficient in all simple and martial weapons]). This shatters when it leaves the jotun's hands or on impact in the case of something thrown.

Sheer Cold (Ex): A Jotun deals 1d6 extra cold damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.

Deep Freeze (Su): If a Jotun succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC27) negates this. While encased, the victim takes the Jotun's Sheer Cold damage every round and on it's turns it may make a successful DC27 Strength or Escape Artist check to free itself.

Snowsight (Ex): As the Spell.

Snow Movement (Ex): A Jotun suffers no penalties from blizzards, snow, ice or anything of the like.



So I got bored and decided to make this. Opinions? Proper CR?
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Schleiermacher
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PostPosted: Mon Jan 06, 2014 1:43 am    Post subject: Reply with quote Add User to Ignore List

Given the obvious inspiration, I'd like to know how you arrived at your numbers. I really don't think the frost giants were individually quite that tough.
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Wiseman
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PostPosted: Mon Jan 06, 2014 2:22 am    Post subject: Reply with quote Add User to Ignore List

Don't know if their supposed to be that strong, but considering that the core frost giant is CR9 and I wanted this to be a more powerful version of that, I came to CR14.

Not to mention that Thor is at least 20th level so he easily powers through these things.
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Koumei
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PostPosted: Mon Jan 06, 2014 2:55 am    Post subject: Reply with quote Add User to Ignore List

Going by Norse mythology*, they were terrifying things that basically only the gods could fight (but the MVP gods could probably chainsaw through them), so CR 14 seems fine. Going by Marvel, again that's "important superheroes wanted. Lame-ass guys who are just good at martial arts need not apply".

So their Armour Class is "Will be hit". That's probably fine, though. They have a big chunk of hit points, so if people want to kill them that way, it takes more than just one solid hit - either a critsplosive charge or a couple of rogues going mental with flasks while sneak attacking.

Grapple is "Will always beat anyone who isn't a Grapplemancer, will always lose to the Grapplemancer", like basically every other big monster, so that's fine. Solo against someone who lacks an escape, this means it will freeze them and they die. So um, at level 14, have a way out. Or have friends to sneak attack it to death when it tries that.

Attack bonus is probably about right, and it's level 14 so we get that some characters have fallen off either side of the RNG there. And for those that decided they don't care about their low AC, it can turn that into massive bleeding. Damage is big enough to matter, but why does it get +5d6 Cold on the attacks rather than +1d6?

Fort Save is decent, it always fails all other saves but that's probably fine, given what it is. That said, this does mean it's a CR 14 monster that instantly gets turned into a CR 14 companion, so as long as it's not the boss fight, all is good.

Die-Hard is good there, I can't say I like Blood of Stone but whatever. It serves a purpose, and really encourages flask rogues or "Make for me a Will Save".

*Or what remains of it, altered by Christian influence
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radthemad4
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PostPosted: Mon Jan 06, 2014 11:10 pm    Post subject: Reply with quote Add User to Ignore List

I know nothing about balance and whatnot, but these look pretty interesting and fun to run (wondering what havoc I can wreak with Ice Make and Deep Freeze). Also, yay for new monsters. They don't seem that common in IMOI*.

*Except for Pokemon, which are awesome.
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ubernoob
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PostPosted: Mon Jan 06, 2014 11:19 pm    Post subject: Reply with quote Add User to Ignore List

CR 14 without flight or teleport?
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Wiseman
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PostPosted: Tue Jan 07, 2014 3:14 am    Post subject: Reply with quote Add User to Ignore List

I suppose I could do some sort of "riding the winds of a conjured blizzard" thing. Flight and are surrounded by a sleet storm they can see through. I did originally intend to give it some spell-likes.
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ubernoob
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PostPosted: Tue Jan 07, 2014 3:26 am    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:
I suppose I could do some sort of "riding the winds of a conjured blizzard" thing. Flight and are surrounded by a sleet storm they can see through. I did originally intend to give it some spell-likes.
I'd just give it a mount that can fly. That way the PCs have the option to knock him off his horse as another way to win the encounter. Giants are more puzzle monsters than anything in that if you use the right attack mode and avoid getting grappled, you basically win. No reason to change that. A flying mount would make it a little closer to CR 14 though.
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Aryxbez
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PostPosted: Tue Jan 07, 2014 3:53 am    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:
Not to mention that Thor is at least 20th level so he easily powers through these things.

Say what now? As I recall hearing, the movie Thor was like a 10th-15th level character. Still a High level PC, but not a 20th level character by any means. In the movies, they seemed to be basically their D&D counterparts rather fittingly, as even they got punked by Thor's cohorts 'Warriors Three, and that warrior chick". As well that they didn't seem to have any particularly interesting abilities that I can recall (If they could freeze people on a touch in the movie, I don't recall).
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ubernoob
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PostPosted: Tue Jan 07, 2014 5:02 am    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:
Not to mention that Thor is at least 20th level so he easily powers through these things.


Thor's abilities:
Superhuman strength (20+str, could be basically any level or class in D&D)
Flight via artifact weapon (any level)
Ranged attack via artifact weapon (any level)
Knockback attacks (basically any level)

Thor is like... level 7. Maybe 10. The only reason we know this is that he wades through hordes of mooks (giants) that would scrap basic humans (levels 1-3).

He's basically just a goliath barbarian with an artifact weapon. Remember, the people from Asgard are not standard humans. They're like a whole other species that just happens to look like humans.


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zugschef
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PostPosted: Tue Jan 07, 2014 7:18 am    Post subject: Reply with quote Add User to Ignore List

Since he is the only one able to use the artifact weapon, I'm not sure if you shouldn't count it as a class feature like a tome samurai's ancestral weapon, though. Actually, I think you should. When he couldn't use the hammer, it was because he violated his code of honor and had to atone for his actions. Once he did that he could use it again. If that's not exactly what needs to be done to first lose access to your class features and then to gain them back, I don't know what is.

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ubernoob
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PostPosted: Tue Jan 07, 2014 11:40 am    Post subject: Reply with quote Add User to Ignore List

zugschef wrote:
Since he is the only one able to use the artifact weapon, I'm not sure if you shouldn't count it as a class feature like a tome samurai's ancestral weapon, though. Actually, I think you should. When he couldn't use the hammer, it was because he violated his code of honor and had to atone for his actions. Once he did that he could use it again. If that's not exactly what needs to be done to first lose access to your class features and then to gain them back, I don't know what is.
Fighters getting artifact weapons to keep up is a longstanding thing. That is what I was referencing. Even if you wanted to argue that he is a samurai, none of his abilities are high level. He hits things. He hits them hard. He cannot travel to other planes either on his own power or through his artifact weapon. The only planer traveling he does is through other people's gates. He cannot craft magic items. He cannot teleport. He cannot charm enemies. He cannot summon allies.

In short, the only "high level" abilities he has are flight and a returning weapon. Thor could totally be level seven in D&D terms.
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Wiseman
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PostPosted: Tue Jan 07, 2014 6:22 pm    Post subject: Reply with quote Add User to Ignore List

I was referring more to comics Thor who is powerful enough to destroy the world if he wanted to.
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Wiseman
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PostPosted: Sat Jan 18, 2014 1:06 am    Post subject: Reply with quote Add User to Ignore List

So I added skills and advancement rules, fixed some typo's and I think i'm finished. Maxus, I hope you don't mind my using your class.
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Maxus
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PostPosted: Sat Jan 18, 2014 4:08 am    Post subject: Reply with quote Add User to Ignore List

Not at all. It gives me the warm fuzzies.

Only in a cool way.
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Wiseman
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PostPosted: Wed Jan 29, 2014 12:16 am    Post subject: Reply with quote Add User to Ignore List

BEHOLD! More Giants!

Fire Giant, Muspel
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Size/Type: Large Giant (Fire)
Hit Dice: 14d10+126+14 (230 HP)
Initiative: +3
Speed: 50ft
Armor Class: 25 (+3 dodge, +7 half-plate armor, -1 size, +6 natural)
Base Attack/Grapple: +14/+28
Attack: +3 Greatsword +26 (3d6+5d6+5[fire]+18) or Slam +23 (2d6+5d6+5[fire]+10) or Thrown Object +20 (2d6+5d6+5[fire]+10, range incr: 150ft.)
Full Attack: +3 Greatsword +26/+21/+21 (3d6+5d6+5[fire]+18) and Slam +23/+18/+18 (2d6+5d6+5[fire]+10) or Thrown Object +20/+15/+15 (2d6+5d6+5[fire]+10, range incr: 150ft.)
Space/Reach: 10ft./10ft.
Special Attacks: Meteor Throw, Inferno, Incinerate, Spell-Like Abilities
Special Qualities: Immune to Fire, Vulnerable to Cold
Saves: Fort +18 Reflex +7 Will +9
Abilities: Str 30 Dex 16 Con 28 Int 14 Wis 20 Cha 22
Skills: Spot +22 Listen +22 Climb +27 Intimidate +23 Craft (Blacksmith) +19 Jump +27
Feats: Toughness Blood of Stone Diehard Brutal Thrower Power Attack PyrokinisisB
Environment: Any Warm, Elemental Plane of Fire, Muspelheim
Organization: Solitary, Pair, Party (3-6+1-2 Juvenile Red Dragon) or Tribe 30-80+5-10 Juvenile Red Dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By class level. (Favored Classes: Fighter or Fire Mage)

Fire giants are brutal, ruthless, and militaristic.

They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old.

Warriors usually wear breastplates and round metal helmets. They carry their belongings in huge sacks. A typical fire giantís sack contains 2-5 (1d4+1) throwing rocks, the giantís wealth, a tinderbox, and 3-12 (3d4) common items.

Fire giants live in well organized military groups, occupying large castles or caverns. When encountered in their lair there will be 13-20 (1d8+12) giants, half of whom will be immature giants (one size smaller). Their lairs are always protected by vigilant watchmen, and sometimes by traps.

Particularly intelligent fire giant leaders will command groups three or four times normal size. One who commands 30 or more giants usually will call himself a king. "Kings" usually have better equipment.

All fire giants can speak the language of all giants and their own tongue.

Combat:

Meteor Throw (Su): Any object the giant throws is filled with destructive energies. On impact it explodes, dealing the giants thrown object damage in a 5 foot radius. There is a reflex save (DC27) for half damage, although the initial targed doesn't get one. If the projectile misses, it still explodes, but the initial target also gets a save.

Inferno (Su): A Fire Giant deals 1d6 extra fire damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.

Monkey Grip (Ex): The Fire Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Incinerate (Su): If the giant succeeds on a grapple check, it can burn it's victim to ashes, killing them. The victim takes 100 points of fire damage and must succeed on a fort save (DC26) or be burnt to ashes. Success halves the damage. For every ten points of fire resistance the victim has, they gain a +1 bonus to this save. Immunity to fire makes one immune to this ability.

Spell Like Abilities: At Will: Wall of Fire 1/day: Incendiary Cloud
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Wiseman
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PostPosted: Wed Jan 29, 2014 12:20 am    Post subject: Reply with quote Add User to Ignore List

Sun Giant
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Size/Type: Large Giant
Hit Dice: 12d10+96+12 (200HP)
Initiative: +2
Speed: 60ft.
Armor Class: 24 (+2 dodge, +12 natural)
Base Attack/Grapple: +12/+24
Attack: +3 Sun Greataxe +22 (3d6+15 plus Blind) or Slam +19 (2d6+8) or Thrown Object +19 (2d6+8)
Full Attack: +3 Sun Greataxe +22/+17/+17 (3d6+15 plus Blind) or Slam +19/+14/+14 (2d6+8) or Thrown Object +19/+14/+14 (2d6+8)
Space/Reach: 10ft./10ft.
Special Attacks: Pew Pew Pew!, Solar Flare, Spell-Like Abilities
Special Qualities: Immune to Blindness, Immunity to Fire, Healed by Light Damage, Absorb Sunlight, Aura of the Sun
Saves: Fort +15 Reflex +6 Will +11
Abilities: Str 26 Dex 14 Con 24 Int 14 Wis 24 Cha 24
Skills: Spot +22 Survival +22 Diplomacy +22 Knowledge(Religion) +22 Intimidate +22 Sense Motive +22
Feats: Toughness Power Attack Blood of Stone Diehard Burst of Speed DashB
Environment: Deserts or Mountains
Organization: Solitary, Pair, Party (3-6) or Monastery (20-50)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character Class (Favored Classes: Cleric or Fighter)

"FEEL THE WRATH OF THE SUN!"

Sun Giants embody the sun from which they take their name. They typically live in deserts, where one can feel the full power of the sun. The revere the sun and with it any solar deities (Pelor, or whatever sun deity exists in your setting).

Sun Giants are typically calm and live a monastic life. They make a living by creating everburning torches, which they sell to nearby towns.

Combat:

Sun Giants would prefer to talk things out rather than fight. But if diplomacy fails, they don't hesitate to put down evildoers.

Pew! Pew! Pew! (Su): As a standard action the Sun Giant may fire lasers from it's eyes as a ranged touch attack. These deal 1d8 damage per 2 CR (6d8 for those of you to lazy to do math) and go out to medium range. A target hit by this ability must make a Fort save (DC25) or be blinded for 1 round. Success merely renders one dazzled for the same duration.

Solar Flare (Su): As a standard action, the sun giant may unleash a blinding burst of light in all directions. All creatures within 40 feet must make a fort save (DC25) or be blinded for 5 rounds. Success leaves one dazzled for the same duration. Creatures out to 80 feet must save or be dazzled for 5 rounds. Once used, this ability cannot be used again for 1d4 rounds.

Monkey Grip (Ex): The Sun Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Healed by Light Damage (Ex): A Sun Giant is healed by light damage on a point for point basis.

Aura of the Sun (Su): A sun giant radiates bright light out to 100 feet, and dim light out to another 100 feet. This counts as actual sunlight for anything triggered by that (except the Sun Giants Absorb Sunlight ability). They can turn this off if they want to sneak around, or, you know, sleep.

Absorb Sunlight (Ex): A Sun Giant has Fast Healing 5 as long as it's in natural sunlight. It's Aura of the Sun sadly doesn't count.

Sun Weapon: From Complete Tome Items and Wish Economy. A sun weapon sheds tremendous amounts of light. A victim struck must make a Reflex Save or become Blind for 1 round. Such a weapon sheds more light than normal, and is surrounded by a Daylight effect when in use.

Spell-Like Abilities: At Will: Sunburst, Sunbeam, Silent Image, Dimension Door, Color Spray, Continual Flame. 1/day: Prismatic Spray
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Wiseman
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PostPosted: Wed Jan 29, 2014 12:23 am    Post subject: Reply with quote Add User to Ignore List

Stone Giant
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Size/Type: Large Giant (Earth)
Hit Dice: 11d10+110+11 (190 hp)
Initiative: +2
Speed: 50ft. Burrow 40ft.
Armor Class: 26 (+2 dodge +14 natural)
Base Attack/Grapple: +11/+25
Attack: Greatclub +22 (2d8+19+daze) or Slam +20 (2d6+10) or Thrown Object +22 (2d6+14+daze, range incr: 150ft.)
Full Attack: Greatclub +22/+17/+17 (2d8+19+daze) and Slam +20/+15/+15 (2d6+10) or Thrown Object +22/+17/+17 (2d6+14+daze, range incr: 150ft.)
Space/Reach: 10ft./10ft.
Special Attacks: Rock to the Head!, Stomp the Yard, BATTER UP!, Spell-Like Abilities
Special Qualities: DR10/Adamantium, Giant Traits, Monkey Grip, Blendin' in Like a Ninja!, Ground Pound, Rock Movement
Saves: Fort +17 Reflex +5 Will +8
Abilities: Str 30 Dex 15 Con 30 Int 12 Wis 20 Cha 20
Skills: Hide +12 Intimidate +19 Craft(Stoneworking)+15 Spot +19 Climb +24 Jump +17 Survival +12
Feats: Weapon Focus Toughness Blood of Stone Power Attack DiehardB Brutal ThrowerB
Environment: Mountains
Organization: Solitary, Pair, Party (3-6+2 dire bears), or Tribe (20-60)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Neutral

"In Soviet Faerun, rock throws you!"

Stone giants are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make them seem perpetually grim.

The typical stone giant is 18í tall and weighs 9,000 pounds because of its dense flesh. Females are a little shorter and lighter. They do not wear armor to augment that, preferring to wear stone-colored garments. Stone giants can live to be 800 years old.

Stone giants, like several other giant races, carry some of their belongings with them. They leave their more valuable items in their lairs, however. A typical stone giantís bag will contain 2-24 (2d12) throwing rocks (if in an environment without rocks to summon to itself, a portion of the giantís wealth, and 1d8 additional common items.

Stone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.

Stone giants are crude artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads into necklaces.

If eight or more giants are encountered in a clanís lair, one quarter will be female, one quarter male, and the remainder offspring.

Stone giants are usually found in mountain ranges in temperate and sub-tropical areas. Stone giants are fond of cave bears and often their lairs will have them as guards. The few stone giants living in cold areas use polar bears as guards.

Stone giants are playful, especially at night. They are fond of rock throwing contests and other games that test their might. Tribes of giants will often gather to toss rocks at each other, the losing side being the giants who are hit more often.

Combat:

When possible, stone giants fight from a distance. A favorite tactic of stone giants is to stand nearly motionless against rocks, blending in with the background, then moving forward to throw rocks, surprising their foes. Many giants set up piles of rocks near their lair which can be triggered like an avalanche when intruders get too close.

Stomp the Yard (Su): As a standard action, a stone giant may stomp the ground, shaking and shattering it. All creatures within 40ft. except those with the earth subtype take 1d6 damage per CR of the giant (11d6 by default) and fall prone. A reflex save (DC25) halves the damage and negates falling prone. All squares within this area become difficult terrain.

Rock Movement (Ex): The stone giant suffers no penalties from difficult terrain provided it is stone or dirt. The stone giant may also burrow through solid stone, and may choose whether or not to leave a tunnel behind.

Rock to the Head! (Ex): When ever the stone giant hits a creature with a something made out of rock, that creature must make a fort save (DC25) or be dazed. Success renders one immune to any further Rock to the Head! uses until the stone giant's next turn.

Rock to the Hand! (Su): While standing on a stone surface, as Not An Action, the stone giant may call a nearby boulder of sufficent size to throw to it's hand. If no such boulder is present, one rips itself out of the ground.

BATTER UP! (Ex): As a standard action, the stone giant may strike a creature, dealing damage and sending it flying 5ft. per CR it possesses (55ft. by default if you can't add). The distance is doubled for every size category smaller than the giant the creature is. The victim must make a reflex save (DC25) or land prone.

Monkey Grip (Ex): The Stone Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Blendin' in Like a Ninja! (Ex): The stone giant gets a +11 racial bonus to hide checks when in a rocky environment.

Ground Pound (Ex): The stone giant suffers no falling damage if it lands on a stone or dirt surface. Additionally, it may immediately use it's Stomp the Yard ability as Not An Action on impact, adding the falling damage it would have taken to the damage dealt, and increasing the area to 50ft.

Spell-Like Abilties (Ex): Wall of Stone, Spike Stones, Transmute Rock to Mud, Transmute Mud to Rock. 1/day: Earthquake
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PostPosted: Thu Jan 30, 2014 7:23 pm    Post subject: Reply with quote Add User to Ignore List

And last (for now) but definitely not least: The Storm Giant!

Storm Giant

Size/Type: Huge Giant (Air)
Hit Dice: 16d10+208+16 (350hp)
Initiative: +6
Speed: 60ft. Fly 100ft. (Perfect)
Armor Class: 35 (+6 dodge, +21 natural, -2 size)
Base Attack/Grapple: +16/+39
Attack: +3 Greatsword +32 (4d6+6d6[electricity]+22+stagger) or Slam +29 (3d6+6d6[electricity]+15+stagger) or Thrown Object (3d6+6d6 [electricity]+15+stagger)
Full Attack: +3 Greatsword +32/+27/+27 (4d6+6d6[electricity]+22+stagger) and Slam +29/+24/+24 (3d6+6d6[electricity]+15+stagger) or Javelin +31/+26/+26 (3d6+6d6[electricity]+19+stagger)
Space/Reach: 15ft./15ft.
Special Attacks: Electrical Aura, Electrical Pulse, Lord of Storms, Spell-Like Abilities, Overload, Storm Force
Special Qualities: Lightning Rod, Cold and Fire Resistance 30, Giant Traits,
Saves: Fort +28 Reflex +16 Will +20
Abilities: Str 40 Dex 22 Con 36 Int 22 Wis 30 Cha 30
Skills:
Feats: Toughness Blood of Stone Power Attack Diehard
Brutal Thrower Weapon Focus Throwing LightningB Lightning FuryB
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 16
Treasure: Ring of Resistance +5 and Double Standard
Alignment: Any
Advancement: By Character Class

The sky above you fills with black clouds and the sound of thunder can be heard, even though it was clear only a moment ago. The sky lights up with lightning, and a massive bolt streaks down to strike right in front of you. When your vision returns, where the bolt struck now stands a massive creature, electricity crackling across is muscular body. It steps forwards, drawing a greatsword, and speaks in a voice like thunder. "I wield the unparalled might of the sky. Who are you to challenge me?"

Storm giants are gentle and reclusive. They are usually tolerant of others, but can be very dangerous when angry.

Storm giants resemble well-formed humans of gargantuan proportions. Adult males and females are about 26í tall and weigh about 15,000 pounds. Storm giants have pale, light green or (rarely) violet skin. Green-skinned storm giants have dark green hair and glittering emerald eyes. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Storm giants can live to be 600 years old.

A storm giantís garb usually is a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple, but finely crafted jewelry: anklets (favored by bare-footed giants), rings, or circlets being most common.

Storm giants usually carry pouches attached to their belts. These hold only a few tools, necessities, and a simple musical instrument Ė usually a panpipe or harp. Other than the jewelry they wear, they prefer to leave their wealth in their lairs.

They live in castles built on cloud islands (60%), mountain peaks (20%), or underwater (10%). They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food. Land-and air-dwelling storm giants usually are on good terms with neighboring silver dragons and good cloud giants, and cooperate with them for mutual defense. Aquatic storm giants have similar relationships with mermen and bronze dragons.

Storm Giants are one of the most powerful forms of giants, possessing great control over the weather and the skies. These beings are so mighty, that some are even worshiped as gods. Storm giants can have a wide variety of alignments and outlooks. Some are benevolent, placing themselves as guardians of a region and ensuring good weather and harvests. Others are violent, terrorizing innocent people with dangerous weather and bolts of lighting. Yet others are recluses, tending to their gardens in distant mountains, far away from civilization.

Some storm giants have green skin, while others have violet. Skin color is no indication of behavior or alignment. Don't be a racist jerk.

Storm Giants speak giant as well as auran, and common.

Combat:

Electrical Aura (Su): The storm giant does an additional 1d6 electricity damage per 3 CR (round up) with each melee or thrown attack. Any creature hitting the giant with unarmed attacks, or natural or metal weapons takes this damage as well. The giant also deals this damage to any creature it grapples with.

Electrical Pulse (Su): Any time the storm giant deals electricity damage, the enemy must make a fort save (DC28) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.

Lord of Storms (Su): The storm giant is under a constant control weather effect. It may change the type of weather as a swift action, and it takes effect immediately. The type of weather it can create is not limited by the season. The storm giant also suffers none of the negative effects of weather or wind effects.

Overload (Su): If the Storm Giant succeeds on a grapple check, it unleashes a vast amount of electricity into it's victim. The target takes 100 electricity damage, and must make a fort save (DC28) or die. Immunity to electricity grants one a +5 bonus on this save.

Storm Force (Su): The storm giant ignores any electrical or sonic resistance, and deals half damage to any creature with immunity.

Lightning Rod (Ex): The storm giant is healed by electrical and sonic damage on a point for point basis.

Spell-Like Abilities: Constant: Freedom of Movement, Water Breathing, Constant Lighting (2 bolts/round) At Will: Call Lightning Storm, Chain Lightning, Ur Lightning Bolt Self Bolt, Control Winds, Lightning Strikes Twice 3/day: Bolt of Indra Lightning Strikes Twice (usable as swift action), Wall of Thunderbolts 1/day: Greater Shout Stasis Energy Field Delilah's Dispersal Current
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PostPosted: Tue Feb 04, 2014 12:03 am    Post subject: Reply with quote Add User to Ignore List

War Giant

Size/Type: Colossal Giant (Extraplanar)
Hit Dice: 18d10+270+18 (450 HP)
Initiative: +5
Speed: 100ft. Fly 60ft.
Armor Class: 42 (+5 dodge, +16 adamantine carapace, +15 natural -8 size)
Base Attack/Grapple: +18/+54
Attack: +5 Ruin Greatsword of Terror +37 (8d6+35) or Slam +30 (6d6+30) or Thrown Object +30 (6d6+30, range incr. 80ft.)
Full Attack: +5 Ruin Greatsword of Terror +37/+32/+32/+32 (8d6+35) or Slam +30/+25/+25/+25 (6d6+30) or Thrown Object +30/+25/+25/+25 (6d6+30, range incr. 80ft.)
Space/Reach: 30ft./30ft.
Special Attacks: Broad Strikes, Juggernaut, Destroyer of Fortifications, Absorb the Fallen, Master of Combat, Spoils of War
Special Qualities: God of War, Lord of Blades, Fight Anywhere, Fight Anytime, Many as One, Themed Army, Immunity to Mind-Affecting DR15/- SR28, Resistance to Acid, Cold, Electricity, Fire, Light and Sonic 30, Giant Traits
Saves: Fort +31 Reflex +16 Will +26
Abilities: Str 50 Dex 20 Con 40 Int 26 Wis 30 Cha 30
Skills:
Feats: Toughness Blood of Stone Power Attack Diehard Close Miss Copypasta Dispersion
Environment: Infernal Battlefield of Acheron
Organization: Solitary or Army (War Giant plus any number of creatures the DM deems suitable.)
Challenge Rating: 18
Treasure: +5 Ruin Greatsword of Terror, +5 Spell Reflection Adamantine Carapace of Blades, Ring of Resistance, plus Triple Standard
Alignment: Any
Advancement: By Class Level

"We are Us, and They are Them, therefore we must fight."

Clad in massive, all-concealing armor, War Giants embody war in all it's glory and horror. Though they are most often found on Acheron, War Giants have been seen on all planes, leading armies of all stripes.

Combat:

God of War (Ex): The war giant is a master of combat, and inspires it's followers immensly. All allies fighting in the same battle as the War Giant (excluding the giant itself) gains the benefit of Greater Heroism and their weapons/natural weapons/unarmed attacks, and armor receive one lesser weapon property of the giants choice.
Additionally, the giant always has the Edge, no matter what.

Juggernaut (Ex): Whenever the War Giant moves, it may move through any square occupied by another creature at least three size categories smaller than it without penalty. Creatures in those squares take 8d6+30 damage (Reflex DC39 negates, creatures with evasion automatically succeed.)

Destroyer of Fortifications (Ex): The War Giant ignores all hardness and material damage reduction, bypasses any regeneration, and deals double damage to objects.

Absorb the Fallen (Su): Whenever the War Giant kills a creature it heals 10HP/CR of the victim.

Master of Combat: The War Giant knows and has readied all maneuvers of the Army of One discipline.

Broad Strikes (Ex): When ever the War Giant makes an attack, it may attack all enemies in semicircle equal to half it's reach. Make one attack roll, and compare it to the AC of everyone in range. A reflex save (DC39) allows one to avoid this attack, and any creature with evasion automatically succeeds.

Lord of Blades (Su): The War Giant may summon any single weapon and armor to it's self as a swift action. Both pieces of equipment gain a +5 enhancement bonus, and gain two non-epic properties properties of the giants choice. Summoning a new weapon or armor dismisses the old one. If the giant dies, the equipment remains.

Many as One (Su): The War Giant and all allies fighting in the same battle gain a hive mind and may communicate telepathically. If one ally can see or hear something, all of them can. If one of them is not flanked, none of them are.

Fight Anywhere (Ex): The War Giant does not suffer any detrimental effects from any planes, environments or terrain and constantly benefit from Freedom of Movement.

Fight Anytime (Ex): The War Giant does not need to eat, sleep or breathe, and nothing can force them to if they do not wish it.

Themed Army (Su): War Giants have led all types of armies. They gain the granted power and spell-like abilities of the War domain plus one other, usable at will. The other domain is changed depending on what kind of army the giant leads. (ex. Undeath, Dragon, Conquest, Diabolic)

Spoils of War (Su): With one minute of concentration, the war giant may open a portal to an extra-dimensional dwelling place. This functions as a Pavilion of Grandeur except that it is automatically sized and has sufficient foodstuffs and entertainments to comfortably accommodate the giant plus it's entire army along with any other guests the giant wishes to entertain. The pavilion exists between usages of this ability, and indeed, it is often used to store extra troops, weapons or supplies.

So, I wanted to create a "Boss" monster. Opinions?
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PostPosted: Tue Feb 04, 2014 12:25 am    Post subject: Reply with quote Add User to Ignore List

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PostPosted: Tue Feb 04, 2014 5:04 pm    Post subject: Reply with quote Add User to Ignore List

While I'm not about to defend it if there is no other class it affects, Many as One doesn't actually much affect rogues, because any rogue high enough level to be fighting a CR 18 thing is wearing a ring of Blink and thus deals their Sneak Attack damage by denying the target their Dex bonus to AC, rather than flanking or flat-footing.
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As far as death and human misery goes, Tobacco is basically World War II grinding on forever with no real sign of stopping in our life times. Death camps and nuclear bombs and stuff are certainly dramatic, but public health crises are always and forever bigger than wars on the global scale.


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PostPosted: Tue Feb 04, 2014 6:23 pm    Post subject: Reply with quote Add User to Ignore List

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PostPosted: Tue Feb 04, 2014 9:29 pm    Post subject: Reply with quote Add User to Ignore List

Got it, changing that now.
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PostPosted: Sat Feb 22, 2014 4:07 am    Post subject: Reply with quote Add User to Ignore List

Death Giant

Size/Type: Huge Giant (Extraplanar)
Hit Dice: 17d10+170+17 (320 HP)
Initiative: +5
Speed: 60ft. Fly 100 ft. (Average)
Armor Class: 40 (+5 dex, +15 armor +10 natural)
Base Attack/Grapple: +17/+40
Attack: +4 Lifestealing Greataxe +34 (4d6+23+1 negative level) or Slam +30 (3d6+15) or Thrown Object +30 (2d6+15)
Full Attack: +4 Lifestealing Greataxe +34/+29/+29/+29 (4d6+23+1 negative level) or Slam +30/+25/+25/+25 (3d6+15) or Thrown Object +30/+25/+25/+25 (2d6+15)
Space/Reach: 15ft./15ft.
Special Attacks: Soul Harvest, Spell-Like Abilities, Fear the Reaper
Special Qualities: Soul Surfing, Glut the Maw of Death, Immune to Mind Affecting Effects, Resistance to Fire, Cold, Electricity, Acid, and Sonic 30, Giant Traits,
Saves: Fort +25 Reflex +15 Will +20
Abilities: Str 40 Dex 20 Con 30 Int 25 Wis 30 Cha 34
Skills:
Feats: Toughness Blood of Stone Power Attack Diehard, Attack on the Run, Axe Mastery Flyby AttackB, Improved Flyby AttackB
Environment: Gray Waste of Hades, Bleak Eternity of Gehenna, Tarterian Depths of Carceri
Organization: Solitary, or Pair
Challenge Rating: 17
Treasure: +4 Lifestealing Greataxe, +6 Demon Armor, Ring of Resistance +5, Double Standard
Alignment: Usually Neutral Evil

In the distance you can hear a soft wailing. The wailing grows louder and you realize that something is approaching you. Out of the gloom appears a whirlwind of agonized souls, each screaming in horror. The souls whip about a monstrous creature, clad in gold and black armor, and wielding an axe made from the same metals. It's eyes glow with evil and malice, and seem to pull you into them.

Combat:

Soul Harvest (Su): All creatures within the Death Giants reach must succeed on a Fort Save (DC30) or die. Any creature who dies within the giants reach or who is killed by the death giant has their soul sucked up into the cloud of souls surrounding it, preventing any form of resurrection until the soul has been freed (by killing the giant or convincing it to release the soul, though they rarely choose to do so). Creatures who succeed on their saving throw take 1d6 negative energy damage per CR of the giant and suffer a negative level instead. Creatures who are immune to negative energy or death effects take half that and suffer no negative level. The save DC is Cha based and recieves a +2 racial bonus. Petitioners receive no saving throw against this effect. This does not affect other death giants.

Fear the Reaper (Su): As a standard action the Death Giant can cause the souls in it's possession to suffer horrid agony. Their screams carries out to long range, and any creature who hears them must make a will save (DC30) or become panicked for 5d6 rounds. Those who fail their saves must make another save at the same DC or cower for the duration. Creatures who succeed on their saves are merely shaken for the same duration. The giant may end this effect with another standard action.

Soul Surfing (Su): When the Death Giant flies, it does so by riding the souls it has collected. While flying, the dimensions of it's Soul Harvest chance, so that it affects anything within 5ft. of the giant and who enters a square that the giant moved through since it's previous turn.

Glut the Maw of Death (Ex): The Death Giant is healed by negative energy in addition to being healed by positive energy. Whenever it is subjected to a death effect, it heals 10HP per caster level of the effect (use CR of the creature if it doesn't have a caster level) instead of whatever would normally occur. Whenever subjected to a negative level it instead heals 5HP per negative level that would have been affected.

Spell-Like Abilities: At will: Finger of Death, Circle of Death, Mass Inflict Critical Wounds, Animate Dead, Dimension Door, Enervation, Telekinesis, Plane Shift, Nightmare, Shadow Walk, Ethereal Jaunt, Earthquake 3/day: Mass Harm (As Mass Heal, but negative energy).

Lifestealing Greataxe: From Complete Tome Items and Wish Economy. A lifestealing weapon damages the souls of the living. A living victim who takes any damage from a Lifestealing weapon gains a negative level.

Soul-Draining Cloak: Complete Tome Items and Wish Economy An item bearing this enhancement exudes a palpable aura of death, the wearer leaving a trail of blasted earth and withered plants in their wake. At the start of the wearers turn everything within 10' of the item (including the wearer) gains a negative level (Fortitude save to remove). This is a Negative Energy effect. Creatures with at least 2 HD slain by this effect rise as Wights under the wearer's control.

Demon Armor: From Revised Tome Armors
You gain DR equal to your BaB/Magic and Good
Scaling bonus: Demon Armor has a +1/3 levels enhancement bonus to AC
Magic ability: Every time you kill a living creature of at least 1 HD or greater, you heal hit points equal to its HD.
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