Author Topic: Norse Bestiary  (Read 26730 times)

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #60 on: August 20, 2013, 06:55:17 PM »
I'd been meaning to stat this guy up for a while now.  Here he is.  Note, the Skindancer was given a stat block in Elder Evils.  In this stat block, they clarified the Reactive Damage Reduction ability.  The chart that is included below comes straight from that stat block.

Half-Troll Skindancer
(click to show/hide)

Primordial Giant Half-Troll Skindancer
(click to show/hide)

Half-(Deep) Dragon Primordial Giant Half-Troll Skindancer
(click to show/hide)
I should probably have given him ranks in UMD, but whatever.
« Last Edit: August 20, 2013, 08:46:56 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #61 on: October 20, 2013, 02:17:43 PM »
This creature isn't Norse, really, but I made him for my Norse game, so here he is.  It's a shape-changing Niflheim hound (Vorr's are Abyssal hounds, so why not?

I'd never really paid much attention to the Canomorphs (FF) before, but this thing is ready made for heading into Telflammar Shadowlord.  So, he escaped through the Niflhenge, and has aligned with the Unseelie Court enough to have been taught the ways of the TSL's.

Two versions, both the same 36 point buy.

(NB - It appears there was some accidental cross-pollination as I updated him with duskblade and swashbucker for heading into Hellbreaker.  It appears the first one is Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14, despite what the build chart says.  The second one is a Vultivor Outsider 3/Fighter 2/Duskblade 1/Swashbuckler 1/Ranger 1/Telflammar Shadowlord 6/Hellbreaker 1//Scout 15, despite what the header at the top of the stat block says.)

Gestalt Vultivor
(click to show/hide)

Hellbreaker Gestalt Vultivor
(click to show/hide)
I haven't included any effects of his magic items into his stats, aside from his magic rapier.
He will be a great opponent for my PC's, as he can hunt them down, approach on the ethereal plane, pop back over, placing the Mindbender inside his Telepathic Static field, which will blind the Mindbender's Mindsight.

It will be fun...
« Last Edit: November 20, 2013, 03:05:42 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #62 on: October 25, 2013, 12:30:54 AM »
The Wild Hunter that I linked in the first post actually has quite a few problems (his attack rolls are all too high by 3, his ride check is +3 too high, his AC is too high by 2, his listed mighty composite longbow has a stronger pull than his strength would allow).  So, I fixed those problems, as well as made him 36 point buy, and then advanced him with levels of sorcerer and then Abjurant Champion.  I used the nonassociated class rules to add 5 levels of Sorcerer for +2 CR, but then treated his Abjurant Champion levels as associated.

Wild Hunter (36 point buy)
(click to show/hide)

Wild Hunter Sorcerer 5
(click to show/hide)

Wild Hunter Sorcerer 5/Abjurant Champion 5
(click to show/hide)

Still debating what to give him as a mount.  Something that flies.  I'm thinking of giving him a Hound of the Hunt from the MM5 as a mount.  That would be a CR 19 encounter.  Make sure he has feather fall...
A Nightmare wouldn't be a bad choice, either, though it could only be advanced to 10 HD.
But, then he could attack via Astral Projection, which would give him a measure of protection versus these deadly foes... I like this idea.

In such a case, he would be more likely to put the GMW on his greataxe, so he and the Hound could both threaten the target and attack.

Here is an advanced Nightmare (10 HD) to which I also applied the Lolth-Touched template, merely as a means of upping its hit points.

Advanced Lolth-Touched Nightmare
(click to show/hide)

Wild Hunter Sorcerer 18
(click to show/hide)

I need to make an advanced Ecalypse (20 HD) for this guy, too.

Advanced Ecalypse (20 HD)
(click to show/hide)
« Last Edit: December 01, 2013, 04:36:38 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #63 on: October 27, 2013, 03:09:19 PM »
Fire Giant Wiz 9/Geometer 5
(click to show/hide)
This version still needs a 15th level feat.

Fire Giant Wizard 10/Geometer 5
(click to show/hide)
Still need to spend the 10th level bonus wizard feat, and the 30th HD feat.
Mysterious Magic or Echoing Spell (both from Secrests of Xen'drik) would be alright choices for the 30th HD feat.

Fire Giant Cleric 6/Fighter 2
(click to show/hide)
She needs a new feat at 18th (or later) HD.
I should make some where I remove the two fighter levels, then add four more levels of cleric for the same CR.

Fire Giant Cleric 10
(click to show/hide)

Fire Giant Fighter 3
(click to show/hide)
« Last Edit: November 18, 2013, 02:08:43 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #64 on: November 07, 2013, 06:28:34 PM »
Advanced Magma Hurler
(click to show/hide)

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #65 on: December 12, 2013, 02:29:23 PM »
Gestalt Hulking Hurler War Hulk Mountain Troll
(click to show/hide)

Gestalt Mountain Troll Hulking Hurler War Hulk GCR 16
(click to show/hide)
« Last Edit: December 12, 2013, 02:42:11 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #66 on: December 25, 2013, 02:14:44 AM »
The Linnorms in the MMII have CR issues.  An analysis by Runestar over at GitP pegs the Gray Linnorm at CR 16, instead of its listed CR of 20.  The gray linnorm has 13 HD and casts as a 17th level cleric, as well has having several CL 17 SLA's, including Shapechange 3/day.  I just took the initiative to rectify the disproportionate HD/casting/CR, and gave it four extra HD.  Casts as a 17th level cleric, CR 17, 17 HD.  Pretty straight-forward.

Comparing this to the Pathfinder Linnorms, it still has quite the glass jaw.  Pathfinder's CR 14 Crag Linnorm still has more hit points than this thing does, and it has regeneration.  But, the MM2 Linnorms get full casting built into the monsters; the Pathfinder ones do not.

Gray Linnorm
(click to show/hide)
I will probably also make one that is Gestalted with 17 levels of Sorcerer, with the Metamagic Specialist ACF from PHB2.  Such a specimen would get 30 point buy (my viking game uses 36 point buy for the PC's), to help up its Charisma and Wisdom scores a bit, and would get stat boosts at 4, 8, 12, and 16 (the altered stat block above did not get a stat boost at 16th level).

The gray linnorm should likely have already made use of every dirty trick it can to stay alive.  Miracle -> Contingency to Heal it when it gets severely damaged.  Death Pact from SpC.  It should use a Consumptive Field every morning to cast its long-duration buffs, so the PC's can't dispel them.  Things like that.  It might actually be worth it to give him Elder Giant Magic in place of Improved Snatch, as that could allow him to get the caster level on Consumptive Field up to 20, which would then grant +10 to his CL.  If he then used Elder Giant Magic again while Consumptive Field was active, the CL's of his buffs would be 30, and would be undispellable via Greater Dispel Magic.

Swamp Linnorm
This guy was almost lost to a WotC web purge.  Wayback Machine didn't archive it, but I found another site that did.

Swamp Linnorm

Gargantuan Dragon (Aquatic)

Hit Dice: 22d12+176 (319 hp)

Initiative: +0

Speed: 40 ft. (8 squares), fly 60 ft. (clumsy), swim 60 ft.

Armor Class: 31(-4 size, +25 natural), touch 6, flat-footed 31

Base Attack/Grapple: +22/+45

Attack: Bite +29 melee (4d6+11 plus disease)

Full Attack: Bite +29 melee (4d6+11 plus disease) and 2 claws +27 melee (2d8+5) and tail slap +27 melee (4d6+16)

Space/Reach: 20 ft./20 ft.

Special Attacks: Breath weapon, crush 4d6+16, disease, gaze of madness, spell-like abilities, spells, tail sweep 2d6+16

Special Qualities: Blindsense 60 ft., control undead, damage reduction 10/cold iron, immunity (disease, paralysis, sleep), keen senses, spell resistance 35

Saves: Fort +21, Ref +13, Will +18

Abilities: Str 32, Dex 10, Con 27, Int 15, Wis 20, Cha 18

Skills: Bluff +24, Concentration +28, Diplomacy +6, Intimidate +31, Knowledge (arcana) +22, Knowledge (nature) +27, Listen +32, Search +22, Spellcraft +4, Spot +32, Swim +39

Feats: Ability Focus (breath weapon), Alertness, Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (poison), Snatch

Environment: Any swamp

Organization: Solitary, plus 2d4 bog mummies (treat as normal mummies but without the vulnerability to fire)

Challenge Rating: 24

Treasure: Double standard

Alignment: Always chaotic evil

Advancement: 23-28 HD (Gargantuan)

Level Adjustment: --

The creature resembles a monstrously huge draconic snake, with two powerful forearms but no wings or hind legs. Its tail is long and flat, and it has ridges with hooks and jagged horns. The body and head are matted with thick tangles of mosslike hair. The creature's head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs.

The linnorms are among the most powerful and dangerous of dragonkind. Feral and almost prehistoric in appearance, these dragons are universally cruel, hateful, and destructive. The Monster Manual II details three types of linnorms. The swamp linnorm presented here is one of the more elusive of these ferocious dragons.

A swamp that serves as a swamp linnorm's lair is immediately recognizable to those who have encountered these creatures before. Large sections of the swamp consist of deep black tarns and vast stretches of mud. Animal life in a region controlled by a swamp linnorm is always minimal, since creatures larger than turtles or birds flee the creature's monstrous hunger. On the other end, plants (especially aquatic ones) are numerous and thick. The only denizens that are commonly found near a swamp linnorm are the leathery-skinned bog mummies that serve it.

A close look at a swamp linnorm reveals that its fangs protrude from its lips, even when the mouth is closed. Thick strands of steaming bile and acid drip from its maw, but most terrifying are its huge, bulging orange eyes that smoke with hatred and madness.

Swamp linnorms are often worshiped as gods by lizardfolk, maanvaki, and other swamp-dwelling creatures. They allow the linnorm to keep a vast tract of swampland as its own territory, and they work frantically to capture sacrifices to throw into the linnorm's territory in a desperate attempt to keep the creature well fed.

Swamp linnorms are amphibious and can breathe both air and water with equal ease.

Combat
Swamp linnorms have a vast array of spells and magical abilities they can call on, but they tend to prefer to use their physical attacks and breath weapons in combat. A swamp linnorm makes sure to bite and infect as many of its enemies as it can with the dread decay. Swamp linnorms only rarely encounter creatures that can actually challenge their power, but they are not overconfident and proud enough to underestimate such intruders in their realm. When faced with a challenge, linnorms prefer to send wave after wave of bog mummies against the intruders to soften their foes up while they use their druidic spells to pelt them with damage from afar. If seriously threatened, a linnorm uses its ability to transport via plants to escape and regroup.

Breath Weapon (Su): A swamp linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 100-foot line of boiling acid. This attack deals 6d6 points of fire damage and 6d6 points of acid damage, half on a successful Reflex save (DC 31). The save DC is Constitution-based. On a failed save, a victim is knocked down as well.

Crush (Ex): A flying swamp linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the swamp linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the swamp linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Disease (Ex): Any creature hit by a swamp linnorm's bite attack must succeed at a Fortitude save (DC 29), or contract the dread decay. The save DC is Constitution-based. The incubation period is immediate, and the disease deals 2d6 points of temporary Constitution damage and 1d6 points of temporary Charisma damage (see Disease, in the Dungeon Master'sGuide). This terrible disease cannot be cured until the victim is subjected to a dispel evil, after which point any magical means to cure the dread decay will halt its terrible progression. Anyone who dies of the dread decay immediately transforms into a mummy; if you have access to Savage Species, you can simply apply the mummified creature template to the victim.

Gaze of Madness (Su): Anyone within 30 feet of a swamp linnorm who meets the creature's smoking orange eyes must succeed at a Will saving throw (DC 25) or be driven permanently insane (as if by the insanity spell). The save DC is Charisma-based. Swamp linnorms are immune to their own gaze attacks and to those of others of their kind.

Spell-Like Abilities: At will -- fly, control water; 3/day -- poison (DC 18), shapechange, transport via plants; 1/day -- dimension door, forbiddance, horrid wilting (DC 22). Caster level 20th; save DC 14 + spell level. The save DC is Charisma based.

Spells: A swamp linnorm can cast arcane spells as a 17th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells.
Typical Druid Spells Prepared (6/7/6/6/6/5/4/3/2/1; save DC 15 + spell level): 0 -- detect magic, flare (3), know direction, resistance; 1 -- cure light wounds (3), entangle, longstrider, magic fang, obscuring mist; 2 -- bull's strength, fog cloud, gust of wind, resist energy, summon swarm, tree shape; 3 -- call lightning, cure moderate wounds (2), greater magic fang, plant growth, poison; 4 -- command plants, cure serious wounds (2), giant vermin, rusting grasp, scrying; 5 -- baleful polymorph, call lightning storm, cure critical wounds, transmute mud to rock, wall of thorns; 6 -- gatorswarm*, greater dispel magic, summon nature's ally VI, wall of stone; 7 -- control weather, heal, wind walk; 8 -- control plants, summon nature's ally VIII; 9 -- quagmire vortex*.

*This spell is detailed in the previous Far Corners of the World: "Mire and Mud: Spells of the Wetland."

Tail Sweep (Ex): A swamp linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 29 half) takes 2d6+16 points of damage. The save DC is Constitution-based.

Control Undead (Su): A swamp linnorm can control undead as a 20th-level evil cleric. It uses this ability to command any bog mummies created by its bite.

Keen Senses (Ex): A swamp linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Here are the spells mentioned from the other article (from here):
(click to show/hide)
« Last Edit: August 09, 2014, 02:17:40 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #67 on: January 03, 2014, 12:21:07 AM »
I'd been wanting to include Nightmares somehow for a while now.  The logical place would be for them to be from Muspelheim, and serve as mounts for Fire Giants.  Problem: Nightmares have no resistance or immunity to fire (despite their fiery hooves), and a plane with the Fire Dominant trait inflicts 3d10 fire damage per round...

Well, I just learned of a little template that rectifies that problem fairly easily... The Imix-Blooded Template (ie - God-Blooded) from the MM5.  It is a +1 CR and +1 LA template that grants the Fire Subtype (in the case of Imix) and a few other fire-related abilities.  Perfect for my purposes, the template even has a built-in way to remove the template (a DR ability that can be called upon to absorb a total of 40 points of damage; once it has been exhausted, you lose the template).  So, all Nightmares are born as Imix-Blooded, but they can become "quenched," losing the template.  They would never do this in Muspelheim, but if they had traveled to another of the Nine Worlds, one might allow itself to be quenched, so as to better serve a non-fiery master.

Brilliant!


I really like the Loumara demons introduced in FCI, and I've been able to hunt down two more species in Dragon #359 and #360.  It seems they left out a section of the stat block for the Caligrosto (Environment, Organization, Treasure, Advancement), but due to the wording in Infuse Weapon, they obviously can advance up to at least 20 HD, likely staying medium the whole time). Here they are:


Caligrosto
   A hazy, ghostly woman stands ready for battle. Her eyes glow red,batlike wings unfurl from her back, and a forked tail coils in the air behind her, but her flesh is hazy and indistinct, almost as if she didn’t quite exist. The cruel, jagged sword she wields, however, is danger-ously solid and real.

Caligrosto      CR 6
hp 68 (8 HD); Reflective DR 15/bludgeoning and piercing
--------------------------------------------------------------------
CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +9; Senses: darkvision 60 ft.; Listen +13, Spot +13
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 21, touch 21, flat-footed 16
   (+5 Dex, +6 deflection)
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 17
Fort +10, Ref +11, Will +8
--------------------------------------------------------------------
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Melee: +1 keen greatsword +15/+10 (2d6+12/17–20) or
   touch +13 (1d6 Str damage)
Base Atk: +8; Grp +8
Atk Options: Combat Expertise, Improved Disarm
Special Actions: possess blade
--------------------------------------------------------------------
Abilities: Str —, Dex 20, Con 18, Int 13, Wis 15, Cha 22
SQ: fiendish shade, infuse weapon, invisibility, martial prowess
Feats: Combat Expertise, Improved Disarm, Improved Initiative,
   Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Skills: Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge
   (the planes) +12, Listen +13, Search +12, Sense Motive +13,
   Spot +13, Tumble +16
Possessions: +1 keen greatsword
--------------------------------------------------------------------
Fiendish Shade (Su): As long as a caligrosto is wielding a weapon, it creates
   a phantom image of the last creature it damaged, although this
   incorporeal image is of a fiendish incarnation of the creature duplicated.
   A caligrosto can only duplicate the image of a creature capable of
   wielding a slashing weapon, and it remains Medium size no matter what
   size the original creature was. Once a caligrosto has taken on the shade
   of an enemy in this manner, it gains a +2 insight bonus on attack rolls
   and weapon damage rolls made against that target.
Infuse Weapon (Su): A caligrosto can infuse a magic weapon it has possessed
   with the keen weapon quality. More powerful caligrostos can infuse
   additional weapon qualities into their blades. A caligrosto with at least
   14 Hit Dice can infuse its weapon with keen and wounding special
   qualities. The most powerful caligrostos (those with 20 or more Hit Dice)
   can infuse a possessed weapon with keen, wounding, and vorpal
   qualities. Infused weapon qualities stack with any existing weapon
   qualities a weapon may have, but not with weapon qualities of the same
   name. Thus, a 20-HD caligrosto that possesses a +3 unholy speed
   longsword would be able to infuse it into a +3 unholy speed keen
   wounding vorpal longsword.
Invisibility (Su): A caligrosto is invisible in its natural (nonshade) form when it
   isn’t possessing a blade. This ability is constant, allowing the caligrosto
   to remain invisible even when attacking. This ability is inherent and not
   subject to the invisibility purge spell.
Martial Prowess (Ex): A caligrosto is uncannily adept at wielding bladed
   weapons. Once it has possessed a blade, it is treated as if proficient
   with that weapon, and as if it had Weapon Focus and Weapon
   Specialization with that weapon type. More powerful caligrostos gain
   additional bonus feats—a caligrosto with at least 12 Hit Dice also gains
   Greater Weapon Focus with its currently possessed weapon as a bonus
   feat. Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon
   Specialization with its currently possessed weapon as a bonus feat.
   Although caligrostos have no Strength score, they use their Dexterity
   modifier to modify their attack rolls with their possessed weapon, and
   modify damage with the weapon using their Charisma modifier (in the
   same manner that Strength adjusts damage with weapons).
Possess Blade (Su): Unlike most loumaras, caligrostos cannot possess living
   creatures. Their ability to possess is limited to slashing weapons. A
   caligrosto may attempt to possess any unattended slashing weapon by
   taking a full-round action (this provokes an attack of opportunity).
   Against nonmagic weapons, a caligrosto is automatically successful. A
   magic weapon can make a DC 20 Will save (this save DC is Charisma-
   based) to resist the possession—if the object succeeds, the caligrosto
   may never again attempt to possess that particular bladed weapon.
   Once a caligrosto possesses a weapon, it may come and go as it
   pleases, taking a move action to enter and leave the blade.
      While possessing a sword, the caligrosto is immobile and
   cannot take attack actions, nor can it be detected by most effects that
   detect creatures (such as see invisibility or locate creature).  Detect
   chaos and detect evil reveal that the possessed weapon has that
   alignment, but not that a demon lurks inside.  True seeing reveals the
   weapon to be seething with coils of what appears to be mist flecked with
   lightning. The caligrosto can still observe the world around it, but its
   ability to interact with the world is limited to telepathy.
      A creature can wield a caligrosto-possessed weapon as if it were
   a normal weapon. Often, the caligrosto infuses the weapon (see above)
   to make it more appealing and more likely that it will be used in combat.
   It may even use telepathy to try to convince a creature that it is an
   intelligent weapon—in this case, the caligrosto tries to encourage its
   new “owner” to attack creatures capable of wielding weapons.
      Once a caligrosto-possessed weapon strikes any creature that is
   capable of wielding it (regardless of the creature’s size), the caligrosto can
   attempt to wrench free from its wielders grasp and create a fiendish shade
   of that creature. A caligrosto often tries to convince its wielder telepathically
   that this is merely a short-lived but potent variant of the dancing quality,
   hoping to let its wielder allow the effect to occur without resisting. The
   wielder can attempt a DC 20 Will save to prevent a wielded caligrosto
   weapon from flying out of her hands to utilize its fiendish shade ability.
   This save DC is Charisma-based.
      Once a caligrosto gets free of its wielder and assumes a fiendish 
   shade, it can remain in that mode eternally. Typically, a caligrosto helps
   its previous owner defeat the creature before turning on her in hopes of
   creating a fiendish shade of her, but sometimes a caligrosto can’t wait
   for treachery and attacks its previous wielder as soon as it escapes. A
   caligrosto can be forced out of a weapon it is possessing by
   banishment, dismissal, dispel chaos, or dispel evil. When a caligrosto
   is driven out in this manner, the weapon it was possessing drops to the
   ground. The caligrosto can attempt to re-possess the weapon on its next 
   action (although if the weapon is magical, it gains a new Will save to
   resist this new possession attempt as if the demon had never before
   attempted to possess it). If a caligrosto-possessed weapon is destroyed,
   the caligrosto is forced out of the weapon and must make a DC 20
   Fortitude save to avoid being stunned for 1d3 rounds.
Reflective Damage Reduction (Su):  As long as a caligrosto’s fiendish shade
   ability is in effect, it gains DR 15/bludgeoning and piercing. Slashing
   damage negated by this damage reduction is applied to the creature
   whose shape is currently being mocked by the loumara’s fiendish shade
   ability. For example, if a caligrosto’s fiendish shade is imitating Lidda,
   and Krusk strikes the demon with his +3 greataxe and causes 25 points
   of damage, 15 points of that damage are negated and applied to Lidda
   instead, while the caligrosto takes the 10 points of damage not negated
   by the damage reduction. Nonmagic weapons cannot harm the caligrosto
   (due to its incorporeal traits) and thus are not affected by this unusual
   defensive ability.
Strength Drain (Su): A caligrosto deals 1d6 points of Strength damage with its
   touch attack. Whenever it deals Strength damage to a target, a caligrosto
   heals 5 points of damage; if the demon is healthy, it instead gains this
   healing as temporary hit points.



MANITOU         CR 12
Always CE Huge Outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +10; Senses: darkvision 60 ft.; Listen +24, Spot +24
Aura: frightful presence (120 ft. range, Will DC 27)
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 22, touch 22, flat-footed 16
   (-2 size, +6 dex, +8 deflection)
hp: 172 (15 HD); DR: 10/good
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 22
Fort +16, Ref +15, Will +17
--------------------------------------------------------------------
Spd: fly 50 ft. (perfect)(10 squares)
Melee: 6 bites +19 (2d8)
Space: 15 ft.; Reach: 15 ft.
Base Atk: +15; Grp: –
Atk Options: Combat Expertise
Special Actions: possession, rend nature
Spell-Like Abilities (CL 15th)
   At will – diminish plants, dominate animal (DC 21), entangle (DC 19),
      greater magic fang, hallucinatory terrain (DC 22), plant growth,
      summon nature's ally V, transport via plants
   3/day – call lightning storm (DC 23), control winds, quickened
      entangle (DC 19), giant vermin
   1/day – shambler
--------------------------------------------------------------------
Abilities: Str –, Dex 23, Con 24, Int 20, Wis 22, Cha 27
Feats: Ability Focus (frightful presence), Combat Expertise, Combat Reflexes,
   Improved Initiative, Iron Will, Quicken Spell-Like Ability (entangle)
Skills: Concentration +25, Hide +16, Knowledge (arcana) +23, Knowledge
   (dungeoneering) +23, Knowledge (geography) +23, Knowledge (nature)
   +23, Knowledge (the planes) +23, Listen +24, Search +23, Sense Motive
   +24, Spellcraft +25, Spot +24, Tumble +24
--------------------------------------------------------------------
Environment: any wilderness
Organization: solitary
Treasure: standard
Advancement: 16-21 HD (Huge), 22-39 HD (Gargantuan), 40-45 HD (Colossal)
--------------------------------------------------------------------
Frightful Presence (Su):  A manitou exudes an aura of supernatural fear to a
   radius of 120 feet.  Any creature in this area must make a DC 27 Will
   save to avoid becoming frightened as long as that creature remains
   in the area of effect.  A creature who makes this save is immune to the
   frightful presence of that particular manitou for 24 hours.  This is a mind-
   affecting fear effect.  The save DC is Charisma-based.
Possession (Su):  A manitou can possess any creature of the animal, fey, or
   plant type.  It must enter a square occupied by the creature it wishes to
   possess.  The victim is entitled to a DC 27 Will save to resist possession. 
   A single manitou may simultaneously possess multiple targets at once,
   up to a number equal to its Charisma modifier.  True seeing reveals a
   thin, ghostly vine extending from the backs of any creatures so possessed,
   coiling through the air and linking them together.  Manitou-possessed
   creatures must remain within a mile of each other–a possessed creature
   that is moved beyond this range is immediately freed of its possession. 
   The save DC is Charisma-based.
      A manitou can take on any of the following roles while possessing
   a creature:  ally, controller, or transformer.  See Fiendish Codex I, page 21,
   for more information.
Rend Nature (Su):  Once every 1d4 rounds, an incorporeal manitou can rend
   nature.  This affects all creatures and plants within the manitou's space. 
   All affected creatures take 10d6 points of damage, as their bodies are torn
   apart by invisible forces.  A successful DC 24 Fortitude save halves the
   damage.  Animals, elementals, fey, and plants in this area instead take
   10d10 points of damage and are stunned for 1 round (a successful save
   halves the damage and negates the stunning effect).  Constructs, outsiders,
   and undead are immune to this effect.
« Last Edit: April 05, 2014, 11:12:36 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #68 on: March 27, 2018, 06:56:58 PM »
I just recently learned of this wonderful beast from Dragon Magazine 299.  Oh, how I would have loved to have known about this back when I was running my Norse-themed Mythic Sagas campaign.

This is a 3.5 converted stat block, incorporating a bonus feat to account for the utter mechanical discrepancies of the 3.0 stat block found in the magazine (primarily related to Improved Grab's usefulness and the Tree Troll's grapple modifier).

TREE TROLL - 3.5
Small Monstrous Humanoid
Hit Dice: 2d8+8 (17 hp)

Initiative: +3
Speed: 20 ft. (4 squares), climb 30 ft.

Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16

Base Attack/Grapple: +2/+3

Attack: Claw +4 melee (1d3+1)

Full Attack: 2 claws +4 melee (1d3+1), and bite –1 melee (1d3)
Space/Reach: 5 ft./5 ft.

Special Attacks: Improved grab (claw)

Special Qualities: Darkvision 60 ft., Regeneration 3, Scent, Uncanny Dodge

Saves: Fort +4, Ref +6, Will +4

Abilities: Str 13, Dex 16, Con 19, Int 9, Wis 12, Cha 12

Skills: Balance +5 (+13 in forests), Climb +9 [Take 10], Hide +15, Jump –3, Listen +3, Spot +3, Tumble +8

Feats: Alertness, Improved GrappleB
Environment: Temperate forest
Organization: Solitary, gang (2–4), or band (6–11)
Challenge Rating: 2
Treasure: Standard

Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment:

Tree trolls are small arboreal trolls created by magic gone awry.  They live in thick forests, hiding among the trees and working together to take down prey.  Despite their size, they have proven as ravenous as their larger ancestors.
   Tree trolls stand 3 feet tall and weigh about 30 pounds.  Their rubbery, mottled-green hides are almost completely covered in thick moss-like hair.  They have overlong arms and sharp claws that help them move among the trees.  Their faces appear squashed with long proboscis-like noses extending past their lower jaws.
   Tree trolls speak Giant.

COMBAT
Tree trolls prefer to use their stealth and tumbling abilities to get close to opponents and then latch on, gnawing away at their foes.  Tree trolls have no fear except for fire, which eats away at their treetop homes and flesh.  Tree trolls have simple tactics of attacking one foe after another.  Gangs of tree trolls often swarm out of trees to fall upon one victim.  Even large numbers don’t dissuade them as they relentlessly swarm over one foe after another.
   Improved Grab (Ex):  If a tree troll hits [a Medium or smaller opponent] with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3).  If it gets a hold, it deals automatic bite damage.  In subsequent rounds, each successful grapple check it makes during successive rounds automatically deals claw damage.
   Uncanny Dodge (Ex):  Tree trolls have the ability to react to danger before their senses would normally allow them to do so.  Tree trolls retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
   Regeneration (Ex):  Fire and acid deal normal damage to a tree troll.
   If a tree troll loses a limb or body part, the lost portion regrows in 3d6 minutes.  The creature can reattach the severed member instantly by holding it to the stump.
   Skills: Tree trolls have a +8 racial bonus to Balance checks in forested areas, and a +8 racial bonus to Hide checks.








With the recent addition of Huge-sized Giant miniatures, I was giving thought to how to go about using them if I even run another live Mythic Sagas campaign again.  In the opening post of this thread, I mentioned basing Legendary Fire and Frost Giants off of Eldritch Giants from the MMIII.  I will admit this idea was based somewhat upon brainstormed plans to buy Eldritch Giant miniatures, and paint them to get Huge Frost Giants... Well, now there is no need, and there may be a simpler solution that I hit upon when devising how to use some of the monsters from the MM2, which can have wonky CR vs HP ratios.  For example, the Phoenix seems quite lackluster for its CR.  But if one were to take such creatures, increase their size category by 1 (along with the ability stat and natural armor changes that entails), and increase its Hit Dice by 50%, that would be appropriate for the CR of something like the Phoenix.

With the looming release of yet more Huge Giant mini's in tomorrow's Monster Menagerie 3, I applied that line of thinking to Fire and Frost Giants.  It's simple, and allows easy use of the Huge mini's.  But, the Eldritch Giant chassis did have some advantages that were appropriate for depicting the Frost Giants from Norse myth, who were known for their magic use.  It shores up the lacking Will save, and gives them a few SLA's, and the ability to use Arcane magic items as if they were wizards.  For a future return to a Mythic Sagas campaign, I'll probably still go the Eldritch Giant chassis route, but for a simpler approach, here is the application of my above Phoenix philosophy to Fire and Frost Giants.

Increase each species by 7 HD, adding the two stat bumps those provide to Dexterity (to offset the size increase's –2 Dex), increase the size category by one, to Huge, and add +2 to the CR.  You end up with these (plus a few rearranged feats).


GREATER FIRE GIANT
Huge Giant (Fire)

Hit Dice: 22d8+154 (253 hp)
Initiative: –1

Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft.
Armor Class: 25 (–2 size, –1 Dex, +11 natural, +7 half-plate armor) touch 7, flat-footed 25
Base Attack/Grapple: +16/+38

Attack: Greatsword +28 melee (4d6+21) or slam +28 melee (1d6+14) or rock +14 ranged (2d8+14 plus 2d6 fire)
Full Attack: Greatsword +28/+23/+18/+13 melee (4d6+21) or 2 slams +28 melee (1d6+14) or
   rock +14 ranged (2d8+14 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold
Saves: Fort +20, Ref +6, Will +11

Abilities: Str 39, Dex 9, Con 25, Int 10, Wis 14, Cha 11
Skills: Climb +15, Craft (any one) +10, Hide –16, Intimidate +6, Jump +17, Move Silently –8, Spot +18
Feats: Cleave, Combat Brute, Improved Bull Rush, Improved Overrun, Improved Sunder,
   Iron Will, Power Attack, Shock Trooper

Environment: Warm mountains

Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of
   1st or 2nd level), hunting/raiding party (6–9 plus 1 adept or sorcerer of 3rd–5th level plus
   2–4 hell hounds and 2–3 trolls or ettins), or tribe (21–30 plus 1 adept, cleric, or sorcerer of
   6th or 7th level plus 12–30 hell hounds, 12–22 trolls, 5–12 ettins, and 1–2 young red dragons)
Challenge Rating: 12

Treasure: Standard

Alignment: Often lawful evil
Advancement: By character class
Level Adjustment:

This giant resembles a mammoth dwarf with coal-black skin, flaming red hair, and a prognathous jaw that reveals dirty ivory teeth.

Fire giants are brutal, ruthless, and militaristic.

   Some fire giants have bright orange hair.  An adult male is 18 feet tall, has a chest that measures 12 feet around, and weighs about 7,500 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.

   Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.
   A typical fire giant’s bag contains 1d4+1 throwing rocks, 3d4 mundane items, a tinderbox, and the giant’s personal wealth. Everything a fire giant owns is battered, dirty, and often singed by heat.

Combat
Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them).  They are also fond of grabbing smaller opponents and tossing them somewhere very hot.

   Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.
   Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.





GREATER FROST GIANT
Huge Giant (Cold)

Hit Dice: 21d8+147 (241 hp)
Initiative: –1

Speed: 40 ft. (8 squares)
Armor Class: 23 (–2 size, –1 Dex, +12 natural, +4 chain shirt) touch 7, flat-footed 23
Base Attack/Grapple: +15/+36

Attack: Greataxe +26 melee (4d6+19/×3) or slam +26 melee (1d6+13) or rock +27 ranged (2d8+13)
Full Attack: Greataxe +26/+21/+16 melee (4d6+19/×3) or 2 slams +26 melee (1d6+13) or
   rock +27 ranged (2d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire
Saves: Fort +19, Ref +6, Will +9

Abilities: Str 37, Dex 9, Con 25, Int 10, Wis 14, Cha 11
Skills: Climb +19, Craft (any one) +10, Hide –10, Intimidate +6, Jump +23, Spot +18

Feats: Brutal Throw, Cleave, Combat Brute, Improved Bull Rush, Improved Overrun, Improved Sunder,
   Power Attack, Shock Trooper

Environment: Cold mountains

Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of
   1st or 2nd level), hunting/raiding party (6–9 plus 35% noncombatants plus 1 adept or
   sorcerer of 3rd–5th level plus 2–4 winter wolves and 2–3 ogres), or tribe (21–30 plus
   1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 winter wolves, 12–22 ogres, and
   1–2 young white dragons)
Challenge Rating: 11

Treasure: Standard

Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment:

This giant looks like a beefy, muscular human with snow-white skin and light blue hair and eyes.

Frost giants are justifiably feared as brutal and wantonly destructive raiders.
   A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
   An adult male is about 21 feet tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
   A frost giant’s bag usually contains 1d4+1 throwing rocks, 3d4 mundane items, and the giant’s personal wealth. Everything in a frost giant’s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.

Combat
Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes.
   A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
   Rock Throwing (Ex): The range increment is 120 feet for a frost giant’s thrown rocks.
   Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Offline Nanshork

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Re: Norse Bestiary
« Reply #69 on: March 27, 2018, 11:17:38 PM »
You live!

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #70 on: March 28, 2018, 12:33:03 AM »
You live!
Haha! Yes, I do live.  Life has just been VERY busy of late.  Still running two campaigns at my house each week.  My Sunless Citadel campaign is wrapping up; they are 19th level and playing through the last adventure of that series.  I recently moved, and in a few weeks my wife and I will be having our first child.

All the giants in this upcoming set of miniatures has me salivating, and thinking back on all the great times I had running Viking-themed games.  However, three of my four Sunless Citadel players wanted a political intrigue campaign as their top choice once we finish Bastion of Broken Souls, so I'll be tiptoeing into relatively unfamiliar campaign territory for myself, and decided to use a crutch for my first politics-heavy campaign.  I'll be running Paizo's Curse of the Crimson Throne AP, which fortunately for me was published before Pathfinder, so is actually fully 3.5 OGL D&D.  News of the new campaign intrigued several players in my other group, and so I'll actually have a party of 6 PC's for this new campaign, which will be the most players I've ever run for in an on-going, in-person campaign.

I'm still very much involved in D&D.  I just had to prioritize where I focused my efforts in the hobby, and sadly, for the last long while, MinMax slid way down on the list  :-\  I do often yearn to get reinvolved here, but I doubt it will ever be as much as it was.  One of my biggest long-term goals is to finish my Sunless Citadel Campaign Journal, but I know it is going to be a years-long project that I'm going to have to take slowly.

Offline phaedrusxy

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Re: Norse Bestiary
« Reply #71 on: March 28, 2018, 08:47:08 AM »
You live!
Haha! Yes, I do live.  Life has just been VERY busy of late.  Still running two campaigns at my house each week.  My Sunless Citadel campaign is wrapping up; they are 19th level and playing through the last adventure of that series.  I recently moved, and in a few weeks my wife and I will be having our first child.
Congratulations!
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Craiconn

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Re: Norse Bestiary
« Reply #72 on: March 28, 2018, 12:02:49 PM »
I dig the updates, KSB.  Very nice.  And congrats on the family expansion!

Since you soon will be venturing into a Pathfinder AP (albeit in their 3.5 rule set), you'll likely find a metric tonne of Norse related trolls, hags, giants, etc. in all 6 of Paizo's Bestiaries.  As well as some that are sprinkled throughout the APs and modules but never got included/updated in their Bestiaries.  In fact, I think Paizo's PF 1E has outdone D&D 3.5 in publishing Norse-related content. 

Holler if you need any help locating any of it (I'm Crai over at Plasticrypt, as well).  d20pfsrd.com and archivesofnethys.com should have most of the stat-based stuff.  Backporting PF game mechanics into 3.5 is pretty easy and formulaic. 

Offline Nanshork

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Re: Norse Bestiary
« Reply #73 on: March 28, 2018, 08:19:11 PM »
Congratulations!  I wish I could find an epic D&D group...

Offline phaedrusxy

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Re: Norse Bestiary
« Reply #74 on: March 31, 2018, 09:58:07 PM »
You might be interested in this review that was just started.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.