Author Topic: Monster Revisions  (Read 47198 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #200 on: March 12, 2022, 09:26:20 PM »
Diakk, Varath
                      Large Outsider (Evil, Extraplanar)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +6/+13
Attack:               Bite +8 melee (2d6+4)
Full Attack:          Bite +8 melee (2d6+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Weakness, Dance of Weakness
Special Qualities:     Darkvision 60 ft., SR 16, Immune to Poison and Acid damage, Energy Resistance 10 (Cold, Electricity, Fire)
Saves:                Fort +8, Ref +7, Will +5
Abilities:            Str 16, Dex 14, Con 16, Int 6, Wis 10, Cha 15
Skills:               Bluff +8, Climb +9,  Hide +6, Intimidate +8, Jump +9, Listen +6, Move Silently +10, Spot +6, Survival +6
Feats:                Dodge, Mobility, Stealthy
Environment:          The Gray Waste
Organization:         Solitary, Pair or Gang (3-12)
Challenge Rating:     5
Treasure:             None
Alignment:            Neutral Evil
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"They are rather peckish Phyllis."

"They are Evil Minions..."

Varath are tall humanoid looking creatures with sharp, stork-like bills.  Their oily plumage is sparse, and color ranges from pea green to gray to rust.  They are often used as cheap thugs by both their fellows and the Night Hags, and otherwise just try to eat whatever wanders close.

Weakness (Su): A Diakk can weaken a foe by making a special touch attack. The opponent must succeed on a DC 15 Fortitude save or take 1d6 points of Strength damage. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will: Ghost Sound.  3/Day: Jump.  Caster level 6th. The save DC is Charisma-based.

Dance of Weakness (Su): A Diakk can dance and chant as a full-round action—at the end of three rounds, a wave of enervating energy is emitted, dealing 1d6 temporary Str damage to all non-diakka in a 30 foot radius (Fortitude DC 15 negates). For each additional diakk that joins the dance, the save DC increases by 1 and the Str damage increases by one, to a maximum of 1d6+3 when four or more diakka are dancing (the save DC continues to increase for additional diakka). The dance immediately ends and must be started anew if any participating diakk is slain, stunned or otherwise prevented from dancing. The save DC is Charisma based.

Combat: Diakk are sneaky and watchful, and  will not attack until they have ascertained their potential preys vulnerabilities, and whether or not they have a chance at taking them.  They prefer attacking only when they outnumber foes.




Diakk
"Fortunately I have an emergency Plane Shift up my sleeve!  To me, Jim!"  *POOF*

"Exactly what was all that nonsense?"

Ambush Predators

"We were there to interview the Diakk peoples Jim, long considered the bottom of the social ladder of Hades.  I had forgotten many of them were ruled by Night Hags."

"Are they dangerous?"

"The Diakk are always hungry, and it's made worse by their traveling in flocks.  The ones you really have to watch out for are the ones ruled by other, smarter entities.  The Diakk d not have the cunning necessary to make the best use of their abilities."

"Can they follow us?"

"No, thankfully. Phyllis might be able to though."

"She called me a clone."

"Never listen to Night Hags Jim."
« Last Edit: May 05, 2022, 01:00:49 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #201 on: November 05, 2022, 06:31:57 PM »


Tall Mouther
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are looking for a local killer of halflings!"

Halflings Are Their Drug Of Choice

"It's being described as some sort of gorilla spider."

"That sounds strangely familiar."


Difficult To Aim For

"Ere now.  What're you two up to?"

"Why this is just an average Tall Mouther.  There' no cryptid here."

"I'm reformed, thank you very much, and I hain't kilt no  halflins'.  That's been them Mooncalves what did that."

"Wait, did you say Mooncalves?"
« Last Edit: November 06, 2022, 06:46:06 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #202 on: November 06, 2022, 06:58:36 PM »




Mooncalf
"No one can ever know of this Jim."

Weapons Of The Far Realm

"You've been edgy since that fellow mentioned Mooncalves.  Even worse since we found out they  appeared after the locals dug up a pyramid."

"It reminds me of an old legend.  A legend about creatures of the Far Realm looking for one of their own.  I hope I'm wrong."


Searchers Of Strange Things

"How are we getting around them to the Pyramid without them knowing we're here?"

"We aren't.  They know we've been hear since we arrived.  Have your weapons ready."
« Last Edit: November 06, 2022, 07:11:13 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #203 on: March 18, 2023, 10:19:43 PM »


Bloodbloater Swarm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are in  the marshy areas of the Dark Sea looking for oozes.  I see you already have the forcewall up Jim!"

They Form Massive Swarms

"That's because a massive Bloodbloater Swarm is heading this way Harlan."

"You're right, I can see them now.  My goodness there are a lot of them.  Can we lower the wall long enough to snatch a sample?"

"That would be unwise.  They get their names because they have no satiety response.  They continue draining blood even after it runs off into the water.."


They Can Never Fill Up

"They don't seem to have an understanding of forcewalls either Jim."

"Yeah, it's time to move."



Flotsam Ooze
"That cube of force has certainly paid for itself."

Fairly Invisible In Water

"And it will continue to do so.  You see that pile of floating debris?"

"Is it...moving?"

"Indeed.  That's a Flotsam Ooze."


A Sticky Situation

"Does it use the debris as concealment on purpose?"

"No.  It's already fairly clear, and difficult to see in the water.  It just adheres itself to whatever it touches."




Reekmurk
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I have just gone aground after a massive undersea quake!"

They Prefer The Lightless Depths

"Just in time too.  That inky slick forming on the water is likely a Reekmurk driven up by the quake."

"That explains the smell."

"Even Troglodytes aren't this bad.."


You Can Almost Taste It

"The sun is going down, we should probably leave."

"You'll get no argument from me."





Flesh Jelly
"...and it appears we have fled the wrong way...l."

Always Hungry

"Why are there so many of these things in this swamp?"

"Perhaps it's that they're efficient enough predators to have taken over the local ecosystem?"

"Fair enough, but I'm not buying it.  Oozes generally don't prey on one another.."


Resembles A Pile Of Hairy Flesh

"Are we sure that's really an ooze?  It looks like boneless, skin covered flesh instead of jelly."

"There's no Wizard out here is there?"




Corrupture
"I'd say no, but here comes another one."

Born From The Defilement Of Nature

"Sweet Jebus..."

"I've seen things like that before.  They're always a sign of magic or the natural world going bad."

"It looks a little big to fight."


Acid Filled Bags

"They're full of corrosive fluids, it's best we flee."

"Lets hope the aquatic oozes have simmered down."
« Last Edit: March 19, 2023, 07:02:25 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #204 on: March 18, 2023, 10:24:52 PM »


Dragonflesh Golem
"We're here for a Golem bodyguard.  Preferably used.  Maybe an early warning system type?"

The Most Spectacularly Bad Idea

"What in the name of the Gawds is that?"

"It's just a Flesh Golem."

"It seems remarkably dragon shaped."

"That's cause we made it from dragon parts"

"Do you think that was wise?"


Mess Not With Dragons

"It's not like the dragons know about it."

"Sir...you have it on display in a public building..."

"Excuse me sir?  The Cult of Tiamat and the Church of Bahamut are outside.   They'd like a word."

BAMF!

"Of course he'd teleport out...can we get another salesman?"




Demonflesh Golem
"Okay, once again.  We're here for a Golem bodyguard.  Preferably used.  Preferably specializing in anti bee capabilities."

To Makers Of Golems: Who Hurt You?

"What in the name of the Gawds is that?"

"It's just a Flesh Golem sir."

"It looks quite demonic..."

"That's cause we made it from demon parts"

"Sweet Jebus, you're crazier than the last one..."


Surprisingly Devious

"It's not like I need the Abysses approval for use of dead parts."

"Sir...have you met the Tanar'ri?"

"Excuse me sir?  A Mr. Orcus would like a word."

BAMF!

"Third times the charm?"
« Last Edit: March 19, 2023, 07:55:47 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #205 on: March 22, 2023, 01:44:25 AM »
Protein Polymorph
                      Large Ooze (Shapechanger)
Hit Dice:             8d10+40 (84 hp)
Initiative:           +5
Speed:                20 ft. (4 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +6/+15
Attack:               Pseudopod +10 melee (2d4+7)
Full Attack:          Pseudopod +10 melee (2d4+7)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Imitation, Improved Grab, Engulf
Special Qualities:    Blindsight 60 ft., Ooze traits
Saves:                Fort +7, Ref +3, Will +4
Abilities:            Str 20, Dex 12, Con 20, Int 10, Wis 14, Cha 6
Skills:               Disguise +10, Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +8
Feats:                Alertness, Improved Initiative, Stealthy
Environment:          Any Temperate or Warm Land
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          9-13 HD (Large), 1-27 HD (Huge)
Level Adjustment:    ---

Protein Polymorphs are colonies of single celled organisms forming a hivemind.  They resemble a tower of grey protoplasm in their natural form, but can mimic just about anything.  They can't speak or make facial expressions though, so potential victims that get close enough will probably realize something isn't right, especially if they touch the Protein Polymorph.

Imitation (Ex): The Protein Polymorph can change it's form as a Move Action.  It can appear as any Large or smaller creature whose Hit Dice do not exceed it's own.  Optionally it can form 2 Medium creatures or 4 Small or smaller creatures, all connected by a thin, nearly invisible thread of protoplasm (DC 20 Spot check to see).  If these forms have hands it may use them to wield weapons.  It loses the natural weapons, and extraordinary special attacks of its original form, and gains the natural weapons, and extraordinary special attacks of its new form. It retains the special qualities of its original form and does not gain any spell-like abilities, supernatural attacks, or special qualities of its new form. It gains the physical ability scores (Str, Dex, Con) of its new form and retains the mental ability scores (Int, Wis, Cha) of its original form. It retains its hit points, base attack bonus, and base save bonuses, although its save modifiers may change due to a change in ability scores. It cannot assume an incorporeal or gaseous form. If it mimics multiple weapon bearing creatures, it gains one weapon attack at it's highest BAB with each one (assuming it has a weapon).  It can also appear as inanimate objects, pieces of walls or just about anything it has seen so long as it is the appropriate size.

Improved Grab (Ex): To use this ability, a Protein Polymorph must hit with its Pseudopod attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Engulf (Ex): Although it moves slowly, a Protein Polymorph can simply mow down Large or smaller creatures as a standard action. It cannot make a Pseudopod attack during a round in which it engulfs. The Protein Polymorph merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Protein Polymorph, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Protein Polymorph moves forward. Engulfed creatures are considered to be grappled and trapped within its body. The save DC is Strength-based.  While it has an opponent Engulfed, the Protein Polymorph can do 6d4+7 Bludegeoning damage.

Skills: The Protein Polymorph has a +8 Racial Bonus to Disguise Checks.  It is proficient with Simple and Martial Weapons.

Combat: The Protein Polymorph is an ambush predator often appearing as treasure, objects, or even parts of the wall or floor.  It usually attempts to crush single opponents by engulfing them.  Against multiple opponents it will use Imitation to shapeechange into one or more creatures, and may even wield weapons if it has them available.




Protein Polymorph
"It looks like we've found some of the staff."

Better At Their Job Than Mimics

"Greetings gentlemen!  Have no worries, we're here to help.  You can put the swords down."

"Harlan look at the floor."

"What are those threads running between them...oh hell, it's a Protein Polymorph.."

"We can assure you we mean you no harm.  We're just looking for the Invisiblobs."


They Reproduce by Subdivision

"It's pointing left."

"Much obliged!"

"Are we really trusting the ambush predator?"
« Last Edit: April 01, 2023, 11:21:58 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #206 on: March 26, 2023, 11:30:29 PM »
Flareater
                      Medium Ooze
Hit Dice:             6d10+30 (63 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Climb 40 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+5
Attack:               Slam +6 melee (1d6+1 plus 1d6 Acid)
Full Attack:          Slam +6 melee (1d6+1 plus 1d6 Acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid, Constrict, Improved Grab, Devour Light
Special Qualities:    Blindsight 60 ft., Immunities, Split, Vulnerability, Ooze traits
Saves:                Fort +7, Ref +4, Will +5
Abilities:            Str 12, Dex 15, Con 21, Int 8, Wis 13, Cha 4
Skills:               Hide +5, Move Silently +5, Survival +4
Feats:                Improved Initiative, Iron Will, Weapon Finesse
Environment:          Underground
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

Flareaters are glossy, dark green slimes that exhibit intelligence.  They survive by devouring light sources, and fortunately they don't need to eat often seeing as they LIVE. UNDERGROUND.  WTH 2e...

Acid (Ex):  A Flareater secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A metal or wooden weapon that strikes a Flareater also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 18 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A Flareater deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a Flareater must hit with its slam 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 a hold and can constrict.

Devour Light (Su): If opponents are carrying a light source (lantern, torch Light spell, etc.) the Flareater can make a melee touch attack to extinguish that light source.  If it is successful it gains 1 Hit Die.  If it is targeted by a spell with the Light descriptor, or a Light based attack, it suffers no effects and gains 1 Hit Die (2 HD if the spell is 5th Level or higher, or the attack does 10d6 or more).

Immunities: Flareaters are immune to Fire damage, and spells with the Light descriptor.

Split (Ex): When the Flareater reaches 12 Hit Dice, it splits into two 6 HD oozes (divide the Flareaters current hp between them).  This process takes a full round.

Vulnerability: If the Flareater fails a Saving Throw against a spell doing Cold damage, it becomes Paralyzed for 1d4 rounds.

Combat: Flareaters generally only attack light sources.




Flareaters
"Did you just see something up ahead?"

Unusually Intelligent

"Douse the light, and put on the Nightvision goggles."

"Crap.  Slimes."

"You'll notice they've stopped moving toward us."

"Crap.  Flareaters."


They Eat Light

"Indeed."

"You still got charges in that wand?"

"Without lights we may not need them."
« Last Edit: April 15, 2023, 01:13:29 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #207 on: March 26, 2023, 11:32:13 PM »
Thessalmonster, 1st Generation

Thessalmonster, 1st Generation, is an Acquired Template that can be applied to any Magical Beast or Monstrous Humanoid that is small or bigger.  The Wizard Thessalar created the first of these creatures by exposing the eggs and unborn young of monsters to a substance he calls protolife.  Most of them died immediately, or aged rapidly and expired hours later.  Eventually he had some success, but they were sterile and short lived.  Excet Hydras.  Thessalar found that monsters with regenerative abilities not only thrived, but were physically unstable enough that they could procreate with any variety of monsters.  These 2nd generation monsters were still sterile though, and usually took after the Thessalmonster parent.

Size and Type: Size is unchanged, Type becomes Aberration. 

Hit Dice: Double the base creatures Hit Dice, and make all current and future Hit Dice d8's.

Speed: All movement speeds increase by +10 feet.

Armor Class: Increase the base creatures Natural Armor Bonus by an amount dependent on it's Size: Small (+8), Medium (+10), Large (+12), Huge (+15), Gargantuan (+18), Colossal (+20).

Attacks: The Base Creature gains a Bite Attack as it's Primary attack (it gains this in addition to any bite it may already have), and all other attacks are now Secondary attacks.  If it has a tail, it also gains a Tail Pincer attack.  Bab becomes equal to ¾ total Hit Dice (as cleric).

Damage: Bite damage is based on Size: Small (1d6), Medium (1d10), Large (2d8), Huge (4d6), Gargantuan (6d6) or Colossal (9d6).  Tail Pincer damage, if it gets one, is likewise based on size: Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (3d6) or Colossal (4d6).  Damage of the base creatures attacks are actually reduced one step.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

Improved Grab (Ex): To use this ability, a Thessalmonster must hit an opponent with its Primary bite attack or Tail Pincer 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 a hold and can try to swallow the foe the following round.

Breath Weapon (Su): Once every 1d4+1 rounds a Thassalmonster may spit a glob of acid.  This Glob has a range and affects an area spread dependent on the Thassalmonsters Size: Small (20 ft. range, ranged attack roll instead of a spread), Medium (20 ft. range, 5 foot radius spread), Large (30 ft. range, 10 foot radius spread), Huge (30 ft. range, 10 foot radius spread), Gargantuan (60 ft. range, 20 foot radius spread), Colossal (60 ft. range, 20 foot radius spread).  Creatures in this area take acid damage (half as much damage if they make a Reflex Save, Saving Throw is Constitution based).  Acid damage is based on Size:  Small (1d4), Medium (2d6), Large (8d6), Huge (12d6), Gargantuan (18d6), Colossal (24d6). If a character fails the Save, 1d4 of his items (determine which items are affected using Table 10-1 on page 177 of the PHB) suffer the damage as well, though the PC may attempt a new Reflex Save for each item affected in an attempt to halve the damage.

Acid (Ex): The Thessalmonsters Primary Bite drips with Acid, doing damage based on the monsters size: Small (+1d6), Medium (+1d10), Large (+2d8), Huge (+4d6), Gargantuan (+6d6), Colossal (+9d6). The target must also make a Refle Save (Save DC is Constitution based), or it's armor or robs takes the acid damage as well.

Poison (Ex): The Thessalmonsters secondary bites (if any) are venomous.  Injury, Fortitude Save (Save DC is Constitution based). Initial and Secondary damage depends on the creatures size: Small (1d2 Strength), Medium (1d3 Strength), Large (1d4 Strength), Huge (1d6 Strength), Gargantuan (1d8 Strength), Colossal (2d6 Strength).

Swallow Whole (Ex):  A Thessalmonster can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes bludgeoning damage and acid damage per round from the Thessalmonsters gizzard (damage is based on the Thessalmonsters size). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage (this depends on the Thassalmonsters Size) to the gizzard (AC 10 + 1/2 the Thessalmonsters Natural Armor Bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.  Gizzard damage is as follows: Large (1d8+Strength modifier bludgeoning and 12 acid), Huge (2d6+Strength modifier bludgeoning and 15 acid), Gargantuan (3d6+Strength modifier bludgeoning and 18 acid), Colossal (4d6+Strength modifier bludgeoning and 20 acid).  Damage to cut oneself out of the Gizzard is as follows: Large (12), Huge (25), Gargantuan (25), Colossal (50).  The amount of creatures the Thessalmonsters stomach can hold is as follows: 1 creature that is one Size smaller than the Thessalmonster.  2 creatures that are two Sizes smaller, 8 creatures that are three Sizes smaller, 32 creatures that are four Sizes smaller, and 128 creatures that are 5 or more Sizes smaller.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

Repressed Healing (Ex): Fast Healing and Regeneration rates by the base creature are halved (rounded up).  For example if the base creature has Fast Healing 20, the Thessalmonster has Fast Healing 10.

All-Around Vision (Ex): The Thessalmonsters many eyes give them a +4 racial bonus to Spot and Search checks and they can't be flanked.

Immunity to Acid damage and Poison.

Saves: Only Willpower Saves are Good Saves, and Saving Throws must be recalculated.

Abilities: -2 Dex, +4 Int, +4 Wis, +2 Cha.  Str and Con depend on Size: Small (+8 Str), Medium (+12 Str, +2 Con), Large (+12 Str, +2 Con), Huge (+16 Str, +6 Con), Gargantuan (+16 Str, +6 Con), Colossal (+20 Str, +10 Con).

Skills: Skills must be recalculated.

Feats: The base creature gains Feats due to the extra Hit Dice,  It tends to prioritize the following: Ability Focus (Breath Weapon), Improved Critical, Improved Initiative, Iron Will, Multiattack.

Environment: Any Swamp, Forest or Underground.

Organization: Solitary

Challenge Rating:
CR increase depends on Size: Small (+5), Medium (+5), Large (+6), Huge (+8), Gargantuan (+8), Colossal (+9).

Treasure: None

Alignment: Unchanged.

Advancement: Up to double Hit Dice (+1 Size Category), from double to triple it Dice (+2 Size Categories).

Level Adjustment: ---

Example of creature using template here:

Thessalhydra (8 headed Hydra)
                      Huge Aberration
Hit Dice:             16d8+128 (203 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), 30 ft.  Swim
Armor Class:          32 (-2 Size, +24 Natural), touch 8, flat-footed 32
Base Attack/Grapple:  +12/+32
Attack:               Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
Full Attack:          1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), and 1 Tail Pincer +21 melee (2d6+6/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Acid, Poison, Breath Weapon, Swallow Whole
Special Qualities:    Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison
Saves:                Fort +13, Ref +5, Will +14
Abilities:            Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
Skills:              Listen +12, Search +9, Spot +12, Swim +20
Feats:                Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
Environment:          Any Swamp, Forest or Underground.
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Usually Neutral
Advancement:          17-32 HD (Gargantuan), 33-48 HD (Colossal)
Level Adjustment:     ---



5E THESSALMONSTER, 1ST GENERATION

Any Monstrosity that is Small or bigger can become a 1st Generation Thessalmonster.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Aberration.

Armor Class. The Base Creatures gains a minimum AC based on Size, and it's Natural Armor Bonus is adjusted upwards to meet that minimum: Small (12), Medium (15), Large (17), Huge (19), or Gargantuan (22).

Hit Points. Double the Base Creatures Hit Dice.

Speed. All movement speeds increase by +10 feet.

Attributes. Base Creature gains +4 Intelligence, +4 Wisdom and +2 Charisma.  Dexterity lowers by -2.  Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6).

Damage Immunities. The base creature becomes immune to the following damage types: Acid, Poison.

Condition Immunities. The base creature becomes immune to the following conditions:  Poisoned.

Saving Throws. The creature becomes proficient in Wisdom Saving Throws.

Skills. The Base Creature gains Expertise with Wisdom (Perception) Checks.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Altered Healing. If the base creature has Regeneration, halve the amount of damage it heals per round.  Acid damage no longer affects the creatures Regeneration.

New Action: Multiattack. The base creature gets it's regular attacks, plus it's Toxic Bite and Tail Pincer.

New Action: Toxic Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 1d6+1d6), Medium (5 ft., 2d6+2d6), Large (5 ft., 4d6+4d6), Huge (10 ft., 7d6+7d6), or Gargantuan (10 ft., 4d12+4d12).  This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.

New Action: Tail Pincer. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d6), Medium (5 ft., 1d8), Large (10 ft., 2d6), Huge (10 ft., 3d6), or Gargantuan (15 ft., 4d6).  This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.

New Action: Breath Weapon (Recharge 5-6). The Thessalmonster exhales Acid in a Line 5 feet across (length and damage depends on the base creatures Size: Small (5 ft., 2d8), Medium (15 ft., 5d8), Large (30 ft., 11d8), Huge (60 ft, 12d8), or Gargantuan (90 ft. long, 10 feet wide, 15d8). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one).  Save DC is Con based.

New Action: Swallow Whole (If the Base Creature is Large). The Thessalmonster makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 4(2d4) acid damage at the start of each of the Thessalmonster's turns. The Thessalmonster can have only one target swallowed at a time. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

New Action: Swallow Whole (If the Base Creature is Huge). The Thessalmonster makes one Toxic Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 18(6d6) acid damage at the start of each of the Thessalmonster’s turns.

If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

New Action: Swallow Whole (If the Base Creature is Gargantuan). The Thessalmonster makes one Toxic Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 48(16d6) acid damage at the start of each of the Thessalmonster’s turns.

If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Altered Action: Bite. The Base Creatures original Bite(s) attacks (if any), become venomous doing additional damage based on Size: Small (2d6), Medium (2d8), Large (3d6), Huge (3d8), or Gargantuan (4d6).  If a target is bitten, it must make a Constitution Save, taking full damage on a failed Save, or half as much damage on a successful one.  Save DC is Con based.




Thessalmonsters
"What exactly are we doing in Muerte Personas?"

Abominations

"The Cult of Thessalar works here.  They know a lot about other cults, so we may be able to find out the one fiddling with our lives."

"How will we find them?"

"WELCOME TO THE CULT OF THESSALAR!"

"Oh, they just sort of appear..."

"BEHOLD THE FRUITS OF OUR LABORS!"

"Sweet Jebus, what is that thing.  And please use your inside voice."

"Behold the mighty Thessalmonster!"


Rare and Disturbing

"Look, forget about the giant monster.  We're here to talk about cults."

"You want to join?!?"

"No, we're being harassed by another cult, aand we'd like to find out about them?"

"Are they bee obsessed Necromancers?  Cause a horde of dead bees is heading right for us."

"Huge mistake on their part."

Thessalmonster, 2nd Generation

Thessalmonster, 2nd Generation, is an Inherited Template that can be applied to any creature with the Thessalmonster, 1st Generation Template (hereafter referred to as the base creature), and one other creature (hereafter referred to as the secondary creature).  The base creature must have either Fast Healing or Regeneration.  The secondary creature must be of the sam Type as the original base creature (i.e. if the base creature the 1st Generation Template  was applied to was a Magical Beast, the secondary creature for this Template must be a Magical Beast as well).

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Gains up to 2 secondary attacks that are based off heads of the secondary creature (these can be primary or secondary attacks from the secondary creature).

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

Special Attack (Ex or Su): IF the Secondary Creature has a Special Attack based on one of it's heads (Cockatrice's Bite, Gaze attacks, breath weapons, etc.), the Base creature now has that attack as well (remember to recalculate Save DC's).

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

Possible Immunity: IF the base creature inherits a Special Attack of the Secondary that inflicts a special type of damage or condition, the Thessalmonster gains Immunity to that damage or condition, with the exception of Fire (though in this instance the Thessalmonster gains a +2 Racial Bonus against Fire attacks or spells).

Regeneration (Ex):  The base creature can now Regenerate 2 hit points per round if it could not already do so.  Fire and deals normal damage to a Thessalmonster. If a  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.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1 (+2 if the Thessalmonster has a Petrification ability or Death Effect).

Treasure: Unchanged.

Alignment: Unchanged from the secondary creature.

Advancement:
Unchanged.

Level Adjustment: Unchanged.

Example of creature using template here:

Thessalmera (8 headed Hydra/Chimera)
                      Huge Aberration
Hit Dice:             16d8+128 (203 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), 30 ft.  Swim
Armor Class:          32 (-2 Size, +24 Natural), touch 8, flat-footed 32
Base Attack/Grapple:  +12/+32
Attack:               Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
Full Attack:          1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), 1 Lionhead Bite +21 melee (1d8+6), and 1 Dragonhead Bite +21 melee (1d6+6), and 1 Tail Pincer +21 melee (2d6+6/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Acid, Poison, Breath Weapons (Fire and Acid), Swallow Whole
Special Qualities:    Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison, Regeneration 2, +2 Racial Bonus on Saves against Fire
Saves:                Fort +13, Ref +5, Will +14
Abilities:            Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
Skills:              Listen +12, Search +9, Spot +12, Swim +20
Feats:                Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
Environment:          Any Swamp, Forest or Underground.
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Usually Neutral
Advancement:          17-32 HD (Gargantuan), 33-48 HD (Colossal)
Level Adjustment:     ---


5E THESSALMONSTER, 2ND GENERATION

Any 1st Generation Thessalmonster that has Regeneration can become a 2nd Generation Thessalmonster.  Choose another Monstrosity to be the Secondary Creature.

Challenge. Recalculate the Challenge Rating after you apply the template.

Potential Immunities. If the Secondary Creature grants the Base Creature the ability to do a damage type the base creature can't already do, it gains immunity to that damage type (with the exception of fire).  If it has an attack that causes a Condition, the Base Creature gains Immunity to that Condition.

New Action: Multiattack. In addition to the base creatures normal attacks, it gets up to two more attacks from the secondary creature that are head based.  For example if it were a Cockatrice, it would get the use of it's Bite.  If it's a Chimera, it gets the Bite attack from the lion head and breath weapon from the dragon head.

« Last Edit: April 02, 2023, 05:01:32 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #208 on: April 09, 2023, 04:10:10 PM »






Black Spawn of Tiamat
"Where the hell did your friends Teleportation Circle take us?"

Unusually Vicious

"Judging by  the shrine, I'd say we're in the swamps of Durian."

"Why would a vampire have a door open into dragon territory?"

"Politics makes for strange bedfellows, especially among the Undead."

"Do you hear that?"


Prefer To Fight From Ambush

"Sounds like there's one hell of a fight outside."

"It's a bunch of weird, black scaled reptoids versus crazed giant bees."

"Lets see if we  can find a way around it."
« Last Edit: April 09, 2023, 04:31:50 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #209 on: April 09, 2023, 04:11:58 PM »








Green Dragonspawn
"It looks like were in a forest shrine now."

Also Prefer To Fight From Ambush

"That'll mean Green Dragonspawn."

"Where are they then?  This place is empty."

"Perhaps they've fled, or are already out fighting."

"Well at least we have a few moments rest."


Be Sure To Stock Up On Antivenom

"What are the other settings on the Teleport Circle?"

"If I had to take a guess, I'd say the pictographs stand for mountains and desert."

"We'll try for desert, I know some Blue Dragons."
« Last Edit: April 09, 2023, 05:18:00 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #210 on: April 15, 2023, 09:11:08 PM »











Blue Spawn of Tiamat
"WHO ARE YOU?"

Surprisingly Powerful

"I'm Harlan Jurgens, and this is my assistant Jim.  We're looking for Tyrone."

"And fleeing the cult that seems to be encroaching on you."

"Tyrone ain't here.  The Bee CUlt is on it's way to fight though.  You can leave or assist."

"We'll assist.  I'm a Wizard, and Jim is a Ranger.  We're both competent warriors in our ways."

"Do you hear that?"


Prefer To Fight From Ambush (This Is Becoming A Theme With Dragonspawn)

"That doesn't sound like the normal buzzing of bees..."

"Is there somewhere I can snipe from?"

"Looks like I'm getting my moneys worth out of this wand today."
« Last Edit: April 16, 2023, 06:43:59 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #211 on: April 23, 2023, 05:31:07 PM »










Red Spawn of Tiamat
"Well that could have gone better..."

They DO NOT Prefer Stealth

"At least he wiped my debt for helping defend the shrine."

"And the promise we would defend this mountain shrine full of more evil Dragonspawn."

"Look at it this way, we're far more likely to be assaulted on our own."

"They eep looking at us like we're lunch."


Fire Is The Solution to all of Life's Problems

"Ordinarily we would be."

"Not really.  Gnomes suck.  Y'all taste like boiled leather and flowers."

"Refreshing to know."

"Heads up! Here come the bees!"
« Last Edit: April 23, 2023, 05:55:29 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #212 on: April 29, 2023, 09:42:45 PM »






White Spawn of Tiamat
"You know it isn't every day a Divine Nymph teleports us to a clandestine meeting of various bee cults on a frozen mountain guarded by evil Dragonspawn."

Primitive Hunters

"We may get lucky and pick up some allies."

"I can't believe there are so many different bee cults."

"And each one madder than the other."

"Lets hope the particular cult chasing us isn't secretly among them."


Prone to Berserker Rages

"Excuse me sir, which way to the meeting room?"

"Down the left passage, cave C."

"I wish that Nymph would have given us more information."

"What is expected of us, I wonder?"

"Being the voice of reason in  the room I'd suspect."
« Last Edit: April 30, 2023, 06:17:23 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #213 on: May 08, 2023, 12:06:04 AM »
Gargantua (Mystara)

Gargantua is an Acquired Template that can be applied to any creature smaller than Huge that goes through a magical procedure by a Screwball Mage.

Size and Type: Size becomes Gargantuan, Type is unchanged.

Hit Dice: Quadruple Hit Dice (minimum of 20 HD).

Speed: Double all movement speeds.  If it can fly, maneuverability becomes clumsy.

Armor Class: Adjust Natural Armor Bonus and Size Penalty due to Size Increase (see Improving Monsters in the Monster Manual).

Attacks: Recalculate BAB due to change in Hit Dice (remember to include the increased Size Penalty).

Damage: Adjust attack damage due to Size Increase (see Improving Monsters in the Monster Manual).

Special Attacks: Retains all Special Attacks of the Base creature, which are modified  as below:

Save DC's: Recalculate Save DC's due to change in Hit Dice and Ability scores.

Special Attack Damage: Adjust attack damage due to Size Increase (see Improving Monsters in the Monster Manual).  For non standard damage amounts, use the following: Poison, or other unusual damage, is modified like weapon damage (i.e. a Medium Giant Spiders venom does 1d6 Dex.  It's Size is modified by three steps, so the new poison damage is 1d6 to 1d8 to 2d6 to 3d6.  For Breath Weapons or other similar attacks that roll masses of dice, break it up as follows: An Ankheg does 4d4 with it's Acid Spit, and it's Size increases by 2 steps.  That's 1d4 to 1d6 to 1d8, times four, for a total of 4d8 damage now.

Ranged Attacks and Area of Effects: The range of any ranged attacks is quadrupled, and any area of effect attacks are doubled.

Plus it potentially gains one or more of the following:

Improved Grab (Ex): All Gargantua's gain Improved Grab with their Primary natural attack if they don't already have it.

To use this ability, the Gargantua must hit a Large or smaller opponent with its (primary natural) 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 a hold and can try to swallow the foe the following round (if it has swallow whole).

Swallow Whole (Ex): The base creature gains this ability if it has a Bite attack.  The Gargantua can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes (2d8+1/2 Str modifier) points of crushing damage plus an identical amount of acid damage per round from the Gargantua’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Gargantua’s digestive tract (AC is 10 + 1/2 Natural Armor Bonus to AC). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Gargantua’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Rock Throwing (Ex): The Base Creature gains this attack if it is humanoid in form and has hands (or if the base creature is a Giant, and already has rock throwing,  it is replaced by the following): A Gargantua can hurl rocks weighing 90 to 110 pounds each (Large objects) up to five range increments. The size of the range increment is 160 feet, and the rocks do 3d8 plus Str modifier.

Trample: The base creature gains this attack if it has feet (see special abilities in the Monster Manual).  If the creature has no Slam, base the Slam damage off it's Primary Natural attack..

Special Qualities: Retains all Special Qualities of the Base creature, which are modified  as below:

Damage Reduction: Existing DR values increase by +5 and add the Epic tag.  For example, a Babau has DR 10/ Cold Iron or Good.  Now it would have DR 15/Epic and either Cold Iron or Good.

Energy Resistance: Existing Resistance values increase by 10.  For example if the base creature has Fire Resistance 10, it now  has Fire Resistance 20.

Fast Healing or Regeneration: Fast Healing or Regeneration heals double the normal amount.

Ranged Abilities and Area of Effects: The range of special abilities are quadrupled, and abilities with an area of effect are doubled.  The range of unusual senses is doubled.

Spell Resistance:  Take the original SR value and subtract the Base Creature's CR.  Add the creatures CR after it has been modified by the template to find the new value.  For example, a Babau has SR 14 minus CR 6, for a base of 8.  Let us say the modified CR is 16.  The new Gargantua's SR is (16+8) 24.

Saves: Recalculate Saves due to change in Hit Dice and Ability Scores..

Abilities: Adjust Ability scores due to Size Increase (see Improving Monsters in the Monster Manual).

Skills: Recalculate Skill Points due to change in Hit Dice and Ability Scores..

Feats: Remember to add Feats due to changes in Hit Dice.

Environment: Unchanged.

Organization:
Solitary, possibly Unique.

Challenge Rating: There is no good way to modify the CR for this.  My best advice is to compare the end result to other (probably Epic) monsters, assign it a value, and then playtest it before you run it against your pc's.

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Up to double HD (Colossal)

Level Adjustment: ---

Example of creature using template here:

  Troll Gargantua
                      Gargantuan Giant (Augmented)
Hit Dice:             24d8+240 (348 hp)
Initiative:           +1
Speed:                60 ft. (12 squares)
Armor Class:          19 (-4 Size, +1 Dex, 12 Natural), touch 7, flat-footed 18
Base Attack/Grapple:  +18/+44
Attack:               Claw +28 melee (2d6+14) or Rock 29 ranged (3d8+14)
Full Attack:          2 Claws +28 melee (2d6+14) and 1 Bite +23 melee (2d6+7) or Rock 29 ranged (3d8+14)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Rend (4d6+22), Improved Grab, Swallow Whole, Rock Throwing, Trample (2d6+21, Save DC 36)
Special Qualities:    Darkvision 180 ft., Low-light Vision, Regeneration 10, Scent
Saves:                Fort +24, Ref +9, Will +9
Abilities:            Str 38, Dex 12, Con 31, Int 6, Wis 9, Cha 6
Skills:               Climb +16, Knowledge (Nature) +2, Listen +7, Spot +7, Survival +5, Swim +16
Feats:                Alertness, Awesome Blow, Improved Bull Rush, Improved Multiattack, Iron Will, Multiattack, Power Attack, Track, Weapon Focus (Rock)
Environment:          Cold Mountains
Organization:         Solitary
Challenge Rating:     15
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:         By Character Class
Level Adjustment:     ---

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+22 points of damage.

Improved Grab (Ex): If the troll hits a Large or smaller opponent with its 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 a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): The Gargantua can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+7 points of crushing damage plus 2d8+7 acid damage per round from the Gargantua’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Gargantua’s digestive tract (AC is 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Gargantua’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Rock Throwing (Ex): A Gargantua can hurl rocks weighing 90 to 110 pounds each (Large objects) up to five range increments. The size of the range increment is 160 feet, and the rocks do 3d8+14 damage.

Trample (Ex): Reflex half DC 36, Save is Str based.

 Gob was just a normal, everyday Troll, doing normal everyday Troll things, when some crazy bastard fell from the sky on him.  When he woke up, Gob was over 20 feet tall.  He is non-plussed to say the least.


5E GARGANTUA

Any creature that is Huge or smaller can become a Gargantua if it survives the magical process to turn it into one.

Challenge. Recalculate the Challenge Rating after you apply the template.

Sizes. Base creatures Size becomes Gargantuan.

Armor Class. The Base Creatures AC becomes 25.

Hit Points. Base creature increases to 30 Hit Dice.

Speed. All movement speeds increase by +20 feet.

Attributes. Strength and Constitution become 30, Dexterity resets to 10.  Int, Wis and Cha do not change.

Saving Throws. The creature becomes proficient in Saving Throws with any Ability score that is an 11 or less.

Senses. If the base creature has a sense with a range value, double that range value.

Altered Abilities. Abilities with a range or area of effect double in size.  If the ability lists damage, double the damage.  If the base creature has Regeneration, it heals twice as much.

Altered Action: Attacks. Ranged attacks with a range value see that range doubled.  Melee range increases to 10-20 feet.  Attacks with an area of effect see the area doubled.  Damage of attacks is doubled, and then compared to other Gargantuan monsters and adjusted as necessary.  Remember to revise Save DC's.  One of the base creature's attacks adds the text, and the target is considered Grappled (Escape DC x)'

New Action: Rock Throwing. Ranged Weapon Attack. +x to hit, range 120/480, one target.  Hit: 6d12+ Str modifier Bludgeoning damage.

New Action: Stomp. Melee Weapon Attack. +x to hit, range 10 feet, one Prone target.  Hit: 6d10+Str modifier Bludgeoning damage.

New Action: Swallow Whole (If the Base Creature has a Bite attack). The Gargantua makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Gargantua, and it takes 48(16d6) acid damage at the start of each of the Gargantua’s turns.

If the Gargantua takes 60 damage or more on a single turn from a creature inside it, the Gargantua must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gargantua. If the Gargantua dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.




Gargantua
"I can't believe we're off to meet a madman acting as the assistant to another madman, to coordinate the defense for a village of cultist apostates."

Bigger Is Better

"Sigh.  Hello Prak.."

"Harlan! Jim!  What are you doing way out here?"

"We came to see how we could best help defend the village from the same cult that's pursuing us.."

"I love the villagers!  They have oodles of stolen money!"

"Well that explains why the cult is pursuing them anyway."


Magically Created Abominations

"So you've moved up to making Gargantuas."

"I finally found a suck...er, patreon with the requisite money!"

"So what's the plan?"

"And how do we help?"

"BEHOLD THE MIGHTY GOB!!"

"What the (beep) have you gotten me into this time Prak?"
« Last Edit: May 21, 2023, 05:59:54 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #214 on: May 08, 2023, 12:18:32 AM »
Dhour
                      Large Ooze (Extraplanar)
Hit Dice:             7d10+42 (80 hp)
Initiative:           +4
Speed:                20 ft. (4 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +5/+11
Attack:               Slam +6 melee (2d4+3 plus 2d6 acid)
Full Attack:          Slam +6 melee (2d4+3 plus 2d6 acid)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Psionics, Spell-Like Abilities. Acid, Improved Grab, Engulf
Special Qualities:    Blindsight 60 ft., Ooze traits, Immune to Bludgeoning damage, DR 10/Piercing, Telepathy 60 ft., Hunters Mark
Saves:                Fort +8, Ref +2, Will +5
Abilities:            Str 15, Dex 10, Con 22, Int 14, Wis 16, Cha 14
Skills:               Concentration +16, Knowledge (Psionics, The Planes) +12, Psicraft +12
Feats:                Combat Manifestation, Improved Initiative, Psionic Meditation
Environment:          Astral or Ethereal Planes
Organization:         Solitary, Pair or Group (3-8)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment:     ---

Dhour are voracious hunters that have recently immigrated to the Astral and Ethereal Planes from somewhere.  Their other intentions are unknown, as they eat whatever is in their path when hungry, and are so alien communication is only available via magic when they are not.  They are formless blobs of protoplasm filled with shifting lights and organelles, and a 3 lobed brain is suspended in their center.

Psionics: Dhour can manifest powers as a 10th Level Psion, with access to the Egoist, Nomad and Telepath lists.  Typical Powers prepared are:
 1st:   Astral Traveler, Detect Psionics, Mind Link, Primal Fear, Sense Link                 
 2nd:  Aversion. Chameleon, Psychoportive Shelter, Read Thoughts
 3rd:  Astral Caravan, Ectoplasmic Form, False Sensory Input, Touchsight
 4th:  Aura Sight, Psionic Anchored Navigation, Psionic Dimensional Anchor, Psionic Dimension Door
 5th:  Psionic Teleport, Teleport Trigger

Spell-Like Abilities (Sp): 3/day: Displacement, Invisibility   1/day: Plane Shift

Acid (Ex): A Dhour secretes a digestive acid that dissolves only flesh. Any melee hit or engulf attack deals acid damage

Improved Grab (Ex): To use this ability, a Dhour must hit with its slam 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 a hold and can engulf.

Engulf (Ex):
If the Dhour has a Large or smaller creature in a Grapple, it can make a Grapple Check to Engulf it.  Engulfed creatures are subject to the Dhour’s acid, and are considered to be grappled and trapped within its body. They must hold their breath, or begin suffocating as well.

Hunters Mark (Su): As a Swift Action, the Dhour can expend 11 power points to psionically 'mark' a victim.  This mark is viewable via aura sight, and can be removed by Psychic Chirurgy or Dispel Psionics.  While the mark is active, the Dhour always knows the exact location of the target, even if it isn't on the same plane.

Combat: The Dhour are straight forward, seeking to engulf opponents at the earliest opportunity.




Dhour
"I thought Clucky was just a Chicken Golem?"

As Alien As It Gets

"Nothing of Big Bawb's is 'just a' anything."

"My new blob friends seem to know her too."

"Blob friends?"

"I think they're called Dhour."

"The Dhour?  You made friends with alien super predators?"


Very Approachable, If They Aren't Hungryt

"They're dangerous Prak.  Even to you."

"They seem okay enough.  They haven't tried to eat me."

"They never eat you at first."

"What's your plan for when they run out of cultists?"

"Teleportation."

"They can still trace you."
« Last Edit: May 27, 2023, 06:36:24 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #215 on: May 08, 2023, 12:27:43 AM »


Gulguthhydra
"I think this is gonna take more than one giant Troll."

Stink Worse Than A Dead Mindflayer

"Yes, what else do you have in reserve?"

"You haven't smelled them yet?"

"Oh no..."

"We added some Gulguthhydras to the payroll."

"They work for gold?"


Bored Mages Are The Worst

"Food is more likely."

"Indeed!  We promised 'em they could eat the dead after the battle."

"As if they didn't smell bad enough."

"How are you keeping them under control for now?"

"They aren't well known for restraint."

"At the moment they're being distracted by your little friend."

"Wait, do you mean Clucky?"
« Last Edit: May 21, 2023, 06:18:20 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #216 on: May 13, 2023, 11:00:31 PM »


Spirrax
"It appears to have summoned several floating shells of Adamantine."

Creations of a Dead Demiplane

"Spirrax.  We're in big trouble Jim."

"I get the feeling I may as well go help the villagers prepare to fight the bee people."

"There won't be a fight if we don't stop the Spirrax first.  They emit a psychic field that inhibits emotion.  Unless we can shut it off, no one will commit to a fight.."

"How do we shut it off?"


Designed For Destruction

"We need some form of widespread, miniscule violence to wake everyone up."

"Is that Clucky down there?"

"She's pecking everyone.  Genius!"
« Last Edit: May 21, 2023, 07:20:37 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #217 on: May 19, 2023, 12:25:30 AM »





Gibberlings
"Uh oh.  Another Gate coming up."

The Army Ants of the Far Realm

"What is...oh Gawds they're Gibberlings.  What has Prak done?"

"I called in some markers and got us a distraction while some real help arrives."

"Define real help.  We have one Giant, a village of mutants, a pack of hunting blobs, and a horde of small lunatics against a world ending threat."

"You forgot the Gulguthhydras."

"Ah yes, perhaps they'll drive away the immortal god monsters with their stink."


Gibberslugs: Whimsical Corruptions of Nature

"We'll bicker later."

"The Gibberlings will be of more help than you think Jim.  There are likely thousands of them."

"That is a mighty big distraction I'll admit."

« Last Edit: May 21, 2023, 07:38:03 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #218 on: May 19, 2023, 12:26:51 AM »






The Kaorti
"And here comes Gate number three!"

Former Wizards Suffering From Hubris

"Skybleeders and Rukanyr.  You made a pact with the Kaorti?."

"More like called in a favor from someone who made a pact with the Kaorti.."

"Prak, they're connected to an Elder Evil."

"This cult can summon Spirrax and the Bees.  They may very well be an Elder Evil too."

"Fair enough, but the Kaorti are major bad news."


Prolific Creators of Monsters

"You're hoping they'll all kill each other aren't you?"

"Maybe."

"You're hoping we'll be able to wipe out whats left aren't you."

"Maybe."

"Jebus wept."
« Last Edit: May 21, 2023, 08:13:10 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: Monster Revisions
« Reply #219 on: May 19, 2023, 12:27:18 AM »


Wyste
"What's that dark mass pouring out of the other Gate?\."

Mindless Eating Machines

"Wystes.  Probably meant to fight the Gibberlings hunger with their own."

"Marcus says we have a few moments to fight before our next wave arrives."

"They'll be climbing over bodies by the time they get here."

"Have faith.  Marcus has friends in strange places."

"Stranger than this?"

« Last Edit: May 21, 2023, 07:47:32 PM by bhu »