“Big Bubba” CG Tauric (Were-[Paragon Warbeast Brass Half-Golem/Clay Half-Golem/Dragonflesh Half-Golem/Flesh Half-Golem/Iron Half-Golem/Stained Glass Half-Golem/Half-Golem Stone Sewerm]-[Human])-(Dungeonbred Brass Half-Golem/Clay Half-Golem/Dragonflesh Half-Golem/Flesh Half-Golem/Iron Half-Golem/Stained Glass Half-Golem/Half-Golem Stone Chekryan) Barbarian 1/Berserk 1/Frenzied Berserker 1/Moto Avenger 1
Hybrid Form- Colossal Monstrous Humanoid (augmented, psionic, reptilian, shapechanger)
Hit Dice (hp): 3d12+1d10+12d8+2,197 (2,339 hp)
Initiative: +38
Speed: 120ft, burrow 30ft, fly 360ft (average)
AC: 0 (+38 Dex, -16 size, +61 natural, +12 insight, +12 luck), touch 0, flatfooted 0
BAB/Grapple: +15/+309 [+15 bab, +262 Str, +16 size, +16 racial]
Attack: Claw +284 melee (6d6+282; 19-20/x2)
Full Attack: 2 Claws +284 melee (6d6+282; 19-20/x2) and Bite +282 melee (3d6+151) and Sting +282 melee (3d6+151)
Face/Reach: 10ft/10ft
SA: Breath weapon, constrict 1d6+1-1/2str, frightful presence, improved grab, keen, maze, poison, psi-like abilities, slow, spell-like abilities
SQ: Alternate form, berserk, blindsight 60ft, cold resistance 10, combative mount, cursed wound, darkvision 60ft, DR (15/adamantine, 10/epic, 10/magic and bludgeoning, 10/silver), easy maintenance, fast healing 20, fire resistance 10, hardy, haste, low-light vision, lycanthropic empathy, magic immunities, scent, SR 65, tremorsense 60ft
Saves: Fort +119 [+11 base, +98 Con, +10 insight] (+2 racial vs. disease and poison, +4 racial vs. paralysis and sleep)
Ref +55 [+7 base, +38 Dex, +10 insight] (+2 racial vs. disease and poison, +4 racial vs. paralysis and sleep)
Will +19 [+7 base, +2 Wis, +10 insight] (+2 racial vs. disease and poison, +4 racial vs. paralysis and sleep)
Stats: Str 535 (+262), Dex 86 (+38), Con 207 (+98), Int 1 (-5), Wis 14 (+2), Cha 1 (-5)
Skills: Balance +56, Climb +280, Hide +40, Jump +299, Listen +16, Ride +75, Spot +16, Swim +280
Feats: Cleave, Destructive Rage, Endurance (B), Improved Natural Weapon (bite) (B), Improved Natural Weapon (claw) (B), Improved Natural Weapon (sting) (B), Intimidating Rage, Involuntary Rage, Iron Will (B), Mercantile Background (B), Mounted Combat, Multiattack (B), Power Attack, Spirited Charge, Toughness, Weapon Finesse (B)
CR: 55
LA: +5
Languages: Common
Equipment: 0gp, +1 Fury Club (8,300gp), Grappling Tentacle (20,000gp), Long Arm grafts x95 (475,000gp), Manual of Physical Prowess +5 (137,500gp), Potions (Aura of Vitality (4,550gp), Curse of the Brute (3,000gp), Fuse Arms (600gp), Giant Size (4,550gp), Infernal Transformation (4,550gp), Righteous Fury (750gp), Spider Curse (3,300gp), Unmovable Object (1,400gp)], Riding Boots (12,000gp), Silthilar Muscles (110,000gp)
Str 535 (+262) [18 base, +10 chekryan, +71 half-golems, +8 size, +4 dungeonbred, -8 size, +15 paragon, +5 inherent, +3 stat change, +6 sewerm, +71 half-golems, +12 size, +3 warbeast, +15 paragon, +4 tentacle, +4 muscles, +4 size, +4 spider, +196 fuse arms, +32 giant, +4 infernal, +2 unmovable, +4 aura, +20 enhancement, +6 rage, +6 battle fury, +6 frenzy, +6 fury of vengeance, +4 involuntary]
Dex 86 (+38) [14 base, +2 chekryan, +14 half-golems, -2 size, +4 dungeonbred, +2 size, +15 paragon, +6 sewerm, +14 half-golems, -4 size, +15 paragon, +4 spider, -2 giant, +4 aura]
Con 207 (+98) [14 base, +10 chekryan, +42 half-golems, +4 size, -4 size, +15 paragon, +42 half-golems, +6 size, +3 warbeast, +15 paragon, +2 size, +4 spider, +12 giant, +4 infernal, +4 unmovable, +4 aura, +6 rage, +6 battle fury, +6 fury of vengeance, +4 involuntary]
Int 1 (-5) [8 base, -20 enhancement]
Wis 14 (+2) [12 base, +2 lycanthropy]
Cha 1 (-5) [8 base, -20 enhancement]
Unmovable Object [Ghostwalk (pg 60)]
Evocation
Level: Holy Liberator 4, Paladin 4, Pious Templar (good) 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round / level
Charging yourself with divine energy, you bond yourself to the ground beneath your feet and become the epitome of stability. The spell ends instantly if you move from your current position and does not work unless you are in contact with the ground. You gain a +2 bonus to Strength, a +4 bonus to Constitution, a +2 resistance bonus on saving throws, and a +4 dodge bonus to AC. You gain a +10 bonus to resist a bull rush (this bonus does not include the +4 bonus for being “exceptionally stable,” but exceptionally stable creatures do get that bonus in addition to the bonus from this spell). You gain a +10 bonus to resist all trip attacks (but not to your attempts to trip someone in return). You gain a +10 resistance bonus on any roll made to resist an effect that would cause you to move from your current location. For example, while you are not immune to enchantment effects, you gain a +10 resistance bonus on saving throws (or Charisma checks, in the case of effects such as charm person) to resist commands that would cause you to leave your current position.
If the ground you stand on disappears or cannot support your weight (such as with disintegrate or transmute rock to mud), this spell ends and the existing conditions affect you normally.
Fuse Arms [Savage Species, Spell Compendium]
Transmutation
Level: Anagakok 2, Ancestral Speaker 2, Arcane Disciple 2, Archivist 2, Aspirant 2, Beholder Mage 2, Benevolent 2, Chameleon 2, Cleric 2, Crusader (base) 2, Deathwalker 2, Evangelist 2, Favored Soul 2, Fleshcrafter 2, Knight of the Chase 2, Mystic 2, Sha’ir 2, Sorcerer/Wizard 2, Soul Reaper 2, Spellthief 2, Suel Arcanamach 2, Ur-Priest 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature with at least two arms or tentacles touched
Duration: 10 minutes / level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Convulsing, the touched subject’s limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs.
You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected).
For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).
The loss of limbs might reduce the number of attacks available to the subject.
If the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.
Curse of the Brute [Defenders of the Faith]
Transmutation
Level: Ancestral Speaker 3, Arcane Disciple 3, Archivist 3, Aspirant 3, Benevolent 3, Chameleon 3, Cleric 3, Crusader (base) 3, Evangelist 3, Favored Soul 3, Holy Liberator 2, Knight of the Chase 3, Mystic 3, Paladin 2, Pious Templar 2, Ur-Priest 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature’s Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. Thus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian’s Strength by 4 points. Doing this increases the barbarian’s Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points. If the barbarian’s original Intelligence or Charisma was 6 or lower, the spell would fail without effect.
Aura of Vitality [Magic of Faerûn, Spell Compendium]
Transmutation
Level: Druid 7, Metal Master 7, Shaman (Kalamar) 7, Spirit Shaman 7, Wild Reaper 7, Wind Walker 7, Winter Warden 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft / 2 levels)
Target: One creature / 3 levels, no two of which are more than 30 feet apart
Duration: 1 round / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
One after another, your companions begin to radiate a soft, golden glow. They breathe deeply, suffused with additional mystic power.
All subjects receive a +4 morale bonus to Strength, Dexterity, and Constitution.
Giant Size [Complete Arcane, Oriental Adventures]
Transmutation
Level: Hero Shaman Domain 8, Wu Jen 7
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, you grow to a Huge, Gargantuan, or Colossal size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, size modifier, and space and reach all change as shown on the accompanying table. (You need not assume the largest size you are capable of; you can choose to grow only a smaller size if you wish.)
Caster Level Size Str Dex Con Nat Armor Size Mod Space/Reach
1st-15th level Huge (20 feet) +16 -2 +4 +3 -2 15ft/15ft
16th-18th level Gargantuan (40 feet) +24 -2 +8 +7 -4 20ft/20ft
19th or higher Colossal (72 feet) +32 -2 +12 +12 -8 30ft/30ft
All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form.
Material Component: The scale of a dragon or hairs from the head of a giant.
Spider Curse [Forgotten Realms Campaign Setting, Spell Compendium]
Transmutation [Mind-Affecting]
Level: Spider 6
Components: V, S, DF
Casting Time: 1 minute
Range: Medium (100ft + 10ft / level)
Target: One Medium or smaller humanoid
Duration: 24 hours / level
Saving Throw: Will negates
Spell Resistance: Yes
You pour the power of the spell into the body of another. That creature, now but a vessel of your will, takes the shape of a centaur-like spider creature called a drider.
You turn a humanoid into a creature resembling a drider (MM 89) that obeys your mental commands.
The transmuted subject gains a spider’s body with a humanoid head, arms, and torso, just like a drider.
The subject has a drider’s speed, natural armor, bite attack, and poison (but see below). The subject gains a +4 bonus to Strength, Dexterity, and Constitution. The subject becomes size Large, with a space of 10 feet and a reach of 5 feet. The subject gains a –1 penalty to AC and on attack rolls due to size. The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect final Armor Class, attack, and save bonuses.) The subject’s equipment remains and continues to function as long as it fits a drider’s body shape. Otherwise it is subsumed into the new form and ceases to function for the duration of the spell. Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist). Nonfunctioning items include anything worn on the legs, feet, or the whole body (armor, robes, vestments, and boots).
The subject’s bite delivers a poison with a Fortitude save DC of 16 + your Wisdom bonus. Initial and secondary damage is 1d6 points of Strength damage.
Your control over the subject is like that provided by a dominate person spell (PH 224). (You telepathically control the creature as long as it remains within range.)
Infernal Transformation [Dragon #320 (pg 92), Spell Compendium]
Transmutation [Evil]
Level: Ancestral Speaker 7, Arcane Disciple 7, Archivist 7, Aspirant 7, Benevolent 7, Cleric 7, Crusader (base) 7, Evangelist 7, Favored Soul 7, Mystic 7, Ur-Priest 7
This spell functions like lesser infernal transformation, except when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bone devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Large. You have the space and reach of a bone devil (10 feet/10 feet). You gain a +4 profane bonus to Strength and Constitution and darkvision out to 60 feet. You gain damage reduction 5/good.
You also grow a tail like that of a scorpion. Whenever you take a full attack action, you can use the tail to make an additional attack each round at your highest attack bonus. A successful attack deals 3d4 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the tail attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be subjected to poison (injury, initial damage 1d6 Str, secondary damage 2d6 Str). Your equipment grows to match your new size and form, allowing the tail attack to function even if you are wearing heavy armor or other restrictive clothing. You gain the ability to speak and understand Infernal.
Righteous Fury [Magic of Faerûn, Spell Compendium]
Transmutation
Level: Holy Liberator 3, Initiate of Horus-Re 3 (Cleric only), Paladin 3, Pious Templar 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level
You pull a holy aura about you that glows a golden red.
Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.