
Addax |

So I have a few PC's running thru the Age of Worms campaign and they have reached the lofty hights of 19th level. The situation is thus:
One of the PC's is a Lawful-neutral wizard/eldrich knight Air Genasi of Vaati (Or Wind Duke if you prefer) lineage. He wants to start casting gate to summon things. Now I like to create new creatures or use obscure ones whenever possible to make my campaigns more interesting and I'm hoping the people on this board can help me come up with something interesting.
What I'm looking for is a Paragon of Law of CR 20-26. Common creatures with interesting templates or classes, old ones long forgotten from older editions of dungeons and dragons. Backstory is fantastic if you have one, if not I suppose I can make up my own.
with that, thanks much!
PS I've already used some of the recommended gated creatures in Dragon #343, I'm just looking for some more interesting creatures if anyone feels like helping.

Hierophantasm |

Paragon of Law, eh? Well, "paragon" got me thinking of the template from the epic-level handbook of the same name. Now, I usually recommend gate being usable for non-epic monsters only, but...
If you were to take one of the advanced wind warriors (Dungeon 129, p. 56), which is a CR 8 creature, and apply the template to it, which increases the creatures CR by 12-14 (I forget, but it varies based on the creatures HD), you'd have a CR 20-22 gate-able ally that would strike me as very appropriate and functional. Not very flashy, when compared to creatures with comparable CRs, but hey...

Rakshaka |

A reason to use the Epic Book! Cool idea, Hierophantasm! The only thing I would worry about is the summoned monster stealing the show since I think the paragon template gives them a +20 insight to AC. I ran the Mind Flayer as a test in an Epic game against 23rd level characters, and he mopped the floor with them. They could not damage them, and he always hit on his attacks. I wish there was some halfway point between the 'Paragon' and 'Legendary' templates...Unfortunately I am not as creative and have been using the 'Dragon' article, "Gating in the Heavy Hitters", which has been a bit overpowered. Solar with levels and magic gear? I think one on its own is bad enough..

Hierophantasm |

I wish there was some halfway point between the 'Paragon' and 'Legendary' templates...Unfortunately I am not as creative and have been using the 'Dragon' article, "Gating in the Heavy Hitters", which has been a bit overpowered. Solar with levels and magic gear? I think one on its own is bad enough..
A solar with ranger (favored enemy undead?), and holy, undead bane weaponry, no less. Yeah, I breathed a sigh of relief when my players expressed no interest in gate, considering what that undead-hating solar (I forget his name) would do to Dragotha alone!
(I just checked the stats for the paragon template...my bad. CR increase of +15, not 12-14.)
One of the weaknesses of a paragon creature, however, is that they still retain their original HD, in this case 14HD. So, even with SR 31, liberal application of enervation or energy drain should keep it in check.
(On that note, a wizard in my campaign got miffed at me because I incorrectly identified xorns as elementals, not as outsiders, and he said he couldn't use enervation on them, as they were elementals...not true. I couldn't find anything that said they were immune in the good ol' Monster Manual. Guess you learn something every day.)

Addax |

Actually one of my PC's has already gated in that Solar, and I must say it has been rather effective. Honestly I'm not a big fan of spells that summon up things that are more powerful than the pc's themselves. The cleric who has been summoning the solar feels rather pathetic because the solar is a better cleric than he is.
So that the solar didn't totally steal their spotlight I ruled that the Unhallowed halls ability of the the tabernacle also prevented the Solar from entering. (I know it says that good summoned and conjured creatures cannot enter, I figured that it wasn't too far of a stretch to say that called ones can't enter either.)
You know a paragon wind warrior wouldn't be a bad idea. A rather literal interpretation of what I wanted but one that fits rather well. It may need to be scaled back a little bit but that wouldn't be too hard. Honestly the +20 to AC won't make it any more impressive than the PC's currently are. They all have AC's in the high 30's to low 40's range. Most of the fights in this adventure have been easy since many things need a natural 20 to hit them. Everything in the Apostle caves hit them at the same time and they did pretty well. The fighter died in the first round but one revivify later and he was back on his feet next round.
Good idea Hierophantasm! If anyone else has some good ideas feel free to jump in!

Hierophantasm |

How about an advanced marut? That seems like a "paragon of law" that might be interested in fighting liches and gods returning from the dead.
Right on. Check out Dragon 341's Ecology of the Inevitable. There's an advanced marut in there that goes by the name of Gantrenacht (CR 22) who sounds like the right man (machine?) for the job.

Dragonchess Player |

What I'm looking for is a Paragon of Law of CR 20-26. Common creatures with interesting templates or classes, old ones long forgotten from older editions of dungeons and dragons. Backstory is fantastic if you have one, if not I suppose I can make up my own.
Axiomatic Cloud Giant (CR 13) Monk. Depending on if you count monk levels as associated or not, monk level can range from 7th to 20th (I'd recommend a minimum of 11th to gain Lawful Ki Strike and Greater Flurry). Good fighting style choices (from UA) include Denying Stance, Overwhelming Attack, and Undying Way. Since a cloud giant has 17HD, epic feats become available at 4th level, too.

Kirth Gersen |

BARABOG CR 27
Male titan barbarian 6
CN Huge Outsider (Chaotic, Extraplanar)
Init +6; Senses darkvision 60 ft., Listen +32, Spot +32
Languages Abyssal, Common, Celestial, Giant
AC 40 (–2 size, +2 Dex, +19 natural, +11 armor),
touch 10, flat-footed 38
hp 575 (26 HD); DR 15/lawful
Resist SR 32
Fort +38, Ref +18, Will +25
Spd 60 ft. (40 ft. in armor)
Melee Gargantuan +3 adamantine warhammer +39/+34/+29/+24 (4d6+56/x3)
Ranged +3 javelin +28 ranged (2d6+19)
Space 10 ft.; Reach 15 ft.
Base Atk +26/+21/+16/+11; Grp +50
Atk Options Leap Attack (+41, 7d6+68/x3), Power Attack (10-point option included)
Special Atks rage 2/day, +2 damage on all charge attacks
Spell-like Abilities (CL 20th)
At will—chain lightning (DC 24), charm monster (DC 22), cure critical wounds (DC 22), daylight, fire storm (DC 25), greater dispel magic, hold monster (DC 23), holy smite (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 23), polymorph (humanoid forms only, duration 1 hour), remove curse
3/day—etherealness, word of chaos (DC 23), summon nature’s ally IX
1/day—gate, greater restoration, maze, meteor swarm (DC 27)
Abilities Str 48 (54 with belt), Dex 14, Con 42, Int 19, Wis 28, Cha 26
SQ dashing step (no AC penalty when charging, +2 vs. AoO when charging)
Feats Cleave, Improved Initiative, Improved Sunder, Leap Attack, Power Attack, Powerful Charge, Quicken Spell-Like Ability (chain lightning), Run [B]
Epic Feats Dire Charge, Epic Toughness, Wield Oversized Weapon [B]
Skills Balance +11, Bluff +20, Climb +28, Concentration +39, Diplomacy +12, Disguise +10, Heal +20, Hide +16, Intimidate +33, Jump +44, Knowledge (the planes) +27, Listen +32, Move Silently +16, Perform (oratory) +31, Sense Motive +32, Search +27, Spellcraft +16, Spot +32, Survival +9 (+11 following tracks), Swim +25
Raging AC 38; hp 627
Fort +40, Ref +18, Will +27
+3 adamantine warhammer +41/+36/+31/+26 (4d6+60/x3)
Str 52 (58), Con 46
Possessions Gargantuan +3 adamantine warhammer, +4 silver breastplate, +3 javelin, belt of giant strength +6

Kirth Gersen |

XITOMAT CR 26
Male couatl monk 16
LG Large Outsider (Native)
Init +10; Senses darkvision 60 ft., Listen +32, Spot +32
Languages Celestial, telepathy 90 ft.
AC 50 (–1 size, +6 Dex, +6 insight, +11 natural, +6 greater mage armor, +2 magic vestment, +3 dodge, +5 exalted, +2 deflection), touch 39, flat-footed 35; Dodge
hp 262 (25 HD); DR 5/evil
Immune disease, poison, detect thoughts, discern lies, alignment detection
Resist acid 5, cold 5, electrical 5, fire 5, sonic 5; +2 vs. enchantments; SR 26
Fort +25, Ref +24, Will +23; improved evasion
Spd 70 ft., fly 110 ft. (good); continuous freedom of movement
Base Atk +21/+16/+11/+6; Grp +44
Melee flurry of blows +32/+32/+32/+27/+22/+17 (3d8+12 plus 2d6 lawful) and
bite +27 (1d3+7 plus 2d6 lawful and poison: DC 21, 2d4 Str/4d4 Str)
Space 5 ft.; Reach 5 ft.
Atk Options improved grab and constrict (6d8+36), quivering palm 1/week (DC 24), stunning fist 18/day (DC 24)
Special Atks exalted strike (included above), ki strike (adamantine, good, lawful, magic)
Psionics (CL 9th)
At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 14), invisibility, plane shift (DC 19), polymorph (self only)
Arcane Spells (CL 9th)
4th (4/day)—divine power,
3rd (6/day)—greater mage armor, magic vestment
2nd (7/day)—
1st (7/day)—divine favor (+3),
0 (6/day)—detect magic
Abilities Str 28, Dex 23, Con 22, Int 16, Wis 22, Cha 15
SQ dimension door 1/day (CL 8th), ethereal jaunt (CL 16th), heal self 32 hp/day, no need to breathe
Feats Crushing Hug, Deflect Arrows [B], Earth’s Embrace, Dodge, Eschew Materials [B], Hover, Improved Grapple [B], Improved Initiative, Improved Trip [B], Improved Unarmed Strike [B], Stunning Fist, Vow of Poverty
Epic Feats Legendary Wrestler, Righteous Strike
Skills Concentration +30, Diplomacy +17, Escape Artist +21, Jump +0, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +32, Search +15, Sense Motive +32, Spellcraft +31, Spot +32, Survival +4 (+6 following tracks), Tumble +31, Use Magic Device +15
Unless your campaign is way over the top, I'd suggest eliminating Vow of Poverty (also, I notice that I missed the prereq for it, so you'll need to switch out one of his feats anyway).

Sc8rpi8n |

Thanks for sharing, Eric!
Now it's my turn to contribute. I have been working on updating the klurichir demon, so the wormdrake can gate one when my PC´s arrive with one of those uber-powerful creatures. I'm not sure about the CR so feel free to comment. Basically what I have done is update the Fiend Folio version with some minor changes, like adding the pincers to the full attack secuence. Skills not included. You can give it some magic items if you want. Enjoy...
Klurichir CR 25
CE Huge Outsider (chaotic, evil, extraplanar, tanar´ri)
Init +8; Senses darkvision 60 ft., see invisibility; Listen +, Spot +
Aura fear (as spell, 30 ft radius, Will DC 34, CL 20th)
Languages Abyssal, Celestial, Common, Draconic, Ignan, Undercommon
----------------------
AC 39, touch 16, flat-footed 31 (-2 size, +8 Dex, +23 natural);
hp 445 (27 HD); DR 20/cold iron and good
Inmune electricity, poison
Resist acid 10, cold 10, fire 10; SR 36
Fort +29, Ref +25, Will +22
----------------------
Spd 50 ft., Fly 90 ft.(poor)
Melee +3 battleaxe +43/+38/+33/+28 (3d6+24/x3 +2d6, Fort DC 37 or die) and
2 pincers +37 (3d6+7)
Ranged spines +33 (2d4+14 plus poison Fort DC 35 2d4 Str/2d4 Str)
Space 15 ft.; Reach 15 ft.
Base Atk +27; Grp +49
Atk Options Power Attack, Improved Grab (pincers), rend 2d6+21, Vorpal pincers
Special Actions summon tanar´ri
Spell-Like Abilities (CL 20th)
At will—Blasphemy (DC 28), deeper darkness, desecrate, detect good, detect law, dispel good (DC 26), fear (DC 25), greater dispelling, magic circle against good, mass charm (DC 29), mass suggestion (DC 27), pyrotechnics (DC 23), read magic, symbol (any) (DC 21+Lvl), telekinesis (DC 26), teleport without error (self plus maximum load of objects), tongues, unhallow, unholy aura (DC 29), unholy blight (DC 25), wall of fire.
3/day—destruction (DC 28), enervation (+33 ranged touch), fire storm (DC 29), implosion (DC 30), slay living (DC 26)
Spells Known (CL 10th)
5rd (3/day) -
4rd (4/day) -
3rd (6/day) -
2nd (7/day) -
1st (8/day) -
0 (9/day) -
----------------------
Abilities Str 39, Dex 27, Con 34, Int 24, Wis 20, Cha 33
SQ Improved grapple (never considered grappled)
Feats Power Attack, Multiattack, Cleave, Great Cleave, Improved Critical (battleaxe, vorpal pincers), Weapon Focus (battleaxe), Overwhelming Critical (battleaxe), Devastating Critical (battleaxe), Improved Natural Attack (pincers)
Skills
Posessions +3 battleaxe
----------------------
Vorpal Pincers (Ex): Against grappled opponent +37, (2d6+21/18-20)
summon tanar´ri (Sp): 1/Day, 4d10 quasits, 1d6 hezrous, 2 nalfeshnees, 2 glabrezu, 2 mariliths or 2 balors.

Dragonchess Player |

Axiomatic Cloud Giant Monk 13 (CR 26)
LN Huge Giant
Init: +7; Senses: Darkvision 60 ft, Low-light Vision, Scent, Listen +28, Spot +28
Languages: Auran, Giant, Common
--------------------
AC 50, touch 27, flat-footed 43
hp 345 (30 HD); DR 10/magic and 6/-
Immune to poison and non-magical disease
Cold, Electricity, Fire, and Sonic Resistance 10
SR 40
Fort +26, Ref +21, Will +22
--------------------
Speed 90 ft
Melee +37/+37/+37/+32/+27 unarmed strike (4d6+22/19-20 with Awesome Blow or 4d6+26/19-20 with 4pt Power Attack, lawful and magic, +1d6 on critical)
Ranged +28/+28/+28/+23/+18 huge +5 shuriken (1d4+22) or +23 thrown rock (2d8+17)
Base Atk +20, Grp +43
Combat Gear: Ring of Regeneration, Robe of Stars
Special Action: Abundant Step 1x/day, Slow Fall 60 ft, Smite Chaos (+17 damage) 3x/day, Wholeness of Body 26 hp
Spell-like Abilities: 1x/day- Fog Cloud; 3x/day- Levitate and Obscuring Mist
--------------------
Abilities: Str 38, Dex 19, Con 24, Int 12, Wis 20, Cha 10
SQ: Evasion, Improved Evasion, Rock Catching, Slow Fall, Still Mind
Feats: Awesome Blow, Cleave, Extra Smiting, Great Cleave, Improved Bull Rush, Improved Critical (unarmed), Improved Overrun, Power Attack, Weapon Focus (unarmed); Damage Reduction (x2), Epic Prowess, Overwhelming Critical (unarmed)
Skills: Balance +24, Climb +22, Craft (Music Instrument) +6, Diplomacy +12, Intimidate +17, Jump +34, Perform (Dance) +5, Perform (Stringed Instruments) +5, Sense Motive +28, Tumble +39
Posessions: combat gear, Amulet of Mighty Fists +5, Belt of Giant Strength +6, Boots of Agility (+10 Balance, Jump, Tumble), Bracers of Armor +8, Gloves of Dexterity +6, Headband of Wisdom +6, Ring of Protection +5

Dragonchess Player |

Nice! I might even swap out the cloud giant's DR feats for Keen Strike and Vorpal Strike, or Devastating Critical, or some similar instant-kill effect.
As you wish, but Keen Strike doesn't stack with Improved Critical. The DR, on top of AC, energy resistances, immunities, improved evasion, and spell resistance, makes the monk extremely difficult to put down before he/she pounds the enemy to a pulp. I'd rather go for staying power than a slight chance of an instant-kill. Besides, every confirmed critical does 67.5 or 83.5 hp on average, forcing a save vs. death from massive damage (if you use that rule).

Kirth Gersen |

Besides, every confirmed critical does 67.5 or 83.5 hp on average, forcing a save vs. death from massive damage (if you use that rule).
I did, but after it became apparent that no creature would ever actually fail that save except on a 1 (really, what are Fort saves like by the time you can deal 50+ damage?), I've kind of gotten lazy about enforcing it. But your argument re: more staying power is a good one.

![]() |

Thought I'd put in one as well - this is for a LE party. However, with a few tweaks, it could easily be some kind of marut-style LN mech-monster.
The Cog Devil CR 24
Male advanced hamatula
LE Large Outsider (Evil, Lawful, Extraplanar)
Init +10; Senses darkvision 60’ See in darkness, Listen +41, Spot +41
Languages Abyssal, Celestial, Common, Draconic, Infernal, telepathy 100’
AC 42 (– 1 size, +6 Dex, +19 natural, +8 armour), touch 15, flat-footed 36
hp 497 (34 HD); DR 10/good
Resist SR 44; Immune to fire and poison, Resist acid and cold 10
Fort +33, Ref +28, Will +26
Speed 30'
Melee 2 claws +56 (6d6+22 plus fear /19-20 x2)
Space 10 ft.; Reach 10 ft.
Base Attack +34; Grapple +69
Attack Options: Breath weapon, Cleave, Improved Grapple, Power Attack
Special Attacks: Fear, Improved grab, Grind 9d6+25, Summon devil
Spell-like Abilities (CL 20th):
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (DC 17).
1/day—order’s wrath (DC 19), unholy blight (DC 19).
Abilities Str 45 (with belt), Dex 22, Con 33, Int 14, Wis 14, Cha 20
SQ: Evasion (from ring), Gear defense. Also, the cog devil’s natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction; its Amulet makes them magic as well.
Feats: Alertness, Cleave, Improved Critical (claw), Improved Grapple, Improved Initiative, Improved Natural Attack (claw), Improved Natural Attack (grind), Iron Will, Power Attack, Weapon Focus (claw)
Epic Feats: Dire Charge, Legendary Wrestler
Skills: Concentration +30, Diplomacy +6, Hide +25, Intimidate +41, Knowledge (architecture and engineering) +30, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +41, Move Silently +25, Search +41, Sense Motive +39, Spot +41, Survival +20 (+22 following tracks)
Possessions: Amulet of mighty fists +5, Belt of giant strength +6, Bracers of defense +8, Ring of evasion
Breath Weapon (Su) The cog devil can belch forth a 60’ long cone of boiling, polluted oil at its enemies, doing 6d8 damage. Half this damage is acid and half is fire, and a Reflex DC 38 halves the damage. Using a breath weapon is a standard action. Once it breathes, it can’t breathe again until 1d4 rounds later.
Fear (Su) A creature hit by the cog devil must succeed on a DC 21 Will save or be affected as though by fear (caster level 20th).Whether or not the save is successful, that creature cannot be affected by the cog devil’s fear ability for 24 hours. The save DC is Charisma-based.
Grind (Ex)The cog devil deals 9d6+25 points of crushing and slashing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex) To use this ability, the cog devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can grind the opponent on its cog-wheeled body.
Summon Devil (Sp) Once per day the cog devil can attempt to summon 1d6 bearded devils or a barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Gear Defense (Su) Any creature striking the cog devil with handheld weapons or natural weapons takes 2d6+17 points of crushing and slashing damage from the devil’s spinning gears. Note that weapons with reach, such as longspears, do not endanger their users in this way.
Design note: This slugger is just a heavily advanced barbed devil, but it is covered in spinning, grinding gears instead of barbs. I used parts of the half-dragon template to toughen it up a little more. Its treasure is best thought of as components. Don't let it grab you!

Crust |

Marut? At that level? I suggest the varakhut inevitable from the Fiend Folio.
During our epic campaign, the cleric of Mystra regularly gated in a varakhut on planar expeditions. The teleport without error, haste, and true seeing effects were very useful. And they're not tanks, either. Very much a utilitarian cohort, like a droid... that unleashed disintegration rays, of course. ;) The cleric never allowed it to enter close combat, ensuring that its spell-like abilities could always be called upon.

Dragonchess Player |

Dragonchess Player wrote:Besides, every confirmed critical does 67.5 or 83.5 hp on average, forcing a save vs. death from massive damage (if you use that rule).I did, but after it became apparent that no creature would ever actually fail that save except on a 1 (really, what are Fort saves like by the time you can deal 50+ damage?), I've kind of gotten lazy about enforcing it.
It takes extra calculation, but a decent variant is to set the DC at 10 + (damage - x), with x being the massive damage threshhold.