
vikking |

If you have designed an epic level creature and don't mind sharing it with everyone else, post it here.
I'll start off with a rewrite I did on a type of giant:
large Giant (cold)
Hit Dice: 27d8+162 (283 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 25 (–1 size, +1 Dex, +15 natural), touch 10, flat-footed 25
Base Attack/Grapple: +20/+41
Attack: Spiked greatclub +32 melee (3d8+19) or great chain +32 melee (2d8+13)
Full Attack: Spiked greatclub +32/+27/+22/+17 melee (3d8+19) or great chain +32/+27/ +22/+17 melee (2d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Daze, pound, shake the earth, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, rock catching, Immunity to cold, Vulnerability to fire
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 37, Dex 12, Con 27, Int 10, Wis 16, Cha 11
Skills: Climb +27, Listen +25, Spot +25
Feats: Awesome Blow, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (greatclub), Weapon Focus (chain)
Environment: cold plains and forests
Organization: Solitary, 4-6 (as guards)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1
Brutish, hairy, and stinking of iron and ash. This creature has a jutting lower jaws and tusks, not unlike an orc or hobgoblin wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist.
Icy jack-in irons are shorter than their kin on the material plane. Unlike their kin, an Icy jack-in-irons stands 20-25 feet tall and weighs 2800 to 3000 pounds and is covered in a thick coat of white fur. It prefers to dress in light colors such as whites or light grays. Like their cousins, they always wear a multitude of chains about their body (as bracelets, necklaces, or slung about its shoulders). Its hair is white and matted and many Icy jack-in irons sport thick, bushy beards. Its eyes are icy-blue with white irises. Icy jack-in irons speak Giant.
The Icy jacks-in irons enjoy fastening chains around their wrists, forearms and shins and tie chains about their throats, shoulders and waists, which hang with the heads of their many victims.
Icy jack-in iron’s frequently operate as soldiers in armies and guards for evil Giant lords or kings and are more social than their material kin.
Combat
Bull rush, Awesome blow, bash, bash, bash, cleave, rinse and repeat if necessary until they are out of attacks or out of enemies. As their material kin, Icy Jack-in-iron’s think of them selves as invincible and fight to the death.
Cold (Ex): An Icy Jack-in-iron’s body is intensely cold, so its unarmed attacks & natural weapons deal 1 extra point of cold damage. Its metallic weapons also conduct this cold.
Daze (Ex): Any creature hit by an Icy Jack-in-iron’s melee attack must succeed on a DC 36 Fortitude save or be dazed 1d2 rounds. The save DC is Strength-based and is a function of the Icy Jack-in-iron not its weapon(s).
Pound (Ex): Icy Jack-in-iron’s that makes a successful grapple check against a foe medium sized smaller can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 2d6+19 points of bludgeoning damage to the victim. In addition, the opponent must succeed on a DC 36 Fortitude save or be stunned for one round. Icy jack-in irons are known to use those they grapple as weapons against their friends swinging them like a club. An Icy Jack-in-irons perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.
Shake the Earth (Ex): As a standard action, An Icy Jack-in-irons can stomp its foot on the ground causing powerful vibrations to radiate out around the giant. Any creature within 5 feet of the Icy jack-in irons must succeed on a DC 36 Reflex save or fall prone. The save DC is Strength-based.
Spell-like abilities: An Icy Jack-in-irons has the following spell-like abilities: 3/day-chill touch, lesser orb of cold, 1/day-ice knife. Caster level equals the creature’s HD, and the save DC is Charisma-based.
Rock Catching (Ex): An Icy Jack-in-irons can catch Small, Medium, or Large rocks (or projectiles of a similar shape). Once per round, An Icy Jack-in-irons that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Icy Jack-in-irons must be ready for and aware of the attack in order to make a rock catching attempt.

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My writeup of the thunderblast cyclone miniature (it sits at CR 24):
http://pnpproductions.com/downloads/monsters/4e%20to%203.5/Thunderblast%20C yclone.pdf
It should be noted that the save DC on its Lightning Storm ability should be sitting around 40, but I purposefully set it a bit lower.

gbonehead Owner - House of Books and Games LLC |

Megapede Apocalypse Swarm, Dread Wraith Sovereign, Evolved
Colossal Undead [augmented vermin swarm (Tiny), incorporeal], Evolved/17
Hit Dice: 37d12+37 (290 hp)
Initiative: +20
Speed: fly 320 ft.
AC: 48 (+2 size, +14 Dex, +1 dodge, +21 deflection/Cha, +17 deflection/evolved), touch 48, flat-footed 34
BAB/Grapple: +27/–
Attacks: Incorporeal swarm 5d6 plus constitution drain
Face/Reach: 15 ft. by 100 ft./0 ft.
Special Attacks: Distraction, spell-like abilities
Special Qualities: DR 25/magic, fast healing 10, immune cold, SR 49, vermin traits
Saves: Fort +14, Ref +26, Will +19
Abilities: Str —, Dex 39/+14, Con —, Int 6/–2, Wis 20/+5, Cha 52/+21
Feats: Ability Focus (constitution drain), Ability Focus (distraction)B, Ability Focus (unnatural chill), AlertnessB, Dodge (alternate), Empowered Ability Damage, Fell Drain Spell-Like Ability (unholy blight), Great Fortitude, Improved InitiativeB, Improved Toughness, Improved Turn Resistance, Iron Will, Necrotic Reserve, Quick Reconnoiter, Quicken Spell-Like Ability (unholy blight), Repeat Spell-Like Ability (unholy blight)
Skills: Listen +16, Spot +13
Climate/Terrain: Warm desert
Organization: Solitary
Challenge Rating: 40
Treasure: None
Alignment: Neutral Evil
Advancement: 38–69 HD (Colossal)
True terrors of the desert, megapedes constantly hunt the dunes and sandy plains for food. The desert offers little refuge to creatures fleeing these enormous predators. At first glance, an apocalypse swarm megapede looks like an enormous incorporeal centipede, but those unfortunate enough to be close to the creature see it for what it is - a colossal, misty mass of wriggling, writhing centipedes, each tough and bulbous and covered with dense orange and brown bristles. The swarm can grow to more than 100 feet in length.
This particular fellow is the pet of a leShay who had decided to fight the ennui by becoming a vampire for a while. Nothing like an incorporeal swarm to ruin your day.
There's two pages of special abilities, but the particularly nasty combination [besides it being incorporeal] is the spell-like abilities plus the splitting special quality. Whoever attacks it quickly ends up with an ever increasing number of swarms attacking them, all of which can throw spell-like effects like cloudkill, creeping doom, cone of cold or one of the three fell drain quickened repeating unholy blights it gets per day, all at CL 37.

DoveArrow |

I ran a campaign where the players had to go up against a demilich. I wanted to develop an encounter around the destruction of the demilich's phylactery, but I was having a difficult time coming up with an appropriate challenge. Then I came up with the idea of making the demilich's former body an undead creature. I also decided that since the creature no longer had a head, it should try and replace the severed head with the head of a living creature.
My players loved it! They thought it was really challenging, and liked the idea that a demilich would create an undead creature from the remains of its own body. Sadly, I didn't get to decapitate anyone. I came damn close, though. One more round and that rogue's head would have been mine! :-)
DEATHCAPPER
Medium Undead
Hit Dice: 21d12+24 (160 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 37 (+4 Dex, +8 bracers of armor, +5 natural, +10 insight), touch 26, flat-footed 33
Base Atk/Grapple: +10/+10
Attack: Touch +10 melee (3d8+10 plus paralysis)
Full Attack: Touch +10 melee (3d8+10 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: damaging touch, decapitation, paralyzing touch, spell-like abilities
Special Qualities: +10 turn resistance, blindsight 200 ft., chill shield, damage reduction 15/bludgeoning and epic, immunity to cold, electricity, polymorph, and mind-affecting effects, share magic items, undead traits
Saves: Fort +10, Ref +15, Will +22
Abilities: Str 10, Dex 19 (with gloves), Con -, Int 27 (with headband), Wis 16, Cha 36
Skills: [[168 ranks]] Concentration [[24, +0 Con]], Hide [[0, +4 Dex, +8 racial]], Knowledge (arcana) [[24, +8 Int]], Knowledge (religion) [[24, +8 Int]], Knowledge (the planes) [[24, +8 Int]], Listen [[24, +3 Wis]], Move Silently [[0, +4 Dex]], Search [[24, +10 Int]], Sense Motive [[0, +3 Wis, +8 racial]], Spellcraft [[24, +8 Int]], Spot [[0, +3 Wis, +8 racial]]
Feats: Ability Focus (paralyzing touch), Combat Casting, Contagious ParalysisLM, Empower Spell-Like Ability (horrid wilting), Improved Initiative, Improved ParalysisLM, Improved ToughnessLM, Lightning Reflexes, Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Standard plus shared magic items (see below)
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -
"The remains of a humanoid skeleton, whose head has been severed, moves slowly towards you. Draped over the creature's bony frame are the tattered remnants of a wizard’s robes. Surrounding the creature is an aura of crackling, blue and green flames."
When a powerful demilich’s former body is entombed with its phylactery, the remains are sometimes reanimated as a deathcapper.
A deathcapper is a malevolent being, driven by an irresistible need to replace its lost head with that of a living creature. Always loyal to the demilich from which it sprang, the creature will stop at nothing to prevent the destruction of the phylactery it holds in its possession.
COMBAT
A deathcapper typically begins combat by casting defensive and/or long range offensive spells in an attempt to lure melee fighters forward. Assuming that this tactic works, the deathcapper then casts dimension door to close with an unsuspecting (and now unprotected) spellcaster, and attacks with its paralyzing touch. Assuming that the spellcaster is paralyzed by this attack, the deathcapper then tries to remove its opponent’s head with its decapitation ability.
Chill Shield (Su): A deathcapper’s body is continuously enshrouded in wisps of blue and green flame. These flames act as the spell fire shield with the chill shield ability, dealing 1d6+15 points of cold damage to opponents attacking it. In addition, a deathcapper only takes half damage from fire spells. Caster level 21st.
Damaging Touch: A deathcapper has a touch attack that uses negative energy to deal 3d8+10 points of damage to living creatures; a Will save (DC 33) halves the damage.
Decapitation (Su): A deathcapper can decapitate any living creature already affected by its paralyzing touch as a standard action. An affected opponent must make a Fortitude save (DC 33). Failure results in the opponent’s head being severed.
A deathcapper that severs an opponent’s head can then attach it to the stump where its own, former head used to be. Once the victim's head is attached, the deathcapper gains the following abilities: fast healing 20, +2 bonus to caster level checks, +4 Int, +4 Wis, +4 Cha.
In addition to these abilities, a deathcapper gains access to all of the memories that its opponent had in life, including access to any spells that the opponent may have prepared or memorized before its head was severed. A deathcapper does not gain access to any of the skills, feats, or other abilities that the opponent may have had in life.
A head severed by a deathcapper is slowly consumed by the cold flames of the undead creature’s body over a period of 24 hours. If the head is not removed before that time, it is utterly destroyed.
Paralyzing Touch (Su): Any living creature a deathcapper hits with its touch attack must succeed on a Fortitude save (DC 35) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell desription, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a deathcapper seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is alive.
A deathcapper’s paralyzing touch is contagious. Any creature touching a creature already paralyzed is immediately affected as if the deathcapper delivered the paralyzing attack itself and is susceptible to the deathcapper’s decapitation ability.
Share Magic Items (Su): A demilich who is created from a deathcapper’s body can benefit from the use of any magic items that the deathcapper is wearing. In order to share magic items, the demilich’s phylactery must be in the possession of the deathcapper. If the phylactery is destroyed or removed from the deathcapper’s possession, the demilich loses the benefit of these magic items.
Spell-Like Abilities: At will- blink, clairaudience/clairvoyance, cone of cold (DC 29), dimension door, enervation (DC 27), fireball (DC 26), greater dispel magic, greater teleport, lightning bolt (DC 26), mirror image, ray of enfeeblement, ray of exhaustion (DC 26), scrying, vampiric touch (DC 26); 3/day chain lightning (DC 29), finger of death, polar ray, waves of exhaustion; 1/day- empowered horrid wilting (DC 31), ruin*, wail of the banshee. Caster Level 21st.
*Epic level spell.

vikking |

Here is the first creature I created for my epic level campaign.....
Minourion:
Large outsider Paragon (tanar’ri, Evil, Extra-planar, Chaotic)
Hit Dice: 6d10+18 plus 8d8+24 (334hp)
Initiative: +11
Speed: 40 ft.
Spell resistance: 49
AC: 50 (–1 size, +11 Dex, +6 natural, +12 insight, +12 luck), touch 44, flatfooted 39
DR: 10/epic
Attacks: 2 claws +39, huge great axe +39/+34 and gore +34 melee
Damage: 2 claws 2d6+34, huge great axe 2d8+34/×3, gore 4d6+34
Face/Reach: 10ft. by 10/5ft.
Special Attacks: Charge 4d6+9, improved grab, pounce, rake
Special Qualities: Darkvision 60 ft., fast healing 20, low light vision, natural cunning, scent, Resistance to Acid, Cold and Fire 10, Immunity to electricity and poison, Spell like abilities, Summon Pride, Telepathy
Saves: Fort +22, Ref +19, Will + 15, gains a +10 insight bonus on all its saving throws.
Abilities: Str 38, Dex 33, Con 32, Int 24, Wis 27,
Skills: hide +12, Intimidate +12, Listen +24, Move Silently +15, Search +16, Sense Motive +18, Spot +24
Feats: Alertness, Great Fortitude, Pack Attack, Pack Initiative, Power Attack, Team Fighting, Track, Trip, Weapon Focus (claw)
Climate/Terrain: Any evil-aligned plane.
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 24
Treasure: 50% coins, standard goods and items, no scrolls
Alignment: Usually chaotic evil
Advancement: By character class +2
A Minourion Looks like it is a cross between a demon and a lion. The lower half is that of a demonic dire lion and the upper body of a humanoid with large horns like that of a minatour. Its muscular upper body has no fur and its skin is a grayish color. A Minourion’s have long braided mains that they hang the teeth or claws of their pray for decoration. Minourion’s prefer melee combat, where their great Strength serves them well. In particular they enjoy tripping then pouncing on the now flat-footed adventurers foolish enough to enter their domains. They fight with a pack mentality; one trips an opponent while another pounces affectively pinning it down. If possible, they try to keep an advantage by having one or more not engage in melee in order to trip any opponent standing or not pinned.
Charge (Ex): A Minourion typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 4d6+Str points of damage.
Fast Healing (Ex): Esyxx regains lost hit points at the rate of 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the Minourion to re-grow or reattach lost body parts.
Improved Grab (Ex): If a Minourion hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +16). If it gets a hold, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the Minourion is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.
Natural Cunning (Ex): Although Minourion are not especially intelligent, they possess innate cunning
Natural weapons: are treated as magic weapons and epic for the purpose of overcoming damage reduction.
Pounce (Ex): If a Minourion leaps upon a foe during the first round of combat, it can make a full attack even though it has not moved.
Rake (Ex): A Minourion that pounces on an opponent can make two rake attacks (+10 melee) with its hind legs for 1d6+2 points of damage each.
Skills: A Minourion receives a +4 racial bonus on Jump and Move Silently checks. *It also receives a +4 racial bonus on Spot checks in daylight.
Smite Good (Su): Once per day the Minourion can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Spell-Like Abilities (Sp): A paragon Minourion gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Summon Pride (Sp): Once per day Esyxx can automatically summon 4d10 Minourion. This ability is the equivalent of a 9th-level spell.
Telepathy (Sp): A Minourion can communicate telepathically with any creature within 100 feet that has a language.
Feat Descriptions:
Pack Attack
You are trained to coordinate with others to bring down powerful enemies
Benefit: If an ally (with or without this feat) is flanking your opponent, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.
Normal: You must be one of the attackers that cause the target to become flanked to receive a flanking bonus.
Pack Initiative
You can coordinate your initiative with pack mates.
Prerequisites: Pack Attack
Benefit: If you and an ally both have this feat, you may change your initiative order to act on the same initiative count as your ally. This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat, or until you ready or delays your action, just as if you had initially rolled this initiative roll.
Special: You still cannot act on an initiative count higher than your normal maximum initiative count (20 + initiative bonus).
Team Fighting
You know how to fight as a pair, group, and in formation.
Prerequisite: Base attack of +1 or better.
Benefit: Two or more people can fight together as a team. The team members block and parry blows for each other. Team members also work together to open up opponent’s weaknesses. Team members need to be within each other’s threatened area and every team member needs to have the feet. Each person having Team fighting gets a +1 armor class bonus. Also if two people have Team Fighting they can switch carried items as a free action. This would allow one person to reload a heavy crossbow or repeating crossbow while the other fires, thus one character could fire the heavy crossbow every round while the other reloads.

DoveArrow |

This one isn't terribly original. I mostly wanted an epic level version of the topiary guardian from Monster Manual III.
Hedge Guardian
A hedge guardian is a bush or shrub that has been carefully sculpted into the likeness of an existing creature, and animated with the use of arcane magic. Used by some of the wealthiest, most powerful spellcasters as guardians of their homes, hedge guardians appear to be normal hedges until they move to attack intruders.
Sample Hedge Guardian
This example uses an elephant as the base creature.
Elephant Hedge Guardian
Huge Plant
Hit Dice: 11d8+110 (198 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 38 (+5 Dex, -2 size, +25 natural), touch 13, flat-footed 33
Base Attack/Grapple: +8/+37
Attack: Gore +47 melee (2d8+31 plus poison)
Full Attack: Slam +47 melee (2d8+21 plus poison) and 2 stamps +42 melee (2d6+10 plus poison); or gore +47 melee (2d8+31 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: continual insight, poison, thorn volley, trample 2d8+31 plus poison, spell-like abilities
Special Qualities: damage reduction 15/epic and slashing, fast healing, low-light vision, plant traits, spell resistance 32, tremorsense 150 ft., vulnerability to fire, woodland stride
Saves: Fort +27 [[7, +10 Con, +10 insight]], Ref +22 [[7, +5 Dex, +10 insight]], Will +21 [[3, +6 Wis, +2 Iron Will, +10 insight]]
Abilities: Str 52 Dex 20, Con 31, Int 2, Wis 23, Cha 17
Skills: Listen +32, Spot +30
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Any
Organization: Solitary or garden (2-8)
Challenge Rating: 22
Treasure: None
Alignment: Always neutral.
Advancement: 12-22 HD (Huge)
Level Adjustment: -
Continual Insight (Su): The elephant hedge guardian makes all its attacks with a +20 insight bonus. It is not affected by the miss chance that applies to attacks against a concealed target.
Poison (Ex): An elephant hedge guardian is covered by hundreds of poisonous thorns. Creatures struck by any of the elephant hedge guardian’s natural attacks, must make a Fortitude save (DC 25) or take an initial 1d6 points of Constitution damage. 1 minute later, opponents must make another save or take an additional 2d6 points of Constitution damage as secondary damage.
Thorn Volley (Su): An elephant hedge guardian can release a volley of thorns once every 1d4 rounds as a full round action. All creatures within a 40 foot radius centered on the elephant hedge guardian take 10d6 points of piercing damage as well as poison damage (see above). Creatures who succeed at a Reflex save DC 25) take half the piercing damage.
Spell-Like Abilities: At will- plant growth, spike growth, wall of thorns. Caster level 20th; save DC 13 + spell level.
Trample (Ex): Reflex half DC36. The save DC is Strength-based.
Woodland Stride (Ex): An elephant hedge guardian benefits from the druid’s woodland stride ability.
Hedge guardian is a template that can be added to any corporeal animal or magical beast (referred to hereafter as the base creature). The creature’s type changes to plant. It uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to plant. Size is unchanged.
Hit Dice: Change to d8. A hedge guardian always has maximum hit points.
Speed: Land speed same as base creature. A hedge guardian does not gain any burrow, climb, fly, or swim speed of the creature on which it is based.
Armor Class: A hedge guardian gains a +25 natural armor bonus. If the creature already has a natural armor bonus, use whichever is higher.
Attacks: Same as base creature, plus poison (see below).
Special Attacks: A hedge guardian retains all the special attacks of the base creature and also gains the following.
Continual Insight (Su): The creature makes all its attacks with a +20 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Poison (Ex): A hedge guardian is covered by hundreds of poisonous thorns. Creatures struck by any of the hedge guardian’s natural attacks, must make a Fortitude save (DC 10 + ½ the hedge guardian’s Hit Dice + the hedge guardian’s Constitution modifier) or take an initial 1d6 points of Constitution damage. 1 minute later, the creature must make another save or take an additional 2d6 points of Constitution damage as secondary damage.
Thorn Volley (Su): A hedge guardian can release a volley of thorns once every 1d4 rounds as a full round action. All creatures within a 40 foot radius centered on the hedge guardian take 10d6 points of piercing damage as well as poison damage (see above). Creatures who succeed at a Reflex save DC 10 + ½ the hedge guardian’s Hit Dice + the hedge guardian’s Constitution modifier) take half the piercing damage from this effect.
Creatures who are damaged by this effect also take poison damage (see above).
Spell-Like Abilities: At will- plant growth, spike growth, wall of thorns. Caster level 20th.
Special Qualities: A hedge guardian retains all the special qualities of the base creature and also gain the following.
Damage Reduction (Ex): A hedge guardian has damage reduction 15/epic and slashing.
Fast Healing (Ex): A hedge guardian gains fast healing 20. If the creature already has fast healing, use whichever is greater.
Freeze (Ex): A hedge guardian can hold itself so still that it appears to be a normal hedge. An observer must succeed on a DC 30 Spot check to notice that a hedge guardian is actually an animated creature.
Spell Resistance: A hedge guardian gains spell resistance equal to its CR + 10.
Tremorsense (Ex): A hedge guardian has tremorsense out to 150 feet.
Vulnerability to Fire: Hedge guardians are vulnerable to fire.
Woodland Stride (Ex): A hedge guardian gains the druid’s woodland stride ability.
Saves: A hedge guardian gains a +10 insight bonus on all its saving throws.
Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Cha +10.
Skills: The hedge guardian gains a +20 competence bonus on all its skill checks.
Feats: Same as the base creature.
Climate/Terrain: Any
Organization: Solitary or garden (2-8)
Challenge Rating: As base creature +15.
Treasure: None.
Alignment: Always neutral.
Advancement: Same as the base creature.
Level Adjustment: -

DoveArrow |

ROVING SPELL CANNON
Huge Construct
Hit Dice: 38d10+40 (249 hp)
Initiative: +6
Speed: 60 ft.
AC: 37 (-2 size, +6 Dex, +20 natural, +13 deflection)
Base Attack/Grapple: +28/+41
Attacks: Claw +33 melee (1d8+5)
Full Attack: 2 claws +33 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell cannon, spell capture
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., electric field (1d8+19 electricity), immune to electricity, spell resistance 35, true seeing
Saves: Fort +12 [[12, +0 Con]], Ref +18 [[12, +6 Dex]], Will +14 [[12, +2 Wis]]
Abilities: Str 21, Dex 23, Con -, Int -, Wis 15, Cha 36
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: CR 22
Treasure: None
Alignment: Always neutral
Advancement: 38-57 HD (Huge); 58-114 HD (Gargantuan)
Level Adjustment: -
"Surrounded by a sphere of electrical energy, this construct appears to be little more than a pair of metal claws, mounted atop four spindly legs, with a hollow, metal cylinder for a head. Though the construct appears at first glance to be made of adamantine, its swift, and agile movements betray a lightness in weight that can only be mithral."
Roving spell cannons are massive automatons used by some of the most powerful wizards as guardians of their tombs, fortresses and treasure troves. Crafted from adamantine-plated mithral, roving spell cannons are deceptively fast and dexterous, often catching opponents off guard by their nimble movements.
COMBAT
Roving spell cannons, as their name implies, attack primarily with their spell cannon, using their claws only when they have no other option. Being mindless, a roving spell cannon only follows simple commands, such as “Attack all creature’s that enter this area,” or “Prevent any creature from escaping this cell.”
Electric Field (Su): A roving spell cannon is surrounded by an electrical field of energy that provides it with a deflection bonus to its armor class equal to its Charisma modifier. In addition, creatures who attack the roving spell cannon in melee automatically take 1d8+19 points of electricity damage. The additional damage is equal to half the creature’s Hit Dice.
Spell Cannon (Sp): A roving spell cannon gets its name from the long, metal barrel protruding from the upper portion of its body. Each round, a roving spell cannon can fire one of three spells of up to 8th level or lower at its opponents as a spell-like ability. The roving spell cannon’s spells are chosen upon construction, and the order in which the spells are cast is predetermined by the construct’s creator. Once a roving spell cannon cycles through all three of its spells, it starts over again from the first spell.
Below is an example of three spells commonly used in the construction of a roving spell cannon.
Round 1: sunburst (DC 31)
Round 2: greater shout (DC 31)
Round 3: polar ray (DC 31)
Spell Capture (Su): Once per round, as an immediate action, a roving spell cannon can capture a single-target spell that targets it and redirect it back to the spell’s source. The roving spell cannon must hit the source with a ranged touch attack in order to redirect the spell. Otherwise, the spell dissipates harmlessly. A roving spell cannon cannot use this ability if it is considered flat-footed against the source of the spell.
True Seeing (Su): A roving spell cannon can see all opponents out to a range of 120 feet as per the spell true seeing.

vikking |

Titan Mummy Guardian
Huge Outsider, Undead,(Chaotic, Extraplanar)
Hit Dice: 20d8+280 (370 hp)
Initiative: +1
Speed: 40 ft. in half-plate armor (8 squares); base speed 60 ft.
AC: 38 (–2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Base Attack: +20/+44
Attacks: Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or slam +34 (1d8+16)
Full Attack: Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/x3) or 2 slams +34 (1d8+16)
Face/Reach: 15 ft./15 ft.
Special Attacks: Oversized weapon, mummy rot
Special Qualities: Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32, undead traits, vulnerability to fire
Saves: Fort +26, Ref +13, Will +21
Abilities: Str 43, Dex 12, Con -, Int 21, Wis 28, Cha 24
Skills: Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats: Awesome Blow, Alertness, Great Fortitude, Improved Critical (warhammer), Improved Initiative, Toughness, Weapon Focus (warhammer)
Climate/Terrain: A chaotic aligned plane
Challenge Rating: 21
Treasure: +4 half-plate armor and gargantuan +3 adamantine warhammer
Alignment: Always chaotic (any)
Advancement: 21–30 HD (Huge); 31–60 HD (Gargantuan)
Combat
A titan mummy’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): A titan mummy wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day.
Pound (Ex): A Titan Mummy that makes a successful grapple check against a foe two or more sizes smaller than itself can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 6d6+21 points of bludgeoning damage to the victim. Further, the victim must succeed on a DC 39Fortitude save or be stunned for 1 round. A Titan Mummy can perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

vikking |

and........................................................................ ........................................................................... ..................................................................
Tolen (Desiccated)
Huge Undead (Huminiod)
Hit Dice: 20d12+280 (400 hp)
Initiative: +1
Speed: fly 30 ft.
AC: 38 (–2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Base Attack: +20/+44
Attacks: Draining touch +20, Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or slam +34 (1d8+16)
Full Attack: Draining touch +20, Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/x3) or 2 slams +34 (1d8+16)
Face/Reach: 15 ft./15 ft.
Special Attacks: Oversized weapon, Corruption Gaze, Draining Touch, Horrific Appearance, Manifestation
Special Qualities: Damage reduction 15/lawful, darkvision 60 ft., Rejuvenation, spell resistance 32, turn resistance +4, undead traits
Saves: Fort +26, Ref +13, Will +21
Abilities: Str 43, Dex 12, Con -, Int 21, Wis 28, Cha 28
Skills: Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, hide +8, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +40, Perform (oratory) +30, Sense Motive +32, Search +36, Spellcraft +17, Spot +40, Survival +9 (+11 following tracks), Swim +16
Feats: Awesome Blow, Alertness, Great Fortitude, Improved Critical (warhammer), Improved Initiative, Toughness, Weapon Focus (warhammer)
Climate/Terrain: A chaotic aligned plane
Challenge Rating: 23
Treasure: none
Alignment: Always chaotic (any)
Advancement: 21–30 HD (Huge); 31–60 HD (Gargantuan)
COMBAT
Tolen’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): Tolen wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition, a Dessicated of a neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based.
Corrupting Gaze (Su): Tolen can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet his gaze must succeed on a Fortitude save DC 29 or take 2d10 points of damage and 1d4 points of Charisma damage.
Draining Touch (Su): whenever Tolen hits a living target with his touch attack, he drains 1d4 points from any one ability score he selects. On each such successful attack, Tolen heals 5 points of damage to himelf. .
Horrific Appearance (Su): Any living creature within 60 feet that views Tolen must succeed on a Fortitude save DC 29 or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by Tolen’s horrific appearance for 24 hours.
Special Qualities: Tolen has all the special qualities he had in life as well as those described below.
Turn Resistance (Ex): Tolen has +4 turn resistance
A Desiccated is the withered remains of a priest who has forsaken their beliefs, believing its gods have abandoned it and whose hatred brings it back to life after death. Desiccated are mostly found in tombs, crypts and Cemeteries where they feed on the remains of the dead. A Desiccated can cast the spells or use the spell like abilities it had in life but now harness negative energy as a focus for their power. The hatred that drives a Desiccated is so overwhelming that it only seeks to destroy every living thing it see’s. This overwhelming hatred gives the Desiccated a +4 turn resistance and twists the features of the creature giving it the horrific appearance.
The appearance of a Dessicated is quit grotesque as its flesh constantly drips off its body only to regrow then liquefy and fall off again leaving the bones and tissue of the Dessicated in full view. A putrid slime drips from the claws of the Desiccated, this slime causes a decease that rots the flesh and drains the victim of life then transfers it to the dedicated, healing it.

DoveArrow |

Again, not terribly original. However, I wanted to run an adventure where a group of devils, posing as angels, try to tempt the PCs over to the side of evil. Unfortunately, there aren't very many devils that look like angels, and the ones that do exist are pretty low level. I also thought that if I'm going to try and fool the players, the best way to do that is to base the devils off of existing angels from the Monster Manual.
I haven't had a chance to run my adventure yet, but we'll see how it goes.
FALLEN ANGELS
While the appearance of most devils is physically detestable, there are those who retain many of the physical traits and abilities of the angels from whom they are descended. These devils, known as the fallen angels, are commonly mistaken for true angels (an error that they use to their advantage). Yet despite their similarities, there are several key differences that set fallen angels apart from their celestial brethren.
Unless otherwise noted, all fallen angels speak Infernal, Celestial, and Draconic.
Fallen Planetar
Large Outsider (Extraplanar, Evil)
Hit Dice: 14d8+70 (133 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
Base Attack/Grapple: +14/+25
Attack: +3 greatsword +23 melee (3d6+13/19-20) or slam +20 melee (2d8+10)
Full Attack: +3 greatsword +23/+18/+13 melee (3d6+13/19-20) or slam +20 (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, regeneration 10, resistance to acid 10, cold 10, see in darkness, spell resistance 30, summon devil, telepathy
Saves: Fort +14, Ref +13, Will +15
Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Skills: Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)
Feats: Blind-Fght, Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: Any evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 16
Treasure: No coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
Level Adjustment: -
A fallen planetar resembles a planetar in manner and appearance. A planetar is nearly 9 feet tall and weighs about 500 pounds.
Combat
Like their celestial counterparts, fallen planetars prefer melee combat over spells.
A fallen planetar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Regeneration (Ex): A fallen planetar takes damage from good-aligned weapons, and from spells with the good descriptor.
Summon Devil (Sp): Once per day a fallen planetar can attempt to summon 1d3 eriniyes with a 50% chance of success or 1 fallen planetar with a 20% chance of success. This ability is the equivalent of a 6th-level spell.
Spell-Like Abilities: At will- bestow curse (DC 19), charm person (DC 17), continual flame, dispel magic, unholy blight (DC 20), invisibility (self only), lesser restoration (DC 18),speak with dead (DC 19); 3/day- blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun, slay living (DC 21), waves of fatigue; 1/day- blasphemy (DC 23), earthquake (DC 24), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on a fallen planetar’s person, as the spells (caster level 17th): detect good, detect snares and pits, freedom of movement, see invisibility, true seeing. They can be dispelled, but the fallen planetar can reactivate them as a free action.
Spells: Fallen planetars can cast divine spells as 17th level clerics. A fallen solar has access to two of the following domains: Destruction, Evil, Law, Trickery, or War (plus any others it may receive from an archdevil or evil deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0- create water, detect magic, guidance (2), resistance (2); 1st- bane (2) (DC17), disguise self*, divine favor (2), doom (DC 17), entropic shield, shield of faith; 2nd- align weapon, bear’s endurance (2), bull strength (2), death knell (DC 18), desecrate*, eagle’s splendor; 3rd- invisibility purge, magic circle against good, nondetection*, prayer (2), protection from energy, wind wall; 4th- death ward, dismissal (DC 20), divine power*, cure critical wounds (2), poison (DC 20) (2); 5th- break enchantment, dispel good* (DC 21), flame strike (DC 21), plane shift, righteous might, symbol of pain (DC 21); 6th- banishment (DC 22), harm (DC 22), heroes’ feast, mass inflict moderate wounds (DC 22), mislead*, symbol of persuasion (DC 22); 7th- blasphemy* (DC 23), destruction (DC 23), ethereal jaunt, repulsion (DC 24); 8th- fire storm (DC 24), mass inflict critical wounds (DC 24), unholy aura*; 9th- implosion (DC 25), time stop*
*Domain Spell. Evil and Trickery.
Fallen Solar
Large Outsider (Extraplanar, Evil)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9
Speed: 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: 35 (-1 size, +5 Dex, +21 natural)
Base Attack/Grapple: +22/+35
Attack: +5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 15/epic and good, immunity to fire and poison, resistance to acid 10, cold 10, regeneration 15, see in darkness, spell resistance 32, summon devil, telepathy
Saves: Fort +18, Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills: [[350 ranks]] Bluff +32 [[25, +7 Cha]], Concentration +30 [[25, +5 Con]], Craft or Knowledge (any three) +31 [[25, +6 Int]], Diplomacy +32 [[25, +7 Cha]], Disguise +32 (+42 to impersonate a solar) [[25, +7 Cha]], Escape Artist [[25, +5 Dex]], Hide +26 [[25, +5 Dex, -4 size]], Listen [[25, +7 Wis]], Move Silently [[25, +5 Dex]], Sense Motive [[25, +7 Wis]], Spellcraft [[25, +6 Int]], Spot [[25, +7 Wis]], Survival +7 (+9 following tracks) [[0, +7 Wis]], Use Rope +5 (+7 with bindings) [[0, +5 Dex]]
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 23
Treasure: No coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 23-33 HD (Large); 34-66 HD (Huge)
Level Adjustment: -
This creature resembles a solar, with its silvery (or golden skin) and gleaming white wings. Only its eyes, which occasionally flash with hellish fire, betray its fiendish heritage.
A fallen solar resembles a solar angel in manner and appearance. It stands about 9 feet tall, and weighs about 500 pounds.
Combat
Like their celestial counterparts, fallen solars are fearsome combatants, with +5 dancing greatswords and +2 composite longbows that create any sort of slaying arrow when drawn.
A fallen solar’s weapons are treated as evil aligned and epic for the purpose of overcoming damage reduction.
Regeneration (Ex): A fallen solar takes normal damage from epic good-aligned weapons and from spells or effects with the good descriptor.
Summon Devil (Sp): Once per day, a fallen solar can automatically summon 2d6 erinyes, 1d4 fallen planetars, or 1 fallen solar. This ability is the equivalent of a 9th-level spell.
Spell-Like Abilities: At will- animate objects, bestow curse (DC 20), charm person (DC 18), contagion (DC 20), darkness, dimensional anchor, dominate person (DC 22), greater dispel magic, imprisonment (DC 26), invisibility (self only), lesser restoration, polymorph (self only), power word stun, resist energy, slay living (DC 22), summon monster VII, suggestion (DC 20), unholy blight (DC 21), waves of exhaustion; 1/day- blasphemy (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a fallen solar’s person, as the spells (caster level 20th): detect good, detect snares and pits, freedom of movement, see invisibility, true seeing. They can be dispelled, but the fallen solar can reactivate them as a free action.
Spells: Fallen solars can cast divine spells as 20th level clerics. A fallen solar has access to two of the following domains: Destruction, Evil, Law, Trickery, or War (plus any others it may receive from an archdevil or evil deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0- create water, detect magic, guidance (2), resistance (2); 1st- bane (2) (DC18), divine favor (2), doom (DC 18), entropic shield, magic weapon*, shield of faith; 2nd- align weapon, bear’s endurance (2), bull strength (2), desecrate, eagle’s splendor, spiritual weapon*; 3rd- blindness/deafness (DC 20),invisibility purge, magic circle against good, nondetection*, prayer (2), protection from energy, wind wall; 4th- death ward (2), dismissal (2) (DC 21), divine power*, poison (DC 21); 5th- break enchantment, dispel good (DC 22), flame strike* (DC 22), plane shift, righteous might (2), symbol of pain (DC 22); 6th- banishment (DC 23), blade barrier* (DC 23), harm (DC 23), heroes’ feast, mass inflict moderate wounds (DC 23), symbol of persuasion (DC 23), word of recall; 7th- destruction (2) (DC 24), dictum (DC 24), ethereal jaunt, mass inflict serious wounds (DC 24), power word blind* (DC 24), repulsion (DC 24); 8th- fire storm (DC 25), mass inflict critical wounds (2), polymorph any object* (DC 25), unholy aura; 9th- etherealness, mass heal, miracle, storm of vengeance, time stop*
*Domain Spell. Trickery and War.

vikking |

Behold, The Darkmoor. The most feared and hated by Balor and other lower demons and devils.
........................................................................... ........................................................................... ........................................................................... ........................................................................... ........................................................................... ........................................................................... ......................................................
Darkmoor
Medium Tanar’ri, (psionic)
Hit Dice: 20d8 +250 (330 hp)
Fast Healing: 10
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 26 (+2 Dex, +10 natural, +4 mage armor), Touch 16, flat-footed 24
DR: 10/+2 piercing, cold, good
SR/PR: 25
Base Attack/Grapple: +12/+19
Attack: 2 claws +15 (1d8+3 plus energy drain)
Full Attack: 2 claws +15/+10/+5 (1d8+3 plus energy drain)
Space/Reach: 5ft./5 ft.
Special Attacks: Energy Drain, mind blast, psionics
Special Qualities: DR 10/+2, Darkvision 120 ft., fast healing, low light vision, Resistance to Acid, Cold and Fire 10, Immunity to electricity and poison, Spell/psionic like abilities, Spell/psionic resistance, Summon Tanar’ri, telepathy 100 ft.
Saves: Fort +13, Ref +6, Will +7
Abilities: Str 17, Dex 14, Con 16, Int 15, Wis 15, Cha 18
Skills: Bluff +10, Concentration +13 (+17 casting defensively), Diplomacy +10, Disguise +6, Hide +4, Intimidate +14, Knowledge (arcana) +10, Knowledge (psiononics) +15, Listen +10, Move Silently +6, Sense Motive +8, Spot +14
Feats: Combat manifestation, Expanded Knowledge, Improved Initiative, Improved Natural Attack, Iron Will, Psionic Endowment
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Standard, no coins
Alignment: Chaotic evil
Advancement: by class
Level Adjustment: +7
Combat: A Darkmoor is tremendously dangerous in combat, because its potent physical attacks are backed up by powerful special abilities and psionics. A Greater Darkmoor can protect itself with psionic defenses and psionic mage armor (reflected in the statistics above), and it normally maintains this power at all times.
Energy Drain (Su): A Darkmoor can suck energy from a living victim with its touch by making a successful touch attack. Living creatures hit by a Darkmoor’s touch attacks gains one negative level and 1d4 points of Constitution drain. A save DC 23 is needed to remove a negative level within 24 hours. The save DC is Constitution-based. For each negative level bestowed, the Darkmoor gains 5 temporary hit points. A Darkmoor can transfer this ability threw any metal weapon it may wield.
Mind Blast (Sp): A Darkmoor can discharge a devastating psionic attack in the form of a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
Psionics (Sp): At will—charm monster (DC 18), detect thoughts (DC 17), dimension door, levitate, mage armor (self only), plane shift, suggestion (DC 17); 1/day—dominate monster (DC 18), mass suggestion (DC 20). Caster level 12th. The save DCs are Charisma-based
Summon Tanar’ri: Once per day, a darkmoor can automatically summon 4d10 dretches, 1d6 vrocks, or one nalfeshnee. It can also attempt to summon one glabrezu or marilith with a 50 % chance of success, or another darkmoor with a 35 % chance of success. This ability is the equivalent of an 8th-level spell.
This humanoid-shaped being stands almost 7 feet tall. Its flesh is smooth, hairless and black in color. Its tough skin gives the Darkmoor a natural armor class + 10 and the ability to deflect damage from bladed weapons and deflecting blows from blunt weapons. Its eyes are blank orbs of solid blackness. Tubular nodes take the place of its nose and wrap around following the jaw line and ending on either side of its chin as if wrapping around a mouth that isn’t there. The creature has abnormally long fingers ending in exceptionally sharp, serrated claws, that tare threw flesh like steak knives. There are no visible ears, just two small holes, one on either side. Highly intelligent, these demons know when to leave a fight.
Darkmoor are Tanar’ri from the farthest reaches of the Abyss. Unlike other Tanar’ri, these demons actually need to feed, though not in the normal way, and customarily do so upon their enemies. The darkmoor feeds by draining the life essence from another living creature. If sufficient prey is not available to them, they are known to occasionally cannibalize on weaker demons. Despite this, they much prefer the taste of still-living, mortal energies. Darkmoor come in two veriaties, lesser and greater. A greater darkmoor are taller and stronger than their lesser counter parts and are often found surrounded by lesser darkmoor in great number. Greater darkmoor are leaders in the armies of other demons commanding hordes of lesser darkmoor on any plane the blood war has fallen upon.
Greater Darkmoor
Large Tanar’ri, (psionic)
Hit Dice: 24d8 +300 (396 hp)
Fast Healing: 20
Initiative: +6
Speed: 40 ft. (6 squares)
Armor Class: 46 (-1 size, +2 Dex, +19 natural, +6 ring, +6 bracers, +4 mage armor), Touch 27, flat-footed 44
DR: 15/+3 piercing, cold, good
SR/PR: 35
Base Attack/Grapple: +27/+34
Attack: Rapier +34 (1d6+10/18-20x2) plus energy drain or 2 claws +30 (1d8+6 plus energy drain)
Full Attack: Rapier +34/+24/+14 (1d6+10/18-20x2) plus energy drain or 2 claws +30/+20/+10 (1d6/18-20x2) plus energy drain
Space/Reach: 5ft./5 ft.
Special Attacks: Energy Drain, Aura of Exhaustion, mind blast, psionics
Special Qualities: DR 10/+3, Darkvision 120 ft., fast healing, low light vision, Resistance to Acid, Cold and Fire 10, Immunity to electricity and poison, Spell/psionic like abilities, Spell/psionic resistance, Summon Tanar’ri, telepathy 200 ft.
Saves: Fort +17, Ref +11, Will +20, makes will saves against all magical/psionic attacks
Abilities: Str 22, Dex 14, Con 16, Int 21, Wis 17, Cha 21
Skills: Bluff +15, Concentration +18 (+22 casting defensively), Diplomacy +14, Disguise +5, Hide +8, Intimidate +17, Knowledge (arcana) +15, Knowledge (psiononics) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18
Feats: Combat manifestation, Expanded Knowledge, Force of will, Improved Initiative, Improved Natural Attack, Iron Will, Psionic Endowment, Maximize power, Quicken power, Speed of thought, Spell/power Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard, no coins
Alignment: Chaotic evil
Advancement: by class
Level Adjustment: +9
Sinister and regal, this humanoid-shaped being stands almost 9 feet tall. Its flesh is smooth, hairless and black in color. Its tough skin gives the Darkmoor a natural armor class +19 and the ability to deflect damage from bladed weapons and blows from blunt weapons. Its eyes are blank orbs of solid blackness. Tubular nodes take the place of its nose and wrap around following the jaw line and ending on either side of its chin as if wrapping around a mouth that isn’t there. The creature has abnormally long fingers ending in exceptionally sharp, serrated claws, that tare threw flesh like steak knives. There are no visible ears, just two small holes, one on either side. Highly intelligent, these demons know when to leave a fight. When reduced to 40 hit points it uses its plane shift ability to escape and heal its wounds. The Greater Darkmoor are known to enter a village, let its aura weaken all near it and kill their pray by consuming its life essence with its energy drain, then leaves as quietly as it arrived. The Greater Darkmoor cannot create spawn with this ability, as it is not an undead creature. Instead, those slain by the Greater Darkmoor rise as zombie’s 1d4 days latter.
COMBAT
A Greater Darkmoor is tremendously dangerous in combat, because its potent physical attacks are backed up by powerful special abilities and psionics. A Greater Darkmoor can protect itself with psionic defenses and psionic mage armor (reflected in the statistics above), and it normally maintains this power at all times. A Greater Darkmoor relies on its Aura of exhaustion ability to disable melee opponents and uses its psionics on attackers that stay at a distance.
Energy Drain (Su): A Greater Darkmoor can suck energy from a living victim with its touch by making a successful touch attack. Living creatures hit by a Darkmoor’s touch attacks gains one negative level and 1d4 points of Constitution drain. A save DC 26 is needed to remove a negative level within 24 hours. The save DC is Constitution-based. For each negative level bestowed, the Darkmoor gains 5 temporary hit points. A Darkmoor can transfer this ability threw any metal weapon it may wield.
Aura of exhaustion (Ex): A Greater Darkmoor is surrounded by a 60 ft aura that drains living creatures leaving them feeling weekend and unable to move. Waves of negative energy cause all living creatures in the Greater Darkmoor’s area to become exhausted (save DC 23) +1 for each round they are within the area of effect. An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity per round that they remain within the Greater Darkmoor's area of effect.
Mind Blast (Sp): A Greater Darkmoor can discharge a devastating psionic attack in the form of a cone 60 feet long. Anyone caught in this cone must succeed on a DC 21 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
Psionics (Sp): At will—charm monster (DC 20), detect thoughts (DC 18), dimension door, Empty mind, Energy ray, sonic, Inflict pain (DC 18), levitate, mage armor (self only), plane shift, Psionic crush (DC 21), suggestion (DC 19); 3/day—disintegrate (DC 22), Energy bolt, sonic (DC 19), overland flight, energy wave, sonic (DC 23); 1/day—dominate monster (DC 25), mass suggestion (DC 22). Caster level 14th, The save DCs are Charisma-based.
Summon Tanar’ri: Once per day, a darkmoor can automatically summon 4d10 dretches, 1d6 vrocks, or one nalfeshnee. It can also attempt to summon one glabrezu or marilith with a 50 % chance of success, or another darkmoor with a 35 % chance of success. This ability is the equivalent of an 8th-level spell.
theses stats are pre-psionic class level adjustments.

DoveArrow |

I wouldn't take it too personally. It takes a lot of work to build a new monster from scratch, and higher level monsters only take more work. Also, the fact that this thread is for epic level monsters only means that you're going to have a limited talented pool, because not very many run epic level adventures. Shoot, I've been playing for over ten years, and it was only last year that I finally got a chance to run an epic level campaign. In fact, all of the monsters that I've posted thus far have been from that campaign.

vikking |

not taking it personal, just trying to light the fire under some pants.....:)
Ive created and ran several epic games in the many years ive been playing.
I actually have a 32nd level cleric I was forced to retire because of the group I played with disbanded. I was working to get him up to 50th if I could have....lol

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Have you read Sepulchrave's Story Hour on enWorld? That is one spectacular epic campaign that's been going on for years, and he writes like a top class author too.
Even better... here's a link to 44 pages of epic characters and the beasties they have to fight. Right up to this kind of thing: (and yes, it's all worked out like this, with a whole mythology.)
Link to the collected backstory
Link to the current chapter (47 pages)
Here's a taster of Sep's writing prowess:
Kaala-anala, one of the great Bhitis, the many cults of which are currently enjoying a renaissance in western Shûth; she continues the anti-Oronthon motif. She represents (fear of) destruction by (magical) fire; arguably she is the magical fire: every time a destruction spell is evoked, Kaalaanala is present. In keeping with other chthonic deities, the size of her worship base is no way reflective of her power; Kaalaanala is a deity invoked by a privileged class: she represents a relatively rare and esoteric phenomenon.
Her voidwrought cycle of spells falls just short of functionally permanent. They are a set of eight epic buffs, assumed to be cast around the full moon, when she is in retreat: Kaalaanala is not a lunar deity, but like other chthonics is connected with the absence of light in general.
Although death is part of her portfolio, Kaalaanala also has no connection with the undead, the realm of the dead or the afterlife, but is rather focused on the act of death and slaying itself, or the "moment of destruction." Thematic similarities with Hellfire and the wyrm Qematiel intimate at some unknown relationship.
Ability scores use a chthonic divine array with inherent bonuses. Many chthonic template qualities are subsumed within her stat block. Kaalaanala is transitional in nature: she represents a more visceral fear than Visuit and is far more potent. Her epic spells tend toward impulses at one extreme and permanent stat-buffs at the other; epic magic also offers her a permanent +40 armor bonus. Although she's 'only' a DvR8, she benefits from some pretty nifty template synergy and I've pegged her at CR80. Her power derives more from her sorcery than from specifically divine abilities. Somehow, it seems legitimate to call a vanilla epic stat buff Aspect of Death given the nature of the goddess.
There are many Bhitis (there are many fears), arranged in many families. Kaalaanala is assumed to be an emanation (or effluxion) of a DvR 16 chthonic apparition, and is part of the family which includes Gnhii, a chthonic phaethon; Shvar Choryati, the living blasphemy; Jaraa, a god of senility and decrepitude; and Nidraa, another chthonic abomination, with provenance over nightmares. These are all DvR8 entities in the CR 60-80+ range. They follow the avatar mechanism, although the terminology is different and there's latitude in interpretation. Kaalaanala herself has her own emanatory abominations; she has also spawned infernals.
Kaalaanala has no natural shape-shifting abilities; epic magic is used in the event that an alternate form is desired. Otherwise, she appears as a cloaked and veiled figure surrounded by annihilating fire. No record exists of her features; it is unknown whether she possesses any.
Kaalaanala (CR 80)
Destroying Fire. The Fires of Death. The Moment of Destruction.
Lesser Power
Sorcerer 50
Symbol: Flames
Home Plane: Dream (Fire and Death)
Alignment: Chaotic evil
Portfolio: Death, fire, destructive magic; death by destruction
Domains: Death, Destruction, Fire
Medium Outsider (Chaotic, Chthonic, Dream, Evil, Extraplanar, Fire)
Divine Rank: 8
Hit Dice: 20d8+600 plus 50d4+1500 (2460hp)
Initiative: +22
Speed: 120ft. (rapid translocation)
Armor Class: 146 (+14 Dex, +40 armor, +8 competence, +8 divine, +45 deflection, +21 natural)
Base Attack/Grapple: +45/+67
Attack: +93 melee (1d6+30/18-20 plus destruction, +8 cold iron anarchic power fiery blast speed scimitar)
Full Attack: +93/+93/+88/+83/+78/+73 melee (1d6+30/18-20 plus destruction, +8 cold iron anarchic power fiery blast speed scimitar)
Space/Reach: 5ft./5ft.
Special Attacks: Salient divine abilities, spell-like abilities, spells
Special Qualities: Chthonic magic, chthonic qualities, divine powers, DR 20/epic and good, regeneration 20 (good), SR 195
Saves: Fort +107 Ref +91 Will +117
Abilities: Str 39 Dex 39 Con 71 Int 93 Wis 90 Cha 100
Skills: Concentration +111, Intimidate +154, Knowledge (arcana) +224, Sense Motive +121, Spellcraft +273; other skills
Feats: Blistering Spell, Chain Spell, Dark Speech, Empower Spell, Extend Spell, Fortify Spell, Greater Spell Focus (Evocation), Greater Spell Penetration, Heighten Spell, Improved Initiative, Magical Aptitude, Maximize Spell, Quicken Spell, Persistent Spell, Rapid Metamagic, Repeat Spell, Sculpt Spell, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Penetration, Transdimensional Spell, Twin Spell, Widen Spell
Epic Feats: Enhance Spell (3), Epic Skill Focus (Spellcraft), Epic Spell Focus (Evocation), Epic Spellcasting, Epic Spell Penetration, Improved Heighten Spell, Improved Metamagic (3), Intensify Spell, Manyspell (3), Superior Initiative, Tenacious Magic
SDAs: Avatar/Chthonic Effluxion, Dark Aura of Destruction, Divine Fire Mastery, Divine Spellcasting, Divine Skill Focus (Spellcraft), Divine Spell Focus (Evocation), Fire and Death, Hand of Death, See Magic, Utter Blasphemy
Divine Powers
Create Portfolio Item: 30,000gp limit
Divine Aura: Free action. 800-ft radius; Will DC 98. Daze, fright or resolve
Immunities: Ability damage, ability drain, acid, banishment or imprisonment, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, poison, polymorph, sleep, stunning
Portfolio Sense: Events involving 500 or more people
Remote Communication: Standard action. Any worshipper or creature within 8 miles of any dedicated site.
Sensory Range: 8 miles
Remote Sensing and Blocking: Standard action. 5 locations; 8-mile radius
Spell-Like Abilities: As a standard action, Kaalaanala can replicate any spell with the fire descriptor, or any of the following domain-related SLAs: animate dead, contagion, create greater undead, death ward, destruction, disintegrate, earthquake, implosion, inflict critical wounds, harm, resist energy, slay living, wail of the banshee. (CL78, Save DC 63 + spell level).
Rapid Translocation: Kaalaanala may move between any two points as a move action.
Salient Divine Abilities
* Avatar (Chthonic Effluxion): Kaalaanala may emanate up to five DvR0 paragon chthonic abominations of up to 50HD. This process is not volitional, and Kaalaanala exercises no special control over entities which she emanates; the abominations are otherwise treated as avatars.
* Dark Aura of Destruction: As a free action, Kaalaanala can generate an aura of destroying fire with a radius of up to 80 feet. The aura blocks all light (as deeper darkness) from sources with less than 9 divine ranks. Living creatures within the aura must make Fortitude saving throws every round (DC98) or be slain (as destruction); those who successfully save still take 10d6 points of damage.
* Divine Fire Mastery: As a standard action, Kaalaanala may use any spell with the [fire] descriptor as a spell-like ability. She gains a +8 competence bonus to attack rolls, damage and armor class if using her flaming weapon or touching fire. Kaalaanala's stat block already reflects this ability.
* Fire and Death: When Kaalaanala casts spells or uses spell-like abilities with the fire descriptor, damage inflicted is profane in nature and is never subject to resistances or immunities. Kaalaanala's fire spells also gain the [death] descriptor and are treated as death effects: mortal creatures which fail to make successful saving throws against Kaalaanala's fire spells are slain outright (as destruction). Creatures immune to death effects still sustain damage from the flames. Kaalaanala may add the [Slay] and [Destroy] seeds to any epic fire spell which she develops without increasing the Spellcraft DC.
* Hand of Death: As a standard action, Kaalaanala may point to any mortal within her sensory range (8 miles) and slay it (as destruction). There must be an unbroken line of effect. Target creatures are entitled to a Fortitude saving throw (DC98).
* See Magic: Kaalaanala can see all magical effects (as greater arcane sight) and has true seeing to a limit of 8 miles.
* Utter Blasphemy (Su) : As a standard action, Kaalaanala can utter a blasphemy in an 80-ft. radius spread (Will DC98). Kaalaanaala is treated as 78th-level caster for calculating the effects on target creatures.
Other Abilities
Chthonic Magic: Kaalaanala gains integrated sorcerer spellcasting abilities equal to her outsider HD; she needs no components, and never pays XP for spells or abilities which normally require it. She can cast Darkness, Destruction and Evil domain spells as arcane spells. All of Kaalaanala's spells and spell-like abilities gain the [evil] descriptor and enjoy a +4 profane bonus to their Save DCs when they target good creatures.
Chthonic Qualities: Kaalaanala gains a +10 profane bonus to all melee attacks (included in her stat block). She can see perfectly in darkness of any kind. She gains regeneration 20; epic good-aligned weapons and good spells deal normal damage to Kaalaanala.
Rebuke/Command Fire Creatures: At will, Kaalaanala can rebuke or command evil fire creatures as a 78th-level cleric rebukes or commands undead.
Spellcasting
Kaalaanala casts spells as a sorcerer (Caster Level 78. Save DC 63+ spell level, 71+ spell level for evocations); Kaalaanala may cast spells up to 45th level; she may apply metamagic feats without extending the casting time of the spell, and may cast up to four quickened spells in a round. For purposes of overcoming SR, Kaalaanala gains an addiitonal +6 bonus to her caster level checks.
Notes:
*Area Spell Attack (Ref half; DC 78)
When Kaalaanala is angered, her main attack spell is a quickened – blistering – triply-enhanced – intensified – repeated – twinned – widened delayed blast fireball. These spells require slots of 19th-level or higher. Kaalaanala may add a variety of other metamagic effects (including up to +52 spell penetration factors, or she may Heighten the Save DC as high as 104). In one round, she can evoke up to 20 discrete detonations of 800 points each.
*Maximum Penetration (Nonepic)
(Against creatures immune to Hand of Death): Thirty-six times fortified Implosion. Fort DC 80. Kaalaanala makes her CL check at +156. Useful against Cheiromancer's pseudonatural zombie hill giant frenzied berserkers.
*Eight Voidwrought Protections (Epic, DC280 or thereabouts)
Kaalaanala is under the protection of a set of eight epic spells which are renewed once per month. Voidwrought spells cannot be disjoined and function in an antimagic field. Kaalaanala is treated as a 148th-level caster for purposes of dispelling any voidwrought spell. The voidwrought protections afford Kaalaanala a +30 profane bonus to her Constitution, Intelligence, Wisdom and Charisma. Her Spell Resistance increases by +100, and she gains a +30 profane bonus to each of her saving throws. Their effects are included in her stat block.
*Epic Mage Armor
Permanent Epic Mage Armor grants Kaalaanala a +40 armor bonus to AC.
*Continuance (DC 280)
Instantaneous.
Fortify (+17), Contact (+23); interplanar (+4), 1-action (+20), +200 years (+400); XP (-184).
Bestowed upon favored mortal worshipers. Grants a 200 year extension to the current age category of any subject of Kaalaanala's remote sensing ability.
*Aspect of Death
Fortify (+17), Impulse (+32), +200 Cha (+400), XP (-200)
+200 Cha. Increase the Save DCs of all Charisma-based attacks by +100.
Spells When Gathering Fire
When Kaalaanala gathers fire, she invokes chthonic power too destructive for even her to control and receives ongoing backlash as long as the spell is in effect, pushing herself to the verge of self-annihilation. Apocalyptic spells are especially effective whilst Kaalaanala gathers fire; seven or eight rounds represent the 'safe' limit of this method.
Gathering of Fire (DC 283)
Duration: Up to 20 hrs (D); see text
Fortify (+17); Impulse (+32), (D) (+2), +249 Int (+498); XP (-200), backlash (-66)
Grants a +250 enhancement bonus to Intelligence; for as long as this spell is in effect, Kaalaanala sustains 66d6 (232) points of backlash damage each round. Increase Kaalaanala's Spellcraft score by +125 to +398. Gathering of Fire may be dismissed as a free action on Kaalaanala's turn.
Erase Nation (DC 408)
Evocation [Death, Fire]
Duration: Instantaneous
Energy (Fire) (19), Slay, Destroy, Ward (14), Weather (25), Swift (+28), increase radius (+596), penetrate death ward (+6), +10DC (+20); XP (-200), backlash (-100).
Requires Gathering of Fire be in effect. As a swift action, Kaalaanala gestures and utters a pronouncement, invoking fiery doom on a civilization. All creatures and unattended objects within a 300-mile radius must make Fortitude saving throws (DC 91) or suffer 10d6 points of fire damage; all living targets are slain. Death ward is ineffective against this spell, but epic protections may be entitled to an opposed caster level check. Targets who successfully save suffer only 5d6 points of fire damage. If Kaalaanala wears the Aspect of Death, increase the Save DC to 191.
Innate Bonuses
Kaalaanala benefits from the following modifiers to her ability scores and skills:
+20 insight bonus to Int, Wis and Cha
+100 competence bonus to Spellcraft checks
+100 competence bonus to Knowledge (arcana) checks
Equipment
Kaalaanala wields a +8 cold iron anarchic power fiery blast speed scimitar. Creatures struck by this weapon are subject to destruction (Fort DC 98).