Hook Mountain Massacre monster upgrades


Rise of the Runelords


Just thought I would post a couple upgrades I made using the Green Ronin Advanced Bestiary.

Below is Grazuul as a Fugal Creature and the Ogre Fighters and Ogres as Broken Souls (I will be using them in Barls Keep):

Spoiler:

Grazuul CR 12
Male scrag fighter 5
CE Large plant (Augmented Giant)
Init +4; Senses darkvision 90 ft., low-light vision, scent; Listen +4,
Spot +5
DEFENSE
AC 16, touch 12, flat-footed 13
(+3 Dex, +4 natural, –1 size)
hp 140 (6d8+5d10+77); regeneration 5 (acid and fire)
Fort +16, Ref +6, Will +3
OFFENSE
Spd 10 ft., swim 30 ft.
Melee Medium +1 vicious adamantine military fork +16/+11
(2d4+14/×3 plus 2d6) and
bite +15 (1d6+4) or
2 claws +18 (1d6+11/19–20) and
bite +15 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend 2d6+13

Plant Traits: A fungal creature is immune to poison, sleep effects,
paralysis, stunning, and polymorphing, and mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects). It
is not subject to critical hits.

Poison Spore Cloud (Ex): Once per day, a fungal creature can
release a choking yellow cloud of spores in a 15-
foot-radius spread. The spore cloud lingers visibly
in the air for 10 rounds, but it dissipates normally on
the wind. This cloud functions as an inhaled poison.
Any creature that does not hold its breath before
the fungal creature activates this ability is assumed
to inhale the spores. Each breathing creature in
the cloud must succeed on a Fortitude save (DC 22) or take 1d2 points of Constitution damage and be
fatigued for 1 minute. Thereafter, the creature must succeed
on a second save (whether or not it succeeded on the first)
or take 1d2 points of Constitution damage and become
fatigued (or exhausted if already fatigued).
A creature that continues to inhale the spores continues to
make Fortitude saves against their effects. Multiple spore
clouds from multiple fungal creatures require multiple
saves from any creature in an area where the clouds overlap.
Creatures that are immune to poisons are immune to the
fungal creature’s poison spore cloud.

Poisonous Blood (Ex): A fungal creature’s blood and flesh
function as ingested poisons. Any creature that makes a
bite attack against a fungal creature, swallows one whole, or
otherwise ingests part of one must succeed on a Fortitude
save (DC 22) or take 1 point of Strength damage
and 1 point of Dexterity damage. One minute later, the
creature must make a second save at the same DC or be
nauseated for 1 minute and take 1d6 points of Strength
damage and 1d6 points of Dexterity damage.
A fungal creature can drain its own blood to procure an
ingested poison that affects creatures as described above.
Unfortunately, its blood has a distinctive and largely
unwelcome smell and taste, so most intelligent creatures
would not eat food tainted with it unless the taste were
thoroughly disguised (a DC 15 Profession [cook] check).
The fungal creature must deal at least 1 point of damage to
itself to get a full dose of poison, and the drawn blood (or
amputated flesh) retains its poisonous nature for just 1 day
unless additional living fungal blood is mixed into it.
Special Qualities: The fungal creature retains all the base
creature’s special qualities and gains those described here.
Fungal Metabolism (Ex): Fungal creatures do not breathe,
nor do they need to eat or sleep in the typical manner.
They gain all the sustenance they require from contact
with moist natural earth, but they require rejuvenation (see
Rejuvenation) as often and for as long as humans need
sleep.
Rejuvenation (Ex): So long as it is in contact with moist
natural earth, a resting fungal creature regains hit points
as though it were experiencing complete bed rest and long
term care (3 hit points per character level for each day of
rest). The fungal creature can engage in light activity during
rejuvenation, but any strenuous activity (fighting, running,
casting a spell, and so on) prevents it from regaining hit
points for that day. Complete bed rest does not increase the
amount of healing a fungal creature gains from rejuvenation.
Str 28, Dex 16, Con 24, Int 4, Wis 11,
Cha 8
Base Atk +9; Grp +22
Feats Combat Reflexes, Improved Bull
Rush, Improved Critical (claw),
Multiattack, Power Attack, Weapon
Focus (claw), Weapon Specialization (claw)
Skills Listen +4, Spot +5, Swim +21
Languages Giant, Sylvan
Gear Medium +1 vicious adamantine military fork

Broken Soul Ogre Fighter (Kreeg Ogre) CR 10
Male ogre fighter 5 (Broken Soul)
CE Large giant
Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3
DEFENSE
AC 24, touch 9, flat-footed 24
(+5 armor, +9 natural, –1 size)
hp 120 (4d8+5d10+45) DR 5/-,resistance 5 to acid,
cold, electricity, fi re and sonic
Fort +19, Ref +2, Will +2
OFFENSE
Spd 20 ft.
Melee +1 ogre hook +18/+13 (3d6+15/19–20/×3)
Ranged mwk composite longbow +8/+3 (2d6+7/×3)
Space 10 ft.; Reach 10 ft.
TACTICS
During Combat Minktuck begins combat using his bow, but drops the
paltry ranged weapon to use his ogre hook at the first opportunity.
Morale If brought below 20 hit points, Minktuck abandons the fort and
tries to flee into the mountains.
STATISTICS
Str 26, Dex 11, Con 26, Int 6, Wis 10, Cha 4
Base Atk +8; Grp +21
Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical
(ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon
Specialization (ogre hook),Diehard, Endurance, Toughness
Skills Climb +17, Listen +3, Spot +3
Languages Common, Giant
Combat Gear potion of cure moderate wounds; Other Gear +1 hide shirt,
+1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows

Agonized Wail (Ex): As a standard action, a broken soul can
emit an agonized wail that inspires terror in every creature35
within 120 feet that has fewer character levels than itself.
Each potentially affected opponent must succeed on a Will
save (DC 9) or become shaken (see the DMG for a
description of the shaken condition). Th is condition lasts until
the affected opponent is out of range. A successful saving
throw renders an opponent immune to that broken soul’s
agonized wail for 1 minute.
Baleful Gaze (Su): Any creature within 60
feet that meets a broken soul’s gaze must
succeed on a Fortitude save (DC 9) or take 1d4 points of Strength drain,
1d4 points of Constitution drain, and 1d4
points of Charisma drain. Whatever the result
of the saving throw, the creature cannot be aff ected by the
same broken soul’s baleful gaze again for 1 minute.
Torturous Touch (Su): A broken soul can deliver a torturous
touch by making a successful melee touch attack against a
target. Any creature struck by this attack must succeed on a
Fortitude save (DC 9) or take 2d6 points of slashing
damage and 1d6 points of Dexterity damage. Furthermore,
the affected creature immediately falls prone and lies
convulsing and helpless for 1d4 rounds.
Damage Reduction: Because it has become so inured to pain
and abuse, a broken soul has damage reduction 5/—.
Resistances (Ex): A broken soul has resistance 5 to acid,
cold, electricity, fire and sonic. If the base creature has better
resistance or immunity to one or more of these energy types,
the broken soul retains the better quality.

Broken Soul Ogre
Size/Type: Large Giant
Hit Dice: 4d8+11 (44 hp)
Initiative: –1
Speed: 20 ft. in hide armor (4 squares); base speed 30 ft.
Armor Class: 20 (–1 size, –1 Dex, +9 natural, +3 hide armor),, touch 8, flat-footed 20
Base Attack/Grapple: +3/+14
Attack: greatclub +10 melee (2d8+9) or javelin +1 ranged (1d8+7)
Full Attack: greatclub +10 melee (2d8+9) or javelin +1 ranged (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, DR 5/-,resistance 5 to acid,
cold, electricity, fire and sonic
Saves: Fort +9, Ref +0, Will +1
Abilities: Str 23, Dex 8, Con 21, Int 6, Wis 10, Cha 7
Skills: Climb +7, Listen +2, Spot +2
Feats: Toughness (x2), Weapon Focus (greatclub),Diehard, Endurance
Environment: Temperate hills
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Agonized Wail (Ex): As a standard action, a broken soul can
emit an agonized wail that inspires terror in every creature
within 120 feet that has fewer character levels than itself.
Each potentially affected opponent must succeed on a Will
save (DC 10) or become shaken (see the DMG for a
description of the shaken condition). This condition lasts until
the affected opponent is out of range. A successful saving
throw renders an opponent immune to that broken soul’s
agonized wail for 1 minute.
Baleful Gaze (Su): Any creature within 60
feet that meets a broken soul’s gaze must
succeed on a Fortitude save (DC 10) or take 1d4 points of Strength drain,
1d4 points of Constitution drain, and 1d4
points of Charisma drain. Whatever the result
of the saving throw, the creature cannot be affected by the
same broken soul’s baleful gaze again for 1 minute.
Torturous Touch (Su): A broken soul can deliver a torturous
touch by making a successful melee touch attack against a
target. Any creature struck by this attack must succeed on a
Fortitude save (DC 10) or take 2d6 points of slashing
damage and 1d6 points of Dexterity damage. Furthermore,
the affected creature immediately falls prone and lies
convulsing and helpless for 1d4 rounds.
Damage Reduction: Because it has become so inured to pain
and abuse, a broken soul has damage reduction 5/—.
Resistances (Ex): A broken soul has resistance 5 to acid,
cold, electricity, fi re and sonic. If the base creature has better
resistance or immunity to one or more of these energy types,
the broken soul retains the better quality.

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