Need a suggestion for big monster


Advice


next week because one player will be missing we are doing a one shot Orc session. where well they all play orcs I'n a war band lead by one of the pcs as war chief.

anyhow I mostly have my ideas laid out but I am stuck on something. they ate going to be apl 6 and one of the little quests I have figured out is to ally with a wart pack. they'll need to kill some big monster to prove they are strong.

but I'm not sure what to use. the war chief will be lvl 7 and the witch will be lvl 8 with every one else lvl 6.

I'm not sure they are strong enough for a large sized dragon though and while I don't know what most of them will be playing Iim expecting alot of barbarian or fighter themes and I don't know if a flying monster would work.


sigh I hate auto correct sometimes.

anyhow the idea is they are to ally eith a worg pack, then attack first the worts enemies then their own.

no wart packs involved :P


THere is a lot of info in orca of golarion talking about them using owlbears as war beasts. So maybe they hear about a massive owl bear that they want to capture to include in their breeding program. So they would have to subdue and capture it. You would need to add some hit dice, maybe make it huge. Or if you have the green ronin advanced bestiary, just go wild with templates.

Alternately, you could use a mammoth or a hill giant they want to enslave.


oooh I like the Owlbear Idea thank you!


Alrighty i came up with this, although it suffers a bit from 'single oponent single action' issues.

An amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger.
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The Screetching Terror CR 10
Male Owlbear
CE Huge Magical Beast
Init +6; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +18
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DEFENSE
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AC 20, touch 10, flat-footed 18 (+2 Dex, -2 size, +10 natural)
hp 119 (5d10+72)
Fort +16, Ref +8, Will +6
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OFFENSE
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Spd 30 ft.
Melee Bite (Owlbear) +16 (1d8+9/20/x2) and
Claw x2 (Owlbear) +16 x2 (1d8+9/19-20/x2) and
Unarmed Strike +16/+11 (1d6+9/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Grab
--------------------
STATISTICS
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Str 28, Dex 14, Con 26, Int 6, Wis 16, Cha 14
Base Atk +9; CMB +20 (+24 Grappling); CMD 32 (36 vs. Trip)
Feats Great Fortitude, Improved Critical: Claw, Improved Initiative, Power Attack -3/+6, Skill Focus: Perception
Skills Fly -2, Perception +18, Stealth -6
Languages

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ECOLOGY
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Environment Temperate forests
Organization Solitary, pair, or pack (3-8)
Treasure Incidental
--------------------
SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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probly will be too easy in its current form.

Grand Lodge

Give it some owlbear cubs(?) or just normal owl bears around it. Or, assuming the Witch is a shaman/spiritual leader of the tribe, give him/her a vision from an orc deity about how CAPTURING this owl bear and using it to breed with the owlbears they already have will make the tribe much stronger.


oh normal owl bears work thank you, this should be really fu. trying to capture this thing alive will be hard.

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