
The Black Bard |

Figured I'd start a thread for those of us who might be using the "Infamous Seven" as outlined in Febuary's Savage Tidings.
We know what the seven are, but as DMs we only know "what" two of them are: Temauhti-Tecuani, statted in Tides of Dread, and Xireuksor, breifly listed in Tides of Dread as a Very Old Green Dragon (CR 19).
The others range from apparently normal to downright unbeleivable. The dragon eel is merely "catankerous", while the shambling mound is "unbeleivably immense".
I was just wondering what other DMs were planning on doing to make the "Infamous Seven" truly legendary in their own games. I'd also love to know the "officially unofficial" versions of them that the Paizo crew must have cooked up by now.
So, who's doing what with their legendary monsters?

![]() |
1 person marked this as a favorite. |

Most of the Infamous Seven all have some level of basis in established Isle of Dread lore... although some of that lore never saw print. Here's some more exact details as to what I would peg them at, had I the chance to detail them all:
Baaragrauth: In the first draft of "Tides of Dread," this dragon eel was a normal, right out of MM III dragon eel that the PCs had to defeat in order to recruit one of the Olman Tribes. We cut it because we needed the space, and becaue the encounter was redundant with the smiliar setup for recruiting the Olmans at Tanaroa.
Burbalarg: I made this one up on the spot when the Dragon editors asked me for a list of big monsters to round out the sidebar. Burbalarg's a 28 HD Gargantuan shambling mound (CR 15 or so; technically, the MM doesn't let shambling mounds get this big, but meh).
Cerattakatha: This guy's mentioned in "Tides of Dread" on page 3; he's a Colossal monstrous scorpion that lives on Scorpion Isle.
Chakaranka: This guy dates back to the original adventure (X1, that is). In that adventure, there's an encounter with an ankylosaurus who's hopped up on loco weed and is quite dangerous. He's a 15 HD ankylosaurus, and as fate would have it, is illustrated on page 68 of Dragon #351... although he's kinda tiny in that illustration. That issue's "Ecology of the Isle of Dread" talks about this guy a bit too.
Emraag: This guy plays a key role at the start of "The Lightless Depths" in Dungeon #144. He's a CR 16 dragon turtle.
Temauhti-tecuani: The t-rex from "Tides of Dread," of course.
Xiureksor: The only true dragon to live on the Isle of Dread, Xiureksor may or amy not be dead. She does not appear in the Savage Tide adventure path as written, since she's a very old green dragon (CR 19) and by the time she'd be a fair monster to throw at the PCs, they'll be moving on to other areas.
Issue #145's "City of Broken Idols" introduces a monster that'd fit in on this list as an 8th Infamous Monster... but the fact that the central plateau is so isolated means that this monster (who's CR 15 but doesn't have a name... yet; the adventure's still in editing) is pretty much unknown to the rest of the world. Which makes it tough to be infamous.
Of course, this 8th monster does end up getting the cover to that issue, so those days of obscurity are coming to a close...

Kirth Gersen |

Not wishing to buck established canon or anything, but since this one seems not to play a major role, I present my own campaign stats for anyone who is interested:
CERATTAKATHA (CR 15)
Awakened Monstrous Scorpion
N Colossal Magical Beast (Augmented Vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft., Listen +25, Spot +4
AC 26 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26
hp 357 (42 HD)
Resist electricity 10
Immunities vermin traits
Fort +26, Ref +17, Will +18
Spd 50 ft.
Melee 2 claws +30 (4d6+17) and
sting +28 (2d8+11 plus poison)
Space 40 ft.; Reach 20 ft.
Base Atk +31; Grp +59
Atk Options improved grab and constrict (4d6+17), Power Attack (5-point option included)
Special Atks poison (DC 35, 1d10 Con/1d10 Con), rend
Abilities Str 35, Dex 8, Con 16, Int 16, Wis 10, Cha 5
Feats Ability Focus (poison), Improved Initiative, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Powerful Charge, Power Lunge, Rend
Epic Feats Dire Charge, Energy Resistance (electrical), Epic Reflexes, Epic Skill Focus (Hide), Epic Will, Superior Initiative
Skills Climb +16, Hide +18, Listen +25, Spot +4 (includes +4 racial bonus on Climb, Hide, and Spot checks)
Charge AC 24; 2 claws +32 (4d6+29), sting +30 (2d8+17 plus poison); +6d6 damage on first claw hit
Rend (Ex) if Cerattakatha hits with both claws, it tears the flesh, automatically inflicting an additional 8d6+23 damage (includes 5-point adjustment for Power Attack)
Although the "awaken" spell specifically states that only trees and animals can be affected, this could be treated either as a special case (an incredibly ancient specimen that attained sentience), or one could invoke the Child of Winter feat (allowing vermin to be targeted as animals).

Kirth Gersen |

Nice! Just for a rule clarification - when the scorpion is awakened, does it retain its vermin immunities? After all, they get their immunities from being mindless, and awakening should negate just that...
Technically you are almost certainly correct; in this case I chose to assume that a scorpion's mind-set, even after being awakened, is not conducive to being influenced by mind-affecting spells/powers meant for "normal" thinkers.
As an even meaner thought, go ahead and remove the immunities but add some (non-associated) psion levels to boost its Will save and really give its enemies something to think about...

Phil. L |

Well, given that James likes rehashing old monsters it could be a little known monster from one of the older editions. If not, it's probably got something to do with the ancient Olmans (maybe a monster with an Aztec or Mayan feel?) or a demonic creature of some sort (another one of demogorgon's illustrious creations).

![]() |

Well, given that James likes rehashing old monsters it could be a little known monster from one of the older editions. If not, it's probably got something to do with the ancient Olmans (maybe a monster with an Aztec or Mayan feel?) or a demonic creature of some sort (another one of demogorgon's illustrious creations).
Hee hee! This game is fun!
It's not an updated monster from an older edition, but neither is it a new monster. It doesn't particularly have much to do with Olman myth, and it's not an outsider (so it's not a demon or a creation of Demogorgon). It IS a "James-friendly" monster though, as you keenly point out, Phil. :-)

Blackdragon |

Well, given that James likes rehashing old monsters it could be a little known monster from one of the older editions. If not, it's probably got something to do with the ancient Olmans (maybe a monster with an Aztec or Mayan feel?) or a demonic creature of some sort (another one of demogorgon's illustrious creations).
Or the aspect of Demogorgon that is supose to be guarding the operation there. I remember this being mentioned somewhere, I just can't remember where off the top of my head.

Rauol_Duke |

Perhaps it is an aboleth of some sort from Golismorga, if an abberration qualifies for one of these lovely legendary monsters, as Mr. Jacobs pointed out that it is a "James-friendly" monster. After all he is one of the authors of Lords of Madness! It could also be another abberation...
Agreed. I bet that's what it is... In looking at the Savage Tide preview in issue #138, there is a rough sketch of what looks like an Aboleth right next to the synopsis of "The Lightless Depths".

Kirth Gersen |

Still no issue 144, so I've had some time to make up additional encounters just to keep the campaign going.
CHAKARANKA CR 9
Male advanced ankylosaurus
N Huge Animal
Init –2; Senses low-light vision, scent; Listen +7, Spot +7
AC 22 (-2 size, -2 Dex, +16 natural)
hp 202 (15 HD)
Fort +19, Ref +7, Will +6
Spd 20 ft.
Melee tail slap +15 (3d6+23)
Face 15 ft.; Reach 15 ft.
Base Atk +11; Grp +29
Atk Options trample 2d12+15 (DC 27 Reflex half or attack of opportunity), Power Attack (4-point option included)
Abilities Str 30, Dex 7, Con 26, Int 1, Wis 9, Cha 8
Feats Alertness, Great Fortitude, Improved Natural Attack (tail slap), Improved Toughness, Iron Will, Power Attack
Skills Listen +7, Spot +7
Loco Weed (Ex) use the following adjustments:
AC 20; Fort +21, Ref +7, Will +8;
hp 232 (15 HD)
Melee tail slap +17 (3d6+26)
Abilities Str 34, Dex 7, Con 30

llaletin |

It IS a "James-friendly" monster though
...oh my
a colossal Rust Monster...It is indeed a "James-friendly" creature, and the one thing an adventurer would NEVER mess with.
As it is my four Lv12 PCs will not tangle with a single 'normal' Rust Monster, just in case (They also avoid Destrachans, and Bebiliths for fear of the damage that may be done to their equipment rather than their health).

![]() |

For the Green Dragon, I was planning to use the CR 13 version that is statted straight out of the Draconomicon. Does that seem inappropriate? My group just hit 12th level, and decided they wanted to hunt the green Dragon from the get go. I wanted it to be tough, but something they might could actually defeat. CR 19 seems like it would be a TPK if I threw that at them. All that said, maybe that is what they get for feeling like they want to hunt a legendary green Dragon?

Steve Greer Contributor |

Brent, here's what I suggested to someone else on this thread about that green dragon.
There are plenty of hooks for you to plunder in the adventure and the accompanying backdrop. If you plan to use the green dragon as an encounter, the stats I had in mind in all but name are on pg. 251 of Draconomican (use Othocintlydavarei), but beware, he is a CR 18 and doesn't like being trifled with.
Anyway, that's what we would have statted it out like if we had had the room.

![]() |

Heathansson wrote:Hmmmm.....I wonder if there's any significance to that number....There are 7 monsters and 7 Olman villages. However, there is one lost olman village (which would make 8) and this 8th monster.....
Just a thought
Warmage 101
Interesting thought! Because there IS a legendary monster associated with that missing village: Oonga! Who's basically D&D's version of King Kong. He's on a different island now, though.

![]() |

Warmage 101 wrote:Interesting thought! Because there IS a legendary monster associated with that missing village: Oonga! Who's basically D&D's version of King Kong. He's on a different island now, though.Heathansson wrote:Hmmmm.....I wonder if there's any significance to that number....There are 7 monsters and 7 Olman villages. However, there is one lost olman village (which would make 8) and this 8th monster.....
Just a thought
Warmage 101
Would that be the Isle of the Ape

Jeremy Mac Donald |

Interesting thought! Because there IS a legendary monster associated with that missing village: Oonga! Who's basically D&D's version of King Kong. He's on a different island now, though.
Oonga, Hmm...so there is a connection between the Isle of Dread and the Isle of the Ape. Interesting.
There are stats for this monstrosity at Enworld though personally I prefer taking the stats for the lesser Isle of the Ape Gorrilla's an simply advancing them to create Oonga thus avoiding Epic material.
Off topic...
In fact I'm going to run a converted version of Isle of the Ape in the near future and I figure I'll advance practically every dinosour on it just to keep the beasties as some kind of a challange for teh PCs without having to resort to Gygax's 'wear them down ever so slowly' tactic. Some how while that tactic did not seem to be such a problem in 1st edition it just strikes me as numbing to try and keep the players on their toes by attacking them again and again so that by the 36th Dinosour encounter their all out of healing potions.
Better to do 10 encounters with much tougher Dinosours IMO and hopefully get most of the same effect without quite the same level of tedium.

Jeremy Mac Donald |

Professor Frankln Von Wolfstien wrote:Would that be the Isle of the ApeIt would!
Thinking about this some more - an interesting encounter for the PCs - if they are well rested, would be one of the 'Mundane' versions of Isle of Ape Gorrillas. CR 15 but I don't think its in the upper range of what CR 15 can be. Anyway En World has stats for these things for those who are interested.

![]() |

Brent, here's what I suggested to someone else on this thread about that green dragon.
Regarding the Green Dragon, Steve Greer wrote:There are plenty of hooks for you to plunder in the adventure and the accompanying backdrop. If you plan to use the green dragon as an encounter, the stats I had in mind in all but name are on pg. 251 of Draconomican (use Othocintlydavarei), but beware, he is a CR 18 and doesn't like being trifled with.Anyway, that's what we would have statted it out like if we had had the room.
Thanks Steve, that is helpful. I am working on putting together a small network of caves for my group to explore that will lead into the Dragon's lair. If they get lucky they could have a chance to beat him, but the more likely scenario is they have to run like mad to escape. The Isle of Dread in general has been absolute murder for my PC's. Olangru killed a total of 3 of them, the Lemorian Golem killed another. Then the emerald anaconda got the drop on one and crushed him to death in our last session. So far the only character remaining that is the same one as when the campaign started in the group of 5 players I have is the human Druid.
All of that said, this AP has been absolutely awesome. I also wanted to tell you I thought you did an outstanding job on Tides of Dread. Vanthus is practically the definition of a cool BBEG. My PC's have come to absolutely loath him over the course of the campaign, so finally getting to face him down is going to be a phenominal cinematic moment.
Thanks again for the suggestion on the dragon.
A big part of the problem is that my group doesn't like to flee from anything. They've been fairly good sports about it, but I think a TPK is likely if they insist on fighting the green Dragon to the death. We'll see as that likely won't happen for another session or two, but I suspect

Steve Greer Contributor |

Thanks, Brent. And I hear you about the character composition of your group. Mine is likely to be similarly composed pretty soon. My suggestion, toss in some single shot "bring 'em back from the dead" items whenever you have a chance to reward them with some treasure. I would only allow one or two in the party's possession at a time. That way, it means hard choices on who to use them on.
When I ran my party through Tamoachan, I added what looked like mummy wrappings with symbols traced all over them because I suspected we might lose one or more players. We did lose one, but the wrappings were not used at that point.
Recently we lost about 4 characters. The hard decision came up and one of the original members is back. I'll most likely throw in another single shot "bring 'em back" item early on in HTBM.
You might also consider handing the players a solid butt kicking by the green dragon, by breathing only once on them (to soften them up) and dealing only non-lethal damage thereafter so she can capture them. Perhaps she values gleaning information about the outside island/world more than an easy kill. This turns it into a desperate role-playing opportunity to save their skins.
Now, there's the chance with players, as unpredictable and lucky as they can sometimes be, that they actually defeat the green dragon. If so, load them up on useful items they will get a lot of mileage out of when they loot her treasure. They deserve it! Also, toss in something that will give them a couple raise dead or resurrection spells in it.
Anyway, those are my thoughts.

![]() |

Thinking about this some more - an interesting encounter for the PCs - if they are well rested, would be one of the 'Mundane' versions of Isle of Ape Gorrillas. CR 15 but I don't think its in the upper range of what CR 15 can be. Anyway En World has stats for these things for those who are interested.
Giant apes don't really fit the traditional theme of the Isle of Dread; the big monsters are reptiles or vermin. The problem with putting a giant ape on the isle goes beyond one of tradition, though; it can take the PCs out of their suspension of disbelief if they suddenly get the feeling that they're in King Kong, and you might suddenly have a group focused more on big gorillas than they are on the campaign.
The use of Olangru in "Here There Be Monsters" is about as far down the gorilla path I'd go in my own campaign, in any case. Your Mileage May Vary.