Scarred Lands Monster Conversions


Conversions

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cool thanks


I looked, but in the time allotted I couldn't find them before I got press-ganged into household chores (and my parents wonder why I don't visit more often!). Haven't given up the chase, though!


Thanks for you effort :) Working on something big :D


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Denev the earth mother

Name CR 40
XP 314,572,800
N Colossal Outsider (Elemental, Earth, Titan)
Init +9; Senses Darkvision 60 ft. Blind Sense 120 ft; Perception Ranks +74

Defense
AC 58, touch 10, flat-footed 54 (+5 Dex, -8 size, +48 natural)
hp 1313 (61d10+915+63) Fast Heal 50
Fort 49, Ref 25, Will 54
SD Immune Elemental Immunities, Acid; Resistances: to Fire, cold, electricity, Sonic 20; Dr 25 Epic and Adamantine; Sr 51
Aura: Frightful Presence (120 ft Dc 52 Panicked 5d6 rounds)

Offense
Speed 120 ft.
Melee Slam +65 Melee (4d6+12 ), +70/65/60/55/50 Stone Scythe of Denev (4d8 + 23 and 1d6 each of sonic, fire, ice, Electricity damage 18-20/x4 )
Space 40 ft.; Reach 25ft.
SA Titanic Trample (4d6+18)

Dc 30 + Spell level. (+2 dc of earth descriptor spells, +1 dc of Conjuration spells)
Zero 4 unlimited time per day
1st-13/day
2nd-14/day
3rd-14/day
4th-14/day
5th-14/day
6th-13/day
7th-13/day
8th-13/day
9th-11/day
10th-5/day
11th-4/day
12th-4/day
13th-3/day
14th-3/day

Statistics
Str 35, Dex 21, Con 40, Int 35, Wis 50, Cha 35
Base Atk +61; CMB +81; CMD 98

Feats Alertness, Animal Affinity, Augmented Summoning, Brew Potion, Chain Spell, Cleave, Combat Casting, Combat Reflexes, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Great Fortitude, Heighten Spell, Improved Critical (Scythe) , Improved Great Fortitude, Improved initiative, Improved Iron Will, Improved Sunder, Improved Trample*, Iron Will, Maximize Spell, Natural Spell, Power Critical, Silent Spell, Spell Focus Conjuration, Still Spell, Toughness, Track, Quicken Spell, Weapon Focus (sickle)

Skills Acrobatics 57, Bluff 67*, Climb 64, Craft (Alchemy) 67*, Diplomacy 67*, Escape Artist 57, Fly 57, Handle Animal 68, Heal 72, Intimidate 66, Knowledge (Geography) 64, Knowledge (History) 64, Knowledge (planes) 67*,Knowledge (religion) 67*, Knowledge (Nature) 67*, Perception 74*, Sense Motive 74*, Spell Craft 64, Stealth 44*, Survival 75*, Swim 64,

Languages: Telepathy 100', Denev can speak and understand all languages.

SQ Earth Mastery
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Ecology

Habitat & Society

Special:

Spells: Denev has all of the spellscasting abilities of a 30th-level druid. In addition, rather than preparing her spells, Denev may also spontaneously cast any spells from the plant, animal domains, or with the earth subtype she chooses as long as she has unused spell slots of the appropriate level. She applies metamagic feats to these spells as she chooses and is not forced to cast such altered spells at a one-round casting time. Denev is immune to any negative repercussions that come from casting such spells.

Wildshape (Su): Denev May wildshape as a lv 20 Druid dose.

Any terrain that Denev has used to manifest her physical form is considered to be a place of power for the purposes of performing druidic True Rituals. This benefit lasts until the next solstice or equinox. In a non scarred land setting this manifests in a +1 dc to any spells of the Animal or plant domains or with the Earth subtype within such an area which is typically a hundred feet across.

Titanic Trample (Ex): This functions as a normal trample except that Denev may preform this as a free action.

Superior Earth Mastery (Ex): Denev Enjoys a +2 to attack and damage rolls if both she and her opponent are touching the ground. she Also enjoys a +2 to the Dc of any spells with the earth subtype she casts.

Verdant Will (Sp): As a Swift action once per round Denev can Produce the effects identical to the flowing spells with a 300 ft range and at caster lv 40th, Plant Growth, Entangle, Animate Plants.

Mother of Life (Su): Denev can touch a Plant or animal bestowing it with the effects of an awaken animal spell and bestowing the giant template upon such a creature. Creatures effected by this power are friendly and helpful to Denev.

Disruptive Touch (ex): Any undead touching Denev or that are touched by Denev except those she exempts take an additional 16d6 damage as their forms are disrupted.

Dc 30 + Spell level. (+2 dc to earth, +1 Dc to Conjuration)
Zero 4 unlimited time per day
1st-13/day
2nd-14/day
3rd-14/day
4th-14/day
5th-14/day
6th-13/day
7th-13/day
8th-13/day
9th-11/day
10th-5/day
11th-4/day
12th-4/day
13th-3/day
14th-3/day

Stone Scythe of Denev.
Int 35, Wis 50, Cha 35, Ego 69

Communicates via empathy and can sense things withing a 120' range
+5 Keen, Flaming, Icy, Shocking, Sonic, vorpal Colossal Scythe.
It has the flowing spell like ability.
At will
Cure Critical Wounds, Cure Disease, Greater Restoration, Regenerate
1/day
True Reincarnation (no level loss or con damage)

Improved Trample
Requirements: Must have the trample ability. Bab +1
Benefit: Your trample attack dose not provoke an attack of opportunity.

Titan Subtype
Titans Cannot Die They are immune to ability damage or drain, death effects, Energy Drain.

Regeneration (Ex) No form of attack can suppress a Titans regeneration—it regenerates even if disintegrated, It can be banished, imprisoned, or otherwise dealt with, But can never truly die.

Omnilingual(ex): Titans can automatically Speak and understand all languages.

Create Life (Su): A Titan may invest a portion of his own essence to creature a life form. This manifests in the form of a negative level per Cr of the creature created. This normally takes one day per Cr of the created creature. This is an exception to the rule of being immune to negative levels.


Should not she classify as Native Outsider?
Also, her strength for a colossal creature is a bit low - remember that Denev strength should be similar to that of Mithril Golem, a little behind Kadum.

Awesome job, by the way.

Regards,
Ruemere


Thanks, I thought about bumping her strength but that would put her way past what i figured a cr 40 critter can do for damage. Trying to keep it in the ballpark. My calculations may be a little off as is. She was just practice of Stating out all the other titans as well. Should be a hoot.

Silver Crusade

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As much as I love the Scarred Lands, I found that many of the monsters were overpowered, well conceived but poorly executed, or both. So what I have done is instead of doing conversions I have just decided to take the basic ideas and build them from scratch. So for example the Red Witch ratman comes out looking something like this:

Red Witch
Female ratfolk sorcerer 3 (abyssal bloodline)
CE small humanoid (ratfolk)
Init: +3; Senses: darkvision 60 ft, Perception +3
AC: 14, Touch: 14, Flat-Footed: 11 (+3 Dex, +1 size)
hp: 16 (3d6+3)
Fort: +2, Ref: +4, Will: +4; +2 vs. poison
Resist: electricity 5
Speed: 20 ft
Melee: mwk dagger +1 (1d3-1/19-20)
Ranged: mwk light crossbow +5 (1d6/19-20)
Special Attacks: claws (1d3-1, 5/day)
Spells Known (CL 3rd)
1st (6/day): Cause Fear (DC 13), Disguise Self, Hypnotism (DC 13), Magic Missile
0 (at-will): Acid Splash, Bleed, Detect Magic, Detect Poison, Ghost Sound
Str: 8, Dex: 16, Con: 12, Int: 10, Wis: 13, Cha: 15
Base Atk: +1, CMB: -1, CMD: 12
Feats: Brew Potion, Combat Casting, Eschew Material
Skills: Craft (alchemy) +8, Use Magic Device +10
Languages: Common, Ratfolk
SQ: rodent empathy, swarming
Combat Gear: Potion of Disguise Self, Potion of Invisibility (2); Other Gear: Mwk dagger, mwk light crossbow with 10 bolts, other gear and coins worth 50 gp

Similarly, the aasathi as it is presented can easily be reproduced as a vishkanya magus and so forth etc. That is my 2cp.


I kinda like that idea for rat men, I'm going to try and remain vanilla eanough to the source material while still kinda keeping this in mind.


Arg 74 more monsters in lost tribes of the scarred lands X.X Looks like i have more of my work cut out for me :D


clff rice,

I have just found Vine Dead in my copy of Serpent Amphora, book I. It seems that there are no other new monsters in the whole series.

In short, these are constructs animated by Vines of the Dead spell (works just like Animate Dead, requires 50 GP amber per creature, Druid 3 spell, however the only those taught by Ilkusthra the Autumn King can use the spell).

The book gives statistics for Vine Dead of various sizes (from tiny to huge), in game terms they behave like skeletons (use 2x claws as weapons), with construct and plant traits and immunities.

Regards,
Ruemere


So The vine dead are gonna get the variant monster treatment with the skeleton template as a basis :)


Here is a little quick write up of the ratmen of scarn. Like all my conversions they are just the crunch needed to play.

Ratmen (Slitherene)

Basic Ratmen
+2 Con, +2 Wis, -2 Cha
Speed: 30 ft
Medium Size
+1 Natural Armor
Dark-vision : 60 ft.
Skills: +2 Stealth, +2 Climb
Basic Languages: Slitherine

Black Pelt

Sorcerous Ratmen the Heir to mesos. They tend to be arcane blooded sorcerers.

+2 Con, +2 Charisma, -2 Strength.
Skills: +2 Spellcraft
Bonus Feat: Improved Counterspell

Brown Gorger

Brown Gorgers are Spawned From Gaurak the glutton. They tend to be rangers the better to hunt down things to eat.

Bite attack 1d4

Daywalker
The Spawn Of thulkas. They dwell where flames and heat have sway, Volcanoes and deserts. They tend to be Druids and sometimes fire elemental sorcerers.

Fire resistance 5
+2 Jump checks

The Diseased

The Spawn of Chern, The Diseased are the sickness that lurks in shadow. They tend to be Rogues.

+2 Save vs disease
Claw 1d3 + Filth fever.

Foamer

Foamers are the children of Kadum the mountainshaker They tend towards Barbarian as a class.
+2 Con, +2 Strength, -2 Int, -2 Cha
+2 Swim checks.

Forge Crawler

Spawned from Golthagga the Forge Crawlers adepts at creating things and tent to be Alchemists.

As Above
Skills: +2 to any one craft skill. This skill is always a craft skill.

Apothicary Subrace
+2 to saves vs poison

Mechanition Subrace
+1 Bonus to attack and damage Constructs and Objects. This includes sunder attempts.

Maulers

Maulers aren't the spawn of any particular titan but instead the creation of a red witch. They tend to be fighters.

+2 Con, +2 Strength, -2 Wis, -2 Cha
Claw for 1d4
Poison via claw.
Immune to Poison
Fast Heal 1

Red Witch

Red Witches are spawned from the flesh of mormo the mother of witches. Natural they tend to be witches though quite a few are also Serpent Blooded sorcerers.

+2 Con, +2 Int, -2 Str
+2 Knowledge (arcana)

Stalker

Stalkers are spawned from the essence of Hrinruuk and are naturally Rangers.

+2 Handle Animal checks, +2 Survival
Poison Use: No chance to poison themselves.

White Wraiths

White wraiths are the spawn of gulaben and tend to be air elemental Sorcerers.

Partial Invisibility: Due to their transparent flesh it isn't easy to get a bead on a White Wraith. They enjoy partial concealment incurring a 20% miss chance on attacks made against them.

Storm Chaser

The storm chasers are the spawn of Lethene and ate typically Fighters.
Electricity and cold resistance 5

Stricken

Stricken are wracked with maddening pain and rage. The Spawn of Gormoth are often barbarians.

Extra Body Part: Stricken are born with an additional Body part. This body part manifests in different ways.

Arm: +2 Deformity bonus to Grapple checks.
Leg: +5 ft of movement.
Tale: Improved Balance +2 CMD to resist Trip Attempts
Head: +1 Deformity bonus on will saves and +2 Perception checks.

Unseeing
The Unseeing are the Heirs to the legacy of golthain and are typically monks.

Blind: The unseeing are blind.
Empathy: The Unseeing can sense the general emotional state of other beings this translates into a +2 bonus to Diplomacy and sense motive.
Empathic Awareness: As blind sense But detects creatures emotions rather than vibrations so being incorporeal is not a defense. Creatures without emotions are perceived as Spaces devoid of emotion. This ability has a 60 ft radius.

Earthglider (Homebrew)
The Offspring of Denev the earth mother, Naturally these Ratmen tend to be Druids.

Burrow Speed of 5 ft
+2 Healing, +2 Knowledge (Nature)

Earthglider (Homebrew)
The Ofspring of Denev the earth mother, Naturaly these ratmen tend to be Druids.

Burrow Speed of 5 ft
+2 Healing, +2 Knowledge (Nature)


Althentia the great Sphinx

Name CR 20
XP 307,200
N Magical Beast
Init +4; Senses Darkvision 60’, Low light vision.; Perception +42
Defense
AC 36, touch 6, flat-footed 36 (+0 Dex, -4 size, +30 natural)
hp 387 (31d10+217 )
Fort +25, Ref +19, Will +26
Offense
Speed 60 ft. Fly 110 Ft (poor)
Melee Bite +27 Melee (2d8+11 ), 2 Claws +25 Melee (2d6+5)
Space 20 ft.; Reach 15ft.
SA Conundrum Curse , Pounce, Rend (2 claws, 2d6+15);
Spells
20th lv Sorcerer (Dc 16 + Spells level)
Cantrips-Unl (9 Known)
1st-10 (5 Known)
2nd-9 (5 Known)
3rd-9 (4 Known)
4th-9 (4 Known)
5th-9 (4 Known)
6th-8 (3 Known)
7th-8 (3 Known)
8th-8 (3 Known)
9th-8 (3 Known)

12th lv Druid (dc 26 + Spells level)
Orisons-4
1st-8
2nd-8
3rd-8
4th-7
5th-5
6th-4
Statistics
Str 32, Dex 10, Con 23, Int 38, Wis 42, Cha 36
Base Atk +20; CMB +35; CMD 45 ( 49 vs. trip)

Feats Alertness, Brew Potion, Combat Casting, Craft Wonderous Item, Empower Spell, Flybay Attack, Great Fortitude, Improved Initiative, Lightning Reflexes, Multi Attack, Power Attack, Quicken Spell, Scribe Scroll, Snatch, Improved Counterspell, Spell Penetration
Skills Acrobatics 18, Appraise 34, Bluff +33, Climb +34, Craft Alchemy +33,
Diplomacy 28, Fly +11, Intimidate 28 Knowledge (Arcana +28, Dungeoneering +28, Engineering +28, Geography +28, History +28, Local +28, Nature +28, Nobility +28, planes +28, religion +28.), Linguistics +33, Perception +42, Perform 23, Sense Motive +38, Spellcraft +36, Stealth +11, Survival +31,Swim +24

Ecology
Environment Any land
Organization solitary
Treasure none
Special Abilities
Conundrum Curse (Su): as a standard action Althentia may pronounce a powerful curse against one opponent within 60 ft the creature must roll a Dc 33 will save or acquire the conundrum creature template and immediately disassemble.

Skills: +10 to Stealth checks.
Ecology

Habitat & Society

Special:

Expect The Conundrum Creature template in the next couple days. ALso i hate doing spell lists. I will eventualy probably do them but for now i leave it for each DM to customise to fit his game. If someone else were to do them That would be great :D


Ah! I go away for a few days and you do a titan?!?

Do Golthagga! Do Chern! Do Thulkas! Do Mormo! Do...

[hyperventilates and passes out]


Glad to see you got the info from Ruemere. I'm totally rolling up an Unseeing monk! (Golthain was a bit of a fave of mine...)


I am thinking about Stating each titan than stating each titan spawn assoceated with them as a little mini book type thing. Gonna have to make a bunch of stuff up sense denev is the only one with oficial stats.


Conundrum Creature

Conundrum is an acquired template that can be added to any corporeal creature, The creatures types changes to construct.

CR +2

Senses Low Light Vision, Darkvision 60 ft.
Defense
AC A conundrum creature becomes made of tough hard stone remove its old natural armor and instead replace it with +8 natural armor.
hp - Remove all Hit points from a constitution score than apply bonus hp as per a construct.

Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

SD Immune Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), disease, death effects, necromancy effects paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage.

Resistances: Fire, Cold Acid and Electricity resistance 10

Damage Reduction: 8/Adamantine
Offense
Speed As base creature but lower any flying or Swimming speeds by 10' To a minimum of 10'. Reduce Maneuverability classes on fly speed by one step.

Attacks: A conundrum creature keeps all the Special Attacks it had in life as well as gaining a slam attack that delivers 1d6 points of damage for a medium conundrum creature. scale the damage up or down for larger or smaller creatures.

Statistics
Attributes: Str +6, Dex -4, Con -, Cha -4

Skills: Conundrum creatures can understand any language.

SQ Traits
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Riddle of power (Ex): Conundrum creatures can speak a riddle of power, Any creature hearing the riddle can understand it. If someone should reply the answer to the riddle the conundrum creature will be instantly cured of its conundrum curse affliction.

Disasemble (Ex): Any Confirmed critical or blow that reduces a conundrum creature to 0 or fewer hp reduces the creature to a pile three dimensional stone puzzle peaces. Should a creature choose it can try and solve the puzzle with an intelligence check. The dc of the Intelligence check is anywhere from 5 up-to the the Orthogonal Save Dc of Conundrum Cure afflicted upon the Conundrum creature. (In the case Of Althentia upto Dc 33)

A Conundrum creature can be destroyed in this state. The pile of puzzle peaces has 10 Hp (Plus any per its size bonus from being a construct) and a hardness of 8.

Ecology

Habitat & Society

Special:

Liberty's Edge

This is a really cool project! If this was ever published I would definitely buy it! Scarred Lands is one of my favorite settings!


yeah but fiery dragon is sitting on their thumbs and on scarred lands.


Chern The Scourge
<breif description>
Name CR 39
XP 209,715,200
CE Colossal Outsider (Native, Titan)
Init +0; Senses Darkvision 60 ft, Scourge Sense 120’; Perception 10+ ranks

Defense
AC 57, touch 10, flat-footed 49 (+8 Dex, -8 size, +47 natural)
hp 1247 (58d10+928) Regeneration 50
Fort 45, Ref 27, Will 39
SD Immune Poison, Disease, Ability Damage, Energy Drain, Death Effects, sleep effects, paralysis, polymorph, and stunning. DR 25/Epic, Sr 50, concealment, Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Aura: Swarm Aura (30 ft, 5d6 damage + Distraction + Disease)

Offense
25th level Sorcarer
(Dc 24 + Spells Level)
Zero 4/unlimited time per day
1st-15/day
2nd-13/day
3rd-12/day
4th-9/day
5th-9/day
6th-9/day
7th-8/day
8th-8/day
9th-8/day
10th-3/day
11th-2/day
12th-2/day

Speed 50 ft. Fly 150 ft (Average)
Melee 2 slams +62 melee (6d6+12+ Grab + Disease), 2 wing buffets +57 Melee Touch attack (5d6 + Disease)
Space Filler 40 ft.; Reach 25ft. (35 ft with wings)
SA Disease, Pestilence, Plague Breath (100 ft cone, 30d8+disease, dc 55 Fort save for ½)

Statistics
Str 35, Dex 26, Con 42, Int 32, Wis 30, Cha 38
Base Atk +58; CMB +78; CMD 96

Feats Athletic, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Critical focus, Dodge, Empower Spell, Enlarge Spell, Extent Spell, Great Fortitude, Greater Grapple, Great Cleave, Greater Iron Will, Heighten Spell, Improved Critical (Slam),Improved Grapple,Improved Great Fortitude, Tiering Critical, Toughness, Staggering Critical, Power Attack, Self Suficient, SKill focus (Knowledge Nature), Skill Focus (Intimidate), Skill Focus (perception), Skill Focus (Fly), Skill Focus (Heal), Skill Focus (Handle ANimal) Widen Spell,

Skills Bluff 75, Craft (alchemy) 72, fly 75, Handle Animal 81, Heal 77, Intimidate 81, Knowledge (arcane) 69, Knowledge (History) 69, Knowledge (planes) 72, Knowledge (Nature) 73, Perception 77, Sense Motive 71, Spellcraft 69, Stealth 53, Swim 70, Use Magic Device 72
Skills: Chern can speak and understand every language.

SQ Pestilence

Ecology
Environment Any
Organization solitary
Treasure none
Special Abilities

Concealment (ex): The giant swarm of insects constantly surrounding chern providing partial concealment giving any attack against chern a 20% miss chance.

Disease (Su) Scourge: Swarm or Slam or Breath—Contact; save Fort DC 55; onset 1 Minute; frequency 1 Turn; effect 1d3 Con The disease cannot be cured naturally and has an effective SR of 30 against curative magic’s. The ability damage cannot be as long as the disease is active. The save DC is Constitution-based.

Scourge Sense (Ex): Chern can detect any creature that has a disease or causes a disease within 120’

Pestilence (Su): Chern can once per round change one of the following characteristics of a disease. He may change is vector of transmission for example from an injury vector to an air born vector. Chern may change the type of damage a disease causes. For example he can change the damage from constitution damage to wisdom damage. Chern may raise or lower a diseases damage dice by one step. Chern may also make the disease more or less virulent, increasing or decreasing the save dc of a disease by up to five. Finally, Chern may cure any disease.

Filthy Secretions (Ex): Any square that chern ocupies becomes dificult terrain from the foul Slippery puss and filth dripping from chern at any given time. This effect persists for one hour. after which the ground becomes crusty and fouled from cherns secretions. These secretions also give chern a +5 to his CMB to resist being the victum of a grapple.

Father Of Sickness (Sp): As a Swift action once per round Chern can Produce the effects identical to the following spells with a 300 ft range and at caster lv 39th, Contagion, Summon Swarm, Insect Plague.

Spells: Chern Casts Spells as a level 25 sorcerer and can spontaneously cast any spell that causes disease or conjures insects or creatures that cause disease.

Ecology

Habitat & Society

Special:


Angler Ooze
<breif description>
Name CR 3
XP 800
N Large Ooze
Init -4; Senses Blindsight 60’; Perception -4

Defense
AC 4, touch 4, flat-footed 9 (-5 Dex, -1 size, +0 natural)
hp 46 (4d8+28 )
Fort +8, Ref -4, Will -4
SD Ooze Traits

Offense
Speed 20 ft.
Melee Slam +7 Melee (1d8+4 + 1d6 acid + Paralysis )
Space 10 ft.; Reach 10ft.
SA paralysis (2d6 rounds, DC 19)

Statistics
Str 18, Dex 1, Con 24, Int -, Wis 1, Cha 1
Base Atk +3; CMB +8; CMD 13 ( Cant be tripped)

SQ Traits
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Ecology

Habitat & Society

Special:
Acid (Ex) A angler ooze secretes a digestive acid that dissolves organic material, but does not affect stone. Each time a creature suffers damage from a angler ooze’s acid, its clothing and armor take the same amount of damage from the acid. A DC 19 Reflex save prevents damage to clothing and armor. An unarmed strike or wooden weapon that strikes a angler ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 19 Reflex save. If a angler ooze remains in contact with an organic object for 1 full round, it inflicts 19 points of acid damage (no save) to the object. The save DCs are Constitution-based.

Dazzle (Ex): If the ooze’s attacks are resisted aggressively, its form roils and glows from within. Once the ooze loses half its hit points, any subsequent damage dealt to it causes it to flash brightly each time it is hit. Each such flash deals 2 points of damage to the ooze but forces all within 15 feet to make a DC 19 Reflex save or be blinded for 2d6 rounds. This Ability is constitution based.


clff rice wrote:

Chern The Scourge

<breif description>
Name CR 39
XP 209,715,200
CE Colossal Outsider (Native, Titan)
Init +0; Senses Darkvision 60 ft, Scourge Sense 120’; Perception 10+ ranks

Defense
AC 57, touch 10, flat-footed 49 (+8 Dex, -8 size, +47 natural)
hp 1247 (58d10+928) Regeneration 50
Fort 45, Ref 27, Will 39
SD Immune Poison, Disease, Ability Damage, Energy Drain, Death Effects, sleep effects, paralysis, polymorph, and stunning. DR 25/Epic, Sr 50, concealment, Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Aura: Swarm Aura (30 ft, 5d6 damage + Distraction + Disease)

Only titan to be taken out by mortals! I doubt the average elven archer can hit AC 57--must have been a lot of crit hits!

Liberty's Edge

Probably very few crits (very hard to confirm) but a lot of natural 20's certainly. Of course, brilliant energy weapons help (as do shards of a dead god).

I think you're doing very well clff rice, keep up the good work.

I'm definitely interested in seeing Mormo and even Mesos.


Mesos was framed!


Yeah Damn Enkil! Next titan im doing the The Glutton. Only Reason i did Denev first was because she had stats :P Otherwise its alphabetical order time LOL


Blood Zombie

A Blood zombie is as per the normal zombie template with the following changes.

Movement: Blood zombies can swim at a rate of 30 ft.

Wood Bane (Su): Any wooden object touched by a blood zombie or melee weapons it wields is affected as if by a warp wood spell caster level equal to the blood zombies hit dice. The dc is charisma based.

Rage (ex): In combat Blood a zombie flyes into a rage for 2d6 rounds and gains the following benefits. Each affected creature gains a +2 morale bonus to Strength and Charisma, a +1 morale bonus on Will saves, and a –2 penalty to AC. Though this is a moral effect the Blood zombie is unaffected by other moral effects.

CR: As per a normal zombie +1


Dire Monitor
<breif description>
Name CR 4
XP
N Large Animal
Init +5; Senses Low Light Vision; Perception +6
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, -1 size, +7 natural)
hp - (5d8+)
Fort 7, Ref 2, Will 4
SD Immune Immune
Offense
Speed 30 ft. Swim 40 ft.
Melee Tale +8 (1d8+6+Trip ), Bite +6 (1d6+3)
Space 10 ft.; Reach 5ft.
SA Filler
Statistics
Str 23, Dex 13, Con 16, Int 2, Wis 11, Cha 7
Base Atk +3; CMB +10; CMD 21

Feats Alertness, Improved Initiative, Multiattack
Skills Acrobatics 5 (9 When Jumping),
Climb 14, Perception 6, Stealth 4, Swim 10.
Skill Bonuses" +4 Climb, +4 Acrobatics When Jump

SQ Traits
Ecology
Environment Swamps.
Organization solitary
Treasure none

Mock Dragon

A Mock Dragon is a Dire monitor with Pounce and...

Breath Weapon: 15 ft cone 3d6 Acid damage Dc 15 for 1/2, If the save fails the target is also blinded for 3d6 minutes.


Desert Falcon

Name CR 2
XP 600
N Large Animal
Init +6; Senses Low Light Vision; Perception +15
Defense
AC 0, touch 0, flat-footed 0 (+2 Dex, -1 size, 3 natural)
hp 19 (3d8+6)
Fort 3, Ref 1, Will 3
SD Immune Immune
Offense
Speed 10 ft. Fly 90 ft (Average)
Melee 2 claws +6 (1d6+4 ), Beak +1 (1d4+2)
Space 10 ft.; Reach 5ft. (Filler'ft with filler)
SA Filler
Statistics
Str 18, Dex 14, Con 14, Int 2, Wis 15, Cha 7
Base Atk +2; CMB 7; CMD 19

Feats Flyby Attack, Improved Inish
Skills Fly +8, Perception +15
Racial Modifiers: Perception +8, Fly +2

Ecology
Environment Desert
Organization solitary, pair, or eyrie (3–12)
Treasure none


Damn i wish i knew what monster have been converted from scarred lands in those Slumbering Tsar adventures. Anyone have any ideas?

Silver Crusade

This is my take on the Mock Dragon.

Mock Dragon
CR 4 (XP 1,200)
N large magical beast
Init: +2; Senses: darkvision 60 ft, low-light vision, Perception +9
AC: 17, Touch: 10, Flat-Footed: 15 (+2 Dex, +6 natural, -1 size)
hp: 51 (6d10+18)
Fort: +8, Ref: +7, Will: +4
Immune: Poison
Speed: 40 ft, swim 20 ft
Melee: bite +11 (1d8+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft; Reach 10 ft
Special Attacks: breath weapon (40 ft cone, DC 16, 2d4 acid and blinded for 1d4 rounds), Poison (Bite-injury, save Fort DC 16, frequency 1/round for 6 rounds, effect 1d4 Con damage, cure 1 save)
Str 20, Dex 14, Con 16, Int 3, Wis 15, Cha 10
Base Atk: +6, CMB: +12, CMD: 24
Feats: Lunge, Power Attack, Weapon Focus (bite)
Skills: Perception +9
Environment: warm hills and plains
Organization: Solitary or pair
Treasure: Standard

After the Divine War, dragons found themselves hunted by the servants of the gods. Although true dragons had fought on both sides of the war, most people equated them with wrack dragons, monstrous servants of the Titans who served as generals of their armies. In order to buy themselves some times, the dragons took an exceptionally large and fearsome desert lizard and transformed it into something vaguely draconic looking. Then they withdrew from the land to heal and bide their time. As a decoy, the mock dragon has been spectacularly successful. Every year a few less true dragons die and a few more mock dragons are killed. In the 15 decades since the Divine War most people have forgotten that this is not the dragons of legend; this fact has served true dragons very well.

Silver Crusade

Here is a forgotten favorite:

Dragonman
CR 1/2 (XP 200)
Dragonman Magus 1
LN medium humanoid (reptilian)
Init: +2; Senses: low-light vision, Perception -1
AC: 17, Touch: 12, Flat-Footed: 16 (+4 armor, +2 Dex, +1 natural)
hp: 5 (1d8+1)
Fort: +3, Ref: +2, Will: +1
SR: 7
Speed: 30 ft
Melee: scimitar +2 (1d6+2/18-20)
Special Attacks: arcane pool (4 points), spell combat
Spells Prepared (CL 1st)
1st: Burning Hands (DC 13), Shocking Grasp
0: Acid Splash, Daze (DC 12), Detect Magic
Spellbook: prepared plus 0: all, 1st: Corrosive Touch, Feather Fall, Obscuring Mist
Str 14, Dex 14, Con 13, Int 15, Wis 8, Cha 10
Base Atk: +0, CMB: +2, CMD: 14
Feats: Combat Casting
Skills: Climb +6, Craft (weapons) +6, Intimidate +6,Knowledge (arcana) +6, Spellcraft +16, Use Magic Device +4; Racial Bonus: +2 to Intimidate
Languages: Common, Draconic, Elven, Goblin
Gear: chain shirt, scimitar, gear and coins worth 20 gp

During the days of ancient Lede many dragons live their lives as men. Often they took human lovers and spread their seed far and wide among the empire. This gave rise to a new race that combined the traits of men and dragons known as, rather unimaginatively, dragonmen. They live in harmony with human society but are never quite comfortable in it. They live several human lifetimes, hiding their true nature from people who would seek to exploit them. Wizards in particular would love to get their hands on a living breathing dragonman.

Dragonmen as Characters
+2 Strength, +2 Charisma, -2 Wisdom; Dragonmen are strong, regal, but prone to give in to their emotions.
Normal Speed: Dragonmen have a base speed of 30 feet.
Low-light Vision: Dragonmen can see twice as far as humans in poor lighting conditions.
Frightful Presence: Dragonmen have a +2 racial Bonus to Intimidate checks.
Natural Armor: Dragonmen have a +1 racial bonus to Armor Class
Spell Resistance: Dragonmen posses spell resistance equal to 6 plus their class level.
Languages: Dragonmen begin speaking Common and Draconic. Dragonmen with high Intelligence can choose bonus languages from the following: Dwarven, Elven, Goblin, Halfling, Orc, or Undercommon.


clff rice wrote:
Damn i wish i knew what monster have been converted from scarred lands in those Slumbering Tsar adventures. Anyone have any ideas?

Various. I am putting off reading the campaign until I get the hardcover. Once I get it (April probably) I will be able to help.

Until then you may want to consider posting in one of Slumbering Tsar threads.

Regards,
Ruemere

PS. Good job, Apostle.


oooh good idea thanks


Apostle of Gygax wrote:

Here is a forgotten favorite:

Dragonman
CR 1/2 (XP 200)
Dragonman Magus 1
LN medium humanoid (reptilian)
Init: +2; Senses: low-light vision, Perception -1
AC: 17, Touch: 12, Flat-Footed: 16 (+4 armor, +2 Dex, +1 natural)
hp: 5 (1d8+1)
Fort: +3, Ref: +2, Will: +1
SR: 7
Speed: 30 ft
Melee: scimitar +2 (1d6+2/18-20)
Special Attacks: arcane pool (4 points), spell combat
Spells Prepared (CL 1st)
1st: Burning Hands (DC 13), Shocking Grasp
0: Acid Splash, Daze (DC 12), Detect Magic
Spellbook: prepared plus 0: all, 1st: Corrosive Touch, Feather Fall, Obscuring Mist
Str 14, Dex 14, Con 13, Int 15, Wis 8, Cha 10
Base Atk: +0, CMB: +2, CMD: 14
Feats: Combat Casting
Skills: Climb +6, Craft (weapons) +6, Intimidate +6,Knowledge (arcana) +6, Spellcraft +16, Use Magic Device +4; Racial Bonus: +2 to Intimidate
Languages: Common, Draconic, Elven, Goblin
Gear: chain shirt, scimitar, gear and coins worth 20 gp

During the days of ancient Lede many dragons live their lives as men. Often they took human lovers and spread their seed far and wide among the empire. This gave rise to a new race that combined the traits of men and dragons known as, rather unimaginatively, dragonmen. They live in harmony with human society but are never quite comfortable in it. They live several human lifetimes, hiding their true nature from people who would seek to exploit them. Wizards in particular would love to get their hands on a living breathing dragonman.

Dragonmen as Characters
+2 Strength, +2 Charisma, -2 Wisdom; Dragonmen are strong, regal, but prone to give in to their emotions.
Normal Speed: Dragonmen have a base speed of 30 feet.
Low-light Vision: Dragonmen can see twice as far as humans in poor lighting conditions.
Frightful Presence: Dragonmen have a +2 racial Bonus to Intimidate checks.
Natural Armor: Dragonmen have a +1 racial bonus to Armor Class
Spell Resistance: Dragonmen posses spell resistance equal to 6 plus their class level.
Languages: Dragonmen begin speaking Common and Draconic. Dragonmen...

What Book is dragon men from? I don't recognize them though they are verry similar to the Tatsuri from the lost tribes book which are as follows.

Tatsuri

Attributes +2 Con, +2 Charisma
Medium Sized
Speed 30 ft
Darkvision 60 ft

Energy resistance 5 to one type of energy Modled under a type of dragon breathweapon.

Lucky: +1 Luck bonus to armor class.

Skills +2 perception.

Languages: Tatsuri begin speaking Common and Draconic. Tatsuri with high Intelligence can choose bonus languages from the following: Dwarven, Elven, Goblin, Halfling, Orc, or Undercommon.

Silver Crusade

Dragonmen were from Creature Collection I, not the revised edition but the original one.


Dragon, Tar [BLANK]

LE dragon (Earth)

Base Statistics

CR 2 ; Size Small; Hit Dice 2d12

Speed 40 ft, Fly 100 ft (poor), Swim 40 ft

Natural Armor +1; Breath Weapon: See Below

Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Ecology

Environment Warm hill, mountains, and underground

Organization solitary

Treasure Quadruple standard

Special Abilities

Age Category--Special Abilities
Wyrmling--Frightful Presence, Fearsome Bite (19-20), Tar Skin
Very young
Young--Fearsome Bite (19-20 + Grab )
Juvenile--Swallow Whole (Damage equal to claw damage)
Young adult--DR 5/magic, spell resistance
Adult--Fearsome Bite (18-20/x3 + Grab)
Mature adult--DR 10/magic
Old--Fearsome Bite (18-20/x3 + Grab + Bleed for ½ age category damage)
Very old--DR 15/magic
Ancient--Hindering Breath
Wyrm--DR 20/magic, Fearsome Bite (17-20/x3 + Grab + Bleed = ½ age category)
Great wyrm

Bonus Combat Feat: Starting at Juvenile and every other age category after a tar dragon gets a bonus combat feat.

Combat

SPECIAL ABILITY
Breath Weapon (Su): A tar dragon has one type of breath weapon a cone of tar like bile. Anyone who fails the reflex save is pinned and is unable to act and is also subject to drowning/suffocation. A character may attempt a Combat maneuver or escape artist check against the original dc of the breath weapon to downgrade his condition to grappled and a second one is made to escape completely.

Tarred Skin (ex): Anyone striking the dragon is subject to an immediate disarm attempt that does not provoke an attack of opportunity. Those that fail have their weapon stuck fast to the dragon. They may attempt a steal combat Maneuver to attempt to retrieve it. Because of this skin the Dragon is immune to sticky substances such as a web spell or tanglefoot bag.

Hindering Breath (Su): An Ancient or older Tar Dragon can Use its breath weapon to make all squares within 60 ft difficult terrain. The tar dragon is unaffected by this difficult terrain.


Apostle of Gygax wrote:
Dragonmen were from Creature Collection I, not the revised edition but the original one.

Ohh i recall them now. Well i remember their pic it was kinda cool, I think they did away with them because of the advent of half dragons.

Looks like i have to pour over and find my old coppy of that book as well. I seem to recall some kind of uber paragon human monk type thing as well. Im thinking someone should prestige class or monk variant that one.


Coreans Mythril Avenger (Aka the Mythril Golem)

Name CR 23
XP 819,200
N Colossal Construct
Init -3; Senses Low Light Vision, Darkvision 60 ft; Perception +0

Defense
AC 45, touch , flat-footed 0 (-3 Dex, -8 size, +46 natural)
hp 327 (38d10+80+38)
Fort 12, Ref 9, Will 12
SD Immune Construct Traits, DR 20/Epic and Adamantine. Fire, Cold, Electricity, Acid, Sonic, Force resistance 20

Offense
Speed 50 ft.
Melee 2 Slams +50 (6d10+20+Grab),
Space Filler 40 ft.; Reach 30ft.
SA Titanic Trample (6d10+30), (Constrict 6d10+20), Masterful Grapple

Statistics
Str 50, Dex 4, Con -, Int -, Wis 11, Cha 1
Base Atk +38; CMB +66; CMD 73

Feats -Toughness (B)
Skills -

SQ Traits
Ecology
Environment City.
Organization Unique
Treasure 12,000,000 Gold pieces worth of scrapped mythril
Special Abilities

Natural Attacks (ex): The Mythril Golems natural attacks count as Holy, epic and Adamantine.

Immunity to Magic (Ex): The Mithril Golem is immune to any spell or spell-like ability that allows spell resistance.

Titanic Trample (Ex): As trample but is done as a free action as the golems movement phase.

Masterfull Grapple (Ex): When Grappling anything smaller than another colossal creature the Golem Dose-not count as grappled unless its maintaining two grapples.

Ecology

Habitat & Society

Special:


Apostle of Gygax wrote:

This is my take on the Mock Dragon.

Mock Dragon
CR 4 (XP 1,200)
N large magical beast
Init: +2; Senses: darkvision 60 ft, low-light vision, Perception +9
AC: 17, Touch: 10, Flat-Footed: 15 (+2 Dex, +6 natural, -1 size)
hp: 51 (6d10+18)
Fort: +8, Ref: +7, Will: +4
Immune: Poison
Speed: 40 ft, swim 20 ft
Melee: bite +11 (1d8+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft; Reach 10 ft
Special Attacks: breath weapon (40 ft cone, DC 16, 2d4 acid and blinded for 1d4 rounds), Poison (Bite-injury, save Fort DC 16, frequency 1/round for 6 rounds, effect 1d4 Con damage, cure 1 save)
Str 20, Dex 14, Con 16, Int 3, Wis 15, Cha 10
Base Atk: +6, CMB: +12, CMD: 24
Feats: Lunge, Power Attack, Weapon Focus (bite)
Skills: Perception +9
Environment: warm hills and plains
Organization: Solitary or pair
Treasure: Standard

After the Divine War, dragons found themselves hunted by the servants of the gods. Although true dragons had fought on both sides of the war, most people equated them with wrack dragons, monstrous servants of the Titans who served as generals of their armies. In order to buy themselves some times, the dragons took an exceptionally large and fearsome desert lizard and transformed it into something vaguely draconic looking. Then they withdrew from the land to heal and bide their time. As a decoy, the mock dragon has been spectacularly successful. Every year a few less true dragons die and a few more mock dragons are killed. In the 15 decades since the Divine War most people have forgotten that this is not the dragons of legend; this fact has served true dragons very well.

Good COnversion, They could work either way (Animal/Magical Beast) I opted for animal because i thought Magical beast was a bit to fearsome for the mock dragon. Heck they might even work as a dragon.


Bloodfly Swarm

Bloodfly Swarm CR 3

XP 800
N Diminutive vermin (swarm)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE

AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Aura Fear Aura (30 ft Sonic mind affecting, dc 12 will save or be shaken for 1d6 rounds)
OFFENSE

Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 and 1 Constitution damage and bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (1d6), distraction (DC 13),
STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5; CMB —; CMD —
Skills Fly* +11, Perception +9; Racial Modifiers Perception +8
SPECIAL ABILITIES

ECOLOGY

Environment tropical swamps
Organization solitary, pair, fury (3–6 swarms), or scourge (7–12 swarms)
Treasure none


clff rice wrote:

Coreans Mythril Avenger (Aka the Mythril Golem)

Name CR 23
XP 819,200
N Colossal Construct
Init -3; Senses Low Light Vision, Darkvision 60 ft; Perception +0

Defense
AC 45, touch , flat-footed 0 (-3 Dex, -8 size, +46 natural)
hp 327 (38d10+80+38)
Fort 12, Ref 9, Will 12
[...]

I believe that this particular conversion is something of a miss. The original Mithril Golem has 500 hitpoints despite being quite broken.

Also, if you compare Mithril Golem to Hekatonkheires Titan (CR 24), you'll probably find the golem a bit too weak.
Same thing, i.e. a wee bit on weak side, if we compare it to Adamantine Golem (CR 19).

In essence, Golem of Mithril (as in, Golem from the City of Mithril) is a Scarred Lands version of Colossus of Rhodes. An impossibly large mech towering over buildings of Temple City.

My suggestion would be to change Mithril Golem as follows:
- The golem is actually a union of two Colossal constructs, the lower and upper part.
- Each part has CR 21, together their CR is 23.
- Each part has identical statistics, however hitpoints and conditions are tracked separately (two different hitpoint totals to address issue of epic durability).
- Each part has different attacks.
- Each part can act separately.
- The golem can perform self-repairs.
- The golem would be able to reflect magic instead of being immune to it.
- The golem would have bonus combat maneuver feats (grapple) as it was apparently able to hold creature stronger by 20 CR points.

Just my thoughts.

Regards,
Ruemere


I kinda like the magical reflecting idea.

If the golem can fix its self Why hasn't it?

Might have to bump up the damage on its slams or Buff the crit stuff maybe.

Unless i'm mistaken (Which is a real possibility) a creature with the grab special ability pretty much counts as haveing The grapple feat. He was only able to hold Kadum because his heart was removed at the time and was greatly weakened.

I figure this is the stats for a ruined mythril golem. I don't see any reason Corean Could not make another one that is complete.

I may stat up a cr 30-ish one that isnt broken.


ruemere wrote:
clff rice wrote:
Damn i wish i knew what monster have been converted from scarred lands in those Slumbering Tsar adventures. Anyone have any ideas?

Various. I am putting off reading the campaign until I get the hardcover. Once I get it (April probably) I will be able to help.

Until then you may want to consider posting in one of Slumbering Tsar threads.

Regards,
Ruemere

PS. Good job, Apostle.

Thanks Rumere, Sorry for the late reply on this one.


So, I need a monster that can whup the shiznit out of my party. Last night they mowed down ghouls and ghasts and a skeletal mage and wight like it was no biggie. They made me look like a fool and I want revenge!

Now, half the party is fifth-level, and the one I really want to kill is a halfling fighter named Tramora, whom I can never hit because he's got something like a 22 AC before he engages his Combat Expertise.

I hate him and I want to see his body broken and bloated on the battlefield.

Whattaya got for me, Clff?

Silver Crusade

What level is the rest of the party, and how many are there. I might have something for you, but I want to make sure.

Silver Crusade

Here are a few more monsters I have converted.

Narleth CR 5
CE large aberration
Init: +3, Senses: Darkvision 60 ft, Perception +1
AC: 18, Touch 12, Flat Footed 15 (+3 Dex, +6 natural, -1 size)
hp: 70 (7d8+35)
Fort: +7, Ref: + 5, Will: +6
Immune: Acid
Speed: 60 ft, Climb 60 ft
Melee: mwk short sword +10 (1d8+4/19-20), mwk short sword +8/+4/+4/+4 (1d8+4/19-20) with multiweapon fighting, Bite +9 (1d8+4 plus acid)
Space: 10 feet; Reach: 10 feet
Special Attacks: Acid (2d6)
Spell-like Abilities (CL 7th)
3/day-Web (DC 14)
Str: 19, Dex: 16, Con: 20, Int: 9, Wis: 12, Cha 14
Base Atk: +5, CMB: +12, CMD: 25
Feats: Blind Fight, Combat Reflexes, Defensive Combat Training, Multiweapon Fighting
Skills: Climb +22, Intimidate +12, Stealth +13
Languages: Goblin
Environment: Temperate forests and hills
Organization: Solitary
Treasure: NPC Gear (4 mwk shortswords, other gear and coins worth 310 gp)

Narleth are eight foot tall humanoids that blend the traits of spiders and humanoids. They have four muscular arms; each arm wields a powerful short sword. They have multiple red eyes and sharp dripping mandibles.

The name Narleth means "silken death" in the elven tongue. They may have been created as warriors during the Divine War, or they may be mutants that arose in the aftermath. Regardless of their origin they became an incredible menace to elves in the days following the Divine War. The narleth haunted the woods and snuck into elven homes to murder their children. Finally the elves banded together and hunted the narleth almost to extinction. There are only a few narleth left, brooding in lonely caverns or ancient ruins. They delight in causing misery on anyone who stumbles into their lair.

Dragon, Slarecian

Slarecian Dragon, Wyrmling
CR 2
XP 600
NE Tiny Dragon (cold, earth)
Init: +7, Senses: Dragon Senses, Perception +8
AC 15, touch 13, flat footed 12 (+3 Dex, +2 size)
hp: 22 (3d12+3)
Fort +4, Ref +3, Will +5
Immune to cold, paralysis, and sleep
Speed: 60- ft, fly 100 ft (average)
Melee: bite +5 (1d4+3), or 2 claws +5 (1d3+3)
Special Attacks: Breath Weapon (30 ft line, DC 12, 2d6 cold)
Str 11, Dex 16, Con 13, Int 14, Wis 15, Cha 14
Base Atk +3, CMB +1, CMD 14
Feats: Combat Reflexes, Improved Initiative
Skills: Appraise +8, Diplomacy +8, Fly +11, Intimidate +8, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Perception +8, Spellcraft +8
Languages: Common, Draconic, 2 others
Environment: any land or underground
Organization: Solitary, fair (3-8)
Treasure: double

Slarecian Dragon, Young
CR 6
XP 2,400
NE Medium Dragon (cold, earth)
Init +6, Senses: Dragon senses, perception +17
AC: 18, touch 12, flat footed 16 )+2 Dex, +6 natural)
hp: 66 (7d12+21), DR 5/Magic
Fort +8, Ref +7, Will +8
Immune to cold, paralysis, and sleep
Speed: 60 ft, fly 150 ft (average), burrow 60 ft
Melee: bite +11 (1d8+4), or 2 claws (1d6+4), or 2 wings +6 (1d4+2)
Special Attacks: Breath Weapon (60 ft line, DC 16, 6d6 cold)
Str 19, Dex 14, Con 17, Int 16, Wis 17, Cha 16
Base Atk +7, CMB +11, CMD 23
Feats: Alertness, Combat Reflexes, Endurance, Die Hard, Improved Initative
Skills: Appraise +13, Bluff +13, Diplomacy +13, Fly +12, Intimidate +13, Knowledge (Arcana) +13, Knowledge (The Planes) +13, Perception +17, Sense Motive +5, Spellcraft +13
Languages: Common, Draconic, 3 others
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double

Slarecian Dragon, Adult
CR 10
XP 9,000
NE Large Dragon (cold, earth)
Aura: Frightful Presence (180 ft, DC 21)
AC 25, touch 10, flat footed 24 (-1 size, +1 Dex, +15 natural)
hp: 138 (12d12+60), DR 5/Magic
Fort +13, Ref +98, Will +1
Immune to cold, paralysis, and sleep
Speed: 60 ft, Fly 200 ft (poor), burrow 60 ft
Melee: Bite +19 (2d6+7), or 2 claws +19 (1d8+7), or 2 wings +14 (1d6+3), or tail slap +14 (1d8+3)
Special Attacks: Breath Weapon (80 ft, DC 21, 12d6 cold)
Spell-like Abilities (CL 12th)
At-Will: Detect Magic
3/day-Dispel Magic, Scrying (DC 18)
Spells Known (CL 4th)
2nd (4/day)-Scorching Ray
1st (8/day-Charm Person (DC 16), Identify, True Strike
0-Acid Splash, Dancing Lights, Flare, Ghost Sounds, Light, Ray of Frost, Read Magic
Str 25, Dex 12, Con 21, Int 20, Wis 21, Cha 20
Base Atk +12, CMB +20, CMD 31
Feats: Alertness, Combat Reflexes, Die Hard, Endurance, Enlarge Spell, Improved Initative
Skills: Appraise +20, Bluff +20, Diplomacy +20, Intimidate +20, Knowledge (Arcana) +20, Knowledge (History) +20, Knowledge (The Planes) +20, Perception +24, Sense Motive +24, Spellcraft +20
Languages: Common, Draconic, five other languages
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double

The name slarecian was one that invoked dread prior to the Divine War. This race of beings were as powerful as the gods or the Titans and they sought to unmake the world for their own dark purposes. They even kidnapped the goddess Drendari and ripped the secrets of shadow magic from her using strange mental powers. These beings were so powerful that it caused the gods and the Titans to join forces to destroy them.

Although most of the slarecians were destroyed, some found a way to escape extermination by transforming themselves into mighty dragons. Although they lost a great deal of power in the transformation and they are extremely rare; slarecian dragons are still fearsome opponents. They are highly skilled with magic and the oldest dragons even have the power to destroy magic items and artifacts with their breath weapon.

Note: Ancient and above Slarecian dragons have two breath weapons, one is the cold breath weapon that all Slarecian dragons possess. The second is a magical effect that works the same as a Mage's Disjunction spell with a caster level equal to the dragon's hit dice.


Apostle of Gygax wrote:
What level is the rest of the party, and how many are there. I might have something for you, but I want to make sure.

The party is:

5th level halfling fighter
5th level halfling summoner
5th level half-orc wizard
4th level elf ranger
2nd level gnome bard
2nd level human cleric

But the latter two only come every other game at best.

Narleths look cool. I'll make 'em more monstrous and less humanoid and hide a couple in the woods. Hee hee!

Thanks!


clff rice wrote:

I kinda like the magical reflecting idea.

If the golem can fix its self Why hasn't it?

Might have to bump up the damage on its slams or Buff the crit stuff maybe.

Unless i'm mistaken (Which is a real possibility) a creature with the grab special ability pretty much counts as haveing The grapple feat. He was only able to hold Kadum because his heart was removed at the time and was greatly weakened.

I figure this is the stats for a ruined mythril golem. I don't see any reason Corean Could not make another one that is complete.

I may stat up a cr 30-ish one that isnt broken.

23 CR golem without self-repair is a sitting duck for any flying wizard (pick a rock, drop a rock from enormous height - 150 feet or more, large rock means range touch attack at 8d6 damage).

That's why I would make the golem capable of performing self-repairs (and add Broken template to make it unable to repair completely).

The number of hitpoints and better saves are important because high level characters can deal in excess of 200 hitpoints per round. Without strong resistances, the golem is just one step away from becoming a huge pile of mithril junk at the hands of some enterprising individual.

Of course, I know it is against guidelines, but if you look at Adamantine Golem (CR four points below Mithril Golem) and the other example (CR only a single point higher), and at Tarrasque's ability to reflect some spells, you'd agree with me.

IMHO, the golem should be an epic, indestructible THING watching impassively over puny people below, like an Eiffel Tower. Or sphinx.

Regards,
Ruemere


Well with six players i would bump the cr of most of what they fight by two points. Make a team of similarly leveled rat men maybe. There seems to be a rat man for every color of the rainbow. Use their ratly stealth to set up a good ambush, Make it a tough encounter with a few lower level rats for good measure to be involved in flanking and whatnot. If you really want to be an ass make it the cilmination of the session so their spells are whatnot are depleted. BUWAHAHAHAH!

I would say 4 main Rats and several Goon rats.

5th level Blackpelt Arcane Blooded Sorcerer or a red witch wizard (Enchanter), fond of touch and or auto hit spells.

Maybe they have a crystal ball that they have been spying on the players with to learn their tactics.

Touch of idiocy delivered though a familiar can nuter his combat expertise if it drops his int below 13. There may be int squealtching poisons out there to but i cant think of any of the top of my head.

Exploit Low will saves.

5th level Diseased, Blight druid Of Chern. Disease may even take out players after the fight is over. Maybe He is pissed cause the players killed the before mentioned Undead he was going to make an alliance with to spread the Ghoul plague around the area.

5th level Foamer Barbarian 1/Fighter 4 Just give him lots of Stay alive feats so he can chew up as many HP as possible. Give him spiked armor just because its cool.

5th Level Gorger Ranger Give him the giant creature template cause he is so fat. Learned the ways of a ranger to better track down his favorite food, Halflings.

Plus five or six lower level ratmen like Rogues lv l-2 one or two to aid in flanking and Backstabbery.

Be douchey, Any trick that works for the players works for the monsters as well.

Without knowing feats and general strategies they use, i cant rely do more than this.


Also

http://i1167.photobucket.com/albums/q634/crackratz/AcidShambler.jpg?t=13290 71002

The first of my photoshoppings.

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