Ridiculous monsters I'm making


Homebrew and House Rules


Yeah, pretty much the point is for me to put up very ridiculous monsters and see if people like them at all. I tried to stay away from too much modifier bloat as much as possible. There may be some mistakes that I missed so I'll probably correct them later if I see them.

I would also like to see other people's attempts as well, but I probably won't get them, lol.

Here is my first monster attempt:

Umber Hulk Behemoth CR 27
N Huge Aberration
Init +5; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +32

DEFENSE
AC 47 (+1 dex, -2 size, +38 natural), touch 9, flat-footed 46
hp 479 (25d8+375) Regeneration 20 (epic)
Fort +37, Ref +9, Will +18
Defensive Abilities DR 20/epic; Immune acid, disease, energy drain, fire, mind-affecting effects,
paralysis, permanent wounds, petrification, poison, polymorph; SR 37

OFFENSE
Speed 60 ft; burrow 120 ft
Melee 2 claws +49 melee (6d6+60) and bite +44 melee (8d6+30)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 115, Dex 13, Con 41, Int 19, Wis 18, Cha 19
Base Atk +18; CMB +86; CMD 97
Feats Awesome Blow, Combat Expertise, Cleave, Diehard, Endurance, Greater Vital Strike,
Greater Cleave, Improved Initiative, Improved Stalwart, Improved Vital Strike, Power Attack,
Stalwart, Vital Strike.
Skills Acrobatics +29 (+80 to jump), Climb +80, Intimidate +32, Knowlege (Nature)+32, Perception +32, Sense Motive +32, Survival+32, Swim +80
Languages -

SPECIAL ABILITIES

Gaze of Insanity (Su)

Insanity as the spell, 60 feet, caster level 18th, Will DC 27 negates. The save DC is Charisma-based.

Unhindering Movement (Ex)

When moving, regardless of what type of movement it always moves at full speed no
matter what obstructions or terrain is in its path. It can burrow through any kind of
material, and can make automatic strength check to burst an object that it touches
when moving.

Beast of Burden (Ex)

The Umber Hulk Behemoth's strength is twice the amount for the purposes of its
carrying capacity. In addition, once per day, it can instead quadruple its strength score
for 1-hour when determining its carrying capacity.

Overwhelming Strength (Ex)

The Umber Hulk Behemoth can succeed at any strength check with a DC equal to or less
than 250.

Mountain Smasher (Ex)

When going to use it's burrow, it can choose to give the object the broken condition instead.
When broken this way, it has a clear open path to move through in and out the broken object.
Its target can be of nearly any size, such as the largest of mountains, castles, and much
bigger targets at the GM's discretion. If this ability is used on an object that already has
the broken condition, it becomes destroyed.

Excessive Bulk (Ex)

The Umber Hulk Behemoth is treated as Colossal for the purposes of its natural weapon damage,
natural armor, combat maneuver bonuses, carrying capacity, and attack penalties.

Reckless Attacks (Ex)

Any melee attacks made from the Umber Hulk Behemoth is always modified from its power attack feat.

Cloud Leaper (Ex)

The Umber Hulk Behemoth can make extraordinary high leaps during its charge. It adds 10 extra feet
in both its vertical height and horizontal distance for every point in its attack roll. In addition, the charge
attack can be subsituted for a grapple maneuver. Regardless of what the roll is, it can choose to jump a
shorter distance.

Quadruple Damage Against Objects (Ex)

The Umber Hulk Behemoth's full attack against an object or structure deals quadruple damage.

Amazing Endurance (Ex)

The Umber Hulk Behemoth adds half of its hit dice to its fortitude save, which is already factored in.

Powerful Leaper (Ex)

The Umber Hulk Behemoth uses its Strength to modify Acrobatics checks made to jump.


Hah, I was hoping at least one person would appreciate it.

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