Showing posts with label gigantic. Show all posts
Showing posts with label gigantic. Show all posts

26 June 2018

GERYON

Public Domain Image
Init +0 (but roll 1d30)
Melee Atk
 • claws +11 (3d6)
 • stinger +8 (3d5 + poison)
AC 20
HD 9d10+10
MV 20, fly 120
Act 2d20
SP -
Fort +15
Ref +7
Will +6
AL C

In life, Geryon was a trickster, defrauding anyone and everyone he could. Crossing the King of Elfland, he became a giant monstrous being upon his death, with a serpentine body ending with a stinger, raptors' wings, and leonine paws.

Anyone aligned with the King of Elfland who meets Geryon, Geryon must serve — he must confess as much, once he is aware of any degree of alliance with the King. Likewise, anyone who can recount the story of one of Geryon's misdeeds to his face will have his loyal service for 1d12 days (or a number of days determined by the Judge based on the severity of the fraud recounted; recounting the fraud perpetrated upon the King of Elfland himself may result in a year or more of service).

If Geryon is reduced to 0 hp, he dissolves, reforming somewhere in Hell, where from he must claw his way back to the mortal world to continue to pay his debt to the King of Elfland.

The poison of his stinger will completely paralyze anyone mortal for 1d24 hours, unless they can succeed on a DC 16 Fort Save, thereby only being affected for 1d4 rounds. Other sorts of beings will be affected to a different degree, or not at all, as preferred by the Judge.

When not in direct service to anyone, Geryon tends a large herd of red cattle.


18 September 2017

GIANT TAR SPITTER

Init +1
Melee Atk
 • bite +13 (1d24, 10' dia.)
Ranged Atk
 • tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C

Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.

It can control fire, as per the spell.

When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.

When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.

Produced using Monster Extractor III: Giants & Giant Creatures


24 July 2017

HOUSE BEETLE

Init +0
Melee Atk
 • hammerkick +4 (1d16)
AC 30
HD 12d10 (72 hp)
MV 50
Act 2d20 + 1d16
SP No need to breathe, crush attack
Fort +13
Ref +4
Will +13
AL N

Found in wilderness areas far from any sort of civilization, house beetles are inscctoids with translucent carapaces that are the size of a house, standing 35 feet high.

They attack pests by either kicking at them or surreptitiously positioning themselves over the largest cluster of pests (perhaps over 2 or 3 rounds) then abruptly dropping down upon them, it's legs retracting into it's body carapace. To resolve this attack, have all targets make a roll-under Luck check — the worst 1d3 checks are those stuck under the bug when it hits the ground, taking 1d24 damage. However, if any of the checks come up as a tie ("I made it by 4!" "So did I!"), then the number rolled on the d3 is reduced by 1.

The creature's carapace may be weaker when it's near to molting.


Produced using Monster Extractor III: Giants & Giant Creatures


10 July 2017

BONECAST DRAGON

Init +5
Melee Atk
 • claw +9 (1d8)
 • bite +9 (1d12)
 • tail slap +9 (1d16)
AC 23
HD 8d12 (48 hp)
MV 50
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Fort +8
Ref +6
Will +12
AL C

Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.

The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).

Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.

Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.

Spells                   
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead

The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.


CREATION
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.

 1-30  Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.

31-40  Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.

41-50  Failure. Spell is lost for 1d24 weeks for each Wizard.

51-60  Failure. Spell is lost for 1d6 weeks for each Wizard.

61-70  Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.

71-80  Success, creature as given above.

81-90  Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.

100+   Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.

Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.



07 February 2017

MACRO-METALLIC AMOEBA

Init -2
Melee Atk
 • move over +5 (1d24)
Ranged Atk
 • Kirby beam +5 (1d16, 80' line, 20' wide)
AC 12
HD 8d12+8
MV 70
Act 2d20 + 1d16
SP slow healing
Fort +11
Ref +3
Will +7
AL N

While two have never been seen together, their sightings and the stories about them suggest there is more than one Macro-Metallic Amoeba. It is broadly accepted that they are compiled of lesser dws from the life-vats of the deceased(?) sorceress Vala.

They appear as a gigantic mass of mercury with a volume in the region of 80,000 gallons and a resting circumference of approximately 86 feet. They move by extending numerous pseudo-pods, creating an undulating effect. They can deliberately move over objects and creatures to damage them, pounding them with these pseudopods, but their general movement is not as damaging as that.

They can extend up to six pseudo-pods at a time, with which to grab, shove, block, etc. They are not mindless, but whatever "animal" impulses (beyond survival) or reasoned goals they may possibly have are completely unknown.

The beam they emit as a ranged attack damages living matter less than inert materials, which suffers 3x damage per blast, when relevant. Living things are knocked prone by the blast, unless they make a successful Reflex Save vs. DC 15.

The Macro-Metallic Amoebas are slow to heal, regaining only 1d4 hp per week.


Produced using Monster Extractor III: Giants & Giant Creatures


31 January 2017

THE GIANT STONE THING

Init +0
Ranged Atk
 • roar +12 (1d30, special)
 • breath weapon (1d24 snakes)
AC 27
HD 18d30+18
MV 70
Act 5d20
SP breath weapon, 1 spell, mighty leap
Fort +28
Ref +2
Will +3
AL C

The Giant Stone Thing is a terror of arid wilderness regions. It is not known to hunt prey, or do anything a normal creature would do to survive — the dominant theory is that it is controlled by some high wizard for purposes known only to whomever that may be... or that whoever controlled the 120-foot creature is long-since dead, and yet the Thing remains, acting in an unpredictable fashion.

It can leap up to 9 miles at a time (using all of it's movement and Action Dice to initiate the leap).

It can give up 1d6 of it's Action Dice to create an effect like that of the spell Snake Trick, casting with a d24 at +11.

The Giant Stone Thing roars with the sound of two gargantuan blocks of stone grating against each other. So powerful is the sound that it harms everything within range. Out to 20', it does 1d30 points of damage. Out to 40', it does 1d24 points of damage. Out to 60', it does 1d20, and out to 80' it does 1d16. Finally, out to 100', it does 1d12 damage. Each subsequent result cannot exceed the previous die roll.

It can breathe out a torrent of snakes, as a breath weapon. Up to 1d24 1 HD snakes are generated each time, and they can bite at a +1 on the attack, for 1-6 points of damage. The burst of snakes covers from zero to 40' out from the Giant Stone Thing's mouth. Have everyone in range roll vs. their Luck, and for every point they are above their Luck score, they are attacked by that many snakes. No one has discovered if there is a limit to the number of times it can do this, or not...


Produced using Monster Extractor III: Giants & Giant Creatures


19 January 2017

THE SHAPELESS GOD

Init +3
Ranged Atk
 • move by +20 (1d30+1d24)
 • bone spear +11 (1d30, 170')
AC 14
HD 24d24+16
MV 60
Act 3d20
SP teleportation
Fort +20
Ref +1
Will +20
AL C

Worshiped by a distant tribe or village, The Shapeless God has adopted these peoples for as-yet unknown purposes, and defends them fiercely.

With a diameter of over 50 feet, it hovers above the town, city, or village its wards occupy. When needed, it moves by teleportation, creating a swath of flashing lights in its path. When it wills it, these lights cause severe damage (as indicated above) which is distributed among all creatures and objects in its path of travel (roll the dice and divvy up the damage generated; don't roll the dice for each target. Though it could direct most of the damage to a single, large threat, it can't send all of it to one target).

Its teleport power also allows The Shapeless God to hover in mid-air, since it does not have solid appendages for standing. It has no need to breathe, so it is also comfortable in water of any type.

The Shapeless God can also generate bone-like calcified spear-like objects, which it can shoot from its tendrils with deadly accuracy.


Created with Monster Extractor III: Giants & Giant Creatures


27 December 2016

TAHUDEI

Init +2
Melee Atk
 • bladed tail +13 (1d24)
AC 30
HD 16d12+8
MV 50
Act 2d20+1d16
SP rapid burrowing
Fort +14
Ref +2
Will +14
AL L

Once every 1d24 years, Tahudei burrows up from deep in the earth and wreaks havoc upon the surface of the world. It roams in search of food, as simple as that, eating whatever animal life it comes across.

Seventy-four feet long, Tahudei can burrow through the earth as fast as it can run. When it is head-down in the dirt, with it's tail still above the surface, the AC of its tail is considered to be a 15.

After it has consumed approximately 500 pounds of meat, sinew, and bone, the creature will burrow back down to some nest deep beneath the surface and remain there for another 1d24 years.


Produced using Monster Extractor III: Giants & Giant Creatures