scc 3rd Edition Builds: Batmanverse...Tally Man!!

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scc
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Re: scc 3rd Edition Builds: Giant Monsters......Giganto!

Postby scc » Fri Aug 23, 2013 2:57 pm

Hmm I have some ideas. Not sure if it will be 1000 pts but who knows. And a picture of said monsters might be hard to find. Definitely will get back to you on this.

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Re: scc 3rd Edition Builds: Giant Monsters......Giganto!

Postby scc » Mon Aug 26, 2013 3:15 pm

Image
Roughly spiderlike in shape, the huge monster is almost 40 feet in height, it's spherical body raised high above the ground on it's eight spiny legs. Three long grasping claws and six slavering jaws on rubbery tentacles dangle from it's body, and it's body is dotted with small black eyes that glare with hatred. -Dungeons and Dragons 3.5 Edition: Frostburn


Shivhad
PL 11


Abilities
Strength 10, Stamina 8, Agility 2, Dexterity 2, Fighting 9, Intellect 4, Awareness 2, Presence 1

Powers
Shivhad Traits:
Ability Drain: Weaken 9 [Weaken Abilities, Resisted by Fort; Broad, Linked (Bite), Simultaneous; Quirk 2(Max drain of 2 or 4 with a critical hit)], Regeneration 7 [Persistent; Source (Drained Abilities); Quirk 2 (Can only use four ranks of regeneration unless it gets a critical hit)] -30 pts
Absord Cold: Regeneration 15 [Persistent; Source (Cold); Quirk 2(Regeneration Rank limited to the effect's value or Absord Cold Rank whichever is less), Quirk (Only absorbs magical cold that does not bypass Spell Resistance, regular cold normally)] -12 pts
Booming Presence: Feature 1 [Situational Bonus when it speaks with all six of it's mouths]
Burrow 6 [4 MPH]
Cold Aura: Damage 6 [Area (Burst 2 60 ft), Reaction], Nullify 6 [Fire; Area (Burst 2 60 ft), Effortless, Reaction] -78 pts
Crush : Damage 10 [Area (Shapable), Concentration; Limited (Characters normal size or smaller), Limited 2(To characters bound beneath it's body); Diminished Range Area (15 ft), Quirk 2(Shapable Area is determined by creatures shape and only affects targets below it's body)], Affliction 10 [Resisted by Dodge, Overcome by Athletics or Acrobatics (Bound [Defenseless, Immobile, and Impaired]); Area (Shapable), Concentration; Instant Recovery, Limited(Bound Only), Limited (Characters normal size or smaller); Diminished Range Area (15 ft), Quirk 2(Shapable Area is determined by creatures shape and only affects targets below it's body)] -4 pts
Damage Reduction: Impervious Toughness 15 [Limited(Not versus energy, spells, spell like and supernatural abilities)], Enhanced Fortitude 2 [Limited (Damaging Attacks only)], Enhanced Will 2 [Limited (Damaging Attacks only)] -10 pts
Darkvision: Senses 2
Gargantuan: Growth 10 [Permanent; Innate, Quirk(Only one rank of speed)] -20 pts
Glacier Bond: Enhanced Dodge 3 [Limited(To living opponents in contact with the glacier)], Enhanced Parry 2 [Limited(To living opponents in contact with the glacier)], Senses 18 [Mental, Accurate, Counters All Concealment, Distance Sense, Extended 4, Penetrates Concealment, Radius, Tracking 2; Limited(To when the Shivhad and characters are in contact with the glacier), Limited(Living characters only)] -12 pts
Hideous Appendages: Extra Limbs 12 [Eight Spiny Legs, Six Jaws on Tentacles, Three Long Grasping Claws; Innate] -13 pts
Immunity to Cold: Immunity 10
Spell Resistance: Nullify 11 [Magical Effects; Action 3(Reaction), Effortless; Range 2(Personal)] -33 pts
Uncanny Language Understanding: Comprehend [Languages; Limited(Languages native to it's area)] -2 pts

Advantages
Benefit 2 [Move at normal speed while climbing and is not vulnerable]
Improved Critical 1 [Bite]
Move-by Action
Skill Mastery [Climbing]
Tough 3

Skills
Acrobatics: Limited to Balancing 10 (+12), Athletics: Limited to Climbing 7 (+17), Close Combat: Bite 2 (+11), Close Combat: Claws 1 (+10), Deception (+1), Expertise: Geography 9 (+13), Insight (+2), Intimidation 7 (+13), Perception 10 (+12), Persuasion (+1), Stealth 17 (+9)

Offense
Initiative +2
Ability Drain +11, Damage 9, Resisted by Fort (Weaken Abilities), Broad, Simultaneous, Linked to Bite
Bite +11, Damage 10, Improved Critical (19-20)
Cold Aura Damage, Damage 6, Area Burst (60 ft), Reaction
Cold Aura Nullify, Rank 6, Area Burst (60 ft), Effortless, Reaction
Crush Damage, Damage 10, Area Shapable (15 ft), Concentration, Limited(Normal size characters or smaller), Limited(Those bound beneath it's body),
Crush Affliction, Rank 10, Resisted by Dodge (Bound), Area Shapable (15 ft), Concentration, Instant Recovery, Limited(Those bound beneath it's body)

Defense
Dodge 4 (7 with Glacier Bond), Parry 7 (9 with Glacier Bond)
Toughness 11, Fortitude 8 (10 vs Damage), Will 8 (10 vs Damage)

Power Points
Abilities 36 + Powers 233 + Advantages 8 + Skills 28 + Defenses 16 = Total 321

Complications
Power Loss: It's cold aura nullify does not work on magical flames. Darkvision is limited to 60 feet. It's impervious toughness does not work against Epic weapons. It's Glacier Bond senses is limited to 10 miles.
Prejudice: The Shivhad is a hideous monster.
Weakness: It takes 1.5X damage from fire.

Design Notes
This is a D&D 3.5 Shivhad from the Frostburn guide. Offensively it is PL 10.5 using it's Bite. Defensively it is PL 11 due to it's Spell Resistance. Shivhads are thankfully pretty rare. It spends most of it's time underneath it's chosen glacier. They subjucate the tribes in the local area using fear and power and will leave them alone as long as they sacrifice one intelligent creature per week. The creature enjoys stalking and tormenting it's prey.

This is pretty much a direct conversion. Some things like it's Absord Cold ability I just had to give a rank since it regenerates 5 points per spell level. It's crush ability was a little tricky to figure out. It pins a target if they fail a dodge check and once the target is pinned it takes crushing damage. And it will continue as long as the monster keeps crushing it's target, thus it has the concentration extra. It has a lot of abilities protecting it defensively like it's damage resistance, immunity, glacier bond, spell resistance, and it can regenerate using absorb cold or ability drain power.

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Re: scc 3rd Edition Builds: Giant Monsters......D&D Shivhad!

Postby scc » Sat Sep 14, 2013 5:46 pm

Image
A monstrous creature rises from the black water, its upper body
a mass of lashing tentacles surrounding two fearsome claws.
A toothy maw gapes in its fishlike head.
-Stormwrack: Mastering the Perils of Wind and Wave


Scyllan
PL 10


Abilities
Strength 7, Stamina 5, Agility 1, Dexterity 3, Fighting 8, Intellect -1, Awareness 4, Presence -2

Powers
Scyllan Traits:
Aquatic: Movement 1 [Environmental Adaption (Water)], Immunity 1 [Suffocation (Underwater)] -3 pts
Claws: Feature 1 [Slashing Damage]
Control Water : Move Object 8 [Area Burst 4 (160 ft), Continuous; Limited to Water, Limited 2(Once per hour); Extended Range] -33 pts
AP: Affliction 8 [Resisted by Will (Impaired, Hindered, Stunned); Area (Perception Visual), Extra Condition 2 ; Limited (Second Degree only), Limited Degree, Limited 3(Water Elementals or Water-Based Creatures), Limited 2 (Once per hour); Quirk (Impaired imposes -1 instead of -2 on checks)]
Damage Reduction : Impervious Toughness 13 [Limited(Not versus energy, spells, spell like and supernatural abilities)] -7 pts
Darkvision: Senses 2
Frightful Noise: Affliction 6 [Resisted by Will(Impaired, Compelled); Action (Move), Area(Perception Auditory), Sustained; Limited(Compelled to running away only), Limited Degree, Limited (Characters who are a lower power level)] -12 pts
Huge: Growth 8 [Permanent; Innate, Quirk (Only 1 rank of Speed)] -16 pts
Immunity 1 [Frightful Noise of other Scyllans]
Jump: Leaping 3
Power-Lifting 1
Spell Resistance: Nullify 9 [Magical Effects; Action 3(Reaction), Effortless; Range 2(Personal)] -27 pts
Swallow Whole: Affliction 8 [Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired]); Continuous, Cumulative, Extra Condition ; Instant Recovery, Limited(To characters already grappled); Quirk 4(To characters smaller than itself)], Damage 12 [Crushing & Acid; Reaction(Objects or characters swallowed); Variable Descriptor] -77 pts
Swimming 3 [4 MPH]
Tentacles: Enhanced Strength 1 [Limited (Tentacles only)], Extra Limbs 4 [Innate] -6 pts

Advantages
Improved Initiative 1
Languages 1 [Aquan, Base: Infernal]
Move-by Action
Skill Mastery [Swimming]
Tough 4

Skills
Athletics: Limited to Swimming Only 2 (+9), Close Combat: Tentacles 3 (+11), Close Combat: Claws 2 (+10), Expertise: Nature 11 (+10), Expertise: Survival 7 (+11), Insight (+4), Intimidation 8 (+10), Perception 7 (+11), Stealth 15 (+8)

Offense
Initiative +5
Claws +10, Damage 7
Control Water Move Object, Rank 8, Area Burst (160 ft), Continuous, Extended Range
Control Water Affliction, Rank 8 , Resisted by Will (Impaired, Hindered, Stunned), Area Perception (Visual), Limited to Water Elementals and Water-Based Creatures
Frightful Noise +6, Damage 6, Resisted by Will(Impaired, Compelled), Action (Move), Area Perception (Auditory), Sustained
Tentacles +11, Damage 8
Swallow Whole +8, Rank 8, Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired]), Continuous, Cumulative, Instant Recovery
Swallow Whole Damage, Damage 12, Reaction, Acid & Crushing Damage

Defense
Dodge 6, Parry 7
Toughness 9, Fortitude 9, Will 8

Power Points
Abilities 18 + Powers 193 + Advantages 8 + Skills 27 + Defenses 20 = Total 266

Complications
Power Loss: Magic weapons and silver bypass the Scyllan's damage reduction. Darkvision does not work beyond 60 feet. Those who resist the frightful noise are immune for 24 hours. Frightful Noise does not work beyond 100 feet. It's interior toughness is 7 and failing a toughness save by two degrees puts a hole in it for which a character can escape.
Weakness: Scyllans cannot breathe on land and will start to suffocate unless they hold their breath.

Design Notes
This is a D&D 3.5 Scyllan from Stormrack: Mastering the Perils of Wind and Wave. Offensively it is PL 10 due to it's ability to swallow opponents whole. Defensively it is PL 9 due to it's Spell Resistance. Scyllans are descendants of Scylla a horrible sea monster with six snaky heads. Scyllans hide in dangerous passageways for ships sapping crewmembers will with it's Frightful Noise and attacking them with it's many tentacles.

This is pretty much a direct conversion. Figuring out it's Control Water ability was a little tricky. With this power especially in deep water it can create whirlpools. I gave it the leaping power instead of a high athletics score limited to leaping. It can continue to use Frightful Noise as a free action affecting all targets within 100 feet. The most annoying power to figure out and it's most dangerous ability is if it can grapple an opponent then swallow it whole. Defensively it isn't too tough but has Damage Reduction and Spell Resistance. A dangerous opponent especially for those not adapted for water.

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Re: scc 3rd Edition Builds: Giant Monsters......D&D Scyllan!

Postby scc » Tue Sep 17, 2013 3:37 pm

Image
A towering shape seemingly built
from bones and corpses, this creature
rolls and lurches across
the ground, searching around
itself with four massive,
angular arms.
-Dungeons and Dragons 3.5: Monster Manual III


Necronaut
PL 13


Abilities
Strength 12, Stamina NA, Agility -1, Dexterity -1, Fighting 8, Intellect -2, Awareness 2, Presence 3

Powers
Necronaut Traits:
Assimilate Corpse: Regeneration 10 [Persistent; Limited (Amount of regeneration depends on the size of the corpse), Source (Corpses); Quirk (Can only assimilate one corpse per round)], Feature 2 [Once a corpse is assimilated it cannot be raised from the dead] -6 pts
Chaotic Evil: Feature 2 [Attacks are considered Chaotic Evil for overcoming Damage Reduction]
Damage Reduction: Impervious Toughness 15 [Limited(Not versus energy, spells, spell like and supernatural abilities)] -8 pts
Darkvision: Senses 2
Gargantuan: Growth 12 [Permanent; Innate, Quirk 2 (One rank of Speed Increase)] -23 pts
Massive Angular Arms: Extra Limbs 2 [Innate]
Slam: Strike 1 [Strength-based]
Spell Resistance: Nullify 8 [Magical Effects; Action 3(Reaction), Effortless; Range 2(Personal)] -24 pts
Trample: Damage 13 [Area 2 (Shapable), Selective; Limited(Only through areas the Necronaut moved through)] -39 pts
Undead: Immunity 47 [Critical Hits, Fortitude, Mind-Affecting Effects, Weaken Abilities] -47 pts

Advantages
Improved Initiative 1
Improved Smash
Language 0 [Infernal]
Precise Attack 1 [Close, Concealment]
Takedown 1
Tough 4

Skills
Athletics (+12), Close Combat: Slam 2 (+10), Deception (+3), Expertise: The Planes 12 (+10), Expertise: Survival 2 (+4), Insight (+2), Intimidation (+9), Perception 11 (+13), Persuasion (+3), Stealth (-17)

Offense
Initiative +3
Slam +10, Damage 13
Trample, Damage 13, Area Shapable (60 ft), Selective, Limited to areas the Necronaut moved through

Defense
Dodge 3, Parry 7
Toughness 11, Fortitude NA, Will 10

Power Points
Abilities 8 + Powers 155 + Advantages 8 + Skills 14 + Defenses 23 = Total 208

Complications
Hatred: Necronauts abhor life.
Power Loss: Lawful or magical weapons bypass it's Damage Reduction. Darkvision does not work beyond 60 feet.
Weakness: Create Undead powers and spells do damage to a Necronaut bypassing it's damage reduction. "

Design Notes
This is a D&D 3.5 Necronaut from Monster Manual III. Offensively it is PL 13 using it's Trample ability. Defensively it is PL 9 due to Parry and Toughness. A Necronaut is created by demons from the Abyss and sent to the Material Plane to kill and grow by adding bones and corpses to it's body. The Necronaut uses it's Trample ability to crush as many foes as possible and attacks survivors with it's Slam attack.

This is pretty much a direct conversion from Monster Manual 3. It is more deadly offensively than defensively. It's Assimilate Corpse power works as follows: Small Corpse Regeneration 1, Medium Regeneration 3, Large Regeneration 5, Huge Regeneration 7, Gargantuan Regeneration 8, Colossal Regeneration 10. Though judges can determine the limitation anyway they want. It's weakness is that a summon undead power can beused to damage it equal to the summon powers rank. Defensively it has Damage Reduction, Spell Resistance and it's Undead traits give it a lot of immunities. It's Trample ability allows it to attack as many foes as it wants in a 60 foot shapable area. Could be used as deadly minions for a Necromancer.

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Re: scc 3rd Edition Builds: Giant Monsters.....D&D Necronaut

Postby Thorpacolypse » Tue Sep 17, 2013 8:07 pm

Eeeeeeeewwwwwwwwwwwwwwww...

I love it. 8)
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Re: scc 3rd Edition Builds: Giant Monsters.....D&D Necronaut

Postby scc » Wed Sep 18, 2013 2:39 pm

Couple of pictures from Dragoncon, though I took a lot and had a ton of people take pictures with me and my nephew who was Bane from DKR. First pic is me as Scarecrow from Batman Begins with Poison Ivy and the second pic is me without a costume taking a picture with Kelly Hu from X-men 3.

Image
Image

Not sure if anyone from the forum was there but who knows maybe we ran into each other.

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Re: scc 3rd Edition Builds: Some Dragoncon Pics

Postby scc » Sat Sep 21, 2013 4:00 pm

Image


The Mother Worm
PL 16


Abilities
Strength 11, Stamina 11, Agility 0, Dexterity 1, Fighting 9, Intellect -4, Awareness 2, Presence 6

Powers
Kaiju Carrion Crawler:
Acid Ray: Blast 17 [Quirk (Can only use it every other round)] -33 pts
Ageless Legend: Immunity 1 [Aging; Limited (Long lived)]
Bite: Strike 1 [Strength-based; Reach 1]
Colossal: Growth 14 [Permanent; Innate, Quirk 3 (No Speed Increase)], Power-Lifting 2 -28 pts
Damage Reduction: Impervious Toughness 15 [Limited(Not versus energy, spells, spell like and supernatural abilities)], Enhanced Fortitude 5 [Limited (Damaging Attacks only)], Enhanced Will 5 [Limited (Damaging Attacks only)], Impervious Toughness 8 [Limited 3 (Acid Only)] -16 pts
Darkvision: Senses 2
Immune: Immunity 13 [Acid (It's own), Disease, Mind Affecting Effects, Poison]
Scent: Senses 2 [Acute Extended smell]
Spell Resistance: Nullify 9 [Magical Effects; Action 3(Reaction), Effortless; Range 2(Personal)] -27 pts
Tentacles: Strike 2 [Strength-based; Reach 4, Split 7], Affliction 13 [Resisted by Fort (Paralyzed); Linked(Tentacles); Limited (Paralyzed only); Reach 4, Split 7], Extra Limbs 6 [Innate] -38 pts

Advantages
Benefit 1 [Move at half speed while climbing and not vulnerable]
Improved Critical 2 [Acid Ray, Tentacles]
Improved Initiative 1
Precise Attack 1 [Close, Concealment]
Takedown 1
Tough 6
Skill Mastery [Climbing]

Skills
Athletics (+11), Close Combat: Bite 2 (+11), Close Combat: Tentacles 3 (+12), Insight (+2), Intimidation (+13), Perception 9 (+11), Ranged Combat: Acid Ray 10 (+11), Stealth (-14)

Offense
Initiative +4
Acid Ray +11, Damage 17, Improved Critical (19-20)
Bite +11, Damage 12, Reach
Tentacle Affliction +12, Rank 13, Resisted by Fort (Paralyzed), Reach 4, Split 7
Tentacle Strike +12, Damage 13, Improved Critical (19-20), Reach 4, Split 7

Defense
Dodge 6, Parry 9
Toughness 17, Fortitude 11 (16 vs Damaging Effects), Will 11 (16 versus Damaging Effects)

Power Points
Abilities 16 + Powers 162 + Advantages 13 + Skills 12 + Defenses 29 = Total 232

Complications
Power Loss: Epic Weapons bypass the Mother Worm's damage reduction. Darkvision does not work beyond 120 ft. It's Acid Ray does not work beyond 300 feet.

Design Notes
This is the Mother Worm from Dungeon #133 for D&D 3.5. Offensively it is PL 14 using it's Acid Ray. Defensively it is PL 16 due to it's Will and Fortitude versus damaging effects. The Mother Worm is a legendary monster and is thought to be the progenitor of the entire Carrion Crawler species. The creature sleeps for long periods of time only to wake to eat a disgusting fungus that grows in it's lair or to lay eggs. It will also wake when intruders come into it's lair.

This is pretty much a direct conversion from Dungeon magazine. Without it's enhanced fortitude and will versus damaging effects it would only be PL 14. It's most deadly attack is it's Acid Ray. Defensively it has high damage reduction, especially versus acid which would require 13 damage to bypass it. It has has some immunities and spell resistance. It's size was hard to guage but according to D&D it is 64 feet or more. My rank makes it around 90 feet. A ginormous Carrion Crawler is always fun to throw at your players.

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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby JoshuaDunlow » Sat Sep 21, 2013 4:04 pm

Love it :) How are you converting PL , disproportionate saves, and handling massive combat bonuses in your conversions?

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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby scc » Sat Sep 21, 2013 4:24 pm

I have my notes on the first page of this thread. It is definitely not perfect by any means. Some monsters actually come close to having the same PL as CR using my method like the Necronaut while some like the Shivad which is PL 11 but CR 20 in D&D.

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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby Thorpacolypse » Sat Sep 21, 2013 5:25 pm

Cool pics of Dragoncon and a nice Mother Worm, scc. Kelly Hu remains HHHHHHHHHOOOOOOOOOOOOOOOOOTTTTTTTTTTTTTTTT.... 8)
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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby scc » Sat Sep 21, 2013 5:48 pm

Yes she is. I think she is even better looking in person. I got a pic with Eliza Dushku too who also is HHHHOOOOTTTT!!!!

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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby Thorpacolypse » Sat Sep 21, 2013 7:04 pm

scc wrote:Yes she is. I think she is even better looking in person. I got a pic with Eliza Dushku too who also is HHHHOOOOTTTT!!!!


She's one of my geek chic chick faves, too.
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Re: scc 3rd Edition Builds: Giant Monsters...The Mother Worm

Postby scc » Fri Sep 27, 2013 4:28 pm

Image
This bloated, fishlike humanoid has a scaly body of silver-gray. Its arms and legs are thin and small for its size, but its gaping maw looks big enough to swallow a horse. -Dungeons and Dragons 3.5: Forgotten Realms Underdark


Kuo-Toa Leviathan
PL 9


Abilities
Strength 6, Stamina 7, Agility 0, Dexterity 1, Fighting 8, Intellect 2, Awareness 4, Presence 0

Powers
Kuo-Toa Leviathan Traits:
Aquatic: Movement 1 [Environmental Adaption (Water)], Swimming 3 [4 MPH], Immunity 1 [Suffocation (Underwater)] -6 pts
Bite: Strike 2 [Strength-based]
Claw: Feature 1 [Slashing Damage]
Darkvision: Senses 2
Huge: Growth 6 [Permanent; Innate, Quirk (No speed increase)] -12 pts
Immunities: Immunity 6 [Poison & Paralysis]
Keen Sight: Senses 2 [Counters Concealment (Invisibility, Visual)]
Power-Lifting 1
Resistance to Electricity: Impervious Toughness 13 [Limited 3 (Electricity only)] -4 pts
Sea Mother Blessing: Enhanced Dodge 2, Enhanced Parry 2
Slippery: Immunity 5 [Entrapment]
Stun: Affliction 7 [Resisted by Fort (Stun); Linked (Natural Attacks Bite & Claw); Instant Recovery, Limited Degree, Limited (Stun only), Unreliable (5 uses)] -2 pts
Swallow Whole: Affliction 6 [Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired]); Continuous, Cumulative, Extra Condition ; Instant Recovery, Limited(To characters already grappled); Quirk 4(To characters smaller than itself)], Damage 11 [Crushing & Acid; Reaction(Objects or characters swallowed); Variable Descriptor] -65 pts

Advantages
Evasion 2
Fast Grab
Improved Critical 1 [Bite]
Improved Initiative 1
Languages 1 [Aquan, Base: Kuo-Toan]
Skill Mastery [Swimming]
Tough 1
Uncanny Dodge

Skills
Athletics: Limited to Swimming only 2 (+8), Close Combat: Bite 2 (+10), Close Combat: Claw 1 (+9), Deception (+0), Expertise: Survival 1 (+5), Expertise: Use Rope 2 (+3), Insight 5 (+9), Intimidation (+3), Investigation 7 (+9), Perception 5 (+9), Persuasion 2 (+2), Sleight of Hand 5 (+6), Stealth 12 (+6)

Offense
Initiative +4
Bite +10, Damage 8, Improved Critical (19-20)
Claw +9, Damage 6
Stun +10, Rank 7, Resisted by Fort (Stunned), Linked (Bite & Claw), Instant Recovery, Unreliable (5 uses)
Swallow Whole Affliction, Rank 6, Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired]), Continuous, Cumulative, Instant Recovery, Limited to characters already grappled and smaller than the Kuo-Toa Leviathan
Swallow Whole Damage, Damage 11, Reaction, Crushing & Acid Damage

Defense
Dodge 7, Parry 9
Toughness 8, Fortitude 7, Will 8

Power Points
Abilities 32 + Powers 112 + Advantages 9 + Skills 22 + Defenses 14 = Total 189

Complications
Power Loss: Darkvision does not work beyond 60 ft. It's interior toughness is 7 and failing a toughness save by two degrees puts a hole in it for which a character can escape.
Weakness: A sudden exposure to light blinds the Kuo-Toa Leviathan for one round.

Design Notes
This is a D&D 3.5 Kuo-Toa Leviathan from Forgotten Realms Underdark. Offensively it is PL 9 using bite. Defensively it is PL 8.5 due to Toughness and Parry. Blibdoolpoolp creates the leviathans from extremely gifted Kuo-Toa whips or monitors. Kuo-Toas venerate leviathans and hope to attain such high regard in the Sea Mother's eyes.

This is pretty much a direct conversion of a Kuo-Toa Leviathan. The creatures most dangerous attack is it's bite and by using free grab can swallow an opponent whole the following round causing a lot of damage. They like to stay in deep water where they would have an advantage over most opponents. Though the creature doesn't have damage resistance it has impervious toughness versus electricity and various immunities to protect it. Unlike most giant monsters it has some advantages like evasion and uncanny dodge to protect it as well. The monster usually doesn't work alone and has regular Kuo-Toas, monitors and whips to swarm opponents which leaves the Kuo-Toa Leviathan to pick off intruders one by one.

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Re: scc 3rd Edition Builds: Giant Monsters...Kuo-Toa Leviath

Postby scc » Tue Oct 01, 2013 10:28 am

Image


Thkot Tal
PL 8.5


Abilities
Strength 7, Stamina 4, Agility 3, Dexterity 3, Fighting 6, Intellect NA, Awareness 0, Presence -4

Powers
Stegocentipede Traits:
Bite: Strike 2 [Strength-based; Linked (Poison); Reach] -3 pts
Darkvision: Senses 2
Huge: Growth 8 [Permanent; Innate; Quirk (Only 1 rank of speed increase)]
Poison: Weaken 7 [Resisted by Fort (Weaken Agility); Linked (Bite and Tail Stinger), Secondary Effect; Limited (Those damaged by bite or tail stinger); Reach] -8 pts
Power-Lifting 2
Spines: Strike 8 [Reaction (Adjacent foes who make an attack); Resistable (Dodge)] -24 pts
Tail Stinger: Strike 1 [Piercing Damage; Linked (Poison); Reach] -2 pts

Advantages
Tough 3

Skills
Athletics (+7), Close Combat: Bite 2 (+8), Insight (+0), Intimidation (+0), Perception 2 (+2), Stealth 4 (-1)

Offense
Initiative +3
Bite +8, Damage 9, Linked (Poison), Reach
Poison, Rank 7, Resisted by Fort (Weaken Agility), Secondary Effect, Linked (Bite and Tail Stinger)
Spines, Damage 8, Reaction, Resistable by Dodge
Tail Stinger +6, Damage 8, Linked (Poison), Reach

Defense
Dodge 3, Parry 4
Toughness 7, Fortitude 7, Will NA

Power Points
Abilities -4 + Powers 57 + Advantages 3 + Skills 4 + Defenses 9 = Total 69

Complications
Loyal: To Ghartok, the Carrion King.
Power Loss: Darkvision does not work beyond 60 feet.
Quirk: Recognizes Gnolls as allies and won't attack them, but considers all other creatures as food.
Quirk: Thkot Tal will fight to the death.

Design Notes
This is Thkot Tal an immense Stegocentipede from Pathfinder's Adventure Path: The House of the Beast. Offensively it is PL 8.5 due to it's Bite. Defensively it is PL 5.5. The name was given by the Gnolls which means the Little God. It feeds on the many sacrifices the Gnolls provide it. When Ghartok and his forces first entered the House of the Beast they slew many vermin. Then they came upon an immense stegocentipede which slew many of Ghartok's followers. He stood amazed by the sight. Soon he was the only one left and he knelt down before the beast and heard a voice in his head. The monster was one of the many chosen of Rovagug which gave the stegocentipede an unearthly intelligience. Thkot Tal told Ghartok it has been waiting for someone worthy to waken the House of the Beast and stung Ghartok in the head killing him. But he was born anew with and more powerful body and gifted with the unholy intellect that Thkot Tal possessed. The creature became mindless but loyal to Ghartok the Carrion King.

The creature is an advanced stegocentipede that first appeared in the Tome of Horrors Revised. Offensively it has a deadly bite and stinger which are both linked to a poison weaken agility effect. The poison has a secondary effect which can leave a target immobile and defenseless if they become debilitated. Defensively it isn't too tough though it's spines can hurt anyone attacking it up close even if they miss. However they can make a Dodge check to avoid the spines. A fun classic Gary Gygax monster.

scc
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Zealot
Posts: 1100
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Re: scc 3rd Edition Builds: Giant Monsters...Stegocentipede!

Postby scc » Fri Oct 11, 2013 3:27 pm

Image
Image


Chtylok
PL 12


Abilities
Strength 14, Stamina 14, Agility 2, Dexterity 0, Fighting 6, Intellect -4, Awareness 2, Presence 1

Powers
The Chicken Cow!:
Bird Senses: Senses 3 [Extended, Ultra, Low-light vision] -3 pts
Fall People Legend: Immunity 1 [Aging; Limited (Long-lived)]
Flight 6 [Wings] -6 pts
Hibernation: Immunity 1 [Starvation and Thirst; Continuous, Limited 2(Only while in a deep death-like trance)]
House with Feathers!: Growth 8 [Permanent; Innate], Immunity 1 [Cold], Impervious Toughness 3 [Impervious 11] -32 pts
Rampaging Monster: Immunity 10 [Control Effects, Interaction Skills; Limited to Half Effect] -5 pts
Rock-Hard Hooves: Strike 1 [Strength-based]
Spiked Semi-Prehensile Tail: Extra Limbs 1 [Innate]

Advantages
All-out Attack
Daze 1 [Intimidation]
Fearless
Improved Critical 1 [Beak, Claws, & Tail Spike]
Power Attack
Ultimate Effort [Toughness ]
Withstand Damage [Reduce Defense to increase Tough]
Startle

Skills
Athletics (+14), Close Combat: Unarmed 2 (+8), Insight (+2), Intimidation 11 (+16), Perception 7 (+9), Persuasion (+1), Stealth 2 (-4)

Offense
Initiative +2
Claws +8, Damage 14, Improved Critical (19-20)
Rock-Hard Hooves +8, Damage 15
Tail +8, Damage 14, Improved Critical (19-20)

Defense
Dodge 6, Parry 7
Toughness 17, Fortitude 15, Will 6

Power Points
Abilities 38 + Powers 51 + Advantages 8 + Skills 11 + Defenses 18 = Total 126

Complications
Temper: The Chtylok is a rampaging monster when it is awakened and will not run away from a fight.

Design Notes
This is Chtylok a monster who has fought the Hulk and is the supposed protecto of the Fall People. Offensively it is PL 11.5 using it's hooves. Defensively it is PL 12 due to Parry and Toughness. The Fall People's ancestors, a tribe in the Savage Land, when they were looking for new land came upon the Chtylok and were attacked. The tribe retreated and fell back into the jungle. They took it as a sign from the gods not to leave their land and started to leave the creature offerings. They believed that one day a great disaster would happen and that the great Chtylok would save them. In the present day the damage to the ozone layer started to melt the glaciers. The creature was hibernating below and the trickling water awakened it. The creature was at the bottom of Monster Isle and it attacked the monsters there though many fled and came into contact with the Hulk who made his home at the Florida Keys. The Hulk came to Monster Isle to investigate and came into contact with Chtylok and they fought for several days. Eventually they burst through the ground where another battle was happening between the heavily armed Roxxon security soldiers and Stegron Spider-Man, Kazar and Sheena. Spider-Man found out that the Roxxon Oil Company was using microwaves to accelerate the melting of the ice caps. This also freed Stegron from the ice. Hulk finally got the upper hand on Chtylok and Spider-Man tells Stegron about a game called pile up and has a bunch of Tyranosaurus Rex it's controlling pile onto Chtylok. Dr. Gerald Roth the head of the Roxxon drilling operations activated a bunch of bombs in the S.H.I.E.L.D. dams to kill all those in the Savage Land since Roxxon's plans were discovered and he was left as the scapegoat. However the huge hole created by the Hulk and Chtylok stopped the disaster as the water got sucked down the hole. Dr. Roth escaped into the jungle and ran into an angry Chtylok.

Any creature that can fight the Hulk for several days has to be pretty tough. I did not give it any regeneration but I could see it having some. But with a high toughness save along with the advantages withstand damage and Ultimate Toughness should make it hard to take down. However Hulk was also smart at that time and wasn't that angry fighting the monster. I gave it some powers not mentioned like it's Bird Senses. I gave it some pretty high intimidation since it scared off a lot of monsters with it's shriek "Kraw!' A strange but fun monster.


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