Dicefreaks: Kain's Monstrous Compendium

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Dicefreaks

Where Flavor Meets Mechanics


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Kain's Monstrous Compendium


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Page 3 of 98
Kain Darkwind Posted: 9:07 PM - Feb 13, 2014

Kython Impaler (CR 8)


XP 4,800
NE Medium Aberration
Init +9; Senses Blindsight 60 ft., scent; Perception +24
Languages Pidgin Abyssal
_____________________________________________________________

AC 23, touch 15, flat-footed 18, combat 28


(+5 Dex, +8 natural)
hp 114 (12d8 + 60)
Immune acid, cold, gaze attacks
Resist electricity 10, fire 10
Fort +11, Ref +9, Will +11
_____________________________________________________________

Speed 50 ft.
Melee Bite +13 (1d6 + 4 plus poison /18-20/x3) and
4 claws +13 (1d4 + 4 plus 1d4 bleed /18-20/x3)
Ranged Bone shard +14/+9 (1d10 + 4 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +13
Attack Options sneak attack +3d6
Special Attacks bleed, poison, spines
_____________________________________________________________
SQ augmented natural weapon, bloodlust, sightless
Abilities Str 19, Dex 21, Con 21, Int 11, Wis 16, Cha 14
Feats Ability Focus (poison), Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus
(Perception), Skill Focus (Stealth)
Skills Athletics +19, Escape Artist +20, Perception +24, Stealth +26
Treasure Standard
_____________________________________________________________

Bloodlust Kython impalers gain a +2 bonus on attacks and damage against creatures suffering bleed
damage. Their blindsight range is doubled against such creatures as well.

Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Dex; cure 2
consecutive saves.

Spines As a full round action, an impaler can extend spines from its body. All creatures within 10 feet of
the impaler take 6d8 damage and 6 bleed damage. A Reflex save (DC 21) halves the damage and
negates the bleed. The impaler gains +8 natural armor for one round after using its spines and creatures
attacking with non-reach melee weapons must make a Reflex save to avoid taking damage from the
spines.

Kain Darkwind Posted: 9:07 PM - Feb 13, 2014


Kython Slaymaster (CR 11)
XP 12,800
NE Large Aberration
Init +9; Senses Blindsight 60 ft., scent; Perception +28
Languages Pidgin Abyssal
_____________________________________________________________

AC 29, touch 14, flat-footed 24, combat 35


(+5 Dex, +15 natural, -1 size)
hp 172 (15d8 + 105)
Immune acid, cold, gaze attacks
Resist electricity 20, fire 20
Fort +14, Ref +10, Will +13
_____________________________________________________________

Speed 40 ft.
Melee Bite +18 (2d6 + 8 plus poison and 2d6 bleed /15-20/x3) and
secondary bite +16 (1d8 + 4 plus grab /19-20)
2 stings +18 (1d8 + 8 plus poison /18-20/x3)
Ranged 2 acid spits +15 touch (4d6 acid and mucus)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Combat +20 (+24 grapple)
Attack Options power attack (-3, +6)
Special Attacks bleed, constrict (2d6 + 12 plus 2d6 bleed), poison
_____________________________________________________________
SQ augmented natural weapon, bloodlust, sightless
Abilities Str 27, Dex 21, Con 25, Int 16, Wis 18, Cha 16
Feats Ability Focus (poison), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved
Initiative, Multiattack, Power Attack, Skill Focus (Perception)
Skills Acrobatics +23, Athletics +26, Escape Artist +23, Intimidate +21, Perception +28, Stealth +19, Use
Magic Device +18
Treasure Double standard
_____________________________________________________________

Bloodlust Kython slaymasters gain a +4 bonus on attacks and damage against creatures suffering bleed
damage. Their blindsight range is doubled against such creatures as well.

Mucus Creatures failing a Reflex save (DC 24) are entangled for 1d6 + 4 rounds.

Poison (Ex) Bite—injury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex;
cure 2 consecutive saves.

Disruption Field A kython slaymaster can reduce the range of its blindsight to 30 ft., causing non-kythons
within the area to suffer a -2 penalty to attacks, checks and saves. Spellcasting within the area requires a
concentration check (20 + spell level) to succeed. While active, the slaymaster also gains spell resistance
22 and a +4 insight bonus to AC.

Kain Darkwind Posted: 9:07 PM - Feb 13, 2014

Kython Slaughter King (CR 14)


XP 38,400
NE Large Aberration
Init +10; Senses Blindsight 60 ft., scent; Perception +33
Languages Pidgin Abyssal
_____________________________________________________________

AC 32, touch 14, flat-footed 24, combat 40


(+6 Dex, +17 natural, -1 size)
hp 243 (18d8 + 162)
Immune acid, cold, gaze attacks
Resist electricity 20, fire 20
Fort +17, Ref +12, Will +17
_____________________________________________________________

Speed 40 ft.; climb 20 ft.


Melee Bite +22 (2d8 + 10 plus poison /15-20/x3) and
secondary bite +20 (2d6 + 5 plus grab /19-20)
4 claws +22 (2d6 + 10 plus 2d6 bleed /15-20/x3)
Ranged 2 acid spits +18 touch (6d6 acid and mucus)
Space 10 ft.; Reach 10 ft.
Base Atk +13; Combat +24 (+28 grapple)
Attack Options power attack (-4, +8)
Special Attacks bleed, poison, pounce
_____________________________________________________________
SQ augmented natural weapon, bloodlust, sightless
Abilities Str 31, Dex 23, Con 29, Int 20, Wis 22, Cha 20
Feats Ability Focus (poison), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Critical
(claw), Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception)
Skills Acrobatics +27, Athletics +31, Escape Artist +27, Intimidate +26, Knowledge (dungeoneering) +26,
Perception +33, Stealth +23, Survival +27, Use Magic Device +23
Treasure Triple standard
_____________________________________________________________

Bloodlust Kython slaughter kings gain a +5 bonus on attacks and damage against creatures suffering
bleed damage. Their blindsight range is doubled against such creatures as well.

Mucus Creatures failing a Reflex save (DC 28) are entangled for 1d6 + 4 rounds.

Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round for 10 rounds; effect 1d4 Str and 1d4 Dex;
cure 3 consecutive saves.

Disruption Field A kython slaughter king can reduce the range of its blindsight to 30 ft., causing non-
kythons within the area to suffer a -4 penalty to attacks, checks and saves. Spellcasting within the area
requires a concentration check (23 + spell level) to succeed. While active, the slaughter king also gains
spell resistance 25 and a +6 insight bonus to AC.

KingCrazyGenius Posted: 9:34 PM - Feb 13, 2014

Pretty cool. Is the Bloodlust something you came up with entirely on your own or did the old ones have
something like it? Or are you thinking back to what inspired them? Same question with Disruption Fields.

Kain Darkwind Posted: 7:04 AM - Feb 14, 2014

The disruption fields were Monte. I changed them from a flat percentage chance to a concentration
check for the spell, and combined the defensive and offensive fields, which were separate and able to be
activated together or individually in the original.

Bloodlust and bleed attacks were me. Also, the originals had a percentage chance to possess a kython
weapon; I simply integrated them into the various versions. Boneshard crossbows, acid spits, mucus, and
the extending Alien tongue-mouth secondary bite were all from optional kython weaponry in 3.0.

I also changed from a deadly Con poison to a paralyzing Dex one, because I figured these creatures are
the type to implant eggs in you or draw out your death slowly.

KingCrazyGenius Posted: 7:52 PM - Feb 14, 2014

Well they are Neutral Evil and intelligent.

Kain Darkwind Posted: 10:31 AM - Feb 16, 2014

Devastation Centipede (CR 19)


XP 204,800
N Colossal vermin
Init +4; Senses darkvision; Perception +4
_____________________________________________________________

AC 35, touch 6, flat-footed 31, combat 64 (can't be tripped)


(+4 Dex, +29 natural, -8 size)
hp 465 (30d8 + 330)
Immune mind-affecting
Defenses iron endurance
Fort +30, Ref +14, Will +10
_____________________________________________________________

Speed 120 ft., climb 60 ft.


Melee bite +34 (8d6 + 30 plus poison)
Space 60 ft.; Reach 60 ft.
Base Atk +22; Combat +50
Special Attacks breath weapon, consume centipede, trample (12d6+30, DC 45)
_____________________________________________________________

Abilities Str 51, Dex 19, Con 33, Int -, Wis 10, Cha 2
SQ compression, massive, vermin empowerment
Skills Athletics +20 (+28 climb), Perception +4, Stealth –4; Racial +4 Perception, +8 Stealth
Treasure none
_____________________________________________________________

Breath Weapon (Ex) 150 ft. line of centipedes, 20d6 damage (Reflex DC 38 half). Fifteen centipede
swarms remain behind in the affected area.

Consume Centipede (Ex) As a move action, a devastation centipede can consume any number of
monstrous centipedes or centipede swarms within 300 ft. Centipedes under the control of another being
gain a Fortitude save (DC 21) to negate this. The devastation centipede heals an amount of damage
equal to the hit points of the consumed creatures. The save DC is Charisma-based.

Poison (Ex) Injury, Fort DC 38, 1/round (10), 1d8 Dex, cure 3 consecutive saves.

Iron Endurance (Ex) Whenever a devastation centipede fails a Reflex or Will saving throw against an
effect that damages it, it can make a Fortitude save against the same DC to take half damage. This does
not negate any non-damaging effects that were caused by the failed save.

Vermin Empowerment (Ex) Any monstrous centipede that remains within 300 ft. of an active devastation
centipede for 1 minute grows to the next size category. (An injured centipede does not grow, but instead
heals all of its damage.) A swarm produces 2d10 Tiny-sized house centipedes.

Kain Darkwind Posted: 4:49 PM - Feb 16, 2014

Devastation Spider (CR 21)


XP 409,600
N Colossal vermin
Init +5; Senses darkvision, tremorsense 180 ft.; Perception +4
_____________________________________________________________

AC 38, touch 8, flat-footed 33, combat 68 (80 vs. trip)


(+5 Dex, +30 natural, -8 size)
hp 527 (34d8 + 374)
Immune mind-affecting
Defenses iron endurance, spider sense
Fort +30, Ref +16, Will +11
_____________________________________________________________

Speed 120 ft., climb 60 ft.


Melee bite +37 (8d6 + 30 plus poison)
Space 60 ft.; Reach 60 ft.
Base Atk +25; Combat +53
Special Actions breath weapon, consume spider, web (+22 ranged, DC 38, hp 34 plus poison)
_____________________________________________________________
SQ massive, spider sense, vermin empowerment
Abilities Str 51, Dex 21, Con 32, Int -, Wis 10, Cha 2
Skills Athletics +36 (+44 climb), Perception +4 (+8 in webs), Stealth -7 (-3 in webs); Racial +16 Athletics,
+4 Perception, +4 Stealth (+8 in webs)
Treasure incidental
_____________________________________________________________

Breath Weapon (Ex) 75 ft. cone of spiders, 20d10 damage (Reflex DC 38 half). Twenty five spider
swarms remain behind in the affected area.

Consume Spider (Ex) As a move action, a devastation spider can consume any number of monstrous
spider or spider swarms within 300 ft. Spiders under the control of another being gain a Fortitude save
(DC 23) to negate this. The devastation spider heals an amount of damage equal to the hit points of the
consumed creatures. The save DC is Charisma-based.

Poison (Ex) Bite - injury; save Fort DC 40; frequency 1/ round for 10 rounds; effect 1d10 Str; cure 3
consecutive saves. Save DC includes a +2 racial bonus.

Web - contact; save Fort DC 38; frequency 1/ round for 10 rounds; effect 1d10 Str; cure 3 consecutive
saves.

Web A devastation spider can throw any number of webs per day, and they have a range increment of 50
ft. with a max range of 250 ft.

Iron Endurance (Ex) Whenever a devastation spider fails a Reflex or Will saving throw against an effect
that damages it, it can make a Fortitude save against the same DC to take half damage. This does not
negate any non-damaging effects that were caused by the failed save.

Spider Sense Against creatures in contact with its web, a devastation spider gains a +10 insight bonus to
AC and attacks.

Vermin Empowerment (Ex) Any monstrous spider that remains within 300 ft. of an active devastation
spider for 10 minutes grows to the next size category. (An injured spider does not grow, but instead heals
all of its damage.) A swarm produces 2d10 Tiny-sized scarlet spiders.

DM notes: On a metascale, this is intended to generate massive numbers of the highest size of
monstrous vermin of the devastation type (In this case, goliath spiders), in addition to hordes of lesser
monstrous vermin. If this ability comes into direct play during combat, either switch out smaller spiders
for their larger counterparts, or use the giant template.

Kain Darkwind Posted: 4:49 PM - Feb 16, 2014

Devastation Scorpion (CR 22)


XP 614,400
N Colossal vermin
Init +3; Senses darkvision, tremorsense 180 ft.; Perception +4
_____________________________________________________________

AC 43, touch 5, flat-footed 40, combat 71 (92 vs. trip)


(+3 Dex, +38 natural, -8 size)
hp 506 (44d8 + 308)
Immune mind-affecting
Fort +31, Ref +17, Will +14
_____________________________________________________________

Speed 90 ft.
Melee 2 claws +42 (4d8 + 17 plus grab /19-20) and
sting +42 (4d6 + 17 plus poison /x3)
Space 60 ft.; Reach 60 ft.
Base Atk +33; Combat +58 (+62 grapple)
Special Attacks breath weapon, constrict (4d8 + 34), rapid stinging
_____________________________________________________________
SQ augmented natural attacks, massive, vermin empowerment
Abilities Str 44, Dex 16, Con 24, Int -, Wis 10, Cha 2
Skills Athletics +17 (+21 climbing), Perception +4, Stealth -9; Racial +4 Athletics (climbing), +4
Perception, +4 Stealth
Treasure none
_____________________________________________________________

Breath Weapon (Ex) 200 ft. line of scorpions, 20d10 damage (Reflex DC 39 half). Twenty mega scorpion
swarms remain behind in the affected area.

Consume Scorpion (Ex) As a move action, a devastation scorpion can consume any number of
monstrous scorpions or scorpion swarms within 300 ft. Scorpions under the control of another being
gain a Fortitude save (DC 28) to negate this. The devastation scorpion heals an amount of damage equal
to the hit points of the consumed creatures. The save DC is Charisma-based.

Poison (Ex) Injury, Fort DC 39, 1/round (10), 1d4 Str, 1d4 Dex, and 1d4 Con; cure 3 saves.

Rapid Stinging (Ex) A devastation scorpion’s stinger strikes with astounding speed; it can make one
additional attack in a round with its sting as a swift action.

Iron Endurance (Ex) Whenever a devastation scorpion fails a Reflex or Will saving throw against an effect
that damages it, it can make a Fortitude save against the same DC to take half damage. This does not
negate any non-damaging effects that were caused by the failed save.

Vermin Empowerment (Ex) Any monstrous scorpion that remains within 300 ft. of an active devastation
scorpion for 10 minutes grows to the next size category. (An injured scorpion does not grow, but instead
heals all of its damage.) A swarm produces 2d10 Tiny-sized greensting scorpions.

DM notes: On a metascale, this is intended to generate massive numbers of the highest size of
monstrous vermin of the devastation type (In this case, black scorpions), in addition to hordes of lesser
monstrous vermin. If this ability comes into direct play during combat, either switch out smaller
scorpions for their larger counterparts, or use the giant template.

Kain Darkwind Posted: 4:49 PM - Feb 16, 2014

Devastation Beetle (CR 24)


XP 1,228,800
N Colossal vermin
Aura stench (100 ft., DC 43, 10 minutes)
Init +0; Senses darkvision; Perception +0
_____________________________________________________________

AC 42, touch 2, flat-footed 42, combat 74


(+50 natural, -8 size)
hp 682 (44d8 + 484); DR 15/-
Immune mind-affecting
Resist acid 30, fire 30
Fort +35, Ref +14, Will +14
_____________________________________________________________

Speed 90 ft.; fly 60 ft. (clumsy)


Melee Bite +42 (8d8 + 46 plus grab /18-20/x3)
Ranged Acid +25 touch (15d6 acid)
Fire +25 touch (15d6 fire plus 15 splash damage)
Space 60 ft.; Reach 60 ft.
Base Atk +33; Combat +64
Special Attacks breath weapon, consume beetle
_____________________________________________________________
SQ augmented natural attacks, massive, vermin empowerment
Abilities Str 56, Dex 10, Con 33, Int -, Wis 10, Cha 2
Skills Fly -16
Treasure none
_____________________________________________________________

Acid A devastation beetle's acid lingers in a pool in the square that it struck, dealing 3d6 points of
damage to any creature touching it.

Breath Weapon (Ex) 100 ft. cone of beetles, 20d10 damage (Reflex DC 43 half). Thirty scarab swarms
remain behind in the affected area.

Consume Beetle (Ex) As a move action, a devastation beetle can consume any number of monstrous
beetles or beetle swarms within 300 ft. Beetles under the control of another being gain a Fortitude save
(DC 28) to negate this. The devastation beetle heals an amount of damage equal to the hit points of the
consumed creatures. The save DC is Charisma-based.
Iron Endurance (Ex) Whenever a devastation beetle fails a Reflex or Will saving throw against an effect
that damages it, it can make a Fortitude save against the same DC to take half damage. This does not
negate any non-damaging effects that were caused by the failed save.

Stench Beetles are immune to a devastation beetle's stench aura.

Vermin Empowerment (Ex) Any monstrous beetle that remains within 300 ft. of an active devastation
beetle for 10 minutes grows to the next size category. (An injured beetle does not grow, but instead heals
all of its damage.) A swarm produces 2d10 Small sized fire beetles.

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