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Homebrew => Homebrew => : ksbsnowowl June 16, 2017, 02:53:05 PM

: Norse Bestiary
: ksbsnowowl June 16, 2017, 02:53:05 PM
Here is my Norse Bestiary, ported over from the old boards.

I will be utilizing the Troll-blooded feat, as well as flaws, to enable some creatures to gain true regeneration.  It will cost 2 flaws to get this feat, however.

Troll Blooded [General]
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Alvar/Ljosalfar ("Light Elves" from Alfheim) [Killoren]
Half-Alvar [Half-Elves]
Svartalfar ("Black Elves," sometimes hard to distinguish in stories from Dwaves) [Drow]
Dwarves / Dvergar (creators of much of the world's magic) [Midgard Dwarf]
Half-Dwarves [Hill Dwarf]


Giants

Rock Giant [Stone Giant]/Elder Rock Giant [Mineral Warrior Stone Giant]
Half-Rock Giant [Goliath with type changed to Giant]
Mountain Giant [Mountain Giant (MMII)]

Fire Giants

Legendary Fire Giant (the true giants that contest with the gods and will lead the burning of the world at Ragnarok)
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Fire Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Fire Giant (typical fire giant most likely to find its way into Midgard) [Fire Giant. Large size.]
Half-Fire Giant [Goliath with type changed to Giant, who has taken the Improved Heat Endurance feat (and possibly also the Inured to Energy feat).]

Frost Giants

Legendary Frost Giant (The Frost Giants that contest with the gods)
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Frost Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Frost Giant (typical frost giant most likely to wander into Midgard] [Frost Giant. Large size.]
Half-Frost Giant [Goliath with type changed to Giant, who has taken the Improved Cold Endurance feat.]


Trolls

Sea Trolls (Sjötrollet)

Merrow & Sea Hag
Scrag & Scrag Warlock
Half-Troll Kuo Toa Leviathan
Bog Giant

Cliff Trolls

Feral Snow Goblins
Taer
Half-Troll Taer
Half-Troll Girallon
Half-Troll Yeti
Half-Troll Abominable Yeti
[Those that qualify take Rock Hurling and Fling Enemy from Races of Stone]

Multi-Headed Trolls

Ettin
Fell Troll
Any Troll with the Multiheaded Template

Vitterfolk Trolls (Vætter)
(Some aren't actually trolls.)

Half-fey Mineral Warrior Forestkith Goblin
Half-fey Mineral Warrior Mongrelfolk
Half-fey Mineral Warrior Green Hag
Huldrefolk (Bestiary of Krynn)
Half-troll Changling
Half-troll Forestkith Goblin
Half-troll Mongrelfolk
Primordial Giant Half-troll Huldrefolk (Bestiary of Krynn)
Feral Tasloi [Troll-Blooded feat]

[The above will often take levels in Ranger/Abolisher/Nature's Warrior]

Hill, Mountain, and Forest Trolls

Ogre & Annis Hag
Half-Ogre & Green Hag
Hill Troll & Troll Warlock
Cave Troll & Cave Troll Warlock
Mountain Troll
Phaerlin Giant [MoF]
Half-Troll Phaerlin Giant
Fomorian [subterranean trolls, perhaps from Vanaheim]
Half-Troll Mountain Giant
Ice Troll & Ice Troll Warlock (Troll line interbred with Frost Giants)
Fire Troll & Fire Troll Warlock (Troll line interbred with Fire Giants)
Forest Troll & Half-troll Green Hag
Troll Scion [Half-Troll War Troll - evil, spiteful beings that, thankfully, are dying out because of a Trollwife's propensity for cursing her rivals to barrenness.]
Primordial Troll [Half-Troll Monster of Legend War Troll - the progenitors of the troll races.]

Trolls Harmed by Sunlight

Fensir
Wasteland Troll
Half-Troll Fensir
Feral Tasloi with Troll-Blooded feat (costs 2 flaws - Pathetic and Slow)
Any Fast Healing Troll with the Troll-Blooded feat

Trolls that Eat Humans to Become Stronger

Dusk Giant and Dusk Hag
Half-Troll Dusk Giant and Half-Troll Dusk Giant Warlock
Any Troll with the Beast of Xvim template (Monsters of Faerun)

Trolls with Demonic Blood

Half-fiend Troll [Offspring of a Trollwife impregnated by a Demon or Devil]
Fiendish Troll [Offspring of a Half-fiend troll and a normal troll]
Ogre Mage [Offspring of a Trollwife and a Fiendish Troll]
Half-Troll Draegloth [Offspring of an Ogre Mage and a Glabrezu]
Mur-Zhagul (Demon Troll) [Offspring of a Demonic Fiendish Trollwife and a Horned Devil, Pit Fiend, Amnizu, or Malebranche devils]
Mur-Zhagul's children:
.


Domestic and Personal Spirits

Fylgia [Telthor (bound to a person, not a location)]
Vordr (can become a Revenant) [?]
Haminja (similar to a Fylgia) [Spirit Animal]

Nissen/Tomte (small house spirit) [Domovoi or Einsaun Nat (OA)]


- Keepers/Wardens of different landforms

Bergsrå (Mountain rå credited with giving miners problems) [Oread]
Havsrå (Saltwater rå) [Mermaid]
Sjörå (Freshwater rå) [Glaistig]
Skogsrå ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Dryad]

Nature Spirits [Nature Spirit, Oriental Adventures; Spirit of the Land]


Forest Spirits

Mound Alvar (Mound elves, somewhat related to Huldre Folk) [Feytouched w/ the Mineral Warrior template, but change the DR to 8/Cold Iron - aesthetically they do not look stony]
Huldre Folk (Beautiful fey folk w/ a disease ability; often had hollow backs or cow's/fox's tails - often interchangeable with trolls of a sort, though they were almost always beautiful) [Nymph]
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Skogsråt ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Half-troll or Woodling Nymph]
Skogsnufvar ("Ruler (Lady) of the Forest" - always female [Nymph, advanced w/Druid - Woodling?]
Skovmann (Like a Skogsnufvar, but male) [Verdant Prince, advanced w/Druid or Ranger 1/Abolisher 1/Nature's Warrior 1]
Askafroa [Dryad]
Spriggan (Celtic) [Spriggan]
Moss People (Southern Germany) [Wood Woad, Woodling Nymph?]
Red Cap [Redcap - usually found near abandoned ruins or cairns]


River Spirits

Fossergrim [Fossergrim, often with a level of Bard]
Backahast ("Brook Horse") [Kelpie]
Nacken [Nixie]
Rusalka (slavic in origin) [Rusalka]
Vodyanoi (Slavic) [Vodyanoi]
Sjörå/Glaistig [Glaistig]

Sea Spirits

Nokk [Nereid]
Nokken [triton]
Havmand [Merfolk]
Havsrå [Merfolk]
Selkie [Selkie]

Other Spirits and Undead

Bergsrå [Oread]
Mara (ephemeral being that "rode" men in their sleep and caused nightmares and sleep paralysis) [Night Hag]
Draugr ("typical" Norse undead) [Wight or Ghoul/Ghast, ranging from basic to advanced in HD. The last step before becoming a Greater Draugr is adding the Mineral Warrior template.]
Greater Draugr (very powerful Draugr that could drain Ond, or life energy, with their gaze, and escape into the ground) [Zovvut Mineral Warrior Gravetouched Ghoul]
Haugbui ("Barrow Wights" indignant at being burglarized; not necessarily evil) [Wight or Gravetouched Ghoul templates from Savage Species/Libris Mortis]
Gjenganger [Revenant]
Vittra (Huldrefolk)
Vorthr [Wraith or Specter]
Sending [a Curst (Monsters of Faerun) created with a Bestow Curse and Create Undead spells]
Deildegast (a corporeal ghost that haunts border-stones that mark property edges, which they moved in life, can shapeshift into owls) [Jiki-Niku-Gaki (OA) - alternate form into an owl rather than an insect]
Myling (child left to die in the woods, then haunts parents/travelers) [?]
Irrbloss, Lyktgubbar or Lygtemænd [Will o' Whisp]
Finngálkin Icelandic centaur-like creature that is part man, part horse.
Magyr --ugly mermaids with webbed hands, deformed faces, double-chins, and fishy tales reported by Vikings around Greenland.
Skoffin:  Icelandic analogue to basilisk (see above). It could only be killed by the sight of another of its kind in early Icelandic legend. In later versions, it was believed that a silver bullet or the sign of the cross might also kill it.

? [Boggart (http://archive.wizards.com/default.asp?x=dnd/al/20041006a)]
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Dragons

Sea Serpent (Jormungandr's children) [Sea Drake]
Typical Norse Dragon [Rage Drake, Spitting Felldrake, Ibrandlin (Monsters of Faerun), Brown Dragon (MoF)]
Lindworms [linoworms]


Ulfhednar/Berserker [Berserk PrC]

Woden's Hunt [Wild Hunt, MMV; or Wild Hunter (http://archive.wizards.com/default.asp?x=dnd/dnd/20070601a), Expedition to the Demonweb Pits]

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Also, from D&D specific stuff:

Bhur Hag (Likely some cross-breeding of a [Ice?] Troll with a Spriggan)
Shrieking Hag

Telthor
Thommil
Orglash
: Re: Norse Bestiary
: ksbsnowowl June 16, 2017, 02:53:51 PM
This was the original post of that old thread:

So, I'm running a Scandinavian-themed play by post game, and as one would naturally expect, Trolls will play a large part in the monsters of the world.  Also, drawing on the strong Rashemi base incorporated into the world, bound demons are also a significant world aspect.  I wanted to work through these aspects and get some feedback from folks about some of the decisions and mental constructs that I've determined for the setting.

Typically, traditional Norse trolls did not regenerate, and thus I will have trolls that do not do so in addition to those that do.  Most of these will be things like Ogres that I've simply reclassified as "trolls" (since historically and linguistically speaking it was a very broad term anyway).  Another interesting aspect of Norse Trolls was that old, cunning females (referred to as Troll-wives) often would wield magic, especially of the kind to enchant or cover the approach of a troll attack within fog.  Thus, I've made use of several of the hags, and their supernatural abilities (sometimes with the addition of the Half-troll template from the Fiend Folio), as well as Orge Mages, to represent Troll-wives.  Also, trollwives will be shown through a level of Warlock and/or the application of the Primordial Giant template (Secrets of Xen'drik) [this would be really old troll-wives].  There were also a vast variety of trolls with different abilities.  Some lived on cliff-faces, others in or near the sea.  Some could change shape into trees or rocks, and others could take the form of a human and lure children out to the woods, where they would become the troll's next meal.  Also, many stories seem to imply that troll females are sterile, and thus the trolls must kidnap human females to use a breeding partners, producing fertile males and sterile females.

Within this setting Banishment and Dismissal do not work as effectively, and thus people long ago turned to imprisoning demons from Niflheim so as to protect the people of the world from their destruction.  There are two societies of spellcasters in the world that practice Circle Magic, and this is what made the binding of powerful demons possible.  In most cases, such demons were bound within a Stonehenge-like circle (as per the Hedged Prison form of Binding), and a maximized/empowered Forbiddance was placed around the prison to keep interlopers out.  This has prevented the demons from having much of a hand in the affairs of man, but the cunning evil beings always seem to find a way.

Sadly, a Forbiddance can't kill a (regenerating) troll, and thus evil Troll-wives have been whoring themselves to demons for some time, and some demons have gained a bit of power as generals of their fiendish troll offspring.

Anyway, enough background.  Here is my attempt to organize all the above into a semblance of order.

Most of these creatures come from the MMI, MMIII, Sandstorm, Unapproachable East, and the Half-troll template is from the Fiend Folio.

The non-regenerating trolls come in most all the varieties of regenerating trolls, and I will treat all the females (hags, ie- a troll/human crossbreed) as sterile:

Sea Troll: Male: Merrow, Female: Sea Hag
Generic Troll: Male: Ogre, Female: Annis Hag
Vitterfolk Trolls (known for shape-changing abilities, but sometimes confused with huldrefolk): Male: Half-fey Mineral Warrior Forestkith Goblin, Half-troll Changling, Half-fey Mineral Warrior Mongrelfolk, Female: Green Hag
Cliff Trolls: Taer
Two-headed troll: Ettin
Troll that eats children to grow stronger: Dusk Giant (Heroes of Horror)
Troll that turns to stone in sunlight: Fensir


Regenerating Trolls do not produce sterile females, but they will sometimes breed with a human anyway.  Most trolls follow the same breeding rules as a normal troll, unless otherwise indicated.

Sea Troll: Male: Scrag, Female: Scrag with a level of Warlock/Primordial Giant
Sea Troll male mating with a human = Half-troll Sea Hag

Forest Trolls: Male: Forest Troll, Female: Half-troll Green Hag

Generic Troll: Male: Troll, Female: Troll with Warlock/Primordial Giant
Troll male mating with a human female = Half-troll Annis Hag

Troll with problems in daylight: Wasteland troll (follows same breeding rules as a troll)

Troll that turns to stone in daylight: Half-troll Fensir

Two-headed Troll: Fell Troll

Cliff Troll: Half-troll Girallon

Troll that eats children to grow stronger: Half-Troll Dusk Giant

Giant Sea Troll: Half-troll Kuo toa leviathan (Underdark)

Other "normal" trolls follow the breeding rules of Trolls (Cave Trolls, Mountain Trolls, Ice Trolls, etc).

Demonic influence:

There are two or three specific types of trolls that in my mind represent a demonic influence on their abilities, so bear with me.

Demon/Devil + female Troll = m/f Half-fiend Troll
Half-fiend Troll + Half-fiend Troll = m/f Half-fiend Troll
Half-fiend Troll + Troll (or Fiendish Troll) = m/f Fiendish Troll
Fiendish Troll + Fiendish Troll = Fiendish Troll
Male Fiendish Troll + Female Troll/Warlock = Ogre Mage
Female Fiendish Troll + Male Troll = Troll
Horned Devil or Pit Fiend + Female (Demonic) Fiendish Troll = Demon Troll (Mur-Zhagul)
Glabrezu + Ogre Mage = Half-troll Draegloth


Thus, Ogre Mages are a more rare form of Troll-wife that only occurs with a trace of fiendish heritage, and the regeration of a Mur-Zhagul (which is only overcome by blessed or holy weapons) comes from a mingling of latent demonic blood and devilish blood that has that type of regeneration.  Lastly, I liked the concept of having a Glabrezu's demonic offspring show the extra set of limbs, and so I just added the half-troll template to a draegloth in that specific instance.

Thoughts?  Am I just too detail-oriented for a silly fantasy game?  Is the use of a Draegloth too silly or stupid?
: Re: Norse Bestiary
: ksbsnowowl June 16, 2017, 02:55:37 PM
I've been reading a book of Scandinavian folk and fairy tales, and it has provided some very interesting new insights and sources.  Some of them must be taken with a grain of salt, as most of these stories are from post-Christianization of Scandinavia, but they have some great information.

A story of 3 blind trolls that share one eye between them.  Despite being male, the best way to do this is with 3 blind Half-troll Annis Hags who then all see through the Hag Eye.

Most Huldrefolk can become invisible, often described as being accomplished via a magical hat.  One story includes a Huldre who drops her hat, and the hat would then work for others who wore it.  They often liked to steal meat, bread, milk, cheese and dishes.

Ley-lines and Faerie Roads/Huldre homes:  The cornerstone of a new home must be checked to ensure the new home isn't built over one of these invisible pathways, or over a Huldre home (at least without their permission).  Doing so will result in the home being plagued by missing items, accidents, and most likely destruction via fire.  Another story discussed a home whose entry hall was built over a ley line, and every night the sound of a great marching army was heard.  The home was picked up and moved 5 feet, and the sounds stopped.

Huldrefolk or trolls like to steal (especially unbaptized) children and leave a "changeling" in its place.  Most infants wore iron or silver brooches pinned to their clothes, as this prevented the huldre or trolls from touching them.  Another method was an iron "cradle knife" which was stuck into the cradle or the door frame entering the child's room, as it did not allow the creatures to pass or touch the child.

From another contemporary source I found online (though I haven't confirmed via any other sources), Huldrefolk cannot cross circles of ashes.






: Chemus
I happen to have the 2e Vikings Campaign Source...

The monsters loosely described therein (using other creatures as a base with notable differences) are:
Gast (Spectre/Ghost/Poltergeist)
Gengånger (zombie with an agenda like a ghost)
Hamhleypa (skin changer "lycanthrope", a bit like the swanmay)
Havmand (merman)
Linnorm (umm, duh?)
Nökk (Nixie, spring dryad)
Nisse (Brownie with the ability to change luck)
Pukje (goblin wizard)
Sending (Revenant crafted by a wizard and sent on missions, paralyzation power works on anyone opposing it)
Skogsrå (Nymph w/ the ability to gift a hunter with luck/unluck)
Sjörå (mermaid)
Spöke (Poltergeist/Ghost)
Svipa (evil Ghost without an agenda)
Dverge (probably well known to you...magical dwarves with crows feet)
Dock Alfar (slightly less evil dark elves)
Huldre (hidden-folk, doppelganger/artisans)
Maahiset (standard dwarf except that they're more barbaric and elemental magicians/evokers)
Multiple types of giants of course...more magical, bigger and mostly loners.
Trolls are listed as ogres with higher int and better gear, or as large, slightly ugly to handsome, but dangerous, man-like creatures.
Trow are Sea Trolls, described as an amphibious ogre.

New magic items include:
the Bottomless Drinking Horn (duh Wink)
Cloak of Dryness (endure elements but always remain dry, no matter what)
Cloak of Fire Resistance (as the ring from 2e)
Feathered Cloak (turns wearer and possessions into a falcon for 20-120 minutes, then turns off for 10 minutes)
Gusir's Gifts (raptor arrows with only 1d4 charges)
the Helm of Terror (Belonged to Hreidmar, Fafnir's father. It can cause fear (90') at will with a -2 to save, +1 to AC, invisibility as the spell at will, owner always has bad luck (-1 to rolls with one die type at all times))
Mirror of Transformation (Command word polymorphs the reflected creature as the mirror's owner desires, or blind the reflected creature (fort save))
Reed Stalk Spear (disguised spear +1 with 2x range), Riding Stick (Disguised club +2, one charge allows wielder to ride th estick as if it were a horse for up to an hour, or to become invisible as the spell. Has 3-30 charges)
Ring of Money (while worn for one day or more, creates d8 nonmagical copies of itself, but has 5% chance of failing and becoming nonmagical itself. Value is about 2gp each nonmagical ring)
Silken Shirt of Invulnerability (+1 to +6 AC, or Immunity to one of these: poison, natural fire & cold (has Imp. evasion vs.  magical fire & cold), missile weapons, drowning (as long as there is a surface to get to, the character will always float))
Sleep Thorn (Sleep as the pixie arrow, or a very rare version that causes suspended animation which only a specific condition, or wish, will reverse.
Stone Arrows (+5 arrow. Name a target, fire the arrow, ignore all range modifiers. Deals 3d6+5 if it hits. Not reusable)

There's also timelines and stuff. It's a pretty good resource, but I think that only the above would be different from the GURPS stuff.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 07:52:45 PM
Originally posted November 07, 2011:

: veekie
March 29, 2009

Huldra (http://dicefreaks.forumz.cc/viewtopic.php?p=49816#p49816)
Theres specific Huldra stats out here.
Interesting take on it.  There is a story about a huldre woman who was engaged to a braggart who wouldn't shut up about her.  She subsequently beat him with her tail, causing him to lose his wits and become deafened...

The setting for which I'm making this bestiary is a gestalt setting, so I can probably get a similar result by just advancing a Nymph as a Druid//Bard.  Bards get Lesser Confusion rather quickly, followed soon after by Blindness/Deafness and Suggestion.  It would also grant her a Suggestion ability through her song.  Thereafter, she could gain a Confusion spell, and if she took a few levels of Sublime Chord, she could get Insanity and Forcecage (they were known for being able to trap victims in "invisible nets.")  Yes, this last would be at CR 19 or 20, but it just provides a nice regular progression for a Huldre Folk ranging anywhere from CR 7 - CR 20.

Edit:  As I am now working on statting up an advanced Huldre Folk, I realize another legitimate track toward it is to go Beguiler 9/Bard 1/Sublime Chord.  The one level of Bard gives you the needed Bardic Music, and allows you to dump all the skill points for the level into perform, to get that up high enough for the Sublime Chord prereq's.  Beguiler has all the other needed skills as class skills.  It is a very MAD caster character, needing good Int, Wis, and Cha, but Nymphs get racial mental adjustments of +6 Int, +6 Wis, and +8 Cha, so it's not hard to do.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 07:54:22 PM
Originally posted November 07, 2011:

: Tarotdragoon
March 30, 2009

but wouldn't the Mara be something different rules wise? The night hag seems a little too strong for it, or would you only be using it as a base for the thing?

The night hag seems pretty spot on with the abilities I've read about them.  The only difference between the Night Hag and the stories is that usually the Mara appeared as a normal woman during the day, and didn't realize she was becoming ethereal and riding men at night, but that's just fluff, and depends how the DM roleplays it (and who is to say that the women in the stories weren't faking innocence?)  The night hag's DR even points to a touch of feyness (Cold Iron) about the creature, which is just about right.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 07:55:35 PM
Originally posted November 07, 2011:

Been doing more reading and sifted out more info about the Norse concept of Swanmays, as well as coming to a decision on what to do about Vanaheim and its inhabitants (there is almost no historical info on Vanaheim).

Swanmays have been depicted in two ways within the literature: 1. Simply as fey creatures (and often their swan cloaks are stolen and they marry a mortal who has stolen it), and 2. The Valkyries were sometimes depicted as women who could become swans.

I've decided to construct both types for this Bestiary, especially because I don't particularly like the statting of Valkyrie as straight Paladin 20 (for certain setting reasons, I don't want them to be Lawful).

Swanmay: [Nereid 3/Druid 2/Swanmay 1-10]  This is the typical fey version of a Swanmay, with the minor mechanical alteration that the Nereid's shawl is required for her shape-changing abilities, as well as holding her essence.

Valkyrie: [Human Ranger 5/Swanmay 5/Holy Liberator 10]  Despite being based on a Human, its type will be changed to Outsider.  It gets most all of the Paladin abilities, including the equivalent of full Paladin casting, without being Lawful, and incorporating the ability to wildshape into a swan.

Vanaheim

As I said, there's not a whole lot of info available on Vanaheim, other than that it is the home of the Vanir, who were themselves older nature and fertility gods.  Given that last, I don't think it out of the ordinary to think of Vanaheim as an untamed wilderness full of fey of one sort or another.  This then causes me to make a leap toward the Faerie Realm of a more celtic origin, which would fit my needs well.

Thus, like the celtic realm of faerie, I've decided to make Vanaheim a majestic mirror of Midgard, with more intense and magnificent natural features that are coterminous with similar features on Midgard.  It is the home realm of the Huldrefolk, though many Huldre have migrated to Midgard itself through the "portals" that open at the time of Samhain and the equinoxes.  Also, there are a few denizens of Vanaheim who can cross the veil between the two worlds, appearing as spirits on Midgard (Spirit Animal, Frostburn).

The Huldrefolk, who are the majority of the realm's sentient folk, are usually Chaotic Neutral, though there are two courts within Vanaheim, who can likely trace their origins to the now defunct Vanir.  This will incorporate the Seelie and Unseelie courts, and much to my chagrin, will somewhat mirror what D&D 4e has done.... [Hey, it's based on the same myths - its not odd that they came to a similar conclusion...]

The Seelie court will be home to the Eladrins (MM, BoED) and the more "fairy" type of fey and other outsiders (Sylph, Pixies, maybe Glaoura).  The Unseelie court will be composed of outcasts from the Seelie court.  It will be filled with Eladrins with the Shadow Creature template (Lords of Madness, though some will have analogues that are different [Coure vs. Half-fey Quasit; Pixie vs. Gloaming; Firre vs. Banshrae]).  Other shadow fey will also call the Unseelie court their home (Shadar-Kai [FF], Banshrae [MMV], Gloaming [Und], Half-fey Dark Ones? [FF])

Each of the nine worlds of the Norse Cosmology will have its own ethereal and shadow planes (though some may have only one or the other), but in Vanaheim the Material plane and the Shadow plane share prominence as the primary property of the plane.  Vanaheim will wax and wane between the plane of shadow and the "normal" material plane, probably on a daily basis within Vanaheim (but it will correspond to the lunar cycles on Midgard - ie, the flowing time of the faerie realm).  Just as Humans will spend most nights snug in their homes against the things that go "bump" in the night, so too will many of the Huldrefolk spend their nights indoors against the depredations of the Unseelie court.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:02:07 PM
Originally posted November 07, 2011:

Going to stat out a Feral Tasloi

Feral Tasloi [Troll-Blooded]
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Half-Vampire (Troll) Tasloi
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Half-Ogre
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Ice Troll Chief
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Uthraki
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The Primordial Troll - the one that started it all.

Paragon Monster of Legend Primordial Giant Half-Troll War Troll
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Monster of Legend Primordial Giant Half-Troll War Troll
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Primordial Giant Half-Troll War Troll
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Half-Troll War Troll
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Half-Fiend War Troll
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War Troll
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:14:34 PM
Originally posted November 07, 2011:

Trying to decide if this will work in a norse setting or not.  Haboob is basically just a hot blowing wind filled with grit.  This could be the hag tied to a Half-Ogre, rather than a Green Hag (though other than possibly being a Vitter troll, I've not decided how else to bring a green hag into the equation, unless she is the result of a Forest Troll mating with a human. 

Edit:  The answer may be the Dusk Hag from Eberron.  I'd forgotten about these, and they would make an excellent addition.  They are also CR 4, but are Medium-sized.  Maybe I'll make one or the other the half-human progeny of Cave Trolls, or one of the other types.

Dune Hag
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Dusk Hag
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I'd never looked closely at the Varag from the MMIV; they are actually quite interesting creatures.  I'll make 3 varieties of them: One that is as intelligent as an animal, and basically are treated as hounds, another that is still quite stupid, and a set that are rather intelligent and control others in the pack.

Varag
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Varag Hounds
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Varag Troll
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Primordial Varag Troll
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.


Making the above Varags presented me with a dilemma.  Most of the trolls I have are CR 3+, and I'd like more of lesser CR's.  The Feral Template is a decent way of doing this, as it gives a small amount of fast healing at only +1 CR (which produces a gestalt CR of 1 when added to a CR 1 creature), but it is extremely problematic given its -4 Intelligence modifier, which is only compounded by already dumb creatures like the varag.

I'm thinking of using the Half-Vampire template as another means of making a weak troll.  It's only +1 CR, and grants fast healing 1 (only up to half HP's), and doesn't inflict an intelligence penalty (while also granting bonuses to Str, Dex, Hide, Move Silently, Listen, and Spot).  I'd never use the blood drain option, and figure "troll wives" of this nature would gain the Charm ability, while the males would get the Children of the Night ability.

There are not any Vampires in Norse myth at all, and I never intended for there to be any in this setting.  I think this will actually work well.  In the case of the varag, it would still be a humanoid (I'd prefer a type change to giant or monstrous humanoid), but I think this will work well.

Weaker Varag Troll
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Tanarukk
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Elite "Array" Tanarukk (32 point buy)
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Troll-Blooded Tanarukk
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Half-Vampire Tanarukk
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:22:47 PM
Originally posted November 07, 2011:

Fire Troll
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Draegloth
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Male Half-Troll Draegloth
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Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Male Half-Troll Draegloth
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife Warlock
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Half-Troll Draegloths with the BAB errantly altered when applying the half-troll template
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:36:04 PM
Originally posted November 07, 2011:

Eneko (Quarter Trolls)
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Eneko (Quarter Trolls) [nonelite array]
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Eneko Barbarian 1 (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife (Quarter Trolls)
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Primordial Giant Eneko Trollwife (nonelite array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife Warlock 2 (NPC stat array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife Warlock 2 (Quarter Trolls) [elite array]
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Ran across an interesting fey creature, and I wanted to copy its stats here in case WotC deletes it.

Murderjack
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The Murderjack is from: http://www.wizards.com/default.asp?x=dnd/fw/20040828a
New archive link: http://archive.wizards.com/default.asp?x=dnd/fw/20040828a

This one might make an interesting subterranean troll if the Half-troll template is added:

Malgoren
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The Malgoren is from: http://www.wizards.com/default.asp?x=dnd/mm/20040130a
New archive link: http://archive.wizards.com/default.asp?x=dnd/mm/20040130a

Another interesting one, the Rime Sprite, from: http://archive.wizards.com/default.asp?x=dnd/fw/20030223a
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Hoarfroster from: http://archive.wizards.com/default.asp?x=dnd/fey/20031212a
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:39:57 PM
Originally posted November 07, 2011:

Beast of Malar
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Beast of Malar Adolescent [Minion]
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Beast of Malar Whelp [Minion]
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:43:53 PM
Originally posted December 15, 2011:

Dolghast (a Spawn of Hel)
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Advanced Dolghast
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CR 16 Advanced Dolghast
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Skullcrusher Ogre & Skullcrusher Ogre War Hulk
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:50:04 PM
Originally posted February 12, 2012:

Half-Troll Nothic
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Advanced Half-Troll Nothic
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Advanced Large Half-Troll Nothic
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Ettin
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Primordial Giant Troll(wife)
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Primordial Giant Troll(wife) Warlock 1
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Primordial Giant Template
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Half-Troll Template
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:51:25 PM
Originally posted May 26, 2012:

Adult Brown Dragon
Huge Dragon
Hit Dice: 21d12+105 (241 hp)
Initiative: +0
Speed: 60 ft. (12 squares); Burrow 60 ft.
Armor Class: 26 (-2 size, +18 natural armor), touch 8, flat-footed 26
Base Attack/Grapple: +21/+38
Attack: Bite +28 (2d8+9) or Claw +26 (2d6+4) or Tail Slap +26 (2d6+13) or Crush [Ref DC 25] (2d8+13)
Full Attack: Bite +28 (2d8+9) and 2 Claws +26 (2d6+4) and Tail Slap +26 (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft with Bite)
Special Attacks: Breath Weapon, Crush (2d8+13), Frightful Presence, Spell-Like Abilities, Spells, SR 23
Special Qualities: Damage reduction 5/+1, darkvision 60 ft., immune to acid, low-light vision, tremorsense 500 ft.
Saves: Fort +17, Ref +12, Will +15
Abilities: Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Skills: Climb +24, Concentration +20, Hide +12, Jump +21, Know (Planes) +15, Listen +27, Search +27, Sense Motive +27, Spot +27, Use Magic Device +27
Feats: Multiattack, Shape Breath, 6, Recover Breath, 12, Practiced Spellcaster, Snatch, Improved Snatch
Environment: Any desert
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 14 [GCR 13]
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: see Monsters of Faerun
Level Adjustment: -

Breath Weapon (Su): 100-foot line of acid, Ref DC 25 half, 12d6 Acid
Crush (Ex): Small or smaller foes only, as many as can fit under the dragon's space.   Deals 2d8+13 damage, and Ref DC 25 or pinned (treat as normal grapple). Damage dealt each round the pin is maintained. (2d8+13)
Frightful Presence (Ex): Will DC 23 negates, 180 feet.  Creatures with 4 or fewer HD become panicked for 4d6 rounds; those with 5 or more HD become shaken for 4d6 rounds.
Spell-Like Abilities: 1/day- Create Water, Sandstorm
Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance up to 240 feet away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone.
Spells: This dragon casts spells as a 5th level Sorcerer. DC 13+spell level.  Spells per day (6/7/5/2)
Spells Known: (6/4/2/1)
0- Detect Magic, Read Magic, Detect Poison, Mage Hand, Message, Resistance
1- Mage Armor, Shield, Dawnburst, Vigilant Slumber
2- Scintillating Scales, Mirror Image
3- Ray of Dizziness

24 Listen
24 Search
24 Spot
24 Sense Motive
24 UMD
15 Concentration
12 Kn (Planes)
15 Climb
20 Hide

Amphibious Mountain Troll (AKA - sea troll)
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 08:55:44 PM
Originally posted May 27, 2012:

: bhu
May 27, 2012

You've put some effort into this.  There's a horror film based on the Huldra coming out that might be good for background.
I hadn't heard of that.  I'll look into it, thanks.

What can I say?  Norse stuff is my passion.  Running a Norse-themed game keeps me coming back to it with new ideas and stat write-ups.  I don't have absolutely everything in here, but most of it is.

Wight Mineral Warrior Zovvut
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Half-Troll Protean Scourge
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 09:06:01 PM
Originally posted May 27, 2012:

: bhu
May 27, 2012

http://www.youtube.com/watch?v=X4XoSmUoZIY
Well, they got the tail right  ;)


Mur-Zhagul
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Note, the number of skill ranks indicates that Concentration was cross-class.

Mur-Zhagul (32 point buy - caster base [Wis/Cha])
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Mur-Zhagul Spirit Shaman 9 (32 point buy)
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Another decent low-level monster "troll" similar in power to Tanarukk, but quite different.

Feral Grimlock
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Just saw the Bestiary of Krynn for the first time.  The Huldrefolk in that book were a disappointment (being nothing like Norse Huldre Folk), but it did have this interesting non-regenerating troll.  It would be interesting to use this as a base for Woodling Mewling Trolls (CR 13) and Mineral Warrior Mewling Trolls (CR 12) - may want to utilize the Primordial Giant template to keep its intelligence above 2...

Mewling Troll
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Also interesting from that book are the Haorti and the Tylor, as examples of wingless dragons.

There are also some stats for deer, elk, and moose.  It will be interesting to compare these stats to those in Silver Marches.  The Huldrefolk are also interesting, and could be useful in some other way (seelie court?)

The desolation giant would also be a decent troll (CR 7, pounce and rend, no regen).

The Daemonlord is also interesting.  Somewhat like a Mur-zhagul in it's abilities, though much more powerful.

Half-Fiend "Loki-Touched" Spellweaver
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Marzanna Hag
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Half-Troll Marzanna Hag
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Primordial Giant Half-Troll Marzanna Hag
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Half-Troll Kuo-Toa Leviathan
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 09:14:42 PM
Originally posted November 25, 2012:

Gestalt Bheur Hag Wizard 4/War Hulk 5
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Gestalt Half-Troll Bheur Hag Wizard 4/War Hulk 5
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Primordial Giant Half-Troll Bheur Hag Gestalt Wizard 4/War Hulk 5
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 09:33:52 PM
Originally posted December 01, 2012:

    The Vanir:

Vanaheim is not well-detailed in the Sagas.  Thus, I am treating it like the Faerie Realm from British/Celtic myth.  It is inhabited by Eladrin and Fey, primarily (as well as associated magical beasts, as well as animals, etc.)
The Unseelie Court is largely a mirror of the Eladrin Seelie Court, but with the Shadow Creature template applied (as Vanaheim has a dual nature of material plane and shadow plane).

The Faerie Queen is Morwel (from the BoED), though I need to give her Dreamtelling feat from Heroes of Horror.  Her Shadow Creature counterpart must also have this ability. (And she needs a name...)

Explanation of this can be found here (http://www.minmaxboards.com/index.php?topic=8231.0).  And here:
(click to show/hide)

Possible idea:  Because merely adding the shadow creature template to a fey or eladrin would make the whole of the Unseelie Court more powerful than the Seelie Court, think about adding the Saint template to all members of the Seelie Court (neither Shadow Creature, nor Saint can technically be applied to Outsiders, so I'm breaking the rule both ways).  This also would alleviate the contradiction of Morwel being an outsider (eladrin) and her daughter Tatiana being a fey.

Very important site: http://creaturecatalog.enworld.org/cc/converted/index.php
(Note: The Creature Catalog has been dead for several years by the point that I'm reposting this thread.)

"Tatiana" - http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1415
Note, she is listed as being a Large fey, but the numbers are inconsistent; sometimes the -1 from being Large is applied, sometimes it isn't.  Alter her to Medium.

Also, her armor class from her armor is incorrect.  +5 Elven Chain should provide a +10 bonus to AC, not +9. But, this counteracts the fact they didn't account for her being large (but they did, because they only gave her +3 dex to AC for touch attacks, instead of +4...).  But her attacks are calculated as a medium creature... Need to fix these below... Note that she is described as being of slight stature...
Edit: Her size has been altered to Medium, and is correct through all iterations below.

Lastly, her feats include the Improved Metamagic epic feat, which does nothing for her, as it does not apply to Extend Spell, and as a Sorcerer, she can't actually make use of Quicken Spell (though she has it as a prereq for Automatic Quicken, which does work for a sorcerer).

Also, she should be altered to gain True Haste as a known spell.  The easiest way would be to trade out Improved Metamagic for Extra Spell (though maybe alter one other non-epic feat into an epic feat, as Extra Spell is not epic). -->Drop Baleful Polymorph as a 5th level spell, replace it with True Haste, then drop Command Plants as a 4th level spell, and replace it with Polymorph Other.  Maybe use Extra Spell to reinstate Command Plants...

Faerie Queen
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Here she is, corrected as a Medium creature.  Also note they didn't apply deflection to her touch AC, where it's supposed to apply.

Faerie Queen [corrected]
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Here she is as Tatiana the Faerie Princess, corrected, and with the Saint Template:
(Note that enchantment DC's include the fact I use 3.0 Spell Focus, Greater Spell Focus, and Epic Spell Focus, each feat adding +2 to the saves of that school)
Her spells have been changed to remove Baleful Polymorph, replace it with True Haste, and remove Command Plants and replace it with Polymorph Other.

Saint Tatiana, the Faerie Princess
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Lussina, the Dark Princess: http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1614

Lussina, the Dark Princess
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Lussina also has a mess-up.  Her flat-footed AC doesn't include her deflection bonus to AC.

Lussina, the Dark Queen [corrected]
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Here is Lussina with the Shadow Creature template:

Shadow Creature Lussina, the Dark Princess
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Question:  Does becoming a Saint (and thus becoming an Outsider) increase BAB, BSB's, and skills for racial HD?  The template does not say. [Note to Self - no, it does not alter those things]

   « Last Edit: December 01, 2012, 09:35:06 PM by ksbsnowowl »

Note to self: Think about making Lussina and Tatiana just Shadow and Saint versions of Lussina. The Faerie Queen (who I have named Tatiana) could be their mother (or older sister), with Morwel (and her shadow counterpart) being the "grandmother" as it were.

Give both of these Fey individuals the Eladrin subtype, and make them outsiders.

Also, when templating Morwel and Faerinaal, note that the designers forgot the base 10 of AC - their AC's should all be 10 higher than they are listed as.
And their deflection and insight bonuses are a mess that make no sense at all (same goes for Gwynharwyf).  Either use the values that are listed, or tie Deflection to Charisma, and Insight to Wisdom (though Morwel seems to use Wis for deflection, and Int for insight...)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 09:40:03 PM
Originally posted December 01, 2012:
 
Wild Hunter (and hounds) from MM5:

Master of the Hunt
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Hound of the Hunt
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Next up, I'll apply the Shadow Creature template to both.  Here:

Shadow Creature Master of the Hunt
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Shadow Creature Hound of the Hunt
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A Lolth-Touched Lunar Ravager. 
I'm merely using Lolth-Touched to easily increase its hit points and attack rolls, especially since these are so far under my party's level.
I've always wanted to like the Lunar Ravager, but never did, preferring the Wild Hunter from Expedition to the Demonweb Pits, or the Master of the Hunt from MM5.  I just couldn't reconcile the floating castles that are their homes.  But I can live with their floating castles being present in the night skies of Vanaheim (where they will be mostly unnoticeable).

Lolth-Touched Lunar Ravager
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 09:41:33 PM
Originally posted December 07, 2012:

    I was recently wondering how to utilize Slaad as a type of extraplanar troll.  With the help of Phaedrus, I came up with the idea of them being another "bloodline" that was created by the Primordial Troll breeding with a demon.  Either the progeny of that union was then implanted by a Xill (producing Red Slaad instead of Xill), or the union was with a Xill, and created a Half-Troll Xill (the progeny of which have a 50/50 chance of being a half-troll xill or a Red Slaad), I've not yet made up my mind (probably go with the latter).  Regardless, that started the implantation reproductive process of the Red Slaad, and the rest is history.

Here is a Half-Troll Xill.  Note that corrections have been made to his four claw attacks (attack bonuses were wrong).  Also, he becomes extra nasty because the template gave him a bite attack, vastly increasing the chances of paralyzing something.

      Half-Troll Xill
Size/Type:    Medium Giant (Augmented Outsider, Extraplanar)
Hit Dice:    5d8+25 (47 hp) [fast healing 5]
Initiative:    +8
Speed:       40 ft. (8 squares)
Armor Class:    25 (+4 Dex, +11 natural), touch 14, flat-footed 21
BAB/Grapple:    +5/+10
Attack:    Short sword +10 melee (1d6+5/19-20) or claw +10 melee (1d4+5) or longbow +9 ranged (1d8/◊3)
Full Attack:    2 short swords +8 melee (1d6+5/19-20, 1d6+2/19-20) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or
      2 claws +10 melee (1d4+5) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or 2 longbows +5 ranged (1d8/◊3)
Space/Reach:    5 ft./5 ft.
Special Attack:   Implant, improved grab, paralysis, Rend 2d4+7
Special Qual:    Darkvision 60 ft., fast healing 5, low-light vision, planewalk, scent, spell resistance 21
Saves:       Fort +9, Ref +8, Will +5
Abilities:    Str 21, Dex 18, Con 21, Int 10, Wis 12, Cha 9
Skills:    Balance +6, Climb +5, Jump +9, Listen +3 [2], Move Silently +8 [4], Spot +3 [2], Tumble +12 [8]
Feats:       Improved Initiative, MultiattackB, Multiweapon Fighting
Environment:    Ethereal Plane
Organization:    Solitary or gang (2-5)
Challenge Rate:   8 [GCR 7]
Treasure:    Standard
Alignment:    Usually neutral evil
Advancement:    6-8 HD (Medium); 9-15 HD (Large)
Level Adjust:    +8

A half-troll xill stands 4 to 5 feet tall and weighs about 250 pounds. Half-troll xills speak Giant and Infernal.

Combat

Half-troll xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

Implant (Ex): As a standard action, a half-troll xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a half-troll xill must hit a Small or smaller creature with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. This bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
Rend (Ex): If a half-troll xill hits with two or more claw attacks in the same round, it rends the target, automatically dealing 2d4+7 points of damage.
Scent (Ex): Detect within 30 feet (15 ft./60 ft. - down/up wind), note direction as a move action, pinpoint within 5 feet.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:01:11 PM
Originally posted January 03, 2013:

I had just recently restatted this guy, dropping the two levels of Highland Stalker for Conjurer (with Abrupt Jaunt), but it didn't get google cached...

Oh well, the bulk of it is still here:

I'm not quite done adding all the ability descriptions at the bottom of his stat block, but here is an example Shadow Creature Gloom gestalted with levels in Scout, Fighter, Shadowdancer, Telflammar Shadowlord, and Highland Stalker.  It was a hard debate between Highland Stalker 2 for the extra die of skirmish damage, or dipping a level of Wizard (Conjurer) for Abrupt Jaunt.

         Shadow Creature Gloom
         Monstrous Humanoid 25//Scout 5/Fighter 2/Shadowdancer 10/Telflammar Shadowlord 6, Highland Stalker 2
Size/Type:       Medium Monstrous Humanoid [Extraplanar]
Hit Dice:       23d8+2d10+225 (339 hp)
Initiative:       +27 (+18 Dex, +8 Superior Initiative, +1 Battle Fortitude)
Speed:       55 ft.
Armor Class:    40 (+18 Dex, +12 insight), touch 40, flat-footed 40
BAB/Grapple:    +25/+36
Attack:       +10 keen dagger of human dread +53 melee (1d4+21/17-20)
Full Attack:       +10 keen dagger of human dread +53/+48/+43/+38 melee (1d4+21/17-20)
Space/Reach:    5 ft./5 ft.
Special Attacks:    Fear gaze, sneak attack +13d6, skirmish (+3d6/+1 AC) [+5d6/+3 AC], spell-like abilities, spells, Death Attack
Special Qualities:    Blindsight 60 ft., [darkvision 60 ft., low-light vision], opportunist, quiescence, resistance to cold 15, shadow blend,
            spell-like abilities, SR 35, DR 15/+6, fast healing 2, [Improved] Uncanny Dodge (15th level), Fast Movement,
            Mountain Stride, Trapfinding, Trackless Step, Hide in Plain Sight, Evasion, Improved Evasion, Shadow
            Illusion, Summon Shadow, Defensive Roll, Slippery Mind, Shadowsight, Shadow Jump (280 ft.), Shadow Blur,
            Shadow Walk, Shadow Pounce, Shadow Discorporation
Saves:       Fort +24, Ref +36*, Will +23   *improved evasion
Abilities:       Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30
Skills:          Balance +45 [25], Bluff +38 [28], Climb +39 [28], Escape Artist +37 [19], Hide +46 [28], Intimidate +40 [28],
            Jump +49 [28], Listen +35 [28], Move Silently +66 [28], Perform (Dance) +15 [5], Search +33 [25],
            Sleight of Hand +43 [25], Spot +35 [28], Survival +35 [28], Tumble +48 [28]
Feats:       Dodge, Mobility, Blind-Fight*, Spring Attack, Combat Reflexes* (17 AoO's), Improved Initiative*,
            Improved Skirmish, Weapon Finesse, Robilar's Gambit, Track
Epic Feats:       Sneak Attack of Opportunity, Superior Initiative
Environment:    Plane of Shadow
Organization:    Solitary
Challenge Rating:    [GCR 26]
Treasure:       Nonstandard (just its dagger)
Alignment:       Usually neutral evil
Advancement:    25+ HD (Medium-size)

In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.

A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat
Fear Gaze (Su):  Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.

Opportunist (Ex):  This ability functions like the rogue class feature of the same name.

Sneak Attack (Ex):  A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra damage.

Quiescence (Su):  A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.

Shadow Blend (Su):  In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment.  Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Spell-Like Abilities:
At will—shadow walk; 3/day— true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.
1/day - plane shift (to or from the Plane of Shadow only), caster level 15th; mirror image, cause fear, caster level 5th.

Shadow Creature Abilities (6): +2 luck bonus to saving throws, evasion, fast healing 2, mirror image 1/day (CL 5th), plane shift 1/day (CL 15th, to or from the Plane of Shadow only), cause fear 1/day (CL 5th).

Skirmish (Ex):  If this gloom moves 10 feet before attacking, he deals 3d6 extra damage, and gains a +1 dodge bonus to AC until the start of his next turn.  If this gloom moves 20 feet, he instead deals 5d6 extra damage, and gains a +3 dodge bonus to AC.

[Improved] Uncanny Dodge:  This gloom retains his Dex bonus to AC even if caught flat-footed, and he can only be flanked by a 19th level or higher Rogue.

Trapfinding:  This gloom can find traps with a DC over 20.

Mountain Stride:  This gloom can move through scree and dense rubble at his normal speed, as well as moving up steep slopes and stairs at his normal speed.

Hide in Plain Sight (Su):  This gloom can use the Hide skill even while being observed.  As long as he is within 10 feet of some sort of shadow, this gloom can hide himself from view in the open without anything to actually hide behind.  He cannot hide in his own shadow.

[Improved] Evasion:  Against attacks that allow a reflex save for half damage, this gloom takes no damage on a successful save, and half damage on a failed save.

Shadow Illusion (Sp):  Once per day this gloom can use shadow to create an effect identical to silent image.

Summon Shadow (Su):  This gloom can summon undead shadows.

Shadow Jump (Su):  This gloom can travel between shadows as if by a dimension door spell.  The magical transport must begin and end in an area with at least some shadow.  He can jump 280 feet per day total, but no matter how small the jump, it counts as at least a 10-foot increment.

Slippery Mind (Ex):

Below is just notes on the fiddly bits (skill points and the like):
(click to show/hide)
Monstrous Humanoid levels give: BAB +25, Fort +8, Ref +14, Will +14, 2+Int mod skill points per level, d8 HD.

Gestalt it with... Scout 5/Fighter 1 or 2/Shadowdancer 10/Telflammar Shadow Lord 6... maybe Ranger 1 for Track

Requirements for TSL:
Shadow Jump (via Shadowdancer)
Blind-Fight (via Scout 4 bonus feat)

Requirements for Shadowdancer:
Combat Reflexes (via Fighter 1)
Perform (Dance) 5 ranks (via extra skills from scout)

5 levels of Scout gets us 48 extra skill points. (10 are spent on Perform: Dance).
2 levels of Fighter gets no extra skill points. - Stagger the Scout and Fighter levels, so Scout 5 is taken at 7th (max ranks = 10; cc max ranks = 5)
Improved Initiative becomes a fighter bonus feat, so Improved Skirmish can be taken at 9th level.

10 levels of Shadowdancer gets us 40 extra skill points.
6 levels of TSL gets us 12 extra skill points.
2 levels of Highland Stalker gets us 4 extra skill points.

Skill point gain: 104 (10 must be spent on Perform: Dance), 25 in Balance, 25 in Search, 25 in Sleight of Hand, 19 in escape artist

Scout 5:      Fort +1, Ref +4, Will +1
Fighter 2:      Fort +3, Ref +0, Will +0
Shadowdancer 10:   Fort +3, Ref +7, Will +3
Telflammar SL 6:   Fort +2, Ref +5, Will +2
Highland Stalker 2:   Fort +3, Ref +0, Will +0

Totals:      Fort +12*, Ref +16, Will +6      *Battle Fortitude +1 not accounted for
         Two Fighter levels give d10 HD.

3 bonus feats, Skirmish (+3d6/+1 AC), [Improved] Uncanny Dodge (15th level), Fast Movement, Mountain Stride, Trapfinding, Trackless Step, Hide in Plain Sight, Evasion, Improved Evasion, Shadow Illusion, Summon Shadow, Defensive Roll, Slippery Mind, Shadow Jump 160 ft., Shadowsight, Shadow Jump +120 ft. (280 ft. total), Shadow Blur, Shadow Walk, Shadow Pounce, Shadow Discorporation, Death Attack
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:04:23 PM
Originally posted January 04, 2013:

Building up the ranks of my "Vanir."

Here is the "Seelie" (Saint) and "Unseelie" (Shadow) version of the Shiradi Eladrin:

Saint Shiradi
(click to show/hide)


Shadow Creature Shiradi
(click to show/hide)


Currently I merely changed the good Shiradi's +2 Holy spiked chain into a +2 unholy spiked chain for the shadow Shiradi.  When I actually use it in game, I'll likely change it to a straight up +3 spiked chain, perhaps with some other minor +1 enhancement on it, relying on the Saint's Holy Touch to inflict the holy power.  This is due to the nature of these beings (the saint and the shadow are the same creature during "day" and "night").

Saint Ghaele
(click to show/hide)


Shadow Creature Ghaele
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:08:55 PM
Originally posted January 05, 2013:

Saint Tulani
(click to show/hide)


Shadow Creature Tulani
(click to show/hide)


Their treasure is supposed to be double standard. (Standard for CR 18 is 47,000 gp)
As the lesser of them is Gestalt CR 18, we'll give them 94,000 gp in other gear.
Make it all items that will benefit both halves, such as a Belt of Giant Strength +6.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted January 23, 2013:

Saint Bralani
(click to show/hide)


Shadow Creature Bralani
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:13:45 PM
Originally posted January 17, 2013:

Nature's Revenge: Wendigo War Troll
(click to show/hide)

Shadow Creature Verdant Prince
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:17:24 PM
Originally posted January 23, 2013:

This is a cool old monster that was converted over at the Creature Catalog:
Leshy
(click to show/hide)

The Bakemono from Oriental Adventures could make a decent little group of low-level troll-lings.  Here is a Half-Troll Bakemono and a Feral Bakemono.  I think I prefer the Feral version, because it maintains an intelligence of 2 (as opposed to 1), and it also has a lower CR, with makes them a decent low-level horde type monster.

They also maintain an AC that is actually hittable by PC's at those levels.

Half-Troll Bakemono
(click to show/hide)

Feral Bakemono
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:34:29 PM
Originally posted January 25, 2013:

I'll be needing these guys soon...

Advanced Gray Slaad
(click to show/hide)

Advanced Death Slaad
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:39:37 PM
Originally posted February 09, 2014:

Ran out of room for the Slaadi above:

Green Slaad (advanced as a Gestalt Slaad//Wizard)
(click to show/hide)


Red Slaad (Advanced, Ftr 2, charger)
(click to show/hide)


Blue Slaad (Advanced, finalized)
(click to show/hide)


Blue Slaad (Advanced, Ftr 2, finalized)
(click to show/hide)


Advanced Green Slaad (finalized)
(click to show/hide)


Green Slaad (Advanced, gestalt Sorcerer, finalized):
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:42:52 PM
Originally posted February 09, 2014:

Assassin Devil (Dogai)
(click to show/hide)

Phantom Assassin Devil (Phantom Dogai)
(click to show/hide)


Slaughter Wight Tomb Warden 3
(click to show/hide)


Phantom Slaughter Wight Tomb Guardian 3
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:45:35 PM
Originally posted October 08, 2013:

Fire Troll (32-point buy)
(click to show/hide)

Fire Troll (32-point buy) Cleric 10 of Surtr
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:47:55 PM
Originally posted February 09, 2014:

The Jotunheim Frost Giants and Muspelheim Fire Giants statted in Deities and Demigods are a mess.  Both are listed as outsiders, but the Frost Giant's numbers are based upon having Giant HD, and the Fire Giant's numbers are based upon having Outsider HD.  They also both have feats as if they were a Giant RHD 22/Barb 20 and a Giant RHD 20/Fighter 19.

More discussion and rumination on the topic can be seen at:
http://www.ruleofcool.com/smf/index.php/topic,854.0.html

Here are a few early attempts to recreate these beings using the MM3's Eldritch Giant as a base.

Without Divine Rank:
Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Quasi-Deities with Divine Rank 0:

Technically, all deities, including quasi-deities, are supposed to get maximum hit points for their HD. None of the ones statted in D&Dg actually show that benefit, however.  I have placed that number in brackets beside the average hit point value.

Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Here are some "Legendary" Frost and Fire Giants.  These are basically Eldritch Giants with most of their racial abilities stripped away, given the appropriate subtypes, and the weapons/armor (and feats) swapped around.  I've lowered their CR by 1.

~20% of their race will have the SLA's and eldritch mastery ability reinstated (returning the CR to 15), and ~half of those will have gestalted levels of casting (10-15 levels) at and additional +1 CR.
I could, of course, give these individuals the Primordial Giant template for extra SLA fun.

Legendary Frost Giant:
(click to show/hide)

Legendary Fire Giant:
(click to show/hide)

You could also make use of Titans.  They fill the same sort of mythological niche and even can advance to gargantuan.  The SLAs are inappropriate, but that's easy enough to address.
Now why'd you have to go and make sense like that, and after I put all that work into fiddling with stats?

That's actually a pretty damn good idea.  The 3.0 Titan cast spells as either a 20th level wizard or 20th level Cleric (in addition to a bevy of SLA's).  Maybe I'll just strip out everything but the chassis, lower the CR (because really, the differences between the Titan & the Eldritch Giant without their racial abilities and SLA's is minuscule) a few points, and call that the base member of the legendary jotun race.  Gestalt on wizard casting to "replace" the SLA's on the CR 21 version...

So, I need to make some Titan versions as well.

Here is the Titan-based Legendary Frost Giant:
(click to show/hide)
The CR calculation by Vorpal Tribble over at GitP still puts this thing's CR at 22, but then it also puts my Legendary Frost Giant based upon a stripped-down Eldritch Giant at CR 19 (a base Eldritch Giant w/ it's magical abilities, but lacking the cold subtype or rock throwing, is CR 15).  So, I eyeballed the CR at 16.  Seems appropriate.  One with 17 Gestalt caster levels (Archivist, Cleric, Sorcerer, or Wizard) would be CR 17.

Here is a Titan-based Legendary Fire Giant.
(click to show/hide)

Here is a Fire Giant Titan advanced to Garganuan size.  He still hasn't spent his new skill points or feat slots.
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:49:33 PM
Originally posted February 09, 2014:

Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +12, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +25, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ?
Organization: Solitary
Challenge Rating: 19
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
      *Already used




Shadow Creature Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 60 ft. (8 squares), fly 135 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, shadow blend, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +20, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +31, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ? and plane of shadow
Organization: Solitary
Challenge Rating: 20
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Creature Abilities: +2 luck bonus to all saving throws, evasion, fast healing 2, mirror image 1/day.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
   1/day - mirror image. Caster level 5th.
      *Already used
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 10:51:21 PM
Originally posted February 09, 2014:

Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+390 (525 hp)
Initiative: +0
Speed: 80 ft.
AC: 31 (–8 size, +29 natural), touch 2, flat-footed 31
BAB/Grapple: +22/+54
Attacks: Mountain giant club +30/+25/+20/+15 melee, or 2 slams +30 melee, or rock +31 ranged
Damage: Mountain giant club (4d8+24/19–20), slam (2d6+16), rock (4d8+16)
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+24, fling, grapple, rock throwing, trample 4d6+24
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants
Saves: Fort +30, Ref +10, Will +10
Abilities: Str 43, Dex 10, Con 37, Int 6, Wis 10, Cha 7
Skills: Jump +39 [3], Listen +15 [15], Spot +15 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Large and In Charge, Power Attack, Track
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class

Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee.Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds.

Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breechcloth and a shirt made of rough animal hide that barely covers a large pot belly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straightforward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body.  (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 2d6+24 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that sucessfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+16 points of damage, and any opponent it strikes takes 4d8+16 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +54). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+24 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 41) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

Skills and Feats: A mountain giant has EHD as though it were a Huge creature.




Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+450 (585 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+55
Attacks: Mountain giant club +31/+26/+21/+16 melee, or 2 slams +31 melee, or rock +32 ranged
Damage: Mountain giant club 4d8+25/19–20, slam 2d6+17, rock 4d8+17
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+25, fling, grapple, rock throwing, trample 4d6+25, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +32*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 45, Dex 10, Con 41, Int 4, Wis 8, Cha 5
Skills: Jump +40 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)


Primordial Giant Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+420 (555 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+53
Attacks: Mountain giant club +29/+24/+19/+14 melee, or 2 slams +29 melee, or rock +30 ranged
Damage: Mountain giant club 4d8+22/19–20, slam 2d6+15, rock 4d8+15
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+22, fling, grapple, rock throwing, trample 4d6+22, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +31*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 41, Dex 10, Con 39, Int 8, Wis 8, Cha 9
Skills: Jump +38 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:07:39 PM
Originally posted January 03, 2013:

There's still a lot of formatting that got jacked up.  And spoiler tags didn't carry over, so I'll have to reinstate those.

I may well just roll my Dragon-statting thread into this one.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted November 20, 2012:

    The first one they will encounter.  She was a high-class whore who was visited several times right after the plundering of the White Dragon's treasure.

Andvari-Cursed Adult Song Dragon
(click to show/hide)

Normal D&D Adult Song Dragon
(click to show/hide)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Originally posted November 20, 2012:

Half-(Red) Dragon Beast of Malar
(click to show/hide)

Advanced (13 HD) Half-(Shadow) Dragon Beast of Malar
(click to show/hide)

Advanced (13 HD) Half-(Red) Dragon Beast of Malar (Large Size)
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:12:29 PM
Originally posted November 20, 2012:
 
Andvari-Cursed Green Dragon (based on a Half-Fiend Troll)
(click to show/hide)

+++++++++++++++++++++++++++++++++++

Even though it stretches my troll/hag breeding rules a bit, I'm going to handwave a bit and say that a half-fiend troll (maybe some troll subspecies?) that bred with a human female made a fiendish Green Hag that effectively had the Abyssal Heritor feat Vestigal Wings.  This will give me the leeway to allow a resulting dragon to have functional wings. (If I wanted to get picky, a fiendish green hag would have DR 5/+2, compared to the fang dragon's DR 10/+1; I could be mean and give it DR 10/+2 - it likely won't matter anyway.)

Because a Green hag has a touch attack that damages Strength, and can mimic the sounds of animals near its lair, the natural dragon type for this specimen to become is a Fang Dragon, who can mimic voices and deals Constitution drain with its bite attack.

Here is a CR 15 Old specimen:

Andvari-Cursed Old Fang Dragon
(click to show/hide)

++++++++++++++++++++++++++++++++++++++++++++

Andvari-Cursed Adult Pyroclastic Dragon (Half-Fiend Fire Troll)
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:14:33 PM
Originally posted January 04, 2013:

Alternate google cache searches found some more of the stuff that was lost:


From an Epic Insights article: http://www.wizards.com/default.asp?x=dnd/ei/20040109a

I plan to use this guy someday.  I want to change some of his feats (Greater Weapon Focus!) to better things, like Devastating Critical.  He's also descended from an Ice Troll, so he'll have some measly regeneration.  Interesting that he is immune to cold, but does not have the Cold subtype...

I'll probably make him smarter (Ice Trolls have Intelligence 10), and I could go ahead and gestalt 28 levels of Sorcerer onto it, making it a Gestalt CR 28 creature.  That would keep it more in-line with true dragons' sorcerer casting abilities (though would be more powerful), and give him two bonus epic feats (Improved Spell Capacity should be one).

Glacierdrak
Colossal Dragon
Hit Dice: 44d12+572 (858 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 40 ft. (8 squares), climb 40 ft. (8 squares)
Armor Class: 34 (-8 size, -1 Dex, +33 natural), touch 1, flat-footed 34
Base Attack/Grapple: +44/+78
Attack: Bite +56 melee (2d8+18)
Full Attack: Bite +56 melee (2d8+18/19-20/plus 1d6) and 2 claws +52 (4d6+9)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Freezing gaze, frightful presence, stunning strike
Special Qualities: Damage reduction 20/-, darkvision 60 ft., ice glide, immunities (cold, mind-affecting effects, sleep, paralysis), low-light vision, spell resistance 36
Saves: Fort +37, Ref +23, Will +27
Abilities: Str 47, Dex 8, Con 36, Int 4, Wis 16, Cha 20
Skills: Climb +26, Hide +30, Listen +50, Spot +50
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (bite), Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Sunder, Multiattack, Overwhelming Critical (bite), Power Attack, Track, Weapon Focus (bite)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 45-132 HD (Colossal)
Level Adjustment: --

This monstrous reptilian behemoth has scales that seem to be made of ice. Ridges of ice run down its back, and jagged horns on its head glitter coldly. The creature's massive jaws are filled with teeth the size of trees.

The unbelievably huge glacierdrak is thought to be a variation of the tundra landwyrm; in truth, the glacierdrak bears several superficial resemblance to the other landwyrms. The glacierdrak cannot fly, and, like the landwyrm, its mere presence inspires terror. But the glacierdrak is, if anything, even more primeval than the other landwyrms, and it barely acts as anything more than a monstrous force of destruction. Certainly, other landwyrms are quick to deride the glacierdrak's notorious lack of intellect, but the fact remains that the glacierdrak is a monstrously powerful and dangerous foe.

Glacierdraks understand a few words of Draconic, but they generally have little interest in conversation.

Combat

A glacierdrak, despite its size, has a shockingly effective ability to hide. Onlookers can easily mistake a motionless glacierdrak for a glacier or mountain of ice. When the creature attacks, it moves to crush large concentrations of smaller enemies and lashes out at single targets all around with its physical attacks. Generally too stupid to retreat from combat, a glacierdrak is not often put in a position where retreat is a wise tactical move.

Freezing Gaze (Su): A glacierdrak's gaze has the terrible power to freeze opponents solid. This gaze weapon has a range of 120 feet, and any creature that succumbs to it immediately takes 6d6 points of temporary Dexterity damage as its limbs and muscles freeze. A successful Fortitude save (DC 37) negates the Dexterity damage for that round. The save DC is Charisma-based.

When a creature with 0 Dexterity (or no Dexterity) is subjected to the gaze again, it takes temporary Constitution damage instead of Dexterity damage. Creatures killed in this manner are permanently frozen solid; even application of fire cannot thaw them. A frozen creature cannot be brought back to life by raise dead. Creatures that are immune to cold are immune to this attack, but those with resistance to cold are affected fully. Creatures with cold vulnerability take a -4 penalty on the saving throw.

Frightful Presence (Ex): Whenever a glacierdrak attacks, charges, or flies overhead, each creature in a 500-foot radius that has fewer HD than it does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD).

Stunning Strike (Ex): Any creature that is critically hit by a glacierdrak's bite or claw attack must make a DC 50 Fortitude saving throw or be stunned for 2d6 rounds. The save DC is Strength-based.

Ice Glide (Su): A glacierdrak can move through frozen liquid as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and it does not create any ripple or other signs of its presence. A glacierdrak cannot burrow through other solid materials.




This guy, from Magic of Faerun, would be a great creature to base off of a half-fiend troll.
I'll advance its HD later, getting it to huge size and CR 13 (20 HD).  Feats of interest would be awaken spell resistance. And of course give it regeneration. Improved flight (races of the wild) would also be decent, and improved speed (Draconomicon).  Also, swap out Alertness for Multiattack.

Scalamagdrion
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +2 (Dex)
Speed: 15 ft., fly 40 ft. (poor)
AC: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB/Grapple: +10/+18
Attacks: Bite +13 melee, 2 claws +8 melee, 2 wings +8 melee
Damage: Bite 2d6+4, claw 1d8+2, wing 1d6+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d8+6
Special Qualities: Cold immunity, fire immunity, silence, spell turning
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 9
Skills: Climb +17, Knowledge (arcana) +12, Listen +16, Move Silently +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Power Attack
Climate/Terrain: Any cold underground
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually neutral
Advancement: 11–18 HD (Large); 19–26 HD (Huge)
Level Adjustment: LA +8 (cohort)

The scalamagdrion is a large silvery dragon-like creature with significant antimagic qualities.

Scalamagdrions speak Draconic, but they also have a secret silent language of their own. This language is conveyed with movements of mouth, wings, and claws — it is a Draconic sign language.

A scalamagdrion prefers to rend fighters and other melee specialists first, trusting to its spell turning ability to defend it from magical attacks in the meantime.

Rend (Ex): If a scalamagdrion hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 damage.
Immunities (Ex): Scalamagdrions are immune to fire and cold.
Silence (Su): This ability continuously duplicates the effects of the spell of the same name, centered on the scalamagdrion. The scalamagdrion can suppress this ability if desired.
Spell Turning (Su): This ability continuously duplicates the effects of the spell of the same name with the scalamagdrion as the target. Unlike the spell, the scalamagdrion’s spell turning ability has an unlimited ability to turn spells (the spell turning is never exhausted).

PGtF "update"
Scalamagdrion: Dragon; +10/+18; 10 ft./5 ft.; Climb +17, Knowl- edge (arcana) +12, Listen +16, Move Silently +15, Spot +16; Alert- ness, Cleave, Combat Reflexes, Power Attack; LA +8 (cohort).

Advanced to 18 HD (2 stat boosts to Dex)
(click to show/hide)

Advanced to 20 HD (2 stat boosts to Dex, 1 to Str)
(click to show/hide)

That looks pretty good.  Add Regeneration 5 (Fire & Acid), and it's perfect.  The Regeneration would up its CR by 1, but factoring in it's for gestalt characters, it's a wash, effectively Gestalt CR 13.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:16:17 PM
Originally posted January 04, 2013:

Another survivor:

This guy, from Silver Marches, would be a good product of a half-fiend cave troll. It already has pounce and a bit of fast healing. (A base cave troll would have an iffy chance of surviving the maximized, empowered forbiddance effects surrounding the henges, but they advance by HD, not class, and an advanced specimen could survive it.)
Edit: actually, a base cave troll could survive it, having 112 hit points, while the most a maximized empowered forbiddance can do is 108 points of damage.

When I advance this guy, I'll give him improved speed, and I don't know what else.

Rock Wyrm
Large Dragon
Hit Dice: 8d12+24 (76 hp)
Initiative: +2 (Dex)
Speed: 30 ft, fly 50 ft. (clumsy)
AC: 21 (–1 size, +2 Dex, +10 natural)
BAB/Grapple: +8/+17
Attacks: Bite +12 melee, tail +10 melee, 2 wings +10 melee, 2 claws +10 melee
Damage: Bite 2d6+5 (19–20/x2), tail slap 1d8+7, wing 1d6+2, claw 1d8+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Skills: Bluff +4 (+8 mimicking voices) [4], Craft (trapmaking) +8 [7], Hide +13 (+17 in rocky areas) [11], Jump +16 [11], Listen +13 [11], Move Silently +13 [11], Spot +13 [11], Use Magic Device +11 [11].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6


Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.

Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.

Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.

Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.

Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.

Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.

Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+9 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. (This ability is Constitution-based.)

Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.

Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.

Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.


PGtF "update"
Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.


Advanced (12 HD) (1 stat bump to Con)
(click to show/hide)

Advanced (14 HD) (1 stat bump to Con)
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:31:04 PM
Place-holder in case missing info is recovered.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:31:13 PM
Place-holder in case missing info is recovered.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:31:19 PM
Place-holder in case missing info is recovered.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:31:26 PM
Place-holder in case missing info is recovered.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:33:34 PM
Originally posted February 24, 2013:

Here is a Gloaming NPC statted up in the Underdark web enhancement.  I've rearranged his listed stats into the normal stat block order, and I've readjusted his skills (I upped his Kn:Arcana to give the synergy bonus to spellcraft, getting his final modifiers the one higher in each skill; and rolled Kn: Local into Concentration).  Note that I've altered his Spell Focus feats to the 3.0 versions I use (+2 each), and I gave him one 8th level spell (due to a house-rule for my games).  I also altered his (illegal) wand of baleful polymorph into a wand of Polymorph Other (which is what I use in my games).  I also corrected his AC, which was completely wrong.

Old Skills:
Str 6, Dex 16, Con 12, Int 10, Wis 11, Cha 24.
Concentration +5 [4], Disguise +13 [4], Hide +9 [0 ], Knowledge (arcana) +4 [4], Knowledge (local—Underdark) +7 [7], Move Silently +9 [2], Spellcraft +9 [9]
Shadow Mien: +2 to Disguise and Hide.
+4 racial to Move Silently, +4 size to Hide


Gloaming Shadowcaster
(click to show/hide)
Note that he is only 25 point buy, thus his abysmal hit point total of 52 for a 15th level character...

I'll alter him into 36 point buy (all my PC's are the equivalent of 36 point buy or better), an then all also gestalt him with Scout.

36 point buy
(click to show/hide)
I've altered some of his spells.  Those marked with an asterisk should probably be changed out, as he can copy them with shadow spells.  Look at dropping Reduce Person for Nerveskitter (to trigger a Greater Shadow Evoc: Contingency). Maybe drop phantasmal killer for Greater Mirror Image.
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:38:24 PM
Originally posted March 08, 2013:

Here is the base Lussina, corrected. (Edit: I actually just realized she somehow has her 18th level feat as an Epic feat (original version had 1 too many too), but at this point I don't care, and I'm not changing it.  Worst case, lose the 11th level spell slot, and pick up a metamagic feat).

(click to show/hide)

Here is the base Lussina altered to be an Outsider with the Eladrin subtype:
(click to show/hide)


Here is the fully updated and corrected version of Lussina, the Shadow Eladrin and Tatiana the Light Eladrin (based on Lussina's stats).  Her type has been altered to Outsider (Eladrin), with all associated alterations that brings. (Note, subtype benefits might not be present - resistances)

Tatiana, the Light Princess
(click to show/hide)


Lussina, the Shadow Princess
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:40:39 PM
Originally posted March 24, 2013:

Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+450 (585 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+55
Attacks: Mountain giant club +31/+26/+21/+16 melee, or 2 slams +31 melee, or rock +32 ranged
Damage: Mountain giant club 4d8+25/19–20, slam 2d6+17, rock 4d8+17
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+25, fling, grapple, rock throwing, trample 4d6+25, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +32*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 45, Dex 10, Con 41, Int 4, Wis 8, Cha 5
Skills: Jump +40 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)


Primordial Giant Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+420 (555 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+53
Attacks: Mountain giant club +29/+24/+19/+14 melee, or 2 slams +29 melee, or rock +30 ranged
Damage: Mountain giant club 4d8+22/19–20, slam 2d6+15, rock 4d8+15
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+22, fling, grapple, rock throwing, trample 4d6+22, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +31*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 41, Dex 10, Con 39, Int 8, Wis 8, Cha 9
Skills: Jump +38 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:41:36 PM
Originally posted April 02, 2013:

Advanced, Gestalt Arrow Demon Peerless Archer
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:42:19 PM
Originally posted May 24, 2013:

Had a completely random revelation that War Trolls are Monstrous Humanoids, and as such are eligible for the Feral template.  Wanting my trolls to be giants, I then apply the mostly redundant Half-Troll template, which changes its type to Giant, whereby I can apply the Primordial Giant template to bump its Intelligence out of the Animal range, and back to that of a typical Hill Troll.  The CR is probably a bit too high, thanks to a +4 CR bump from Feral, but whatever.

He'd probably be a bit better off wielding a one-handed weapon, so that when he charges he can get a claw attack and thus start a grapple (which according to the Rules Compendium is required before any Rake attacks occur, but very few people have ever played it that way, as the Core text is ambiguous).  But all that delicious 1.5x Strength on the greatsword attacks is where the pain comes.  I might have to drop one of these on my players at random.  He'll die quickly due to having low HD relative to the PC's, but it could still be fun.

FERAL PRIMORDIAL GIANT HALF-TROLL WAR TROLL
Large Giant
Hit Dice: 12d10+144 (210 hp)
Initiative: +7
Speed: 40 ft. in breastplate (8 squares); base speed 50 ft.
Armor Class: 35 (–1 size, +18 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 32
Base Attack/Grapple: +12/+29
Attack: Masterwork greatsword +26 melee (3d6+19/19–20) or masterwork composite longbow (+10 Str bonus) +15 ranged (2d6+10/×3)
Full Attack: Masterwork greatsword +26/+21/+16 melee (3d6+19/19–20) and bite +22 melee (1d8+6); or
   2 claws +24 melee (2d6+13) and bite +22 melee (1d8+6); or
   masterwork composite longbow (+10 Str bonus) +15/+10/+5 ranged (2d6+10/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, improved grab, pounce, rake +24, rend, spell-like ability
Special Qualities: Damage reduction 5/adamantine, darkvision 120 ft., fast healing 5, low-light vision, regeneration 9, scent, spell resistance 20
Saves: Fort +16, Ref +11, Will +20
Abilities: Str 37, Dex 16, Con 35, Int 6, Wis 17, Cha 12
Skills: Jump +13 (+21 unarmored), Kn (Nature) -1, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Steadfast Determination, Multiattack, Weapon Focus (greatsword)
Environment: Any
Organization: Solitary, pair, or gang (3–9)
Challenge Rating: 18
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +6

A typical war trolls is 9 feet tall and weighs about 700 pounds.
 War trolls speak Giant.
COMBAT
Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see
them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.
    Dazing Blow (Ex): The force of a war troll’s blow can be overwhelming. If a war troll hits with a weapon or claw
attack, the opponent must make a DC 28 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
   Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with
a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of
opportunity.  If it gets a hold, it can rake.  Alternatively, it has the option to conduct the grapple normally, or simply use
its claw to hold the opponent (-20 penalty on grapple check, but the feral creature is not considered grappled).  In
either case, each successful grapple check it makes during successive rounds automatically deals claw damage. 
See the Monster Manual for additional rules.
   Pounce (Ex): If a feral creature charges a foe, it can make a full attack even though it has already moved.
   Rake (Ex): A feral creature that gets a hold can make two rake attacks (+24) at its full melee attack bonus with its hind
legs.  Each successful attack does normal claw damage for the size of the feral creature, plus 1/2 its Strength bonus
(2d6+6).  If the feral creature pounces on an opponent, it can also rake.
    Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war
troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
   Rend (Ex): A feral creature that hits with both claw attacks latches onto the opponent's body and tears the flesh. 
This automatically deals double the appropriate claw damage for that size feral creature, plus double the Strength
modifier (4d6+24)
   Spell-Like Ability (Sp): At will - one of either invisibility, invisibility purge, or levitate; CL 13th.
   Skills: Gains any one Knowledge skill as a class skill.  +2 racial bonus to Spellcraft and Use Magic Device
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:43:41 PM
Originally posted May 24, 2013:

: Craiconn
Holy smoke.  What an inspiring repository of Norse Monstrosity Goodness!  I feel like I just hit the jackpot.  I'm gonna nab a lot of this stuff for my Norse-flavored campaign in the Forgotten Realms, KSBS.  I hope that's okay.  You did some genius work here!   :clap
No problem; that's part of why I put it here.  There's some Celtic influence too (using Eladrin as Seelie Court, etc), but most of it is Scandinavian in flavor.

- KSB
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:46:32 PM
Originally posted June 02, 2013:

At one point long ago, I actually statted out various HD amounts for the Dusk Giant.  Idiotically, I did it on the free monster initiative cards from www.thegamemechanics.com (which ARE a great tool), which I couldn't save at the time.  I'm sure I have the print-outs around somewhere, but I've moved since then, and want something I can more easily fiddle with anyway.  So, I'll be slowly working on adding their stats here over the next while.

I'll also be giving them better feats.  Drop Iron Will and one other to get Endurance and Steadfast Determination for a massive increase on Will saves (at least 3 greater than Iron Will for everything 12 HD and above).  Brutal Throw from Complete Adventurer is also a great feat, turning the low-Dex attack roll into a high-Strength attack roll for his thrown rocks.

I'll also be including non-power attack lines for his attack routines.  The base stats out of the book have him full power attacking every time, which would make his chances of hitting pretty low against a 14th level party (for the Greater one).

Lastly, I'll be correcting the few minor mistakes (the Greater Dusk Giant lacks his -1 Dex penalty to AC, doesn't qualify for Awesome Blow, and miscalculates his rend damage by 1).

Least Dusk Giants

Least Dusk Giant
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Advanced (8 HD) Least Dusk Giant
(click to show/hide)

Advanced (10 HD) Least Dusk Giant
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:51:05 PM
Originally posted June 02, 2013:

Lesser Dusk Giants

Interestingly, the Cannibalize ability says that it gets the Str boost every HD, and the Con and Nat armor boosts every second HD, in addition to all the normal benefits of gaining HD.  It then says it gains a slight boost to Charisma as it becomes stronger of will and purpose.  One of the normal benefits of gaining HD is getting a stat boost at every level divisible by four.  This means the 6 HD base dusk giant should get a Charisma boost at 8th HD and 12th HD, yet the 12 HD Lesser Dusk Giant has only increased any of his stats by one (Charisma from 15 to 16), aside from the normal sizing bonuses and the special bonuses to Str and Con.  Then, the 18 HD Greater Dusk Giant, who has only had an opportunity for one stat boost since the base 12 HD Lesser, has his Charisma boosted by two to 18.

It seems to me like the charisma bonuses are supposed to just be from his 8th, 12th, and 16th HD, but someone dropped the ball and didn't give him the 12th level one at 12th level, but made up for it in the next stat block.  I will 'correct' this mistake, and make the base Lesser Dusk Giant have a charisma of 17.  It doesn't change any of his modifiers, and makes the HD advancement make sense with the normal rules.

Lesser Dusk Giant
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Advanced (14 HD) Lesser Dusk Giant
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Advanced (16 HD) Lesser Dusk Giant
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:54:26 PM
Originally posted June 02, 2013:

Greater Dusk Giants

Greater Dusk Giant
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Advanced (20 HD) Greater Dusk Giant
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Primordial Giant Greater Dusk Giant
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:55:55 PM
Originally posted June 13, 2013:

Beast of Xvim Troll (26 HD)
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: Re: Norse Bestiary
: ksbsnowowl June 20, 2017, 11:58:53 PM
Originally posted June 14, 2013:

Gloura (32 point buy)
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I will be advancing this gal and adding templates, but I wanted to up her to a higher point-buy first.

Gloura (32-point buy) Bard 3
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I will advance her yet again, adding at least two levels of Sublime Chord.  This will give her one more feat, with which to pick up Combat Reflexes.

Gloura Bard 3/Sublime Chord 2
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:01:16 AM
Originally posted June 18, 2013:

Advanced (40 HD) Elder Air Elemental
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I got rid of Alertness in favor of Great Flyby Attack, and I left two feat slots open, which I will fill with Empower Spell-Like Ability and Quicken Spell-Like Ability when I add the Orglosh Template.  The Final Strike is perhaps a little overly ridiculous for the CR (average of 140 damage, of types the PC's aren't likely to be resistant to).  For the Orglosh, which has the Cold subtype as well, I might change it to the cold version (20d6 cold and 20d6 piercing) because the PC's are more likely to survive it, but piercing damage doesn't make a whole lot of sense from an air elemental...

Advanced (40 HD) Orglash (Elder Air Elemental)
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Thomil Earth Element Creature Disenchanter
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:04:47 AM
Originally posted June 19, 2013:

Beast of Xvim Quasit
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Advanced Beast of Xvim Quasit
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Advanced Half-Fey Beast of Xvim Quasit (Faesit)
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Shadow Creature Half-Fey Advanced Beast of Xvim Quasit (Shadow Faesit)
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:06:12 AM
Originally posted June 20, 2013:

Shadar-Kai Duelist
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:11:39 AM
Originally posted June 21, 2013:

Advanced Ghirrash (21 HD)
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Advanced Half-Troll Ghirrash
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Ghirrash and Half-Troll Ghirrash
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Half-Troll Ghirrash//Beguiler 7
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:13:40 AM
Originally posted June 29, 2013:

Satyr (32 point buy)
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Satyr Sorcerer 5
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Satyr Sorcerer 5/Shadowcrafter 7
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:18:42 AM
Originally posted July 01, 2013:

Working on making some Huldr Folk.

Advanced Nymph (Druid 4)
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Nymph Druid 4 (34 point buy)
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Gestalt Nymph Druid//Beguiler/Bard (34 point buy)
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I had intended it to be 32 point buy, but botched raising her intelligence to 20 instead of 18.  I don't feel like retroactively stripping out the skill points, so too damn bad.

Nymph Druid 5//Beguiler 9/Bard 1/Sublime Chord 1
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Still need to pick her first Advanced Learning spell, and pick one more 3rd level Druid spell.  Also her 9th level feat.

Also need to stat up a Greenbound Giant Constrictor Snake for her to summon.

Advanced Nymph with Items
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Greenbound Giant Constrictor Snake
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:20:17 AM
Originally posted July 07, 2013:

Telflammar Shadowlord Shadow Creature Verdant Prince
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:21:12 AM
Originally posted July 21, 2013:

Half-Troll Maelephant
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:21:37 AM
Place-holder in case missing info is recovered.
: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:25:26 AM
Originally posted August 20, 2013:

I'd been meaning to stat this guy up for a while now.  Here he is.  Note, the Skindancer was given a stat block in Elder Evils.  In this stat block, they clarified the Reactive Damage Reduction ability.  The chart that is included below comes straight from that stat block.

Half-Troll Skindancer
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Primordial Giant Half-Troll Skindancer
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Half-(Deep) Dragon Primordial Giant Half-Troll Skindancer
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I should probably have given him ranks in UMD, but whatever.
: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:29:35 AM
October 20, 2013, 02:17:43 PM »
This creature isn't Norse, really, but I made him for my Norse game, so here he is.  It's a shape-changing Niflheim hound (Vorr's are Abyssal hounds, so why not?

I'd never really paid much attention to the Canomorphs (FF) before, but this thing is ready made for heading into Telflammar Shadowlord.  So, he escaped through the Niflhenge, and has aligned with the Unseelie Court enough to have been taught the ways of the TSL's.

Two versions, both the same 36 point buy.

(NB - It appears there was some accidental cross-pollination as I updated him with duskblade and swashbucker for heading into Hellbreaker.  It appears the first one is Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14, despite what the build chart says.  The second one is a Vultivor Outsider 3/Fighter 2/Duskblade 1/Swashbuckler 1/Ranger 1/Telflammar Shadowlord 6/Hellbreaker 1//Scout 15, despite what the header at the top of the stat block says.)

Gestalt Vultivor
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Hellbreaker Gestalt Vultivor
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I haven't included any effects of his magic items into his stats, aside from his magic rapier.
He will be a great opponent for my PC's, as he can hunt them down, approach on the ethereal plane, pop back over, placing the Mindbender inside his Telepathic Static field, which will blind the Mindbender's Mindsight.

It will be fun...
: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:39:32 AM
Originally posted October 25, 2013:

The Wild Hunter that I linked in the first post actually has quite a few problems (his attack rolls are all too high by 3, his ride check is +3 too high, his AC is too high by 2, his listed mighty composite longbow has a stronger pull than his strength would allow).  So, I fixed those problems, as well as made him 36 point buy, and then advanced him with levels of sorcerer and then Abjurant Champion.  I used the nonassociated class rules to add 5 levels of Sorcerer for +2 CR, but then treated his Abjurant Champion levels as associated.

Wild Hunter (36 point buy)
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Wild Hunter Sorcerer 5
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Wild Hunter Sorcerer 5/Abjurant Champion 5
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Still debating what to give him as a mount.  Something that flies.  I'm thinking of giving him a Hound of the Hunt from the MM5 as a mount.  That would be a CR 19 encounter.  Make sure he has feather fall...
A Nightmare wouldn't be a bad choice, either, though it could only be advanced to 10 HD.
But, then he could attack via Astral Projection, which would give him a measure of protection versus these deadly foes... I like this idea.

In such a case, he would be more likely to put the GMW on his greataxe, so he and the Hound could both threaten the target and attack.

Here is an advanced Nightmare (10 HD) to which I also applied the Lolth-Touched template, merely as a means of upping its hit points.

Advanced Lolth-Touched Nightmare
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Wild Hunter Sorcerer 18
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I need to make an advanced Ecalypse (20 HD) for this guy, too.

Advanced Ecalypse (20 HD)
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:44:13 AM
Originally posted October 27, 2013:

Fire Giant Wiz 9/Geometer 5
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This version still needs a 15th level feat.

Fire Giant Wizard 10/Geometer 5
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Still need to spend the 10th level bonus wizard feat, and the 30th HD feat.
Mysterious Magic or Echoing Spell (both from Secrests of Xen'drik) would be alright choices for the 30th HD feat.

Fire Giant Cleric 6/Fighter 2
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She needs a new feat at 18th (or later) HD.
I should make some where I remove the two fighter levels, then add four more levels of cleric for the same CR.

Fire Giant Cleric 10
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Fire Giant Fighter 3
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:45:30 AM
Originally posted November 07, 2013:

Advanced Magma Hurler
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:47:44 AM
Originally posted December 12, 2013:

Gestalt Hulking Hurler War Hulk Mountain Troll
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Gestalt Mountain Troll Hulking Hurler War Hulk GCR 16
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: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:54:54 AM
December 25, 2013, 02:14:44 AM »
The Linnorms in the MMII have CR issues.  An analysis by Runestar over at GitP pegs the Gray Linnorm at CR 16, instead of its listed CR of 20.  The gray linnorm has 13 HD and casts as a 17th level cleric, as well has having several CL 17 SLA's, including Shapechange 3/day.  I just took the initiative to rectify the disproportionate HD/casting/CR, and gave it four extra HD.  Casts as a 17th level cleric, CR 17, 17 HD.  Pretty straight-forward.

Comparing this to the Pathfinder Linnorms, it still has quite the glass jaw.  Pathfinder's CR 14 Crag Linnorm still has more hit points than this thing does, and it has regeneration.  But, the MM2 Linnorms get full casting built into the monsters; the Pathfinder ones do not.

Gray Linnorm
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I will probably also make one that is Gestalted with 17 levels of Sorcerer, with the Metamagic Specialist ACF from PHB2.  Such a specimen would get 30 point buy (my viking game uses 36 point buy for the PC's), to help up its Charisma and Wisdom scores a bit, and would get stat boosts at 4, 8, 12, and 16 (the altered stat block above did not get a stat boost at 16th level).

The gray linnorm should likely have already made use of every dirty trick it can to stay alive.  Miracle -> Contingency to Heal it when it gets severely damaged.  Death Pact from SpC.  It should use a Consumptive Field every morning to cast its long-duration buffs, so the PC's can't dispel them.  Things like that.  It might actually be worth it to give him Elder Giant Magic in place of Improved Snatch, as that could allow him to get the caster level on Consumptive Field up to 20, which would then grant +10 to his CL.  If he then used Elder Giant Magic again while Consumptive Field was active, the CL's of his buffs would be 30, and would be undispellable via Greater Dispel Magic.

Swamp Linnorm
This guy was almost lost to a WotC web purge.  Wayback Machine didn't archive it, but I found another site that did.

Swamp Linnorm
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Here are the spells mentioned from the other article (from here (http://archive.wizards.com/default.asp?x=dnd/fw/20030706a)):
(click to show/hide)
: Re: Norse Bestiary
: ksbsnowowl June 21, 2017, 12:56:09 AM
January 03, 2014, 12:21:07 AM »
I'd been wanting to include Nightmares somehow for a while now.  The logical place would be for them to be from Muspelheim, and serve as mounts for Fire Giants.  Problem: Nightmares have no resistance or immunity to fire (despite their fiery hooves), and a plane with the Fire Dominant trait inflicts 3d10 fire damage per round...

Well, I just learned of a little template that rectifies that problem fairly easily... The Imix-Blooded Template (ie - God-Blooded) from the MM5.  It is a +1 CR and +1 LA template that grants the Fire Subtype (in the case of Imix) and a few other fire-related abilities.  Perfect for my purposes, the template even has a built-in way to remove the template (a DR ability that can be called upon to absorb a total of 40 points of damage; once it has been exhausted, you lose the template).  So, all Nightmares are born as Imix-Blooded, but they can become "quenched," losing the template.  They would never do this in Muspelheim, but if they had traveled to another of the Nine Worlds, one might allow itself to be quenched, so as to better serve a non-fiery master.

Brilliant!


I really like the Loumara demons introduced in FCI, and I've been able to hunt down two more species in Dragon #359 and #360.  It seems they left out a section of the stat block for the Caligrosto (Environment, Organization, Treasure, Advancement), but due to the wording in Infuse Weapon, they obviously can advance up to at least 20 HD, likely staying medium the whole time). Here they are:


Caligrosto
   A hazy, ghostly woman stands ready for battle. Her eyes glow red,batlike wings unfurl from her back, and a forked tail coils in the air behind her, but her flesh is hazy and indistinct, almost as if she didn’t quite exist. The cruel, jagged sword she wields, however, is danger-ously solid and real.

Caligrosto      CR 6
hp 68 (8 HD); Reflective DR 15/bludgeoning and piercing
--------------------------------------------------------------------
CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +9; Senses: darkvision 60 ft.; Listen +13, Spot +13
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 21, touch 21, flat-footed 16
   (+5 Dex, +6 deflection)
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 17
Fort +10, Ref +11, Will +8
--------------------------------------------------------------------
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Melee: +1 keen greatsword +15/+10 (2d6+12/17–20) or
   touch +13 (1d6 Str damage)
Base Atk: +8; Grp +8
Atk Options: Combat Expertise, Improved Disarm
Special Actions: possess blade
--------------------------------------------------------------------
Abilities: Str —, Dex 20, Con 18, Int 13, Wis 15, Cha 22
SQ: fiendish shade, infuse weapon, invisibility, martial prowess
Feats: Combat Expertise, Improved Disarm, Improved Initiative,
   Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Skills: Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge
   (the planes) +12, Listen +13, Search +12, Sense Motive +13,
   Spot +13, Tumble +16
Possessions: +1 keen greatsword
--------------------------------------------------------------------
Fiendish Shade (Su): As long as a caligrosto is wielding a weapon, it creates
   a phantom image of the last creature it damaged, although this
   incorporeal image is of a fiendish incarnation of the creature duplicated.
   A caligrosto can only duplicate the image of a creature capable of
   wielding a slashing weapon, and it remains Medium size no matter what
   size the original creature was. Once a caligrosto has taken on the shade
   of an enemy in this manner, it gains a +2 insight bonus on attack rolls
   and weapon damage rolls made against that target.
Infuse Weapon (Su): A caligrosto can infuse a magic weapon it has possessed
   with the keen weapon quality. More powerful caligrostos can infuse
   additional weapon qualities into their blades. A caligrosto with at least
   14 Hit Dice can infuse its weapon with keen and wounding special
   qualities. The most powerful caligrostos (those with 20 or more Hit Dice)
   can infuse a possessed weapon with keen, wounding, and vorpal
   qualities. Infused weapon qualities stack with any existing weapon
   qualities a weapon may have, but not with weapon qualities of the same
   name. Thus, a 20-HD caligrosto that possesses a +3 unholy speed
   longsword would be able to infuse it into a +3 unholy speed keen
   wounding vorpal longsword.
Invisibility (Su): A caligrosto is invisible in its natural (nonshade) form when it
   isn’t possessing a blade. This ability is constant, allowing the caligrosto
   to remain invisible even when attacking. This ability is inherent and not
   subject to the invisibility purge spell.
Martial Prowess (Ex): A caligrosto is uncannily adept at wielding bladed
   weapons. Once it has possessed a blade, it is treated as if proficient
   with that weapon, and as if it had Weapon Focus and Weapon
   Specialization with that weapon type. More powerful caligrostos gain
   additional bonus feats—a caligrosto with at least 12 Hit Dice also gains
   Greater Weapon Focus with its currently possessed weapon as a bonus
   feat. Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon
   Specialization with its currently possessed weapon as a bonus feat.
   Although caligrostos have no Strength score, they use their Dexterity
   modifier to modify their attack rolls with their possessed weapon, and
   modify damage with the weapon using their Charisma modifier (in the
   same manner that Strength adjusts damage with weapons).
Possess Blade (Su): Unlike most loumaras, caligrostos cannot possess living
   creatures. Their ability to possess is limited to slashing weapons. A
   caligrosto may attempt to possess any unattended slashing weapon by
   taking a full-round action (this provokes an attack of opportunity).
   Against nonmagic weapons, a caligrosto is automatically successful. A
   magic weapon can make a DC 20 Will save (this save DC is Charisma-
   based) to resist the possession—if the object succeeds, the caligrosto
   may never again attempt to possess that particular bladed weapon.
   Once a caligrosto possesses a weapon, it may come and go as it
   pleases, taking a move action to enter and leave the blade.
      While possessing a sword, the caligrosto is immobile and
   cannot take attack actions, nor can it be detected by most effects that
   detect creatures (such as see invisibility or locate creature).  Detect
   chaos and detect evil reveal that the possessed weapon has that
   alignment, but not that a demon lurks inside.  True seeing reveals the
   weapon to be seething with coils of what appears to be mist flecked with
   lightning. The caligrosto can still observe the world around it, but its
   ability to interact with the world is limited to telepathy.
      A creature can wield a caligrosto-possessed weapon as if it were
   a normal weapon. Often, the caligrosto infuses the weapon (see above)
   to make it more appealing and more likely that it will be used in combat.
   It may even use telepathy to try to convince a creature that it is an
   intelligent weapon—in this case, the caligrosto tries to encourage its
   new “owner” to attack creatures capable of wielding weapons.
      Once a caligrosto-possessed weapon strikes any creature that is
   capable of wielding it (regardless of the creature’s size), the caligrosto can
   attempt to wrench free from its wielders grasp and create a fiendish shade
   of that creature. A caligrosto often tries to convince its wielder telepathically
   that this is merely a short-lived but potent variant of the dancing quality,
   hoping to let its wielder allow the effect to occur without resisting. The
   wielder can attempt a DC 20 Will save to prevent a wielded caligrosto
   weapon from flying out of her hands to utilize its fiendish shade ability.
   This save DC is Charisma-based.
      Once a caligrosto gets free of its wielder and assumes a fiendish 
   shade, it can remain in that mode eternally. Typically, a caligrosto helps
   its previous owner defeat the creature before turning on her in hopes of
   creating a fiendish shade of her, but sometimes a caligrosto can’t wait
   for treachery and attacks its previous wielder as soon as it escapes. A
   caligrosto can be forced out of a weapon it is possessing by
   banishment, dismissal, dispel chaos, or dispel evil. When a caligrosto
   is driven out in this manner, the weapon it was possessing drops to the
   ground. The caligrosto can attempt to re-possess the weapon on its next 
   action (although if the weapon is magical, it gains a new Will save to
   resist this new possession attempt as if the demon had never before
   attempted to possess it). If a caligrosto-possessed weapon is destroyed,
   the caligrosto is forced out of the weapon and must make a DC 20
   Fortitude save to avoid being stunned for 1d3 rounds.
Reflective Damage Reduction (Su):  As long as a caligrosto’s fiendish shade
   ability is in effect, it gains DR 15/bludgeoning and piercing. Slashing
   damage negated by this damage reduction is applied to the creature
   whose shape is currently being mocked by the loumara’s fiendish shade
   ability. For example, if a caligrosto’s fiendish shade is imitating Lidda,
   and Krusk strikes the demon with his +3 greataxe and causes 25 points
   of damage, 15 points of that damage are negated and applied to Lidda
   instead, while the caligrosto takes the 10 points of damage not negated
   by the damage reduction. Nonmagic weapons cannot harm the caligrosto
   (due to its incorporeal traits) and thus are not affected by this unusual
   defensive ability.
Strength Drain (Su): A caligrosto deals 1d6 points of Strength damage with its
   touch attack. Whenever it deals Strength damage to a target, a caligrosto
   heals 5 points of damage; if the demon is healthy, it instead gains this
   healing as temporary hit points.



MANITOU         CR 12
Always CE Huge Outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +10; Senses: darkvision 60 ft.; Listen +24, Spot +24
Aura: frightful presence (120 ft. range, Will DC 27)
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 22, touch 22, flat-footed 16
   (-2 size, +6 dex, +8 deflection)
hp: 172 (15 HD); DR: 10/good
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 22
Fort +16, Ref +15, Will +17
--------------------------------------------------------------------
Spd: fly 50 ft. (perfect)(10 squares)
Melee: 6 bites +19 (2d8)
Space: 15 ft.; Reach: 15 ft.
Base Atk: +15; Grp: –
Atk Options: Combat Expertise
Special Actions: possession, rend nature
Spell-Like Abilities (CL 15th)
   At will – diminish plants, dominate animal (DC 21), entangle (DC 19),
      greater magic fang, hallucinatory terrain (DC 22), plant growth,
      summon nature's ally V, transport via plants
   3/day – call lightning storm (DC 23), control winds, quickened
      entangle (DC 19), giant vermin
   1/day – shambler
--------------------------------------------------------------------
Abilities: Str –, Dex 23, Con 24, Int 20, Wis 22, Cha 27
Feats: Ability Focus (frightful presence), Combat Expertise, Combat Reflexes,
   Improved Initiative, Iron Will, Quicken Spell-Like Ability (entangle)
Skills: Concentration +25, Hide +16, Knowledge (arcana) +23, Knowledge
   (dungeoneering) +23, Knowledge (geography) +23, Knowledge (nature)
   +23, Knowledge (the planes) +23, Listen +24, Search +23, Sense Motive
   +24, Spellcraft +25, Spot +24, Tumble +24
--------------------------------------------------------------------
Environment: any wilderness
Organization: solitary
Treasure: standard
Advancement: 16-21 HD (Huge), 22-39 HD (Gargantuan), 40-45 HD (Colossal)
--------------------------------------------------------------------
Frightful Presence (Su):  A manitou exudes an aura of supernatural fear to a
   radius of 120 feet.  Any creature in this area must make a DC 27 Will
   save to avoid becoming frightened as long as that creature remains
   in the area of effect.  A creature who makes this save is immune to the
   frightful presence of that particular manitou for 24 hours.  This is a mind-
   affecting fear effect.  The save DC is Charisma-based.
Possession (Su):  A manitou can possess any creature of the animal, fey, or
   plant type.  It must enter a square occupied by the creature it wishes to
   possess.  The victim is entitled to a DC 27 Will save to resist possession. 
   A single manitou may simultaneously possess multiple targets at once,
   up to a number equal to its Charisma modifier.  True seeing reveals a
   thin, ghostly vine extending from the backs of any creatures so possessed,
   coiling through the air and linking them together.  Manitou-possessed
   creatures must remain within a mile of each other–a possessed creature
   that is moved beyond this range is immediately freed of its possession. 
   The save DC is Charisma-based.
      A manitou can take on any of the following roles while possessing
   a creature:  ally, controller, or transformer.  See Fiendish Codex I, page 21,
   for more information.
Rend Nature (Su):  Once every 1d4 rounds, an incorporeal manitou can rend
   nature.  This affects all creatures and plants within the manitou's space. 
   All affected creatures take 10d6 points of damage, as their bodies are torn
   apart by invisible forces.  A successful DC 24 Fortitude save halves the
   damage.  Animals, elementals, fey, and plants in this area instead take
   10d10 points of damage and are stunned for 1 round (a successful save
   halves the damage and negates the stunning effect).  Constructs, outsiders,
   and undead are immune to this effect.