Customized Drow War Book III stats.

quillion

Mongoose
Ok the stat blocks in book III are really generic, so I asked some friends who are a bunch of muchkin powergamers to make customized stat blocks.

I am using the old MM statblock format for ease of use,

-first up is GaN Scarrow!

Gan Scarrow, Royal Huntsmen of the Court of Jasmeera
Ranger 3/ Fighter 4/ Deepwood Sniper 1/ Peerless Archer 3/ Order of the Bow Initiate 12
Size/Type: Medium/Elf (huminoid)
Hit Dice: 4d8+ 19d10+ 69 [195 HP]
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 31 (+11 Dex, +4 natural, +4 Shield bonus +2 Deflection), touch 23,
flat-footed 18
Base Attack/Grapple: +22/26
Attack: Arrow +50 Range (1d8+16) [7d6 Sneak attack]
Full Attack: 5 Arrows at +50/+45/+40/+35/+50 (1d8+16) 19-20 X3
Space/Reach: 5 ft./5 ft.
Special Attacks: Banked shot, keen arrows, power shot, range increment bonus, ranged sneak attack, superior weapon focus, superior weapon specialization
Special Qualities: Expert bowyer, low-light vision, immune to sleep,
Saves: Fort +17, Ref +26, Will +15
Abilities: Str 18, Dex 32, Con 14, Int 12, Wis 20, Cha 10
Skills: Hide +38, Jump +5, Listen +34, Move Silently +38, Survival +32, Swim +5, ride +38, search +30, spot +34, Survival +32
Feats: Endurance(b), Far Shot(b), Improved Toughness, Point Blank Shot, Precise Shot, Rapid Shot(b), Ranged Weapon Mastery Piercing, Track(b), Weapon Focus (Composite Longbow)(b), Weapon Specialization (Composite Longbow)(b), Zen Archery (X 2, Wisdom stacks with Dex)(b),
Epic Feats: Distance Shot (no range penalties up to vision allows)
Environment: Nightlands
Organization: Solitary or with 2 Dire Ligers
Challenge Rating: 23
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment:

Gan Scarrow preys on just about anything that moves, with his Ligers. But his true specialty is Good Outsiders. He will hunt for days for the proper moment to make his attack, carefully planning when the opportune time will be.

COMBAT
Gan Scarrow attacks by gaining the element of surprise and cover of shadows or terrain. With the element of surprise, Gan will use his Power Shot ability to inflict some devastating arrow shots with sneak attack on surprise rounds. Gan is very fast and can usually rain another round of sneak attacks on his opponents before they know what is happening, this is when he has his Dire Ligers jump into the combat. With his ability Free Attack, whenever one of his allies gets an attack of opportunity, Gan may fire a ranged weapon at the same target as a free action.

Gan Scarrow frequently uses power shot, sacrificing 10 points of
its attack bonus for +10 to damage. If he fails to hit, he attacks normally.
Arrows +40/+35/+30/+25/+40, 1d8+26 damage;

or Full Power Attack +30/+25/+20/+15/+30 1d8+36 damage;

If opponents are denied dexterity Gan often opens with Full Power Shot, and Sneak attack dmg doing 1d8+36 +7d6 (24pt average) Average = 1d8 +60

Banked Shot (Ex): Gan can fire an arrow as full-attack action at a target within 20 feet of a wall (but not adjacent to the wall) and treat the target as if fat-footed for purposes of AC and damage inflicted. .

Close Combat Shot (Ex): Gan can attack with a ranged weapon in a threatened area and no provoke an attack of opportunity.

Expert Bowyer (Ex): Gan understands his weapon on a fundamental level he gains a +3 bonus on all craft (bowmaking) skill checks

Fletching (Su): Gan can create magic arrows (and only arrows) with a +1 enhancement bonus, as if he possessed the Craft Magic Arms and Armor fet and met all other requirements for the arrow.

Free Attack (Ex): Once per round, whenever any ally within line of sight gains an attack of opportunity upon a foe, Gan can make one ranged attack against the same fore, at his highest attack bonus as a free action.

Keen Arrows(Ex): all projectiles Gan fires behave as if they were keen weapons in addition to any other properties they might possess. This effect does not stack with any other keen effect or the improved critical feat.

Power Shot(Ex): Gan on his action, before making any attack rolls may choose to subtract a number from all reanged attack rolls and add the same number to all damage rolls. This number may not exceed 22. The penalty oh his attack rolls and bonus on his damage rolls apply until his next action.

Range Increment Bonus (Ex): Gan’s increment for his projectile weapons is increased by +10 feet (added after all multipliers.)

Ranged Sneak Attack (Ex): when wearing light armor or no armor Gan gains the ability to execute a ranged sneak attack, anytime an opponent would be denied his dexterity bonus to AC Gan deals +7d6 points of extra damage (this damage is not multiplied upon a critical hit) with a range of 30ft. Creature immune to critical hits are immune to this ability.

Sharp Shooting (Ex): Gan’s targets receive cover or concealment one-step worse than they should. This ability has no effect against foes with total cover.

Superior Weapon Focus (Ex): Gan adds an additional +1 to all attack rolls with the bow he has weapon focus with.

Superior Weapon Specialization(Ex): Gan adds an additional +2 to all damage rolls made with the bow he has weapon specialization with.

Gear: Periapt of Wisdom +6, Belt of Giant Strength +6, Gauntlets of Dex +6, Tome of Dex +5 (already used), Bracers of Greater Archery, +5 composite Longbow of Dread Good outsider(used epic feat instead of 2nd ability of the bow, so spent xtra money on other stuff), pale green ion stone (+1 att, saves, skills, abilities), +2 Animated Large Shield, Amulet of Natural Armor +4, Ring of Protection +2

Next the Epic Tarrasque stolen straight from the immortalshandbook.com

Epic Tarrasque
Colossal Magical Beast
Hit Dice: 48d10+576+288 (1128 hp)
Initiative: +4
Speed: 120 ft. (24 squares)
Armor Class: 38 (-8 size, +36 natural), touch 2, flat-footed 38
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17 and sharpness/18-20/x3)
Full Attack: Bite +57 melee (4d8+17 and sharpness),
gore +52 melee (4d6+8), 2 claws +52 melee (4d6+8), stomp +52 melee (8d6+25)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, sharpness bite, stomp, swallow whole, tail sweep +52 (2d8+25).
Special Qualities: Carapace, damage reduction 20/epic, regeneration 45, resistance to acid 45, fire 50, cold 45, electricity 45, scent, spell resistance 42
Saves: Fort +38, Ref +29, Will +20 (+20 energy drain, ability damage, poison, disease)
Abilities: Str 45, Dex 10, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dire Charge, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Toughness (x6), Iron Will, Power Attack.
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Neutral
Advancement: 49-63 HD (Colossal), 64-127 HD (Titanic).
Effective Class Level: 58
The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. The tarrasque cannot speak.

Combat
The tarrasque attacks with its claws, teeth, horns, and tail. The tarrasque's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage and severing a random body part (as a sharpness weapon) on a successful critical hit.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 47 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 2d8+7 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's power resistance or spell resistance.
Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +30 (or 1775 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.
- The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +30 (or 1775 hit points) and using a wish or miracle spell to keep it dead. Otherwise, even the slighest piece of the tarrasque can regenerate and restore the monster completely.
- If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.
Treasure: Legends say that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1d10 x 1000 gp value each). The underbelly material, mixed with the creature's blood and adamantine, is said to produce a metal that can be forged by master blacksmiths into up to four large shields (Craft [armorsmithing] check DC 30 to determine the success or failure of each). Each shield has a nonmagical +6 enhancement bonus, and bestows DR 15/epic upon the wielder. It takes approximately two years to manufacture each shield, and the blacksmiths aren't likely to do it for free.
Sharpness Bite (Ex): If the Tarrasque scores a critical hit upon a target with its bite, then it severs one of the targets appendages. Roll a d10 to determine the severed body part: D10 result: 1-2: head, 3-4 left arm, 5-6 right arm, 7-8 left leg, 9-10 right leg. Save DC 51 to negate the loss of body part.
Stomp (Ex): Targets two size categories (or more) smaller than the Tarrasque can be stomped into the ground.
Tail Sweep (Ex): The Tarrasque’s tail sweep now assaults all targets within a semi-circular area

Next Bodiless Ao
 
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