Okay, so I've only worked on monster design in a very, very fleeting capacity, but I think it's probably time I approached the bench and delved into this area of game design a bit more. Mostly... I'm bored. Anyway, without further ado - let's get it on!Size & Type/SubtypesHit Dice:Initiative:Speed:Armor Class:Base Attack/Grapple:Attack:Full Attack:Space/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Environment:Organization:Challenge Rating:Treasure:Alignment:Level Adjustment:Hag KingLarge Monstrous HumanoidHit Dice:
12d8+48 (Improved Toughness) (108hp)Initiative:
50ft (10 squares) land, 30ft (6 squares) climbArmor Class:
32 (-1 size, +3 Dex, +15 Natural, +5 Deflection), touch 17, flat-footed 29Base Attack/Grapple:
Bite +20 melee (1d8+14), Claw +20 melee (1d6+9), Fellblade +22 melee (1d12+11, +2d6 vs Good)Full Attack:
Fellblade +22/+17/+12, Claw +15, Bite +15Space/Reach:
Awful Presence, Fellvenom, Improved Grab, Poison, Sneak Attack +2d6, Steal Spell (3rd), Steal Spell-like Ability, Throat SlitSpecial Qualities:
Damage Reduction 10/good and magic, Darkvision 120ft, Spell Resistance 23Saves:
Fort +7, Ref +11, Will +13Abilities:
Str 28, Dex 16, Con 16, Int 20, Wis 10, Cha 20Skills:
Appraise +10, Diplomacy, +10, Hide +18, Intimidate +20, Jump +14, Knowledge (History) +10, Knowledge (Arcane) +10, Listen +15, Move Silently +18, Spot +15, Tumble +13Feats:
Improved Initiative, Force of Personality, Leadership, Improved Toughness, Telling BlowEnvironment:
Solitary or Hagdom (1 Hag King, 1 Cohort, 3-9 hags of any kind, 2-4 ogre mages, 4-12 ogres, Hag King's followers)Challenge Rating:
Double coins, standard goods and itemsAlignment:
Always Lawful EvilAdvancement:
By character classLevel Adjustment:
2 Vials of Drow Sleep Poison, 1 Vial of Giant Centipede VenomThe figure before you reeks of decay, resembling a regal, if ancient, human man standing imposingly tall. Its dry gray skin cracks and flakes as it moves, though this doesn't appear to bother it. It flexes an empty clawed hand menacingly as you approach, while in its other hand it wields a terrible sword of dark power.
It has long been a topic of discussion what evil stirs together coveys of Hags and bends their powers to its will. The Hag King appears to be a domineering male specimen of the Hag species, previously thought to be an asexual, albeit female appearing, race. His commanding presence and raw power make him a suitable tyrant and he is often found lording over small hordes of Hags and other evil humanoids. While Hags in general may be encountered alongside evil Giants, Hag Kings harbor a fierce animosity toward Giants, and will brook none as rivals to his authority.
Hag Kings stand around 10ft tall, and weigh anywhere from 400 to 500 lbs.Combat
Unlike his Hag underlings, a Hag King prefers a more direct melee approach to combat. His physical prowess however, does not detract from his supernatural and magical power, and he is capable of cunning battlefield control if pressed by multiple elusive opponents.
The Hag King's Fellblade functions as a +2 Large Keen Unholy Bastard Sword, although it is conjured by some dark force. As such, when the Hag King is slain the Fellblade is reduced to ash and vile smoke. A Hag King may elect not to wield his Fellblade in combat, if he does he instead makes use of his Claws as a primary attack, gaining two Claw attacks at +20 to hit, and his Bite attack as a secondary at +15 to hit.Awful Presence (Su):
Hag Kings are terrible and awe inspiring to behold. As such they add their Charisma modifier to their armor class as a deflection bonus. Further, any time the Hag King makes a charge attack, or uses a Spell-like Ability, all creatures within 15ft of the Hag King must succeed on a Will saving throw (DC 21) or become Shaken for 1d4+1 rounds. The save DC is charisma based.Fellvenom (Su):
The save DC of any poison applied to a Hag King's Fellblade is increased by his Charisma modifier, and the secondary effects of any contact or injury poisons delivered by a Fellblade's attack take effect 1d4 rounds after being delivered rather than 1 minute later.Improved Grab (Ex):
To use this ability the Hag King must hit a Large or smaller opponent with a Claw attack. It can then attempt to start a grapple with the struck creature as a free action without provoking an attack of opportunity.Poison (Ex):
A Hag King's Claw attacks carry a powerful natural poison (Fort save DC 19). Injury, initial damage Paralysis 1d4 rounds and 1d6 strength, secondary damage 2d6 strength. The save DC is constitution based.Sneak Attack (Ex):
A Hag King deals 2d6 extra damage anytime his attack qualifies for a Sneak Attack, as a Rogue of 12th level.Spell-like Abilities (Sp):
At Will---Jump, Obscuring Mist, Shock and Awe, Swim; 3/day---Fog Cloud, Confusion (DC 18); 1/day---Solid Fog, Fear (DC 19). Caster level 12th. Save DCs are intelligence based.Steal Spell (Su):
A Hag King can sacrifice 1d6 Sneak Attack damage to steal spells up to 3rd level as a Spellthief.Steal Spell-like Ability (Su):
A Hag King can sacrifice 1d6 Sneak Attack damage to steal spell-like abilities as a Spellthief.Throat Slit (Ex):
A Hag King may make a Coup de Grace attack against any helpless creature he has grabbed or is grappling as a swift action and without provoking attacks of opportunity.
Can't find art for the above.
Hopefully, I'll make some more monsters soon.