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RPG Series - Thanonite Ettin

Ettin, Thanonite
Enforcers of Orcus, Thralls to the Lord of the Undead


Large Aberration (Chaotic, Extraplanar, Evil, Undead)
Templates: Half-Fiend (Bar-Lgura), Evolved Undead, Eye Creature

Hit Dice: 14d12+28 (112 Hit Points)
Initiative: +03
Speed:
- Base: 40 ft.
- Modified: 50 ft.
Armor Class: 24
- Touch: 14
- Flat-Footed: 24
Base Attack/Grapple: +09/+14
Attack: Morningstar +12 Melee (2d6+8), Javelin +5 ranged (1d8+3), Fists (+14), Bite (+13) per head
Full Attack: Morningstar +14/+09/+05/+01 Melee (2d6+8), Javelin +8/+5 ranged (1d8+3), Fists/Claws (1d6+14+Paralysis), Bite (1d6+7+Paralyis), Smite Good +10
Space/Reach: 10-ft./10 ft.
Special Attacks:
Abduction, Eye Rays, Ghoul Fever, Paralysis, Pounce, Smite Good, Summon Tanar’ri
Special Qualities:
Class Abilities: Barbarian 4th, Damage Reduction, Darkvision: 60 ft., Immunities, Resistance, Spell-like Abilities, Spell Resistance, Superior Two-Weapon Fighting, Track (Per Feat), Telepathy, Undead Traits
Saves: Fort +21 , Ref +19, Will +24
Abilities:
Str 27 [+08], Int 10 [+00], Wis 10 [+03], Dex 14 [+03], Con 00 [+00], Cha 19 [+04]
Skills:
Balance: +10, Climb: +19, Craft: +12, Handle Abyssal Animal: +15, Hide: +18, Intimidate: +16, Jump: +25, Listen: +22, Ride: +14, Search: +12, Spot: +20, Survival: +12, Swim: +19, Tumble: +10
Feats: Alertness, Dodge, Iron Will, Mobility, Multiattack, Power Attack, Run
Environment: Thanatos, The 113th Layer of the Abyss
Organization: Group (3– 5: 1d4+2-1)
Challenge Rating: 17
Treasure: Standard Coin, Double Goods, Double Potions, plus 1d4 Magical Weapons
Alignment: Chaotic Evil
Advancement: 10 – 14 HD
Level Adjustment: +10

COMBAT

Berserker Combat Strategy
Rage- Jump – Pounce – Multiattack - Claw – Bite with both heads (paralysis) – Smite Good

Magic Combat Strategy
Spell-like Abilities - Jump – Pounce – Spell-like Abilities - Multiattack – Superior Two-Weapon Fighting – Smite Good – Central Eye – Eye Magic – Cone of Cold – Spell-like Abilities

Martial Combat Strategy
Central Eye - By Weapon Type/Multiattack/Superior Two-Weapon Fighting/Power Attack/Smite Good – Eye Magics

Defense
Spell Resistance, Dodge, Mobility, Damage Reduction, and Damage Resistance

Abduction (Su): Unlike most Tanar’ri, Thanonite Ettins, can use greater teleport to transport other creatures. It can bring up to one large or two medium creatures or smaller creatures each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 18 Will save to resist being transported. The DC save is charisma-based.

Central Eye (Su): Crushing Despair (Range 100 ft. cone, DC 16, CL 10)

Damage Reduction: 5/Magic

Damage Resistance: Acid/10, Cold/10, Fire/10

Eye Rays (Su): Chill of the Grave, Charm Person, Touch of Idiocy, Shadow Spray (Range 100 ft. cone, DC 16 CL 10). A thanonite’s smite good ability does not work in conjunction with these spell-like eye rays.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Fast Healing (Su): 2 Hit Points per each round so as long as 1 hit point remains. If reduced to 0 or less it is destroyed.

Ghoul Fever (Su): Abyssal Disease – bite, Fortitude 16, incubation Period 1 day, Damage 1d 4 Con, 1d4 Dex. The Save DC is charisma based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in that way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for flesh of the living and behaves like a normal ghoul in all respects. Any creature bit by a Thanonite Ettin becomes a ghoul (4 HD or less) or ghast (5 HD or more) and gains the half-fiend template with all abilities and vulnerabilities. Any creature that beats the DC Save has a chance of becoming an intelligent ghoul or ghast, but retains no free will.

Immunities (Su): Disease (magical and Mundane), Electricity, Mind-Afflicting Effects (Charm, Compulsions, Patterns, Phantasms, and Morale Effects), Paralysis, and Poison. Immune to ant effects requiring a Fortitude save (unless the effect also works on object or is harmless).

Paralysis (Ex): Those struck by a ghoul’s bite or claw attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4+4 rounds. Elves do not have immunity to this form or paralysis. The DC save is charisma-based.

Pounce (Ex): If a bar-Lgura charges a foe, it can make a full attack.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape, the Concentration skill, or any abilities that require patience or concentration. A Thanonite Ettin can not cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and meta-magic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Smite Good (Su): Once per day a Thanonite Ettin can make a normal melee attack to deal an extra 10 hit points of damage against a good foe.

Superior Two-Weapon Fighting (Ex): An Ettin fights with a morningstar or Javelin in each hand. Because each of its two heads control an arm, the ettin does take a penalty on attack or damage roles for attacking with tow handed weapons.

Spell-Like Abilities (Su):
Caster Level: 10
- At Will: Darkness (DC 10), Cause Fear (DC 12), Dispel Magic (DC 10), Greater Teleport (Dc 18), See Invisibility (DC 10), Telekinesis (DC 16)
1/Day: Cone of Cold (DC 19) Desecrate (DC 10), Unholy Blight (DC 10), Contagion (DC 10)
2/Day: Disguise Self (DC 12), Invisibility (DC 10), Major Image (DC 14)
3/Day: Poison (DC 10)

Spell Resistance: 20

Summon Tanar’ri (Su): Once per day, a Thanonite Ettin can summon another of his brethren with a 35% chance of success. This ability is the equivalent of a second level spell (CL 15) A thanonite ettin will only summon an thanonite ettin.

Telepathy (Su): Automatic, Range 100 ft.

Track (Ex): +08, other as per feat, Player’s Handbook Pg. 101.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Undead Traits (Su): Not subject to critical hits, nonlethal damage, ability drain, and energy drain. Immune to damage to its physical ability scores as well as fatigue and exhaustion effects. Not at risk from massive damage but reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into living creatures they were before becoming undead.

Description:
Hideously abominations partially created on the Demi-Plane of Moil, Thanonite Ettins are creations spawned by the few fanatic necromancers loyal to the Prince of the Undead. Thanonite Ettins became one of the few effective heavy infantries used by Orcus to shatter his enemies’ armies. Eventually, some are sent to the Prime Material Plane to protect favored clerics, wizards, and sorcerers who revere the ram-headed demi-god. In some cases, Thanonite Ettins are sent by The Prince of the Undead or even his generals, to punish the forces of Law and Order that anger or disrupt the Lord of the Undead.

Thanonite Ettins once appeared as ordinary ettins found on countless prime material planes. However, they at point were pressed into iron shackles and sent to the Abyss to breed with hosts of Bar-Lgura. Once they became of age, they were exposed to ghoul fever then corrupted by the blackest natures of the 113th Layer of the Abyss. The variant Ettins eventually underwent a metamorphosis that renders their flesh grey and clammy, with open patches and festering unhealed sores. They eyes are dull and lifeless, but possess a spark of evil intelligence not seen in their living brothers on Prime Material Worlds. Sharing impressive physical traits of both creatures, the generals of Orcus forged their fearsome battle prowress in the many battlefields of the Blood Wars. Thanonite Ettins use this in strategy to undermine the sense of confidence in unwary adventurers and planar crusaders, thus allowing them a quick surprise in martial combat.

The Thanonite Ettins are named after the 113th Layer of the Abyss, in the honor of Orcus.

Thanonite Ettins speak a simple form of Abyssal.

Weapons

Anarchic Morning Star of Impact +2, Bane Weapon vs. Living Creatures

This is the primary weapon of the Thanonite Ettin. However, they have been known to use others weapons of other designs. Variations of this morning star exist else on Thanatos and other layers of the Abyss.

Strong Enchantment, Conjuration, Chaos CL: 8
Craft Magical Arms and Armor, Chaos Hammer, Monster Summoning I
Price: 20308 Gp
Cost: 10154 Gp + 812 XP

Weapon of the Abyss, May not be constructed on the Prime Material Plane
Impact Capability can be found in the Arms and Equipment Guide, Pg. 97.

Dire Boar, Thanonite
Battlesteeds of the Thanonite Ettins

Large Aberration (Chaotic, Extraplanar, Evil, Undead)
Templates: Fiendish Creature, Evolved Undead, Mumia

Hit Dice: 8d12+21 (69 Hit Points)
Initiative: +3
Speed: 40 ft. (Eight Squares)
- Base: 40 ft.
Armor Class: 19
- Touch: 13
- Flat-Footed: 19
Base Attack/Grapple: +5/+17
Attack: Gore +12 Melee (1d8+12)
Full Attack: Gore +12 Melee (1d8+12)
Space/Reach: 10 ft. / 05 ft.
Special Attacks:
Ferocity, Smite Good
Special Qualities:
Dark Vision 60 ft., Damage Reduction, Fast Healing, Resistance, Spell Resistance, Scent, Turn Resistance, Undead Traits
Saves: Fort +00, Ref +05, Will +08
Abilities:
Str 29 [+09], Int 02 [+00], Wis 13 [+01], Dex 10 [+00], Con 00 [+00], Cha 10 [+00]
Skills:
Listen: +08, Spot: +08
Feats: Alertness, Improved Bull Rush, Improved Initiative, Iron Will, Weapon Finesse: Bite
Environment: Thanatos, The 113th Layer of the Abyss
Organization: Herd (3-5)
Challenge Rating: 08
Treasure: None
Alignment: Chaotic Evil
Advancement: 08–16 (Large), 17–21 (Huge)
Level Adjustment: -----

COMBAT
A Thanonite Boar charges it opponent, trying to rip its target open with its tusk with inflicting additional damage with its smite good and undead abilities.

Damage Reduction (Su): 10/magic

Fast Healing (Su): 3 Hit Points per each round so as long as 1 hit point remains. If reduced to 0 or less it is destroyed.

Ferocity (Ex): A Dire boar is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying.

Resistance (Su): 10/Cold, 10/Fire

Smite Good (Su): Once per day, a Thanonite Boar can make a normal melee attack to deal an extra 17 Hit points of damage against a good foe.

Spell-like Abilities (Su): Haste (CL: 8), See Invisibility (CL: 8)

Spell Resistance (Su): Base 13

Turn Resistance (Su): +02

Undead Traits (Su): Not subject to critical hits, nonlethal damage, ability drain, and energy drain. Immune to damage to its physical ability scores as well as fatigue and exhaustion effects. Not at risk from massive damage but reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into living creatures they were before becoming undead.

Withering Touch (Su): A creature struck by one of a Mumia’s natural attacks must attempt a Fortitude save (DC 10 + ½ HD + Cha Mod) or lose 2 points of constitution as the attacker absorbs moisture and energy from the target. This effect is in addition to any other effects the creature’s natural attack.

Footnotes
- A thanonite ettin does not conform to the standard description of the template Eye King. A thanonite ettin conforms to the standard body morphology of that humanoid type. (i.e. two heads, two arms, torso, two legs, etc.). It can use its eye-magic capabilities without eyestalks.

- All Fortitude saves are Charisma-based

- Mumia: Ghostwalk Campaign Option, Pgs. 167-168.

Thanonite Ettin
© Jeffrey Williams 2006, 2007.

Original Content, Monster Manual
Core Rule Book III V.3.5
- Ettin

Original Content, Savage Species
- Multiheaded Creature
© 2003, Wizards of the Coast, Inc.

Original Content, Libris Mortis
- Evolved Undead
© 2004, Wizards of the Coast, Inc.

Original Content, Fiendish Codex I: Hordes of the Abyss
-Bar-Lgura
© 2006, Wizards of the Coast, Inc.

Original Content Author: Gary E. Gygax

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