The Beastmaster - 3e custom monsters


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By Simeon38X

Large Giant (chaos)

Hit Dice: 12d6+2 (87 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft.
AC: 15 (-1 size, +2 natural, +3 deflection)
Attacks: 2 claws +6 melee
Damage: Claw 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, fear aura
Special Qualities: SR 13, fast healing 9, poison and acid immunity, electric and cold resitance 11, detect thoughts
Saves: Fort +2, Ref +3, Will +11
Abilities: Str 9, Dex 11, Con 17, Int 12, Wis 13, Cha 16
Skills: Bluff +12, Concentration +7, Innuendo +13
Feats: Endurance, Iron Will
Climate/Terrain: Any land and underground (Far Realm)
Organization: Solitary, pair or band (3-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Bak'juum are a race found in parts of the nightmare realm that coexist with the plane of Ysgard. Bak'juum are curious and quizical beings, somewhat contradictory to their soul-shattering appearance. They however seem to unaware of their horrific appearance. They look somewhat like an 7 to 8 ft. humanoid with a hairless rams head. However their skin is peeling, decaying and even falling of in some places revealing muscle, gristle and bone. Their heads are in the worst state of decay, there eyes have literally oozed out. Instead eerie yellow lights leak out of these empty sockets. Their fingers end with wickedly curved, rusty scissor-like claws.
Despite their disturbing appearance, they are seemingly friendly beings, though they can read others thoughts. They are often aware that others are afraid of them, and often try to make them feel safe, much to their avail since many beings cant stand their very presence. Only beings from or originating from the Far Realm are capable of finding nothing frightening about them. Also Bak'juum are fantastic musicians, although they do specialize in very alien and unnatural sounds. They speak Common and Sylvan.

Bak'juum enjoy revelry and music, and they despise violence of any kind. However those who would attack them will find themselves at the end of their rusted claws.
Fear Aura (Ex): All those within 30 ft. of a Bak'juum must succed a will save (DC 14) or be under the affect of a fear spell. Those who suceeded the save cannot be affected by the Bak'juums fear aura again for 24 hours.
Spell-like abilities (Sp): At will-expeditious retreat, hypnotism, protection from law, sleep, ventriloquism, undetectable alignment, wind wall. These are as cast by an 8th level Bard.
Detect Thoughts (Su): Bak'juum continuously detect thoughts as the spell cast by a 5th level sorceror.

Bak'juum traverse in planes in an hedonistic fashion, living in almost satyr like revelry. Bak'juum have two gods, mother and father Jen'ruug. Mother Jen'ruug looks like a giant floating skull with no nose, covered with bright-orange runes and blood cascading from her white-vestigal eyes. Father Jen'ruug appears as a long, twisted spinal cord that ends with a shark-like mouth-bone with ruby teeth, and to top it of a pair of black and magenta butter-fly like wings. Mother Jen'ruug allows the Chaos, Good and Luck domains. Father Jen'ruug allows the Chaos, Protection and Strength domains.

A Bak'juums favored class is Bard. A Bak'jumms PC effective character level (ECL) is equal to its class level +18. Thus a 1st-level Bak'juum Bard has an ECL of 19, and is the equivelant of a 19th level character.