The Beastmaster - 3e custom monsters
Bhagrhi Guard


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 planeshifter

Gargantuan Giant

Hit Dice: 62d8+574 (1'145 hp)
Initiative: +9 (-3 Size, +4 Dex)
Speed: 70 ft., Climb 70 ft.
AC: 43 (-3 Size, +4 Dex, +6 natural, +12 armor)
Attacks: 2 Bite +27 melee, 2 claws +21 melee, Gargantuan Longspear +12 melee, Gargantuan Falchion +16 melee, Gargantuan Guantlet +14 melee
Damage: Bite 3d4+5, Claw 3d6+12, Longspear 1d8+20, Falchion 1d12+20, Guantlet 5d6+15
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities, Hurl, Trample, Brahgani Burst
Special Qualities: SR 35, Immunities, Read thoughts, Improved Grab
Saves: Fort +31, Ref +10, Will +19
Abilities: Str 49, Dex 14, Con 36, Int 17, Wis 23, Cha 16
Skills: Climb +21, Intimidate +31, Jump +20, Knowledge (Anceint Lore) +27, Listen +18, Search +16, Spot +18
Epic Feats: Armor Skin, Automatic Quicken Spell, Epic Endurance, Perfect Health
Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Always lawful neutral
Advancement: 45-60 HD (Gargantuan); 65-80 HD (Colossal)

Bhagrhi Guard's are incredibly powerful and anceint beings thatexist to defend anceint landmarks from any would be intruders. This includes tomb raiders, grave robbers and anyone else with intentions to desecrate their target ruins. They only ever allow the chosen one, an individual whose fate was to enter the ruins. This way, a Bhagrhi Guard knows when it will die, however it fears not. For after their duties on earth, they return to their unknown anceint gods. Infact they live eternally so long as the chosen one hasn't come to the ruins. This means that they are left there for hundreds, thousands even millions of years. So they have seen almost all that the world has been through, as well as their time in the anceint world. Bhagrhi Guards look like massive humanoids with bright orange, red or yellow skin. They have six arms, they often leave 2 hands empty to grab opponents and hurl them. They have huge gaping, fanged mouths and 3 keen eyes that glow green in the dark. In their long lives, they manage to learn all languages, at least to say 'Leave now mortal!'.

Bhagrhi Guard firstly command any would be intruders to leave. They usually allow traveling villagers or adventuring partys to go through if they have a permitable excuse, although they will wacth them carefully for hours. However if anyone attempts to run past them or ignore it, they will become more forceful. Those who attack are shown no mercy. It never questions the chosen one, it knows if it is him by instinct, often surprising the chosen one himself.
Spell-like Abilities (Sp): At will- living lightning, mummy dust, nailed to the sky, peripety, rain of fire, ruin and suberb dispelling. These spells are as cast by a 30th level Sorceror.
Trample (Ex): As a standard action during each turn, the Bhagrhi Guard can trample opponents at least one size category smaller than itself. It deals 12d10+30 bludgeoning damage.
Hurl (Ex): A Bhagrhi Guard that successfully grabs an opponent two size categorys smaller than itself can hurl it 150 ft. causing 12d12+11 points of damage, and any opponent the hurled creature hits cuases 5d12+5 points of damage.
Bhagani Burst (Su): Once per day a Bhagrhi Guard can realease a potent force from the third middle eye that causes 12d20+45 points of damage to any living creature apart that it wishs, usually it leaves traveling adventurers or villagers alone, just leaving them confused to what the incredible force was withtin a 150 miles.
Immunities (Ex): Bhagrhi Guard are immune to all fire, electricity and sonic damage.
Read Thoughts (Su): Bhagrhi Guard can read any surfacing thoughs of any creature within 50 ft.