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Hecatonchiere

Throne of Orcus (pt. 2)

Orcus

Throne of Orcus (pt.1)

Epic Adventure Design

Known Old Ones

Galactus

New Special Materials

Demogorgon

Various Monsters

Clay Colossus

Revising Epic Feats

Weapons (Final Fantasy)

New Feats (and Spell System)

Crown Naga

Revising Salient Divine Abilities

Talos

Epic Tarrasque

King Ghidorah

Godzilla

Conversion Table 2: Divine Rank by HD/Levels

Conversion Table 1: Divine Rank by Comparisons

Updated (14th November) The Kilotonchiere - scroll down the page.

The Hecatonchiere is something of a poster child for the Epic Level Handbook (in fact they probably should have had it on the cover). However, for all its huff and puff it is a badly designed monster and punches well below its weight at its touted Challenge Rating of 57.

My redesign keeps the Hit Dice and overall power level (though the Challenge Rating dropped slightly to 52), but beefs the monster up drammatically (I think at least). It does also add some new feats from the Immortals Handbook: Ascension.

Hecatonchiere (CR 52)

Huge Outsider (Abomination, Chaotic, Evil, Extraplanar)
Hit Dice: 52d8+572 (988 hp)
Initiative: +6 (+2 Dex, +4 Divine)
Speed: 180 ft. (36 squares), Burrow 90 ft.
Armor Class: 85 (-2 size, +12 armour, +13 deflection, +2 Dex, +4 divine, +20 insight, +26 natural), touch 47, flat-footed 51
Base Att/Grapple: +52/+80
Attack: Greatsword +83 melee (2d6+33/15-20/x4) or Boulder +74 ranged (2d8+20)
Full Attack: See the combat entry below for how many attacks the Hecatonchiere can bring to bear on any given target.
Space/Reach: 15 ft./5 ft.
Special Attacks: Spell-like abilities, summon Hecatonchiere, superior multi-weapon fighting, warmonger
Special Qualities: Abomination traits, DR 25/-, critical hit immunity, divine bonus (Quasi-Deity), electricity immunity, fast healing 25, outsider traits, regeneration 25, SR 66
Saves: Fort +43, Ref +34, Will +31
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 36
Skills: Climb +64, Diplomacy +13, Hide -12, Intimidate +40, Knowledge (history) +33, Listen +99, Search +100, Sense Motive +49, Spot +99, Survival +49
Feats: Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (Greatsword...any slashing weapon - see Weapon Mastery Epic Feat), Greater Weapon Specialization (Any Slashing Weapon), Improved Critical (Any Slashing Weapon), Multiattack (Free), Power Attack, Multi-Weapon Fighting (Free), Weapon Focus (Any Slashing Weapon), Weapon Specialization (Any Slashing Weapon)
Epic Feats: Dire Charge, Epic Weapon Focus (Any Slashing Weapon), Epic Weapon Specialization (Any Slashing Weapon), Greater Critical* (Any Slashing Weapon), Greater Critical Multiplier* (Any Slashing Weapon), Greater Power Attack* (gains 3 points of damage for every 2 points of power attack invested), Light Eradication* (25% chance of overcoming critical hit immunity), Multi-weapon Rend (Free), Weapon Mastery* (can use any weapon specific feats with all weapons of similar type - ie. slashing, crushing, misslie etc.)
Environment: Lower Planes
Organization: Solitary
Challenge Rating: 52
Treasure: Carries between 57-75 (55 + 2d10) greatswords taken from vanquised opponents. Many of these could be magical. Roll 1d12 -2 to determine the weapon's enhancement bonus. Add weapon special abilities of market value equal to the enhancement bonus. A typical weapon will be a +5 greatsword with +5 worth of weapon special abilities (e.g. vorpal)
Alignment: Chaotic Evil
Advancement: 53-58 HD (Huge), 59-70 HD (Gargantuan), 71-140 HD (Colossal).
Level Adjustment: +0

*New feats from the Immortals Handbook: Ascension.

This great, seething mass of heads and limbs stands 26 feet tall. It moves like a whirlwind of flesh and steel, churning through the ground like a spinning plough, picking up the stones for use as missiles.

Hecatonchiere are abominations conceived by deities of war.

Combat

A Hecatonchiere seeks to enter melee as soon as possible, dire charging the nearest warrior-type opponent.

A Hecatonchiere's natural weapons, as well as any weapons he wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction. If somehow deprived of its weapons or boulders the Hecatonchiere deals 1d6+20 damage using its bare hands.

Abomination Traits: Hecatonchiere can communicate telepathically with any creature within 1000 feet that has a language. The Hecatonchiere is immune to enchantment, illusion and transmutation magic. They are not subject to energy drain, ability drain or damage. Hecatonchiere are not subject to death from massive damage and have maximum hit points per die.

Divine Traits: A Hecatonchiere is effectively a quasi deity and as such adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Insight (Ex): The Hecatonchiere gains a +20 insight bonus to its armor class, as it can always rely on 2/5ths of its heads to be watching opponents.

Outsider Traits: Hecatonchiere have darkvision (60 foot range). They cannot be raised or resurrected.

Regeneration (Su): Hecatonchiere take normal damage from weapons that are epic and either good-aligned or lawful-aligned, and spells or effects with the good or lawful descriptor.

Skills: A Hecatonchieres fifty heads give it a +50 racial bonus on Listen, Spot and Search checks.

Spell-like Abilities (Sp): At will - Greater Magic Weapon, Fly, Shield. Caster Level 56th.

Summon Hecatonchiere (Su): Once per day the Hecatonchiere can summon one of its brethren, though it is loathe to do so as this means such a debt must be repayed in the future.

Superior Multi-weapon Fighting (Ex): A hecatonchiere can fight with a sword or boulder in each hand (usually it carries 66 swords and 34 boulders). They do not suffer any penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making more than the following number of attacks.

  • Vs. Small Opponents: 10 melee plus 15 ranged
  • Vs. Medium Opponents: 15 melee plus 15 ranged
  • Vs. Large Opponents: 30 melee plus 15 ranged
  • Vs. Huge (or larger) Opponents: 60 melee plus 15 ranged

If attacked from one side the maximum number of attacks it can bring to bear is 75. If attacked on two sides it can maneouvre to bring all 100 attacks to the fore.

Warmonger (Ex): The Hecatonchiere can choose feats or abilities normally only available to those of the Fighter class, such as Weapon Specialization.

The Kilotonchiere

The following monster is, at face value an advanced Hecatonchiere. However I have made a few non-standard modifications, such as upping its divine bonus to Entity class levels, adding orichalcum weaponry and throwing in some divine abilities in place of epic feats.

I'd like to think that the three Hekatonchiere who helped Zeus overthrow and now guard the imprisoned (Greek) Titans were actually akin to these advanced versions rather than the Epic Level Handbook version, simply for the fact that my Titans (see Gods & Monsters) would see the Epic Level Handbook Hecatonchiere as little more than a speed bump.

Kilotonchiere (CR 140)

Colossal Outsider (Abomination, Chaotic, Evil, Extraplanar)
Hit Dice: 140d20+5600 (8400 hp)
Initiative: +28 (+12 Dex, +16 Divine)
Speed: 1200 ft. (36 squares), Burrow 400 ft.
Armor Class: 250 (-8 size, +17armour, +35 deflection, +12 Dex, +16 divine, +100 insight, +70 natural), touch 163, flat-footed 138
Base Att/Grapple: +140/+234
Attack: Greatsword +240 melee (15d10+96...average 178 /13-20/x5...average 890) or Boulder +226 ranged (2d8+78...average 87)
Full Attack: See the combat entry below for how many attacks the Kilotonchiere can bring to bear on any given target.
Space/Reach: 30 ft./5 ft.
Special Attacks: Spell-like abilities, summon Kilotonchiere, superior multi-weapon fighting, warmonger
Special Qualities: Abomination traits, DR 70/-, critical hit immunity, divine bonus (Greater Deity), electricity immunity, fast healing 70, outsider traits, regeneration 70, SR 166
Saves: Fort +128, Ref +100, Will +87
Abilities: Str 166 (+78), Dex 34, Con 82, Int 10, Wis 8, Cha 80
Skills: Climb +221, Diplomacy +13, Hide -20, Intimidate +178, Knowledge (history) +143, Listen +643, Search +643, Sense Motive +142, Spot +643, Survival +142
Feats: Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (Greatsword...any slashing weapon - see Weapon Mastery Epic Feat), Greater Weapon Specialization (Any Slashing Weapon), Improved Critical (Any Slashing Weapon), Multiattack (Free), Power Attack, Multi-Weapon Fighting (Free), Weapon Focus (Any Slashing Weapon), Weapon Specialization (Any Slashing Weapon)
Epic Feats: Dire Charge, Epic Weapon Focus (Any Slashing Weapon), Epic Weapon Specialization (Any Slashing Weapon), Greater Critical* (Any Slashing Weapon), Greater Critical Multiplier* (Any Slashing Weapon), Greater Power Attack* (gains 3 points of damage for every 2 points of power attack invested), Light Eradication* (25% chance of overcoming critical hit immunity), Multi-weapon Rend (Free), Weapon Mastery* (can use any weapon specific feats with all weapons of similar type - ie. slashing, crushing, misslie etc.)
Divne Abilities: Moderate Eradication*, Superior Critical*, Superior Critical Multiplier*, Superior Power Attack*
Environment: Lower Planes
Organization: Solitary
Challenge Rating: 140
Treasure: Carries between 610-750 (600 + 10d12) greatswords taken from vanquised opponents. Roll 3d6 to determine the weapon's enhancement bonus. Add weapon special abilities of market value equal to the enhancement bonus. A typical weapon will be a +10 greatsword with +10 worth of weapon special abilities (e.g. flaming blast and sharpness)
Alignment: Chaotic Evil
Advancement: 53-58 HD (Huge), 59-70 HD (Gargantuan), 71-140 HD (Colossal).
Level Adjustment: +0

*New feats/abilities from the Immortals Handbook: Ascension.

This great, seething mass of heads and limbs stands 70 feet tall. It moves like a whirlwind of flesh and steel, churning through the ground like a spinning plough, picking up the stones for use as missiles.

Kilotonchiere are abominations conceived by deities of war.

Combat

A Kilotonchiere seeks to enter melee as soon as possible, dire charging the nearest warrior-type opponent.

A Kilotonchiere's natural weapons, as well as any weapons he wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction. If somehow deprived of its weapons or boulders the Hecatonchiere deals 1d6+78 damage using its bare hands.

Abomination Traits: Kilotonchiere can communicate telepathically with any creature within 1000 feet that has a language. The Kilotonchiere is immune to enchantment, illusion and transmutation magic. They are not subject to energy drain, ability drain or damage. Kilotonchiere are not subject to death from massive damage and have maximum hit points per die.

Divine Traits: Kilotonchiere is effectively a greater deity and as such adds a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Insight (Ex): The Kilotonchiere gains a +100 insight bonus to its armor class.

Outsider Traits: Kilotonchiere have darkvision (60 foot range). They cannot be raised or resurrected.

Regeneration (Su): Kilotonchiere take normal damage from weapons that are epic and either good-aligned or lawful-aligned, and spells or effects with the good or lawful descriptor.

Skills: A Kilotonchieres fifty heads give it a +500 racial bonus on Listen, Spot and Search checks.

Spell-like Abilities (Sp): At will - Greater Magic Weapon, Fly, Shield. Caster Level 156th.

Summon Hecatonchiere (Su): Once per day the Hecatonchiere can summon one of its brethren, though it is loathe to do so as this means such a debt must be repayed in the future.

Superior Multi-weapon Fighting (Ex): A kilotonchiere can fight with a sword or boulder in each hand (usually it carries 666 swords and 334 boulders). They do not suffer any penalty for attacking with one thousand weapons. However, the press of limbs prevents the creature from making more than the following number of attacks.

  • Vs. Small Opponents: 10 melee plus 150 ranged
  • Vs. Medium Opponents: 15 melee plus 150 ranged
  • Vs. Large Opponents: 30 melee plus 150 ranged
  • Vs. Huge Opponents: 60 melee plus 150 ranged
  • Vs. Gargantuan Opponents: 120 melee plus 150 ranged
  • Vs. Colossal (or larger) Opponents: 240 melee plus 150 ranged

If attacked from one side the maximum number of attacks it can bring to bear is 750. If attacked on two sides it can maneouvre to bring all 1000 attacks to the fore.

Virtual Size Categories (Ex): The Kilotonchiere has six virtual size categories.

Warmonger (Ex): The Kilotonchiere can choose feats or abilities normally only available to those of the Fighter class, such as Weapon Specialization.

Something you won't be seeing Next Week: The Megatonchiere :+)

Unless stated otherwise, all content © 2001-2008 Craig Cochrane. All rights reserved.