Ossengral

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Ossangral (CR 38)

Pure Evil - Large - Aberration
Lore: K. (Dungeoneer)
74 93
Basic DC Full DC
Initiative
Initiative Icon 2.png
66
Perception:
74 +64
Passive Active
Ambush:
7+
on a d20
  • Ambush Notes: Ossengral are excellent ambushers, and delight in springing upon their prey from surprise.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
63
Man Def
Shield Icon 3.png
80
Monster Health
5,962 2,981 81
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +42
Refl: +37
Will: +42

Strong Against:

  • Immune (no effect): Sonic (energy, common)
Weak Against:

Offense

Size: Large
10 ft. 20 ft.
Space Reach
To-Hit
+50
Sword Icon 3.png
Man Off
+68
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ripping Limb +50 (6d8+93/19-20 x2)
    as ripping (physical, uncommon)

Full Attack (Melee):

  • 3x Ripping Limb +50 (6d8+93/19-20 x2)
    as ripping (physical, uncommon)

Standard Attack (Ranged):

  • 1x Limb Flick +50 (6d8+93/19-20 x2)
    as spindling (physical, rare)
    (Increment: 50 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

  • 3x Limb Flick +50 (6d8+93/19-20 x2)
    as spindling (physical, rare)
    (Increment: 50 ft.; Max Range: 500 ft.)

Siege Damage: Not siege capable

Statistics

32
STR
34
DEX
36
CON
14
INT
16
WIS
12
CHA

Skills:

Languages: Common, Djofulleg, Fuligin, Gobhach

Feats:

Special Abilities

The Growl (Su) Auto At Start of Encounter

Once an encounter begins, even in a surprise round, Ossangral begin to emit their terrible Growl. This low, steady sound is just a simple grinding scrape, but it is ceaseless, voiceless, and breathless, completely unnatural in origin and presentation, so that the longer you listen, the worse it becomes. All enemy creatures that begin their turn within 50 feet of an Ossengral's space suffers the Distracted condition, and it remains until they begin a round out of the reach of all Ossengral. There is no save against this condition, which makes spell-casting very difficult indeed. Luckily, this does not stack. Being afflicted by one Ossengral is the same as twenty.

Even worse, if any creature ends its turn inside the area of effect of any Growl, they suffer 6d6+63 points of Rugosic (physical, uncommon) damage the first time they do so during a given encounter. The second time they end their turn inside the Growl area of any Ossengral during a given combat, they instead take 6d8+93 points of Rugosic (physical, uncommon) damage. The third and subsequent times they end their turn inside the Growl area of any Ossengral during a single encounter, they instead take 6d10+135 points of Rugosic (physical, uncommon) damage. Again, this effect does not stack, one Ossengral inflicts the same damage as a dozen. Thankfully.

Hooked Step (Ex) Free Action, part of a 5-foot step

Ossengral may choose to use this power instead of taking a simple five-foot step in combat. They sidle weirdly through battle, one of their long, deadly limb-tentacles trailing along behind them, and when they arrive at their destination space, they draw up their limb, possibly hooking the flesh of those they've left behind. Up to once per round, if an Ossengral chooses to take a five-foot step, they may choose to move either 5, 10, or 15 feet without provoking attacks of opportunity. In the course of this movement, any enemy creature whose threatened area they leave, suffers 6d6+63 points of Flensing (physical, rare) damage. Note that foes with reach are much less susceptible to this attack, as leaving their reach can be difficult, and as such, Ossengrals will often avoid closing with such foes.

Last Survivor (Su) Automatic at End of Combat

If Ossengral are victorious in a fight, they will automatically apply the Secured condition upon the last foe they defeat, just in time to stabilize them at zero hitpoints, but otherwise rendering them Helpless. These Secured and Helpless conditions will persist for one day, or until the Last Survivor is discovered by aid.

Ossangral

Ossangral

Ossengral are one of those Things that afflict reality. Ossengral can be encountered almost anywhere, and are known by a myriad of names, such as Horrors, Night Terrors, Phobos Incarnates, Ruin Frights, and many other names besides. They are incredibly mighty, and incredibly deadly, and if not for their habit of always leaving survivors, it is likely that they would not be known to the larger scholarly and adventuring community at all. Ossengral is a name for these awful things that means 'Groaner' or 'Growler' in an ancient toungue, and this is an apt description of these aberrant entities.

Ossengral look like dark masses of spiky limbs, multiple arms, short, powerful legs, a torso covered in bundled spikes and a large head dominated by terrible eyes. But by far their most distinctive feature is their terrible, atonal, Growl. Many survivors utterly fixate upon this unnatural sound, a ceaseless, tireless, monotonous grinding growl that never slows or varies once they begin, and is disturbingly unnatural in its unwordly tonality.

Ossengral are horrendous monsters even without the Growl, survivors reporting they can appear and disappear seemingly at will, attacking with trememdously long limbs like massive hook-laden cables. They appear almost exclusively in desolate places, such as ruins, dungeons, middens, barrows, abandoned buildings, sewers, deserts, glaciers, and the like. They are completely unnatural, and scholars speculate they appear from Someplace Else when they detect prey of the appropriate strength.

They always attack without warning, but once they appear, the Growl they seem to utter at all times makes their presence easy to notice. At the end of battles, they vanish without trace, and no lair has ever been reported, they seem to have no habits or places to dwell, they seem to exist only to attack prey and disappear.

Combat Tactics

Ossengral are amazing ambush predators. They have never been known to work with another monster faction, although there are reports of Falx Beasts and Ossengral being sighted near each other, so, maybe there is some relationship there. Ossengral have never been known to have lairs or nests or home bases. Every known fight with Ossegral begins the same way, a group of adventurers or soldiers or elite watch or even bandits, are camped or kick open a door or just turn a corner, and walk into a savagely vicious ambush of spiky, shadowy, long-limbed terrors.

Ossengral will always try to ambush from inside their large melee reach range, and will aggressively use teleports or brachiation to move into their melee range. Once in melee contact, they will use their horrifying Hooked Step ability to shift through their foes, ripping and tearing as they go, while attacking ceaselessly. They will usually strive to get all foes inside at least one of their Growl areas, and work their hardest to keep all foes inside a Growl for the entire battle, hoping the Growl damage, as it escalates, will suddenly end the battle. The Ossengral have the ability to apply Secured to the last foe in any battle, which they will always use to ensure there is at least one survivor.

And that's it. Ossengral appear, usually in an ambush, attack until all but one foe is dead, then vanish. If they lose a fight, they battle until they all perish without a word, without a pause or halt. Indeed, even a single Ossengral has huge damage output late in a fight due to the Growl, so many 'close' combats can turn into an Ossengral victory at the last moment.

Out of Combat

Out of combat, Ossengral might as well not even exist, for all that is known about them. They seem almost to be some sort of hazard mechanic of the very universe, serving to attack foes without mercy, malice, or merit, as long as they reach some unknown threshold that only the Ossengral understand. It is known that Ossengral are intelligent, and can speak Common, and they will sometimes be seen conversing among themselves in various weird Outsider Tongues or even Common during a battle, planning which of them will attack where. But of their culture, their society, their habits and foodstuffs and industry, nothing is known, if they even have such things.

Rewards

XP: 157,440,000

Treasure: Sellable Goods worth 4,477,226 gp.

Weight: 380 lbs.     Volume: 15.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)