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Fax Celestis
2006-08-05, 06:56 PM
Spurred on by the results of my recent goading of Vorpal Tribble, I have decided to challenge everyone instead of just him.

The following eight are strange ideas off the top of my head that I can't seem to work out on my own. If you make one, post it in this thread, and if we feel like it later, we'll decide which ones are the best.

Note: you can do just one. There's no particular reason you have to do them all. Also, interpret these however you choose. As long as they're recognizable as based off the idea, we'll add it to the menagerie.

In the meantime, here's the eight:

1. As I challenged VT earlier: "Make a steam-powered vermin."

2. Make a creature that survives off of thermoelectricity (http://en.wikipedia.org/wiki/Thermoelectricity).

3. Stat out one of the following creatures: One (http://img.photobucket.com/albums/v216/FaxCelestis/BioTech_D_by_fax_celestis.jpg), Two (http://img.photobucket.com/albums/v216/FaxCelestis/Yggdrasil_by_fax_celestis.jpg), Three (http://img.photobucket.com/albums/v216/FaxCelestis/Dragon_Spirit_by_fax_celestis.jpg), Four (http://img.photobucket.com/albums/v216/FaxCelestis/Biotech_G_by_fax_celestis.jpg), or Five (http://img.photobucket.com/albums/v216/FaxCelestis/BioTech_C_by_fax_celestis.jpg)

4. Stat out a creature from this list (http://en.wikipedia.org/wiki/List_of_Cryptids) of real-life cryptids (http://en.wikipedia.org/wiki/Cryptozoology).

5. Make an Outsider or Elemental with either both the (Earth) and (Air) subtypes, or the (Fire) and (Water) subtypes.

6. Make a Plant with the (Augmented Undead) subtype. Conversely, make a Monstrous Humanoid with the (Augmented Dragon) subtype.

7. Make an ooze that devours negative energy.

8. Lastly, take a modern device and turn it into a creature. (Example: Alocathi Refreshment Simulacrum (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11543010 37))

Gnudro
2006-08-06, 01:28 AM
The Leviathan:

http://www.mises.org/store/leviathan.jpg

"Leviathan or the matter, forme and power of a common-wealth ecclesiasticall and civil" - Thomas Hobbes

A regal giant strides through the town, his sword drawn. His chain suit of armor, made of the citizenry, all activley participating in their own defence. Around his feet the local militia swarms, mimicking every stroke of his sword. The giant, and the townspeople seem to be one entity, striking down those who oppose them.

The Leviathan Template that can be applied to any social creature or being who is the member of a community, reguardless of creature type.

Special: The leviathan is a template that should be added to a typical member of a community. The new creature isn't a member of the community, but instead is a "force" that arises when it is needed. If the Leviathan template was applied to Joe the Average Orc, Joe himself doesn't become a Leviathan, but instead a new "force" is created that has Joe's statistics with the Leviathan template applied to them.

Creation: The Leviathan comes into being to protect the interests of a community. This commonly happens during great civil strife or invasion. If it is "needed" the Leviathan sometimes also comes into being to seek out and destroy the enamies of the community. When a Leviathan is acting in the interests of the community it is only the Leviathan that acts. The Leviathan represents the community as a whole acting as a single cohesive force. After the Leviathan is dispersed, or is no longer needed, community members go back to acting normally.
Mechanicly, if a communities Leviathan fighting, it is the only force fighting on their side. Once it is dispersed, the normal forces of the community become involved.

Size: If member of a Metropolis: Collosal; Large or Small City Gargantuan; Large or Small Town Huge; Village, Hamlet, or Thorp: Large

Hit Dice: Large Leviathans have 20 HD, Huge Leviathans have 30 HD, Gargantuan Leviathans have 40 HD, Collosal Leviathans have 50 HD. The type of HD rolled is based on the base creatures standard racial HD. The Leviathan does not gain any bonus feats or abilities for it's hit dice, it gains saves, attack bonuses and hit dice as normal.

Initiative: Calculated as before.
Speed: Same as base creature.
Armor Class: Same as base creature, except take away for size. Add the following natural armor bonus according to the size of the Leviathan:
Large: 2 Huge: 4 Gargantuan: 8 Collosal: 16

Base Attack Bonus: Set according to type:
20HD 30HD 40HD 50 HD
Fey or Undead +10 +15 +20 +25

Abberation, Animal, Construct, Elemental, Giant, Humanoid, Ooze, Plant or Vermin.
20HD 30HD 40HD 50 HD
+15 +20 +25 +30

Dragon, Magical Beast, Monstrous Humanoid, Outsider:
20HD 30HD 40HD 50 HD
+20 +30 +40 +50

Grapple: Base Attack + Size Modifier + Strength

Attack/Full Attack: A Leviathan attacks as normal for a creature with it's Base Attack Bonus.
It's attacks do damage based on the Leviathan's size and count as Lawful weapons:
Large Huge Gargantuan Collosal
1d6 1d8 2d6 3d6

Space/Reach:
Large: 10/10
Huge: 15/15
Gargantuan: 20/20
Collosal: 30/30

Combat Abilities: Cannot use breath attacks, spells, spell-like abilities or not directly combat related skill checks. Base abilities that effect the damage of the creature, and it's combat abilities can be used. Any saves should be calculated by the creature's new hit dice.

Expert Grappler(Ex): The leviathan can maintain a grapple without penalty and make attacks on other targets. The leviathan is never flat-footed while grappling.

Trample: A Leviathan that moves over a creature and doesn't end it's movement there, can trample that creature. A trampled creature takes 1d6 + Strength modifier damage. The victim can make an attack of opportunity against the Leviathan, or a reflex save DC 20+Leviathan's Strength.

Order of the Mob(Ex): The base creature counts as lawful. If the creature was originally chaotic, it counts as both lawful and chaotic. (Both smite chaos and smite order would effect it for example)

The King's Two Bodies(Su): The Leviathan is uneffected by critical hits and sneak attacks. Immune to targeted mind effecting abilities. Death effects cause permanant level loss instead of death. (If the Leviathan fails a save vs death spell, it instead looses one hit dice. If the spell effects multiple targets, the Leviathan instead looses one hit dice for each target that the spell could possibly effect)

Once a Leviathan reaches 0 hit points, it is not destroyed, but instead dispersed. The community is unharmed, but no longer as protected, and may begin to panic. (This is the point when the individuals of the community begin acting). The leviathan will re-emerge when the people next need to protect their interests, if they survive until then.

If the Leviathan removes the threat, it also disperses, but without inducing "Hysteria"

Hysteria(Su): If the Leviathan violently disperses all the members of the community must make will saves vs fear.
The type of fear they are saving against is determined by their hit dice, and the leviathan's hit dice.
If their hit dice are greater or equal to half the leviathans, then must save or become shaken. If their hit dice are greater or equal to 1/4th the leviathans, then they must save or become frightened. If their hit dice are greater or equal to 1/8th the leviathans, then they must save or become panicked. If their hit dice are less then that, they must make a save or become confused. The fear or confusion effect lasts until the immediate threat is removed, although community members can make a new save vs fear every 5 rounds. The Save DC is 10+1/2 the Leviathan's hit dice.

The Man (Su): All those who oppose the Leviathan and are within a 40 foot radius must make a will save or become shaken. The will save is 10+1/2 Leviathan's HD + Cha Modifier.

Keeping You Down(Su): The Leviathan automaticly does an extra 1d6 subdual damage against members of the same community as the base creature, who oppose the ideas of the majority of the community, or the Leviathan itself.

Saves: The Leviathan's saves are calculated based on it's new size.

Abilities: Same as base creature.

Skills: Same as base creature +2.
Feats: Same as base creature.

After acheiving great success in the battle against chaos with their Inevitable program, the mage-smiths of Mechanus began trying to develop an even greater weapon. They took their inspiration from the great sea serpents found on the prime material, called leviathans. Leviathans, while they were great forces of destruction, also helped to insure that life in the seas continued. A sea creature that helped protect the sea.

The Inevitables were flawed in that they were foreign elements in a system. Instead of using a Kolyarut to punish an oath breaker, those whom the oath was sworn to should instead be invested with the power to punish the offender. Unlike previous Inevitables, the Leviathan was not made of metal, nor any physical form, but instead from the collective whole of societies.

When societies as a whole worked in their own best interest, then the leviathan would emerge, the people and the monster striking fiercly. Gazing upon a leviathan fighting shows both a regal giant wearing chain made of people, and of a well co-ordinated assult by the city militia. Both the militia and the giant are the Leviathan.

////////////
Thanks to Verelor and his single-template mass combat thread for the inspiration on how to manage such an unusual monster. http://boards1.wizards.com/showthread.php?t=637522

What I am trying to do with The Leviathan is not to capture the idea of the Leviathan as a horrible sea creature, but instead as the oppressive force that keeps society together. In Thomas Hobbes' Leviathan, he thinks that government is a powerful destructive force that keeps people together, keeps them safe, and keeps them stable. People will naturally be drawn together, and become organized, and this organization will develop into a force over time.

So the monster I made, The Leviathan, is supposed to represent a potent weapon in the war between Order and Chaos.... Government. The government that people naturally form.

The Leviathan of Malleon's Gate
The city goblins of Malleon's Gate district in Sharn have lived in the city for over a hundred generations. It was their ancestors that built Sharn, and built Sharat and Dur-Sharat before it. It was their ancesters that faught for and finally received their freedom. The Gaters often despise the Mournish and Dhaakani goblin immigrents, fearing their different ways, and that they might steal their jobs, or otherwise wreck their long-standing community. With the intrusion of the Mournish based Monster's Eye gang, conflict is rising in the district, and the city goblins may take action to defend themselves, and their home soon.

The City Gobs The Leviathan of Malleon's Gate

Size/Type: Large Humanoid (Goblinoid)
Hit Dice:20d8 +20 (104)
Initiative:+1
Speed: 30 Feet
Armor Class: 12 (-1 Size, +2 Natural, +1 Dex) Flat Footed: 11, Touch 10
Base Attack/Grapple:15/19
Attack: 14 +1d6 Strike(slashing, lawful)
Full Attack: 14 Strike, 9 Strike, 4 Strike
Space/Reach:10/10
Special Attacks:Expert Grappler, Trample(+1d6, DC 20), Keeping You Down(+1d6 nonlethal), The Man (Dc 18)
Special Qualities:The King's Two Bodies, Hysteria (DC 20)
Saves: Fortitude:+7 Reflex:+13 Will:+5
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +3, Move Silently +7, Ride +6, Prof Laborer 4
Feat:Skill Focus Prof. Laborer
Alignment: Lawful Evil

//This is a stated out Leviathan for a Goblin Village

The Leviathan of Sharn

During the last war Sharn was only once directly threatened. The Lhazaar privateers tried to bombard Sharn from the sea, but only managed to damage cliffside before they were destroyed. With the possibility of a new great war rising, and many new closer enamies, the might of Sharn might arrise again.

Sharn The Leviathan of Sharn

Size/Type: Collossal Humanoid
Hit Dice:50d8 +50 (254)
Initiative:+0
Speed: 30 Feet
Armor Class: 18 (-8 Size, +16 Natural) Flat Footed: 18, Touch 10
Base Attack/Grapple:37/46
Attack: +38 3d6+1 Strike(slashing, lawful)
Full Attack: 30 Strike, 25 Strike, 20 Strike, 15 Strike, 10 Strike, 5 Strike, 0 Strike
Space/Reach:30/30
Special Attacks:Expert Grappler, Trample(+1d6+1, DC 21), Keeping You Down(+1d6 nonlethal), The Man (Dc 35)
Special Qualities:The King's Two Bodies, Hysteria (DC 35)
Saves: Fortitude:+16 Reflex:+30 Will:+14
Abilities: Str 13, Dex 10, Con 12, Int 10, Wis 8, Cha 10
Skills: Hide -10, Move Silently +6, Gather Information +4, Craft Weaponry 6
Feat:Urban Tracking
Alignment: Lawful Nuetral

//This is a stated out Leviathan for a human Metropolis

BakerOfBedlam
2006-08-06, 01:47 AM
Oh hey. Never tried making a monster before. I'll accept your challenge! One Plant (Augmented Undead) coming right up!

Zombie-Borne Plant

A zombie-borne plant is a rare occurance. They generally only occur through a series of rather odd coincidences (a creature dies, a monstrous plant takes root on its corpse, and the corpse then rises spontaniously) or purposefully created by one of the more creative necromancers.A zombie-borne plant appears just as a normal zombie, minus the massive, onion-like plant rooted in it's back. The plant has five broad, green leaves around its base, and a single long tendril comes from the top of the bulb.
The name "zombie-borne" is a slight misnomer, as any undead can become host to such a plant.

"zombie-borne plant" is an inherited template that can be applied to any corporeal undead creature (hereafter refered to as the base creature).

A zombie-borne plant uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to plant (augmented undead). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice
The creature gains a single d8 Hit Die. All other Hit Dice are unchanged.

Speed
Same as the base creature.

Attack
A zombie-borne plant gains a single tentacle attack, dealing damage based on its size. If the base creature can use weapons, the zombie-borne plant retains this ability. A creature with natural weapons retains those natural weapons.

Fine: 1
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 1d12
Gargantuan: 2d8
Colossal: 2d12


Special Attacks

Poison (Ex)
A zombie-borne plant can deliver poison through its tentacle slams.
Injury, Fortitude DC 14, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Spores (Ex)
Upon being dealt damage by an attack of any kind, a zombie-borne plant releases a cloud of sickly, yellow spores in a 10ft spread, centered around itself. When destroyed it releases these in a 20ft spread, centered around itself.
These spores deliver the same poison as the tentacle slams.

Special Qualities

Plant Traits
A zombie-borne plant posseses all plant traits, and can be affected by spells that specifically repel plants, such as Antiplant Shell.

Fast Healing
A zombie-borne plant heals 3 points of damage each round so long as it has at least 1 hit point.

Abilities
Unlike most plants, a zombie-borne plant posses no constitution score.

Environment
As base creature, plus marsh.

Challenge Rating
As base creature +1

------------------------------------------

Well there it is. I'm not so sure about the challenge rating, though. I've got no idea how to calculate that. :P

Jeeze, that was harder than I thought it'd be. Vorpal Tribble makes this look easy. >:(

I_Got_This_Name
2006-08-06, 03:34 AM
What's a Zombie-Born Plant's CON score?

Fax Celestis
2006-08-06, 04:01 AM
Gnudro: Nice. Gigantically monstrously huge creatures are always fun to deal with, especially when they're tyrranical.

Baker of Bedlam: Under "Attack", change "vampire" to "Zombie-Borne Plant". Also, does it gain uses of this attack at all times, or is it a special attack? That is, if this were a "Vampire-Borne Plant", would the vampire get his normal slam attack and his tentacle attack, or would he get his slam attack or his tentacle attack?

Also: I Got This Name raises an interesting point. Plants have Con scores, undead do not. I would venture to say this one doesn't have a Con score, since the plant seems to be more symbiotic than anything, but your call.

Beyond that, looks pretty nice.

ghost_warlock
2006-08-06, 05:07 AM
*honors the dead* :'(

Thylacine (Marsupial "Wolf")
CR 1
N Medium Animal
Init +2; Senses Low-light vision, scent, Listen +3, Spot +3
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Spd 50 ft. (10 squares)
Hp 15 (2d8+6)
Fort +5, Ref +5, Will +1
Melee Bite +3 (1d6+1)
Combat Options Improved grab, swallow whole, trip
BAB +1; Grp +2
Abilities Str 13, Dex 14, Con 16, Int 2, Wis 13, Cha 8
SQ -
Feats TrackB, Weapon Focus (bite)
Skills Hide +2, Listen +3, Move Silently +2, Spot +3, Survival +2*
Environment Warm forests, plains, and wetlands
Organization Solitary, pair, or pack (7-16)
Advancement 3-6 HD (Medium)

This creature resembles a large, short-haired dog with a long, stiff tail which smoothly extends from the body. It is yellowish-brown in color with several dark stripes on its back and rump. As it runs towards you, its jaws open to a surprising extent.

Swallow Whole (Ex): If a thylacine begins its turn with an opponent held in its mouth, it can attempt a new grapple check. If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent can be up to two size categories smaller than the thylacine. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (AC 12, must deal 3 points of damage, muscular action closes the hole and other creatures must cut their own way out), or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Trip (Ex): A thylacine that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the thylacine.
Skills: *Thylacine have a +4 racial bonus on Survival checks when tracking by scent.

Ecology
The thylacine is a nocturnal hunter, spending the days in a nest of twigs and bark in small caves or hollow tree trunks. It typically retreats to the hills and forest during the day for shelter and hunts in the open heath at night.
Thylacine hunt in small family groups and prey includes kangaroos, wallabies, birds and various small animals. Thylacine also prey upon farmers' sheep and poultry.
A female thylacine can produce up to 4 cubs (typically 2 or 3 per litter), carrying the young in a pouch for up to 3 months and protecting them until at least half grown.

Original article here (http://en.wikipedia.org/wiki/Thylacine).

ghost_warlock
2006-08-06, 06:10 AM
placeholder ;D

Horned Howler
NE Large Magical Beast

This large creature is dark and shaggy, with a thick body, stocky legs, and a stubby tail. Massive horns jut from its head and its eyes glow a vibrant red.

Were-Sandwich
2006-08-06, 07:14 AM
Placeholder

Mongolian Deathworm

Fax Celestis
2006-08-06, 02:15 PM
I'd hate to be a pixie and run into a pack of those thylacines. *gulp*

BakerOfBedlam
2006-08-06, 02:39 PM
Baker of Bedlam: Under "Attack", change "vampire" to "Zombie-Borne Plant". Also, does it gain uses of this attack at all times, or is it a special attack? That is, if this were a "Vampire-Borne Plant", would the vampire get his normal slam attack and his tentacle attack, or would he get his slam attack or his tentacle attack?

Also: I Got This Name raises an interesting point. Plants have Con scores, undead do not. I would venture to say this one doesn't have a Con score, since the plant seems to be more symbiotic than anything, but your call.

Beyond that, looks pretty nice.

Forgot about the Con score. :P

The tentacle was meant as simply an extra natural weapon for the creature to use. It doesn't replace any of the creatures other natural weapons.

Oh, and I forgot to stick "corporeal" in front of undead there. Can't be having a wraith-borne plant, now can we?

wippit
2006-08-06, 02:40 PM
Chupacabra
Medium Magical Beast

Hit Dice: 3d10+4 (21 hp)
Initiative: +2
Speed: 50 ft. (10 squares), jump 40 ft
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +2/+6
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, blood drain, fear gaze (DC 13)
Special Qualities: Low-light vision, scent, damage reduction 5/silver, fast healing 1
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 19, Dex 19, Con 15, Int 6, Wis 12, Cha 11
Skills: Hide +10, Jump +14, Listen +11, Move Silently +11, Spot +11, Survival +1*
Feats: Track, Weapon Focus (bite), Improved Trip*
Environment: Any
Organization: Solitary, pair, or pack ( 3-8 )
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 4-7 HD (Large)


Chupacabra are seldom seen creatures resembling a large dog mised with something reptilian. Theyr eyes glow a malevolent red, and those few who have seen its gaze have been filled with fear. Although rumored to be related to vampires, chupacabras are not undead.

Combat

Trip (Ex): A chupacabra that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the chupacabra.

Blood Drain (Ex): A Chupacabra can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. A Chupacabra can only drain up to 5 points of constitution per hit die before it is full.

A Chupacabra feeds off the blood, it does not consume anything else for food.

Fear gaze (Su): A chupacabra can instill fear in an opponent just by looking at them. Anyone the chupacabra targets must succeed on a Will save or suffer the effects of a fear spell (caster level 9th). The ability has a range of 30 feet.

Feats: * Chupacabras receive improved trip as a bonus feat

Skills: *Chupacabras have a +4 racial bonus on Survival checks when tracking by scent. They also have a +8 racial bonus to hide, jump, listen, move silently, and spot.

BakerOfBedlam
2006-08-06, 02:55 PM
Very very cool, Gnudro. I'm loving the flavor, but I'm having some trouble with the rules.

Is this template applied to a single individual, who then becomes the giant and the mob? Or are the giant and mob completely seperate intenties?

I may just be completely reading this wrong, but some clarification would be great.

Squangos
2006-08-06, 04:23 PM
…I'm going to try and do as many as I can all at once! This isn't finished, balanced… It barely has any of the right stats! Good deal of the flavour text, though.

Taking on 1, 2, 5 and 8.

Cold Shock CR 20
Always N Small construct Outsider (Fire), (Water) [Augmented vermin]
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills ?
Advancement 27-40 HD (Large) ? (Colossal)

The convoluted evolution of a being such as this has fascinated young scholars… Who regretably discover the same meagre facts as every other young scholar before moving to more rewarding fields. Thus, most of the knowledge of Cold Shocks are "agressive field studies" done by no-nonsense adventurers, as is the uninspired name.

Any with passing knowledge of Mechanus and its intelligent humanoid constructs would be dismayed at the box-like beetles that power their dwellings and infest everything else. Inevitables do not mind this, however, since proliferation was… bound to happen.

Great centuries ago, in the dark, crushing depths of the Elemental Plane of Water, Giant Fire Beetles from the Material Plane that had been bred to turn crushing pressures into electricially-powered light were imported by one of the races dwelling there (though none now know or admit who).

In the Elemental Plane of Fire at a similar epoch, Giant Bombadier Beetles were being harnessed to temper the weaponry forged there. Transmutational magic was employed to change the creatures rear end, creating an internal chamber into which the white-hot metal was inserted before being blasted with refrigerated acid to etch and temper the blades.

As a shipment of tridents was being sent to an aquatic settlement in the Elemental Plane of Water, Slaad radicals captured it for their own goals, as wel as several other belongings.
As they armed themselves to attack the spawning stones and liberate their chaotic heritage from the oppresion of the Slaad Lords, they went to meet their comrades in an abandonned Githzerai monastery… That had been reclaimed in their absense.

A few days passed before the Inevitable came to take the weapons back to their rightful owner; somehow, the eggs from the first Cold Shock survived the plane shifts, before hatching and spreading through their first cog of Mechanus.

Gnudro
2006-08-06, 05:18 PM
Very very cool, Gnudro. I'm loving the flavor, but I'm having some trouble with the rules.

Is this template applied to a single individual, who then becomes the giant and the mob? Or are the giant and mob completely seperate intenties?

I may just be completely reading this wrong, but some clarification would be great.

It isn't quite finished, and is definatly needing some clarification. Ill polish it some tonight. What I was thinking was that the Leviathan is organization itself.

So... lets say your party of evil aligned minmaxed out pc's decide to destroy a town.

The town is an orderly town, with a practiced guard, and a community that works together. When the pc's attack, they fight the leviathan that arises. It looks to them like they are fighting a giant and the townspeople, but mechanicly they are just fighting a single monster. They are at that point fighting only the single leviathan.

The template is applied to a typical or iconic member of the community, as the Leviathan represents the community as a whole. When the Leviathan is reduced to 0hp, then it gets "dispersed". The party is no longer fighting the leviathan, but instead the mundane defences of the town, civilians and guards typically. I'm thinking that once the Leviathan is destroyed, the community it represents must make some saves vs fear.

The dispersal of the Leviathan would be the destruction of order, organization, command and control etc. The formerly well organized defense desolves into chaos, as people start running away, not listening to orders, etc. At that point, instead of a community, the player characters are fighting individuals, and it becomes alot easier.

Also, this doesn't always have to be applied to good little human villagers, I'm thinking of maybe applying it to orcs.
Or, I could go with a published city, and assemble a leviathan for it, perhaps Waterdeep or Sharn?

Having trouble figuring out the cr for it. I imagine that the larger the community, the higher the cr, by an ever increasing amount.

To simply explain the idea for the monster:

The Leviathan is Organization. When you destroy the organization of a community, all that is left are individuals.

Gnudro
2006-08-06, 07:33 PM
http://www.geocities.com/Q_N_A_2000/QNAcaptainplanet.jpg

This flamboyantly dressed young man stares at you unemotionally. His skin his a pale blue, and seems to be made of crystal, and his head sports a green mullet. On his shirt is a symbol of Obad-Hai(Or Nature Diety of your Campaign setting, or a Globe)

Captain Planet
Native Outsider (Air, Earth, Water, Fire, Cold, Psionic)
Size/Type: Medium Outsider (Native, Air, Earth, Water, Fire, Cold, Psionic)
Hit Dice: 14d8+70 (182)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (Perfect)
Armor Class: 33(+4 Dex, +19 natural) Flat Footed: 29, Touch: 14
Base Attack/Grapple: +14/28
Attack:+28 Unarmed Strike (Good) 2d6+10
Full Attack: +28 Unarmed Strike, +23 Unarmed Strike, +18 Unarmed Strike
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath of Wind
Special Qualities: Change shape, damage reduction 10/Negative Energy or Vile, darkvision 60 ft., low-light vision, immunity to petrification, regeneration 10*, resistance to electricity 10, spell resistance 30, Power resistance 30, tongues, Speak with Animals, Animal Empathy, Polution Weak, When Our Powers Combine
Saves: Fort +14(-4 for against Polution), Ref +13, Will +15
Abilities: Str 30, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Skills:Concentration +22, Knowledge Nature +23, Knowledge Dungeoneering +23, Knowledge Local +23, Knowledge Nobility Royalty +23, Diplomacy +25, Escape Artist +21, Intimidate +23, Listen +23, Sense Motive +23, Search +23, Spot +23, Use Rope +23
Feats: Blind-Fight, Improved Unarmed Strike Improved Initiative, Improved Sunder, Improved Grapple
Environment: None
Organization: Solitary, With the Planateers(Group of Five)
Challenge Rating: 16
Treasure: No coins; No goods; No items
Alignment: Always good (any)
Advancement: 15-21 HD (Medium); 22-42 HD (Large)
Level Adjustment: —

Speak With Animals(Su): As the Spell, Speak with animals, always on.

Polution Weak(Ex): Captain planet gets a -4 on all saves against poison, vile effects. negative energy effects, and taint.

Regeneration(Su): All non-Vile, Negative Energy, or Acid damage done to Captain Planet is non-lethal. Damage done to Captain Planet by tainted creatures or effects always does lethal damage, even if it wouldn't do so normally. Captain Planet heals 10 non-lethal damage a round. Only lethal damage or a death affect can kill captain planet. If Captain Planet gets reduced to 0hp by non-lethal damage, he becomes unconcious, but continues to heal 10 points a round. He can only be coup'de'graced by attacks that do lethal to him.

Breath of Wind (Su): Once every four rounds Captain Planet can attack with his Wind breath weapon which isa 40 foot cone originating from Captain Planet's posistion. All Medium or smaller creatures in the area are knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If the creature is flying, the creature moves twice as far. Large creatures effected by the Breath of Wind are unable to move closer to Captain Planet that round.

Change Shape (Su): Captain Planet can change his shape to any Large or smaller Humanoid, Monstrous Humanoid, Plant, Animal, Vermin, or Magical Beast. He can change into an Animal or Magical Beast one size category larger, as long as it is aquatic. Captain Planet can only change into other creatures with 14 or less hit dice. He gains their physical stats, their natural armor bonus, their Exceptional abilities and their attacks. He keeps his hit points mental stats, skills, supernatural and spell like abilities. He can change shape at will, each shape change taking one full-round action. He can change shape an unlimited number of times per day.

When Our Powers Combine (Su): Captain Planet can be summoned by a ritual involving the touching of the five artifact "Rings of the Planeteers", the Ring of Earth, Ring of Fire, Ring of Wind, Ring of Water, Ring of Heart. When Captain Planet manifests, the rings do not function. If Captain Planet is destroyed, the rings, and all power they had is also destroyed. Captain Planet can be summoned with less then the total five rings, but looses some of his abilities to do so. When summoned without the Wind ring, he looses his fly speed and his breath weapon. When summoned without the earth ring he looses his natural armor bonus. When summoned without the Fire ring he looses improved initiative, and his immunity to fire, fire is then capable of doing lethal to him. When summoned without the water ring, he looses his invulnerability to cold, and needs to breath. When summoned without the heart ring he looses Animal Empathy, Speak with Animals, Tongues, Telekenisis, and all skill ranks except Escape Artist and Use Rope. Captain Planet requires at least two rings to be used to summon him.

Spell Like Abilities: Telekenisis at Will

Fax Celestis
2006-08-06, 07:38 PM
Captain Planet
Native Outsider (Air, Earth, Water, Fire, Cold, Psionic)
Yes!

BakerOfBedlam
2006-08-06, 07:42 PM
Mucho thanks for the clarification, Gnudro, I'm loving that monster.

Though it is a bit hard to picture anything but a human city having one of these, for some reason. :-/

Fax Celestis
2006-08-06, 07:48 PM
Mucho thanks for the clarification, Gnudro, I'm loving that monster.

Though it is a bit hard to picture anything but a human city having one of these, for some reason. :-/
There was no elf named Che Guevarra.

Gnudro
2006-08-06, 11:32 PM
Giant Flying Spagetti Monster
Outsider (Fire, Water) Divine Rank 16

Will stat out later.

The Demented One
2006-08-07, 12:11 AM
Here's my steam-powered vermin, the Redclaw Steamling (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11549238 56;start=0#0).

Fualkner Asiniti
2006-08-07, 12:28 AM
alright, I'll try out #4. see you in a half hour.

Edit: Here it is!

Shredder Bee

Large Construct
Hit Dice: 10d10+30 (80 hp)
Initiative: -1
Speed: 20 ft. fly 40 ft. (poor)
Armor Class: 20(-1 size, -1 Dex, +12 natural), touch 8, flat-footed 18
Base Attack/Grapple: +8/+16
Attack: Slam +13 melee (2d10+5)
Full Attack: 2 Slams +13 melee (2d10+5)
Space/Reach: 10ft./10ft.
Special Attacks: Poison tail
Special Qualities: construct traits, damage reduction 7/adamantine, Darkvision 60ft., Immune to magic, low-light vision.
Saves: Fort+3, Ref+2, Will+3
Abilities: Str 20, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or swarm (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-19 HD (Large); 20-28 HD (Huge)
Level Adjustment: -

The creature in front of you looks like a giant metal bee. Folded wings lay on its back. Two claws extend from the front, and a cruel stinger in the back.


A shredder bee is aptly named, as it rips apart anything it kills. It usually flies over to its targets, making a loud buzzing noise as it goes. However, the flight is clumsy, and the creature usually doesn’t fly for very long.

Shedder bees do not speak, unless you can understand loud buzzing.

Combat
Shedder bees have no will, they follow what their master instructs them to do.

Poison tail:
As a standard action, a shredder bee may attack with its stinger. Such an attack deals 1d6+5 points of damage, along with poisoning the creature it hits. (Medium spider venom, Injury DC 14, dam: 1d6 Str/1d6 Str) This attack may be used once every 1d4 rounds.

Immunity to Magic (Ex)
A shredder bee is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows a shredder bee (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the bee and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the bee to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an A shredder bee hit by a fireball gains back 6 hit points if the damage total is 18 points. A shredder bee gets no saving throw against fire effects.
A shredder bee is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Closet_Skeleton
2006-08-08, 05:22 AM
Oooh... it's the new stat block...

Vent Feeder

TN Small vermin (Fire, Water, Extraplaner)
Init +1; Senses Spot +4, Listen +4, Sonar 50 ft.
Languages None

AC 16, Touch 12, Flat-Footed 14 (+1 Dex +1 Size +4 natural)
hp 38 (4 HD)
Immune Fire
Fort +8Ref +2Will +1

Speed 10 ft., Swim 60 ft, Climb 20 ft.

MeleeBite+4 melee (1d4-1)
Space 5 ft.; Reach 5 ft.
Base Attack +3; Grp -2
Atk OptionsVent Steam
Special ActionsDevour Steam
Spell-Like Abilites (CL 4th)
At will; Create Water, Dimension door, purify food and drink, remove disease, planeshift.
Ablilities Str 8, Dex 13, Con 20, Int -, Wis 10, Cha 10.
SQVermin traits
Feats Weapon Finesse, Dodge
Skills Climb +7, Spot +4, Listen +4

Devour Steam: When standing on a source of steam, the Vent Feeder may choose to latch onto it as an attack action. Whilst latched on, the Vent feeder may take no other actions except to un-latch itself or use its vent steam ability and gains regeneration 5; taking normal damage from cold and gains tremorsense to up to 100 feet.
Vent Steam: When latched on to a source of steam, the Vent Feeder may vent off excess steam. The effect is a 40 ft. long cone that deals 4d6 points of scalding damage.

Vent Feeders are a race of large extraplaner worms that plague societies that have developed steam power by planeshifting into their machinery. Vent Feeders originated in eons past where the plane of fire met the plane of water but after the planes were aranged into the great wheel their homeland was lost. After this catastrophy the Vent Feeders all plane shifting off to the Far Realms and patiently wait in hibernation for their food source to once again return to the planes.