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Ing
2006-03-25, 04:40 AM
Everyone share their funniest or most fiendish monster creation i'll start with something inspired by this foreums.

Vorpal Tribbles
Diminitive magical beast
Hd (1D4)
Hp (4)
AC: (17)
Abilities
Str: 5 (-3)
Dex: 17 (4)
Con (10)
Int (1)
Wis (10)
Cha (6)
Attack: Bite +7 (2D4-3)
Full round: bites (7)
saves: F(4), R (10), wll (10)
Special: mass multiply. Gnawing bite, vorpral bite, sense magic
Feats: weapon finese (bite), evasion, uncanny dodge
Skills (+10 on burrow, +5 on climb, -5 on swim, spot +2, listen +4)
treasure: none
ALignment: NN
Grouping: single, trio, or swarm (5-10)
Cr: 2

Created form the most irresponsalbe uses of magic and neglect, the Vorpral tribbles look at first like cute little spherical puff balls of soft downy or silky fur about the size of a kitten. a pair of black eyes are the only features that makes the top recognizable from the bottom, however when agitated they reveal a long toothy smile that stretches almost entirly around their body, filled with razor sharp teeth. These vicious animals are not to be mistaken as pets and can turn in an instant. Tribbles are passive and harmless as long as there is no magic around for them to feed on. Enginered by magic they can only reproduce once they have been fed mystical energies, but once they do there is nearly nothing short of extermination that can stop the endless breeding and sudden savage nature. Tribbles hone in on any magic they might sense and seek immediently to devour it, becoming violent in this presuit. once they ingest the magic they sweel up, becoming horible monsters and begin to reproduce (via budding) and endless supply of the monsters. Once a tribble has ingested magic and become a breeder it becomes savage and vicious attacking anything it comes across. if left unchecked one tribble can cause an infestation that can cripple entire cities.

Mass multiply: If the Tribble becomes the target for a spell or psionic ability, the spell has a 75% chance to fail, if it does the Tribble has absorbed the magic and converts it into reproduction from that point on that tribble sweels to twice its size (adding +3 to its attack damage) and every round produces 2 other normal tribbles. This ability is triggered if a Tribble ever makes contact with a magical potion, or eats a magical item, artifact or scroll. The Tribble continues to produce offspring until it is slain.

Sense magic: a tribble can automaticly discern whether a source of magic is within 50 feet of itself

Gnawing bite: open a successful bite attack a tribble can attempt a graple (+0) as a free action. the tribble deals bite damage for each round it remains grappled.

Vorpal bite: when a Tribble scores a successful critical hit, roll a third threat die, if this one is also a critical the tribble severs whatever limb it bite on to (chosen by random or by DM).

Racial Skills: a Tribble gnaws through wood and stone easily allowing it to effectivly burrow in any surface or through straight walls, Tribbles are very unboyant and almost immediently upon submersion begin to drown.

add your thoughts and contributions!!!

InaVegt
2006-03-25, 05:11 AM
How about this:

Swarm of Ings
Fine humanoid (swarm)
HD 20d8 (13)
Initiative: +13
Speed: 100'
Armor Class: 31
Base Attack/Grapple: +15, -21
Attack: swarm (damage as weapon used in small size, standard +1 flaming shortspear: 1d4 + 1d6 + 1)
Space/reach: 10'/-
Special Attacks: spell like abilities
Special Qualities: Damage reduction 10/-
Saves: Fort: +15, Ref: +19, Will: +15
Abilities: str: 1, dex: 36, con: 10, wis: 10, int: 11, cha: 11
Skills: Hide +37, Move silently +41
Feats: Iron will, great fortitude, stealthy, Run, Track, Skill focus (hide), skill focus (Move silently)
Environment: plains
Organization: swarm (1) or hive (2-10)
Challenge Rating: 15
Treasure: 10000 of fine +1 flaming shortspears
Alignment: any
Advancement: -
Level Adjustment: -

Swarm traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

spell-like abilities: fireball at will (caster level 10, dc 15)

Ing
2006-03-25, 05:18 AM
AHA, i approve greatly. good stuff. though i am curious as to what these creatures might look like. i expect they are supernaturally handsom so a heavinly bueaty special qualaty might be called for.

Jack Mann
2006-03-25, 05:18 AM
Clearly, you people hate me.

Cool creatures. I'll add them to the list tomorrow.

Ing
2006-03-25, 05:33 AM
hate u, how could we ever hate u? we love u truely...who r u?

Jackman (AKA Springglads, Spring heeled)
Medium Outsider
Hd (6 D 8 )= 32
AC: 23= 7(dex)+(5+ natural)
INT=7
abilities
STr: 15 (3)
Dex (24) (7)
Con 13 (1)
Int (10) 0
wis 15 (3)
Cha 18 (4)
attacks: 2 slashes +10, jump stomp+11
damage: slash (1d6+3), jump stomp (2D6+11 Crit 18-20X3)
Full round: 2 slashes (10/5) or 1 stomp (11)
saves: F(8) R(12), will (5)
feats: dodge, mobiliity, spring attack, power attack
special qualaties: Fire breath, jump stomp, aura of fear, Damage reduction 5 (peirce, slash).
Organization: 1
alignment: always CE
treasure: standard
skills: Jump (+20), escape artist (9)
chalange rating: 8
advancement: as class level (rogue)

Jackmen appear as tall lanky humanoids, resmebling fuller figured elves or slender trolls, sometimes they are hunch backed. their hair is usually red and wild and their eyes are pools of black flame. they wear colorful outfits, often with a cape, have iron claws for hands vicious fangs, and strange spring like aparatis's on their feet. they often attack stray travelers or young women.

fire breath: 1d4 rounds a Jackman can breath a burst of blue fire into an immediate targets face. this magical fire paralizes the target for 2D6 rounds (will of 18 negates and only stunds the target for 1 round)

jump stomp: as a full round action, a Jackman can jump into the air and land on a target inflicing damage, a Jackman can leap over any other targets to attack and strike at any target within its allowed movement, due to their spring attack they can also strike at half distance and then bounce back or continue moving. Jackmen can chose to automaticly leap at least 10 feet in the air without a jump check and use this to their advantage in combat while moving.

Damage reduction 5: save cold iron.

aura of fear: DC 15

spell like abilities: at will (jump, daze, flare, feather fall, change self, expedatious retreat) once per day (grease, hideous laughter, dimension door)

Jack Mann
2006-03-25, 05:43 AM
Oh, I like it. Perfect for terrorizing cities and evading aging military geniuses.

Hadrian_Emrys
2006-03-25, 05:44 AM
For a Cr 1, it's a crazy scary little bugger that Tribble is. :D

tonberryking
2006-03-25, 12:25 PM
let me see if I still have the Tonberry King monster sheet from my very original Final Fantasy campaign. I designed it as a last ditch affair if the PCs were monumentally stupid in their actions...

Ing
2006-03-25, 01:44 PM
Black Knight
Medium Fiendish Outsider
HD 8D10=(75)
AC: 20=10+ 10 (armor)
INT: 0
Abilities
Str: 15 (3)
Dex: 10 (0)
Con: 25 (7)
Int: 10 (0)
Wis: 10 (0)
Cha: 7 (-2)
Attacks: +2 great sword (+11), tentacle rake (+9)
Damage: great sword (2D6+6), tentacle (2D4+3)
special: regeneraetion,
feats: weapon specializatoin (great sword), weapon focus, power attack,
Organization: always 1
alignment: always NE
treasure: tripple standard+ bellow
Chalange rating: 10

the black knight appears in the guise of a normal humanoid warrior clad in pure black armor, in reality a fiend with a heart of darkness and love of dismemberment hides ready to pounce. the black knicht positions itself at a bridge, river, or other common pass and refuses to let anyone pass without a duel. those who can best its swordmanship quickly discover its fiendish nature as upon each limb that is cut off slithering black tendrills sprout from the armor. without its armor on the black knight is a mess of vine line limbs with a central sack holding its organs.

special: regeneration: whenever a limb is severed 2D4-1 tentacles sprout form the stub to take over, each tantacle gets its own attack, and in the case of feet 3 tentales are needed to support the knight's weight on one side. the tentacles act as if they have the improved graple feat. a black knight can reattach his limbs by holding the tentacles up to the stub (since its really just empty armor the tentacle sjust refill their vessel)

unnatural anatomy: the Blackknight is immune to sneak attacks, and critical hits.

Bite your legs off: if left without legs a blackknight can throw its self at emenies and try to bite them through its helment (attack bonus 3, damage 1d4)

Bleed on you: the black knight's blood is acidic and deals 2d6 magical evil damage to players who it bleeds on. the round before it sprouts its tentacles it will often utalize this ability by tackling or shoulder checking enemies with its blood stump

gear:
+2 greatsword of wounding
Fiendish Black Alamantium armor

Ing
2006-03-25, 01:56 PM
Vorpal Bunny
Tiny Magical beast (Fiendish)
hd 5d6: 25
ac: 34: +10 dex, +2 size, +20 magic+2 natural
int:10
speed: 40 feet
abilities:
Str: 15 (3)
dex: 30 (10)
con: 10 (0)
Int: 2: (-4)
wis 8 (-1)
cha: 20 (5)
attacks: Vorpral bunny bite +17
damage: vorpral bunny bite 2D12+3 (crit 17-20 X4)
fullround: 3 bites (17/11/5)
special: Vorpral bite, sneak attack, aura of innocence, blood lust
feats: evansion, uncanny dodge, dodge, mobility, spring attack, combat reflexes. improved uncanny dodge, power attack
organization: always 1
alignment: always CE
treasure: 1 holy hand granade
chalange rating: 15

the vorpal bunny appears as a normal little white rabit, until you get close enough and it sprouts its long sharp pointy teeth and sinks into your neck. jummping from victim to victim it can leave even the most well prepared adventureing party decimated and humiliated.

Aura of innocence: the bunny appears harmless and cute, it takes a sense motive check, DC (30) to tell it is anythng other than a normal rabit

Sneak attack: the bunny can make a sneak attack (6d6), agianst anyone entering its threat range, who is not aware of its feindish nature since they are in reality ignoring or underestimating the bunny.

Vorpal: on a confirmed critical roll another threat die, if the threat roll is positive the bunny bites clear through the armor, flesh, adn bone of the person severing their head (or alternativly a limb or body part of DM's choice) leaving them bleeding 2d6 per round.

Blood lust: for every attack it successfully deals damage agianst the bunny gains 1/4 the damage dealt as temporary hit points.

Ing
2006-03-25, 02:15 PM
Hadrian_Emrys
Small Construct
Hd: 12d10: 60
AC: 17=10+1 size+3 natural+3
abilities
Str: 0
Dex: 15 (3)
con -
int 25: 7
wis 20: 5
cha 10 (0)
attacks: Ramming +5
damage: raming 1D6
special: Spell like abilities, levitation, flyby attack
feats: quicken spell, still spell, silent spell, uncanny dodge, evasion
organization: 1 or pair
alignment: any
chalange rating 8

the Hadrian_Emrys appears as a bust of its wizard creator. inside it has magicly been altered to carry a small copy of its creator's consciencness and magical powers. the bust has no arms or legs and moves by levitation. often they're used as a hidden guard or ward to protect wizard's offices or chambers

levitate: the Hadrian_Emrys can move 20 feet in any direction with pervent menuvability each round

flybyattack

spell like abilities. at will (ghost sound, mage hand, presidigitation, flare, daze, magic missile, hold portal, flaming hands, web, haste, mage armor, sheild) 5 times per day(slow, flaming sphere, color spray) 3 times per day (lightning bolt, , crushing dispair, hideous laughter, fire ball). once per day (delayed fire ball) as a 10th level caster

Creation: craft check of 25 (stone cutting), 10,000 gold for marbel and labor, a ring of wizardry to be inserted inside the statue. ability to cast polymorph any object, magic jar, levitate, greater ward.

PhoeKun
2006-03-25, 05:49 PM
You know, this stuff isn't bad. Some critiques:

Shouldn't the Black Knight gain a bite attack against if its legs get cut off?

The vorpal bunny should be a Small Magical Beast. Little isn't a size category (nitpicking, I know). I think its CR is a little too high. Yes, it has some extremely powerful abilities, but against the high level parties it would be ideally sprung against, it would probably get off two attacks (if it wins initiative) before getting squished. Innocent or not, nobody is going to ignore a bunny that just bit them for 6d6 sneak attack damage (and one hit would probably kill it). Drop the CR, or make it harder to kill.

atomicmatt3
2006-03-25, 07:33 PM
This topic made me think of something I used in a DnD game once. It isn't an original monster...instead, I just gave a Chicken six levels of Monk and threw it at the PCs. I could post a stat-block, if you like, but I took it right out of the PHB.

Ing
2006-03-25, 11:33 PM
Mercutio
Medium Undead
Hd: 6D10=30
AC: 22=10+5 natural+7 dex
INT: 10
abilities
str: 10 (0)
dex 24 (7)
con _
int 10
wis 10
cha 10
attacks: slam +8, peirce +10.
damage: slam 2d6+poison, peirce 1D6+poison
full attack, 2 slams or 2 peirces or 1 slam and 1 peirce
special: poison, metalic, undead traits, curse, mirror jump, damage reduction, fast healing 1
feats: power attack, dodge, uncanny dodge, whirlwind attack, improved grapple
organization: 1
alignment: usually CE
chalange rating 8

a Mercutio, also called a quicksilver ghost is a spirit created by the vengence of a dying man's last words. often caught between a fight they arn't involved with or the victim of voilence, the slain spirit returns from the grave on the next full moon as a Mercutio. the Mercutio is compleatly dedicated to punishing those it cursed with its dying breath, and seeks only to destroy them and anything that stands in its way. a mercutio appears as a shade of the wronged victim made in what appears to be quick siliver.

Curse: a Mercution cannot truely be slain untill its body is unburried, and reburried with its intended victimes offering a new funeral and ritual seeking its forgiveness. the bones must be reburried upside down and wraped in a silk cloth or locked inside a lead coffin. untill this occures, even if the Mercutio is reduced to 0 hit points it simply disolves and reforms anew on the next full moon.

Mirror jump: a Mercutio can disapear into any reflective solid surface and reappear out of any like surface anywhere in the world. the size must be tinyl or greater for it to appear out of, save for mirrors which it can appear and disapear out of regardless of its size. it can appear out of polished swords, polished glass, mirrors, silver wear, golden jewlry

poison: a Mercutio is made out of mercury and those hit with its peirce attack must make a DC 18 or subcome to mercury poisoning, after 1d4 days they take a permanent 1d6 wis damage and 1d4 con damage. those hitting a Mercutio with unarmed or natural wapons must also make this save

metalic: a mercutio is immune to most spells save the following
heat metal acts as the haste ability
chill metal acts as slow
tranmute metal to wood destroys it's current body immediently
healing spells damage it as an undead
fire based damage grants it a +4 attack and damage bonus to its peirce attacks for 1d4 rounds
lightning spells reflect off randomly
cold based damage has a 50% chance of freezing it into a solid form for 2d6 rounds, if 10 damage is done to it while frozen its body is destroyed till the next full moon.

damage reduction: 10 peirce, 8 slash, 2 bluegon.
fast healing 1 per round.

Ing
2006-03-25, 11:45 PM
PheoKun
Collosal magical beast (aquatic, shapeshifter)
hd 32d12: 282
ac: 21=10-4 size, +15 natural
Int: 2
abilities
str: 40 (15)
dex 5 (-3)
con (41) (15)
int 4 (-3)
wis 18 (4)
cha 10 (0)
attacks: slam +20, tail slap+27, bite (17)/ claw +20, peck +17
damage: slam 4d10+15, tail slap 8d12+22, bite 2d10+22/ claw 2d10+18, peck 8d10+25
full round: 1 slam and 1 bite, 2 slams, or 1 tail slap.
special: transformation, resurection,
feats: power attack,
organization: 1 or school 3
allignment: CG or TN
chalange rating 18

there live a kind of giant mysterious fish in the northern sea. These fish are called Kun. Nobody knows how big these fish actually are. They can turn into giant birds. When they are in bird form, they are known as Peng. Nobody knows how big these birds actually are. When they fly, their wings are like the colorful clouds in the sky. When there is a storm in the northern sea, the Peng will fly to the southern sea.

transformation: as a full round action a Pheokun can transform into a collosal pheonix. its abilities are the same save it gains the pheonix's spell like abilities and ability to fly, it cannot breath water. another full round action is required to return to normal

resurection: should a Pheokun die it bursts into ashes, in the form of a great pillar of fire that reaches out even underwater to the sky. the ashes are flung into teh air and carried by the wind to the northern sea, where they form a new Pheokun egg that hatchs into a infant in 10D10 years.

swallow whole: a creater 2 size catagores smaller than it can be swallowed whole on a successful bite attack.

Ing
2006-03-25, 11:49 PM
You know, this stuff isn't bad. Some critiques:

Shouldn't the Black Knight gain a bite attack against if its legs get cut off?

The vorpal bunny should be a Small Magical Beast. Little isn't a size category (nitpicking, I know). I think its CR is a little too high. Yes, it has some extremely powerful abilities, but against the high level parties it would be ideally sprung against, it would probably get off two attacks (if it wins initiative) before getting squished. Innocent or not, nobody is going to ignore a bunny that just bit them for 6d6 sneak attack damage (and one hit would probably kill it). Drop the CR, or make it harder to kill.


sugestion noted and taken, check the edited stats. i also took the liberty of making namesake monsters for everyone else who posted. ehehe what fun!

storybookknight
2006-03-26, 12:52 AM
It's SRD, but I cannot stress how much more powerful than its CR a green hag/vampire is.

Especially if you make one that's smart enough to buy or steal a suit of armor - but even unarmored, their AC is the equal of CR 14 dragons and outsiders, at a suggested CR of 8.

Now, give one a few levels of monk, so it has evasion and an even higher AC, and if you really want to mess with people add enough levels of Blackguard to give them Divine Grace.

Yeah.

Ing
2006-03-26, 01:34 AM
For a Cr 1, it's a crazy scary little bugger that Tribble is. :D

well you have to remember that just one alone is a Cr one, once they begin to breed like bunnys then the Cr for the encounter starts to inflate.

halo
2006-03-26, 02:26 AM
I made this for an epic Campaign of the Cow. Here were Diablo II cow clones:
Cow warrior
Large magical beast
HD: 3d12+6 (24 hp)
init: -1 (-1 dex)
AC 18 (-1 size, -1 dex, +10 natural)
base attack/grapple: uhh.....help me out with that one; I do 3.0
Attack: longsword +5 melee, horn +7 melee, and hooves +3
Full Attack: longsword +5 melee (1d8+4) and horns +7 melee (1d6+4), or horns +7 melee and two hooves +3 melee (1d4+4)
face/reach: 10 feet/10 feet
special attacks: mad cow disease, mad cow rage
special qualities: none
saves: fort +5, ref +1, will +4
ability: str 18, dex 8, con 12, int 11, wis 10, cha 10
skills: listen +5, spot +5, swim +1
feats: power attack, cleave
climate: any
organization: solitary, pair, scout party(3-6) , raiding party, (7-11), or army, (12-17)
CR:
treasure: none
alignment: lawful evil
Standing tall and furious, this bovine beast seems powerful and full of seeging rath. With it's longsword gripped in a hoove curved out to be a hand, standing upright, you realize this is no ordainary cattle. You can almost feel the rage inside of its burning red eyes.
mad cow disease: this is an affliction carried by all demon cows. When struck by a demon cow's longsword, hoof, or horn, the target (if not a cow) must make a fort save DC 15, or take 1 temporary point of wisdom damage and attack a random non-cow creature for one turn not using spells (as the creature is too much in a rage to use spells efficiently). Secondary damage DC 13 1 temporary charisma.
mad cow rage: a demon warrior, when injured, will fly into a berserk rage unless it makes a will save DC 17.
This rage gives him +4 strength, +4 constitution, but a -2 AC penalty. Unlike the barbarian rage, the demonic cow is in rage until either it or its opponents are dead.
Cow archer
HD: 2d12+4
init: +2 (+2 dex)
speed: 30 feet
AC: 18 (-1 size, +2 dex, + 7 natural armor)
Attacks: Longbow +7, horns +5, hooves +3
Full attack: Longbow +7 melee (1d8+2) or horns +5 melee(1d6+2) and hoof +3 melee(1d4+2) or horns +5 melee(1d6+2) and 2 hooves +2 melee (1d4+2)
face/reach: 10 by 10/10 feet
special attacks: mad cow disease, strength of the cow
special qualitiies: none
saves: fort +4, ref +4, will +4
abilities: str 14, dex 14, con 14, int 10, wis 8, cha 8
skills: listen +4, spot +4, jump +1
feats: weapon specialization:longbow
organization: solitary, pair, company (3-6), or shooting brigade [4-10 plus some cow fighters (1-5)]
CR: 3
Treasure: none
Alignment: always lawful evil
advancement: improved cow archer (see text)
A fearsome beast, this bovine creature appears to be mighty and intelligent, with the hooves being indented and scratched in a way so the cow can hold the bow, and it seems like a furious marksmen.
mad cow disease: same as cow fighter except arrows do not inflict it (not close enough to body as sword)
Strength of the Cow: As a full-round action, a cow archer may channel its demonic energies to give any bovine creature a +4 strength bonus and +1 AC. Bonuses do not stack from barbarian rage, but if put on a berserking fighter, it eliminates the AC penalty.
Orcs
Cow sorcerer
Large magical beast
HD: 3d12+2 (20)
Init: -1 (-1 dex)
speed 20 feet
attacks: longbow +3 melee, horns +5 melee, or hooves +3 melee
full attack: longbow +3 melee (1d , or horns +8 melee (1d6+2), or horn+5 melee (1d6+2) and 2 hooves +3 melee (1d4+2)
face/reach: 10 by 10/10 feet.
special attacks: mad cow disease
special qualities: darkvision 30 feet, spell-like abilities
saves: fort +3, ref +1, will +6
abilities: str 15 dex 8 con 14 int 10 wis 10 cha 14
skills: listen +4, spot +4, search +4, scry +5
feats: silenced arcana
climate/terrain: any land
organization: solitary, gang (2-4), or spellcaster support (5-
Challenge rating: 3
treasure:none
alignment: lawful evil
advancement: improved cow sorcerer
It appears to you to be a towering cow of unique ability. Although the demon flame flickers in his eye, it almost seems as if the eyes are looking upon the hoof.
Cow sorcerer are the magical support of any army of the cow, using their spell-like abilities to take on average spellcasters, as they are abnormally strong demon casters. No cow general is without one.
Mad cow disease: same as cow warrior, except arrows don't inflict disease.
spell like abilities: the cow sorcerer can use these spell-like abilities as a 6th level sorcerer.
at will- detect magic, 2/day magic missle
1/day shield, inflict mad cow disease
special spell description: inflict mad cow disease
instead of the dc being a set one, it is one of the cow sorcerer's effective caster level + cha modifier, but other effects the same as in the cow warrior description.
Two headed naga cow
Huge Magical Beast
HD:6d12+10 (46 hp)
init:-1
speed: 30 feet
AC: 20 (-2 size, +13 natural armor, -1 dex)
attacks: longsword +6 melee, or horn +5 melee
full attack: eight longsword attacks +7melee (1d8+6 or two horns +5 melee (1d6+5)
face/reach: 10 feet by 10/10 feet
special qualities: two-headed, mad cow disease, damage reduction 5/+1, aura of fear
saves:fort +10, ref +4, will +7
abilities: str 20 dex 8 con 16 int 14 wis 10 cha 10
feats: multiattack (what did you think?) cleave, great cleave
climate/terrain: any land
organization: solitary or pair
challenge rating: 6
treasure: its +1 longswords
alignment: lawful evil
advancement: does this really need one?
Incredible, gruesome, fearless, to be feared, this beast has not one head but two, and not two hooves but eight upright. truly, it may be better to fear this beast.
mad cow disease: same as cow warrior, inflicting through longsword .
fear aura: any who fails a will save DC 18 will flee from sight of the naga cow when he does a dramatic action (running, charging, attacking, etc.)
two-headed: as it has two heads to help control all the hoof/arms. Thus, it cannot be flanked.

Cow General
Large Magical Beast
HD: 5d12 + 6 (36 hp)
Init: +4 (+4 improved initiative)
speed: 30 feet
AC 18 (-1 size, +9 natural armor)
Attacks: +2 flaming longsword +10 melee, or horns +6 melee
full attack: +2 flaming longsword + 13/8melee(1d8+8+1d6 fire damage), or horns +8 melee (1d6+6)
special qualities: lesser delayed blast fireball damage reduction 5/+1, mad cow disease
saves: fort +8, ref +2, will +4
ability: str 22, dex 10, con 16,int 10, wis 8, cha 8
skills:listen +5, spot +5, search +5, spellcraft +5
climate:any land
feats:alertness, improved initiative
organization: solitary or troop (1 cow general plus 1-10 warriors plus 1-5 archers plus 1-7 spellcasters)
CR: 5
treasure: what it has
alignment: lawful evil
advancement:
With an unholy prescence around it, truly it is a cow demon. Flaming longsword in hand, and cows lying before him, it seems a powerful foe.
combat
lesser delayed blast fireball as fireball, except the cow general may cast it as a spell-like ability once per day as a 6th level sorcerer. However, the cow general may choose to delay it like a delayed blast fireball
command aura (ex): A demonic aura surrounds it, and all cows (other than himself) gain a +1 to all attacks, rolls, and saves
mad cow disease: same as cow warrior

Ing
2006-03-26, 03:45 AM
Vile Mime
M abomination
hd 6d6=28
ac: 28=10+8+10
int: 8
abilities
str 10
dex 26 (8 )
con 10
Int 10
wis 10
cha 30 (10)
attacks: slap+8, mimic
damage: 1d4, see special
full round, 4 slaps or mimic
special: Mimic, mime wall, mime lasso, spell like abilities
treasure: 50% coins
organization: single
allignment: always CE
chalange rating: 6
advancement by character class (sorrceror or bard)

a fiendish creature clad in monotone or bitone colors, either a metalic coated skin or patterns of black and white with the occasional blood stained cheeks, the vile mime is a fiendish mimic and deadly annoyance.

mimic: durring its round a mime can chose to mimic the previous actions of an enemy or ally, it's full round action becomes a mimic of its targets, gaining all the attack bonus's to the roll and damage as if it had the skills and weapons of the person it is mimicing. the 'weapons' it makes are of thin air and inviible, yet still deal damage as if they were solid. the first time the mime does this to attack an enemy they roll a sense motive to discern the actions if they fail they believe the mime is doing a harmless yet annoying trick and take sneak attack damage (3d6) in addition to the mimiced attack's damage. the mime can also mimic spells cast at it or around it and spell like abilities,

mime sheild: a vile mime adds its Cha bonus to ac in the form of an invisible wall it generates when attacked.

invisible wall: as a move action the mime can raise or lower an invisible indistructable wall, with a ruface area of max 10feet.

mime lasso: the mime can as an attack action attempt a graple from ranged distance (50 feet) this does not incur eth enormal AoO

spell like abilities: at will (mage armor, silent image), 5 times per day (deafness, ghoul touch, shadow casting, wall of ice, slow, haste, water walk), 3 times per day (impenitrable sphere, demensional anchor, color spray, imposing hand, air walk), once per day (dimension door, sleep, haste, control winds)

InaVegt
2006-03-26, 05:02 AM
can you create the demon prince Gijsstrider?

Single Shot Zombie
2006-03-26, 10:13 AM
We've seen the funny; now for the macabre and gruesome, mwahahahaha........

Necroworm Swarm

Fine Undead (Cold, Swarm)
HD: 10d12 (65 hp)
Initiative: +8
Speed: 50ft.
Armor Class: 25 (Size +8, Dex +7), touch 25, flat-footed 18
Base Attack/Grapple: +5/-
Attack: Swarm (2d6 plus 1d6 cold and necrotic rot)
Full Attack: Swarm (2d6 plus 1d6 cold and necrotic rot)
Space/Reach: 10ft./0ft.
Special Attacks: Bone fever, distraction
Special Qualities: Icy bite, immunity to cold, scent, swarm traits, undead traits, vulnerability to fire
Saves: Fort +6, Ref +13, Will +12
Abilities: Str 1, Dex 25, Con -, Int -, Wis 10, Cha 10
Skills: -
Feats: -
Environment: Any cold
Organization: Solitary or scourge (2-4 swarms)
Challenge Rating: TBD (please comment on this!)
Treasure: None
Alignment: Always neutral evil
Advancement: -

The necroworms are hundreds upon hundreds of undead maggots that can strip the flesh off a living creature within seconds. Multiplying in numbers as they feed on living flesh, they are a scourge to everything that lives. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Bone Fever (Su): Bone fever - swarm attack, Fortitude DC 15, incubation period 1d4 rounds, damage 1d4 Con and 1d6 cold damage. The save DC is Charisma-based.

If the creature takes Constitution damage from bone fever, it must make a second Fort save (DC 20) or 1 point of the Con damage is Con drain instead.

Unlike normal diseases, bone fever continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Bone fever is not really a disease, but the effect of several necroworms burrowing into the victim's body, literally devouring it from within and causing excruciating pain, as well as causing the creature to shiver uncontrollably due to the unberable cold. The creature's skin writhes constantly, as the multiplying necroworms inside of it munch away at its innards.

Casting remove disease on the afflicted creature automatically cures it of bone fever, though the creature is not cured of the Constitution loss.

An afflicted creature who dies of bone fever explodes in a gory mass as the necroworms inside of it burst free of its body, leaving behind a new necroworm swarm and the creature's gore-stained skeleton.

Distraction (Ex): Any living creature that begins its turn with a necroworm swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.

Icy bite (Su): The necroworms deal an extra 1d6 cold damage with their swarm attack, as if it were a frost weapon.

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. As a swarm made up of Fine creatures, a necroworm swarm takes no damage from weapons at all.

Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.

A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage. However, as a swarm composed of undead creatures, a necroworm swarm is immune to subdual damage.

Illsbane
2006-03-26, 12:11 PM
I once ran a swarm of intelligent, half-fiend cockroaches. My party members were definitely creeped out. ^^ ... For a while. They were also horrified by the roaches' inane conversations, whenever they heard them.

SpiderBrigade
2006-03-26, 01:18 PM
well you have to remember that just one alone is a Cr one, once they begin to breed like bunnys then the Cr for the encounter starts to inflate.


Yeah, the tribble struck me as a bit rough for its CR as well, and I'm not sure that the above-quoted statement works. According to the DMG challenge guidelines, any summoning spells or abilities are considered to be part of the original CR. Thus you don't give a party more experience if the Balor summons dretches, or if a Black Pudding splits into additional puddings.

That said, I'm not sure exactly what CR the thing ought to have. It's one of those "extremely easy if you know the trick" monsters. I shudder to think what would happen to a party that tried to fireball a room full of the things...

Nerd-o-rama
2006-03-26, 01:34 PM
let me see if I still have the Tonberry King monster sheet from my very original Final Fantasy campaign. I designed it as a last ditch affair if the PCs were monumentally stupid in their actions...
Oh god, now I have to do something dumb just to see what this thing can do.

roadkiller
2006-03-26, 03:06 PM
I'll put the stats up later, but:

Undead Abyssal Dire Clown (yes that's the name)
Medium everything icky

Hadrian_Emrys
2006-03-26, 04:02 PM
I think that the first party to attempt a nuke on Tribbles deserves what they get. ;D

Cyclone231
2006-03-26, 04:10 PM
Necroworm:
Tiny Magical Beast
Hit Dice: 1d10 HD (6 hp)
Initiative: +3
Speed: 20 ft. land (4 squares), 5 ft. burrow (1 square)
Armor Class: 13 (+1 dexterity, +2 size modifier), 13 touch, 12 flat-footed
Base Attack/Grapple: +1/+0
Attack: +1 Bite 1d3-3
Full Attack: +1 Bite 1d3-3
Space/Reach: 5 ft./0 ft.
Special Attacks: Attach
Special Qualities: Reanimate, infest, telepathic bond, blindsight, magical beast traits
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 5, Dex 12, Con 10, Int 14, Wis 13, Cha 7
Skills: Climb -1, Jump -1, Knowledge (local) 3, Knowledge (arcana) 3, Listen 3, Move Silently 4, Sense Motive 2, Spot 2
Feats: Lightning Reflexes
Environment: Underground
Organization: Solitary, pair, or cluster (2-6)
CR: 1
Squirming along the floor is a brightly colored purplish worm, covered in a thick coating of red and pink bits of a dead human. It’s six irridescent eyes gleam in the darkness, and it’s triangular maw fumbles about a bit of food.
Necroworms are a bizarre magical beast of unknown origins. Some scholars believe they may have come from another plane of existance, though which is unknown. They are vile, and little known creatures, sharing traits with both ordinary parasites and predators.

Necroworm hives are the stuff of legends. Though theoretically possible, they have never been encountered by anyone whose word is worth something. Necroworms are encountered, if in numbers at all, in clusters.

Necroworms feed by consuming flesh and tissue. They generally leave their host to perform this task, though some more careful or paranoid necroworms may choose to remain inside the host, instead burrowing a way from the mouth through to where the brain used to be, consuming food in a manner which visually resembles the host eating it.
Combat:
A necroworm generally begins combat within the form of a humanoid zombie brought to life with it’s Reanimate ability. Once this host zombie is slain, the necroworm generally remains within the head until it believes all hostiles are gone, whereupon it will exit and find a new host.

If the necroworm is encountered outside of a host, it will attack wildly, attempting to make a grab maneuver on a foe. If this succeeeds, it will bite down until the target dies, then attempt to scurry into the brain. This process often takes a while, and a necroworm may die before completing it.

If encountered in a cluster, outside of a body, then necroworms will all proceed to attempt to attach themselves to one hostile. Once the hostile is dead, they will move on to the next, and one will reanimate the corpse and use it to attack the enemies.

Attach (Ex): If a necroworm hits with a bite attack, it uses it’s triangular to latch onto the opponent’s body. An attached necroworm is effectively grappling its prey. The necroworm loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Bite damage, as opposed to that of an unarmed strike, is dealt.

An attached necroworm can be struck with a weapon or grappled itself. To remove an attached necroworm through grappling, the opponent must achieve a pin against the necroworm.

Reanimate (Sp): The necroworm can bring it’s deceased host back to life as a zombie, as the spell animate dead. However, unlike the spell, the necroworm must remain in contact with the host for the duration of the effect. It can only animate one body at a time, and must abandon it’s current body in order to use the ability again. To use this ability, the necroworm must first burrow into the skull of it’s host.

If the necroworm has taken class levels which enable it to cast spells which create undead, the necroworm may cause the deceased to rise as an undead of any of the types it is able to create.

The necroworm’s host is considered to be in constant contact with the necroworm, and may receive instructions all the time. The necroworm is capable of speaking through the body, assuming it has yet to rot to that point. Otherwise, the body is an ordinary zombie.

Infest (Ex): Once it’s foe is dead, the necroworm may begin to burrow into it’s skull. This takes a full round action, and upon completion, it may use it’s Reanimate ability.

Telepathic Bond (Sp): The necroworm forms a permanent telepathic bond with both it’s mate and any members of it’s cluster. This ability can only be used on fellow necroworms and does not use experience. It can only be used after a long period of exposure and mutual comfort. A necroworm may form only seven such telepathic bonds. Bonds with other necroworms are considered a mutual loss of a bond. Bonds may be severed at any time.

A cluster is similar to, but distinct from, an pack of ordinary predators. Firstly, there is no alpha leader - the pack is unified though the general instincts of unity amongst them. Secondly, there is a very deep loyalty to other members of the pack.

Clusters reach a “critical mass”, so to speak, at seven members. At this point, bickering surely begins to break down the cluster and loyalty is surely suspect.

Magical Beast Traits: The necroworm lacks the darkvision and lowlight vision traits normally seen by magical beasts.

Necroworms as Characters:
Necroworms are intelligent, so they are fully capable of taking class levels. This does not mean most do, but the occasional necroworm does so. Such necroworms are generally necromancers or rogues. Less common class choices are fighters, experts and wizards. If you own or use the Psionics book, then they may be psions or wilders.
Necroworm characters have the following racial traits:
- Tiny size
- +4 Dexterity, -6 Strength, +4 Int, +2 Wis, -4 Cha
- Base land speed of twenty feet, can burrow through dirt at a rate of five feet.
- Special Attacks (see above): Attach
- Special Qualities (see above): Infest, reanimate, telepathic bond, blindsight, magical beast traits
- Languages: None - necroworms communicate via their telepathic bonds or not at all.
- Favored Class: Wizard
- Level Adjustment: +2

Gyrfalcon
2006-03-26, 05:28 PM
I once ran a swarm of intelligent, half-fiend cockroaches. My party members were definitely creeped out. ^^ ... For a while. They were also horrified by the roaches' inane conversations, whenever they heard them.

Out of curiosity, have you ever played the Exile/Avernum games? Giant Intelligent Friendly Cockroaches are straight out of the third one. :)

Ing
2006-03-26, 11:44 PM
i like to think its a good sign that my tribbles cause so much trouble. the problem is that if someone just goes and kills them, the CR above 1 wouuld be too high, but if someone messes up, or if one has allready spawned a good sized brood, then its too hard to be CR 1. perhaps we should state that if it becomes a breeder its CR inflates form 1 to 4?

Ing
2006-03-26, 11:56 PM
Storybook Knight
M apperation
Hd 6d6 20
Ac: 20=10+5 natural+5 dex
int=5
abilitie
str 17 (4)
dex 20 (5)
con _
int 10 (0)
wis 20 (5)
cha 10 (0)
attacks: great sword +9/6/1, throwing star +8
damage: great sword 2d6+8, throwing star 1d4+4
full round: 3 great sword strikes, or 3 ninja stars (8/5/1)
special: swarm form, combustable, paper healing, flat, book birthed
feats: power attack, combat expertise, combat reflexes, whirlwind attack
organization: single or troop (3-5)
allignment: any
chalange rating 6

a story book creature is a template that can be added to any creature. a story book creature is a astral manifestation of a delusion, halucination or imagination, recorded in pen on an book filled with ancient magic. once called forth or accidnetly manifested the living halucination begins to act out whatever desire of its creater's id caused it to manifest. it is somewhat of a psionic construct. story book creatures take a phsyical form by bending pages of books and tomes around them to form a body. a common form is the story book knight which appears as a ful plated paladin or knight made out of scraps of paper torn form books futtering around eachother.

swarm: as a move action a story book creature can disolve into a swarm of animated paper of M size

combustable: takes double damage from fire, 90% to catch aflame form fire attacks

paper healing: by tearing out pages form books or calling from paper around it, it can summon new pages to repair its form. in libraries or other paper rich areas this gives it a 10 fast healing

flat: can fit through any surface a peice of paper can flat or crumbled up.

book birthed: can only truely be destroyed when the book it was spawned from is dispelled or destroyed. if reduced to 10 hit points it losses form only to regain it once it finds enough paper, 1d4 rounds in a library, or 1d20 days in the wild.

Ing
2006-03-27, 03:07 AM
can you create the demon prince Gijsstrider?

sure just answer the following
age
gender
city of birth
first pets name
element (basic or other primal force) you're most assosiated with
favorite of the 7 sins.
favorite ice cream
favorite historical figure.

starwoof
2006-03-27, 03:15 AM
I didnt create it but the book of erotic fantasy has a prestige class called the tentacle master, Ive heard. Ill let you guess what it is.

Its both the funniest thing Ive ever heard of and the most horrifying!

Illsbane
2006-03-27, 03:54 AM
Out of curiosity, have you ever played the Exile/Avernum games? Giant Intelligent Friendly Cockroaches are straight out of the third one. :)

Nope. I hadn't even heard of these games before you mentioned them.

Ing
2006-03-27, 04:04 AM
yup, that's it the Hentia Hellion is the next monster to go up here. :P

great to go with the Red Neck Trees from SP.

InaVegt
2006-03-27, 04:13 AM
sure just answer the following
age
gender
city of birth
first pets name
element (basic or other primal force) you're most assosiated with
favorite of the 7 sins.
favorite ice cream
favorite historical figure.


age: 16
gender: Unknown
city of birth: Zwolle
first pets name: none
element (basic or other primal force) you're most assosiated with: fire
favorite of the 7 sins: Greed
favorite ice cream: vanille
favorite historical figure: Julius Ceasar

Hadrian_Emrys
2006-03-27, 05:46 AM
I didnt create it but the book of erotic fantasy has a prestige class called the tentacle master, Ive heard. Ill let you guess what it is.

Its both the funniest thing Ive ever heard of and the most horrifying!


I'll have to check again, but I don't recall having ever seen anything like THAT. :o

Illsbane
2006-03-27, 09:57 AM
One assumes it has the equivalent of Multi-Weapon Fighting and Improved Grab ...? -_- ... Bloody tentacle monsters.

storybookknight
2006-03-27, 10:43 AM
Ooh, nifty - thanks Ing.

The book of Erotic Fantasy is the funniest thing I've ever seen... it's such an easy target for jokes. If it has a tentacle based prestige class, I'm not suprised...

There's a spell in the Spell Compendium that gives your tentacles extra reach, by the by.

Ing
2006-03-27, 02:18 PM
Hentia Horror
L abberation
10d10: 55
AC: 25=10+10dex+5 natural
INT
abiities
Str 20 (5)
dex 30(10)
con 12 (1)
int 8 (-1)
wis 10 (0)
cha 13 (2)
saves: f(8 ), r(12) w(2)
attacks: tentacle +15
damage: tentacle 1d5+5
full round: 6 tentalces
special: forced intrusion, squirt
feats: improved graple, improved grab, multi-attack
organization: single or orgy (3-10)
allignment: CE
chalange rating 10

a horrid abomination spawned form hell itself, it is believed to be the creation of a perticually nasty and vile ritual of succubi and incubi copulation.

forced intrusion: on a successful grapple check the tentacles 'forcly intrude upon the victim's orafices. each round critical damage is done (3d6+15), until the graple is broken.

squirt: each round that a tantacle makes a forced intrusion attack the Hentia Horror makes a will save (10+# of rounds of forced intrusion) to see if it can (REASON CENSORED FOR REASONS OF SANITY AND WHOLESOMENESS), if failed the tentacle releases a spary of acidic...stuff...inside or on it's target dealing 6d6 acid damage and 1d6 con damage. if the graple is broken on that round only the acid damage is dealt and acts as a spray.

fast healing 5

impregnation: if a female target survives the squirt damage, or any subsequent combat damage, they are impregnated with a hentia horror spawn, after 3d10 days of incubation teh spawn bursts forth from the chest of its host, killing it.

Illsbane
2006-03-27, 04:31 PM
Cheers, Ing. -_- I'm glad I only skimmed that, or else you'd have given me nightmare fodder for the rest of the week ...

Ing
2006-03-27, 04:38 PM
Gijsstrider
M Demon Prince(outsider, evil)
20d12=260
Ac 34=10+5+natural 5+demonic chain shirt of Simony +5 +sheild of avarice +4+5 magic
Int=5
ability
str 25 (7)
dex 20 (5)
con 20 (5)
int 17 (3)
WIS 30 (10)
cha 20 (5)
bab: 16
attacks: flaming board sword of tyrany +23, sheild bash (20),
damage: 2d6+11+2d6 fire, sheild bash 1d8+7
full attack: 3 sword slashes, 16/10/5 or 2 and 1 sheild bash
special: fire aura, feindish traits, spells, dark aura
feast: power attack, eschew ingridients, silent spell, still spell, enlarge spell, widen spell, combat reflexes, dodge, combat expertise,
treasure: double standard, tripple coins, +gear
allignment: LE
advancement by class

spells: at will (bane, curse water, magic missile, change self, sugestion), 5 times per day (fire ball, contaigion, bestow curse, vile bolt, shout, crushing dispair,raise undead, phantasmal killer) 3 times per day (meteor storm, earthquake, delayed fire ball, teleport without error, power word kill) once per week (resurection, hero's feast, money fall)

fire aura: deals +5 damage fire to all in threat range

fire subtype

dark aura: adds cha to AC and BAB

demonic chain shirt of Simony: this exceptional peice of chain mail made out of interlinking coins of many metals. it is cursed and forged from the manifestations of priests who have sold out their cause, flock or diety. any who wear it must make a DC (30), causing them to become obsessed with wealth and money as if under a mental illness. must make a DC (20) to resist any offer of money, regardless of morall cost, and Dc (15) to resist parting with any object of wealth.

Sheild of Averice: the polishe sheild has the ability to reflect paranoid delucions into those who look into it, 30 by 30 cone of effect. thsoe hit by it become insanly greedy and avarice, either attacking the nearest person who has more wealth than them, or they must make a will 30 whenever they see a coin or other item of wealth, if they fail they are forced to pick it up and stroke the item, treasuring it for 1d4 rounds. The demonic prince often uses his money fall ability to generate coins raining from teh sky, rendering armies sent agianst him helpless from their own greed. Paladin's are immune to this effect

broad sword of tyrany: grants +4 morale bonus to LE characters in range. Chaotic and neutral alignments must make a DC or be effect as if the dominate creature and fear spell (DC's 18/23) respectivly.

Illsbane
2006-03-27, 04:53 PM
Wow. Niiiice. As what kind of character would you peg me, Ing?

BelkarsDagger
2006-03-27, 06:18 PM
Hmm I dont play DnD or anything, i make up my own RPGs from scratch (only started like a week ago and i have made 2 and working on version 2.0 on the second one), so my monsters are really simple, but hey we all gotta start somewhere.
Zombie Bear
Damage: 12
Armor: 0
HP: 30
Hiding: 3
Escaping: No escaping roll
Told you it was simple as hell... (I'm also 11 so... it'd even be simple if i worked on it for a year 8))

Illsbane
2006-03-27, 06:20 PM
I've seen worse. ^^

Ing
2006-03-27, 08:41 PM
Illsbane
L magical beast (aquatic)
hd: 20d8=180
ac
int
abilities
str: 25 (7)
dex 10 (0)
con 20 (5)
int 7 (-2)
wis 10 (0)
cha (20) (5)
Bab: 8
attacks: gore 15, bite 18
damage: 1d12+7, 2d8+11
full round: 2 gorges (15/11) or 1 bite
special: breath attack, water blessing, needle spray, spell like abilities, damage reduction, divine health. detect magic, detect allignment, tremorsense
feats: power attack, combat reflexes, imroved overrun, spring attack, dodge.
skills: swim: 37, jump (breaching) (17), knowledge geography 20, knowledge nature 20, knowlede sea lore 20.
organization: always single
allignment: usually CG or CN
treasure: in cove double standard
chalange rating: 15

the Illsbane also known as a Blessing Eel is a large serpentine creature that resembles a cross between a tarpin, a catfish, and a collosal eel, with a pair of large scythe like tusks jutting out of their crooked crocadilian mouth. they propell themselve by slitheringg and flaping 2 flippers, and use their 4 mouth whiskers to sense their surrondings. the Illsbane stakes out a portion of water, usually in a isolated island or saltwater cove and quickly creates an underwater lair. there it collects any debris it finds in its territory, often a varity of items that fell into the sea the Illsbane collects in its nest like a dragon horde in an effort to attract the attentions of a mate in teh rare event that an illsbane of the oppisite gender crosses into their territory. so far there is only a handfull of these creatures known in the realm. they usually remain ellusive, but are feircly territorial of their waters and destroy those that endanger it. dispite its violent and seclusive nature the Illsbane is sometimes sought out for its rare gifts.

breath attack: once per 1d4 rounds a Illsbane can release a 100 ft long by 10 feet wide cone of concentrated water dealing 6d6 damage, reflex save of 25, in the water teh breath attack becomes a powerful rip tide dealing 3d6 and has a range of 50 ft and 30 feet wide.

water blessing: all water within twice the threat radius of the the Illsbane, is blessed as holy water. this water also has the added effect of acting as a remove disease spell, as if cast by a lv 15 cleric, curing all but the most viral of magical illnesses. it is believed that bathing long enough in the water can even sure supernatural diseases and possibly undeath! (see spell like abilities)

damage reduction: 8, +4 weapontry

divine health: as the paladin ability, this ability extends to all creatures within the water in the ill'sbane threat range. the water looses its magic immediently upon being removed from the prescence of the Illsbane. a character must stay 3d6 minutes within the water to gain its full effects.

detect alignment and detect magic: the Illsbane's whiskers sense all magic and alignment of creatures it an sense.

tremosense: the wiskers give it a +10 spot to sense all creatures in the water, regardless of concealment.

Needle spray: once per 1d6 rounds the Illsbane can unlease a volly of poisonous barbs from its back landing in a cone 30 by 30, the damage dealt is 4d4+5 damage and counts as a smite evil. the needles are poisonous and a fort save of 25 must be made or the subject takes an initial 1d6 str damage and 2 con and an additional 1d4 str every 1d10 rounds. the poison is not neutralized by the Illsbane's own healing water, but it can neutralize it if it chooses so as a free action.

spell like abilities: winning the favor of an illsbane can bring many favorable results, though their nature makes them hard to approach safly much less communicate with
as cast by a level 15 caster.
at will: cure critical wounds, know direction, charm animals, create water, purify food and drink, jump, pass without trace, neutralize poison.
5 times per day: obscuring mist, magic fang, chill metal, contagion
3 times per week: hero's feast, reserection, reincarnation, restoration, control water, hallow, heal, Cure Critical Wounds, Mass, regeneration, sympathy
oncer per month: restore life (subject is youthaned up to 6d6+cha years. can choose to reduce as low to 1d6 hd. )
note that any effects from an Illsbane's spells are not healed or neutralized by the Illsbane's magic water unless it choses to do so

Ing
2006-03-27, 08:58 PM
BelkarsDagger
tiny construct
hd 4d6= 12
ac: 17=10+5+2
int=8
ability
str: 18 (4)
dex 20 (5)
con _
int 0
wis 0
cha 0
bab: 18/12/6/1
movement: flight 30ft
attacks: stab (22/16/10/5)
damage: 1d6+4 critical 19-20x3
special: sneak attack, levitate, spells.
feats: dodge, combat reflexes, power attack. damage reduction
organization: 1 or set (12)
allignment: any (usually C)
chalange rating 5

BelkarsDagger is a dagger iwth a ornate hilt carved in the face of a barbarian or monster. it is infused with a magical ability and made insanly hostile. used often as wards the magical knives are programed to attack any creature that enters they're resting place save their master, somtimes this is tied to a safe word or talisman. they can be programed for only simple tasks, but seem to excele at tasks involving death, example, lie dormant when an adventure discovers you and after 10 minutes animate out of their bag and attack them. somtimes they are programed to masquarade as regular items until a word or set time is given, often surprising hte party that has looted them

sneak attack: as rogue, 3d6
levitate: perfect mobility in flying
spells:
5 times per day: magic missile, heat metal, chill metal, magic weapon.
3 times per day: haste, true strike
once per day: animate object.

John_D
2006-03-27, 09:24 PM
hate u, how could we ever hate u? we love u truely...who r u?

Jackman (AKA Springglads, Spring heeled)

Y-you... you made Spring-Heeled Jack in D&D? You are a wonderful person and... I love you.

Ing
2006-03-27, 11:15 PM
I uh love you to...but not in that way.
yes Spring Heeled Jack definitly deserves a place in D&D
on that note

Jon-D (Doom bound Jack)
M apperation
6d10=50
ac 20=10+3+7
int: 3
abilities
str 18 (4)
dex 15 (3)
con _
int 12 (1)
wis 15 (3)
cha 12 (1)
bab 8/2
attacks broad sword ghastly, (+12/6), his own severed head as a flail (+15)
damage: ghastly broad sword (2d6+2d6 ice damage +6), severed head (2d4+4 +1d2 con)
special: breath attack, severed head, undead traits, spells, incoperial
feats: power attack, combat expertise,
allignment: CE
chalange rating 10
treasure double standard

a ghastly apperation appears, a paladin clad in blood soaked armor, holding his own head by the braided mane of his hair. hateful blue flames vomit out of his nostrils as he swings his head over his body like a mace.

breath attack: once every 1d4 rounds as a free action he can vomit forth a fountain of blue flame dealing 3d6 fire and 3d6 ice damage. range is 10 feet and a cone of 10 feet.

severed head: damage done to the body counts as subdueal damage and heals as if he had fast healing 5. targeting the head gives a -4 bonus as if doiing subdual damage. if reduced to 0 nonlethal damage the apperation evaporates, leaving the suit of armor and sword and the skull to his severed head. he regenerates his body in 2d4 nights and instantly appears to his armor and sword to reclaim it.

incorporial: while his body and head are ethereal, his armor adn weapons are material.

spells: as a level 6 wizard
fire ball, flaming hands, cone of cold, chill metal, ghoul touch, vampire touch, create undead, control undead, creeping doom, fire sheild (fire type).

Ing
2006-03-28, 03:47 AM
what fun, give me more SN and i'll take a stab at making a monster.

bosssmiley
2006-03-28, 03:53 AM
"Own severed head as a flail". ;D ;D ;D

I *have* to sic this on my players now.

Boss Smiley

age 29
gender M
city of birth Munster :o (a real city, it's in northern Germany)
first pets name Matt
element most assosiated with Fire (Heeheeheeheeehee-heehee)
favorite of the 7 sins Sloth
favorite ice cream Mint choc chip
favorite historical figure Oliver Cromwell

Please?

Ing
2006-03-28, 04:23 AM
"Own severed head as a flail". ;D ;D ;D

I *have* to sic this on my players now.

Boss Smiley

age 29
gender M
city of birth Munster :o (a real city, it's in northern Germany)
first pets name Matt
element most assosiated with Fire (Heeheeheeheeehee-heehee)
favorite of the 7 sins Sloth
favorite ice cream Mint choc chip
favorite historical figure Oliver Cromwell

Please?


Boss Smily
L undead
1212=72
ac= 10+
int 2
fly 30 feet
abilities
str 25 (7)
dex 8 (-1)
con_
int 18 (4)
wis 19 (4)
cha 20 (5)
bab 10/4
attacks: bite+20, slam +17/11
damage: 3d8+10, 1d10+7
full round: 2 slams or 1 bite
special: incorporial, fire subtype, improved grab, swallow whole,
feats: power attack, fly by attack
organization: 1
alignment: CE
halange rating: 10
treasure: double standard

appearing as a flying severed head, dangling the burning remains of its body behind it, and forever forzen in a twisted, inhumanly wide preverted grin, the smilies are flying horrors that haunt gallows, prisons and other places of execution. the original Smily was sead to be created when an inspiring nobleman who overthrew the town's local king died. to punish his treason his body was unburried, hanged, drawn and quartered and his remains burned. conceivably a dark power was at work and from the vengence of the king a form of fire and flesh rose, forever stuck in the dumb-hatter smile he died with (as a result of his enemies poisoning him) this boss smily is said to haunt the ghost town he once over threw and commands all of his fellows from this grizzly throne

incorporial: as a free action can become ethereal and incorporial, cannot damage while incorporial. free action returns to normal

fire sub type:

swallow whole: as normally, but inside the target is damaged from 4d6 magically flames per round.

immunity to turning: when attempted to turning the Boss Smily responds with belching forth a gust of air smelling of the rotting mint smell that the herb he was poisoned with gives off. (DC 15 or be effected as a slow spell)

create spawn: if a Smily Boss kills its foe with a bite attack, it swallows the body whole and severs the head. inside teh head and body are transformed by its flames into a smily

Regular Smily:
4d12=24
abilities
str: 10
dex 15 (2)
con_
int 10
wis 10
cha 8 (-1)
fire subtype

bosssmiley
2006-03-28, 06:09 AM
My players will curse the name of Ing, and their execrations and ravings will arise unto his ears like incense unto the gods. ;D

Illsbane
2006-03-28, 10:12 AM
Apart from the Int. penalty, I do like that Illsbane! ^^ Next time I DM, this baby's number is coming up!

InaVegt
2006-03-28, 10:26 AM
Gijsstrider
M Demon Prince(outsider, evil)
20d12=260
Ac 34=10+5+natural 5+demonic chain shirt of Simony +5 +sheild of avarice +4+5 magic
Int=5
ability
str 25 (7)
dex 20 (5)
con 20 (5)
int 17 (3)
WIS 30 (10)
cha 20 (5)
bab: 16
attacks: flaming board sword of tyrany +23, sheild bash (20),
damage: 2d6+11+2d6 fire, sheild bash 1d8+7
full attack: 3 sword slashes, 16/10/5 or 2 and 1 sheild bash
special: fire aura, feindish traits, spells, dark aura
feast: power attack, eschew ingridients, silent spell, still spell, enlarge spell, widen spell, combat reflexes, dodge, combat expertise,
treasure: double standard, tripple coins, +gear
allignment: LE
advancement by class

spells: at will (bane, curse water, magic missile, change self, sugestion), 5 times per day (fire ball, contaigion, bestow curse, vile bolt, shout, crushing dispair,raise undead, phantasmal killer) 3 times per day (meteor storm, earthquake, delayed fire ball, teleport without error, power word kill) once per week (resurection, hero's feast, money fall)

fire aura: deals +5 damage fire to all in threat range

fire subtype

dark aura: adds cha to AC and BAB

demonic chain shirt of Simony: this exceptional peice of chain mail made out of interlinking coins of many metals. it is cursed and forged from the manifestations of priests who have sold out their cause, flock or diety. any who wear it must make a DC (30), causing them to become obsessed with wealth and money as if under a mental illness. must make a DC (20) to resist any offer of money, regardless of morall cost, and Dc (15) to resist parting with any object of wealth.

Sheild of Averice: the polishe sheild has the ability to reflect paranoid delucions into those who look into it, 30 by 30 cone of effect. thsoe hit by it become insanly greedy and avarice, either attacking the nearest person who has more wealth than them, or they must make a will 30 whenever they see a coin or other item of wealth, if they fail they are forced to pick it up and stroke the item, treasuring it for 1d4 rounds. The demonic prince often uses his money fall ability to generate coins raining from teh sky, rendering armies sent agianst him helpless from their own greed. Paladin's are immune to this effect

broad sword of tyrany: grants +4 morale bonus to LE characters in range. Chaotic and neutral alignments must make a DC or be effect as if the dominate creature and fear spell (DC's 18/23) respectivly.


Demons are Chaotic Evil
i like it though

Ing
2006-03-28, 12:31 PM
make it a devil then....bah i reject your view or reality and sub in my own.

Malachite
2006-03-28, 01:32 PM
Dude, you rock at this so much!
I'm definitely using Belkar's Dagger, if not some of the others too.
If you have time, I'd be interested to see what you can do with me?

Age: 19
Gender: M
City of birth: Cambridge
First pets name: Shadow
Element most assosiated with: Air
Favorite of the 7 sins: Anger
Favorite ice cream: Raspberry sorbet
Favorite historical figure: Hector of Troy

InaVegt
2006-03-28, 01:43 PM
make it a devil then....bah i reject your view or reality and sub in my own.
but i want it to be a Demon >:( >:( >:( >:(

Ing
2006-03-28, 05:36 PM
fine its a demon chaotic evil, but it puts up dictators as leader only to bring chaos by edging conspiracies and jealousy to bring them down resulting in empires rising and falling, political and miltary chaos. bwhahahahhahah

Age: 19
Gender: M
City of birth: Cambridge
First pets name: Shadow
Element most assosiated with: Air
Favorite of the 7 sins: Anger
Favorite ice cream: Raspberry sorbet
Favorite historical figure: Hector of Troy

Shadow Malachite (Prismatic Moth)
Huge magical beast (insect)
hd 20d12=220
AC 18=10-2+8 natural +2
int
abilities
str 30 (10)
dex 15 (2)
con 20 (5)
int 7 (-2)
wis 11 (0)
cha 20 (5)
bab: 8/2
attacks: bite+18/12,
damage: 2d8+15
special: flapping wings, prismatic gloss, shade, silk
feats: fly by attack, power attack
organization: 1
allignment: CG
treasure: none
chalange: 15

the Shadow Malachite is a towering insect, with a pair of the most breathtaking wings knwon to entamologists. after a geastation as a giant catapiller for decades it slips into a cacoon and emerges nearly half a century later as a Prismatic Moth. it is a rarely spoted creature and soon dies (for its life span, a meer 10-20 years later) durring which it finds a mate, carves out a lair and prepares a new brood of larva. upon death its body is eaten by its brood. the creature if fiercly territorial and a vicious eater, seeking out dead or living live stock or other sizeable animals to feed its gestating brood. male Malachite's are less stunning lack the Prismatic gloss, have only half the hd, and die immediently after mating with a female, as they are consumed and their body turned into a makeshift cradle for the eggs.

wings: the flapping of the wings produces great wind gusts, it acts as if permently protected by wind wall, and every round causes an effect like gust of wind to all in its immedient threat range. 3 times per week it can flap its wings hard enough to form a whirlwind, as the cleric spell

prismatic gloss: the gloss of the top part of the wings gives the various effects to onlookers as if it were a prismatic wall

silk: the Shadow Malachite can unleash globs of brilliantly colored silk as a move action, acting as web spell. the webbing does not disapear and is worth 300 gold per pound. they use this to line their lairs, form their crystalis's and egg sacks and to ensnare pray to eat or feed to their brood

shade: 5 times per day the shadow malachite can morph the shadow it casts in its wake forming illusionary spells like the spell Shadow conjunctior as if cast by a 10th level wizard.

Tyas
2006-03-28, 08:18 PM
This is more of a piece of humor than an actual monster.

Players are going through a set of natural caverns joined by artificial tunnels. They come into a large cavern that pierces the ground above, forming a rift that gloomy light filters down through.

Several lifelike statues of gnomes, dwarves, and halfling adorn the area, most with looks of horror, terror, or surprise on their faces. In the distance is a Gazebo, with furniture and what appears to be a tea setting in it.

Now EVERYONE know the 'Eric and the Gazebo' story. In point of fact it's almost required reading for our group.

Besides, we live in the South, we know what a Gazebo is.

So anyhow, they converse for a minute, and check out the statues, while the fighter goes over to threaten the gazebo with his axe. What can I say, he was a dwarf.

After exploring the area and not finding anything (and noone realizing the statues were petrified adventurers) they actually have seats in and around the gazebo.

which is when the trained Giant Mimic attacked, along with it's medusa mistress. (this was second edition, by the by...)

My homage to both Eric, who's name I share, and Zork, who's caves I spent many an hour in.

The funniest bit was that they fell for it, imho.

An evil gazebo is simple a huge mimic... maybe with some disguise bonuses.



But we need something with stats I think, so here are the ferrets that steal things so so well:
Shadow Ferrets
Tiny Magical Beast
Hd 1d8 (4)
AC 14
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4,
Hide +11, Move Silently +8, Spot +3, Slight of Hand +8
Feats: Agile, Weapon Finesse, evasion, uncanny dodge
Special: Shadow Step, Hide in plain sight, lift as small creature
Environment: Under the couch
Organization: Solitary, or pairs for large objects.
Treasure: Whatever nearby beings have to steal
Alignment: Usually chaotic neutral
Shadow ferrets are a bane on anyone who finds their couch infested with one. They will steal anything that is not nailed down if they can carry it, and secret it back to their lair, using shadow step and hide in plain sight to facilitate movement of shiny's back to their lair.

They have a special attractions to mystical objects know as 'the remote control'

Fiendish I tell you.

Edited for clarification.

Ing
2006-03-28, 08:28 PM
wait what is this with evil gazebos?

Tyas
2006-03-28, 09:00 PM
It has nothing to do with evil gazebo's. I figure anyone can make an evil gazebo, it's just a huge mimic.

That's the ferret that stole our remotes all the time. I'll clarify in an edit...

Or do you not know the story of..
http://www.netfunny.com/rhf/jokes/98/Jul/gazebo.html
Eric and the Dread Gazebo

Ing
2006-03-28, 09:04 PM
no no its that i've heard/scene of many refrences to gazebo on the site. and i am being wondering...where is gazebo!?

Ing
2006-03-28, 09:07 PM
LOL

new spell
awaken gazebo

Malachite
2006-03-29, 06:38 PM
A moth? That was unexpected, but at the same time pretty cool. I may well use that too, though I'll probably change the 'Malachite' part of the name - naming a giant moth after a type of rock doesn't sound right to me.
Thanks again, that's really cool :D

Mal

Ing
2006-03-30, 12:07 AM
Ah but if you check wikipedia, which i did it is also the name of a butterfly.

Ing
2006-03-30, 11:46 PM
anyone else care to have a custom monster made?

we also change oil and add rims to old ones

Tyas
2006-03-31, 01:58 AM
Gazebo of Utter unpleasentness
Huge Construct
Hit Dice: 22d10+40
Initiative -2
Speed 15 ft.
Armor Class: 20 (-3 size, -2 Dex, +25 natural), touch 5, flat-footed 20
Base Attack/Grapple: +9/+30
Attack: Slam +25 melee (4d8+13)
Full Attack: 2 Slam +25 melee (4d8+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 4d10+13
Special Qualities: Construct traits, damage reduction 12/slashing, 12/fire
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 37, Dex 7, Con Ø, Int Ø, Wis 9, Cha 1
Skills: —
Feats: Power Attack, Improved Overrun
Environment: Any
Organization: Solitary
Challenge Rating: Hell if I know
Treasure: None
Alignment: Always neutral

Numbers might be somewhat off what they ought to be. I'm tired.

The Gazebo of Utter unpleasentness is a construct used to guard outdoor locations. It will often be ordered to lay in wait unless provoked. Highly resistant to any melee damage except slashing or flaming weapons, it's tactics will vary based on it's orders but it often uses it's sheer bulk to literally crush it's opponents underneath itself.

Please note that this is a particularly small gazebo. Gazebo's upwards of 40ft have been observed. No reports of combat performance of these larger specimens have been successfully gathered, however.

starwoof
2006-03-31, 02:51 AM
Oh, do me next! This is great fun!

Age: 15
Gender: Male
City of birth: Tacoma
First pets name: Conyak (seriously)
Element (basic or other primal force) you're most assosiated with: Carbon? (psst, earth)
Favorite of the 7 sins: Dont know what those are. Greed?
Favorite ice cream: Vanilla
Favorite historical figure: Leif Erickson... I dont know how to spell his name.

Karsh
2006-04-01, 03:30 AM
I'll request a custom monster and post my DM-smiting tool.

Age: 16
Gender: Male
City of Birth: Houston
First Pet's name: Rascal
Element: Time (or if that isn't allowed, Light)
7 deadly sins: Pride
Ice Cream: Cookies and Cream
Historical Figure: General George S. Patton, Jr.


And then...
Mr. Gwumbles
Huge Outsider
HP: 9,999 (1d9999)
Init: Always acts first
AC: 1,000,000: 10 base, +999,990 Unnamed
Abilities:
STR 1 divided by 0
DEX 1 divided by 0
CON 1 divided by 0
INT ----
WIS ----
CHA ----
Attack: Slam +100,000 melee (1d1)
Full Attack: 20,000 slams at a -5 each attack
Saves: Automatically passes all saves
Special: Grumble; Smite, No Escape, Damage Reduction 1 divided by 0/ -, Spell Resistance 1 divided by 0
Feats: Subsonics
Skills: +1000 Smiting
Treasure: DM Guide
Alignment: Lawful Good
Grouping: Only one exists
CR: 1000

Humans whisper in hushed voices in fear of the Tarrasque. Gods whisper in hushed voices in fear of ancient, unnamed evils. Ancient, unnamed evils refuse to even whisper in fear of Mr. Gwumbles. Nobody knows where Mr. Gwumbles came from. One day, a group of adventurers commited especially stupid acts, and encountered Mr. Gwumbles. There were no survivors.

Mr. Gwumbles appears as a huge, two-dimensional unhappy face hovering approximately 3 feet off the ground. Mr. Gwumbles' primary method of attack is to repeatedly slam stupid adventurers into dust, one point of damage at a time. Mr. Gwumbles' slam attack counts as an epic divine weapon for the purposes of overcoming damage reduction.

Grumble (Su): As a free action, Mr. Gwumbles can make a Grumble attack. All creatures that can (and can't, by virtue of his Subsonics feat,) hear the Grumble within 1 mile are instantly slain with no saving throw.

Smite (Su): Alternatively, Mr. Gwumbles can make a Smite attack against a PC as a standard action. This is not a normal Smite, but rather allows Mr. Gwumbles to place the PC in a heinously painful and inescapable situation for all of eternity. There is no saving throw against this attack, and it has no range limit.

No Escape (Ex): Mr. Gwumbles automatically reduces all PCs' speeds to 0' when he is present. Additionally, PCs are incapable of using any method of travel, be it magical or mundane. This effect has no saving throw and cannot be dispelled.

Spell-Like Abilities: Teleport without Error at will

Ing
2006-04-01, 03:45 AM
ok working on your mon. just so you know those questions were mostly for the demon prince one. everyone for future reference just put what they think would be nice to know. but starwolf 1 question....Abberition or magical beast?

Thiel
2006-04-01, 10:43 AM
Try me,
Something sneaky preferably not from a lower plane.
And if you could make it able to fly I will be eternally gratefull.
Please

Bug-a-Boo
2006-04-01, 12:13 PM
I'm up for becoming something wierd if you'd like Ing :)

lemme see whether I can answer those questions:

Age: 20
Gender: Male.
City of birth: Kuala Lumpur.
First pets name: ... it was... Puffy. Don't ask.
Element you're most assosiated with: Fire.
Favorite of the 7 sins: Pride.
Favorite ice cream: Chocolate!
Favorite historical figure: um... Takeda Shingen I guess.

Ing
2006-04-03, 08:26 PM
Oh, do me next! This is great fun!

Age: 15
Gender: Male
City of birth: Tacoma
First pets name: Conyak (seriously)
Element (basic or other primal force) you're most assosiated with: Carbon? (psst, earth)
Favorite of the 7 sins: Dont know what those are. Greed?
Favorite ice cream: Vanilla
Favorite historical figure: Leif Erickson... I dont know how to spell his name.


Starwolf
M magical beast
hd 12d8= 48
int 5
abilities
str 15:3
dex 15:3
con 10: 0
int 5 (-3)
wis 10 (0)
cha 12 (1)
saves F (5) R (9) W (5)
attask: Claw +8/3, bite 8
full attack 2 claws + 1 bite
damage claw 1d6+3, bite 2d4+4
special: invisibliity, spell like abilities, sneak attack,
feats: combat exertise, combat reflexes, dodge, run, spring attack, mobility
alignment N
chalange rating 10

the star wolf apperas as a vaguely canine like figure made of a pure black substance the color of midnight. shifting white dots of light move across its skin. in the pure darkness of night it blends in with the night sky perfectly, becoming near invisible. it can darken its lights when it needs to to further blend in. they are vicious and alien predators. thy have never been seen to eat their pray, and simply drag them away into the night. it is unknown what they do with their victims

special
invisiblity: in darkness or starlight, a starwolf can shift its paternt to become nearly invisible. since it is a physical illusion true seeing nor does see invisible reveal it. once it attacks a spot check of 35 can see it and locate it. a natural light source can take away its background and reveal it.

sneak attack: when invisible it deals an extra 3d6 damage

spell like abilities: at will extinguish, fairy fire, dancing lights, flare, daze. 5 times per day, magic missile, greater darkness, sound lance, gaseous form. searing light, scorching ray.
as if cast by a 8th level caster

skills: +20 to hide in darkness.

Ing
2006-04-03, 08:48 PM
I'll request a custom monster and post my DM-smiting tool.

Age: 16
Gender: Male
City of Birth: Houston
First Pet's name: Rascal
Element: Time (or if that isn't allowed, Light)
7 deadly sins: Pride
Ice Cream: Cookies and Cream
Historical Figure: General George S. Patton, Jr.
l

Karsh
M outsider
5d8=40
ac 23= 10+2 natural+3 dex+8 magic
int: 7
abilities
str: 12=1
dex 15=3
con 20=5
int 11=0
wis 20=5
cha 8=-2
attacks: claw +8
damage: claw 1d6+1
full attack: 3 claws. (8/8/8)
special: temporal distortion, spells, levitation, hurricane claws, blur
feats: combat reflexes, quicken spell, power attack, weapon finese,
alignment: usually NE
organization: single or hour (3-12)
treasure: double standard

a Karsh is an outsider from the outer realms. they're lanky skeletal like creatures, with warped gray skin, the patern of melted graphite. they often wear robes when traveling on the mortal plane, possibly because the light of the sun bothers them. originating from a plane very far removed and where time flows erraticly their mear prescence effects normal creature's perception of time. they're greedy but enigmantic, no one has been able to communicate with them or descern what they want. however those who summon them find them very willing to fullfill the tasks they were called for.

special
temporal distortion: any within 50 feet of the Karsh have their perceptions of time distorted. they must make a will save of 15 or fail at any attack. furthermore Initiative is randomized, all save the Karsh loose their modifiers and take the worst of 2 initative rolls.

spell like abilities: at will, daze, flar, haste, slow, entrophic sheild
3 times per day great speed, sloth (my own upgrades of haste and slow, i'll post in a bit, look for the sorcerer varrient thread i made in the meantime), 5times per day: true strike, displacement, blink, dimension door.
the abilities are mearly illusions of the Karsh by selecitvly manipulating the time distortion they cause, therefore it is not effected by anti-magic or dispells.

, levitation: Karsh levitate roughly 1-3 feet off the ground. 3 times per day they can create an effect lke fly. ,
hurricane claws:Karsh move supernaturally fast. all aditional attacks have the same attack bonus as the highest one

blur: have the constant effect as if a blur spell

Ing
2006-04-03, 09:00 PM
Try me,
Something sneaky preferably not from a lower plane.
And if you could make it able to fly I will be eternally gratefull.
Please


Thiel
S outsider
hd: 6d6= 30
ac= 23= 10+1 +7(dex)+5(deflect)
abilities
str 5 (-3)
dex 24 (7)
con 10
int 10
wis 15 (3)
cha 20 (5)
attacks: slam +10, bite +8
damage; slam 1d4-3, bite 1d4-3+poison
full attack; 3 slams (10/8) and 1 bite (8)
special: flight, hoodwink, spell like abilities. sneak attack
feats: dodge, combat reflexes, mobility, weapon fineese
allignment: CG
organization 1 or flock (3-8)
treasure: standard+1 medium magical item+1 bag of holding
skills: move silently 17, hide 20.

Thiel: are small flighty imp like creatures from the higher planes. propelling themselves ahead on 4 humminb bird like wings, these small creatures coated in yellow downy fluff. 4 tentacles dangle form its body and a small bird like head peeks up out of the top. Thiel are the higherplanes answer to Imps, they are often sent as messangers, the greatest problem is their joy in shiny objects, leading them to act with apparent gleeful kleptomania.
special:
flight: fly at a speed of 30feet per round, with fly by attack and perfect mobility.
hoodwink: gains a bonus of +5 on slight of hands used to pick pockets, a stolen item automaticly slips into the bag of holding.
spell like abilities
at will: magic missile, cure light wound, virtue, mage hand presidigitation
5 times per day: magic missile, true strike, foxes cunning, sleep, hypnotic pattern, day light.
3 times per day, shocking grasp
poison: fort save 15 1d6 str damage and 1d4 str every hour
sneak attack: +1d6

starwoof
2006-04-03, 11:13 PM
Good crap, thats an awesome monster!

And you know what the best part is? Its the perfect CR to throw at my party!

Muahahaha, Ing rocks.

Ing
2006-04-04, 12:15 AM
damn right i rock, fear my creations!

Traveling_Angel
2006-04-04, 12:25 AM
make it a devil then....bah i reject your view or reality and sub in my own.

GOOOOOOOOOO Mythbusters!!

Traveling_Angel
2006-04-04, 12:28 AM
allright, how about me? NG to the max, my screen name should get you the type and subtype, maybe a duel weilder(longsword), and Int/Wis should be my highest scores.

Ing
2006-04-04, 01:05 AM
Traveling Angle
M Outsider
Hd 6d8= 36
ac= 17=10+4 magic+3dex+2 deflect
abilities
str: 20 (5)
dex 15 (3)
con 13 (2)
int 25 (7)
wis 26 (8)
cha 25 (7)
bab and grapple = 12/6 and 17
attacks: broad sword 19/13
damage: broad sword 2d6+5 +1d6 good
full attack 4 broad sword: 8/2 8/2
special: disguise self, spell like abilities, aura of light,
feats: 2 weapon fighting, 2 weapon defense, weapon specialization. power attack, combat expertise
skills: bluff 17, sense motive 18, disguise 30,
allignment: NG
chalange rating 16
organization: single


The traveling angel is seen by many people every day...though they do not realize it. Travlers are sent by their deities to test mortals who have gained the dieties attention. They are often sent to test cleric's who have strong piety but wavering morality, or N characters whome dieties believe might become potential paladins or clerics. a traveling angle will typicly disguise itself to take on the form of a wretched untouchable or peasent and test its mark by requesting a small act of kindness or mercy. If denied the angel is given the permission by the diety to punish its target in a manner appropriate to his offense. many a monster and cursed freak creature were once humans who abused the god's blessings with selfishness and greed, only to be struck down and humbled in a most horrible fashion.

disguise self: travelng angle can take the form of any sentient mortal creature and compleate a disguise appropriate with cloaths gear and props. this also hids its magical aura and traces of its alignment

spell like abilities
at will: fly, magic weapon, mage armor, flaming strike, teleport without error, planar jump,
5 times per day, fire ball, searing light, destroy undead,
3 times per day, bestow curse, miracle, balefull polymorph, circle of protection agians evil, geas/quest, mark of justice, greater invisiability

typicly a traveling angle will use its miracle to bring down a punishment, often resulting in a dramatic change in the judge's life. the curses often have a end trigger, where the diety agrees to life it if a test/task is accomplished often as a way to punish/educate the judged in their actions.


aura of light: in its true form the angle emits a halo of pure light that deals 4d6 damage to all undead and 2d6 against all evil outsiders. those who have failed the test or are of LE or CE are blinded and paralized by the light. will save of 30 negates status effects

Ing
2006-04-04, 01:34 AM
I'm up for becoming something wierd if you'd like Ing :)

lemme see whether I can answer those questions:

Age: 20
Gender: Male.
City of birth: Kuala Lumpur.
First pets name: ... it was... Puffy. Don't ask.
Element you're most assosiated with: Fire.
Favorite of the 7 sins: Pride.
Favorite ice cream: Chocolate!
Favorite historical figure: um... Takeda Shingen I guess.


Bugaboo
H magical beast
10d8= 120
ac= 13=-2 +5 natural
int=1
land speed: 40
abilities
str 25 (7)
dex 10 (0)
con 20 (5)
int 5
wis 8
cha 6
attacks: claw +8, bite 15
damage: claw 1d6+7, bite 2d8+10
saves: f (10) r (5) w (2)
special: vorpal bite, burrow, fear, damage reduction, spell like abilities, swallow whole, spit
feats: power attack, improved over run, improved bull rush
allignment: always C
organization: single or triad
chalange rating 10

a bugaboo is a pale sickly barrel shapped creature, that lives in swamp and marsh lands. barreling through the boggy forests above and bellow ground the beast charges at its pray, opening its wide jaws. the jaw hinges open to nearly half the creatures length. Their ability to chew through chalangers and spread fear and terror to the surronding area makes them a deadly pest for neighboring villiages and civiliztions

vorpal bite, on a critical hit of 20 if the threat is confired it bites its target in half and rends its body sending limbs flying around in a 30 foot radius, compleatly decimating the body

burrow, can move through moist ground at 2/3 its bse land speed. can move through solid ground at 1/3 its base lands speed

fear, all who see the bugaboo must make a will save of 20 or be effected as if the fear spell. all withoing 10 miles are effected when they sleep as if the nightmare spell...making the bugaboo a serious menance to sanity

damage reduction, 5 silver or +2 weapons negate

spell like abilities,
at will
fear, ghole touch, confusion, nightmare, create water.
3 times per day per day, phatasmal killer, soften earth and stone, ensnare
once per day: transmute stone to mud. temporary insanity, gaseous form

swallow whole, 1 size catagory, 20 damage to break free, does 2d6 acid and 1d8 crushing each round

spit: can unlease a thread of sticky mucus, intiaiting a free graple with a +15 modifier. those caught are slowly roped towards the bugaboo's waiting mouth.

Ing
2006-04-04, 01:48 AM
A cold wind or heavy rain can chill you to the bone
but nothing in nature can harden your heart like years of being alone

Miezer (hell touched Hermit)
template

Those emotionally broken sometimes avoid others and go into seclusion. after years of social neglect, the most broken of these pathetic creatures may be touched and twisted by an evil outsider, often mistaken as a hallucination or dream to become a walking embodiment of lonlyness and bitterness. their lives over, their conections severed these near undead walk the earth pursuing a single goal as they seek to fill the whole in their souls...all the while their demonic benefactor manipulating them.

HD changes to 1d8 if its not higher

immortality: Miezers do not die, they just grow older and more decrepid as the bitterness inside them eats them away. they retian all the memories of their lives and are haunted by them, most are too self obsessed with loathing to even notice the transofmration that has occured in them. Killing them is always a travesty for it is the end of a wasted life, few creatures are as tragic and pitable as they. attempting to save them requires making an emotional conection, a feat many doubt these creatures still have. some have tried reminding them of their life before...this has eithe served to remind them of humanity or drive them into fits of rage. even then they still face the dark influence of their demonic benefactor who seeks to remove all chance of redemption to keep their servents misserable and controlable. they appear as they did in life, save that they don't die, just age progressivly growing colder and more stoic in apperance.

spell like abilities:
at will: chill touch, ghoul touch, crushing dispair
3 times per day: cone of cold, sleet storm, obscuring mist, chill metal, gaseous form

resistence to elements

undead traits: becomes immune to critical hits, but does nto show up as undead...technicly they are still alive, allthough their insides have been replaced by darkness

aura of cold: detecting alignment finds nothing in them, just a black gaping whole...all though all around them find the temperature drops rougly 10 degreees when they are around, on brisk days water will freeze over and fires will extinguish.

stoic: immune to mind effecting spells

Ing
2006-04-04, 02:15 AM
to be honest the last one I'm not as proud of but i like the general idea, so i'm gonna ask for some help, now that you see the feel i'm going for here.

Ing
2006-04-04, 02:18 AM
for everyone following the thread, i think i am going to post up a "custome monster" thread to go along with my new game of creating namesake monsters. look for it.

Thiel
2006-04-04, 06:21 AM
Whats the Thiels CR?
Btw i love it.

Bug-a-Boo
2006-04-04, 06:32 AM
Bugaboo
H magical beast
10d8= 120
ac= 13=-2 +5 natural
int=1
land speed: 40
abilities
str 25 (7)
dex 10 (0)
con 20 (5)
int 5
wis 8
cha 6
attacks: claw +8, bite 15
damage: claw 1d6+7, bite 2d8+10
saves: f (10) r (5) w (2)
special: vorpal bite, burrow, fear, damage reduction, spell like abilities, swallow whole, spit
feats: power attack, improved over run, improved bull rush
allignment: always C
organization: single or triad
chalange rating 10

a bugaboo is a pale sickly barrel shapped creature, that lives in swamp and marsh lands. barreling through the boggy forests above and bellow ground the beast charges at its pray, opening its wide jaws. the jaw hinges open to nearly half the creatures length. Their ability to chew through chalangers and spread fear and terror to the surronding area makes them a deadly pest for neighboring villiages and civiliztions

vorpal bite, on a critical hit of 20 if the threat is confired it bites its target in half and rends its body sending limbs flying around in a 30 foot radius, compleatly decimating the body

burrow, can move through moist ground at 2/3 its bse land speed. can move through solid ground at 1/3 its base lands speed

fear, all who see the bugaboo must make a will save of 20 or be effected as if the fear spell. all withoing 10 miles are effected when they sleep as if the nightmare spell...making the bugaboo a serious menance to sanity

damage reduction, 5 silver or +2 weapons negate

spell like abilities,
at will
fear, ghole touch, confusion, nightmare, create water.
3 times per day per day, phatasmal killer, soften earth and stone, ensnare
once per day: transmute stone to mud. temporary insanity, gaseous form

swallow whole, 1 size catagory, 20 damage to break free, does 2d6 acid and 1d8 crushing each round

spit: can unlease a thread of sticky mucus, intiaiting a free graple with a +15 modifier. those caught are slowly roped towards the bugaboo's waiting mouth.





Now that's one scary beastie ;D I likes it! I am definatly gonna use im.

Having a little trouble figuring out how it looks tho :P

chaosbrand
2006-04-04, 07:10 AM
Fiendish? Here's one, literally.

Jualaer
Large Outsider (Evil, Extraplanar)
HD: 10d8 + 100 (145 HP)
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 30 ft.
Armor Class: 31 (-1 size, +2 dex, +20 natural)
Base Attack/Grapple: +10/+25
Attack: Claw +21 melee (2d6+11 plus poison) or bite +21 melee (3d6+5)
Full Attack: 4 claws +21 melee (2d6+11 plus poison) and 2 bites +21 melee (3d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Damage Reduction 10/good, darkvision 60 ft., fiend traits, immunity to poison, low-light vision, resistance to electricity and fire 10, SR 17
Saves: Fort +16, Ref +9, Will +10
Abilities: Str 32, Dex 15, Con 30, Int 17, Wis 17, Cha 19
Skills: Bluff +21, Concentration +25, Diplomacy +8, Intimidate +23, Listen +26, Move Silently +20, Search +18, Sense Motive +18, Spellcraft +18, Spot +26
Feats: Cleave, improved multiattack, improved natural attack (bite), improved natural attack (claw), multiattack, weapon focus (claw), weapon focus (bite)
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always Neutral evil
Level Adjustment: —

This towering creature has two grotesque heads, each having two horns atop their massive brows. Four arms spout from its sides, each ending in massive claws, dripping with some sort of purple liquid.

A Jualaer's natural weapons are treated as evil for the purposes of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 21, initial damage 1d6 Dex, secondary damage 1d6 dex. The save DC is Constitution-based.

Spell-like Abilities: Caster level 13th, the save DC is Charisma-based.

At will - Teleport without error (self plus 75 pounds of objects only), True Sight, Unholy Blight

Ing
2006-04-04, 09:35 PM
imagin a kinda bullet shapped pale skinned monstrosity with a mouth like a mouth like a bear trap, short stubby claws and evil red eyes.

Priest_Of_Banjo
2006-04-05, 02:27 PM
I have a creature. It was inspired by the comics. Any terms I are unfamiliar with are at the bottom.

Banjulhuian Demon
Monster type Unknown
Hd (10d20)
Hp (2000)
AC (N/A)
Abilities:
Str: 40
Dex: 40
Con: 40
Int: 40
Wis: 40
Cha: 40
Attack: Heaten Smiting +1 (1d20+1000)
Saves: F(100) W(100) R(0)
Special: Unsenseable, Deity's Favour, Sensing
Skills: (+100 survival)
Feats: Tracking
Treasure: Always has 1 million gp for random purposes. Any other treasure depends on how long the creature has been summoned.
Alignment: Randomly selected by the Dungeon Master.
Grouping: Single

Made from the pure forces of Banjulhu's magic, the Banjulhuian Demon is a fearsome sight. No man has ever beaten it but many men have claimed to. There is no more information on this particular demon.

Unsenseable: Any creature trying to detect the demon will fail instantly.

Deity's Favour: Banjulhu favours this demon and there is a 50% chance that the deity will stop the fight and kill the adventurers. No save can stop it.

Sensing: No creature can suprise the demon.

Ing
2006-04-07, 03:28 PM
shoud give it a distraction ability like a swarm due to never ending banjo/kazoo music

Priest_Of_Banjo
2006-04-07, 04:01 PM
heh. Maybe.

Magnus_Samma
2006-04-09, 03:01 AM
I'd post the stats for my giant hamster, but I'm pretty sure it would violate the "PG-13" rule. Suffice to say, the giant hamster is a fearsome beastie, also known as the hell hamster, the buttbear, the redneck hamster, and the prison shower rodent.

My players have threatened me with a horrible fate if I ever actually use the thing in a game.

Ing
2006-04-09, 09:36 AM
interesting but for the sake of the joke should it not be a giant gerbel?

Ing
2006-04-09, 09:36 AM
i can't beleive i got away with posting the hentia horror up here...

Magnus_Samma
2006-04-09, 10:50 PM
A gerbil would make more sense, but I got the idea for the monster from an Eddie Murphy movie, so a hamster it remained. You might want to watch The Nutty Professor II if you don't get what I'm talking about, though I can't really reccomend it, as the movie's really only worth watching for the one scene I'm alluding to...

Nahal
2006-04-09, 11:34 PM
I love some of the ideas in this thread, unfortunately I've only made PC's in DND (including a demigod) and the only "monster" I devised was a robot for T20 armed with a gattling gun just barely smaller than your average man. But if Ing or gijsstrider would be generous enough to make a magic-based monster based on my name I'd be much appreciative.

Guidelines: AL: any nonevil. Abilities: mainly spell-like/supernatural. Concept: Hates evil spellcasters and uses its own magical powers to bring them down.

Thanks either way.

ExHunterEmerald
2006-04-10, 02:42 AM
The Etherial Shaver.
We're not posting stats for this.

Ing
2006-04-10, 03:42 AM
ho god i thought of a real sick one


Animated Severed Horses head.


if anyone wants to give a godfather refrences and twist it beyond all reason and sanity i'll post stats for it

Priest_Of_Banjo
2006-04-12, 05:50 PM
Please no. I still have night-mares about it

Ing
2006-04-12, 07:33 PM
Yes yes, beg for mecry AHAHAHA your fear gives me power.

i'll have the horses head posted soon

Kodiak
2006-04-12, 11:55 PM
I'd love to see stats for a flying horses head.

As long as the subject is up, I think this url]http://www.somethingpositive.net/sp04152004.shtml[/url] wins this thread for Milhoilland. Especially given the season.

Priest_Of_Banjo
2006-04-13, 09:52 AM
Actually it was a pun. night mares is an alternative name.
NIGHT MARE (mare being another type of horse)
::)

InaVegt
2006-04-13, 12:02 PM
Nahal
Size/Type: Large Outsider (Shapechanger)
Hit Dice: 7d8+84 (140 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 46 (-1 size, +8 Dex, +5 natural, +12 insight, +12 luck), touch 41, flat-footed 38
Base Attack/Grapple: +5/+46
Attack: Slam +42 melee (1d8+24)
Full Attack: 2 slams +42 melee (1d8+24)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush, spell like abilities, true strike 1/day
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape, Fire resistance 10, cold resistance 10, electricity resistance 5, spell resistance 45, DR 10/epic, Fast healing 20, max HP, slam counts as epic
Saves: Fort +23, Ref +22, Will +24
Abilities: Str 34, Dex 27, Con 32, Int 25, Wis 28, Cha 25
Skills: Climb +27, Disguise +30, Listen +26, Spot +26
Feats: Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 20
Treasure: standard
Alignment: Usually neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: —

Adhesive (Ex)
A Nahal exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered Nahal automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the Nahal is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated Nahal is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

Strong alcohol dissolves the adhesive, but the Nahal still can grapple normally. A Nahal can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex)
A Nahal deals 1d8+4 points of damage with a successful grapple check.

Mimic Shape (Ex)
A Nahal can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A Nahal’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the Nahal can detect the ruse with a successful Spot check opposed by the Nahal’s Disguise check. Of course, by this time it is generally far too late.

Spell-Like Abilities (Sp))
A Nahal creature has the ability to use antimagic field, dtect magic, greater dispel magic, haste, and see invisibility three times per day at 15th caster level.

The nahal is the bane of all spellcasters, it hates spells and will use it's greater disspel magic and antimagic field spell like abilities to eliminate spellcasters, it will generally ignore nonspellcasters. It will use it's mimic form ability to appear as an ordinary object

Psiwave
2006-04-13, 02:45 PM
Oooh! Me likey!
since my players hit epic i was thinking of rounding off the campaign (DMing epic lvl is a pain in the ass). but now I think i may do a surreal nightmare type adventure, slapping a couple of classes on to some of these guys, or otherwise epicifying em.
Those poor fools may never sleep again.

if anyone has the skill and creativity to whack me up a Psiwave BBEG i would be eternally grateful 8)