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oxinabox
2009-09-14, 03:27 AM
A monster i'm working on as the main captor race for my Humanity lost setting (http://www.giantitp.com/forums/showthread.php?t=124576)
Croem is just a working name.
Eats human, has tusks.
Thick Skin, Brown.


Croem
Size/Type: Medium Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 14, touch 11, flat-footed 13 (+1 dex, +3 natural)
Base Attack/Grapple: +1/+4
Attack: +4 melee / +2 ranged
Full Attack: +4
Space/Reach: 5 ft./5 ft.
Special Attacks: ??
Special Qualities: Darkvison 60 ft;
Saves: Fort +4, Ref +2, Will 0
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8
Skills: Listen +5, Spot +5
Feats: 1 feats

Organization: solitary, pair, family (3,5,7), tribe (5+ famailies)
Challange Rating: 1
Treasure: equiptment + standard
Alignment: any evil
Advancement: By character class; Favored Class: ranger, barbiaran
Level Adjustment: +0

Maybe give it some some natural attacks?

Feat: Hunter's Sense [Racial]
Requirements: Croem, atleast 3 HD.
Benifit: you gain scent (ex)

Athaniar
2009-09-14, 05:01 AM
OK, so what is it? To judge it we're going to need something more than "Eats human, has tusks. Thick Skin, Brown."

oxinabox
2009-09-28, 04:10 AM
Croem
Size/Type: Medium Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 14, touch 11, flat-footed 13 (+1 dex, +3 natural)
Base Attack: +1
Grapple:+6
Attack: +4 melee / +2 ranged
Full Attack: +4
Space/Reach: 5 ft./5 ft.
Special Attacks: Chew
Special Qualities: Darkvison 60 ft;
Saves: Fort +4, Ref +2, Will 0
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8
Skills: Listen +5, Spot +5
Feats: Improved Grapple

Organization: solitary, pair, family (3,5,7), tribe (5+ famailies)
Challange Rating: 2
Treasure: equiptment + standard
Alignment: any evil
Advancement: By character class; Favored Class: ranger, barbiaran
Level Adjustment: +0

Tear
When a Croem has someone grappled it may make a Melee attack, vs the Grappelled flat-footed AC, to tear at it with its mouth. this attack deal 2d6 Damage.

oxinabox
2009-10-11, 05:40 AM
Here our some with class levels (for my own reference).

Croem - Merchant
Size/Type: Medium Humanoid - Expert 1
Hit Dice: 3d8+3 ( 19 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 16, touch 11, flat-footed 15 (+1 dex, +3 natural + 2 leather armour)
Base Attack: +1
Grapple:+6
Attack: +4 Club (1d6+3) / +2 ranged (assuming he is attacking only using one hand)
Full Attack: +4 Club (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tear
Special Qualities: Darkvison 60 ft;
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 16, Dex 12, Con 12, Int 8, Wis 12, Cha 10
Skills: Spot +6, Ride +4, Appraise +7, Sense Motive +6
Feats: Improved Grapple, Skill Focus; Appraise

Challange Rating: 2.5
Treasure: equiptment + goods
Alignment: any evil

Tear
When a Croem has someone grappled it may make a Melee attack, vs the Grappelled flat-footed AC, to tear at it with its mouth. this attack deal 2d6 Damage.



Croem - Merchant guard
Size/Type: Medium Humanoid/ warrior 1
Hit Dice: 2d8+1d10 + 6 (20 hp)
Initiative: +1
Speed: 20 ft
Armor Class: 18, touch 11, flat-footed 13 (+1 dex, +3 natural +4 Hide armour)
Base Attack: +2
Grapple:+6
Attack: +5 melee / +6 ranged
Full Attack: +5 Great Club (1d10+ 4.5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tear
Special Qualities: Darkvison 60 ft;
Saves: Fort +6, Ref +2, Will 0
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8
Skills: Listen +5, Spot +5, Ride +3
Feats: Endurance, Diehard.

Challange Rating: 3
Treasure: equiptment,

Endurance:
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Diehard
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
You may sleep in light or medium armor without becoming fatigued.

Debihuman
2009-10-11, 08:01 AM
Monstrous Humanoids get Darkvision 60 ft. but regular Humanoids shouldn't have it. See monster types and subtypes here: http://www.d20srd.org/indexes/typesSubtypes.htm.

Actually since it has a special ability Tear, as a racial ability and Natural Armor, it makes even more sense for this to be a Monstrous Humanoid.

Chew does a lot of damage for a Medium Humanoid. A Dragon of the same size has a bite attack that only does 1d6 points of damage. Those are some way nasty tusks if this is the damage it does.

Debby

oxinabox
2009-10-11, 05:44 PM
Monstrous Humanoids get Darkvision 60 ft. but regular Humanoids shouldn't have it. See monster types and subtypes here: http://www.d20srd.org/indexes/typesSubtypes.htm.

Actually since it has a special ability Tear, as a racial ability and Natural Armor, it makes even more sense for this to be a Monstrous Humanoid.

Chew does a lot of damage for a Medium Humanoid. A Dragon of the same size has a bite attack that only does 1d6 points of damage. Those are some way nasty tusks if this is the damage it does.

Debby

unlike a dragons bite, Tear (previosly known as Chew) can only be when someone is grappled, and they can't add there strength modifier.
It repressents the Croem basically Tearing out your throat.

I'm going to a make a class for them that imvoles improving it, until when htey have someone pinned they can Coup de grāce someone with it.

Being grappled by a Croem is something i want the PC's to the terrified of.
and so far it's working.

Dwarfs are humanoids with darkvision 60 ft.
Gnoll (http://www.d20srd.org/srd/monsters/Gnoll.htm) who are so close i almost refluffed them them instead of writing my own, have natural armour and darkvision.

I origanally palnned on making them monsterous humanoids, but as far as i can tell most monsterous humanoids are things like centaurs, and dopplegangers.

Debihuman
2009-10-12, 12:04 AM
Technically, gnolls should have "gnoll traits" listed in their special abilities because they don't get Darkvision due to being Humanoid, but rather due to being a gnoll. Dwarf entry does this in the SRD so it's probably an oversight.

Debby

Zeta Kai
2009-10-12, 05:19 AM
I agree that this should be a Monstrous Humanoid. What little description we've received seems to fit neatly within that vein. Also, could we get more of a descriptions, so that we have more of an idea of what we're looking at. Mechanically, this thing probably works out okay, but a stat block does not a race make.

oxinabox
2009-10-12, 06:12 AM
Merchant's wagon.
0-10------------15 lb of rice
11-20-----------20 ;lb wheat
21-30----------- 5 copper pots
30-35 ----------- 50 arrows
36-40 ----------- Roll for Melee weapons
45-50 ------------ roll for throws
50-60 ------------- nonmetal weapons
61-65-------------- small metal weopons
66-68 ------------- one handed melee weapons
69-70--------------- two handed melee weapons
71-80---------------- Dryed meats
81-85----------------- 1d10 jewels
86-90------------------ 2d10 coins
91-95------------------ 1 human corpes
96-100 roll again twice

Athaniar
2009-10-12, 06:52 AM
*crunch, crunch*

Needs more fluff.

Milskidasith
2009-10-12, 06:58 AM
Merchant's wagon.
0-10------------15 lb of rice
11-20-----------20 ;lb wheat
21-30----------- 5 copper pots
30-35 ----------- 50 arrows
36-40 ----------- Roll for Melee weapons
45-50 ------------ roll for throws
50-60 ------------- nonmetal weapons
61-65-------------- small metal weopons
66-68 ------------- one handed melee weapons
69-70--------------- two handed melee weapons
71-80---------------- Dryed meats
81-85----------------- 1d10 jewels
86-90------------------ 2d10 coins
91-95------------------ 1 human corpes
96-100 roll again twice

Why would a merchant's wagon carry around a corpse? It's useless.

The Mentalist
2009-10-12, 08:27 AM
Sell it to science for a tidy profit, make friends with your local necromancer, makes long nights a little better... the possibilities are endless.

flabort
2009-10-12, 09:16 AM
Also, as a place to store the corpse, while you run from civilization to dispose of your victim... I know that's were i'd put a corpse if i didn't have a bag of holding...

oxinabox
2009-10-12, 10:24 AM
The wagon carries a human corpes, because Croem eat human like we eat beef.
They farm people.
there might be some fluff about it thge humanity lost thread linked in the first page.


It should actualy say herdfolk corpse.


I'll find some time and post there fluff here at somestage.
But more crunch will proably come first,
I'm using the these in game, i have fluff for them.
But right now, i need to fill them with class levels so i can use them in game.

Milskidasith
2009-10-12, 12:12 PM
Farm humans? You do know that's pretty much impossible logistically, right? You said you were running an extra gritty game (in other posts, not here) yet you have a race farming humans? That would be so incredibly inefficient it would take massive amounts of magic to be feasible.

oxinabox
2009-10-12, 06:31 PM
Farm humans? You do know that's pretty much impossible logistically, right? You said you were running an extra gritty game (in other posts, not here) yet you have a race farming humans? That would be so incredibly inefficient it would take massive amounts of magic to be feasible.

What?!
No?
Magic? what is this magic.

We have a human Farm.
Multiple large walled Slums.
Humankind is farm like cattle.
All of humanity (and dwarves, and elves) were killed or captured when the Croem apeared from somewhere, and begain the great war, the war to end all wars, the war that eneedd humanity.

Sure it requires more animal husbandry than cattle, do to the longer time before able to reproduce, etc.
But humans breed.

There fed basically slops, grain, that we would feed to pigs.
All culture is gone from the would, all knowledge all learning.
Almost all magic, (only real solid caster left is the bard,
maybe off in some hidden human community decended from escapee's, there might be a favoured soul of some simple diety (eg the sun, the earth mother, this figure made of clay), there is still druid but he gets no spells).
No Magic items at all.
You're hunted like an animal

(that is what i mean be grit)

oxinabox
2009-10-18, 11:23 PM
The Sniffer hunts down escaped herd folk. using his trained sense of spell.
They always work in pairs, though they may spread out and act simi-independently to catch there prey unprepared.
Croem -Sniffer
Size/Type: Medium Humanoid 2 - Ranger 3
Hit Dice: 2d8+3d10+10 (39 hp)
Initiative: +3, (+5 is steppes)
Speed: 20 ft
Armor Class: 23, touch 13, flat-footed 20 (+3 dex, +3 natural +6 MW Breastplate, +1 Buckler)
Base Attack: +4
Grapple:+6
Attack: +6 shortsword (1d6+2) / +9 MW Mighty (+2) Longbow (1d8 +2)
Full Attack: Rapidshot 2x +7 MWMLongbow (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chew
Special Qualities: Darkvison 60 ft (Croem traits) (*Scent)
Saves: Fort +7, Ref +7, Will +0
Abilities: Str 14, Dex 16, Con 14, Int 9, Wis 8, Cha 8
Skills: Listen +5, Spot +5, Survival +6, Move Silently 6, hide 6
(+2 bonus to all of in steppes), (+2 Bonus to listen, survival, spot vs FE)
Feats: Improved Grapple, Hunters sense*, Endurance,
Track (+1), Rapid shot, weapon focus Longbow
Class features; Wild empathy: favoured enemy (Escaped Herdfolk), Endurance, favoured terrain(steppe)

Track, vs Escaped herd folk in steppes:
6+1+2+2=12

oxinabox
2009-10-18, 11:54 PM
Croem - Brute
Size/Type: Medium Humanoid 2 - Barb 4
Hit Dice: 50
Initiative: +1
Speed: 30 ft
Armor Class: 20, touch 11, flat-footed 19 (+1 dex, +3 natural, +6 Breastplate)
Base Attack: +6
Grapple:+10
Attack: +10 Fullblade (2d8+4)
Full Attack: +10 Fullblade (2d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chew
Special Qualities: Darkvison 60 ft;
Saves: Fort +8, Ref +2, Will 1
Abilities: Str 18, Dex 12, Con 14, Int 8, Wis 9, Cha 8
Skills: Listen +7, Spot +7
Feats: Improved Grapple, Full Blade Proficiency, Weapon focus FullBlade, Dazzeling Display*:
Class features: Trapsense +1, Fast movement, uncanny dodge, Rage, 2 ragepowers (detailed bellow)


{{THIS isn't complete}}


*Dazzeling display: Fullround action, Intimidate to demoralise all foes in 30ft,