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The Vorpal Tribble
2009-11-02, 01:06 PM
Grateful Dead

http://i29.photobucket.com/albums/c273/AwakenedDreamer/Monster%20Comp/CalacaSmaller.jpg
O death, where is thy sting? O grave, where is thy victory?

Departing this mortal coil is not always a time of sadness and suffering. For many it is a rebirth to a higher state or the beginning of a journey to paradise. Rejoice for those that have left and shed their suffering husk! What ancestors watch over you now?

Happy Day of the Dead!


_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until the 20th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight (EST) of the 30th.

The winner will receive a trophy as well as OOTS rendition of their entry!



Rules

1. You will be creating an original D&D creature. A non-living creature (no Constitution score) of good alignment. Undead, deathless (http://realmshelps.dandello.net/monsters/types.shtml), constructs with ties to death, or any other type, whichever way you wish to interpret.

Examples:
Calaca (http://www.giantitp.com/forums/showpost.php?p=3410928&postcount=7)
Rosynhaunt (http://www.giantitp.com/forums/showthread.php?t=55206)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.



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The Vorpal Tribble
2009-11-03, 08:12 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

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Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

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- Optional -

Lore

Plot Hook/Story if any

nanobot_swarm
2009-11-03, 06:43 PM
Shepard of the Lost
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 12 (+2 Deflection), touch 12, flat-footed 12
Base Attack/Grapple: +2/-
Attack: Incorporeal Touch +2 melee (1d6)
Full Attack: Incorporeal Touch +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Moan of Death, Spell-like abilities
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits, turn resistance,
Saves: Fort +6 , Ref +8, Will + 9
Abilities: Str -, Dex 10, Con -, Int 15, Wis 15, Cha 15
Skills: Appraise +9, Decipher Script +9, Gather information +9, Sense Motive +9, Spellcraft+9, Survival +9
Feats: Track, NEEDS ONE MORE FEAT
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Neutral Good
Advancement: None
Level Adjustment: None


The cloak of any color hints that the Sheppard is humanoid, though only darkness can be seen, and two points of white light where the eyes would be.

Combat:
A Shepard of the Lost will generally refuse to harm a being. However should it be engaged in combat, it will cast 2nd level Illusion spell, or use its Moan of Death, and flee. Should a party press on attacking it, it will use its incorporal touch attack
Moan of Death: Twice per day a Shepard may use Moan of Death. The Shepard will emulate the dying cries of all creatures the party or person has killed. The person/group must make a Will save or be overcome with fear anf grief, and be unable to preform any action for two rounds.
Illusionist: The Shepard may cast the following illusion spells:
Blur, Hypnotic Pattern, Silence, and Dream.
Description:
A Shepard of the Lost was a humanoid who died lost in a wilderness or maze/dungeon, and only if that humanoid was good, and required penance for ill deeds. In their new state they seek to prevent others from suffering their fate, and will guide the person or group back towards civilization or safety. Ocasionally they will ask a favor of sorts in return, usually the transportation of any of their remains to a place where they can recieve last rites.
A Shepard can communicate with any being that has a language

Plot hooks:
1. The party has been trapped in a dark and deadly dungeon that is maze like. The Sheppard was a person who died previously, and will guide them out.
2. The Sheppard appears before a party, and promises to reveal all treasure/secrets in an area, in exchange for gathering any of its remains, and bringing them to a place where they can recieve last rites.

Admiral Squish
2009-11-05, 12:24 PM
Reveler


Now everybody’s died
So until our tears are dried
We’ll drink and drink and drink and drink,
and then we’ll drink some more
We’ll dance and sing and fight
until the early morning light
Then we’ll throw up, pass out, wake up, and then go drinking once again

Medium Undead
Hit Dice: 4d12 (24)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16(+4 Natural +2 dex), 12 touch, 14 flat-footed
Base Attack/Grapple:+2/+5
Attack: Slam +5 (1d4+4) or Pool Cue +5 (1d8+4)
Full Attack: Slam +5 (1d4+4) or Pool Cue +5 (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Another Round, Brawl, I Can Totally Fix That, Lifelike
Special Qualities: Undead traits, Fast Healing 1
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 16, Dex 14, Con -, Int 10, Wis 8, Cha 18
Skills: Bluff +11, Diplomacy +11, Intimidate +11, Perform (sing) +11
Feats: Power attack, Improved Bull Rush
Environment: Urban (See Entry)
Organization: Solitary or pair
Challenge Rating: 2
Treasure: standard
Alignment: Usually Chaotic Good
Advancement: By character class
Level Adjustment:-

A grinning, laughing man sits at the bar, a frothy mug of ale in one hand and a freshly-broken pool cue in the other. He looks so perfectly at home in this place it's like he was born here.

A reveler is the persisting soul of one who is so very alive death fails to stop the party. Usually, these souls are benevolent,though there are a few malicious revelers out there. More often than not, however, they're only interested in keeping the party going, getting drunk, and being far too rowdy for the good of those around them.

A reveler is bound to a specific 'haunt', usually a tavern or bar, but it can be anywhere alcohol is served. They cannot leave a 150-foot-area around the premises. There are two additional conditions to continuing a reveler's existence, one being that the reveler must consume at least one alcoholic beverage per night. The other is that at least ten intelligent humanoids must consume at least one alcoholic beverage within 50 feet of the reveler each night, or the reveler will fade from existence, released from the eternal celebration that sustains him.

Combat
a reveler is not a complicated combatant. No real skill to speak of, a reveler does have a significant amount of experience in barroom brawls, and undeath has only served to make him tougher.

Another Round (Su)
A reveler always seems to have enough money for more drink. As a standard action once per night, a reveler can refill his coin purse by force of will. The purse can never exceed 50 silver pieces, and any money not used to purchase food or drink fades at the next sunrise.

Brawl(Ex)
A reveler is oftentimes more rowdy than is good for him, and years, even decades of experience lends itself well to a brawl. Any improvised weapon the reveler wields deals damage as though it were one size larger, and the reveler is always considered proficient. In addition, a reveler can choose to deal nonlethal damage with any slam or improvised weapon attack with no penalty.

I Can Totally Fix That (Su)
The reveler's tendencies often lead to property damage, and that's no good for someone whose very existence depends on the continued flow of ale. A Reveler can spend one hour fixing a simple, nonmagical item to duplicate the effects of the mending spell.

Lifelike:(Ex) A reveler takes no penalty to disguise it's undead nature, due to the continuing, albeit superfluous bodily processes.

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Plot Hook
The party encounters a friendly reveler in distress. It's haunt is going to be shut down, and by extension, it's life will similarly end, due to bad business. The PCs might have to sabotage competition or simply go advertise to keep the tavern in business.

'Old Drunk Tom' At the party's favorite tavern turns out to be a reveler, and the PCs might have to defend him from an overzealous priest or paladin.

waterpenguin43
2009-11-07, 02:11 PM
Nephtyan Rivermaid

Medium Undead (Water, Extraplanar, Incorporeal)
Hit Dice:11d12 (71 hp)
Initiative: +5
Speed: 30 ft (6 sqaures), Swim 50 ft (10 squares)
Armor Class: 22 (+5 dex, +5 dodge, +2 deflection), touch 22, flat-footed 17
Base Attack/Grapple: +5/ -
Attack: +10 melee touch (2d6 non-lethal plus mourning touch)
Full Attack: +10 melee touch (2d6 non-lethal plus mourning touch)
Space/Reach: 5ft / 5ft
Special Attacks: Aria of rivers, Spell-like abilities.
Special Qualities: Between worlds, Gaze of the moon, Immune to cold, Incorporeal traits, SR 22, Undead traits
Saves: Fort +3, Ref +8, Will +13
Abilities: Str -, Dex 20, Con -, Int 18, Wis 20, Cha 24
Skills: Perform (sing) +25, Diplomacy +21, Spot +19, Search +18, Knowledge (nature) +18, Knowledge (the planes) +18, Knowledge (arcana) +18, Swim + 21, Spellcraft +12
Feats: Dodge, Mobility, Quicken Spell-like ability, Skill focus (perform)
Environment: Warm aquatic or warm marsh
Organization: Solitary, Pair, Group (4-12), Community (12-43)
Challenge Rating: 11
Treasure: Double Standard
Alignment: Always Chaotic Good
Advancement: 12-23 HD (medium), 24-29 HD (large)
A creature that resembles a majestic woman with light green skin swims before you. She is garbed in deep indigo atire and has silky black hair. Her majestic voice fills your mind, making you feel relaxed.

As their name implies, Nephtyan Rivermaids are beloved of the goddess Nephthys. She brought them from the dead as spirits to protect boats on rivers and to teach their occupants the way of Nephthys, and the melancholy beauty of their music flows through the hearts of the converted, also, they keep an eye on the clerics of Sobek. They riginated in Aquallor, the second layer of Arborea, but moved to the material plane. They speak Common, Sylvan, Aquan, Draconic, Celestial and Elven
Combat
Though Nephtyan rivermaids are peaceful, they respond instantly with force if attacked. They prefer to use quickened obscuring mist and then summons giant crocodiles with her song to fight enemies. While the crocodiles fight, she hinders her foes with spell-like abilities and her song. If she is surrounded by a large group of foes, she uses cone of cold to incapitate them.
Aria of rivers(Su):
A Nephtyan rivermaid has an unearthly beauty in it's song. 11 times per day, it can sing it's song and produce one of the following effects.
Dirge of the Nile:
Using this song, a Nephtyan rivermaid summons 2d6 giant crocodiles or nerieds (see Stormwrack). They last for 11 rounds before disappearing.
Anthem of aqeaous wonder:
Harnessing the wonder that surrounds the life of rivers, each round a Nephtyan rivermaid uses this song, all designated creatures within 90 ft must make a will save (DC equal to the perform check result) or be fascinated by the rivermaid
Song of rushing rapids:
Harnessing the speed of river water, a Nephtyan rivermaid can force all designated foes within 90 ft to make a will save (DC equal to perform check) or be knocked prone and moved 1d6x5 ft in a direction designated by the rivermaid.
Between worlds (Ex): Both positive and negatve energy heals Nephtyan rivermaids.
Gaze of the moon (Sp): Nephtyan rivermaids are constantly under the effect of the spells true seeing and deathwatch.
Mourning touch(Sp): Each time a Nephtyan rivermaid strikes with her touch attack, the target feels immense grief for any harm it has done. The target takes a -2 penalty on attack rolls and will saves for as long as she is within 60 ft+2d4 rounds afterwards. These penalties stack.
Spell-like abilities: at will: Stormrunners ward*, Obscuring mist, Ray of enfeeblement, Control Water, Control currents**, Gentle repose, Speak with dead. 3/day: Quickended Obscuring mist, Death ward 1/day: Cone of cold, Heal, Extract water elemental***, Slay living
*This spell is found in Stormwrack, if you do not own that supplement, replace with Cure moderate wounds.
** This spell is found in Stormwrack, if you do not own that supplement, replace with wall of ice
*** This spell is found in Spell Compendium, if you do not own this supplement, replace with Acid fog.
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Plot hook: A nephtyan rivermaid has washed up on a small river bank, on thet bank, there is a zealous cleric of Pelor who thinks it is a spectre. The PC's must convince the cleric that the rivermaid is benevolent before he has his priesthood destroy her.

Schylerwalker
2009-11-07, 07:46 PM
Grey Reaper

Medium Undead (Extraplanar)
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 20 (+4 Dex, +4 natural, +2 delfection), touch 16, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Masterwork scythe +6 melee (2d4+3/x4)
Full Attack: Masterwork scythe +6 melee (2d4+3/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death attack, spell-like abilities
Special Qualities: Undead traits, unearthly grace
Saves: Fort +2, Ref +9, Will +8
Abilities: Str 15, Dex 19, Con -, Int 14, Wis 16, Cha 15
Skills: Bluff +11, Diplomacy +15, Hide +6, Knowledge (religion) +11, Knowledge (the planes) +11, Move Silently +6, Sense Motive +14
Feats: Improved Initiative, Negotiator, Stealthy
Environment: The Infernal Plane of Acheron (the Cabal Macabre)
Organization: Solitary, pair, or troupe (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral good
Advancement: 7-10 HD (Medium); 11-16 HD (Large)
Level Adjustment:

Shrouded in grey mists, this creature walks forward with incredible grace and great purposes. As it gets closer, you realize that this mist is actually a diaphanous robe. Their face is hidden by an ivory-white mask, and in their gloved hands is a fearsome scythe.

Grey Reapers are the heralds, messengers, and servants of Wee Jas. They guide lost souls to her domain and aid inevitables in destroying powerful evil undead (Such as liches and vampires). Grey Reapers are usually created as a result of someone dying before their time, but accepting their fate and going on to serve the Ruby Mistress in the afterlife.

Combat

Grey Reapers dislike combat and avoid it if possible, but wield their scythes to deadly effect if necessary and possess a potent array of magical abilities.

Death Attack (Su)

Once per day, a Grey Reaper may deliver a deadly blow. If they succeed on the melee touch attack, they must roll 6d6. If the total number equals or exceeds the touched creature's hitpoints, they die immediately (No saving throw allowed).

Spell-like Abilities (Sp)

At will - deathwatch, plane shift (Self plus one willing creature). 3/day - death knell

Unearthly Grace (Su)
Grey Reapers add their Charisma modifier to their Reflex saves and as a deflection bonus to their Armor Class. If they succeed on a Reflex save for half damage, they receive no damage instead. They still only take half damage on a failed save.

The Vorpal Tribble
2009-11-22, 09:43 AM
The contest has ended and voting begun.

Click here to make your vote for Grateful Dead! (http://www.giantitp.com/forums/showthread.php?p=7361093#post7361093)