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Chainsaw Hobbit
2010-09-26, 04:03 PM
THE GIANTS IN THE PLAYGROUND
COMMUNITY HALLOWEEN BESTIARY

:xykon: :xykon: :xykon: :xykon: :xykon:

Welcome to the Community Halloween Bestiary, where the entire playground can post their homebrewed Halloween-themed Monsters - from cackling Hags to moaning Zombies, from wailing Wraiths to grunting Ogres - anything (any edition, silly or scary) goes as long as it's creepy!

I will be posting a few monsters myself; in both 2nd and 4th Edition (and perhaps others)!
My first creation will be...


PUMPKIN GOLEM (AD&D 2e)

CLIMATE/TERRAIN: Any.
FREQUENCY: Rare.
ORGANIZATION: Any.
ACTIVITY CYCLE: Does not sleep.
DIET: None.
INTELLIGENCE: Nil.
TREASURE: None.
ALIGNMENT: Neutral.

NO. APPEARING: 1-3 (1d3)
ARMOR CLASS: 2
MOVEMENT: 10
HIT DICE: 9
THAC0: 14
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 3-18 (3d6)
SPECIAL ATTACKS: Fire Breath.
SPECIAL DEFENSES: None.
MAGIC RESISTANCE: 40%.

SIZE: L
MORAL: Perfect.
XP VALUE: 825

Pumpkin Golems are mindless constructs given life by arcane magic.
They are crafted from pumpkins, straw, wood, and iron with a fairly simple ritual (caster must be at lest a 5th level mage) that takes 3 hours and and 250gp worth of spell components.
Once per day they can breath a blast of orange and green fire (treat this like a Cone of Cold spell, accept that it deals fire damage).

NOTE: I haven't made an AD&D monster for several years and I'm more than a bit rusty. Please point-out any mistakes.

DracoDei
2010-09-26, 04:46 PM
Well, Vorpal Tribble's monster creation contests have included several Halloween editions.
Gratuitous Gore (http://www.giantitp.com/forums/showthread.php?p=3274975#post3274975)
Spooks and Spirits (http://www.giantitp.com/forums/showthread.php?p=5031721#post5031721)
Fear Itself (http://www.giantitp.com/forums/showthread.php?t=126929)


Also, I think my Empty Skin (http://www.giantitp.com/forums/showthread.php?t=44544)'s are quite creepy if played right. For a gore-fest, the whole of my Organ Undead project is probably applicable.

And here are Mummy (http://www.giantitp.com/forums/showthread.php?p=8617020#post8617020)'s done as a template.

Chainsaw Hobbit
2010-09-26, 06:34 PM
Here is another creepy AD&D Golem. This one is less silly and more gross.

GORE GOLEM (AD&D 2e)

CLIMATE/TERRAIN: Any.
FREQUENCY: Very rare.
ORGANIZATION: Any.
ACTIVITY CYCLE: Does not sleep.
DIET: None.
INTELLIGENCE: Nil.
TREASURE: None.
ALIGNMENT: Neutral.

NO. APPEARING: 1-2 (1d2)
ARMOR CLASS: 1
MOVEMENT: 11
HIT DICE: 12
THAC0: 11
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 4-14 (2d6+2)
SPECIAL ATTACKS: Stench burst.
SPECIAL DEFENSES: Adhesive tissue.
MAGIC RESISTANCE: 50%.

SIZE: L
MORAL: Perfect.
XP VALUE: 1175.

Gore Golems are horrific mindless abominations given life through necromancy.
They are composed of rotting internal organs, pungent fluids, and warped flesh. Unusually twisted Necromancers often use them to guard important ares or to terrorize their foes.
Once per day a Gore Golem can unleash a burst of pungent filth and stench. When they do so all living creatures within 15 feet take poison damage equal to 26 minus their constitution score.
When a pointed or edged weapon strikes a Gore Golem it becomes lodged in it's vile, glue-like tissue. The weapon stays stuck in the Gore Golem until the Gore Golem is slain or until it is removed with a Bend Bars/Lift Gates check.

Zaydos
2010-09-26, 08:19 PM
Well I made this because someone requested it in another thread, but it might fit in here so:

Maleficence Dragon
Dragon (Evil)
Environment: Any land or underground.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always chaotic evil

Maleficense dragons are born with plate-like scales the color of sun-bleached bones. Their head looks skull-like, due to their thin flesh, bone colored scales, and a lack of lips to cover their shark-like teeth. The individual links of their neck and spine can be distinguished from their emancipated bodies, although their torso thickens with muscles and heavy scales. Even in the height of summer clouds of condensation form as they breath, and where they walk plants die.

As maleficense dragons age things only get worse. Their eyes, initially a pale blue sink deeper into their skulls and slowly begin to shine with an inner light until they hang like cold, blue flames in empty sockets. Their shoulders, always covered with plate-like scales that look like pauldrons made of bone slowly develop human-like faces. These faces scream and babble continuously, like souls in eternal torment which they are. When a maleficense dragon is born the souls of two recently departed humanoids are pulled into its body where their eternal pain serves as a source of energy for the dragon.

Maleficense dragons are vile and despicable creatures who delight in causing the destruction of other forms of life. Sages have studied their ultimate source and after many years have seemed to unearth some lore on the matter. The first maleficense dragon was hatched from the egg of a gold dragon, stolen and taken to an ancient temple to Orcus (or campaign appropriate god/demon), the dragon within was corrupted with unspeakable rituals, that ended with the death of a pair of chaste lovers whose souls locked in eternal torment, and always close enough to sense each other’s pain but never close enough to truly feel the other, were sealed within the unborn dragon. When the dragon hatched it was as an abomination whose sole desire was to cause destruction and pain to all other living creatures. The first of these would be its creators who were left drained and weakened from the ritual and did not expect the hatchling to attack them with such ferocity.

Maleficense dragons live in regions of taint (see Heroes of Horror) by preference, and any place they dwell in long becomes tainted by their presence. Many also congregate to graveyards, slowly desecrating the area with their presence.

Dragon ability by age tables

{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon| Frightful Presence/Fear Aura:
Wyrmling| S| 5d12+5 (37 hp)| 13| 10| 13| 10| 10| 13| 5/2| 7| 5| 4| 4| 2d6 (DC 13) |-
Very Young| M| 8d12+16 (68 hp)| 15| 10| 15| 12| 12| 15| 8/10| 10| 8| 6| 7| 4d6 (DC 16) |-
Young | M| 11d12 + 22 (93 hp)| 17| 10| 15| 12| 12| 15| 11/12| 14| 9| 7| 8| 6d6 (DC 17) |-
Juvenile| L| 14d12+42 (133 hp)| 19| 10| 17| 14| 14| 17| 14/22| 17| 12| 9| 11| 8d6 (DC 20) | -
Young Adult| L| 17d12+68 (178 hp)| 21| 10| 19| 14| 14| 19| 17/26| 21| 14| 10| 12| 10d6 (DC 22) | DC 22
Adult| H| 20d12+100 (230 hp)| 25| 10| 21| 16| 16| 21| 20/35| 25| 17| 12| 15| 12d6 (DC 25) | DC 25
Mature Adult| H| 23d12+115 (264 hp)| 27| 10| 21| 18| 18| 21| 23/39| 29| 18| 13| 17| 14d6 (DC 26) | DC 26
Old | H| 26d12+156 (325 hp)| 31| 10| 23| 20| 20| 23| 26/44| 34| 21| 15| 20| 16d6 (DC 29) |DC 29
Very Old| H| 29d12+174 (362 hp)| 33| 10| 23| 22| 22| 23| 29/48| 38| 22| 16| 22| 18d6 (DC 30) |DC 30
Ancient| G| 32d12+224 (432hp)| 35| 10| 25| 24| 24| 25| 32/56| 40| 25| 18| 25| 20d6 (DC 33) |DC 33
Wyrm | G| 35d12+280 (507 hp)| 37| 10| 27| 24| 24| 27| 35/60| 44| 27| 19| 26| 22d6 (DC 35) |DC 35
Great Wyrm | G| 38d12+342 (589 hp)| 39| 10| 29| 26| 26| 29| 38/64| 41| 30| 21| 29| 24d6 (DC 38) |DC 38[/table]

{table]Age |Speed |Init |AC |Special Abilities |SR |Spells
1 |60-ft, fly 100-ft (average) |+0 |16 (+1 size, +5 natural) |Deathward, Tainted Bite, See in Darkness |- |-
2 |60-ft, fly 150-ft (poor) |+0 |18 (+8 natural) |Alternate Form |- |-
3 |60-ft, fly 150-ft (poor) |+0 |21 (+11 natural) |DR 5/magic |- |-
4 |60-ft, fly 150-ft (poor) |+0 |23 (-1 size, +14 natural) |Babble of the Damned, Fear Aura |- |1st
5 |60-ft, fly 150-ft (poor) |+0 |26 (-1 size, +17 natural) |DR 10/magic |20 |3rd
6 |60-ft, fly 150-ft (poor) |+0 |28 (-2 size, +20 natural) |Tainted Claws |22 |5th
7 |60-ft, fly 150-ft (poor) |+0 |31 (-2 size, +23 natural) |DR 15/magic |23 |7th
8 |60-ft, fly 150-ft (poor) |+0 |34 (-2 size, +26 natural) |Aura of Desecration |25 |9th
9 |60-ft, fly 150-ft (poor) |+0 |37 (-2 size, +29 natural) |DR 20/magic and 5/good |26 |11th
10 |60-ft, fly 200-ft (poor) |+0 |38 (-4 size, +32 natural) |Slaver of the Damned |28 |13th
11 |60-ft, fly 200-ft (poor) |+0 |41 (-4 size, +35 natural) |DR 20/magic |30 |15th
12 |60-ft, fly 200-ft (poor) |+0 |44 (-4 size, +38 natural) |Howl of Souls' Lament |32 |17th[/table]


Special Abilities:

Breath Weapon (Su): A maleficense dragon has one type of breath weapon a line of soul disrupting energy. This attack deals the listed damage to all living creatures, and sentient undead, within the area (Will save for half) and applies 1 point of depravity (see Taint in Heroes of Horror) per 2 age categories of the dragon on a failed save. Any creature killed by this breath weapon has its soul bound into the maleficense dragon and cannot be revived until the maleficense dragon is slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score. Unintelligent undead and constructs (except for living constructs) are immune to this ability.

See in Darkness (Su): A maleficense dragon may see perfectly in darkness, including magical darkness, as if it were full light.

Deathward (Ex): A maleficense dragon is immune to any effect that deathward protects against.

Tainted Bite (Su): Any creature hit by a maleficense dragon’s bite attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). At adulthood this increases to 2 points of corruption, and 1 even on a successful save.
Any creature slain by a maleficense dragon’s bite attack has its soul sealed within the dragon and cannot be revived until the maleficense dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

Change Shape (Su): 3/day as a standard action very young or older maleficense dragon may assume the form of a child from one specific race of humanoid creatures. This race may be any 1-HD humanoid, although human is the most common. A maleficense dragon may remain in this form until it chooses to return to its natural form.

Spells A young or older maleficense dragon casts spells as a dread necromancer of the indicated level (see Heroes of Horror for details on Dread Necromancers).

Babble of the Damned (Su): At juvenile the faces on a maleficense dragon’s shoulders fully form and begin their eternal babbling. Any creature within 60-ft which hears this babbling must make a Will save (DC is the same as Frightful Presence’s) or gain 3 points of depravity and be dazed for one round as the feelings of pain and torment of the souls bound within the maleficense dragon sweeps over them. A maleficense dragon may suppress or resume this ability as a free action 1/turn.

Fear Aura (Su): Any action which triggers a maleficense dragon’s frightful presence also triggers its Fear Aura. If a creature is able to be affected by frightful presence it makes only 1 save against both and if it fails its save against a maleficense dragon’s Frightful Presence is frightened instead of shaken (if it had 5 or less HD it is cowered for 1d4 rounds and then panicked). In addition even creatures immune to Frightful Presence are vulnerable to a maleficense dragon’s fear aura (unless they are immune to fear) and must make a save, although if they fail they only suffer the effects associated with a normal dragon’s frightful presence ability.
A maleficense dragon that loses its frightful presence ability retains this ability, although in that case its effects are identical to a normal dragon’s frightful presence.

Tainted Claws (Su): Any creature hit by an adult or older maleficense dragon’s claw attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). Any creature slain by an adult or older maleficense dragon’s claw attack has its soul sealed within the dragon and cannot be revived until the maleficense dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

Aura of Desecration (Su): An old or older maleficense dragon is continually surrounded by an aura which replicates a Desecration effect out to 120-ft.

Slaver of the Damned: The mouths on an ancient or older maleficense dragon’s shoulders have taken a further life of their own. Whenever the maleficense dragon takes a full attack action they may add 2 ranged touch attacks used as secondary natural weapons and dealing 3d6 negative energy damage (this does not heal or damage undead) and afflicting the target with 1 point of corruption (a successful fortitude save, same DC as their breath weapon negates the corruption).

Howl of Souls’ Lament (Sp): 1/day as a swift action a great wyrm maleficense dragon may cause the faces on its shoulder to howl out in the utter despair. Any living creature within 60-ft must make a Fortitude save or die, on a successful save they are cowered for 1 round. This is the equivalent of a 10th level spell. Any creature slain by this ability has its soul sealed within the dragon and cannot be revived until the maleficense dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

Chainsaw Hobbit
2010-09-26, 10:57 PM
My 3rd Halloween-themed AD&D Golem, this one is more subtly scary.

SHADOW-STITCH GOLEM (AD&D 2e)

CLIMATE/TERRAIN: Any.
FREQUENCY: Rare.
ORGANIZATION: Any.
ACTIVITY CYCLE: Does not sleep.
DIET: None.
INTELLIGENCE: Standard.
TREASURE: None.
ALIGNMENT: Evil.

NO. APPEARING: 1-6 (1d6)
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 4
THAC0: 10
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 2-7 (1d6+1)
SPECIAL ATTACKS: Curse bite.
SPECIAL DEFENSES: None.
MAGIC RESISTANCE: 30%.

SIZE: M
MORAL: Perfect.
XP VALUE: 400.

Shadow-Stitch Golems are malevolent constructs animated by fell magic resembling giant, twisted rag-dolls with razor-claws, pointed teeth, and glowing orange eyes.
Unlike other Golems the posses human intelligence and semi-free will, although they are still utterly loyal to their creators.
Shadow-Stitch Golems attack with their claws, but they can make a special bite attack where they take a -2 penalty to the attack roll, but on a hit the target creature takes a +3 penalty to armor class for 1d4 turns.
Shadow-Stitch Golems Speak common and weigh about 110 pounds.

bloodtide
2010-09-26, 11:48 PM
Candy Swarm
Small construct (swarm)
HD: 5d10+10 (35hp)
Init: +2
Spd: 10ft., burrow 5ft., fly 15ft.
AC: 15 (+2 Dex, +2 natural, +1 size), touch 15, ff 13
Melee: swarm (1d6)
SA: Distraction (DC 12)
SQ: Construct traits, swarm traits
SV: Fort +2, Ref +4, Will +0
Abl: Str 8, Dex 14, Con -, Int -, Wis 6, Cha 3


A candy swarm is a mass of sweets and treats. No two candy swarms are alike and are made up of dozens of types of candies. Most candy swarms are made from old and no long edible candies, but a newly created one can be made of fresh candies. Normally at least half of a candy swarm is made up of various hard candies, but any other type may be used.


Combat:
Distraction (Ex): Any living creature vulnerable to the Candy Swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on powers within the area of the swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration require a DC 20 Concentration check.

Lore:
Legends are mixed on the origin of this monster. Some tell the tale of an evil wizard who hated children. Others tell a tale of a hag who used the candy swarms to tempt and capture children. And still others tell of a parent who needed a use for all the candy her children collected, yet did not like and would not eat.

Chainsaw Hobbit
2010-09-27, 09:14 PM
ECTOPLASM GHOUL (4E)
Ectoplasm Ghouls are Ghouls who unwillingly had their body merged with the body of an Ooze by a twisted ritual. They despise their own wretched existence and lash out at any living creature, making them all the more dangerous.

ECTOPLASM GHOULS IN COMBAT
Ectoplasm Ghouls begin combat by hurling blobs of ectoplasm and effecting as many targets with ongoing conditions as possible. Once they become bloodied they shift up the the most damaged enemy with Oozing Slither and tear them apart with furious wrath.

ECTOPLASM GHOUL ENCOUNTERS
Ectoplasm Ghouls are often encountered with other Ghouls, Oozes, and the vile necromancers that created them.

ECTOPLASM GHOUL LORE
Arcana 15- Ectoplasm ghouls are the unholy result of the merged bodies of a Ghoul and an Ooze.
Arcana 15- They hurl blobs of adhesive slime to slow down their enemies, and their bite carries a deadly poison.

Ectoplasm Ghoul Level 7 Controller
Medium natural humanoid (undead) XP 300
HP 80; Bloodied 40
AC 21; Fortitude 22; Reflex 20; Will 18
Speed 7
Immune disease, poison
Resist 10 necrotic, 5 acid
Vulnerability 5 radiant
Initiative +8
Perception +4

Traits
O Slimy Aura (aura 1)
Enemies treat the aura as difficult terrain.

Standard Actions
m Acidic Claws (acid) • At-Will
Attack: Melle 1 (1 target); +12 vs. AC
Hit: 1d10 + 6 Damage, and the target is slowed and takes ongoing 5 acid damage (save ends both).
M Slimy Bite (poison) • At-Will
Requirements: The Ghoul must have combat advantage against the target.
Attack: Melle 1 (1 target); +11 vs. Fortitude
Hit: 2d6 + 4 Damage, and the target takes ongoing 5 poison damage (save ends).
R Ectoplasm Glob • Recharge 4 5 6
Attack: Ranged 10 (1 target); +12 vs. AC
Hit: 2d6 + 2 Acid damage, and the target is slowed and grants combat advantage (save ends both).

Move Actions
Oozing Slither • At-Will useable only while bloodied
Effect: The Ghoul shifts 3 squares.

Skills Stealth +13
Str 9 (+2) Dex 20 (+8) Wis 12 (+4)
Con 16 (+6) Int 11 (+3) Cha 13 (+4)
Alignment chaotic evil; Languages Common


http://img265.imageshack.us/img265/9425/slimezombiebyquinteroar.jpg
Ectoplasm Ghoul

Chainsaw Hobbit
2010-10-01, 11:41 AM
Sorry I didn't add the Ghoul I promised, making and fluffing 4e monsters is very time consuming.

Perhaps I will make the Ghoul after I stat-out a few more AD&D monsters.

Chainsaw Hobbit
2010-10-23, 06:36 PM
This is my attempt at a 3.5 template. I know it's not very creative, but I like the back-story.

PLAGUESOUL CREATURE

It is written that in the ancient days when the world was new a mighty female devil named "Xiximon" unleashed a nightmare plague which crippled civilizations and brought empires to their knees. The plague was alive some said, a being of it's own; with it's own thoughts and ambitions. The truth was that it was that it was a piece of the Xiximon's vile soul, which she had torn from her body so that it could wreak havoc on on the mortal world.
It is told that a hero (some say he was an elf, others claim he was an angel) forced Xiximon to call off the soul-plague that was ravaging the planes, but the plague had other ideas.
The piece of severed soul attacked Xiximon, killing her and becoming more powerful than ever, but the hero trapped the disease, sealing it in his own body and turning himself to stone so it could not escape... until now.

Creatures that have contracted the soul plague become insane, cackling undead horrors who's jagged claws and teeth carry the soul plague.
Their only goal to spread pain, suffering, and their vile disease.


CREATING A PLAGUESOUL CREATURE
"Plaguesoul" is a template that can be added to any corporal humanoid, monstrous humanoid, animal, magical beast, dragon, or giant.

Size and Type
The Plaguesoul creatures size stays the same, but it's type changes to undead.

Hit Dice
The Plaguesoul creature's hit dice turn to d12s.

Special Attacks
The Plaguesoul creature gains the following special attack:
Plague Breath (SU)
A Plaguesoul creature can choose to suffer 2d8 damage so that it can breath out a blast of diseased vapors a creature within 10 feet. This is a ranged touch attack.
If the attack hits the target must make a fortitude save (DC 10 + the Plaguesoul creature's hit dice). If they succeed on the save they take 1d4 CON damage, if they fail they take 1d10 CON damage.
Creatures killed by this attack are revived 1 hour later with the Plaguesoul template unless their body it burned or their head is severed.

Special Qualities

Undead traits.
Unarmed melee attack that deals 1d8 damage and 1d4 CON damage on a hit. Creatures killed by this attack are revived 1 hour later with the Plaguesoul template unless their body it burned or their head is severed. This is treated as magical for overcoming DR.
Base land speed is increased by 10 feet, other speeds are increased by 5 feet.


Abilities
+4 strength, +2 dexterity, -2 intelligence (minimum 1), +2 wisdom.

Challenge Rating
Same as base creature +3

Alignment
Chaotic evil.

Level Adjustment
Same as base creature +3

The portrait might give you nightmares, sorry.
http://img63.imageshack.us/img63/7753/zombiebyxythanon.jpg

UserShadow7989
2010-10-23, 07:22 PM
My Living Servant (http://www.giantitp.com/forums/showthread.php?p=9471300) has been called very creepy, and I think it's one of my favorite works. I have another monster called the Rebirth Cauldron, entered in the recent GITP Monster Competition 50th Anniversary Special (http://www.giantitp.com/forums/showthread.php?t=170424) which has plenty of great monsters that would fit this compilation.