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Schylerwalker
2010-09-27, 08:05 AM
I was in a weird mood, it was 4 o' clock in the morning, and I was listening to Metallica. Sooo...here you are! :smallbiggrin:

Blackened
Size/Type: Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), flatfooted 15, touch 12
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blistering of earth, never will it mend
Special Qualities: Damage reduction 5/bludgeoning, dance of the dead, darkest potency, darkvision 60 ft., immunity to cold, immunity to fire, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 15, Dex 17, Con -, Int 10, Wis 13, Cha 16
Skills: Climb +6, Bluff +8, Diplomacy +5, Disguise +3 (+5 when trying to act in character), Hide +12, Intimidate +6, Jump +7, Listen +3, Move Silently +12, Sleight of Hand +5, Spot +3, Tumble +6
Feats: Improved Initiative, Lifesense*, Weapon Focus (claw)
Environment: Any land
Organization: Solitary or gang (2-4)
Challenge Rating: 5
Alignment: Always evil
Treasure: Standard
Advancement: 7-10 HD (Medium)
Level Adjustment: -

The air fills with a frigid chill as dry bones crusted over with black and grey ashes shamble towards, giving muted clacks as gore-coated claws raise. Jaws clatter, making a mockery of life and laughter as the skull's eye-sockets fill with unholy fire...

It is a reasonable assumption that those living in frigid climes will be susceptible to fire magic or other flame-based attacks. Thus, many adventurers, warmages, and others with such resources available will bring offensive fire spells and items with them when adventuring in such regions. Blackened are the oft times created remains of northern warriors killed in magical fires and left unburied.

Blackened usually appear as a human (Or otherwise humanoid) skeleton with charred and crisp bones, elongated fingers ending in ragged claws, and glowing eye-sockets. They smell of burning bones and the sound of their limbs rubbing against each other is like cracking ice.

COMBAT

Blackened attempt to take their foes by surprise if they can. They leap out of hiding and into the middle of a group of opponents, trying to effect as many creatures as they can with their blistering of earth ability. They attempt to focus on spellcasters and archers, or on foes who are capable of proving highly harmful to them (Such as clerics or fighters with bludgeoning weapons).

Blistering of Earth (Su)
A blackened constantly radiates an aura of death and decay. The ground around them is scorched and withered, echoing the appearance of the creature itself. All creatures and objects within ten feet of a blackened receive 2d6 cold and 2d6 fire damage each round; plant creatures take double damage. A DC 16 Fortitude save is allowed for half damage each round. The save DC is Charisma-based.

Darkest Potency (Su)
Blackened add their Charisma modifier to all melee attack and damage rolls against creatures of good alignment, and to their Armor Class against melee attacks from good opponents.

Dance of the Dead (Ex)
Blackened are implacable, cunning opponents, and do not allow their foes to escape from them in the heat of combat. Whenever an opponent takes a five-foot step away from the blackened, it may choose to take a five step to occupy the square the creature was just in as an immediate action. This uses up the blackened's immediate action that round.

Never Will It Mend (Su)
The claws of a blackened inflict terrible wounds, rending both a creature's flesh and very soul. When a character takes damage from the claws of a blackened, natural healing, regeneration, fast healing and magical healing are ineffective in restoring the lost hit points. This damage can only be healed by healing or restoration magic that is cast within an area sanctified by the forces of good - such as within a consecrate or a hallow spell.

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Master of Puppets
Size/Type: Large Outsider (Extraplanar, Evil)
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 26 (-1 size, +2 Dex, +15 natural), flatfooted 24, touch 11
Base Attack/Grapple: +13/+22
Attack: Bite +17 melee (2d6+7 plus poison)
Full Attack: Bite +17 melee (2d6+7 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blinded by me, come crawling faster, improved grab, obey your master, poison, pump with fear
Special Qualities: Damage reduction 10/good, darkvision 120 ft., ritual misery, spell resistance 23, telepathy 100 ft.
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 21, Dex 15, Con 18, Int 17, Wis 14, Cha 22
Skills: Bluff +22, Climb +13, Decipher Script +12, Diplomacy +10, Hide +14, Intimidate +22, Knowledge (arcana) +15, Knowledge (the planes) +18, Listen +17, Move Silently +18, Search +12, Sense Motive +14, Spellcraft +18, Spot +17, Survival +2 (+4 on other planes), Use Magic Device +18 (+22 with checks involving scrolls)
Feats: Ability Focus (come crawling faster), Combat Expertise, Dodge, Mobility, Spring Attack
Environment: The Windswept Depths of Pandemonium
Organization: Solitary or troupe (1 plus dominated minions)
Challenge Rating: 10
Alignment: Always neutral evil
Treasure: Double standard
Advancement: 14-21 HD (Large); 22-32 HD (Huge)
Level Adjustment: -

An alien voice fills your mind and a strange chittering sound around you as a massive, horrifying, spider-like creature drops from the ceiling. Its myriad limbs dance madly, and its many eyes gleam with a strange, hypnotic light.

The master of puppets is magical arachnid that dwells in the Windswept Depths of Pandemonium, occasionally venturing through portals into other realms for treasure, amusement, and new slaves. They thrive on confusion and fear, and enjoy sowing terror, panic, and despair wherever they go.

A master of puppets resembles a huge spider with a smooth, gray-blue carapace and a swollen abdomen that pulses grossly. Its eight eyes glow with an iridescent light, and its mandibles drip a weirdly glowing green liquid. The creature moves with surprising speed and grace for a being of its size.

Masters of puppets speak Abyssal, Common, and Undercommon.

COMBAT
A master of puppets usually wait in subterranean or forest intersections, lurking high above a hallway or other passage and observing interlopers into its lair or unfortunate travelers. It then begins speaking to various characters with its telepathy, trying to determine their motivations and who has the weakest mind. It then targets the character it deems to have the lowest will-save with one of its many psychic attacks.

Sometimes it will target one character with an interesting-looking item, dragging them away to somewhere accessible to the rest of the party to strip them of their goods at leisure.

A master of puppet's bite counts as good for the purpose of overcoming damage reduction.

Blinded By Me (Su)
Any creature that sees a master of puppets must make a Will save (DC 22) or become shaken for one hour. Regardless of whether this save is successful or not, creatures become immune to this ability for 24 hours. The save DC is Charisma-based.

Come Crawling Faster (Su)
The master of puppets gives a strange trilling call, its eyes glowing more brightly than normal and its mandibles clicking; this is a standard action. A single character within thirty feet, of the master's choice, must make a DC 24 Will save or begin to approach the master of puppets, taking the fastest possible route and at their fastest speed. They may take no other actions (Including attack or casting a spell). If this route would put them in danger (Such as walking off a cliff or into a pool of lava) they are allowed another saving throw. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, a master of puppets must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Obey Your Master (Su)
The signature ability of the master of puppets is to manipulate the minds of lesser creatures and bend them to its will, turning them into mindless slaves. As a standard action, the master may attempt to gain control of the nearest living creature; if the creature fails a DC 22 Will save, they become the master of puppet's slave, doing any non-suicidal act the master orders them to. The character is allowed a new save every 24 hours. The save DC is Charisma-based.

Poison (Ex)
Injury, Fortitude DC 20, initial and secondary damage 2d4 Wis. The save DC is Constitution-based.

Pump With Fear (Sp)
The master of puppets may emit a powerful aura of malign terror as a standard action. All creatures within thirty feet who fail a DC 20 Will save are effected as with the spell fear. The save DC is Charisma-based.

Ritual Misery (Su)
Feeding off of pain and terror, the master of puppets regains lost health when its opponents suffer. If the master of puppets is within thirty feet of a creature who is at negative hitpoints or is suffering from a fear effect, it gains fast healing 5.

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The Thing That Should Not Be
Size/Type: Huge Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +0
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 28 (-2 size, +20 natural), flatfooted 28, touch 8
Base Attack/Grapple: +11/+26
Attack: Tentacle +16 melee (1d8+7) or bite +16 melee (2d4+7)
Full Attack: 6 tentacles +16 melee (1d8+7) and bite +16 melee (2d4+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Amorphous form, messenger of fear
Special Qualities: Dark deception, drain you of your sanity, hunter of the shadows, immunity to acid and fire, resistance to cold, electricity, and sonic 15
Saves: Fort +10, Ref +5, Will +8
Abilities: Str 25, Dex 10, Con 20, Int 11, Wis 8, Cha 10
Skills: Listen +17, Spot +17
Feats: Ability Focus (drain you of your sanity), Divine Fervor, Improved Multiattack, Multiattack, Power Attack, True Believer
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 10
Alignment: Always chaotic evil
Treasure: None
Advancement: 15-23 HD (Huge); 24-36 HD (Gargantuan)
Level Adjustment: -

Your brain cannot absorb what comes boiling towards you. Gnashing teeth, swirling tentacles, pulsating external organs, grasping claws, shimmering scales, dripping proboscises, smoking horns, and hungry, hunting eyes form a mass that fills your mind with an unreasoning fear and makes your body shiver with the onset of madness.

The Thing That Should Not Be literally cannot be described. Its form is everything and nothing; parts of animals that do not, have never, and never will exist are part of its fluctuating form. It is madness incarnate, chaos manifest. Where it goes, reality twists and bends and becomes...not real. It hungers desperately for something it does not know, cannot know, so it devours everything it encounters, searching for the perfect food.

The Thing That Should Not Be speaks in a language unknown to mortals or even to most gods; if it understands any true language, it does not respond (Unless you count a gruesome death as a response).

COMBAT

The Thing That Should Not Be does not know of, cares not for, and does not use strategy; it rushes into combat and flails around with its tentacles with wild abandon, attempting to grab opponents and scoop them into its maw as swiftly as possible. It does not flee and does not put itself in the best position it can; it simply moves to nearest creature or group of creatures, striking at the nearest moving object and attempting to eat it.

Amorphous Form (Su)
The Thing's constantly shifting form makes it highly hard to change or strike effectively. It is immune to critical hits and sneak attack damage. Spells or abilities that change its form, such as baleful polymorph and flesh to stone still effect it, but it can switch back to its "natural" form at the beginning of its turn as a free action.

Dark Deception (Su)
The air around The Thing is wreathed in shadows and swirling darkness. It constantly has a 20% miss chance against all attacks. Any attack it makes ignores the Dexterity to bonus to Armor Class of the target unless the creature being struck makes a successful DC 20 Spot check.

Drain You of Your Sanity (Su)
Every round that sentient living creatures behold The Thing, they must make a DC 19 Will save or take 1d4 Wisdom damage. For every point of Wisdom that the The Thing sucks away each round, it gains 5 temporary hitpoints. These temporary hitpoints last for one hour. The save DC is Charisma-based.

Hunter of the Shadows (Ex)
The Thing That Should Not Be can see perfectly in darkness, magical or otherwise. It can detect any moving object or creature within thirty feet as if it had blindsight and blindsense.

Messenger of Fear (Su)
All creatures within thirty feet of The Thing That Should Not Be are at a -2 profane penalty to all saving throws; The Thing is the herald of dark powers and spreads despair and the coming of destruction wherever it goes.

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Harvester of Sorrow
Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 12d8+60 (114 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +4 Dex, +11 natural), flatfooted 24, touch 13
Base Attack/Grapple: +12/+20
Attack: Shadow scythe +16 melee (2d6+6/19-20x4) or claw +15 melee (1d8+4)
Full Attack: Shadow scythe +16/+11/+6 melee (2d6+6/19-20x4) or 2 claws +15 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Language of the mad, seeds of hate, your loss becomes my gain
Special Qualities: Darkvision 60 ft., discorporation, distributor of pain, you'll suffer unto me
Saves: Fort +13, Ref +12, Will +10
Abilities: Str 19, Dex 18, Con 20, Int 13, Wis 15, Cha 20
Skills: Climb +18, Concentration +14, Hide +15, Intimidate +16, Jump +18, Knowledge (the planes) +16, Listen +16, Move Silently +19, Spot +16, Swim +18
Feats: Combat Expertise, Improved Critical (scythe), Improved Initiative, Improved Trip, Weapon Focus (scythe)
Environment: Carceri
Organization: Solitary or prowl (3-6)
Challenge Rating: 9
Alignment: Always neutral evil
Treasure: None
Advancement: 13-19 HD (Large); 20-30 HD (Huge)
Level Adjustment: -

A shadow falls upon you, bathing you in cold; looming high above the group is a monstrous creature that vaguely resembles a nightmarish scarecrow, its body composed of twisted and broken shards of glass and thorny brambles wrapped in tendrils of living shadow-stuff. A withered pumpkin sits upon its shriveled neck, illuminated with ghastly green flames, and a scythe composed of solid shadow is grasped in its bony claws.

Harvesters of Sorrow are the messengers and servants of King Nothing; they creep out of his stronghold, Sanitarium, in the prison-plane of Carceri to do his dirty work and inflict terrible anguish on his enemies. They relish the pain and suffering they spread and laughing madly while flailing about with their horrific scythes.

Surprisingly, harvesters of sorrow are highly knowledgeable on matters of planar travel, history, and flora and fauna, and will pause and discourse eagerly with any creature who displays similar knowledge (At least 10 ranks). For every rank of Knowledge (history) the individual possesses, the harvester will delay combat by 1 minute, seeking to exchange and gain as much new information as possible, tedious as it may be.

A harvester of sorrow speaks Infernal and one other language, usually Celestial or Abyssal, or some other planar language.

COMBAT

A harvester of sorrow leaps into combat eagerly, lashing about viciously with its shadow scythe. It seeks to inflict as much pain as possible and feed off of its opponent's suffering before dragging off one of its victims to consume or present to its master. Harvesters of sorrow are canny opponents and make full use of their combat feats, tripping small or weak opponents and using Combat Expertise if they are having an easy time hitting their opponents or if their opponents are having an easy time hitting them.

Discorporation (Su)
Harvesters of sorrow are quasi-real, only partly solid creatures. They may form any simple or martial weapon out of the shadow-stuff coiling around their bodies as a free action. It appears in their hands immediately. They usually choose to make their customary weapon, a scythe, but canny harvesters are also known to make ranged weapons; they may create the ammunition as a free action as well. These weapons immediately disappear if the harvester lets go of them or when it is slain.

In addition, harvesters of sorrow ignore damage from nonmagical weapons and ignore half the damage from elemental-based attacks, much like an incorporeal creature does. However, they cannot pass through walls and can manipulate objects; fairly easily, in fact, with their not unimpressive strength.

Distributor of Pain (Su)
Whenever a harvester of sorrow deals hitpoint damage with a weapon created from its discorporation or with its claws, the creature damaged must make a DC 21 Fortitude save or fall to the ground, prone and writhing in pain, for 1d4+1 rounds. The harvester of sorrow heals 5 hitpoints (If it is damaged) whenever something fails their save against this ability.

Language of the Mad (Sp)
Harvesters of sorrow know a few scant words of the Dark Speech and use them to deadly effect in combat. Once a round as a free action, the harvester may spit out one of these words and replicate one of the following spell effects. Each is cast as a sorcerer of 12th level: bane, daze monster, death knell, hideous laughter, protection from good, or suggestion. The save DC's are Charisma-based.

In addition, whenever a harvester of sorrow speaks with any creature other than another harvester of sorrow or King Nothing, they hear strange howling and screaming in the background, and feel a grating sensation in the back of their mind like trapped souls struggling to break free. This gives all creatures a harvester converses with a -2 to attack rolls and Armor Class.

Seeds of Hate (Su)
As a standard action, a harvester of sorrow may unleash a mind-effecting attack on all creatures within thirty feet. This pure burst of emotional feed back inspires anger and animosity in all creatures who fail a DC 21 Will save. For a single round, they attack the creature nearest them with the deadliest attack available to them, seeking to do the most amount of damage possible.

Regardless of whether or not the save was successful, creatures affected by seeds of hate become immune to that particular harvester of sorrow's seeds of hate for 24 hours. The save DC is Charisma-based.

You'll Suffer Unto Me (Sp)
As a full-round action that provokes attacks of opportunity, the harvester of sorrow may cast symbol of pain as a spell-like ability. This is usable three times per day, though the harvester can use it only once every other round. It has a save DC of 20, (Fort negates), and is cast as a twelfth level sorcerer.

Your Loss Becomes My Gain (Su)
A harvester of sorrow's shadow weapons and its claws deal 1 point of Constitution damage with each hit, much as a weapon with the wounding quality does. For every point Constitution they damage in this manner, they gain a stacking +1 morale bonus to attack and damage rolls for 1 minute.

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More to Come! Expect:

The Unforgiven
King Nothing
St. Anger
Creeping Death
One
Leper Messiah
Phantom Lord

Also taking requests! :smallwink:

GodGoblin
2010-09-27, 08:11 AM
Hahaha this is brilliant! And for a gimmick these creeps are really well plotted out. May have to use them in a bard based adventure :smallbiggrin:

Although isnt The Thing That Should Not Be just Cthulhu? And for the The unforgiven they should be a trio of monsters! seeing as its 3 songs.. or did they make more? lol

T.G. Oskar
2010-09-27, 08:30 AM
Although isnt The Thing That Should Not Be just Cthulhu?

Close but no cigar. The song refers to the Cthulhu Mythos, but specifically to "The Shadow over Innsmouth", quite specifically to the Deep Ones, Father Dagon and Mother Hydra.

Creeping Death, on the other hand, is based clearly on the 10th plague of Egypt (specifically, on the angel commanded to do so), so making it an angel of retribution would be awesome.

Also: shouldn't Blackened be some sort of undead fire elemental? There's already a Necromental around; check the stats and make Blackened a unique fire necromental that spouts black flames (like the Black Flame Zealot).

Also, how in heavenly tarnation you can't refer to Leper Messiah!? Although...it fits more the idea of a greedy, plague-ridden priest of a greedy and pestilent deity...

There should also be a vile spell called Disposable Heroes, in which you command a bunch of people to fight to the death. Maybe a 9th level Enchantment spell.

...I know, neither of the two are monsters, but what the hey; maybe it'll work. Also, while at it: why stop at Metallica and not do something...like, statting out Couzin Ed?

Schylerwalker
2010-09-28, 04:26 PM
Thanks for the comments, I'll take everything into account. I might actually do Leper Messiah and a three-mind Unforgiven monster...

The Thing That Should Not Be is up!

Spiryt
2010-09-28, 04:36 PM
Haha, clever.

Now I want to some good idea for Phantom Lord, The Eye of the Beholder and Battery. :smallwink:

Schylerwalker
2010-09-28, 04:40 PM
D'oh, how could I forget Phantom Lord! Eye of the Beholder might be a magic monster...I might just do a whole "Metallica Supplement," with spells, feats, monsters, magic items, and a base class...

The Tygre
2010-09-28, 05:25 PM
This thread is rated;

http://t1.gstatic.com/images?q=tbn:pCjVyxkFuU3QqM:http://i657.photobucket.com/albums/uu294/Heavy_album/FireMetalHorns6661.jpg&t=1

Proceed with caution

Schylerwalker
2010-09-28, 05:44 PM
:smallredface: Aw shucks.

T.G. Oskar
2010-09-28, 06:14 PM
Haha, clever.

Now I want to some good idea for Phantom Lord, The Eye of the Beholder and Battery. :smallwink:

Alright, so I *do* agree with Battery, but...

Pshaw.

Fade to Black and One. Full stop. Though...both are better as spells.

...Well, maybe not One. It's probably a humanoid amputee with an aura of despair and maybe martial maneuvers, and with a pretty nasty death throes.

But Fade to Black is DEFINITELY a spell. And Ride the Lightning is quite definitely an Iron Heart technique!!

Schylerwalker
2010-09-29, 10:34 PM
And, the one that I at least have been waiting for, THE HARVESTER OF SORROW. Please tell me what you think!

Oh, and if anybody actually uses these in a game, please tell me how the fight/interaction with your players went!

Debihuman
2010-09-29, 11:01 PM
You'll suffer onto me is overpowered since you didn't limit it to a set number of times per day it can be used. I recommend 3 times per day.

The Thing should have another feat (15 HD = 6 feats).

The Thing could even have a Babble special ability which causes confusion much like a gibbering mouther's gibbering. You also have given it very high charisma but nothing in either its statblock or text indicates that it is warranted. Charisma would be low since it doesn't interact with other creatures; attacking on sight is not interacting with them.

What ability is the basis for the DC save for the Drain You Of Your Sanity?

Schylerwalker
2010-09-29, 11:28 PM
You'll suffer onto me is overpowered since you didn't limit it to a set number of times per day it can be used. I recommend 3 times per day.

The Thing should have another feat (15 HD = 6 feats).

The Thing could even have a Babble special ability which causes confusion much like a gibbering mouther's gibbering. You also have given it very high charisma but nothing in either its statblock or text indicates that it is warranted. Charisma would be low since it doesn't interact with other creatures; attacking on sight is not interacting with them.

What ability is the basis for the DC save for the Drain You Of Your Sanity?

Ah, Drain You Of Your Sanity is Charisma-based. If I lower its Charisma, the DC will plummet dramatically, unless I make it...Strength based, I guess? It's so strong it makes you go insane? :smallconfused:

What feat would you recommend for its sixth?

And yeah, you're right. I'll make You'll Suffer Unto Me three times per day...and maybe limiting it to only once every other round?

Debihuman
2010-09-30, 02:03 AM
Drain is usually Charisma-based so yes, lowering the creature's Charisma is going to drop the DC. However, look at the CR. At CR 10, having to make a Will save of DC 24 isn't exactly going to be easy. Cha should probably be 8, dropping the Will save to 16. A standard cleric will only have a +7 for Will saves, so it's still going to be tough. Feats can help but The odds are still in the creature's favor.

Debby

Schylerwalker
2010-09-30, 04:22 AM
Okay, I chopped the Thing's Charisma in half and I decided, after looking at a bunch of feats, to say "WTH" and just give it Power Attack. If something better pops up I'll change it.

EDIT: Also cleaned up some rather sloppy mistakes, like whether or not some abilities were Su, Sp, or Ex, and whether or not some things were bolded, etcetera...

Wargor
2010-09-30, 07:32 AM
This. Is. Awesome.

There have to be some other bands as well that could have this done to them as well!

Debihuman
2010-09-30, 08:53 AM
Much improved. Thanks for being rational and reasonable about the changes I suggested. However, the Harvester still doesn't have a number of times per day limit on its You'll Suffer Onto Me. I like the use of symbol of pain but it should have a Saving Throw DC 20 (Fort negates).

Debby

Schylerwalker
2010-09-30, 12:24 PM
Much improved. Thanks for being rational and reasonable about the changes I suggested. However, the Harvester still doesn't have a number of times per day limit on its You'll Suffer Onto Me. I like the use of symbol of pain but it should have a Saving Throw DC 20 (Fort negates).

Debby

Thanks, no problem. :smallsmile:

Huh, could have SWORN I did change that. :smallconfused: Welp, fixed now, either way.