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Mulletmanalive
2011-09-30, 05:12 PM
He was a Man Once, But No Longer
http://fc00.deviantart.net/fs9/i/2006/067/5/3/dog_face_mutant_by_perzo.jpg (http://mulletmanalive.deviantart.com/favourites/#/dhx9xx)
Img Copyright Perzo (Michal Ivan)

To you, these things are just monsters to be slain, but I...I am the one stood there when they die, and become the men they once were! - Van Helsing


The darkest monsters a man can face, are cloaked in human flesh and born from men's dark hearts.



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


The contest begins with the posting of this thread and will continue until the 31st of October.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the 7th of November.

As it's part of what I do, I'm happy to offer artwork as a prize. This month's contest winner will be awarded a choice of one character portrait or an illustration of their winning monster. If another entry achieves sufficient awesome to warrant an honourable mention, I may give out additional paintings



Rules

1. You will be creating an original creature for D&D 3.5, themed as a creature of darkness that was once, and in part, still is, human [or whatever species]. The creature must retain at least scraps of its past life but does not need to be a template. The creature is to be a unique example of its kind, but may not simply be a variation of an existing monster from any source.

Because it is a unique monster, a Lore section is to be considered mandatory for this competition only.

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.

2b. Contrary to previous rules, templates are explicitly allowed in this competition, with the following limitation: a template is judged on the example creature, which must be a pure SRD NPC character and a pretransformation version of the character must be included for comparison.

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

4. Post all entries on this thread. Do [I]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=10470789#post10470789).

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. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

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

8. Please state if you do not want critiques, otherwise other participants will likely give a rundown of your build in the chat thread.

-=-=-=-=-=-

Mulletmanalive
2011-09-30, 05:13 PM
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=8753819#post8753819).

-=-=-=-

No Parsed Stat Block Code
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

-=-=-=-=-=-=-

Lore

Plot Hook/Story if any

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

-=-=-=-=-=-=-

Lore

- Optional -

Plot Hook/Story if any

Amechra
2011-09-30, 09:46 PM
Standing in front of you is possibly the most horrifying thing you have seen in your short adventuring career; your good neighbor, Jane Goodwife, standing over her own corpse, with a knife dripping from her own blood in her hand.

She notices you, turns, and says, in a conversational tone, "I always did hate my pathetic little self. Now, there are a couple things I'd like to do to you, as well..."

She takes a few steps forward, the knife raised and a smile on her lips.

Jane Goodwife

<Medium> <Humanoid (Human, Evil)>
Hit Dice: 1d4 (2 HP)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Dagger +0 (1d4 19-20/x2)
Full Attack: Dagger +0 (1d4 19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Hatred Freed from Mortal Bonds, Become like Me
Special Qualities: Empty Heart, Self of Dissonance
Saves: Fort +0, Ref +0, Will -2
Abilities Str 10, Dex 10, Con 10, Int 10, Wis 7, Cha 12
Skills: Handle Animal +6, Profession (Milk-maid) +5
Feats: Animal Affinity, Skill Focus (Profession (Milk-maid))
Environment: The thorp of Fahine
Organization: Unique
Challenge Rating: 1-1/2
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class

A young human woman of around 25 years of age, she is clad in peasant garb. Until recently, she was a model citizen, always willing to help out with her neighbors.

This was until her dark side killed her, and proceeded to vent every evil thought she ever had.

Combat

Jane is a milkmaid by profession, and thus doesn't have any real combat training. Despite that, she makes up for it in simple hatred and malice; she targets her former loved ones first.

Of course, having no combat training, she prefers to ambush and kill her former acquaintances when their guard is down, using Self of Dissonance to help in her malicious schemes; because there is nothing she hates more than being stopped in her fun.

When against a group, she will attempt to be wily, and will try to use her Become Like Me ability against the most powerful member of that group.

Hatred Freed from Mortal Bounds (Ex): Jane has had every last scrap of good-will removed from her body; as such, she finds it VERY easy to kill people she used to know, as it were.

Whenever Jane attacks a person that she knew in her past life, she gains a +2 bonus to her damage rolls and a +1 bonus to BAB for every level higher than Indifferent they had in their relationship with her; for example, if their relationship was Helpful, she would gain a +4 bonus to damage rolls and a +2 bonus to BAB, but only while attacking that given person.

In addition, Jane makes any attacks against any members of her immediate family as touch attacks.

Become like Me (Su): When Jane's morality was removed, she also had certain inhibitions removed; as a standard action, Jane may make a touch attack against an adjacent target.

This attack does no damage, but the creature touched must make a DC 11 Will save, or gain the Dissonant Child template. If the creature is willing, they get a -4 penalty on their save. This save is Charisma based.

Note that this ability actually creates a duplicate with the template, rather than altering the original; usually the duplicate's first goal is to kill the original, in fact.

Empty Heart (Ex): Jane has little to no emotional depth left inside of her, at least towards other beings; however there are some exceptions.

Jane is always treated as Hostile towards any creature that she comes across; this attitude may not be changed by any means, including deific interference.

The only exceptions to this rule are creatures with the Dissonant Child template; in that case, treat her attitude as starting off as Indifferent, and they may alter it as normal.

Self of Dissonance (Su): Jane is unsettling to fight if you knew her; her gentle smile shows up while she's stabbing you, and her pretty little laugh is unchanged amidst the carnage. You sometimes even forget that she's changed...

Jane adds twice her Charisma Modifier to her armor class against creatures whose attitude towards her is or was at least Friendly.

Additionally, any non-Dissonant Child whose attitude towards Jane is or was better than Indifferent have to make a DC 11 Will save any time they attack her; if they fail, their attack deals nonlethal damage instead of normal damage, and they are incapable of
taking violent action against her for the next 1d4-1 rounds.

Any creature that fails the save is immune to the effect for the next hour.
-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Cheesy74
2011-10-04, 04:43 PM
Silence
http://fc07.deviantart.net/fs9/i/2006/057/c/9/gloomy_wanderer_by_czarnystefan.jpg
Source (http://fav.me/dhmggp)
Medium Aberration
Hit Dice: 10d8+60 (105 hp)
Initiative: +3
Speed: 30 ft (6 squares)
Armor Class: 20 (+3 Dex, +7 Deflection), 20 touch, 17 flat-footed
Base Attack/Grapple: +7/+10
Attack: Draining touch +10 melee touch (1d4 Wisdom damage)
Full Attack: Draining touch +10 melee touch (1d4 Wisdom damage)
Space/Reach: 5 ft/5 ft
Special Attacks: Grip the Soul, Mournful Howl
Special Qualities: Aura of Gloom, Shield of Madness, immune to mind-affecting effects, immune to sonic, lifesight 120 ft, blindsense 30 ft, DR 5/-
Saves: Fort +8, Ref +8, Will +7
Abilities Str 16, Dex 16, Con 20, Int 12, Wis 6, Cha 24
Skills: Spot +11, Hide +16, Escape Artist +16
Feats: Ability Focus (Aura of Gloom), Improved Toughness, Iron Will, Lightning Reflexes
Environment: Cold forests
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

The color of the surrounding woods fades away along with the rustle of leaves and scurry of creatures. Through the trees steps a hunched man covered in a dozen black linen cloaks, draped over his back, arms, and legs, and leaning dependently on a gnarled staff. His face is pale as bone and his eyes are deep black empty sockets. He gives you a mournful stare before stretching out his hand and loosing a moan that pierces the unnatural silence.

Silence is the deformed, twisted husk of what was once a kind blind man, who reveled in nothing more than music and singing. Rendered deaf by an attack on his home, he was contacted by a dark being of immense power. The man begged the creature for a boon, and was obliged. Now, though he could never hear again, the world around him would never again have sound to hear. The creature, laughing at the man's despair, granted him eternity to wallow in his torture. Never again able to enjoy what was once his life's only pleasure and driven mad by his own joyless immortality, he roves the forests, destroying the minds of those that still enjoy the pleasures he has been denied.

Combat
Silence never kills his victims physically. He breaks their minds and leaves them to die on their own. His combat is methodical and fast, and he focuses on only one foe at a time, grabbing them with Grip the Soul and holding on until they have fallen. He aims for threatening melee targets such as fighters or warblades first, moving to the back-line classes as they fall. However, he has a special vendetta against musicians and singers of any kind, targeting and destroying their minds to the exclusion of all others.

Aura of Gloom (Su): The area around Silence is gray and washed out, but most notably, entirely devoid of sound. He is surrounded by a magical aura of silence (as the spell) to a radius of 15 feet. The inside of this aura, completely gray and utterly silent, is a place of fear and uncertainty. On Silence's initiative, all other creatures within the aura must make a will save (DC 15) or take 1 Wisdom damage. This DC is wisdom-based.

Grip the Soul (Su): Upon hitting with his draining touch, Silence latches onto his victim's mind, forcing them to make opposed Charisma checks. If the victim loses, they are pinned in place as visions of loss, nightmares, and terror flood their thoughts. The player is considered paralyzed and helpless, and the only action they may take on their turn is to make another opposed Charisma check as a full-round action. If they succeed on a check, they are immediately released. Every time the player begins their initiative still gripped by Silence, they take 1d4 Wisdom damage. Only a Remove Curse or Break Enchantment spell can release the victim from Silence's grip while the abomination still lives. Silence may not use this ability on more than one foe at once, but may continue to move and make draining touches normally (although he cannot use draining touch against a gripped foe).
Silence will not willingly release this ability until the victim has reached 0 Wisdom.

Mournful Howl (Su): As a standard action, Silence may cry out with a howl that pierces the aura of silence that surrounds him, chilling the bones of anyone nearby. All creatures within 30 ft must succeed on a DC 17 Will save or be Frightened. This save is Wisdom-based and includes a +4 racial bonus. This howl does not inspire fear - it inspires something altogether worse. As such, those immune to fear are not immune to the effects of this howl, and instead only receive a +4 bonus to the Will save. After howling, Silence may not howl again for 1d4 rounds. However, if he successfully drains wisdom with his draining touch, this ability is recharged as if 4 rounds had passed.

Shield of Madness (Su): Silence is incredibly frightening to view directly. His pain and insanity fall off him in waves, causing attackers to pull their punches and spellcasters to avert their strikes. He adds his charisma modifier to his AC as a Deflection bonus.
-=-=-=-=-=-=-

Lore

Edmund Aldrain was born with detached retinas, rendering him blind only weeks after birth. Sired by a bard and one of many of his brief companions, the boy's father took him under his wing and taught him the beauty of music. Aldrain grew up an accomplished flutist, and loved nothing more than to bring beautiful music to those around him. His village was a small one, located several hundred miles from the trading capital of Karnigh in the northlands.

However, living in these same northlands brought the attentions of local marauders, who raided his village for its crops during one of Aldrain's spirited performances. Noticing the screams of fear from his audience far too late, Aldrain struggled to escape, fumbling offstage without his walking stick. He was quickly found by the raiders, who, laughing at his disability, chose to puncture his eardrums as well. Bleeding, left for dead, and cut off from his life's only passion, Aldrain called out to any beings who might be listening for mercy. Only one heard and responded - the demon prince Mephistopheles. The dark prince observed the scene calculatingly before agreeing to restore the man's hearing. Edmund, desperate and elated, agreed. For a moment, the sound of his village burning filled his healed ears before the world once again washed with silence. The world around him drained of life and energy as the effects of his curse became clear - though his ears worked perfectly, the world itself was stripped of sound around him. He wailed and shouted curses that none could hear, falling to the ground. Mephistopheles laughed, perceiving the curses and taking them only as compliments. If he would suffer from his own desperation, let him suffer forever! he thought, granting Aldrain immortality to accompany his curse.

Over the next years, Aldrain began to go mad with grief and jealousy, no earthly joy left to satisfy his despondence. Eventually, his mind snapped as the evil of the curse continued to twist him. He now continues to roam the world, seeking to destroy any source of sound or music he can find. If he cannot enjoy the one thing he was put onto the world to do, then none shall. Three hundred years have passed since the fateful attack on Edmund Aldrain's village, but still he roams the forests and dark corners of the world, eager to exact his vengeance on the cruel world that has cursed him so.

TheGeckoKing
2011-10-17, 06:45 PM
Mister Hollow

http://fc05.deviantart.net/fs42/i/2009/116/b/e/Armor___Wraith_Class___Sketch_by_Paladin_Ciel.jpg

Medium Outsider (Yugoloth, Evil, Extraplanar)
Hit Dice: 18d8+90 (170 hp)
Initiative: +6
Speed: 30ft (6 squares), Fly 60ft (Perfect)
Armor Class: 20 (+2 Dexterity, +8 Natural), touch 12, flat-footed 19
Base Attack/Grapple: +18/+21
Attack: Tentacle +21 melee (1d12+3)
Full Attack: 2 Tentacles +21 melee (1d12+3) plus Devour Soul (see below)
Space/Reach: 5ft/5ft
Special Attacks: Devour Soul, Feats, Invocations, Spell-like Abilities
Special Qualities: Daemon Half Dead, Immunity to acid, Resistance to cold 10, electricity 10, and fire 10, Mad Star Crown, Telepathy 100ft
Saves: Fort +21, Ref +21, Will +21
Abilities Str 16, Dex 14, Con 20, Int 30, Wis 8, Cha 30
Skills: Concentration +26, Craft +31, Decipher Script +31, Intimidate +27, Knowledge (Arcana) +31, Knowledge (Dungeoneering) +31, Knowledge (History) +31, Knowledge (Religion) +31, Knowledge (The Planes) +31, Listen +20, Sense Motive +20, Search +31, Spellcraft +31, Spot +20, Tumble +11, Use Magic Device +27
Feats: Combat Casting, Dark Speech (Hordes of the Abyss), Flyby Attack, Improved Initiative, Maximize Spell-Like Ability, Mortalbane (BoVD), Quicken Spell-Like Ability
Environment: The Grey Wastes of Hades
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

The raggedy-looking creature floats towards you, appearing to be a Lich. Oddly, it has a pulsing black, glowing orb above its head, and its cloak seems to almost writhe. At once, the cloak snaps open to reveal a small mass of tentacles from a rotten looking ribcage. At last, the head snaps forward and cackles a blood-curdling laugh while vermin swarm around your legs......

It is said in legend that there once was a Warlock of great power and fame, born from a cruel Ultroloth father and told by oracles to be fated for great things. He slew Orc Shamans, mad Sorcerers and even mighty Dragons fell to his power.

But the cold hand of Father Time soon gripped the warlock's soul, and the Warlock, for whatever reason that possessed him, simply would not let his saga end. He delved into the blasphemous magic of his forefathers and soon enough became a Lichfiend, binding his soul to the Oinoloth of the time, the Oinoloth Anthraxus.

He carried on for a time, keeping to himself in secluded towers and dark caves and venturing to test his power. Somehow, it never could last and when Anthaxus left his throne to Mydianchlarus, he discarded his Lichfiend vassals and the Warlock with them. As his life failed without his old master's power, the Warlock retreated to the Grey Wastes so far from his home, looking for what he called "The truth to grant me eternity".
Most are sure he did not find this.

Whatever he did find, changed him dramatically. Some say the legendary Baernoloth got to him and experimented on him. Others say he found a creature foul and grand, who granted him a warped wish.

Whatever happened, when he emerged from the Grey Wastes of Hades, he was now a raving lunatic calling himself "Mr Hollow" and warped beyond that of undeath and into full fiendhood. He now spends his time roaming the Material Plane or brooding in a citadel of his own mad design, taking on larger and bloodier "conquests of glory" and falling into full-blown insanity along the way.

Combat

Daemon Half Dead (Ex): Mister Hollow might be beyond the mortal realm, but he still bears the scars of his lichdom. Mister Hollow has Darkvision out to 60 feet, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He also has immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Additionally, mr Hollow is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Mister Hollow does not breathe, eat, or sleep.

Devour Soul (Su): For what reason Mister Hollow eats, no-one knows, but eat a blasphemous pallet he does. Every time Mister Hollow makes one successful tentacle attack during a full attack, the victim must make DC 29 Will Save or gain two negative levels. This ability is Cha based.

Feats: Some of Mister Hollow's feats grant him special abilities that most fiends would envy. He may speak the wretched tones of Dark Speech and infuse his Spell-Like Abilities (including his damaging Invocations; see below) with Mortalbane, as per the feats of the same name. Additionally, he may Maximize and Quicken his Spell-Like Abilities, as per the feats.

Invocations (Su): Mister Hollow uses the following Invocations as a Warlock of 18th level (but not a Warlock's Eldritch Blast) (See Complete Mage for more info).

Least - Earthen Grasp, Soulreaving Aura, Summon Swarm
Lesser - Curse of Despair, Flee the Scene, The Dead Walk
Greater - Chilling Tentacles, Devour Magic, Wall of Perilous Flame
Dark - Path of Shadow, Word of Changing

The save DC for Mister Hollow's Invocations (when applicable) is 29. This ability is Cha based.

Mad Star Crown (Su): The blazing black star upon Mister Hollow's head symbolizes his burning madness, and while it burns Mister Hollow seems just that little bit more invincible. Mr Hollow adds his Charisma modifier as an untyped bonus to his saves.

Telepathy (Su): Mister Hollow can communicate telepathically with any other creature within 1000ft that has a language.

Spell-Like Abilities (Sp): At will — Deeper Darkness, Desecrate, Fear (DC 29), Greater Invisibility, Mirror Image, See Invisibility, Greater Teleport (self plus 50 pounds of objects only).

-=-=-=-=-=-=-

Lore
{table=head]DC|Lore

31|An unique Yugoloth going by the name of Mister Hollow roams the Grey Wastes of Hades, half dead and half evil. Reveal Mister Hollow's Daemon Half Dead quality.

36|It is said the touch of Mister Hollow can devour parts of a person's soul, he can chatter into a person's mind, and that a blackened star hangs above his head. Reveal Mister Hollow's Mad Star Crown, Telepathy, and Devour Soul abilities.

41|Mister Hollow has also gains much from his transformation into a Yugoloth. Reveal Mister Hollow's spell-like abilities and the various abilities of his feats.

46|Apparently Mister Hollow has eldritch power from a previous life as a Warlock of great renown and power. Reveal Mister Hollow's Invocation capabilities and the supposed story of how he came to be.

51|The tale of Mister Hollow's creation is a tale of greed, ultimate power and evil, and his new residence is a crater full of the same malice. Reveal Mister Hollow's whereabouts at the time of the knowledge check's success. [/table]

Plot Hook/Story

In a barren gulf in the Grey Wastes of Hades, lies the Hollow Citadel, a shattered castle of stone and bone and blood and gore. Inside the castle lies the raving Mister Hollow, surrounded by undead Orcs, a paranoid ghostly Sorcerer, and a slumbering Dracolich. Do you dare storm the Hollow Citadel and purge it from the planes for glory and riches?
The city's oracles foresee a terrible horror that will corrupt and conquer the land. They foresee bloody, feral animals running across the sky with lightning and fire tailing them and ghostly wings enveloping them. All the while a madman cackles with tentacles writhing in the corner of the seer's "eye". What does this all mean, and what will happen to the city?

Mulletmanalive
2011-10-25, 07:13 AM
Last few days here folks. Any late entries?

Mulletmanalive
2011-10-31, 07:46 PM
The contest is closed for this month and voting is between Mister Hollow and Silence.