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Inevitability
2014-04-05, 04:18 AM
Ah, Minecraft. The only game where you're running from explodable green humanoids, explore colossal underground fortresses, travel through dimensions and play tag with a dragon egg, and that all over the course of a few minutes.

I've been searching the web, but I could nowhere find some D&D 3.5 stats for minecraft critters, so I decided to make some myself. I hope I'm helping people who are looking for a new monster to use in their campaign with this.

Advise is always welcome!

Without further ado, here's the...


Creeper
Medium Aberration
3d8+3 (16 hp)
Speed 25 ft. (5 squares)
Initiative: +7
Armor Class 16 (+3 dex, +3 natural); touch 13; flat-footed 13
Base Attack/Grapple +2/+2
Attack: Slam +2 (1d3)
Full-Attack: Slam +2 (1d3)
Space 5 ft.; Reach 5 ft.
Special Attacks: Explode
Special Qualities: Darkvision 60 ft., Vulnerability to Fire, Explodable body
Saves: Fort +2 Ref +4 Will +3
Abilities: Str 11, Dex 16, Con 12, Int 5, Wis 10, Cha 3
Skills: +14 move silently, +10 hide
Feats: Stealthy, Improved Initiative
Environment: Usually Underground
Organization Name: Solitary or group (2-4)
Challenge Rating: 3
Alignment: Always chaotic neutral
Advancement: 4-8 HD (Medium)
Level Adjustment: -

You suddenly hear a loud hissing, and as you turn around, you see a green humanoid creature, its face twist into a strange expression. You recognize the hiss as the sound of a burning fuse.

The true nature of these strange beings is a mystery. Very little is known about them, except that they actively seek out any humanlike creatures they encounter. Greatly adept at sneaking up to their targets, Creepers can easily end the lives of anyone they encounter. Traveling through an area inhabited by those creatures is highly discommended. Strangely enough, no clear use for the Creepers primary hunting strategy has been discovered, and it only seems to blow up the Creeper and everything close to it. Some have theorized it to be a way of spreading spores or other reproductive matter, but all this is based on a few survivor's stories and observed corpses.

Tactics:
A Creeper usually wanders around aimlessy, without a clear goal. Once it spots possible prey, however, it goes into hiding. When its prey are close enough, the Creeper swiftly moves to the unfortunate victims, and starts a progress that will blow it up with the power of a small bomb. Most of the time, victims have no time to escape, and perish in the blast. A Creeper who is discovered will still try to reach its targets by any means possible. Creepers are not stupid enough to walk into harmful terrain, and will not do this unless they stand a chance of surviving it and reaching their prey.

Explode (Ex): As a standard action, a Creeper can blow itself up, but this progress is not easy. First, a Creeper hisses, automatically alerting all creatures that can hear it to its presence. Second, every creature within 15 feet of the Creeper can make a reflex save (DC 17) to move 15 feet away from the Creeper. The save DC is dexterity-based and includes a +3 racial bonus. The Creeper then explodes, dealing 2d12 fire and bludgeoning damage to all creatures within 15 feet. Objects within 15 feet instead take 4d12 bludgeoning and fire damage. A reflex save (DC 12) halves this damage (The save DC is constitution-based). The Creeper is immediately reduced to -10 HP after using this ability.

Vulnerability to Fire (Ex): In addition to the normal effects of this ability, a Creeper who is dealt at least 3 points of fire damage in a single attack starts detonating, as if it had used its explode ability. If the Creeper explodes in this way, it doesn't hiss, possibly killing victims who aren't even aware of the Creeper. Such victims do not receive a reflex save to move away, but they do receive a save to reduce the explosion damage.

Explodable Body (Ex): The body of a Creeper is filled with gunpowder, which remains dangerous after its death. A Creeper who did not attempt to explode and who was slain in a way that did not involve fire damage can be cut open to gather the explosive. This yields gunpowder (DMG, page 145) with a worth equal to 3/4 of the standard treasure for a monster of the Creepers CR. (Usually 675 GP)
The corpse of a Creeper can also be set off by dealing at least 3 points of fire damage to it in a single attack, causing it to explode as if the Creeper was still alive.

Skills (Ex): A Creeper has a +4 racial bonus on Hide and Move Silently checks.

Sample Encounters:

(EL 3): A lone Creeper ambushes the party while they travel through an underground tunnel. This battle will likely be short, brutal and may even result in a PC death.

(EL 6): The PC's have been tasked to capture and transport a Creeper to the study of a gnomish wizard. Two Creepers have been sighted nearby, and at least one of them has to be captured. The actual EL of this encounter is 5, but because of the relative difficulty a party will have subduing a Creeper, it is adjusted upwards.

(EL 10): An Orcish warlord aims to weaken a city's defenses by sending a group of Creepers at it. The encounter consists of ten Creepers, and three second-level orcish fighters, who are tasked with luring the Creepers to the city. The PC's have to kill the Creepers, without letting the city walls be damaged. The gunpowder harvested from the Creepers will be of use in defending the city once the Orcs attack.

-------------------------------------------------

So, what do you think? Is there a Minecraft monster you'd like to see next? Do you have any suggestions for this one? Please tell me!

Creeper (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17255012#post17255012)
Enderman (with LA) (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17255530#post17255530)
Snow Golem (with crafting rules) (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17256837&posted=1#post17256837)
Testificates (PC race) (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17259251#post17259251)
(Nether) Ghasts (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17264491#post17264491)
Silverfish (http://www.giantitp.com/forums/showthread.php?339513-Minecraft-Monsters-in-d-amp-d&p=17272351#post17272351)

spikeof2010
2014-04-05, 07:33 AM
I was about to groan as anything that adds pop culture into games is usually bad. Then I realise this isn't Skyrim or Minecraft. Props to you! I really liked it.

Can we see Endermen next?

Dracomortis
2014-04-05, 07:43 AM
All of the math seems to check out, and its base stats seem reasonable for a CR 3 monster. The damage on the explosion seems quite high, though: 2d12 can easily take out any of the squishier party members, and while it does allow two separate saving throws, the lowest-health characters also tend to have the poorest Reflex saves. Any d4 Hit Dice character that fails both saves is probably getting knocked out if the creeper rolls average damage; if it rolls max damage, it is entirely possible for such characters to go from full health to dead. I would suggest lowering it a bit to 2d8 -- it's still high, but not quite enough to outright kill a healthy wizard -- but also allow the creeper to stop its explosion immediately if all targets manage to move out of range by succeeding the initial Reflex save (similar to how, in Minecraft, they will stop blowing up if you move far enough away and/or knock the creeper back far enough).

The Shadow Heritage feat carries the implication that the creeper is descended from extraplanar creatures, which doesn't quite mesh with their status as a monster encountered purely in the overworld in Minecraft; I would perhaps replace it with Improved Initiative (to help the creeper get into explosion range before everyone can run away) and then give it a racial bonus on Hide and Move Silently to compensate.

If you want to represent the creeper's ability to destroy blocks in Minecraft, which usually results in massive holes being blown away in the terrain, I would have the creeper create an area of mundane difficult terrain (represented by chunks of rock, disheveled dirt, and the like) after it blows up.

Inevitability
2014-04-05, 07:55 AM
The damage on the explosion seems quite high, though: 2d12 can easily take out any of the squishier party members, and while it does allow two separate saving throws, the lowest-health characters also tend to have the poorest Reflex saves. Any d4 Hit Dice character that fails both saves is probably getting knocked out if the creeper rolls average damage; if it rolls max damage, it is entirely possible for such characters to go from full health to dead. I would suggest lowering it a bit to 2d8 -- it's still high, but not quite enough to outright kill a healthy wizard -- but also allow the creeper to stop its explosion immediately if all targets manage to move out of range by succeeding the initial Reflex save (similar to how, in Minecraft, they will stop blowing up if you move far enough away and/or knock the creeper back far enough).

The chances of that happening aren't too big. A 3rd level wizard with 14 constitution will have 14 hp on average. Providing the Creeper manages to get to the wizard, the wizard fails both saving throws, and the Creeper rolls max damage, the wizard is dead. Otherwise, the wizard will be unconscious, but with any threats removed from the battlefield and multiple party members ready to heal or stabilize him, the wizard'll be fine. Really, the chances of an orc getting lucky and chopping the wizard's head of are bigger, and orc's aren't nerfed either.




The Shadow Heritage feat carries the implication that the creeper is descended from extraplanar creatures, which doesn't quite mesh with their status as a monster encountered purely in the overworld in Minecraft; I would perhaps replace it with Improved Initiative (to help the creeper get into explosion range before everyone can run away) and then give it a racial bonus on Hide and Move Silently to compensate.


I'll do that. I was wondering about the feat myself too.


If you want to represent the creeper's ability to destroy blocks in Minecraft, which usually results in massive holes being blown away in the terrain, I would have the creeper create an area of mundane difficult terrain (represented by chunks of rock, disheveled dirt, and the like) after it blows up.

I think I'll just adjust the explosion to also deal damage to objects, and double this damage. It should damage stone quite a bit, and completely blow away weaker materials.

Thanks for your feedback!

toapat
2014-04-05, 08:31 AM
Creepers are actually a type of mobile plant in minecraft. Why not have it detonate as Delayed Blast Fireball though?

otherwise everything in MC is basically covered. Zombies, Skeletons, and Zombie Pigmen are covered, as are Spiders and oozes. Endermen could probably be extrapolated from applying the Tauric template to Displacer Beasts. the Dragon is a Fang dragon with the Shadow template, Wither skeletons are mummies, and the wither would be overpowered as a result of spamming vile-transmuted fireballs

Dracomortis
2014-04-05, 08:43 AM
The chances of that happening aren't too big. A 3rd level wizard with 14 constitution will have 14 hp on average. Providing the Creeper manages to get to the wizard, the wizard fails both saving throws, and the Creeper rolls max damage, the wizard is dead. Otherwise, the wizard will be unconscious, but with any threats removed from the battlefield and multiple party members ready to heal or stabilize him, the wizard'll be fine. Really, the chances of an orc getting lucky and chopping the wizard's head of are bigger, and orc's aren't nerfed either.

Fair enough, but for the record I think the orc is a poorly-designed monster for the exact reason that it can so easily kill equal-level characters. Then again, Gygax was all about the chance for one-hit kills, so what do I know :smallamused:


Creepers are actually a type of mobile plant in minecraft.

I see this stated a lot by players, but has Mojang ever actually said that they're plants? I know that the creeper first originated as a result of a faulty pig model, and there doesn't appear to be anything indicating that they're plants other than their color.

Inevitability
2014-04-05, 08:44 AM
Creepers are actually a type of mobile plant in minecraft.

This is nowhere confirmed. Their skin has been described as plant-like, their name is also used for parts of plants, and they are green. That's it. Nothing more.

However, Creepers mostly live underground (while most plants require photosynthesis), are mobile (again, not very plant-like) and have been seen to be capable of advanced thought (navigating mazes, laying ambushes). That, combined with their unusual abilities, they seem more like a aberration to me.

Inevitability
2014-04-05, 08:59 AM
Okay, working on Endermen right now, and they are more complex than I thought...
Also, they'll have LA. I'm not going to say more than that.

toapat
2014-04-05, 09:15 AM
I see this stated a lot by players, but has Mojang ever actually said that they're plants? I know that the creeper first originated as a result of a faulty pig model, and there doesn't appear to be anything indicating that they're plants other than their color.

Notch declared that when touched, they crunch like dry leaves.


This is nowhere confirmed. Their skin has been described as plant-like, their name is also used for parts of plants, and they are green. That's it. Nothing more.

However, Creepers mostly live underground (while most plants require photosynthesis), are mobile (again, not very plant-like) and have been seen to be capable of advanced thought (navigating mazes, laying ambushes). That, combined with their unusual abilities, they seem more like a aberration to me.

Most of the statted out plants in DnD also are mobile, while creepers spawn as often on the surface as they do underground, and from my experience their most common spawnrate is in jungle. they Fear cats, but cats only spawn in the jungle. Cats also dont attack creepers which suggests that they are not predators of creepers. If a Creeper really is a Semi=sentinent pile of animated leaves and plant refuse that can detonate, then the only reason why a cat would want to interact with it is because its a nice place to store bile.

Inevitability
2014-04-05, 09:24 AM
Enderman time!

Enderman
Medium Outsider
11d8+16 (65 hp)
Speed: 25 ft. (5 squares)
Initiative: +3
Armor Class 20 (+3 dex, +7 natural) ; touch 13; flat-footed 17
Base Attack/Grapple +11/+14
Attack: Slam +11* (1d8+7 19-20/x2)
Full-Attack: 2 Slams +11* (1d8+7 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Spell-like abilities, Surprising strike, Timely dodge
Special Qualities: 60 ft. darkvision, Vulnerable to water,
Saves: Fort +8 Ref +9 Will +6
Abilities: Str 16, Dex 16, Con 14, Int 11, Wis 10, Cha 13
Skills: Move Silently +17, Hide +17, Concentration +16, Intimidate +15, Listen +14, Spot +14, Knowledge (the planes) +14, Survival +14
Feats: Power attack, Weapon Focus (slam), Improved Natural Attack (slam), Improved Critical
Environment: The End
Organization: Solitary or group (2-3) or mass (20-100) (Native plane only)
Challenge Rating: 7
Alignment: Always True Neutral
Advancement: By Character Class
Level Adjustment: +5

*Including adjustments for the power attack feat.

A long, slender humanoid stands about thirty feet away from you. It's purple eyes pierce the darkness, looking straight at you. A moment later, the creature is gone, leaving only some purple dust behind.

Endermen are native to The End, a strange plane, mostly empty, with a couple of islands floating in an endless void. The barrier between The End and the material plane is very thin, however, and Endermen often end up in our world. Most of the time, they enter the Material Plane in groups of three, though those Endermen lose each other easily.
Perhaps the most interesting feature of Endermen is their ability to teleport at-will. Not only do they use this ability to quickly travel, they can also evade ranged attacks with it.
In combat, Endermen are fearsome opponents, preferring to teleport behind an enemy, attack him, and teleport away. Any purpose behind their existence has yet to be discovered.

Tactics: An Enderman starts combat usually by teleporting away and creating an aura of terror around itself. It then quickly strikes at the back of its enemy, and retreats. Once badly wounded, the Enderman flees with its teleport ability. When in great numbers, Endermen pay less attention to tactics and simply swarm their enemy.

Spell-like abilities (Sp) (CL 11th)

At-will: Dimension Door (cast as a swift action)
3/day: Aura of Terror
1/day: Teleport

Surprising Strike (Su): When an Enderman teleports adjacent to an enemy using dimension door, it can immediately make a single attack (as a standard action) and use dimension door again. (as a free action) This surpasses the restriction that one can take no other actions after casting dimension door.

Timely Dodge (Su): When an Enderman is targeted by a ranged attack, it can immediately use dimension door as an immediate action.

Vulnerable to Water (Ex): An Enderman who touches a creature with the water subtype or any amount of water larger than a puddle, or is exposed to rain, takes 2d6 damage per round of contact or exposition.

Sample Encounters

(EL 7): A lone Enderman has fled inside a village during a rainstorm, and a couple of guards who tried to chase it away were quickly butchered. The PC's, who happen to be inside the village, are asked to deal with the creature. If the PC's choose to fight it, the Enderman will use dimension door to teleport between houses, making it hard to get to.

(EL 12): A 10th level human wizard managed to open a temporary portal to the end, and has enslaved two Endermen. As the PC's burst into the portal room, they are ambushed by the Endermen, while the wizard throws spells at them invisible.

(EL 18): As the PC's travel through The End, they find a large group of angry Endermen coming straight at them. The group consists of fifty Endermen, so the PC's can easily be overwhelmed by the sheer numbers of their enemies.

Summon Monster:

Any character can choose to summon Endermen with the spell summon monster VI. If they choose to do so, they forever lose the ability to summon a Large Elemental.
--------------------------------------

Okay, this one was difficult. I'm not sure if Surprising Strike is too strong, but you can still ready actions against it, can't you? Also, is the LA right? Last of all, what do you think of the alignment? I think the whole do-not-attack-until-provoked seems TN to me, even if its for reasons we can't comprehend.

Inevitability
2014-04-05, 09:27 AM
Notch declared that when touched, they crunch like dry leaves.


Oh god. :smalleek:

I've been eating plants my whole life, where I thought I was eating potato chips!

Nah, just kidding. But as I said before, skin texture is not a reliable source of information.

toapat
2014-04-05, 09:45 AM
Oh god. :smalleek:

I've been eating plants my whole life, where I thought I was eating potato chips!

Nah, just kidding. But as I said before, skin texture is not a reliable source of information.

no, but considering that cats dont attack but still scare the piss out of creepers, they are animate piles of exploding leaves.

Inevitability
2014-04-05, 10:10 AM
That... isn't a reason at all. There are plenty of reason why a creeper would be afraid of cats.

But let's just end this discussion, and go back to the original topic.
If you do not agree with my write-up of creepers, that's fine.
If you think they should be different, that's fine.
If you think I should change them without any reason save for 'they fear cats', then I will not change them.

You can always write up a Creeper yourself, nothing is preventing you from doing so.

toapat
2014-04-05, 10:22 AM
That... isn't a reason at all. There are plenty of reason why a creeper would be afraid of cats.

But let's just end this discussion, and go back to the original topic.
If you do not agree with my write-up of creepers, that's fine.
If you think they should be different, that's fine.
If you think I should change them without any reason save for 'they fear cats', then I will not change them.

You can always write up a Creeper yourself, nothing is preventing you from doing so.

the only other thing is that, evolutionarily, the only things that benefit from detonating themselves would be seedpods.

Inevitability
2014-04-05, 11:53 AM
Bees die once they sting someone. In a certain sense, they are killing themselves, with the goal of taking their enemies with them.

Creepers detonate themselves, which kills them. What if they are just like the bees? They may be aware of the danger Steve? poses to them or their environment (forest fires, cutting down trees, slaughtering animals) and try to kill him in an attempt to make life easier for the other Creepers.

In other words, spreading seeds is not the only possible use for detonating oneself.

EDIT: Also, any suggestions for new monsters to create? I'm thinking of doing Snow Golems, myself.

Diachronos
2014-04-05, 12:32 PM
I'm not so sure about letting Endermen use dimension door automatically every time they're targeted by a ranged attack, even if they get to do it in Minecraft. Maybe give them a Reflex save against the attack, and if they pass the save they use dimension door?

enderlord99
2014-04-05, 01:01 PM
I think you should add both Steve?s and Testificates as playable races!

Please?

toapat
2014-04-05, 01:02 PM
Bees die once they sting someone. In a certain sense, they are killing themselves, with the goal of taking their enemies with them.

Creepers detonate themselves, which kills them. What if they are just like the bees? They may be aware of the danger Steve? poses to them or their environment (forest fires, cutting down trees, slaughtering animals) and try to kill him in an attempt to make life easier for the other Creepers.

Only workerbees have stingers and the barb on their stingers doesnt necessarily catch, However the stinger is also a result of an incomplete development of the female bee's reproductive system, and the Queen bee spawns thousands of servant females. The very attack response for the stinger is a result of the Genetic Imperative to continue the dynasty.

If a creeper is an animate seedpod for something in minecraft, then that would explain why they crunch like paper or dry leaves, and why the explode, which is because a plant figured out how to actually weaponize the will to survive.


I think you should add both Steve?s and Testificates as playable races!

Please?

Someone already did steve as a class named "The Minecraftian"

enderlord99
2014-04-05, 01:15 PM
Someone already did steve as a class named "The Minecraftian"

Yeah, but it makes more sense as a race to me.

Inevitability
2014-04-05, 02:18 PM
I'm not so sure about letting Endermen use dimension door automatically every time they're targeted by a ranged attack, even if they get to do it in Minecraft. Maybe give them a Reflex save against the attack, and if they pass the save they use dimension door?

They don't get it every time. It's an immediate action, meaning that it can only be used once a round, at the cost of their swift action next turn. Even if it 'ports away from the ranger's attack, the wizard will have a chance to hit it. More importantly, it won't be able to use its usual strategy of teleport-hit-teleport, since it lacks the actions required to do so. It may even be advantageous to the Enderman to let itself be hit with a ranged attack, as it won't lose its actions next turn that way.


I think you should add both Steve?s and Testificates as playable races!

Please?

I've been thinking about it, but the problem is they both seem like average humans to me.

Testificates could probably get +2 to craft and profession, a bonus to con (they're pretty hardy compared to other Minecraftian things) and maybe scent (those noses have to be good for something), but I'm at a loss with Steve?s. Any ideas?

Grod_The_Giant
2014-04-05, 02:48 PM
Bees also have some weird genetics that help them get away with self-sacrificing behavior, evolutionarily speaking. But that's besides the point-- not every D&D monster has to follow evolutionary laws. Maybe Creepers were made by a wizard as walking land mines. I dunno; it's not a major point.

The Enderman... I don't like it. The repeated teleporting will make it incredibly aggravating to fight (especially when it can port in, hit you, and warp back into hiding), but at the same time it's got pathetic offense. At level 9, it's less a threat and more of an annoyance. Also, you've got it making iterative attacks with a natural weapon, which isn't how they work. I'd drop the ability to teleport away after using dimension door, drop the CR, and give it a second slam attack.

enderlord99
2014-04-05, 02:53 PM
I've been thinking about it, but the problem is they both seem like average humans to me.

Testificates could probably get +2 to craft and profession, a bonus to con (they're pretty hardy compared to other Minecraftian things) and maybe scent (those noses have to be good for something), but I'm at a loss with Steve?s. Any ideas?

Steve?s: Bonus to int and str, penalty to wis, favored class: Artificer... maybe some other features.
Testificates: The stuff you mentioned, plus... penalty to cha favored class: Cleric... maybe some other features.

Inevitability
2014-04-05, 02:58 PM
The Enderman... I don't like it. The repeated teleporting will make it incredibly aggravating to fight (especially when it can port in, hit you, and warp back into hiding), but at the same time it's got pathetic offense. At level 9, it's less a threat and more of an annoyance. Also, you've got it making iterative attacks with a natural weapon, which isn't how they work. I'd drop the ability to teleport away after using dimension door, drop the CR, and give it a second slam attack.

Don't forget players can always ready actions to stop it. A wizard can just cast Daze once Endey comes within range, and completely shut it's tactics down. In my opinion, the Enderman's CR is about right. It doesn't rely on major damage at the start of the fight, but more on low damage over the course of it. Thanks for the note on natural weapons though.


Steve?s: Bonus to int and str, penalty to wis, favored class: Artificer... maybe some other features.
Testificates: The stuff you mentioned, plus... penalty to cha favored class: Cleric... maybe some other features.

I think I'll do Testificates after I complete the Snow Golem. (which is becoming far more durable than it should be... stupid hp-by-size for constructs...)

Grod_The_Giant
2014-04-05, 03:16 PM
Don't forget players can always ready actions to stop it. A wizard can just cast Daze once Endey comes within range, and completely shut it's tactics down. In my opinion, the Enderman's CR is about right. It doesn't rely on major damage at the start of the fight, but more on low damage over the course of it. Thanks for the note on natural weapons though.
So it's not that hard to stop, but still can't do decent damage? I just ran Vorpral Tribble's CR calculator on it and got a result of around CR 5-6, which looks a lot more reasonable. Seriously, you're doing 2(d8+3) damage at level 9? On a full attack? 14 damage is, like, one attack's worth at that level-- and like you said, it's not that difficult to stop him once you figure out what's going on, especially with health that low.

Inevitability
2014-04-05, 03:25 PM
This one is more intended for PC's than for NPC's. Here is the:

Snow Golem
Medium Construct (Cold)
1d10+20 (25 hp)
Speed 15 ft. (3 squares)
Initiative: +1
Armor Class 12 (+1 dex, +1 natural); touch 11; flat-footed 11
Base Attack/Grapple +0/+0
Attack: Snowball (see text)
Full-Attack: Snowball (see text)
Space 5 ft.; Reach 5 ft.
Special Attacks: Snowball
Special Qualities: Construct Traits, Darkvision 60 ft., Immunity to Magic, Low-light vision
Saves: Fort +0 Ref +1 Will +0
Abilities: Str 10, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Cold Plains
Organization Name:
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 2-5 HD (medium)
Level Adjustment: -

Something that looks like a crudely-made snowman stumbles towards you. It brings its arm back, and an orb of snow slams into you with surprising force.

Snow Golems are among the weakest golems that can be created. As opposed to other golems, they fight at range, throwing snowballs that are barely strong enough to push enemies back. Snow Golems are not often used in battle, and if they are, they often fight from towers or other fortified locations.

Some wizard schools, especially those devoted to creating constructs, request the creation of a Snow Golem as a final exam.

Tactics: Despite being mindless, a Snow Golem understands that it isn't made for melee, and avoids it at all cost. It will not display any other signs of intelligence. If its creator is harmed by a creature, it will divert its attacks to that creature, unless ordered not to.

Snowball (Ex): A Snow Golem can throw a snowball as a standard action. Treat this as a ranged thrown weapon touch attack, with a range increment of 10 feet. Any creature hit by the snowball must make a strength check opposed by the Snow Golem's attack roll. If the check fails, the creature is pushed back 10 ft. Against enemies vulnerable to cold, this attack also deals 1d4 cold damage (modified by vulnerability as normal).

Immunity to Magic (Ex): A Snow Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, some spells and effects function differently against it.

A Snowdrift spell targeted at the golem deals 2d10 points of damage to it.

A Binding Snow spell targeted at the golem paralyses it for 1d4 rounds.

A Move snow and ice spell targeted at the golem moves it 10 feet per caster level.

Creation:

A golem's body must be created from a snow pile with at least 5 cubic feet of snow in it, treated with arcane components and gems worth 10 GP. Creating the golem requires a DC 11 craft (snow sculpture) check.

CL 5th; Craft Construct, Charm Person, Snowdrift, Lesser Orb of Cold, Caster must be at least 5th level, Prize 500 GP, Cost 10 GP + 20 xp

Sample Encounters

(EL 3): The PC's see six Snow Golems attacking a fire Mephit in a narrow alley as they travel through a city. The alley is only five foot wide, so the golems will likely block it even if they aren't trying to. The golems don't mind the PC's, and keep attacking the Mephit. If they save the Mephit, it'll tell them what it's doing here, and help them figure out who sent the golems. If they don't, they'll have to discover the things the hard way.

(EL 4): On ledges surrounding a room, three Snow Golems walk around. They have been instructed to use their snowballs to knock people in one of the two pits in the room. (Deeper pit trap). If all PC's are in the pits, or no one is within range, the Golems do nothing meaningful, simply idly moving a bit.

(EL 8): An Enderman has managed to build five Snow Golems, who he is using as moving shields. The Enderman does not teleport as far away from the PC's as he normally does, and instead just teleports right behind his moving line of guards.

-------------------------------------------------

Another wacky creature joins the party! Like I said before, the HP became much higher than I would've liked it to be. While this gives low-level characters a way to cheaply create golems, these creatures are very limited in their actions, so unless you're facing a fire creature, they won't be of much use.

Inevitability
2014-04-05, 03:28 PM
So it's not that hard to stop, but still can't do decent damage? I just ran Vorpral Tribble's CR calculator on it and got a result of around CR 5-6, which looks a lot more reasonable. Seriously, you're doing 2(d8+3) damage at level 9? On a full attack? 14 damage is, like, one attack's worth at that level-- and like you said, it's not that difficult to stop him once you figure out what's going on, especially with health that low.

I may drop its CR down a point or two.

Rephath
2014-04-05, 03:41 PM
I'd always assumed creepers were drones bred by a creeper queen. Their self-destruction makes no sense unless it's benefitting some larger organization.

Upon hearing the plant theory, it makes a lot of sense. Although they never do anything plantlike and there is no mention of where they're getting their energy from. I have an alternate theory:

Creepers are some sort of plant spirit, a sylph or dryad or some other such thing. They are invisible, but they gather up plant detritus and form it into a creeper body. They may only interact with plant matter. But they can animate the creeper body and have it blow up, protecting nature and all that. Still doesn't explain why they're underground.

Inevitability
2014-04-06, 12:32 AM
Nature doesn't have to be aboveground. Caves that aren't man-made count as nature too.
I'll have Testificate stats up in a couple of hours. Maybe even stats for their childs.

Inevitability
2014-04-06, 04:44 AM
The first real PC-race appears!

Testificate, 1st level commoner
Medium Humanoid
1d4+1 (3 hp)
Speed 30 ft. ( squares)
Initiative: -1
Armor Class 12 (+3 studded leather, -1 dex); touch 9; flat-footed 12
Base Attack/Grapple +0/+0
Attack: Sickle +0 (1d6)
Full-Attack: Sickle +0 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks:
Special Qualities: Testificate Traits
Saves: Fort +1 Ref -1 Will +1
Abilities: Str 10, Dex 8, Con 13, Int 12, Wis 13, Cha 7
Skills: Craft (toolmaking) +7, Profession (farmer) +7, Climb +1, Jump +1, Listen +3, Spot +3, Swim +1, Use rope +0.
Feats: Armor Proficiency (light)
Environment: Usually Underground
Organization Name: Group (2-5) or Town (6-20)
Challenge Rating: 1/3
Alignment: Usually Lawful Neutral
Advancement: By character class
Level Adjustment: +0

A being that looks human, apart from its strange nose, stares at you. It grunts, and then goes back to farming.

Testificates are humanlike beings. They live in small villages, surrounded by the wilderness. They almost never leave these places, which has earned them the nickname 'villagers'. Despite this, some Testificates travel the world, seeking wealth, goods or something else. All Testificates have natural talent for crafting, which has led some people to seeking their communities and start trading routes. Testificates have an inborn fear of darkness, and the reason for this has not yet been discovered.

Tactics: Many Testificates are weak in combat, which leads them to avoiding it when possible. Even if they are forced into combat, they'll always flee if an opportunity presents itself. Some villages have proved to be able to build golems, who defend the village at all cost.

Testificate Traits (Ex): All Testificates possess the following traits:
Medium Humanoid
30 ft. base land speed
+2 Constitution, -2 Charisma. Testificates are hardy, but they lack advanced social skills and their appearance can be unsettling.
+2 racial bonus on Craft and Profession checks. All Testificates possess great crafting abilities.
-1 morale penalty on attack rolls, saving throws, skill checks and ability checks while in shadowy illumination or darkness. Testificates are afraid of the dark.
+4 skill points at first level, +1 at each additional level. Their long lifespans and open minds let Testificates easily absorb knowledge.
+1 bonus on saving throws against spells. The resilience of Testificates means that magic means less to them than to other humanoids.
Automatic Languages: Common.
Bonus Languages: Undercommon, Sylvan, Elven, Dwarven, Halfling, Gnome
Favored Class: Cleric. Testificates who become adventurers often adapt the path of a priest.

Adulthood: 30 years.
Simple: +2d6
Moderate: +3d6
Complex: +4d6

Middle Age: 100 years
Old: 150 years
Venerable: 200 years
Maximum Age: +1d100

The Testificate presented above is the most common one, but others also exist. A couple of examples follow here.

-Librarians. These Testificates are experts with the research feat, and mostly knowledge skills.
-Priests. These Testificates are adepts, with item creation feats. (CR 1/2)
-Blacksmiths. These Testificates are commoners, with most of their skill points spend on crafting skills.

Testificate villages often include some young Testificates. They have the same stats as normal testificates, unless otherwise noted here:

Small size
+2 Dexterity, -2 Strength. While physically weaker, young Testificates are far more nimble and charming than their parents.
The penalty on attack rolls, saving throws, skill checks and ability checks in darkness or shadows worsens to -2.
Young Testificates gain Run as a bonus feat.
No +2 racial bonus on Craft and Profession checks.
Favored Class: Rogue

At the DM's discretion, a Young Testificate who reaches 10 HD can immediately become an normal Testificate, losing its current racial traits gained from being a Young Testificate and replacing them with those of a normal Testificate.


Sample Encounters:

(EL 2): A group of five Testificates attack the PC's, blaming them for the destruction of their village. During the following battle, diplomacy can be attempted to calm them down.

(EL 5): Three young Testificate rogues (2nd level) are causing trouble in a city. The city laws forbid the murder of children, however, so the PC's will have to solve this issue in a nonviolent way.

(EL 6): A village of Testificates has been attacked by zombies, leaving no survivors. As the PC's enter it, they are immediately swarmed by the fourteen zombies that roam the ruins of the village. (ten of those are adult Testificate zombies, and four of those are young Testificates)

----------------------------------------------

Since you never see Testificates fighting, I figured that making them warriors wouldn't make sense. I went with commoner instead. Are the PC stats balanced? I think there are definitely weaker races in the PHB, but are there situations where you'd pick a Testificate as your race instead of, say, a human?
Maybe I'll write up some racial feats.

Feedback is very, very welcome. Don't be scared by the fact that you aren't contributing to the current creeper-discussion. :smallwink:

Inevitability
2014-04-06, 02:12 PM
I'll try to create Ghasts next. Expect them by tomorrow (or maybe sooner).

Rephath
2014-04-06, 07:43 PM
Nature doesn't have to be aboveground. Caves that aren't man-made count as nature too.


Yeah, caves are natural. But what is all that plant matter doing so far from the surface?

Inevitability
2014-04-07, 09:58 AM
Sorry to kept you waiting.

Nether Ghast
Huge Magical Beast (fire, extraplanar)
5d10+15 (42 hp)
Speed fly 20 ft. (4 squares) (Good)
Initiative: +5
Armor Class 19 (+5 dex, -2 size, +6 natural); touch 13; flat-footed 13
Base Attack/Grapple +5/+16
Attack: Tentacle +6 (1d8+3) or Fire Charge (see text)
Full-Attack: 4 Tentacles +6 (1d8+3) or Fire Charges (see text)
Space 5 ft.; Reach 5 ft.
Special Attacks: Fire Charge
Special Qualities: Immunity to Fire, Vulnerability to Cold, Darkvision 60 ft., low-light vision
Saves: Fort +7 Ref +9 Will +3
Abilities: Str 17, Dex 21, Con 16, Int 3, Wis 14, Cha 6
Skills: Intimidate +14
Feats: Ability focus (Fire Charge), Improved natural armor
Environment: Plane of Fire or The Nether
Organization Name: Solitary or group (2-3)
Challenge Rating: 5
Alignment: Always chaotic neutral
Advancement: 6-9 HD (huge), 10-15 HD (gargantuan)
Level Adjustment: -

A huge, white creature slowly floats towards you, its eyes closed. Suddenly, it emits a high-pitched moan, and spits a fireball at you.

Nether Ghasts, not to be confused with the undead of the same name, roam planes where fire is common. They are fiercely territorial, spitting fireballs at every new creature they come across. However, they will not pursue enemies beyond the borders of their territory. Their frightening appearance has caught many who venture in their territories of guard.

Tactics: Nether Ghasts open fire as soon as they spot an enemy, not wasting any time on other things. They only cease fire if their enemies are dead, have fled the battlefield or aren't visible anymore. A Nether Ghast's limited brain capacity leaves little room for other tactics.

Fire Charge (Su): As a standard action, a Nether Ghast can emit a small fireball, and send it at its foes. When the Nether Ghast decides to use this ability, it spits a fiery orb, that flies in a straight line at a square within 400 feet. All creatures within 15 feet of the point of impact take 3d12 fire and bludgeoning damage (objects take double damage). All creatures can also make a reflex saving throw (DC 19) for half damage. The save DC is dexterity-based.
A creature can also ready an action to deflect the Fire Charge. It must make an attack roll against an AC of 20. If it succeeds, the fireball flies back at the Nether Ghast, who must make a DC 19 reflex save to avoid it or be hit for full damage itself.

Skills: A Ghast has a +8 racial bonus on intimidate checks.



Sample Encounters:

(EL 5): A lone Nether Ghast, who was brought into our world by a summoning ritual that went wrong, has escaped and now roams the land. The PC's are tasked with killing it.

(EL 8): Three Nether Ghasts attack the players as they make their way through The Nether. These Nether Ghasts have managed to work together in defending a common territory, something not many of their kind can accomplish.

(EL 11): An Human ranger (9th level) has managed to capture and train a Nether Ghast. (Advanced to 11 HD) He has already conquered a keep with his new mount, and few dare to challenge him. The PC's are asked to dispose of the tyrant.

Summon Monster:

Any character can choose to summon Nether Ghasts with the spell Summon Monster V. If they choose to do so, they forever lose the ability to summon a Medium Elemental.

--------------------------------------

I was at loss when choosing the type. I eventually went for magical beast, but I'm sure there are people out here who are going to shout 'outsider'!

As always, feedback is more than appreciated.

enderlord99
2014-04-07, 10:34 AM
...I'm pretty sure Ghasts aren't Chaotic-Neutral. As a matter of fact, I think they should have the Evil subtype.

Inevitability
2014-04-07, 10:51 AM
I don't think The Nether could be considered Evil by its nature. It is more akin to the Elemental plane of Fire than hell to me. Also, the closest thing to a sentient lifeform there (zombie pigman) seem True Neutral to me, as opposed to evil. And mindless destruction isn't Evil per se. Take a look at the Tarrasque.

Grod_The_Giant
2014-04-07, 11:35 AM
Is there any benefit to taking a full round action to use fire charge?

Hytheter
2014-04-07, 12:21 PM
Personally I always figured that Creepers were fungal organisms. The detonation is a spore dispersal method, and the reason they explode when near living creatures is that the spores thrive in (preferably dead) organic matter.

Why are they scared of cats? The developers thought it would be funny...

edit: Shouldn't Ghasts be Outsiders or maybe Aberrations or Undead? I don't think Magical Beast fits.

toapat
2014-04-07, 12:27 PM
Personally I always figured that Creepers were fungal organisms. The detonation is a spore dispersal method, and the reason they explode when near living creatures is that the spores thrive in (preferably dead) organic matter.

Why are they scared of cats? The developers thought it would be funny...

edit: Shouldn't Ghasts be Outsiders or maybe Aberrations or Undead? I don't think Magical Beast fits.

pretty sure that they are supposed to be incorporal undead Their Hitbox is something like 4*4*4 when their body is 8*8*8

Inevitability
2014-04-07, 12:32 PM
edit: Shouldn't Ghasts be Outsiders or maybe Aberrations or Undead? I don't think Magical Beast fits.

I already thought people were going to bring this up. Okay then.
Ghasts are definitely not undead, as the Smite enchantment in Minecraft doesn't deal bonus damage against them.
IMO, outsiders are more like the sapient, humanlike inhabitants of other planes, while extraplanar creatures who aren't really intelligent, like the Ghast, or celestial/fiendish creatures are magical beasts.
Aberration would be possible. I just think MB fits Ghasts a little better, as it gives them physical good saves (fortitude, reflex) instead of mental (will).


Is there any benefit to taking a full round action to use fire charge?

No. It is just noted there because statblocks have it that way. Take the Orc (http://www.d20srd.org/srd/monsters/orc.htm) statblock, for example:

Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)


pretty sure that they are supposed to be incorporal undead Their Hitbox is something like 4*4*4 when their body is 8*8*8

The hitbox was fixed. They aren't incorporal for sure, since you can just hit them with nonmagical weapons, they can't float through walls, and have nothing indicating they are ghost-like.

Inevitability
2014-04-07, 02:50 PM
I'm thinking of doing the Silverfish next. Should I make it a swarm? Or just individual? Or both? What do you think?

Dracomortis
2014-04-07, 08:28 PM
I recommend renaming the ghast to "nether ghast", since "ghast" is already a creature in D&D.

Grod_The_Giant
2014-04-07, 08:58 PM
No. It is just noted there because statblocks have it that way. Take the Orc (http://www.d20srd.org/srd/monsters/orc.htm) statblock, for example:
In that case, I wouldn't specify in the ability write-up-- it's needlessly confusing.

Hytheter
2014-04-07, 10:32 PM
I already thought people were going to bring this up. Okay then.
Ghasts are definitely not undead, as the Smite enchantment in Minecraft doesn't deal bonus damage against them.
IMO, outsiders are more like the sapient, humanlike inhabitants of other planes, while extraplanar creatures who aren't really intelligent, like the Ghast, or celestial/fiendish creatures are magical beasts.
Aberration would be possible. I just think MB fits Ghasts a little better, as it gives them physical good saves (fortitude, reflex) instead of mental (will).

Wait, really? Smite doesn't work? Well how about that
But Outsiders are definitely not all "humanlike", and a few aren't much more intellegent than animals (and we don't really have any measure for how intellegent a Ghast is). The only quality you've listed which applies to all outsiders (outside of say... level 20 monks...) is "inhabitants of other planes" which I think we can certainly agree applies to Ghasts. They even have the fire immunity of certain fiends.
Magical Beasts on the other hand are generally similar to or based on aspects of real animals. In fact, that's basically their SRD description. Hydras, Unicorns, Owlbears, Giant Eagles etc. Beasts that are magical, basically. The Ghasts in minecraft on the other hand are almost totally alien - flying white blobs with a collection of hanging tendrils, an almost human-like face and the creepiest cries around.
So if they aren't outsiders, I still say they're definitely aberrations. Magical Beast just doesn't fit.

toapat
2014-04-07, 11:09 PM
Ghasts are definitely not undead, as the Smite enchantment in Minecraft doesn't deal bonus damage against them.

Ghasts dont have an enchantment against them because playing Fireball tennis with them neither consumes weapon durability and on a proper return the fireball oneshots the ghast.

Inevitability
2014-04-08, 02:03 AM
I recommend renaming the ghast to "nether ghast", since "ghast" is already a creature in D&D.


In that case, I wouldn't specify in the ability write-up-- it's needlessly confusing.

Changed it and changed it.


Ghasts dont have an enchantment against them because playing Fireball tennis with them neither consumes weapon durability and on a proper return the fireball oneshots the ghast.

It's still possible to hit them with swords, either through jumping from a high place or just pulling them in with a fishing rod. The fact that Minecraft designers have paid attention to little details in the past indicates that if Ghasts were truly undead, they'd be affected by smite.


Wait, really? Smite doesn't work? Well how about that
But Outsiders are definitely not all "humanlike", and a few aren't much more intellegent than animals (and we don't really have any measure for how intellegent a Ghast is). The only quality you've listed which applies to all outsiders (outside of say... level 20 monks...) is "inhabitants of other planes" which I think we can certainly agree applies to Ghasts. They even have the fire immunity of certain fiends.
Magical Beasts on the other hand are generally similar to or based on aspects of real animals. In fact, that's basically their SRD description. Hydras, Unicorns, Owlbears, Giant Eagles etc. Beasts that are magical, basically. The Ghasts in minecraft on the other hand are almost totally alien - flying white blobs with a collection of hanging tendrils, an almost human-like face and the creepiest cries around.
So if they aren't outsiders, I still say they're definitely aberrations. Magical Beast just doesn't fit.

Minor nitpick, the fire immunity is a result of the fire subtype. Things like fire elementals have it too. It is in no way related to being an outsider.
However, I am now seriously considering changing the Nether Ghasts to Aberration. Anyone else who cares to give his opinion?

Inevitability
2014-04-08, 03:09 PM
They are annoying, they are tiny, and they are pretty creepy. I present you: Silverfish!

Silverfish
Tiny Vermin
1d8 (4 hp)
Speed 30 ft. (6 squares); burrow 10 ft. (2 squares)
Initiative: +0
Armor Class 16 (+2 size , +3 natural, +1 dex); touch 13; flat-footed 15
Base Attack/Grapple +0/-12
Attack: Bite +3 (1d3-4)
Full-Attack: Bite +3 (1d3-4)
Space 2.5 ft.; Reach 0 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Distress call
Saves: Fort +2 Ref +2 Will +0
Abilities: Str 3, Dex 13, Con 11, Int -, Wis 10, Cha 2
Skills: -
Feats: Weapon Finesse (B), Lightning Reflexes (B)
Environment: Underground
Organization: Swarm (3-20)
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 2-4 HD (tiny)
Level Adjustment: -

A insectoid creature skitters towards you. Ten feet away from you, it borrows into stone. As you look closer, you see that many of the stones you are close to bear marks created by such a creature's teeth.

These creatures dwell deep underground, sometimes lying dormant for years before a prey comes across. They are encountered in swarms, of which a couple of members are always active. If these are attacked or spot prey, the emit a high-pitched shriek that awakens other Silverfish within range.

Tactics: Being mindless, a Silverfish can't learn or deduct something. It does have the instinctual capacity to shriek first instead of directly attacking when it spots prey. When all other creatures close by are killed or have fled, Silverfish feast upon any corpses that were left behind, even of their own kind, and then burrow back into stone, leaving almost no trace of their presence.

Burrow (Ex): When a Silverfish burrows, it does not leave behind a tunnel. In fact, the only way to notice that a Silverfish recently burrowed into something is by making a DC 20 spot check. 2d4 days after borrowing into a rock, the Silverfish' traces faint and are not longer noticeable.

Distress Call (Ex): As an immediate action whenever it is damaged, a Silverfish will emit a high noise. Any other Silverfish within 30 feet that can hear the Silverfish have a 50% chance of immediately bursting from their rocky homes, becoming visible to all. A Silverfish can also use this ability as a standard action, although it rarely does so.

Sample Encounters:

(EL 2): A small group of four silverfish are disturbed by the PC's as they move through a dungeon. They immediately attack, hoping to gain an easy meal.

(EL 3): Three Silverfish (4 HD each) who were trained to search for valuable metals, have escaped from their keepers and now attack any living creature they see.

(EL 5): Fourteen Silverfish, of which seven are still hidden in rocks, attack the PC's. This battle's EL is reduced to account for the fact that only half of the enemies are present at the start of the battle.

---------------------

Sorry for the short post, it's late where I live.

Again, feedback as much as you like. (Feedback isn't a verb? Now it is.)

IllogicalBlox
2014-07-24, 02:44 PM
I play Minecraft too! Love the monsters (even though I only play 4e.)

JonathonWilder
2014-10-04, 01:33 AM
To make a suggestion for a small edit or alternative view, Game Theory makes a very good case for creepers being plant creatures:

https://www.youtube.com/watch?v=wqKT5R2PXlw
((Warning possibility of seeing some jokes as a bit tasteless))

TheTurboTornado
2015-07-05, 05:41 AM
Don't forget that creepers, when hit with a lightning-based attack, turn supercharged. I recommend giving them Immunity to lightning and a special custom ability. Also, dimension door for Enderman seems a little OP, isn't it better to use misty step?

PoeticDwarf
2015-07-05, 06:10 AM
Don't forget that creepers, when hit with a lightning-based attack, turn supercharged. I recommend giving them Immunity to lightning and a special custom ability. Also, dimension door for Enderman seems a little OP, isn't it better to use misty step?

This isn't 5e, this is 3.5 so no misty steps.

TheTurboTornado
2015-07-12, 01:27 PM
This isn't 5e, this is 3.5 so no misty steps.

Not? That sucks, I love that spell.