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LostDeviljho
2014-06-22, 11:48 PM
Myself and a friend were thinking about starting a campaign based on the "Monster Hunter" video game franchise, with monsters and equipment from the games etc.

Unfortunately, neither of us are horribly skilled at statting monsters. I tried to stat out one of the monsters, but I have no idea if it's an unusable abomination or not. It's mostly based off of off the spinosaurus from Monster Manual II.

http://pauseyourgame.com/wp-content/uploads/2013/06/Deviljho.png
Deviljho
Gargantuan Magical Beast
Hit Dice: 20d10+120 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-4 size, +1 dex, +9 natural) touch 9, flat-footed 15
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (4d6+13)
Full Attack: Bite +29 melee (3d6+13) + Tail Slap +24 melee (2d8+6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole, Stomp, Rock Throw, Breath Weapon, Frightful Presence, Trample
Special Qualities: darkvision 60 ft., low-light vision, scent
Saves: fort +18, ref +13, will +8
Abilities: str 36, dex 13, con 22, int 6, wis 15, cha 10
Skills: hide -2, listen +14, spot +14, jump +6
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Mighty Roar, Improved Natural Attack (Bite), Improved natural Attack (Tail Slap), Ability Focus (Breath Weapon)
Environment: any
Organization: solitary, pair
Challenge Rating: 11
Treasure: none
Alignment: always neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: —

The dreaded, nomadic Deviljho have no specific territory of their own. Their muscles swell if provoked, revealing old wounds. Needing to feed constantly due to high body heat, they can hunt nearby animals to extinction.

The Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green coloration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. The Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of spines spreading outwards from the teeth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. Despite its enormous size and 6-ton weight, it is a swift runner. When provoked, it's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red coloration.

The Deviljho is a nomadic monster, prone to wandering vast distances in search of prey. Because of the extreme amount of energy its body consumes, a Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy.

Combat:
A Deviljho pursues and eats just about anything it sees. For the most part its tactics are simple: just rush in and bite. However, once it is injured enough, it becomes enraged and moves faster, hits harder, and uses different attacks.

Improved Grab (EX): To use this ability, a Deviljho must hit an opponent of up to one size smaller with its Bite attack it deals normal damage and can then attempt to start a grapple as a free action without provoking an attack of opportunity . If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Alternatively, Deviljho can conduct the grapple normally, or simply use it’s jaws to hold the opponent (-20 on grapple check, but Deviljho is not considered grappled). In either case, each successful grapple it makes during successive rounds automatically deals bite damage.

Swallow Whole (EX): A Deviljho can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check (grapple bonus +20). Once inside the gullet, the swallowed creature takes 2d8+10 points of bludgeoning damage and 1d8+4 points of acid damage per round from the Deviljho’s digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and into the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can cut its way out by using either claws or a light slashing or piercing weapon. dealing at least 25 points of damage to the digestive tract (AC 20) in this way creates an opening large enough to escape. Once the swallowed creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan Deviljho’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Stomp (EX): The Deviljho stomps it’s foot, sending out a shockwave that travels along the ground in a spread with a 20 ft. radius, toppling creatures and loose objects. The shockwave affects only creatures standing on the ground within the Area of Effect. Creatures that fail their Reflex saves (DC 26) are thrown to the ground, becoming prone, and take 2d8 points of nonlethal damage.

Rock Throw (EX): The Deviljho digs a boulder out of the ground with its jaw and hurls it at a foe as a Full Attack action. It travels in a line for 100 ft. or until it hits an opponent or object. This attack only affects the first creature/object it encounters and deals 1d6 per 25 lbs. of weight bludgeoning damage. Boulder weight = 1d10/25 lbs. (max 250 lbs.)

Breath Weapon (SU): As a standard action, the Deviljho breathes a cloud of red and black lightning in a semicircular spread with a radius of 25 ft. centered on its head. The lightning deals 1d6 points of damage per 2 HD (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the evil energy). This ability has a cooldown of 1d4 rounds before it can be used again. Reflex DC 20 half.

Frightful Presence (EX): When a Deviljho roars (a standard action), it inspires terror in all creatures within 30 feet that have fewer hit dice or levels than it has who do not make their Will save (DC 20). All creatures who make their save become immune to the same Deviljho's Frightful Presence for 24 hours.

Trample (EX): As a standard action during it’s turn, the Deviljho can trample opponents at least one size category smaller than itself. this attack deals 2d8+19 of bludgeoning damage. a trampled opponent can attempt either an Attack of Opportunity at -4 penalty, or a reflex save (DC 33) for half damage.

Monstrous Rage (Ex): Whenever the Deviljho loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it's saliva does 1d4 Acid damage upon a successful Bite attack, and it's Breath Weapon no longer has a cooldown.

Skills: a Deviljho has a +2 racial bonus on listen and spot checks.

Someone also statted another monster from the franchise, here (http://community.wizards.com/content/forum-topic/3407616), but that's for 3.0 and we're using 3.5 so I don't know about it.

... I should probably get to the point. this is an appeal for your help in statting the monsters from this franchise. For reference, the official wiki is here (http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki), and were are specifically looking for "Large Monsters" from this (http://monsterhunter.wikia.com/wiki/MH3U:_Monsters) list.

All help is appreciated, thanks in advance.


EDIT: made most of the suggested changes to the Deviljho (not sure what to do about the skills), and moved Debihuman's Rathalos up here to the top.
Requests for help with, advice on, or just completely statted monsters are as follows: Rathian, Zinogre, Lagiacrus, Diablos, and Brachydios.

http://i43.tinypic.com/33ncmlf.png
Wyvern, Rathalos
Gargantuan Dragon
Hit Dice: 19d12+95 (218 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 45 ft. (9 squares), fly 90 ft. (good)
Armor Class: 19 (-4 size, +5 Dex, +8 natural), touch 11, flat-footed 14
Base Attack/Grapple: +19/+41
Attack: Talons +25 melee (4d6+10 plus poison)
Full Attack: Talons +25 melee (4d6+10 plus poison) and bite +23 melee (2d6+5) and clubbed tail melee +23 melee (3d8 +5)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Monstrous Rage, Poison, Powerful Charge (4d6+10), Roar
Special Qualities: Darkvision 60 ft., dragon traits, immune to sleep effects and paralysis effects, low-light vision
Saves: Fort +16, Ref +16, Will +11
Abilities: Str 31, Dex 21, Con 20, Int 2, Wis 10, Cha 10
Skills: Listen +13 , Spot +13
Feats: Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Any non-cold land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Colossal)
Level Adjustment: —

Rathalos is a large, bipedal wyvern with a spiny, armored hide covering his body. Rathalos's outer shell features much brighter and more vibrant colors than that of his female counterpart, the Rathian, as it is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possesses a flame sac, which is used to produce deadly flaming projectiles from the mouth. The talons upon a Rathalos's feet are highly poisonous and are known to inflict toxic mortal wounds on larger prey. In addition, his long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns, which are likely used to attract potential mates.

Combat
Rathalos is an expert flyer, and as such is prone to hunting from the skies. By launching a surprise aerial attack, he can inflict poisonous wounds with his talons or burn prey with flaming projectiles. On the ground, Rathalos remains a formidable opponent. Using his powerful legs, he can chase down prey from a distance or inflict blunt-force damage with his clubbed tail. At a close enough range, he is known to use his sharp teeth to bite at foes as well.

Breath Weapon (Su): Once every 1d4 rounds as a standard action, a rathalos can emit line of fiery stones at a range of 40 feet that deals 4d8 points of fire and bludgeoning damage. A successful Relex save (DC 24) halves the damage. The save is Constitution-based.

Monstrous Rage (Ex): Whenever the creature loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws.

Poison (Ex): A rathalos has poisonous talons that deal initial and secondary damage of 1d6 Con when he makes a successful attack that causes injury. A successful Fortitude save (DC 24) negates. The save DC is Constitution-based.

Powerful Charge (Ex): When a rathalos charges, he deals 4d6+10 points of extra damage in addition to the normal benefits and hazards of a charge.

Roar (Ex): Three times a day as a standard action, a rathalos can emit a roar so powerful that he stuns his opponents. All creatures within 120 feet must succeed on a DC 19 Will save or be stunned for one round. The save is Charisma-based.

Debihuman
2014-06-23, 06:18 PM
First congrats on your attempt. Monster creation isn't as easy as it looks and there are a lot of weird and nit-picky rules to follow. Monster rules generally follow PC creation rules but they don't get iterative attacks with their natural weapons.

It's really easy to update 3.0 to 3.5 once you get the hang of it. Add BAB/Grapple, add or subtract feats to be consistent with 3.5 rules (Monsters get feats at 1 HD, 3 HD, 6 HD, 9 HD, etc.), update attack lines etc. Change Facing to Space, etc.

But let's get you up to speed on monster creation for 3.5 first :-)

Magical beasts have FULL BAB so 20 HD means BAB +20 not +13. Animals use 3/4 BAB like fighters. Grapple is BAB + Str mod + special size mod 20 (BAB) +13 (Str) + 12 (Gargantuan) = +45 grapple This information is found in Monster's Type. I recommend using the online SRD here: http://www.d20srd.org because it is searchable.

Melee Attack is BAB + Str Mod + normal size modifier 20 (BAB) + 13 (Str) -4 (size) = 29

It looks like the tail slap is a secondary attack. it is -5 to hit and damage should have +6 for half strength added to damage. Only primary attack is listed on attack line. Secondary attacks are always secondary, even if that is the only attack the monster makes.

Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (3d6+13)
Full Attack: Bite +29 melee (3d6+13) and tail slap +24 melee (2d8+6)

It helps to be consistent with your writing. Magical Beasts have different saves than Animals and can have Int scores higher than 2. You might want to increase Int a bit to 6 or 8.

Base saves for 20 HD are +12 for good and +6 for poor. Your saves are okay (Magical beasts have good Fort and Reflex saves) but you may need to update for feats since you didn't give it any and it should have 7 feats.

It has 23 skill ranks before you add ability modifiers and synergy bonuses. Its skills look off to me.

Special Attacks: Breath Weapon, Frightful Presence, Improved Grab, Rock Throw, Stomp, Swallow Whole, Trample
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +18, Ref +13, Will +8
Abilities: Str 36, Dex 13, Con 22, Int 2, Wis 15, Cha 10

Stomp should indicate the save to avoid falling prone. It's probably Constitution based to avoid making the DCs impossible for the CR listed. DC is 10 + 1/2 creature's HD + ability modifier. If you use Con it is 10 + 10 + 6 = DC 26.

I'm not sure why it has a +40 grapple bonus in the Improved Grab ability. It has a good enough grapple without needing an untyped bonus. If you want to give it the feat Improved Grapple you could, but also give it the prerequisite Unarmed Strike too. This also takes care of 2 of your 7 missing feats.

Rock Throw needs to be a Full Attack action since it has to dig the rock up before it can throw it.

The creature's DC for Supernatural Abilities (Charisma-based usually) is 20. See breath weapon.

I'm not sure if you left off the save or forgot to say no save in Frightful Presence. Normally this is triggered by the creature actually doing something like roaring. Here is the standard text and note that there is generally a save for this:

Frightful Presence (Ex)
This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + ˝ frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.

Once you make your changes, I'll look at it again.

Hope you are having fun with this!

Debby
P.S. The Rathalos was poorly written and updated BADLY to 3.5. Guy didn't know what he was doing. I'll update it for you so it matches the text from the source material.
Edit: added updated Rathalos in spoiler to better match the source material and to be better balanced than the original. Descriptive text and Combat explanation come directly from http://monsterhunter.wikia.com/wiki/Rathalos.

Wyvern, Rathalos
Gargantuan Dragon
Hit Dice: 19d12+95 (218 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 45 ft. (9 squares), fly 90 ft. (good)
Armor Class: 19 (-4 size, +5 Dex, +8 natural), touch 11, flat-footed 14
Base Attack/Grapple: +19/+41
Attack: Talons +25 melee (4d6+10 plus poison)
Full Attack: Talons +25 melee (4d6+10 plus poison) and bite +23 melee (2d6+5) and clubbed tail melee +23 melee (3d8 +5)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Monstrous Rage, Poison, Powerful Charge (4d6+10), Roar
Special Qualities: Darkvision 60 ft., dragon traits, immune to sleep effects and paralysis effects, low-light vision
Saves: Fort +16, Ref +16, Will +11
Abilities: Str 31, Dex 21, Con 20, Int 2, Wis 10, Cha 10
Skills: Listen +13 , Spot +13
Feats: Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Any non-cold land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Colossal)
Level Adjustment: —

Rathalos is a large, bipedal wyvern with a spiny, armored hide covering his body. Rathalos's outer shell features much brighter and more vibrant colors than that of his female counterpart, the Rathian, as it is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possesses a flame sac, which is used to produce deadly flaming projectiles from the mouth. The talons upon a Rathalos's feet are highly poisonous and are known to inflict toxic mortal wounds on larger prey. In addition, his long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns, which are likely used to attract potential mates.

Combat

Rathalos is an expert flyer, and as such is prone to hunting from the skies. By launching a surprise aerial attack, he can inflict poisonous wounds with his talons or burn prey with flaming projectiles. On the ground, Rathalos remains a formidable opponent. Using his powerful legs, he can chase down prey from a distance or inflict blunt-force damage with his clubbed tail. At a close enough range, he is known to use his sharp teeth to bite at foes as well.

Breath Weapon (Su): Once every 1d4 rounds as a standard action, a rathalos can emit line of fiery stones at a range of 40 feet that deals 4d8 points of fire and bludgeoning damage. A successful Relex save (DC 24) halves the damage. The save is Constitution-based.

Monstrous Rage (Ex): Whenever the creature loses half or more of its hit point, it flies into monstrous rage gaining a Morale bonus to its AC, to attack and damage, and to its saving throws. Creatures with 8 Hit Dice or fewer gain a +2 morale bonus; Creatures with 9-16 Hit Dice gain +3 morale bonus; and creatures with 17 or more Hit Dice gain a +4 morale bonus. In addition, some creatures will have specific monstrous rage abilities or special conditions under which they go into a monstrous rage as noted in their description.

Poison (Ex): A rathalos has poisonous talons that deal initial and secondary damage of 1d6 Con when he makes a successful attack that causes injury. A successful Fortitude save (DC 24) negates. The save DC is Constitution-based.

Powerful Charge (Ex): When a rathalos charges, he deals 4d6+10 points of extra damage in addition to the normal benefits and hazards of a charge.

Roar (Ex): Three times a day as a standard action, a rathalos can emit a roar so powerful that he stuns his opponents. All creatures within 120 feet must succeed on a DC 19 Will save or be stunned for one round. The save is Charisma-based.

LostDeviljho
2014-06-23, 11:48 PM
thanks for the input, I was starting to be afraid no one would reply.
as I said I'm kind of new at this and don't really have a lot to compare things to, so that's why some of the abilities may be a bit poorly done.
in regard to the frightful presence ability, that was almost a word for word copy of the frightful presence in the spinosaurus entry in monster manual 2, i'm not sure what happened to the saves.

Durazno
2014-06-24, 12:27 AM
Do you think he could get the corrosive slobber once he's been fighting for a while? I'm not sure if it would just be a defense debuff like in the game or a Rust Monster style effect or what.

Also, I might be getting him mixed up with other monsters, but didn't Deviljho also have a rage thing when he's hurt?

Maybe those abilities should be saved for "Truly Horrid"-style variants, though.

LostDeviljho
2014-06-24, 01:14 AM
Do you think he could get the corrosive slobber once he's been fighting for a while? I'm not sure if it would just be a defense debuff like in the game or a Rust Monster style effect or what.

good idea!


Also, I might be getting him mixed up with other monsters, but didn't Deviljho also have a rage thing when he's hurt?
all large monsters have rage mode.

Debihuman
2014-06-24, 03:21 AM
First, don't expect the 3.5 version of the monster to exactly match the videogame. Rage is a barbarian class specific ability and monsters shouldn't have it unless they can take a level in the class. Second, a barbarian's rage is an offensive ability not a defensive one. I think if you were going rage as a defensive ability, it should be a new special ability specific to the Monster Hunter.

Bloodied is how 4e describes what happened when a creature loses half its hit points. That sounds like what happens here

What does "raging" do in the videogame?

Debby

Durazno
2014-06-24, 06:34 AM
Ah, sorry, I'd forgotten about the Barbarian ability when I typed that. I didn't think that Devijho would be able to rage like a Barbarian, just that the players might have a way to piss it off.

Looks like it gets a defensive boost and uses its breath weapon more liberally when it's enraged. Also, its weak spot becomes more vulnerable, but that's too fiddly for D&D mechanics. I can see two options here:

1) Rather than making it an ability, note its propensity for rage in the tactics section - just tell the DM "this trigger will enrage it, and it'll start to act more like this."

2) Make a unified "Monster Rage" ability for the MonHun beasties, since it seems to be a common mechanic for them, and give the Devijho an ability that lets it use its breath weapon more often when it's Monster Raging. (Or rather, give the breath weapon a dragon-style cooldown when it's not raging?)

Debihuman
2014-06-24, 10:33 AM
I think a unified Monster Hunter boost when the creature loses half its hit points makes the most sense since it would be easy to implement.

This is what the Monster Hunter Wiki had to say:


Rage is when a monster has taken enough Physical Damage and reacts by becoming much more aggressive. Many monsters signal that they are entering an enraged state by roaring but some, like Yian Kut Ku and Gypceros, jump up and down. Those monsters that don't display still have signs that they are enraged, such as markings and/or huffs of smoke coming out their mouths. The attack, defense and agility for each monster significantly increases (to the point that some will one hit KO enemies), as well as certain tolerances (in the case of Diablos and Monoblos, they become unaffected by Sonic Bombs while enraged). It's even possible to use Pitfall Traps on an enraged Rajang or Nargacuga, who normally avoid Pitfall Traps.

How much the stats are increased depends on the monster. Monsters usually get enraged more often when they are close to death, a famous example being the Diablos. Rage can also be induced by waking certain sleeping monsters, and in the case of Yian Kut-Ku, by stunning it with a Sonic Bomb or explosive, or occasionally by breaking a body part (a Shogun Ceanataur becomes 'locked' into Rage when one of its claws is broken).

Most of the time, if a monster is in the middle of an attack and a hunter drives them into rage, they will stop that attack and do the Rage state indication.

Some monsters, such as a Khezu or a Tigrex, sometimes go into a state of "constant rage", in which once that monster is out of rage state, one hit could set it off again.

How's this (I added the last bit to allow for more customization):

Monstrous Rage (Ex): Whenever the creature loses half or more of its hit point, it flies into monstrous rage gaining a Morale bonus to its AC, to attack and damage, and to its saving throws. Creatures with 8 Hit Dice or fewer gain a +2 morale bonus; Creatures with 9-16 Hit Dice gain +3 morale bonus; and creatures with 17 or more Hit Dice gain a +4 morale bonus. In addition, some creatures will have specific monstrous rage abilities or special conditions under which they go into a monstrous rage as noted in their description.

LostDeviljho
2014-06-24, 01:17 PM
Monstrous Rage (Ex): Whenever the creature loses half or more of its hit point, it flies into monstrous rage gaining a Morale bonus to its AC, to attack and damage, and to its saving throws. Creatures with 8 Hit Dice or fewer gain a +2 morale bonus; Creatures with 9-16 Hit Dice gain +3 morale bonus; and creatures with 17 or more Hit Dice gain a +4 morale bonus. In addition, some creatures will have specific monstrous rage abilities or special conditions under which they go into a monstrous rage as noted in their description.

looks about right