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View Full Version : How would you make the Creeper and other famous monsters in 3.5/PF?



aleucard
2014-07-05, 12:11 PM
Exactly what it says in the title. Your target CR and Optimization Level can be anything you want, as long as you actually post what those are. If possible, stick to things that are in the official resources (Dragon Magazine is out, everything else is in), but if existing material doesn't work or fit, feel free to make it homebrew as long as you point out where the homebrew is. You can do this any way you want; make it a Monster, a Classed NPC/PC/etc., whatever; you are the DM as far as your creations are concerned.

Oh and if you don't know who the Creeper is,

http://img4.wikia.nocookie.net/__cb20131028110301/jeeperscreepers/images/9/98/Scarecrow.jpg

They don't necessarily have to be non-human, but monstrous is non-negotiable. In other words, Freddy Kreuger yes, Hannibal Lecter no.

Val666
2014-07-05, 12:20 PM
Antropomorphic bat + Half minotaur template = gg

Thiyr
2014-07-05, 12:21 PM
I'll be honest, when you said creeper, that is not what I thought. I more was thinking

SSSSSSSSSSSShttp://cadmaster.org/wp-content/uploads/2014/05/minecraft-creeperviewing-gallery-for-minecraft-creeper-face-image-cool-minecraft-logo-epc9gz1c.png

Which I would have a far easier time helping with.

Blackhawk748
2014-07-05, 12:34 PM
Im thinking Feral Half-Fiend Human, Feral gets you Claw attacks IIRC, and id make him a Bear Totem Barbarian as he seems to enjoy pinning people to the ground and ripping their face off.

Edit: and i was thinking the Scooby Doo Creeper lol

elonin
2014-07-05, 01:01 PM
I was thinking of creeper the scamp in Morrowind. While not exactly the same I'd say it might translate to an imp without wings.

Chernobyl
2014-07-05, 01:38 PM
Ok, how's this...

The Creeper appears as a green-skinned, yellow-eyed phantom/zombie.

Creeper / Mr. Carswell CR 3
XP 800
Human Rogue (Chameleon) 4
CN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 32 (4d8+12)
Fort +2, Ref +5, Will +1
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +5 (1d8+2)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +8)
—sudden disguise
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Deceitful, Enforcer, Improved Initiative, Toughness
Skills Bluff +13, Climb +8, Diplomacy +11, Disguise +13, Intimidate +11, Knowledge (local) +4, Perception +7, Profession (scribe) +5, Stealth +7; Racial Modifiers ki jump (running start)
Languages Common
SQ effortless sneak, ki pool, ki stealth, misdirection
Other Gear studded leather, heavy mace
--------------------
Special Abilities
--------------------
Effortless Sneak (Favored Terrain [Urban]) (Sp): The Creeper can take 10 on Stealth checks when in urban terrain.
Enforcer: If the Creeper deals nonlethal damage with a melee weapon, he can make a free Intimidate check to demoralize.
Evasion (Ex): If the Creeper succeeds at a Reflex save for half damage, he takes none instead.
Ki Jump (Running Start) (Su): Jumping is always counted as being at a running start.
Ki Pool (Su): The Creeper has a ki pool equal 1 point.
Ki Stealth: The Creeper can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth skill checks for 1 round.
Misdirection (6/day) (Ex): The Creeper can spend stealth points to gain a bonus to a Stealth check.
Sneak Attack +2d6: The Creeper's attacks deal extra damage if his is flanking his foe or if the foe is flat-footed.
Sudden Disguise (Su): As a swift action, the Creeper can change his appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Uncanny Dodge (Ex): The Creeper retains his Dex bonus to AC when flat-footed.
--------------------
Ecology
--------------------
The Creeper appears to be a supernatural bank robber that is able to walk through walls. This is, in fact, a deception. The Creeper is a disguise invented by Mr. Carswell, the bank manager, who has complete access to the bank security systems. The Creeper has a violent temper, and is especially intolerant of meddlesome kids and talking great danes.

http://4.bp.blogspot.com/-89yWyFHeu5Y/TaE8Dd_FNaI/AAAAAAAAAXU/Aozr3Ac3T8U/s1600/Creeper.jpg

Blackhawk748
2014-07-05, 02:03 PM
Ok, how's this...

The Creeper appears as a green-skinned, yellow-eyed phantom/zombie.

Creeper / Mr. Carswell CR 3
XP 800
Human Rogue (Chameleon) 4
CN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 32 (4d8+12)
Fort +2, Ref +5, Will +1
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +5 (1d8+2)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +8)
—sudden disguise
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Deceitful, Enforcer, Improved Initiative, Toughness
Skills Bluff +13, Climb +8, Diplomacy +11, Disguise +13, Intimidate +11, Knowledge (local) +4, Perception +7, Profession (scribe) +5, Stealth +7; Racial Modifiers ki jump (running start)
Languages Common
SQ effortless sneak, ki pool, ki stealth, misdirection
Other Gear studded leather, heavy mace
--------------------
Special Abilities
--------------------
Effortless Sneak (Favored Terrain [Urban]) (Sp): The Creeper can take 10 on Stealth checks when in urban terrain.
Enforcer: If the Creeper deals nonlethal damage with a melee weapon, he can make a free Intimidate check to demoralize.
Evasion (Ex): If the Creeper succeeds at a Reflex save for half damage, he takes none instead.
Ki Jump (Running Start) (Su): Jumping is always counted as being at a running start.
Ki Pool (Su): The Creeper has a ki pool equal 1 point.
Ki Stealth: The Creeper can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth skill checks for 1 round.
Misdirection (6/day) (Ex): The Creeper can spend stealth points to gain a bonus to a Stealth check.
Sneak Attack +2d6: The Creeper's attacks deal extra damage if his is flanking his foe or if the foe is flat-footed.
Sudden Disguise (Su): As a swift action, the Creeper can change his appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Uncanny Dodge (Ex): The Creeper retains his Dex bonus to AC when flat-footed.
--------------------
Ecology
--------------------
The Creeper appears to be a supernatural bank robber that is able to walk through walls. This is, in fact, a deception. The Creeper is a disguise invented by Mr. Carswell, the bank manager, who has complete access to the bank security systems. The Creeper has a violent temper, and is especially intolerant of meddlesome kids and talking great danes.

http://4.bp.blogspot.com/-89yWyFHeu5Y/TaE8Dd_FNaI/AAAAAAAAAXU/Aozr3Ac3T8U/s1600/Creeper.jpg

lol love it