PDA

View Full Version : Monster Competition VIII - April Fools (VOTE NOW!)



The Vorpal Tribble
2007-03-31, 10:56 PM
I'm sorry to say that for many various reasons I'm going to be leaving the boards for a time, possibly permanently. As such there will be no more Monster Competitions run by me, though hopefully another will be willing to devote their time. If you have an interest in this position, please message me so that I might give you some ideas I had written up previously.

Been great knowing you all and have had alot of laughs. See ya'll!

- Zee Vorpal Tribble.





























Suckers...


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


April Fools!!!

Buwhahahahahaha...

http://tn3-1.deviantart.com/fs12/300W/i/2006/308/0/a/Jester_by_firecloud.jpg
Pic copyright of firecloud (http://firecloud.deviantart.com) of deviantART.com. All rights reserved.


A little nonsense now and then is relished by the wisest men...

Everyone has a bit of the joker inside them. Some though are personified by their inclination to prank and jest, the entire world there for their own personal amusement. The jesters and harlequins, the cheaters and charlatans, those who play by no other rules than their own. Some are merely mischevious, others fond of the blackest humor. What brings a smile to your lips?

Tee hee...


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


The contest begins with the posting of this thread and will continue until midnight of April 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 32nd.



Rules

5. You will be creating a 'unique' D&D monster. A rogue being dedicated to wayward acts and behavior. They may be playful or they may be completely deadly, but all are amused, boisterously or grimly, by these antics.

Example
Guibile (http://www.giantitp.com/forums/showthread.php?t=35219)
Llymha (http://www.giantitp.com/forums/showthread.php?t=40549)

3. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.

22. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, though Lore and Ecology and the like are encouraged).

G. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant.

Pi. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

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



http://tn3-1.deviantart.com/fs14/300W/i/2007/090/8/e/The_April_Fool_by_Nny2.jpg
Thanks Krimm!

The Vorpal Tribble
2007-04-05, 07:06 PM
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=1499183).


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


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

Plot Hook/Story if any

Icewalker
2007-04-05, 07:23 PM
Lure Eel

Large Magical Beast
HD 10d10 + 40 (95)
Speed 40 ft. 8 squares.
Init: +5
AC 19 (-1 size, +5 dex, +5 natural); touch 14; flat-footed 14
BAB/Grapple +10/+18
Attack Bite +15 (2d6+4)
Full-Attack 2 Bites +15/+10 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Sneak Attack +7d6
Special Qualities Lure! Dark skin, Darkvision 60 ft, Low-light vision
Saves Fort +11 Ref +12 Will +2
Abilities Str 18, Dex 20, Con 18, Int 8, Wis 8, Cha 6
Skills Spot +2 (3R, -1wis), Listen +2 (3R, -1wis), Hide +17 (7R, +5dex, +3SF, +2circ)
Feats Skill Focus (hide), Power Attack, Weapon Focus (Bite), Cleave
Environment Caves
Organization Solitary
CR 9
Treasure Single Magic Item, off Lure
Alignment Always Chaotic Neutral
Advancement (11-15 HD large, 16-19 HD huge, 20-25 Gargantuan)

Lure Eels are famous for their lures. Lure Eels have a long tendril hanging off of the front of their head, with a random magic item on the end. Passing adventurers, drawn in by the thought of a magic item, are then quickly devoured by the Eel’s sneak attack. The Lure eel coils up in the back of a cave. They dangle their long tendril out to the mouth of the cave, then spring forward and eat unwary adventurers.
Before the Lure Eels mating season, which is in the late spring, they are especially vicious. They kill any adventurers they can, then collect the items from them and make a nest of these items in the back of their cave. Then, when mating season comes, the female Lure Eels leave their caves to find a mate. The male eels show off their piles of treasure, particularly their magic items, to try to entice the female eel into their cave. Often eels with similar lures will be attracted to one another. When children are born they have a gooey tendril stretching from their head. In the very young stages, Lure Eels have a detect magic ability, and they dig through the nest and connect their tendril to a magic item. After one year, shortly before mating season, the young Lure Eel are pushed out of the nest by the father and sent to find caves and hiding places of their own.


Lure! Lure Eels have a random magic item attached to the end of a tendril coming off their foreheads. Roll 1d3 for a minor, medium, or major magic item. Then roll on the table as normal to determine the item. Reroll potions, rings, and scrolls, as well as any particularly small or massive magic items (DM’s discretion): Lure Eels always have a distinguishable lure such as a rod, staff, or weapon.

Sneak Attack +7d6: as the rogue ability.

Dark skin: The Lure Eel's dark skin gives it a +2 circumstance bonus to hide checks when in a dark place.


Combat:
Coils itself up in the back of a cave. Waits for adventurers to pass by, walk towards it, then it leaps out and gets a bite sneak attack, as they'd still be flat-footed. It will eat almost any lone person walking by, although it may decide not to attack large groups.


Although not the most april fools-like, it certainly could lead to fooling situations...

The low wis barbarian: Ooooooh.....Maul of the Titans....
The high wis cleric: DON'T DO IT, IT'S A TRAP!
Barbarian: weeeeee! *runs into cave*
*SNARF* *burp*


Now with expanded flavor text and correct stats!

PhantomBread
2007-04-06, 02:03 PM
Farceur
Medium Outsider (Chaotic, Extraplanar)
HD 5d8+5 HD (27 hp)
Speed 30 ft. (6 squares); fly 60 ft. (perfect)
Initiative: 4
Armor Class 17 (+4 Dex, +3 natural); touch 14; flat-footed 13
Base Attack/Grapple +5/+6
Attack Masterwork light mace +7 melee (1d6+1)
Full-Attack Masterwork light mace +7 melee (1d6+1)
Space/Reach 5 ft./5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage reduction 10/law, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft.,
Saves Fort +5 Ref +8 Will +12
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 18, Cha 26
Skills Bluff +20, Concentration +11, Disguise +18, Intimidate +20, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Listen +22, Spot +22
Feats Persuasive, Force of Personality
Environment A chaotic-aligned plane/material plane
Organization Solitary
Challenge Rating 8
Treasure Standard
Alignment Always chaotic neutral
Advancement 4-12 (Medium)
Level Adjustment --

A rather queer looking fellow stands before you, lanky and odd. Dressed in clothing similar to a harlequin, with what appears to be pale body paint like a mime, it takes a mocking bow before darting away.

Farcuer's are vile beings from the chaotic-aligned planes, existing with the sole purpose of causing chaos through the use of illusions and other misleading abilities. They spend much of their time on the material plane, choosing to seek out lawful-minded beings of all types to play tricks upon, caring not if they are good or evil. They often choose to play tricks upon an entire town, finding small hamlets to work their pranks. They rarely concern themselves with larger plans or elaborate traps, perfering to play tricks on a day to day basis instead. A Farceur is not truely good or evil itself, living solely for tricks regardless of what comes of them. He is just as likely to play a prank upon a dread tyrant as he is a pious paladin.

A farceur is around 6 feet tall in it's natural form, appearing as a tall and lanky combination of jester, harlequin, and mime. They are completely incapable of speech, relying on telepathy to communicate. They can communicate with any being they can see, regardless of intelligence or shared language. Creatures spoken to will often not know who is speaking, and may not reply back. They weigh around 150 pounds.

Combat
Much like Succubi, Farceur are not warriors in the least. Whenever given the option, they will flee combat, utilizing illusions to cover their escape and making use of their flying abilities to escape away. Alternately, if the threat is serious enough, they may make use of their plane shift ability to escape away, though this is only a last resort. However, unlike Succubi, they are unable to disguise themselves, and must make use of external illusions to disguise itself.

Any weapons a farcuer wields are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities
At will—detect law, detect thoughts (DC 20), hallucinatory terrain (DC 22), hideous laughter (DC 20), illusory wall (DC 22), illusory script (DC 21), irresistible dance (DC 26), mirror image (DC 20), major image (DC 21), suggestion (DC 21), Caster level 14th. The save DCs are Charisma-based.

3/day—dominate monster (DC 27), permanent image (DC 24)

1/day—plane shift (DC 25)

Skills
Farceur have a +8 racial bonus on Listen and Spot checks.

The Demented One
2007-04-08, 01:27 PM
Scaramouche
Medium Fey
Hit Dice: 8d6+24 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 chain shirt), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Rapier +12 melee (1d6+3) or Longbow +8 ranged (1d8)
Full Attack: Rapier +12/+7 melee (1d6+3) or Longbow +8 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Master fencer, rapier wit, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, low-light vision, skill tricks
Saves: Fort +5, Ref +10, Will +7
Abilities: Str 10, Dex 18, Con 16, Int 12, Wis 12, Cha 16
Skills: Balance +10, Bluff +10, Climb +10, Escape Artist +10, Hide +14, Jump +10, Move Silently +14, Tumble +14
Feats: Weapon FinesseB, Combat Reflexes, Quick Draw, Daredevil Athlete (http://realmshelps.dandello.net/cgi-bin/feats.pl?Daredevil_Athlete,CS)
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Any Chaotic
Advancement: By Class Level (Favored Class: Swashbuckler)
Level Adjustment: +1

The Scaramouche are a strange breed of fey. Rogues and swashbucklers, they are skilled fighters, notorious tricksters, and lavish hedonists. Seducing fair ladies, raiding the vaults of wealthy misers, and slicing down wicked foes are just a fragment of the exploits these fey swordsmen are renowned for. Though they are daring and boastful, every Scaramouche has a vein of cowardice in its soul, and is never to proud to flee when it gets in over its head. Scaramouche have thin, elven builds and strange faces that look like masks of black velvet with long, beak-like noses. They prefer to adorn themselves in luxurious clothing, elegant jewelry, and well-crafted weaponry. Though the Scaramouche originated, like most fey, in the forests, many have taken up life in the cities, mingling with high society or common thieves’ guilds.

Combat
In combat, a Scaramouche will make the most of its swordsmanship, charging headlong into melee. They make heavy use of the feint action, and will typically use their group fake-out skill trick to feint against as many enemies as possible. Should a spellcaster or archer harry the Scaramouche, it will typically fall back and return fire with its longbow. If a Scaramouche begins losing a fight, it will attempt to retreat as swiftly as possible.

Master Fencer (Ex)
When attacking with a light weapon, or any other weapon which the Weapon Finesse feat applies to, a Scaramouche treats its base attack bonus as being equal to its HD, rather than half its HD. In addition, a Scaramouche may feint in combat as a swift action.

Rapier Wit (Su)
A Scaramouche may add its Charisma modifier, rather than its Strength modifier, to damage dealt with a light weapon, or any other weapon which the Weapon Finesse feat applies to.

Spell-Like Abilities
3/day–disguse self, expeditious retreat, feather fall; 1/day–blur, spider climb. Caster level 4th.

Skill Tricks (Ex)
A Scaramouche possesses the following skill tricks:

Interaction: Group Fake-Out, Timely Misdirection
Movement: Nimble Charge, Twisted Charge

If you do not have access to Complete Scoundrel, remove the Scaramouche’s skill tricks. Instead, change its skills line as follows: Balance +14, Bluff +13, Escape Artist +11

Plot Hooks
While wandering through the woods, the PC's are accosted by a drunken Scaramouche, who attacks them blindly in the belief that they are soul-eating demons.

An evil Scaramouche has begin running rampant in a city, commiting strings of exotic and gruesome murders. The PC's are drawn in when a benefactor to them is slain by this foul fey.

A single Scaramouche has been using his disguise self ability to infiltrate the home of a noble. He plans to steal a valuable piece of jewelry, magical item, or rare bottle of wine at the conclusion of a masquerade ball held by the noble, to which the PC's have been invited.

Maerok
2007-04-09, 09:47 PM
Facsimilix

http://hralignment.net/Images2/SilverSphere.JPG

Large Ooze (Shapechanger)
Hit Dice: 10d10+40 (95 hp)
Initiative: +9
Speed: Fly 60 ft. (perfect)
Armor Class: 19 (Natural +5, Dex +5, Size -1), touch 14, flat-footed 14
Base Attack/Grapple: +7/+11
Attack: Touch +12 melee (fascimiliate)
Full Attack: None
Space/Reach: 10 ft./10 ft.
Special Attacks: Facsimilate
Special Qualities: Blindsight 60 ft., DR 15/silver and magic, SR 21, regeneration 5
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 10, Dex 21, Con 18, Int 18, Wis 16, Cha 16
Skills: Escape Artist +15, Hide +18, Know (the planes) +14, Know (arcana) +14, Listen +13, Move Silently +18, Sense Motive +15
Feats: Improved Initiative, Flyby Attack, Improved Flyby Attack, Ability Focus (Facsimilate)
Environment: Astral Plane or magical areas
Organization: Solitary, a quandary (1d4+1), or a conundrum (2d6)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment: -

A majestic silver and blue sphere glides gently through the air towards the rogue you met at Haydeep last week. She approaches the thing hesitantly, unsure of what it is and calling back to you four gathered by the campfire. The thief raises a hand to prod the apparition it skims the surface of the shimmering sphere; she turns back to remark about how strange it feels as a sudden glaze draws over her face, as if she had been poisoned. Moments later, the hand, still in contact with the quicksilver globe, is drawn in, followed by the rest of her lithe form. As soon as the encounter occurs, the sphere drifts away once more, born by some unseen wind...

After following the direction it left in, you come across the rogue once more. She stands there, looking up at the night sky. "That was strange," she notes, "but it's gone now."

No one is quite sure of where the Facsimilixes originated from. Unbeknown to the arcane researchers of many planes, they are the result of residual transmutation magics that build up across the planes and eventually manifest themselves as these enigmatic balls of duplicative gel. These energies tend to escape into the Astral Plane where the concentrations are found to be incredibly high, but Facsimilixes are capable of forming on other planes as well in small numbers. Some arcane studiers have tried to utilize the gel substance that makes up a Facsimilix in polymorph spells, but so far their attempts have failed.

A Facsimilix is chaotic in its nature, though this doesn't interfere with copying devout creatures such as Paladins. They are so in touch with the power of transformation and their parasitic nature that they can employ all their host's abilities; abilities that require alignment are fueled by the soul of the creature held within it, and it can even draw spells from its victim without any impediments. This makes them inclined to use their powers to insight chaos in every way they can; people of high rank and status are the most sought after targets. It is not uncommon for a Facsimilix to completely ruin a victim's name through the actions it has taken during its occupation of the body.

A Facsimilix understands 1d8 languages, except those like Druidic, but cannot speak them in its native form. Additional languages are gleaned from its hosts, but it does not keep such skill afterwards.

Special Qualities:
Regeneration (Ex): A Facsimilix will regenerate any lost portions within 3d6 minutes or by coming in contact with them. Silver weaponry or magical damage deal normal damage to a Facsimilix. Any chunks sheared from it will dissolve into a silvery blue inert sludge within 1d3 minutes; a slain Facsimilix will melt into such a puddle instantly.

Special Attacks:
Facsimilate (Su): When a Facsimilix comes within striking range of a sentient living creature (Intelligence 5+), it may make a melee touch attack. If successful, the victim must succeed on a DC 21 Fortitude save or fall prey to its strange abilities; the save DC is Constitution-based plus 2 from Ability Focus. Once struck, the creature is pulled into the Facsimilix's space and then subsumed within the silver bubble. The Facsimilix must then withdraw from combat and seek a proper shelter where it can 'digest' the captured creature for 1d4 rounds per HD of the creature. Once the process is complete, the Facsimilix assumes the types, templates, classes, races, skills, feats, physical ability scores, qualities, and items of the victim (all of which replace its own, including its special abilities). Unlike other shapechangers, a Facsimilix actively draws from the captured prey to create a consummate repertoire of mannerisms, knowledge, and behavioral patterns to effectively become the creature without the need for a Disguise check. This disguise lasts for one week when the victim is found at 0 hitpoints and no knowledge of what has happened prior to an hour before it was subsumed; the Facsimilix has deposited the victim, having feasted upon an unknown source of energy, and departs for other prey; it gains 1 HD. Slaying a Facsimilix frees the victim in the same manner.

With alignment-based templates and abilities, the Facsimilix may employ these features of its host as if it were the same alignment. It cannot gain abilities that contradict its victim's abilities. Any experience gained by a Facsimilix bonded to a victim is given to the Facsimilix, and it does not level up or gain HD until it resumes it native form.

While changed, the Facsimilix duplication gains ooze traits (including blindsight) in addition to any traits of the victim; the gel-like substance that makes up this ooze is not changed into the actual creature but is infinitely adaptable. It also keeps its regeneration, damage reduction, and spell resistance.

Once a victim is lost, the Facsimilix only remembers what is has learned through its experience with the victim; it does not keep any memories or knowledge from the creature other than conclusions it makes on its own through the creature (but it won't keep the basis of these conclusions); it could solve a math problem but would only remember the answer, not how it got there.

Combat
A Facsimilix has no inherent power of its own aside from some defenses; it must prey on others to wreak havoc upon organized groups and teams of adventurers.

When determining the CR of a creature already captured by a Facsimilix, use the 'mixed pair' encounter set-up as appropriate for the party's ECL. Either the lesser or greater foe could be the Facsimilix.

Phoenix Talion
2007-04-09, 10:32 PM
Grim Mockery

Medium Undead
Hit Dice: 6d12
Initiative:
Speed: 30 ft (6 squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 5/5
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con -, Int 16Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Solitary or Troupe (2-5)
Challenge Rating:
Treasure: None
Alignment: Always Chaotic Evil
Advancement:
Level Adjustment:

Ashen skin stretched taut across gaunt features, black lips twisted in a perpetual, often joyless semblance of a smile, a grim mockery is truly an unerving sight. Wide, red eyes glitter with mania, perverse glee readily apparant on their deathlike features.

Grim mockeries prefer to capture their victims alive, allowing them more of an opportunity for "playtime". In combat, they use as much psychological torture as physical attacks.

Combat


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

Some folk die in combat, others waste away in their beds. Some die, by chance or design, in a manner which caricatures the entire purpose of the life that preceded it. Some such tormented souls rise as undead monsters that mock Life itself, finding grim humor in the agony and sorrow of the living. More than anything else, they wish to cause them such pain that when death comes it is a release, and yet in one final irony they gain no peace, but are drawn back to the world of the living to continue the cycle of pain themselves, as newborn grim mockeries.

A mockery might be a warrior who died of poisoning, thinking the elixir to be a healing potion which would save his life, or a man imprisoned who lost hope and took his own life, only to be found innocent the very next day. The paladin, who goes gladly to his doom in the service of right, only to discover on his deathbed that his efforts for the cause have inadvertently caused the death of a loved one. This final morbid irony gnaws at their souls and forbids them their final rest.

Abjurer
2007-04-18, 08:10 PM
http://i16.tinypic.com/2nhgci9.jpg
Bloodscarab
Fine Aberration
HD 1d8 (4 hp)
Speed 5 ft, Burrow 5 ft, Fly 50 ft (perfect)
Init +4
AC 23 (+4 Dex, +8 Size, +1 Natural)
BAB/Grapple +0/-21
Attack Bite +12 (1)
Full-Attack Bite
Space 1/2 ft.; Reach 0 ft.
Special Attacks Attach
Special Qualities Blindsight
Saves Fort +0 Ref +4 Will +0
Abilities Str 1, Dex 18, Con 10, Int 2, Wis 6, Cha 4
Skills Hide +17, Move Silently +17
Feats Weapon finesse (bite)
Environment Any temperate, warm, deciduous forest, or marsh
Organization Solitary
CR
Treasure None
Alignment Always Chaotic Neutral
Advancement 1-3 HD Fine

Walking his daily patrol through the marsh, the guard hears a slight humming noise as something blurs past him. He draws his sword and whirls to face his attacker, but there is nothing to fight. Suddenly, he feels a sharp sting on the back of his neck. Reaching up to feel it, he feels only a tiny cut and a drop or two of his own blood. Nothing else happens, and he soon forgets about it.

Parasitic bloodscarabs are large milky-white carapaced beetles, about three inches long, with tiny hooks at the ends of their six legs, and a softer, pinkish underbelly. Bloodscarabs are eyeless and therefore immune to illusions and gaze attacks. They have large mandables and a tiny razor-sharp proboscis folded between them. Their wings are translucent pink. They are found in warm, wet places such as swamps and rainforests, but are rarely seen, as they hide from everything, coming out only to seek a host.

Blindsight (Ex): By feeling vibrations in the air, an unattached bloodscarab can ascertain objects and creatures within 60 feet as a seeing creature would.

Combat
Bloodscarabs avoid combat altogether. If they are cought trying to enter a host, they flee, burrowing into the ground or flying off, to wait for a less observant host to chance by.

When it matures (1d3+1 years), a bloodscarab seeks a host in which to reproduce. When it finds a suitable target (humanoid), it alights on the creature and attaches itself.

Attach: The bloodscarab must first hit with its bite attack. It then creates a tiny incision in the back of the creature’s neck, at the base of the skull, slips between the skin and bone, and firmly attaches itself to the skull. Since it is rooted, it looses its Dexterity bonus to armor class. Its rounded white back is perfect camoflauge, and it is able to flatten itself almost completely against the bone. When hidden thus, the beetle gains a +10 circumstance bonus on hide checks to remain undetected. The bloodscarab immediately begins to excrete slow-working digestive juices. After three days, and every day thereafter, the host must make a Fortitude save (DC 10+number of days infested) or suffer 1 temporary Constitution damage (The DC for this save never exceeds 30). If the save is failed by 10 or more, the host takes 1d4 temporary Constitution damage instead. This damage stacks every time the host fails a save, and does not heal normally as long as the beetle remains attached. If the host’s constitution score is reduced to zero or fewer by this damage, the host dies, and the bloodscarab lays 1d4 eggs in the corpse before also dying.
After 10 days in a host, a bloodscarab begins absorbing blood from the softened head of its victim, dealing 2d6 points of damage every day +1 per five days infested. This damage never exceeds 2d6+10. A successful Fortitude save halves the damage. Also, when the host takes 1d4 Constitution damage for a failed save, it also takes 1 point of permanent Intelligence damage due to blood loss in the brain, and one point of the constitution damage is permanent. As it drains blood from its host, a bloodscarab swells and turns red, becoming easier to spot. Its wings fall off, and quickly dissolve into the host’s bloodstream, and its hard carapace softens, so it loses its natural armor bonus to AC. It suffers a cumulative –1 penalty per day to hide checks to remain undetected. After twenty days, this penalty stops growing as the bloodscarab does, and the beetle can be easily seen as a four-inch-wide pinkish tumor-like growth, webbed with bulging veins.

A successful DC 15 knowledge (nature) check identifies the parasite, and a DC 25 check provides information about its habits and abilities.

The bloodscarab and the damage it causes cannot be removed by magical means short of a limited wish, wish, or miracle. If an attached bloodscarab is dealt one or more points of fire damage, but not enough to render it unconscious or dead, it unattaches, and remains unattached for 1d4 hours. When it is unattached, or has taken sufficient damage to incapacitate it, it can be removed with a successful DC 15 heal check, dealing 1d6 damage to the host whether the check is successful or not. While it is still attached, a DC 30 heal check is required to remove it, and it deals 2d6 points of damage to the host whether the check is successful or not. When the parasite is destroyed or removed, the ability score damage heals normally.

The Vorpal Tribble
2007-04-21, 07:21 AM
This month's contest has come to a close. A voting poll has been opened here. (http://www.giantitp.com/forums/showthread.php?t=41645)

-=-=-=-=-

Note
Phoenix Talion's entry has been disqualified for being incomplete at the contest's end.

The Vorpal Tribble
2007-04-30, 11:01 PM
And the votes are in!

Maerok's Facsimilix and The Demented One's Scaramouche tie for 1st place. Congrats!