View Full Version : GITP Monster Competition XII - Tiny but Tough! (Voting Opened)

The Vorpal Tribble
2007-08-01, 11:19 AM
Tiny But Tough!

I'm dedicating this month's contest to my youngest sister who turns 3 today. Due to complications she was born nearly 4 months early and weighed less than a pound at birth. She fought relentlessly though and is now healthy and even tall for her age.


Some say size matters. Nothing could be farther from the truth. There are those who's strength cannot be measured by muscles, who despite a small stature towers above the mightiest giant in spirit. Pound for pound these beings are the match of any. They may be tiny, but they're tough!

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

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

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.


1. You will be creating a 'unique' D&D monster. A creature who's size must be Fine, Diminutive, or Tiny, and is particularly powerful for its stature. This may mean physically, mentally, or however you wish to interpret. Swarms are allowed.

Mkichaa (http://www.giantitp.com/forums/showthread.php?t=11476)

2. 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.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

4. 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.

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

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


The Vorpal Tribble
2007-08-01, 11:21 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).



<Size> <Type>
Hit Dice:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Full Attack:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Challenge Rating:
Level Adjustment:




Plot Hook/Story if any

2007-08-03, 02:25 AM
Kawaii Ooze
Tiny Ooze
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/-3
Attack: Claws +5 melee (1d3+1); or cuteness ray +6 ranged (see text)
Full Attack: 2 claws +5 melee (1d3+1); or cuteness ray +6 ranged (see text)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Cuteness ray.
Special Qualities: Ooze qualities, too cute.
Saves: Fort +5 (base +2), Ref +4 (base +2), Will -3 (base +2)
Abilities: Str 12, Dex 14, Con 17, Int -, Wis 1, Cha 20
Skills: -
Feats: -
Environment: Temperate and warm land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (tiny)
Level Adjustment: -

Kawaii oozes, or pink oozes as they are more commonly known, appear to be puddles of pink goo, much like bubblegum. Simply looking at the creature causes one to feel warm and fuzzy, and most would describe the creature as incredibly cute.

These creatures were first encountered after a group of wizards known as the Pink Ones attempted a spell that was too powerful, infusing the land with cute energy. Since then, the area has been known to be extremely dangerous, and is mostly avoided. However, these oozes have migrated elsewhere, and have begun to wreak havoc.

Kawaii oozes hunt by attracting creatures to them with their cuteness. They can form tiny faces, such as kittens and bunnies on their surfaces. Once the prey is lulled into a false sense of security, clawed pods extend from the ooze, and it proceeds to tear the creature to pieces.

Kawaii oozes attack anything they find cute for food. Cute creatures include small rodents, most children, females with 13 or higher charisma, and males with 15 or higher charisma, as well as any halfling with 11 or higher charisma.

Cuteness Ray (Sp): The kawaii ooze fires a ray of happy faces, rainbows, and butterflies at a single target. If they ray hits, the target must make a will save (DC 16) or be affected as if by a charm monster spell. This prevents it from attacking the ooze, but the effect is broken if the ooze extends its claws. The save DC is Charisma based.

Too Cute (Ex): Due to their extreme cuteness, all attacks against kawaii oozes suffer a -1 moral penalty. The attacker must be able to see the ooze for this penalty to apply, and mindless attackers, and those immune to mind-influencing effects, are unaffected.

The Demented One
2007-08-04, 12:12 AM
Minimus Drone
Tiny Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +5
Speed: fly 30 ft. (perfect) (6 squares)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +6/-4
Attack: Bite +13 melee (1d4-2) or Shocking Ray +13 ranged (3d6 electricity)
Full Attack: Bite +13 melee (1d4-2) or Shocking Ray +13 ranged (3d6 electricity)
Space/Reach: 2 ˝ ft./1 ft.
Special Attacks: Nanodrone swarms, self destruct, shocking ray
Special Qualities: Construct traits, damage reduction 3/adamantine, darkvision 60 ft., low-light vision, spatial distortion
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 6, Dex 20, Con –, Int 12, Wis 11, Cha 1
Skills: Hide +16, Listen +8, Move Silently +8, Spot +8
Feats: Weapon FinesseB, Dodge, Mobility, Ability Focus (Self Destruct)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 9-12 HD (Tiny)
Level Adjustment: –

Minimus Drones are among the newest of constructs, a construct perfected for the purpose of killing. Although the arcane core which powers the drone is over 10 ft. in diameter, it is contained within an extradimensional space within the exoskeleton of the Minimus Drone, which is no larger than a housecat. A Minimus Drone’s seemingly tiny frame hosts a number of weapons–buzzing, saw-blade like mandibles, a ray of electricity, and swarms of flesh-grinding constructs no bigger than a copper piece. The body of a Minimus Drone is beatle-like in form, with exposed clockwork gears and hydraulics.

Nanohunter Swarms (Ex)
The spatially-distorted interior of a Minimus Drone contains three Nanohunter Swarms (see below). As a standard action, a Miniumus Drone can unleash one of these swarms into an adjacent square. The Swarm acts immediately on the Minimus Drone’s initative. Once a swarm has been unleashed, it cannot return to the Drone’s body, but the Minimus Drone produces another swarm to releash any unleashed swarms within 1d10 minutes.

Self Destruct (Su)
If a Minimus Drone is reduced to 15 hp or less, its self destruct ability is triggered. It begins glowing with green light for three rounds, the light slowly growing brighter until it is almost blinding. At the end of the third round, the Minimus Drone detonates, releasing a nova of green energy. All creatures within 20 ft. of the Drone when it self destructs take 15d6 damage, although a DC 17 Fortitude save reduces this to 5d6 damage. The save is intelligence based. A creature reduced to 0 hp or less by this damage is completely disintegrated, its body reduced to a small pile of ashes. The Minimus Drone is completely destroyed by this ability. If a Minimus Drone is repaired to above 15 hp before it detonates, then its self destruction is averted. If it is destroyed before it can self destruct, it does not detonate, the built-up energy instead dissipating harmlessly.

Shocking Ray (Su)
As a standard action, a Minimus Drone may discharge a ray of electricity, with a range of 60 ft. The ray deals 3d6 electricity damage, and a creature hit by it must make a DC 15 Fortitude save or be stunned for 1 round. The save is Intelligence-based. A Minimus Drone receives a +2 circumstance bonus on attack rolls made to hit creatures wearing metal armor with its shocking ray.

Spatial Distortion (Ex)
Although the exterior exoskeleton of a Minimus Drone is extremely small, its inner workings are actually massive, contained within an extradimensional space within the Drone’s exoskeleton. A Minimus Drone gains bonus hp as if it were a construct of Large size. In addition, if a Minimus Drone is placed within a bag of holding, portable hole, or similar extradimensional spaces, it reacts disastrously, similar to when a portable hole is placed inside a bag of holding.

Nanohunter Swarm
Fine Construct (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 18 (+8 size) touch 18, flat-footed 18
Base Attack/Grapple: +2/–
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Crimson mist
Special Qualities: Darkvision 60 ft., decay, immune to weapon damage, low-light vision, swarm traits
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 1, Dex 10, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: With Minimus Drone
Challenge Rating: –
Treasure: None
Alignment: Always Lawful Neutral
Advancement: –
Level Adjustment: –

Nanohunter Swarms are terrifying weapons of war used by Minimus Drones. The individual constructs that make up the swarm are of extremely small size, being no more than two inches in diameter, and consisting of nothing more than a rapidly revolving blade. Massed together in a swarm of ten thousand constructs, they become a whirling cloud of death. Nanohunter Swarms are mindless, obeying the will of the Minimus Drone that created them.

Crimson Mist (Ex)
Watching a creature being killed by a Nanohunter Swarm is deeply disturbing, as the swarm literally shreds its body to little more than a few scraps of flesh and a crimson mist of blood. Any creature that sees one of its allies killed by a Nanohunter Swarm must make a DC 14 Will save or be shaken for 1d10 rounds. The save is Dexterity-based.

Decay (Ex)
The minute constructs that make up a Nanohunter Swarm are incapable of surviving easily outside of a Minimus Drone’s interior. At the end of each round, a Nanohunter Swarm takes 1d3 damage, as the constructs on its outermost layer are destroyed.

Creating a Minimus Drone
The body of a Minimus Drone is made from a 500 pounds of iron and silver, worth a total of 100 gp. Assembling the body requires a DC 14 Craft (Armorsmithing or Weaponsmithing) check. When first assembled, the Minimus Drone’s body resembles an enormous metal sphere; not until the creation ritual is completed and the extradimensional space is created within it does it assume its typical, smaller form.

CL 11th. Craft Construct, disintegrate, levitate, major creation, secret chest, shocking touch. Cost 17,500 gp + 1,400 xp. Price 35,000 gp.

Plot Hooks

A string of gruesomely bizarre murders have occurred in a large city, with victims reduced to little more than a few scraps of flesh and a dark-red stain. The PC's must find out what is behind these murders, before they themselves are killed.

A small, magic-rich nation has acquired a means of mass-producing Minimus Drones, and has been using them to conquer bordering states. The PC's must fight off the construct army, discover what the rogue nation has been using to create the drones en masse, and destroy it, before the state conquers the world with its minute legions.

2007-08-04, 06:30 AM


Diminutive Aberration
Hit Dice:3d8+21 (34 hp)
Initiative: +6
Speed: 5 ft. (1 square) or Fly 40 ft. (good, 8 squares)
Armor Class: 28 (+2 Dex +4 size +12 natural), touch 16, flat-footed 26
Base Attack/Grapple: +2/+10
Attack: Bite +12 melee (1d2+4, 20/x2)
Full Attack: Bite +12 melee (1d2+4, 20/x2)
Space/Reach: 1 ft./0 ft.
Special Attacks: Animate Corpse, Blooddrain, Ethereal Jaunt, Improved Grab
Special Qualities: Infravision, Vicious Hold
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 18, Dex 15, Con 24, Int 1, Wis 12, Cha 1
Skills: Climb +10, Hide +14
Feats: Improved Initiative, Improved Grapple
Environment: Underground
Organization: Swarm (2-50)
Challenge Rating: 2
Treasure: None
Alignment: Neutral Evil
Advancement: 4 HD (diminutive), 5-6 HD (tiny)
Level Adjustment: -
As you work your way through the dark, you start to make out the sound of wings. As you raise your torch you see what appears to be a cloud of large moths, gathering in the dark before decending like rain...

A Nightleech superficially resembles a small bat. They are however hairless and slimy like the walls of limestone caves. Unlike most cave species they have four functioning red eyes, although they see on a differant spectrum, usually hidden behind flaps of skin acting as pseudo eyelids.

Nightleeches gather in colonies on the roofs of caves in a similar manner to bats; though they never share territory with more mundane creatures. Most of the time only a quarter of the Nightleeches in a colony will be awake and ready to attack prey. A Nightleech prefers foreign prey and will ignore creatures that frequent their territory. Nightleeches however have a hatred of bats and insects and will awaken in larger than normal numbers to drive them away. Nightleeches have a fear of Mindflayers and this sometimes carries off onto creatures like Duergar who have a history of associating with the Nightleech's enemy.

The typical Nightleech lair is a large cavern with a roof at least 15 ft. high and 20 ft. wide. Nightleeches do not use animated bodies as guards and instead remove them from their territory once all blood has been drained from them. Nightleeches are known for making their territory seem safer than other parts of the monster infested underworld, a fact they use to intice victims to camping inside their territory.


Animate Corpse [Ex]: If a Nightleech kills a creature through blood drain it may animate its victim. If the creature had less than 4 HD treat the victim in all ways as a vampire spawn. If the creature had 4 or more HD then treat the animated victim as a vampire. In all cases the victim uses the Nightleech's wisdom, intelligence and charisma scores. The Nightleech re-appears unharmed if the vampire is destroyed.
Blooddrain [Ex]: For every round a Nightleech maintains a grapple its bite attack deals 1 point of constitution damage and heals the Nightleech 5 hp.
Ethereal Jaunt [Su]: As a swift action, a Nightleech can transfer itself onto the Ethreal plane, gaining the incorporeal subtype. This ability lasts only for the duration of the round it was used.
Improved Grab [Ex]: If a Nightleech hits with a bite attack it may attempt a grapple check as a free action.
Infravision [Ex]: A Nightleech's infra-red vision means that it suffers a -8 penalty on spot checks to notice anything that is not giving off heat. Otherwise the Nightleech is counted as possessing Dark Vision.
Vicious Hold [Su]: A Nightleech has the ability to clamp onto a creature's soul. Its bite attack counts as a Ghost Touch weapon and it may grapple corporeal creatures while incorporeal. In addition a Nightleech gains a +12 racial bonus on grapple checks. A Nightleech can attack in a grapple even if it loses its grapple check, though it may not use its blooddrain ability.


Plot Hook/Story if any

2007-08-06, 04:42 AM
remember: DM stands for Deus ex Machina ...

Deus Die
(the personallity of the die are from the 'what die are you' quiz; this probably disquallifies me. Meh, this entry is more for the fun of it then anything else ...
if it doesn't disquality me, then this is my first quiz ...)

Deus die are the dies God uses to control the actions of mortals.

Deus die traits:
- all Deus die are fine living constructs
- rolling(ex): Deus dies move 4 times as fast if moving downhill, but can't move uphill.
- camouflage(ex): Deus dies get +20 to disguise into a normal die. They also get +20 to 'hide in a croud' if normal dies are present, and can use sniping rules in combition with ranged special attacks (such as spells).

Deus die 4fine construct (living)
Hit Dice: 2d4 (5)
Initiative: -1
Speed: 1/20 square (they move speed of 1/4 ft)
Armor Class: 17 (+8 size -5 dex + 4 natural), touch 13 , flat-footed 17
Base Attack/Grapple: +1/-21
Attack: none
Full Attack: none
Space/Reach: 2˝ ft./0 ft.
Special Attacks: pointy, spells
Special Qualities: deus die traits, spells
Saves: Fort +0, Ref -5, Will +0
Abilities: Str 10, Dex 1, Con 10, Int 10, Wis 10, Cha 25
Skills: -
Feats: improved initiative
Environment: God's pocket or God's table
Organization: solitairy
Challenge Rating: CR 15
Treasure: none
Alignment: lawfull neutral
Advancement: none
Level Adjustment: -

pointy(ex): treat a Deus die 4 as a caltrope for damage dealing (though it only deals non-lethal damage). this also effects it speed, rolling only at halve the speed of a normal Deus die
spells(sp): at wil: Mirror Image, Fire Trap, Wall of Fire, Enervation, Prying Eyes, Circle of dead, Undead to Dead, Spell turning, Energy Drain, Time Stop and Quickened Twinned Magic Missle (spells are cast as a lvl 20 sorcerer, DC 17+level. spells are based on charisma)

Deus die 4 looks like a obsidian d4 with flashy purple numbers. Other Deus die tend to see Deus die 4 as petty, conniving, manipulative, argumentative, defensive, greedy, and needlessly antagonistic. It sees itself as focused, effective, efficient, influencing, shrewd, tactical, and direct. Both points of view are in fact correct. It always know the best way to get things done, a fact that never wins sympathy with other Deus die. Whenever it manages to gain control of a situation, its solutions is swift and brutal. Unfortunately all other Deus dies are convinced that granting it such power is, "a bad thing" and often conspire to keep it out of its hands.

Deus die 6fine construct (living)
Hit Dice: 2d6 (7)
Initiative: -1
Speed: 1/10 square (they move speed of ˝ ft)
Armor Class: 19 (+8 size -5 dex + 6 natural), touch 13 , flat-footed 19
Base Attack/Grapple: +1/-21
Attack: none
Full Attack: none
Space/Reach: 2˝ ft./0 ft.
Special Attacks: dull, spells, sneak attack (6d6)
Special Qualities: deus die traits, spells, d6 fire immunity
Saves: Fort +0, Ref -5, Will +0
Abilities: Str 10, Dex 1, Con 10, Int 25, Wis 10, Cha 10
Skills: -
Feats: improved initiative
Environment: God's pocket or God's table
Organization: solitairy
Challenge Rating: CR 15
Treasure: none
Alignment: lawfull neutral
Advancement: none
Level Adjustment: -

dull(ex): Deus die 6's camouflage gives a +40 bonus instead of a +20, since six sided dice are that common.
spells(sp): at will ray of enfeeblement, fireball, polar ray, delayed blast fireball, meteor swarm, (spells are cast as a lvl 20 wizard, DC 17+level. spells are based on intelligence)
d6 fire immunity(ex) immune to all magic fire that is dealt with d6's (alchemist fire (not the splash damage though), fireball, meteor swarm). This immunity does not help agains a maximized fireball though, since that damage is not dealt in d6's.

Deus die 6 looks like a good old-fashioned six-sided worn-out white cube with black dots. Other Deus die know Deus die 6 to be plain, predictable, conservative, average, ordinary, and downright boring. Deus die 6 prefer to describe itself as dependable, honest, practical and trustworthy. Other Deus die usually know what to expect from it, since it rarely hold any surprises. it hates to make decisions, and if forced to decide, it'll always fall back on how it was done in the past. Its jokes, while funny, are never too offensive. It seems that Deus die 6 is well liked, but maybe that's simply because there's nothing to hate.

Deus die 12fine construct (living)
Hit Dice: 2d13+14 (28)
Initiative: -1
Speed: 1/5 square (they move speed of 1 ft)
Armor Class: 25 (+8 size -5 dex + 12 natural), touch 13 , flat-footed 25
Base Attack/Grapple: +1/-21
Attack: none
Full Attack: none
Space/Reach: 2˝ ft./0 ft.
Special Attacks: barbarians vengeance
Special Qualities: deus die traits, round
Saves: Fort +0, Ref -5, Will +0
Abilities: Str 25, Dex 1, Con 25, Int 10, Wis 10, Cha 10
Skills: -
Feats: improved initiative
Environment: God's pocket or God's table
Organization: solitairy
Challenge Rating: CR 15
Treasure: none
Alignment: neutral
Advancement: none
Level Adjustment: -

barbarians vengeance(su): 1/encounter, the d12 can summon a lvl 17barbarian (thread as a human barbarian, described at the DMG's NPCs), carying a +5 ghost touch keep greataxe, which directly flies into rage and attacks the enemies of the d12. This summoned barbarian lasts until its rage is worn off.

round(ex) the Deus die 12 is quite round and thus rolls at double its normal speed.

The Deus die 12 looks like a dusty gray d12 with black numbers. Its is a creative, romantic soul. It often act without thinking, but make up for your lack of plans with plenty of heart. it easily solves problems that stump others, but its answers tend to put it into even deeper trouble. It can be silly at times and are easily distracted by your own day dreams, but are at the end of the day you're someone who can be depended on.

Deus die 20fine construct (living)
Hit Dice: 2d20+2 (23)
Initiative: +1
Speed: 1/5 square (they move speed of 1 ft)
Armor Class: 39 (+8 size +1 Dex + 20 natural), touch 19 , flat-footed 39
Base Attack/Grapple: +0/-16
Attack: none
Full Attack: none
Space/Reach: 2˝ ft./0 ft.
Special Attacks: ray attack
Special Qualities: deus die traits, round, core die
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: -
Feats: skill focus (profession(die))
Environment: God's pocket or God's table
Organization: solitairy
Challenge Rating: CR 15
Treasure: none
Alignment: neutral
Advancement: none
Level Adjustment: -

ray attack(su): as an standard action, the Deus die 20 can make a range touch attack (on any distance) to deal 1 damage (this damage pierces resistances, damage reduction, ...)

round(ex) the Deus die 20 is quite round and thus rolls at double its normal speed.

core die(su) since the game system God uses works with a d20, the d20 can determain any roll on a d20 (attack rolls made against him fumble, ...), while attacks most will critical (and confirm critical). this is a very dangerous die if god starts to play with the "3 natural 20's is instant kill" rule.

The Deus die 20 is the friendly, outgoing, outspoken, leader of friends. it is often looked up to, even though it doesn't normally deserve it. Most other Deus die secretly wish they were a Deus die 20, and the Deus die 20 would give them tips on how, if only it had a clue itself. it's charisma is often all it need, but it has it's occasional moments of brilliance as well--just never when it's actually needed. it is an all-around good guy, a dependable chum, a respectable foe, and an inspiration to those who need it. Who says you can't get by on a smile and good looks alone?

Gods ultimate die: The other Deus die 10 (looks like Deus die 10, but has the numbers 00,10,20,... on him
fine construct (living)
Hit Dice: 2d100 (101)
Initiative: -1
Speed: 1/10 square (they move speed of ˝ ft)
Armor Class: 23 (+8 size -5 dex + 10 natural), touch 13 , flat-footed 23
Base Attack/Grapple: +1/-21
Attack: none
Full Attack: none
Space/Reach: 2˝ ft./0 ft.
Special Attacks: random encounter, wild magic
Special Qualities: deus die traits, wild magic, zocchihedron, teleport at will
Saves: Fort +0, Ref -5, Will +0
Abilities: Str 10, Dex 1, Con 10, Int 10, Wis 10, Cha 10
Skills: -
Feats: improved initiative
Environment: God's pocket or God's table
Organization: solitairy
Challenge Rating: CR 15
Treasure: none
Alignment: chaotic neutral
Advancement: none
Level Adjustment: -

random encounter(su): 1/encounter, the other Deus die 10 can summon a random monster
- 25% change it comes out of MM1
- 25% change it comes out of MM2
- 25% change it comes out of MM3
- 25% change it comes out of MM4

wild magic(su): the other Deus die 10 can at will cast a spell as though it was cast out of the rod of wonder. any spell that would effect the other Deus die 10 fails, and is replaced by a random rod of wonder effect

zocchihedron(ex): at will, the other Deus die 10 can change its form into a zocchihedron, a 100 sided die. this increases it speed hundredfold

The other Deus die 10 is a hyperactive, manic, loon. It looks exactly like the Deus die 10 but with all numbers multiplied by 10. It is desperate for attention and will get it any way you can. Its jokes have the lowest laugh ratio, but you go for quantity, not quality. Once it get started on a pointless tangent, it takes a group effort to bring it back to reality and make it shut up. it is a distraction that is permanently distracted. it considers itself silly and entertaining, but the other Deus die complain about how lame and annoying it is. The one secret they aren't telling it, is how they sometimes actually miss the noise when it's gone.

(Deus die 8 and 10 will be added if I got some more time (and can find the flavor for the d10 and d8) )

2007-08-06, 08:14 PM
Diminutive Giant (Shapechanger)
Hit Dice: 14d8+17 (80 hp); giant form 14d8+115 (178 hp)
Initiative: +4
Speed: 20 ft. (4 squares); giant form 50 ft. (10 squares)
Armour Class: 14 (+4 size), touch 14, flat-footed 14; giant form 17 (-2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +10/-7; giant form +10/+29
Attack: —; giant form slam +19 melee (1d6+11)
Full Attack: —; giant form two slams +19 melee (1d6+11) and bite +14 melee (1d8+5)
Space/Reach: 1 ft./0 ft.; giant form 15 ft./15 ft.
Special Attacks: Berserk, spell-like abilities
Special Qualities: Alternate form, ant curse, low-light vision
Saves: Fort +10, Ref +4, Will +6; giant form Fort +17, Ref +4, Will +6
Abilities: Str 1, Dex 10, Con 13, Int 11, Wis 14, Cha 14; giant form Str 33, Dex 10, Con 27, Int 11, Wis 14, Cha 14
Skills: Control Shape +15, Hide +12 (giant form -8), Intimidate +11, Listen +8, Spot +8
Feats: Awesome Blow (giant form only), Improved Initiative, Overrun (giant form only), Snatch (giant form only), Toughness
Environment: Temperate forests
Organization: Solitary, gang (2–4), band (6–11) or tribe (20–30)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: 15–19 HD (Diminutive/Huge)
Level Adjustment: —

This creature is small enough to fit in a pint-pot, but something about its pug-nosed little face tells you you wouldn't like it when it's angry...

Often mistaken for fey or goblinoids, spriggans are in fact the remnants of mighty giants whose meddling in powerful magics left them reduced to the stunted creatures they now are. The arcane powers they foolishly disturbed are not yet cleansed away; every time they call upon their shape-shifting rage, they run the risk of triggering an ancient curse.

In its natural form, a spriggan stands 8 inches tall and weighs about 1 pound. In giant form, it is about 20 feet tall and weighs 20,000 pounds.

Spriggans use their spell-like abilities to hamper and mislead their enemies and avoid direct conflict. A spriggan will generally avoid being forced to assume giant form if it can help it.
Berserk: When a spriggan assumes giant form, it goes berserk, attacking the nearest creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. It remains berserk until it once again resumes its natural form.
Spell-Like Abilities: 3/day — cause fear (DC 13), entangle (DC 13), levitate (self + 700 lb), ventriloquism (DC 13). The save DCs are Charisma-based.
Alternate Form: A spriggan that takes damage in combat must succeed on a Control Shape check (DC 25) or expand to Huge size, gaining the alternate abilities noted in the stats block, and go berserk. The spriggan can voluntarily forgo the Control Shape check if it wishes, or indeed assume giant form voluntarily without taking damage (though very few do). After 11 rounds it shrinks back to Diminutive size and is exhausted. This duration is Constitution-based. An exhausted or fatigued spriggan cannot assume giant form voluntarily and need not make a Control Shape check to avoid doing so involuntarily. The usual rules apply for removing exhaustion and fatigue. Once no longer either exhausted or fatigued, the spriggan's Alternate Form ability functions once again as normal. There is no limit on uses per day other than those imposed by the practicalities of overcoming fatigue.
Ant Curse: Each time a spriggan assumes giant form, there is a cumulative 1% chance that, upon reaching the end of the duration, it is permanently polymorphed into an ant (Fine vermin, 1hp, speed 1 ft., burrow 1 ft., climb 1 ft., AC 18, Str and Con reduced to 1, Int —). This chance is reduced by 1% for each whole year it spends without assuming giant form.

Paragon Badger
2007-08-06, 10:41 PM

Fine Augmented Human, 1st Level Samurai
Hit Dice: 1d10 (5 HP)
Initiative: +4
Speed: 10 ft. (2 squares)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +1/-16
Attack: Sewing Needle (1 Piercing Damage) (20/x12)
Full Attack: Sewing Needle (1 Piercing Damage) (20/x12)
Space/Reach: 1/2 ft. / 0 ft.
Special Attacks: Infiltrate
Special Qualities: Human Lockpick.
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 8, Dex 19, Con 13, Int 12, Wis 14, Cha 16
Skills: Climb +3, Diplomacy +6, Hide +16, Iajutsu Focus +6, Intimidate +6, Jump +3, Ride +8
Feats: Dodge, Improved EvasionWeapon Proficiency (Sewing Needle)
Environment: Anywhere where there is adventure, fame, and fortune.
Organization: Unique (1)
Challenge Rating: 1
Treasure: None
Alignment: Lawful Good
Advancement: By Character Class
Level Adjustment: +1


"The One-Inch Boy (Issun-bōshi; sometimes translated into English as "Little One Inch") is the subject of a fairy tale from Japan. This story can be found in old Japanese illustrated book, Otogizōshi, and has been various forms around the world and is similar to the tradition of Tom Thumb in English folklore.

The story is about an old woman and man that live alone. The old woman wishes to have a child, despite her old age, even if he is only one inch tall. Soon after, the old woman's wish is granted. They name the miniature child Issun-bōshi ("One-Inch Boy"). The child, despite being incredibly small, is treated well by his parents. One day, the boy realizes he will never grow taller than one inch, so he goes on a trip to seek his place in the world. Fancying himself a miniature samurai, Issun-bōshi is given a sewing needle for a sword (With a straw sheath), a rice bowl boat, and chopsticks for oars.

He sails down river to the city. There, he petitions for a job with the government and goes to the home of a wealthy daimyo, whose daughter is an attractive princess. He is scorned for his height, but nevertheless given the job of accompanying the princess as her playmate. While they travel together, they are suddenly attacked by two Oni (or an ogre in some translations). He went inside the first one and attacked it. He stabbed the second one in the eye. The Oni drops the magical Uchide's Mallet. As a reward for his bravery, the princess uses the power of the mallet to grow him to full size. Issun-bōshi and the princess remain close companions and eventually wed."


Issun-bōshi stows away in an enemy's mouth purposefully, as in 'Devour Whole', except he ignores any bite attacks. Each turn while in an enemy's body, Issun-bōshi makes a standard attack against the inner lining of the target's throat.

In order to expunge Issun-bōshi from one's body, The target must make an unarmed touch attack on the back of their throat (AC: 10 + Fortitude Save) to induce vomiting. If successful, Issun-bōshi appears in an adjacent square, and must make a fortitude save (DC: 20) or take 1d6 damage of acid.

Human Lockpick
Issun-bōshi...IF willing, can be used as a masterwork theives' tools, who gives an additional circumstance bonus equal to his Intelligence modifier. If used in this manner, it is a full round action for Issun-bōshi.


Issun-bōshi could be used in an Oriental Adventurers campaign, as a cute little NPC who could help out the heroes once in awhile, or as a quest character who is searching for Uchide's Mallet or somesuch.

2007-08-08, 01:52 PM
I just made this up...

Fine Abberation
Hit Dice: 1d8 (4 HP)
Initiative: +2
Speed: 10 ft., burrow 10ft., swim 10ft. (2 squares)
Armor Class: 12 (+2 dex), touch 12, flat-footed 10
Base Attack: +0 Grapple: -16
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Host (Ex)
Special Qualities: Detect Thoughts (Su); Puppet (Su)
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 1, Dex 15, Con 10, Int 16, Wis 14, Cha 11
Skills: bluff +4, concentration +4, diplomacy +4, gather information +4, sense motive +4
Feats: Ability Focus (Puppet)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: -
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

Thoughtleeches are most dangerous creatures, for they approach unnoticed, never letting an encounter come to combat, they make many casualties all the same. Thoughtleeches are blind, they cannot smell, nor can they hear anything but thoughts. Thoughts is what they hear, their connection to the physical world extends into thoughts. If they pick up even a whisk of a though, they pursue it until they find its creator. Its owner. Then they take the owner. The process starts with the incubation, the slimy leech digging slowly into the spine of the creature, making itself comfortable; but mostly invisible. Then the person slowly starts felling the creature's will. It starts with the soft feeling of unrecognized emotions, slowly getting stronger. Then it starts hearing the leech, talk in his thoughts, commanding it. This is when it is already too late. Only minutes later the will of the creature will be driven outside, into the small corners of its mind, and the leech will be in full control.
Having sucked in, through weeks of listening, the entire collection of experiences, memories and idea's there is no longer any way to tell the difference between the leech and the host, with as the only exception a scar on the back, an entry wound, now closed.


Thoughtleeches who do not have a host do not seek out combat. Ever. They would simply not survive against no matter what. However, while in possession of a host things change. They are likely to seek out combat if things look favorable to them, and the outcome looks set.

Detect Thoughts (Su): A thoughtleech can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates).

Host (Ex): a thoughtleech needs a host. It needs a host to feed on, it needs a host to survive. It needs a host to be strong. Should a thoughtleech ever spend more then a week without a host it dies.

By spending a full round a thought leech can dig into a possible host's body, starting the incubation process. After the first round what you see on the creature is an open wound with a goo-like veil across it. Any attack on the thoughtleech at this stage that kills it, stops the process. Ten minutes later the character is allowed a fortitude save DC 23. If it succeeds, the leech is stopped, and it takes another hour for the leech to try and close the wound again. Should the wound starts to close, and after a good hour or two all that is left is a small scar.
Should the leech be killed anywhere in this process, this means that there is a gaping wound on the character, and the character receives an instant 1d6 damage and makes a fortitude save DC 15 or lose one point of constitution permanently.

Puppet (Su): Once the host process has finished the puppeteering process can begin, in which the thoughtleech slowly invades it's host's mind. The first day the character notes nothing out of the ordinary. The first night, however, strange emotions and desires are filling his dreams, the leech's. The character is allowed a will save DC 15. If it succeeds the leech can try again the next night, however, should it fail, the leech is one step closer to total control, and the character now starts to feel the leeches emotions during daytime as well.
After this has gone on for at least a week the leech tries the next step, and the character is allowed another will save, now at a DC of 17. Should this fail the leech starts to speak to the character in his mind, and the end is nearing. However, should the save succeed, the leech has to wait another day to try again.
The last step takes place 10 minutes after the leech has first spoken. The character is allowed a final will save at a DC of 19. Should the character succeed the save, the leech has to wait another 10 minutes, speaking at the character. Should this save fail, however, the character is now under complete domination of the leech.

Thoughtleeches could be anywhere, who knows where one could strike next. Maybe your lovely bard is one. Your trusty fighter. Your deft rogue. Who knows?

2007-08-08, 09:30 PM
Mourning Dove

Diminutive Outsider (Good, Angel, Native)
Hit Dice: 6d8+18 (45)
Initiative: +3
Speed: 10 (2 squares), Fly 80 (Good)
Armor Class: 21 (+4 size, +3 Dex, +4 Natural), touch 17, flat-footed 18
Base Attack/Grapple: 6/-6
Attack: Talons +13 (1d4)
Full Attack: 2 Talons +13 melee (1d4), Bite +8 melee (1d4), and 2 Wing +8 melee (1d2)
Space/Reach: 1ft/0
Special Attacks: A Mother’s Devotion, Spell-like abilities, Spare the Children
Special Qualities: Damage Reduction 5/evil, Darkvision 60, Lowlight Vision, Immunity to acid, cold and petrifaction, Resistance to electricity 10 and fire 10, Tongues, Protective Aura, Love Never Dies, Loyalty
Saves: Fort +8 (+12 vs poison), Ref +8, Will +8
Abilities: Str 10, Dex 17, Con 16, Int 11, Wis 16, Cha 13
Skills: Concentration 12, Escape Artist 12, Heal 12, Hide 24, Listen 12, Sense Motive 12, Spot *20 , Tumble 12
Feats: Dodge, Mobility, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always NG
Advancement: -
Level Adjustment: -

A beautiful dove landed on the window. It had a chest of brilliant sky blue, wings of shimmering gold and its head, back and tail were pure white. Even in the darkness of evening it seemed to glow with color. It cooed softly in a way that sounded almost like humming in the cool air.
Trivev stopped short at the sight of the bird.
“What are you doing?” demanded Fren in a whisper.
“A mourning dove is said to protect and brings ill luck if to those who harm a member of the household where they nest.” said Triwen in a hushed voice still watching the dove. The mourning dove seemed to be watching him back. “I think we should leave.”
"Oh, don't be thick. That's old wive's tales. Who ever heard of being scared away by a little bird."

Sometimes when a loving mother passes away and her family is left in danger, her spirit will beg the celestial powers to send her back to protect them. Those souls that are granted this request have their soul melded with a mourning dove. The common mourning dove, though beautiful, rare, and having the ability to repeat melodies it hears, is a regular bird often nesting near graveyards. But those in which rest an angelic soul are the epitome of motherly care and protection.
The mother’s spirit comforts her grieving family, wards her household against intruders and defends against those who would do them harm.


A mourning dove’s first priority is to her family. Depending on the situation she may use calm emotions to diffuse the circumstances, stand and fight or help the family to escape. She will always try to keep her charges within range of her ability to Spare the Children and will willing sacrifice herself if it means the safety of her family.

A Mother’s Devotion – A mourning dove can enter a righteous devotion 2/day. While so devoted the mourning dove gains a +4 sacred bonus to Strength, a +4 sacred bonus to Constitution (bonus hit points are lost first), and a +2 sacred bonus to Will saves. The devotion lasts for 5 rounds. During this time the Mourning Dove cannot die, though it will die if its hit points are below -10 when the rage ends.

Spell-like abilities – At will – Status (DC 15), Light, Lullaby (DC 13), Dancing Lights, Protection from evil (DC 14) 4/day – Bless, Divine Favor, Sanctuary (DC 14), Shield of Faith (DC 14), Calm Emotions (DC 15), Cure Moderate Wounds (DC 15), Aid , Hold Person (DC 15), Shield Other (DC 14), Sound Burst (DC 15) 2/day – Cure Serious Wounds (DC 16), Daylight, Glyph of Warding (DC 16), Invisibility Purge, Magic Circle against Evil (DC 16), Prayer, Remove Curse (DC 16), Remove Disease (DC 16), Searing Light 1/day Cure Critical Wounds (DC 17), Divine Power
Caster level 6. The save DCs are Wisdom-based

Tongues – Though it cannot speak a mourning dove understands all languages.

Protective Aura – As angel trait.

Spare the Children – At the start of a round a mourning dove can declare it will take all the damage and negative effects that would be dealt against all allies within 20 ft that round, and place those allies under a sanctuary spell at the end of the round. A mourning dove cannot take any other actions that round and cannot die till the end of the round no matter how much damage she takes, though she will die if her hit points are below -10 when the ability ends.

Love Never Dies – The soul within a mourning dove is sent back to the higher realms when killed. It can appeal to be sent back again if it feels its charges still need it. A soul returns as a mourning dove in 1d20 minutes if its children are still in need of it

Loyalty – A mourning dove cannot be compelled or enchanted to harm its family in any way and its attacks and abilities never hurt them.

Skills – Mourning doves have a +8 racial bonus to spot.

2007-08-09, 06:17 PM
(Actually, this is my second entry, so consider this just for the hell of it)

Proximity Mine

Diminutive Construct
Hit Dice: - (20 HP)
Initiative: +0
Speed: 0ft. (0 squares)
Armor Class: 15 (-5 dex +10 natural), touch 5, flat-footed 15
Base Attack/Grapple: -
Attack: -
Full Attack: -
Space/Reach: -
Special Attacks: Selfdestruct (Ex); Camouflage (Ex); DR 10/-
Saves: Fort -, Ref -5, Will -
Abilities: Str 0, Dex 0, Con -, Int -, Wis -, Cha -
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Minefield (any number)
Challenge Rating: 1/2
Treasure: -
Alignment: -
Advancement: By government funding
Level Adjustment: -

Yes. It is basically just a proximity mine. Nothing wrong with that, just don't anger it, which means, don't come too near.


Well. It won't hurt a fly. Well... not a fly, but anything bigger that comes too near. Boom! And it's gone. He can't help it though, he's just a proximity mine.

Selfdestruct (Ex): Any time a creature comes within 10ft of the proximity mine, the proximity mine activates this ability. The proximity mine bursts into a huge ball of flame, a burst effect with a 60ft radius, dealing 12d6 fire damage and 6d6 piercing damage to any creature within the 10ft radius, 6d6 fire damage and 3d6 piercing damage to any creature between 10 and 30ft from the proximity mine, and 3d6 fire damage and 1d6 piercing damage to any creature between 30 and 60ft from the proximity mine. This deals 20 damage to the proximity mine itself, effectively destroying it.

Camouflage (Ex): A proximity mine on ground level is exceptionally hard to see. When it is in any environment that does not have a smooth and clear surface, as a field of grass, or a forest, it always rolls a 20 on hide. When it is on any smooth and/or clear surface it always rolls a 15 on hide.

Sir Conkey
2007-08-16, 02:14 AM
Tiny Undead
Hit Dice: 1d12(6hp)
Initiative: +3
Speed: 40 (8 squares)
Armor Class: 15 (+2 natural, +3 dex), touch 13, flat-footed 15
Base Attack/Grapple: 0/-13
Attack: claw (1d4, sandblight)
Full Attack: 2 claws +1 melee (1d4-1 plus sandblight)
Space/Reach: 1/0
Special Attacks: sandblight curse (Su)
Special Qualities: Undead qualities, weakness to water
Saves: Fort 0, Ref +3, Will +0
Abilities: Str 8, Dex 16, Con -, Int 5, Wis 6, Cha 4
Skills: Hide +12, climb +10, Jump +8
Feats: -Sandskimmer (Sandstorm)
Environment: warm desert
Organization: pair, group(5-20), blight(100-200)
Challenge Rating: 1
Treasure: 1d10 gp/cp
Alignment: always chaotic evil
Advancement: 1-3HD tiny
Level Adjustment: -

As you enter the tomb a the begins to rustle, you wave your torch up and small sand coloured creatures begin to race down the walls at you.

Small humanoid undead created of sand, malice and dark magic. Sandblighters are created whenever somebody is killed through sandblight or dies of natural causes in a certain stretch of desert. Sandblighters stand just under 1 ft and are sandy coloured. No two Sandblighters look fully alike but all have the same basic shape of a small human lacking eyes, mouth or ears. The Sandblighters hunt intelligent humanoids across the desert landscape, single-minded in their thirst for killing.


Sandblighters delight in wreaking havoc and use their large numbers and sharp claws to overcome any foe that stands in their way
Anyone struck by a sandblighters claws has to make a Will save DC 15 or contract sandblight, affects the subject mind and body, no immediate effects, 1 Con/ 1 Wis damage/day unless a remove curse or wish spell is cast to rid of it. If the constitution damage kills the carrier he/she decomposes within 5 rounds until all that is left is a dry black heart, sand slowly forms around the heart until a Sandblighter is created. Transformation into a Sandblighter takes 1 hour if in a desert, 1 day if not and is negated by having the heart destroyed or immersed fully in water for 1 round.
Weakness to Water
Being made of sand a Sandblighter is turned to mud by water, every round immersed in water(or close to it) a Sandblighter takes 1 dex damage until 0 when it falls apart into mud.

The first Sandblighters were created when the mad God-King Ophet cursed the desert sands to resurrect any fallen warriors of his or his enemy’s armies into his service. In Ophets next war with the God-King Pith his army was decimated but returned as Sandblighters. The innate Psychosis of the Sandblighters broke them free of Ophets control and he was swarmed, Ophets mortal body destroyed, Pith absorbed his power and cast a spell so that the Sandblighters could never leave the desert.

Side note- I created these for a campaign world my buddies and I work on and dungeon in our spare time. Decanters of endless water nullify Sandblighter threats quite well as my friends discovered to my dismay.

2007-08-18, 03:00 AM
Exploding Chicken

Tiny Magical Beast (Fire)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (4 squares), fly 10 ft. (clumsy)
Armor Class: 15 (+3 Dex, +2 Size), touch 15, flat-footed 12
Base Attack/Grapple: +4/-8
Attack: Bite +7 (1d3-4)
Full Attack: Bite +7 (1d3-4)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Explode
Special Qualities: Darkvision 60', low-light vision, immunity to fire, vulnerability to cold, short flight
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 2, Dex 17, Con 12, Int 7, Wis 11, Cha 14
Skills: Balance +7, Escape Artist +5, Jump -2, Tumble +10
Feats: Agile, Weapon Finesse
Environment: Temperate plains
Organization: Flock (3-20), herd (21-140), division (141-400), army (401-2500)
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: —
Level Adjustment: —

Boom. You awaken, eyes darting wildly around your inn room. And what do you see? A simple chicken. And by the looks of it, a chicken had blasted your door open. How did it do that? Then it walks up to you. And explodes. In a flurry of heat, screaming, and dashing around, you manage to make it out of your room. And what do you find? An entire hallway filled with chickens. They cluck mindlessly, wandering like sleepwalkers. Then they stop.

The exploding chicken was first created by a dark wizard (or sorcerer) by the name of Klukos. He needed a weapon to destroy towns with. And then he remembered his favorite spell: fireball. So useful in igniting wooden buildings and straw huts. If he could somehow sneak delayed fireballs into a town, then that would be great.
And so the exploding chicken was made: for an insanely insane evil sorcerer (or wizard) to blow up towns with. Ooo.


Exploding chickens usually walk straight up to their opponent and begin using their Explode ability at every possible round. When an exploding chicken can't use its Explode ability, either due to an anti-magic effect or just because it's recharging, it attempts to put distance between itself and its opponent.

Explode (Su)
Once per 1d4 rounds, an exploding chicken may explode, dealing 4d8 fire damage to any creatures within 30 feet. Any creatures caught in the blast must make a reflex save with a DC of 14 to avoid half the damage. The DC is equal to 10 + ˝ exploding chicken's HD + exploding chicken's Cha modifier, and 1d8 damage is dealt per hit die the exploding chicken has.

Short Flight (Ex)
An exploding chicken isn't a very good flier, and can only fly for 3d6 rounds at once. Once this time is up the exploding chicken falls, regardless of how high up it is. The fall damage can be lessened with a tumble check.

2007-08-18, 05:04 AM
Deathspore Mushroom
{table] Size/Type: | Tiny Plant
Hit Dice | 2d8+4 (13 hp)
Speed | 0 ft.
Initiative: | -5
Armor Class | 10 (-5 Dex, +3 natural, +2 size), touch 7, flat-footed 10
Base Attack/Grapple | -
Attack | -
Full-Attack | -
Space/Reach | 5'/0'
Special Attacks | Spore Cloud
Special Qualities | Poisonous, Tremorsense 10', plant traits, mindless
Saves | Fort +5 Ref -5 Will -4
Abilities | Str -, Dex -, Con 14, Int -, Wis 2, Cha 1
Skills | -
Feats | Ability Focus: Spore Cloud
Environment | Typically marsh or subterrainian
Organization | Patch (1-6)
Challenge Rating | 5
Treasure | None for themselves, but may have standard loot on fallen victims
Alignment | counts as True Neutral
Advancement | none
Level Adjustment | -[/table]

physical description

A Deathspore Mushroom looks like a small black mushroom with a bulbus black head that has purple spots, and a black and purple striped stem. The purple markings glow brightly to the ultraviolet. A variant Underdark species has red marks which glow in the infrared instead.


A Deathspore Mushroom doesn't actually fight so much as attempt to reproduce. It reproduces by releasing a spore cloud, which will hopefully get some spores into a live being to incubate. After the incubation, the host will die, and the mushrooms will sprout from the dead body.

Spore Cloud When the Deathspore Mushroom senses something drawing near that it recognises as a creature, it releases a cloud of spores in a 10' radius of itself. The spore cloud itself lasts for one minute unless dispersed with a wind. Those caught in the cloud must make a Reflex save (DC 25) or inhale spores. This is treated like a disease (Fort 20, no initial damage, 1 wk incubation period, 1d6 Con secondary damage daily until dead or cured). If the victim dies while so diseased, but the body is not destroyed by Fire or Acid, a patch (1d6) of Deathspore Mushrooms will sprout from the remains in 2d4 days, becomming fully mature and capable of making spore clouds themselves within 1d4 days. Anything which eats an uncooked creature that has breathed in the spores must make a Fort save DC 20 or also become infected. It may use this ability once a week. A Cure Disease spell will cure the victim as it would any other disease.

A physical attack on a Deathspore Mushroom which has not yet used it's Spore Cloud ability will automatically cause a spore cloud as described above. If this is a melee attack made within 5' of the Deathspore Mushroom, there is no reflex save allowed.

Poisonous A Deathspore Mushroom is highly toxic, even without the spore cloud. Any creature which eats one must make a Fort save (DC 25) or take 2d6 Con damage initially and secondary damage of Death/2d6 Con as secondary damage (Death if failed save, 2d6 on successful save).

Harvesting a Deathspore Mushroom to serve as an injested poison is an extremely risky venture due to the spore cloud. This, coupled with it's very lethal qualities, makes a dried Deathspore Mushroom to be at least 1,000 gold on the black market, sometimes even more so. Areas which are known to have Deathspore Mushrooms growing close enough for the local criminal element to readily gain access to them have something like a magical version of an Ultraviolet lamp to make the mushroom obvious, as it still glows to the ultraviolet for weeks if dried properly and will always flouresce to ultraviolet light.

Some Underdark races tend patches of the Underdark variety of Deathspore Mushrooms as home defense. Some of the more antisocial and insular Wild Elven communities use the standard version in a similar manner.
Some criminal orginizations tend patches to harvest them for their poisonous propreties, and send failed agents or others they wish to kill down to them as a death sentence, generally leaving them in a pit and throwing the unfortunate victim directly on top of the mushrooms to ensure infection, then leaving them down there until they die and sprout.
One particularly smart clan of goblins have made pit traps to protect their homes with Deathspore Mushrooms at the bottom of the 15' deep pit as a self-perpetuating deadly trap.

While typically found in either wet, marshy settings or subterrainian settings, it is theoretically concievable to find them nearly anywhere as a victim is often unaware that they have been infected for over a week, during which time he may have traveled significant distance.

The Vorpal Tribble
2007-08-20, 11:38 AM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=54384).

Good luck!


Note: Dennetik has been disqualified for submitting multiple entries (with which he got warned about several times but never responded)

2007-08-21, 01:07 PM
Note: Dennetik has been disqualified for submitting multiple entries (with which he got warned about several times but never responded)

I did? Woops ^^

Also, note the second one says that it is the second one, thus it is for the hell of it, not for the contest.

Anyways, I'm voting for the Deus Dies anyways ^^

2007-08-23, 04:55 AM
...note the second one says that it is the second one, thus it is for the hell of it, not for the contest.

Why post it here, then, instead of making your own thread for it?

Sir Conkey
2007-08-30, 06:18 PM
Too bad about the thoughtleach not being able to be voted for. I like that tiny monstrousity and may well include it in my campaign, maybe several of them will take over a small town the PC's are in.