ionlink x
2007-11-11, 02:35 PM
I've been throwing an idea around for a long time and finally decided to create a new campaign based largely on the Metroid Prime 2 world. However this campaign needs new creatures to fight. This will be updated with more monsters as the previous ones are tweaked and completed. I would appreciate any help editing them.
Inglet
Inglets are small, blob like creatures that cling to walls and do manual labor for the Ing. They sometimes guard small openings from intruders where other Ing can't fit. They have no limbs and look more like a dark ball on a stick than a creature.
Size/Type: Small Outsider(evil)
Hit Dice: 1d8+1
Initiative:-1
Speed: shadow 20ft.
AC: 14 (+1 size, -1 Dex, +4 natural)
Base Attack/Grapple: +1/-3
Attacks: Hurl +0 Ranged Touch (1d8 bludgeoning damage)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +3, Reflex +1, Will +1
Abilities: Str 10, Con 12, Dex 8, Int 10, Wis 8, Cha 4
Skills: Hide 7
Feats:
Organization: Solitary, Pairs, Groups(3-5 usually with one Warrior Ing)
Challenge Rating: 1/2
Alignment: Always Lawful Evil
Ing Scout
Ing Scouts, as their name implies, are scouts for the Ing army. They use their superior speed to move ahead of oncoming hoards. They commonly possess humanoids to scout through cities since they themselves cannot enter the sunlight. In their natural form, Scouts have four, spear-like legs which propel them quickly over the land. When they need to move even faster, Scouts meld into the darkness and speed along through shadows.
Size/Type: Medium Outsider(evil)
Hit Dice: 2d8+2
Initiative:+6
Speed: land 40ft., shadow 50ft.
AC: 16 (+2 Dex, +4 natural)
Base Attack/Grapple: +2/+3
Attacks: 2 Claws +3(2d4+2)
Space/Reach: 5ft/5ft
Special Attacks: Possession (1 hit die, DC 11)
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +4, Reflex +5, Will +3
Abilities: Str 12, Con 12, Dex 14, Int 12, Wis 10, Cha 4
Skills: Hide 7, Listen 5, Move Silently 7, Survival 6
Feats: Improved Initiative
Organization: Solitary, Pairs
Challenge Rating: 2
Alignment: Always Lawful Evil
Warrior Ing
If Warrior Ing were to be compared to a human army, they would rank at about a Lieutenant level. They have power over all Ing except Hunters. They are the most durable of the lower ranks, and topped in battle skill only by Hunters. When entering a fight, they let out a howl which sounds much like a screeching hawk. In appearance, Warrior Ing look like much larger Ing Scouts. They do however have a row of spikes running down their backs.
Size/Type: Large Outsider(evil)
Hit Dice: 4d8+12
Initiative:+3
Speed: land 40ft., shadow 30ft.
AC: 20 (-1 size, +3 Dex, +8 natural)
Base Attack/Grapple: +4/+11
Attacks: 2 Claws +7(2d6+6)
Space/Reach: 10ft/10ft
Special Attacks: Possession (3 hit die, DC 15), Howl3
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +7, Reflex +7, Will +6
Abilities: Str 16, Con 16, Dex 16, Int 14, Wis 14, Cha 4
Skills: Hide 10, Listen 9, Move Silently 10, Survival 9
Feats:
Organization: Solitary, Commanding(at least 3-5 Inglets as well)
Challenge Rating: ?
Alignment: Always Lawful Evil
Hunter Ing
Hunters are the elite units in the Ing forces. They are the most intelligent and battle-hardened fighters that exist in the dark home of the Ing. Unlike other Ing, Hunters do not walk the earth. They have evolved a form of flight which, as of yet, is unknown on how it works. All that is known is that if a Hunter is anywhere near a small town, that town is doomed unless someone can destroy the menace. Another trait that Hunters carry with them is the ability to partially phase into their own plane of existence. They are also extremely picky about who they possess.
Size/Type: Medium Outsider(evil)
Hit Dice: 8d8+8
Initiative:+4
Speed: flight 40ft(perfect), shadow 30ft.
AC: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +8/+11
Attacks: 4 Tentacles +7(4d6+4 slashing damage)
Space/Reach: 5ft/10ft
Special Attacks: Possession (6 hit die, DC 18)
Special Qualities: Shadow Meld1, Pure Ing2, Phase4, +2 to grapple
Saves: Fortitude +7, Reflex +10, Will +13
Abilities: Str 12, Con 12, Dex 18, Int 14, Wis 24, Cha 4
Skills: Hide 15, Listen 18, Move Silently 15, Survival 18
Feats:
Organization: Solitary
Challenge Rating: ?
Alignment: Always Lawful Evil
1Shadow Meld: Ing have the ability to become one with darkness. An Inglet can only move through the shadows so they must meld into them. When melded, an Inglet can move through any connected shadows. It gains damage reduction of 1/- but cannot attack and does not benefit from any AC enhancing spells.
2Pure Ing: All Ing have specific qualities. Here is a list of all of them. Some may only pertain to specific kinds of Ing and will be marked as such.
Extreme light sensitivity: Ing are not only blinded by light, but are hurt by it. Being creatures of pure darkness, any light will hurt them, to varying degrees. When exposed to low lights such as torches or small flames, Ing take damage equal to 1d4+1/round spent in light. When exposed to normal light such as a light spell or sunrod, Ing take damage equal to 2d4+2/round spent in the light. When exposed to pure sunlight or a Sunburst effect, Ing must make a DC 20 Fortitude save or die instantly. This light must be purposefully lit or cast in order to hurt the creature, as Ing will avoid any light that they can see before a battle.
Shadow Meld: All Ing have the Shadow Meld ability granting them a shadow speed. The terrain the shadow is on has no effect on the Ing when melded. However, only Inglets may un-meld on oblong surfaces such as cliff faces. Any other Ing must be on a flat, solid surface to un-meld. When melded, Ing are just barely visible by creatures with darkvision. Melding is a standard action.
Possession: Any Ing, apart from Inglets, can possess living creatures as a full-round action, up to a specific hit die depending on type of Ing. The process of possession leaves the creature slightly less intact as it was before. The creature must make a Will save(DC 10+Ing's Con and Wis modifiers) to stop from being possessed. However, each possession attempt deals 1d6 damage to the creature. Each additional attempt compounds the damage from previous attempts. EX: 2 attempts would deal the first 1d6 plus 2d6 for a second attempt. A third attempt would deal 3d6 and so on. This damage is not affected by damage reduction or spells that reduce damage taken.
Dampen Light: Since Ing are severely hurt by light of all kinds, they have evolved a way of putting out lights from a distance. An Ing may hurl a piece of itself up to a range of 120ft to dampen a light. This causes one point of permanent damage to the Ing, but permanently puts out any light source that deals 2d4+1 damage/round or less. Attacking the light source is a ranged touch attack. An Ing of any kind will never use its last hit-point to extinguish a light. It will instead attempt to flee from the light by melding and running away.
Darkvision 120ft
3Howl: At the beginning of any fight a Warrior Ing lets out a terrifying screech. Any non-Ing creature within 60ft of it must succeed a DC 15 Fortitude save or be deafened for five minutes.
4Phase: When a Hunter feels the need to, it may partially phase into it's realm of existence. When it does so, it gains all traits of an ethreal creature except it is still partially visible. Every round it is phased enemies must make a spot check versus the Hunter's hide check or lose track of it completely.
Inglet
Inglets are small, blob like creatures that cling to walls and do manual labor for the Ing. They sometimes guard small openings from intruders where other Ing can't fit. They have no limbs and look more like a dark ball on a stick than a creature.
Size/Type: Small Outsider(evil)
Hit Dice: 1d8+1
Initiative:-1
Speed: shadow 20ft.
AC: 14 (+1 size, -1 Dex, +4 natural)
Base Attack/Grapple: +1/-3
Attacks: Hurl +0 Ranged Touch (1d8 bludgeoning damage)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +3, Reflex +1, Will +1
Abilities: Str 10, Con 12, Dex 8, Int 10, Wis 8, Cha 4
Skills: Hide 7
Feats:
Organization: Solitary, Pairs, Groups(3-5 usually with one Warrior Ing)
Challenge Rating: 1/2
Alignment: Always Lawful Evil
Ing Scout
Ing Scouts, as their name implies, are scouts for the Ing army. They use their superior speed to move ahead of oncoming hoards. They commonly possess humanoids to scout through cities since they themselves cannot enter the sunlight. In their natural form, Scouts have four, spear-like legs which propel them quickly over the land. When they need to move even faster, Scouts meld into the darkness and speed along through shadows.
Size/Type: Medium Outsider(evil)
Hit Dice: 2d8+2
Initiative:+6
Speed: land 40ft., shadow 50ft.
AC: 16 (+2 Dex, +4 natural)
Base Attack/Grapple: +2/+3
Attacks: 2 Claws +3(2d4+2)
Space/Reach: 5ft/5ft
Special Attacks: Possession (1 hit die, DC 11)
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +4, Reflex +5, Will +3
Abilities: Str 12, Con 12, Dex 14, Int 12, Wis 10, Cha 4
Skills: Hide 7, Listen 5, Move Silently 7, Survival 6
Feats: Improved Initiative
Organization: Solitary, Pairs
Challenge Rating: 2
Alignment: Always Lawful Evil
Warrior Ing
If Warrior Ing were to be compared to a human army, they would rank at about a Lieutenant level. They have power over all Ing except Hunters. They are the most durable of the lower ranks, and topped in battle skill only by Hunters. When entering a fight, they let out a howl which sounds much like a screeching hawk. In appearance, Warrior Ing look like much larger Ing Scouts. They do however have a row of spikes running down their backs.
Size/Type: Large Outsider(evil)
Hit Dice: 4d8+12
Initiative:+3
Speed: land 40ft., shadow 30ft.
AC: 20 (-1 size, +3 Dex, +8 natural)
Base Attack/Grapple: +4/+11
Attacks: 2 Claws +7(2d6+6)
Space/Reach: 10ft/10ft
Special Attacks: Possession (3 hit die, DC 15), Howl3
Special Qualities: Shadow Meld1, Pure Ing2
Saves: Fortitude +7, Reflex +7, Will +6
Abilities: Str 16, Con 16, Dex 16, Int 14, Wis 14, Cha 4
Skills: Hide 10, Listen 9, Move Silently 10, Survival 9
Feats:
Organization: Solitary, Commanding(at least 3-5 Inglets as well)
Challenge Rating: ?
Alignment: Always Lawful Evil
Hunter Ing
Hunters are the elite units in the Ing forces. They are the most intelligent and battle-hardened fighters that exist in the dark home of the Ing. Unlike other Ing, Hunters do not walk the earth. They have evolved a form of flight which, as of yet, is unknown on how it works. All that is known is that if a Hunter is anywhere near a small town, that town is doomed unless someone can destroy the menace. Another trait that Hunters carry with them is the ability to partially phase into their own plane of existence. They are also extremely picky about who they possess.
Size/Type: Medium Outsider(evil)
Hit Dice: 8d8+8
Initiative:+4
Speed: flight 40ft(perfect), shadow 30ft.
AC: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +8/+11
Attacks: 4 Tentacles +7(4d6+4 slashing damage)
Space/Reach: 5ft/10ft
Special Attacks: Possession (6 hit die, DC 18)
Special Qualities: Shadow Meld1, Pure Ing2, Phase4, +2 to grapple
Saves: Fortitude +7, Reflex +10, Will +13
Abilities: Str 12, Con 12, Dex 18, Int 14, Wis 24, Cha 4
Skills: Hide 15, Listen 18, Move Silently 15, Survival 18
Feats:
Organization: Solitary
Challenge Rating: ?
Alignment: Always Lawful Evil
1Shadow Meld: Ing have the ability to become one with darkness. An Inglet can only move through the shadows so they must meld into them. When melded, an Inglet can move through any connected shadows. It gains damage reduction of 1/- but cannot attack and does not benefit from any AC enhancing spells.
2Pure Ing: All Ing have specific qualities. Here is a list of all of them. Some may only pertain to specific kinds of Ing and will be marked as such.
Extreme light sensitivity: Ing are not only blinded by light, but are hurt by it. Being creatures of pure darkness, any light will hurt them, to varying degrees. When exposed to low lights such as torches or small flames, Ing take damage equal to 1d4+1/round spent in light. When exposed to normal light such as a light spell or sunrod, Ing take damage equal to 2d4+2/round spent in the light. When exposed to pure sunlight or a Sunburst effect, Ing must make a DC 20 Fortitude save or die instantly. This light must be purposefully lit or cast in order to hurt the creature, as Ing will avoid any light that they can see before a battle.
Shadow Meld: All Ing have the Shadow Meld ability granting them a shadow speed. The terrain the shadow is on has no effect on the Ing when melded. However, only Inglets may un-meld on oblong surfaces such as cliff faces. Any other Ing must be on a flat, solid surface to un-meld. When melded, Ing are just barely visible by creatures with darkvision. Melding is a standard action.
Possession: Any Ing, apart from Inglets, can possess living creatures as a full-round action, up to a specific hit die depending on type of Ing. The process of possession leaves the creature slightly less intact as it was before. The creature must make a Will save(DC 10+Ing's Con and Wis modifiers) to stop from being possessed. However, each possession attempt deals 1d6 damage to the creature. Each additional attempt compounds the damage from previous attempts. EX: 2 attempts would deal the first 1d6 plus 2d6 for a second attempt. A third attempt would deal 3d6 and so on. This damage is not affected by damage reduction or spells that reduce damage taken.
Dampen Light: Since Ing are severely hurt by light of all kinds, they have evolved a way of putting out lights from a distance. An Ing may hurl a piece of itself up to a range of 120ft to dampen a light. This causes one point of permanent damage to the Ing, but permanently puts out any light source that deals 2d4+1 damage/round or less. Attacking the light source is a ranged touch attack. An Ing of any kind will never use its last hit-point to extinguish a light. It will instead attempt to flee from the light by melding and running away.
Darkvision 120ft
3Howl: At the beginning of any fight a Warrior Ing lets out a terrifying screech. Any non-Ing creature within 60ft of it must succeed a DC 15 Fortitude save or be deafened for five minutes.
4Phase: When a Hunter feels the need to, it may partially phase into it's realm of existence. When it does so, it gains all traits of an ethreal creature except it is still partially visible. Every round it is phased enemies must make a spot check versus the Hunter's hide check or lose track of it completely.