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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Feb 2010
    Gender
    Male

    Default [3.5]Math Creatures and...Other Creatures [PEACH]

    I thought I'd try my hand at monster making. They don't have a whole lot of abilities that aren't listed in the SRD, though, and I have multiple versions of some of them. I also spoilered them all, since there are so many.

    Pi Elementals:
    Spoiler
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    By zyborg at 2010-03-21

    {table=head]|Lesser Pi Elemental|Normal Pi Elemental
    Size and Type|Small Outsider (Extraplanar)|Small Outsider (Extraplanar)
    Hit Dice|3d8+6 (19 HP)|10d8+20 (65 HP)
    Speed|20 ft. (4 squares); Fly 20ft. (4 squares) (perfect)|20 ft. (4 squares); Fly 20ft. (4 squares) (perfect)
    Initiative|+1|+1
    Armor Class|15 (Size + 1, Dex + 1, Natural + 3); touch 12; flat-footed 14|21 (Size + 1, Dex + 1, Natural + 9); touch 12; flat-footed 20
    Base Attack/Grapple|+3/-1|+10/+6
    Attack|Slam +4 melee (1d4 plus paralysis)|Slam +11 (1d4 plus paralysis)
    Full-Attack|Slam +4 melee (1d4 plus paralysis)/2 Tentacles -1 melee (1d4 plus paralysis)|Slam +11 (1d4 plus paralysis)/2 Tentacles +6 (1d4 plus paralysis)
    Space|5 ft.|5 ft.
    Reach|5 ft.|5 ft.
    Special Attacks|Spell-Like Abilities (Lesser), Paralysis (1d4 rounds, DC 13)|Spell-Like Abilities (Normal), Paralysis (2d4 rounds, DC 17)
    Special Qualities|Fast Healing 3, Outsider Traits|Fast Healing 3, Outsider Traits
    Saves|Fort +5 Ref +6 Will +8|Fort +9 Ref +15 Will +13
    Abilities|Str 10, Dex 12, Con 14, Int 16, Wis 16, Cha 10|Str 10, Dex 12, Con 14, Int 22, Wis 18, Cha 10
    Skills|Hide +11, Concentration +8, Knowledge (Planes) +9, Spellcraft +9, Spot +9, Search +9 (+11 for checks involving secret doors and similar compartments), Sense Motive +9, Listen +9, Knowledge (Mathematics) +9, Knowledge (Engineering) + 9, Appraise +9|Hide +18, Concentration +15, Knowledge (Planes) +19, Spellcraft +21, Spot +17, Move Silently +14, Search +17 (+19 for checks involving secret doors and similar compartments), Sense Motive +17, Listen +17, Knowledge (Mathematics) +19, Knowledge (Engineering) + 19, Appraise +19, Knowledge (Arcana) +19, Decipher Script +19
    Feats|Insightful Reflexes, Iron Will|Insightful Reflexes, Iron Will, Combat Casting, Lightning Reflexes
    Environment|Any?|Any?
    Organization:|Solitary or pairs (1 or 2)|Solitary or pairs (1 or 2)
    Challenge Rating|CR 2-3?|CR CR 8-9?
    Treasure|Standard|Standard
    Alignment|Usually True Neutral|Usually True Neutral
    Advancement|HD 4-7|HD 11-13
    Level Adjustment|N/A|N/A
    [/table]

    {table=head]|Greater Pi Elemental
    Size and Type|Small Outsider (Extraplanar)
    Hit Dice|18d8+54 (135 HP)
    Speed|20 ft. (4 squares); Fly 20ft. (4 squares) (perfect)
    Initiative|+6
    Armor Class|28 (Size + 1, Dex + 2, Natural + 15); touch 13; flat-footed 26
    Base Attack/Grapple|+18/+14
    Attack|Slam +19 melee (1d4 plus paralysis)
    Full-Attack|Slam +19 melee (1d4 plus paralysis)/2 Tentacles +14 melee (1d4 plus paralysis)
    Space|5 ft.
    Reach|5 ft.
    Special Attacks|Spell-Like Abilities (Greater), Paralysis (2d6 rounds, DC 20)
    Special Qualities|Fast Healing 3, Outsider Traits, Quicken Round Spell
    Saves|Fort +14 Ref +22 Will +20
    Abilities|Str 10, Dex 14, Con 16, Int 28, Wis 24, Cha 10
    Skills|Hide +27, Concentration +24, Knowledge (Planes) +30, Spellcraft +32 (+34 for deciphering scrolls), Spot +28, Move Silently +23, Escape Artist +23, Search +28 (+30 for checks involving secret doors and similar compartments), Sense Motive +28, Listen +28, Knowledge (Mathematics) +30, Decipher Script +30, Appraise +30, Knowledge (Engineering) +30, Use Magic Device +21 (+23 for checks involving scrolls), Survival +28 (+30 when on other planes or when following tracks), Knowledge (Arcana) +30
    Feats|Insightful Reflexes, Iron Will, Combat Casting, Lightning Reflexes, Empower Spell-Like Ability (Freezing Sphere), Empower Spell-Like Ability (Flaming Sphere), Improved Initiative
    Environment|Any?
    Organization:|Solitary or pairs (1 or 2)
    Challenge Rating|CR 13-14?
    Treasure|Standard
    Alignment|Usually True Neutral
    Advancement|HD 19-??
    Level Adjustment|N/A
    [/table]

    Pi Elementals are physical representations of that famous constant number that never ends (or at least doesn’t seem to). They’re still called elementals, even though they’re technically not associated with any element.

    Pi Elementals speak Common and a number of other languages equal to their Int modifier.

    Pi Elementals rarely actually use their flight in any way other than hovering a few feet off the ground.

    Pi Elementals tend to fight defensively, preferring to either be as far away as possible from opponents or have one of its shield effects up before using its offensive abilities. It only intentionally advances toward an opponent enough to use its physical attacks if the opponent seems like it has a weak will and there aren’t any other enemies nearby, though it may use them on other opponents that get too close. If it’s being overpowered, a Normal or Greater Pi Elemental may activate Invisibility Sphere and try to escape. A Greater Pi Elemental may also use Teleportation Circle to escape, though it’s not above using the Teleportation Circle as a trap.

    Combat
    Spell-Like Abilities (Lesser) (Sp): At Will—Flaming Sphere (DC 18). A Lesser Pi Elemental's caster level is equal to its hit dice. Save DCs are Int-based.

    Spell-Like Abilities (Normal) (Sp): At Will—Flaming Sphere (DC 18), Invisibility Sphere, Lesser Globe of Invulnerability; 3/day— Freezing Sphere (DC 22), Globe of Invulnerability, Resilient Sphere (DC 20); 1/day—Circle of Death (DC 20). The Pi Elemental’s caster level is equal to its hit dice. Save DCs are Int-based.

    Spell-Like Abilities (Greater) (Sp): Spell-Like Abilities (Sp): At Will—Flaming Sphere (DC 21), Freezing Sphere (DC 25), Globe of Invulnerability, Invisibility Sphere, Lesser Globe of Invulnerability; 5/day—Resilient Sphere (DC 23); 3/day—Circle of Death (DC 23), Telekinetic Sphere (DC 27); 1/day—Prismatic Sphere (DC 28), Teleportation Circle. The Greater Pi Elemental’s caster level is equal to its hit dice. Save DCs are Int-based.

    Paralysis (Su): Whenever a Pi Elemental attacks, it implants the full length of pi into the opponent’s mind. The opponent must make a Will saving throw with the DC mentioned in that Pi Elemental's monster entry or it overwhelms their mind, effectively paralyzing them. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

    Quicken Round Spell (Sp): For a total of three times a day, a Greater Pi Elemental may quicken any spell that it knows, as long as the spell has “sphere” or “globe” in its name and the Greater Pi Elemental has a caster level high enough to quicken it. This functions as the “Quicken Spell-Like Ability” feat.

    Fidlias:
    Spoiler
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    By zyborg at 2010-03-21


    {table=head]|Lesser Fidlia|Normal Fidlia
    Size and Type|Large Vermin|Large Vermin
    Hit Dice|9d8+54 (94 HP)|15d8+90 (157 HP)
    Speed|20 ft. (4 squares)|20 ft. (4 squares)
    Initiative|-3|-3
    Armor Class|17 (Size -1, Dex -3, Natural +11); touch 6; flat-footed 17|22 (Size -1, Dex -3, Natural +16); touch 6; flat-footed 22
    Base Attack/Grapple|+6/+17|+11/+24
    Attack|Large Arm Slam melee +12 (1d8+7)|Large Arm Slam melee +19 (2d8+9)
    Full-Attack|Large Arm Slam melee +12 (1d8+7)/4 Smaller Arm Slams melee +12 (1d6+3)|Large Arm Slam melee +19 (2d8+9)/4 Smaller Arm Slams melee +19 (2d6+4)
    Space|10 ft.|10 ft.
    Reach|15 ft. for large arm, 10ft for smaller arms|15 ft. for large arm, 10ft for smaller arms
    Special Attacks|Spell-Like Abilities, Pull (large arm slam, 10 ft), Push (large arm slam, 20 ft), Improved Grab, Body Walking|Spell-Like Abilities, Pull (large arm slam, 10 ft), Push (slam, 25 ft), Improved Grab, Body Walking
    Special Qualities:|Ferocity (Ex), Animal Traits, Scent (Ex)|Ferocity (Ex), Animal Traits, Scent (Ex)
    Saves|Fort +12 Ref +0 Will +6|Fort +15 Ref +2 Will +10
    Abilities|Str 24, Dex 4, Con 22, Int 2, Wis 16, Cha 10|Str 28, Dex 4, Con 22, Int 2, Wis 20, Cha 10
    Skills|Climb +11, Spot +7, Listen +7|Climb +14, Spot +11, Listen +11
    Feats|Multiattack, Improved Multiattack, Power Attack, Cleave|Multiattack, Improved Multiattack, Power Attack, Cleave, Great Cleave, Multigrab
    Environment|Warm Forests or Hills|Warm Forests or Hills
    Organization:|Solitary or pairs (1 or 2)|Solitary or pairs (1 or 2)
    Challenge Rating|CR 6-8?|CR 10-11?
    Treasure|None|None
    Alignment|Always True Neutral|Always True Neutral
    Advancement|HD 10-14.|HD 16-??. The Fidlia’s caster level is equal to its hit dice.
    Level Adjustment|N/A|N/A
    [/table]

    This is an insect whose right arm is ridiculously huge for whatever reason. In fact, the right arm is so huge that it has arms of its own. The rest of its body isn’t anywhere near the ground, so it has to do almost everything with the right arm.

    If it begins its turn with an opponent in reach, it will attempt a full attack. If it is being overpowered by a nearby opponent, it will use a standard attack to push them and then get as far away as possible while using its Scorching Rays on the opponent if they pursue. If a nearby opponent seems weak and is in range of its large arm, it will either pull them closer and then do a full attack or try to use Improved Grab on them. If there are multiple opponents in range and none of them are in melee range, it will usually use its Scorching Rays on them but may instead choose to single out one of them for physical attacks. If nothing is in range, it will walk toward the nearest opponent and either pull it closer or use its Scorching Rays if possible.

    Combat
    Spell-Like Abilities (Sp): At Will—Scorching Ray. The Fidlia’s caster level is equal to its hit dice. The Fidlia uses its Constitution modifier instead of its Dexterity modifier for its ranged touch attack.

    Pull (Ex): The Fidlia can choose to make a free combat maneuver check with a successful attack involving its large arm. If successful, this check pulls a creature closer. This ability only works on creatures of size Large or smaller. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

    Push (Ex): The Fidlia can choose to make a free combat maneuver check with an attack. If successful, this check pushes a creature directly away as with a bull rush, but the distance moved is set by this ability. This ability only works on creatures of size Large or smaller. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

    Improved Grab (Ex): If the Fidlia hits with an attack involving its large arm, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. Improved Grab works only against opponents of size Medium or smaller. The Fidlia has the option to conduct the grapple normally, or simply use its large arm to hold the opponent. If it chooses to do the latter, it takes either a –20 penalty (Lesser Fidlias) or a -10 penalty (Normal Fidlias) on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. Each successful grapple check it makes during successive rounds automatically deals damage equal to its large arm slam.

    The Fidlia receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

    Body Walking (Ex): Since the Fidlia walks on the same body part that it grabs with, any opponent held by the Fidlia’s Improved Grab receives either d6 damage (Lesser Fidlias) or d8 damage (Normal Fidlias) for every 5 ft step the Fidlia takes in addition to the normal damage sustained by being held by the Fidlia.

    Boardmaster:
    Spoiler
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    Boardmaster
    Medium Aberration
    Hit Dice: 20d8+100 (190 HP)
    Speed: 30 ft. (6 squares); Fly 30 ft. (Perfect)
    Initiative: +4
    Armor Class: 30 (Deflection +20); touch 30; flat-footed 30
    Base Attack/Grapple: +15/+15
    Attack: Claw +15 (1d4)
    Full-Attack: 2 Claws +15 melee (1d4)/Tail Slap +10 melee (1d6)
    Space: 5 ft.; Reach 5 ft.
    Special Attacks: Spell-Like Abilities, Board Conjuration, Piece Manipulation
    Special Qualities: Aberration Traits, Mind Effect Immunity (Ex), Paralysis Immunity (Ex), Polymorph Immunity (Ex), Fear Immunity (Ex), Spell Resistance 30 (Ex)
    Saves: Fort +11 Ref +6 Will +19
    Abilities: Str 10, Dex 10, Con 20, Int 26, Wis 24, Cha 24
    Skills: Knowledge (Geography) +31, Knowledge (Arcane) +31, Knowledge (Nature) +31, Knowledge (Dungeoneering) +31, Knowledge (The Planes) +31, Knowledge (Tactics) +31, Concentration +31, Decipher Script +31, Hide +23, Sleight of Hand +23
    Feats: Spell Focus (Conjuration), Augment Summoning, Improved Initiative, Spell Penetration, Greater Spell Penetration, Quicken Spell-Like Ability (Greater Command), Skill Focus (Concentration)
    Environment: Any?
    Organization: Usually solitary
    Challenge Rating: CR 14-17
    Treasure: None
    Alignment: Usually Lawful Neutral or True Neutral
    Advancement: HD 21-??. The Boardmaster’s caster level is equal to its hit dice.
    Level Adjustment: N/A

    Boardmasters look sort-of like a mutant seahorse with arms, and their tails are composed of two smaller tails twisted together.

    Boardmasters love strategy games and are always looking for worthy opponents to test their wits against. They like to make sure their opponents are trying their best to win, though, so they summon actual creatures and make their opponents fight against them. They then use their conjured boards to control the summoned creatures and have them make the most tactically sound moves they can think of.

    Most Boardmasters are honorable and will only control summoned creatures, but some will cheat and manipulate the opposing pieces in order to win. Even the most ruthless Boardmasters never attack opponents directly, though that may be partially because they’re not good at direct attacks.

    Boardmasters don’t seem to realize the ramifications or permanency of the actions taking place in their games.

    Combat
    Spell-Like Abilities (Sp): Constant—True Seeing; 3/day—Time Stop; Caster Level 20.

    In addition to these, the Boardmaster can also create other spell-like effects by manipulating the pieces on the board. See Piece Manipulation for more info.

    Board Conjuration (Su): The Boardmaster uses its tail to create and hold a game board representing the surrounding area. Pieces representing the creatures in this area will appear on the board and move according to the movement of the actual creatures. The pieces are always visible and appear as the creature’s true form. The board and its pieces mimic reality to the point that the Boardmaster doesn’t have to look at the actual area at all if it doesn’t want to. The Boardmaster is usually not in the area represented by the board, but doesn't have a piece representing itself on the board if it is. Dead creatures also have no pieces representing them on the board unless they're revived. While the board is out, nothing can enter or exit the area represented by the board.

    Piece Manipulation (Su): The Boardmaster can affect what goes on in the area by messing with the pieces on the board. If the creature represented by the piece succeeds on their save, the piece goes back to how it was before the manipulation

    Piece Manipulation Effect Table:
    {table=head]Action|Spell Effect|DC|Use Limit
    Place pieces on the board|Greater Planar Ally, Summon Monster IX, Summon Nature’s Ally IX, or Elemental Swarm, depending on the pieces placed on the board|N/A|3/day for each spell
    Knock piece down |Greater Command (Fall)|22|4/creature total for all Greater Command effects
    Break portion off of piece|Greater Command (Drop)|22|4/creature total for all Greater Command effects
    Turn piece around|Greater Command (Approach) or Greater Command (Flee), depending on the piece’s new direction.|22|4/creature total for all Greater Command effects
    Crush piece in hand|Destruction|22|1/day
    Move summoned piece|Command summoned creature|N/A|At will
    Move other piece|Like Teleport Object, but also works on creatures|24|1/creature[/table]

    Mutission:
    Spoiler
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    Mutission
    Small Construct
    Hit Dice: 2d10+10 (20 HP)
    Speed: 40 ft. (8 squares); Fly 40ft. (8 squares) (perfect)
    Initiative: +5
    Armor Class: 17 (Size + 1, Dex + 5, Natural +1); touch 16; flat-footed 12
    Base Attack/Grapple: +1/-6
    Attack: Ray +7 ranged touch (1d6)
    Full-Attack: 2 rays +7 ranged touch (1d6)
    Space: 5 ft.; Reach: 5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Construct Qualities, Sonic Immunity, Telepathy 100 ft.
    Saves: Fort +0 Ref +5 Will +3
    Abilities: Str 4, Dex 20, Con N/A, Int N/A, Wis 16, Cha 18
    Skills: None, though it does get a +20 to Move Silently due to its constant Zone of Silence.
    Feats: None
    Environment: Any
    Organization: Solitary (1), pair (2), or squad (3-5)
    Challenge Rating: CR 3-4
    Treasure: None
    Alignment: Always True Neutral
    Advancement: HD 3-5 (Small); HD 6-8 (Medium)
    Level Adjustment: N/A

    The mutissions look a bit like mechanical sea urchins with broken musical pipes on their back, pincer arms, and four stick-like legs. The design on the front looks like a mouth that’s been sewn shut.

    The mutissions were made to keep libraries and other such buildings quiet. It will either cast Silence or move closer to those that are making too much noise. It has a ray attack, but it only uses this if it is attacked first. It could theoretically make melee attacks against opponents as well, but it has absolutely no reason to do so.

    Whenever it silences an offender, it telepathically speaks a pre-programmed message telling them that they were too loud and have been silenced. It can speak this message in any language, including those of animals (though it doesn't often get to speak this message to animals).

    Combat
    Spell-Like Abilities (Sp): Constant—Zone of Silence; At Will—Silence (DC 16). Caster level 10. Save DCs are Cha-based

    Ray (Ex): A mutission’s rays have a range of 40 feet. They are considered magical for the purposes of overcoming DR.

    Telepathy (Su): A mutission can communicate telepathically with any creature within 100 feet that has an Intelligence score. The creature can respond to the mutission if it wishes—no common language is needed. However, the mutission will only ever listen to its creator or another designated master.

    Imaginary Ones:
    Spoiler
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    {table=head]|Lesser Imaginary One|Normal Imaginary One
    Size and Type|Small Outsider (Extraplanar, Incorporeal)|Small Outsider (Extraplanar, Incorporeal)
    Hit Dice|5d8+10 (22 HP)|11d8+33 (82 HP)
    Speed|Fly 20ft. (4 squares) (perfect)|Fly 20ft. (4 squares) (perfect)
    Initiative|+1|+2
    Armor Class|16 (Size + 1, Dex + 1, Deflection +4); touch 16; flat-footed 15|21 (Size + 1, Dex + 2, Deflection + 8); touch 21; flat-footed 19
    Base Attack/Grapple|+5/--|+11/--
    Attack|Eye +7 melee touch (1d4+1 plus 1d4 electricity) or Eye +7 melee touch (1d4+1 plus 1d4 sonic)|Eye +14 melee touch (1d4+2 plus 1d4 electricity plus 1d4 sonic)
    Full-Attack|2 Eyes +7 melee touch (1d4+1 plus 1d4 electricity) or 2 Eyes +7 melee touch (1d4+1 plus 1d4 sonic)|2 Eyes +14 melee touch (1d4+2 plus 1d4 electricity plus 1d4 sonic)
    Space|5 ft.|5 ft.
    Reach|5 ft.|5 ft.
    Special Attacks|Spell-Like Abilities (Lesser), Create Spawn|Spell-Like Abilities (Normal), Create Spawn
    Special Qualities|Outsider Traits, Incorporeal Traits, False Counterpart, All-Around Vision|Outsider Traits, Incorporeal Traits, False Counterpart, All-Around Vision
    Saves|Fort +6 Ref +9 Will +11|Fort +11 Ref +15 Will +17
    Abilities|Str N/A, Dex 12, Con 12, Int 18, Wis 18, Cha 18|Str N/A, Dex 14, Con 16, Int 22, Wis 18, Cha 26
    Skills|Hide +13, Concentration +9, Knowledge (Planes) +12, Spellcraft +14, Spot +16, Survival +12 [+14 when on other planes, when following tracks, to keep from getting lost, or for avoiding hazards], Search +16, Listen +12, Knowledge (Mathematics) +12, Knowledge (Geography) + 12, Knowledge (Arcana) +12, Decipher Script +12|Hide +20, Concentration +17, Knowledge (Planes) +20, Spellcraft +22, Spot +22, Survival +18 [+20 when on other planes, when following tracks, to keep from getting lost, or for avoiding hazards], Search +22, Sense Motive +18, Listen +18, Knowledge (Mathematics) +20, Knowledge (Geography) + 20, Appraise +20, Knowledge (Arcana) +20, Decipher Script +20
    Feats|Insightful Reflexes, Iron Will|Insightful Reflexes, Iron Will, Force of Personality, Casting, Lightning Reflexes
    Environment|Any?|Any?
    Organization:|Solitary (1)|Solitary (1)
    Challenge Rating|CR 4?|CR 9?
    Treasure|Standard|Standard
    Alignment|Usually True Neutral|Usually True Neutral
    Advancement|HD 6-10|HD 12-??
    Level Adjustment|N/A|N/A
    [/table]

    Imaginary Ones are physical representations of the imaginary number i. They tend to look a lot like ghosts, so they are often mistaken for undead.

    Imaginary Ones speak Common and a number of other languages equal to their Int modifier.

    Imaginary Ones rarely actually use their flight in any way other than hovering a few feet off the ground.

    Imaginary Ones don’t like to get close to opponents, instead preferring to blast them with electricity and sonic spells from afar. It will attack with its eyes if necessary, though it runs away just as often.

    Combat
    Spell-Like Abilities (Lesser) (Sp): Constant—See Invisibility; At Will—Mage Hand, Shatter (DC 16), Sound Burst (DC 16); 3/day—Call Lightning (DC 17). The Lesser Imaginary One’s caster level is equal to its hit dice (normally 5). Save DCs are Int-based.

    Spell-Like Abilities (Normal) (Sp): Constant—See Invisibility; At Will—Mage Hand, Shatter (DC 18), Sound Burst (DC 18), Call Lightning (DC 19), Shout (DC 20); 3/day—Call Lightning Storm (DC 21), Chain Lightning (DC 22), Sympathetic Vibration. The Normal Imaginary One’s caster level is equal to its hit dice. Save DCs are Int-based.

    False Counterpart (Su): There is always a mirror image of the Imaginary One near it. It acts as if it were summoned by the Mirror Image spell, except it can never be destroyed through damage. The existence of this mirror image causes the chance of hitting the Imaginary One to drop by half. A weapon or creature that normally has a 50% miss chance against the Imaginary One now has a 75% miss chance against it, and a weapon or creature that normally has no miss chance against the Imaginary One gains a 50% miss chance against it.

    All-Around Vision (Ex): The Imaginary One’s eyes float above its “body”, allowing it to look in any direction. This bestows a +4 racial bonus on Spot and Search checks, and opponents gain no flanking bonuses when attacking the Imaginary One.

    Create Spawn (Su): Any humanoid or undead slain by an Imaginary One becomes an Imaginary One in 1d4 rounds. Spawn are under the command of the Imaginary One that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

    Corpse-Eater Weevil:
    Spoiler
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    This horribly old image uploaded by zyborg at 2010-03-26

    Corpse-Eater Weevil
    Medium Vermin
    Hit Dice: 4d8+12 (30 HP)
    Speed: 40 ft. (8 squares)
    Initiative: +4
    Armor Class: 15 (Dex +3, Natural +2); touch 13; flat-footed 12
    Base Attack/Grapple: +3/+6
    Attack: Bite +6 melee (1d6+3)
    Full-Attack: 2 bites +6 melee (1d6+3)
    Space: 5 ft.; Reach 5 ft
    Special Attacks: Feed
    Special Qualities: Spell-Like Abilities, Undead Bane, Undeath Immunity, Negative Energy Immunity, Vermin Traits
    Saves: Fort +6 Ref +4 Will +3
    Abilities: Str 16, Dex 16, Con 16, Int N/A, Wis 14, Cha 6
    Skills: None
    Feats: None
    Environment: Any Warm or Temperate
    Organization: Solitary, pairs, or gangs (3-7)
    Challenge Rating: CR 4?
    Treasure: None
    Alignment: Always True Neutral
    Advancement: HD 5-9 (Medium); HD 10-14 (Large)
    Level Adjustment: N/A

    Corpse-Eater Weevils loves to eat dead bodies, even if those dead bodies are moving. They can often be seen in large groups during zombie infestations. Corpse-Eater Weevils actually quite friendly to living creatures, as long as they aren’t attacked.

    Combat
    Spell-Like Abilities (Sp): At Will—Deathwatch, Detect Undead. The Corpse-Eater Weevil’s caster level is equal to its hit dice (normally 4). Save DCs are Int-based.

    Undead Bane (Su): The Corpse-Eater Weevil gains an extra +2 attack bonus and +2d6 damage on attacks against undead creatures.

    Undeath Immunity (Ex): The Corpse-Eater Weevil is immune to any effect or template that would change its type to Undead or otherwise turn it into an undead creature. It is also immune to the side-effects (but not damage) of anything that would turn it undead.

    Feed (Ex): If the Corpse-Eater Weevil spends a Full Round Action to consume a corpse, the following occur:
    • the Corpse-Eater Weevil gains the benefit of Death Knell, caster level equals corpse’s HD
    • any spell that brings a creature back to life that requires a body does not work & spells that do not need a body (e.g., Resurrection) have only a 50% chance of working (roll once per corpse).

    Last edited by Zyborg22; 2010-03-26 at 05:55 PM. Reason: Added new monsters

  2. - Top - End - #2
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: [3.5]Some Random Monsters I Made Up [PEACH]

    Quote Originally Posted by Zyborg22 View Post
    Pi Elementals:
    Lesser Pi Elemental:
    Calling them elementals may be confusing since you made them outsiders...
    Quote Originally Posted by Zyborg22 View Post
    Small Outsider (Extraplanar)
    Hit Dice: 3d8+6 (19 HP)
    Speed: 20 ft. (4 squares); Fly 20ft. (4 squares) (perfect)
    Initiative: +1
    Armor Class: 15; touch 12; flat-footed 14
    Size + 1, Dex + 1, Natural + 3
    "Armor Class: 15 (+1 size, +1 Dex, +3 Natural); touch 12; flat-footed 14"
    Would be closer to the standard formatting. Remember that the first time a GM really LOOKS at the stat block may be just after he rolls them up as a random encounter, thus it really helps if everything is exactly where people expect it to be.
    Quote Originally Posted by Zyborg22 View Post
    Base Attack/Grapple: +3/-1
    Attack: Slam +4 (1d4 plus paralysis)
    You need the work "melee" after each of your attack modifiers.
    Quote Originally Posted by Zyborg22 View Post
    Full-Attack: Slam +4 (1d4 plus paralysis)/2 Tentacles -1 (1d4 plus paralysis)
    Ditto
    Quote Originally Posted by Zyborg22 View Post
    Space: 5 ft.; Reach 5 ft.
    Special Attacks: Spell-Like Abilities, Paralysis (1d4 rounds, DC 13)
    Oddly enough, paralysis isn't normally listed in that spot... not that it actually hurts anything I don't think.
    Quote Originally Posted by Zyborg22 View Post
    Special Qualities: Fast Healing 3, Outsider Qualities
    I think that should be "Outsider Traits", not "Outsider Qualities".
    Quote Originally Posted by Zyborg22 View Post
    Saves: Fort +5 Ref +6 Will +8
    If they don't get all good saves (despite being Outsiders), you probably need to give them a special quality to justify it...
    Quote Originally Posted by Zyborg22 View Post
    Abilities: Str 10, Dex 12, Con 14, Int 16, Wis 16, Cha 10
    Skills: Hide +11 (6 ranks, 4 size, 1 Dex), Concentration +8 (6 ranks, 2 Con), Knowledge (Planes) +9 (6 ranks, 3 Int), Spellcraft +9 (6 ranks, 3 Int), Spot +9 (6 ranks, 3 Wis), Search + 9 (6 ranks, 3 Wis), Sense Motive +9 (6 ranks, 3 Wis), Listen +9 (6 ranks, 3 Wis), Knowledge (Mathematics) +9 (6 ranks, 3 Int), Knowledge (Engineering) + 9 (6 ranks, 3 Int), Appraise +9 (6 ranks, 3 Int)
    At least eventually, get ride of the notes you have in paratheses, they help for development, but clog things up for actual play.
    Quote Originally Posted by Zyborg22 View Post
    Feats: Insightful Reflexes, Iron Will
    Environment: Any?
    Organization: Usually solitary or pairs (1 or 2)
    Probably want to omit the word "usually".
    Quote Originally Posted by Zyborg22 View Post
    Challenge Rating: CR 2-3
    Put some question marks here to show you aren't sure.
    Quote Originally Posted by Zyborg22 View Post
    Treasure: Standard
    Alignment: Usually True Neutral
    Advancement: HD 4-7. The Lesser Pi Elemental’s caster level is equal to its hit dice.
    The sentence belongs elsewhere.
    Quote Originally Posted by Zyborg22 View Post
    Level Adjustment: N/A

    Lesser Pi Elementals are physical representations of that famous constant number that never ends (or at least doesn’t seem to). They’re still called elementals, even though they’re technically not associated with any element.

    Lesser Pi Elementals speak Common and any 4 other languages.

    Lesser Pi Elementals rarely actually use their flight in any way other than hovering a few feet off the ground.

    Lesser Pi Elementals tend to fight defensively, preferring to be as far away as possible from opponents while still being close enough to use its Flaming Sphere. It only intentionally advances toward an opponent enough to use its physical attacks if the opponent seems like it has a weak will and there aren’t any other enemies nearby, though it may use them on other opponents that get too close.

    Combat
    Spell-Like Abilities (Sp): At Will—Flaming Sphere (DC 18). Caster level 3. Save DCs are Int-based.

    Paralysis (Su): Whenever a lesser pi elemental attacks, it implants the full length of pi into the opponent’s mind. The opponent must make a Fortitude saving throw with a DC of 17 or it overwhelms their mind, effectively paralyzing them. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
    Seems like this should be a will save...
    Quote Originally Posted by Zyborg22 View Post

    Pi Elementals tend to fight defensively, preferring to have at least one of its shield effects up before using any attack or trapping abilities. It only intentionally advances toward an opponent enough to use its physical attacks if the opponent seems like it has a weak will and there aren’t any other enemies nearby, though it may use them on other opponents that get too close. If it’s being overpowered, it may activate Invisibility Sphere and try to escape.
    Giving the variations in tactics as effected by the variations in SLAs is a good thing, and I encourage you to keep it, even if you make the change-over to a table.



    I will probably comment further later.
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    Default Re: [3.5]Some Random Monsters I Made Up [PEACH]

    Thanks. In addition to finally adding those images, I dealt with most of the issues you brought up except for these two:

    Quote Originally Posted by DracoDei View Post
    Calling them elementals may be confusing since you made them outsiders...
    I'll rename the actually statted-out versions of them as soon as I can come up with a better name.

    Quote Originally Posted by DracoDei View Post
    If they don't get all good saves (despite being Outsiders), you probably need to give them a special quality to justify it...
    I thought they had all good saves already. Isn't the base good save for a 3 HD creature +3?

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    Default Re: [3.5]Some Random Monsters I Made Up [PEACH]

    Quote Originally Posted by Zyborg22 View Post
    I thought they had all good saves already. Isn't the base good save for a 3 HD creature +3?
    Yes, it is... but for the first Pi Elemental, 3 (base) + 2 (Con) + 2 (Great Fortitude) = 7 so you either got the save wrong or forgot the feat, and I made a mistaken assumption about which it was.

    Now you just need to come up with parallel creatures for e and i.

    e = lim(x->infinity) (1+(1/x))^x
    i = sqrt(-1)



    mutissions need a range for the telepathy, and a specification if shared language, or any language at all is a necessity (otherwise they can communicate with animals too). Also, what book is Zone of Silence From, or is it something you are going to stat out.
    Last edited by DracoDei; 2010-03-21 at 02:30 PM.
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    Default Re: [3.5]Some Random Monsters I Made Up [PEACH]

    Quote Originally Posted by DracoDei View Post
    Yes, it is... but for the first Pi Elemental, 3 (base) + 2 (Con) + 2 (Great Fortitude) = 7 so you either got the save wrong or forgot the feat, and I made a mistaken assumption about which it was.

    Now you just need to come up with parallel creatures for e and i.

    e = lim(x->infinity) (1+(1/x))^x
    i = sqrt(-1)

    mutissions need a range for the telepathy, and a specification if shared language, or any language at all is a necessity (otherwise they can communicate with animals too). Also, what book is Zone of Silence From, or is it something you are going to stat out.
    That Pi Elemental has Iron Will, not Great Fortitude. In fact, I don't think any of the Pi Elementals have Great Fortitude.

    I might make an e or i creature, depending on if I can think of something for it to do.

    Mutissions have a range of 100 ft. on their telepathy. Their Zone of Silence can be found on the SRD. I went ahead and put the languages thing for its telepathy, though.

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