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  1. - Top - End - #1
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    Thumbs up GITP Monster Competition XLVIII - Through the Looking Glass

    Through the Looking Glass

    "You don't know how to manage Looking-glass cakes," the Unicorn remarked. "Hand it round first, and cut it afterwards."

    There is an entire plane barely touched upon, but you are always glancing within it, and it at you. From a shiny surface to the stillness of a puddle or a layer of ice. It is the realm of Mirrors. Little is known of it or its inhabitants, so peer past the reflection and tells us what you see on the other side.

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

    The contest begins with the posting of this thread and will continue until the 21st of August.

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


    Rules

    1. You will be creating an original D&D creature. A creature from the Plane of Mirrors or have some special link to mirrors and reflections.

    Examples
    Cheval
    Edgepuddle


    2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. 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-V, except for a lore section which is encouraged).

    4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link).

    5. One entry per participant. No double-teaming.

    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. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

    7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
    Last edited by The Vorpal Tribble; 2010-08-22 at 11:18 AM.

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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Vorpal Tribble's Guide To Making Monsters

    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.

    -=-=-=-

    No Parsed Stat Block Code
    Spoiler
    Show
    [FONT=Book Antiqua][SIZE=5]Name[/SIZE][/FONT]

    <Size> <Type>
    [B]Hit Dice:[/B]
    [B]Initiative:[/B]
    [B]Speed: [/B](# squares)
    [B]Armor Class:[/B] (), touch, flat-footed
    [B] Base Attack/Grapple:[/B]
    [B]Attack[/B]:
    [B]Full Attack[/B]:
    [B]Space/Reach[/B]:
    [B]Special Attacks[/B]:
    [B]Special Qualities[/B]:
    [B]Saves[/B]: Fort +, Ref +, Will +
    [B]Abilities[/B] Str , Dex , Con , Int , Wis , Cha
    [B]Skills:[/B]
    [B]Feats:[/B]
    [B]Environment:[/B]
    [B]Organization:[/B]
    [B]Challenge Rating:[/B]
    [B]Treasure:[/B]
    [B]Alignment:[/B]
    [B]Advancement:[/B]
    [B]Level Adjustment:[/B]

    Description/background/characteristics

    [B]Combat[/B]

    Ability descriptions

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

    [U]- Optional -[/U]

    [B]Lore[/B]

    Plot Hook/Story if any


    Name

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

    Description/background/characteristics

    Combat

    Ability descriptions

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

    - Optional -

    Lore

    Plot Hook/Story if any

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Girl in the mirror



    Medium Outsider
    Hit Dice: 5d8+10 (32)
    Initiative: +6
    Speed: 30 feet (6 squares)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +5/+4
    Attack: Poke, +4 touch attack 1 damage
    Full Attack:
    Space/Reach: 5/5
    Special Attacks: Poke
    Special Qualities: Outsider traits, Unseen, Chill, Laugh, Caught in the Mirror, Balloon Pop
    Saves: Fort +6, Ref +6, Will +4
    Abilities Str 8, Dex 14, Con 14, Int 10, Wis 10, Cha 16
    Skills: Intimidate +11, Hide +10, Knowledge: The Planes +8, Move Silently +10
    Feats: Dark Stalker(LoM), Improved initiative
    Environment: Any
    Organization: None
    Challenge Rating: 3
    Treasure: 3 times normal CR
    Alignment: Normally CE
    Advancement:-
    Level Adjustment:-

    With a child's laugh you turn around to see nothing. Quick movement from the side brings you attention to a mirror but you find nothing in it. More moment makes you turn around a little quicker as you hear the laughter again. A chill settles down as you notice dust pick up behind you and turn quickly to look into a dressing mirror. A little girl with a small red balloon stares at you with her thumb in he mouth, she smiles and pokes you.

    Girls in the Mirror are said to be born when young women die and before their souls make it to what ever afterlife an outsider grabs it. They piggy back down to the material plane with all shattered memory's of the girl. Most seek revenge but few help those who try to release the girl's soul.

    It is also said that each of these spirits have a mirror of their own that they must meet the person in if they wish to be freed. There is also where the spirits keeps all of its treasure, inside the mirror. Should a Girl in the Mirror be freed from her new life here or killed, her mirror is broken.

    Combat

    A girl in the mirror prefers to harass people, haunting them, instead of killing them out right. They want to inflict their rage onto those that harmed them or relations of those that did. The only way to appease a girl in the mirror, and set them free, is to visit them once a year until you die.


    Poke (Ex)- A Girl in the Mirror does not hurt people that much but a simple poke can be very annoying or very deadly.

    Unseen (Sp)- A Girl in the Mirror is exist in the martial plane but can only be seen but looking into a mirror, this lead to there names. This act like the Greater Invisibility spell but with these exceptions. No spell, ability, or item, besides a mirror, can detect a Girl in the Mirror. Should the Girl in the Mirror be seen she is counted as flatfooted and can not use poke with out provoking an attack of opportunity.

    Chill (Ex)- With a drop in temperature a Girl in the Mirror makes everyone become a little more unnerved. When adjacent to a Girl in the Mirror and not aware of her presence you take a -2 to all attack rolls, damage rolls, ability checks, and skill checks.

    Laugh (Su)- Once every five minutes a Girl in the Mirror can laugh causing everyone with in a 30 foot radius to become frightened, or the next step of, unless they make a DC 15 will save. This save is Charisma based an last a minute.

    Caught in the Mirror- A Girl in the Mirror is not without weakness. When spotted in a mirror a Girl in the Mirror must make a will save of 16 or become stunned for one round. Regardless if she makes her save or not a Girl in the Mirror can only be caught in the same mirror once a day.

    Balloon Pop (Su)- For what ever reason every Girl in the Mirror has a balloon of different color. When she dies ever creature in a 60 foot area takes damage based on the color of the balloon. Reflex save, DC 15 charisma based, half's the damage.

    {table=head]Color|Energy|Damage
    Red|Fire|5d8
    Orange|Sonic|5d4
    Yellow|Electric|5d6
    Green|Acid|5d4
    Blue|Cold|5d6
    Indigo|Weapon|5d8
    Purple|Force|5d4
    White|Positive|5d6
    Black|Negative |5d6


    [/table]

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

    Lore



    Plot Hook/Story if any
    Last edited by Demons_eye; 2010-08-14 at 09:59 AM.
    ~Sweet avatar by Miss Nobody~

    Quote Originally Posted by Mike
    You killed it, its dead, it exploded, Good Job.
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  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    "Ungrateful fools, the Chiralites. We gave them their existence, their very being, and they spat upon it. Instead of being useful, serving their masters, the Chiralites ran off to chase their prey in the void. Idiots the lot of them." - A high ranking nobility of the Nerra on the Chiralites.

    "Bunch of nasty overlords the lot of them. Best thing we ever did was leaving them. Nothing like the thrill of the hunt, the joy of using skill and talent to bring down a being mightier than yourself. Forget the consequences, I'd never go back..." - A Chiralite Clan Leader on the high ranking nobility of the Nerra.

    Chiralite

    Size/Type: Small Outsider (Extraplanar)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+3 Dex, +4 natural, +1 size), 14 touch , 15 flat-footed
    Base Attack/Grapple: +3/-2
    Attack: Small Longbow +7 (1d6-1 and Anamorphic Arrows (+1 slashing damage)) or Small Shortsword +2 (1d4-1)
    Full Attack: Small Longbow +7 (1d6-1 and Anamorphic Arrows (+1 slashing damage)) or Small Shortsword +2 (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Anamorphic Arrows, Friend of my Enemy..., Sneak Attack +1d6
    Special Qualities: Hide in Plain Sight, Mirrored Carapace, Reflective Reflexes
    Saves: Fort +4, Ref +6, Will +4
    Abilities: Str 8, Dex 17, Con 13, Int 14, Wis 12, Cha 10
    Skills:+6 Bluff, +5 Climb, +15 Hide (+2 racial bonus, total Hide bonus increases to +25 when curled up, +30 when curled up and in the Plane of Mirrors), +5 Jump, +7 Listen, +9 Move Silently, +8 Search, +7 Spot, +7 Survival (Increases to +9 to Survival and to find tracks when in home plane), +9 Tumble
    Feats: Improved Initiative, Point Blank Shot, Rapid Shot (B), Track (B)
    Environment: Plane of Mirrors or Material Plane
    Organization: Solitary, hunting party (2-5), or clan (6-10)
    Challenge Rating: 3
    Treasure: Standard plus 50 Anamorphic Arrows
    Alignment: Usually Chaotic
    Advancement: By character class
    Level Adjustment: +2

    You see something glisten in the corner of your eye. As you turn to look at it, you are able to make you a vaguely humanoid shape that reflects shards of its surroundings, as it it was composed of mirrors. Before you can even react, it lifts its bow and fires an arrow.

    Chiralites were first created by the the nobility of the Plane of Mirrors, the Nerra, to serve the Varoot, a lower class concerned with espionage, as scouts. The longer a Chiralite was away from its director, however, the more independent it became. Eventually, older Chiralites began to go out on their long missions and never return. By the time the Nerra nobility had realized what had happened, it was too late. The Chiralites had left in droves, scattered throughout both the Plane of Mirrors and the Prime Material, clustered into their own clans and hunting parties.

    A Chiralite has roughly the same dimensions and appearance as an adult male halfling, but instead of skin, it is covered in multitudes of mirrored scales.

    Chiralites speak in their own language known by Common speakers as "shine-wise", which is a combination of vocalizations and shifts in their mirrored carapace to produce reflections of their surroundings. A non Chiralite can "speak" shine-wise if it learns the language from a Chiralite, though even with a mirror or two, "speaking" shine-wise for a non-Chiralite is limited to expressing simple feelings, intentions, and directions.

    Combat

    A Chiralite hates to fight a fair fight, or even a close range one if it can avoid it. It usually attacks from a place it cannot be seen, often using its Anamorphic arrows to create a network of mirrors with which to bounce sneak attacks off of. If a Chiralite loses all of its advantages and thinks it will lose the fight, it can and will run, uses its camouflage to hide once it is a safe enough distance away.

    Anamorphic Arrows (Ex) : Every Chiralite carries with it a quiver of arrows that have been prepared by rubbing them carefully against its carapace to cover the arrows in tiny shards of mirrors. Though the technical term for their arrows is "Anamorphic", most Chiralites call their arrows what roughly translates to "bouncers". Anamorphic arrows are nothing special in the hands of a non-Chiralite, they are simply masterwork arrows with tiny shards of mirrors on them (that deal one additional point of slashing damage when they hit a target).

    When an Anamorphic arrow fired by a Chiralite strikes a non-reflective stone or metal surface, the arrow explodes into a shower of glass shards, which then coat the surface and make it reflective. Experienced Chiralites can even use this trick to create a mirror at a junction of two corridors, so that they can see what is down the other end.

    Finally, when an Anamorphic arrow strikes a reflective surface, its true potential is unleashed. Anamorphic arrows bounce off of reflective surfaces, be it water, ice, polished metal or stone, or a mirror. A skilled Chiralite hunter can use this fact to its advantage to make attacks and even sneak attacks at strange angles and great distances by bouncing arrows off of nearby reflective surfaces. For each bounce however, a cumulative, additive penalty of -1 is added to the ranged attack. For example, a single bounce attack would have a -1 penalty, while an attack that uses two bounces will have a -3 penalty (-1 for the first, -2 for the second), and an attack that uses three bounces will have a -6 penalty (-1 for the first, -2 for the second, -3 for the third).

    Friend of my Enemy... (Ex) : When a Chiralite fires an Anamorphic arrow at an enemy wearing medium or heavy metal armor, it may make a touch attack instead of rolling a regular attack roll, with the intent of instead making the enemy's armor reflective, just as it would make a stone or metal wall reflective. If the touch attack succeeds, the Chiralite can then bounce arrows off of that enemy as it they were a mirrored surface. To hit an enemy via another enemy's armor, a Chiralite must succeed on a touch attack against the enemy off which the arrow must be bounced, and then roll a standard attack roll against the enemy that is the final target. Arrows bounced off of an enemy's armor accrue penalties in the same way Anamorphic arrows that have been bounced off of any other reflective surface do.

    Hide in Plain Sight (Ex) : A Chiralite may spend a full round action before hiding to curl up into a ball. In this shape, the Chiralite's mirrored carapace reflects its surroundings, which increases its racial hide bonus of +2 to +10, or +15 in Plane of Mirrors, or similar location with many mirrors. A Chiralite in this shape can hide even without cover or while being observed.

    Mirrored carapace (Ex) : A Chiralite is covered in scales that act as mirrors. These scales grant a +4 Natural Armor bonus to the Chiralite's AC. In addition, Anamorphic arrows bounce harmlessly off of Chiralites, though Chiralites can be used as willing reflective surfaces to bounce Anamorphic Arrows off of. If this is the case, no touch attack is needed, as if the willing Chiralite was just another reflective surface. A Chiralite cannot take off its mirrored carapace, nor can it wear armor, though the carapace can be enchanted as if it was armor (the carapace counts as already masterwork if this is the case).

    Reflective Reflexes (Ex): If a Chiralite is aware that is being targeted with a magical ray or gaze attack, it can make a Reflex Save against the caster's attack roll or the saving throw for the gaze attack to redirect part of the attack by shifting its carapace. If it succeeds, act as though it saved successfully against the gaze attack, or in the case of a ray, halve the effect of the ray (if applicable, otherwise negate it). A Chiralite with Evasion or Improved Evasion can apply that special ability to this reflex save.

    Lore

    {table] Knowledge (Planes) or Gather Information Check | Lore Learned
    13 | Chiralites are outsiders from the Plane of Mirrors.
    18 | Chiralites enjoy the thrill of the hunt, and often track potential prey, sentient or non-sentient.
    21 | Chiralites can use their specially made arrows to bounce attacks off of any reflective surface.
    [/table]

    Chiralite Society


    Chiralites tend to form clusters of like-minded individuals, often headed by one very experienced Chiralite. These clans then set up temporary camps in either the Plane of Mirrors or some nearby Plane, where they rest and exchange stories of the hunt between treks.

    Some Chiralites feel the call of adventure and journey to the Prime Material Plane. These Chiralites often become criminals that use the narrow spaces of city streets to their advantage, though a Chiralite might just as likely become an adventurer, combing dungeons and catacombs of the Material Plane for treasure and prestige. No matter where a Chiralite journeys however, it is always called to the challenge of tracking new prey.

    Adventure Hooks


    -The Party is stalked by a Chiralite after journeying through the Plane of Mirrors.

    - The Party is preparing to attack the lair of a beast that uses gaze attacks or ray attacks, perhaps a Medusa or a Beholder, when they are approached by a veteran Chiralite hunter (possibly with class levels) who has made a business of slaying such monsters.

    - The Nerra have declared that all Chiralites must be destroyed for their mutiny against the nobility. A Chiralite approaches the party to ask for help saving its clan against the Nerran onslaught.

    Chiralites as Characters


    Chiralite characters possess the following racial traits.

    * +2 Dexterity
    * Small size.
    * A Chiralite’s base land speed is 30 feet.
    * Darkvision out to 60 feet.
    * Racial Hit Dice: A Chiralite begins with three levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
    * Racial Skills: A Chiralite’s outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Bluff, Climb, Escape Artist, Hide, Jump, Knowledge (Planes), Listen, Move Silently, Search, Spot, Survival, Tumble and Use Rope.
    *Racial Skill Bonuses: A Chiralite gains a +2 Racial Bonus to Hide, and a +2 bonus to Survival (and Tracking) when in its home Plane.
    * Racial Feats: A Chiralite’s outsider levels give it two feats. A Chiralite receives Rapid Shot and Track as bonus feats.
    * +4 natural armor bonus.
    * Special Attacks (see above): Anamorphic Arrows, Friend of my Enemy..., Sneak Attack +1d6
    * Special Qualities (see above): Hide in Plain Sight, Mirrored carapace, Reflective Reflexes
    * Automatic Languages: Shine-wise. Bonus Languages: Auran, Common, Terran
    * Favored Class: Ranger or Rogue
    * Level adjustment: +2
    Last edited by TheLogman; 2010-08-14 at 10:57 AM.
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  5. - Top - End - #5
    Dwarf in the Playground
     
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    Reflector of the Infinite

    Medium Outsider
    Hit Dice: 4d8-12 (6Hp)
    Initiative: +1
    Speed: 60ft. (12 squares) Good Fly Speed: 60ft. (12 Squares)
    Armor Class: 11 (+1 Dexterity), 11 touch, 0 flat-footed
    Base Attack/Grapple: +4/-2
    Attack: -
    Full Attack: -
    Space/Reach: 5ft. /5ft.
    Special Attacks: Mental Overload, Counter-Laser, Counter-Warp
    Special Qualities: Darkvision 60ft. Spell resistance
    Saves: Fort + 4, Ref + 5, Will +4
    Abilities Str 6, Dex 15, Con 5, Int 6, Wis 15, Cha 1
    Skills: None
    Feats: Hover, Multi-attack
    Environment: Plane of Mirrors
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 5-6 (Medium)
    Level Adjustment: -

    A strange sight to behold, perhaps the last that one will remember for a while. In its home plane, it has no true shape, just meaningless chaos in the darkness of the mirror. But when it crosses over into the material plane, the story is much different, glass from a single mirror will twist and mold itself into a monolith with the dimensions of 1:4:9. In this new material state, they reflect the entirety of creation, and roam about the lands at random, seemingly seeking to enlighten all sentient creatures they encounter with the reflections in their mirror. It cannot speak any language, save some jargon that sounds like scambled radio signals.

    Combat:
    The Reflector of Infinity will never attack first, however it will follow around sentient creatures and the radio sounds will become incredibly violent. Lacking any real means of attack, it is reliant on its special abilities for survival. It cannot grapple as it lacks any physical means to.

    Mental Overload
    In the mirror that makes up its body, the entirety of creation is reflected, something that a mortal mind could not possibly process all at once, thus causing an informational overload. If a character looks directly into the body, he or she must make a will save, or they suffer an overload of information, and enter a vegetative state for one day. After the day passes, the subject will awaken with a case of severe amnesia and suffer from migraines. Within three days the amnesia gradually fades and memories return. Those who suffered a mental overload will be able to retain small amounts of the knowledge, this will be represented by the victim gaining a point of intelligence. DC 14
    Constructs and animals with low intelligence are unaffected by it.

    Should the Reflector be attacked, be it a hit or miss, and still live, it will counter all who attacked it with:
    Directed energy beam
    A deadly directed, energy beam that fires faster than any target could hope to react and avoid. The target must make a Fortitude save or suffer 10d10 points of damage. A successful save reduces the damage by half. DC 12
    Last edited by nanobot_swarm; 2010-08-20 at 08:55 PM.

  6. - Top - End - #6
    Dwarf in the Playground
     
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    Post Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Reflective Illusion
    Large Outsider
    Hit Dice:6d6
    Initiative:+3
    Speed: 30ft (6 squares)
    Armor Class: 14(+2 dex), touch 12, flat-footed 12
    Base Attack/Grapple:+5
    Attack:+6
    Full Attack:+6/+4
    Space/Reach:5ft
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities 12Str ,14Dex , 10Con , 10Int , 12Wis , 16Cha
    Skills:Escape Artist +2, Hide +10
    Feats:Improved Graple
    Environment:Mirror of Illusion
    Organization:solitary
    Challenge Rating:
    Treasure:Mirror Of Illusion
    Alignment:Always Chaotic Evil
    Advancement:-
    Level Adjustment:-
    Mirrors of Illusion are items that may distort realty with illusions.
    though entertaining and perhaps a nice tool for lying in the material plane, on The Plane Of Mirrors they are a both the most terrible plague (as all the illusions that were created by the orders of it's master are transplanted into The Plane of Mirrors as reality) and the best gates for normal folk to The Material Plane.
    Those creatures unlucky enough to get stuck between the planes become a Reflective Illusion, and are slowly turned to the madness of existing between both planes. this "dual existence" causes them to become shadows of the mirror, and are the the ones that cause illusions inside the mirror for living beings to approach the mirror, and later to pull them inside the mirror, as he loves the mirror, as a side illusion of the mirror, and can't risk to leave it without a man who takes his job as the illusion inside the mirror.

    Reflective Illusions appear to be the reflection the mirror is giving, but sometimes they forget about making certain parts of the world (indeed, they have to think about every object, but when pulled inside the mirror, they learn all about illusions, so it is only a minor mental effort) and all reflections take about one 1/10 of a second to take shape.
    Once they reveal themselves, they are usually the siluet of the original creature that entered through the mirror, but with red eyes as it's only feature.
    (Mirrors of Illusion without a reflective illusion look white, as they are not real "mirrors", but the creature that entered the mirror is inclined to reflect mirrors.)
    An occupied Mirror of Illusion can be entered through the Plane Of Mirrors, but once inside you must battle the Reflective Illusion to get out.}
    In such cases that two creatures are inside a mirror, the mirror will become black until the one who results in victory takes control of the mirror, and become it's reflective illusion.
    Reflective illusions forget all languages they new but learn a new one, the Shertoth, a language that is hissed outsidde the mirror, in very low volumes.

    Combat:
    A Reflective Illusion uses illusions to take his prey closer to the mirror, and when his prey is in range of the mirror, he uses his Reflective Claws to bring him inside the mirror, in which he uses Coat Of Illusions to disable his opponent, and then uses Translate Illusion to take the place of his prey in the material plane.
    But if a creature enters his mirror, the reflective illusion will make an illusion to hide his presence. he will then attack his enemy as hard as she can, as fast as she can, while trying to get his enemy flatfooted.

    Abilities:
    Landscape illusion: While a reflective illusion is inactive (has not taken an action for a turn) he Reflects (in illusions) The landscape as a regular mirror does.
    it is 100% Real for most creatures, but it can be dispeled as a spell casted by a level 10 sorcerer.

    wait i havn't finished yet but I shalll finish!
    Welcome my son, Welcome to the machine!
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  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Forgotten Reflection

    Medium Outsider
    Hit Dice:
    Initiative:
    Speed: 30ft. (6 squares)
    Armor Class: (), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach: 5ft./5ft.
    Special Attacks:
    Special Qualities: Reflection Bound, Unbound By Flesh
    Saves: Fort +, Ref +, Will +
    Abilities Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Any
    Advancement: By Class Level
    Level Adjustment:

    Due to various reasons, there are occasionally times when someone ceases to exist. It also so happens that there are times when someone not only stops existing from that moment forward, but also retroactively back to when they were born. At such times it is possible that a forgotten reflection is made.

    Forgotten reflections are so named because they are just that. When a person is retroactively unmade and their presence cleansed from existence there are instances in which their reflection at a certain point in time is overlooked and forgotten, leaving it behind when the one who cast it is no more.

    Without anyone casting it to be bound to the forgotten reflection takes on a life of its own. It has no memory of what came after the time at which it originated, but still remembers everything that the caster did before that. Forgotten reflections are also often jealous of those who have bodies and can freely interact with the real world, so often will try to steal them. If a forgotten reflection gains a body, it will usually pretend to be that persons reflection for a time until it gains enough power over the body to take control of it, at which time it will use the body to carry out the goals it had before being unmade and take back what it had when it existed. Meanwhile the victim's reflection will be left behind where it the forgotten reflection used to be.

    Combat

    Reflection Bound (Ex): A forgotten reflection is unable to interact with anything or move anywhere that is not currently being reflected.

    Unbound By Flesh (Ex): Lacking a body to be reflected by, a forgotten reflection is instead forever trapped at the age and state that it was in at its time of origin. As such it never ages, and if killed will revive 2d4 days latter at the location it was killed. It is however capable of healing from injuries it may have had at the time as well as learning new skills and abilities.

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

    - Optional -

    Lore

    Plot Hook/Story if any
    Last edited by Owrtho; 2010-08-19 at 12:40 AM.
    Tables
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
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  8. - Top - End - #8
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Mirror Dragon

    Extraplanar Dragon

    Hit Dice: d12, see chart
    Initiative: +0
    Speed: Variable by age, see chart
    Armor Class: Variable by age, see chart
    Base Attack/Grapple: Variable by age, see chart
    Attack: Variable by age, see chart
    Full Attack: As True Dragon
    Space/Reach: As True Dragon
    Special Traits: Dragon traits, Breath Weapon, other traits based on age, see chart
    Saves: Variable by age, see chart
    Abilities: Variable by age, see chart
    Skills: Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Speak Language, Spot, Use Magic Device
    Feats: Mirror Dragons favor Blind-Fight, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Flyby Attack, Hover, Improved Initiative, Snatch, and Wingover. They prefer feats that give them more tactical options as opposed to more damage. Older dragons prefer to take the Craft feats for experimental purposes and increasing the value of their hoard.
    Environment: Plane of Mirrors, Temperate Hills and Mountains
    Organization: Solitary, Mates
    Challenge Rating: Varies by age, see chart
    Treasure: Varies by age, see chart
    Alignment: Always Lawful Neutral
    Advancement: None
    Level Adjustment: Varies by age, see chart


    {table=head]Age | Size | Hit Dice | Str | Dex | Con | Int | Wis | Cha | Base Attack Bonus/Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon DC
    Wyrmling | Tiny | 2d12 (13 hp) | 9 | 10 | 11 | 16 | 7 | 10 | +2/-7 | +3 | +3 | +3 | + 1 | 11
    Very Young | Tiny | 5d12 (32 hp) | 11 | 10 | 11 | 18 | 9 | 10 | +5/-3 | +7 | +4 | +4 | +3 | 12
    Young | Small | 8d12 (60 hp) | 13 | 10 | 13 | 20 | 11 | 10 | +8/+5 | +10 | +7 | +6 | +6 | 15
    Juvenile | Small | 11d12 (82 hp) | 15 | 10 | 13 | 22 | 13 | 12 | +11/+9 | +14 | +8 | +7 | +8 | 16
    Young Adult | Medium | 14d12 (119 hp) | 17 | 10 | 15 | 24 | 15 | 12 | +14/+17 | +17 | +11 | +9 | +11 | 19
    Adult | Medium | 17d12 (144 hp) | 19 | 10 | 15 | 26 | 17 | 14 | +17/+21 | +21 | +12 | +10 | +13 | 20
    Mature Adult | Large | 20d12 (190 hp) | 21 | 10 | 17 | 28 | 21 | 16 | +20/+29 | +24 | +15 | +12 | +17 | 23
    Old | Large | 23d12 (218 hp) | 23 | 10 | 17 | 28 | 23 | 18 | +23/+33 | +28 | +16 | +13 | +19 | 24
    Very Old | Huge | 26d12 (273 hp) | 25 | 10 | 19 | 28 | 25 | 18 | +26/+41 | +31 | +19 | +15 | +22 | 27
    Ancient | Huge | 29d12 (304 hp) | 27 | 10 | 19 | 30 | 27 | 20 | +29/+45 | +35 | +20 | +16 | +24 | 28
    Wyrm | Gargantuan | 32d12 (368 hp) | 29 | 10 | 21 | 30 | 29 | 22 | +32/+53 | +37 | +23 | +18 | +27 | 31
    Great Wyrm | Gargantuan | 35d12 (402 hp) | 31 | 10 | 21 | 30 | 31 | 24 | +35/+57 | +41 | +24 | +19 | +29 | 32[/table]

    {table=head]Age | Speed | AC | Special Abilities | Caster Level | SR
    Wyrmling | 40 ft., fly 100 ft. (average) | 16 (+2 size, +4 natural), 12 touch, 16 flat-footed | Immunity to Electricity, Hide of Mirrors, Perfect Memory | - | -
    Very Young | 40 ft., fly 100 ft. (average) | 18 (+1 size, +7 natural), 11 touch, 18 flat-footed | | - | -
    Young | 40 ft., fly 150 ft. (poor) | 21 (+1 size, +10 natural), 11 touch, 21 flat-footed | | 1st | -
    Juvenile | 40 ft., fly 150 ft. (poor) | 23 ( +13 natural), 10 touch, 23 flat-footed | Identify | 3rd | -
    Young Adult | 40 ft., fly 150 ft. (poor) | 26 ( +16 natural), 10 touch, 26 flat-footed | DR 5/magic | 5th | 21
    Adult | 40 ft., fly 150 ft. (poor) | 28 (-1 size, +19 natural), 9 touch, 28 flat-footed | Tongues, Locate Object | 7th | 23
    Mature Adult | 40 ft., fly 150 ft. (poor) | 31 (-1 size, +22 natural), 9 touch, 31 flat-footed | DR 10/magic | 9th | 24
    Old | 40 ft., fly 150 ft. (poor) | 33 (-2 size, +25 natural), 8 touch, 33 flat-footed | Scrying | 11th | 26
    Very Old | 40 ft., fly 150 ft. (poor) | 36 (-2 size, +28 natural), 8 touch, 36 flat-footed | DR 15/magic | 13th | 27
    Ancient | 40 ft., fly 150 ft. (clumsy) | 37 (-4 size, +31 natural), 6 touch, 37 flat-footed | Prying Eyes | 15th | 29
    Wyrm | 40 ft., fly 200 ft. (clumsy) | 40 (-4 size, +34 natural), 6 touch, 40 flat-footed | DR 20/magic | 17th | 30
    Great Wyrm | 40 ft., fly 200 ft. (clumsy) | 43 (-4 size, +37 natural), 6 touch, 43 flat-footed | Greater Arcane Sight | 19th | 32 [/table]
    *can also cast spells from the Knowledge, Travel, and Trickery Domain as arcane spells

    Breath Weapon (Su): A Mirror Dragon has one kind of breath weapon, a cone of Mirror Image. It appears as a cloud of wispy white smoke. Subjects who breathe in the gas must succeed on a Will Save (see table for DC) or they see a number of Mirror Images equal to 1 + the age category of the dragon.

    Hide of Mirrors (Ex): Due to the reflective nature of the Mirror Dragon’s scales, it is often difficult to pinpoint its exact location. A Mirror Dragon is constantly under the effects of a Blur spell, but this effect is a physical property of the Dragon’s scales, not a magical one.

    Flawless Memory (Ex): Mirror Dragons have near-perfect memories. After a few seconds of study, they can commit anything to memory.

    Tongues (Sp): Once a day per age category, an Adult or older Mirror Dragon can cast Tongues with itself as the target.

    Locate Object (Sp): Once a day per age category, an Adult or older Mirror Dragon can cast Locate Object.

    Other Spell-like abilities: 3/day - Scrying (Old or older); 2/day - Prying Eyes (Ancient or older); 1/day - Greater Arcane Sight (Great Wyrm)

    *Note: Mirror Dragons do not possess a Frightful Presence. As they are difficult to see, their presence is not nearly as awe-inspiring.*

    {table=head] Age | CR | Treasure | LA
    Wyrmling | 3 | 1/2 | 2
    Very Young | 4 | 1/2 | 5
    Young | 5 | 1/2 | 8
    Juvenile | 6 | 1 | -
    Young Adult | 8 | 1 | -
    Adult | 10 | 1 | -
    Mature Adult | 12 | 1 | -
    Old | 14 | 2 | -
    Very Old | 16 | 2 | -
    Ancient | 17 | 2 | -
    Wyrm | 19 | 3 | -
    Great Wyrm | 21 | 3 | - [/table]


    The adventurers crept slowly into the cave, weapons at the ready. They had trailed rumors, gashes in the rock, and nearly every major theft in the country to this very spot. What they saw was...unexpected. Instead of a typical dragon trove, they found rows upon rows of shelves, each one stuffed with tomes of every size, shape, and condition. Constructs lumber mindlessly through the aisles, sorting great heaps of books onto the shelves, paying no attention to the intruders. And sitting in the middle of the room is a pile of treasure, conveniently sorted so that the most valuable goods were sitting on top in plain sight. As they advanced on the pile, a voice spoke from behind them, “Now then, what brings you to my home?”


    Physical Appearance

    Mirror Dragons are smaller, and less built than other dragons. Their scales are reflective like mirrors, but are stronger than steel. As a result, it is rare to see one fully. At best, one can see a pattern of reflections in the shape of a small dragon. Their eyes are a dull white, with pupils that shift from a sky blue to a dark blue, contrasting with the level of light exposure.

    Behavior

    Mirror Dragons adore knowledge. From birth until death, they retain all information they absorb. While other dragons may hoard jewels and magic artifacts, mirror dragons hoard information and teaching. This usually does result in mirror dragons keeping a small hoard of items and tomes they have yet to fully decipher. Once they have gleaned all information they can from their treasure, they will dispose of it, and get new items to study.

    Mirror dragons value information on fairly standard scales:

    New Information > Known Information

    High-scale (The king is a werewolf!) > Low-scale (The king ate granola this morning!)

    Few individuals know > Widely known

    Mirror Dragons often keep tenuous lairs. They usually start travelling at a young age, and stop only once they’ve amassed a large enough store of things to study that they can no longer keep carrying it. When on the move, they live in sparsely-traveled areas to protect their objects of interest. Once they settle down for longer periods of time, they prefer keeping their homes closer to places of population. They quickly learn that cities are also centers of information. In their permanent dwellings, they like to keep a few helpers to assist them with books and other smaller objects they find. Many create constructs simply because they won’t try to steal or read their tomes, although some will use living creatures if they trust them enough.

    Once Mirror Dragons reach a venerable age, their rate of factual learning starts to decrease. They simply hear, learn, or discover a majority of the knowledge in the area. At all stages of life, Mirror Dragons value new information very highly, but even more so when they start slowing down. In order to attract more exotic visitors, they start to keep a greater hoard of treasure. They hold no personal attachment to these hoards, they value it instead for the information they can buy with it.

    Although fiercely protective of their collected leanings, they are not above information trading. If a Mirror Dragon makes a deal, they will keep it. However, if they feel they can get away with giving information the other party already knows or could figure out, they do. If a group or person cheats a Mirror Dragon out of information, the dragon will relentlessly hunt them down. Some Mirror Dragons do give out teaching and instruction to individuals, almost as apprentices. This isn't out of any affection or respect. Rather, they view these students as investments. They give their students information and assistance now, on the impression that the student will eventually discover something new for them.

    Mirror Dragons take mates as they see fit, and usually hold little personal ties to their partners. Those that do take mates tend to spend little time with their partners, as both have their own research and information gathering to tend to.

    Encounters

    Mirror dragons prefer to talk instead of fight. They find that it is much easier to learn new facts and news from a friendly conversation then a heated battle. If a fight does break out, they will use their breath weapon whenever they can to keep a steady stream of illusions, while they hide and observe the fighting. If they see fighting styles, techniques, or tricks they have never seen before, they will give the party what they came for, provided it is still a fair trade, of course.

    In an all-out battle, a Mirror Dragon will almost never attack directly. They prefer creating illusions, false attacks, or even using their minions. While the enemy is distracted, the dragon will simply observe their fighting techniques from hiding and create a strategy from there.
    Last edited by TheAmishPirate; 2010-08-21 at 10:45 PM. Reason: Last-minute formatting! Yay!
    I'm developing a game. Let's see what happens! Complex.

  9. - Top - End - #9
    Orc in the Playground
     
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    Dark Reflection
    "For now we see through a glass, darkly." 1 Corinthians 13:12

    Medium Undead (Incorporeal)
    Hit Dice: 13d12 (175 hp)
    Initiative: +9
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 22 (+5 Dex, +7 deflection), touch 22, flat-footed 17
    Base Attack/Grapple: +6/-
    Attack: Incorporeal touch +11 melee (2d6 plus 1d6 Cha drain)
    Full Attack: Incorporeal touch +11 melee (2d6 plus 1d6 Cha drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charisma drain, spell-like abilities
    Special Qualities: Incorporeal traits, +4 turn resistance, undead traits, unholy toughness, weakness to mirrors
    Saves: Fort +4, Ref +9, Will +10
    Abilities Str -, Dex 21, Con -, Int 13, Wis 15, Cha 25
    Skills: Bluff +12, Concentration +15, Hide +21, Knowledge (arcana) +13, Listen +14, Spellcraft +9, Spot +14
    Feats: Dodge, Combat Expertise, Mobility, Improved Initiative, Spring Attack
    Environment: Any land
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always neutral evil
    Advancement: 13-19 HD (Medium)
    Level Adjustment: -

    A Dark Reflection is an undead creature created when a powerful sorcerer or other spellcaster with a strong personality died while inside a mirror of life trapping. They seek nothing but vengeance against those who trapped them in the mirror, those who created the mirror, and creatures who create similar objects or who typically go about trapping other living beings for profit and pleasure.

    Dark Reflections resemble the creatures they did in life, dressed in tattered clothing, though their flesh has taken on a dark, smoky appearance, and almost seems to be cracked and chipped in some places. Their eyes are dull and glassy, and their teeth and nails resemble shards of broken glass.

    While evil and consumed with hatred for the living, Dark Reflections do not go out of their way to attack creatures who it doesn't identify as objects of its purest hatred. They will defend themselves and their haunts if need be. While a Dark Reflection does not itself carry treasure, being incorporeal, its lair is typically scattered with the remains of those it has slain. Dark Reflections typically inhabit the places they did in life, or the domiciles of its most recent victims. They can be reasoned with, and will occasionally trade items and information for the same.

    A Dark Reflection speaks the languages it did in life, usually Common and one other such as Draconic, Elven, or some other arcane, mystical tongue.

    Combat

    Dark Reflections attack from hiding, preferably flitting out of a wall, striking an opponent with their Charisma draining incorporeal attack, and then continuing on into an opposite wall with Spring Attack. They target clerics, spellcasters, and other characters who have a good chance of harming or hindering them first before moving on to other, lesser dangerous opponents at their leisure. If they sustain a large amount of damage, they retreat to "heal" themselves and reevaluate the situation, choosing either to leave the party alone or strike at them again when they are vulnerable.

    Considering its potent array of necromantic abilities, its mobility, and its remarkable capacity for absorbing large amounts of punishment, the Dark Reflection makes for a frustrating, deadly, and terrifying opponent.

    Charisma Drain (Su)
    Living creatures hit by a Dark Reflection’s incorporeal touch attack must succeed on a DC 23 Fortitude save or take 1d6 points of Charisma drain. The save DC is Charisma-based. On each such successful attack, the Dark Reflection gains 5 temporary hit points.

    Spell-like Abilities (Sp)
    At will-blindness/deafness (DC 19), doom (DC 18), ghoul touch (DC 19), inflict light wounds (DC 18), spectral hand; 3/day-bestow curse (DC 20), vampiric touch (DC 20); 1/day-enervation. Caster level 7th. The save DCs are Charisma-based.

    Weakness to Mirrors (Su)
    Dark Reflections despise mirrors and other reflective objects, treating them with fear and loathing, much as a vampire does with holy symbols. A Dark Reflection will not willingly advance within 30 feet of a mirror or other reflective device, and will reluctantly withdraw from opponents bearing such items, resorting to their ranged spell-like abilities.
    Last edited by Schylerwalker; 2010-08-20 at 02:05 PM.
    Quote Originally Posted by MammonAzrael View Post
    Causing Hideous laughter is an Extraordinary ability of 20th level monks.

    At least, it should be.
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  10. - Top - End - #10
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    Default Re: GITP Monster Competition XLVIII - Through the Looking Glass

    The contest has ended and voting begun.

    Click here to cast your vote in Through the Looking Glass

    -=-=-=-=-=-

    The entries by Owrtho and Slayed_Prophet have been disqualified for being incomplete at the contest's end.

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