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  1. - Top - End - #1
    Titan in the Playground
     
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    Default Made by Mad Mages (D&D monsters)

    Shine Beetle
    Small Vermin
    HD 1d8+2 (6 hp)
    Speed 30 ft. (6 squares), climb 20-ft
    Init: +2
    AC 15; touch 13; flat-footed 13 (+1 size, +2 Dex, +2 natural)
    BAB +0; Grp -4
    Attack Bite +2 melee (1d4)
    Full-Attack Bite +2 melee (1d4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks: Dazzling Carapace
    Special Qualities: Darkvision 60-ft, immunity to dazzle, scent, vermin traits
    Saves Fort +4 Ref +2 Will +0
    Abilities Str 11, Dex 14, Con 15, Int -, Wis 10, Cha 1
    Skills Climb +8, Listen +4, Move Silently +6, Spot +8
    Feats Weapon FinesseB
    Environment: Temperate and warm forests and underground
    Organization Solitary, pair, nest (3-12), or enclave (5-50)
    Challenge Rating 1/3
    Treasure Nil
    Alignment Always True Neutral
    Advancement 2-3 HD (small), 4-6 HD (medium), 7-12 HD (large), 13+ HD (huge)
    Level Adjustment
    About the size of a small dog, the beetle in front of you looks almost like a lustrous gem. Its chitin is a reflective and lustrous blue shining iridescently when light strikes it, the disorienting glare making it hard to look directly on the beetle.
    Shine beetles were originally bred by gnomish biomancers for the purpose of providing mobile light sources in mines which would have the benefit of not igniting flammable gases or being prohibitively expensive (continual flame). Unfortunately shine beetles proved too stupid and animalistic for this purpose, moving about without discipline in the mines and incapable of being easily trained to do better. As such their original purpose was discarded. Due to their reflective carapace giving them a gem-like appearance some gnomes kept them as pets, though, and others managed to escape into the wild becoming a true breeding population. Now shine beetles can be found in various forests across the world, and even in caverns, where they feed off of small mammals, reptiles, centipedes and any other creature smaller than them and slow enough to be caught. In pacts they are willing to go after larger prey, and feral beetles will even attack humans in sufficient numbers. Stories have begun to spread about shine beetles that have grown to massive size.
    Combat: Shine beetles rush a single foe, the entire hive or enclave falling upon a single creature if possible, surrounding it to tear it limb from limb. Forest dwelling shine beetles will rush upon a foe, trusting that their dazzling carapace will be enough to disorient it. In caves they are more likely to use stealth, suddenly swarming over a creature from small tunnels in the walls.
    Dazzling Carapace (Ex): A Shine Beetle’s carapace is naturally reflective focusing the light that falls upon it into a painful glare. If a shine beetle is in an area of shadowy illumination it produces bright light out to 10-ft. If a shine beetle is in an area of bright illumination any creature looking at it must make a Fortitude save (DC 12; this DC is Constitution based) or be dazzled for 2 + the beetle’s hit dice rounds. A creature may avert or close their eyes to avoid this effect as if it were a gaze attack, but the beetle may not spend a standard action to invoke this ability like a gaze attack.
    A beetle kept in poor conditions (not enough food, and exercise), or thoroughly isolated from its kind for long periods will lose some of its luster, and while remaining somewhat reflective will no longer shine brightly enough to increase the illumination in an area or dazzle creatures.
    Skills: A Shine Beetle gains a +4 racial bonus to Listen and Move Silently checks, as well as a +8 racial bonus to Spot checks. Due to their climb speed they gain a +8 bonus on Climb checks and may take 10 when threatened or rushed.

    Spoiler: Advanced 5 HD Shine Beetle
    Show

    Advanced Shine Beetle
    Medium Vermin
    HD 5d8+15 (37 hp)
    Speed 30 ft. (6 squares), climb 20-ft
    Init: +1
    AC 13; touch 11; flat-footed 12 (+1 Dex, +2 natural)
    BAB +3; Grp +6
    Attack Bite +6 melee (1d6+4)
    Full-Attack Bite +6 melee (1d6+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks: Dazzling Carapace
    Special Qualities: Darkvision 60-ft, immunity to dazzle, scent, vermin traits
    Saves Fort +7 Ref +2 Will +1
    Abilities Str 16, Dex 12, Con 17, Int -, Wis 10, Cha 1
    Skills Climb +11, Listen +4, Move Silently +5, Spot +8
    Feats Weapon FinesseB
    Challenge Rating 2

    Dazzling Carapace (Ex): Due to their increased hit dice and Con, these shine beetles have a DC 15 Fort save to avoid dazzling.


    Mephon
    Small Magical Beast
    HD 2d10+2 (13 hp)
    Speed 40 ft. (8 squares), climb 20-ft
    Init: +3
    AC 15; touch 14; flat-footed 12 (+1 size, +3 Dex, +1 natural)
    BAB +2; Grp -1
    Attack Bite +5 melee (1d4+1)
    Full-Attack Bite +5 melee (1d4+1), and 4 claws +0 melee (1d3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks: Odor
    Special Qualities: Arboreal, Darkvision 60-ft, scent, +4 to saves versus disease
    Saves Fort +4 Ref +6 Will +1
    Abilities Str 13, Dex 16, Con 13, Int 2, Wis 12, Cha 6
    Skills Balance +8, Climb +9, Listen +7, Jump +11, Spot +7.
    Feats Ability Focus (Stench)B, Weapon Finesse
    Environment: Temperate and warm forests
    Organization Pair, hunt (3-10), nest (6-24)
    Challenge Rating 1
    Treasure Mephon “Honey”
    Alignment Always True Neutral
    Advancement 3 HD (small), 4-8 HD (medium)
    Level Adjustment
    A tad over 3’ long, not counting tail, this creature looks somewhat like a cross between a monkey and a lizard. It has eight flexible legs splayed out widely while on the ground, though wrapping around a tree’s limbs for climbing it, similar in construction to those of a lizard giving it a low profile. Its tail is flexible able, able to perform simplistic manipulation. Its head is long and straight like that of a lizard’s and it is filled with a mix of teeth made to rip flesh from scavenged corpses and molars for the chewing of plants and fruit. Its body, though, is covered in brownish fur, and it bears external ears, similar in appearance to cat ears. From the creature issues a horrible stench, like rotting meat.
    Mephons are a forest dwelling species that subsists on a mixed diet of scavenged carcasses and fruit. They carry with them a charnel odor which sickens other creatures and occasionally attracts other scavengers which the mephons opportunistically hunt. Many suspect biomancers of the creation of mephons due to their odd combination of diapsid and synapsid traits, their stinking odor, and the odd traits of their “honey”. Mephons produce a sweet tasting semi-fluid substance similar in texture to honey, which they feed their (live born) young instead of providing milk. This honey is valued by chefs as a delicacy, but also by wizards due to some unique properties. 1/10th of a pound of mephon honey can substitute for a non-expensive material component, and sufficient quantities can substitute for even expensive material components. 1 lb of mephon honey is (normally) worth 5 GP, and mephon honey can substitute for a material component costing up to 2 GP per pound of mephon honey used.
    Combat: Mephons hunt in nothing smaller than a pair, and occasionally up to a whole group of 10. They prefer to avoid fighting creatures larger than them in any numbers, using their odor to drive away most dedicated predators (which will generally avoid the scent of obviously rotten meat) even as it attracts true scavengers (which like it). If the hive is approached, though, mephons will grow territorial and defensive fighting to the death by launching themselves at foes, biting and clawing with their four front legs ending in sharp claws designed for climbing trees.
    Arboreal (Ex): A mephlon is naturally a tree dwelling species and adapted to such life in the trees. They apply their Dexterity bonus instead of Strength to Jump checks, and retain their Dexterity bonus to AC when balancing. In addition they may take 10 on both such checks even if threatened or rushed.
    Odor (Ex): Mephons have a horrible odor similar to that of rotting meat, but designed to sicken creatures even more thoroughly. Any creature within 20-ft of a mephon, or 80-ft of one if they have scent, must make a Fortitude save (DC 14) or be sickened for as long as they are within 20-ft of a mephon and 1 minute thereafter. A successful save renders them immune to that mephon’s odor for 1 minute. If they are within the area of several mephon’s odors they need only make one save, but do so with a penalty based upon the number of mephons they are within odor range of. This starts at -1 if there are 2, -2 if there are 4, -3 if there are 8, and increases by 1 for every additional doubling. Mephons are immune to the odor of themselves and other mephons.
    Skills: A mephon gains a +4 racial bonus to Balance, Listen, Jump, and Spot checks. They also gain a +4 bonus on Jump checks due to their 40-ft land speed, and a +8 bonus on Climb checks and may take 10 when threatened or rushed due to their racial climb speed.

    BEAR, DWARVEN WAR
    Large Magical Beast
    Hit Dice: 6d10+30 (63 hp)
    Initiative: +1
    Speed: 30 ft. (8 squares); 40 ft without armor
    Armor Class: 20 (–1 size, +1 Dex, +5 natural, +5 breastplate “barding”), touch 10, flat-footed 19; 15 without armor (14 flat-footed)
    Base Attack/Grapple: +6/+19
    Attack: Claw +14 melee (2d6+9)
    Full Attack: 2 claws +14 melee (2d6+9) and bite +12 melee (2d6+4 and 1 acid)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Acidic saliva, improved grab
    Special Qualities: Acid resistance 20, acidic blood, darkvision 60-ft, scent
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 29, Dex 13, Con 19, Int 2, Wis 12, Cha 8
    Skills: Listen +4, Spot +7
    Feats: Armor Proficiency (Light, Medium)B, Improved Natural Weapon (Claws), Improved Toughness, Multiattack
    Environment: Underground (dwarven settlements)
    Organization: Solitary or pair
    Challenge Rating: 5
    Advancement: 7–10 HD (Large), 11-16 HD (Huge)
    Level Adjustment:—
    Bred by dwarves for use in combat, dwarven war bears have slightly different proportions than regular bears. When on four legs their body is closer to horizontal, to facilitate their use as a mount, and their musculature have been enhanced creating larger beasts, worse predators due to their increased metabolic demands but better warbeasts. The most important changes are their adaptations to total darkness, and the acidic nature of their blood and saliva. Although far from the most dangerous acid, a dwarven war bear’s saliva is laced with enough acid to inhibit a troll from healing the wounds left from their bites, and their blood further discourages the regenerating creatures from attacking them. As trolls often are used as powerful shock troopers by the orcs and goblinoids that dwarves find themselves facing these assets make dwarven war bears valuable allies for dwarven warriors when their fortress homes are under threat. Wild dwarven war bears are rare as they are an artificially produced species which due to their added metabolic demands are less successful as hunters than natural brown bears but they can sometimes be encountered.
    Combat
    A dwarven war bear is a fully trained combat mount like a warhorse and is able to fight with a rider as a warhorse and is proficient in light and medium armor. A wild dwarven war bear lacks these proficiencies.
    Acidic Blood (Ex): A dwarven war bear’s blood is mildly acidic. Any creature striking it in melee with a non-reach weapon takes 1 point of acid damage per 3 hit dice the war bear possesses, or per 2 hit dice if they are using a slashing or piercing natural weapon, or 2 per 3 hit dice if they are using a bite attack.
    Acidic Saliva (Ex): A dwarven war bear’s saliva is also mildly acidic. A dwarven war bear’s bite attack deals 1 additional point of acid damage and all damage dealt by their bite attack is considered acid for the purpose of overcoming regeneration (but not for interaction with acid resistance, acid immunity, or damage reduction).
    Improved Grab (Ex): To use this ability, a dwarven war bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Carrying Capacity: A light load for a dwarven war bear is up to 1397 pounds; a medium load, 1398–2799 pounds; and a heavy load, 2800–4200 pounds. A dwarven war bear can drag 21,000 pounds.
    Dwarven War Bears and Characters: I do not know how to assign a proper GP price to a CR 5 animal, advice there is welcome. A dwarven ranger or beast tamer may select a dwarven war bear as an animal companion using their effective druid level -9.
    Last edited by Zaydos; 2015-09-21 at 10:23 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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  2. - Top - End - #2
    Orc in the Playground
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    Default Re: Made by Mad Mages (D&D monsters)

    I like the beetles- they seem like just the thing you'd find in a book. I'd use the heck out of them in a low level campaign. One problem, though- it isn't hard for a party to turn it into infinite illumination. Knock it out, put it in a cage... never need torches again. Could I recommend noting that they glow in response to some kind of stimulus, or need to be with other beetles to shine indefinitely? Something that adventurers would need to work to gain, or limits how often they can use the beetle. If the glow only persists for a few hours, or adventurers need to drag around a whole colony to keep the glow up, it becomes much less convenient.

    Y'know, if there's going to be a bigger, badder beetle, why not give him a blinding ability instead of an advanced dazzle?

    Mephons are entertainingly weird, though not as weird as that honey bit. Doesn't that mean you'd need to carry several hundred pounds of honey for even the low level stuff?
    Also, you've got a note about multiple mephon stank, but wouldn't the same apply to beetle dazzling?

  3. - Top - End - #3
    Titan in the Playground
     
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    Default Re: Made by Mad Mages (D&D monsters)

    I'm not worried about them replacing torches with giant beetles (they're 30 lbs and if that's all the loot you're getting from the encounter you're welcome to it) but I will still use some of your suggestions because while the upping shadowy illumination to bright and even potentially chaining it isn't too bad (and at low levels means they provide some loot), using them to dazzle enemies might be more dangerous.

    As for the mephons I might have underestimated low level material component prices a bit I'm going to look to see where I put my Arms and Equipment guide and look up prices of expensive foods and see if I could reasonably do 10 GP a pound to up the material component conversion to 5 GP a pound (so 20 lbs could be used for identify, 10 lbs for continual flame, or 5 lbs for bless water or arcane lock, or merely 1 lb for Hail of Stone).

    As for the stench v dazzling my logic was the stench grows more overwhelming the more there are, but you'll only be looking at one beetle at a time.

    Finally I added Dwarven War Bears. Because dwarves can be insane biomancers too.
    Last edited by Zaydos; 2014-02-07 at 05:30 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Made by Mad Mages (D&D monsters)

    Time Flies
    Fine Magical Beast (Swarm)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +14
    Speed: 10 ft (2 squares), fly 120 ft (good)
    Armor Class: 24 (+8 size, +4 Dex, +2 Insight), FF n/a, touch 24.
    BAB/Grapple: +6/-
    Attack: Swarm (2d6 plus time hop)
    Full Attack: Swarm (2d6 plus time hop)
    Space/Reach: 10 ft/0 ft.
    Special Attack: Distraction, Time Hop
    Special Qualities: Foresight, Darkvision 60-ft, immune to weapon damage, low-light vision, swarm traits, immunity to slow and time effects, Fast Healing 5, Sense Chronomancy.
    Saves: Fort +7, Ref +11, Will +5.
    Abilities: Str 1, Dex 19, Con 14, Int 2, Wis 13, Cha 15.
    Skills: Listen +6, Spot +5
    Feats: Ability Focus (Time Hop), Iron Will, Improved Toughness
    Environment: Any land or underground (temporally disturbed)
    Organization: Solitary, Disturbance (2-5 swarms), Rift (6-12 swarms).
    Challenge Rating: 6.
    Treasure: None.
    Alignment: Always true neutral.
    Advancement: None.
    Level Adjustment:

    Before you is a massive swarm of metallic blue flies. The buzz of their wings fills the air with its cacophony as they approach you.

    Time flies are a species of carnivorous flies thought to have been spawned through abiogenesis at a sight which was temporally disrupted. The species has since spread, laying their eggs in the flesh of those their swarms slay, but even now seem attracted to temporal disruptions and chronomancy.

    Combat:
    A swarm of time flies attacks by swarming over a target. They will bounce a single target into the future before moving on to another using this to minimize the number of creatures they are facing in any given round.

    Distraction (Ex): Any living creature that begins its turn with a time fly swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Fast Healing (Su): A time fly swarm's fast healing is actually a temporal disruption of attacks as the other flies in the swarm instinctively shunt their fellows through time to survive attacks.

    Foresight (Su): A time fly swarm continuously benefits from the effects of a foresight spell. This grants them a +2 insight bonus to AC and Reflex saves as well as means they cannot be surprised or caught flat-footed.

    Sense Chronomancy (Su): A time fly swarm can sense any magic or effect that meddles with time within 6 miles of its location. This includes Time Hop, Haste, and Slow spells or effects as well as free standing temporal portals, vortexes to the demiplane of time (if used), and potentially time travelers.

    Time Hop (Su): Any creature damaged by a time fly swarm’s swarm attack must make a Will save DC 17 or be sent 5 rounds into the future. A time fly can instinctually sense the presence of creature sent through time and when they will reappear.
    Last edited by Zaydos; 2014-02-20 at 02:23 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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  5. - Top - End - #5
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    Default Re: Made by Mad Mages (D&D monsters)

    Bear, Horned (a.k.a. Ursacorn)
    Large Magical Beast
    Hit Dice: 10d10+40 (95 hp)
    Initiative: +1
    Speed: 40 ft (8 squares),
    Armor Class: 16 (-1 size, +1 Dex, +6 natural), FF 15, touch 10.
    BAB/Grapple: +10/+23
    Attack: Gore +21 melee (3d6+12/x3)
    Full Attack: Gore +21 melee (3d6+12/x3), 2 claws +18 melee (1d8+4), and bite +18 melee (2d6+4)
    Space/Reach: 10 ft/5 ft.
    Special Attack: Alucorn, Improved Grab, Maul Evil, Spell-like Abilities
    Special Qualities: Darkvision 60-ft, Immunity to poison, charm, and compulsions, Protection from Evil, Scent.
    Saves: Fort +11, Ref +8, Will +6.
    Abilities: Str 29, Dex 13, Con 19, Int 6, Wis 16, Cha 14
    Skills: Listen +9, Sense Motive +11, Spot +9, Survival +3*, Swim +10
    Feats: Ability Focus (Holy Smite), Greater Multiattack, Improved Natural Weapon (Gore), Multiattack, TrackB
    Environment: Cold forests
    Organization: Solitary or pair.
    Challenge Rating: 8.
    Treasure: None.
    Alignment: Always good, usually chaotic.
    Advancement: 11-16 HD (Large); 17-32 HD (Huge).
    Level Adjustment:

    A bear, golden-brown in color, stands before you. Over 9 feet tall as it rears up on its hind legs a massive, spiraling horn stretches from its forehead over two feet in length. The creature has a certain striking majesty to it as its silvery eyes gaze upon you discerningly.

    Horned bears, also known as ursacorns, are a mystical species of bear found in certain northern forests. Less well known than unicorns, these creatures serve as protectors of their forest homes, prowling the woods hunting evil that takes root within. Goblin tribes have learned to fear the mystical bears, for they tolerate no evil. Omnivorous by nature, horned bears primarily consist on plants, but will eat the flesh of evil creatures they slay.

    Some creatures hunt ursacorns for their alucorns which can be wrought into magical spears. This, coupled with horned bears’ tendencies to fight evil creatures, tends to keep ursacorn populations low.

    Horned bears speak (broken) Sylvan. Occasionally highly intelligent (Int 8+) or advanced specimens will speak Elven or Common as well.

    Combat: Horned bears prefer to begin combat by using their holy smite on clustered groups of enemies, only rarely initiating combat without first detecting evil. After the initial smite they rush into combat using their array of natural weapons to strike out at foes.

    Alucorn: A ursacorn’s spiral horn has mystical powers like those of a unicorn’s. Specifically it is considered a +3 magical weapon. In addition an ursacorn’s gore attack deals triple damage on a critical hit. If removed the horn loses much of its magical properties, although it can be mounted as the head of a spear and function as a +1 spear of up to large size (this is a DC 25 Craft Weaponsmith task and requires them to perform work equivalent to 500 GP, this serves as all raw materials necessary), and can be used to perform a CL 8 Holy Smite as a command word activated ability once, or can be used to substitute for 400 XP of the cost of making a magic weapon that deals damage as if good aligned. An ursacorn that has lost its alucorn loses their protection from evil and spell-like abilities.

    Improved Grab (Ex): To use this ability, a horned bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Maul Evil (Su): A horned bear’s natural weapons deal +2 damage to evil targets and are considered good for the purposes of overcoming damage reduction and regeneration.

    Protection from Evil (Su): A horned bear is continuously protected by a Protection from Evil effect as the spell of the same name. A horned bear cannot suppress this ability.

    Spell-like Abilities: Once per 5 rounds: Holy Smite caster level 10. Once per day: Greater Teleport (to and from within home forest only, self and up to 1 rider only; Caster Level 13). At-will: Detect Evil and Discern Lies caster level 8. Save DC is 12 + Spell level (DC 16 for Discern Lies, DC 18 for Holy Smite due to Ability Focus).

    Skills: A horned bear gains a +8 racial bonus to Sense Motive. A horned bear gains a +8 on survival checks to track an evil creature.

    Horned Bears as Companions: A chaotic good character with the Exalted Companion featBoED can select an ursacorn as an animal companion at a -12 to their effective level. A 12th level or higher paladin may select a horned bear as a mount (-7 to paladin level for mount abilities).
    Last edited by Zaydos; 2014-02-18 at 12:48 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  6. - Top - End - #6
    Troll in the Playground
     
    PirateGirl

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    Default Re: Made by Mad Mages (D&D monsters)

    These are excellent! So nice to see new monsters.

    The cost of a Dwarven War Bear should be as Warbeast Template in MM2. It would cost 550 gp.

    I tend to use the rule that animals increase in size when they double their HD. It gives the advancement a bit of symmetry that would otherwise be lacking.

    Shine Beetle advancement would be thus:
    Advancement 2-3 HD (Small), 4-6 HD (Medium), 7-12 HD (Large), 13+ HD (Huge)

    Also, living creatures don't normally have more than 2 advancements.

    In the Time Flies entry, you should note that the foresight ability adds +2 insight bonus to AC and Reflex saves. Also, swarm damage for 6 HD creature is 2d6 not 3d6 (see Swarm subtype).

    Horned bear's damage with horn should be (3d6+12/x3) you don't need to state the critical and natural attacks crit on 20 normally.
    Advancement would be 11-16 (Large), 17-32 (Huge).

    Debby
    Last edited by Debihuman; 2014-02-17 at 12:00 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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    Default Re: Made by Mad Mages (D&D monsters)

    Onlooker
    Tiny Aberration
    Hit Dice: 1/2d8 (2 hp)
    Initiative: +2
    Speed: 30 ft (6 squares), climb 20 ft
    Armor Class: 14 (+2 size, +2 Dex), FF 12, touch 14.
    BAB/Grapple: +0/-12
    Attack: Bite +4 melee (1d4-4 and poison)
    Full Attack: Bite +4 melee (1d4-4 and poison)
    Space/Reach: 2-1/2 ft/0 ft.
    Special Attack: Poison
    Special Qualities: Darkvision 60-ft, All-Around Vision, Drain Magic, Sense Magic
    Saves: Fort +0, Ref +2, Will +3.
    Abilities: Str 3, Dex 14, Con 11, Int 6, Wis 13, Cha 12
    Skills: Climb +6, Listen +4, Search +6, Spot +13
    Feats: Alertness, Weapon FinesseB
    Environment: Cold hills, or underground; any site with concentrated magic
    Organization: Solitary, pair, enclave (3-30).
    Challenge Rating: Special.
    Treasure: No coins, no gems/art objects, standard items (magic only).
    Alignment: Usually Lawful Evil
    Advancement: -.
    Level Adjustment:

    Roughly the size of a common cat, and with a skeletal structure fit for a lizard this creature looks at you. Covered in well over a dozen eyes, this creature has a chitinous skin and a jaw filled with reptilian teeth. It moves across the ground its eyes wary.

    Onlookers are a breed of diminutive beholder-kin. Physically similar to large lizards they have a variable number of eyes ranging from 15 to 26 and can be covered in chitin, scales, leathery skin, or a large variety of such flesh; similar to beholders. They feed off of magical energy slowly draining away the energy of magical effects, items, and even natural sites of magical energy.

    Onlookers speak broken Beholder, but are considered pests by beholders. Like true beholders onlookers reproduce asexually and will territorially attack onlookers that differ from them in skin type, eye number, eye color, or other details.

    Combat: Onlookers prefer to avoid combat with larger creatures and will generally only enter combat with them if forced.

    All-Around Vision (Ex): Onlookers are exceptionally alert and circumspect. Their many eyes give them a +8 racial bonus on Spot checks and Search checks, and they can’t be flanked.

    Drain Magic (Su): Onlookers devour nearby magic. This ability functions as an anti-magic field radiating out to 30-ft from the onlooker. Spell effects and other magical effects with a duration have their duration reduced by an additional round each round they are in an onlooker’s drain magic range (this reduction stacks if multiple onlookers are in range). Permanent magical effects take 3 months to be devoured by a single onlooker, or 1 day by 90 onlookers. Magic items lose 1 charge per 2 days, or are completely destroyed after 100 days. Artifacts are theoretically unaffected.

    Poison (Ex): An onlooker’s bite attack carries a poison which has an initial and secondary damage of 1d2 Dexterity damage. The Fort save to resist this effect is DC 10, and is Constitution based.

    Sense Magic (Su): Onlookers can sense the number, strength, and location of magical auras within 120-ft, and can sense general direction of any strong or overwhelming magical auras within 1 mile. This ability is not suppressed by onlookers’ Drain Magic ability.

    Skills: An onlooker gains a +8 bonus on climb checks due to their climb speed and may take 10 on Climb checks even if threatened or distracted.

    CR: On their own onlookers are weaker than a cat (CR 1/3), but a single onlooker can greatly increase the power of a creature increasing the EL of an encounter by 1 or more even at high levels. The exact amount that anti-magic hurts a party is something best determined by a DM since it will vary heavily based upon optimization and party composition as well as encounter composition.

    Dire Onlooker
    Large Aberration
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +2
    Speed: 40 ft (6 squares), climb 20 ft
    Armor Class: 17 (-1 size, +2 Dex, +6 natural), FF 15, touch 11.
    BAB/Grapple: +4/+13
    Attack: Bite +8 melee (2d6+5 and poison)
    Full Attack: Bite +8 melee (2d6+5 and poison) and 2 claws +6 melee (1d8+2)
    Space/Reach: 10 ft/5 ft.
    Special Attack: Poison
    Special Qualities: Darkvision 60-ft, All-Around Vision, Dire Fortitude, Drain Magic, Sense Magic
    Saves: Fort +8, Ref +4, Will +6.
    Abilities: Str 21, Dex 14, Con 17, Int 6, Wis 13, Cha 12
    Skills: Climb +13, Listen +7, Search +6, Spot +16
    Feats: Ability Focus (Poison), Alertness, Multiattack
    Environment: Cold hills, or underground; any site with concentrated magic
    Organization: Solitary or pair.
    Challenge Rating: Special.
    Treasure: No coins, no gems/art objects, standard items (magic only).
    Alignment: Usually Lawful Evil
    Advancement: 7-9 HD (Large), 10-18 HD (Huge).
    Level Adjustment:

    12 feet long the creature stretches out before you low to the ground. Covered in eyes from head to tail, it looks like some twisted monitor lizard. Its skin is leathery and dull purple, its eyes are disproportionately large with round pupils that seem to stare into the soul.

    A dire onlooker is actually a distinct species from an onlooker, but quite similar. Much larger a dire onlooker is a significant threat to a creature on its own, unlike their lesser kin.

    Combat: A dire onlooker rushes the most dangerous looking opponent biting into them and trying to take them down quickly.

    Dire Fortitude: A dire onlooker has Fortitude as a good base save for their aberration hit dice, similar to how dire animals have a good Will save.

    Drain Magic (Su): Dire Onlookers devour nearby magic at 3 times the rate of their lesser kin. This ability functions as an anti-magic field radiating out to 30-ft from the dire onlooker. Spell effects and other magical effects with a duration have their duration reduced by an additional 3 rounds each round they are in a dire onlooker’s drain magic range (this reduction stacks if multiple onlookers are in range). Permanent magical effects take 1 month to be devoured by a single dire onlooker, or 1 day by 30 dire onlookers. Magic items lose 1 charge per 16 hours, or are completely destroyed after 33 days. Artifacts are theoretically unaffected.

    Poison (Ex) A dire onlooker’s bite attack carries a poison which has an initial and secondary damage of 1d6 Dexterity damage. The Fort save to resist this effect is DC 18, and is Constitution based and includes Ability Focus (Poison).

    CR: On their own dire onlookers are weaker than a dire wolf in an antimagic field placing them at CR 4 in a magic light party and CR 5 or more in a magic heavy one, but a single onlooker can greatly increase the power of a creature increasing the EL of an encounter as if a CR 3 creature and then adding an additional 1 or more even at high levels. The exact amount that anti-magic hurts a party is something best determined by a DM since it will vary heavily based upon optimization and party composition as well as encounter composition.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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