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Thread: GITP Makes a Monster
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2016-11-25, 06:08 PM (ISO 8601)
- Join Date
- May 2016
GITP Makes a Monster
Not sure how well this will work but let's try it anyway.
Based on the brilliant GITP Makes a Spell by Jormengand here is the GITP makes a 5e monster.
The rules are that we each post a line of a monster in order.
The lines are
Name
size type, alignment
Armor Class
Hit Points
Speed (includes burrow, climb, fly and swim speeds)
Ability Scores
Saving Throws (optional)
Skills (optional)
Damage Vulnerabilities (optional)
Damage Resistances (optional)
Damage Immunities (optional)
Condition Immunities (optional)
Senses (includes darkvision, tremorsense, truesight, and passive Perception)
Languages (includes telepathy with a range)
Challenge
Traits
Actions
Reactions (optional)
Legendary Actions (optional)
Fluff (including lair actions) can be posted paragraph at a time by anyone when they make any part of the monster.
Example: Player 2 calls the monster the Undervole. Player 2 makes it a small elemental, unaligned. Player Three gives it an armor class of 15 (natural armor). Player Four gives it 22 (4d6+8) hit points. Player Five gives it a speed of 20 ft. and a burrow speed of 30 ft. Player Six gives it Str: 12(+1) Dex: 9(-1) Con: 15(+2) Int:3(-4) Wis: 10(+0) Cha: 8(-1) and writes the fluff: The undervole is a small creature that digs its way through the elemental plane of Earth. The denizens of that plane sometimes keep them as pets but usually find them annoying especially their constant uprooting of their smaller buildings and structures. Undervoles usually live in colonies with a dominant male and female overseeing the rest. Finding an undervole colony can be an valuable undertaking for any adventurer as their pelts are incredibly valuable and hunting across the elemental plane of Earth has driven them almost to extinction.
Player 7 gives it Damage Resistances: bludgeoning, piercing, and slashing caused by nonmagical weapons. Player 8 gives it tremorsense 60 ft and passive Perception 10. Player 9 makes it have no languages. Player 9 gives it a challenge of 1/4. Player 10 gives it the traits Siege Monster: The undervole deals double damage to objects and structures. and Tunneler: the undervole can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake. Player 11 gives it the action Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
So we get
Undervole
Small elemental, unaligned
Armor Class 15 (natural armor)
Hit Points 22 (4d6 +8)
Speed 20 ft., burrow 30 ft.
Str 12 (+1) Dex 9 (-1) Con 15 (+2) Int 3 (-4) Wis 10 (+0) Cha 8 (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses tremorsense 60 ft., passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Seige Monster The undervole deals double damage to objects and structures.
Tunneler The undervole can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) slashing damage.
The undervole is a small creature that digs its way through the elemental plane of Earth. The denizens of that plane sometimes keep them as pets but usually find them annoying especially their constant uprooting of their smaller buildings and structures. Undervoles usually live in colonies with a dominant male and female overseeing the rest. Finding an undervole colony can be an valuable undertaking for any adventurer as their pelts are incredibly valuable and hunting across the elemental plane of Earth has driven them almost to extinction.
So yeah, hopefully this works
I'll start with a monster name: the dreaded...
Baldaghaur
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2016-11-25, 06:53 PM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Monster
I like this!
Baldaghaur
Small fiend (demon), chaotic evil
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2016-11-25, 07:03 PM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Sewer maze
Re: GITP Makes a Monster
Fun!
Armor Class: 20 (plate + shield)
http://www.giantitp.com/forums/showt...4#post21427724Spoiler
Gaze upon my extended signature and bow! Or just, y'know, give it a high five. That's OK too.
Any set of pronouns are OK when referring to me.
Gone like the wind.
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2016-11-25, 09:06 PM (ISO 8601)
- Join Date
- May 2016
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (plate + shield)
Hit Points 65 (10d6 + 30)
So this probably means its Con mod is 3Last edited by Outliar; 2016-11-25 at 09:44 PM.
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2016-11-25, 09:33 PM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
The Baldaghaur are demons that populate the seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.Last edited by Devcon1; 2016-11-25 at 09:55 PM.
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2016-11-29, 09:28 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Strapped to the DM chair.
- Gender
Re: GITP Makes a Monster
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
The Baldaghaur are demons that populate the seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.Last edited by DMThac0; 2016-11-29 at 07:16 PM.
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2016-11-29, 09:43 PM (ISO 8601)
- Join Date
- Mar 2013
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills: Acrobatics +3, Athletics +7
The Baldaghaur are demons that populate the seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.
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2016-12-01, 01:15 AM (ISO 8601)
- Join Date
- May 2014
Re: GITP Makes a Monster
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills: Acrobatics +3, Athletics +7
Damage Resistances: fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: cold, poison
The Baldaghaur are demons that populate the icy seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.
(I went ahead and did both immunities and resistances since otherwise it's going to take forever to get through the "these are the demon features" part of the statblock)Last edited by Flashy; 2016-12-01 at 01:19 AM.
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2016-12-02, 12:20 AM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills: Acrobatics +3, Athletics +7
Damage Resistances: fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: cold, poison
Condition Immunities: poisoned
The Baldaghaur are demons that populate the icy seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.
The Baldaghaur originated from breeding between demons and aquatic lycanthropes in times past. While this has given them the power of both mighty demons and the aquatic monsters the lycanthropes could assume the form of, it has given them a vulnerability to silver, a trait all lycanthropes, and by extension Baldaghaur, have.Last edited by Devcon1; 2016-12-02 at 12:25 AM.
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2016-12-04, 02:38 AM (ISO 8601)
- Join Date
- May 2016
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills: Acrobatics +3, Athletics +7
Damage Resistances: fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 13
The Baldaghaur are demons that populate the icy seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.
The Baldaghaur originated from breeding between demons and aquatic lycanthropes in times past. While this has given them the power of both mighty demons and the aquatic monsters the lycanthropes could assume the form of, it has given them a vulnerability to silver, a trait all lycanthropes, and by extension Baldaghaur, have.
(I changed the wording of the damage resistances slightly, the original made perfect sense but my OCD made me change it to how it's worded in the monster manual)
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2016-12-08, 11:21 PM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Monster
Baldaghaur
Small fiend (demon), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 65 (10d6 + 30)
Speed 5 ft., swim 40 ft.
STR 18(+4) DEX 11(+0) CON 17 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills: Acrobatics +3, Athletics +7
Damage Resistances: fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 13
Languages: Aquan, Abyssal, telepathy 60 ft.
The Baldaghaur are demons that populate the icy seas of Yeenoghu's layer, the Death Dells, piloting large wooden boats across the ocean. They frequent the waters around a sandy isle near the shores of the barren land, on which lies their master, a whale-like demon lord that formerly controlled the Death Dells known as Bechard, Lord of Tempests. A once mighty archfiend, he was bested by Yeenoghu and left to rot on the island, too weakened to do much of anything to try and regain his former layer. It is because of this reason that the Baldaghaur despise the lord of gnolls and all who would follow him, and they are known to lead assaults on any of his war bands that come near the coast, which has gained them Yeenoghu's ire.
The Baldaghaur originated from breeding between demons and aquatic lycanthropes in times past. While this has given them the power of both mighty demons and the aquatic monsters the lycanthropes could assume the form of, it has given them a vulnerability to silver, a trait all lycanthropes, and by extension Baldaghaur, have.