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  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Jul 2014
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    Default Monster Creation Lab

    IGOR! Fetch me some ingredients!

    Yes master...

    Something... Different. Something... Exotic...




    Basically, the idea is as follows: You give me a list of ingredients, and I make a monster out of it. The first set, to show how it works, has been provided by Illven, and is as follows:

    adamantine, dragonscale, mithrail, alchimeical silver for the base
    Alchemical Silver Golem
    Large Construct, Unaligned


    Armor Class 18 (Integrated Adamantine Full Plate)
    Hit Points 210 (20d10+100)
    Speed 40'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 16 (+3) 20 (+5) 3 (-4) 10 (0) 1 (-5)


    Damage Immunities Poison, Psychic, non-magical and non-adamantine Bludgeoning, Piercing, and Slashing damage
    Damage Resistances Fire, Lightning, Acid, Cold
    Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
    Senses Darkvision 120', Passive Perception 10
    Languages Understands one language spoken by its creator, but cannot speak
    Challenge 9

    Immutable Form The golem is immune to any effect that would alter its form.

    Magic Resistance The golem has advantage on saves against magical effects.

    Magical Weapons The golem's attacks count as magical for the purposes of overcoming damage resistance and immunities.

    Mithral Joints The golem has mithral joints, granting it greatly increased agility. This increases its move speed by 10' and its Dexterity by 6 (already included in its statline).

    Dragonhide Layering The golem is inlaid with dragonhide, granting it resistance to many common elements, and complete immunity to dragon breath.

    Adamantine Full Plate The golem is immune to critical hits, though is still hit on a natural 20.

    Actions



    Slam Melee Natural Attack: +10 to-hit, reach 5', one target. Hit: 3d8+4 (17) bludgeoning damage.

    Alchemical Storehouse The Alchemical Silver Golem, in addition to being a masterwork construction, is a storehouse for all sorts of alchemy creations. When taking this action, it may throw one of the following items as a ranged attack:
    Tanglefoot Bag: +9 to-hit, range 60'/180', one target. Hit: The target is restrained. The target may make a Strength check (replacing an attack) at DC 14 to break free.
    Thunderstone: range 60'/180', 5' radius centered around a point in range. All targets within the area must make a DC 14 Constitution saving throw or take 4d8 (18) bludgeoning damage and be pushed 5' back from the center of the blast. If the Thunderstone is thrown at long range, this save is made with advantage.
    Alchemist's Fire: +9 to-hit, range 60'/180', one target. Hit: The target takes 2d8 (9) fire damage and lights on fire. They take a further 1d8 fire damage at the start of each of their turns, and must take an action to stop, drop, and roll (making themselves prone in the process) and douse the fires. (Alternative solutions may exist, such as jumping in a pond or similar.)
    Acid Worm (Recharge 4-6): +9 to-hit, range 60'/180', one target. Hit: The target takes 3d8 (13) acid damage and the streamers of acid begin to burrow into their equipment. Non-magical equipment must be cleaned (taking an action) within 2d2 rounds or degrade to uselessness, while magical equipment instead take a -1 penalty to hit rolls and damage rolls (weapons) or AC (armor, to a minimum AC of 10+Dex (light), 10+Dex max 2 (medium), or 10 (heavy)) every 2d2 rounds until cleaned and repaired.

    Multiattack The golem makes two slam attacks.

    Alchemical Barrage (Racharge 5-6) The golem uses each available option from its Alchemical Storehouse action.

    Spoiler: CR Math
    Show
    DCR base is 10, and nothing really changes that. No regen, normal AC-wait, MAGIC RESISTANCE! Ups effective AC by 2, so that's DCR of 11.

    OCR is 34 DPR for 5 base, +2 for hit bonus (so 7). Save DCs are slightly low, but with Barrage and the extra abilities, that probably makes up for it.

    So 7+11=18, 18/2=9. Final CR is 9.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Monster Creation Lab

    Master! The wicked holiday comes again this year! For this travesty, my mother sent this box of ingredients for your next foul creation!

    The bones of a gang of orphan children (freshly charred from the orphanarium fire), the essence of sweet dreams (captured in nifty vials), and of course a lantern filled with pixies!

    Oh, and my mother also sent you this apple pie. Probably should just eat that and not put it in the test lab.

  3. - Top - End - #3
    Titan in the Playground
     
    Ninja_Prawn's Avatar

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    May 2015
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    UK

    Default Re: Monster Creation Lab

    Looks like a job for the monster parts generator!

    The next shipment:
    A sack of lizardfolk ears
    A flask of ogre bile
    A keg of grimlock livers
    A pouch of deva feathers
    A cask of ankheg chitin
    Lydia Seaspray by Oneris!

    Spoiler: Acclaim
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    Winner of Spellbrew Contest I & Subclass Contest II
    Quote Originally Posted by JNAProductions View Post
    That is the perfect ending. Thread done, Ninja_Prawn won.
    Quote Originally Posted by KorvinStarmast View Post
    We love our ninja prawn.
    Quote Originally Posted by Professor Gnoll View Post
    NinjaPrawn, you are my favourite.
    Quote Originally Posted by Sir cryosin View Post
    Ninja you're like the forum's fairy godmother.
    Quote Originally Posted by ThinkMinty View Post
    This is why you're the best, Ninja Prawn.

    A Faerie Affair

    Homebrew: Sig

  4. - Top - End - #4
    Troll in the Playground
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    Dec 2013
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    turkey
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    Default Re: Monster Creation Lab

    intact eldar scourge body
    pair of tarkatan blades
    noble drow slave
    sack of soul gems

    have a wicked work mate. i show my self the exit.
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  5. - Top - End - #5
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: Monster Creation Lab

    Quote Originally Posted by RazDelacroix View Post
    Master! The wicked holiday comes again this year! For this travesty, my mother sent this box of ingredients for your next foul creation!

    The bones of a gang of orphan children (freshly charred from the orphanarium fire), the essence of sweet dreams (captured in nifty vials), and of course a lantern filled with pixies!

    Oh, and my mother also sent you this apple pie. Probably should just eat that and not put it in the test lab.
    Bonefield Will-O-Wisp
    Small Fey, Neutral Evil


    Armor Class 18 (Natural Armor)
    Hit Points 113 (15d8+45)
    Speed Fly 60'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    6 (-2) 22 (+6) 17 (+3) 18 (+4) 14 (+2) 20 (+5)


    Damage Resistances Non-magical Bludgeoning, Piercing, and Slashing damage, Lightning
    Condition Immunities Prone
    Skills Acrobatics +10, Stealth +14
    Senses Darkvision 120', Passive Perception 12
    Languages Common
    Challenge XYZ

    Actions



    Zap Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 18 (4d8) Lightning damage.

    Dream A Little Dream Ranged Spell Attack: DC 17 Charisma saving throw, range 60', one target. Failed Save: The target falls asleep for one minute. They can be awoken normally. Successful Save: The target has disadvantage on Perception checks for one round, as they nod off slightly. This ability may be used subtly-the target does not know they were targeted by an ability.

    Multiattack The Will-O-Wisp makes three Zap attacks.

    Bonus Actions



    Cunning Action The Will-O-Wisp takes the Dash, Disengage, or Hide action.

    Lair Effects



    The Will-O-Wisp's lair is the graveyard of orphaned children it spawned from. In this lair, dreams are troubled by haunting visions of the dead, making rest impossible, and anyone who dies in there rises at the full moon as a skeleton under the control of the Will-O-Wisp. In addition, there are the following lair actions, taken on initiative count 20, losing ties. The same action may not be taken twice in a row.

    -Bony arms reach up and grasp at the legs of those who walk. In a 10' radius anywhere within the lair, the space becomes difficult terrain, and deals 1d4 bludgeoning damage for every 5' walked through it.
    -Swirling fog coalesces. A 20' radius cloud of fog appears and obstructs vision to everyone but the Will-O-Wisp.
    I have a LOT of Homebrew!

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  6. - Top - End - #6
    Halfling in the Playground
    Join Date
    Jun 2016

    Default Re: Monster Creation Lab

    Ah, my lord, the winter comes again, and dare I say its the coldest one in years! To celebrate, I have collected a number of frigid ingredients for your next creation!

    I have gathered for you the following ingredients:
    - One Abominable Yeti heart
    - Three Bheur Hag skulls
    - A jar of chilled Gazer eyes
    - Twelve ice cubes made of Maw Demon blood
    - One frozen mud mephit who tried to swindle me

    Ah yes, and I baked you some gingerbread cookies to enjoy while you work, my lord. Or incorporate into the creature, if for some reason you would choose to do so.
    Last edited by Devcon1; 2017-12-11 at 05:21 PM.

  7. - Top - End - #7
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    Jormengand's Avatar

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    In the Playground, duh.

    Default Re: Monster Creation Lab

    Haha, I'd like to see him coming up with something from this!

    "Master, I have the following rare ingredients to present:

    The Form of the Table
    Three tachyons
    Seven 6Γ∈@7$ω0Γδ$
    A feather from a cockatrice, a lock of hair from a dryad, a drop of blood from a yuan-ti and the brain of an intellect devourer
    Whatever the hell is on Joey's head

    Good luck, master. You may need it..."

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