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  1. - Top - End - #1
    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Lightbulb GITP Monster Competition XXIV - ♫ Sing Along ♫ (CLOSED)

    ♫ Sing Along ♫

    Music hath charms to soothe the savage breast, to soften rocks, or bend a knotted oak...

    There is a power unlike any other, able to calm or energize, frighten or inspire, yet it is easily wielded and abundant. The dove knows it in its trilling, the wind makes it in the forest boughs. Others have tamed it and made it do their bidding, be it a melody haunting, a lullaby soothing, or a battle hymn risen. It is music, the unseen beauty who comes in guises uncounted, a whimsical mistress with form ever-changing for each one who strokes her. Which face does she don for you?

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

    The contest begins with the posting of this thread and will continue until Midnight of August 20th (EST).

    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.


    1. You will be creating an 'original' D&D monster. A creature of melody or song, be it mellow or mayhem, subtle or sonorous.

    Pureborn Beast

    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. 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, 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. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

    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; 2008-09-01 at 11:14 AM.

  2. - Top - End - #2
    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    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.



    <Size> <Type>
    Hit Dice:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Full Attack:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Challenge Rating:
    Level Adjustment:



    Ability descriptions



    Plot Hook/Story if any
    Last edited by The Vorpal Tribble; 2008-08-07 at 10:59 AM.

  3. - Top - End - #3
    Troll in the Playground
    The Demented One's Avatar

    Join Date
    Apr 2005

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Drummer Ghoul
    Medium Undead
    Hit Dice: 9d12+54 (112 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+3 Dex, +6 natural), touch 13, flatfooted 16
    Base Attack/Grapple: +4/+3
    Attack: Slam +3 melee (1d6-1)
    Full Attack: 2 Slams +3 melee (1d6-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bardic music, the sound of drums
    Special Qualities: Darkvision 60 ft., drummer, immunity to cold, insane, spider climb, undead traits, turn resistance +1, unholy toughness
    Saves: Fort +3, Ref +6, Will +8
    Abilities: Str 8, Dex 16, Con —, Int 6, Wis 6, Cha 20
    Skills: Listen +4, Spot +4, Perform (Percussion) +19
    Feats: RequiemB, Improved Initiative, Ability Focus (The Sound of Drums), Extra Music, Improved Toughness
    Environment: Any
    Organization: Solitary or Band (Drummer Ghoul and 1-6 Other Undead)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: By class level (Favored Class: Bard)
    Advancement: Always Chaotic Evil
    Level Adjustment: +2

    Not all musicians are able to compose their greatest works. Some die with the notes of their final symphony or greatest song still unborn, heard only by them in their last moments. Some are able to come to terms with this, and pass peacefully from life. Others though, are filled with rage as they die, taunted by the song that lingers only in their minds. As their life fades, the song swells within them, twisted by their hatred and rage into the sound of drums, never-ending drums. Possessed by this mad, unending song, they are unable to rest quietly, and rise from their graves as Drummer Ghouls. Drummer Ghouls are insane, maddened by the constant sound of drums within their mind. They beat out its pulsing rhythm on the world, maddening living creatures who here it and transforming them into more of its own kind.

    Drummer Ghouls are almost indistinguishable in appearance from zombies or ghouls, but there are some unique traits. Drummer Ghouls move with a frantic energy, moving so agitatedly that it is not uncommon for them to rip their own flesh or shatter their bones while doing so, though this does not impede them. In addition, their hands soon calcify and stiffen, locked into position, while the flesh and bone around their shoulders and elbows is worn away by the ceaseless drumming.

    Necromancers prize possession of Drummer Ghouls, both for their ability to madden the living and create more of their own kind, and for their power to bolster other undead with their music. However, as they cannot be magically created, necromancers seeking one must track it down and use dark magic to bind it to their will.

    Bardic Music (Sp or Su)
    A Drummer Ghoul may use bardic music as a 9th level Bard. A Drummer Ghoul may use its music 13 times per day.

    The Sound of Drums (Su)
    As a standard action, a Drummer Ghoul may begin drumming, pounding out a manic rhythm. It may use this drumming to attempt to mesmerize a number of creatures equal to its Charisma modifier, minimum 1. All target must be within 30 ft. of the ghoul, and must be able to hear the drumming. All targets must make a DC 21 Will save or begin drumming manically. They can take no actions during the turn except to frantically drum on any surface available. The save is Charisma-based.

    Each subsequent round, they may attempt another Will save to end the effect. However, if they fail it, they gain one negative level. These negative levels never result in actual level loss. They can be removed by magic, and they go away naturally once the duration of the sound of drums ends, at a rate of one negative level per round. Any creature that dies while under the effect of the sound of drums rises 1d6 minutes later as another Drummer Ghoul, although it is not controlled by the original ghoul. Whenever a creature dies while under the effect of the sound of drums, the ghoul absorbs its life energy, being healed 5 hp and regaining one use of bardic music.

    A Drummer Ghoul must take a standard action to maintain the sound of drums; if it does not, the effect ends. It can use the sound of drums freely for a number of rounds equal to its Charisma modifier; each subsequent round, it must expend a use of bardic music or the effect ends. Once the duration of the sound of drums ends, the ghoul must wait 5 rounds before it can use it again.

    Drummer (Ex)
    A Drummer Ghoul can beat out a rhythm on any surface. A Drummer Ghoul is always treated as playing a masterwork instrument when making Perform (Percussion) checks as long as their is a surface available for it to drum on.

    Insane (Ex)
    All Drummer Ghouls are insane, maddened by the sound of drums they hear within their minds. A Drummer Ghoul adds its Charisma modifier, instead of its Wisdom modifier, on Will saves. Any creature that reads, contacts, or probes a Drummer Ghoul’s mind by magical or supernatural means must make a DC 19 Will save or be stunned for 1 round. The save is Charisma-based.

    Spider Climb (Ex)
    A Drummer Ghoul can climb on sheer surfaces, as the spider climb spell.

    Unholy Toughness (Su)
    A Drummer Ghoul gains a number of bonus hp equal to its HD times its Charisma modifier, minimum 0.
    Last edited by The Demented One; 2008-08-13 at 06:22 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  4. - Top - End - #4
    Troll in the Playground
    BisectedBrioche's Avatar

    Join Date
    Feb 2007
    Some rainly old island

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    I was working in the lab late one night
    When my eyes beheld an eerie sight
    For my monster from his slab began to rise
    And suddenly to my surprise

    He did the mash
    He did the monster mash
    The monster mash
    It was a graveyard smash
    He did the mash
    It caught on in a flash
    He did the mash
    He did the monster mash

    From my laboratory in the castle east
    To the master bedroom where the vampires feast
    The ghouls all came from their humble abodes
    To get a jolt from my electrodes

    They did the mash
    They did the monster mash
    The monster mash
    It was a graveyard smash
    They did the mash
    It caught on in a flash
    They did the mash
    They did the monster mash

    The zombies were having fun
    The party had just begun
    The guests included Wolf Man
    Dracula and his son

    The scene was rockin', all were digging the sounds
    Igor on chains, backed by his baying hounds
    The coffin-bangers were about to arrive
    With their vocal group, "The Crypt-Kicker Five"

    They played the mash
    They played the monster mash
    The monster mash
    It was a graveyard smash
    They played the mash
    It caught on in a flash
    They played the mash
    They played the monster mash

    Out from his coffin, Drac's voice did ring
    Seems he was troubled by just one thing
    He opened the lid and shook his fist
    And said, "Whatever happened to my Transylvania twist?"

    It's now the mash
    It's now the monster mash
    The monster mash
    And it's a graveyard smash
    It's now the mash
    It's caught on in a flash
    It's now the mash
    It's now the monster mash

    Now everything's cool, Drac's a part of the band
    And my monster mash is the hit of the land
    For you, the living, this mash was meant too
    When you get to my door, tell them Model A sent you

    Then you can mash
    Then you can monster mash
    The monster mash
    And do my graveyard smash
    Then you can mash
    You'll catch on in a flash
    Then you can mash
    Then you can monster mash

    Dancing Golem
    Size/Type: Medium Construct
    Hit Dice: 7d10+20 (58 hp)
    Initiative: +3
    Speed: 30ft. (6 squares)
    Armor Class: 16, touch 13, flat-footed 13 (+3 dex, +3 natural)
    Base Attack/Grapple: +5/+7
    Attack: Slam +7 melee (2d6+2)
    Full Attack: 2 Slams +7 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stop!, Hammer Time, Electric Boogaloo, Its Getting Hot In Here
    Special Qualities: Immunity To Magic, Construct Traits (Lowlight Vision, Darkvision 60ft.), You Can't Kill The Metal, It Was A Graveyard Smash, Things Go Bump In The Night, Don't Stop Moving
    Saves: Fort +2, Ref +5, Will -1
    Abilities: Str 15, Dex 17, Con —, Int 5, Wis 5, Cha 13
    Skills: 10 skill points with a max rank of 10, chosen by its creator
    Feats: Dodge, Combat Reflexes, Acrobatic
    Environment: Any
    Organization: Solitary, Troupe (2-5)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Neutral

    A dancing golem is an agile golem. Its uses are twofold; providing entertainment and acting as a bodyguard. Being relatively cheap (compared to other golems) it is popular among nobles despite the moral ambiguity surrounding its creation (which requires dead bodies). They can be found in king's courts, as street entertainers in large cities or simply in the labs of necromancers.

    Stop! (Ex) Once an hour the golem may, as a standard action, request that someone stop. The target must make a DC 11 will save or take no actions for that round, they are not treated as flatfooted (unless they would have been anyway) and retain their dexterity bonus.

    Hammer Time (Su)The golem may attack anyone affected by its Stop! ability as a swift action.

    Electric Boogaloo (Ex) If the golem takes any electric damage it gains an extra 5ft. (1 square) of movement and a +1 circumstance bonus to dexterity for every 5 points of damage for 2d6 rounds.

    Its Getting Hot In Here (Ex) Any fire damage immediatly removes the benefits of Electric Boogaloo and reduces the golem's natural armour bonus by 2.

    Immunity To Magic (Ex) A dancing golem is immune to any spell or spell-like ability that allows spell resistance. Some spells have other effects as noted in its other abilities.

    Construct Traits (Ex)
    A construct possesses the following traits (unless otherwise noted in a creature’s entry).

    {TABLE=head]Construct Size|Bonus Hit Points
    Colossal|80 [/TABLE]
    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected.
    • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    • Proficient with no armor.
    • Constructs do not eat, sleep, or breathe.

    You Can't Kill The Metal (Su) A dancing golem gains fast healing/5 as long as some decent (DC10 performance check) music is being played. The golem must be able to hear the music for this ability to work so louder noise or the silence spell can negate the effect.

    It Was A Graveyard Smash (Su) Any undead (allied or otherwise) within 50ft. of the golem are subject to Irresistible Dance (as per the spell). Intelligent undead may make a DC11 will save every 3 rounds for as long as they are in range to negate this effect.

    Things Go Bump In The Night (Ex) Any intelligent undead who have been affected by the It Was A Graveyard Smash ability gain a +1 morale bonus for 1d4 rounds after it has worn off.

    Don't Stop Moving When a dancing golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem begins groovin'. The uncontrolled golem goes on a dancing rampage, dancing energetically on the spot and smashing anything nearby (it moves 5ft. in a random direction every round, treat any living creature or object of medium or smaller as having been targeted by a slam attack). The range of It Was A Graveyard Smash is also extended to 100 feet and effects any intelligent creature, undead or not. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s groovin' chance to 0%.


    A dancing golem will only enter combat if ordered to by its creator (or it follows an order from its creator which indirectly leads it into combat). It will not use any tactics beyond "walk up to the nearest enemy and SMASH!"


    A dancing golem is made from the corpse of a single humanoid with a dexterity score of 15 or higher and a metal frame. The metal frame requires 500lb of pure iron and a craft check of DC 15. The flesh of the corpse is then grafted onto the frame. The process requires special unguents and bindings worth 500gp.

    CL 8th; Craft Construct, animate dead, cat's grace, irresistible dance, geas/quest, limited wish, caster must be at least 8th level; Price 15,000 gp; Cost 8,500 gp + 780 XP.


    15|This is a dancing golem. It is made from a corpse grafted onto a metal frame, although this is often ignored because of their usefulness.
    25|Reveals magical resistance and effects
    30|Reveals all other abilities[/TABLE]

    Plot Hooks

    • A king is looking to have a dancing golem built...and wants one of the PCs to volunteer to help with the process.
    • The PCs hired to track down a group of bards who have been terrorising a town with a troupe of dancing golems.
    • The PCs attend a ball/party/dinner where dancing golems are the entertainment, when suddenly all the golem's elemental spirits break free simultaneously.
    Last edited by BisectedBrioche; 2008-08-04 at 05:43 AM.
    Hi, I'm back, I guess. ^_^
    I cosplay and stream LPs of single player games on Twitch! Mon, Wed & Fri; currently playing: Fallout: New Vegas (Mon/Wed) and The Legend of Zelda: Oracle of Seasons (Thurs or Fri)

  5. - Top - End - #5
    Dwarf in the Playground
    KingGolem's Avatar

    Join Date
    Apr 2007
    Smiting some chaos.

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Singing Stone
    Size/Type: Small Fey (Earth)
    Hit Dice: 2d6+4 (11 hp)
    Initiative: -3
    Speed: -
    Armor Class: 14 (+1 size, -3 Dex, +6 natural), touch 8, flat footed 14
    Base Attack/Grapple: +1/-3
    Attack: Bite +2 melee (1d4)
    Full Attack: Bite +2 melee (1d4
    Space/Reach: 5ft/5ft
    Special Attacks: Suggestion
    Special Qualities: Damage Reduction 5/Cold Iron, Fey Traits, Low-Light Vision, Spell Resistance 15, Tremorsense 120ft
    Saves: Fort +2, Ref +0, Will +6
    Abilities: Str 10, Dex 5, Con 15, Int 11, Wis 16, Cha 13
    Skills: Bluff +3*, Hide +0*, Listen +3, Perform (sing) +5, Search +2, Spot +4
    Feats: Ability Focus (Suggestion)
    Environment: Any Land or Underground
    Organization: Solitary, Pair, or Chorus (3-8)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 3-6 HD (Small); 7-15 HD (Medium)
    Level Adjustment: -

    As you walk reach the summit of the grassy hill, you come across an unassuming, roughly conical, brown rock situated upon the hill. As you move closer, a crack opens on the front of the rock, revealing a stony, tooth filled mouth, and the rock begins to sing in a deep, enchanting voice. Though you are startled, you listen to the beautiful music and you begin to feel dizzy…

    Singing stones are a peculiar type of fey that resemble ordinary rocks, and get other creatures to do their bidding by singing a beguiling song that affects their minds. They were allegedly created when a great pixie bard named Nerallon Gemsong was practicing his singing atop a hill. He sang so well, that a few nearby rocks began to join in his song. Nerallon found the idea of singing stones amusing, so he created several of them and taught them how to beguile people with their singing. Even though singing stones have the ability to influence others, their desires are usually innocent and mundane, such as making someone move it to the top of a hill for a better view, or arranging several of them in a circle so they can talk. Singing stones are roughly 2 ½ to 3 feet tall, and weigh 300-500 pounds Singing stones speak Sylvan and Common, and those who live in well traveled lands usually speak the language of the locals.

    Singing stones tend to avoid combat, since they know they aren’t very good at it. However, they do sometimes find themselves faced up against an angry traveler who succeeded their Will save on their Suggestion ability, in which case they try to bluff their way out of combat or, failing that, bite frantically at their assailant until one of them dies.
    Suggestion (Sp): A singing stone can use suggestion two times a day as the spell (caster level 6th). Whoever is targeted by this effect must succeed on a DC 17 Will save or be forced to act out whatever one task the singing stone orders it to do. The save DC is Wisdom based. However, unlike other spell-like abilities, a singing stone must be able to sing (thus negated by a silence spell or similar effect) and the target creature must be able to hear it.
    Skills: A singing stone gets a +10 bonus to Bluff checks to fool people into thinking that it is an ordinary rock, as long as it holds still and stays quiet. Also, a singing stone gets a +5 bonus to Hide checks while in an area of rubble.

    Characters with ranks in Knowledge (Nature) can attempt to learn more about singing stones. When a character makes a Knowledge (Nature) check, the following information is revealed according to their result, including information from lower DC's.

    10|This creature is a singing stone; a fey creature that resembles an ordinary stone. Their songs can control the minds of the weak-willed. This result reveals all fey traits.
    15|In addition to being able to control people's minds with their songs, they can shrug off the effects of spells cast on them, and their stony bodies tend to turn away weapons not made from cold iron. This result reveals their Spell Resistance and Damage Reduction.
    20|It is said that singing stones were created by a pixie bard named Nerallon Gemsong, whose singing was so great that it inspired a few nearby stones to sing along with him. A singing stone's song can only affect you if you are in hearing distance, but it can sense your footsteps from over twice as far. This result reveals the Tremorsense ability.[/table]
    Last edited by KingGolem; 2008-08-02 at 05:25 PM.
    Gary Gygax
    June 27, 1938 - March 4, 2008
    Dave Arneson
    October 1, 1947 - April 7, 2009
    Rest in peace.

    Stonemen: My contribution to the MitP project and probably the coolest thing I've ever statted. Votes: Yes 8, No 0
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  6. - Top - End - #6
    Bugbear in the Playground
    Sir Shadow's Avatar

    Join Date
    Jul 2007
    Hell, FL

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫


    A Singing Tree using its Give a Little Whistle ability to sing Love Me Do
    Singing Love Songs by JacquiJax

    The Singing Tree

    Huge Plant
    Hit Dice:
    11d8+77 (126 hp)
    Initiative: +1
    Speed: 5 ft. (1 square)
    Armor Class:
    20 (-2 size, -3 Dex, +15 natural), touch 5, flat-footed 20
    Base Attack/Grapple: +8/+25
    Attack: Slam +15 melee (3d6+9)
    Full Attack: 6 slams +15 melee (3d6+9)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Give A Little Whistle, Sweep Them Off Their Feet, Swingers and Shakers
    Special Qualities: Blind, Blindsense 120 ft., Damage reduction 10/slashing, Inspiring Presence, Music Connoisseur, Music Patron, plant traits, Rooted, Synchronize, Wind in the Willows, vulnerability to fire
    Saves: Fort +13, Ref +0, Will +10
    Abilities: Str 28, Dex 4, Con 22, Int 18, Wis 14, Cha 24
    Skills: Diplomacy +9, Hide -7*, Intimidate +8, Knowledge (nature) +8, Listen +9, Perfrom (Sing) +23, Perform (Wind Instrument) +26, Sense Motive +9, Spot +9, Survival +10 (+10 aboveground)
    Feats: Force of Personality, Improved Initiative, Improved Toughness, Skill Focus [Perform (Wind Instrument)]
    Environment: Any Forests, Hills, Marsh, or Plains.
    Organization: Soloist (1), Trio (3), Quartet (4), Grove (5-7), Choir (9-12)
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Usually TN
    Advancement: 12-19 (huge)/20-27 (gargantuan)
    Level Adjustment: +9

    Walking through a thick forest, once again the annoying bard of the party is singing while marching--and not well, at that. Suddenly, you see a black limb flying at your head out of nowhere. You avoid the first, but the next three hit dead on, knocking you to the floor. Next thing you know, you're in the air being shaken for all your worth. Just as you think it's over, you hear something break through your pounding ears: you're friend, the bard, singing at the top of his lungs. This time, however, it is with more skill than you have ever heard from him. The tree lets you gently to the ground and watch in awe as it lends its own voice to the song.

    Singing Trees are ancient guardians of the Fey. However, as humans and other humanoid races have taken over and the fey began disappearing, they are left without a purpose. Their natural affinity for music has led them to march, slowly, across the world in search of others of their kind and for beautiful sounds.

    Their branches are full of knots with tiny holes. These holes act as built-in flutes which they can constrict and open to funnel wind to make a variety of sounds and even speak. Since there are so many, they sound like a chorus of synchronized voices.

    Singing Trees have no eyes, mouth, ears, or any other external sensory organs, but they have acute hearing. They acquire their nutrients from the air and soil.

    Singing Trees are leafless, but otherwise look like any other tree. Their bark is either black or dark cherry brown. They stand about 30-50 feet tall, with a trunk about 2-4 feet in diameter. They can weight up to six tons.

    Singing Trees speak the same language as Treants, plus Common, Elven, and Sylvan.


    Singing Trees avoid combat. They often wait motionlessly while any intelligent creatures are nearby. However, if they see a creature desecrating the forest, a fey creature being attacked, or a skilled bard being assaulted, it will gladly make its presence known by a powerful swing of its limbs.

    Regardless of situation, for one to four opponents, the Singing Tree will rely on its Sweep Them Off Their Feet and Swingers and Shakers abilities to throttle its enemies. For five or more, the tree will immediately use its Wind in the Willows to knock down any nearby enemies along with Give a Little Whistle. The situation along with the strength and numbers of the enemy will determine what song it will use. For relatively weak opponents, it will make them dance, laugh, spout money. For stronger ones it will use its more offensive capabilities. If it is in a truly forgiving manner, it will panick its enemies.

    Blind (Ex)
    See Blindsight. A Singing Tree is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Blindsight (Ex)
    A Singing Tree’s entire body is a highly attuned sensory organ that can ascertain fine details of their surroundings by echolocation alone within 120 feet.

    Inspiring Presence (Ex)
    Any creature within 30 ft. of a Singing Tree receives a +6 bonus to any Cha-based checks. Other Singing Trees are not effected by this ability.

    Give A Little Whistle (Su)
    While under the effect of Wind in the Willows, the Singing Tree may use this ability. At the onset of this skill, it choses which song it wishes to play. It may not switch songs for at least five rounds. Each round it must make a Perform (---; any but art, comedy, dance, or oratory) check at the indicated DC or the effect will not occure. Depending on the song illusionary ambiance effects occur around its victims regardless of whether or not the target made their saves. Other Singing Trees are immune to these effects.
    • Boogie Fever - DC 30
      The Singing Tree begins a swinging, fast-paced song that makes you want to pick up your feet and move.
      Effect: All those within 50 ft. of the tree, must make a DC 23 will save each round. If they fail, they are stunned for that round and will dance madly before regaining composure.
      Ambiance: Colors seem to brighten and contrasts sharpen.
    • I Love To Laugh - DC 30
      A lilting merry tune punctuated by bursts of laughter fills the air, making your heart lighten and jump.
      Effect: Every creature in a 50 ft radius must make a DC 23 will save or it collapses into gales of manic laughter, falling prone. Each turn it must make a new save. The subject can take no actions while laughing, but is not considered helpless.
      Ambiance: Imaginary bubbles fill the air and everything gets touched by a tint of teal.
    • Sing A Song of Sixpence - DC 35
      A driving, rhythmic beat fills the air and for some strange reason, all you can think of is the sound of clinking coins.
      Effect: Whenever a creature within 40 feet of the Singing Tree takes damage, an amount of gold pieces equal to the amount of damage taken, spills from their wounds. They must make a DC 27 will save or immediately dive after the falling money, becoming prone in the process.
      Ambiance: Everything seems to shine and sparkle. The sky turns a hazy yellow-orange.
    • Thriller Night - DC 35
      A frantic song filled with screams and high-pitched keening envelopes you, creating a deep sense of foreboding and dread in the pit of your stomach.
      Effect: Every creature in a 40 foot radius must make a DC 27 will save each turn. If they fail, they become panicked for one turn.
      Ambiance: The sky turns black and filled with dark clouds, even if it is the middle of the day. The sun turns into an eerie moon tinted with a sick yellow. Colors around you turn greyscale.
    • Four and Twenty Blackbirds - DC 40
      A strange rattling tune. You swear you could hear a faint cawing. Black ravens with gleaming yellow eyes appear in the Singing Tree's shadow, looking deviously in your direction.
      Effect: Twenty-Four blackbirds fill the air. These birds are insubstantial and immune to all magic and physical damage. They begin dive-bombing the Singing Tree's enemies. With each attack they deal 1 damage. Roll 1d3 to determine whether or not the ravens strike. If the roll is 1-2 it hits, for 3 it misses. The Ravens have 60 ft. movement (perfect flying), but may not move further than 50 ft from the Tree.
      Ambiance: Shadows darken and enlarge. Most colors darken but earth hues deepen fade slightly.
    • Electric Mayhem - DC 40
      A loud raucous cacophony of sound assaults your senses, sending a tingling sensation down your spine.
      Effect: Each round, every creature in 35 ft. of the Singing Tree must make a DC 30 will save or take 3d4 electric damage and become confused.
      Ambiance: The world around you becomes unfocused and the static electricity jumps from one object to the other.
    • Love Me Do - DC 50
      You are suddenly overcome by a hypnotic, serene melody that makes you believe in love at first sight.
      Effect: Each round, every creature in a 30 foot radius must make a 36 DC will save. If they fail, they must immediately charge the nearest creature of their type and begin to grapple with it, regardless of gender.
      If both grapplers fail the initial will save, they both fall to the ground prone and begin doing obscene things to each other, they are both helpless.
      If only one grappler is affected by the song, roll the grappling as normal.
      For two rounds after the effects of the song end, the creature is shaken because how disturbed they are by the emotions and feelings they had had.
      Ambiance: All color is drained from the world around you except for red. Heart begin erupting from the Tree's limbs and fly into the sky. You also see a halo of hearts dancing around other people's heads.
    • Don't Fear the Reaper - DC 50
      A woeful yet strangely serene song fills you with a sense of finality, as if you are ready to accept death.
      Effect: Each round, every creature within a 30 foot radius around the tree must make a 36 DC will save. If they fail this will save, they must immediately make a 36 DC fortitude save or instantly die.
      Ambiance: Everything around you turns to shadow as contrasts separate to the extreme til the world is only black and white. A cloaked skeleton emerges from the Singing Tree and stalks toward you with a grim grin.
    • Dust in the Wind - DC 55
      A large, ancient Singing Tree begins a mournful song that reminds you fo the futility of life.
      Effect: Each round, every creature around the singing tree must make a 39 DC will save or take 6d6 damage. If a creature is reduced to 0 hitpoints are lower, they immediately turn to dust and die. A creature killed in this manner can not be brought back to life with a Resurrection or other similar spells without first using Wish or Miracle to recreate the person's body.
      Ambiance:The world around becomes grey and grainy. An imaginary wind scatters dust.
    A singing tree may use this ability without the aid of Wind in the Willows if there is natural wind but add 5 to each DC.

    Music Connoisseur (Ex)
    If a Singing Tree is within 200 feet (40 squares) of a Bard that rolled less than 15 (with bonuses) on a Perform (---; any but art, comedy, dance, or oratory) check, it will immediately become enraged and "hostile". It will Uproot (see Rooted) and charge said bard. While it is enraged it will not be able to use Give a Little Whistle. It will not stop being enraged until the bard that enraged it becomes unconscious.
    If a Singing Tree is within 120 feet (24 squares) of a Bard that rolled 25 or greater (with bonuses) it will become "helpful" toward that bard, reveal itself, and offer to become that bard's Music Patron.

    Music Patron (Su)
    If a bard causes a Singing Tree to become "helpful" toward him/her, the Tree will offer to become that bard's patron.
    This is a ritual where the Bard and the Tree play a duet or perform in tandem for one full twenty-four hour period. Both the Bard and the Tree must make DC 30 Perform (---; any but art, comedy, dance, or oratory) checks every hour. The Bard may use the Tree's Inspiring Presence benefits. The performs need not be the same instrument.
    If the ritual is stopped by the Bard for any reason, the Tree becomes "friendly " toward the bard for one day. After that day, the Bard may attempt to make the Tree "helpful" again.
    If the ritual is stopped by the Tree or some outside influence (attacks, someone bugging them, loud noises, natural disaster, etc.) the Tree will remain "helpful" toward the bard, but the ritual must be started over again.
    Once the Ritual is complete, the Bard gains the ability Give a Little Whistle as described here. Additionally, thrice per week, the bard may use a full round action to summon the Singing Tree that is his patron for five rounds +1/Charisma bonus. If the two are using Give a Little Whistle at the same time and it is the same song, the Perform DC is decreased by ten.

    Sweep Them Off Their Feet (Ex)
    When a Singing Tree hits one creature with three of its slam attacks in one round, the creature must make a DC 25 strength or dexterity save (whichever has a higher bonus) or be knocked prone.

    Swingers and Shakers (Ex)
    When a creature is knocked prone by the Singing Tree's Sweep Them Off Their Feet ability, it may immediately begin to grapple with two of it's limbs. This allows the tree to continue attacking with its other limbs while it is grappling. Decrease the number of slam attacks by two for every creature the Singing Tree is Grappling. It may grapple two opponents at once, and it may grapple with any creature in its reach.
    When the Singing Tree makes a successful grapple check, it lifts its opponent up in the air and smashes it down to earth, dealing 2d6+8 damage. The creature it is grappling must also make a DC 30 strength or dexterity save (whichever has a bigher bonus) or be disarmed.

    Synchronize (Su)
    Two or more Singing Trees may use the Give a Little Whistle ability at the same time to decrease the Perform DC of every song by 2/Trees. If they are all playing the same song, decrease the DC by 5/Trees. Also, increase the radius of the songs effects by 10 feet/Tree. For every two additional Trees, increase the save DCs of the songs by 1.

    Rooted (Ex)
    The Singing Tree extends roots into the ground. As long as it is rooted, it does not need to breath or eat. It gains all the nutrients it needs from the soil. While it is rooted, it gains fast healing/5. Also, as long as the Tree is rooted, it may not be knocked down.
    Ten rounds after the Singing Tree is uprooted, it must make a DC 10 Constitution check or immediately lose half its current Hitpoints. If it succeeds on its save, the DC for the check on the next round increases to 15 and another five every round after. Once it fails, in another ten rounds it must make the check again until it roots itself again.
    When rooted, the Singing Tree's move speed is 5 ft. When uprooted, it is 40 ft.
    Uprooting and Rooting takes one full-round action.

    Wind in the Willows (Su)
    At will the Singing Tree may cast Gust of Wind with these differences:
    1. The spell must be centered on the Singing Tree that casts it.
    2. The wind lasts for one round +1 per Charisma bonus.
    3. The wind does not travel in a line, it circles around the tree in a 25 ft. radius.
    4. The Singing Tree may designate a number of targets it does not wish to effect with this ability up to its Charisma bonus.

    If this spell is not active on the Singing Tree or there is no natural wind blowing, it may not speak or use its Give a Little Whistle ability.

    Skills: *Singing Trees have a +16 racial bonus on Hide checks made within 30 ft. of three other trees, tree-like plants, or tree-like creatures. Singing Trees have a +10 racial bonus to Perform (Sing) and Perform (Wind Instrument).



    Knowledge (History)
    Knowledge (Nature)

    10|It is said by some that the trees were the first to teach mortals to sing and play.
    15|According to some, the art of song and instrument was created by ancient trees. Supposedly, these trees are kin to fey in some way.
    20|It is said that long before the dragon's empire, it was the fey that ruled the world. Their enforcers, muses, and teachers were trees of great power that supposedly could sing! They have lived through the ages teaching all sentient races to sing and perform.
    25|Long ago the world was ruled by the mysterious Fey. In their efforts to preserve beauty, art, and song, they created intelligent trees that shared their love for the arts. It is whispered by aged scribes and bards that these great and mighty creatures still roam the world today.
    30|In time untold, Fey ruled the world, but it would not last forever. During their decline, they sought a way to preserve their songs. Thus, they imbued strong, steady, immovable trees with a fervent love for music and great intelligence. These trees still exist today, roaming the world to learn songs. They congregate together betimes and are said to create lasting friendships with great performers. [/table]

    Plot Hook
    • A bard may pay for escorts deep into a forest or marsh in an expedition to find a Singing Tree to attempt to make it his patron. This would likely last several days, and the party would have to defend the bard while he was doing the ritual with the Tree.
    • A botanist may ask the part to retrieve a rare potted plant that was stolen from him. They would find out that it was a Singing Tree sapling. At this time they could try to find a Singing Tree to give it to, or give it to the botanist. Either are not terrible choices, both would take good care of the sapling. However, the Trees would give more treasure to the party, but the botanist would be angry or even hostile the next time the party runs into him/her and refuse to help the party further if they needed him.
    • A village may be persecuted by a pack of Singing Trees. This village would be known for a great love of music, but absolutely no talent for it. Thus, the Trees are helplessly enraged by the village's shameful performance. The party may chase off the Trees, but they may also try diplomacy if they have a good Bard.
    • For higher levels, villages on the outskirts of a large forest may report disappearances. The whole forest is under the effects of Give a Little Whistle due to a large congregation of Trees. It is up to the party to make it to the center of the forest and defeat the Trees or persuade them to move on.

    Growing a Singing Tree.
    Unlike most plants, a Singing Tree is fairly easy to grow--so long as the gardener has a good set of lungs.

    Singing Tree reproduce by budding. Experts in the field are not entirely sure, but it would seem that the whole procedure is entirely random and the Singing Tree itself may not know that it has offspring. In fact, many skeleton trees are just Singing Trees that did not have proper upbringing.

    One thing is certain though. An aware parent will return to the site of its young once every two months to sing to it for five years before the Tree is ready to move on its own. During this time, the sapling acts just like any other tree, sitting there are growing. They are completely unable to talk and are completely dumb. They have no sentience whatsoever and are just like a normal tree.

    It takes a DC 35 Knowledge (Nature) check to recognize a Singing Tree sapling. If the baby tree is less than two years old, it can easily be transplanted into a pot. However, if it is any older, it will immediately die upon being pulled from the soil. It can survive for seven months in a pot as long as it receives the required singing. Every month while it is in the pot, someone within a 35 foot radius of the tree must make a DC 30 Perform (Sing) check and sing for six hours straight or it will die.

    When it is back in the ground it goes back into the ground, it will need very little attention other than the bimonthly singing. Singing Trees will get all the nutrients they need from the ground even in a barren wasteland. For the bimonthly singing, someone within a 35 foot radius of the tree must make a DC 25 Perform (Sing) check and sing for two hours.

    Four years after the sapling is re-planted, it will finish growing and become an adult with 11 HD. It will immediately be "helpful" to creature that sang to it during its time as a sapling.

    Singing Trees share genetic memory so it will know all the songs (magical or otherwise) that its parent knew at the time it fell off as a bud. It will also have all of its other memories, but they will not be so strong that it will be unable to develop its own personality.

    Singing Tree Names, Habits, and Migration

    Singing Tree names mainly consist of an noun preceded by an adjective. Some examples are: Standingstone, Songbark, Unmovingpillar.

    Each Tree has its own personality. Due to the fact that they are not in any way humanoid, the only outlet for their personality is their voice. Singing Trees are very talkative to people that hold their trust, which may sometimes belie their vast knowledge. At times their personality will get the better of them, and they may act quite petulant or childish. Singing Trees often acquire the accent of those that hang around them. Due to their longevity, they may go through several accents as they travel from place to place.

    For the first few centuries of their life, Singing Trees will most often spend most of their time in colder regions or in mountainous areas. Do to their relative weakness when they are young, newly sentient Singing Trees will seek out powerful fey for protection as they grow.

    As they grow older, they will move toward warmer climes and populated areas as they begin their instinctual search for knowledge.
    Last edited by Sir Shadow; 2008-08-07 at 10:24 AM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.

  7. - Top - End - #7
    Bugbear in the Playground
    RS14's Avatar

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    Nov 2006

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Raw Sinusoid

    Large Construct
    Hit Dice: 14d10+30 (107hp)
    Initiative: +11
    Speed: Fly 50ft (perfect)
    Armor Class: 19 (10+6 dex-1 size + 4 deflection), touch 19, flat-footed 13
    BAB/Grapple: +10/+18
    Attack: Slam +16 melee (2d6+4 sonic)
    Full Attack: Slam +16 melee (2d6+4 sonic)
    Space/Reach: 10ft/10ft
    Special Attack: Thunderous Burst
    Special Qualities: Natural Invisibility, Construct Traits, Blindsense 10ft, Low-Light vision, Darkvision 60', Bardic Music, Assist Performance, Cold Immunity, Acid Immunity, Sonic Vulnerability
    Saves: Fort +4, Ref +11, Will +4
    Abilities: Str 18, Dex 24, Con -, Int 13, Wis 10, Cha 18
    Skills: Perform($Music) +21, Concentration +21, Sense Motive +17
    Feats: Weapon Finesse, Combat Reflexes (+7 AoO), Improved Initiative, Power Attack, Improved Bull Rush
    Environment: Any
    Organization: Solitary
    CR: 11
    Treasure: None
    Alignment: Any Lawful
    Advancement: 15-16HD (Large), 17-20HD (Huge)
    LA: --

    Raw Sinusoids are constructs created to aid the study of music. Each has a very deep, yet narrow grasp of music, and many critics express dislike of their mechanical performances. Nevertheless, Raw Sinusoids are unparalleled in speed, dexterity, and patience. They are used as music tutors by those who can afford their significant price, as aids to composers with wealthy patrons, or by arcanists to investigate the properties of sound.

    Raw Sinusoids cease playing only with their destruction. Even if commanded to be silent, they will continue to play ppp. This typically results in several favorite pieces or sounds which the Sinusoid can perform particularly well, even as all other abilities and skills remain fixed throughout its existence.

    Occasional flickers of shock-waves within the Raw Sinusoid are the only visual indicators of one's presence. They are felt, however, by anyone who approaches or attempts to pass through them, as the sound within them is intense, and may be felt as a hard blow.

    Raw Sinusoids are neutrally buoyant in any fluid. They understand any languages known by their creators, and can read musical notation.


    If attacked, or if instructed to attack, the Sinusoid will typically use slams and bull rushes to disable its foes. It is intelligent enough to use different tactics, but is also inclined to persist at a given tactic until it becomes clear that it must do otherwise. If overwhelmed, it is likely to resort to Thunderous Bursts to clear space around itself, but if it feels it holds the upper hand, it is likely to press the attack against a single foe. In more difficult combats, it will attempt to harass its foes from above, while if it has a single choke-point, it may prefer to stand its ground there.


    Raw Sinusoids have a -4 racial penalty on Move Silent checks, even when playing quietly.

    Thunderous Burst (Ex):
    As a full round action, the Raw Sinusoid may give up all its regular attacks and make one attack against each opponent within reach. If it hits, it may make a Bull Rush attempt against that opponent without provoking attacks of opportunity, although it need not move itself. It still may only push these opponents directly away from itself.

    Using a Thunderous Burst instantly terminates all of the Raw Sinusoid's active Bardic Music effects. Each Bardic Music effect terminated grants a +2 bonus on all the Raw Sinusoid's Bull Rush attempts during the Thunderous Burst.

    Bull Rush: 12+1d20+2xBardic Music Effects vs. 1d20+Defender Strength+Defender Bonuses

    Bardic Music:
    As a 7th level Bard. Usable 7 times per day.
    Countersong (Su)
    Fascinate (Sp):
    Up to three creatures, who need not be able to see the Sinusoid
    Inspire Courage (Su)
    Inspire Competence (Su)
    Suggestion (Sp)

    Assist Performance
    When using the Aid Another action to assist a perform check, the Raw Sinusoid grants a +6 bonus.


    Constructing a Raw Sinusoid requires fascinating concentrated music. Firstly, a vessel must be constructed, typically a large, quality wooden box, which is varnished with an insulating layer. The creator then enters and seals the box, where he or she will remain for the remainder of the ceremony. Appropriate music is concentrated by performing for 14 hours. This requires a perform check of 17. This done, the creator must use Bardic Music to fascinate the music (Will Save +4). Finally, Geas/Quest must be cast on the music, at which point the box may be opened and the Sinusoid is complete.
    Should the music succeed on its will save, the ceremony must continue for another 24 hours before the creator may attempt to fascinate it again. Opening the box after performing but before the ceremony is complete deals 14d4 sonic damage to the creator and to anyone else within 5ft of the box.

    CL 12th; Craft Construct, Geas/Quest, Caster must be capable of the Fascinate Bardic Music ability. Price 35 000gp; Cost 17 500gp + 1 400xp
    Last edited by RS14; 2008-08-04 at 02:38 PM. Reason: Attack size penalty

  8. - Top - End - #8
    imp_fireball's Avatar

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    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫


    Chaos Orc

    Hit Dice: 2d8+2 (10hp)
    Initiative: +3
    Speed: 8 squares (size medium with fast movement racial traight)
    Armor Class: 17 flatfooted, 12 touch (wearing chain mail with large wooden shield; without any dodge, misc, magical or enhancement bonuses, etc.)
    Base Attack/Grapple: +2 BAB/ +5 grapple (size medium; increase decrease according to changing strength), +15 grapple (size large at 8HD or seventh level if PC)
    Attack: 1d20 +6 (non chaos-rage), 1d20 +8 (chaos-rage)
    Full Attack: +6/+8 (+10 versus lawful when raging); Damage with hand axe: 1d6+4 (or +6 when chaos-raging)
    Space/Reach: Adjacent
    Special Attacks: Chaos Rage (as barbarian rage, but with double damage against lawful creatures, double fast movement, and +1 to hit against lawful creatures/HD), Greater Chaos Rage (only at 8HD and higher; triple damage versus lawful creatures, triple fast movement, +2 to hit/HD against lawful creatures)
    Special Qualities: Double damage versus lawful, as well as +1 to hit per hit die when chaos raging, fast movement that doubles when raging (increase speed from 8 squares to 10 squares); becomes size large at level 7, offering a +4 bonus to strength and +4 to constitution as well as being treated as large creature, additionally gaining 'greater chaos rage' which offers the benefits of a greater barbarian rage but with triple damage versus lawful as well as a doubled to-hit against lawful creatures
    Saves: Fort +4 (+6 when raging), Ref +0, Will -2 (+0 when raging)
    Abilities: Str 19 (23 when raging), Dex 11, Con 14 (18 when raging), Int 8, Wis 7, Cha 6
    Skills: Listen +1, Spot +1, Climb +1 (+2 ability bonus when raging), Jump +1 (+2 ability bonus when raging)
    Feats: Power Attack, Alertness
    Environment: Temperate Hills, Forges, Fortresses, in the presence of demons and/or caster adepts or those with PC levels/villains, etc.
    Organization: As Ordinary Orc (however non-combatants are more propelled to fight, and may often be treated as having levels in commoner)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Chaotic Evil/Chaotic Neutral (may vary)
    Advancement: 2 - 5 (usually when size medium and may be higher with PC levels), 8 - 11 (usually when size large, and may be higher with PC levels)
    Level Adjustment: +1


    The 'chaos' is a special template that is considered 'augmented' and applied according to mental/physical manipulation by special casters. Chaos orcs are the byproduct of often non-violent demonic/high-level warlock influence (if the warlock had this intention, accidents would turn the victim into a dull husk or painfully kill them). Chaos templates usually acquire chaos rage as well as a buffed hit die, savage tendencies (fluff), and may gain other characteristics relating to combat such as fast movement. For every 2HD that a chaos template creature has, they may rage 1/day. While raging, they can even learn special feats (must be taken, not automatically acquired) that can be used during their rages.


    Fiery Orifices(ex)

    Prereqs: Must be chaos raging/greater chaos raging, BAB +2

    Descrip: Your orifices will burn with a chaotic fiery energy when you rage. To those around you, they appear to look like a deep red fire with a pure white center being emitted from the eyes, mouth, nostrils, etc. By making a concentration check (DC 15), you can burn those you touch during a grapple for 1d6 per turn or 2d6 (DC 20), 3d6 (DC25), etc. Greater Chaos Rage can double this damage. This feat also grants special attacks that may only be used during a chaos rage, that stack with the +4 bonus to intimidation.
    The fire emitted from your orifices also acts as a minor light spell out to ten feet (2 squares) in all directions.

    Special Attacks
    (as permitted by the fiery orifices feat):

    Flame breath (reach): range of 1 square per hit die, ranged touch attack, 1d12 fire damage per 3HD/ECL. User must make a fort save (DC 20) or become tired. User may also exert themselves to double the range of their fiery breath as well as multiply the fire damage by 1.5, however they must make a fort save (DC 30) or become exhausted. Lawful creatures suffer double damage from this attack, and if they have no dodge bonuses applied to the specific creature using this special attack, the creature may double his rage to-hit bonuses against the lawful creature when using this action.

    Fiery Intimidation (area): You beat your chest and prance around like a literally possessed psycho, your eyes and breath aflame. You may simultaneously force everyone (including allies unless they are under the influence of any sort of music by a bard, or diplomatic negotiation/appropriate RP relations) in the vicinity to roll against the user's intimidation check (act as if you are intimidating everyone in the vicinity; whether by will or impulse).

    Fiery Footprints (aura; must be 4HD or greater): Your footprints are aflame with left over demonic, chaos energy. You can light things on fire, by simple touch. The fire is treated as 'chaos fire' (1d6 damage as normal non-magical fire; deals double damage to lawful creatures).

    Fiery Charge (ex; must be 4HD or greater): You leap through combat like a blazing comet. Requires one day's preparation. When chaos raging, your fast movement is doubled (on top of the initial double). You acquire a +8 temporary enhancement bonus to jump, as well as a +2 temporary enhancement bonus when charging, and a +4 enhancement bonus on overrun's/bullrushes. You leave a blazing trail wherever you move for the rest of the duration of the chaos rage.

    During combat, chaotic evil chaos orcs will often ambush or charge the PCs outright, flying into a chaos rage if they can. They will employ whatever tactics they can (as limited by their intelligence) to destroy the PCs, including flanking maneuvers. When raging, they are even more unpredictable, applying their abilities in a variety of bullrushes, overruns, sunders, continuous charges, or general fighting (the more intelligent ones might utilize ranged weapons or take 5 foot steps each round). Chaotic neutral chaos orcs may appear hostile with the PCs, however it is immediately easier to convince them to back down. Chaos creatures in general are always bothered or stricken by inner demons that leave them angry and frustrated and their personality often exudes this frustrated, driven rage. Chaos creatures generally reason less, and are more likely to act outright on impulse to combat a danger or be dangerous to themselves (simply by attacking other creatures in cold blood).

    DC 10 = Chaos Orcs are savage creatures, perhaps slightly out of their own minds. They are unpredictable.
    DC 15 = Chaos Orcs may have had some sort of demonic/high-level influence by a powerful caster, such as a warlock or wizard/sorceror specializing in the manipulation of dark energy and forgotten lore.
    DC 20 = Discern specific organization of group.
    DC 30 = Discern possible leader
    DC 40 = Discern how corruption to chaos came about for group of orcs.

    Plot Hook/Story if any

    Chaos orcs are usually the result of a tribal blood pact among a group of demons/minions of chaos or any single higher-demon/devil entity, often brought about by the swearing of fealty to the higher demon, sacrifice to the demon's god/lord of that specific plane. The blood pact creates demonic corruption in the group of orcs, and must be transmitted to the entire tribe by contagion, similar to how one may spread a biological virus. Often the influence of the blood pact must effect the large majority of the tribe, or it will eventually wear off. Once the influence has proved successful, full transformation will occur in a couple of weeks, and the template of that specific group of orcs will shift over to 'chaos' and be treated as 'augmented'.

    Chaos orcs are more muscle bound, with vaguely warped features. Their blood is hot, whereas those able to cast spells (adepts/those with PC levels) have greenish blood. Their skin is a deep red or charcoal color and the cornea of their eyes is reddish while the ball is of a red hue. Additionally, those with 8HD or more (size large) have even more noticeably demonic features, such as horns protruding from their skull/forehead and scaly skin in some areas; or very rough leathery skin all around and claws (they are not compelled to attack with claws however; though they CAN attack for 1d4). PC chaos orcs of seventh level or higher do not have these qualities (though they are still size large) unless they took 7 levels of any of the Chaos Orc npc classes.

    Chaos Orcs as PCs

    Chaos Orc Traits:
    - +6 strength, -2 intelligence, -2 wisdom, -4 charisma, +2 constitution
    - Base Land Speed is 40ft.
    - Fast Movement
    - Darkvision 60ft.
    - Able to Chaos Rage (and Greater Chaos Rage at ECL 8/8 HD)
    - Light Sensitivity (unless chaos raging)
    - Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Undercommon, Infernal, Goblin
    - Size Large at seventh level (ECL 8)
    - LA +1
    - Favored Class: Barbarian (may inspire variants to compensate for non-beneficial barbarian rage such as feats that assist chaos-rage; fast movement granted by barbarian levels may stack or be removed entirely for variant benefits depending on what DM allows), Fighter (the demonic nature of the Chaos Orc may inspire them to favor the use of more elaborate weapons)

    The Chaos Orc warrior here had all the following attributes before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

    The chaos template offers the following qualities:
    - Treat as augmented
    - Shift alignment to chaos (maintain good/evil/neutral alignment)
    - Special combat qualities (varies, depending on race and can be anything from combat casting, to fast movement and bonus base initiatives)
    - Savage, more combative, psychotic nature
    - Lawful damage against this creature only applies in the form of spells
    - Able to Chaos Rage (Greater Chaos Rage at ECL 8/8 HD)
    - Bonus stats that apply by choice of DM
    - Bonus qualities and traits that apply according to race (ie. the nature of the orc is that of a basher with high str modifiers; thus, chaos orcs are bigger and buffer, and treated as size large at particularly high levels)

    Added new template and I'm done. :D
    Last edited by imp_fireball; 2008-08-03 at 07:56 PM.

  9. - Top - End - #9
    Troll in the Playground
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    Jan 2007
    Eastern NC

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Sonorous Mouther

    Large Aberration (Chaotic, Extraplanar)
    Hit Dice: 7d8 + 35 (66 hp)
    Initiative: +2
    Speed: 20 feet (4 squares); swim 20 ft.
    Armor Class: 21 (+2 Dex, +10 natural, -1 size), touch 11, flat-footed 19
    Base Attack/Grapple: +5/+13
    Attack: Bite +8 (1d6 + 4)
    Full Attack: 4 bites +8 (1d6 + 4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Blindsight 60 ft.; engulf; improved grab; maddening song; spell-like abilities
    Special Qualities: Aberration traits; amorphous; DR 5/slashing; immunity to sonic; insanity; silence soothes the beast
    Saves: Fort +7, Ref +6, Will +9
    Abilities: Str 19, Dex 14, Con 21, Int 4, Wis 3, Cha 19
    Skills: Hide +6, Listen -1, Move Silently -6, Spot -1, Swim +12
    Feats: Ability Focus (maddening song), Chaotic Mind, Lightning Reflexes
    Environment: Underground or the Far Realm
    Organization: Solitary, duet, or ensemble (4-6)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 8-14 HD (Large)
    Level Adjustment:

    From somewhere nearby you hear a strange sound - not quite what you would call "music," but what you might chaos and insanity might sound like were it distilled into music. Suddenly, you see a large shape emerging from the darkness - an ever-changing shape that seems to be composed entirely of mouths floating in some ichorous medium.

    The sonorous mouther is somewhat related to similar creatures. Hailing from some mad Far Realm beyond the ken of humanity, sonorous mouthers stalk prey (or whatever it is they stalk) by driving enemies mad with dissonant song. The body of a mouther is almost like that of a ooze, constantly shifting with new mouths appearing and disappearing constantly.

    Some insane mages have been known to summon these unspeakable creatures from their home plane, but in many cases the plot is foiled by the mages' inability to control their charges.

    A sonorous mouther speaks no known language, but they sometimes seem to understand language and are able to affect others with language-dependent effects no matter the opponent's language.


    A sonorous mouther uses its maddening song to fascinate and distract enemies, hoping to render them unable to ward off its engulf attack. Mouthers often use their spell-like abilities to confuse enemies and drive them against each other, preferring to use greater command or mind fog only when surrounded by tougher-than-usual foes. If a mouther is severely injured and the battle looks lost, it uses its calm emotions spell-like ability to escape from danger. Sonorous Mouther’s speak no language and probably understand no language, but the victims of their spell-like abilities feel willed to do certain actions rather than being told to do them. A sonorous mouther’s natural attacks are treated as chaotic-aligned for the purpose of overcoming damage reduction.

    Amorphous (Ex): A sonorous mouther’s body is like that of an ooze, constantly shifting and reforming. It is not subject to critical hits or sneak attacks and cannot be flanked.

    Engulf (Ex): A sonorous mouther can try to engulf a Medium or smaller opponent grabbed by one or more mouths. The opponent must make a DC 19 Reflex save or be pulled inside the mass of shifting organs. The save DC is Strength-based and includes a +2 racial bonus. A mouther may engulf up to two Medium creatures, 4 Small Creatures, 16 Tiny creatures, or 32 Diminutive or smaller creatures at once.

    At the beginning of each of its turns, a creature engulfed by the mouther takes automatic damage as if it had been hit by two bite attacks. It also takes 1 point of Wisdom damage each round it is engulfed. The engulfed creature can take no actions but purely mental ones, though it must make a Concentration check (DC equals damage taken that round) to cast a spell, manifest a psionic power, or use a similar ability.

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

    Insanity (Ex): A sonorous mouther’s mind is warped and corrupted by it’s origin in the Far Realm. A sonorous mouther is immune to mind-affecting spells and abilities, and any creature that targets the mouther with such a spell or ability takes 3d6 + 4 non-lethal damage and 1d3 points of temporary Wisdom damage. A creature whose Wisdom is reduced down to 0 by this ability suffers from insanity, as the spell, even after the Wisdom damage heals.

    Also, a sonorous mouther may treat a negative Wisdom modifier as positive for the purpose of determining Will saves. For instance, a standard sonorous mouther has a Wisdom score of 3, yielding a -4 Wisdom modifier; to determine its Will save, however, this modifier is treated as +4 instead. (This bonus is already included above.)

    Maddening Song (Su): A sonorous mouther constantly emits an eerie song from its many orifices, though no one is quite sure whether this is a form of communication or simply a trait of the creature’s anatomy or origin; this song imposes a -8 penalty to Move Silently checks made by the mouther. All creatures other than sonorous mouthers entering into or remaining in the 60-foot spread must make a DC 19 Will save or be dazed for one round and fascinated for 1d4 rounds thereafter. This is a sonic, mind-affecting effect, and the DC is Charisma-based and includes the bonus from the mouther's Ability Focus (Maddening Song) feat. Creatures that succeed on the save do not have to make another save for a number of round equal to their Wisdom modifier.

    A spellcaster attempting to cast a spell in the area of the maddening song must make a Concentration check with a DC equal to (10 + spell level + ½ the sonorous mouther’s HD + the sonorous mouther’s Charisma modifier) or lose the spell, regardless of whether or not he succeeded on any Will saves against the maddening song. Similarly, a Bard attempting to use his Bardic Music abilities in the area must make a Perform check with a DC (10 + the mouther’s HD + the mouther’s Charisma modifier) or have his song immediately end.

    Silence Sooths the Beast (Su): A silence spell that targets the mouther suppresses the maddening song ability for a number of round equal to the caster’s Wisdom modifier. In addition, any creature engulfed by the creature is immediately released with no further damage and emerges prone in a randomly-determined space adjacent to the mouther. The mouther takes a -2 penalty to AC and saving throws while its maddening song is suppressed.

    Spell-Like Abilities: At will – charm person (DC 14), lesser confusion (DC 15); 3/day – calm emotions (DC 16), mind fog (DC 19); 1/day – greater command (DC 19). A sonorous mouther is treated as being able to speak any language for the purpose of determining if it can affect creatures with any language-dependent abilities. The save DCs for its spell-like abilities are Charisma-based. The caster level for these spell-like abilities is ½ the sonorous mouther’s HD.

    Skills: A sonorous mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    Characters with ranks in Knowledge (Dungeoneering) or Knowledge (The Planes) can learn more about sonorous mouthers. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    {table=head]DC | Result
    17 | A sonorous mouther is a horrible entity from the Far Realms, related to other ooze-like mouthers. Its uses natural music to incapacitate prey and other foes. This reveals any Aberration traits.
    22 | The mouther is rather durable thanks to its ever-shifting form, and it is known for its mind-affecting (and mind-clouding) abilities.
    27 | Because its form is so entwined with the music it creates, a mouther cannot abide by silence, which severely weakens it.[/table]


    Plot Hooks
    • A local mage was discovered in the caves outside the town in a comatose state. After much healing, the mage came to but was left utterly insane and unable to distinguish friend from foe, much less describe how he ended up in his condition.
    • Residents of a major city have been seen standing mesmerized around various sewer grates. When shaken or otherwise brought back to reality, the victims remember little more than strange, other-worldly music seeping up from below.
    • Mad, batrachian cultists of unspeakable beings from beyond the multiverse have begun to summon squamous, indescribable horrors from the Far Realm. However, the fickle nature of these unknown beings has led to trouble for the cultists as several sonorous mouthers have escaped their control and begun running amok in the cult’s cyclopean, labyrinthine lair (or beyond).
    Last edited by RTGoodman; 2008-08-20 at 01:09 PM.
    The Playgrounder Formerly Known as rtg0922

    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  10. - Top - End - #10
    Bugbear in the Playground
    Kiren's Avatar

    Join Date
    Jul 2007

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    This is my first work, mail me criticism.

    Chaos musicianette

    Medium Fey
    Hit Dice:d6
    Initiative: +2
    Speed: 40 (8 squares)
    Armor Class: (12), touch 12, flat-footed 10
    Base Attack/Grapple: Rapier
    Attack: Rapier
    Full Attack: Rapier
    Space/Reach:5 ft./5 ft.
    Special Attacks: Musical lure
    *Important note* Most have as many levels in bard as possible
    Special Qualities: Low light vision, Wall of sound,
    Saves: fort 3 ref 7 will 7
    Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 20
    Skills: Max Ranks Perform (Wind instruments)
    Feats:Eschew materials, Skill focus (perform wind instrument), Weapon Fenisse
    Environment: Any where
    Organization: Single
    Challenge Rating: 10
    Treasure: Masterwork wind instrument
    Alignment: mostly Chaotic
    Level Adjustment: +2

    Musical Lure(Spell like ability)
    When a Chaos Musicianette plays a Masterwork Wind instrument, all males within 75 feet
    must make a dc 22 Will save, or be be forced to locate the Chaos musicianette, if they
    locate her, they become under the effects of Dominate person, if they are prevented they
    get a +5 to any check to get them to the source of the music. If the music stops all
    effects are cancelled after 1d4 rounds (Those dominated will be put back under the effects
    of the spell until it is dispelled or the Chaos musicianette or her instrument is
    destroyed or Distanced out of the 75 foot range for 1 hour.

    Wall of Sound (Spell like ability)
    The Chaos musicianette makes a dc 25 perform (Wind instruments) Check, for every 2 points
    passed the Chaos musicianette gains 1 point of Ac, This is done at the begginning of each
    round, the rounds do not stack.

    Description: The Chaos Musicianette is a race of wind instrument raised bard feys, a all
    female race. They Embody Chaotic music (except for the few renegades).

    Characteristics: They look like young human females,(With a few differences) All of them
    are breathtaking like gorgeous. Due to their chaotic nature, few are seen clothed, no 2
    chaos Musicianettes are alike, all taking to their own style of music.

    Though most avoid combat, *Sticking to using their dominated catch to fight for them*,
    they will resort to their rapier. Most attempt to flee or offer a false reward in the case
    of a hopeless battle *or a real reward*

    Plot Hook: People have been disappearing during the night, reported has been a beautiful
    flute performance at the time of the disapearences. The pcs may be dragged in by one char
    being dragged to the music or being hired by the towns people, the Musicianette should be
    guarded by a few townspeople, however killing these people will greatly anger the town.
    Last edited by Kiren; 2008-08-06 at 12:07 AM.

  11. - Top - End - #11
    Dwarf in the Playground
    Join Date
    Feb 2007
    Bigfoot Country

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Medium Undead
    HD: 8d12+56 (108)
    Speed: Fly 40 ft. (good) (8 squares)
    Init: +6
    AC: 24 (+6 Dex, +7 deflection, +1 natural armor); touch 23; flat-footed 18
    BAB: +4; Grp +6
    Attack: Slam +6 melee (1d4+2)
    Full-Attack: 2 slams +6 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Conductor’s baton, moving melodies, spell-like abilities
    Special Qualities: Undead traits, unearthly grace, unholy toughness
    Saves: Fort +9 Ref +15 Will +16
    Abilities: Str 14, Dex 22, Con -, Int 14, Wis 16, Cha 25
    Skills: Concentration +18, Intimidate +18, Listen +14, Perform (string instrument) +21, Spot +14, Use Magic Device +18
    Feats: Corpsecrafter, Flyby Attack, Skill Focus: Perform (string instrument)
    Environment: Any
    Organization: Solitary, quartet (1 plus 3 wights), or orchestra (1 plus 10 wights)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 9-12HD (medium)

    Hovering across the ground, a humanoid being approaches you. Its hood covers its eyes. In its hands it holds a lute, and it begins playing. With the very first note, skeletons appear and leap forward to attack. You realize with a sudden start that the song appears to be a requiem commonly performed at funerals.

    A dirgesinger is an undead created when a composer once of great renown dies a beggar, and is given a pauper’s burial, without friends or music. Lonely, bitter, and possessing great power stemming from their music, they wander the world, summoning and animating undead to join them in their travels.
    A dirgesinger looks like a human of average height and build, wearing a large robe with the hood pulled down over its eyes. Underneath the robe, the differences are obvious; the undead has no legs, and the pupils of the eyes are blood red.
    A dirgesinger speaks the languages it knew in life.


    Dirgesingers open combat by summoning help through their moving melodies ability, then take to the sky. Whenever anyone falls who could be animated, a dirgesinger will move in, play its song, and then get out, using its spell-like abilities to cover its retreat.

    Conductor’s Baton (Su): All dirgesingers carry wands of control undead that allow no save and provide a +10 circumstance bonus on Charisma checks to influence undead. These wands only work in the hands of the dirgesinger who originally carried them.

    Moving Melodies (Su): A dirgesinger can play two songs to create or conjure undead.

    Requiem of the Lost: As a swift action, a dirgesinger can make a Perform (string instruments) check to cast a version of summon undead, the version depending on how high the check result is.
    DC 25: summon undead I
    DC 30: summon undead II
    DC 34: summon undead III
    DC 37: summon undead IV
    DC 40: summon undead V
    These all have a caster level of 15. The summoned creatures remain for as long as the dirgesinger continually plays the lute, and for three rounds thereafter. If a dirgesinger stops playing, then starts again, the previously summoned creatures do not remain past the three rounds, a new check is made, and new undead are summoned.

    Wake the Dead: As a swift action, a dirgesinger can make a Perform (string instruments) check to animate nearby corpses. The check determines what spell is cast.
    DC 25: animate dead (caster level 7th, range of close)
    DC 35: create undead (caster level 15th)
    DC 40: create greater undead (caster level 18th)

    Spell-like abilities (Sp): At will—shatter (DC 19), shout (DC 21), silence (DC 19). Caster level 10th.

    Unearthly Grace (Su): A dirgesinger adds its Charisma bonus to its saving throws and as a deflection bonus to its Armor Class.

    Unholy Toughness (Su): A dirgesinger gains a bonus to its hit points equal to its Charisma bonus x its Hit Dice.
    Last edited by XenoGeno; 2008-08-14 at 10:46 PM.

  12. - Top - End - #12
    Titan in the Playground
    Bhu's Avatar

    Join Date
    Mar 2008
    Hell itself (Ohio)

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Singers From Outside
    Medium Outsider (Extraplanar, Chaotic, Evil)
    Hit Dice: 20d8+100 (190 hp)
    Initiative: +6
    Speed: 40 ft (8 squares)
    Armor Class: 35 (+6 Dex, +9 Deflection, +5 Natural, +5 Profane), touch 30, flat-footed 29
    Base Attack/Grapple: +20/+22
    Attack: Touch +26 melee touch (vision)
    Full Attack: Touch +26 melee touch (vision)
    Space/Reach: 5ft./5 ft.
    Special Attacks: Spells, Manifest, Strange Music, Induce Vision
    Special Qualities: Immunities, Dark Vision 60’, Forbidden Knowledge, Unearthly Grace, Enhanced Hearing
    Saves: Fort +26, Ref +27, Will +28
    Abilities: Str 15, Dex 22, Con 20, Int 24, Wis 24, Cha 28
    Skills: Bluff +28, Concentration +25, Diplomacy +28, Gather Information +28, Hide +25, Intimidate +28, Knowledge (Arcana, The Planes, Things Man Was Not Meant To Know) +26, Listen +34, Move Silently +25, Perform (Sing, 1 other) +37, Search +26, Sense Motive +26, Spellcraft +26, Spot +26, Use Magic Device +28
    Feats: Combat Casting, Green Ear, Requiem, Sound of Silence, Spell Focus (Enchantment, Illusion), Sunken Song,
    Environment: Any
    Organization: Solitary or Band (3-6)
    Challenge Rating: 18
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 21+ HD (Medium)
    Level Adjustment: -----

    ”There used to be this singer came to town named Hazel. Queer bird she was. Sung for coppers in this town when she could have easily had gold in the larger cities. Claimed she was looking for something. Must’ve found it one night, because she came to town for supplies raving about “other places” before disappearing.

    Things would’ve been so much simpler if she’d stayed gone. When she came back she was…different. More confident, more intimidating, more…exotic. The first night back she played at the inn, and little Danny Williams gutted his sister that night. We found him playing with her eyes in an alley. He told us he had to have them because no other man deserved them. We had to put him down. No one thought the two events were connected at the time. The next night she played again, and the Madam of the town brothel killed herself by opening up her belly with a fishing knife. She should've been dead by the time we found her, but she was just sitting there like she was waiting for us and said "I'm sorry" before slumping over. The same thing happened over and over again. Hazel played, someone died. By the time we started putting things together she’d skipped town. Probably figured we’d be getting wise to her sooner or later. I…I won’t tell you what we found in her rooms in the house she’d bought at the end of town. I still lose sleep at night because of it. Stay away from musicians boy. They don’t need your money, just the business end of your knife.”

    The Singers of Strange Songs were originally Bards of some renown, or at least talent. Like all Bards they had an immense thirst for knowledge, but the Singers always tended towards things they should have left well enough alone. It’s unknown who did it first, but eventually one of them pierced the veils of reality looking for the truth behind some old legends, and went…somewhere else. No one knows where, and the Singers aren’t saying. Legend has it they encountered a being of immense power who promised to show them the truth behind reality if they would agree to serve it. The truth it has shown them doesn’t appear to have been a very palatable one. And much of their service appears to be preparing worlds for their masters inevitable introduction to our reality.

    The Singers still appear to be members of whatever humanoid race they used to be. But any imperfections, both physical and mental are gone. They are tall, beautiful, and radiate charisma. Some are sometimes described as listening to music only they can hear, but rarely do they show even that much of an affectation towards being out of place. Most quickly achieve fame all over the world for their ability to perform. At least in the short term. Eventually the Singers begin to try out their new powers, corrupting the populace, turning them into madmen. After a while if no one seems able to challenge them they will become brazen, and openly begin using their powers to destroy the world around them. In their true form a Singer is a nightmarish, ever changing hallucinatory vision. A kaleidoscopic figure showing scenes of the past and future in a display of possibilities. They speak all known languages.

    Spells: A Singer of Strange Songs can cast spells as a Bard whose caster level is equal to it’s Hit Dice. Unlike mortal Bards it knows 10 spells of each level.

    Manifest (Su): The humanoid appearance of a Singer is purely an illusion. While this illusion cannot be dispelled, the Singer may willingly turn it on or off as a Free Action (it may expose itself to everyone that sees it, or choose to drop the illuson only against certain individuals). Any creature able to see the Singer in it's true form must make a DC 29 Willpower Save (Save DC is Charisma based), or go temporarily insane, usually some form of Psychosis ( ). In the short term they are also Panicked for 1d6 rounds, and Shaken the rest of the day. The insanity varies heavily from one individual to the next, and lasts 1d6 days (exact effects are up to DM's as I don't have the time or ability to write up every form of pyschosis here). A successful Saving Throw means the opponent is immune to this Singers Manifest abiliy for 24 hours.

    Strange Music (Su): Strange Music is like Bardic Music, and works similarly. Feats and effects that affect Bardic Music also apply to Strange Music. A Singer may use Strange Music a number of times per day equal to it’s Hit Dice. It may use Countersong, Fascinate, Suggestion, and Mass Suggestion as well as the following effects:

    I Remember When I Lost My Mind: The Singer can inspire madness in a victim by making a Perform check if they fail a DC 29 Willpower Check. They can inflict virtually any mental disorder ( )they want to on the victim. If the victim is already psychotic due to the Singers Manifest ability this usually tends to be psychopathy ( ). In other words not only are they delusional, now they're violent. The worst of both worlds. This can be cured by Miracle, Remove Curse, or Wish. As with the Manifest ability I don't have time to write out the effects of various mental disorders, so exact effects are up to the DM.

    My Heroes Had The Heart To Lose Their Lives Out On A Limb: The Singer can awaken a potent desire in a victim by making a performance check. This is similar to Suggestion, except the suggestion can be something unreasonable. The Singer can't actually ask the victim to murder himself, but he can ask him/her to murder someone else or do anything to themself short of outright suicide. They can even suggest things no sane being would do, so long as it doesn't end in death. If the suggestion is exceptionally horrifying to the victim it gains a second Save (DC 29, same as the first) when attempting to actually go through with it. Optionally the Singer can actually shift the victims alignment one step. If the Alignment change option is used it can be reversed by Remove Curse/Wish/Miracle.

    I Want To Be Like Them: The Singer can awaken the dead within a 60' radius by making a performance check. As long as the Singer can maintain his song, all dead bodies within range become zombies (skeletons if they are sufficiently decomposed). These dead do not attack the Singer, but neither do they obey him. Instead they begin viciously attacking everything living in sight.

    You Really Think You're In Control?: The Singer can inspire Frenzy within any opponents within hearing range by making a Performance check. Any living creature within 30' of the Singer must make a DC 29 Willpower Save or become subject to Frenzy (see Complete Warrior page 34). Once the Frenzy starts the victims continue to Frenzy until three rounds after the Singer stops singing. They will attack anything except the Singer.

    I Just Knew Too Much: The Singer can inspire suicide within 1 or more opponents within hearing range. Any living creature within 30' must make a DC 29 Willpower Save or begin to become depressed (-1 Morale penalty to all rolls), and obsessed with hearing the Singer again, as his music is the only thing that makes the pain go away (this ability only forces victims to Save once within 24 hours). If the victim fails the Save again, he slides further into depression (Morale penalty increases to -2). He/she will also be notably violent and paranoid. If the victim manages to attend a third concert by the SInger (or is simply exposed to this ability again), he/she will become obsessed with ending their own life in a manner designed to cause as much horror as possible, and will kill themselves within the week. If they fail a 4th Save before actually offing themselves (which is rare but it happens), they will still be able to act normally until at -10 hp, thereby causing terror in witnesses (who must make a DC 20 Willpower Save or be Shaken for 2d6 rounds). If the victim has Miracle, Remove Curse, or Wish cast on them before dying, they are cured.

    Induce Vision (Su): The touch of a Singer induces visions of a personal nature in the target. They will learn some great personal truth they have been searching for, or perhaps a secret they had no knowledge of. Or perhaps they will see a horrifying hallucinatory mindscape that flashes unrelated images. Or at least they’ll seem unrelated at the moment (DM’s take note of possible plot device here). Victims must make a DC 29 Willpower Save (Save DC is Charisma Based) or temporarily lose 1 point Intelligence, Wisdom, and Charisma as well as being Stunned for 1 round. If they succeed with the Saving Throw they are still Stunned.

    Immunities (Ex): The Singers of Strange Songs are immune to mind-affecting effects, sleep effects, death effects, poison, paralysis, stunning, fatigue/exhaustion, polymorph, petrification, ability drain or damage, energy drain, critical hits, and Sonic damage. Singers are not subject to Silence spells or similar effects, and may hear or speak normally within the range of such spells. They automatically Save against any illusion that does not also include an aural component.

    Forbidden Knowledge (Su): This ability is similar to Bardic Knowledge, but comes from the Singers connection to their master. They roll 1d20 plus Intelligence Modifier plus 40 for their checks.

    Unearthly Grace (Su): The Singers add their Charisma Modifier as a Bonus to Saving Throws, and a Deflection Bonus to Armor Class.

    Enhanced Hearing (Su): The Singers effectively have Blindsight 120'. They may hear normally despite magical silence, and automatically detect creatures invisible to sight within this range if they aren't invisible to hearing as well.

    Skills: A Singer of Strange Songs has a +8 Racial Bonus to Perform and Listen checks.

    Combat: The Singers From Outside rarely go for overt physical combat. They’re job is to destroy society through chaos and subversion. They will let minions do their fighting for them or hope opponents will get caught up in the madness that follows them like a plague. If forced to fight they will Manifest, and use their spells or Strange Music to incapacitate opponents or bend their minds.


    Characters with ranks in Knowledge (Arcana) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Singers. They can also make a Knowledge (The Planes) or Bardic Knowledge check if they are sufficiently knowledgeable about the Far Realms and alternate realities. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    20|There are Bards in the world dedicated to finding out the truth behind reality. They are not necessarily sane or temperate company.
    25|Some of these Bards pierce the veil separating realities and travel through. It is unlikely that they come back, but those that do are changed.
    30|The Bards are known as the Singers of Strange Songs according to an obscure old legend. This reveals that they have become an Outsider, and reveals all Outsider traits and Subtypes.
    35|The Singers have traded their souls, and their very existence over to an unknown extradimensional entity for knowledge and power. They cause death and chaos wherever they go and are like a cancer on the body of society.
    40|The Singers ultimate goal is to completely destabilize the world, and drown it in chaos and death to prepare it for the coming of their unknown benefactor. [/table]

    Plot Hook
    • A local Bard has returned to town after being thought long dead. Formerly a recluse, and long derided as mentally dysfunctional, he now appears to be the picture of physical and mental perfection. His skills seem to be unbelieveable, and crowds throng to see him. And thats when the trouble starts. People start going mad. Killing themselves or others. Or committing horrifying acts for no reason. Most are completely lost, and out of touch with reality, and have to be locked away or killed. Eventually the nobility sequesters themselves in their fortess/castle to avoid all the death, and the Bard goes with them. Strange rumors begin to abound about events at the castle, and many terrifying sights are seen. Finally it will become obvious something is going on, and the PC's are asked to sneak into the fortress and deal with things by the desperate public.
    • The PC's come across a slaughtered Orc village. It doesn't appear to be too unusual since the Orcs are fairly warlike, but closer inspection reveals many of them died by their own hand. Eventually the PC's will find a dying elderly Orc who tells them of a famous Orc warchanter who went on a vision quest, and returned changed. He destroyed his own people, and walked out into the world to spread the death elsewhere. The old Orc asks if they will grant a dying mans request, and put down the thing that killed his people.
    • The PC's are entering a forest headed towards a nearby village that hasn't been heard from in days. Along the path they see a Bard leaning against a tree playing a guitar. He will chat with them politely if asked. As the group his leaving he will call one of them by name and say "Ain't nuthin' in that town but dead folk." He will be gone when they turn around. Arriving at the village the PC's find they have committed mass suicide in a ritualistic fashion from the eldest to the newborn babes. Was the Bard trying to warn them? Or did he do this? And what about their home town only a day or rwo's ride back the way they came from?
    • A Bard of some kind is leading an army of the dead and insane across the world. It is ever growing as a legion of necromancers continue re-animating their victims. It seems to have no purpose or goal, merely staggering in random directions swallowing up whatever encounters it. A King has hired the PC's to find out what is going on, and how to stop it.

    My Personal Suggestions for Psychosis
    Hallucinations: Since many psychotics hallucinate they will be easier to fool with illusions, and will suffer a -2 on all Saves vs Spells from the Illusion school.

    Paranoia: If a psychotic fails a Sense Motive check of any kind it will immediately perceive the target it failed against as an enemy, and will not change it's mind.

    Delusional: Psychotics are have a -2 to -4 penalty on ALL Charisma based skill checks except for intimidate (for hich they get a +2 bonus) and Use Magic Device.

    Alignment: Psychotics will usually lose any Lawful component of their alignment, as well as any Good. Their warped perceptions of reality make it difficult for them to tell good from evil.
    Last edited by Bhu; 2008-08-12 at 04:15 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  13. - Top - End - #13
    Titan in the Playground
    DracoDei's Avatar

    Join Date
    May 2007
    Near Atlanta,GA USA

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Accursed Conductor
    Medium Fey (Incorporeal)
    HD 30d6+ (Average HP)
    Speed Fly 30 ft. (Perfect)
    Init: +9 (+5 Dex, +4 Improved Initiative)
    AC X; touch X; flat-footed X
    BAB +15; Grp +17
    Attack Standard attack +6 Ghost Touch Rapier +26 melee
    (1d6+8, 18-20)
    Full-Attack Full attack +6 Ghost Touch Rapier +26/+21/+16 (1d6+8, 18-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks None
    Special Qualities Bardic Knowledge, Blind-sight, Glorious Hearing, Conjure Equipment, Immortal Accursed and Beloved, spell resistance 32, teleport, 15/epic and evil, Forever Silent, Immunity to Sonic, Spell-like Abilities
    Saves Fort +12 Ref +22 Will +29
    Abilities Str 14[+2], Dex 21[+5], Con 14[+2], Int 20[+5], Wis 35[+12] (base 27), Cha 49[+19] (Base 37)
    Skills Appraise +15 (+25 musical instruments), Bluff +39, Climb +?, Concentration +22, Craft (Musical Instrument) +38, Decipher Script +15, Diplomacy +52, Disguise +29, Escape Artist +15, Gather Information +39, Hide +10, Jump +?, Knowledge(Arcana) +15, Knowledge(Architecture and Engineering) +10 (+20 Acoustics analysis or design), Knowledge(Dungeoneering) +6, Knowledge(Geography) +15, Knowledge(History) +15, Knowledge(Nature) +10, Knowledge(Nobility and Royalty) +20, , Knowledge(Religion) +, Knowledge(The Planes) +15, Perform (Any type of musical) +64, Profession (Conductor) +57, Profession(Composer) +57, Tumble +30
    Feats Improved Initiative, Skill Focus (Listen, Profession(Conductor), Profession(Composer), Preform[Each type of musical, taken individually]), Epic Skill Focus (Listen, Profession(Conductor), Profession(Composer), Preform[Each type of musical, taken individually])(B), Persuasive, Polyglot, Weapon Finesse
    Environment Any
    Organization Unique
    Challenge Rating X
    Treasure Cloak of Epic Charisma +12, Peripet of Epic Wisdom (+8)
    Alignment Chaotic Neutral
    Advancement 31+

    The original name of the bard who became the accursed conductor has been blotted from the records of history by the hand of the one who laid the curse on him. All that is known is that his skill was surpassed only by his pride. It is said that he was challenged to a contest of music by the greatest Trumpet Archon ever to exist. In fact it is KNOWN he was challenged and the only dispute of the matter is whether it might not have been an avatar of Correleon Liratheon himself who challenged him. Knowing the risks of outdoing such a powerful being in a contest, he at first demurred pleading that basis, and only when his challenger swore a mighty binding oath not to take vengence on him for the results of the contest, whatever they might be, that the bard agreed. Sp they took it in turns to play and it is said that almost every creature within a day's journey in every direction would have died of thirst from standing still in awe of the memory of those sounds for so long (and they did so for long after the melodies had faded), had not the challenger had mercy on them and rendered them never to need bite nor sup nor sleep ever again. It is known that the elven bard won that contest, although some say his challenger lost intentionally. The challenger heaped blessings on the elven bard, praising him greatly, and then asked on favor to test his true weakness... he asked the privilege of being allowed to perform a short duet with the bard... the bard refused, saying that as he had won the contest by a great margin it only proved that his music would only be debased by being mixed with that of a lesser musician. The challenger begged him with sweat words as a respect for their mutual devotion to music to grant the challenger this boon and promised to grant even further blessings and to give him great gifts. The elf in his great pride still refused. The challenger thanked him for the contest again, and gave him a cloak in further gratitude. The bard donned it immediately, and fell victim to the curse it was partially the vector for... never again would he make music directly, but only through the hands and voices of others, until he learned true humility and respect for those lesser than him. Until such time he would wander, silent and untouchable through the plains, force by his love of music to seek out others and teach them, and allow them to copy the scores he conjured up.

    Glorious Hearing(Ex): The Accursed Conductor can not be Deafened by any means what-so-ever, and can dispel any number of Silence spells or effects an unlimited number of times per round as an immediate action provided the caster is not of at least Divine Rank 1. He can also hear the ENTIRE sonic spectrum, from at least a hundred times lower than below the lowest sound ever made by a whale to at least a hundred times higher than the highest bat sonar.

    Conjure Equipment(Su): The Accursed Conductor can transmute his incorporeal form to create soundless instruments to demonstrate technique on, musical scores for others to play or copy down, and weapons and armor to defend himself at need.
    Weapon: As +6 Rapier magical (not psionic) As per 25th level Soulknife but only +4 worth of enchantments(and different list he can pick from), no psychic strike.

    Forever Silent(Su): No being short of Divine Rank 1 is capable of rendering the accursed conductor corporeal or capable of making a sound. Ghost touch instruments fall silent at his touch, and in combat the only sounds are that of his opponent striking at the air. Even if contacted telepathically, his communications come out as images rather than speech or any other type of sound.

    Spell-like Abilities(Sp): At Will - Silence, 1/day Symbol of Deafness (as per Symbol of Blindness, but causes deafness instead), 1/month - Plane Shift. All abilities are as a 21st level Cleric.
    Last edited by DracoDei; 2008-08-19 at 04:13 PM.
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  14. - Top - End - #14
    Barbarian in the Playground
    adanedhel9's Avatar

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    Jan 2005
    St. Louis Park, MN, US

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Bone Conductor
    Medium Undead
    Hit Dice: 12d12 (78 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 23 (+6 deflection, +1 Dex, +6 natural), touch 17, flat-footed 22
    Base Attack/Grapple: +6/+6
    Attack: Conductor's baton +7 melee (1d6+1/18–20)
    Full Attack: Conductor's baton +7/+2 melee (1d6+1/18–20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Conduct undead, fine, spell–like abilities
    Special Qualities: Conductor's baton, damage reduction 10/bludgeoning, darkvision 60 ft., +4 turn resistance, undead traits, unearthly grace
    Saves: Fort +10, Ref +13, Will +15
    Abilities: Str 10, Dex 13, Con —, Int 15, Wis 13, Cha 23
    Skills: Appraise +2 (+4 with keyboard, percussion, or stringed instruments), Concentration +23, Craft (keyboard instruments) +7, Craft (percussion instruments) +7, Craft (stringed instruments) +7, Decipher Script +17, Diplomacy +7, Knowledge (history) +12, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Profession (conductor) +15
    Feats: Ability Focus (fine), Improved Initiative, Lightning Reflexes, Skill Focus (Concentration), Skill Focus (Profession (conductor))
    Environment: Any underground
    Organization: Ensemble (1 bone conductor with 1–4 mindless undead), band (1 bone conductor with 5–9 mindless undead), or orchestra (1 bone conductors with 10–30 mindless undead)
    Challenge Rating: 9
    Treasure: Normal
    Alignment: Usually Lawful Evil
    Advancement: 13–18 HD (medium); 19–30 (large)
    Level Adjustment:

    The cluster of rotting zombies stand at a silent attention as a single well-dressed skeleton steps onto the dais. As its hands, one of which ends in a long splinter of bone, begin to describe sweeping arcs in space, the zombies begin to sing a dirge that could come from no living mouth.

    Besides their tendency to wear tails and their extremely long, pointed index finger, bone conductors appear little different than standard humanoid skeletons. The bone conductor begins its existence as an unparalleled musician with unfinished business, often simply a desire to improve his talents. Close to the end of his mortal life, he undergoes the Rite of Elegy (see below), which transforms him into an immortal undead. With an eternity in front of it, the bone conductor perfects its art and becomes a commander among undead.

    Bone conductors share many personality traits with liches: they are malicious, scheming, and quite possibly insane. Above all they obsess over music, constantly critiquing – or outright lambasting - both itself and others over the subject. Its not unheard of for a bone conductor to conduct a living orchestra, only to kill most of its members over perceived musical slights.

    As the bone conductor's abilities depend on having undead under its control, they usually surround themselves with mindless undead. These undead act as soldiers and servants, but foremost they are the bone conductor's musicians. They will play whatever instruments are available, often those built by the bone conductor itself, but will also sing, moan, rattle, stomp, and so on, as their various anatomies allow.

    Bone conductors speak any languages they knew in life.

    A bone conductor's primary role in combat is to direct and enable other undead. Most rounds, it simply needs to choose between the various effects of Conduct Undead. It only enters into combat itself under extreme circumstances.

    The exact mix of Conduct Undead abilities used varies with each bone conductor's personal style. Those that have only simple, mindless undead usually conduct all their undead, using acciaccatura to damage their opponents. Those that have allied with other strong undead typically use fuocoso as their primary damage source. Either way, bone conductors mix in brioso to keep its musicians and allies standing and lontano to push away melee threats and take advantage of terrain.

    Conduct Undead (Su): A bone conductor can direct any corporeal undead under its command within 30 ft. to sing, play instruments, or otherwise produce music. The bone conductor blends its own deathly power into this music, influencing both allies and enemies within 30 ft. Each round this produces one of the following effects:

    Acciaccatura: Blasts of sound batter any opponents within range. Any affected opponent takes 1d4 sonic damage for every 2 Hit Dice of conducted undead and has his movement rate reduced by half for 1 round. A successful Fortitude save (DC 18) halves the damage and negates the movement effect. The save DC is Charisma based.

    Brioso: Bars of musical energy jump from the undead to all allies in range. Any affected ally heals 1 Hit Points per Hit Dice of conducted undead.

    Fuocoso: The limbs and weapons of allies in range begin to glow red with flame. For 1 round, any melee attack made by an affected ally deals an extra point of fire damage per Hit Dice of conducted undead.

    Lontano: Waves of music press against all opponents in range, pushing them away from the bone conductor. Treat this as a bull rush with a bonus equal to twice the number of Hit Dice of conducted undead. If any particular opponent cannot move due to an obstacle, he instead falls prone in the last square of his move.

    Conducting is a standard action that draws attacks of opportunity. If the bone conductor takes damage while conducting, it must make a Concentration check (DC 10 + damage taken) or stop conducting.

    Music-making undead can take no actions other than producing music. Every round at the beginning of its turn, the bone conductor can release any such undead to other activities or add other undead already under its control to the music-makers.

    Conductor's Baton (Su): A bone conductor's baton is an extension of its own bones. The bone conductor can use it as a melee weapon; for all purposes it functions as a +1 rapier. The bone conductor cannot be disarmed of its baton, though it can be sundered.

    If a bone conductor loses its baton by any means, it cannot use its Conduct Undead ability. Once this happens, the bone conductor can recover its baton only by again performing the Rite of Elegy (see below).

    Fine (Su): In times of desperation, a bone conductor can willingly let fly its conductor's baton, making a ranged touch attack with a +7 bonus. The target must make a Will save (DC 20) or instantly die. Regardless of the result, this attack destroys the baton. The save DC is Charisma-based and includes the +2 from Ability Focus.

    Spell-Like Abilities: Caster level 12. Save DCs are Charisma-based.

    At will—command undead (DC 18).

    1/day—animate dead.

    Unearthly Grace (Su): A bone conductor adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

    Rite of Elegy
    The Rite of Elegy transforms a willing humanoid into a bone conductor. As all other methods of creating undead, the Rite of Elegy is an evil act.

    The Rite of Elegy takes one week to perform and can only be performed by the most skilled of musicians. A major component of the rite is the creation of the bone conductor's signature baton. Besides intense personal sacrifice, the creation of the baton requires 10,000 gp worth of precious metals and herbs.

    Characters with ranks in Knowledge (religion) can research bone conductors to learn more about them. When a character makes a skill check check, read or paraphrase the following, including the information from the lower DCs.

    DC 22: Bone conductors may appear to be standard skeletons, but they wield a variety of music-based powers.

    DC 27: The strength of many of a bone conductor's abilities depends on the number and strength of the undead under its control.

    DC 32: If a bone conductor's baton is destroyed, the bone conductor loses its ability to use undead to fuel its powers.

    Plot Hooks
    An enterprising bone conductor, under cover of false names and proxy agents, has opened a new music academy in the capitol. The most promising students promptly disappear as the maestro enlists them in its own personal ensemble.

    In life, Denio Malliero lost his position as court composer due to political incompetence. Insulted, he returns as a bone conductor and takes the king's musicians hostage to show the establishment how far he's come.

  15. - Top - End - #15
    Dwarf in the Playground
    arkanis's Avatar

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    Dec 2007

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫


    Melodic Dragon
    Large Dragon
    Hit Dice: 12d12+24 (107)
    Initiative: +5
    Speed: 60ft. (12 squares), Swim 60ft. (12 squares), Fly 120ft. (24 squares) (good maneuverability)
    Armor Class: 25 (+1 Dex, -1 size, +12 natural, +3 deflection), touch (13), flat-footed (24)
    Base Attack/Grapple: +12/+19
    Attack: Bite +14 melee (1d6+3/20x2), Claw +14 melee (1d6+3/20x2), Tail +14 melee (1d6+3/20x2)
    Full Attack: Bite +9 melee (1d6+3/20x2), 2 Claws +9 melee (1d6+3/20x2), and Tail +9 melee (1d6+3/20x2)
    Space/Reach: 10ft./10ft.
    Special Attacks: Breath Weapon, Fascinate, Spells, Stunning Presence, Trip
    Special Qualities: Blindsense, Damage Reduction 5/cold iron or magic, Draconic Immunities, Hold Breath, Keen Senses, Spell Resistance 22, Unearthly Grace
    Saves: Fort +13, Ref +12, Will +12
    Abilities: Str 17 , Dex 12 , Con 15 , Int 16, Wis 13 , Cha 16
    Skills: Bluff +18, Escape Artist +16, Knowledge (arcana) +18, Listen +16, Perform (any one) +18, Search +18, Sense Motive +16, Spot +16, Swim +23
    Feats: Blind-Fight, Improved Initiative, Improved Maneuverability, Hover, Wingover
    Environment: Temperate Forests
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually chaotic good
    Advancement: 13-24 (large)
    Level Adjustment: +5 (cohort)

    Standing no taller than a horse, this purple-colored feathery dragon’s eyes glow faintly and a sweet honey-like smell surrounds it. This gentle dragon usually lays about various forest clearings singing or humming melodic songs or poems. It is often found entertaining a small group of animals or socializing with local feyfolk of the forests.

    Melodic dragons shy away from combat, but if an ally is threatened or if they are backed into a corner, they will valiantly defend themselves to their dying breath. Melodic dragon mates will often stand their ground to defend their eggs if they feel they are threatened, but would rather flee and take their eggs.

    Blindsense (Ex)
    Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

    Breath Weapon (Su)
    A melodic dragon can unleash a 30-ft. cone of sonic vibrations from their mouth dealing 6d6 sonic damage to all creatures and objects caught in its radius. This deals double damage to crystalline creatures and automatically destroys non-magical brittle objects in its area such as items made of ceramic, glass, crystal, porcelain. Whenever a melodic dragon uses this ability all creatures within this cone become deafened for 1d4 rounds. Other melodic dragons are immune to this ability. A DC18 Reflex save halves the damage and a DC18 Fortitude save negates the deafening effect. A melodic dragon can use this ability once every 1d4 rounds.

    Draconic Immunities (Ex)
    All dragons have immunity to sleep and paralysis effects and to the frightful presence of other dragons. Melodic dragons are also immune to illusions which target it and mind-affecting enchantments.

    A melodic dragon can use the Fascinate ability six times per day as a 12th-level bard.

    Hold Breath (Ex)
    A melodic dragon can hold its breath for a number of rounds equal to six times its Constitution score before it risks suffocation.

    Keen Senses (Ex)
    A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    A melodic dragon casts spells as a 12th-level bard.

    Typical Bard Spells Known: 0-dancing lights, know direction, prestidigitation; 1st-hideous laughter, sleep, ventriloquism; 2nd-calm emotions, invisibility, tongues; 3rd-good hope, sculpt sound, speak with animals; 4th-freedom of movement, legend lore.

    Stunning Presence (Ex)
    Like most dragons a melodic dragon’s presence is intimidating, but unlike other dragons they are not frightening, but rather fascinating and awe-inspiring. Any creature that looks upon a melodic dragon becomes stunned for 2d4 rounds. A DC19 Will save negates this effect. A creature can be affected by this ability only once every 24 hours.

    Trip (Ex)
    A melodic dragon that hits with a tail attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the melodic dragon.

    Unearthly Grace (Ex)
    Melodic dragons add their Charisma modifier as a bonus to their saving throws and as a deflection bonus to their armor class.

    A melodic dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.


    Characters with ranks in Knowledge (Arcana) or Knowledge (Nature) can learn more about melodic dragons. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
    {table="head"]DC | Result
    16 | A melodic dragon is a gentle forest dragon.
    22 | Melodic dragons are talented performers due to their affinity with fey. They have a powerful sonic breath weapon but their mesmerizing songs and magical abilities are even more potent. They are peaceful by nature but can be deadly in combat.
    28 | These creatures often enjoy battles of wits and performances rather than combat (such as a dance-off, battle of rhymes, or even a riddle competition). Because they were hunted nearly to extinction, they have a distaste for humanoids and chromatic dragons, though they are generally gentle and kind-hearted. In fact, they’ve been known to adopt orphaned creatures of other races and raise them as pets or as their own children.[/table]


    Plot Hooks
    • Rumor of dragons in the forest spark interest for townsfolk to hire adventurers to investigate.
    • Angry woodsmen speak of a draconic creature in the forests chasing them away every time they attempt to collect lumber. They need someone to ‘take care’ of the creature.
    • Several animals and children have gone missing in the forests and witnesses claim a giant purple creature has been kidnapping them and eating them.
    Last edited by arkanis; 2008-08-18 at 01:21 PM.
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  16. - Top - End - #16
    Orc in the Playground

    Join Date
    Jan 2007

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Before thought, before light, before even the world itself, there was song. Its resonance strung into being all that has ever been and will be. From this resonance too, new life was formed. Amidst the driving songwinds, on the sonorous plains of Kir'nelaaer, a rabble of refugees from the lands of men began the crossing, the hounds of their pursuers upon their heels.

    When all was done, one woman lay alive. Alive... but wounded. As she lay, she listened to the songs of the wind, and she mourned with it for the death of her companions, for the inevitable death of her unborn child, and even those of their pursuers. In the cold winds there, she closed her eyes, and let the songwinds take her where she needed to go.

    The woman was found days later outside a small farm. She was taken in, and that very same day, the first whisperling was born...

    Whisperlings are creatures of sound and whispers, music and song. When born, a single chord rings out in one's mind. In that chord, the whisperling defines their identity. While non-whisperlings cannot hear theirs, all people possess it. Whisperling spirituals call it the lifesong. As the individual grows and learns, the chord expands, becoming a song. No two lifesongs are alike, becoming a perfect representation of the individuals soul, to those trained to hear it.

    Medium Humanoid (Sonic) Sample 1st level Warrior
    Hit Dice: 1d8 (5)
    Initiative: +2
    Speed: 30 feet (6 squares)
    Armor Class: (12), touch, flat-footed
    Base Attack/Grapple: +1
    Attack: +3 (rapier damage: 1d6 -1)
    Full Attack: +3 buffet (1d6 )
    Space/Reach: 5' / 5'
    Special Attacks: Buffet
    Special Qualities: Sonic Adaptivity, Voice, Linguist, Peacemaker, Windform, Life-sense
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str: 9 , Dex 14, Con 10, Int 13, Wis 15, Cha 11
    Skills: Speak Language 4, Jump +4, Ride +4
    Feats: Weapon Finesse
    Environment: nomadic cross environmental
    Organization: --
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: Standard
    Level Adjustment: +2

    Whisperlings resist combat at first unless directly targeted, they attempt before anything else to negotiate. When confrontation is necessary, they attempt intimidation, roaring in unnatural voices, and screaching with earsplitting volume. Finally, if combat is still inevitable, he will buffet his opponents with non-lethal sonic bursts, or other non-lethal tactics. All lives are music, and music is sacred to the whisperlings. If ever forced to kill, a whisperling will always take it personally, as they are forced to listen as the lifesong of their opponent is extinguished.

    Personality: Whisperlings are notoriously reserved, a trait from which they derive their race's name. Very difficult to anger, they view those who actively seek out violence with pity. Music is the soul of this race, through it they find their biggest joy, and express their greatest sadness. They wander the world, to find new sounds, live through new experiences,

    Physical Description: Whisperlings very rarely have children with other whisperlings, instead breeding in amongst humans and elves. Their varied origins and parentage lead to highly varied traits. Some things they all share, however, are a very refined exotic look, their features more elegant than their human neighbors; more distinctive. In addition, Whisperlings never grow facial or body hair apart from that on their head. When calm, their movements trail the faint sounds of whispering voices, and rustling leaves; exuding a peaceful atmosphere. When angry, the air around them bends and ripples, and their very skin vibrates angrily. The peaceful voices grow louder and stronger, and the whistling grows to a thunderous roar. When they take on their windform, they appear as a flowing stream of misty air, the air around them rippling like water with the soundwaves that comprise their form

    Relations: The Whisperlings are travelers. Their peaceful nature has made them reknowned as peacebringers and mediators, and they tend to be met well. They get along particularly well with halflings as they share the same nomadic nature, in fact, many whisperlings have found homes amongst the halflings. Although valued as peacebringers, whisperlings are celebrated as musicians. Whisperling Songweavers being praised as the most talented vocalists the world has ever seen.

    Alignment: Whisperlings are a benevolent peace-loving race, and thus tend strongly towards good. They feel the urge to roam and wander holding freedom as one of their highest values thus tending towards chaos. However, depending on their environments and upbringings virtually any non-evil alignment is possible

    Lands: Whisperlings are wanderers, often literally going where the winds take them. They have no lands of their own, instead living among the other races in nearly every environment imaginable.

    Settlements / Society / Power Groups: Whisperlings rarely build permanent settlements or become part of rigid hierarchies as they prefer to live untethered to any one particular society.

    Beliefs: Most Whisperlings believe in Nall'Keaol; the enlightenment of the soul through the concept of the perfect song. In the world, they belive there is a perfection to be found in everything, and thus strive to understand all, and experience all, for they believe that with a true understanding of life, they can bring their lifesong to a perfect state, the perfect harmony. While ideas differ as to what this would do, it is universally percieved as a worthy goal.

    Language: Language is sound, but more than that, Language is meaning. Long ago, the whisperlings of old realized this connection, and went about finding the perfect language, that which described the world in its entirety. Finding the word to describe that was not only a name of something, but THE name of something. Passed down through their genetic memory this language is an intuitive part of who they are, and all whisperlings can speak it regardless of their upbringing. As such an intuitive part of their world, the whisperlings have no name for this language, outsiders simply call it the whispertongue. Similar to elven in its elegance, the language is beautiful to hear, and although the whisperlings are best known for their singing, the beauty of their poetry cannot be denied.
    Bonus Languages: Whisperlings love language, they find great joy in learning new languages, and with their remarkable vocal talents have a remarkable aptitude for accents and tonality. At first Level, whisperlings gain 1 additional language in addition to those granted by their intelligence.
    They can choose from any language, with the exception of secret languages (like druidic)

    Names: Whisperlings love sounds, when among each other, they refer to each other with the base sounds of another's lifesong. At young ages they may be given names by their non-whisperling parents, but upon reaching maturity, which can vary from 20 to 50 years of age, they choose their own. When among others, they derive a name that to them is reminisent of their true name. It can come from any language, use any alphabet, or be entirely unique.
    Adventurers: With nearly no exceptions, all whisperlings go adventuring at one time or another. Gifted with unnaturally long life spans, and a desire to explore new sounds and new experiences, it is a natural decision for any whisperling to go into adventuring

    Whisperling Racial Traits
    * +2 Wis, +2 Dex, -2 to Str: Whisperlings are quick and nimble of both mind and body, but lacking in brute strength
    * Humanoid (Sonic)
    * Size: Medium
    * Speed: 30'
    * Automatic Language: Common, Whispertongue
    * Bonus Languages: any (one extra at 1st level)
    * Favored Class: Bard
    * Level Adjustment: +2

    Special Attacks:
    Buffet: Whisperlings can blast opponents with sonic pulses. A buffet attack deals 1d8 non-lethal damage and initiates a bullrush against its target with an effective strength of 20, and if successfull, pushes them back 5 feet

    Special Qualities:
    Sonic Adaptivity: Whisperlings have a basic control of the sounds around them, cancelling out harmful sound, and empowering beneficial ones
    --Whisperlings are immune to sonic effects, spells, and damage.
    --All Spells, Powers Etc. with the Sonic Descriptor are cast at +1 Caster Level

    Voice: Whisperlings have incredible vocal talents:
    +12 on all Perform (oratory)
    +16 on Perform (Sing)
    +18 on disguise or bluff checks to sound in character (imitate a voice)

    Speak Language is always a class skill.
    1 additional language at 1st Level

    Favored Class Bard Special: (Music of Understanding)
    Whisperling Bards can opt to substitute wisdom for charisma in all bardic abilities and spells (this choice is made at the first level of bard and cannot be changed afterwards)

    +4 Diplomacy

    From the songwind, the first whisperling got their power, even now, it is still a part of the whisperlings. With a full round action, a whisperling can discorporate into a windblown silvery mist (as per gasseous form). In the mist form, they can fly at a speed of 40 feet (perfect), but to move, must make at least one 90 degree turn each round. When moving they create sound around them, an eerie whistling acompanied by faint whispering. when still, they produce no sound at all. The cloud can vary from a dense 1 square of coverage, to a faint 4 squares of coverage (Spot DC: 15), to a nearly invisible 9 squares of coverage (Spot DC: 25). These squares can be arranged in any connecting pattern, and can overlap with occupied squares. Within a Still whisperling in mist form, all sound is cancelled, Listen checks automatically fail, as do spells with verbal components. When within a moving whisperling, characters must make a will save DC 18 or be stunned for a number of rounds (10 - the number of squares the whisperling is occupying) by the mindsplitting sounds. This ability can affect a target multiple times in an encounter until they make their save the first time after which they cannot be affected again for 24 hours. If a whisperling attempts to enter a target's square, the target may make a reflex save DC 15 to jump to an adjacent one if available.

    Life-Sense: Capable of hearing the lifesongs of all people, whisperlings can feel the exact locations of other lives in relation to themselves as per the ''see the unseen'' feat. In addition, by studying the lifesong, they can potentially gain insights into their targets emotions (+4 Sense Motive)
    Last edited by Jangoose; 2008-08-19 at 10:59 PM.

  17. - Top - End - #17
    Bugbear in the Playground
    Join Date
    Aug 2006

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Living Bard Song

    Huge Ooze
    Hit Dice: 14d10+42 (119 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (-2 size, +1 Dex, +6 deflection), touch 15, flat-footed 14
    Base Attack/Grapple: +11/+21
    Attack: Slam +11 melee (1d8+4 plus spell effect (Shout))
    Full Attack: Slam +11 melee (1d8+4 plus spell effect (Shout))
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Inspire Courage, Suggestion, Inspire Greatness, Shout, Engulf
    Special Qualities: Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 24
    Saves: Fort +13, Ref +11, Will +11
    Abilities: Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16
    Skills: --
    Feats: --
    Environment: Any
    Organization: Solitary, or with host
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: --
    Level Adjustment: --

    A 15-foot distortion of light drifts through the air towards you. As it approaches, the air around you ripples with the sound of great operas, screeches, and haunting melodies.

    A living bard song attacks by slamming into prey with its body or engulfing foes. When paired with a host, the ooze will engulf the creature in a support role, using its abilities to enhance its partner.
    Inspire Courage (Su): A living bard song may engulf an ally in a nonaggressive manner, providing the benefits of Inspire Courage. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.
    Inspire Greatness (Su): A living bard song may engulf an ally in a nonaggressive manner, providing the benefits of Inspire Greatness. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.
    Shout (Su): A creature hit by a living bard song's slam attack or engulfed by the ooze suffers as if hit by the Shout spell against a DC 17. The DC is Charisma-based.
    Engulf (Ex): A living bard song can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living bard song merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save DC 19 or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of Inspire Courage, Suggestion, Inspire Greatness, and Shout each round on the living bard song's turn, and are considered to be grappled. The DC is Charisma-based.
    However, the living bard song may also engulf a willing ally non-aggressively, providing only its beneficial abilities. When engulfed in this fashion, the ally gains a +6 deflection bonus to their armor class and are not considered grappled. Attacks against the opponent divide the damage equally between the ally and the living bard song and are subject to the ooze's spell resistance and damage reduction.


    Living Bard Song Lore
    Characters with ranks in Knowledge (Arcana) can learn more about living bard spells. Additionally, characters with Bardic Knowledge (or similar) can also learn more, with a +4 bonus on their check. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (Arcana) / Bardic Knowledge

    10|This cloud of static is a living spell, born of sonic spells cast in epic battles.

    20|This particular living spell is unusual, in that a portion of its power comes not from arcane power, but from the epic music of the bards.

    25|In an even bigger twist, this living spell is, in many cases, nonaggressive and unharmful. However, beware evoking its wrath.

    30|Many creatures befriend the living bard song, using its abilities to supplement their own. The strengthening powers of the ooze, as well as its defenses, assist its host in battle.[/table]

    Plot Hook
    Due to a recent disturbance of an ancient battlefield, there has been a resurgence in the number of living bard songs in the local area. While many are harmless, still more pass through villages and towns, killing some and handicapping others. Rumors abound of a tribe of trolls in the swamp gathering the oozes and using them in battle.


    Summary of Living Bard Spell Benefits:
    +6 deflection bonus to AC
    Spell Resistance 24
    DR 10/magic
    +1 morale bonus on saving throws against charm and fear effects
    +2 competence bonus on attack rolls
    +1 morale bonus on attack rolls
    +1 morale bonus on weapon damage rolls
    2 bonus HD
    2d10+2*Con temporary hitpoints
    +1 competence bonus on Fortitude saves

    CR Change: +3

  18. - Top - End - #18
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    This month's contest has come to a close. A voting thread has been posted here.

    Good luck!


    DracoDei's, imp_fireball's, and Kiren's entry has been disqualified for being incomplete at the contest's end.

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