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  1. - Top - End - #91
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    CR 1 for the most epic win of all time!


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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  2. - Top - End - #92
    Firbolg in the Playground
     
    Blue Ghost's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    I'll cast another vote for CR 1.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

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  3. - Top - End - #93
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    CR 1please!!

    hidden text is hidden

    sorry I missed out on most of this one

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  4. - Top - End - #94
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    All votes are currently tallied.

    We currently have a tie between CR1 & CR10. I'd like to see the tie broken, if for no other reason than to know if I'm designing a strong monster or a player-compatible race. Anyone up for breaking the tie?

  5. - Top - End - #95
    Ogre in the Playground
     
    Pronounceable's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Me! With 1.
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  6. - Top - End - #96
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Good enough for me! The votes are in, & the winning Challenge Rating is: CR1! It looks like we might have a race after all.

    So lastly, I need you guys (& girls) to vote on the creature's Special Abilities. Votes will be tallied regularly. Please only vote for 2 Special Abilities maximum, & please peruse the voting rules. Thank you for voting.

  7. - Top - End - #97
    Bugbear in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Antimagic and Telepathy.

  8. - Top - End - #98
    Firbolg in the Playground
     
    Blue Ghost's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Breath weapon and poison.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

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  9. - Top - End - #99
    Halfling in the Playground
     
    pondshadow's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Psionics and fearful aura, be afraid, be very afraid
    Moleotar done by lindorm

    I remember the Myrka as menacing, unstoppable and well-nigh indestructible. Nowhere did I describe it as a four-legged beast on loan from Panto-Horses-Are-Us

  10. - Top - End - #100
    Barbarian in the Playground
     
    GreataxeFighterGirl

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Having in mind that it's a CR 1: Movement Modes and Natural Weapons.

  11. - Top - End - #101
    Ogre in the Playground
     
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Antimagic and Natural Weapons.

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  12. - Top - End - #102
    Orc in the Playground
     
    RogueGirl

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Natural Weapons. Waiting to see if anything else interesting pops up before voting again.
    "Experience is a good thing. You should hit it." - Lathandar to his Paladin, in response to her prayers for advice on what to do about a Holy Liberator

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  13. - Top - End - #103
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    I vote for Darkvision and Tremorsense.

  14. - Top - End - #104
    Barbarian in the Playground
     
    The Mentalist's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Natural Weapons & Poison
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  15. - Top - End - #105
    Ogre in the Playground
     
    Zincorium's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Telepathy and Fearful Aura. It's gonna get inside your head, man.
    "It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
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  16. - Top - End - #106
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Darkvision and Natural Weapons, Small, cold, shark people!
    Last edited by Malfunctioned; 2009-05-04 at 05:17 PM.

  17. - Top - End - #107
    Ogre in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Psionics and Movement modes

  18. - Top - End - #108
    Bugbear in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Cold Immunity and a Cold Ray

  19. - Top - End - #109
    Troll in the Playground
     
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Psionics and Darkvision.
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  20. - Top - End - #110
    Halfling in the Playground
     
    PaladinGuy

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Considering that as an Aquatic creature some of the abilities here are almost a given (like movement modes). I'm going to have to go with Psionics and to see how you'd do it, Swallow Whole.

  21. - Top - End - #111
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    All votes have been tallied so far.

    Now, before any of you assume that my tally of the votes implies a tacit approval, let me set you straight; it does NOT. Many of you have wasted your votes on abilities that this creature will automatically have, due to type/subtype traits. Here are the traits this creature will have, based on your votes so far:
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    Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
    • Swim speeds & thus can move in water without making Swim checks.
    • Can breathe underwater, & are immune to drowning (but not suffocation).


    Cold traits: All creatures with the Cold subtype possess the following traits:
    • Immunity to all cold-based damage & effects.
    • Vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    To simplify that verbiage, it basically means that the VUaM #10 will get a Swim speed, Cold Immunity, Vulnerability to Fire, & Darkvision automatically.

    Now, who wants to change their votes?

  22. - Top - End - #112
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Cuzz it do get a Darkvision (I did remember that the Monstrous Humanoid do have a low light vision) I change it to Psionics.

  23. - Top - End - #113
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    In that case I'll change my Darkvision to Fast Healing

  24. - Top - End - #114
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Psionics and natural weapons for me!

    (Hey, look! A band on a wagon!! )

  25. - Top - End - #115
    Ogre in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Given that, I'd like to swap Movement modes to Acid vulnerability (although I was tempted by blindsight/blindsense). This thing is going to need some disadvantages to stay CR 1, and if you're vulnerable to fire, acid also makes sense chemically.

  26. - Top - End - #116
    Barbarian in the Playground
     
    GreataxeFighterGirl

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    My Movement Modes vote was already meant to be something extra (besides swim - like burrow or something), so I guess I'll keep that vote.

  27. - Top - End - #117
    Troll in the Playground
     
    Faulty's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    I change my vote of Darkvision to one for Poison.
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  28. - Top - End - #118
    Bugbear in the Playground
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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Can I use my wasted vote to remove a vote from the psionics tab?

    Assuming I can't I'll go with... Natural Weapons

  29. - Top - End - #119
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    All votes have been tallied. The winning special abilities are: Natural Weapons & Psionics!

    Voting is concluded at this point. The resultant creature, the ?????, will be posted on Tuesday, May 12th. Thanks to everyone who voted.

  30. - Top - End - #120
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Vote Up a Monster (3.X) #10: Votement Day

    Ice Fang

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    Spoiler
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    An ice fang in a moment of relative peace & good cheer.

    Small Monstrous Humanoid (Aquatic, Cold)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 10’ (2 squares), Swim 60’ (12 squares)
    Armor Class: 14 (+1 size, +1 Dex, +2 leather); touch 12; flat-footed 13
    Base Attack/Grapple: +1/-2
    Attack: Glaive +3 melee (1d8+1/×3) or Claw +3 melee (1d4+1)
    Full Attack: Glaive +3 melee (1d8+1/×3) or 2 Claws +3 melee (1d4+1)
    Space/Reach: 5’/5’
    Special Attacks: Psi-like Abilities
    Special Qualities: Aquatic traits, Cold traits, Monstrous Humanoid traits
    Saves: Fort +1, Ref +3, Will +4
    Abilities: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
    Skills: Hide +4, Spot +5, Survival +5, Swim +4
    Feats: Power Attack
    Environment: cold aquatic
    Organization: solitary, pair, vanguard (3-8), school (9-28 plus 50% non-combatants plus one 2nd-level chief & 1-2 sharks), or tribe (29-128 plus 50% non-combatants plus one 5th-level chief & 5-8 sharks)
    Challenge Rating: 1
    Treasure: standard
    Alignment: usually Lawful Evil
    Advancement: by character class
    Level Adjustment: +1

    The creature before you looks like a small, wiry merman. Upon closer inspection, though, it becomes apparent that this is no ordinary merfolk. Its scaly hands are tipped with wicked claws, & its grin reveals a mouth full of dagger-like teeth. Most telling of all, though, is the fact that its entire body is covered in fine bluish-green scales, entire the more human-like parts.

    In the depths of the coldest oceans lurk dangerous predators. Sharks, narwhals, orca whales, & cold-adapted sahuagin prowl the seas, hunting for prey. Some natives of arctic lands report another killer under the waves, though, one that can come onto dry land & terrorize people out of the sea. These gruesome beings are known as Ice Fangs.

    The ice fangs are a ruthless, cruel people, with a Darwinian philosophy born of their harsh environment & meager food supply. Known amongst themselves as the Vaqzuu (VAHK-zoo, singular Vaqzo), they are often ravenously hungry, & they rarely care where their next meal comes from. Their society has a strict hierarchy, with rigidly defined roles for each caste strata. At the bottom of the proverbial food chain are the Chattel (Naapth), who are the slaves & indentured servants. Above them are the Seekers (Rrozcae), who make up most of an average tribe’s population; they are the ones that do most of the work. Then there are the Marshals (Jaaschy), who lead the seekers on raids & enforce the tribe’s laws. Next are the Shamans (Ccaeño), who organize the community & direct the worship of the Ice Fang pantheon, the Quolbuba. At the top of the pecking order are the Chieftains (Aivraal), who rule the other ice fangs with an iron fin.

    Most surface folk only encounter the ice fangs that dwell in icy coastal waters, the ones known as Shallow Fangs (Ooda-Vaqz). Less commonly known are larger (IE Medium size) Current Fangs (Zoury-Vaqz), who reside in deeper seas, riding the cold currents. A seldom-seen variety are the Deep Fangs (Quaaj-Vaqz), the Large-sized sub-race that inhabit the most frigid reaches of the ocean floor. The rarest type of ice fang are the Exiles (Vuqzi Choipa), who reject the Lawful Evil tenets of ice fang society.

    An ice fang is about 3½-4½’ long, & weighs about 65-80 pounds. They speak their own language (Phthuulyg), although the more learned of them speak Aquan, Common, or Sahuagin.

    Combat
    Ice fangs are natural predators, & they treat any encounter like just another part of the hunt. They eagerly do batter with foes, usually attempting to first pick off prey that they perceive as weak or otherwise easier to kill, before moving on to stronger opponents. They will often begin a battle by employing one of their psionic powers; most likely their mind thrust, given their penchant for offensive tactics. This is almost always followed up with melee attacks, either with a glaive or their bare claws. They wisely choose to engage enemies underwater if at all possible, where they are in their element; an ice fang that is encountered on land is much more likely to retreat.

    Psi-Like Abilities
    • 1/day: force screen, mind thrust (DC13).
    • Manifester level 1st. The save DC is Wisdom-based. 3 Power Points per day.

    Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
    • Swim speeds & thus can move in water without making Swim checks.
    • Can breathe underwater, & are immune to drowning (but not suffocation).

    Cold traits: All creatures with the Cold subtype possess the following traits:
    • Immunity to all cold-based damage & effects.
    • Vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Monster Lore
    Characters that have ranks in Knowledge (Nature) can learn more about Ice fangs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “In the icy polar waters of the world, there are merfolk-like marauders that voraciously hunt & eat any creature that they can reach.” A character making this check recalls all aquatic cold monstrous humanoid traits.
    • DC16: “Commonly known as the ice fangs, these piscean predators scour the seas with their claws & their mental powers.” A character making this check knows the workings of an ice fang’s natural weapons & psi-like abilities.
    • DC21: “Ice fangs come in many shapes & sizes, although most people will only encounter the tyrannical Shallow Fangs.” A character making this check remembers the mechanics of an ice fang’s abilities & racial features.
    • DC26: “They called themselves the Vaqzuu, & they worship the Quolbuba, a pantheon of brutal, rapacious gods.” A character making this check is familiar with the nearest ice fang settlement & how to contact them.

    Abilities & Racial Features
    • +2 Strength, +2 Wisdom.
    • Monstrous Humanoid (Aquatic): An ice fang is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however. They have swim speeds & thus can move in water without making Swim checks, can breathe underwater, & are immune to drowning (but not suffocation).
    • Cold traits: All creatures with the Cold subtype are immune to all cold-based damage & effects. They also have a vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    • Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting & carrying limits ¾ those of Medium characters.
    • An ice fang’s base land speed is 10 feet.
    • An ice fang’s base swim speed is 60 feet.
    • Darkvision out to 60 feet.
    • Psi-Like Abilities
      • 1/day: force screen, mind thrust (DC13).
      • Manifester level 1st. The save DC is Wisdom-based. 3 Power Points per day.
    • Natural Weapons (Ex): 2 Claws (1d4 + Str); slashing damage.
    • Automatic Languages: Phthuulyg. Bonus Languages: Aquan, Common, or Sahuagin.
    • Favored Class: Ranger (male) or Monk (female).
    • Level Adjustment: +1.

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    Another ice fang, poised to attack.
    Last edited by Zeta Kai; 2010-01-09 at 12:42 PM.

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