(UNM) New Monster Request Thread

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(Under New Management)


The New Monster Request Thread





Dear friends, monster makers, creature creators, and imaginative innovators, it has been my great pleasure to work on a most wonderful project for the past couple of years.  The New Monster Request Thread was a place for myself and others to flex our creative muscles, to hone our skill at taking peoples ideas and giving them life through compiled stats and creative texts.  Sadly, real life caught up to the threads moderator, Dracomortis, and forced him to step away from his project.  In his stead, and with his blessing, I have stepped up to become the new moderator, and have constructed this, the (UNM) New Monster Request Thread.  Here is a workshop for new and old creators, and a repository for requests and ideas.
I ask only what Draco did, that your ideas be original, well described, and imaginative, and myself, and hopefully others, will breath life into them.

General Guidlines for Requests


  • Whenever possible, provide as much detail about a creature as you can. This ensures that everyone gets a good idea of what your creature is like before attempting to stat it up. The below template provides an easy way to make sure you've included sufficient information and can be easily copied and pasted into your post, though it is not always necessary to provide all of the listed fields.


Template for Requests
Show

Name
 
Str: (High, medium, low, no idea, or specific score; reason if necessary)
Dex: (High, medium, low, no idea, or specific score; reason if necessary)
Con: (High, medium, low, no idea, or specific score; reason if necessary)
Int: (High, medium, low, no idea, or specific score; reason if necessary)
Wis: (High, medium, low, no idea, or specific score; reason if necessary)
Cha: (High, medium, low, no idea, or specific score; reason if necessary)
Target Challenge Rating:
Notable Special Attacks:
Notable Special Qualities:
Physical Characteristics: (Height, weight, interesting external features [such as dragon's scales or a fiend's skin])
Ecology: (Diet, environment, society, etc.)
 
(Any other important information)


  • Although we have users who are familiar with multiple monster formats, the format presented below is typically the most popular and can be easily copied and pasted into your post. Please use this format whenever possible when you are statting out a monster, and make sure that all relevant information is included regardless of the format you use.


Required stat format
Show

NAME 


Type (Subtypes) 

Hit Dice: 

Speed: 

Initiative: 

Armor Class: 

Base Attack/Grapple: 

Attack: 

Full Attack: 

Space/Reach: 

Special Attack: 

Special Qualities: 

Saves: 

Abilities: 

Skills: 

Feats: 

Environment: 

Organization: 

CR: 

Treasure: 

Alignment: 

Advancement: 

LA:- 

Visual description of creature 

Ecology, history, background of creature.  General text and description of creature. 

Combat: 

Describe of the creature does or does not fight. 

Ability 1 (Ex/Su/Sp): 

Ability 2 (Ex/Su/Sp):  

Skills:


  • Request only completely original ideas. 

  • Generally speaking, creatures from TV shows, movies, video games, and the like are difficult to translate without changing their concept. If you wish to request such a creature anyway, please realize that it will probably not be exactly like its source. 

  • Try not to request a concept that has already been done. I know that this is not always possible, especially with the large number of non-core books available, but it can usually be avoided by at least skimming through your books.

  • If no one has stated that they're working on your request, wait a day or two and politely point it out, preferably with a link to the original request if possible. Just because no one took up the request initially doesn't mean it was ignored; many of us working on this thread have multiple projects and tend to get very busy when we take on more than a couple requests at a time, so we may not be able to begin working on new ones as soon as they are requested.

  • Please offer constructive criticism only, such as PEACH (Please Evaluate And Critique Honestly).

    And please, feel free to follow this path, it will lead you to the New Monster Request Thread of old, which we leave standing as a monument to all our accomplishments.

    The New Monster Request Thread

    And with that, I officially declare:

    This Thread is Open for Business! 


Pending Requests:

Mokujin (Medium Construct)- a construct formed from a single piece of carved wood.  Well known for their intelligence and their ability to mirror the moves of those they face in combat. Alternate metal version, superior.

Homebrew specific Dragon 
 

Completed Creatures:

Aberration: Aetherion, ApathiApokniAposi, Bole Wraith, Borg'oonCannonade, Cloud WormDarkhelm TentaclesEyetolpusFat Ghoul, Fungal Hound, Gnasher Beholderkin Grabber, GulstruHook WormLotus Eel, Octolisk, Otiax, PaimonRed Wrath BeholderkinRyrsec, Shard Eater/JuvenileShlurg, Spotter Beholderkin, Tormentor Beholderkin, Xtalk, Yurq

Animal: Boobrie, Dartmouth Toad, Guillotine ShrimpRaccoon/Dire Raccoon

Construct: Ambergris GolemBlack Pearl Golem, Cable Nomb, Cartilage GolemCollectors Coffin, Driftwood GolemEffluent Golem, Kelp Golem, Net GolemNight Nomb, Pearl Golem, Pumpkin NombRadioactive Nomb, Red GuardianRubber NombRust Nomb, Shell GolemStatic Nomb, Steam Lumberjack, Unhallowed ReliquaryVice Golem, Wolfshead Golem

Dragon: Dirt Dragon, Forest RakeGrey Runner, Shrike DragonSyngnath 

Elemental: AgaresAguamenteAir BoundlingAlpine Spirit, AuramenteCoal Hob, Earth Boundling, Fire Boundling, FirramenteFusion Elemental, Ice Boundling, Iclabul, Magic ElementalMagma Boundling, Ooze BoundlingScreewhale, Smoke Boundling, Storm BoundlingStorm Child, TerramenteWater Boundling

Fey: CandlespriteHammer SeedParasprite, Treble

Giant: Do'thar, ShaxTentacle Giant

Humanoid: Andras, AndromaliusAzwiepwe, Boglin, Danatlion, Eligor, Halphax, HobgrogMarchosias, Ronove, Savnok

Magical Beast: Alaicyan, Amon, BalamBasqulian, Bilegout FrogBlack Ring Slug, Cache Crab, Cancer CrabChupoclopsCrystalline Jellyfish SwarmDuckbunny, Dune Glider, Edge MonsterGiant Eel-hound, Harahara, HippodrakeKaeruruKomodo Rhino, Kyohirna, Kyohyda, KyomoraMagma Bombardier BeetleManfisher, Mar'shlogMarsh WalkerMoat Cat, Ocean RoperOstrich Horse/War Ostrich Horse, Raker MothRibbon AnglerSanguine Penguin, Serpent Hounds, ShudderflySky Fisher, Snow SnakeSpider-horse, SquyStorrganir, Terra Biter Swarm, ThanafaxThaumerc, Thumper

Monstrous Humanoid: Airachnid, Aym, BuerChiropteran, Glacial Jumper, Golden HindHeadshrinker BullywugIdol Hunter, KemplotaurLupataur, Mage HornMantilc, Owahl, OwstoniSkred, TwigamtuWhite Weirdo, Zagan

Ooze: Carnivorous CubeCrown of Thorns, FlagellumHeap, Massive OozeOcular OozePlasmoidPrismatic Gelatinous Cube

Outsider: AerogenCannibal AngelDark Drinker, Eurynome, Focalor, Foernius, Forest Spirit, Ganapatya, Geryon, Haagenti, IposLesser ReaperLossoth, Lurker in the WaysMr. Grinner, MuseNight Walker, OrthosPlasmid, Queen RanRadish Spirit, Soul GathererStink Spirit, Tanzeneal (Unique), Thurgard

Lesser Equar: Trothspyre, Gildmane, Favonian, Lithicthil, Menthric, Potherrounce, Banecourser, Rosinante, Charnalbalk

Greater Equar: Trothspyre, Gildmane, Favonian, Lithicthil, Menthric, Potherrounce, Banecourser, Rosinante, Charnalbalk

Angel: Stone Angel

Demon: Blue BloatfiendKasa-Obake

-Tanar'ri: Cluster DemonCrow Demon, Desecration Demon, KritaltikLasher Demon, Mirror Demon

-Loumara: Whisperer in Darkness

-Obyrith: Tyxitchil

Devil: Aldanon (Unique), Infiltrator Devil, Maestro DevilOclaxi, Starvation ImpTrephination Devil

 

Persona: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath

Yugoloth: Garlogoth

Plant: Folk of the PinesFungusback, Living Creeper, Mold PhantomPsyche Collector Tree, Psychoshroom, Saguaro Scout, (Template) Spore Zombie, TangleweedWitchwood

Undead: (Template) Amber Creature, Bone Star, CanisaetaCyst Matron, (Template) Eternal RagerFade, Flame Cloak, HauresManua MaskMine Wight, Necrotic Stump, (Template) Pit ZombieRune SpiritSkull Priest, (Template) Splinter Zombie, (Template) Steamed SkeletonThe Struck, TenebrousTveltWind Wraith

Vermin: FlatwormHeave Ho Beetle, Man-Eating Coconut Crab Swarm, Monstrous CicadaMyxathRattleback, Sand BladewormTrident Lobster

Wow, The new thread looks amzing! (Just like the old one but different) Might as well break her in with a new batch of requests.

Night Nomb (tiny construct) The result of reckless use of shadow magic other improperly constructed portals into the shadow-relms, these little humanoid figures composed of solidified darkness are a major nuisance to any who practice the magic of the shadows. These pests resemble tiny humanoid shadows which are rough or fuzzy around the edges, with splotches of grey for eyes. Like all nombs, they are highly unstable creatures, and when rendered inert the explode, Night Nombs particularly explode in a burst of pure, necromantic soul-chilling darkness


Coal Hob (Small elemental cr 4) Throughout creation, few creatures are as iritable, short tempered and just plain mean as the Coal hob, a race of spirits originating in the elemental plane of earth. Physically coal hobs resemble small, humanoid masses of midnight black coal, roughly sculpted into a humanoid form. They tend to wear simple clothes and cary mining implements. They are perfectly happy to mine for coal which they eat, however they can't abide noise. The sound of anything other than their own mining for food fills them with rage, and they will seek out the noise-maker and beat it. Most coal hobs are content to beat noise-makers senseless, though particularly violent and nasty hobs will not hesitate to beat their hapless victim to death. Despite their small size, Coal Hobs ae amazingly strong and tough

Efluent Golem (A lesser golem, Med Construct Cr 6) Truly the most replusive and foul smelling form of artificial life in the universe, the effluent golem (known by innumerable nicknames, only a few of them able to be printed) is a hulking humanoid mound of dung of various kinds of crap, which buzzes with disease bearing flies and their larva. Effluent Golems are mindless creatures wich lumber into combat, their disease laden arms swinging, while the flies which constantly surround it in a cloud bite. The creation of an efluent golem, while reasonably easy is so repulsive that only the most insane casters (or worshipers of dark death or disease gods) would attempt it. It involves collecting several hundred pounds of dung, melting it in a huge vat and pouring it into a man shape mold. While it's form sets, several dark, twisted spells must be cast on it to animate it.

Night Nomb
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Night Nomb
Tiny Construct (Nomb)
Hit Dice: 1d10 (5hp)
Speed: 20ft
Initiative: +2
Armor Class: 15 (+2 size, +2 Dex, +1 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +1/-10
Attack: Slam +1 melee (1d4-3 plus 1 cold)
Full Attack: 2 Slams +1 melee (1d4-3 plus 1 cold)
Space/Reach: 2½ft/0ft
Special Attack: Death Throes
Special Qualities: construct traits, low-light vision, darkvision 60ft, Shadow Blend
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 4, Dex 15, Con-, Int 4, Wis 12, Cha 10
Skills: Climb +1, Hide +10 (+14), Jump +1
Feats: Weapon Focus (Slam)
Environment: Any
Organization: Solitary, Umbra (2-4), Eclipse (5-10)
CR: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2-4 HD (Tiny)
LA:-
 
A tiny form of pure darkness steps from the shadows…
 
Often mistaken for umbral spies or their Nomb brethren, the Soulvoid or Shadow Nombs, Night Nombs are not planar in origin.  Night Nombs are created solely on the Material Plane, and arise in areas that see a lot of shadow magic used, or near portals to the Plane of Shadow.  They look much like Shadow Nombs; tiny beings composed of solidified darkness, with no facial features.  But where the Shadow Nomb has a definite shape, the Night Nomb does not, becoming fuzzy and indistinct at the edges.  Copious amounts of shadow magic infuse the Night Nomb, making it cold and hard to see.
Night Nombs stand two feet tall and weigh about three pounds.
 
Combat:
Night Nombs use their Shadow Blend ability to remain hidden during combat, striking from the darkness and retreating before their targets know what hit them.  Being creatures of darkness, they seek to snuff out light, and so attack any who carry light sources first.  While not harmed by fire any more than normal, they have realized that their cold darkness saps the heat from fiery creatures.  When slain, Night Nombs explode in a blinding, chilling sphere of darkness.
 
Death Throes (Ex):  When slain, Night Nombs explode in a 5ft radius burst of darkness and cold.  This burst deals 2d10 points of cold damage and covers the area with an effect similar to a deeper darkness spell as cast by a 5th level cleric, except the radius is only 5ft.  A DC 12 Fortitude save halves the cold damage.  This save includes a +2 racial bonus.
 
Shadow Blend (Su):  In any conditions other than full daylight, a Night Nomb can disappear into the darkness, giving it total concealment.  Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell does.
 
Skills: Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.


Rust Nomb
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Rust Nomb
Tiny Construct (Nomb)
Hit Dice: 1d10+3 (8hp)
Speed: 15ft
Initiative: +2
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/-9
Attack: Claw +1 melee (1d4-2)
Full Attack: 2 Claws +1 melee (1d4-2)
Space/Reach: 2½ft/0ft
Special Attack: Death Throes, rusting grasp
Special Qualities: Construct traits, Darkvision 60ft, low light vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 6, Dex 14, Con-, Int 4, Wis 10 Cha 3
Skills: Climb +2, Hide +10 (+14), Jump +2
Feats: Toughness
Environment: Any land
Organization: Solitary, Lump (2-4), Pile (5-10)
CR: 2
Treasure: None
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny)
LA:-
 
A tiny humanoid figure staggers from the rusted heap of the ancient ironclad.  Where it touches the hull, the iron corrodes instantly.
 
Rust Nombs are powerful agents of corrosion, although they don’t know it.  Arising spontaneously, and rarely, near ancient collections of magical metals, Rust Nombs appear as foot and a half tall humanoids composed entirely of orange brown rusted metal.  All jagged edges and rough surfaces, these Nombs leave a trail of rust flakes wherever they go, as parts of their own bodies decay.  Any metal that lies in the territory claimed by Rust Nombs never last long, as the Nomb is drawn to rust it into nothingness.  A bane to adventurers, Rust Nombs can destroy metal equipment with but a touch.
 
Combat:
Rust Nombs are constantly under the effects of a rusting grasp spell, so ever metal thing they touch collapses into a pile of corroded metal.  Only the oldest of these Nombs has realized what their touch can do, and actively attacks weapons and armor, the youngest simply flail away at trespassers, beating flesh and metal alike.  Rust Nombs explode in a cloud of corrosive flakes when slain.
 
Death Throes (Ex):  When slain, a Rust Nomb explodes into a 5ft radius cloud of rust flakes.  This blast deals no damage, but can rust any metal within its radius.  Treat the radius as a rusting fog spell (Eberron, Forge of War, pg 115-116), that lasts for two rounds.  A DC 14 Reflex save can avoid the cloud; failure means you are still within the cloud, and your metal equipment begins to take damage.  A DC 12 Fortitude save negates rust damage to magical metal objects.  A +2 racial bonus applies to both saves.
 
Rusting Grasp (Sp):  Rust Nombs are constantly under the effect of a rusting grasp spell as cast by a druid of 7th level.  It follows all the normal rules for the spell, including provoking attacks of opportunity for touching weapons.
 
Skills: Rust Nombs receive a +4 racial bonus t Hide checks near large collections of rusted metal.  Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.


Pumpkin Nomb
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Pumpkin Nomb
Tiny Construct
Hit Dice: 1d10 (5hp)
Speed: 20ft
Initiative: +1
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: 2 slams +3 melee (1d4)
Space/Reach: 2½ft/0ft
Special Attack: Constrict, Death Throes, Improved Grab
Special Qualities: construct traits, low-light vision, darkvision 60ft
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con-, Int 4, Wis 12, Cha 6
Skills: Climb +1, Hide +14 (+18 in pumpkin patches), Jump +1
Feats: Improved Grapple(B), Skill Focus (Hide)
Environment: Temperate lands (Pumpkin farms)
Organization: Solitary, Vine (2-4), Patch (5-10)
CR: 1
Treasure: None
Alignment: Usually Neutral
Advancement: 2-4 HD (Tiny)
LA:-

Um, are pumpkins supposed to be able to walk?”

Pumpkin Nombs are the rotted remains, the casualties if you will, of the pumpkin patch. Left out to rot on the vine, either because of disease, frost, or just not being picked, they are often animated by stray nature magic or magic used to help in the growth of the patch. For whatever reason they animate, these nombs stalk the pumpkin patch, on the lookout for farmers, slaves or happy families looking for ripe pumpkins to pick. When spotted these nombs attack, punishing those who would defile their patch.
Pumpkin nombs are the rotted, broken remains of pumpkins left to rot. Bodily they are made up of dried, twisted pumpkin vines and leaves, while the head is a smashed or decayed pumpkin or varying color, depending on the type of pumpkin it came from. Variants of this nomb can also come from gourd or squash fields.
Pumpkin nombs stand two feet tall and weigh eight lbs or less.

Combat:
Pumpkin Nombs attack with their dry, tough vine arms, mercilessly whipping any who dare tred into their patch. On the off chance they can get a vine around an enemy, they can instead squeeze it to death. This is better achieved if more than one nomb grapples the same target. One slain, pumpkin nombs explode in a burst of acrid green flames and flying pumpkin shell.

Constrict (Ex): With a successful grapple check, a pumpkin nomb automatically deals 1d4 points of crushing damage.

Death Throes (Ex): when slain, a pumpkin nomb explodes in a burst of wicked green fire and pumpkin debris. This explosion takes the form of a 5ft burst and deals 2d10 fire damage and 1d10 bludgeoning damage. A DC 14 Reflex save halves both damage types. The save is Dex-based and includes a +2 racial modifier.

Improved Grab (Ex): If a pumpkin nomb hits with a vine attack, it deals normal damage and may attempt to start a grapple as a free action without provoking attacks of opportunity. No initial touh attck is required.

Skills: Pumpkin nombs receive a+4 bonus to Hide checks when in pumpkin patches. Being quite active creatures, nombs receive a +2 racial bonus to Climb and Jump checks.

MODERN ERA NOMBS

Radioactive Nomb

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Radioactive Nomb

Tiny Construct (Nomb)

Hit Dice: 1d10 (8hp)

Speed: 20ft

Initiative: +3

Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12

Base Attack/Grapple: +1/-10

Attack: Touch +6 melee touch (1d4 fire plus radiation poison)

Full Attack: Touch +6 melee touch (1d4 fire plus radiation poison)

Space/Reach: 2½ft/0ft

Special Attack: Death Throes, Hot, Radiation Sickness

Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, radioactive glow

Saves: fort +0, Ref +3, Will +1

Abilities: Str 4, Dex 16, Con-, Int 4, Wis 12, Cha 8

Skills: Climb +1, Hide +7, Jump +1

Feats: Toughness

Environment: Any

Organization: Solitary, Leak (2-4), Spill (5-10)

CR: 2

Treasure: None

Alignment: Always Neutral

Advancement: 2-4 HD (Tiny)

LA:-

A bright green glow hovers just around the corner and as you approach, the Geiger Counter on your suit beeps wildly.

Radioactive Nombs are a deadly threat to nearly any life form. Their highly toxic forms poison any area they pass through, a poison that remains for a long time. They are most often encountered near nuclear power plants that have melted down or leaked, and around radioactive toxic waste. Either way, they are terribly radioactive, and anything that comes into contact with one runs the risk of contacting radiation poisoning if not properly protected.

Radioactive Nombs resemble tiny, semi-fluid constructs with a roughly humanoid appearance. They are formed from radioactive sludge that glows a bright toxic green. Easily seen by the glow they emit, and detected with Geiger counters, it is best that these nombs are dealt with from far away. Radioactive Nombs stand 2 feet tall and weigh around 8lbs.

Combat:

Radioactive Nombs merely have to touch organic matter to begin destroying it. They give off intense heat through radioactive decay, and even if a living creature survives the encounter with the Nomb, he may not survive the next few days as radiation sickness eats away at his flesh. When slain, a radioactive Nomb erupts in a burst of radiation.

Death Throes (Ex): When slain, a radioactive nomb explodes in a 5ft radius burst of radioactive particles and heat. This explosion deals 3d10 fire damage. This fire damage is not lessened or negated by such spells as resist energy or protection from energy. This damage is from an entirely different form of heat. Those who are caught in the blast and survive are then exposed to the nombs radiation poison. A successful Reflex save (DC 15) halves the damage, and a Fort save (DC 18) negates the poison. The Reflex save is Dex-based and includes a +2 racial bonus.

Hot (Ex): Radioactive Nombs generate intense heat through radioactive decay. Their touch deals 1d4 points of fire damage that bypasses all forms of fire resistance, even racial resistances. Given enough time, these nombs can melt through most materials.

Radiation Sickness (Ex): Radioactive Nombs produce a moderate amount of radiation. Exposure to such radiation risks poisoning. Contact with or exposure to the nomb's Death Throes risks exposure.

Disease, radiation sickness/moderate, Fort save DC 18, incubation period (3d6 hours), initial and secondary damage, 1d6-1 Con. Radiation sickness can be cured through magics such as remove disease, or by mundane means such as at least a week of long term care through use of the Heal skill.

Radioactive Glow (Ex): Radioactive Nombs produce a bright green light, shedding light equal to a candle.

Skills: The light given off by a Radioactive Nomb inflicts a -4 penalty to Hide checks, unless it is hiding in a toxic waste spill or other such area. Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
 

Cable Nomb
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Cable Nomb

Tiny Construct (Nomb)

Hit Dice: 1d10

Speed: 20ft

Initiative: +4

Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13

Base Attack/Grapple: +1/-9

Attack: Cable slap +7 melee (1d4-2)

Full Attack: 2 cable slaps +7 melee (1d4-2)

Space/Reach: 2½ft/0ft (5ft w/ cables)

Special Attack: Conduction, Death Throes

Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, immune to electricity

Saves: Fort +0, Ref +4, Will +1

Abilities: Str 6, Dex 18, Con-, Int 5, Wis 12, Cha 8

Skills: Climb +2, Hide +12 (+16), Jump +2

Feats: Weapon Finesse

Environment: Any

Organization: Solitary, Bundle (2-4), Coil (5-10)

CR: 2

Treasure: None

Alignment: Always Neutral

Advancement: 2-4 HD (Tiny)

LA:-

A bundle of electrical cables moves of its own accord.

Cable Nombs are a dangerous form of naturally occurring construct. They are particularly dangerous against casters who primarily use lightning and electricity magic, as this nomb and store and conduct electricity. They are often found near power plants, high concentrations of telephone and electrical poles, and tall building where lightning strikes are frequent.

These nombs resemble tiny humanoid constructs made from electrical and telephone lines, wires and other cables, all woven together to create a mobile form. Colored wires resemble eyes, the only feature recognizable in the mass of cables. A fluttering yellow-white light pours from gaps in the wires of its body. Cable Nombs stand one and a half feet tall and weight 4 to 5 lbs.

Combat:

Cable Nombs use their extendable arms to gain reach. They have an innate ability to detect electricity, and so target anyone using such magic, knowing it will not hurt them, but instead, will give them one more weapon to fight with. When slain, they explode in a blast of electricity.

Conduction (Ex): The copper and fiberoptic cables that make up this nomb can conduct electricity. Any electrical attack that strike them is instead absorbed into the nomb, and can be released whenever the nomb chooses. It deals an amount of electricity damage equal to the amount it absorbed. It delivers this damage as a touch attack (+7 melee touch) regardless of the original method of attack (ray, burst, etc.).

Death Throes (Ex): When slain, cable nombs explode in a 5ft radius burst of electricity. This burst deals 3d10 electricity damage. A Reflex save (DC 16), halves the damage. The Reflex save is Dex-based and includes a +2 racial bonus.

Skills: Cable Nombs receive a +4 bonus to Hide checks when in areas containing large amounts of cable or wire. Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.


Static Nomb
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Static Nomb

Tiny Construct (Incorporeal, Nomb)

Hit Dice: 1d10 (5hp)

Speed: 20ft, 20ft fly (perfect)

Initiative: +3

Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12

Base Attack/Grapple: +1/-

Attack: Itching touch +6 melee touch (1d3 nonlethal)

Full Attack: Itching touch +6 melee touch (1d3 nonlethal)

Space/Reach: 2½ ft/0ft

Special Attack: Death Throes, White Noise

Special Qualities: construct traits, incorporeal traits, darkvision 60ft, low-light vision, screen sight

Saves: Fort +0, Ref +3, Will +1

Abilities: Str-, Dex 17, Con-, Int 6, Wis 12, Cha 10

Skills: Hide +15

Feats: Ability Focus (White Noise)

Environment: Any land

Organization: Solitary, Grey (2-4), White (5-10)

CR: 2

Treasure: None

Alignment: Always Neutral

Advancement: 2-4 HD (Tiny)

LA:-

A tiny figure climbs out of the static screen of the faulty television.

Static Nombs have been described as the spirits of broken TV's. They appear as tiny, two dimensional humanoid figures composed entirely of the “snow” that comes on the screen of a TV with no signal. They carry with them the background noise of static, a sound which makes concentrating on about anything nearly impossible. These nombs like to jump from TV to TV, peering out of the screen and looking for a victim.

Static Nombs stand 1½ft tall and are weightless.

Combat:

Static Nombs are really more of an annoyance than any actual threat, unless you are a spell caster with a short fuse. The touch of the nomb, and even the sound it makes, can cause anyone to lose concentration and focus. Their touch feels like hundreds of pins and needles stabbing the skin, and the static noise fogs the mind. Being made of nothing more than disrupted TV signal, they have no solid form, and so are extremely hard to defeat.

Death Throes (Ex): When slain, a Static Nomb explodes in a 5ft radius burst of sound and irritating energy. The explosion deals 3d10 non-lethal damage (Reflex save, DC 15 for half) and makes the skin tingle and the ears ring, distracting and disrupting concentration. Spell casters caught within the area must make a concentration check (DC 20 + spell level) to cast their next spell.

Screen Sight (Ex): A Static Nomb inside a television is effectively invisible,and can see through the screen out to its normal range of vision. Spells such as see invisibility and true seeing reveal the presence of the Nomb. Destroying the TV destroies the Nomb.

White Noise (Ex): Static Nombs produce a sonic effect much like the loud static of TV without signal. Anyone attempting to cast a spell within 30ft of the Nomb must make a Concentration check or lose the spell or fail the skill check. For spells, the check is 17+the level of the spell. For skill checks, the DC is 17.


Rubber Nomb
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Rubber Nomb

Tiny Construct (Nomb)

Hit Dice: 1d10 (5hp)

Speed: 15ft

Initiative: +2

Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14

Base Attack/Grapple: +1/-9

Attack: Slam +1 melee (1d4-2)

Full Attack: 2 slams +1 melee (1d4-2)

Space/Reach: 2½ft/0ft

Special Attack: Bounce back, Death Throes

Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, toxic smoke, vulnerable to fire

Saves: Fort +0, Ref +2, Will +0

Abilities: Str 6, Dex 15, Con-, Int 4, Wis 10, Cha 6

Skills: Climb +0, Hide +10, Jump +3

Feats: Skill Focus (Jump)

Environment: Any land

Organization: Solitary

CR: 1

Treasure: None

Alignment: Always Neutral

Advancement: 2-4 HD (Tiny)

LA:-

What appears to be a pile of animated shredded tires, with arms and legs, bounces around the corner.

Rubber nombs are tough, spontaneously created constructs, most often found near tire dumps and rubber factories. Animated through weak magical essences in their vicinity, these nombs either protect the area where they were created, or wander freely. The most common type of rubber nomb is formed from car tires, but other rarer forms include those made from rubber toys, bouncy balls and the occasional one made entirely of rubber ducks. Depending on said composition, their weigh varies, but is generally 12 pounds or less. All stand about a foot and a half tall.

Combat:

Rubber nombs are tough combatants, especially if foes wield bludgeoning weapons against it. Blunt strikes are likely to bounce back at the attacker, possibly injuring them instead of the nomb. Piercing weapons are also not very effective, as the hole seals shut almost instantly. Only slashing weapons, which can hack off parts of the nomb, are truly effective. They are also vulnerable to fire, but at a risk to others, as a burning fire nomb gives off toxic, irritating fumes.

Bounce back (Ex): Given their composition, rubber nombs tend to to deflect blunt strikes right back at the original source. Any melee atack made by a foe with a bludgeoning weapon that fails to get through the nombs damage reduction, is redirected back at the attacker. The redirected attack uses the original attack roll to hit, and damage is rerolled.

Death Throes (Ex): When slain, rubber nombs explode in a 10ft radius burst of hardened rubber. This attack deals 2d10 bludgeoning damage, with a Reflex save DC 15 for half damage. The save DC is Dex-based and includes a +2 racial modifier.

Toxic smoke (Ex): Rubber burns, giving off a foul smelling, irritating black smoke when its does. If a rubber nomb takes any amount of fire damage, it begins to smolder and burn, giving off black smoke. This smoke fills the area immediately surrounding the nomb (5ft radius). Anyone within the area or passing into or through the area, must make a Fortitude save DC 12 or lose the rest of their next turn coughing and choking as the smoke irritates their nose and throat. The save DC is Con-based and includes a +2 racial modifier.

Vulnerable to Fire (Ex): Rubber nombs take +50% damage from any attack that deals fire damage.

Skills: Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.

Effluent Golem

Medium Construct

Hit Dice: 8d10+20 (64hp)

Speed: 20ft (can’t run)

Initiative: +0

Armor Class: 12 (+2 natural), touch 10, flat-footed 12

Base Attack/Grapple: +6/+8

Attack: Slam +8 melee (1d8+2 plus disease)

Full Attack: 2 Slams +8 melee (1d8+2 plus disease)

Space/Reach: 5ft/5ft

Special Attack: Disease

Special Qualities: construct traits, DR 5/ bludgeoning, low-light vision, magic immunity

Saves: Fort +2, Ref +2, Will +3

Abilities: Str 14, Dex 10, Con-, Int-, Wis 12, Cha 2

Skills:-

Feats:-

Environment: Any Land

Organization: Solitary, Pair, Gang (3-6), Slop (5-10)

CR: 6

Treasure: None

Alignment: Always Neutral

Advancement: 9-14 HD (Medium), 15-24 HD (Large)

LA:-

A rancid smell reaches your nose seconds before the sight of a walking pile of dung reaches your eyes.

Called the poor man’s golem, effluent golems are by far the easiest to make, with their base components being quite easy to come by.  It’s no wonder though, that those who employ these disgusting constructs tend to be shunned by society.  Effluent golems appear as six foot tall manned shaped masses of slightly damp…crap.  Yes, they are made of dung, manure, what have you.  As is common of fresh dung piles, they smell quite horrid and are surrounded by a swarm of biting flies, and sometimes dung beetles.  They weigh a hefty four hundred pounds and due to their composition, they aren’t fast movers, and completely avoid water which, in large quantities, will dissolve them.

Combat:

Like most constructs, effluent golems are fairly simple combatants.  They move in close and pound away with their fists, bruising flesh and spreading disease.  They are normally instructed to focus on foes wielding slashing and piercing weapons, which do little damage to them.  They follow their targets almost anywhere except into bodies of water.

Magic Immunity (Ex): An effluent golem is immune to any spell or spell-like ability that allows spell resistance.  In addition, certain spells and effects function differently against the creature as noted below.

A transmute mud to rock hardens the golem, causing it to be slowed for 3 rounds.  Transmute rock to mud dispels this condition.

A remove disease spell casts against the golem suppresses its ability to transfer disease for three rounds.  Contagion counters and dispels this.

Disease (Ex):  Being made of dung, effluent golems carry and spread filth fever.  Those hit by the golems slam attack must succeed the DC 12 Fortitude save or contract the disease.

Construction

The base material of an effluent is easy to come by, and can be taken from any creature that defecates.  The costly part is the alchemical solution that must be made and used to keep the golem moist and held together.  A DC 15 Craft (Alchemy) check must be made to make the solution, and costs 2000 GP for the components.  Conversely, you may purchase it from someone else, costing the same amount.  The body must be crafted by the caster, and requires a DC 20 Profession (sculpting) check to make.  It takes five days to create the golems body, and on each day you must save against filth fever or contract the disease.
CL 5th ; Craft Construct; stinking cloud, greater slide; caster must be at least 5th level; Price 3,000GP; Cost 2,500+120XP.

BlackDragon, There's only one word which adequately describes your rendition of the effluent golem. Disghusting. Your tallent for taking my Ideas and breathing loathsome, acidic life into them constantly astounds me

Thank you kindly Adam.  Hey, while I'm working on the Coal Hob, I had a question for you.  My next project, which I'm sure you will like, is the Lion Turtle from Avatar the Last Airbender.  I think I'm going to make the size Colossal+ (yes there is such a thing, the Time Dragons are that size), but I'm undecided about the Hit Dice.  I think it should be pretty up there, seeing as they can be several thousand years old (at least).  Any thoughts?

Coal Hob


Small Elemental (Earth, Extraplanar)

Hit Dice: 5d8+15 (37hp)

Speed: 20ft

Initiative: +0

Armor Class: 14 (+1 size, +2 natural, +1 leather armor), touch 11, flat-footed 13

Base Attack/Grapple: +3/+1

Attack: Light pick +6 melee (1d3+3) or, Slam +6 melee (1d3+2)

Full Attack: Light pick +6 melee (1d3+3) or, Slam +6 melee (1d3+2)

Space/Reach: 5ft/5ft

Special Attack:-

Special Qualities: elemental traits, sound vulnerability, darkvision 60ft, tremorsense 30ft

Saves: Fort +7, Ref +1, Will +2

Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 8

Skills: Listen +11, Spot +11

Feats: Alertness, Endurance

Environment: Elemental Plane of Earth

Organization: Work crew (5-10), Community (25-100)

CR: 4

Treasure: Standard (gems only)

Alignment: Usually Chaotic Neutral

Advancement:

LA:-

The ringing of picks fills your ears as you traverse the tunnels of the Elemental Plane of Earth.  Coming into a large cavern, you see many small human shaped things mining the walls.  The picks stop, and as you take a step forward, your metal armor screeching, the things converge on you, picks raised…

Coal hobs are small earth elementals made of compressed coal.  Resembling goblins in size, stature and general appearance, they lack the brutality of that race, preferring to keep to themselves as much as possible.  Unlike most other natives to the Elemental Plane of Earth, coal hobs cannot swim through the ground, but instead tunnel with picks and hammers much like dwarves or kobolds.  They tunnel primarily to find food, which happens to be the rich seams of coal native to their plane.  They live in the few rare pockets of open space found on the plane, in homes made of cut stone.  They are quite fond of gems, and take to growing crystals and other precious stones like flower gardens.

Coal hobs can’t stand most sound.  They do not talk, but communicate through taps, either with their feet or hands, or with their picks, picking up the vibrations through their tremorsense.  The only sounds they make are the ringing of their picks when mining, a sound they have grown accustom to.  Any other sound agitates and infuriates them.

Coal hobs stand about shoulder to shoulder with gnomes, but weigh upwards of one hundred pounds due to their compressed and compact nature.  They wear simple clothing and mining gear.

Combat:

Nothing upsets a coal hob worse than noise.  They can’t stand the sound of anything other than their own picks and the ambient noise of the home plane.  Any other sound is sought out and stopped.  If that happens to be travelers to their plane, they are often beaten in unconsciousness and dragged far away from the coal hobs territory.  Fiercer and more malign coal hobs may deign to kill noise makers.  Coal hobs often carry light war hammers and light picks.

Sound vulnerability (Ex):  Coal hobs hate noise.  Any spells cast on a coal hob that has the sonic descriptor does an extra 1 point of damage per level of the spell.  Also, coal hobs are affected by the shatter spell as if they were crystal creatures.

Likely an Epic-level challenge... What kind of creature type were you thinking?  I'm thinking that for the Lion-turtle, maybe... Magical Beast?


Colossal+ is also mentioned in the Draconomicon.


If you're still taking requests, how about the Ostrich-horse from Avatar?  I've been trying to find a good riding bird for one of my campaigns, and I've had no luck (plus they have the awesome wall-run/insane jump check (Episode reference - The avatar state))

I agree, D3nsharr, magical beast was what I am making them.  I am doing three versions, hatchling, adult, and ancient.  Adult and ancient have the ability to bend energy, with the ancient having more options of what energy to bend.  Going with Huge, Gargantuan and Colossal.

And yes, I am always taking requests, so I'll do yours while I work on the Lionturtle. 

Ostrich Horse


Large Magical Beast

Hit Dice: 3d10+3 (19hp)

Speed: 60ft

Initiative: +1

Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple: +3/+8

Attack: Kick +3 melee (1d4+1)

Full Attack: Kick +3 melee (1d4+1)

Space/Reach: 10ft/5ft

Special Attack: -

Special Qualities: low-light vision, stride

Saves: Fort +4, Ref +4, Will +2

Abilities: Str 13, Dex 13, Con 13, Int 4, Wis 12, Cha 6

Skills: Listen +4, Spot +4

Feats: Endurance, Run

Environment: Warm hills and plains

Organization: Solitary, Pair, or Herd (3-8)

CR: 2

Treasure: None

Alignment: Always neutral

Advancement: 4-6 HD (Large)

LA:-

 

War Ostrich Horse


Large Magical Beast

Hit Dice: 5d10+15 (42hp)

Speed: 60ft

Initiative: +2

Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple: +5+12

Attack: Kick +7 melee (1d4+4)

Full Attack: Kick +7 melee (1d4+4)

Space/Reach: 10ft/5ft

Special Attack: -

Special Qualities: low-light vision, stride

Saves: Fort +7, Ref +6, Will +2

Abilities: Str 17, Dex 14, Con 16, Int 4, Wis 12, Cha 6

Skills: Listen +7, Spot +7

Feats: Alertness(B), Endurance, Run

Environment: Warm hills and plains

Organization: Solitary, Pair, or Herd (3-8)

CR: 3

Treasure: None

Alignment: Always neutral

Advancement: 5-12 HD (Large)

LA:-

A hybrid of ostrich and horse, favoring the bird more in looks, the ostrich horse is a fine steed.

The ostrich horse is a hybrid of the two animals, sharing more characteristic with the large flightless bird than it does the horse.  Its two powerful legs are covered in dark grey scales, and end in large, two-toed feet with a smaller rear facing claw adding support.  Both toes sport thick, sharp claws with which the ostrich horses uses to defend itself.  From a distance, their bodies seem to be covered in a shaggy fur, but upon closer inspection, one can see that the “fur” is actually thin, fluffy feathers.  Their coats are often dark colors, such as black, browns and grays, but occasionally a tan or blond specimen can be found.  A long tail of hair-like feathers, resembling a horses tail, sprouts from the creature back end.  The head, which is distinctly horse shaped, with large intelligent eyes and external ears, is made strange by a broad yellow beak, instead of a horses mouth.

The diet of an ostrich horse is much like a horses, eating grains and grasses, supplemented by an ostrich-like fondness for insects.

Ostrich horses can be trained to carry riders and cargo loads, and are easier to teach than either of the component animals, as they have a slightly higher intelligence.  An ostrich horse ranges from roughly 6 to 9 feet and weighs in at 150 to 300 pounds.

Ostrich horses used for war are tougher, more aggressive, and are specially bred and trained to carry a rider into battle. A war ostrich horse is 8½ to 9 feet tall and weighs in at about 280 pounds.

Ostrich horses are considered unusual mounts; saddles, packs and riding tools customized for ostrich horses are exotic.

Carrying Capacity: A light load for an ostrich horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. An ostrich horse can drag 2,250 pounds. A war ostrich horse has double the carrying capacity of a normal ostrich horse in every load category, and can drag 4,500 pounds.

Combat:

Wild ostrich horses either un away from danger or, if forced to stand and fight, will lash out at foes with their powerful kick.  War ostrich horses are often outfitted with armor that increases their armor class and adds metal spurs to their feet, increasing the damage their kicks can do.  An ostrich horses kick deals bludgeoning and slashing damage.

Stride (Ex): Ostrich horses are swift runners. They can hustle for indefinite periods of time, and never accrue nonlethal damage due to hustling. Furthermore, ostrich horses can run for a number of minutes equal to their Constitution score before having to make any Constitution checks. When they do have to make checks to keep running, they make checks every minute instead of every round.

This is awesome and so much better than I could hope for.  One question, though - what do you suppose the prices for buying one of these beasts would be?  I'd think slightly more than a horse (or equivalent warhorse)


Here's another challenge, for you, since I'm in an Avatar-ish mood:eel-hounds and komodo rhinos.  Bonus if you want to tackle the flying bison.

Can do on the eel hound and komodo rhino.  Just a spoiler though; the eel hound won't actually be faster than every other creature in the DnD verse, as I don't want to look through all the books.  It will be pretty quick though.  Also, if you check the last page or two of the New Monster Request Thread, I already did Appa there.

As for prices, I'd probably go with 100GP and 200GP respectively.  The Stride ability of the ostrich horse makes it invaluable for fast transport and extended rides. 
gatherer.wizards.com/Handlers/Image.ashx...

Fusion Elemental (Huge Elemental) - A fusion between earth, fire, air, water, and shadow. Big and hugely powerful. Immunity to both fire and cold, with resistance to acid and electricty. Attacks should do elemental damage. A master of the elements (ability to alter the terrain to suit the combat or its needs), and is able to affect your elemental composition if it hits you. Should have a swim, burrow, land, and maybe fly/glide speed. Should have a good melee and a good ranged attack (ranged wouldn't affect enemy elemental composition).
Sorry for the lack of postage people, been working 7 days a week, and can only get about 4 hours a day on the computer.  I am putting the Lion Turtle on the back burner for now, as things with 20+ HD take a while.  Currently, I have the Komodo Rhino halfway done, and then I'm on to the Eel-hound and Fusion Elemental.  And I thought after that I would stat Edward Scissorhands.  (Awakened Flesh Golem with enhanced claw attacks and ranks in Profession/Craft sculptor.)
If the fusion elemental ends up anything like an omnimental, it'll be a prime candidate for the Final Strike feat. 

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.

Komodo Rhino


Large Magical Beast

Hit Dice: 7d10+35 (73hp)

Speed: 30ft

Initiative: +0

Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16

Base Attack/Grapple: +7/+15

Attack: Gore +10 melee (2d6+6)

Full Attack: Gore +10 melee (2d6+6)

Space/Reach: 10ft/5ft

Special Attack: Powerful charge

Special Qualities: low-light vision

Saves: Fort +10, Ref +5, Will +3

Abilities: Str 19, Dex 10, Con 21, Int 4, Wis 12, Cha 2

Skills: Listen +10, Spot +3

Feats: Alertness, Endurance, Improved Natural Attack (Gore)

Environment: Warm Plains

Organization: Solitary, Pair, or herd (6-14 adults plus 4-6 young)

CR: 5

Treasure: None

Alignment: Always neutral

Advancement: 8-14 HD (Large)

LA:-

 
A stocky, angry beast charges forward, it’s long snout horn lowered to gore.

 
Komodo rhinos are hybrid beasts, showing physical traits of both rhinos and giant monitor lizards.  They have the muscular body, short head, small ears and eyes, of a rhino, with the clawed feet, long tail and hide of the giant lizards.  The primary weapon of the komodo rhino is the two foot long horn growing from the end of its snout; it also has two shorter horns growing from just in front of the ears, but these are more for show than fighting.  Komodo rhinos have a short temper and are prone to attacking nearly anything that annoys them.

Komodo rhinos are used as mounts and beasts of burden by many cultures, and are valued for their strong hides and reserves of stamina on long voyages.  They have poor vision but excellent hearing.

Combat:

Komodo rhinos fight much like the mundane rhino; charge and gore, repeat until target flees or dies.

Powerful Charge (Ex):  A komodo rhino deals 4d6+12 points of damage with its gore attack when it charges.
Awesome! the thread seems to be doing brisk business, in my absence.  Between my computer's failure and subsequent repair, and my fieance being back in the hospital,  I ain't had no chance to check the board, but it's aparantly doing fine. Huzzah. Anyhow on to my latest batch of requests

  White wierdo- Believed by many scholars to be a mutation of the yeti, or else a clan of the once-proud mountain dwellers who fell into degeneracy, inbreeding and madness, the white wierdo is a powerfull simean creature, resembling a gorilla covered in shaggy white fur, with a humped back and a small, round head. It posesses long arms which drag on the ground behind it. They posess the aura of bone chilling cold of their "presumed" forebearers, and can also belch forth a blast of frozen, undescribably foul smelling breath. Being quite stupid, they usualy follow smarter frozen moutain dwellers, such as white dragons or frost giants. The only thing white wierdos truly fear are yetis who put these poor pathetic creatures "out of their misery" wherever they are found

Mine-Wight (medium Undead Cr4-5 ) The earthly remains of a miner who was killed as a result of another's negligence or misdeads, the mine-wight rises again, animated by it's own rage and feelings of betrayal to seek vengance on the ones who caused it's untimely death  (and once those it holds responsable are dead it seeks to take revenge on the all the living out of jelousy for still being alive) Mine Wights resemble miners (usually human, gnomish or dwarf) with broken bodies with shattered limbs that still move with disturbing alacrity, and enourmous strength. They wield mining tools in combat and can breathe gouts of incendiary mine-gas every few rounds


Mokujin (Based on the Teken Series which is in turn based off japanese folklore- Medium constuct)  A wooden person given artificial life through bizarre druidic magic, the mokujin is a lesser form of golem well known for it's intellegence and it's ability to unerringly copy the movements of anyone it faces in combat. They resemble humanoids roughly carved out of wood. Their are legends of some mokujin crafted of living metal, these metal mokujin or tetsujin are surely kings and emperors of their wooden kin


Coffin Man- (Large Construct Cr 3) Designed to capture and incapacite rather than to kill, the coffin man resembles a large casket with arms and legs. Coffin men wade into combat attempting to grab their victim and to stuff it into their interior and lumber off. Coffin men can comfortably hold up to 3 medium size persons in their body and up 6 small.


Kaeruru (Large Magical Beast CR 4)- Also known as the ninja-toad because many ninja clans keep them as gaurdians, advisors, attack beasts, and even mounts for the larger specimines. Kaeruru resemble large frogs with flame-patterned skin and gold eyes ranging from the size of a halfling to the size of a mountain and are occasionally seen wearing clothes and even armor. These amphibians are strong but also wise and quite intellegent and are gifted with the ability to speak. Kaeruru are amazingly tough combatants, trained from the time when they first grow legs in martial arts, kicking with their powerfull legs, lashing with their long sticky tongues and blasting their foes with their flaming breath

Giant Eel-hound


Huge Magical Beast

Hit Dice: 10d10+50 (105hp)

Speed: 90ft, 90ft swim

Initiative: +3

Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17

Base Attack/Grapple: +10/+25

Attack: Bite +15 melee (2d6+10)

Full Attack: Bite +15 melee (2d6+10)

Space/Reach: 15ft/15ft

Special Attack: -

Special Qualities: Stability, hold breath, low-light vision, slippery

Saves: Fort +12, Ref +10, Will +4

Abilities: Str 24, Dex 16, Con 21, Int 6, Wis 12, Cha 6

Skills: Jump +34, Listen +5, Move Silently +5, Spot +5, Swim +15

Feats: Endurance, Dodge, Mobility, Run

Environment: Warm land and aquatic

Organization: Solitary or solitary plus one to two riders

CR: 8

Treasure: None

Alignment: Usually neutral

Advancement: 11-15 HD Huge

LA:-

A slick green creature sprints by carrying two lightly armed men, most likely messengers.

The giant eel-hound is one of the fastest creatures on land and in the water.  Even their leisurely pace quickly out distances the swiftest horses, and when running at a dead sprint, they blur into a green streak of motion.  So accordingly, domesticated eel-hounds are used when someone or something needs to be moved from one place to another very quickly.

Giant eel-hounds are twenty feet long from nose to the tip of the tail, and are built for speed; long legs and a slim but muscular body.  They have a diamond shaped head with large intelligent eyes, small, clawed feet for better grip, and a long tail for balance or propulsion when swimming.  Equally at home on land or in the water, eel-hounds are normally a shade of green but rarely a brown variant is born.  Males and females come together once per year to mate and raise twin young that are born live eight months later.  The species are carnivores by design, needing the energy to maintain their speed, and must eat often.  They eat nearly any birds, fish or herbivorous mammals they can catch.

Combat:

Eel-hounds use their speed and reflexes to chase down slower prey, which is nearly anything.  Usually one powerful bite and a shaking of the head is enough to kill their meal.  They are extremely stable on their strong legs, and are difficult to knock down.  They use their impressive speed to built up powerful for impossible jumps, taking birds right out of the sky or leaping chasms to take down distant prey.  When swimming, they go for slow fish, small crocodilians, and snakes.  Very little messes with the eel-hound, for their speed and power make them difficult foes.

Stability (Ex): Eel-hounds receive a +4 bonus to their Strength or Dexterity checks vs trip, overrun and bullrush attempts.

Hold Breath (Ex):  Eel-hounds can hold their breath for a number of rounds equal to 8 x their Con score.  For the typical specimen, this is 168 rounds, or just over 15 minutes.

Slippery (Ex): Eel-hounds have a slick, hairless hide that secretes a thin lair of mucus.  This mucus makes the eel-hound difficult to hold onto during a grapple, and gives the eel-hound a +4 bonus to negate or escape a grapple.

Skills: The eel-hounds impressive speed gives it a +24 bonus to its Jump check.  It also has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.

Fusion Elemental



Huge Elemental (Air, Earth, Extraplanar, Fire, Water) 

Hit Dice: 28d8+224 (370hp)

Speed: 60ft, 60ft fly (perfect), 60ft swim, 30ft burrow

Initiative: +1

Armor Class: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28

Base Attack/Grapple: +21/+39

Attack: Slam +29 melee (2d6+10 plus 1d8 fire)

Full Attack: 2 slams +29 melee (2d6+10 plus 1d8 fire)

Space/Reach: 15ft/15ft

Special Attack: Alter terrain, elemental blast, fuse elements

Special Qualities: immune to fire/cold, resist acid/electricity 20, DR 10/bludgeoning, darkvision 60ft, tremorsense 60ft, elemental traits, planar travel

Saves: Fort +26, Ref +17, Will +10

Abilities: Str 30, Dex 12, Con 26, Int 10, Wis 12, Cha 10

Skills: Listen +29, Spot +29, Swim +18

Feats: Ability Focus (fuse elements), Alertness, Awesome Blow, Cleave, Final Strike, Great Cleave, Great Fortitude, Point Blank Shot, Power Attack

Epic Feats: Epic Toughness

Environment: Elemental Plane of Air, Earth, Fire, Water, Plane of Shadow

Organization: Solitary

CR: 14

Treasure: None

Alignment: Usually neutral

Advancement: 29-34 HD (Huge), 35-59 (Gargantuan), 60-82 HD (Colossal)

LA:-

A scintillating being strides across the land; its form composed of heavy rock, rushing water, roaring flame, and howling wind, all contained within a layer of shadow.

The Fusion Elemental is a slighter weaker but no less dangerous offshoot of the omnimental.  Some would even argue that, given its unique powers, it may be more deadly than its larger relative.  No one is sure what the purpose of the fusion elemental is, not even other elementals, and the fusion elementals are, well, “tight-lipped” shall we say, on the subject. Fusion elementals are made up of the four primary elements, all contained within a thin “skin” of shadow stuff.  They can travel through to all the elemental planes, and even the paraelemental planes, safely.  The composite elements form protective shells when on a plane that is damaging to part of itself, such as covering the fire in earth when on the Elemental Plane of Water, or vise-versa; shielding the earth and water with fire and air when on the Elemental Plane of Fire.  Fusion elementals stand roughly 30ft in height and weigh 12 tons.  Should a fusion elemental be slain, it explodes in a massive burst of energy, capable of wiping out anything near it.

Combat:

Fusion elementals are tenacious and horrifying combatants, even to some of the most hardened adventuring groups.  Their ability to shape terrain to their needs is one of their greatest abilities.  Against opponents resistant or immune to their elemental attacks, the fusion elemental has a devastating attack; the ability to effect a target elemental composition, fusing their flesh in painful and crippling ways.  They are extremely difficult to sneak up on, and of course highly resistant to energy attacks.  Should a fight be going poorly for them, they escape to another plane.

Alter Terrain (Sp): A fusion Elemental can use each of the following spells as spell-like abilities once per day, with a caster level of 20th.  Control water, control winds, transmute rock to mud/mud to rock, move earth, control weather, earthquake, whirlwind, transmute rock to lava, tsunami, greater whirlwind.

Elemental Blast (Ex): As a standard action, a fusion elemental may fire a blast of its composite elements at a distant target.  This attack takes the form of a 100ft line, 5ft high and 5ft wide.  The buffeting air, crashing water and colliding earth deals 3d6+10 points of bludgeoning damage, while the raging flames deal 1d6 points of fire damage.  A successful DC 25 Reflex save halves the damage.

Fuse Elements (Su): The fusion elementals ability to disrupt the natural elements found in all things is its greatest and most feared power.  By succeeding at a melee touch attack (+20 melee touch attack bonus), the elemental can warp the body of any creature.  Anything touched by the elementals fuse elements attack must succeed on a DC 34 Fortitude save or take 2 points of ability damage to their Strength, Dexterity and Constitution scores as their flesh, bones and very essence is rearranged.  Damage done to ability scores in this way cannot be healed naturally.  Against constructs who are animated by an elemental spirit, the golem must make the save, or have its spirit freed, which instantly destroys the golem.

Planar Travel (Sp): Fusion elementals can travel to any of the Elemental Planes as well as the Plane of Shadow as if using the plane shift spell. The fusion elemental may only transport itself and can only use this ability three times per day.

Skills: Fusion elementals have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.
There's your Fusion Elemental dawnbringer.  I'm not entirely happy with it, so do you have any critiques or anything?  I really want the Fuse Elements ability be able to effect constructs and undead, even though they are normally immune to ability damage, like add a loophole here.  I mean, if this elemental touched, say a clay golem, it could effect the water and earth that it is made of and in a corporeal undead the ability could warp and fuse bones, lowering Dexterity, if not Strength as well.  But did I cover everything you wanted?

If so, I am moving on to some of Adams requests.

Collectors Coffin


Large Construct

Hit Dice: 5d10+30 (57hp)

Speed: 20ft

Initiative: +1

Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 14

Base Attack/Grapple: +3/+11

Attack: Slam +6 melee (1d8+4 nonlethal)

Full Attack: 2 slams +6 melee (1d8+4 nonlethal)

Space/Reach: 10ft/10ft

Special Attack: Improved grab

Special Qualities: construct traits, low light vision, darkvision 60ft

Saves: Fort +1, Ref +2, Will +1

Abilities: Str 18, Dex 12, Con-, Int-, Wis 10, Cha 2

Skills:-

Feats:-

Environment: Any

Organization: Solitary

CR: 3

Treasure: None

Alignment: Always neutral

Advancement: 6-12 HD (Large), 13-24 HD (Huge)

LA:-

A large wooden coffin bearing little decoration, save for the skull-like face carved into it, lumbers toward you, a pair of wooden arms reaching out…

The collectors coffin, a little used construct, is made by those who wish to bring their captives in alive.  Necromancers who want live subjects, or who want a silent grave robber, make collectors coffins.  These constructs can be made of wood, metal or stone, with wood obviously being the most widely used.  They can have varying levels of decoration, from nearly bare wooden coffins, to elaborate gem encrusted stone coffins.  All have a couple things common to them; a face, human or otherwise, carved into the coffin allowing it to see, and a pair of arms and legs with which to move and capture targets.  On wooden coffins, these limbs often fold into the sides, so the constructs appears as a mundane coffin.  In stone and metal ones, the limbs appear as part of the coffins decoration.

Collectors coffins are eight fall tall and three feet deep, and can weigh anywhere between 50 to 1500 pounds, depending on the material they are made of.  Greater collectors coffins double the height and weight.

Combat:

Collectors coffins are not designed to kill, only to capture, retrieve and relocate.  The construct simply grabs a target and wrestles it into its body, closing the lid to prevent escape. Should a foe prove to be too hard to simply grapple and hold, the construct will wail on it with its limbs until the target falls unconscious.  Wooden coffins are the simplest version of these constructs.  Stone versions have a +6 natural armor bonus and DR 3/bludgeoning or piercing.  Metal versions have a +8 natural armor bonus and DR 5/adamantine.  Stone coffins are CR 4, while metal coffins are CR 5.  All three have the capacity to hold one Large creature, three Medium creatures, or six Small creatures.  Greater coffins double these capacities.

Improved Grab (Ex): If a collectors coffin hits with a slam attack it can automatically attempt to start a grapple.  This attack does not provoke an attack of opportunity.  Trapped foes can continue to make grapple checks after the lid has closed on the coffin, but at a -4 penalty due to little room to get leverage.  Multiple creatures can use the aid another action to get free.
There's your Fusion Elemental dawnbringer.  I'm not entirely happy with it, so do you have any critiques or anything?  I really want the Fuse Elements ability be able to effect constructs and undead, even though they are normally immune to ability damage, like add a loophole here.  I mean, if this elemental touched, say a clay golem, it could effect the water and earth that it is made of and in a corporeal undead the ability could warp and fuse bones, lowering Dexterity, if not Strength as well.  But did I cover everything you wanted?

If so, I am moving on to some of Adams requests.



Hey, sorry for the long reply. Its just this thread takes a long time and I wasn't expecting the creature to be done for a while. As for the creature itself, I think it's pretty awesome. If you would like to make it able to affect constructs and undead in some way, be my guest. Perhaps it could affect the elemental being used to animate a construct?

I haven't been in the forums for quite a while, but I am glad to see that this thread has taken a new life. I took the liberty of doing one of the requests....


Mine Wight

Size/Type

: Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Miner's pick +7 melee (1d6+4) OR Slam +7 melee (1d4+4) OR Shovel +7 melee (1d8+6)
Full Attack: Miner's pick +7 melee (1d6+4) AND Slam +2 melee (1d4+4) OR Shovel +7 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., Immunity to fire, Improvised Weaponry, Undead Traits
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 18, Dex 14, Con Ø, Int 10, Wis 15, Cha 11
Skills: Hide +11, Listen +8, Move Silently +16, Profession [miner] +14, Spot +8
Feats: Blind-Fight, Skill Focus (Profession [miner]), Toughness
Environment: Underground
Organization: Solitary, pair, team (3-6), or crew (7-12)
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods (gems only);  1d4 mundane items (rope, hammer, grappling hook, etc)
Alignment: Always lawful evil
Advancement: 7-14 HD (Medium)
Level Adjustment: —

The earthly remains of a miner who was killed as a result of another's negligence or misdeeds, the mine-wight rises again, animated by it's own rage and feelings of betrayal to seek vengeance on the ones who caused it's untimely death  (and once those it holds responsible are dead it seeks to take revenge on the all the living out of jealousy for still being alive) Mine wights resemble miners (usually human, gnomish or dwarf) with broken bodies with shattered limbs that still move with disturbing alacrity, and enormous strength. They wield mining tools in combat and can breathe gouts of incendiary mine-gas every few rounds. Mine wights generally speak whatever language they spoke in life, usually common, dwarven or gnome.


Combat

Mine wights like to ambush opponents, especially those carrying torches or other kinds of open flames, by using their breath weapons on their path and hiding, waiting for the almost inevitable explosion to attack, using the mining tools they used to work with in their previous life.

Breath Weapon (Su): Once every 1d4 rounds and using a standard action, a mine wight can breathe a 30-foot cone of incendiary mine-gas. The gas can only be detected by odour (scent ability or Wisdom check DC25). If the gas comes in contact with a flame, it immediately ignite and the explosion deals 4d8 fire damage to all in the area (Reflex half DC 15). A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round. Otherwise, the gas naturally disperses in 1d4+1 hours. The save DC is Constitution-based and includes a +2 racial adjustment.


Improvised weaponry (Ex): A mine wight can use the tools it used as a miner, usually a miner's pick or a shovel, as if those were actual weapons, i.e., without taking a –4 penalty on attack rolls for improvised weapons. A miner's pick used as a weapon by a mine wight is treated as a one-handed melee weapon that deals 1d4 piercing damage for a medium creature and has a critical multiplier of X3. A shovel used as a weapon by a mine wight is considered a two-handed melee weapon that deals 1d8 bludgeoning damage for a medium creature.


Skills: Mine wights have a +8 racial bonus on Move Silently checks.


 

Hey Lazz, welcome back, been a while.  Glad you found your way to this thread.  Please do take the liberties of making some of the requests, as I am quite backed up doing it myself.  I'll be glad to have some help whenever you wish to do some work.  Really like your rendition of the Mine Wight, nearly exactly what I was going to do with it, but you were more specific about the treasure, whereas I am kinda lacking in that area.

And to you dawnbringer, I do think I'll add that in, about effecting the elemental used to animate the golem/construct, I didn't even think of that, and it is much more specific than effecting its composition. 
Also Lazz, if you could help me out on another matter; how do you get your text rows to be that close together?  As you can see from my monster posts, there is always another layer between them, and I don't know enough about code to fix it.  Right now I am using
and to close it up a little, otherwise there would be about twice as much space.

And fyi, so we don't do the same creature, I am currently working on the White Weirdo. 
Also Lazz, if you could help me out on another matter; how do you get your text rows to be that close together?  As you can see from my monster posts, there is always another layer between them, and I don't know enough about code to fix it. 


Simple: I am using "Shift & Enter" instead of "Enter" between lines

White Weirdo


Large Monstrous Humanoid (Cold)

Hit Dice: 1d8+4 (8hp)

Speed: 30ft

Initiative: +1

Armor Class: 11 (-1 size, +1 Dex, +1 natural), touch 10, flat-footed 11

Base Attack/Grapple: +1/+7

Attack: Slam +2 melee (1d6+2)

Full Attack: 2 Slams +2 melee (1d6+2)

Space/Reach: 10ft/10ft

Special Attack: Aura of cold, frosty belch

Special Qualities: immune to cold, vulnerable to fire, snowsight, darkvision 60ft

Saves: Fort +3, Ref +3, Will +1

Abilities: Str 15, Dex 12, Con 12, Int 6, Wis 12, Cha 8

Skills: Climb +2, Hide +1, Listen +3, Spot +3

Feats: Toughness

Environment: Cold Mountains

Organization: Solitary, clan (3-10), warband (15-30 plus one frost giant leader)

CR: 2

Treasure: 50% coins, 50% mundane items

Alignment: Usually neutral

Advancement: 2-10 HD (Large) or by character class

LA: +2

An avalanche of fur and flesh descends the mountain as hundreds of hideous, white gorillas storm your position.

Thought to be a degenerate form of yeti, or perhaps the product of generations of inbreeding in frost folk villages, the white weirdo is nevertheless a degenerate being.  They resemble white gorillas, with shaggy white fur, a small head, and long arms.  The small head hints at their decreased intelligence, while their body hints at their strength.  Like the yeti, who claim no lineage to these beings, the White Weirdo carries an aura of cold with them.  Like the frost folk, they can blast foes with cold, albeit with a foul breath weapon, instead of an icy glare.

White Weirdos often follow around larger, more intelligent denizens of the artic wastes, such as frost giants and white dragons.  They are used as fodder, as they are prolific breeders, and as siege engines by orcs.  Yeti however, will kill them on sight, as they consider them pathetic inbred louts.

White Weirdos stand eight feet tall at the shoulder and weigh up to five hundred pounds, both males and females.

Combat:

White Weirdos are not subtle combatants.  They have little use for tactics, and favor all out assaults with overwhelming numbers and brute strength.  The front line of any assault uses their foul breath to break up ranks of enemies, and then wade in with their arms swinging.  If under the direction of a frost giant or white dragon, they can be made to follow simple orders and tactics.  Frost giants will often summon up blizzards or other winter storms to cover the Weirdos advance, as they can see through the snow, while white dragons often fly over an area where Weirdos are engaged with foes, and blanket the area in their breath weapon, freezing the enemy and leaving the Weirdos untouched.

Frosty Belch (Su): A White Weirdos lungs are full of cold, foul air.  As a standard action, they may belch forth a blast of this air in a 15ft cone.  Anyone caught within the cone takes 4d4 cold damage and is nauseated for 2 rounds.  A DC 11 Fortitude save halves the cold damage and negates the nausea.

Aura of cold (Su):  White Weirdos are surrounded by an aura of supernaturally cold air.  Anyone who closes within 10ft of the Weirdo takes 1d4 points of cold damage as long as they remain in the effected area.

Snowsight (Ex):  A White Weirdo can see perfectly in snow as per the snowsight spell.

Skills:  A White Weirdos white, shaggy fur gives it a +4 bonus to Hide checks when made in snowy or ice covered areas.



Image created by Farquad of the conceptart.org website: Beautiful Sky Guardians competetion.


Mantilc



Large Monstrous Humanoid

Hit Dice: 4d8+12 (30hp)

Speed: 40ft, 80ft fly (good)

Initiative:

Armor Class: 20 (-1 size, +7 Dex, +4 natural)

Base Attack/Grapple: +4/+10

Attack: Unarmed strike +5 melee (1d8+2)

Full Attack: 2 Unarmed strikes +5 melee (1d8+2)

Space/Reach: 10ft/10ft

Special Attack: monk abilities

Special Qualities: Darkvision 60ft, Leap

Saves: Fort +4, Ref +11, Will +10

Abilities: Str 15, Dex 25, Con 16, Int 12, Wis 20, Cha 14

Skills: Climb +9, Jump +40, Listen +11, Spot +12, Tumble +10

Feats: Alertness, Hover, Improved Unarmed Strike(B)

Environment: Warm Mountains

Organization: Solitary, Pair, Scouts (3-5), Order (25-50 adults plus 50% noncombatants plus 4 4th level monks plus 1 10th level Master)

CR: 3

Treasure: Half standard

Alignment: Usually Lawful Good

Advancement: By character class

LA: +3

An insect-like being, twelve feet tall, with a smooth shiny green and blue exoskeleton, sits cross-legged on the floating outcrop of stone.  Its form suggests supreme confidence and utter peace.

Mantilcs are a race of monastic insect-like beings native to floating mountain ranges in the tropical areas of the world.  They are the only known race to live among the strange magnetic-geologic formations floating hundreds of feet in the air.

Resembling a cross between a praying mantis and a twelve foot tall humanoid, the Mantilc value wisdom and honor above all else.  These beings stand tall on three jointed legs, much like a grasshoppers, and with a proportional strength to match.  They balance on two-toed feet, and as often go above ground as on it.  Mantilc can fly on two pairs of translucent, multi-cellular wings, much like a dragonfly’s.  Their hard, smooth exoskeleton protects them from blows.  This exoskeleton is brightly colored in the males of the race, with bright greens and blues being commonplace; females are colored in more dull hues of browns and olive greens.  Their many-jointed hands support two long fingers and an opposable thumb.

Mantilc have a society that has been closely compared to the monastic way of monks.  They live in small tribes of no more than fifty individuals, each one doing his or her part to contribute to the welfare of the community.  All practice meditative and martial arts much like monks, but their style is unique to their race.  The entire community gathers at a certain time and goes through ritual stances and maneuvers at the guidance of the Master, the chief of the tribe who has attained the highest level of spiritual awareness.  Their martial art centers on powerful kicks with their strong legs, as well as jumps, rolls and quick, short strikes with a flat palm.  They are proficient with simple and exotic wooden weapons found on the monks proficiency list.  Mantilc do not work with or wield metal arms or armor.

Mantilc males stand just near or at twelve feet tall, but weigh less than two hundred pounds due to their light, thin build, with females being just shorter and lighter than males.  A reclusive but peaceful people, Mantilc speak their own language, but some may speak Elven or the Raptoran language, who they freely share the sky with.

Combat:

All Mantilc practice a monastic fighting style, no matter what class they choose to advance in.  As a people, they are peaceful, but adhere to a strict code of honor and discipline, and so most are lawful good.  They prefer peaceful negotiations to warfare, but do not hesitate to defend themselves if attacked.  Since they can fly, they use that and their maneuverability to their advantage, striking and withdrawing before a foe can react.  On the ground, they hop about, using the same strategy, always staying out of reach, while striking quickly.

Monk abilities (Ex): All Mantilc, upon reaching 4HD, and regardless of player class, have the unarmed strike damage and unarmored speed bonus of 3rd level monk.  These bonuses are already factored into the statistics given above.  This means that a Mantilc with one level of monk will actually have the unarmed strike and unarmored speed bonus of a fourth level monk.

Leap (Ex): Mantilc have extremely powerful legs, which they use to reach great speed when running, or make colossal leaps.  They receive a +30 bonus to their jump checks.



Kaeruru


Large Magical Beast (Extraplanar, Fire)

Hit Dice: 9d10+36 (85hp)

Speed: 60ft, 20ft swim

Initiative: +5

Armor Class: 16 (-1 size, +1 Dex, +2 natural, +3 Wis, +1 bonus), touch 14, flat-footed 15

Base Attack/Grapple: +9/+21

Attack: Unarmed strike +12 melee (2d8+4)

Full Attack: Unarmed strike +12/+7 melee (2d8+4) or, flurry of blows +12/+12/+7 melee (2d8+4)

Space/Reach: 10ft/10ft (20ft w/ tongue)

Special Attack: Breath Weapon, Leap, Monk Abilities, Tongue

Special Qualities: hold breath, low-light vision, immune to fire, vulnerable to cold

Saves: Fort +10, Ref +7, Will +6

Abilities: Str 19, Dex 12, Con 18, Int 10, Wis 16, Cha 10

Skills: Balance +5, Climb +5, Concentration +5, Diplomacy +0, Escape Artist +1, Hide +5, Jump +47, Listen +5, Move Silently +5, Sense Motive +3, Spot +5, Swim +12, Tumble +5

Feats: Deflect Arrows(B), Dodge, Improved Initiative, Improved Trip(B), Improved Unarmed Strike (B), Mobility, Skill Focus (Hide), Stunning Fist(B)

Environment: Any warm land

Organization: Solitary, Pair, Squad (3-5), Cell (6-12)

CR: 12

Treasure: Standard

Alignment: Usually lawful neutral

Advancement: 1-4 HD (Small), 5-8 (Medium), 9-15 (Large), 16-25 (Huge), 26-50 (Gargantuan), 51-100+) Colossal

LA:-

A large toad, it’s dry hide colored dark orange with red and blue flame patterns, rests easily at the bottom of the steps leading up to the temple.  It’s eyes seem far to intelligent for its amphibian face.

The Kaeruru, also known as the sage toad or the ninja toad, is an intelligent magical beast with an inborn love for martial arts.  They are often hired by ninja or monk temples as guardians or teachers, and many ally themselves with such groups who show them the proper respect.

Kaeruru begin learning martial arts upon reaching “adulthood”; that is, transforming from a tadpole, to a toad.  They are much like mundane frogs and toads in this way, except that no one knows where young kaeruru come from, only that the adults stick around to see to their safety and train them once they are old enough.  Once the young transform into their adult forms, they begin to learn a monastic traditions unique to their culture, focusing on using their superior jumping ability and strong legs.

Despite their bright coloration, kaeruru of small to medium size are actually quite capable in stealth.  It is this younger generation that actively participates in missions.  The older generations are more often the councilors, guardians, and teachers.  Kaeruru are always some shade of orange, with red and blue flame patterns on their arms, legs, and backs.  Many have dark blue markings around the face, resembling the half mask that many ninja are fond of.

Only kaeruru of small to large size are seen with any regularity.  The ones that get to be the size of dragons are much rarer, and are thought to have attained a level of spiritual awareness and harmony that allows them to traverse the planes, so perhaps they have created their own demi-plane.  This would surely explain why no kaeruru tadpole has ever been seen.

Combat:

Kaeruru are fearsome combatants with a wide variety of tactics specific to each individual.  While nearly all practice the same martial arts style, each tailors it to their own personality.  They tend to use their great jumping abilities to gain favorable position on the battlefield, or leap away if a fight is going poorly.  They use the reach of their tongue to disarm opponents, and their fiery breath weapon to surprise foes who can hold their ground against them.  Being immune to fire, kaeruru are only ever encountered in cold environments if they have heavy magical protection from the elements.  They are proficient with monk weapons, and do not wear armor.  Most wear robes.

Breath Weapon (Ex):  As a standard action, a kaeruru can breathe a blast of flame on its foes.  This attack takes the form of a cone of fire, 10ft long per size category; 10ft Small, 20ft Medium, 30ft Large, etc.  It deals an amount of fire damage equal to 1d6 points per HD (so for this example, 9d6) up to a maximum of 20d6 at 20 HD.  The kaeruru must wait 1d4 rounds before it can use its breath weapon again.  A successful Reflex save (DC 15), halves the damage.  The save DC is Dexterity based.

Hold Breath (Ex):  Even though the kaeruru has the fire subtype, they have to aversion to water, and take to it like mundane amphibians.  A kaeruru can hold its breath for a number of rounds equal to 4 times its Constitution score.  For this example, that’s 72 rounds, or nearly seven and a half minutes.

Leap (Ex):  Due to their powerful hind legs, kaeruru receive a +30 bonus to their Jump checks.  They can make standing long jumps and high jumps as if they had taken a 20ft running start, with no penalty.

Monk Abilities (Ex):  From the time they grow arms and legs and can survive on land, young kaeruru are taught martial arts.  Kaeruru have the special abilities, bonus feats, flurry of blows, unarmed strike damage, unarmed speed bonus, and AC bonuses (both Wisdom and bonus) of a monk whose level is equal to their number of hit dice.  So for this example, it has all the abilities of a 9th level monk.  They do not get the HD, saves or base attack bonus.

Tongue (Ex):  Kaeruru have a sticky tongue that is as long as they are.  This tongue doubles their reach, but deals no damage.  It can be used to disarm foes, grapple, or deliver touch attacks.  A tongue in grapple can be severed using a sunder attempt to deal a quarter of the kaerurus full normal hit points (in this case, 21).  A kaeruru is very careful not to let this happen, and should it happen, the kaeruru will withdraw from combat immediately.

Skills: Kaeruru have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.
I wanted to make the Kaeruru a fully stated out list from Small to Colossal, like elementals, but it was going to take way to much time.  Hopefully the theme comes across clearly.  I'm going to leave Adams final request for anyone else who would like to participate.  I have a couple monsters based on some artwork I'm gonna do instead.


Art by PokketMowse, from conceptart.org


Aetherion


Huge Aberration (Aquatic)

Hit Dice: 8d8+16 (52hp)

Speed: 40ft swim

Initiative: +8

Armor Class: 12 (-2 size, +4 Dex), touch 12, flat-footed 8

Base Attack/Grapple: +6/+15

Attack: Slam +5 melee (1d8+1)

Full Attack: Slam +5 melee (1d8+1)

Space/Reach: 15ft/15ft

Special Attack: Spell-like Abilities

Special Qualities: immunities, bioluminescence, transparent, darkvision 60ft, blindsense 60ft, telepathy 100ft

Saves: Fort +4, Ref +6, Will +9

Abilities: Str 12, Dex 18, Con 14, Int 16, Wis 16, Cha 12

Skills: Concentration +10, Knowledge (arcana) +10, Knowledge (geography) +10, Knowledge (history) +10, Spellcraft +14, Survival +5, Swim +15, Use Magic Device +12

Feats: Improved Initiative, Magical Aptitude, Swim-by Attack

Environment: Aquatic (deep oceans)

Organization: Solitary

CR: 7

Treasure: Standard

Alignment: Usually neutral

Advancement: 8-16 HD (Huge)

LA:-

A sinuous, glowing creature glides out from the hull of the sunken ship, its tiny, delicate hands clutching wands and gems.

The mysterious creatures known as aetherion are curious, intelligent beings from the deep ocean, where no sunlight ever reaches.  Deeply inquisitive about the surface world, they routinely scour wrecked ships for information about the world above.  This information can take the form of magic items, maps, navigational instruments, carvings, food, and even dead sailors.  The aetherion have been known to dissect the dead in order to learn more about the surface dwellers.  They often hoard magic items and nautical items in their lairs, studying them at their leisure.

Aetherion are 30ft long eel-like beings with transparent flesh much like a jellyfish.  Most of the body is all tail, with the internal organs taking up only the first five feet of the creature.  The brain and organs all glow with a blue white light, as do a series of nodes that run the length of the spine.  These nodes are about the size of a coin, and double as sensors, allowing the aetherion to “see” by feeling vibrations in the water.  They also have small eyes at the front of the head that can take in the tiniest amounts of light, allowing it to see in the black depths, with aid from their glowing bodies.  A few tentacle-like growths sprout off the back of the head and neck, and end in bulbous, glowing nodules.  The aetherion can direct these to cast its light on things of particular interest.  Under the body, they have three pairs of multi-jointed, slim arms, ending in a three clawed hand which allows the aetherion to manipulate objects with fine dexterity.  The arms at too thin and weak to attack with, but do allow the creature to wear rings and other jewelry and wield wands.

Combat:

Aetherions dislike fighting, or killing in general.  They are passive filter feeders, gaining nutrients by the movement of water through their gills and filtering out tiny plants and animals.  They use their natural transparency and speed to get away from threats.  If that doesn’t work, they fight off attackers with magic items gained from looting ships and a small arsenal of spell-like abilities.

Bioluminescence (Ex):  Aetherions generate their own light through biological means.  They produce shadowy illumination out to 30ft.  They can douse or activate this light as a free action.

Transparent (Ex):  Aetherions have clear flesh like many creatures found at the bottom of the ocean.  Combined with their bioluminescence, they are extremely hard to see in low-light conditions.  They gain improved concealment (40% miss chance) when in any condition other than bright light.  This ability is not negated by darkvision, but blindsight allows a creation to ignore the miss chance.

Immunities (Ex):  Aetherions are immune to pressure damage and cold.

Telepathy (Ex):  Aetherions can communicate with any being that has a language within 100ft.
Spell-like abilities (Sp):  At will – buoyant lifting, detect magic, mending, read magic; 3/day – identify, locate object, knock; 1/day – wings of the sea.  Caster level 4th.
could you do the spider-horse,moat cat or the duckybunny?

hello everybody!!!!!!!

Abe!  Long time no see!  Are those your ideas or am I seriously missing a reference to something?



Lasher Demon


Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)

Hit Dice: 9d8+27 (67hp)

Speed: 30ft

Initiative: -1

Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 19

Base Attack/Grapple: +9/+18

Attack: Gore +13 melee (1d8+6) or, Claw +8 melee (1d6+3) or, Sinew Whip + 8 melee (1d4+2 nonlethal)

Full Attack: Gore +13 melee (1d8+6) and 2 claws +11 melee (1d6+3); or Gore +13 melee (1d8+6) and 2 Sinew Whips +11 melee (1d4+2 nonlethal)

Space/Reach: 10ft/10ft (20ft w/ sinew whips)

Special Attack: Poison, Summon, Whip Tricks

Special Qualities: immune to electricity and poison, resist acid/cold/fire 10, telepathy 100ft, DR 5/cold iron or good, blindsight 60ft, SR 12

Saves: Fort +9, Ref +8, Will +7

Abilities: Str 20, Dex 9, Con 17, Int 13, Wis 13, Cha 8

Skills: Climb +17, Intimidate +11, Jump +17, Listen +13, Sense Motive +13

Feats: Improved Bullrush, Multiattack, Power Attack, Powerful Charge

Environment: Any land (The Infinite Layers of the Abyss)

Organization: Solitary, Pair, Teamsters (3-4 plus 9-12 lesser demons), Slavers (6-8 plus 12-30 slaves)

CR: 7

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 9-14 HD (Large), 15-25 HD (Huge)

LA:-

A ten foot tall demon stalks the land, its whips of sinew cracking the air above a herd of terrified slaves, both the living and petitioners alike.

Lasher Demons are the slavers and soul wranglers of the Abyss.  They are in charge of gathering up the maggot-like souls of the petitioners, as well as capturing any non-demon they come across in the Abyss and turning them over to more powerful demon lords.  Lasher demons take great pride in their duties, as they are very good at them; fear and punishment are two of the demons greatest delights.

Lashers are ten foot tall demons that resemble heavy set minotaurs from afar.  The demons “head” is a wrack of thick bronze horns spreading five feet or more from tip to tip.  A small lipless mouth is positioned between these horns, and it is from this mouth that the demon speaks and eats.  The demon is covered in hardened matted fur, except for the stomach, which resembles a bloated and tormented humanoid face.  Glistening red strips of muscle and sinew slither and writhe from the eyes, nostrils and mouth of this face as it moans in agony, but seemingly causes no distress to the demon.  The strips of muscle climb all over the demons body, trailing down the arms and legs.  The beats powerful arms have bone spiked elbows, and a four fingered, clawed hand.  A pair of six inch long claws sprout from the fore and little finger knuckle joints of each hand, giving it a powerful claw attack.  The sinew and muscle lengths extend between and past these claws, and are used by the demon to instill fear in slaves and to disarm foes.  The demon stands on legs much like a minotaur, but the legs end in a two clawed foot; the claws much resembling the ones on their hands.

Ordinary lasher demons stand ten to twelve feet tall and weigh up to 800 lbs, but the mightiest of their kind can be double that height and quadruple the weight.  They can speak Abyssal, Infernal, Celestial and Draconic.

Combat:

Like nearly all demons, lashers love battle.  They initiate an encounter with a charge, lowering their heads to gore, and doing as much damage as possible when combined with their Powerful Charge feat.  They combine this attack with a bullrush, pushing foes back so that the demon can bring its whips to bear, disarming and tripping up foes.  They usually target what looks to be the most physically imposing character first, relying on their spell resistance to absorb magical blows.  Lasher demons can fight both close and medium range, having no preference, but knowing that either way, if their body contacts another living thing, the demons natural poison will effect them.

A lasher demons natural weapons are considered evil aligned and magical for the purpose of overcoming damage reduction.

Poison (Ex):  A lasher demons body constantly weeps a clear venom that acts as a contact poison.  This poison coats the demon, and all its natural weapons, and so effects anyone physically contacting the demon, or injured by it.

Lasher venom, contact, save DC 17, initial and secondary damage, 1 Str/1d6 Str.  The save DC is Constitution-based.

Whip Tricks (Ex): Lasher demons use their sinew whips to disarm and trip their opponents.  They have a +7 to the opposed rolls (not factoring in size modifiers), and do not provoke attacks of opportunity when using these attacks (unless their targets are adjacent to them).  If the lasher fails to disarm an opponent, that opponent cannot react to disarm it (since the whips are attached).  If the lasher fails to trip an opponent, it cannot drop its whips to avoid being tripped in turn (again, since the whips are attached).

Summon Tanar’ri (Sp):  Once per day, a lasher demon can attempt to summon another lasher demon with a 40% chance of success.  This ability is the equivalent of a 4th level spell.

Summoning a Lasher Demon:  A lasher demon can be summoned with a summon monster VII spell.

those creatures are in dragon magazine issue 243 along with others

hello everybody!!!!!!!

Yeah Abe, I'll do those three.  I think I'll do the Equars (Planar horses) as well.  I just hope it isn't copyright infringement to update these things?!?!

Duckbunny


Tiny Magical Beast

Hit Dice: ½d10 (2hp)

Speed: 15ft, 30ft swim

Initiative: +1

Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12

Base Attack/Grapple: +1/-11

Attack: Claw -1 melee (1d3-4)

Full Attack: 2 claws -1 melee (1d3-4)

Space/Reach: 2½ft/0ft

Special Attack:-

Special Qualities: low-light vision, scent

Saves: Fort +2, Ref +3, Will +1

Abilities: Str 2, Dex 13, Con 11, Int 2, Wis 12, Cha 4

Skills: Hide +10, Move Silently +10, Listen +3, Spot +3, Swim +6

Feats: Alertness

Environment: Any land (near water)

Organization: Solitary, Pair, Herd (3-12)

CR: ¼

Treasure: None

Alignment: Always neutral

Advancement: 1-3 HD (Tiny)

LA:-

A cross between a rabbit and a duck, this creature lopes unsteadily across the pasture.

Duckbunnies were first created by wizards who wanted to “get a feel” for the magical energies used when making crossbred creatures.  Using two of the most non-threatening, weak, easily domesticated animals, the duckbunny was created.  An unfortunate creature, the duckbunny is easy prey for most predators, but they share the rabbits prolific breeding habit, so there is almost never a shortage of the creatures.

Duckbunnies have the body of a snowshoe hare, with the color changing coat that changes with the season, and the long ears, but with the webbed and clawed feet and bill of a duck.  They are herbivores, and prefer to nest in areas with lots of cover and several water sources.  They are awkward on land, with the webbed feet hampering their ability to hop quickly, but they are expert swimmers.  They are often found in shallow waters, feeding on aquatic plants or basking in the sun.  Duckbunnies are the same size and weight for the average rabbit.

Duckbunnies can be called into service as familiars, and can often be found in the service of wizards or sorcerers with a lopsided sense of humor.

Combat:

Duckbunnies almost never engage in combat, but seek to flee and hide, either in heavy underbrush or deep water.  They only ever fight among themselves, with the males scrapping during the mating season.  Familiar duckbunnies use their clawed feet to deliver touch spells for their masters.

Skills: Duckbunnies receive a +8 racial bonus on Hide, Move Silently and Swim checks.  They have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.

Duckbunnies as familiars: Some wizards or sorcerers have odd taste.  If one can stand the riddicule, a duckbunny can serve as a familiar, granting a +3 bonus to Hide checks.

Moat Cat


Medium Magical Beast (Amphibious, Aquatic)

Hit Dice: 3d10+6 (21hp)

Speed: 40ft, 40ft swim

Initiative: +4

Armor Class: 14 (+4 Dex), touch 14, flat-footed 10

Base Attack/Grapple: +3/+6

Attack: Bite +6 melee (1d6+3)

Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)

Space/Reach: 5ft/5ft

Special Attack: Improved Grab, Pounce, Rake, Poison

Special Qualities: low-light vision, scent, water dependent

Saves: Fort +5, Ref +7, Will +2

Abilities: Str 16, Dex 18, Con 15, Int 4, Wis 12, Cha 5

Skills: Hide +10, Jump +18, Listen +3, Move Silently +10, Spot +4, Swim +12

Feats: Alertness, Skill Focus(Jump)

Environment: Warm freshwater lakes and rivers

Organization: Solitary, pair, guard (3-5), pride 6-10)

CR: 2

Treasure: None

Alignment: Always neutral

Advancement: 3-6 HD (Medium)

LA:-

A feline form with slick, wet skin slowly stalks from the water…

Moat cats are another creature created through magical experimentation and crossbreeding.  Made from mountain lion and newt stock, these felines are perfectly adapted for life in the water, and so make great guardians for any who can “tame” them and convince them to live in their castle moat.

Other than their skin, gills, and tail, moat cats look much like a mountain lion; they have the same basic form, the same head, with powerful jaws and green eyes, and long legs with clawed feet.  The newt blood in their make up gives them a slick hide which they must keep moist, slightly webbed paws, and a thick, paddle-like tail with a frill of thin skin.  A set of gills slits, three to a side, set just behind and under the ears.  The moat cats skin type ranges according to the type of newt used in its creation.  Some are glossy black, while others can have flecks of red or blue, while others are brightly colored, and still others are pale and blind, these being cave dwellers.

Moat cats generally act like land bound big cats; lazy and sleeping often, sometimes playing in the water or on shore, and hunting.  Most of the hunting is done in the water; moat cats primarily eat fish, but will go after about anything that enters the water.  Moat cats must stay in or near water, and generally avoid direct sunlight when out of the water, for fear of drying out and becoming weak.

Combat:

Moat cats fight like their land bound cousins; using their teeth and claws, both in and out of the water.  On land, they charge and pounce, raking with their back claws while sinking their teeth into a meaty portion of their prey or target.  Under water, it is much the same.  Slow but powerful opponents are worn down as the moat cats dart in and out, biting and clawing, and then swimming out of range.

Their hunting tactics mirror lions; several of the group breaks off to herd potential meals into the rest of the group.

Improved Grab (Ex): If a moat cat hits with its bite attack it can attempt to initiate a grapple as a free action with provoking an attack of opportunity.  If it wins it establishes a hold and can rake.

Pounce (Ex): If a moat cat charges a foe it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee (1d3+1).

Poison (Ex): Newts often have poisonous skin, and this trait is present in the moat cat.  The poison is released from the skin should something bite the moat cat.  This means that only attackers using a natural bite attack, or who swallow the moat cat whole, are subject to the poison.

Moat cat poison, ingested, Fort save (DC 13), initial and secondary damage, sickened/sickened for 1d4+1 hours.  Save DC is Constitution-based.

Water-dependent (Ex): Moat cats rely on water to keep them hydrated and in good health.  For every hour they remain out of water, they take 1d6 points of damage and 1 Str damage (rain of any intensity extends their time out of water).  They also take double damage from desiccation effects.

Skills: Moat cats receive a +4 racial bonus on Hide and Move Silently checks.  They also receive a +8 bonus to Jump checks both in and out of water.  Finally, they have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.

Spider-horse


Large Magical Beast

Hit Dice: 3d10+6 (21hp)

Speed: 45ft, 25ft climb

Initiative: +2

Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple: +3/+9

Attack: Hoof +4 melee (1d4+2)

Full Attack: 2 hooves +4 melee (1d4+2)

Space/Reach: 10ft/10ft

Special Attack: Web

Special Qualities: darkvision 30ft, tremorsense 30ft, scent

Saves: Fort +5, Ref +5, Will +2

Abilities: Str 15, Dex 15, Con 14, Int 3, Wis 12, Cha 3

Skills: Climb +10, Hide +0, Jump +6, Listen +5, Spot +5

Feats: Alertness, Run

Environment: Warm Mountains, Hills, and Plains

Organization: Solitary

CR: 2

Treasure: None

Alignment: Always neutral

Advancement: 3-7 HD (Large)

LA:-

“Why does that horse have more than two eyes?  For that matter, how many legs does it have?!”

As their name implies, these beasts are created from monstrous web spinning spiders, and light warhorses.  Their bodies can have many different variances, like many horse breeds; roans, paints, dappled, smoky, even zebra striped, depending on where the wizard is located and what horse breeds are available.  They have eight legs; a normal horse’s 4 legs are right where you’d normally find them, but between them grow two pairs of spider legs.  These creatures also have eight compound eyes.  Instead of a horses tail, they have a spiders abdomen, complete with functional spinnerets.

Wizards who live in rough, mountainous terrain often create spider-horses to help them get around.  On flat land, spider-horses use their hoofed feet to gallop across the land, tucking their spider legs up under their bellies.  When traversing cliffs and mountains, they pull up their hooves and stand tall on their spider legs.  For their ability to traverse such terrain easily, wizards find these beasts invaluable.  Their ability to spin silk is also of benefit, usable as a tether for moving cargo up and down mountainsides, a net or, as many wizards have come to find out, reasonable material for creating a waterproof “tent”.

Spider-horses are strictly herbivorous, any creatures caught in their webs are left alone.  They are also sterile, a problem wizards are still trying to fix.

Combat:

The horse side of a spider-horse remembers its training, and so this creatures are adept at attacking with their front hooves.  They often rear up on their spider legs and kick in both directions, should they find themselves surrounded.  If outmatched, they often take to climbing up sheer and difficult surfaces to elude their attackers.

Barding for a spider-horse costs triple the price of standard barding, as it must now fit around extra legs and still be flexible.

Web (Ex): Spider-horses cannot cast webs like a monstrous spider does.  Instead, they have a seemingly unlimited amount of web that they or their riders use for a number of purposes.  Some uses include rope for climbing or hauling objects, bindings, or material for temporary structures.  The webbing “strands” are a ½  inch in diameter, with (when dry) a hardness of 1 and 12 hit points per inch of thickness.

Skills:  Spider-horses have a +8 bonus on Climb checks.  A spider-horse can take 10 on any Climb check, even if it is rushed or threatened.  Because of their many eyes, they receive a +4 bonus to Spot checks.