Weekly Monster Thread

1162 posts / 0 new
Last post
I need more experience building monsters (or more specifically figuring out the CR) and I also need to stat out all the weird little monsters for my campaign. So I'm gonna post a monster or two a week to this thread to see what people think and to increase my skill at building freaks a bit.   

Currently The majority of monsters i need to do are contructs, magical beasts (most of them based on bad puns), or goofy takes on classic critters. Any ideas on which you'd like to see first?  EDIT  Here's a list of the current critters 

Page 1 The Voyeur
Page 2 The Ghost Squid
Page 3 Ghost Squidling Swarm, Speaker, Yellow Beholder
Page 4 Beholder Cyclops (Magos), Vampire Squid
Page 5 Amanga Impisi, Beholder Cyclops (Carnivex)
Page 6 The Black Eye
Page 8 The Kaiju Template (and Feats), The Unfeeling Brute Template
Page 11 Sky Trap, Suncatcher
Page 12 Big Spookity Kitty, Cloud Kraken, Floater Ghost, Little Spookity Kitty
Page 13 Lil Spookity Kitty Swarm, Floating Reef, Were Human, Were Kitten
Page 14 Awakened Spell Template, Good Kitty, Pan-Da
Page 15 Dire  Nymph, Fairy Shrimp
Page 16 Habanero Dryad, Martian Template, Superhero Template
Page 19 Armordillo, Cash Cow, Figgy Pudding
Page 21 Antbird, The Corrupt Template
Page 22 Archer Fish, Demon of the Seas
Page 23 Armored Turtle, Barbearian, Black Floater, Blowfly, Electric Yak, Stone Crab, The Evil Minion, Violet Floater, Whale Golem
Page 24 Gunpowder Golem
Page 25 Marble Golem
Page 26 Legendary Ghost
Page 27 Demoniac Spirit, Spectral Swarm
Page 28 Corporeal Spirit, Ghostly Concubine, Half-Ghost, Legendary Shade, Legendary Spectre, Legendary Wraith, Primordial Ghost, Spectral Vermin
Page 29 Cannibal Vampire, Ghost of the Deeps, Hummingbird Swarm, The Gray Company, The Mother of All Hummingbirds
Page 30 Dire Thingie Template
Page 31 Ghost Feats
Page 32 Arctic Fox
Page 33 Bell Golem, Giant Tick, Putty Panda
Page 34 Tick Swarm
Page 35 Needleshot Gourna
Page 38 Bullfrog, Crab Spider
Page 39 Bighorn Sheep, Booze Golem, Carnal Mindflayer, Funk Ape, Sage Buzzard, Vampiric Vermin Template
Page 40 Carnal Mindflayer (Childer), Carnal Mindflayer (Childer Mob)
Page 41 Death Gerbil Swarm, Devil Mice Swarm, Mindflayer Egg Sac, Mysterious Magical Maniacal Miniaturized Moose Swarm, Vorpal Shrew Swarm
Page 42 Carnal Mindflayer (Bimbo, Brain, Brute, Hulk), Vampire Baby Swarm
Page 43 Carnal Mindflayer (Beholder, Blob, Twitcher)
Page 44 Carnal Half-Illithid, Carnal Mindflayer (Nautiloid)
Page 45 Carnal Mindflayer (Hexapod, Medusa, Slime), Carnivorous Jungle Death Penguin Swarm, Lemming Swarm
Page 46 Carnal Mindflayer (Selachii), Spectral Ape, The Dire Goldfish
Page 47 Spectral Dire Ape
Page 48 Cactus Dryad, Carnal Mindflayer (Albiniid)
Page 49 Bugbear, Carnal Mindflayer (Cuttleworm), Freed Outsider Template
Page 50 Fire Beetle
Page 51 Atomic Golem, Seaweed Dryad, The Fly People
Page 52 Black Fly Swarm
Page 54 Face Eater, Scorpionfly Swarm
Page 55 Mansect Template, Poop Golem
Page 56 Stormwaters
Page 64 Beholder Cyclops (Hypnos), Bubba the Headless Chicken
Page 65 Beholder Cyclops (Impetos, Necros, Phobos, Somnos)
Page 66 Beer Pudding, Beholder Cyclops (Calxos, Eradcos, Stoners, Tardos), Beholder Folk, Rock Crab Swarm (in progress), Snow Golem
Page 67 Aquamarine Hulk, Beholder Mutate, Chicken Lord, Edible Golem, Magenta Hulk, Sienna Hulk, Teal Hulk
Page 68 Cerise Hulk, Cerulean Hulk, Devilish Attorney, Paralegal Imp
Page 69 Chartreuse Hulk
Page 70 Antwerp, Fuschia Hulk, Lavendar Hulk
Page 71 Green Hulk, Grey Hulk, Periwinkle Hulk, Sepia Hulk
Page 72 Dire Naked Mole Rats, Dire Spitting Cobra, Orange Hulk, The Mother of Teeth
Page 73 Dire Groundhog, Dire Porcupine, Dire Shrew, Kilkenny Cats
Page 74 Dire Bunny
Page 75 Dire Duck, Dire Giraffe, Dire Guinea Pig, Dire Hamster, Dire Hare, Dire Pocket Gopher Swarm
Page 76 Dire Electric Eel
Page 77 Dire Gulper Eel, Dire Kitty, Dire Vampire Squid, Kirby
Page 78 Dire Vole, Dire Whitetail Deer, Giant Urchin
Page 79 Dire Muntjac Deer, Dire Ostrich, Dire Rhea
Page 80 Dire Ibis, Dire Pelican, Dire Swan
Page 81 Bloody Handed Jack, Dire Lemur, Giant Banana Slug, Hairbeasts
Page 82 Dire Rock Wallaby, Dire Kangaroo, Were Otters
Page 83 Dire Penguin, Gak: Space Chicken
Page 84 Dire Chicken, Dire Pigeon
Page 85 Dire Parrot, Dire Turkey
Page 86 Dire Elephant, Dire Flamingo, Dire Moose, Dire Pika, Dire Squirrel, Main Lobster
Page 87 Titan Budgie
Page 88 Goomba
Page 89 False God, Gloomba (WiP), Lesser Kaiju
Page 90 Abeil Vassal (Debarta)
Page 91 Abeil Queen (Debarta), Abeil Soldier (Debarta, Gaborah), Abeil Vassal (Gaborah), Rosebush Dryad
Page 92 Abeil Queen (Gaborah), Bavar (WiP)
Page 94 Capsichum
Page 95 Blunderbore, Leechmen, Kaiju
Page 96 Beer Lurker, Combustible Chicken, Greater Kaiju, Ram
Page 97 Angel of Death, Bafoon, Bore, Cameleon, Dire Platypus, Ghost Frog, Hive Golem, Smiley Faced Spider, Troll Boar
Page 98 Fungal Golem, Manakin, Manakin Golem
Page 99 Darwin Monkey, Dire Cow
Page 100 Astral Siren, Emperor Ralph, Kiseichuu Yuurei, Nerf Golem
Page101 Ant Gawd, Ant Swarm, Faux Spider, Hodage, Landsquid, Man-Snail, Omnicidal Furry, Rhinoctopus, Squid Bee, Squig, The Perfect Template
Page 102 Atlas Hamster, Basset Folk, Dire Rust Monster, Faux Beholder, Pack Mouse, The Noble Platypi
Page 103 Bee Holder, Bee Swarm, Big Bees, Big Bee Swarm, Black Scorpion, Giant Leeches, Giant Trap Door Spider, Pale Shark, Pet Tentacle Monster, Shark Bird, Shark Bird Flock, Spirit Bird, The Inchworm
Page 104 Liberator Fish, Rhedosaurus
Page 105 Cowbird, Giant Prehistoric Snail
Page 106 Apes of Wrath, Killer Shrew, Mad Turtle Swarm, Rainbow Butt Monkey, Voracious Lemming
Page 107 Banana Muffin Swarm, Giant Ants, Guppy Folk, Idiot Box, Mimic Sheep, Pirhanakeet Swarm
Page 108 Danubans
Page 109 Muck Whale, Pegataur, Psychic Parasite, Shadow People, Spinal Parasite, Sting
Page 110 Devilfish, Elder Terror, Giant Pistol Shrimp, Headless Mule, Pale Horse
Page 111 Crocerocerous, Epic Skeleton, Epic Zombie, Hummingator, Hummingator Swarm, Zebrocerous
Page 112 Deadly Nadder, GOby Minion, Llamabird


Critters by Others

Page 9 Cavern Lurker
Page 19 Chibi, The Fart
Page 21 The Mindling
Page 24 Poison Elemental Monolith
Page 27 Dire Hamster
Page 32 Flash Rat
Page 33 Dire Walrus
Page 36 Nazgul Bird
Page 39 Stag Knights
Page 58 Boss Monster Template, Gekke, Mindflayer Template
Page 59 Clockwork Knight, Dread Soldier, Royal Decoy, Xenomorph Subtype
Page 60 Xenomorphs
Page 61 Greater Half Dragon
Page 62 Addams Family, Avatar of Worlds
Page 63 The Blair Witch
Page 64 Hollow Saint
Page 68 Darkbeast Subtype, Darkhound, Gygomash, Naga (Jondolarian)
Page 69 Nightshade (Common, Crimson, Silver)
Page 81 Exenon Starflight
Page 90 Kurul'na Sullak
Page 94 Far Realmer
Page 98 Caller in Darkness, Duskstalker, Lunacigon
Page 99 Gelatinous Dragon, Giant Armor Bug, Hollow Saint, Hollow Saint Mount
Page100 Shadowjumper, Witherbeast
Page 103 Dazaki
Page 104 Dragon, Somniagon
Page 108 Scynas
Page 111 Shadow

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
I'd be much obliged if you could stat me out a Ceratosaur Effigy, with the special attacks of the Tyrannosaurus. If you don't have Serpent Kindgoms, a regular Tyrannosaurus is fine. If you don't have Complete Arcane... um... nevermind.
Lemme see if I have Serpent Kingdoms and I'll put it up in the Dinosaur Menagerie tomorrow.

When I asked what did people want to see I kinda meant a general class such as Magical Beast, Aberration, etc. Got some weird ones in mind.


Will be starting with the Were Kitten Template unless theres a monster type people would rahter see.;)
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Oh, well, for general classes, my vote goes for Abberation.
Well since your the only responder Aberrations it is :D

Lesee...I have variants of the Umber Hulk (Teal, Burnt Sienna, Chartreuse), the Beholder (Yellow, Cyclops, Mutants), my version of Living Spells, and the occasional variant of classic Aberrations. Any you'd prefer I stat first (keep in mind these are for a campaign mostly based on comedy).
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
can you do alot of aberrations, i just love aberrations [with tentacles:D ]
Okay I get out of work early tomorrow so the monster making will begin then. Will be concentrating on the Speaker, and the Voyeur (Beholder variants), and then a few tentacled suid monsters for tryco from a horror campaign i once helped work on before it went poof.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
The Voyeur
Medium Aberration
Hit Dice: 4d8 +8 ( 26 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 30 ft. (good)
Armor Class: 16 ( +1 Dex, +5 Natural) touch 11, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
Full Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays
Special Qualities: All-Around Vision, flight, Dark Vision 60 ft., Revealing
Gaze, Retractable Eyes
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 10, Dex 13, Con 14, Int 12, Wis 14, Cha 12
Skills: Bluff +4, Hide +11, Knowledge (Local)+5,
Knowledge (any 2 other) +5,
Listen +7, Move Silently +6, Search +9, Spot +11
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ----


"Before you floats a sphere so black it almost fades into the shadows behind it. You barely make out a mouth with needle like fangs, and a great staring eye before it flees into the distance. The fact that it's a horrifying monster that could have attacked isn't as disturbing to you as the realization that it's spent the last several moments watching you poop."

The Voyeur is a mutated Beholder-kin raised in the city of Koziol by the Eye Tyrants as personal spies. The Beholders find them to be something of a double edged sword as they seem to get into everyones business, set up shop as independent information brokers, let slip embarrassing personal information at the worst times, etc. Some even become bartenders. If their abilities didn't make them so useful the Eye Tyrants would probably squash them all like bugs. Plus their alignment makes them an embarrassment to the Beholder race in general. Voyeurs are about 4' in diameter, and weigh about 185 pounds. They speak Beholder and Common.

Eye Rays (Su): The Voyeur has 3 eyes on retractable stalks that it can use to fire rays up to 100'. The rays resemble spells cast by an 6th level caster and have a Save DC of 13 (Save DC is Charisma Based). The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The 3 rays include:

Paralysis: The target must succeed on a Fortitude Save or be paralyzed for 2d10 minutes.

Charm Person : The target must succeed on a Will saving throw or be affected as though by the spell of the same name.

Telekinesis: The target may be moved about as per the spell of the same name if it is no more than 200 pounds.

All-Around Vision (Ex): The Voyeurs eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Flight (Ex): A Voyeurs body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Revealing Gaze (Su): The Voyeurs central eye casts a beam in a 60' cone. The Voyeur is considered to have True Seeing (caster level 9th) permanently in effect in this cone as per the spell. Also, it may render any non-living matter in the cones area of effect invisible to itself, effectively allowing the voyeur to peer through walls. Other beings do not get the benefit of this effect, only the voyeur.

Retractable Eyes (Ex): All of the Voyeur's eyes, other than the central eye, are on retractable 5 foot stalks. This means the Voyeur can angle the eye rays to fire in any direction it wants, and can even hide in complete concealment and snipe at opponents in range. It may fire all 3 rays at one opponent if it wishes.

Skills: Voyeurs have a +8 Racial bonus on Hide checks as they can manipulate the color of their skin to some small effect.

Combat: For the most part Voyeurs are utter cowards. Most will take a shot or two with their Paralysis eye from behind cover, and flee if the opponent resists its effects. Beholders often use them as guards, putting a pair behind a door or wall that guards something important. If something approaches on the other side they'll see it due to their Revealing Gaze, and alert their masters. Sometimes a Beholder guards with them, and the Voyeurs use their advance info to coordinate an ambush for whatever is coming through the door. In effect, since the Voyeurs will know what’s going on, and the invaders behind the door don’t, the Voyeur and its other Beholder companions get one surprise round to attack with their eyes as the party (or whatever) bursts in blindly. If they have a Beholder with them they will try to hide and snipe with their Slow or Paralysis eye rays to help set up opponents for their master. The Charm eye is usually to charm guards into letting them pass, or similar functions.

Well thats the first one. Let me know what you think (especially about the CR!!!!!!!!!!). And if you have questions about its abilities which you think I havent defined properly.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
thanks,

i loved most of the movies.
the carol of the old ones is the best i think.
thanks,

i loved most of the movies.
the carol of the old ones is the best i think.

Had you in mind when posting

Ghost Squid may take a few days as its likely the most powerful monster Ive ever done, and Im not good at figuring high level CR's.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
i would get the squid, ad the ghost template, and increase it with a few HD.

but sounds great.
i would get the squid, ad the ghost template, and increase it with a few HD.

but sounds great.

Well in this case its not quite what the name suggests. Think incorporeal aberration from large to colossal size that is exists on several planes at once and is virtually unkillable. Its just called a Ghost Squid because it vaguely resembles a cephalopod, and has no physical substance until it wants to.


By the way, how do people do long posts on these boards? Ive noticed in the Races board after you include all the fluff material some posts are huge, but I've always gotten cut off at a certain amount of characters.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
The Ghost Squid
Huge Aberration (Incorporeal, Extraplanar)
Hit Dice: 15d8 + 75 (142 hp)
Initiative: +3 (-1)
Speed: 80 ft. flight( 16 squares, perfect)
Armor Class: 26 ( -2 Size, +3 Dex, +15 Deflection) touch 26,
flat-footed 23
Base Attack/Grapple: +11/+31
Attack: Tentacle + 12 melee touch attack(1 point of Wisdom damage)
Full Attack: 10 Tentacles + 12 melee touch attack (1 point of Wisdom
damage) and 1 Bite +7 melee touch attack ( 1d3 Wisdom
damage)
Space/Reach: 15 ft./15 ft.(30 ft. with tentacles)
Special Attacks: Horrifying Appearance, Rend Soul, Improved Grab,
Constrict (1d3 Wisdom Damage)
Special Qualities: Dimensional Sense 120', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight
Saves: Fort +10, Ref +10, Will +11
Abilities: Str 0 (26), Dex 17 (8), Con 20, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was Not
Meant to Know) +10, Listen +9, Move Silently +11, Spot +9
Feats: Flyby Attack, Great Flyby Attack, Improved Flyby Attack,
Dodge, Mobility, Lightning Reflexes*
Environment: Any
Organization: Solitary or School (3 - 20)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: 16 to 30 HD (Huge), 31 to 45 HD (Gargantuan), 46 to
60 HD (Colossal)
Level Adjustment: ----

* See Savage Species for some Feats

"We were camping at the North Ridge Mountains en route to the city. Everything seemed fine on my watch, until about 3 hours in when I had this feeling I was being watched. From all around me. I stood up but didnt see anything. I went to awaken the Mage, and that's when they appeared. Things..they..some looked like the squid and octopi we used to fish out of the seas for cooking. Some just barely resembled them. They swam in the air in and out of view constantly moving....parts of them just kept disappearing. I didn't hear anything but I could swear they were saying something. They were the most terrifying thing I've ever seen. Dozens of them like ghosts moving through the trees, us, each other..I couldn't move I was so scared. After a while the paralysis wore off and I was able to move when they were gone. And I turned to the mage again just in time to watch one of them pull his soul from his body...I don't remember much after that. I woke up in town the next day and I'm told I've been a raving madman ever since. After the priests spells I'm feeling a little better. So I guess..I guess I can ask if anyone else made it.."

Ghost Squid are called that because no one has thought of a better name, and no one seems to know their real one. They appear similar to earthly cephalopods sometimes with as many as no or a thousand eyes, and as many as 6 to a hundred tentacles or more. The tentacles can be barbed, rasped, suckered, etc.. The mouth may be a beak, a lamprey like sucker, or full of sharks teeth. They simultaneously exist in several different dimensions at once, and bits and pieces of them seem to swim in and out of view. For the most part they are invisible unless something in a particular dimension warrants their attention and only then are they visible at all. Because their attention is spread so thin, their behavior seems to be random as they may be reacting to something somewhere or somewhen else. Some things focus their attention though, and that attention is always murderous. Anything that mucks about with space or time for example, such as spells like Teleport or Time Stop. Most are inveterate wanderers, and it is assumed they're looking for something but no one as yet knows what. The Illithids and Aboleth have encountered them, and know some of their secrets if anyone dares ask them. Otherwise it would be necessary to go to the Far Realms. Ghost Squid have never been known to speak or communicate with any being, nor have they ever shown that they understood communication attempts.

Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an Invisible Ghost Squid must make a Will Save (DC=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 20) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I haven't made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 20, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Improved Grab (Ex): If the Ghost Squid hits with 3 or more Tentacle attacks on one opponent it may initiate a grapple as a free action without provoking an attack of opportunity. It may grapple a target of any size. Normally Incorporeal creatures may not grapple. However the Ghost Squid is not grappling the physical character, but his soul instead. Both the squid and the PC roll 1d20 + their Cha bonus. If the victim wins the Ghost Squids tentacles have found no purchase. This ability does not work on soulless beings such as some corporeal animated undead and some constructs. It does still effect purely magical beings such as Outsiders and Elementals. If the grapple is successful the Ghost Squid establishes a hold and may constrict. Ghost Squid have a +4 Racial Bonus to Grapple checks, including incorporeal grappling.

Constrict (Ex): The Ghost Squid does 1d3 temporary Wisdom damage.

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent Constricted, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 120'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 120 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 35' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 17 (-2 Size, -1 Dex, +10 natural), touch 7, flat footed 17. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Tentacle +17 melee (1d6+8 acid)
Full Attack: 10 Tentacles +17 melee (1d6+8 acid) and a Bite +12 melee (2d6+8 acid)
Constrict: 3d6+8 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Generally Ghost Squid attack randomly for one round and move on while under the influence of their confusion. When their attention is focused enough to concentrate on an opponent, they tend to attack whatever drew their attention first, and whatever is actually able to affect them after ripping out the soul of their first opponent. They drop out of invisibility, lash the bejeezus out of whoever attracted their attention with a full attack, and then go for constriction the next round. If a spell causes them to become solid, they will concentrate exclusively on the person(s) responsible.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Incorporeal creatures cannot grapple, let alone constrict. Or, for that matter, have a Strength score.
Incorporeal creatures cannot grapple, let alone constrict. Or, for that matter, have a Strength score.

Yes I know. Theres a reason those stats are there, I just have to finish filling out the rest of the info.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
even though it's not finished it like it already.
Sorry Im taking so long getting this done, the forum is glitching badly when i try to edit. And since its my birthday this weekend there are....distractions. I will have it done soon I swear.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
can you make more abberations, please
can you make more abberations, please

Just as soon as i finish the Ghost Squid (almost done, I think all i have left are proof reading and Feats/Cr to go)

Thank you by the way, heres a few links to tide you over


Arkham House http://www.arkhamhouse.com/
Beyond Books http://www.beyond-books.com/
BloopWatch http://www.bloopwatch.org/
Brian Lumley http://www.brianlumley.com/
Cthulhu http://www.cthulhu.org/index.html
Cthulhu Lives http://www.cthulhulives.org/TOC.html
Cthulhu Mythos Original Short Fiction http://www.geocities.com/Area51/Corridor/6140/
Cthulhu Rings beware popups http://members.tripod.com/NetherReal2/rings/
Cthulhu Rising In Portuguese http://geocities.yahoo.com.br/ktulurising/index.html
Cthuugle http://www.cthuugle.com/
Dark Wisdom http://www.darkwisdom.com/darkwisdom.htm
HP Lovecraft FR In French http://www.hplovecraft-fr.com/
Lovecraft Country http://www.lovecraftcountry.com/comic/
Lovecraft's Necronomicon http://www.mystae.com/restricted/streams/scripts/necronomicon.html
Miskatonic University http://www.miskatonic.net/
Mythos Online BEWARE POPUP http://www.fortunecity.com/victorian/lion/157/#
NecroBones Mythos Creation http://necrobones.com/mythos/
Necroscopy http://members.aol.com/necroscopy01/index.html
S-P-O-N-G-E http://s-p-o-n-g-e.com/
Servants of Tulzcha http://members.shaw.ca/csstrowbridge/Tulzscha/MainPage.htm
Stare http://www.incunabula.org/blog/
Surnateum http://www.surnateum.org/index.html
Tentacules.net In French http://www.tentacules.net/
The H.P. Lovecraft Archive http://www.hplovecraft.com/
The H.P. Lovecraft Film Festival http://hplfilmfestival.com/
The Little Sisters of Tentavled Mortification http://www.livejournal.com/community/cthulhu_nunnery/
The Temple of Dagon http://www.templeofdagon.com/
Unfilmable http://www.unfilmable.com/
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Okay the Ghost Squid is done. Let me know what you think I still think I could edit it better. Its also the first time I've done a monster like it and I'm wondering if a CR of 12 is okay. Next up is the Speaker (think Beholders converted by the Hare Krishnas or Jehovah's Witnesses).
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Speaker
Large Aberration
Hit Dice: 13d8+65 (123 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
24
Base Attack/Grapple: +9/+13
Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4)
Full Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye Rays, Fascination
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +9, Ref +6, Will +10
Abilities: Str 10, Dex 14, Con 20, Int 14, Wis 15, Cha 18
Skills: Bluff +14, Diplomacy +12, Intimidate +14, Knowledge
(Religion) +13, Listen +7, Search +11, Sense Motive +10,
Spot +11, Survival +4 (+6 when following tracks)
Feats: Ability Focus (Fascinate), Flyby Attack, Improved Initiative,
Iron Will, Persuasive
Environment: Any
Organization: Solitary, pair, or coven (3-6)
Challenge Rating: 13 ???
Treasure: Double Standard
Alignment: Any (see text)
Advancement: 14-16 (Large), 17-35 HD (Huge)
Level Adjustment: ---

"Floating before you in the road is the strangest Beholder you have ever seen. Dozens of eyestalks droop from its head wreathed with flowers looking like some obscene parody of a head full of hair. Instead of a fanged maw is a more human like mouth with full plump lips, and a vacant smile. It appears to be selling flowers and trinkets. The Hare Krishnas have adopted the Beholders now apparently."

Speakers are brought to you by the same foolish Beholders who created the Voyeurs. They were originally created to serve as spokesmen for the Beholder Cults. The idea was that their Fascination abilities would be put to the use of converting new people into the cults, and acting as ambassadors to the humanoid countries. Unfortunately there was a problem. Born absolute Neutral, the Speakers stayed Neutral until exposed to a Deity or idea that sparked their imagination. At which point their Alignment becomes that of the Deity whose cause they convert too, and they campaign in his name. Being Beholders however, they tend to be somewhat...pushy in their campaigning. An example:

"Would you like to donate money to the Church of Pelor? It will go to help needy orphans?"

"I..uh...donated yesterday...."

"Would you like to bribe the Church of Pelor to not light you up with Eye Rays? It'll go to help needy orphans?"

"Uh....well when you put it that way..."


Speakers are about 9 or 10 feet wide and have many more eyestalks than the average Beholder. They speak Beholder and Common.

Eye Rays (Su): Each of a Speakers Eye Rays resembles a spell cast by a 15th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 20. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

Charm Monster: The target must make a Will Save or be affected as though by the spell.

Inflict Moderate Wounds: This works like the spell causing 2d8+15 points of damage (Will Save for half damage).

While the Speaker has dozens of eyestalks it can effectively only manage to coordinate well enough to use 4 eye rays in each 90 degree arc (up, forward, backward, left, right, or down). It may use one type of eye ray for all 4 attacks or divide attacks between Charm and Inflict as it sees fit in each arc.

Fascination (Su): The Speakers Central Eye continually produces a 150 foot cone that may fascinate anyone in its area. This effect is identical to to the spell Hypnotism, except the area of effect is the cone, and there is no Hit Die limit. Save to avoid this effect is Willpower DC 22 (Save is Charisma Based).

All-Around Vision (Ex): The Speakers eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Flight (Ex): A Speakers body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Speakers generally try to use their Fascination ability first to its maximum advantage, usually to convince people to donate money to the cause or convert weak willed passers by. If angered or attacked it relies on its Charm Monster ability to get out of trouble, and the Inflict Wounds eyes if that fails. Most will flee if combat turns against them. However most will belong to a religion or cult of some kind, and will likely have plenty of backup nearby.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
The Speaker is done. The next monster up is a Swarm of baby Ghost Squid basically. Had to go to the emergency room today and learned i may have a blood clot roaming around somewhere. So if i go poof for a while I'm prolly in the hospital, but will continue thread when i get back.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Ghost Squidling Swarm
Diminutive Aberration (Incorporeal, Extraplanar, Swarm)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7 (+3)
Speed: Flight 40 ft. (8 squares, perfect)
Armor Class: 26 (+4 Size, +7 Dex, +5 Deflection), touch 26, flat-
footed 19
Base Attack/Grapple: +9/-4
Attack: Swarm (1 point of Wisdom Damage)
Full Attack: Swarm (1 point of Wisdom Damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Horrifying Appearance, Rend Soul
Special Qualities: Dimensional Sense 60', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight, Swarm Traits,
Immune to Weapon Damage
Saves: Fort +6, Ref +13, Will +10
Abilities: Str 0 (1), Dex 27 (17), Con 14, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was
Not Meant To Know) +11, Listen +10, Move Silently +16,
Spot +10
Feats: Dodge, Mobility, Lightning Reflexes, Flyby Attack, Improved
Flyby Attack
Environment: Any
Organization: Solitary or Giant Swarm (8-12 Swarms)
Challenge Rating: 14
Treasure: None
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: ----

"...Private Johnson will not be returning for this reason. Neither will any member of my crew. I could still hear what they pulled from him screaming even after his body had long fallen to the ground, and I no longer believe in the Gods ability to protect us. Please give my regards to my wife and children, as after I send this message by courier I intend to take up a ball and pistol and end my life. Sincerely, Captain Wickham."

Ghost Squidling Swarms are even rarer than Ghost Squid, and understood even less. It is unknown if they are younger Ghost Squid, or a similar species, or even some other possibility entirely. They do seem to be more aggressive, and usually devour souls instead of just ripping them apart.


Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an invisible Ghost Squid must make a Will Save (Dc=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 19) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I havent made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 19, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent swarmed, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Distraction (Ex): Any living (or incorporeal undead such as ghosts) creature (solid or incorporeal) that begins its turn with a Ghost Squid Swarm in its space must make a DC 18 Fortitude save or be Nauseated for 1 round. The Save DC is Constitution based.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 60'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 60 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 15' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 19 (+4 Size, +3 Dex, +2 natural), touch 17, flat footed 16. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Swarm 3d6 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Pretty much the same as a regular Ghost Squid.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
good luck in hospital. get well soon.

i'm looking forward to the ghost squidling swarm.
Swarm is done. Completely unsure of CR as I really have nothing to compare it to in terms of what it can do.

Yellow Beholder up next.


Edit: woops forgot skills, gotta go back and fix that
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
the ghost squidlings swarm is just great, cool.

you can make some pretty cool creatures.

i hope the yellow beholder is going to be great.
the ghost squidlings swarm is just great, cool.

you can make some pretty cool creatures.

i hope the yellow beholder is going to be great.

Well...maybe. Fans of early arcade games will see it coming....
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Yellow Beholder
Large Aberration
Hit Dice: 10d8+40 (85 hp, 105 while raging)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (4 squares, good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Deflection), touch 26, flat-footed 24
While raging 24 (-1 Size, -2 Rage, +2 Dex, +15 Deflection), touch 24,
flat-footed 22
Base Attack/Grapple: +7/+13
Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ghost Touch, Fruit Rage
Special Qualities: Flight, Dark Vision 60 ft.
Saves: Fort +7, Ref +5, Will +9 (+11 during Fruit Rage)
Abilities: Str 14 (18), Dex 14, Con 18 (22), Int 8, Wis 15, Cha 10
Skills: Hide +5, Intimidate +3, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Improved Natural Attack, Dodge.
Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: ---

"Floating in front of you is a large yellow sphere with black pupil less eyes and a huge mouth. It seems to be eating a ghost if thats possible.....Man, you've really gotta stop sampling the local mushrooms..."

Yellow Beholders were created from lesser Beholderkin to exterminate the nasty problem of Beholder Ghosts. Since Beholders tend to assassinate one another with some frequency, they tend to have a high portion of their race returning from the dead with unfinished business. Unfortunately the Yellow Beholder isn't very bright. It tends to attack anything incorporeal and it also devastates fruit crops sometimes used to feed slave races. Most Beholders kill them on sight. Farmers and Undead aren't very fond of them either. Yellow Beholders speak Beholder. They are roughly 10' in diameter and usually weigh as much as a large buffalo.

Ghost Touch (Ex): Yellow Beholders can touch (and be touched by) Incorporeal creatures. Each still uses its deflection AC bonus against the other, but they are both solid for purposes of fighting each other. Incorporeal creatures are the Yellow Beholders main food source. It also likes fruit which causes some problems....

Fruit Rage (Ex): Most forms of fruit are highy toxic to Yellow Beholders, as well as incredibly addictive. If a Yellow Beholder eats fruit it must make a Fortitude Save (DC 20) or fly into a destructive Rage. This Rage is identical to the Barbarian Rage ability (including duration), and also increases the Yellow Beholders Flight Speed to 30. Stats in parentheses are for while raging. While raging, Yellow Beholders will attack about anything. (Fruit is effectively a poison, Ingested, Fort Save DC 20, Initial and Secondary damage Rage).

Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Yellow Beholders tend to ignore anything that doesn't attack them first except fruit trees and incorporeal beings which it immediately attacks and begins biting until one of them is eaten or dead. Usually the fruit trees don't fight back but there have been exceptions.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Okay the Yellow Beholder is done (and is probably the silliest one so far). Vampire Squid is coming up next for the serious monster (or at least I'm calling it that for now).
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Vampire Squid
Large Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +4
Speed: 40 ft. swim(8 squares)
Armor Class: 21 (-1 Size, +4 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +6/+16
[B}Attack:[/b] Tentacle +11 melee (1d6+6)
Full Attack: 8 Tentacles +11 melee (1d6+6) and 1 Bite +6 melee
(1d8+3)
Space/Reach: 10 ft./10 ft. (20 ft with tentacles)
Special Attacks: Improved Grab, Blood Drain
Special Qualities: Blindsight 120', Vulnerability to Light, Poison Cloud, Partial
Invisibility, Fast Healing 3, Immune to Cold
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 23, Dex 18, Con 20, Int 15, Wis 15, Cha 14
Skills: Escape Artist +18, Knowledge (Arcana, The Planes, Things
Man Was Not Meant to Know) +7, Listen +6, Move Silently +12,
Search +7, Spot +6, Swim +18
Feats: Multigrab, Greater Multigrab, Lightning Reflexes
Environment: Cold Aquatic
Organization: Solitary, Hunting Pack (3-5), Mass Swarm (10-100)
Challenge Rating: 10 ??
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 9-15 HD (Large), 16-25 HD (Huge)
Level Adjustment: ----


"I...am sorry Paul. I know your family fortune is in that wreck at the bottom of the trench. But I can't go back down there. I know what lives down there in the dark. it took my arm, and I won't let it get the rest of me. You'll have to find someone else. And Paul? May the Gods protect you. Even though they didn't do me much good..."

The Beings referred to as Vampire Squid in some rare books live in the deepest parts of the ocean where there is never any light. They are one of the few things feared by the Anguilians and rightly so. They and their Sahuagin relatives refer to them as "The Hungering Dark". Swarms of Vampire Squid have destroyed their cities. No one has ever really seen one, but the very very rare victim to escape their clutches described it as being similar to wrestling with an Octopus except the flesh was more fluid and elastic, covered with what felt like hooked barbs and noxious boils. Vampire Squid have never attempted to communicate with anyone and it is unknown if they understand any form of language. For the most part they stay in the depths other than rare feeding frenzy's which bring them closer to the surface.

Improved Grab(Ex): If a Vampire Squid hits an opponent of any size with its tentacle attack it may attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the Grapple attempt it may use its Blood Drain ability.

Blood Drain (Ex): If a Vampire Squid succeeds with its Improved Grab it constricts with its tentacles. The barbs from the tentacles do 1d6+6 damage per round, and the mouths lining the tentacles drain 2 Con worth of blood per round as long as the Grapple is maintained

Partial Invisibility (Ex): The material that Vampire Squid are composed of renders it invisible to Dark Vision. They do not become visible when attacking. Combined with the lack of light in the areas it normally inhabits this usually makes it completely invisible.

Vulnerability to Light(Ex): If exposed to even the tiniest amount of light the Vampire Squid begins to boil and rot away, losing 1d4 Con a round from something similar to torch light and taking double damage from all spells with the Light descriptor. A Daylight spell destroys it instantly. It is for this reason no one has ever truly described one. And unfortunately it also leads to other problems...

Poison Cloud (Ex): Whenever the Vampire Squid is exposed to Light or dies it begins to rot away turning into a thick poisonous cloud of oil that causes anything in it to bleed from its pores. Anything within 10' of the Vampire Squid must make a DC 19 Fortitude Save (Save is Con based). Initial and Secondary Damage is 2d6 Constitution. The cloud lasts as long as the Squid is losing Con due to light exposure, and for 1d4 rounds thereafter.

Skills: A Vampire Squid receives a +10 Racial Bonus to Escape Artist checks, and a +8 Racial Bonus to Swim checks. It may always Take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Vampire Squids immediately close to Grapple. They flee immediately from light or any creature that puts up a serious fight.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
just a note:

Full Attack: 8 Tentacles +12 melee (1d6+6) and 1 Bite +7 melee
(1d8+3)
Space/Reach: 10 ft./10 ft. (2o ft with tentacles)


you want to say that the vampire squid can reach 10 ft with his beak attack.
just a note:

Full Attack: 8 Tentacles +12 melee (1d6+6) and 1 Bite +7 melee
(1d8+3)
Space/Reach: 10 ft./10 ft. (2o ft with tentacles)


you want to say that the vampire squid can reach 10 ft with his beak attack.

That's implied in the "20 feet with tentacles" part. That it has 10 ft. reach with its natural attacks except its tentacles.
WIll be finishing up the Vampire Squid later tonite so I can concentrate on entering the Halloween contest before it expires. In the meantime here are some monster and horror links to tide you over

1313 Magazine http://1313magazine.com/
Alan's Kaiju Page http://kaiju.boomcoach.com/
American Kaiju http://www.americankaiju.kaijuphile.com/
Bob Burns http://bobburns.mycottage.com/
Box of Monsters http://www.boxofmonsters.com/
Clive Barker Revelations http://www.clivebarker.dial.pipex.com/
Club Tokyo http://www.clubtokyo.org/
Creature Corner http://www.creature-corner.com/
CreatureScape Modelling E-zine http://www.creaturescape.com/
DaiKaiju Eiga http://movies.groups.yahoo.com/group/DaiKaijuEiga/
Digital Monster Island http://www.digitalmonsterisland.com/
Draconian http://www.draconian.com/home/frameset.htm
Elvira http://www.elvira.com/
Famous Monsters of Filmland http://www.ktb.net/~fmof/
Flames Rising http://www.flamesrising.com/
G-Fan.com http://www.g-fan.com/
Gareth Long's Encyclopedia of Monsters http://webhome.idirect.com/~donlong/monsters/monsters.htm
Gathering Darkness http://www.gdarkness.com/index.html
Geki Godzilla in Japanese http://www32.ocn.ne.jp/~ultra_p/
Giant Monster Movies http://www.giantmonstermovies.com/
Godzilla Asylum http://www.freewebs.com/godzillaaslum/
Godzilla Blog http://www.godzillaondvd.com/blog/
Godzilla C http://movies.groups.yahoo.com/group/GodzillaC/
Godzilla Forever http://www-unix.oit.umass.edu/~akwong/
Godzilla Stomp http://gojistomp.org/
Godzilla Universe http://www.geocities.com/godzillauniverse/
Godzilla the Series http://www.centropoholics.com/tv/Godzilla/index.html
Godzilla's Funhouse http://groups.yahoo.com/group/godzillafunhouse/
Godzilla.com http://www.atari.com/godzilla/
Godzillas Hideaway Links http://members.aol.com/lilemedic/glinks.html
Henshin Online http://www.henshinonline.com/
Horror Asylum http://www.horror-asylum.com/
Horror Find search engine http://www.horrorfind.com/
Horror Writers Association http://www.horror.org/
House of Horrors http://www.houseofhorrors.com/
Kaiju Big Battel wrestling in funny rubber suits http://www.kaiju.com/home.htm
Kaiju Direct Website Directory http://www2.arkansas.net/~gsraptor/guide.html
Kaiju Fan http://www.historyvortex.org/KaijuFan.html
Kaiju Headquarters http://www.kaijuhq.org/index2.html
Kaijunet http://www.kaijunet.com/
Kaijuphile http://www.kaijuphile.com/
Kong http://www.aboyd.com/kong/index.html
Kong Is King http://www.kongisking.net/index.shtml
Lost Souls http://www.clivebarker.com/
Marlo on Monster Island http://marloisland.rules.it/
Monster Blog http://monsterblog.oneroom.org/
Monster Island Championship Wrestling http://www.geocities.com/Tokyo/Ginza/8434/
Monster Zero News http://www.monsterzero.us/
Monster Zero Yahoo Group http://movies.groups.yahoo.com/group/monsterzero/
Monstermags http://www.gdarkness.com/monstermags/
Monstrous http://www.monstrous.com/Joomla/
Quest of Godzilla click no on the crescendo update popup http://bigg2k.tripod.com/
RC2000's Godzilla Tribute http://www.rc2000godzilla.com/
Rodans Roost http://www.rodansroost.com/
Scifi Japan http://www.scifijapan.com/
The Aberdeen Bestiary http://www.abdn.ac.uk/bestiary/
The Dracula Library http://www.cesnur.org/dracula_library.htm
The Raki Project http://www.freewebs.com/rakifan/
The Raki Project http://movies.groups.yahoo.com/group/TheRakiProject/
The Scottoons Gamera Page http://www.fortunecity.com/tatooine/campbell/201/Index.html
The Shrine of Gamera http://www.shrineofgamera.com/
Todd Tjersland http://toddtjersland.blogspot.com/
Toho Kingdom http://www.tohokingdom.com/
Toho's official Godzilla Page in Japanese http://www.godzilla.co.jp/
Tokyo Monsters http://www.tokyomonsters.com/
World Monster Wrestling http://www.angelfire.com/movies/GodzillaTower/WMWindex.htm
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Noticed some minor oopsies on the monsters (specifically i forgot the size modifier to attack rolls, arg!). Will be posting the first of the Beholder Cyclops tomorrow.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Beholder Cyclops, Magos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
24
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (2d6+1)
Full Attack: Bite +12 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Antimagic Beam
Special Qualities: Antimagic Field, Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 3, Wis 15, Cha 15
Skills: Listen +10, Search +6, Spot +11
Feats: Ability Focus (Antimagic Beam), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---


"Before you floats what could be a Beholder, glowing with power in the darkness. But it has only the one eye, and it seems alive with energy. You can feel it in the air around it, like an itch in your bones. Its one great eye seems devoid of life or intelligence."

10 minutes later:

"YOU ATE MY VORPAL SWORD!!!!! AAAARGH!!!! YOU BASTARD!!!! Do you know how many innocent goblins, hobgoblins, kobolds, et al I had to kill to make the money to acquire one of those?"

"Thog just poor uneducated Beholderkin, but somehow Thog think it unfair he is one being called bastard here..."

"Wait..doesn't the text below say you can no longer speak or understand languages?"


The Magos are the first of the Beholder Cyclops, and the worst of the bunch. Originally the Magos was an experiment by the Beholder community to increase the antimagic power of their central eye. It worked too well. The result was insane. An eating machine incapable of reason and little more than an animal. Worse it preyed upon other Beholders whose eye rays were useless against it, or spawned its own kind from them. The attempts to exterminate them drove them underground. Magos no longer speak or understand languages, and are slightly larger than the average Beholder.


Antimagic Field (Ex): The Magos' central eye radiates an Antimagic Field identical to the spell of the same name. The effect permanently surrounds it out to 10'.

Antimagic Beam (Su): Once every 1d4 rounds the Magos may reduce its Antimagic Field into a tight beam that it fires from its Central Eye. This is a Ranged Touch attack with a range increment of 120 feet and +14 to hit. If it strikes an opponent he is affected as if he had had the spell Mordenkainen's Disjunction cast upon him. Caster level is 18, Will power Save DC is 22 (Save is Charisma based). The round this ray is fired the Magos' Antimagic Field is down, so it only uses it at a distance.

Flight (Ex): A Magos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: A Magos will open up with it's Antimagic Beam (if it's at range), and then charge. They're too feral to think of tactics much beyond this.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
wow, great against spellcasters.

request for the next monster:
a creature of insanity.
it should be large. walking on 4 hooves. the front should be higher than it's back, makes him look like a hyena. two large shoulder plates.
colors should range from red to green to yellow.
tentacles should come from the sides.
he who looks into his eyes must make a will save (DC 22) or become overthrown with madness.
wow, great against spellcasters.

request for the next monster:
a creature of insanity.
it should be large. walking on 4 hooves. the front should be higher than it's back, makes him look like a hyena. two large shoulder plates.
colors should range from red to green to yellow.
tentacles should come from the sides.
he who looks into his eyes must make a will save (DC 22) or become overthrown with madness.

Actualy it'll be great against more than that (you'll see when i finish it). Lemme think of some backstory for your monster idea and it shall be done.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Hey Tryco does this thing have a face?
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
i was thinking about a face.
just a few notes.

bright yellow eyes.
sharp red teeth.
split nostroles (sp?)
front of its head is red, running green to the back of it's head.
pointy thorns running over it's face (not that much)(thorns are flat to its face, so not pointing upwarts)

maybe tentacles running over the back of its head.

i think this should do.
Amanga Impisi (False Hyena)
Medium Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (1d6+3)
Full Attack: Bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Madness Gaze, Spell-like abilities
Special Qualities: Alternate Form, Summon Pack, Regeneration 5, Damage
Reduction 5/Good, Telepathy 100', Scent, Dark Vision 60',
Immunities
Saves: Fort +8, Ref +6, Will +12
Abilities: Str 16, Dex 15, Con 18, Int 16, Wis 18, Cha 18
Skills: Bluff +9, Diplomacy +9, Hide +7, Intimidate +9, Knowledge
(Arcana) +8, Knowledge (Religion) +8, Listen +9, Move
Silently +7, Search +8, Sense Motive +9, Spot +9, Survival +7
Feats: Ability Focus (Madness Gaze), Track, Narrowed Gaze,
Pervasive Gaze, Improved Initiative
Environment: Warm Deserts or Plains
Organization: Solitary or traveling with hyena pack
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: 13-30 HD (Medium)
Level Adjustment: ---

"We used to make sure the Hyenas never came near our villages. We knew they were evil back then. We knew what would happen. But the young people these days, they've forgotten the old ways for money and material things. And they think having the Hyenas as pets are a symbol of status. Back in the old days I killed a Hyena out on the plains at night, and when it died it...changed. I haven't slept much at nights since. Especially since they've been bringing them into the city. I know they're watching me. Take this machete boy. It's special. When I die, you know what to use it for."

The Amanga Impisi is a creature from the depths of space that arrived on the world many millenia ago. It has been confused with demons and other such creatures for a long time. The Amanga's goals appear to be uncertain as they travel not with each other but with packs of Hyenas. It is rumored they feed on the fear and madness of mortal men, and work to disrupt societies and cause massive bloodshed. They appear as vaguely hyena like in shape with hooved feet. The skin is armor plated with fleshy tendrils of some kind running down the back and sides like some sort of perverse mane. The heavily armored head is much like a hyenas skull with split nostrils and random thornlike growths. The face is blood red turning to green near the mane, with the body mostly yellow. Natives in areas inhabited by them tend to believe the Hyena is an evil creature. Amanga speak their own language.

Madness Gaze (Su): Become permanently Insane, range 30', Willpower Save DC
22 Negates. Save is Charisma Based. If the Willpower Save
is failed the victim acquires some sort of permanent insanity.
See the Unearthed Arcana or D20 Call of Cthulhu for
examples of Insanity. The DM should pick one appropriate to
the moment.

Spell Like Abilities (Sp): The Amanga is considered an 8th level Sorcerer, and can
cast spells like one. Spells per Day and Spells known are
the same as an eighth level Sorcerer except they are
considered Spell Like Abilities. It may only choose spells
from the Enchantment, Divination, and Illusion schools.

Alternate Form (Su): At will the Amanga can appear to be a normal Hyena. This
is an effect, and has no effects on stats. Creatures
unaffected by Glamers are immune to this ability and see
the Amanga as it is. Turning this ability on or off is a
free action.

Summon Pack (Su): Once per day the Amanga can summon a pack of 8 Hyenas.
This works like the spell Summon Natures Ally V in all
other respects.

Immunities (Ex): The Amanga is immune to poison, paralysis, polymorph, sleep
and death affects, and stunning.

Side note: Amanga means "lie" in Zulu. Impisi is their name for the Hyena.

Combat: The Amanga will stalk its prey in the bush for weeks slowly destroying its mind with its spell like abilities before using its gaze to drive it over the brink. After that it and the pack tear the victim apart.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available