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7 years ago  ::  Aug 04, 2006 - 8:18AM #21
Dracomortis
Date Joined: Jan 30, 2006
Posts: 699
Wow, I didn't expect this many replies so quickly. However, as promised, I will address as many issues as possible.

Lord Canius]Dracomortis, if its all right with you, any requests you don't take, I'll chance at myself. I would simply love to help out. I've just run out of ideas from myself, so this thread, if it takes off, would help me get back on the horse, so to speak. We cool?


Of course you can. This goes for BladefellMaster, Secrets Untold, and anyone at all who feels like giving a shot at statting up someone's request.

Dracomortis, if its all right with you, any requests you don't take, I'll chance at myself. I would simply love to help out. I've just run out of ideas from myself, so this thread, if it takes off, would help me get back on the horse, so to speak. We cool?[/quote]
Of course you can. This goes for BladefellMaster, Secrets Untold, and anyone at all who feels like giving a shot at statting up someone's request.

Secrets Untold]*I don't really understand the new format, so if someone can post a link to an article where the explain where the notes for feats go, it would be a god-send, until then, new format monsters are a shakey thing for me*


Insane Pixie has a template for writing monsters up in the new formathere.

*I don't really understand the new format, so if someone can post a link to an article where the explain where the notes for feats go, it would be a god-send, until then, new format monsters are a shakey thing for me*[/quote]
Insane Pixie has a template for writing monsters up in the new formathere.

Lord Canius]I need a creature that's very tall, with 8 arms, a Gore attack, and Tunnel and Climb speed, preferably bipedal, but its up too you, with the Outsider type, maybe a Demon?


Hmm. I'll give it a shot.

RoCkEtInToXiCaTe, I'll give your monster a shot as well, but the details are quite vague. Generally speaking, creatures from TV shows, movies, video games, and the like don't translate very well into D&D.

I'm going to update the first post to hopefully clarify what kinds of creatures are appropriate to request, and post a link to the other wrote:

I need a creature that's very tall, with 8 arms, a Gore attack, and Tunnel and Climb speed, preferably bipedal, but its up too you, with the Outsider type, maybe a Demon?[/quote]
Hmm. I'll give it a shot.

RoCkEtInToXiCaTe, I'll give your monster a shot as well, but the details are quite vague. Generally speaking, creatures from TV shows, movies, video games, and the like don't translate very well into D&D.

I'm going to update the first post to hopefully clarify what kinds of creatures are appropriate to request, and post a link to the other thread.

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7 years ago  ::  Aug 04, 2006 - 9:10AM #22
Dracomortis
Date Joined: Jan 30, 2006
Posts: 699
Edit 1.1: Added rules for summoning bile myotises.

Bile Myotis
Small Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+2
Attack: Bite +8 melee (1d6+3 plus disease)
Full Attack: Bite +8 melee (1d6+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bile, disease, festering wound
Special Qualities: Blindsense 20 ft., darkvision 60 ft.
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide +14*, Listen +18, Spot +13
Feats: Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, mess (3–5), or vomit (7–11)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5–8 HD (Small); 9–12 HD (Medium)
Level Adjustment:

You hear an odd, high-pitched thrill. Then, without warning, a sickly brown bat-like creature is upon you – and your flesh is burning.

The bile myotis is a revolting creature if ever one existed. Its body is bat-like, but there the semblance ends. It is covered in a short, bristly fur that varies from dark brown to a sickly green. The majority of its hideous face is taken up by an enormous mouth full of two rows of needle-like teeth which constantly drips a mix of saliva and digestive acid. It reeks of an acrid smell that can only be described as vomit.

A bile myotis is so named both for its stench and for its disgusting method of attack – literally regurgitating the contents of its stomach in a deadly spray. It is the living incarnation of filth, spreading disease with both its bile and its powerful bite. Worse, wounds caused by a bile myotis fester and rot, resisting even magical healing.

A bile myotis is about 2 feet long, though its wingspan is some 8 feet wide, and weighs about 15 pounds. It does not speak, though it understands Common.

Combat
A bile myotis prefers to attack from hiding, using its bile attack before swooping down and biting prey, then flying off and repeating the tactic until its opponent falls.

Bile (Ex): Once every 1d4 rounds, a bile myotis can forcefully eject its stomach acid in a 15-foot cone, dealing 2d6 points of acid damage to everything in the area. A DC 16 Reflex save halves the damage. A creature hit by the bile is also subjected to the myotis’ disease (see below). The save DC is Constitution-based and includes a +2 racial bonus.

Disease (Ex): Filth fever—bite or bile, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Festering Wound (Su): The damage a bile myotis deals with its bite causes a festering wound. An injured creature loses 1 additional hit point per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 14 Heal check, a cure spell, or a heal spell. A character attempting to cast a cure spell or a heal spell on a creature damaged by a bile myotis’ bite must succeed on a DC 14 caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Skills: A bile myotis has a +10 racial bonus on Listen and Spot checks.
*A bile myotis’ molted coat gives it a +8 racial bonus on Hide checks in areas with dead or dying vegetation.

Summoning Bile Myotises
A bile myotis can be summoned with summon monster III or a higher-level summon monster spell. Treat the bile myotis as being on the 3rd-level list on the Summon Monster table (page 287 of the Player's Handbook).
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7 years ago  ::  Aug 04, 2006 - 9:28AM #23
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Thanks Lord_Canius! That was fast and the creature is well thought out and excellently prepared. Can you give me some ideas for advancing it to a higher CR though, besides just extra HD? Looks greate though, maybe I'll make a couple of them evolved swarm shifters and add 2-4 HD, that'll make them a CR of 6-8 and thats what I need. I'm going to save these and use them again later too! I'll check in later to see if any of the requests are within my capabilities. Thanks again.
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7 years ago  ::  Aug 04, 2006 - 9:36AM #24
Bluehero
Date Joined: Jan 16, 2006
Posts: 10
Wow! I'm happy to see so many people interested in my request! Thanks, it will mean a lot to me. Oh, and by the way, by "feeds on despair" I intended that to mean that it gains sustenence from being around/attacking somehow/invoking despair, not eating despair and making people happy. (although that would be sort of interesting)
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7 years ago  ::  Aug 04, 2006 - 9:59AM #25
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Here's a quick PEACH for Canius' creature.

BAB/Grapple: +3/+12


Almost, but not quite. Grapple should be: (+3 BAB +7 Str +4 size) = +14

Attack: Claw +9 melee (1d8+9)
Full Attack: 2 Claws +9 melee (1d8+9


Attack: Claw +9 melee (1d8+10)
Full Attack: 2 Claws +9 melee (1d8+10)

The rest looks good.

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7 years ago  ::  Aug 04, 2006 - 10:13AM #26
Sorcen_Anenooata
Date Joined: May 24, 2006
Posts: 1,752
Regrettably, I doubt I can help much with making the creatures, I can do templates decently well IMHO though so if I see a template request I'll see what I can do to create it.

Anyway on to my requests, I have a few things in my sig that need stats: blood dragon, kamasu, and Sorcen's races (which has the kamasu so dont worry about clicking on the kamasu). Thanks for any help with those.
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7 years ago  ::  Aug 04, 2006 - 12:23PM #27
Dracomortis
Date Joined: Jan 30, 2006
Posts: 699
Edit 1.1: Added rules for summoning malezu.

Malezu
Gargantuan Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 15d8+105 (172 hp)
Initiative: +8
Speed: 40 ft. (8 squares), burrow 30 ft., climb 30 ft.
Armor Class: 27 (–4 size, +4 Dex, +17 natural), touch 10, flat-footed 23
Base Attack/Grapple: +15/+40
Attack: Greatsword +32 melee (6d6+19/19–20 x2) or gore +28 melee (3d8+13)
Full Attack: Primary greatsword +32/+27/+22/+17 melee (6d6+19/19–20 x2) and 3 greatswords +28 melee (6d6+13/19–20 x2) and gore +23 melee (3d8+13)
Space/Reach: 20 ft./20 ft.
Special Attacks: Spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft.
Saves: Fort +16, Ref +13, Will +11
Abilities: Str 37, Dex 18, Con 24, Int 15, Wis 14, Cha 17
Skills: Bluff +21, Climb +21, Concentration +33, Diplomacy +21, Hide +10, Intimidate +21, Listen +24, Move Silently +22, Search +20, Sense Motive +20, Spot +24
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Multiweapon Fighting, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal)
Level Adjustment:

The malezu is a true titan in battle. They serve as elite warriors in Abyssal armies, rushing headlong into combat, hoping to crush their opponent in a barrage of attacks before it has a chance to retaliate.

Towering over other demons, a malezu’s shear size strikes fear into demon and mortal alike. With four massive greatswords wielded in its eight arms, and a pair of cruel horns atop its head, few dare to brave head-to-head combat with a malezu. Unfortunately, they rarely have a choice, as it has been known to use its powerful horns to burrow through the ground and take enemies by surprise. Its burrowing leaves behind a usable tunnel about 15 feet in diameter. It has also been known to use its powerful arms to climb seemingly impossible surfaces and attack foes from above.

A malezu stands over 40 feet tall and weighs well over 50 tons. Malezu speak Abyssal, Common, and Infernal, although they rarely bother to do so.
     
Combat
A malezu prefers to put itself in the middle of a group of enemies, making a full attack with all four of its greatswords and its gore attack each round. Fleeing enemies are quickly struck down by its massive reach and multiple attacks of opportunity.

A malezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will—chaos hammer (DC 17), greater teleport (self plus gear only), unholy blight (DC 17); 3/day—dispel magic, word of chaos (DC 20). Caster level 15th. The save DC are Charisma-based.

Summon Tanar’ri (Sp): Once per day a malezu can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This is the equivalent of a 4th-level spell.

Telepathy (Su): Malezu can communicate telepathically with creatures within 100 feet that speak Abyssal, Common, or Infernal.

Skills: Malezu have a +8 racial bonus on Concentration checks and a +4 racial bonus on Listen and Spot checks.

Malezu have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Summoning Malezu
A malezu can be summoned with summon monster IX or a higher-level summon monster spell. Treat the malezu as being on the 9th-level list on the Summon Monster table (page 287 of the Player's Handbook).
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7 years ago  ::  Aug 04, 2006 - 12:33PM #28
Dracomortis
Date Joined: Jan 30, 2006
Posts: 699
Edit 1.1: Added improved grab special attack.

Giant Scarab Beetle
Large Vermin
Hit Dice: 9d8+18 (58 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (3d6+6)
Full Attack: Bite +9 melee (3d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Desiccate, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 17, Con 15, Int —, Wis 10, Cha 9
Skills:
Feats:
Environment: Warm deserts
Organization: Solitary, pair, swarm (6–11), or mass (11–20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment:

A giant scarab beetle is a rightfully feared predator of the waste. It can tear the flesh off a victim in a matter of seconds, and it often surprises those wandering above its lair before they can defend themselves.

Giant scarab beetles are highly aggressive and attack even when not hungry or provoked.

Combat
Giant scarab beetles usually wait beneath the sand until prey passes overhead, then bursts from hiding and grabs the closest opponent with its powerful jaws.

Desiccate (Ex): A giant scarab beetle can reduce a victim to nothing in mere seconds. Any living creature struck by a giant scarab beetle’s bite attack must make a DC 16 Fortitude save or take 1d6 points of Constitution damage. A creature reduced to 0 Constitution by the scarab beetle is consumed completely. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a giant scarab beetle must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the grapple. A grappled foe is also subjected to the giant scarab beetle’s desiccate attack each round.
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7 years ago  ::  Aug 04, 2006 - 1:09PM #29
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Wow, quite a few things to answer to!

Dracomortis]And voila, your demon is finished Lord_Canius.


Wonderful! I love it, it looks like something I would make! And with templates abounding, its easy to adapt it. That is going in my "Demons who'd be better off dead" folder, and maybe, with your permision, on my thread of the same name?

And voila, your demon is finished Lord_Canius.[/quote]
Wonderful! I love it, it looks like something I would make! And with templates abounding, its easy to adapt it. That is going in my "Demons who'd be better off dead" folder, and maybe, with your permision, on my thread of the same name?

BladefellMaster]Thanks Lord_Canius! That was fast and the creature is well thought out and excellently prepared. Can you give me some ideas for advancing it to a higher CR though, besides just extra HD?


Well, I was going to make a something or other, but I forgot my idea, so... crud! Heh heh, I guess your on your own for advancing it. If you take my advice, who cares about the templates thing that says "any living, corporeal creature.", or whatever it says, and just add the template (although you couldn't add Half-Dragon to an undead because you'd have to bump the Undead HD to d20's ) Oh well! Glad you like the creature, I hope I can help again soon!

Thanks Lord_Canius! That was fast and the creature is well thought out and excellently prepared. Can you give me some ideas for advancing it to a higher CR though, besides just extra HD?[/quote]
Well, I was going to make a something or other, but I forgot my idea, so... crud! Heh heh, I guess your on your own for advancing it. If you take my advice, who cares about the templates thing that says "any living, corporeal creature.", or whatever it says, and just add the template (although you couldn't add Half-Dragon to an undead because you'd have to bump the Undead HD to d20's ) Oh well! Glad you like the creature, I hope I can help again soon!

pileobone]Here's a quick PEACH for Canius' creature.
*snipped*
The rest looks good.


Wow, I must be getting better if you only had 2 relativly minor things to correct this time! Thanks for the PEACH wrote:

Here's a quick PEACH for Canius' creature.
*snipped*
The rest looks good.[/quote]
Wow, I must be getting better if you only had 2 relativly minor things to correct this time! Thanks for the PEACH though!

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7 years ago  ::  Aug 04, 2006 - 1:16PM #30
Dracomortis
Date Joined: Jan 30, 2006
Posts: 699

Lord_Canius]Wonderful! I love it, it looks like something I would make! And with templates abounding, its easy to adapt it. That is going in my "Demons who'd be better off dead" folder, and maybe, with your permision, on my thread of the same name?


Glad you like it. Of course you can post it there wrote:

Wonderful! I love it, it looks like something I would make! And with templates abounding, its easy to adapt it. That is going in my "Demons who'd be better off dead" folder, and maybe, with your permision, on my thread of the same name?[/quote]
Glad you like it. Of course you can post it there; they may be my stats, but it's still your idea.

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