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7 years ago  ::  Aug 25, 2006 - 7:07PM #51
JollyRotten
Date Joined: Jun 24, 2006
Posts: 110
Ok guys finally

Dark Necomancer

http://worldsofimagination.com/monster% … 0Beast.htm

http://worldsofimagination.com/monster%20Hodag.htm

http://worldsofimagination.com/monster%20Yowie.htm

savant_warlord13

http://worldsofimagination.com/monster% … acabra.htm

Bhu

http://worldsofimagination.com/monster%20Ketea.htm

http://worldsofimagination.com/monster% … Indian.htm

Ok the Lambert Worm will be used later as I need to work on that page (to get it up to scratch) really sorry for the delay guys

again sorry to king golem your contribution it disappeared from the thread before I had a chance to build it into the celtic page (ie sort all the page up to scratch)

ps Return of the Flump I don't have a native america part of the site just yet so I was thinking in the mean time as its such a good creation of posting it on the modern section as kind of a buffy type old american monster, or possibly on the victorian fantasy as kinda some old west badness or possibly both let me know what you think.
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7 years ago  ::  Aug 26, 2006 - 12:40PM #52
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
Cerastes
Large Magical Beast
Hit Dice: 3d10+6(22 hp)
Initiative: +7
Speed: 20 ft. (4 squares), burrow 20 ft. (4 squares)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat footed 12
Base Attack/Grapple: +3/ +15
Attack: Bite+3 melee(1d4/18-20 + Poison)
Full Attack: Bite +3 melee(1d4/18-20 + Poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Burrowed Ambush, Piercing Bite
Special Qualities: Scent, Low-light Vision, Dark Vision 60', Hold Breath
Spineless, Tremor Sense 10'
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 15 Int 5, Wis 12, Cha 2
Skills: Balance +11Climb +8, Escape Artist +14 Hide +10, Listen +
5,Spot +5, Swim +8
Feats: Improved Initiative, Ability Focus (Poison)
Environment: Temperate Forest or Marsh
Organization: Solitary
Challenge Rating: 5??????
Treasure: None
Alignment: Neutral
Advancement: 4-8 HD (Large)
Level Adjustment: ----


Combat: A Cerastes will always remain burrowed waiting until an opponenet trips its Tremor Sense, at which point it will attack via its Burrowed Ambush ability. If outnumbered, or an opponent seems especially resistant to its venom, it will flee.

Poison (EX): Save DC 15, Initial and Secondary Damage 3d6 Con

Burrowed Ambush (EX): By taking a full round action the Cerastes can completely bury itself other than its 4 horns, two of which look like potential food. Whenever something gets within 10' it trips off the Cerastes Tremor Sense, and it strikes. While buried it is considered to have complete Concealment. Opponents can make a Knowledge Nature Check (DC 20) to realize what the horns are and avoid them if they are from an area where the Cerastes are known. Opponents who fail the Knowledge Check fall victim to the ambush. The Cerastes attack during the surprise round gets a +4 Circumstance Bonus to attack and Damage rolls, and the Save DC for its Poison raises to a 17.

Piercing Bite (EX): The Cerastes Bite criticals on a natural 18 or higher.

Hold Breath (EX): A Cerastes can hold its breath for a number of hours equal to 3 x its Constitution score before it begins to suffocate.

Spineless (EX): A Cerastes is incredibly flexible, and has no spine. This gives it a + 8 Racial Bonus to Escape Artist and Grapple checks. It may Bite in any direction, even directly behind it without problem regardless of what direction its facing.


Im reeeeeallly uncertain about the CR for this thing.The Cerastes is so weird I was tempted to make it an Aberration. Im not that great at doing CR for monsters to begin with and this thing. Its basically a Large Viper with a few extra powers , but those extra powers are quite devastating. Im wondering if I should increase the hit dice because it can do a lot more damage than its level would suggest.

Ill be working on some of the Viking Sea Monsters next.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Aug 27, 2006 - 6:34PM #53
JollyRotten
Date Joined: Jun 24, 2006
Posts: 110
Thanks for that man , you don't really see many soley Roman monsters, they're mainly versions of the Greeks, I havent posted it yet as I'm trying to find a cool background for my Roman pages-cheers again
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7 years ago  ::  Sep 01, 2006 - 4:50AM #54
JollyRotten
Date Joined: Jun 24, 2006
Posts: 110
Finally tarted up the Roman section heres your monster Bhu http://www.worldsofimagination.com/mons … rastes.htm
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7 years ago  ::  Sep 02, 2006 - 3:53PM #55
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
Ill have the Norse monster done in a bit. My local ISP is going wacko and keeps cutting out. Its been raining hard the last few days and people keep ramming the poles holding up the power lines.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Sep 05, 2006 - 5:48PM #56
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
I should have the Sea Worm up tomorrow. In the meantime heres a few links you might find interesting


http://www.strangeark.com/

http://www.orkneyjar.com/folklore/stoor.htm

http://www.strangeark.com/ebooks/

http://www.harvestfields.ca/etextLinks/041/52.htm

http://www.timelessmyths.com/norse/monsters.html

http://web.cn.edu/kwheeler/monster_list.html
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Sep 06, 2006 - 4:11PM #57
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
Of the Norse Sea Monsters the Prister (also called Physeter) seems like an Epic level monster which I havent done so Im concentrating on the Sea Worm for now:

Norse Sea Worm
Gargantuan Vermin (Aquatic)
Hit Dice: 12d8+12 (66 hp)
Initiative: - 2
Speed: 20 ft. (4 squares), swim 20', climb 10'
Armor Class: 10 (- 4 Size, -2 Dex, +6 Natural), touch 4, flat-footed 10
Base Attack/Grapple: +9/+26
Attack: Grapple +26
Full Attack: Grapple +26
Space/Reach: 20 ft./15 ft.
Special Attacks: Burning Touch, Improved Grab
Special Qualities: Amphibious, Tremor Sense 50', Repulsion
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 23, Dex 6, Con 12, Int -, Wis 8, Cha 2
Skills: Hide -14, Swim +13
Feats: None
Environment: Cold Aquatic
Organization: Solitary, Colony (2-5), or Swarm (7-12)
Challenge Rating: 4????????
Treasure: None
Alignment: Always Neutral
Advancement: (17-23 HD Gargantuan)
Level Adjustment: ---

Improved Grab(EX): The Sea Worms only attack is a Grapple, which subsequently allows it to use its Burning Touch.

Burning Touch(EX): The Sea Worms skin is covered in fine hairs and irritant venom. Anyone touching the Sea Worm barehanded or with a Natural Weapon, or that grapples or is grappled by a Sea Worm is subject to its Burning Touch. They must make a Fortitude Save each round they touch the Sea Worm (DC=17) or be Nauseated for as long as they are touching the Sea Worm, being Grappled by it, and for 1d6 rounds thereafter. After that they have a -2 circumstance penalty to all rolls for the next 3 days. If they actually grabbed the worm with their hands the following skills take a -6 penalty for this period of time: Climb, Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, Use Rope. He will be in intense pain anytime anything even so much as touches the affected area. Casters are -6 on all Concentration checks for this period of time. A Neutralize Poison spell reduces the penalties to half (there are still the irritant hairs lodged in your skin), and a Heal spell cures it completely. Anything foolish enough to bite the Sea Worm must make the Save or be Nauseated for 1d6 minutes, and takes the same -2 circumstance penalty for the next 3 days. If something tries to swallow the Sea Worm it immediately vomits it back up, and takes the same penalties as it would as if it had bitten the Worm, but is not allowed a Save. If the Save is successful the victim merely takes a -2 circumstance penalty to all rolls for 1d6 hours (1 day if it bit the Sea Worm).

Repulsion: Sea Worms are repulsed by Seal fat, and will do their best not to approach or touch an object coated in it. If a person coated in Seal fat attacks, tehy will grapple him for one round, and make for an escape to the sea when their Burning Touch takes effect.

Im really really unsure about the CR for this one. They wont attack unless someone else attacks them, and their touch is quite devastating for the parties future encounters. Not sure it'd make the greatest monster.

Ill be working on the Bugganes next.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Sep 10, 2006 - 2:33PM #58
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
Okay the Bugganes are gonna be a little weird. There are several differnet creatures described under the name from shapeshifters, to malicious elves, to ogres, to horrifying demons. Heres a few links to show the differneces:

http://www.sacred-texts.com/neu/celt/phy/phy19.htm

http://www.isle-of-man.com/manxnotebook … 4/n091.htm

http://www.geocities.com/Athens/Forum/4611/fairyP.html
see Phynodoree

http://faerie.monstrous.com/faerie_n-z.htm

http://www.tartanplace.com/faery/gobln.html

http://www.isle-of-man.com/manxnotebook … 2/ch02.htm

http://www.economicexpert.com/a/Buggane.htm


Let me know which version you would prefer.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Sep 24, 2006 - 6:37PM #59
bhu
Date Joined: Nov 27, 2005
Posts: 5,180
Jolly? You still out there?
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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7 years ago  ::  Sep 25, 2006 - 11:55AM #60
Raptorial
Date Joined: May 26, 2005
Posts: 889
EDIT: Long ago, was angry back then...
I am queen of no lands, yet I am richer than any country due to the wealth of joy my friends grant upon me.
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