Dear friends, monster makers, creature creators, and imaginative innovators, it has been my great pleasure to work on a most wonderful project for the past couple of years. The New Monster Request Thread was a place for myself and others to flex our creative muscles, to hone our skill at taking peoples ideas and giving them life through compiled stats and creative texts. Sadly, real life caught up to the threads moderator, Dracomortis, and forced him to step away from his project. In his stead, and with his blessing, I have stepped up to become the new moderator, and have constructed this, the (UNM) New Monster Request Thread. Here is a workshop for new and old creators, and a repository for requests and ideas. I ask only what Draco did, that your ideas be original, well described, and imaginative, and myself, and hopefully others, will breath life into them.
General Guidlines for Requests
Whenever possible, provide as much detail about a creature as you can. This ensures that everyone gets a good idea of what your creature is like before attempting to stat it up. The below template provides an easy way to make sure you've included sufficient information and can be easily copied and pasted into your post, though it is not always necessary to provide all of the listed fields.
Name Str: (High, medium, low, no idea, or specific score; reason if necessary) Dex: (High, medium, low, no idea, or specific score; reason if necessary) Con: (High, medium, low, no idea, or specific score; reason if necessary) Int: (High, medium, low, no idea, or specific score; reason if necessary) Wis: (High, medium, low, no idea, or specific score; reason if necessary) Cha: (High, medium, low, no idea, or specific score; reason if necessary) Target Challenge Rating: Notable Special Attacks: Notable Special Qualities: Physical Characteristics: (Height, weight, interesting external features [such as dragon's scales or a fiend's skin]) Ecology: (Diet, environment, society, etc.)
(Any other important information)
Although we have users who are familiar with multiple monster formats, the format presented below is typically the most popular and can be easily copied and pasted into your post. Please use this format whenever possible when you are statting out a monster, and make sure that all relevant information is included regardless of the format you use.
Visual description of creature Ecology, history, background of creature. General text and description of creature.
Describe of the creature does or does not fight.
Ability 1 (Ex/Su/Sp):
Ability 2 (Ex/Su/Sp):
Request only completely original ideas.
Generally speaking, creatures from TV shows, movies, video games, and the like are difficult to translate without changing their concept. If you wish to request such a creature anyway, please realize that it will probably not be exactly like its source.
Try not to request a concept that has already been done. I know that this is not always possible, especially with the large number of non-core books available, but it can usually be avoided by at least skimming through your books.
If no one has stated that they're working on your request, wait a day or two and politely point it out, preferably with a link to the original request if possible. Just because no one took up the request initially doesn't mean it was ignored; many of us working on this thread have multiple projects and tend to get very busy when we take on more than a couple requests at a time, so we may not be able to begin working on new ones as soon as they are requested.
Please offer constructive criticism only, such as PEACH (Please Evaluate And Critique Honestly).
And please, feel free to follow this path, it will lead you to the New Monster Request Thread of old, which we leave standing as a monument to all our accomplishments.
Mokujin (Medium Construct)- a construct formed from a single piece of carved wood. Well known for their intelligence and their ability to mirror the moves of those they face in combat. Alternate metal version, superior.
Wow, The new thread looks amzing! (Just like the old one but different) Might as well break her in with a new batch of requests.
Night Nomb (tiny construct) The result of reckless use of shadow magic other improperly constructed portals into the shadow-relms, these little humanoid figures composed of solidified darkness are a major nuisance to any who practice the magic of the shadows. These pests resemble tiny humanoid shadows which are rough or fuzzy around the edges, with splotches of grey for eyes. Like all nombs, they are highly unstable creatures, and when rendered inert the explode, Night Nombs particularly explode in a burst of pure, necromantic soul-chilling darkness
Coal Hob (Small elemental cr 4) Throughout creation, few creatures are as iritable, short tempered and just plain mean as the Coal hob, a race of spirits originating in the elemental plane of earth. Physically coal hobs resemble small, humanoid masses of midnight black coal, roughly sculpted into a humanoid form. They tend to wear simple clothes and cary mining implements. They are perfectly happy to mine for coal which they eat, however they can't abide noise. The sound of anything other than their own mining for food fills them with rage, and they will seek out the noise-maker and beat it. Most coal hobs are content to beat noise-makers senseless, though particularly violent and nasty hobs will not hesitate to beat their hapless victim to death. Despite their small size, Coal Hobs ae amazingly strong and tough
Efluent Golem (A lesser golem, Med Construct Cr 6) Truly the most replusive and foul smelling form of artificial life in the universe, the effluent golem (known by innumerable nicknames, only a few of them able to be printed) is a hulking humanoid mound of dung of various kinds of crap, which buzzes with disease bearing flies and their larva. Effluent Golems are mindless creatures wich lumber into combat, their disease laden arms swinging, while the flies which constantly surround it in a cloud bite. The creation of an efluent golem, while reasonably easy is so repulsive that only the most insane casters (or worshipers of dark death or disease gods) would attempt it. It involves collecting several hundred pounds of dung, melting it in a huge vat and pouring it into a man shape mold. While it's form sets, several dark, twisted spells must be cast on it to animate it.
Night Nomb Tiny Construct (Nomb) Hit Dice: 1d10 (5hp) Speed: 20ft Initiative: +2 Armor Class: 15 (+2 size, +2 Dex, +1 deflection), touch 15, flat-footed 13 Base Attack/Grapple: +1/-10 Attack: Slam +1 melee (1d4-3 plus 1 cold) Full Attack: 2 Slams +1 melee (1d4-3 plus 1 cold) Space/Reach: 2½ft/0ft Special Attack: Death Throes Special Qualities: construct traits, low-light vision, darkvision 60ft, Shadow Blend Saves: Fort +0, Ref +2, Will +1 Abilities: Str 4, Dex 15, Con-, Int 4, Wis 12, Cha 10 Skills: Climb +1, Hide +10 (+14), Jump +1 Feats: Weapon Focus (Slam) Environment: Any Organization: Solitary, Umbra (2-4), Eclipse (5-10) CR: 1 Treasure: None Alignment: Usually neutral Advancement: 2-4 HD (Tiny) LA:-
A tiny form of pure darkness steps from the shadows… Often mistaken for umbral spies or their Nomb brethren, the Soulvoid or Shadow Nombs, Night Nombs are not planar in origin. Night Nombs are created solely on the Material Plane, and arise in areas that see a lot of shadow magic used, or near portals to the Plane of Shadow. They look much like Shadow Nombs; tiny beings composed of solidified darkness, with no facial features. But where the Shadow Nomb has a definite shape, the Night Nomb does not, becoming fuzzy and indistinct at the edges. Copious amounts of shadow magic infuse the Night Nomb, making it cold and hard to see. Night Nombs stand two feet tall and weigh about three pounds.
Combat: Night Nombs use their Shadow Blend ability to remain hidden during combat, striking from the darkness and retreating before their targets know what hit them. Being creatures of darkness, they seek to snuff out light, and so attack any who carry light sources first. While not harmed by fire any more than normal, they have realized that their cold darkness saps the heat from fiery creatures. When slain, Night Nombs explode in a blinding, chilling sphere of darkness.
Death Throes (Ex): When slain, Night Nombs explode in a 5ft radius burst of darkness and cold. This burst deals 2d10 points of cold damage and covers the area with an effect similar to a deeper darkness spell as cast by a 5th level cleric, except the radius is only 5ft. A DC 12 Fortitude save halves the cold damage. This save includes a +2 racial bonus.
Shadow Blend (Su): In any conditions other than full daylight, a Night Nomb can disappear into the darkness, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell does.
Skills: Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
Rust Nomb Tiny Construct (Nomb) Hit Dice: 1d10+3 (8hp) Speed: 15ft Initiative: +2 Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15 Base Attack/Grapple: +1/-9 Attack: Claw +1 melee (1d4-2) Full Attack: 2 Claws +1 melee (1d4-2) Space/Reach: 2½ft/0ft Special Attack: Death Throes, rusting grasp Special Qualities: Construct traits, Darkvision 60ft, low light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 6, Dex 14, Con-, Int 4, Wis 10 Cha 3 Skills: Climb +2, Hide +10 (+14), Jump +2 Feats: Toughness Environment: Any land Organization: Solitary, Lump (2-4), Pile (5-10) CR: 2 Treasure: None Alignment: Always Neutral Advancement: 2-4 HD (Tiny) LA:-
A tiny humanoid figure staggers from the rusted heap of the ancient ironclad. Where it touches the hull, the iron corrodes instantly. Rust Nombs are powerful agents of corrosion, although they don’t know it. Arising spontaneously, and rarely, near ancient collections of magical metals, Rust Nombs appear as foot and a half tall humanoids composed entirely of orange brown rusted metal. All jagged edges and rough surfaces, these Nombs leave a trail of rust flakes wherever they go, as parts of their own bodies decay. Any metal that lies in the territory claimed by Rust Nombs never last long, as the Nomb is drawn to rust it into nothingness. A bane to adventurers, Rust Nombs can destroy metal equipment with but a touch.
Combat: Rust Nombs are constantly under the effects of a rusting grasp spell, so ever metal thing they touch collapses into a pile of corroded metal. Only the oldest of these Nombs has realized what their touch can do, and actively attacks weapons and armor, the youngest simply flail away at trespassers, beating flesh and metal alike. Rust Nombs explode in a cloud of corrosive flakes when slain.
Death Throes (Ex): When slain, a Rust Nomb explodes into a 5ft radius cloud of rust flakes. This blast deals no damage, but can rust any metal within its radius. Treat the radius as a rusting fog spell (Eberron, Forge of War, pg 115-116), that lasts for two rounds. A DC 14 Reflex save can avoid the cloud; failure means you are still within the cloud, and your metal equipment begins to take damage. A DC 12 Fortitude save negates rust damage to magical metal objects. A +2 racial bonus applies to both saves.
Rusting Grasp (Sp): Rust Nombs are constantly under the effect of a rusting grasp spell as cast by a druid of 7th level. It follows all the normal rules for the spell, including provoking attacks of opportunity for touching weapons.
Skills: Rust Nombs receive a +4 racial bonus t Hide checks near large collections of rusted metal. Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
Pumpkin Nomb Tiny Construct Hit Dice: 1d10 (5hp) Speed: 20ft Initiative: +1 Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/-3 Attack: Slam +3 melee (1d4) Full Attack: 2 slams +3 melee (1d4) Space/Reach: 2½ft/0ft Special Attack: Constrict, Death Throes, Improved Grab Special Qualities: construct traits, low-light vision, darkvision 60ft Saves: Fort +0, Ref +1, Will +1 Abilities: Str 10, Dex 12, Con-, Int 4, Wis 12, Cha 6 Skills: Climb +1, Hide +14 (+18 in pumpkin patches), Jump +1 Feats: Improved Grapple(B), Skill Focus (Hide) Environment: Temperate lands (Pumpkin farms) Organization: Solitary, Vine (2-4), Patch (5-10) CR: 1 Treasure: None Alignment: Usually Neutral Advancement: 2-4 HD (Tiny) LA:-
“ Um, are pumpkins supposed to be able to walk?”
Pumpkin Nombs are the rotted remains, the casualties if you will, of the pumpkin patch. Left out to rot on the vine, either because of disease, frost, or just not being picked, they are often animated by stray nature magic or magic used to help in the growth of the patch. For whatever reason they animate, these nombs stalk the pumpkin patch, on the lookout for farmers, slaves or happy families looking for ripe pumpkins to pick. When spotted these nombs attack, punishing those who would defile their patch. Pumpkin nombs are the rotted, broken remains of pumpkins left to rot. Bodily they are made up of dried, twisted pumpkin vines and leaves, while the head is a smashed or decayed pumpkin or varying color, depending on the type of pumpkin it came from. Variants of this nomb can also come from gourd or squash fields. Pumpkin nombs stand two feet tall and weigh eight lbs or less.
Combat: Pumpkin Nombs attack with their dry, tough vine arms, mercilessly whipping any who dare tred into their patch. On the off chance they can get a vine around an enemy, they can instead squeeze it to death. This is better achieved if more than one nomb grapples the same target. One slain, pumpkin nombs explode in a burst of acrid green flames and flying pumpkin shell.
Constrict (Ex): With a successful grapple check, a pumpkin nomb automatically deals 1d4 points of crushing damage.
Death Throes (Ex): when slain, a pumpkin nomb explodes in a burst of wicked green fire and pumpkin debris. This explosion takes the form of a 5ft burst and deals 2d10 fire damage and 1d10 bludgeoning damage. A DC 14 Reflex save halves both damage types. The save is Dex-based and includes a +2 racial modifier.
Improved Grab (Ex): If a pumpkin nomb hits with a vine attack, it deals normal damage and may attempt to start a grapple as a free action without provoking attacks of opportunity. No initial touh attck is required.
Skills: Pumpkin nombs receive a+4 bonus to Hide checks when in pumpkin patches. Being quite active creatures, nombs receive a +2 racial bonus to Climb and Jump checks.
Attack: Touch +6 melee touch (1d4 fire plus radiation poison)
Full Attack: Touch +6 melee touch (1d4 fire plus radiation poison)
Special Attack: Death Throes, Hot, Radiation Sickness
Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, radioactive glow
Saves: fort +0, Ref +3, Will +1
Abilities: Str 4, Dex 16, Con-, Int 4, Wis 12, Cha 8
Skills: Climb +1, Hide +7, Jump +1
Organization: Solitary, Leak (2-4), Spill (5-10)
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny)
A bright green glow hovers just around the corner and as you approach, the Geiger Counter on your suit beeps wildly.
Radioactive Nombs are a deadly threat to nearly any life form. Their highly toxic forms poison any area they pass through, a poison that remains for a long time. They are most often encountered near nuclear power plants that have melted down or leaked, and around radioactive toxic waste. Either way, they are terribly radioactive, and anything that comes into contact with one runs the risk of contacting radiation poisoning if not properly protected.
Radioactive Nombs resemble tiny, semi-fluid constructs with a roughly humanoid appearance. They are formed from radioactive sludge that glows a bright toxic green. Easily seen by the glow they emit, and detected with Geiger counters, it is best that these nombs are dealt with from far away. Radioactive Nombs stand 2 feet tall and weigh around 8lbs.
Radioactive Nombs merely have to touch organic matter to begin destroying it. They give off intense heat through radioactive decay, and even if a living creature survives the encounter with the Nomb, he may not survive the next few days as radiation sickness eats away at his flesh. When slain, a radioactive Nomb erupts in a burst of radiation.
Death Throes (Ex): When slain, a radioactive nomb explodes in a 5ft radius burst of radioactive particles and heat. This explosion deals 3d10 fire damage. This fire damage is not lessened or negated by such spells as resist energy or protection from energy. This damage is from an entirely different form of heat. Those who are caught in the blast and survive are then exposed to the nombs radiation poison. A successful Reflex save (DC 15) halves the damage, and a Fort save (DC 18) negates the poison. The Reflex save is Dex-based and includes a +2 racial bonus.
Hot (Ex): Radioactive Nombs generate intense heat through radioactive decay. Their touch deals 1d4 points of fire damage that bypasses all forms of fire resistance, even racial resistances. Given enough time, these nombs can melt through most materials.
Radiation Sickness (Ex): Radioactive Nombs produce a moderate amount of radiation. Exposure to such radiation risks poisoning. Contact with or exposure to the nomb's Death Throes risks exposure.
Disease, radiation sickness/moderate, Fort save DC 18, incubation period (3d6 hours), initial and secondary damage, 1d6-1 Con. Radiation sickness can be cured through magics such as remove disease, or by mundane means such as at least a week of long term care through use of the Heal skill.
Radioactive Glow (Ex): Radioactive Nombs produce a bright green light, shedding light equal to a candle.
Skills: The light given off by a Radioactive Nomb inflicts a -4 penalty to Hide checks, unless it is hiding in a toxic waste spill or other such area. Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, immune to electricity
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 6, Dex 18, Con-, Int 5, Wis 12, Cha 8
Skills: Climb +2, Hide +12 (+16), Jump +2
Feats: Weapon Finesse
Organization: Solitary, Bundle (2-4), Coil (5-10)
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny)
A bundle of electrical cables moves of its own accord.
Cable Nombs are a dangerous form of naturally occurring construct. They are particularly dangerous against casters who primarily use lightning and electricity magic, as this nomb and store and conduct electricity. They are often found near power plants, high concentrations of telephone and electrical poles, and tall building where lightning strikes are frequent.
These nombs resemble tiny humanoid constructs made from electrical and telephone lines, wires and other cables, all woven together to create a mobile form. Colored wires resemble eyes, the only feature recognizable in the mass of cables. A fluttering yellow-white light pours from gaps in the wires of its body. Cable Nombs stand one and a half feet tall and weight 4 to 5 lbs.
Cable Nombs use their extendable arms to gain reach. They have an innate ability to detect electricity, and so target anyone using such magic, knowing it will not hurt them, but instead, will give them one more weapon to fight with. When slain, they explode in a blast of electricity.
Conduction (Ex): The copper and fiberoptic cables that make up this nomb can conduct electricity. Any electrical attack that strike them is instead absorbed into the nomb, and can be released whenever the nomb chooses. It deals an amount of electricity damage equal to the amount it absorbed. It delivers this damage as a touch attack (+7 melee touch) regardless of the original method of attack (ray, burst, etc.).
Death Throes (Ex): When slain, cable nombs explode in a 5ft radius burst of electricity. This burst deals 3d10 electricity damage. A Reflex save (DC 16), halves the damage. The Reflex save is Dex-based and includes a +2 racial bonus.
Skills: Cable Nombs receive a +4 bonus to Hide checks when in areas containing large amounts of cable or wire. Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
Abilities: Str-, Dex 17, Con-, Int 6, Wis 12, Cha 10
Skills: Hide +15
Feats: Ability Focus (White Noise)
Environment: Any land
Organization: Solitary, Grey (2-4), White (5-10)
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny)
A tiny figure climbs out of the static screen of the faulty television.
Static Nombs have been described as the spirits of broken TV's. They appear as tiny, two dimensional humanoid figures composed entirely of the “snow” that comes on the screen of a TV with no signal. They carry with them the background noise of static, a sound which makes concentrating on about anything nearly impossible. These nombs like to jump from TV to TV, peering out of the screen and looking for a victim.
Static Nombs stand 1½ft tall and are weightless.
Static Nombs are really more of an annoyance than any actual threat, unless you are a spell caster with a short fuse. The touch of the nomb, and even the sound it makes, can cause anyone to lose concentration and focus. Their touch feels like hundreds of pins and needles stabbing the skin, and the static noise fogs the mind. Being made of nothing more than disrupted TV signal, they have no solid form, and so are extremely hard to defeat.
Death Throes (Ex): When slain, a Static Nomb explodes in a 5ft radius burst of sound and irritating energy. The explosion deals 3d10 non-lethal damage (Reflex save, DC 15 for half) and makes the skin tingle and the ears ring, distracting and disrupting concentration. Spell casters caught within the area must make a concentration check (DC 20 + spell level) to cast their next spell.
Screen Sight (Ex): A Static Nomb inside a television is effectively invisible,and can see through the screen out to its normal range of vision. Spells such as see invisibility and true seeing reveal the presence of the Nomb. Destroying the TV destroies the Nomb.
White Noise (Ex): Static Nombs produce a sonic effect much like the loud static of TV without signal. Anyone attempting to cast a spell within 30ft of the Nomb must make a Concentration check or lose the spell or fail the skill check. For spells, the check is 17+the level of the spell. For skill checks, the DC is 17.
Special Qualities: construct traits, darkvision 60ft, low-light vision, DR 3/slashing, toxic smoke, vulnerable to fire
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 6, Dex 15, Con-, Int 4, Wis 10, Cha 6
Skills: Climb +0, Hide +10, Jump +3
Feats: Skill Focus (Jump)
Environment: Any land
Alignment: Always Neutral
Advancement: 2-4 HD (Tiny)
What appears to be a pile of animated shredded tires, with arms and legs, bounces around the corner.
Rubber nombs are tough, spontaneously created constructs, most often found near tire dumps and rubber factories. Animated through weak magical essences in their vicinity, these nombs either protect the area where they were created, or wander freely. The most common type of rubber nomb is formed from car tires, but other rarer forms include those made from rubber toys, bouncy balls and the occasional one made entirely of rubber ducks. Depending on said composition, their weigh varies, but is generally 12 pounds or less. All stand about a foot and a half tall.
Rubber nombs are tough combatants, especially if foes wield bludgeoning weapons against it. Blunt strikes are likely to bounce back at the attacker, possibly injuring them instead of the nomb. Piercing weapons are also not very effective, as the hole seals shut almost instantly. Only slashing weapons, which can hack off parts of the nomb, are truly effective. They are also vulnerable to fire, but at a risk to others, as a burning fire nomb gives off toxic, irritating fumes.
Bounce back (Ex): Given their composition, rubber nombs tend to to deflect blunt strikes right back at the original source. Any melee atack made by a foe with a bludgeoning weapon that fails to get through the nombs damage reduction, is redirected back at the attacker. The redirected attack uses the original attack roll to hit, and damage is rerolled.
Death Throes (Ex): When slain, rubber nombs explode in a 10ft radius burst of hardened rubber. This attack deals 2d10 bludgeoning damage, with a Reflex save DC 15 for half damage. The save DC is Dex-based and includes a +2 racial modifier.
Toxic smoke (Ex): Rubber burns, giving off a foul smelling, irritating black smoke when its does. If a rubber nomb takes any amount of fire damage, it begins to smolder and burn, giving off black smoke. This smoke fills the area immediately surrounding the nomb (5ft radius). Anyone within the area or passing into or through the area, must make a Fortitude save DC 12 or lose the rest of their next turn coughing and choking as the smoke irritates their nose and throat. The save DC is Con-based and includes a +2 racial modifier.
Vulnerable to Fire (Ex): Rubber nombs take +50% damage from any attack that deals fire damage.
Skills: Being quite active creatures, Nombs receive a +2 racial bonus to Climb and Jump checks.
Full Attack: 2 Slams +8 melee (1d8+2 plus disease)
Special Attack: Disease
Special Qualities: construct traits, DR 5/ bludgeoning, low-light vision, magic immunity
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 14, Dex 10, Con-, Int-, Wis 12, Cha 2
Environment: Any Land
Organization: Solitary, Pair, Gang (3-6), Slop (5-10)
Alignment: Always Neutral
Advancement: 9-14 HD (Medium), 15-24 HD (Large)
A rancid smell reaches your nose seconds before the sight of a walking pile of dung reaches your eyes.
Called the poor man’s golem, effluent golems are by far the easiest to make, with their base components being quite easy to come by. It’s no wonder though, that those who employ these disgusting constructs tend to be shunned by society. Effluent golems appear as six foot tall manned shaped masses of slightly damp…crap. Yes, they are made of dung, manure, what have you. As is common of fresh dung piles, they smell quite horrid and are surrounded by a swarm of biting flies, and sometimes dung beetles. They weigh a hefty four hundred pounds and due to their composition, they aren’t fast movers, and completely avoid water which, in large quantities, will dissolve them.
Like most constructs, effluent golems are fairly simple combatants. They move in close and pound away with their fists, bruising flesh and spreading disease. They are normally instructed to focus on foes wielding slashing and piercing weapons, which do little damage to them. They follow their targets almost anywhere except into bodies of water.
Magic Immunity (Ex): An effluent golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below.
A transmute mud to rock hardens the golem, causing it to be slowed for 3 rounds. Transmute rock to mud dispels this condition.
A remove disease spell casts against the golem suppresses its ability to transfer disease for three rounds. Contagion counters and dispels this.
Disease (Ex): Being made of dung, effluent golems carry and spread filth fever. Those hit by the golems slam attack must succeed the DC 12 Fortitude save or contract the disease.
The base material of an effluent is easy to come by, and can be taken from any creature that defecates. The costly part is the alchemical solution that must be made and used to keep the golem moist and held together. A DC 15 Craft (Alchemy) check must be made to make the solution, and costs 2000 GP for the components. Conversely, you may purchase it from someone else, costing the same amount. The body must be crafted by the caster, and requires a DC 20 Profession (sculpting) check to make. It takes five days to create the golems body, and on each day you must save against filth fever or contract the disease. CL 5th ; Craft Construct; stinking cloud, greater slide; caster must be at least 5th level; Price 3,000GP; Cost 2,500+120XP.
BlackDragon, There's only one word which adequately describes your rendition of the effluent golem. Disghusting. Your tallent for taking my Ideas and breathing loathsome, acidic life into them constantly astounds me
Thank you kindly Adam. Hey, while I'm working on the Coal Hob, I had a question for you. My next project, which I'm sure you will like, is the Lion Turtle from Avatar the Last Airbender. I think I'm going to make the size Colossal+ (yes there is such a thing, the Time Dragons are that size), but I'm undecided about the Hit Dice. I think it should be pretty up there, seeing as they can be several thousand years old (at least). Any thoughts?
Full Attack: Light pick +6 melee (1d3+3) or, Slam +6 melee (1d3+2)
Special Qualities: elemental traits, sound vulnerability, darkvision 60ft, tremorsense 30ft
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 8
Skills: Listen +11, Spot +11
Feats: Alertness, Endurance
Environment: Elemental Plane of Earth
Organization: Work crew (5-10), Community (25-100)
Treasure: Standard (gems only)
Alignment: Usually Chaotic Neutral
The ringing of picks fills your ears as you traverse the tunnels of the Elemental Plane of Earth. Coming into a large cavern, you see many small human shaped things mining the walls. The picks stop, and as you take a step forward, your metal armor screeching, the things converge on you, picks raised…
Coal hobs are small earth elementals made of compressed coal. Resembling goblins in size, stature and general appearance, they lack the brutality of that race, preferring to keep to themselves as much as possible. Unlike most other natives to the Elemental Plane of Earth, coal hobs cannot swim through the ground, but instead tunnel with picks and hammers much like dwarves or kobolds. They tunnel primarily to find food, which happens to be the rich seams of coal native to their plane. They live in the few rare pockets of open space found on the plane, in homes made of cut stone. They are quite fond of gems, and take to growing crystals and other precious stones like flower gardens.
Coal hobs can’t stand most sound. They do not talk, but communicate through taps, either with their feet or hands, or with their picks, picking up the vibrations through their tremorsense. The only sounds they make are the ringing of their picks when mining, a sound they have grown accustom to. Any other sound agitates and infuriates them.
Coal hobs stand about shoulder to shoulder with gnomes, but weigh upwards of one hundred pounds due to their compressed and compact nature. They wear simple clothing and mining gear.
Nothing upsets a coal hob worse than noise. They can’t stand the sound of anything other than their own picks and the ambient noise of the home plane. Any other sound is sought out and stopped. If that happens to be travelers to their plane, they are often beaten in unconsciousness and dragged far away from the coal hobs territory. Fiercer and more malign coal hobs may deign to kill noise makers. Coal hobs often carry light war hammers and light picks.
Sound vulnerability (Ex): Coal hobs hate noise. Any spells cast on a coal hob that has the sonic descriptor does an extra 1 point of damage per level of the spell. Also, coal hobs are affected by the shatter spell as if they were crystal creatures.
Likely an Epic-level challenge... What kind of creature type were you thinking? I'm thinking that for the Lion-turtle, maybe... Magical Beast?
Colossal+ is also mentioned in the Draconomicon.
If you're still taking requests, how about the Ostrich-horse from Avatar? I've been trying to find a good riding bird for one of my campaigns, and I've had no luck (plus they have the awesome wall-run/insane jump check (Episode reference - The avatar state))