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3 years ago  ::  Nov 24, 2010 - 7:10PM #11
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780
I agree, D3nsharr, magical beast was what I am making them.  I am doing three versions, hatchling, adult, and ancient.  Adult and ancient have the ability to bend energy, with the ancient having more options of what energy to bend.  Going with Huge, Gargantuan and Colossal.

And yes, I am always taking requests, so I'll do yours while I work on the Lionturtle. 
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2 years ago  ::  Nov 27, 2010 - 2:36PM #12
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780

Ostrich Horse


Large Magical Beast

Hit Dice: 3d10+3 (19hp)

Speed: 60ft

Initiative: +1

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

Base Attack/Grapple: +3/+8

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

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

Space/Reach: 10ft/5ft

Special Attack: -

Special Qualities: low-light vision, stride

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

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

Skills: Listen +4, Spot +4

Feats: Endurance, Run

Environment: Warm hills and plains

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

CR: 2

Treasure: None

Alignment: Always neutral

Advancement: 4-6 HD (Large)

LA:-

 

War Ostrich Horse


Large Magical Beast

Hit Dice: 5d10+15 (42hp)

Speed: 60ft

Initiative: +2

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

Base Attack/Grapple: +5+12

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

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

Space/Reach: 10ft/5ft

Special Attack: -

Special Qualities: low-light vision, stride

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

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

Skills: Listen +7, Spot +7

Feats: Alertness(B), Endurance, Run

Environment: Warm hills and plains

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

CR: 3

Treasure: None

Alignment: Always neutral

Advancement: 5-12 HD (Large)

LA:-

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

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

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

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

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

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

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

Combat:

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

Stride (Ex): Ostrich horses are swift runners. They can hustle for indefinite periods of time, and never accrue nonlethal damage due to hustling. Furthermore, ostrich horses can run for a number of minutes equal to their Constitution score before having to make any Constitution checks. When they do have to make checks to keep running, they make checks every minute instead of every round.
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2 years ago  ::  Nov 27, 2010 - 2:41PM #13
D3nsharr
Date Joined: Aug 5, 2010
Posts: 53

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


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

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2 years ago  ::  Nov 28, 2010 - 10:41AM #14
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780
Can do on the eel hound and komodo rhino.  Just a spoiler though; the eel hound won't actually be faster than every other creature in the DnD verse, as I don't want to look through all the books.  It will be pretty quick though.  Also, if you check the last page or two of the New Monster Request Thread, I already did Appa there.

As for prices, I'd probably go with 100GP and 200GP respectively.  The Stride ability of the ostrich horse makes it invaluable for fast transport and extended rides. 
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2 years ago  ::  Dec 02, 2010 - 6:29PM #15
dawnbringer
Date Joined: Jun 14, 2006
Posts: 622
gatherer.wizards.com/Handlers/Image.ashx...

Fusion Elemental (Huge Elemental) - A fusion between earth, fire, air, water, and shadow. Big and hugely powerful. Immunity to both fire and cold, with resistance to acid and electricty. Attacks should do elemental damage. A master of the elements (ability to alter the terrain to suit the combat or its needs), and is able to affect your elemental composition if it hits you. Should have a swim, burrow, land, and maybe fly/glide speed. Should have a good melee and a good ranged attack (ranged wouldn't affect enemy elemental composition).
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2 years ago  ::  Dec 09, 2010 - 11:00PM #16
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780
Sorry for the lack of postage people, been working 7 days a week, and can only get about 4 hours a day on the computer.  I am putting the Lion Turtle on the back burner for now, as things with 20+ HD take a while.  Currently, I have the Komodo Rhino halfway done, and then I'm on to the Eel-hound and Fusion Elemental.  And I thought after that I would stat Edward Scissorhands.  (Awakened Flesh Golem with enhanced claw attacks and ranks in Profession/Craft sculptor.)
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2 years ago  ::  Dec 10, 2010 - 3:52PM #17
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177
If the fusion elemental ends up anything like an omnimental, it'll be a prime candidate for the Final Strike feat. 
The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

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


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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2 years ago  ::  Dec 12, 2010 - 3:17PM #18
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780

Komodo Rhino


Large Magical Beast

Hit Dice: 7d10+35 (73hp)

Speed: 30ft

Initiative: +0

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

Base Attack/Grapple: +7/+15

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

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

Space/Reach: 10ft/5ft

Special Attack: Powerful charge

Special Qualities: low-light vision

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

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

Skills: Listen +10, Spot +3

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

Environment: Warm Plains

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

CR: 5

Treasure: None

Alignment: Always neutral

Advancement: 8-14 HD (Large)

LA:-

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

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

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

Combat:

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

Powerful Charge (Ex):  A komodo rhino deals 4d6+12 points of damage with its gore attack when it charges.
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2 years ago  ::  Dec 16, 2010 - 10:31AM #19
MrAdam
Date Joined: Jun 19, 2004
Posts: 260
Awesome! the thread seems to be doing brisk business, in my absence.  Between my computer's failure and subsequent repair, and my fieance being back in the hospital,  I ain't had no chance to check the board, but it's aparantly doing fine. Huzzah. Anyhow on to my latest batch of requests

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

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


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


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


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

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2 years ago  ::  Dec 19, 2010 - 10:18PM #20
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780

Giant Eel-hound


Huge Magical Beast

Hit Dice: 10d10+50 (105hp)

Speed: 90ft, 90ft swim

Initiative: +3

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

Base Attack/Grapple: +10/+25

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

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

Space/Reach: 15ft/15ft

Special Attack: -

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

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

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

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

Feats: Endurance, Dodge, Mobility, Run

Environment: Warm land and aquatic

Organization: Solitary or solitary plus one to two riders

CR: 8

Treasure: None

Alignment: Usually neutral

Advancement: 11-15 HD Huge

LA:-

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

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

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

Combat:

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

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

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

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

Skills: The eel-hounds impressive speed gives it a +24 bonus to its Jump check.  It also has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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