I'd like to submit my Monster i hope this is the right place for it.
Prismatic Gelatinous Cube
(I dunno what CR to make it maybe u can provide some insight?)
Hey Timmy! Yes, I'd say this is the best spot for posting 3.X monster stats, so welcome. I like your monsters concept, and I'd like to point out a few things and help you out. Mind I am not ripping on you, just trying to help.
2. Its hit points should be 81. 6d10+48. You had the hit points from Constitution factored wrong.
3. The base attack bonus should be +4. Oozes have a BA equal to HD times 3/4 so (6 x .75=4)
4. This change in BA will make its slam attack modifier +6 (BA+Str mod-size)(4+4-2=6)
6. Slam damage should be 1d6+6 plus 1d6 acid. If a monster only has one form of attack, in this case just the one slam, you multiply its Str mod by 1.5. So (4x1.5=6) You did it for the Attack section, but not the Full Attack section.
8. Most saves for a monster special attacks are factored like this: (10+1/2HD plus relavent ability mod). So you said the engulf save is factored through Strength and so it should be this: (10+3+4+1=18. The +1 is the racial mod). The Engulf save should be 18.
9. You were close on the paralysis save DC. It should be 21 instead of 20. (10+3+8=21)
@ abraham- Yeah, I saw that one in there too, but I gotta say, there isn't much I'd have to do to it to make it unique. Really, just take a normal elephant,maybe increase its natural armor by like 1 or 2, and give it a burrow speed of 10ft. Bam, Armedeliphant.
@ MrAdam- Wow, a real dungeon? Sorry to hear that man. Did you at least slay some monstrous humanoids? I got your request up on the front page, but I'm not going to work on it for now. I'll just leave it there for, oh, a month maybe to see if I can entice some new or old folks here to create with me. If it doesn't happen, I'll make it.
@ xTimmyx- Close man, you missed a few thigs though, lol I edited my above post to leave the things you missed.
I see what you mean. Prismatic wall, a creature in the shape of a cube, walls of color, gotcha. Hmm your pages must be set up differently than mine, as mine only go to three pages? Which link is broken exactly? The one I made for your creature? If so, I was having trouble getting the link thingy to cooperate earlier.
I am just getting used to being a free man again. Everything seems new and amazing and fresh when you've been locked in a cage for several months.
But I Digress a new (and sexy) request
Chiroptera- (Medium Monstrous Humanoid CR 2 or so) Also Known as Bat-Woman, chiropteras are an exclusively female race, of thin, lithe, seductive creatures with bodies little more than that of girls, even when fully mature with smooth skin ranging in color from grey to purple and long, straight, dark hair. They have the ears of bats, and arms that end in wings, ruby red eyes and sharp fangs that aid them in procuring their favorite food, blood: particularly that of attractive young men. Their Preferred Tactic for food procurement is simply to swoop down on their victim and cling to it, sucking its blood, though they will occasionally carry a handsome young male back to their lair to mate with them and be devoured (the spawn of a chiroptera and any other race is always chiroptera) They creatures often keep the company of vampires who they share a natural affinity with and shun clothing, as it interferes with their flight and distracts their prey, but they love jewelry
Special Qualities: elemental traits, darkvision 60ft, ice walk, immune to cold, mountain glide, vulnerable to fire
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 19, Dex 9, Con 16, Int 4, Wis 12, Cha 13
Skills: Listen +5, Spot +4
Feats: Improved Sunder, Power Attack
Environment: Cold Mountains
Organization: Solitary, Pair, Outcrop (3-10)
CR: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 5-10 HD (Medium), 11-18 HD (Large), 19-27 HD (Huge), 28-39 HD (Gargantuan), 40-60 HD (Colossal)
LA:-
Light refracts through the ice and stone body of a humanoid figure crouched in the snow.
Alpine spirits are elementals native to the highest, coldest, most desolate peaks of the Material Plane. Their only purpose in existence seems to be to maintain the pristine nature of the snow covered peaks and glacial valleys, which often brings them into conflict with savage mountain peoples such as orcs, goblins and giants, as well as the occasional traveler.
Composed of the ice and native stone of the mountain on which they reside, alpine spirits are conduits of cold and the raw physical power of the peaks. They take a rough humanoid form, with jagged spikes of ice and stone protruding haphazardly from their bodies. Their arms end in large, spiked hands useful for little more than bashing and striking enemies. Their legs are slim and graceful, and would look to be incapable of supporting the elementals mass. While they are slow, they are no less graceful when traversing slippery slopes or rocky tumbles.
Combat:
Alpine spirits often lie in wait under the snow, ice or ground, remaining dormant for days weeks or years, until something passes over them. They then burst from hiding to pummel the intruder with their heavy, cold hands. If fighting near a chasm, crevasse or cliff edge, they use their push ability to knock foes into the hazard. It uses Improved Sunder on foes particularly capable of damaging them. The slam attack of an alpine spirit is treated as bludgeoning and piercing. Large and larger alpine spirits have DR equal to an earth elemental of equal size.
Chill metal (Su) With each melee attack, an alpine spirit delivers intense cold, a cold that only grows as the seconds pass. Foes wearing metal armor must make a will save (DC 15) or be affected as if by the chill metal spell. Once the damage reaches the Freezing stage, successive blows from the alpine spirit extend the duration by one round until either the spirit misses an attack, is slain, or the target of the chill metal effect takes an amount of fire damage to negate the cold. The save DC is Constitution based.
Ice walk (Ex): An alpine spirit can move without penalty across ice covered surfaces.
Mountain glide (Ex): An alpine spirit can move through earth and ice as easily as a fish moves through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing an alpine spirit flings it back 30ft and stunns it for 1 round unless it succeeds on a DC 15 fortitude save.
Push (Ex): An alpine spirit can start a bull rush maneuver without provoking an attack of opportunity.
The saddlebag toadstool is a key ingredient in many beneficial potions. Unfortunately, it only grows on the Fungusback, which makes its retrieval a far bit more difficult.
The fungusback is a strange plant creature native to warm, wet forests, jungles and swamps. It is its method of reproduction that gives the creature its name; each toadstool, averaging a height of six feet, is actually the start of a new fungusback. Reproducing asexually, the parent plant nourishes each toadstool from its own body, and once the fungus has reached a certain height, it is plucked from the parents back and left in a warm, wet, dark place to germinate and grow into a young fungusback.
These creatures feed on a combination of sunlight, water, and meat, for which they hunt nearly constantly. They often climb trees and fling themselves onto prey, crushing them. Once the prey creature is dead, it is dragged into the fungusback's lair and allowed to decay. Only then, once the meat is soggy and easily broken down, will the fungusback crawl over it and extend tiny filaments into the flesh, further breaking it down and absorbing the nutrients.
Fungusbacks resemble a knot of thick, segments vines, with the “knot” being the main body where the toadstools grow, and the trailing ends of the vines being the “arms” or “legs”. A series of vents on the main body contain the creatures sensory organs and spore producers, allowing the fungusback to sense vibration and heat in the air. The two rear facing vines are longer and thicker than the front, and serve to push the fungusback along, while the two small, thinner front vines drag it forward. The creature uses all four limbs to climb with. The large toadstool are uniformly grey with darker spots on the caps.
Combat:
Fungusbacks often lie in wait along game trails, either covered in undergrowth or concealed in a large tree. Once prey passes by, the creature flings itself onto it, lashes out with its vine-like arms, or “breaths” a cloud of spores onto it. They try to remain in sunlit areas, in case the food puts up a fight, so that their fast healing can keep them going.
Fast healing (Ex): As long as the fungusback remains in direct sunlight, it gains fast healing 3.
Improved Grab (Ex): If a fungusback hits with a slam attack it can attempt to initiate a grapple as a free action with provoking an attack of opportunity. If it wins it establishes a hold and can constrict.
Spores (Ex): Up to three times per day, a fungusback can “breath” a cloud of paralytic spores over its prey or foes. This cloud is a 30ft cone of yellow particles that hang in the air. Any breathing creature within the cloud must make a Fortitude save (DC 17) or be paralyzed for 1d6+3 rounds. The cloud remains for 1 minute, and so any creature entering it must make the save as well. A light breeze will dissipate the cloud in 4 rounds, will a strong wind will dissipate it in 1 round. The save DC is Constitution based.
Trackless Step (Ex): A fungusback leaves no trail when it moves over natural terrain.
Skills: A fungusback receive a +4 bonus to Hide checks made in heavily vegetated areas.
Saddleback Toadstools
These toadstools can be harvested from a dead fungusback with a successful DC 17 Profession (herbalist) or Survival check. Any given fungusback has 1d4 toadstools growing on it, each weighing 15 pounds or more. The flesh of the toadstools has a poison neutralizing agent in it, which is useful when making anti-poison potions. Any antitoxin made using the flesh of the toadstools gives a +8 bonus to saves vs poison for one hour. If used in the creation of a neutralize poison potion, the brewer needs only spend the XP cost, the toadstools cover the raw materials.
One toadstool has enough flesh to be used in the production of 5 anti-toxins or 3 neutralize poison potions.
A tall and stately creature strides gracefully across the murky surface of the swamp.
Marsh walkers are an intelligent race of magical creatures that resemble a cross between a deer and a newt. They have four long thin legs attached to a stocky body. Their skin is light blue, smooth, and normally moist to the touch. A tall, thin orange sail fin runs down the back where it widens into a broad, flat paddle-like tail. The dorsal sail is lined with a pattern of wide circles and blotches. A shorter fine also runs from the throat and down the chest. The head is diamond shaped and re-enforced with thick bone. Two large ear canals jut horizontally from the head, and give the marsh walker an incredible sense of hearing. Four small, black eyes sit forward on the head, above a short black muzzle. The mouth is that of an herbivore, with flat from teeth and many molars. These beasts are often used as workers and livestock by dusklings and rilkans who live in swamps and marshes.
The marsh walker is unusually in tune with its own life energy, and is able to shape a soulmeld much like any user of incarnum. When shaped, this soulmeld makes the marsh walkers feet appear to be surrounded in blue smoke.
Combat:
Much like deer, marsh walkers are skittish, and flee at the first sign of danger. They tend to use their soulmeld immediately, and escape over the water and mud, where few predators can follow. If cornered, they will strike with their bony heads and strong necks.
Essentia: A marsh walker has an essentia pool and capacity of 2. Under normal circumstances, both points are put into its Midnight Dodge feat. When fleeing, the points are allocated into the marsh walkers soulmeld, allowing it to walk on water.
Shape Soulmeld: Marsh walkers can shape one soulmeld, called cerulean sandals. This soulmeld allows the creature to walk on water. With both essentia points invested to this meld, the marsh walkers base land speed increases to 50ft.
Skills: Marsh walkers have a +4 racial bonus to Jump, Listen, Spot and Swim checks.
Feats: Ability Focus (Plasma Blast), Iron Will, Greater Multigrab, Multigrab, Power Attack
Environment: The Astral Plane
Organization: Solitary, Pair, Pack (3-5)
CR: 9
Treasure: Standard (magic items only)
Alignment: Usually Neutral
Advancement: 13-17 HD (Large), 18-25 HD (Huge)
LA:-
A purplish-blue squid-like creature with cloudy eyes and diaphanous tentacles floats silently near the Astral color pool.
The plasmid is one of the few creatures native to the Astral Plane. Is somewhat resembles the squid of the Material Plane, except it only has four tentacles. It moves in reverse using levitation to glide silently through the colored clouds of it home. Predatory in nature, it small size dictates that it hunts smaller prey, which is often travelers to the Plane.
Plasmids have a hardened outer shell that comes in shades of purple. The creatures softer underside is usually a pale blue color, as are its tentacles. The tentacles are then and ribbon-like, but contain great strength. Adult plasmids weigh over 500lbs and stretch 10-12 feet long, but the most ancient plasmids are well over a ton and nearly 20 feet long.
Combat:
Being one of the smaller predators on a plane of predators, plasmids hunt in packs. They will gather around a color pool and wait for something to pass through it; then the plasmid cluster around the potential prey and squeeze it/them to death. If they are outmatched, or if they attempt to chase off a larger predator from a potential hunting site, they use their plasma blast and plasma jet abilities.
Improved Grab (Ex): If a plasmid hits with a tentacle attack, it can start a grapple as a free action without provoking attacks of opportunity. If it gets a hold it can then constrict.
Levitate (Sp): A plasmid's body is naturally buoyant, allowing it to fly at a speed of 40ft. It also gives the plasmid a permanent featherfall effect. The plasmid steers its body and changes direction by flexing and flicking its tentacles.
Plasma Blast (Ex): The front end of the plasmid splits into four flaps. This area is the plasmids mouth, as well as the source of its greatest attack. As a standard action, the plasmid flings its mouth flaps open and releases a blast of concentrated plasma. This blast takes the form of a line 5ft wide by 5ft high by 60ft long, and deals 6d8 points of untyped damage to all caught in the blast. The number of dice worth of damage is equal to half the plasmids HD. The plasmid must wait 1d4 rounds before it can use its blast again. A Reflex save (DC 21) halves the damage. The save DC is Dex-based.
Plasma Jet (Ex): If a plasmid wants to flee while dissuading pursuit it can use an alternate version of its plasma blast, called the plasma jet. This ability work as the plasma blast ability as noted above, but it also propels the plasmid forward 120ft in a straight line. Using this ability takes the full attack action.