wizuriel
2010-03-14, 07:10 PM
So trying to make my own monster for an upcoming game. Just wondering what people think. Tried reading stickies and the MM and think it looks like a resonable monster in some regards...:smallconfused:. Pretty sure I actually saw most of this somewhere and yoinked it ;)
edit: In hindsight I really should have done this as a template that just turns your type into an Aberration and gives the new abilities.
Once a regular humanoid, a Mangled is a creature that has experimented too much on ways to better themselves. At first look the creature looks like only a deformed humanoid. Using clever disguises and personality Mangled like to get close to their victims before revealing the horrific truth. The flesh of the creature is in constant fluxx exposing the muscles, bones and organs underneath. The bones pop and reform to cover the pulsing organs as they move around seeking cover beneath the elusive flesh. The skin constantly squirms around as if alive and ever hungry. The ever hungry flesh of the Mangled drains its victims of their strength while it dissolves them.
Mangled
Medium Aberration (Augmented humanoid)
Hit Dice: 8d8+40 (76 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+13
Attack: Slam +9 melee (1d6+4 + 1D6 Acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Constrict, Flesh Hungers, improved Grab
Special Qualities: Darkvision 60 ft, Frightful Presence (DC 18), Immune To Critical Damage, Regeneration 3
Saves: Fort +7 Ref +4 Will +6
Abilities: Str 16, Dex 14, Con 20, Int 15, Wis 11, Cha 18
Skills: Bluff +16, Escape Artist +18, Disguise +16, Sense Motive +12
Feats: Combat Expertise, Improved Disarm, Improved Grapple
Challenge Rating: 7
Treasure: standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: —
Combat
Acid (Ex)
A Mangled's flesh can secrete a digestive acid that quickly dissolves organic material. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 19 Reflex save. A metal or wooden weapon that strikes a Mangled also dissolves immediately unless it succeeds on a DC 19 Reflex save. The save DCs are Constitution-based.
Constrict (Ex)
A mangled deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex)
To use this ability, a Mangled must hit with its slam 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 can constrict.
Flesh Hungers(Ex)
A Mangled that is constricting an opponent loses its Dexterity bonus to Armor Class and has an AC of 15 and can not run. A mangled can still slam opponents and attempts Grapple even with opponents currently constricted with its flesh. Each round opponents are in a grapple with a Mangled they must succeed on a DC 19 fortitude save or take 1D4 Strength damage. The save DCs are Constitution-based.
Regeneration: Mangled take normal damage from fire.
Skills: A Mangled has +4 racial bonus to Escape Artist checks.
edit:
Creating a mangled
Size and Type
The creature’s type changes to Aberration. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class
Natural armor improves by +5 (this stacks with any natural armor bonus the base creature has).
Attacks
A Mangled retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A Mangled also gains a slam attack.
Damage
Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the Mangled's size. (Use the base creature’s slam damage if it’s better.)
Special Attacks
A mangled retains all the special attacks of the base creature and gains the following special attack (all con based).
Acid (Ex)
Constrict (Ex)
Improved Grab (Ex)
Flesh Hungers(Ex)
Special Qualities
A Mangled has all the special qualities of the base creature, plus the following special qualities.
Darkvision out to 60 feet.
Frightful Presence (CHA based)
Regeneration X (not sure how to calculate this, probably should be based on hit dice)
Immune to critical damage
Skills
+4 bonus to escape artist
Challenge Rating
Same as the base creature + 2
edit: In hindsight I really should have done this as a template that just turns your type into an Aberration and gives the new abilities.
Once a regular humanoid, a Mangled is a creature that has experimented too much on ways to better themselves. At first look the creature looks like only a deformed humanoid. Using clever disguises and personality Mangled like to get close to their victims before revealing the horrific truth. The flesh of the creature is in constant fluxx exposing the muscles, bones and organs underneath. The bones pop and reform to cover the pulsing organs as they move around seeking cover beneath the elusive flesh. The skin constantly squirms around as if alive and ever hungry. The ever hungry flesh of the Mangled drains its victims of their strength while it dissolves them.
Mangled
Medium Aberration (Augmented humanoid)
Hit Dice: 8d8+40 (76 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+13
Attack: Slam +9 melee (1d6+4 + 1D6 Acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Constrict, Flesh Hungers, improved Grab
Special Qualities: Darkvision 60 ft, Frightful Presence (DC 18), Immune To Critical Damage, Regeneration 3
Saves: Fort +7 Ref +4 Will +6
Abilities: Str 16, Dex 14, Con 20, Int 15, Wis 11, Cha 18
Skills: Bluff +16, Escape Artist +18, Disguise +16, Sense Motive +12
Feats: Combat Expertise, Improved Disarm, Improved Grapple
Challenge Rating: 7
Treasure: standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: —
Combat
Acid (Ex)
A Mangled's flesh can secrete a digestive acid that quickly dissolves organic material. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 19 Reflex save. A metal or wooden weapon that strikes a Mangled also dissolves immediately unless it succeeds on a DC 19 Reflex save. The save DCs are Constitution-based.
Constrict (Ex)
A mangled deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex)
To use this ability, a Mangled must hit with its slam 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 can constrict.
Flesh Hungers(Ex)
A Mangled that is constricting an opponent loses its Dexterity bonus to Armor Class and has an AC of 15 and can not run. A mangled can still slam opponents and attempts Grapple even with opponents currently constricted with its flesh. Each round opponents are in a grapple with a Mangled they must succeed on a DC 19 fortitude save or take 1D4 Strength damage. The save DCs are Constitution-based.
Regeneration: Mangled take normal damage from fire.
Skills: A Mangled has +4 racial bonus to Escape Artist checks.
edit:
Creating a mangled
Size and Type
The creature’s type changes to Aberration. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class
Natural armor improves by +5 (this stacks with any natural armor bonus the base creature has).
Attacks
A Mangled retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A Mangled also gains a slam attack.
Damage
Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the Mangled's size. (Use the base creature’s slam damage if it’s better.)
Special Attacks
A mangled retains all the special attacks of the base creature and gains the following special attack (all con based).
Acid (Ex)
Constrict (Ex)
Improved Grab (Ex)
Flesh Hungers(Ex)
Special Qualities
A Mangled has all the special qualities of the base creature, plus the following special qualities.
Darkvision out to 60 feet.
Frightful Presence (CHA based)
Regeneration X (not sure how to calculate this, probably should be based on hit dice)
Immune to critical damage
Skills
+4 bonus to escape artist
Challenge Rating
Same as the base creature + 2