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Mulletmanalive
2011-11-01, 06:41 PM
Pressure's Dropping
http://i833.photobucket.com/albums/zz256/mulletmanalive/De_Windstoot_-_A_ship_in_need_in_a_raging_storm_Willem_van_de_Ve lde_II_1707.jpg
Image Public Domain

When a cold wind blows, it chills you, chills you to the bone - Muppets Christmas Carole


These lands are marked by a scourge of weather that makes them hard to live in. We have only ourselves to blame for provoking their wrath...



_/ _/ _/ _/ _/ _/ _/ _/


The contest begins with the posting of this thread and will continue until the 31st of November.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the 7th of December.

As it's part of what I do, I'm happy to offer artwork as a prize. This month's contest winner will be awarded a choice of one character portrait or an illustration of their winning monster. If another entry achieves sufficient awesome to warrant an honourable mention, I may give out additional paintings


Premise


Amidst the Alpine meadows and forests of the Gorlack mountains, there is a valley. This valley, actually a meteor crater of immense size, is inhospitable in the extreme because of its weather, which is unpredicatable and almost predatory.

Your task this month is to design the creature behind this weather or a symptom thereof. It need not be able to create the weather but it must at least have some effect on it, perhaps making it worse or just making the cold cut deeper. The weather in question is up to you, it just needs to be inhospitable while it's rolling.


Rules

1. You will be creating an original creature for D&D 3.5, which must be themed around the weather. The creature must influence or alter the weather in some fashion but there are no further limits placed on this. Perhaps you might design a race of hominids who draw down lightning, a species of birds that can only live in blizzard clouds and draw them south to feed or perhaps a unique undead tied to the geography of this place, who's rage controls the winds and the rains.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

2b. Contrary to previous rules, templates are explicitly allowed in this competition, with the following limitation: a template is judged on the example creature, which must be a pure SRD NPC character and a pretransformation version of the character must be included for comparison.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is required for this competition only).

4. Post all entries on this thread. Do [I]not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=10470789#post10470789).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

8. Please state if you do not want critiques, otherwise other participants will likely give a rundown of your build in the chat thread.

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Mulletmanalive
2011-11-01, 06:45 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).

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No Parsed Stat Block Code
Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

Lore

Plot Hook/Story if any

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Chaos_Laicosin
2011-11-18, 11:12 PM
My first attempt at creating a monster.
*EDITED on 28/11 for proper saves and other stuff
*EDITED on 30/11 for some small touch-ups

Nortraddi

Gargantuan Magical Beast
Hit Dice: 23d10+230 (356 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 27 (-4 size, +1 Dex, +20 natural), touch 7, flat-footed 26
Base Attack/Grapple: +23/+49
Attack: Slam +33 melee (3d8+14)
Full Attack: Slam +33 melee (3d8+14) and 2 stamps +28 melee (2d8+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Arc Lightning, Frightful Presence, Stampede, Thundering Stomp, Trumpeting Blast, Trample (4d8+14),
Special Qualities: Damage reduction 5/-; Fast healing 10; Immunity to electricity, poison, disease; Lightning Rod; Spell resistance 23; Static Discharge
Saves: Fort +23, Ref +10, Will +11
Abilities Str 38, Dex 13, Con 30, Int 3, Wis 14, Cha 10
Skills: Spot +14, Listen +14, Survival +8
Feats: Alertness, Awesome blow, Improved bull rush, Improved Initiative, Iron Will, Lightning Reflexes, Power attack, Superior initiative
Environment: Dry dusty plains
Organization: Solitary or Herd (5-10)
Challenge Rating: 17
Treasure: Double Items (metal only), no coins/goods
Alignment: Neutral
Advancement: 24-29 HD (Gargantuan); 30-35 HD (Colossal)
Level Adjustment: -

Standing 18 feet tall and weighing 25 tonnes, the nortraddi are the rulers of the Gorlack Valley dust plains. Nortraddi resemble mammoths except they are much larger; have 6 tusks and a shorter trunk; and their fur is always on end due to static electricity. Their thick, insulating hide protects them from the cutting dust tornadoes and violent lighting strikes associated with the constant dry thunderstorms of the plains. They also have a third, transparent eyelid which shields their eyes allowing them to see twice as far as a human during a dust storm.

Combat

When alone, a nortraddi will use its arc lightning and trumpeting blast attacks to keep enemies at bay. If forced into melee combat it will use its arc lightning and thundering stomp attacks frequently and will otherwise make regular attacks, with awesome blows being directed against smaller enemies.

If in a group, adult nortraddi will form a defensive line between the enemy and any young in the group. They will then use the same tactics as when solitary in an attempt to keep enemies away. If there are no young present in the group they will instead stampede towards any enemies.

Arc Lightning (Su)
As a standard action, nortraddi can call down a bolt of lightning upon them selves from the ever present dry thunderstorms and arc it through their tusks, splitting it into 6 separate bolts. Each bolt deals 10d6 lightning damage and can be directed at any target within 120 ft. A successful reflex save (DC 31) halves the damage. This ability can be used once every 1d4 rounds. The save is constitution based.
Chain Arcing - If it so chooses, a nortraddi can chain its bolts into other nortraddi such that the second struck nortraddi can arc six more bolts. Each subsequent arcing of bolts deals less damage. Example: Nortraddi 1 uses arc lightning and uses three of its six bolts to strike 3 other nortraddi. Each of those 3 nortraddi can arc six more bolts, though they deal only 5d6 damage. Should one of those nortraddi chain one of its bolts into another nortraddi the resulting 6 bolts would deal 3d6 damage. Another chaining would result in 1d10 damaging bolts. This is the maximum chaining potential. A nortraddi can participate in each chaining only once (no chaining back and forth). Save is the same as with arc lightning.
Lightning Rod - Being the largest things on the plains, nortraddi will regularly attract lighting. Each round on its turn, in addition to its normal actions, there is a 10% chance that a lighting bolt will strike a nortraddi and arc through its tusks. The nortraddi does not have direct control of these bolts and as such there is only a 25% chance each that the 6 uncontrolled bolts will strike a creature within 60 ft. (including other nortraddi). Roll d% for each creature within range starting with the closest. Damage and save are the same as above.

Frightful Presence (Ex)
Nortraddi can inspire terror by attacking or charging. Affected creatures must succeed on a will save (DC 21) or become shaken for as long as they are within 60 ft of the nortraddi.

Stampede (Ex)
Aas a Move action, a nortraddi can begin a trample move out to its basic movement speed, triggering all adjacent nortraddi to move with it. Any creature moved over suffers normal trample damage, +2d8 damage per additional nortradi in the herd. Each time a nortraddi is moved in this fashion outside its turn, it loses a Move action from its subsequent turns. Reflex save for half damage is DC 35. Additionally, any creature caught in the stampede must succeed at a fortitude save (DC 35) or be deafened for 2d6 rounds. Saves are strength based.

Static Discharge (Ex)
The constantly blowing dust causes a large static charge to build up in nortraddi fur. Any melee attack from a natural or metal weapon against a nortraddi also deals 5 electricity damage to the wielder. The static charge in their fur will also tend to attract and pick up loose metal items. (bolded text is just some flavour on how they get their treasure horde)

Thundering Stomp (Ex)
As a standard action, a nortraddi can do a powerful stomp that deals 10d6 points of sonic damage to all creatures within 120 ft. (20d6 against exposed brittle or crystalline objects or crystalline creatures), deafens them for 2d6 rounds, and stuns them for one round. A successful fortitude save (DC 35) halves the damage and negates the stunning effect. Additionally, any creature within 20 ft. of the nortraddi and smaller than it must also succeed at a reflex save (DC 35) or be knocked prone. The saves are strength based.

Trumpeting Blast (Ex)
As a full round action a nortraddi can let out a powerful, blowing trumpet from its trunk. The trumpet produces a windstorm force blast of air in a 200 ft cone. It also kicks up dust and sand dealing 2d6 points of nonlethal damage (no save) to all creatures in the cone. The wind effects persist until the nortraddi's next turn. Wind effects can be found in the weather section of the SRD. (http://www.d20srd.org/srd/weather.htm)
-=-=-=-=-=-=-

Lore

Knowledge (arcana) DC 26

The nomads of the Gorlack Valley dust plains are master hunters of nortraddi and travel the plains in armour crafted from nortraddi hide. Despite how sought after nortraddi hide is, the nomads hunt the beasts for ritualistic purposes and do not sell the armour they craft. Their hunting methods and hide working techniques are carefully guarded secrets and outsiders are rarely taken along on hunts.

Leather armour made from nortraddi hide is 50% heavier, has DR 2/-, and has 10 electricity resistance. It is considered masterwork.

Hide armour made from nortraddi hide is 50% heavier, has DR 3/-, and has 15 electricity resistance. It is considered masterwork.

TheGeckoKing
2011-11-27, 09:43 AM
Frostmaker

http://images1.wikia.nocookie.net/__cb20090215170411/huntik/images/c/c3/Ice_Creature.jpg

Small Elemental (Cold, Extraplanar)
Hit Dice: 2d8+2 (11hp)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Claw +4 Melee (1d3+3 plus Soul Chill)
Full Attack: Two Claws +4 Melee (1d3+3 plus Soul Chill)
Space/Reach: 5ft/5ft
Special Attacks: Soul Chill
Special Qualities: Cold Footsteps, Damage reduction 2/magic, darkvision 60 ft., elemental traits, immunity to cold, vulnerability to fire
Saves: Fort 3+, Ref +3, Will +0
Abilities Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills: Hide +4, Spot +3
Feats: Improved Initiative
Environment: Any snowy region
Organization: Single, or a Horde (5-20)
Challenge Rating: 2
Treasure: Standard; All Gems
Alignment: Always Chaotic Neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large), 7 HD+ (Huge)
Level Adjustment: +1

As you walk across the freshly fallen snow and icy lakes that were, you notice the bushes rustling. From a completely different place, a small creature, all spikes and snow, screeches "MORTAL! MORTAL! KILL! KILL!" and from miles around a stampede can be heard.

Gem-encrusted vermin from the Paraelemental Plane of Ice, Frostmakers take their name from their ability to turn even the most fertile prairie into a frozen wasteland, in large enough numbers.

Combat

Soul Chill (Su): A Frostmaker's claws carry the chill of death in-between their talons. When a Frostmaker makes a successful claw attack, they additionally deal 1d2 Con damage on a failed DC 12 Fortitude Save. A Creature reduced to 0 Con by this ability rises again with the Ice Beast (Frostburn) template, mindless and suicidally violent towards all non-Frostmakers. This ability is Con Based

Cold Footsteps (Su): The signature ability of a Frostmaker, the Frostmakers can bring cold winds to all who dwell near their dwellings. All weather within 100ft of a Frostmaker drops two teperature bands (see Frostburn, p9). This ability stacks with the Cold Footsteps of any other Frostmakers within 100ft. The temperature in a given area cannot become lower than Unearthly Cold because of this ability.

-=-=-=-=-=-=-

Lore

Frostmakers normally dwell in the Paralemental Plane of Ice as the Material Plane equivalent of vermin and irritations, but as with most things, one day a Frost Mage Sorcerer decided to summon up an Elder Ice Elemental with a Gate spell to cool a humid day in the Gorlack Valley and botched the spell, tearing a massive gate to the Paraelemental Plane of Ice and allowing a horde of Frostmakers into the valley. Now the unwilling travellers are making a new home in the valley, involving heart-numbing cold weather and converting anything with flesh into psychopathic mockeries of themselves made of ice, just as they did back home.

Mulletmanalive
2011-12-01, 12:36 PM
The competition is now closed. Voting thread will be up momentarily.