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ezkajii
2015-03-06, 03:54 PM
The Flesh Alchemist's Convention: Monster Homebrew Competition I - Making a Mockery

http://fc02.deviantart.net/fs70/i/2013/322/1/8/mimicry_by_drosera_sundews-d6uowu3.jpg
Credit to drosera_sundews (http://drosera-sundews.deviantart.com/) for the image


"They say imitation is the most sincere form of flattery."

"Stop copying meeee!"

Welcome, everyone to the first-ever Flesh Alchemist's Convention, the new format for homebrew monster competitions in the Playground! As a nod to me shamelessly ripping off the now-defunct but previously long-standing Monster Competition (http://www.giantitp.com/forums/showthread.php?231806-GitP-Monster-Competition-LXIV-I-feel-it-in-my-fingers), our first theme is Mimicry!

The contest begins with the posting of this thread. Entrants have until April 15th to submit their creatures, at which time a voting thread will be opened that will last for around a week or so. Your prize for victory? Bragging rights! (Some might even say "prestige".)

Rules
1. You will be making an original creature kind for D&D 3.5. It can be of any size, type, subtypes, etc., as long as it fits the theme of this contest.
2. All entries must be complete, including the creature's name, complete stat-block (template provided below), and description of the creature's appearance and abilities. Ecology entries, lore, specific Knowledge check results, etc. are optional but will likely have a positive effect on the voters reading your entry.
You may choose to create a template rather than a specific creature. In this case, include the complete template information as well as a complete statistics block for an example creature.
3. Each participant in the contest is allowed only one entry into this contest. The monster submitted must not appear in print or online in any other location (must be created specifically for this contest). Use of homebrew material is allowed with the permission of the homebrew content's original creator, but must be linked to in the post alongside the creature entry, and the monster must not be referred to in the original homebrew material in any way. Plagiarism or copyright infringement will result in automatic disqualification (of course).
4. All entries to this contest must be made in this thread. Discussion of the entries, or of the contest itself, should take place in the chat thread (http://www.giantitp.com/forums/showthread.php?402329-The-Flesh-Alchemist-s-Convention-Monster-Homebrew-Competition-Chat-Thread).
5. Besides your initial post, you may reserve one additional post immediately below it, if your creature's entry requires it (most shouldn't). Do not reserve additional posts.


Creature Format:

Name
Size and Type
Initiative:
Speed: Xft (squares)
Armor Class: XX (modifiers), 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: often/usually/always XX
Advancement: 100-150 of base HD (same size), 151-300% HD (one larger)
Level Adjustment:

Appearance/encounter description

Basic description, including physical parameters and languages/communication

Combat
Description of combat tactics
Special Ability (Ex, Ps, Sp, or Su):
Skills:

(optional:)
Ecology:
Society:
In other campaign settings:

Name
Size and Type
Initiative:
Speed: Xft (squares)
Armor Class: XX (modifiers), 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: often/usually/always XX
Advancement: 100-150 of base HD (same size), 151-300% HD (one larger)
Level Adjustment:

Appearance/encounter description

Basic description, including physical parameters and languages/communication

Combat
Description of combat tactics
Special Ability (Ex, Ps, Sp, or Su):
Skills:

(optional:)
Ecology:
Society:
In other campaign settings:

----------------------

Template Format:

Creating a "WXYZ"
"WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

Size and Type:
Hit Dice:
Speed:
Armor Class:
Attack:
Damage:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
CR Adjustment:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Creating a "WXYZ"
"WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

Size and Type:
Hit Dice:
Speed:
Armor Class:
Attack:
Damage:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
CR Adjustment:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Jormengand
2015-03-14, 10:49 AM
Envy
Medium Outsider (Devil), 10th level monk
Hit Dice: 10d8 (45 hp)
Initiative: +4
Speed: 60ft (6 squares)
Armor Class: 13, touch 13, flat-footed 10
Base Attack/Grapple: +7/+9
Attack: Unarmed Strike +9 melee (1d10+2)
Full Attack: Unarmed Strikes +9/+4 melee (1d10+2) or Flurry of Blows +9/+9/+4
Space/Reach: 5 ft/5 ft
Special Attacks: Curse of Green Eyes, Unarmed Strike
Special Qualities: Deadly Sin, Shrug Off 20%, Still Mind, Slow Fall 50 ft, Purity of Body, Wholeness of Body, Improved Evasion, Devil traits
Saves: Fort 7, Ref 7, Will 8
Abilities: Str 14, Dex 10, Con 11, Int 13, Wis 12, Cha 17
Skills: Diplomacy +16, Jump +15, Perform (Dance) +16, Spot +14, Tumble +13
Feats: Cleave, Combat Reflexes, Deflect ArrowsB, Improved GrappleB, Improved Initiative, Improved Unarmed StrikeB, Power Attack.
Environment: The throne room of Legio Animus' palace.
Organization: 1, plus Avarice, Desire, Gluttony, Pride, Sloth and Wrath. (CR special*)
Challenge Rating: Special.*
Treasure: Double standard
Alignment: Lawful Evil
Advancement: By class level.
Level Adjustment: -

*Defeating the Sins will always give you the experience difference between this level and the next; therefore you will always advance a single level. They are appropriate as the third-to-last campaign encounter for a party of at least level 16.

You barge into Legio's throne room, and stare around the room. Legio's four thrones are all empty. They are not here. You look around, and see that the room has not changed much since last time you were here: the banners still fly above where the legionnaires would be seated, the walls of the room are still painted into swirling shapes and the floor is set out like a theatre in the round, with not a dais but a pit in the centre.

As you descend down the few and small steps into the centre of the room, you notice a stirring behind Speaker Trianna's chair. You turn to look, and a moment later, an impatient warrior leaps onto Arbiter Noone's throne from behind it, and raises its grim weapon, a greatsword of terrible jagged edges, towards you. Other creatures sneak out, and before you can make to leave, a creature wrought of silver skin raises its hand and the door slams shut.

You curse, as you recognise the seven figures about you - the deadly sins themselves are on Legio's side.

[...]

The next Sin that steps up to you is Envy, who approaches you with green eyes and blue skin, a black mask appearing painted on but in truth just part of his face. His slim body bounds effortlessly about the room, and he smiles as though knowing something you don't; snarls as though you have something he doesn't.

[...]

The sins raise their fists, weapons, and gloiwing flames, and launch into an attack.

Roll initiative.

Envy stands 4 ft 11 inches tall, allowing most to tower over him with ease. He has blackish-blue skin, which fades to black around his piercing green eyes. He moves about with a rapidity that seems almost unnatural, and dances out of the way of weapons without difficulty.

Combat
Envy will immediately use the Curse of Green Eyes on the toughest customer about, before moving into melee range with someone who will quickly fall to his improved abilities. He will not come to the aid of the other sins unless necessary for his own survival, but he will not impede them on the understanding that they not kill his source of borrowed power.

Monk abilities (Var)
Those special attacks and qualities not listed below are exactly such as might be had by a tenth-level monk, for Envy is as such.

Deadly Sin (Ex)
The seven deadly sins are beings of pure temptation made manifest. They are immune to mind-affecting abilities and death effects.

Curse of Green Eyes (Su)
As a standard action, Envy can cause a Curse of Green Eyes upon a target of his choice. If he does so, any previous Curse of Green Eyes ends immediately, before the new one is instated.

Envy will immediately swap all of his ability scores, his base attack bonus, his base save bonuses, and his armour class (including flat-footed and touch armour class) with the chosen opponent. When the Curse ends, both characters keep whatever percentage hit points they had before.

During the curse, armour class values are locked, and therefore armour will not help your foe nor removing it harm them. However, other effects that change any value (including armour class) work normally as pertains to the target if cast after the Curse of Green Eyes is used. For example, if Envy steals a fighter's strength and a wizard casts Bull's Strength on the fighter, her own strength is increased. Envy can restart the curse (again as a standard action) to take advantage of the fighter's new strength score, however, but he will lose its effect when the duration ends.

Shrug Off (Ex)
Some creatures are just tough. A creature with a Shrug Off ability can negate the effect on them and them alone of any spell or ability that would affect them, or any condition that would be caused to them, without requiring an action or for it to be their turn. However, they must pay a percentage of their current hit points to do so.

Envy can Shrug Off by paying 20% of his current hit points.

Devil Traits
As a devil, Envy has the following traits:

Immunity to fire and poison.
Resistance to acid 10 and cold 10.
See in Darkness (Su): Envy can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Telepathy.

Zaydos
2015-04-06, 11:57 AM
Mimonkey
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +9
Speed: 40-ft (8 squares), climb 20-ft
Armor Class: 19 (+5 Dex, +2 special, +2 natural), touch 17, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Unarmed Strike +8 melee (1d6+2)
Full Attack: Unarmed Strike +8 or flurry of blows +6/+6 melee (1d6+2)
Space/Reach:5-ft/5-ft
Special Attacks: Mimic Action
Special Qualities: Calm Mind, Copy Spirit, Mimic Stance, Natural Monk, See Magic, Voice Imitation
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 14, Dex 21, Con 15, Int 6, Wis 15, Cha 10
Skills: Climb +13, Disguise +0 (+8 when acting), Martial Lore +6, Sense Motive +7, Spellcraft +6, Spot +7, Use Magic Device +4
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate and Warm Mountains.
Organization: Single, pair, or Troop (4-24)
Challenge Rating: 3
Treasure: Half standard
Alignment: Usually True Neutral
Advancement: 4-5 HD (medium), 6-9 HD (large); or through class levels.
Level Adjustment: +4

Standing about human height the creature looks like a stretched out monkey, as it watches you it begins to take on your mannerisms and your movements.

Inspired/influenced by Jester of Doom's Mime (http://www.giantitp.com/forums/showsinglepost.php?p=13761970&postcount=21).

A mimonkey stands about the same height as an elf, typically ranging from 5' to 5' 6", but in some savage mountains specimens standing as tall as 9'6" have been reported. Their body proportions are not simply those of a monkey, their height proportionately increased greater than their girth.

Combat
Mimonkeys rely on speed and agility at the beginning of a fight, attempting to soften their foes before their foes react and then using whatever powers their enemies bring against them to their own benefit.

Calm Mind (Ex): Mimonkeys have a certain stoic calmness to their mind which resists magical influences. They gain a +2 on saves vs enchantment and telepathy effects and may save twice against such effects taking the better result.

Copy Spirit (Su): Mimonkeys can copy observed spell effects, bound vestiges, and soulmelds. Three times per day, as a swift action, a mimonkey can copy one shaped soulmeld, bound vestige, or spell effect. If they copy a spell effect they gain its effects as if it had been cast on them, if they copy a bound vestige or shaped soulmeld they gain the benefits of that vestige or soulmeld as if they were its original binder or meldshaper; if the soulmeld is bound to a chakra the copied soulmeld is bound to that chakra even if the monkey has a magic item or soulmeld bound in that slot, and the soulmeld has whatever amount of essentia invested into it that it had when the mimonkey copied it and the mimonkey cannot remove such essentia. The benefits of this effect last 1 minute or the copied effect's original duration whichever is shorter.

Mimic Action (Su): Mimonkeys can copy observed actions from their foes. 3 times per day a mimonkey can copy the use of a skill, martial maneuver, casting of a spell or spell-like ability (or psionic), or the use of a supernatural ability. To do so the mimonkey uses the same action as the action they are copying. If they copy a skill check they use its result. If they copy a martial maneuver they initiate it, using the original initiator's IL and any saving throw DC is the same as it was for the original initiator (the mimonkey still uses their attack roll). If they copy a spell or spell-like ability it is cast as if they were the original caster for caster level, save DC, etc.

Mimic Stance (Su): Mimonkeys can copy foes' observed stances. At will a mimonkey can enter the martial stance of any creature they can see as a swift action. They can only remain in this stance for as long as they can observe a character in that stance. A mimonkey uses this stance with the same initiator level as the original initiator, and any saving throw DCs from the stance are based off of the initial initiator.

Natural Monk (Ex): A mimonkey has the AC Bonus and Unarmed Strike of a 3rd level monk, and may use Flurry of Blows.

See Magic (Su): A mimonkey knows the location and power of all magical auras within 120-ft as if with Arcane Sight but it may not concentrate to determine whether a creature is capable of casting spells.

Voice Imitation (Ex): A mimonkey can imitate any sound within the loudness which can be produced by a human throat. They can use this ability to perfectly replicate any voice they have ever heard. Listeners must succeed at a DC 15 Will save (DC is Charisma based and includes a +4 racial bonus to the save DC).

Skills: A mimonkey has a +4 racial bonus on Sense Motive, Spot, and Use Magic Device, a +6 racial bonus on Martial Lore and Spellcraft checks, and a +8 racial bonus on climb checks. A mimonkey has a +8 bonus to disguise checks made to act as a specific creature. A mimonkey can always choose to take 10 on Climb checks, even if rushed or threatened. Mimonkeys use either their Strength or Dexterity modifier for Climb checks, whichever is higher.