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  1. - Top - End - #1
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    Thumbs up GITP Monster Competition VII - A Wizard Did It (CLOSED)

    Voting


    The contest has ended and voting begun. Follow the links below to vote for your choice. You may only enter one vote in this contest. Those who make multiple votes will not have theirs counted.

    -=-=-=-=-=-

    Click here to vote for the...
    Wupperhin
    Turtlehawk
    Discernable Anatomy Golem
    Witch-Begotten Stalker
    Scorpell


    Click here to vote for the...
    Man o' War
    Nudibrancha
    Graveforged
    Flent
    Spideer

    Click here to vote for the...
    ManBearPig
    Oran-Spawn
    Kittenbush
    Zodiac Hydra
    Cab't


    Last edited by The Vorpal Tribble; 2007-03-31 at 11:03 PM.

  2. - Top - End - #2
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    Lightbulb Re: GITP Monster Competition VII - A Wizard Did It

    A Wizard Did It




    What should we expect next? The dreaded bunnywolf? The ferocious penuinlion? Perhaps the terrible ducksnake?

    Many beasts that roam the land seem to have gone mad, MAD... physically. Lions with wings, horses with the heads of men, goats with snakes tails. These are the result of supernatural expirementation, offspring of a warped biological tinkerer. You are the wizard and all life your ingredients. What might you cook up?


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


    The contest begins with the posting of this thread and will continue until midnight, March 20th (EST).

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.


    Rules

    1. You will be creating a 'unique' D&D monster. An amalgamation of various creatures. It can be two creatures, or maybe twenty. They need not be real creatures even, but nevertheless, they must have a bit part in the jigsaw of your creation.

    Example
    Xelcius

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

    3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

    4. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here.

    5. One entry per participant.

    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. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

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




    Image copyright of Elisafox. All rights reserved.

    Last edited by The Vorpal Tribble; 2007-03-20 at 11:11 PM.

  3. - Top - End - #3
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    The Wupperhin


    A Wupperhin Marching Band

    Tiny Magical Beast
    Hit Dice:
    1d10+0 (5hp)
    Initiative: +4
    Speed: 40ft, burrow 10ft (2 squares)
    Armor Class:
    16 (+4 Dex, +2 size), 16 touch, 12 flat-footed
    Base Attack/Grapple: +1/-9
    Attack: Kick +7, 1d4-3
    Full Attack: Two Kicks +7/+7 (1d4-2)
    Space/Reach: 2 1/2 ft. by 0 ft.
    Special Attacks: Fascination, Song of the Grass
    Special Qualities: Darkvision, Scent
    Saves: Fort +2, Ref +6, Will +1
    Abilities: Str 6 , Dex 18 , Con 10 , Int 3 , Wis 12 , Cha 8
    Skills:
    Hide+12, Jump+6, Move Silently +7, Listen +1, Spot +1, Survival(for tracking by scent)+1
    Feats: Weapon Finesse
    Environment: Grasslands and temperate forests
    Organization: Chord(3-5), Pack(6-10), Herd(11-40) or Stampede(41-100+1-3 Whomperhins)
    Challenge Rating: 1/4
    Treasure: Standard, gems and coins only
    Alignment: Always Neutral
    Advancement: Whomperhin(3+, Small)
    Level Adjustment: NPR

    Wupperhins are probably the second-most benign creation to ever come from the experiments of arcanists; a strange infusion of beasts enchanted to contain a strange magical music. A wupperhin resembles nothing more than a small furry striped egg with rabbit feet and an elephant's trunk. These creatures naturally travel in packs, running with amazing quickness for their size as they travel grasslands and forests in search of food. It's not unknown for travelers to be forced to wait a herd of wupperhins crossing her path.
    Wupperhins create elaborate burrows and nests underground lined with small smooth stones (and sometimes even coins and gemstones) which amplify the strange music of the wupperhins.

    Fascination(Su) Any group of at least three Wupperhins can channel the magical power latent within themselves to create a strange and haunting melody that compels listeners within 60' to do nothing but listen. To use this ability, the wupperhins make a collective perform check at a +4 bonus (+1 for each additonal 3 wupperhins that join the melody). The Will save DC is the check result . This is a sonic mind-affecting ability.

    Song of the Grass(Su) as a standard action, any group of at least 3 wupperhins can sing a magical melody that calls to the very spirit of nature. The wupperhins make a perform check +4 (+1 for each additional 3 wupperhins that join the melody) Up to two targets (plus one for every three additional wupperhins participating) are considered entangled (as the spell) as grass and tree limbs reach out with burgeoned blades and limbs to grapple. The reflex save DC to avoid entanglement is equal to the check result.

    Wupperhins have a +10 racial bonus on jump checks
    Combat
    Wupperhins are poorly-suited for combat, and almost always flee from any kind of combat. In the case of a herd, a chord of Wupperhins will remain behind to deter pursuit with Fascination and Song of the Grass. Whomperhins are more aggressive, and will often kick at less threatening opponents with their oversized feet. A cornered wupperhin is likely to try and vault over its attacker's head with a leap, or simply play dead for anything much larger than itself.

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

    Wupperhins were created by Ambria Corellian, an elven wizard with a love of music. She created the first of the wupperhins as pets, but didn't anticipate their rapid breeding rate (a new generation of wupperhins reaches maturity in two months), nor their voracious appetite for toast. Even Ambria doesn't really understand why, but Wupperhins love toast. This has turned out to be a useful item of knowledge, as Wupperhins become something of a pest in the elven community around Silvin, taking up house in building sites. A canny and humane builder would leave a small tray of toast some distance away from the site of the building in order to lure the wupperhins away while he completed work on the foundation.
    The Wupperhins would generally return to the building and look puzzled, their trunks curling into question marks before turning away and cantering off in search of a new home.
    Last edited by The Great Skenardo; 2007-03-18 at 12:04 PM. Reason: Tribble Trabble
    If there's nothing out there, then what was that noise?

  4. - Top - End - #4
    Troll in the Playground
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Turtlehawk

    The majestic turtlehawk, art by me.

    Small Magical Beast
    HD: 3d10+3 (19 hp)
    Initiative: +7
    Speed: 10 ft (2 squares), fly 60 ft. (good, 12 squares)
    AC: 19 (+1 Size, +3 Dex, +5 Natural)touch 14, flat-footed 16
    Base Attack/Grapple: +3/+0
    Attack: Bite +7 melee (1d4+1)
    Full Attack: Bite +7 melee (1d4+1), and 2 rakes +2 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blunt force
    Special Qualities: Darkvision 60 ft, quick
    Saves: Fort +4, Ref +6, Will +3
    Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 14, Cha 6
    Skills: Hide +7, Listen +5, Spot +14
    Feats: Improved Initiative, Weapon finesse
    Environment: temperate mountains
    Organization: Solitary, pair or flock (3-14)
    Challenge Rating: 2
    Treasure: Half standard, no coins or goods
    Alignment: Usually nuetral
    Advancement: 4-6 HD (small), 7-11 HD (medium)
    Level Adjustment: -

    This strange looking creature is the obvious experiment of an insane wizard. It looks to have the body of a stout turtle with a head of a thick-beaked turtle aswell. From the sides of it's shell spread a pair of brown and white feathered wings. Where it's stout turtle feet and pointy tail should be are a pair of muscular taloned claws and a feathery fan-like tail. Even for it's apparent stoutness and size, it seems rather agile and quick.

    Turtlehawks are quiet, peaceful creatures that dwell in wooded areas and comfortably tempuratured mountains. They are usually slow while at leisure but quick if they need to be.

    COMBAT
    Turtlehawks most usually try to avoid combat if they can more easily flee to safety, but if forced into a fight they usually employ the use of thier blunt bodies against foes and rely on thier mobility to avoid being damaged.

    Blunt Force (Ex): When a turtlehawk makes a charge against a foe while flying it can retract it's head into it's body and instead of using it's bite or rakes it makes a special attack that instead deals 1d10+1 points of bludgeoning damage.

    Quick (Ex): The bones and shell cavatie of a turtlehawk is hollow and very lightweight, making it more agile and mobile. The turtlehawk gets a surprise round, even if it's initiative normally wouldn't allow this, it retains it's dex bonus to AC in this round and gains an additional +2 dodge bonus to AC and reflex saves in this first round. This ability does not work if the turtlehawk is restrained or somehow immobilized.

    Skills: Turtlehawks recieve a +8 racial bonus on spot checks.

    --
    The original turtlehawk was created when a gnome transmuter in a drunken stupor when he could not stop thinking about how much he hated how slow turtles are...for whatever reason. He spent years making it his pet project - literally. After years of magical experimentation the first turtlehawks were created and from the original pair finally escaping the drunken gnome into the surrounding mountains and have been successfully propagating ever since.
    These days, some gnomes make it a tradition to go out and try to catch wild turtlehawks and make them thier pets. There are a number of tame turtlehawks, mostly in gnomish society but a few other races take them as pets such as elves and many human cultures.

    Plot Hook:
    A band of gnomes with rather large nets wonders through the woods, claiming they're continuing a tradition of this gnomish village for generations. What they seek is a strange magical beast called the turtlehawk. What the adventurers and gnomes don't know is that a wizard/druid/mystic theurge has been gathering them and causing them to breed tenfold, filling the woods with turtlehawks of all sorts of magical variety.
    Last edited by Krimm_Blackleaf; 2007-03-05 at 08:58 PM.
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    Invincible Maiden Avatar by GryffonDurime.

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    Homebrew by Krimm Blackleaf


  5. - Top - End - #5
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Discernable Anatomy Golem

    Large Construct
    Hit Dice: 17d10+30 (123 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 17 (Size -1, Natural +8), Touch 9, Flat-Footed 17
    Base Attack/Grapple: +12/+7/+2; +23 (+7 Str, +4 Size)
    Attack: Slam +18 (1d8+10 + Filth Fever) or Large Warhammer (1d10+10)
    Full Attack: Large Warhammer +17/+12/+7 (1d10+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Filth Fever
    Special Qualities: Magic Immunity, Construct Traits, All Weak Points, Darkvision (60 ft.), Low-Light Vision
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 24, Dex 10, Con -, Int -, Wis 10, Cha 10
    Skills: None
    Feats: None
    Environment: Any Dungeon or Urban
    Organization: Solitary or Abbatoir (2-3)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 18-20 (Large), 21-25 (Huge)
    Level Adjustment: -

    Construct Traits: Discernable Anatomy Golems are immune to Poison, Sleep, Paralysis, Stunning, Disease, Death Effects, Necromancy, Mind-Affecting Effects, Ability Damage, Ability Drain, Fatigue, Exhaustion, and Energy Drain, as well as any effect that requires a Fortitude save (Unless it also effects objects).

    All Weak Points (Ex): A Discernable Anatomy Golem is a vaguely humanoid mass of Spleens, Hearts, Backs, and anything else that is vulnerable. Unlike most constructs, a Discernable Anatomy Golem is vulnerable to critical hits and precision based damage (such as Sneak Attacks). Furthermore, all successful attacks are automatically critical threats.

    The hulking mass before you looks vaguely like a flesh golem, but for the highly pronounced trails of major arteries, internal organs, and nervous arrays that seem to blanket its surprisingly squishy body.

    The Magus Ixpidiplious Boarweasel, an gonzified genius, grew excessively tired of his rogue companion complaining every time they encountered a construct or undead, and of his martial companions griping that he managed to fireball any reasonable challenge into oblivion before they could even get close.
    Therefore, in a fit of spite and generosity, Boarweasel began rummaging through the garbage of his construct and necromancy laboratories, and threw together a bizarre mix of everything that was considered too weak or squishy for a standard flesh golem. Finally, he rigged the construct with crude circulatory, nervous, and endocrine systems, and brought to life his ludicrously misconcieved creation.
    Needless to say, his friends had quite the adventure bringing this behemoth down, and, before long, Boarweasel had offers from every rogue with money to spare to produce one of these hulking punching bags, so that they might work out the frustration that they'd experienced for so long before.

    Combat: Plodding and mindless, Discernable Anatomy Golems are almost made to die. Knowing nothing of tactics, the golem simply charges the nearest living thing and attempts to smash it with his warhammer. If it loses its hammer, it instead resorts to its bare hand slam attacks.
    Last edited by ArmorArmadillo; 2007-03-04 at 01:33 PM.
    Gnoll Paladin with Zanbatou Avatar by Oregano.

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    Quote Originally Posted by ExHunterEmerald
    Incidentally, Armadillo, I'd suggest you were hit by a spark of inspiration, but that would knock your armor off.

  6. - Top - End - #6
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Witch-Begotten Stalker

    Ranger 10
    Large Aberration (Extraplanar, Shapechanger, Aquatic)
    Hit Dice:
    18d8+54 (135 hp)
    Initiative: +10
    Speed: 50 ft.(10 squares), Brachiation 80 ft. (16 squares), Swim 60 ft. (12 squares)
    Armor Class:
    25 (-1 Size +6 Dex +10 Natural), touch 15, flat-footed, 19
    Base Attack/Grapple: +16/+24
    Attack: +2 Composite Longbow +24 ranged (2d6+4 + Poison, 20/x3) or Claw +19 melee (1d6+4 + poison, x2)
    Full Attack: +2 Composite Longbow +22/+17/+12/+7 ranged (2d6+4 + Poison, 20/x3) and +2 Composite Longbow +22/+17 ranged (2d6+2 + Poison, 20/x3) or 6 Claws +19 melee (1d6+4 + poison, x2) and Gore +14 melee (1d8+2 + Poison, x3).
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Barbs, Poison, Planeshift, Chosen Quarry, Alternate Form
    Special Qualities: Aberration Traits, Damage Reduction 15/Special, Glide, Camoflage, Elemental Immunity, Reincarnation, Track, Wild Empathy, Improved Combat Style (Two-Weapon Combat), Woodland Stride, Swift Tracker, Evasion
    Saves: Fort +12, Ref +14, Will +12
    Abilities:
    Str 18, Dex 22, Con 16, Int 14, Wis 17, Cha 4.
    Skills:
    Balance +17, Hide +27, Jump +14, Knowledge (Nature) +12, Listen +13, Move Silently +27, Spot +13, Survival +24, Swim +16, Use Rope +16.
    Feats: Dodge, Improved Initiative, Improved Precise Shot, Mobility, Point Blank Shot, Precise Shot, Shot on the Run, Weapon Focus (Longbow).
    Environment: Any
    Organization: Solitary
    Challenge Rating: 16
    Treasure: 2 +2 Large Composite Longbows
    Alignment: Always Neutral Evil
    Advancement: By character class
    Level Adjustment: -
    The very shadows seemed to twist and bulge until a hail of arrows slew the entire party without breaking the silence

    The Witch-Begotten Stalker is a fell beast called from the plane of Nightmares by an ancient spell caster. The creature has a barely humanoid form resembling a fawn with the head of a stag-horned slavering hunting hound, three pairs of Orangutan limbs, the pseudo-wings of a Manta Ray, gills along it's chest and the legs of a leaping Lizard. The creature's fur and skin contantly change colour to fit into into it's surroundings and it's claws and antlers contantly drip with an ink-like poison.

    Combat
    Alternate Form [Su]:
    The Witch-Begotten Stalker may take the form of any of its composite creatures; a human, deer, dog, ray, lizard or ape. This ability counts as the Polymorph spell apart from the limited forms.
    Barbs [Ex]: The Witch-Begotten Stalker can create at will any number of poisonous barbs. The Witch-Begotten Stalker may use these as arrows.
    Camoflage [Su]: As long as he stays still, the Witch-Begotten Stalker gains a +20 bonus on Hide checks.
    Chosen Quarry [Su]:
    At any one time, the Witch-Begotten Stalker has a single designated quarry. The Witch-Begotten Stalker will hunt this quarry across planes. Any time the Witch-Begotten Stalker's chosen quarry sleeps, the creature may cast the Nightmare spell against it.
    Damage Reduction [Ex]: The Witch-Begotten Stalker's Damage Reduction can only be bypassed by the natural weapons of a plant creature (actual or merely polymorphed). If the Witch-Begotten Stalker is pierced by a weapon made from the wood of a Sapling then it's damage reduction is supressed for an entire day.
    Elemental Immunity [Ex]: The Witch-Begotten Stalker is immune to all elemental damage. If dealt damage from a spell then the Witch-Begotten Stalker is instead subjected to a Slow effect as the spell of the same name
    Favoured Enemies [Ex]: The Witch-Begotten Stalker has a +6 bonus on Bluff, Listen, Sense Motive, Spot, Survival and Damage rolls against creatures with the human subtype as well as a +2 bonus against creatures with the elf or dwarf subtype.
    Glide [Ex]: The Witch-Begotten Stalker may move 10 ft. in any direction he chooses for evey 5 ft. he falls. A Witch-Begotten Stalker never takes damage from falling unless he is helpless.
    Planeshift (Sp): The Witch-Begotten Stalker may use the spell Planeshift as cast by a 15th level sorcerer at will.
    Moral Restriction [Su]: The Witch-Begotten Stalker is a creature of vengeance and may not enter any area that has been marked by a selfless act. For example the site of an ancient battle where men died for their country without hesitation. Such areas can be defiled with the blood of a young animal, allowing the Witch-Begotten Stalker to enter them as normal. Also the Witch-Begotten Stalker may never harm anyone who has not yet reached the adult catergory.
    Poison [Ex]: The Witch-Begotten Stalker's body contantly exhumes a deadly poison. Primary damage (DC 22, con based) is 1d4 Con + a Silence (as the spell of the same name) effect while secondary damage is 2d4 Con.
    Spellcasting: The Witch-Begotten Stalker's Ranger levels grant him 2 spells of first and second level.. Generally it has Magic Fang cast on itself before combat begins. In Combat it usually uses spells such as Wing Wall or Entangle.
    Reincarnation [Su]: There is only ever one Witch-Begotten Stalker in the world at one time. If it ever dies then it's body reforms on the Plane of Nightmares in one month's time. Once reborn, the Witch-Begotten Stalker will continue to hunt its pre-assigned quarry. A properly worded Wish Spell combined with the bones of it's creator will stop the Witch-Begotten Stalker from reincarnating.


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

    The Witch-Begotten Stalker was created in a ritual 1000 years ago. Legends say that a wandering Demi-god once slew a mighty hunting spirit while on a quest to save his dying lover. The five druids that worshipped the spirit tried to ressurect it to no avail. 13 days later a wandering sorcerer came across the druids and claimed that he would help them gain vengeance. After agreeing to do anything to avenge their master the Druids were slaughtered in order to taint the land. The sorcerer then took one vital organ from each of the five druids and stitched them into the body of the fallen spirit. The sorcerer then banished his own creation to the Plane of Nightmares. The Witch-Begotten Stalker was then born with the features of the creatures most respected by the druids that had been slain in its creation.
    The legends do not reveal whether the Witch-Begotten Stalker ever hunted down the Demi-god that slew the druid's spirit. What they do reveal is that numerous legendary figures tried to summon the beast in order to use it to hunt down their enemies.
    Knowledge (nature) Check
    10 or more: The Witch-Begotten Stalker is an ancient extraplanar spirit of vengeance.
    15 or more: The Witch-Begotten Stalker has been used to hunt down numerous quarry in the past. Its poison can replicate the Silence spell.
    20 or more: The Witch-Begotten Stalker may be harmed after it's body has been pierced by a spear or arrow made from the wood of a sapling. Elemental damage cannot harm it.

    Mark for Vengeance (Incantation)
    Conjuration (Calling)
    Effective Level: 8th
    Skill Check: Knowledge (Nature) DC 25 2 successes, Knowledge (The Planes) DC 30 1 success, Perform (Percussion) DC 20 4 successes
    Failure: Reversal
    Components: V, S, M, XP, F
    Casting Time: 8 hours
    Range: Designated Target
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None
    This Incantation marks a target as the quarry of the
    Witch-Begotten Stalker. To complete the incantation the caster must inscribe an altar with ancient glyphs, sacrifice a lamb and then continue to beat a drum for 8 hours.
    The caster may designate any individual as long as he knows their name and has a lock of their hair. Once the target has been designated, the Witch-Begotten Stalker will start moving from it's
    Failure: If the caster fails 2 consecutive checks then he is marked as the Witch-Begotten Stalker's quarry instead.
    Material Component: Sacrificial lamb, lock of hair
    Focus: Properly dedicated altar.
    XP: The caster must pay 200 XP.
    Campaign Use: This incantation is most likely to be used by an enemy of the PCs. Be wary of allowing the PCs to summon an immortal hunstman to send against their enemies.

    Base Witch-Begotten Stalker
    Large Aberration (Extraplanar, Shapechanger, Aquatic)
    Hit Dice:
    8d8+16(52 hp)
    Initiative: +9
    Speed: 50 ft.(10 squares), Brachiation 80 ft. (16 squares), Swim 60 ft. (12 squares)
    Armor Class:
    24 (-1 Size +5 Dex +10 Natural), touch 14, flat-footed, 19
    Base Attack/Grapple: +6/+14
    Attack: Claw +9 melee (1d6+4 + poison, x2)
    Full Attack: 6 Claws +9 melee (1d6+4 + poison, x2) and Gore +4 melee (1d8+2 + Poison, x3).
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Barbs, Poison, Planeshift, Chosen Quarry, Alternate Form
    Special Qualities: Aberration Traits, Damage Reduction 15/Special, Glide, Camoflage, Elemental Immunity, Reincarnation.
    Saves: Fort +4, Ref +7, Will +9
    Abilities:
    Str 18, Dex 20, Con 14, Int 14, Wis 17, Cha 4.
    Skills:
    Balance +16, Hide +16, Move Silently +16, Survival +14, Swim +12.
    Feats: Dodge, Improved Initiative, Mobility.
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: By character class
    Level Adjustment: -

    Combat
    Alternate Form [Su]: The Witch-Begotten Stalker may take the form of any of its composite creatures; a human, deer, dog, ray, lizard or ape. This ability counts as the Polymorph spell apart from the limited forms.
    Barbs [Ex]: The Witch-Begotten Stalker can create at will any number of poisonous barbs. The Witch-Begotten Stalker may use these as arrows.
    Camoflage [Su]: As long as he stays still, the Witch-Begotten Stalker gains a +20 bonus on Hide checks.
    Chosen Quarry [Su]:
    At any one time, the Witch-Begotten Stalker has a single designated quarry. The Witch-Begotten Stalker will hunt this quarry across planes. Any time the Witch-Begotten Stalker's chosen quarry sleeps, the creature may cast the Nightmare spell against it.
    Damage Reduction [Ex]: The Witch-Begotten Stalker's Damage Reduction can only be bypassed by the natural weapons of a plant creature (actual or merely polymorphed). If the Witch-Begotten Stalker is pierced by a weapon made from the wood of a Sapling then it's damage reduction is supressed for an entire day.
    Elemental Immunity [Ex]: The Witch-Begotten Stalker is immune to all elemental damage. If dealt damage from a spell then the Witch-Begotten Stalker is instead subjected to a Slow effect as the spell of the same name
    Glide [Ex]: The Witch-Begotten Stalker may move 10 ft. in any direction he chooses for evey 5 ft. he falls. A Witch-Begotten Stalker never takes damage from falling unless he is helpless.
    Planeshift (Sp): The Witch-Begotten Stalker may use the spell Planeshift as cast by a 15th level sorcerer at will.
    Moral Restriction [Su]: The Witch-Begotten Stalker is a creature of vengeance and may not enter any area that has been marked by a selfless act. For example the site of an ancient battle where men died for their country without hesitation. Such areas can be defiled with the blood of a young animal, allowing the Witch-Begotten Stalker to enter them as normal. Also the Witch-Begotten Stalker may never harm anyone who has not yet reached the adult catergory.
    Poison [Ex]: The Witch-Begotten Stalker's body contantly exhumes a deadly poison. Primary damage (DC 16, con based) is 1d4 Con + a Silence (as the spell of the same name) effect while secondary damage is 2d4 Con.
    Reincarnation [Su]: There is only ever one Witch-Begotten Stalker in the world at one time. If it ever dies then it's body reforms on the Plane of Nightmares in one month's time. Once reborn, the Witch-Begotten Stalker will continue to hunt its pre-assigned quarry. A properly worded Wish Spell combined with the bones of it's creator will stop the Witch-Begotten Stalker from reincarnating.
    Last edited by Closet_Skeleton; 2007-03-21 at 08:44 AM.
    "that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft

    When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.


  7. - Top - End - #7
    Dwarf in the Playground
     
    HalflingRangerGuy

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    Default Re: GITP Monster Competition VII - A Wizard Did It

    This is my first GiTP contest entry. Probably boring. Oh well...

    Scorpell

    Tiny Magical Beast
    Hit Dice: 1/4d10 (2hp)
    Initiative: +6
    Speed: (30 ft (6 squares), Climb 50 ft (10 squares))
    Armor Class: 19(+6 dex, +2 size, +1 natural), touch 18, flat-footed 13
    Base Attack/Grapple: +0/-11
    Attack: Sting +6 melee (1d2-3 and poison)
    Full Attack: Sting +6 melee (1d2-3 and poison)
    Space/Reach: 2.5 ft/0 ft
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft, Arcane Speed
    Saves: Fort +3, Ref +8, Will +0
    Abilities: Str 4, Dex 22, Con 12, Int 2, Wis 10, Cha 8
    Skills: Hide +15, Climb +16, Jump +6
    Feats: Weapon Finesse, Mobility (see below)
    Environment: Temperate Forest
    Organization: Pack (5-30) or Swarm (75-150)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always true neutral
    Advancement: By Hit Dice
    Level Adjustment: -

    As it leaps out of the tree towards you, you are first able to see this creature. Slightly bigger than a cat, it looks for all the world like a large squirrel, but for the tail. In place of the usually fluffy tail, it has the tail of a scorpion, poised to strike. It’s speed is so great that it seems to leave a trail behind it.

    Combat
    Scorpell groups tend to approach an enemy through the treetops, and then encircle them completely before attacking. They make liberal use of the Mobility feat granted to them by Arcane Speed, in combination with the Blur effect to make themselves very difficult to hit, scampering between opponents before either has a chance to react.

    Poison: Fortitude Save DC 12. Initial Damage 1d4 Dex, secondary 1d8 Con.

    Arcane Speed (Su): The latent magic of their creation makes Scorpells seem unusually fast. The have the feat Mobility, despite not having the prerequisite, and any time they move 20 or more feat in a round, they are treated as though they were affected by the spell Blur until their next turn.

    Skills: The scorpell may use its dexterity instead of its strenght for climb and jump checks. Additionally, it has receives a +10 racial bonus to climb and a +8 racial bonus to hide.

    -=-=-=-=-=-=-
    Scorpells were first created almost a century ago by the wizard Quasimar, as a retaliatory strike against a conclave of druids who had angered him. He released them into the forest in hopes that they would kill everything, but they soon reached a natural equilibrium with the ecosystem. Groups have been known to attack groups of travellers, but will rarely do so unless they are very hungry, and unless they are sure of victory.
    Last edited by ajkkjjk52; 2007-03-06 at 11:44 PM.

  8. - Top - End - #8
    Orc in the Playground
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Man o’War

    Large Aberration [aquatic]
    Hit Dice: 10d8 + 40 [85 HP]
    Initiative: +3
    Speed: Swim 60’ (12 squares)
    Armor Class: 17 (Dex +3, Natural +5, Size -1), touch 13, flat-footed 14
    Base Attack/Grapple: +7/+14
    Attack: +10 Shock Harpoon* (2d6 + 1d6 electrical)
    Full Attack: +10/+5 Shock Harpoon (2d6 + 1d6 electrical each)
    Space/Reach: 10’/15’
    Special Attacks: Capsize, Pierce and Hold, Electrified Water, Poison Tendrils
    Special Qualities: Immune to Electricity; Fire Resistance 10; Sonic Resistance 10; Strange metabolism; Burst of speed, translucency, phosphorescence, darkvision 60’, low-light vision, homogeneous anatomy, semi-amphibious, DR 10/piercing or slashing, emit polyps
    Saves: Fort +7, Ref +6, Will +8
    Abilities: Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 12
    Skills: Move Silently +16, Spot +14
    Feats: Improved Natural Armor, Combat Reflexes, Improved Critical [Harpoon], Power Attack
    Environment: Warm Oceans
    Organization: Solitary, Flotilla (5-10), or Navy (100-200; see below for details)
    Challenge Rating: 8
    Treasure: Large Special Shock Harpoon (only)
    Alignment: Usually lawful evil
    Advancement: By character class (preferred class Fighter)
    Level Adjustment: +2 (if allowed)
    *In most ways, a harpoon resembles a Longspear; see “special attacks” for more information.

    Many people know of men o’war as semicolonial, jellyfish-like creatures, consisting of a translucent float underneath which dangles stinging tentacles. The term, however, is also a name for a chimera of a standard man o’war, a human, and a squid.

    These men o’war do, indeed, have the standard arrangement of a float and tendrils, but the front of the float is shaped like the torso of a muscular male human, and at the back of the float are a pair of biological water jets, much like those used for propulsion by squid. They’re also much larger than their far-less dangerous cousins, stretching 10’ from stem to stern.

    The float is colorless and translucent--indeed almost transparent--making the creatures hard to see during the day. However, it phosphoresces slightly at night, giving them an eerie, ghostlike appearance. The front is fully as flexible and agile as a humanoid torso. They speak through it, but eat, drink, and breathe through underwater organs.

    A man o'war is immune to the poison of men o'war or their polyps.

    Ecology: Strictly speaking, a man o'war is not a single creature, but a swarm of organisms (its tentacles) that share a hive mind, metabolism, and a float-like "body" that they jointly control. They do not have the Swarm subtype because they in all ways (including physically) behave like a single organism, due to their shared mind (which makes them subject to single-target enchantments/illusions), metabolism (which keeps them from taking extra damage from AoE effects, and allows them to be affected by damage that hits a single target), and anchor (which keeps them from being dispersed or from having a regular "swarm" attack, although see "poison tendrils" below).

    Single men o’war are generally only hazards to swimmers or small boats. But occasionally large groups of them will form, invading harbors or attacking ocean-bound fleets. They seem to have no real concern for human treasure, but love the taste of humanoid flesh, which provides for them a pleasant break from their steady diet of fish, squid, dolphin, and other water dwellers.

    Men o’war reproduce asexually, occasionally emitting man o’war polyps (see below). These are usually released in a spawn of 2-12, but wander about randomly, generally becoming separated, until each turns into a full-grown man o’war 4-6 weeks later.

    Man o'War Navies
    Occasionally, men o'war will form into fearsome navies of 100-200 and attack fleets or harbors. These fleets are generally led by a 10th-level fighter and are otherwise typically divided something like the following:

    50-101 no character level
    20-40 level-1 fighters
    10-20 level-4 fighters
    5-10 level-4 clerics
    5-10 level-4 sorcerers
    5-10 level-8 fighters
    2-4 level-8 clerics
    2-4 level-8 sorcerers

    Some men o'war speak a rudimentary common; all speak their own language.

    Combat

    Men o’war fight with specialized, electrically charged harpoons, which they craft from the residue of their polyps (the process takes them about a week), plus substances they excrete. These harpoons act like shocking weapons, except that they are "always on" (no command word) and deliver their shocking damage each round to anyone who holds them (who is not protected against it), although it's possible these could be modified by a well-protected craftsman to add insulation for the handle--Craft (Weaponsmithing) DC 18, price 100 gp). Unarmed men o'war generally rely on their tendrils. They are organized combatants, attacking in concert with great ferocity but in well-organized lines.

    The leaders of man o'war navies tend to lead from near the center; the navy will generally retreat and disperse if the leader is killed.

    Capsize(ex): By working in concert, men o’war can often capsize sea-going vessels, as a full-round action. Multiply the number of men o’war by 100, then divide by the length of the ship, in feet. This is the percentage chance the men o’war can capsize the vessel per round they spend trying. For example, 10 men o’war working together have a 10*100/50=20% chance of capsizing a 50’ ship per round.

    Pierce and Hold (ex): Men o’war use large barbed harpoons as melee weapons. Although these are in most respects like longspears, there are a couple of important differences:
    • They have a critical threat of 19-20/x3, rather than 20/x3 (which gives men o’war a threat range of 17-20/x3, with their improved critical)
    • On a critical hit, the opponent is caught on the barbs of the harpoon. A creature on a harpoon is treated as pinned; the man o’war cannot take further action when holding someone on a harpoon. The man o’war can remove the harpoon as a swift action; a creature can escape a harpoon as a full-round action by making a Strength check, DC 15. In either case, a creature takes an additional 2d6 HP of damage getting off of the harpoon.
    • As long as a character is impaled on the harpoon, they take its 1d6 points of electrical damage every round.
    • The harpoon is considered an exotic weapon (though of course men o’war are proficient with it)
    Electrified Water (su): As a standard action, a man o’war can plunge his harpoon into the water, releasing an electrical discharge that does 1d6 points of damage to all in the water within a 20’ radius. Those who are capable of getting out of the water (by, for example, flying) can halve this damage with a successful reflex save; those who cannot get no save.

    Poison Tendrils (ex): A man o’war has millions of long, thin, yet very strong tendrils that fill the water in a column of 20’ radius around it, to a depth of 80’. Any creature entering that column becomes entangled (no save), unless they are immune to entanglement (such as by free action or a similar effect). Such creatures are dragged underwater and held there. A creature can take a full-round action to make a DC 20 strength or Escape Artist check to escape the tendrils, but must leave the area within one round or become entangled again.

    Entangled creatures are subject to the man o’war’s poison, which does 1d4 dex damage per round (Fort save each round, DC 15, for half). Once a creature reaches zero dexterity, it is of course paralyzed, and will be drawn up to the man o’war’s under-float mouthparts to be devoured at leisure.

    A dead man o'war will immediately release creatures from its tentacles.

    Burst of speed (ex): Once per minute, as a move action, a man o’war can release a tremendous burst of water from its jets, propelling it 120’ forward in a straight line, overrunning anything in its way.

    Translucency (ex): A man o’war’s float is colorless and translucent. In daylight, anyone attempting to spot them takes a -10 penalty to their check, and to anyone more than 20'
    away, they are treated as if they had concealment (20% miss chance).

    Phosphorescence (ex): At night, however, a man o’wars float phosphoresces gently, as if they were continually under the effect of a faerie fire spell.

    Homogeneous Anatomy (ex): Because of the construction of their floats, men o’war are immune to critical hits and sneak attacks.

    Semi-amphibious (ex): Men o’war cannot actually leave the water, but they float on its surface, not in its depths.

    Emit polyps (ex): In general, a man o'war will emit a spawn of 2-12 polyps once per month. However, if brought below 10% of their HP, and it has been at least a week since they emitted polyps, they will emit a spawn reflexively, at a rate of 1-4/round for 3 rounds. If it has been less than three weeks since their last admission, the polyps will be sickly, with only 10 constutution (9 HP, CR 1/2) until they reach normal gestational age. Even a dead man o'war will continue emitting polyps, although an utterly destroyed one will not.

    Strange metabolism (ex): Most poisons do not work on men o'war. With a dead man o'war, a character can take a week to adapt a poison to damage a man o'war (same results as the standard poison would have on a different creature) on a DC 20 alchemy check. Once a poison is so adapted, creatures other than men o'war and their polyps get a +4 bonus to their fortitude saves against it. Without the man o'war's body, the DC is 30, and the poison still has only a 50% chance of working (the success or failure of this 50% chance is unknown to the alchemist until the poison is tried on a real man o'war). To adapt a spell that poisons to affect a man o'war requires a DC 30 spellcraft check.

    Men o'war are completely immune to man o'war and polyp poison.

    Immune to electricity, fire resistance 10; sonic resistance 10; darkvision 60', low-light vision, DR 10/piercing or slashing (all ex): As standard


    Man o’War Polyp
    Small Aberration [aquatic]
    Hit Dice: 2d8 + 6 [15 HP]
    Initiative: +2
    Speed: Swim 50’ (10 squares)
    Armor Class: 16 (Dex +1, Natural +4, Size +1), touch 12, flat-footed 15
    Base Attack/Grapple: +1/-3
    Attack: +3 flagellum (1d4 + 1 electricity + 1 dex)
    Full Attack: +3 flagellum (1d4 + 1 electricity + 1 dex)
    Space/Reach: 5’/10’
    Special Qualities: Translucency, Tremorsense 60', Blindsense 30', Blindness/Deafness, Immune to Electricity, DR 5/piercing or slashing
    Saves: Fort +3, Ref +2, Will +1
    Abilities: Str 10, Dex 14, Con 16, Int 1, Wis 6, Cha 6
    Skills: Move silently +4
    Feats: Dodge
    Environment: Warm Oceans
    Organization: Solitary or Spawn (2-12)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: -

    A man o’war polyp is shaped like a 2’ long, translucent ellipsoid, with a 10’ long flagellum. Barely visible in the depths of the ellipsoid is a shadowy, fetus-like figure. They swim, strictly underwater, for 4-6 weeks, at which time they pop, releasing a full-fledged man o’war (its float inflates with gas as it rises, bringing it to full size by the time it breaks the surface) which floats to the surface with the polyp's residue.

    A man o'war polyp is immune to the poison of men o'war or their polyps.

    Combat:

    Man o’war polyps do not generally attack unless threatened. Then, they lash out with their flagellum, which acts both as a powerful whip, and as a source of a mild electrical shock and dex-draining poison.

    Translucency (ex): Man o’war polyps are colorless and translucent. Under water, this makes them very hard to see indeed. Spot checks to notice them at all are at -15, and they are treated as if they had 80% concealment (40% miss chance) at all times.

    Blindness/deafness (ex): Man o'war polyps are blind and deaf, and must rely on their tremorsense and blindsense to "see" objects and creatures. On the other hand, this makes them immune to attacks that require sight or hearing to be effective.

    Strange metabolism (ex): As for full-grown men o'war.

    Immune to electricity, DR 5/piercing or slashing (ex), Tremorsense(ex), Blindsense (ex): As standard

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

    Plot Hook:
    The queen's navy is under blockade by a navy of men o'war, who make occasional incursions into the harbor to sink a docked ship as well. The admiral of the fleet has stepped down after suffering heavy losses, with barely a dent in the man o'war forces. The players, as the queen's elite trouble-shooting force, are given temporary command. The queen's navy, though sizable, is still hopelessly outmatched by the monsters, who quickly capsize their ships and pick off the survivors. Can the characters come up with a way to break the blockade?

    (Depending on just how badly outclassed the queen's navy is, this can be anything from a challenge for characters in the mid-teen levels [for a queen's navy that just needs a leg up--possibly a big one--to turn the tide] all the way up to characters of 20th level [for a navy that really can't be of much help where the fighting is concerned]. In the latter case, "the queen" may not be a needed device--this may be the navy of one of the characters' own lands. Since even a small man o'war navy is about EL 26 in a straight-up fight, DMs are encouraged to provide alternate solutions, such as ways to figure out which man o'war is the leader, mechanisms to poison the men o'war without doing too much damage to the surrounding environment, ways to turn the naval battle into an air war, etc.)
    Last edited by belboz; 2007-03-18 at 01:52 AM. Reason: Reworked the navies a bit.
    My latest homebrew: Gastrus

  9. - Top - End - #9
    Dwarf in the Playground
     
    levi's Avatar

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    Lightbulb Nudibrancha (Version 0.9)

    Nudibrancha

    ... insert image here ...

    Nudibrancha, 1st Level Warrior

    Medium Humanoid (Aquatic)
    Hit Dice: 1d8+1 (4 HP)
    Initiative: +1
    Speed: 10 ft. (2 Squares) Swim 40 ft.
    Armor Class: 16 (+1 Dex, +3 Studded Leather, +2 Heavy Shell Shield), Touch 11, Flatfooted 15
    Base Attack/Grapple: +1 / +1
    Attack: Wave Spear +2 Melee (1d6) or Wave Spear +2 Ranged (1d6)
    Full Attack: Wave Spear +2 Melee (1d6) or Wave Spear +2 Ranged (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Psionics
    Special Qualities: Superior Low-Light Vision, Nudibrancha Traits
    Saves: Fort +3, Ref +1, Will +0
    Abilities: Str 11, Dex 12, Con 12, Int 11, Wis 9, Cha 8
    Skills: Handle Animal +3, Intimidate +3, Swim +8
    Feats: Weapon Finesse
    Psionic Power: Inertial Armor

    Environment: Any Water
    Organization: Solitary, Pair, or Band (3-8 plus 1 3rd level leader and 50% noncombatants)
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Usually Chaotic
    Advancement: By Character Class
    Level Adjustment: +0

    Nudibranchae are an amalgam of humanoid, sea slug, and cephalopod features. Their upper body is approximately humanoid, while their lower features are entirely those of a sea slug. A pair of tentacles, resembling the widened primary limbs of a large squid, serve as arms. These limbs differ from those of true cephalopod in that they have a smaller tentacle that splits off from the main one (just before it widens) that serves as an opposable thumb.

    Their heads are smooth and relatively featureless, save for three large, circular, black eyes. A wavy frill of translucent flesh runs down each side of their bodies, extending from the tips of their tails, along their torso and limbs, going over the shoulders, up their necks, and merging together at the top of their heads. Their skin is smooth and covered with random blotches of darker pigment. Their coloration isn't fixed, but varies with their surrounding environment. While they are hermaphrodites, their humanoid features resemble those of a female.

    The Nudibranchae are a nomadic hunting and gathering people. They travel in small bands and rarely form large groups or permanent settlements. They do not wear clothing, other than armor, but do have a fondness for decorative accessories, such as jewelry, especially bracelets.

    The internal economics of a band are communist, but they often barter between bands and with other aquatic peoples. Recently, they've begun to use pearls as a sort of currency, having adopted this practice from other species; However, to their mind, they're just a convenient and valuable item to barter with.

    Their diet consists mostly of meat. They hunt fish, shellfish, cephalopods, sea slugs, and anything else they come across. They don't have any taboo on eating sentient beings (even their own kind), but will not hunt them simply for food. They've domesticated several unique sea creatures (see below), which they keep as pets, livestock, mounts, and work animals. They craft a variety of good from naturally occurring materials, such as kelp, coral, and animal parts. They have learned a primitive form of bronze (and copper) smelting utilizing volcanic rifts as a heat source.

    They have an intense hatred for Aboleths and will go out of their way to harm or hinder them, but they know how powerful they are and will not engage them unless they have a substantial chance of victory. (The main reason a large group of Nudibranchae will assemble is to attack Aboleths.) They are on good terms with Aquatic Elves, Koa-Toa, and Merfolk. While they've attempted peaceful contact with the Saughain, their intense aggression has made long term relations impossible; However, they do on occasion barter with groups that don't attack them.

    When encountering a group of surface dwellers or unusual an aquatic race, they attempt to make peaceful contact and usually try to barter for goods or services. They cannot abide slavery and will cease all negotiations and contact with those that keep slaves. If they feel they've got the strength to do so, they will later attempt to free any captives held by groups in their current hunting range. If they come across a powerful group, they will sometimes attempt to engage their assistance in attacking Aboleths, freeing slaves, or both.

    Combat

    Nudibranchae prefer to avoid combat, but will not hesitate to use lethal force to defend themselves if attacked. When facing known hostiles, they prefer to use guerilla tactics, attacking at range from the cover of kelp beds or coral reefs. If facing stiff opposition, they will retreat, but will never surrender or allow themselves to be taken alive. When attempting to free a Nudibrancha captive, they will fight to the death.

    While dedicated warriors often use their psionic power in combat, most Nudibranchae have a more utilitarian power that may or may not have a combat application. Nudibranchae leaders are often Psions and many have a formidable array of combat oriented powers, which they often use to bolster the other members of their band or improve their ability to remain hidden.

    Nudibrancha Traits (Ex): Nudibranchae possess the following racial traits.
    • +2 Dexterity, –2 Strength.
    • Medium size. A Nudibrancha has no special bonuses or penalties due to it's size.
    • A Nudibrancha has the Aquatic subtype.
    • A Nudibrancha’s base land speed is 10 feet.
    • A Nudibrancha has a swim speed of 40 feet.
    • Superior Low-Light Vision: Nudibranchae can see six times as far as a Human in starlight, moonlight, torchlight, and similar conditions of low illumination.
    • Naturally Psionic: Nudibranchae gain 2 bonus power points at 1st level.
    • Psionics: Nudibranchae know one first level power from the Psion power list. They can manifest this power with the power points provided by their Naturally Psionic racial ability if they have an Intelligence score of 11 or higher. If they have no psionic class levels, they are considered a first level manifester when manifesting this power. If they have psionic class levels, they can manifest this power at the highest manifester level they have attained. (This is not a manifester level and it does not add to any manifester levels gained by by taking psionic classes.)
    • Weapon Familiarity: Nudibranchae treat Wave Spears and Heavy Wave Spears as Martial Weapons rather than Exotic Weapons.
    • Camouflage: Nudibranchae have a +8 bonus to hide in aquatic plant life. (Such as kelp beds and coral reefs. Not included in the above stats.)
    • Skills: A Nudibrancha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to 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.
    • Automatic Languages: Nudibranchārum.
    • Bonus Languages: Aboleth, Aquan, Common, Gith, Undercommon.
    • Favored Class: Psion.
    The Nudibrancha Warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8.

    Nudibranchārum Religion

    ...

    Nudibranchārum Equipment

    While not very materially advanced, the Nudibranchae have developed some varieties of armament that are unique to them.

    Weapons

    The Nudibranchae have invented techniques that allow weapons to pass through the water more easily than most. These weapons are more expensive to produce than similar weapons due to the special care required to forge their uniquely shaped heads. Most Nudibranchae prefer to use wave spears or heavy wave spears, but a minority use bows or crossbows and their smiths have learned how to apply the techniques developed for their spears to bolts and arrows also.

    Nudibranchārum Weapons
    {table=head]Weapon | Cost | Damage | Critical | Range Inc. | Weight | Type | Size | Profiency
    Wave Spear | 5 gp | 1d6 | x3 | 15 ft. | 3 lb. | Piercing | One Handed | Exotic
    Heavy Wave Spear | 10 gp | 1d8 | x3 | 15 ft. | 6 lb. | Piercing | Two Handed | Exotic
    Wave Arrow (20) | 3 gp | -- | -- | -- | 3 lb. | -- | Ammunition | --
    Wave Bolt (10) | 3 gp | -- | -- | -- | 1 lb. | -- | Ammunition | --
    [/table]

    Wave Spear: Unlike normal thrown weapons, wave spears can effectively be thrown underwater. However, their special design is not very aerodynamic, so when they are thrown through the air, their range increment is reduced to 5 ft.

    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a wave spear sized for you, even though it isn't a light weapon for you. You can’t wield a wave spear in two hands in order to apply 1-1/2 times your Strength bonus to damage.

    Heavy Wave Spear: Unlike normal thrown weapons, heavy wave spears can effectively be thrown underwater. However, their special design is not very aerodynamic, so when they are thrown through the air, their range increment is reduced to 5 ft.

    Wave Arrow: Unlike normal arrows, wave arrows can effectively be fired underwater. Rather than take a -2 penalty to hit per 5 ft. they reduce the range increment of the weapon that fired the to one half it's normal distance. However, their special design is not very aerodynamic, so when they are fired through the air, they reduce the range increment of the weapon that fired them to one quarter it's normal distance.

    Wave Bolt: Unlike normal bolts, wave bolts can effectively be fired underwater. Rather than take a -2 penalty to hit per 5 ft. they reduce the range increment of the weapon that fired the to one half it's normal distance. However, their special design is not very aerodynamic, so when they are fired through the air, they reduce the range increment of the weapon that fired them to one quarter it's normal distance.

    Armor and Shields

    The Nudibranchae prefer to wear light armor that doesn't weigh them down while they swim. They have insufficient supplies of metal and a result do not use metal armors. They favor shark skin for leather armors, sometimes studded with bones or teeth. The poorest must make due with a simple padding made from layers of kelp lashed together. Usually only the most dedicated fighters us armor of any sort.

    Due to their unusual body shape, Nudibranchārum armors cost more than usual when crafted by non-Nudibranchae. The costs listed in the table below reflect this price increase. When purchasing armor from a Nudibrancha smith, they only pay half the listed price. A humanoid with legs commissioning armor from a Nudibrancha craftsman can expect to pay twice the price listed in the Player's Handbook.

    Nudibranchārum Armor
    {table=head]Armor | Cost | Armor Bonus | Max Dex | Armor Check | Spell Failure | Speed | Weight
    Kelp | 10 gp | +1 | +8 | 0 | 5% | 30 ft. | 10 lb.
    Shark Skin | 20 gp | +2 | +6 | 0 | 10% | 30 ft. | 15 lb.
    Studded Shark Skin | 50 gp | +3 | +5 | -1 | 15% | 30 ft. | 20 lb.
    [/table]

    Lacking wood and having a limited supply of metal, the Nudibranchae use shields made of shells they acquire from sea creatures. These function similarly to wooden shields, but have a slightly higher cost and hardness. The finest of these shields are made from the transparent shell of the Trinatilus.

    Nudibranchārum Shields
    {table=head]Sheila | Cost | Armor Bonus | Armor Check | Hardness | Hit Points | Weight
    Shell Buckler | 6 gp | +1 | -1 | 6 | 3 | 4 lb.
    Light Shell Shield | 4 gp | +1 | -1 | 6 | 7 | 5 lb.
    Heavy Shell Shield | 8 gp | +2 | -2 | 6 | 15 | 10 lb.
    [/table]

    Nudibranchārum Livestock

    The Nudibranchae keep an unusual creature know as the Trinatilus as a pet and livestock. It resembles a Nautilus in most respects. It's head is like that of a Triceratops, with a powerful beak and three horns. It's skin and shell are transparent, which allows it's psionically phosphorecnt blood to shine through.

    Thirty percent of Nudibranchae time keep 1 or 2 Trinatilus as pets, foodstuffs, or a light source. Some five percent of Nudibranchae are Trinatilus herders and keep a heard of 5 to 20 of the creatures. Nudibrancha mages that acquire a familer almost always have a young trinatilus at their side and the animal companions of Nudibranchae Druids and Rangers are usually the older ones, which are larger and more dangerous.

    Nudibranchae also keep cuttlefish, eels, squid, and sea slugs as foodstuffs. Those rare few that ride mounts use the dire eel. They also seed beds of various shellfish and giant tube worms. Oyster beds in particular have lead to a growing industry of pearl production and have made some groups very wealthy. However, most Nudibranchae are still nomadic and only keep livestock that can travel with them.

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

    Approximately thirteen hundred years ago, the first Nudibranchae where created on the Elemental Plane of Water by a cabal of Aboleth shapers lead by a gifted, but highly deranged, fiendish albino Aboleth known as Zyloken the Pale. Zyloken's goal was the creation of a slave race that would be easily controlled without use of the Aboleth's domination power. In this regard, it can be said she failed.

    Originally, the Pale attempted to utilize a cross between herself and various humanoid slave races. While the project was successful in creating a viable hybrid, the results where less than satisfactory. The resulting offspring where highly unstable. While fertile, they didn't breed true and no attempt managed to get second and third generation hybrids to have predictable characteristics. Furthermore, they where highly aggressive and hard to control, often not even succumbing to domination. Eventually, her superiors ordered Zyloken to destroy all these "abominations" and cease all such work.

    She consented to end the project, but felt that the original goal could still be achieved. Working in secret, she and her assistants began working on a new slave race. This time, they used none of their own genetic material, instead choosing to utilize lesser creatures they found appealing. While they attempted crossing various watery invertebrates with their humanoid subjects, in the end they decided that sea slug and giant squid had produced the best results. After some time attempting to choose one or the other, one of her apprentices, a young Aboleth named Aruvoka, suggested crossing the two hybrids. The end result solved many of their problems.

    The resulting Nudibrancha where smaller and more easily handled than the often gigantic squid hybrids and had usable limbs, unlike the sea slug based creations. After several generations of selective breeding, their genome was stabilized and specimens that'd breed true where developed. During this process, much of the squid characteristics where bread out of the experiment, but they retained their tentacles, which was what Zy desired of the cephalopod portion.

    The original Nudibranchae where fairly docile and controllable, and where kept as slaves by the Aboleths for several generations. A policy of moderate treatment, but harsh punishment created a culture in which they accepted their enslavement as the natural order of things. On the other tentacle, dissent became more common during the fifth and sixth generations.

    A young Nudibrancha named Aura discovered that she had divine magic powers and was contacted in a dream by the celestial being who'd eventually come to be known as Nudus Brankhia, goddess of the Nudibrancha. In her dreams, she was instructed to free her people from the bondage of slavery. At first, she attempted to reason with her overlords, but she was rebuffed at every turn. Attempts where made to dominate her (to silence her, but keep her alive as breeding stock), but they where unable to do so.

    Then the Aboleths decided have her killed to shut her up and provide an example to the rest of the slave population. By divine intervention, the attempts on her life all failed. Aura called down divine wrath in the form of seven plagues that struck her Aboleth captors.

    The first plague was in the form of a massive volcanic rift that filled all the water will yellow plumes of sulfur. While the Nudibranchae's unusual ammonia based metabolism (inherited from their giant squid ancestors) could cope with the noxious chemicals, the Aboleths where sickened and could hardly breath. But still they refused to free the Nudibranchae.

    The second plague was a massive swarm of cuttlefish that invaded the Aboleth's territory. They swam everywhere, harassing the Aboleths to distraction. The worst hit individuals would get so many caught up in their slime that they could hardly get anything done due to the massive numbers of wriggling tentacles struggling to break free. But still the Aboleths would not relent.

    For the third plague, all the nonsentient creatures kept by the Aboleths as foodstuffs and laborers where struck with a horrible illness and died, the carcasses unfit to eat. Those creatures kept by the Nudibranchae for their own uses where not affected. Aura once again asked that her people be allowed to leave, but was once more refused.

    As the fourth plague, a devastating infection spread among the Aboleths that covered them with festering boils and interfered with their slime production. The virus had no effect on the Nudibranchae or the other slaves. While the populous was in agony and demanding relief, the leadership of the Aboleths refused to give in.

    With all their livestock dead, the Aboleths where forced to hunt and scavenge for food. The fifth plague struck at their capability to do so. A giant school of Pirahnas arrived and in the course of three days ate every possible Aboleth prey for miles around. Starving and weak, the Aboleths still refused to free the slaves.

    As the sixth plague, all the Aboleths where stuck blind. They couldn't see anything and where forced to grope around in the darkness to find their way. And yet, even so disabled, they still wouldn't free the Nudibranchae.

    The final plague was the most powerful and deadly. A massive Death Slaad roamed the Aboleth territory, killing all the first born creatures it came upon; However, the Nudibranchae where warned to make a mark on their homes in the phosphorescent blood of the Trinautilus and any home so marked was left unscathed. This horrific night of death was finally enough to convince the Aboleths to give in.

    The Nudibranchae (and all other slaves kept by the Aboleths) where banished from the Elemental Plane of Water and where sent through a gate to the Astral Plane. However, they where still not free. The stark grey nothingness of the astral realms offered no suitable place for the Nudibranchae to settle and make their home.

    As they wandered, they came across many portals to other planes, but none where watery and so they continued to roam, lost in the bleak emptiness. After seventy and seven years in the barren Astral Plane, they discovered a portal that lead to the watery depths of the Material Plane. From that time on, small bands of Nudibranchae have been living throughout the oceans of the Material Plane.
    Last edited by levi; 2007-03-20 at 07:52 AM.

  10. - Top - End - #10
    Orc in the Playground
     
    DruidGuy

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    Default Re: GITP Monster Competition VII - A Wizard Did It

    GraveForged Constructs
    A creation of Cannith East in the world of eberron, Graveforged constructs were developed under the influence of Karrnathi necromancy, and are already being implemented by the Karns in their border skirmishes with the Valenar elves to the south. Graveforged Constructs are easier to create than golems, and much easier to instill with intelligence, though this mind is often malevolent and malignant. The ghostly intelligence is bound within a unremarkable khyber dragonshard, which provides power and sentience to the construct. The gem is housed in the head of the construct. this quirk or design makes Gravetouched constructs vulnerable to vorpal weapons and similair effects, and someone with knowledge of this weakness can pry off the metal covering with a DC 15 strength check and remove the gem with a full round action from a helpless Construct. the shard itself is worth ~300 gp.

    The Intelligences that reside within Gravetouched constructs are the same fell, malicious spirits that inhabit other undead. Evil calls to evil, and atrocities reverberate in the multiverse, opening up cracks in reality through which these spirits come (Libris Mortis 7). Sometimes little more than nodes of hunger who wish to house themselves in recently-vacated flesh, this is how undead spontaneously arise from evil or tormented individuals (such as Mohrgs, Allips, Deathlocks, ect). The secrets of Graveforged Construction requires emulating these events, attracting these ghostly entities and taking advantage of the binding properties of Khyber Dragonshards. The physical form of Gravetouched uses The remains of once-living creatures held together and bolstered by mechanics. Much of these components consit of hollow segmented cables filled with fluid and irradiated with negative energy. The Occupied dragonshard is then connected to the mechanical components and in effect posesses the physical form, like a ghost using it's Malevolence ability.

    Gravetouched Composition: A Graveforged's composition gives it various undead traits. A graveforged is damaged by cure spells and healed by inflict spells just as an undead would, and counts as an undead for all spells or effects that specificaly target undead or have a different effect on undead than other creatures. graveforged can be turned, rebuked, bolstered, or controlled just as though they were undead. Graveforged can be flanked.

    Graveforged Skeleton
    Medium Construct
    Hit Dice: 2d10+20 (31 HP)
    Initiative: +3
    Speed: 30(6 squares)
    Armor Class: 15(+3 dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Claw +5 Melee (1d4+1)
    Full Attack: 2 Claws +5 Melee (1d4+1)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Gravetouched composition, DR 5/Bludgeoning, Fast Healing 5, Immunity to Cold, Construct Immunities
    Saves: Fort +0, Ref +3, Will +0
    Abilities: Str 12, Dex 17, Con -, Int 6, Wis 10, Cha 1
    Skills: Hide +8
    Feats: Weapon Focus (claw), Weapon Finesse (b)
    Environment: Any
    Organization: Solitary or Mob (5-10)
    Challenge Rating: 1
    Treasure: 1 Khyber Dragonshard
    Alignment: ALways Neutral Evil
    Advancement: HD 3-6(medium)
    Level Adjustment: -

    This creature is a hunched skeleton with a metalic spine. twined around it's body and holding it's joints together are a myriad of steel cables, and a blue glow shines from it's eyes. No matter how many times you strike at it, the cracked and broken bones are re-bound by the coiling cables.

    Graveforged skeletons are rank-and-file cannon fodder, designed to stall enemy forces while re-inforcements arive.

    Combat
    Graveforged Skeletons tend to stand their ground or move to intercept foes rather than engage them.

    Graveforged Reaper

    Medium Construct
    Hit Dice: 4d10+20 (42 Hp)
    Initiative: +1
    Speed: 30 ft (6 squares)
    Armor Class: 17(+1 dex, +6 natural), touch 11, flat-footed 16
    Base Attack/Grapple: 3/6
    Attack: Masterwork Greataxe +7 Melee (1d12+4 x3) or +1 Frost Heavy Crossbow +5 Ranged (1d10+1+1d8 cold) Or Slam +6 (1d6+4+1d4 negative energy)
    Full Attack: Masterwork Greataxe +7 and Slam +1 (1d6+1+1d4 negative energy)
    Space/Reach: 5ft/5 ft
    Special Attacks: Inflicting Touch, Fear Aura
    Special Qualities: Gravetouched Composition, Construct Immunities
    Saves: Fort +1, Ref +2, Will +1
    Abilities: Str 16, Dex 12, Con -, Int 14, Wis 10, Cha 14
    Skills: Jump +10, Spot +7, listen +7, Hide +8
    Feats: Point Blank Shot, Precise Shot
    Environment: Any
    Organization: Solitary, Pair, or Squad (3-10)
    Challenge Rating: 3
    Treasure: Gear plus Khyber Dragonshard
    Alignment: Always Lawful Evil
    Advancement: HD 5-10 (medium) or by character class (Fighter)
    Level Adjustment: -

    The thing marching steadily towards you at first glance appears to be an armored skeleton. But, as it comes closer, you see the segmented cables moving the limbs and leading from the base of the skull into the torso. Its hefts it’s greataxe, and it’s eyes flash a deadly blue.

    The Graveforged Reaper is an amalgamation of necromancy and mechanics, created as a joint effort between Artificiers seeking an easier way to instill intelligence in their creations, and necromancers eager to explore a new field.

    Combat
    Graveforged Reapers utilize intelligent tactics, though they exhibit a certain lack of creativity. Against especially well-armored or dangerous foes, they unleash their Inflicting Touches. In large groups, two reapers will hold back while the others charge, using their crossbows to soften up the enemy, and act as re-enforcements if the tide begins to turn
    Inflicting Touch (SU): the Natural Attacks of a Graveforged Reaper deal an additional 1d6 points of negative energy damage. Using this ability deals 1 point of damage to the Graveforged Reaper as it siphons off part of it’s power source. A graveforged reaper can also make a special touch attack 1/day (melee touch +4) that deals 2d6+4 negative energy damage, and deals the Graveforged Reaper 3 points of damage.
    Fear Aura (SU): Living Creatures that come within 20 ft of a Graveforged Reaper must make a will save (DC14) or become frightened for 1d4+1 rounds. Those that suceed are merely shaken for 1 round. the save DC is charisma based.

    Graveforged Charger

    Large Construct
    Hit Dice: 8d10+30 (74 hp)
    Initiative: +6
    Speed: 40 ft(8 squares)
    Armor Class: 21(+2 dex, +9 natural), touch 12, flat-footed 19
    Base Attack/Grapple:+6/+9
    Attack: Bite +9 Melee (2d4+4)
    Full Attack: Bite +9 Melee (2d4+3) and 2 hooves +4 (1d4+1) or Tendrils +9 (1d4+1+Energy Drain)
    Space/Reach: 10 ft/5 ft (10 ft with tendrils)
    Special Attacks: Tendrils, Energy Drain, Improved Grab
    Special Qualities: Gravetouched Composition
    Saves: Fort +2, Ref +4, Will +5
    Abilities: Str 17, Dex 14, Con -, Int 12, Wis 16, Cha 13
    Skills: Jump +14, Listen +14, Spot +14
    Feats: Improved Initiative, Lifesense, Powerfull Charge (+2d6 dmg When charging)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Khyber Dragonshard
    Alignment: Always Lawfull Evil
    Advancement: HD 9-13 (medium)
    Level Adjustment: -
    This unsettling thing resembles a horse skeleton, but horribly disfigured. Massive metal jaws are grafted onto the skull, and the ribcage contains a tangle of coiling metal tubes. It's legs are warped to move more like a cat's than a horse's, and it crouches in a predatory fashion. It's eye sockets flash blue, and metal tentacles spill from it's mouth, their segmets glowing with foul energies.

    Graveforged CHargers are constructed from the corpses of the most common and easy to obtain Large creatures: Horses. Often used as mounts by both Reapers and Artificiers/Necromancers, Chargers are expensive and dificult to create, making them rarities among Graveforged.

    Combat
    Graveforged Chargers prefer to open combat with a devastating charge against the most heavily armed/armored opponent. They then follow up with either a full attack against this target, or move on to grapple (and energy drain) the most frail-looking target (usually a caster). If faced with strong opposition, they withdraw from combat to charge again.
    Energy Drain (SU): Living creatures hit by a Charger's tendril attack gain twonegative levels. The DC is 15 for the Fortitude Save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Charger gains 5 temporary hit points.
    Tendrils (EX): as a full-round action, a Graveforged Charger may attack with a mass of steel tendils from it's maw. The tendrils have a 10 ft reach, and deal 1d4+1 damage, and trigger the charger's energy drain. When using it's tendrils in a grapple, the charger automaticaly deals tendril damage and energy drain. While these tendrils are being used in a grapple, they can be sundered. The tentacles as a whole have AC 15, 10 HP, and hardness 5.
    Improved Grab (EX): To use this ability, a Charger must hit a creature of its size or smaller with its Tendril attack. It can then attempt to start a Grapple as afree action without provoking an Attack of opportunity.
    Last edited by Hyrael; 2007-03-22 at 11:26 PM. Reason: Thanks for the error-checking, Vorpal Tribble!

    My colors are Blue/Green. I value versitality, knowledge, evolution, and the nautral world. I have a deep fascination with living things, and a natural talent for adaptation. At my best, I am intuitive and adaptive. At my worst, I am isolated and unsympathetic. My symbol is the twisted tree, and my enemy is Red/Black.

  11. - Top - End - #11
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Mutant Dire Vampire Warforged Flying Ghost Were-Monkey from the Outer Planes

    Small Augmented Construct Undead Animal
    Hit Dice:
    14d4+20 (average hp 48)
    Initiative: +6
    Speed: fly speed 80 (16 squares)
    Armor Class:
    37 (+20 natural, +6 dex, +1 size), 17 touch, 31 flat-footed
    Base Attack/Grapple: +10/+5
    Attack: Claw +6 (1d6 ,+2 magical, +1d6 fire, +1d6 acid)
    Full Attack: Claw +6 (1d6 ,+2 magical, +1d6 fire, +1d6 acid)
    Space/Reach: 5 ft/ 10ft
    Special Attacks: Throw Mutant Poop, Crazed Cackle, Breath Weapon, Blood Drain.
    Special Qualities: Construct and Undead Traits, DR 10/-, Immunity to Magic
    Saves: Fort +0, Ref +6, Will +0
    Abilities: Str 8, Dex 22, Con -, Int 7, Wis 10, Cha 10
    Skills: Tumble +10
    Feats: Weapon Finesse, Fly-by attack
    Environment: -
    Organization: Legions of 20
    Challenge Rating:
    Treasure:
    -
    Alignment: Chaotic Neutral
    Advancement: Rogue Classes
    Level Adjustment: -

    Before you flies a strange apelike creature, it has the wings of a bat, overly developed muscles, a small set of horns, a halo, seems to be made from wide selection of metals and is semi-transparant, as it curls up his lips in a maniacal grin, you see that the two upped fangs are rather long.

    Excerpt from the Hitchhikers guide to the Realms

    It is commonly known that wizards mad and not your run of the mill "I think that rock over there is an allpowerfull god"-mad or the more dreaded "I never got the toy I wanted on my birthday, so now I must destroy the world and dress in long black cloaks"-mad, it is the kind of mad only found in people so extremely intelligent they stop thinking like those blessed with a lesser intelligence.
    Offcourse this could be suspected, no sane elderly men* would ever put on a dress, a large pointy head and start tempering with the universe. There is a lot of speculation about how these men lost their sanity, some theory's claiming that the spend to much time reading books and that opened the door for small devils to pop out of the letters and mock the reader until his mind failed, however the most widely accepted theory is "A wizard did it", some people then find fallacy in this logic as there had to be a first wizard, but that first wizard couldn't exist, because for him to exist another wizard is needed. People who say this are usually frowned upon and ignored, because those who created this theory don't want to do it again, they have better things to do like drinking copious amounts of alcohol.

    One of the the things wizards enjoy to do is temper with the universe***, elderly wizards routinely rewrite the laws of nature, but younger wizards usually start of with mating random animals and grand contests are held to see whose creature insults the universe most.

    *Some may take note that there are also female wizards, this is entirely wrong, a long white beard**.
    **Some people may even speak of women with such impressive facial hair, but it well known that that isn't an actual beard, as in it was grown, but magical invisible fairies glue the beard on at night so they may sleep comfortable and warm at day, some of these beards even hold small sub-society's of the invisible Wendersnaven, but these cases are rare.
    ***From this actually come to the wizards, pointed head ware, while viewed from level ground, they look ridiculous, from upside, which is where the gods resides, it is actually a hypnotic disk, when busy on magic that tempers with the universe wizards often spend hours twirling in pirouettes as to nauseate gods so much, they look away and don't see the obvious sabotage to the natural order.


    Combat

    Traits:


    Low-light vision
    Darkvision up to 60 feet
    Immunity to all mind-affecting effects.
    Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    Can only be healed through negative energy or through the use of the Craft Construct feat.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    Since it was never alive, it cannot be raised or resurrected.
    Proficient with no armor.
    It does not eat, sleep, or breathe.
    All effects specialised to undead or constructs only work at 25% unless it is a willing target. (For example it is turned like a creature 4 times it's hitdice)
    Special Attacks.

    Throw Mutant Poop (SU)

    Attack requiring a ranged touch attack, initial damage 1d2 Con secondary damage 1d2 Dex, fort DC 15 resists

    Crazed Cackle (SU)

    Swift Action every 1d6+2 rounds, all enemies within 30 feet get shaken, will DC 16 resists

    Breath Weapon (SU)

    10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d12+1 rounds; initial damage 1d4 Con, secondary damage 1d6 Con, Fortitude DC 19 negates.

    Blood Drain (SU)

    A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

    Immunity to Magic (EX)


    It is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals positive energy damage slows it(as the slow spell) for 3 rounds, with no saving throw.

    A magical attack that deals negative energy damage breaks any slow effect on it and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause it to exceed its full normal hit points, it gains any excess as temporary hit points. It gets no saving throw against negative energy effects.

    Primal Form (Su)

    Once every 4d6 days it can change form to a Primal Monkey, size is increased to Medium, additionally it gets +10 hp +1d4 Str and can use the crazed cackle at a DC of 18 and it's area of effect is increased to 60 feet.
    Last edited by Deus Mortus; 2007-03-08 at 02:08 PM.

  12. - Top - End - #12
    Barbarian in the Playground
     
    kuja.girl's Avatar

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    Default Re: GITP Monster Competition VII - A Wizard Did It

    This officially marks my first GitP contest entry. A little about the origin of the entry: it started with a picture I drew which I will scan and upload tonight) of a little creature that seemed to be both cute and bizarre... which made me think, hey that'd make a neat familiar!

    I've added some info that isn't really needed, but it's there anyway. Usually this info is in ( ).

    Flent
    Tiny Magical Creature (~2.0 lbs)
    Hit Dice: 1d4 (avg. 2)
    Initiative: + 2
    Speed: 20 ft. (4 squares), Climb: 15' (3 squares)
    Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12
    Base Attack/Grapple: attack = +1 / grapple = -11
    Attack: Bite +5 melee (1d3-4)
    Full Attack: +5 melee (1d3-4)
    Space/Reach: 2.5 ft./ 0 ft.
    Special Attacks: -none-
    Special Qualities: Low-light Vision
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 2 (-4), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 13 (+1), Cha 4 (-3)
    Skills: Hide +10, Balance +8, Climb +8, Spot +5, Listen +5, Move Silently +8
    Feats: Weapon Finesse
    Environment: Temperate forests
    Organization: solitary, small groups (2-5)
    Challenge Rating: (1/5)
    Treasure: -none-
    Alignment: always Neutral (any type)
    Advancement: -none-
    Level Adjustment: -none-

    Description
    Flents are named after their creator, M. Flent, a sorcerer who could not decide whether to take a rat or a raven as a Familiar. Legend has it that Flent’s mother came from a family that always took ravens as familiars while his father hailed from a family partial to rat familiars. Flent, unwilling to displease either of his parents looked to take a familiar to please them both. Eventually Flent decided to no longer look for an animal that was both as smart and swift as a raven, and as loyal and hardy as a rat, but instead to invent one. His endeavor yielded the chimeric animal which he described as,
    …a small creature near the size of a squirrel, but with the beak and feet of a raven, and the tail, ears, and body of rat. The animals has feathers sprouting in various locations, most concentrated around the face and the forearms and is omnivorous…
    Flent initially called his creation “ratens” or “rat-birds,” but avid supporters of the new animal soon rejected these crass names.

    Combat
    Flents are solitary animals that mate for life and rarely are seen in groups numbering more than five individuals. Like the raven, they prefer coniferous forests in temperate climates where they nest in the trees and harvest cones. Flents are excellent climbers and use their tail to maintain balance on even the narrowest of platforms.

    Flents prefer to avoid direct combat and will often lure attackers towards other creatures rather than fight alone. When forced to fight, flents do not hesitate to bite their attackers.

    - Flent Familiar Rules –
    These rules are in addition to the normal rules governing familiars. A mage must still spend at least 24 hours and spend 100 gp on magical materials to form the bond required with his new familiar.

    Spoiler
    Show
    Acquiring a flent familiar is not an easy task. Flents are a newly introduced species and there are very few established wild populations. If a mage wishes to search for wild flent, he must first be willing to spend a great amount of time locating one. Once the mage has located a wild flent he must succeed a DC 14 Diplomacy check. If the check fails, the mage must wait an hour before trying again. After failing 10 times, the flent will ignore the mage and no other attempts can be made.

    The easiest way to find a flent is to purchase one. Flents can be found for sale in various magic shops of large cities. A flent normally costs about 250 gp. However, this prices does not include the 100 gp material cost necessary to form a bond with the animal.

    Familiar Rules
    - Master gains a +3 on Balance checks (only when the master and familiar are within 1 mile of each other.
    - While a familiar is within arm’s reach, the master gains the Alertness feat and a +2 on climb/balance checks.

    A flent familiar progresses in the same ways as a normal familiar but it gains two new abilities. When its master has 3 to 4 spell caster levels, the familiar gains the skill Learn Language (rudimentary). When its master has 5 to 6 spell caster levels, the familiar gains the skill Speak Language.
    Learn Language (rudimentary) (lvl 3-4)
    When it's master obtains his 3rd spell caster level, a Flent familiar learns the rudimentary basics of one language of its master’s choice as a supernatural ability. The familiar can understand simple spoken commands and can answer “yes, “and “no” to questions. The Flent's grasp of the language remains incomplete and those trying to communicate with it are often forced to repeat themselves to ensure that the familiar understands.
    The familiar has a 60% chance of success to comprehend spoken words. The understanding of sentences and concepts are limited by the familiar’s intelligence score.

    Speak Language (lvl 5-6)
    When it's master obtains his 5th spell caster level, a flent familiar gains a more solid understanding of the language chosen for the Learn Language skill. The sentences and concepts spoken are still limited by the familiar’s intelligence score - its speech remains very simple and complex sentences or concepts will remain beyond its grasp until it obtains a higher intelligence score (as its master gains spell caster levels).
    Speak Language: the familiar automatically understands spoken words. Like a NPC/PC, the familiar may not understand what the speaker wants, but it will recognize the spoken words.

    Speak with animals of its kind
    (lvl 7-8)
    The flent is a magical creature but can only speak with avians (birds). This is because the flent’s beak does not allow for it to speak the language of rodents.

    Expand the "spoiler" section to view the special rules for when a mage takes a flent as a familiar.

    [mage = wizard, sorcerer, or any class that has the ability to summon a familiar.]
    Explanation/justification of odd skill scores:
    The flent was built as an alternative familiar - not a random encounter creature. For this purpose, I treated it as first an animal, and then a magical beast – otherwise flents would have vastly inferior skills than the familiars/animals from the basic list. As far as I can tell, skill scores are given to animals based on their natural abilities and characteristics. For example, a rat has Swim +10 but only a strength of 2 ( a -4 mod). I’ve given the flent what I felt like were “fair scores” based on its abilities. A break down is given below.
    Also, while VorpalTripple suggested I give it the Scent special ability to the flent I’ve decided not to – the flent has the beak/nostrils of a raven and birds have very poor olfactory sense compared to most other animals.
    Sorry VT :)
    Spoiler
    Show

    • Hide +10 (8 size, 2 dex) – small size
    • Balance +8 (2 dex, 6 natural bonus), - uses it’s tail and feathered forearms to aid it’s balance
    • Climb +8 (10 natural bonus, -2 str), - strong talons on fore and hind feet
    • Spot +5 (+1 wis, 4 natural bonus), - has eyesight almost equal to that of a raven
    • Listen +3 (1 wis, 2 natural bonus), - (why rats don’t have a listen bonus beats me, so I gave the flent one).
    • Move Silently +8 (2 dex, 6 natural bonus) – both it’s fur and feathers dull any sounds it makes when it moves.

    illustration: Flent, please do not use w/o contacting me first.
    Last edited by kuja.girl; 2007-03-14 at 02:04 PM. Reason: updated rules per VP's suggestions.
    Player Registry link
    Characters:
    ____Tiriel
    {Board Dice Roller} [Roll=name]#d+#[/roll]

  13. - Top - End - #13
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: GITP Monster Competition VII - A Wizard Did It

    Spideer
    The bastard children of some woe-begotten thaumaturgical experiment, spideer are now a menace to the forests they inhabit. They are ruthless, vicious, and rather bright--for animals. They possess a variety of disturbing qualities and are not to be misjudged.

    Spideer appear as large tarantulas--extremely large, ranging from the size of a dog to larger than an elephant--but for some minor differences. Spideer are covered in a doeskin colored chitinous skin, which helps in their defense. They have cloven hooves at the end of each of their eight legs, and their spider-like head sits atop a long neck. Male spideer grow a scorpion-like tail after reaching puberty.

    Spideer young and spideer adults are gender-neutral, not attaining a gender until they reach full maturity (at 8 HD, in game terms), at which point they are assigned a gender according to a hive queen's whim. If no hive queen is present, the spideer adult chooses their own gender. Most spideer who select their own gender choose to be female. Spideer hive queens reproduce by laying eggs into a host body.

    Spideer live in packs, like wolves do, usually following a single, more advanced spideer. True spideer hives have one alpha hive queen and one alpha hive lord, with considerable subordinate queens, lords, hunters, and warriors, with a plethora of young and adults.

    Unlike what most would think, spideer do not have the ability to spin webs. Instead, they are renowned leapers, and prefer surprising their opponents from dense brush.

    Spideer can communicate with each other using a series of clicks and chitters. They speak no other languages.

    Spideer Young
    Spoiler
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    Small Aberration (Augmented Animal, Augmented Vermin)
    HD 3d8+3 (16 HP)
    Init: +1
    Speed 40 ft. (8 squares); climb 20'
    AC 14 (+1 Dex, +2 Natural, +1 size); touch 12; flat-footed 13
    BAB +2; Grp -3
    Attack Bite +2 melee (1d4-1 + venom); or gore +2 melee (1d8-1)
    Full-Attack Bite +2 melee (1d4-1 + venom) and gore +2 melee (1d8-1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Trample, Powerful Charge
    Special Qualities Tremorsense 30', Darkvision 60', Stability
    Saves Fort +2; Ref +2; Will +5
    Abilities Str 8, Dex 12, Con 13, Int 5, Wis 14, Cha 9
    Skills Hide +6, Move Silently +6, Jump +5
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Stealthy3
    Environment Heavy forest
    Organization Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)
    Challenge Rating 1
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 3-4 HD (Young), 5-7 HD (Adult), 8-10 (Warrior), 9+ (Hive Lord); or 3-4 HD (Young), 5-7 HD (Adult), 8-10 HD (Hunter), 9+ (Hive Queen)
    Level Adjustment -

    Skills: Young spideer receive a +6 racial bonus to Jump.

    Venom (Ex): A young spideer's bite contains a mild venom. Opponents bit by a spideer must succeed on a DC 14 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.

    Trample (Ex): A young spideer can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d6-1 points of damage, and may be evaded by a DC 12 Reflex save. The save DC is Dexterity-based.

    Powerful Charge (Ex): If a young spideer charges an opponent and attacks with its antlers after the charge, it deals double damage.

    Stability (Ex): Due to their eight legs, young spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Spideer young are impulsive and not very bright. That doesn't stop them from being vicious, particularly in numbers. They will, however, obey the commands of any more advanced spideer.


    Spideer Adult
    Spoiler
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    Medium Aberration (Augmented Animal, Augmented Vermin)
    HD 5d8+15 (37 HP)
    Init: +2
    Speed 45 ft. (9 squares); climb 30'
    AC 16 (+2 Dex, +4 Natural); touch 12; flat-footed 14
    BAB +3; Grp +4
    Attack Bite +4 melee (1d6+1 + venom); or gore +4 melee (1d12+1)
    Full-Attack Bite +4 melee (1d6+1 + venom) and gore -1 melee (1d12)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Trample, Powerful Charge
    Special Qualities Tremorsense 40', Darkvision 60', Stability
    Saves Fort +4; Ref +3; Will +7
    Abilities Str 12, Dex 14, Con 16, Int 5, Wis 16, Cha 9
    Skills Hide +8, Move Silently +8, Jump +11
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Stealthy3
    Environment Heavy forest
    Organization Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)
    Challenge Rating 3
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 5-7 HD (Adult), 8-10 (Warrior), 9+ (Hive Lord); or 5-7 HD (Adult), 8-10 HD (Hunter), 9+ (Hive Queen)
    Level Adjustment -

    Skills: Spideer receive a +10 racial bonus to Jump.

    Venom (Ex) A spideer's bite contains a mild venom. Opponents bit by a spideer must succeed on a DC 17 Fortitude save or be dazed for 1d4+1 rounds. The save DC is Constitution-based.

    Trample (Ex): A spideer can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d8+1 points of damage, and may be evaded by a DC 14 Reflex save. The save DC is Dexterity-based.

    Powerful Charge (Ex): If a spideer charges an opponent and attacks with its antlers after the charge, it deals double damage.

    Stability (Ex): Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Spideer adults are not really adults, but are on the cusp of full maturity. They are more dangerous than spideer young, but are nowhere near the fearsome power of spideer hive queens or hive lords. They travel in packs, usually led by a single spideer warrior.


    Spideer Warrior
    Spoiler
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    Large Aberration (Augmented Animal, Augmented Vermin)
    HD 8d8+32 (68 HP)
    Init: +4
    Speed 55 ft. (11 squares); climb 40'
    AC 18 (+4 Dex, +5 Natural, -1 Size); touch 13; flat-footed 14
    BAB +6; Grp +17
    Attack Bite +9 melee (1d10+3 + venom); or gore +9 melee (2d8+3); or stinger +9 melee (1d8+3 + venom)
    Full-Attack Bite +9 melee (1d10+3 + venom) and gore +4 melee (2d8+1) and stinger +4 melee (1d8+1 + venom)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Trample, Powerful Charge, Leaping Charge, Constrict
    Special Qualities Tremorsense 50', Darkvision 60', Stability
    Saves Fort +6; Ref +6; Will +9
    Abilities Str 16, Dex 18, Con 18, Int 5, Wis 16, Cha 9
    Skills Hide +11, Move Silently +11, Jump +18
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Improved Grapple3, Combat Reflexes6
    Environment Heavy forest
    Organization Solitary, Pair, Pack (2d4-1), Great Pack (3d4-1), or Swarm (6d6)
    Challenge Rating 6
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 8-10 (Warrior), 9+ (Hive Lord)
    Level Adjustment -

    Skills: Spideer warriors receive a +15 racial bonus to Jump.

    Venom (Ex): A spideer warrior's bite and sting contains a potent venom. Opponents bit or stung by a spideer warrior must succeed on a DC 20 Fortitude save or be dealt 1d4+1 Constitution damage. The save DC is Constitution-based.

    Trample (Ex): A spideer warrior can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d12+3 points of damage, and may be evaded by a DC 18 Reflex save. The save DC is Dexterity-based.

    Powerful Charge (Ex): If a spideer warrior charges an opponent and attacks with its antlers after the charge, it deals double damage.

    Stability (Ex): Due to their eight legs, spideer warriors receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Leaping Charge (Ex): Spideer warriors can charge while leaping. A successfull Jump check versus the target's AC lets them leap onto their target, while a failure puts them in a square next to their target. A success prevents attacks of opportunity for the course of the charge, and grants an additional +4 on both attack and damage rolls for the effects of the charge and allows for the spideer warrior to make a full-attack at the end of the charge. A failure prevents all forms of attack from the warrior and provokes an attack of opportunity.

    Constrict (Ex): Spideer warriors automatically deal bite and sting damage on a successful grapple check.

    Spideer warriors are the male versions of adult spideer. They are built to fight and not much else. They increase in size and in physical strength much more quickly than spideer hunters and tend to travel in packs. Further, spideer warriors grow a scorpionlike tail which they carry for the rest of their lives.


    Spideer Hunter
    Spoiler
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    Medium Aberration (Augmented Animal, Augmented Vermin)
    HD 8d8+32 (68 HP)
    Init: +10
    Speed 60 ft. (12 squares); climb 60'
    AC 24 (+10 Dex, +4 Natural); touch 20; flat-footed 14
    BAB +6; Grp +9
    Attack Bite +9 melee (1d6+3 + venom); or spit +16 ranged (1d6 + 1d6 acid + blinding)
    Full-Attack Bite +9 melee (1d6+3 + venom); or spit +16/+11 ranged (1d6 + 1d6 acid + blinding); or spit +14/+14/+9 ranged with Rapid Shot (1d6 + 1d6 acid + blinding)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Blinding Spittle
    Special Qualities Tremorsense 60', Darkvision 120', Stability
    Saves Fort +6; Ref +12; Will +12
    Abilities Str 16, Dex 30, Con 18, Int 5, Wis 22, Cha 9
    Skills Hide +29, Move Silently +29, Jump +21
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Rapid Shot3, Abilty Focus (Blinding Spittle)6
    Environment Heavy forest
    Organization Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)
    Challenge Rating 8
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 8-10 HD (Hunter), 9+ (Hive Queen)
    Level Adjustment -

    Skills: Spideer hunters receive a +15 racial bonus to Jump, Hide, and Move Silently.

    Venom (Ex): A spideer hunter's bite contains a potent venom. Opponents bit by a spideer hunter must succeed on a DC 20 Fortitude save or take 1d3 Constitution damage. The save DC is Constitution-based.

    Blinding Spittle (Ex): A spideer hunter reflexively aims for the eyes of its opponents, attempting to blind them with its acidic spittle. Any creature struck by a spideer hunter's spittle must succeed on a DC 26 Reflex save or be blinded for 1d3+1 rounds. The save DC is Dexterity-based.

    Stability (Ex): Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Spideer hunters are the female versions of adult spideer. Unlike the warlike spideer warriors, whose primary purpose is to maintain territory, spideer hunters are responsible for feeding other spideer by acquiring food. To this end, they have a number of ways to disable and kill their opponents, including blinding them with their acidic spittle.


    Spideer Hive Lord
    Spoiler
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    Huge Aberration (Augmented Animal, Augmented Vermin)
    HD 15d8+150 (217 HP)
    Init: +7
    Speed 50 ft. (10 squares); climb 40'
    AC 24 (+3 Dex, +13 Natural, -2 Size); touch 11; flat-footed 16
    BAB +11; Grp +26
    Attack Bite +18 melee (2d10+7 + venom); or gore +18 melee (3d8+7); or stinger +18 melee (3d6+7 + venom)
    Full-Attack Bite +18 melee (2d10+7 + venom) and gore +13 melee (3d8+3) and stinger +13 melee (3d6+3 + venom)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Trample, Powerful Charge, Leaping Charge, Constrict, Awesome Blow, Power Attack
    Special Qualities Tremorsense 100', Darkvision 60', Stability, Spell Resistance 23, Fearsome Presence, Acid Resist 10
    Saves Fort +15; Ref +8; Will +12
    Abilities Str 24, Dex 16, Con 30, Int 9, Wis 16, Cha 14
    Skills
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Improved Grapple3, Combat Reflexes6, Awesome Blow9, Improved Initiative12, Power Attack15
    Environment Heavy forest
    Organization Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)
    Challenge Rating 10
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 9+ (Hive Lord)
    Level Adjustment -

    Skills: Spideer hive lords receive a +20 racial bonus to Jump.

    Venom (Ex): A spideer hive lord's bite and sting contains a potent venom. Opponents bit or stung by a spideer hive lord must succeed on a DC 29 Fortitude save or be dealt 2d4 Constitution damage. The save DC is Constitution-based.

    Trample (Ex): A spideer hive lord can trample opponents smaller than itself during a charge or overrun attack. This effect deals 3d8+7 points of damage, and may be evaded by a DC 20 Reflex save. The save DC is Dexterity-based.

    Powerful Charge (Ex): If a spideer hive lord charges an opponent and attacks with its antlers after the charge, it deals double damage.

    Stability (Ex): Due to their eight legs, spideer hive lords receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Leaping Charge (Ex): Spideer hive lords can charge while leaping. A successfull Jump check versus the target's AC lets them leap onto their target, while a failure puts them in a square next to their target. A success prevents attacks of opportunity for the course of the charge, and grants an additional +4 on both attack and damage rolls for the effects of the charge and allows for the spideer hive lord to make a full-attack at the end of the charge. A failure prevents all forms of attack from the hive lord and provokes an attack of opportunity.

    Constrict (Ex): Spideer hive lords automatically deal bite and sting damage on a successful grapple check.

    Fearsome Presence (Su): Spideer hive lords radiate a palpable aura of fear. Any opponent within 45' at the start of the spideer hive lord's turn must succeed on a Will save versus DC 20 or become shaken.

    Exceptional spideer warriors become spideer hive lords, increasing in size, strength, and physical prowess immensely. Spideer hive lords prefer stinging with their tails in conjunction with awesome blow, then following with leaping charges. They find this an effective tactic against martial opponents and an even more effective tactic against simple prey.


    Spideer Hive Queen
    Spoiler
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    Medium Aberration (Augmented Animal, Augmented Vermin)
    HD 15d8+90 (157 HP)
    Init: +12
    Speed 60 ft. (12 squares); climb 60'
    AC 28 (+12 Dex, +6 Natural); touch 22; flat-footed 16
    BAB +11; Grp +16
    Attack Bite +16 melee (1d6+5 + venom); or spit +23 ranged (2d6 + 2d6 acid + blinding)
    Full-Attack Bite +16 melee (1d6+5 + venom); or spit +23/+18/+13 ranged (2d6 + 2d6 acid + blinding); or spit +21/+21/+16/+11 ranged with Rapid Shot (2d6 + 2d6 acid + blinding); or spit +19/+19/+19 with Greater Manyshot (2d6 + 2d6 acid + blinding; up to three targets)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Blinding Spittle, Manyshot, Greater Manyshot, Sneak Attack +2d6, Impregnate
    Special Qualities Tremorsense 60', Darkvision 120', Stability, Spell Resistance 23, Immune (Acid)
    Saves Fort +11; Ref +17; Will +16
    Abilities Str 20, Dex 34, Con 22, Int 8, Wis 24, Cha 12
    Skills Hide +38, Move Silently +38, Jump +26
    Feats Leap of the HeavensB, Ability Focus (Venom)1, Rapid Shot3, Abilty Focus (Blinding Spittle)6, Point Blank Shot9, Manyshot12, Greater Manyshot15
    Environment Heavy forest
    Organization Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)
    Challenge Rating 16
    Treasure Standard
    Alignment Always Chaotic Neutral
    Advancement 9+ (Hive Queen)
    Level Adjustment -

    Skills: Spideer hunters receive a +15 racial bonus to Jump, and a +20 racial bonus to Hide and Move Silently.

    Venom (Ex): A spideer hive queen's bite contains a potent venom. Opponents bit by a spideer hive queen must succeed on a DC 25 Fortitude save or take 1d4 Constitution damage. The save DC is Constitution-based.

    Blinding Spittle (Ex): A spideer hive queen reflexively aims for the eyes of her opponents, attempting to blind them with her acidic spittle. Any creature struck by a spideer hive queen's spittle must succeed on a DC 31 Reflex save or be blinded for 1d4+1 rounds. The save DC is Dexterity-based.

    Impregnate (Ex): A spideer hive queen who succeeds on a bite attack can choose to force a target of Small size or larger to suffer a Fortitude save (DC 22; Strength-based) or become impregnated with a fertilized egg. This egg will hatch in 2d4 days, slaying the target instantly and spawning a young spideer.

    Alternatively, a spideer hive queen can use this on a Small-sized or larger corpse, impregnating the target without a save. Most hive queens prefer this method.

    Stability (Ex): Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts.

    Spideer hive queens are exceptional spideer hunters. Unlike hive lords, hive queens do not increase in size, but augment a number of their abilities considerably. Without hive queens, spideer would die out quickly, since they would no longer have any reproductive abilities.
    Last edited by Fax Celestis; 2007-03-20 at 10:12 AM.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Apr 2006
    Location
    Akron
    Gender
    Male

    Default Re: GITP Monster Competition VII - A Wizard Did It

    ManBearPig


    Large Humanoid
    Hit Dice:
    12d8+72 (126 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class:
    18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
    Base Attack/Grapple: +9/+24
    Attack: Claw +20 (1d8+11)
    Full Attack: 2 claws +19 (1d8+11) and bite +14 (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab; Two-Claw Rend
    Special Qualities: Speak with animals, at will; Mixed Traits; Low-light vision; Iron Gut
    Saves: Fort +14, Ref +11, Will +6
    Abilities:
    Str 32 (11), Dex 16 (3), Con 22(6), Int 12(1), Wis 15(2), Cha 10(0)
    Skills:
    Climb +21, Hide +8, Listen +7, Move Silently +8, Spot +7, Survival +12, Swim +16
    Feats: Endurance, Run, Track, Diehard, Improved Sunder, Power Attack(B)
    Environment: Temperate or cold forest or mountains
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Neutral
    Advancement: By character class (usually barbarian)
    Level Adjustment: -

    "Half man, half bear, and half pig; I'm super serial."

    A ManBearPig typically weights over 2,000 pounds and is 9 feet tall. This elusive creature roams lonesome areas, seeking to get those it comes across. Although it is two-halves animal, its third half is human, granting it unusual mental capabilities for such a beast. It can wield weapons and wear armor, which makes it a frightening foe to come across. A ManBearPig is even capable of pursuing martial professions, typically as a barbarian or fighter.

    It's hard to say what spawned the first ManBearPig, or if there are multiple creatures of this mixture. Some say it was a polymorph experiment gone awry, with the results being left in the wilderness to fend for itself. Due to its rarity, only a few have seen this beast and most people regard its existence as a myth. Even rarer are occurrences of ElfBearPig and DwarfBearPig, equally dangerous subtypes of the ManBearPig.

    A ManBearPig speaks Common, but very poorly and rarely. It will not listen to reason and acts like a feral animal. Those with an innate connection to nature can speak with it.

    Mixed Traits (Ex): A ManBearPig counts as an animal for the purpose of spells and effects, in addition to being a humanoid. It may wear armor and wield weapons, proficient in all types of armor and all simple weapons, but its armor must be made for unusual creatures (see the Armor section; "Armor for Unusual Creatures"). A ManBearPig's Fortitude save advances as its Reflex save does. Diplomacy has no effect on a ManBearPig; use Handle Animal and wild empathy, or similar abilities, instead.

    Improved Grab (Ex): To use this ability, a ManBearPig must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Two-Claw Rend (Ex): When a ManBearPig hits with both claw attacks, it deals an extra 2d6+16 damage.

    Iron Gut (Ex): The pig heritage of a ManBearPig allows it to consume foul or poisonous material without harm. It gains immunity to ingested poisons as well as immunity to sickness, nausea, and any similar effect.

    Combat
    A ManBearPig is intelligent and cunning; this beast will use its environment to sneak up on potential prey, choosing its fights carefully.

    It will begin combat using Power Attack, usually taking a penalty of -5 to take advantage of its great strength. A ManBearPig typically singles out one target and neutralizes them for later consumption. While focusing its attacks, it will return any blows from the target's companions.

    A ManBearPig will often strike quickly, injuring a member of a group to slow the party down. Then it will run off and hide to perform multiple ambushes as it whittles down a group's ability to defend itself. It will attack the most vulnerable people first.

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

    Plot Hook (EL 12)
    When the PCs arrive at a small wilderness camp, they find that the entire encampment has been torn apart; tents are ripped wide open with long claw marks in the canvas as it flaps in the breeze and hoofed footprints draw lazy circles around the main paths between major buildings. Only a single NPC, a Elf Ranger 6, has been left alive and hides in a wood pile. As the PCs approach it, it takes a DC 15 Listen check to hear the heavy breathing of the panicked elf or a DC 15 Spot check to realize the pile of wood is shaking.

    Once spotted, the elf stumbles out, introducing himself as Eltar Obev, the last member of a scouting party that has been sent to investigate strange sounds they heard in the woods along with the disappearance of livestock in nearby farmlands. As he finishes explaining, a strange roar/squeal echoes through the encampment. The little elf runs away into the woods, with no regard for any order to stop from the PCs.

    If the PCs pursue, they find him a little up the ways of the path he had been running. He is frozen with fear, staring at a strange satyr-like creature. It rears up and attacks the PCs, who enter the area at a position halfway between the elf and the creature.

    If the PCs stay put to investigate, they hear a loud crash 1d3 minutes later as the body of the elf, dead, is hurled back into the wood pile. A strange creature enters the encampment and picks up any weapon laying around, brandishing it against the PCs and attacks.

    If the PCs leave, they eventually stumble upon the ManBearPig as it is busy devouring one of the scouts, an armored half-orc, from the camp. A DC 15 Listen check lets the PCs hear the gnashing and tearing of flesh as it eats. Likewise, it will be making Listen checks.
    Last edited by Maerok; 2007-03-18 at 12:35 PM.

  15. - Top - End - #15
    Troll in the Playground
     
    The Demented One's Avatar

    Join Date
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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Oran-Spawn
    Large Aberration (Aquatic)
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), swim 20 ft., climb 20 ft.
    Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+14
    Attack: Bite +9 melee (1d8+5) or Tentacle +4 melee (1d6+2)
    Full Attack: 2 Bites +9 melee (1d8+5) and 4 Tentacle +4 melee (1d6+2)
    Space/Reach: 10 ft./10 ft. (15 ft. with tentacles)
    Special Attacks: Constrict 1d6+5, eviscerate eyes, hallucinogen slime, improved grab
    Special Qualities: Amphibious, blindsight 30 ft., damage reduction 5/magic, scent
    Saves: Fort +3, Ref +4, Will +6
    Abilities: Str 20, Dex 16, Con 14, Int 4, Wis 12, Cha 8
    Skills: Climb +14, Jump +8, Listen +3, Spot +5, Swim +13
    Feats: Power Attack, Combat Reflexes, Improved Toughness
    Environment: Aquatic or Warm Forests
    Organization: Solitary or Pair
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 8-12 HD (Large), 13-15 HD (Huge)
    Level Adjustment: –

    Oran-Spawn are strange creatures created decades ago, as a test of the limits of magical bio-engineering. They are hybrids, born from a fusion of orangutan and squid. They look like a large, shaggy, orangutan, but their arms have bifurcated, squidlike tentacles in place of forearms. In addition, their faces are strange, alien visages: in place of mouth an nose, they have a writhing mound of slick tendrils, their main sensory organs. In places of eyes, there are two gaping, razor-toothed maws. Their internal anatomy is much more squid-like than ape-like, though few ever see it.

    However, despite their fearsome appearance, Oran-Spawn are not wholly malevolent beings. Though lacking in much intelligence and motivated primarily by instinct, they do possess a sort of dumb placidity and gentleness when not disturbed. A hungry or wounded Oran-Spawn both can and will rip a man in half–but one who encounters a placated Oran-Spawn has nothing more to fear than a gentle, curious inspection by the tentacled ape. Few Oran-Spawn live today–their original creator made about a dozen, but their bizarre, prodigally slow method of procreation has kept their population below any more than a few hundred.
    [hr]
    Combat
    Most Oran-Spawn will enter combat only if they are hungry, frightened, or are attacked first. An Oran-Spawn will typically charge headlong into battle, grappling and constricting whichever creatures seems to be the greatest threat. Once an Oran-Spawn drops an enemy, it will almost always spend its next round eviscerating the felled foes’ eyes. If an Oran-Spawn is badly wounded, it will try to retreat, often through water or into tree-cover, hitting any foes that follow it with its hallucinogen slime attack.

    [hr]
    Constrict (Ex)
    On a successful grapple check, an Oran-Spawn deals 1d6+5 points of damage.

    Eviscerate Eyes (Ex)
    As a full-round action, an Oran-Spawn can eat the eyes of a helpless enemy. It attempts to rip out the creature’s eyes with its twin jaws, automatically dealing 2d8+7 points of damage. In addition, if the creatures fails a DC 18 Fortitude save, the Oran-Spawn successfully rips out its eyes, blinding it. Only the remove blindness/deafness spell, or any other effect that cures blindness, can restore the eyes of a creature that loses them in this way. The save is Strength-based.

    Hallucinogen Slime (Ex)
    In addition to serving as its sensory organs, an Oran-Spawn’s face-tentacles excrete a potently hallucinogenic slime, capable of penetrating through skin. As a standard action, an Oranp-Spawn can spit this slime at a foe within 30 ft. of it. It must make a ranged touch attack to hit. An enemy hit by the slime must make a DC 15 Fortitude save or be dazed for one round as it experiences vivid, psychedelic hallucinations. The save is Constitution-based.

    Improved Grab (Ex)
    To use this ability, an Oran-Spawn must hit with a tentacle 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.

    Amphibious (Ex)
    Although Oran-Spawn are aquatic, they can survive indefinitely on land.

    Skills
    An Oran-Spawn has a +8 racial bonus on any Climb check or any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    [hr]
    Plot Hooks
    The criminal underworld of a major city has been thrown into upheaval by the arrival into the black market of a huge cache of illegal hallucinogenic drugs, alchemically derived from the slime of Oran-Spawn and enhanced to the point of being nearly lethal in its potency. The PCs are asked to trace this new drug back to its source.

    While sleeping in the wilderness, the PCs are abducted by a curious Oran-Spawn, and dragged back to its lair deep in the heart of the woods. Can they escape without angering it, and before it becomes hungry?
    Last edited by The Demented One; 2007-03-18 at 12:29 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  16. - Top - End - #16
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    Single Shot Zombie's Avatar

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    biggrin Re: GITP Monster Competition VII - A Wizard Did It

    Kittenbush

    Large Plant
    Hit Dice:
    5d8+31 (53 hp)
    Initiative:
    -1
    Speed: 0 ft.
    Armor Class:
    14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
    Base Attack/Grapple: +3/+9
    Attack: Vine +4 melee (1d4+2 non-lethal and cat-scratch)
    Full Attack: 5 vines +4 melee (1d4+2 non-lethal and cat-scratch)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Cat-scratch
    Special Qualities:
    Darkvision 60 ft., low-light vision, plant traits.
    Saves: Fort +9, Ref +0, Will +1
    Abilities: Str
    15, Dex 8, Con 20, Int 2, Wis 10, Cha 9
    Skills: Listen +6*, Spot +6*
    Feats: Toughness (x2).
    Environment: Warm forests
    Organization: Solitary (1) or grove (2-4)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: 6-12 HD (Large)
    Level Adjustment: -

    Some distance away stands a short, squat tree, a cat's face peering out at you through the leaves. The feline blinks at you, before
    disappearing from view with a rustle. Seconds later, that same cat dangles down from below the tree's branches, its hindquarters completely subsumed by the large tendril that supports it. The tree itself bends and shifts towards you, allowing the hanging feline to swat playfully at your surprised face.

    The first kittenbush was created by a transmuter named Dag Fletchir. Leaving the local wizard's guild, Dag settled down to a quiet life of retirement and asceticism in the countryside. Not wanting human companionship, he turned to raising cats in his old age. However, he soon found cleaning up after his pets to be a hassle, despite his magical abilities. The last straw came when two of the cats made a mess of his library.

    After locking out the offending felines, Dag decided he had to find a way to prevent his cats from moving about, while still retaining the friskiness that had drawn the old wizard to raising them in the first place. Noticing the old tree in his backyard, he hit upon an idea. This idea slowly became an obsession, and several years of intense research passed before he finally succeeded. At last, Dag did not have to worry about feeding, cleaning up or chasing after his cats. Unfortunately, he did not have much time to enjoy his hanging cats, soon succumbing to old age and research-induced stress.

    Searching through Dag's country home after his death, one of his former guild-acquaintances noticed the tree, now relatively large and sporting several cats on its vines. Curious, he scrounged up Dag's research notes and showed them to the guild's head wizard. Replicating the dead transmuter's research, the guild soon had a similar tree growing near its doorstep, visible to all who lived in the city. While some found such treatment of animals repulsive, the tree, with its cute, purring felines, soon became a popular attraction. News of Dag's tree spread quickly, and within a year the guild had recieved orders from other cities to create one for them. Soon, every large settlement had at least one tree of their own.

    __________________________________________________ ______________

    Kittenbushes, as they have been nicknamed by common folk, are still relatively uncommon - thus far, attempts to grow them from seed have only yielded normal trees. The only way to acquire a new tree is through the same guild, which has become quite prosperous thanks to the popularity of their former colleague's creation.

    Contrary to popular belief, the kittenbush doesn't actually grow cats - these are but felinoid extensions of the base creature, and act as its eyes and ears. The kittenbush itself possesses some limited intelligence, which it utilises to instinctually animate the "cats" in a seemingly live fashion. The effect is extremely realistic; most people don't realize that the plant controls the "cats" (DC 20 Sense Motive check).

    Combat

    A kittenbush is generally quiescent unless it discerns people are around, whereby it will usually meow to attract their attention. The kittenbush is generally friendly towards most creatures, curiously observing them through its feline appendages. However, attempts to attack the kittenbush or its hanging "cats" will result in hostility.

    In combat, the kittenbush will lash out with its thick vines, each one sporting a hissing bundle of teeth and claws on the end.

    A kittenbush's vines have 5 hit points each. Severing one of a kittenbush's vines deals 5 points of damage to the creature (making it lose one vine attack). A kittenbush usually stops attacking if it has lost half its vines. The creature regrows severed vines ("cats" included) in 1d10+10 days, up to a maximum of one vine for every Hit Die possessed. Being merely extensions of the kittenbush, "cats" that are removed automatically stop moving, as if dead.

    Cat-scratch (Ex): A kittenbush's vines, while tough, aren't hard enough to deal lethal damage. However, should a kittenbush succeed in hitting an opponent with its vine, it may choose to have the "cat" on the end attack, flailing away madly with claws and teeth. Treat as a full attack from an ordinary cat [2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)] on the target of the original attack, with a +2 bonus on all attacks (upping attack bonuses to +6 for claws and +1 for bite).

    To prevent hapless citizens from being clawed to death (considering how dangerous an angry cat is to a 1st level commoner), most cities declaw and defang their kittenbushes effectively nullifying the cat-scratch ability. As kittenbush "cats" regrow these relatively quickly (within 1d4+2 weeks), this has to be done on a regular basis. As the kittenbush does not like to be defanged, special steps have to be taken to immobilize or "knock out" the tree first. Smaller settlements with less resources tend not to bother.

    *Thanks to the multiple cat-heads it possesses, a kittenbush gains a +2 to Listen and Spot checks (included in the stat array); this bonus is nullified if only one "cat" is present. A kittenbush that has lost all its vines is effectively blind, deaf, and defenceless.
    Last edited by Single Shot Zombie; 2007-03-20 at 05:51 PM. Reason: Some minor adjustments........
    I didn't know zombies could be polymorphed........

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    This is your resident undead coffee addict, Single Shot Zombie, speaking. And I am now resigned to being an undead mongrel for the rest of my (un)natural life........


    (Zombie Dog done by urodivoi; Zombie Student done by Chris the Pontifex.)

  17. - Top - End - #17
    Halfling in the Playground
     
    Kobold

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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Zodiacal Hydra
    Huge Magical Beast
    Hit Dice:
    12d10+72 (138 hp)
    Initiative:
    +2
    Speed:
    20 ft. (4 squares), Climb 20 ft.
    Armor Class:
    23 (-2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
    Base Attack/Grapple: +12/+25
    Attack:
    Boar Gore +15 melee (4d6+2) and Dog Bite +15 melee (2d8+5) and Dragon Bite +15 melee (4d6+5) and Horse Bite +15 melee (2d6+5) and Monkey Bite +15 melee (2d8+5) and Ox gore +15 melee (2d8+2) and Rabbit Bite +15 melee (1d8+5) and Ram Butt +15 melee (2d6+2) and Rat Bite +15 melee (2d8+5 plus disease) and Rooster Bite +15 melee (2d8+5) and Snake Bite +15 melee (1d8+5 plus poison) and Tiger Bite +15 melee (2d8+5)
    Full Attack:
    Boar Gore +15 melee (4d6+2) and Dog Bite +15 melee (2d8+5) and Dragon Bite +15 melee (4d6+5) and Horse Bite +15 melee (2d6+5) and Monkey Bite +15 melee (2d8+5) and Ox Gore +15 melee (2d8+2) and Rabbit Bite +15 melee (1d8+5) and Ram Butt +15 melee (2d6+2) and Rat Bite +15 melee (2d8+5 plus disease) and Rooster Bite +15 melee (2d8+5) and Snake Bite +15 melee (1d8+5 plus poison) and Tiger Bite +15 melee (2d8+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks*:
    Breath Weapons, Disease, Improved Grab, Poison, Spell-like ability, Trip
    Special Qualities:
    Darkvision 60ft., fast healing 22, low-light-vision, scent
    Saves: Fort
    +13, Ref +10, Will +6
    Abilities: Str
    20, Dex 14, Con 20, Int 2, Wis 10, Cha 9
    Skills:
    Climb +16, Listen +8, Spot +8
    Feats:
    Blind-Fight, Combat ReflexesB, Improved OverrunB*, Improved Natural Attack (bite), Improved Natural Attack (gore), Improved Toughness, Iron Will
    Environment: Temperate Mountains
    Organization:
    Solitary
    Challenge Rating:
    14
    Treasure:
    1/10 gold, standard goods, 50% items
    Alignment:
    Usually Neutral
    Advancement: ---
    Level Adjustment: ---
    *See Individual Heads for conditions and descriptions of these abilities

    Rounding the boulder, you discover that the furry creature you were following is not nearly as harmless as you thought. As it rejoins the myriad of heads, you see that a long, leathery neck connects it to a gigantic, four-legged body. All twelve heads bellow in a discordant chorus as its reptilian bulk surges forward.

    A zodiacal hydra is a far greater threat than any of its mundane relatives. Each head is a distorted, feral replica of one of the animals from the Chinese Zodiac. Its main body is closer in semblance to a common lizard than larger reptiles such as dinosaurs. Zodiacal hydras are better adapted to mountainous terrain than the swamps and marshes that their ancestors favored.

    Zodiacal hydras are quite rare; no more than half a dozen are known to exist in the world. It is unknown whether the creator this monstrosity was a mad wizard or simply a bored god, but the consensus is that the creator was asian in origin.

    Combat
    Zodiacal hydras prefer to lair in mountainous terrain where prey is easily trapped. It will feign different animal sounds that are indigenous to the area in hopes of luring prey to where it is hiding. Once engaged, it presses the attack, moving in whatever way possible to place itself where it can strike at all opponents.
    A zodiacal hydra follows all the combat rules located under the hydra entry in the Monsters Manual (pg 155) except that 10 points of fire or acid damage is required to seal a severed head instead of the traditional 5.

    Fast Healing (Ex): Each round, a zodiacal hydra heals 22 damage.

    Individual Heads (Ex)
    : Each of the zodiacal hydra’s heads are separate and autonomous from each other. It functions as a normal hydra for all combat purposes except where noted. Each of the hydra’s heads has a different ability or grants such an ability to the main body. In the event that the hydra loses a head, any ability that head granted is lost. Each head also deals a different amount of damage. The following chart lists the abilities and damage of each head. The DC for special abilities that are not spell-like abilities is 10+1/2 the Zodiacal Hydra's HD (6)+the appropriate modifier. The spell DC's are determined in the same way a Druid would derive its spell DC's (10+Spell Level+Wisdom Modifier).
    Spoiler
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    {table=head]
    Head Attack Type
    |
    Damage
    |
    Ability

    Boar Gore|
    4d6+2
    |
    Ferocity (Ex). Grants to main body and this head. The main body can continue to fight without penalty even while disabled or dieing. (This effect gives this head 10 additional HP)

    Dog Bite|
    2d8+5
    |
    Trip (Ex). Grants to this head only. If this head hits with a bite attack, it can make a free trip attempt without a touch attack or provoking an attack of opportunity (+13 check modifier). If the attempt fails, the opponent cannot react to trip the hydra.

    Dragon Bite|
    4d6+5
    |
    Cone of Fire breath weapon (Su). Grants to this head only. Usable every 1d4 rounds. 4d10 fire damage. 30 ft. range. DC 21 Reflex for half. The DC is Constitution based.

    Horse Bite|
    2d6+5
    |
    Improved Overrun. Grants to the main body. Special: a zodiacal hydra can use its breath weapons while attempting an overrun.

    Monkey Bite|
    2d8+5
    |
    Improved Disarm. Grants to this head only

    Ox Gore|
    2d8+2
    |
    Improved Bull Rush. Grants to this head only and moves a target up to 5 feet past the extent of the hydra's reach.

    Rabbit Bite|
    1d8+5
    |
    Calm Emotions breath weapon (Su). Grants to this head only. Cone shape, 30 ft range. Usable every 1d6 rounds. DC 21 Reflex avoids, DC 16 Will negates. CL 12. The Reflex DC is Constitution based and the Will DC is Wisdom based.

    Ram Butt|
    2d6+2
    |
    Stunning attack (Ex) usable 6/day. Grants to this head only. Must declare use before attack roll. Stuns target for 1 round. DC 16 Fortitude negates. The DC is Wisdom based.

    Rat Bite|
    2d8+5 plus disease
    |
    Filth Fever (Ex) on successful hit. Grants to this head only. DC 21 Fortitude negates. The DC is Constitution based.

    Rooster Bite|
    2d8+5
    |
    Spell-like abilities: 3/day- Crowing Cacophony* **, Dawn**, Daylight. DC 13, CL 12. Grants to this head only.

    Snake Bite|
    1d8+5 plus poison
    |
    Viper poison (Ex) on successful hit. Grants to this head only. DC 21 Fortitude negates. 1d6 Constitution damage primary and secondary. The save is Constitution based.

    Tiger Bite|
    2d8+5
    |
    Improved Grab (Ex). Grants to this head only
    [/table]
    *Crowing Cacophony functions as the spell Creaking Cacophony. However, as long as the spell is in effect, the Rooster Head can take no action.
    **Spells from the Spell Compendium.


    Skills: A zodiacal hydra has a +2 racial bonus to Listen and Spot checks thanks to its multiple heads.
    A zodiacal hydra has a +8 racial bonus to climb checks and can always choose to take 10 even if it is rushed or threatened.

    Feats:
    A zodiacal hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity

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

    Plot Hook:
    All trade through a nearby mountain pass has stopped. Through magical communication, it has been discovered that no change has been made in the normal caravan schedules, yet still no one has made it through the pass. Benefactors from both sides of the mountains have sent search parties in after the lost cargo but neither group returned. A second, more expensive foray is being assembled. Aside from having the eternal gratitude from the provinces surrounding the pass (“favorable” conditions at the market), the sponsors are offering a large sum of money to whatever group returns with the cause of the missing shipments (dead, should it prove to be a monster of some kind).
    Last edited by Calver; 2007-03-28 at 02:09 PM.
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    My Stuffs:

    Races and Monsters:
    Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Träumen


    Feats:

    Expand Wild Shape | Psionic Void | Quick Grab


    Spells:

    Ethereal Anchor | Twist Fate | Ghost Instrument


  18. - Top - End - #18
    Dwarf in the Playground
     
    NemoUtopia's Avatar

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    Default Re: GITP Monster Competition VII - A Wizard Did It

    Aw, heck, why not? I'm not exactly an artist, but if I can scrounge something up, I'll sure as heck post it! I'm something of a story-writer in my off time, and one duo of characters I invented sprang to life on the page. Here's a creature that resulted which I have never previously tried to stat (I figured it was too goofy), so here's my attempt, with some inspiration drawn from kuja.girl's excellent flent!


    Cab't

    Tiny Magical Beast
    Hit Dice: 1/2 1d8 (average 2)
    Initiative: +2
    Speed: 20ft (4 squares), fly 30ft. [average] (6 squares)
    Armor Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
    Base Attack/Grapple: +0/–12
    Attack: Claw +4 melee (1d2–4)
    Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent, blindsense 20ft.
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 13, Cha 6
    Skills: Balance +6, Climb +6, Hide +14, Jump +10, Listen +7*, Move Silently +6, Spot +7*
    Feats: Weapon Finesse, Alertness (B)
    Environment: temperate desert, temperate plains
    Organization: Domesticated or colony (10-40)
    Challenge Rating: 1/4
    Treasure: -
    Alignment: Neutral
    Advancement: -
    Level Adjustment: -

    Blindsense (Ex): A cabt notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense. A cab't loses its +4 bonus to Listen and Spot if its blindsense is negated.

    Skills: Cab'ts have a +4 racial bonus on Climb, Hide, Listen, Move Silently, and Spot checks and a +4 racial bonus on Jump checks. Cab'ts have a +4 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


    -Cab'ts are a curiosity to the natural scholar, and were named by their creator (see below) because of the obvious combination of cat and bat in their makeup. Thanks to the magic in their creation, cab'ts breed true, and combine many tendencies of both their "parents." At first glance, a cab't appears to be a very slender and light, but healthy, cat. Closer inspection reveals altered bone structure and body composition, however.

    -A cab't's eyes appear as those of a cat, but look slightly too large for the head and have more uniformity of color. Two nictating membranes shield a cab't's sensitive eyes from bright light and allow it to be in sunlight without penatly. A cab't's ears also appear slightly too large, and are obviously more developed than a normal cat's. They remain just as mobile, however, and a cab't uses its ears to make emotions clear. A cab't's forelimbs have extra joints that fold for walking. When a cab't is not flying or preparing to leap or fly, it simply appears that its forelimbs are almost twice as thick as its rear limbs. However, when spread or stretched (which cab'ts are apt to do when sleepy or bored), the thin (nearly transparent) membranes that link these joints and aid in flight are visible. Stretched so, a similar membrane clearly extends out from a cab't's sides, from fore-limb joint to rear-limb joint, as well as from tail-stub to rear-limb joints. A cab't's paws are truly feline, however, and the claws naturally extend while in flight. The claws have a much more streamlined profile than a normal cat's, but are naturally sharper and lighter. A cab't's rear legs are those of a cat, but in flight they fold up extremely close to the belly, completing a cab't's appearance in flight resemblance to an overlarge, slightly chubby, feline bat. A cab't's tail is a short stub, like that of a mynx breed. While cab'ts are more social than cats, they are not quite as social as bats. Cab'ts tend to be family oriented, existing in colonies that branch off into smaller colonies as they expand. It is rare to find cab'ts in groups of less than five unless in a situation where they are domesticated.


    Combat: Cab'ts prefer to avoid combat, and will run away from combat unless defending a nest or colony. If cornered or defending a nest or colony, cab'ts will claw and bite ferociously, hissing and spitting the while.

    Cab'ts as familars: The owner of a cab't familiar gains a +2 bonus on both Listen and Move Silently checks. Acquiring a cab't familiar is next to impossbile without visiting the abode of A'eldrad and A'kessa, but otherwise follows normal familiar rules. Cab'ts have very few established wild populations (set up by a rare run-away), and are mostly domesticated and have been given to those who shared in the creation process or are close friends of the couple. No known populations exist outside of a 100 mile radius of A'eldrad's tower. If a mage can locate a wild cab't, he must succeed a DC 14 Diplomacy check. If the check fails, the mage must wait an hour before trying again. After failing 10 times, the cab't will ignore the mage and no other attempts can be made. As an exotic animal, purchasing a cab't depends largely on the seller and market. A'eldrad and A'kessa would never sell a cab't, but they are more than willing to help those who gain their trust and friendship obtain a cab't familiar from their home. When a cab't gains the ability to speak with animals of its kind, it can speak with both cats and bats as well as its own kind, but cats do tend to remain relatively aloof of a cab't.


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

    One arcane (wizard) couple, a male elf named A'eldrad with a fondness of bats and illusions and a his female companion A'kelessa with a fondness for the classical elements and cats, decided they were just going to meet in the middle about their chosen pets (and indeed, familiars) and create a true-breeding race that wouldn't cause bickering between them. Calling in some arcane favors (including some psionic meddling) and after years of perfection proto-forms, they created the first cab'ts, and knew they had reached their goal. Using a wish, they had their own familars transformed into this new race. Since, they have shared their beloved creatures with friends and apprentices, and the plains and caves near their home host a few wild colonies of cab'ts.
    Awesome avatar by potatocubed

    Without improvisation, magic is inherently limited

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  19. - Top - End - #19
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    The Vorpal Tribble's Avatar

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    Default Re: GITP Monster Competition VII - A Wizard Did It (VOTE NOW!)

    This month's contest has come to a close. See the first page of this thread for details on voting.

    -=-=-=-=-

    Note
    Deus Mortus' entry has been disqualified for being incomplete at the contest's end.

  20. - Top - End - #20
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    Default Re: GITP Monster Competition VII - A Wizard Did It (VOTE NOW!)

    And the winner this month is ArmorArmadillo with the Discernable Anatomy Golem. Congrats!



    There would have been a tie between the Golem and the Zodiacal Hydra, but one of the votes for the latter was from a fellow who voted more than once and his vote was therefore nulled.

  21. - Top - End - #21
    Bugbear in the Playground
     
    ArmorArmadillo's Avatar

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    Default Re: GITP Monster Competition VII - A Wizard Did It (VOTE NOW!)

    Awesome! Thanks to everyone who voted for me; and I'd like to note that this was a great contest and the other entries were really cool. Still; thanks a lot!
    Gnoll Paladin with Zanbatou Avatar by Oregano.

    Homebrews:

    Quote Originally Posted by ExHunterEmerald
    Incidentally, Armadillo, I'd suggest you were hit by a spark of inspiration, but that would knock your armor off.

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