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Thread: MitD XI: A good man

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    Default Re: MitD XI: A good man

    Section 3: Continued


    Section 3e: Proposed ideas
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    Ideas that have been proposed, but cannot explain all major MitD scenes (See 3a)
    Aboleth Mage
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    Pros:
    • 28 Strength
    • Effective caster level 10th would allow him to have teleport
    • Appearance: "The aboleth is a revolting fishlike amphibian" but charisma 14 could count as "beautiful" for someone that isn't too nauseated by fish-like beings
    • Can only speak languages that are used underwater - would be surprising to hear him speak out of the water, and in common no less.
    • Very rare to be found outside of their natural environment (water)
    • Grows bigger as it ages - father would be bigger than MitD
    • Eating creatures gives him their memories, which would explain why he doesn't like to eat babies (no memories - bland and boring food) and why he likes stew (he never knows what he's going to get, it's a big surprise!)

    Cons:
    This creature could be considered the "almost" FBS suggestion.
    • Strength is almost to the 30 used as rule of thumb for the tower scene, but not quite there
    • Huge, almost small enough to fit in the box - and if made any smaller by age or template, he'd be too weak
    • CR17 is almost to the rule of thumb expected power level
    • 3 eyes - almost the right amount - vertically stacked.
    • Study-based spellcasting is a poor fit for MitD, who is never seen studying spells

    Akvan Div Prince
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    Too tall. probably not ugly enough. Might be too recent.

    Alhoon
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    Undead, not strong enough

    Anaxim (SRD or ELH 158)
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    Construct, no teleportation.

    Andeloid
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    Can absorb the powers of other creatures, virtually explaining everything with the right set of creatures, but seems unlikely that MitD has had a chance to do so

    Angel of Decay
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    Undead

    Astral Dragon
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    Too big when powerful enough (if it ever is powerful enough - top strength of 24 is insufficient); too weak when the right size. Too recognisable due to being a dragon for it to fit the circus scene. Fluff about staying a child until mating does fit MitD.

    Astral Dreadnaught
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    only one eye, gargantuan, can't explain the escape

    Asura (high CR homebrew)
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    Can cause earthquake, looks weird. Can't explain the escape. Unsurprising to hear it speak in common. Too many eyes.

    Atropal (SRD or ELH 159)
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    Undead: doesn't eat or sleep.

    Audrey II
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    Not that ugly (people flock to see it), unclear if it can teleport others/grant wishes (up for interpretation), unclear if its strength is sufficient to punch people through walls and send them flying.

    Bauhei
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    Unclear if it can be called "one of these". Doesn't fit the circus scene (awe doesn't induce vomiting)

    Aurumach Rilmani
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    Too humanoid looking to fit the circus scene.

    Baku
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    28 STR, probability travel works as teleport or a critical roll, fairly unrecognisable. However, also not specially disgusting looking.

    Barghest (SRD or MM 22)
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    Pros:
    • Eats a lot, and gets stronger as he eats (reference)
    • Greater Barghest has dimension door

    Cons:
    • Not really all that strong, (max 20)
    • No earthquake ability
    • Dimension door doesn't explain the escape well
    • can speak (but not in common)


    Black Troll
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    Large, ugly as every troll, but looking demonic on top. Can cast Teleportation without error, explaining the escape (but not what the hell a troll is doing with that spell and 10 INT and CHA). Unfortunately, not quite strong enough.

    Brachyurus (SRD or ELH 170)
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    Strong and relatively ugly, but can't explain the escape

    Brainstealer Dragon
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    Old ones are strong and have spells that can explain the escape, but are too big to fit in the box. Young ones that do fit are too weak. All of them can explain the circus scene. Published a year after strip #100

    Braxat (MM2 37)
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    Not particularly strong, CR9 and can only explain the escape with Dimension Door.

    Brood Keeper (MM3)
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    Can't explain the escape, the fear aura doesn't fit the circus scene, too big, not strong enough. Rich may have had a hand in their creation.

    Bigfoot
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    Very strong, presumed ugly even though no-one ever manages to see him. However, no magic, and thus doesn't explain the escape.

    Cerebrilith
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    Can´t explain the escape. Insufficient Strength

    Centaur (SRD or MM 32)
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    Not strong enough, can't explain the earthquake, the tower scene, the circus scene or the escape.

    Cherub (four-faced version)
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    Pros:
    • Strength of 36.
    • "four-sided head with the faces of a lion, ox, eagle, and man," which can be disgusting
    • Wish as an SLA, easily explains the escape
    • Has earthquake as a power, could explain the stomp.
    • Large size
    • Can be advanced to gargantuan, meaning that MitD's "father" could be either another larger cherub who was raising him or just a god specifically.
    • Strange to find a cherub in a rainforest.

    Cons:
    • Like most angelic hosts and demonic armies, it is hard to understand how it went unrecognised in the circus act - most people would have heard of them at their religious service of choice.
    • OotS Cherubs don't look like that.
    • Four sets of eyes
    • Unsurprising it can talk common (can talk all languages)
    • SBGH would probably not likely sell divine beings into slavery
    • Immune to mind-affecting spells and abilities.
    • Doesn't really fit with why Xykon and Redcloak expect him to be "scary" and eat children


    Chi You
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    Vaguely defined. Weird looking, but not particularly revolting. Can speak.

    Chichimec
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    No explanation for the escape

    Coeurl
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    CR4, nowhere near powerful enough. Can't explain the escape

    Concordant Killer (MM4)
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    Created too late to be MitD. Not strong enough. Can't explain the escape

    Corpse Tearer Linnorm (MM2 141)
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    Strong and with access to miracle, but only through cleric spells, which would give him Animate Dead, which MitD is known not to be able to cast

    Couatl
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    Cannot explain the escape (caster level not high enough) the tower or the circus (not particularly revolting). CR10, nowhere near powerful enough. Since it has cleric abilities, should be able to help RC

    Crypt Thing
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    Undead, can't explain the tower scene. Unclear how somone could claim not to have seen a human skeleton before. Unsurprising it can talk

    Crystalle
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    Can cast Wish, but limited since the ioun stone has limited charges. STR 33. Cons: appearance not particularly disgusting; Elemental: doesn't eat or sleep.

    Dao (MoP 172)
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    aka "earth genie". Pros:
    • Can grant wishes
    • Can cast earthquake
    • Has a "shove" ability to push enemies

    Cons:
    • Unsurprising it can talk
    • CR6, little strength, no defences
    • Not unusually ugly
    • Unclear how father would be "bigger and hungrier"

    Deus Ex Machina personified
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    Would be a Rich creation

    Disenchanter
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    Not strong enough, cannot explain the escape, not powerful enough to be Xykon's Ace in the Hole.

    Displacer Beast (MM 60)
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    Can't explain the escape, not strong enough

    Dragon (SRD or MM 68 + most MMs)
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    Pros:
    • Decent defences
    • they like to eat and sleep

    Cons:
    • They don't get the kind of strength and powers needed until they are way too big for the box.
    • They are very recognisable, and thus don't match the circus' reactions.

    Draknor
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    Sprouts from the ground, but we have seen MitD in high floors of towers.

    Draeden
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    Ludicrously large (1,000ft per HD), would not fit in the box. Can raise the dead

    Dread Linnorm (MM2 141)
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    Pros:
    • Huge Strength
    • Wish (Sorcerer Levels)
    • Ugly (with high Charisma)

    Cons:
    • Colossal - requires him to be a runt, which brings problems re: high-level spell access
    • Two Heads - requires a reason why it lost one (e.g. decapitation)
    • Immunity to all spells of the enchantment school

    Dream Larva (SRD or ELH 161)
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    Pros:
    • Worst Nightmare ability explains circus' reactions (as long as it is a 'young' dream larva, so that it is not immediately lethal)
    • Very strong (42), high CR, defences and DR
    • Dreamscape allows teleportation, with a certain amount or rules bending (see here for an explanation)

    Cons:
    • Immune to mind-affecting effects
    • Dreamscape doesn't explain the escape all that well
    • Not known for its appetite, or its need to sleep
    • Unclear if a young dream larva can even exist, and would be less lethal than an adult one.


    Earth Elemental (SRD or MM 97)
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    Unstated how it would cause the escape, it cannot provide material for undead

    Efreet
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    Not powerful enough in D&D, regardless of how powerful they were in the original mythology

    Empyrean
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    5e monster, and therefore published way too late for MitD

    Enveloper (1e FF)
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    Insufficient strength, it's main ability of absorbing powers (thus explaining the escape scene), would also give MitD knowledge that would be at odds with his known naïvety and ignorance. Difficulty explaining the circus scene.

    Ephemeral Hangman (ToM 161)
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    Pros:
    • Looks like a mass of black tentacles centered around a large maw and a trunklike body.
    • Large, but when in darkness or shadowy illumination, it can fit into spaces that appear too small for it
    • The base species prefers eating children "and others too small and weak to fight back"

    Cons:
    • Can't explain the escape scene
    • Probably too weak: CR7, STR 22

    Epic Dragon (SRD or ELH 181)
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    Pros:
    • Have access to Wish
    • Very strong
    • Like most dragons, it likes to eat and sleep

    Cons:
    • They don't get the kind of strength and powers needed until they are way too big for the box.
    • Beautiful (sp. prismatic)
    • They are very recognisable, and thus don't match the circus' reactions.

    Essence Reaver
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    Published in 2007, too late for MitD.

    Fhoimoren Giant
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    No explanation for the escape. Weak defences.

    Fiendwurm (MM2 99)
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    strong and known for eating constantly, can't talk, can send people to the Abyss, but that explains the escape very badly if at all, and lack of limbs and gargantuan size are problematic.

    Fihyr, Greater
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    too many eyes, not strong enough, not challenging enough, can't explain the escape.

    Formian Myrmarch
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    Not strong enough to explain the tower scene

    Gelatinous Cube
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    Fits none of the major scenes

    General Ox
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    Sorcerer with access to 9th level spells, and STR 36. Doesn't quite match the circus scene's public reactions

    Genie/Djinn (SRD or MM 114)
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    while able to cast wish, they can talk, they are not particularly ugly, and they're nowhere near powerful enough for MitD

    Geriviar
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    No good explanation for the Escape. Not strong enough.

    Ghour
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    Decently strong, but insufficient CR and too big. Being a demon, it's morality and 'father' doesn't match well MitD's.

    Giant Snowman
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    Large strength and high HP, but no other known powers to explain the other scenes (especially the escape).

    Giant Space Hamster
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    Not strong enough, no magical powers, not ugly enough for the circus scene

    Gibbering Orb (SRD or ELH 191)
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    Can't stomp due to lack of limbs. Shouldn't leave tracks. Too many eyes and mouths. No explanation for Escape, except far-fetched "ate someone with access to wish the day before".

    Girard (Member of the Order of the Scribble)
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    Unsurprising it can talk, wouldn't be exhibited as a circus freak, wouldn't be hunted by the SBGH, is now known to be dead.

    Gloom
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    Fairly strong, very powerful, but has no eyes, shadow walk isn't quite good enough to explain the escape and "tall, very dark, elf-eared person with a cloak" is not exactly "I've never seen anything like it before"

    Goristro
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    Huge, and can't teleport, or explain the escape in any other way. See also Pit Fiend.

    Gray Render (SRD or MM 138)
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    can't explain the escape, or the tower. Not particularly good at explaining the circus. Too many eyes (6).

    Grendel
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    Original text says it is immune to weapons. Unclear how it accounts for the escape scene, except if it were demon-spawn due to conversion to D&D, which is a very big stretch. Difficulty addressing its strength (enough to break benches, but not the full hall).

    Grey Slaad (MM 231)
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    can teleport people both within a plane and between planes, but so-so strength

    Grootslang
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    Cannot explain the escape. Did not exist when #100 was posted

    Guardinal, Leonal
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    Not strong enough, aura of fear for evil creatures should have been seen in the comic.

    Gug (CoC)
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    (From Call of Cthulhu) Very ugly, and causes loss of sanity when looked at. Has a small chance of knowing how to teleport, but is not strong enough, particularly if young version is assumed due to size problems.

    Ha-Naga (SRD or ELH 195)
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    Access to wish, and fairly strong although, being gargantuan, too big for the umbrella (when moving), and lack of limbs make several scenes difficult to explain (like pulling on the rope). Not particularly vomit-inducing. Proposing a child version reduces the strength bellow appropriate amount. Psionic powers could explain the earthquake, but not the tower scene.

    Half-Giant (SRD or XPH 200)
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    Strong and psionic, but can talk, unclear how it accounts for circus scene and the escape.

    Hellfire Wyrm (MM2 125)
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    Dragon, and thus can't explain the circus scene properly. Too big (huge)

    Hephaestus
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    God: Immune to mind control

    Hoary Hunter (SRD or ELH 197)
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    Very strong, can plane shift, but not revolting enough to explain the circus' reactions

    Hollyphant
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    Not quite strong enough, can't explain the escape, too adorably cute for the circus scene

    Hunefer
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    Undead; due to paralysing aura can't explain the circus scene.

    Illithid
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    Not strong enough, can't explain the escape

    Illithid Elder Brain
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    Has good explanations for the Escape and Circus, but not quite enough strength for the Tower (while still having good defences). Does not have teeth or eyes. Requires a pool of water to live in.

    Illurien (MM5)
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    Female, Insufficient strength

    Ilsidaur
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    Demonic (difficulty explaining alignment, probably no parent), difficulty explaining the circus scene. Specific stats linked are too recent for MitD (older versions may exist, but have not been presented)

    Incubus
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    Not powerful enough, difficulty changing alignments, can't explain the circus scene

    Infernal (SRD or ELH 164)
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    Immune to mind affecting spells, unclear how it accounts for the escape scene (it's greater teleport is self-only). Can animate dead, which RC claims MitD cannot.

    Intellect Devourer
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    Strength too low. No explanation for the Escape

    Jabberwock
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    Difficult to gauge if it fits or not, since the jabberwock is never really described. However, being unique, it doesn't fit the comment of MitD being "one of these". D&D versions tend to be too weak, and lack teleportation.

    Juiblex
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    Pros:
    • High strength.
    • High DR
    • Teleport without error
    • Appearance matches the Circus scene and there is even the fact that some people get obsessed with Juiblex and become thralls to explain the bit about beauty.
    • Eats everything. Yeah. Everything.
    • High knowledge skills that would explain the MitD knowing unexpected things. i.e. the ritual.

    Cons:
    • Unique creature (likely, his children wouldn't have the above powers)
    • No reason, assuming the BGH were not confused, for it to be surprising he can speak common.
    • Attacks are always acidic in nature - does not match the Tower scene
    • Too many eyes, no teeth
    • Alignment issues (see section 1e)

    King-Kong descendant
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    Problem addressing strength and size at the same time. Cannot explain the escape scene.

    Klicker
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    No explanation for the escape, didn't exist before comic #100

    Klurichir
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    Several versions exists: the one that are strong enough cant explain the escape, and viceversa. Demonic, so has some issues with Mit'd morality.

    Kyton, Eremite
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    Can't explain the escape, since it can only self-teleport. Created after strip #100

    Lammassu, Celestial
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    Not strong enough, can cast cleric spells.

    Lammassu, Greater
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    The 2e 'Greater Lammasu' looked promising, but the 3 or 3.5 versions that have been reviewed fell short across the board.

    Laogzed
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    Demigod: can be mind controlled

    Lava Children
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    Can't explain the circus scene (neither ugly nor particularly strange), unclear if it can explain the escape

    Lethus Dragon
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    publication date 7 years after strip #100. Otherwise, fits the FBS rather nicely, but not the general fluff of MitD

    Li Lung (Earth Dragon) (OA)
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    Pros:
    • Yellow eyes
    • Reasonably strong, potentially challenging, and correctly sized up to young adult
    • Damage reduction
    • Earthquake AND a powerful roar
    • Plane Shift

    Cons:
    • plane shift doesn't explain the escape well
    • Personality (sleepiness, constant desire to consume, etc) doesn't match typical li lung's description
    • As a young adult, it is not powerful enough

    Marut
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    Construct, has a vendetta against undead, embodiment of a morality plane

    Myrmixicus
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    Teleport self+objects only (although with a very generous weight limit). 33 strength. Demonic looking, which might not quite explain the circus scene. Embodiment of a morality plane. Might not have the ability to breath air, since it's a aquatic demon.

    Nabassu (WotC book previews or Fiendish Codex 1)
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    Not particularly strong, can only teleport themselves, and kill any level-1s that look at them, thus having difficulty explaining its success as a circus act.

    Neh-Thalggu (SRD or ELH 206)
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    incorporeal - meaning it has 0 STR and can't explain the punching of Miko or her horse (it could have bitten them, but not hit them)

    Neo-otyugh (2e MM?)
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    Can't explain the escape. Unclear strength (otyugh is definitely too weak). Too many eyes (3).

    Neothelid (SRD or XPH 204)
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    Pros:
    • Fairly high strength (30)
    • Psionic Teleport at will
    • Vomit-inducing, since it's a gigantic worm with tentacles
    • Heavy eating
    • Rarely communicates in a meaningful way
    • Its ability to Trace Teleport would explain how it knew where to send O'Chul and V

    Cons:
    • Difficulty explaining the earthquake and the stomp, lacking legs.
    • Defences not that great
    • No eyes
    • Gargantuan

    Nessie the Loch Ness Monster
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    Too big for the umbrella, can't explain the escape scene, difficulty existing in dry land

    Nightmare Beast (MM2 161)
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    Pros:
    • Fairly strong
    • spends most of its time looking for food, and then sleeping
    • Dimension door
    • Can't talk

    Cons:
    • Not defensively impressive - Miko would not have had trouble hurting it.
    • Dimension door doesn't explain the escape well.
    • Red eyes
    • Everyone in the city should've been having terrible nightmares

    Nightscape Battlemage
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    Can't explain the circus scene or the tower scene. Unsurprising it can talk

    Nycaloth
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    Insufficient strength, no good explanation for the circus scene or the tower scene.

    Oni, Go-Zu and Me-Zu
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    Several varieties, none really strong enough, and with no way to explain the escape.

    Onyx Worm
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    not strong enough, can't explain the escape.

    Ophan Angel
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    Good stats, but hundreds of eyes, and no good explanation for the escape.

    Outsider, The (H.P. Lovecraft)
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    undead

    Paizo Golem
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    Construct. Can't explain the escape scene or the circus scene. Created 5 years after strip #100

    Phaerimm (Monsters of Faerun 70)
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    Very, very ugly, access to wish through sorcerer levels, but not strong enough for the tower scene, and has no eyes.

    Phasm
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    Telepathic, so surprising it can speak. Not strong enough, can't explain the escape.

    Pit Fiend (SRD or MM 57)
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    Pros:
    • Strong, good defences
    • Highly skilled in Knowledge Arcane, -Religion, -Planes and in Spellcraft which would explain how the MitD could identify the ritual with merely a glance.
    • Access to Wish

    Cons:
    • Pit Fiends probably don't have children and aren't child-like. (From Roy's Archon's words here, it seems OotS-verse has normal "advancement" of celestial beings. On the other hand, two demons have mentioned parents)
    • It is not surprising it can talk.
    • It can reanimate the dead
    • Circus scene presents two problems: demonic creatures are not difficult to recognise (in a broad sense, if not the specific type), and the reaction one would expect is fear, not vomiting.
    • Rich's comments in W&XPs seem to indicate that morality planes creatures can't change alignments more than slightly.

    Planetar Angel (SRD or MM 11)
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    Has cleric levels

    Pooka
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    No good explanations for the escape or the tower, being of the trickster fairy archetype

    Prismasaurus
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    No explanation for the escape, immune to mind-affecting "attacks" (which may or may not include what Xykon did to MitD). In the circus scene, people aren't being blinded or hit by prismatic sprays

    Psammead
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    Can grant wishes, but is not strong, is too small and being damage by water is something that does not match well with MitD's life in the rainforest. Also, Psammeads cannot grant their own wishes, so it cannot explain the earthquake or the tower scene.

    Qlippoth
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    Specifically, the Augnagar: explains circus and tower, but can't explain the escape. Immune to mind control.

    Quaraphon Bully(MM3)
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    Not strong enough, no explanation for the Escape, too many eyes.

    Reality warper (e.g. Superman's Fifth-Dimensional Imp)
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    Their reality revision power would explain the escape scene, but not the tower scene. A reality warper can cause anything they desire to become true, but in the tower scene, the exact opposite of MitD's desires (to hit as lightly as possible) happened.

    Sarrukh
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    Not strange enough for the circus scene. Not strong enough for the Tower Scene. Not surprising it can speak.

    SCP-682
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    Published in 2007, didn't exist during comic #100. Can't explain the escape (except by an undefined unrestricted ability to adapt). The personalities are very different. Arguably too powerful to be MitD.

    Shade
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    Can't explain the escape, nor the tower scene. It only fits the circus scene if it is a shade with no light sensitivity. Don't eat, breath or age. Their lack of metabolism means they also do not emit odors. The best fitting version is also a homebrew which didn't exist when MitD was picked.

    Shadow Dragon (Draconomicon 191)
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    Pros:
    • It can cast Dimension Door as a supernatural ability once per day.
    • Its size is Large as a young adult and adult, and Medium if it is juvenile.
    • It has damage resistance 5 when it becomes a young adult.
    • It's Shadowy and gets 9/10ths concealment from this....

    Cons:
    • Not incredibly strong
    • Doesn't explain the earthquake or the escape

    Shadowcloak Elder
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    Shadow Blend doesn't match MitD's instructions to stay in the shadows (other than in Xykon's tower), not quite strong enough, can't talk, can't explain the escape.

    Shedu, Greater (FF)
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    Not strong enough. Unclear what its stats are in 3.5. Not surprising it can talk.

    Shoggoth (CoC)
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    Unclear if it can explain the escape, it may drive the public of the circus insane.

    Shirokinukatsukami
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    Not enough strength (20), can't explain the escape due to only self-teleporting

    Siabrie
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    Insufficient strength, female, beautiful, can't account for the escape.

    Slime Child
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    Published after #100

    Smiling Medina
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    Homebrewed after strip 100. Not strong enough for the tower scene.

    Snark
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    Cannot explain the escape scene, and most likely cannot explain the earthquake or tower scenes (although the descriptions are vague)

    Solar (SRD or MM 12)
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    Cons:
    • Solars don't really have children and aren't child-like.
    • It is not surprising it can talk.
    • It can reanimate the dead

    Sphinx (SRD or MM 232)
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    Not really strong enough; the suggested idea was a kind of rock sphinx, but that can't be found in the stat'ed lists.

    Starspawn (aka Son of Cthulhu)
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    Drives people looking at him insane, thus having difficulty explaining its success as a circus act. Strength high, but not impressively so.

    Stench Kow
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    With a CR 3-4, it is not a credible threat to the order. Can't explain the escape or the tower scenes.

    Sun Wukong
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    Talks, no father, not part of a group, vegetarian.

    Titan (SRD or MM 242)
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    Pros: High Strength, mythologically, the Titan Uranus ate his children.
    Cons: The only way to rescue O'Chul is by using Maze, which fits badly. It wouldn't be surprising it can talk.

    Titan, Elder
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    Not surprising it can talk. Can't explain the circus.

    Troll
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    Not strong enough, can't explain the escape, has difficulty explaining the circus (trolls are fairly common creatures, not something that unrecognisable).

    Truly Horrid Umber Hulk (MM 248)
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    Fairly strong, confusing gaze might explain the circus' reactions. However, doesn't have teleportation abilities, or earthquake.

    Tulani Eledrin
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    Too pretty and elf-looking for the circus scene. Not quite strong enough. Can cast clerical spells.

    Two-headed Cyclops
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    Two heads, but only one eye each, lazy & fairly ugly, but can't explain the escape and are not that strong. They can also speak, but only elven, not common.

    Ulgurstasta Sorcerer
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    Undead. Eats (swallows whole) bodies to produce undead, so should have been able to help RC. Gargantuan. Defences too weak to explain the Tower scene or Belkar's attack.

    Ultroloth
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    Demonic (morality problems), insufficient strength & defences, can't explain the escape

    Uluu Thalongh
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    Not surprising to be found in a jungle/rainforest. Unclear if it accounts for the escape.

    Umbral Blot (Blackball)
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    Construct, too weak (Str 10) for the tower scene. Can't explain the earthquake's stomp. Appearance doesn't match circus reactions.

    Umpleby (1st ed FF)
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    Can't explain the circus scene, or the escape.

    Unbodied
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    Cannot explain the escape nor the tower

    Utukku
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    Insufficient strength. 2nd ed version has poor defences, 3rd ed. version can't explain the escape.

    Vasuthant (MM3 182)
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    Undead. Can't explain the escape

    Vaarsuvius
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    Created for the comic. Doesn't eat meat. Not strong enough. Explanation that turns a wizard into MitD by means of the Snarl is completely unlikely and unsupported by evidence

    Vermiurge (SRD or ELH 226)
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    revolting sight, but can't explain the escape, can speak and is immune to mind-affecting spells.

    Velociraptor
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    Cannot explain the escape or the tower scene

    Void Yai Oni
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    Can't explain the escape

    Warforged (Eberron or MM3 190)
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    Construct

    Wendigo (FF 186)
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    Very strong, fairly ugly, famously hungry creatures. However, no magic, and thus doesn't explain the escape.

    Wharlysk
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    Lives in the rainforest. Huge. No explanation for the escape. Not strong enough

    Wild Things
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    Cannot explain the escape

    Wolf-in-sheep's-clothing
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    Can't explain the escape. Can't explain the circus, since he explicitly does nothing during his act, so all the public would see is a tree stump with maybe a dead animal on top. Can't explain the tower scene (STR 17, CR 8)

    Wumpus
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    Doesn't explain the escape.

    Yali
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    Strong, can psionic teleport, but cannot explain the circus scene.

    Yeti
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    Very strong, presumed ugly even though no-one ever manages to see him. However, no magic, and thus doesn't explain the escape.

    Xor-Yost (Planar Handbook 122)
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    Can't explain the escape

    Zodar (FF 199)
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    Pros:
    • Very strong
    • Can cast wish once in a lifetime, and any spell three times in a lifetime
    • Human-sized
    • Invulnerable to all damage except bludgeoning explains his resistance to Belkar's and Miko's attacks.

    Cons:
    • Does not explain the circus scene, since it basically looks like a man in a black armor
    • The official version of Zodar is a construct, which would discard him; there is, however, an unofficial version that retains the 2.0 version that was monstrous, and that existed before the official one.

    Last edited by Grey_Wolf_c; 2019-01-10 at 07:00 PM.