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Thread: Homebrew Monster (3.5) PEACH

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    Default Homebrew Monster (3.5) PEACH

    Enjoy.

    Crystal
    Tiny Construct
    HD: 18d10 (99hp)
    Init: +9
    Speed: Fly 60ft. (perfect), otherwise immobile
    AC: 17 (+5 Dex, +2 size)
    Base Attack: +15/cannot grapple
    Attack: Slam +15
    Damage: 1 x2
    Touch Attack: +20
    Space/Reach: 1ft./-
    Special Attacks: Spells
    Special Qualities: Spell-like abilities, All around vision (unflankable), Low light vision, Darkvision 120ft., Blindsight 60ft., X-ray vision (as ring, at will), Aerial Buoyancy (Su), Telepathy 100ft., Spell Resistance 35, DR 40/magic, DR 30/-, Resistance to acid 30, cold 30, electricity 30, fire 30, Sonic Vulnerability (treated as crystal), Slow Repair 1, Immune to all shape changing (including beneficial), Construct Traits
    Saves: Fort +6, Ref +11, W+16
    Abilities: Str 10, Dex 20, Con -, Int 19, Wis 30, Cha 19
    Skills: Concentration +25, Decipher Script +25, Knowledge (Any three) +25, Spell craft +25, Search +14, Spot +14
    Feats: Counter-Spell, Counterspell Master, Eschew Materials, Improved Counterspell, Quicken Spell, Rapid Metamagic, Still spell

    Climate/Terrain: Any
    Organization: Solitary or Cabal (2-4)
    Challenge Rating: 20?
    Treasure: None
    Alignment: Neutral

    The crystal is an ageless being that next to none knows anything about. Physically, it can be of any shape or color, though the default is: octahedron, slightly transparent green, 18 inches tall, 12 inches wide (like a d8, but bigger). They are incredibly dense and much heavier than they appear.
    They have no vocal cords, though it can speak through audible illusions (from a spell). It still makes noise when casting spells with a verbal component, but the noise is inhuman and indecipherable, though this is usually masked by Imperceptible.

    Spells: as an 18th level sorcerer.
    The Crystal Knows all sorcerer spells of 0-8th level, but cannot cast any spell with a material component cost not covered by eschew materials or one with an experience point cost.
    It cannot cast 9th level spells, though it has 9th level slots.
    The spells it casts are extremely difficult to identify with spell craft, and as such have +10 to the DC (due to not having limbs or vocal cords).
    All spells it casts with somatic components must be used with Still Spell.
    Being grappled does not hamper this creatures' spellcasting in the least.

    Aerial Buoyancy (Su): The crystal automatically floats at all times, unless it enters an anti-magic field, in which case it falls to the ground immobile until the effect ends or the crystal is moved by some other force. If its buoyancy is negated, it has no strength score. This is where its fly speed comes from.

    Spell-like Abilities: At will (Sorc 18th) - Constant Absorption (set at 9 spell levels instead of rolling 1d4+6), Constant Imperceptible, Modify Memory, Constant True Seeing, Telekinesis.

    Slow Repair: The crystal regains 1 hit point per day.

    The crystal is immune to all shape changing. It is treated as having infinite spell resistance to any shape changing spells, and it cannot lower this even for harmless spells (this includes repair spells).


    Notes: Counter-Spell [Metamagic]
    Prerequisites: 8 ranks in Spellcraft
    Benefit: A spell modified by this feat can be cast as a counter as an immediate action. Whenever you succeed on a Spellcraft check to determine that another spellcaster is casting a spell that you can counter with the counter-spell, you may use your counter-spell immediately. You may cast a counter-spell normally on your own turn. Spontaneous casters casting a spell modified by this feat may not act on their next turn except to take a free action.
    You may still counterspell as normal. A counter-spell takes up a slot two levels higher than the original spell.

    Counter-spell Master [General]
    Prerequisites: Improved Counterspelling, Counter-Spell, 12 ranks in Spellcraft
    Benefit: When you ready an action to counterspell, you need not select a specific target to counterspell; you may counterspell any target within range.

    The above two feats are homebrews from this site. If you don't want to use these, use Improved Initiative and Reactive Counterspell (MoF) instead.

    More Notes:
    Spoiler
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    Ok, first off, let me explain the inspiration for these things. I was playing ff6 during the summer for the first time. I got to the top of that rainy city with all the thieves and found Terra, then all the sudden there's a flash of light and a flying crystal appears and transforms into Ramuh, the freaking thunder god. Holy crap, pop fly into left field!

    It was like somebody took a sledgehammer to the rusty floodgates of my muse and all sorts of stuff came rushing out.

    So basically, the crystal (just a placeholder for the name, call them whatever you want) is to your campaign what aliens are to real life. Basically only a few people if anybody know if they exist, much less what the hell they are/where they come from/what their goals are/etc. There is no factual recorded information about them. One of these things could have been floating a foot above your head your entire life and you would never know it. They are ageless, don't sleep, eat, breathe, or get tired. They are not distracted by much of anything and can go pretty much anywhere undetected. They are the paranoids worst nightmare.

    What they are and what to do with them is all up to you. Enjoy.
    Last edited by Harperfan7; 2010-01-18 at 05:16 PM.