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  1. - Top - End - #121
    Orc in the Playground
     
    PaladinGuy

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Hmmm... let's give it Telepathy
    Last edited by Calmness; 2009-04-08 at 03:51 PM.

  2. - Top - End - #122
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Um...
    Trample
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    Hey. Do you want to help make a game?

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  3. - Top - End - #123
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Gaze Attacks and Regeneration.

  4. - Top - End - #124
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I vote for Change Shape and Telepathy.

  5. - Top - End - #125
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Antimagic, I'll wait on the second.

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    RogueGirl

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I'm going to vote gaze attack for now, and I'll see what else comes up for the second one.
    "Experience is a good thing. You should hit it." - Lathandar to his Paladin, in response to her prayers for advice on what to do about a Holy Liberator

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  7. - Top - End - #127
    Ogre in the Playground
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I've tried, and failed, to come up with a write-in for a medium-sized, TN, angelic abomination. I'm tempted to think it should have mind-affecting abilities, but the kind of things that come to mind, e.g. an Aura of Confusion, have all been done before. Ergo:

    Psionics and Level Loss

  8. - Top - End - #128
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I change vote from Change Shape to Psionics.

  9. - Top - End - #129
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I''go for Change Shape and Regeneration.

    Also I've got something to ask: we must vote for up to two abilities, but how many of them will be used for the final creature?

  10. - Top - End - #130
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I vote for Fear Not! and Divine Messenger.

    Fear Not! (Su) - Despite the [Angel Aberration]'s horrific appearence, mortals and outsiders alike recognize instinctually that these are divine messangers, not to be fled from or attacked. When delivering a message, bearing a gift, or otherwise on a nonviolent divine task, the [Angel Aberration]'s target (namely, the one recieving the message/gift/aid) is always initially indifferent to the [Angel Aberration]. Furthermore, the [Angel Aberration] and all within fifty feet of it enjoy immunity to fear and pain effects.

    Divine Messenger (Ex) - The [Angel Aberration] is accorded special status as an appointed go-between for the gods. The [Angel Aberration] never has the Extraplanar subtype, even when not on its native plane, and cannot be teleported, plane shifted, or otherwise translocated unless it wishes to be. The [Angel Aberration] is completely immune to any spells that would detect or affect it based on its alignment (such as know alignment or holy word), as well as smite abilities.

    While actually bearing a message or other task, the [Angel Aberration] becomes substantially more powerful. It gains the ability to cast spells as a cleric of its hit dice, with the travel and knowledge domains (it gains the granted powers of these domains). Furthermore, it may use plane shift, greater teleport, and haste once per day.

    The [Angel Aberration] may communicate with all beings that possess an intelligence score, regardless of whether or not they have a language.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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  11. - Top - End - #131
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Well, the fear not ability seems to assume it is of a somewhat good nature (at least from the normal idea of what is good and bad), or that divine is inherently something that is not evil or not to be feared (which is inaccurate). However, after thinking about the second, that does seem that it could be fun due to its neutrality. Sure it could carry good messages, but it could just as easily be a harbinger of destruction. As such my second vote goes to Divine Messenger.

    Owrtho
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  12. - Top - End - #132
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    All votes are currently tallied.

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    going for Frightful Presence (Ex) and Breath Weapon.
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    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  14. - Top - End - #134
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    RogueGirl

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    My second vote is going for frightful presence.
    "Experience is a good thing. You should hit it." - Lathandar to his Paladin, in response to her prayers for advice on what to do about a Holy Liberator

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  15. - Top - End - #135
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    I vote for Psionics and Regeneration
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

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  16. - Top - End - #136
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    The vote cast by me which is cast by no one else and not to be confused with another name than mine will be Frightful Prescence! And the second vote cast by me [blah blah blah] is... TBA.

  17. - Top - End - #137
    Ettin in the Playground
     
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    All votes are currently tallied. I'm gonna let this vote go for a bit longer, to get some more votes in before I call it final.

  18. - Top - End - #138
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Gaze and frightful presence feels right for this thingy. Though divine messenger is also very nice and would be my third vote.
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  19. - Top - End - #139
    Barbarian in the Playground
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    And now for the vote that i mentioned was TBA earlier.
    I vote Ability Damage!

  20. - Top - End - #140
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Divine Messenger and Regeneration.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    The votes are in, & the winners are: Divine Messenger, Frightful Presence, Gaze Attacks, & Regeneration!

    All votes have been tallied. Voting is concluded at this point. The resultant creature, the Harbinger, will be posted on Friday, April 17th. Thanks to everyone who voted.

  22. - Top - End - #142
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    Geez, how many different monsters have we given freakin' fear abilities?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Ettin in the Playground
     
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote

    ďThe news through all the town was carried,
    How King Alla would come on pilgrimage,
    By harbingers that went before him.Ē

    - Geoffrey Chaucer, The Man of Lawís Tale, ~1386

    Harbinger, Messenger
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    A messenger in a rare moment of rest, taking time to remember the distant past.


    Medium Aberration (Angel)
    Hit Dice: 13d8+52 (110HP)
    Initiative: +6
    Speed: 40í (8 squares), Fly 120í (24 squares, good maneuverability)
    Armor Class: 28 (+6 Dex, +12 natural); touch 16; flat-footed 22
    Base Attack/Grapple: +9/+13
    Attack: +3 Thundering Quarterstaff +16 melee (1d6+7) or Slam +13 melee (1d6+4)
    Full Attack: +3 Thundering Quarterstaff +16/+11/+6/+1 melee (1d6+7) or 2 Slams +13 melee (1d6+4)
    Space/Reach: 5í/5í
    Special Attacks: Frightful Presence, Paralyzing Gaze
    Special Qualities: Aberration traits, Angel traits, Divine Messenger, Regeneration 5
    Saves: Fort +7, Ref +10, Will +9
    Abilities: Str 19 (+4), Dex 22 (+6), Con 17 (+3), Int 20 (+5), Wis 13 (+1), Cha 14 (+2)
    Skills: Bluff +10, Diplomacy +10, Intimidate +10, Listen +9, Move Silently +14, Search +13, Sense Motive +9, Spellcraft +13, Spot +9, Use Magic Device +13
    Feats: Blind-Fight, Cleave, Great Cleave, Improved Toughness, Power Attack
    Environment: Any
    Organization: solitary, pair, squad (3-10), or legion (20-80)
    Challenge Rating: 14
    Treasure: no coins; double goods; standard items plus +3 Thundering Quarterstaff
    Alignment: often True Neutral
    Advancement: 14-26HD (Medium)
    Level Adjustment: N/A

    The creature before you looks like a crude simulacrum of a human being. Its greenish skin looks like cracking clay, with large chunks of flesh missing. A circle of alien runes circle its misshapen head, from which flames emerge periodically. Two featherless wings float behind it, unattached to its spiked back.

    Not all angelic beings are outsiders. Indeed, beings of nearly every type have the potential to be suffused with holy energy. A lesser-known example of this is the Harbingers, fallen angels that have been warped into aberrations by their descent.

    The lowest of the harbingers are the messengers. Messengers are tasked by greater powers to deliver simple information across the planes. They travel wherever they must, & face any hazard that might delay them in their appointed missions.

    A harbinger messenger is about 7í tall & weighs around 210-280 pounds. They speak Abyssal, Celestial, Common, Draconic, & Infernal, although they can use their Tongues ability to speak with any creature that has a language.

    Origins
    The tale of the harbingers begins long ago, in the Upper Planes. In the realms of Elysium, there lived many angelic beings that were created by the gods to promote the cause of good in the multiverse. They were under the command of a mighty solar named Rasaniel, who was appointed by Pelor himself to lead these angels.

    For untold eons, Rasaniel directed his host of angels across the multiverse, combating evil & spreading good wherever they could. But Rasaniel was eventually corrupted in a centuries-long plot orchestrated by Mephistopheles (which may have been related to the fall of Triel/Baalzebul). The tainted Rasaniel lead his host into darkness, & they were all eventually cast out of the Upper Planes.

    In their disgrace, they dispersed to all the other planes of the multiverse, losing even their cohesion as a group. Some of the more powerful fallen, like Rasaniel himself, turned to evil, serving those that they once fought against. Some of the others have grown repentant, working for the forces of Good once again. Most of the fallen host, however, were still repulsed by the Lower Planes & their inhabitants, yet were not penitent in their exile. They sought another way, a neutral path that would eschew the endless conflict between the many outsider factions.

    Many of the host are free agents nowadays, serving their own agendas. With an appearance that is somewhere between angelic & demonic, they often occupy themselves by sending messages between other outsiders. They still possess a natural instinct to deliver messages, & this drives them still to fill the roles of envoy or herald. It is because of this that the host as a whole is known as the Harbingers, for they bring news & portents to all they encounter.

    Combat
    A harbinger is a very dangerous opponent, but only if they are goaded into a fight. Most of the time, they are content to avoid conflict, as it might needlessly hinder their goals. Only if their personal safely or their message is severely threatened will they stop to do battle. They will usually try to use their Tongues ability, combined with their social grace, to negotiate an amicable resolution. Failing that, they will use their Frightful Presence &/or Paralyzing Gaze to disable foes. They will enter melee only if they must to prevail.

    Frightful Presence (Ex): A harbinger can inspire terror by charging or attacking. Affected creatures must succeed on a Will save (DC20) or become shaken, remaining in that condition as long as they remain with 60í of the harbinger. The save DC is Strength-based.

    Paralyzing Gaze (Su): A harbinger can paralyze creatures with its stare, if it chooses to. Turning on/off this effect is an immediate action, & can be done at will. Any creature caught by this gaze attack is paralyzed for 1d6+4 rounds. This effect has a range of 40í, & can be negated by a successful Will save (DC18). The save DC is Charisma-based.

    Aberration traits: Like nearly all aberrations, Gatekeepers possess the following traits:
    • Darkvision out to 60í
    • Proficient with its natural weapons
    • Not proficient with any armor
    • Must eat, sleep, & breathe

    Angelic traits: All creatures with the Angelic subtype possess the following traits:
    • Darkvision out to 60í & low-light vision.
    • Immunity to acid, cold, & petrification.
    • Resistance to electricity 10 & fire 10.
    • +4 racial bonus on saves against poison.
    • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC & a +4 resistance bonus on saving throws to anyone within 20í of the angel. Otherwise, it functions as a magic circle against evil effect & a lesser globe of invulnerability, both with a radius of 20í (caster level equals angelís HD). (The defensive benefits from the circle are not included in an angelís statistics block.)
    • Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angelís Hit Dice). This ability is always active.

    Divine Messenger (Ex): A harbinger is accorded special status as an appointed go-between for the gods. A harbinger never has the Extraplanar subtype, even when not on its native plane, & cannot be teleported, plane shifted, dismissed, banished, or otherwise translocated unless it wishes to be. A harbinger is completely immune to any spells that would detect or affect it based on its alignment (such as know alignment or holy word), as well as smite abilities. While actually bearing a message or other task, a harbinger becomes substantially more powerful. It gains the ability to cast spells as a cleric of its hit dice, with the Travel & Knowledge domains (it gains the granted powers of these domains). Furthermore, it may use plane shift, greater teleport, & haste once per day each. A harbinger may communicate with all beings that possess an Intelligence score, regardless of whether or not they have a language.

    Regeneration (Ex): A harbinger regains 5 points of damage per round. Sonic energy deals normal damage to a harbinger, as does electricity & fire (despite a harbingerís resistance to electricity- & fire-based damage). If a harbinger loses a limb or body part, the lost portion re-grows in 3d6+12 minutes. A harbinger can reattach the severed member instantly by holding it to the stump.

    Monster Lore
    Characters that have ranks in Knowledge (Dungeoneering) can learn more about harbingers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCís.
    • DC24: ďThere was once a host of angelic being that was cast out of Elysium for their corruption.Ē A character making this check recalls all angelic aberration traits.
    • DC29: ďThese fallen angels became the harbingers, & they still specialize in bearing messages.ĒA character making this check knows the workings of a harbingerís Frightful Presence & Paralyzing Gaze abilities.
    • DC34: ďA harbinger is at its most powerful when it has a message to deliver.Ē A character making this check remembers the mechanics of a harbingerís Divine Messenger & Regeneration qualities.
    • DC39: A character making this check is familiar with the tragic history of the harbingers.


    Harbinger, Courier
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    A courier, returning from a difficult delivery mission.


    Large Aberration (Angel)
    Hit Dice: 15d8+90 (157HP)
    Initiative: +5
    Speed: 40í (8 squares), Fly 120í (24 squares, good maneuverability)
    Armor Class: 30 (-1 size, +5 Dex, +16 natural); touch 14; flat-footed 25
    Base Attack/Grapple: +11/+21
    Attack: +4 Wounding Longsword +20 melee (2d6+10, 19-20/◊2) or Slam +16 melee (1d8+6)
    Full Attack: +4 Wounding Longsword +20/+15/+10/+5 melee (2d6+10, 19-20/◊2) or 2 Slams +16 melee (1d8+6)
    Space/Reach: 10í/10í
    Special Attacks: Frightful Presence, Gaze Attack
    Special Qualities: Aberration traits, Angel traits, Divine Messenger, Regeneration
    Saves: Fort +10, Ref +10, Will +10
    Abilities: Str 23 (+6), Dex 20 (+5), Con 21 (+5), Int 22 (+6), Wis 13 (+1), Cha 12 (+1)
    Skills: Bluff +12, Diplomacy +13, Intimidate +11, Listen +11, Move Silently +16, Search +17, Sense Motive +13, Spellcraft +16, Spot +12, Use Magic Device +16
    Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Toughness, Power Attack
    Environment: Any
    Organization: solitary, pair, squad (3-10), or legion (20-80)
    Challenge Rating: 16
    Treasure: no coins; double goods; standard items plus +4 Wounding Longsword (Large)
    Alignment: often Lawful Neutral
    Advancement: 16-30HD (Large)
    Level Adjustment: N/A

    This lanky figure is over twice as tall as a man. It has four tiny pupil-less eyes & a V-shaped mouth; however, it lacks a nose. Its gray skin is weathered & stony, like an elephantís. Most of its body is covered by a suit of strange leather armor. An odd sigil is painted on its forehead, but its meaning is unclear.

    Not all angelic beings are outsiders. Indeed, beings of nearly every type have the potential to be suffused with holy energy. A lesser-known example of this is the Harbingers, fallen angels that have been warped into aberrations by their descent.

    The second host of the harbingers are the couriers. They deliver items that are deemed to be too important to leave in the hands of mere messengers. Their dedication & tenacity are legendary, for tales tell of couriers carving through mountains to complete their missions.

    A harbinger courier is about 14í tall & weighs around 1,050 pounds. They speak Abyssal, Celestial, Common, Draconic, & Infernal, although they can use their Tongues ability to speak with any creature that has a language.

    Frightful Presence (Ex): As a messenger; Will save (DC23) to negate.

    Paralyzing Gaze (Su): As a messenger; Will save (DC18) to negate.


    Harbinger, Dispatcher
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    A dispatcher, holding a strange, possibly-dangerous item that it deems should be delivered.


    Huge Aberration (Angel)
    Hit Dice: 19d8+152 (237HP)
    Initiative: +4
    Speed: 40í (8 squares), Fly 120í (24 squares, average maneuverability)
    Armor Class: 32 (-2 size, +4 Dex, +20 natural); touch 12; flat-footed 28
    Base Attack/Grapple: +14/+30
    Attack: +5 Mighty Cleaving Heavy Mace +25 melee (2d8+13) or Slam +20 melee (2d6+8)
    Full Attack: +5 Mighty Cleaving Heavy Mace +25/+20/+15/+10 melee (2d8+13) or 2 Slams +20 melee (2d6+8)
    Space/Reach: 15í/15í
    Special Attacks: Frightful Presence, Gaze Attack
    Special Qualities: Aberration traits, Angel traits, Divine Messenger, Regeneration
    Saves: Fort +13, Ref +10, Will +12
    Abilities: Str 27 (+8), Dex 18 (+4), Con 25 (+7), Int 24 (+7), Wis 13 (+1), Cha 10 (+0)
    Skills: Bluff +16, Diplomacy +17, Intimidate +15, Listen +16, Move Silently +19, Search +22, Sense Motive +17, Spellcraft +22, Spot +16, Use Magic Device +22
    Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Toughness, Power Attack
    Environment: Any
    Organization: solitary, pair, or squad (3-10)
    Challenge Rating: 18
    Treasure: no coins; double goods; standard items plus +5 Mighty Cleaving Heavy Mace (Huge)
    Alignment: often Lawful Evil
    Advancement: 20-38HD (Huge)
    Level Adjustment: N/A

    This horrific figure is like a pillar of misplaced body parts. Its purplish flesh is lumpy & bulging, like soft clay. It has a row of six eyes crowning its bizarre head, staring in all directions. Its mouth is an impossibly wide row of interlocking fangs. It wears long red robes of obviously-fine quality, which are embroidered with arcane sigils; although these fail to adequately cover its freakish form.

    Not all angelic beings are outsiders. Indeed, beings of nearly every type have the potential to be suffused with holy energy. A lesser-known example of this is the Harbingers, fallen angels that have been warped into aberrations by their descent.

    The third host of the harbingers are the dispatchers. They usually delegate missions to lesser harbingers, sending them to far corners of the multiverse to fulfill their goals. They tend to scheme & plot amongst themselves, using other harbingers to accumulate power & undercut their rivals.

    A harbinger dispatcher is about 21í tall & weighs around 3Ĺ tons. They speak Abyssal, Celestial, Common, Draconic, & Infernal, although they can use their Tongues ability to speak with any creature that has a language.

    Frightful Presence (Ex): As a messenger; Will save (DC28) to negate.

    Paralyzing Gaze (Su): As a messenger; Will save (DC19) to negate.


    Harbinger, Collector
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    A collector in the midst of finding another soul to add to its assortment.


    Gargantuan Aberration (Angel)
    Hit Dice: 25d8+250 (362HP)
    Initiative: +3
    Speed: 40í (8 squares), Fly 120í (24 squares, poor maneuverability)
    Armor Class: 33 (-4 size, +3 Dex, +24 natural); touch 9; flat-footed 30
    Base Attack/Grapple: +18/+40
    Attack: +6 Keen Dagger +30 melee (2d6+16, 17-20/◊2) or Slam +24 melee (2d8+10)
    Full Attack: +6 Keen Dagger +30/+25/+20/+15 melee (2d6+16, 17-20/◊2) or 2 Slams +24 melee (2d8+10)
    Space/Reach: 20í/20í
    Special Attacks: Frightful Presence, Gaze Attack
    Special Qualities: Aberration traits, Angel traits, Divine Messenger, Regeneration
    Saves: Fort +17, Ref +13, Will +15
    Abilities: Str 31 (+10), Dex 16 (+3), Con 29 (+9), Int 26 (+8), Wis 13 (+1), Cha 8 (-1)
    Skills: Bluff +21, Diplomacy +23, Intimidate +22, Listen +23, Move Silently +25, Search +30, Sense Motive +24, Spellcraft +30, Spot +23, Use Magic Device +30
    Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Toughness, Lightning Reflexes, Power Attack
    Environment: Any
    Organization: solitary or pair
    Challenge Rating: 20
    Treasure: no coins; double goods; standard items plus +6 Keen Dagger (Gargantuan)
    Alignment: usually Lawful Evil
    Advancement: 26-50HD (Gargantuan)
    Level Adjustment: N/A

    This abominable creature is as strange as it is repulsive. Its entire frame seems to defy all anatomical laws, with a head that is split into several dissimilar parts & a gigantic body that is supports by unearthly bones. Its malformed arms end in fearsome clawed hands, unrivaled by mortal creatures. Most appalling of all, however, are the dozens of hooked spikes protruding from its back, most of which have a pale humanoid figure impaled on them.

    Not all angelic beings are outsiders. Indeed, beings of nearly every type have the potential to be suffused with holy energy. A lesser-known example of this is the Harbingers, fallen angels that have been warped into aberrations by their descent.

    The fourth host of the harbingers are the collectors. They do not deliver messages, for they have grown beyond their natural instincts. They now pursue their own inscrutable goals, gathering souls for purposes that are unknown (& perhaps unknowable) to mortal minds.

    A harbinger collector is about 42í tall & weighs around 35 tons. They speak Abyssal, Celestial, Common, Draconic, & Infernal, although they can use their Tongues ability to speak with any creature that has a language.

    Frightful Presence (Ex): As a messenger; Will save (DC32) to negate.

    Paralyzing Gaze (Su): As a messenger; Will save (DC21) to negate.


    Harbinger, Consumer
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    A consumer, doing what (unfortunately) comes naturally to it.


    Colossal Aberration (Angel)
    Hit Dice: 33d8+396 (544HP)
    Initiative: +6
    Speed: 40í (8 squares), Fly 120í (24 squares, clumsy maneuverability)
    Armor Class: 32 (-8 size, +2 Dex, +28 natural); touch 4; flat-footed 30
    Base Attack/Grapple: +24/+52
    Attack: +7 Unholy Battleaxe +35 melee (6d6+19, ◊3) or Slam +28 melee (4d6+12)
    Full Attack: +7 Unholy Battleaxe +35/+30/+25/+20 melee (6d6+19, ◊3) or 2 Slams +28 melee (4d6+12)
    Space/Reach: 30í/30í
    Special Attacks: Frightful Presence, Gaze Attack
    Special Qualities: Aberration traits, Angel traits, Divine Messenger, Regeneration
    Saves: Fort +22, Ref +15, Will +19
    Abilities: Str 35 (+12), Dex 14 (+2), Con 33 (+11), Int 28 (+9), Wis 13 (+1), Cha 6 (-2)
    Skills: Bluff +30, Diplomacy +32, Intimidate +31, Listen +33, Move Silently +34, Search +41, Sense Motive +34, Spellcraft +41, Spot +33, Use Magic Device +41
    Feats: Awesome Blow, Blind-Fight, Cleave, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Toughness, Lightning Reflexes, Power Attack, Wingover
    Environment: Any
    Organization: solitary
    Challenge Rating: 22
    Treasure: no coins; double goods; standard items plus +7 Unholy Battleaxe (Colossal)
    Alignment: always Lawful Evil
    Advancement: 34-66HD (Colossal)
    Level Adjustment: N/A

    This terrifying creature towers over everything in sight. Its body is made of seemingly stone-like flesh, as black as coal & marked by glowing sigils. It stands on impossibly spindly legs, & its hands are but smooth clubs with many claws floating around them. Its predatory face is dominated by a horny beak, which is frozen in a mirthless grin. It stares about with four beady eyes, unfathomable in their calm, remorseless gaze.

    Not all angelic beings are outsiders. Indeed, beings of nearly every type have the potential to be suffused with holy energy. A lesser-known example of this is the Harbingers, fallen angels that have been warped into aberrations by their descent.

    The greatest of the harbingers are the consumers. They seem to follow no rhyme or reason, acting in an almost primal manner. They just roam about, eating everything in sight. To what end they consume their surroundings is anyoneís guess, for they appear to act only as harbingers of their own doom.

    A harbinger consumer is about 84í tall & weighs around 140 tons. They speak Abyssal, Celestial, Common, Draconic, & Infernal, although they can use their Tongues ability to speak with any creature that has a language.

    Frightful Presence (Ex): As a messenger; Will save (DC38) to negate.

    Paralyzing Gaze (Su): As a messenger; Will save (DC24) to negate.

  24. - Top - End - #144
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Well. It look's like you Zeta Kai have maded (again) better monster than most of those in the offical books.

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    These things are both totally awesome and freaky as hell, though I do have a question. It seems as though there is some progression between the various kind of Harbinger. Is this the case, or does, say, a Collector start out as a Collector (having conquered its baser, messenger instincts) and always remain one, and there are simply various static castes based on their angelic power when they fell?

    And, purely out of curiosity: the first and fourth pictures appear to be related (both being freaky humanoid things with back-spikes) and there seems to be a Messenger wearing a Dispatcher's cloak in the Consumer picture. Where the heck did you find these pictures, and were they all found in the same place?

    You kind of messed with the Alignment restriction, but I consider it fulfilled. After all, the first monster fulfills it, and the other four are additional monsters, so they don't necessarily have to follow the vote results as stringently.

    With regard to the Consumer, its 28 INT seems to clash with its apparently instinctual/primal behaviour. Of course, it's an abberation, so perhaps it simply does what appears to be instinctual, but is instead planned and done for its own inscrutable reason.

    And finally, how the heck does a Consumer manage to effectively wield a battleax?
    Last edited by Juhn; 2009-04-18 at 08:36 AM.

  26. - Top - End - #146
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Zeta seems to have a particular affinity with aberrations. We should vote more aberrations in Zeta's contests.

    Especially the pictures add much to their cool. By far the best looking one is the collector with its awesome humanoid cloak. I think it has back aches, so he uses the humanoids as a cushion. Could be comfy to lie on that.
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Divine Messenger needs to be listed below the fluff as well as in the stat block for the last 4. Also, it is a significant enough ability, and one that is fairly unlike to change in the middle of combat, that the CR should probably vary depending on if it is active or not.
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Thank you all for your positive feedback; it is much appreciated. I worked extra hard on this one, as I saw potential in the concept & it fills a missing niche in D&D (where are the fallen angels, WotC?).

    Quote Originally Posted by Juhn View Post
    These things are both totally awesome and freaky as hell, though I do have a question. It seems as though there is some progression between the various kind of Harbinger. Is this the case, or does, say, a Collector start out as a Collector (having conquered its baser, messenger instincts) and always remain one, and there are simply various static castes based on their angelic power when they fell?
    I left it deliberately ambiguous, so a DM could craft whatever sort of progression (or lack thereof) that they wish. I personally see them as staying mostly static, remaining in the same caste-like roles that they had before they fell.

    Quote Originally Posted by Juhn View Post
    And, purely out of curiosity: the first and fourth pictures appear to be related (both being freaky humanoid things with back-spikes) and there seems to be a Messenger wearing a Dispatcher's cloak in the Consumer picture. Where the heck did you find these pictures, and were they all found in the same place?
    All of these images come from one of my favorite artists, Wayne Douglas Barlowe. These are all from his Inferno series, based on Dante's Divine Comedy. It should be interesting to compare his original descriptions to my own co-opted ones.

    Quote Originally Posted by Juhn View Post
    You kind of messed with the Alignment restriction, but I consider it fulfilled. After all, the first monster fulfills it, and the other four are additional monsters, so they don't necessarily have to follow the vote results as stringently.
    Well, yeah. The first monster fits the votes to a tee, but the other ones do go off the script. But bonus material doesn't have to; after all, if they all had to be CR14 TN Angelic Aberrations, I wouldn't bother making more than one.

    Quote Originally Posted by Juhn View Post
    With regard to the Consumer, its 28 INT seems to clash with its apparently instinctual/primal behaviour. Of course, it's an abberation, so perhaps it simply does what appears to be instinctual, but is instead planned and done for its own inscrutable reason.
    Well, no matter how smart a human is, we still are driven by some basic instincts. We still eat, sleep, & breathe, & we want to be safe, comfortable, & procreate often. Just because something is very smart doesn't mean that it always does things the best way every time. Some desires can be ignored or worked past; other drives are harder to shake.

    Quote Originally Posted by Juhn View Post
    And finally, how the heck does a Consumer manage to effectively wield a battleax?
    Well, in the picture, it holds that body in its claws well enough. Or the axe could just float near the hand, like its claws do.

    Quote Originally Posted by DracoDei View Post
    Divine Messenger needs to be listed below the fluff as well as in the stat block for the last 4. Also, it is a significant enough ability, and one that is fairly unlike to change in the middle of combat, that the CR should probably vary depending on if it is active or not.
    No, DM does not need to be listed with the other monsters, as it has the same abilities for all of them. The only reason that Frightful Presence & Paralyzing Gaze are re-listed for each monster is that they all have different Will saves.

    As for the CR, it probably is worth at least a +1 when it's bearing a message; maybe even a +2. Although the more powerful harbingers would be unlikely to carry a message for anyone (maybe they carry message for each other, just to gain these bonuses ).

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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Yeah, I didn't see anything above "Courier" doing any actual message carrying... I guess for the cheesy reasons you mention they might, but... cheesy.
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    Default Re: Vote Up a Monster (3.X) #9: Dead Manís Vote [Monster Complete, PEACH]

    Impressive work! And the pictures are amazing, too...
    It's a very neat concept that fallen angels can in fact become aberrant and inhuman beings, instead of devils or similar outsiders... This shows just how much they've given up their previous good nature.

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