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  1. - Top - End - #1
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    Lightbulb GITP Monster Competition XXXVI: A Thing of Beauty

    A Thing of Beauty


    Where is fancy bred? In the heart or in the head...

    There is beauty all around us. The simple beauty of a glistening bead of dew to the majesty of a sunset. From the contours of a woman to the sparkle of gems. We are attracted to it, and put store by it. Give a shape to what you find comely and enchant us.


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


    The contest begins with the posting of this thread and will continue until Midnight of August 20th (EST).

    Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.


    Rules

    1. You will be creating an original D&D creature. A being with a Charisma score no lower than 18, with a reasonable explanation for such a score.

    Note: Even try entering a Beholder pun and so help me...

    Example
    Di'li
    Rosynhaunt


    2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. 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, except for a lore section which is encouraged).

    4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link).

    5. One entry per participant. No double-teaming.

    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 have the basic beast already done.


    -=-=-=-=-=-

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    Last edited by The Vorpal Tribble; 2009-08-02 at 01:43 PM.

  2. - Top - End - #2
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    Vorpal Tribble's Guide To Making Monsters

    As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.

    -=-=-=-

    Name

    <Size> <Type>
    Hit Dice:
    Initiative:
    Speed:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:


    Description/background/characteristics

    Combat

    Ability descriptions

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

    - Optional -

    Lore

    Plot Hook/Story if any

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    Shiny

    Dimunitive Fey
    Hit Dice: 2d6 + 6 (13 hp)
    Initiative: -5
    Speed: 0' (0 squares)
    Armor Class: 15 (+4 size, -5 dexterity, +6 natural), touch 9, flat-footed 20
    Base Attack/Grapple: NA
    Attack: NA
    Full Attack: NA
    Space/Reach: 3 in/0 ft
    Special Attacks: Gleam, Oooh Shiny, It's So Shiny, Sparkly, Feed, My Precious, Host, Glare, Reset
    Special Qualities: Low-light vision, Hardness 15, Shininess, Doohickey, Visibility
    Saves: Fort +3, Ref -2, Will +8
    Abilities: Str NA, Dex 1, Con 16, Int 13, Wis 15, Cha 22
    Skills: Bluff 13, Disguise 13, Perform (Act) 10, Perform (Comedy) 7, Perform (Dance) 10, Perform (Keyboard instruments) 8, Perform (Oratory) 7, Perform (Percussion instruments) 8, Perform (String instruments) 8, Perform (Wind instruments) 8, Perform (Sing) 8, Spot 8
    Feats:Persuasive, Force Of Personality (B)
    Environment: Any
    Organization: Solitary or with Host
    Challenge Rating: 8
    Treasure: none
    Alignment: Any
    Advancement: HD and Charisma
    Level Adjustment: NA

    Shinys are a somewhat rare kind of fey that appear to be random small irresistibly shiny metal objects. They are often so shiny that other creatures cant resist trying to take them, rarely realizing that it is in fact a creature and not just some random item. They are even so shiny that after obtaining them, creatures often take the shiny everywhere with them. This is a good thing for the shiny, as it requires close proximity to other creatures to feed. It should also be noted that while the listed speed is 0, the shiny actually has a move speed of 1 inch.

    Combat
    Shinys don't actually fight themselves, however, they have two general strategies they will follow in an encounter depending on the situation.
    If a shiny lacks a host, it will often use its gleam ability to attract other creatures attention. It will then once seen use its My Precious ability to make the creature take it and carry it around. After some time has passed it will begin feeding on the creature. Most will normally only feed once per day, unless it is getting weak. Some however (generally evil ones) will wait till they're in an area with many possible creatures to take it, then feed as much as possible on the creature that has them until it dies after which they find a new one.
    If a shiny has a host, then it will use glare against enemies attacking its host. It will only use these abilities sparingly though as they use up the energy it needs to survive.

    Shininess (Ex): A shiny has a number of shininess points that represent its energy. If a shiny ever runs out of shininess points it will die. Every day it looses one shininess point. Shininess points are also used up with many of its abilities. A shiny without a host will usually have around 5 + 2d10 (16) shininess points. If a shiny has 20 shininess points it gains 1HD and +1 Charisma. It gains additional HD and Charisma (+1 to each) every time it gains its current HD x 10 more shininess points than it took to gain its last HD. If its shininess points ever become lower than the amount required for how many HD it has, it looses the excess HD and the bonus to Charisma that comes with them (as well as any other benefits of increased HD).
    Note: effects of changed amounts of shininess points do not occur until the next day.

    Doohickey (Ex): Due to its size and shape, a shiny always counts as hiding if it lacks a host. Its hide check has a base of 15. A shiny can be found with either a search or a spot check. A shiny also has a +10 bonus to all disguise attempts as an item. A shiny does not detect as being magical, nor does true seeing or any similar spells reveal its nature (due to it actually looking as it does).

    Visibility (Ex): Most of a shiny's special attacks require the targets to be looking at it. As such all of a shiny's special attacks except Gleam, Feed, Host, and Reset can be avoided by creatures in the following manners. A creature can avert its eyes from the shiny, tracking it out of the corner of its vision (looking at reflections or images of the shiny does not protect against its abilities). A shiny's special attacks have a 50% chance of not having to make a saving throw. The shiny gains a 50% miss chance relative to the creature. A creature can shut its eyes, turn his back on the shiny, or wear a blindfold. In these cases, the creature does not need to make a saving throw. The shiny gains total concealment and a 90% miss chance (replacing the 50% from the total concealment) relative to the creature. If the shiny is invisible or otherwise can't be seen by the creature, or if the creature has not yet detected the shiny, the creature does not need to make a saving throw.

    Gleam (Ex): If there is light, a shiny can use a move action to gleam. If a shiny gleams, it causes all creatures in that can see its location to make a spot or search check (whichever is higher), to see it with a bonus equal to the shiny's charisma modifier (creatures that are already aware of the shiny automatically succeed). If a creature succeeds with the check, it may make a will save (DC 15 + Charisma modifier) to avoid looking at the shiny (this causes a creature that was averting its gaze from the shiny to stop doing so).

    Oooh Shiny (Ex): If there is light, a shiny can use a standard action to show that it is shiny. All creatures that can see the shiny must make a will save (DC 15 + Charisma modifier) or become fascinated for a number of rounds equal to what they failed the save by (minimum ⅓ charisma modifier rounded down).

    It's So Shiny (Ex): A shiny can spend one shininess point to make all creatures that see realize just how shiny it is. Using this ability is a standard action. When used, all creatures that see the shiny must make a will save (DC 15 + Charisma modifier) or attempt to obtain the shiny. For each day a creature has possessed the shiny in the past the DC is increased by 2 (number of days is rounded down to a minimum of 1 if they gained possession of it. If they lost and gained possession of it multiple times in the same day they each count as a separate time of gaining it and as such count as at least one day each). If another creature gets the shiny first (or already has it), the creatures gain a bonus equal to the intimidate score of the creature that has the shiny as well as the difference in their HD and its HD (may also gain moral bonuses depending on how against stealing they are).

    Sparkly (Ex): If there is light, a shiny can spend 1 shininess point to make itself sparkly. This is a standard action. When used the shiny is treated as being under the effects of Eagle’s Splendor. The duration is equal to the shiny's charisma modifier (before use). This ability may not be used while it is still active.

    My Precious (Ex): If a creature obtains a shiny and keeps it in its possession for more than a day, it will truly come to realize just how shiny the shiny is. It will find the shiny so shiny that it must make a will save (DC 20 + twice shiny's charisma modifier), to leave it anywhere. The creature will wish to admire the shiny's shininess and as such will require a will save (DC 15 + shiny's charisma modifier) to put the shiny somewhere where it isn't visible. If it looses the shiny, it must make a will save (DC 25 + twice shiny's charisma modifier) upon realizing it is lost to avoid looking for it. A will save (DC 30 + twice shiny's charisma modifier) is required to part with the shiny.

    Host (Ex): If a creature obtains a shiny, the shiny may choose to make that creature its host. Doing so causes the following benefits for the host. If the shiny is visible to a creature the host is interacting with using a charisma based skill, the host gains a bonus to that skill check equal to half the shiny's charisma modifier. If the host uses the perform skill, they also add the shiny's ranks in the appropriate perform skill to their own provided the shiny is visible (to find shiny's perform ranks subtract 6 from the listed amount under skills). The host is not informed of the benefits they receive from this. The shiny cannot otherwise use its ranks in any perform skills. If the shiny has a host, it may choose to take its turn during the host's turn instead of its own each round (after rolling initiative).

    Feed (Ex): A shiny must feed on the energy of other creatures to survive. To do so it must be in close proximity to a creature (touching the creature or its clothing). A shiny may feed a number of times per day equal to its HD. Every time the shiny feeds, the creature takes one point of Constitution damage and the shiny gains a number of shininess points equal to half the creatures HD (minnimum 1). The constitution damage heals at a rate of 1 point per day though it may also be magically healed.

    Glare (Ex): A shiny may use its shininess to protect its host (a host isn't required to use these). There are three ways it may do so. All are a standard action and require light and that they be displayed where they can be seen. Every time glare is used, creatures that can see the shiny other than those being effected by the glare make a spot check opposed to twice the shiny's bluff check (rolled once each use) to notice the odd way it seems to be catching the light. Creatures gain a cumulative +1 bonus to their spot check every time this ability is used after the first, lasting until the end of the encounter.
    • A shiny may be shiny such that it is distracting to the enemies and gives the host a 10% chance that any on it attack will miss. The shiny gains concealment. This lasts until the shiny's next turn. This uses 2 shininess points.
    • A shiny may sparkle brightly dazzling foes. Creatures within 10 ft of the shiny that can see it must make a reflex save (DC 15 + shiny's charisma modifier) or be dazed and unable to take any actions their next turn. Creatures with higher HD than the shiny's charisma modifier are immune. This uses 5 shininess points.
    • A shiny may reflect light into the eyes of a single enemy. This enemy must make a reflex save (DC 15 + shiny's charisma modifier) to look away, or be blinded during they're next turn. If they succeed on the save the shiny and its host are treated as having total concealment. Either way the light shining on the enemy gives all creatures a +1 to attacks against that enemy until the shiny's next turn. This uses 3 shininess points.


    Reset (Su): If no one is able to see it, a shiny may use a full round action costing 10 shininess points to teleport as per the Dimension Door spell at a caster level equal to twice its charisma modifier. It can only teleport itself and cannot teleport to where someone is currently looking. When it does so a shiny may also choose to alter its appearance to look like some other kind of shiny object. Doing so has no effect on its stats. It may only use this ability once a day.

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

    Lore

    The following can be learned with a Knowledge (Nature) check.

    {TABLE=head]DC|Lore

    15|There are said to be a type of fey that look and act like shiny objects.

    20|They will get peoples attention so that they will take them (reveals Sparkly, Gleam, and It's So Shiny abilities).

    25|They drain the life energy from those who carry them while making the person refuse to get rid of them (reveals Feed and My Precious abilities).

    30|They will also help those who cary them survive and improve their interaction with others (reveals Glare and Host abilities)[/TABLE]

    Plot Hook/Story

    • There's something shiny on the ground over there.
    • Someone has recently started getting inexplicably weaker each day. Some worry that they will soon die if nothing is done. It started around the time they started carrying that shiny object everywhere.
    • Someone has recently become much more influential and no one can figure out why. They have also taken to bringing a shiny object with them everywhere they go.
    • Someone seems remarkably lucky in combat. The light always seems to shine off them just right to bother their opponents and give them an edge.
    • Recently a lot of people have been fighting over a seemingly useless object. Well, it is rather shiny.
      [Recently a lot of people have been fighting over various seemingly useless shiny objects that have been showing up everywhere. Strangely people also seem to be suffering from poor health. Often those who managed to get the last shiny object. And stranger still is the object is always lost soon after someone gets it.


    Owrtho
    Last edited by Owrtho; 2009-08-20 at 10:29 PM.
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  4. - Top - End - #4
    Troll in the Playground
     
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    ..and I said, medusa? I just met 'er! Hey! A druid, a rogue and a paladin all walk into a bar. The druid asks for water, the rogue steals a beer and the paladin demands to serve his own order! So I was talking to a wizard the other day, and he said the best love potions were made from nymph tears. I call bull on that, everyone knows beauty's in the eye of the be-
    -The final performance of the patchcorner Hardy Laurel.
    Suddenly ended via decapitation by a mysterious ball of hair.

    Patchcorners
    Size/Type: Medium Fey
    Hit Dice: 5d6+5 (22 hp)
    Initiative: +1
    Speed: 30ft. (6 squares)
    Armor Class: 11, touch 11, flat-footed 10 (+1 dex)
    Base Attack/Grapple: +2/+2
    Attack: Slapstick +2 melee (1d6+2)/Rimshot +3 ranged (1d2+3)
    Full Attack: Slapstick +2 melee (1d6+2)/Rimshot +3 ranged (1d2+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Half-Wit Half Healing, Dark Wit, The Joke's On You
    Special Qualities: Fey Traits, Old Joke, The Best Medicine,
    Saves: Fort +2, Ref +5, Will +6
    Abilities: Str 11, Dex 13, Con 12, Int 15, Wis 15, Cha 20
    Skills: Perform (Cha, Comedy) +8, Heal (Wis) +8, Sleight Of Hands (Dex) +8, Use Rope Int) +8, Spot (Wis) +8, Listion (Wis) +8, Survival (Wis) +8, Diplomacy (Cha) +8
    Feats: Dodge, Stealthy
    Environment: Forests
    Organization: Solitary, Double Act (2), Circus (3-10)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic

    Patchcorners are a group of Fey renowned for their healing ability. Rather than mending wounds and purging illnesses by herbs, surgery or even channeling positive energy they are able to allow living creatures to generate their own. By using their charisma to fill people's hearts with joy they are able to supplement their charges' constitution.

    A patchcorner is typically 5ft high and built much like an elf. They tend to be beautiful, however much of their charm comes from their inherent understanding of how to make sapient creatures laugh. They can be found acting as healers to other fey, or travelling the land as performers. They are sought after by many theatres and circuses for their talents, but professional healers often find them annoying or disruptive.


    Half-Wit Half Healing (Su) Once per day a patchcorner can make a perform check. Anyone within 60ft. who can clearly hear, see and understand the performance gets a +2 bonus on all saves against poisons and disease for the next 1d6+1 hours.

    Dark Wit (Ex) The patchcorner may take a full round action to try and confront an enemy with an uncomfortable truth through humour. The target must make a will save vs. the patchcorner's perform (comedy) check or become shaken for a number of rounds equal to the patchcorner's charisma modifier.

    The Joke's On You (Su) 3/ day the patchcorner may add their charisma modifier to their AC for one check. They retain this bonus even in situations where they lose their dex bonus.

    Fey Traits
    Spoiler
    Show
    Fey
    A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
    Traits
    A fey possesses the following traits (unless otherwise noted in a creature’s entry).
    • Low-light vision.
    • Proficient with all simple weapons and any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
    • Fey eat, sleep, and breathe.


    Old Joke (Su) While within 50ft. of a patchcorner carrying out an enjoyable performance (DC 15), any penalties due to aging are ignored.

    The Best Medicine (Su) When performing a heal check, the patchcorner adds both their ranks in perform (comedy) and heal to the roll. In addition, anyone who observes a great performance (DC 20) by a patchcorner gains fast healing 4 for a number of rounds equal to the patchcorner's charisma modifier. The fast healing only applies to allies who remain still and observe the performance. Allies who are moving gain a +1 morale bonus.

    Combat

    Patchcorners fight using their slapstick and rimshots (see below). A patchcorner typically carries 2-5 rimshots on their person. Round per round, patchcorner's tactics tend to be;

    1. Use dark wit to take the most dangerous opponent out of the fight (they may make an exception if this is a wizard, or someone else with a high will save).
    2. Attack with their rimshots.
    3. Move in with their club when they run out of rimshots.


    A patchcorner will fight to defend themselves or anyone they're healing. Otherwise they will flee.

    Lore

    {TABLE=head]DC|Lore
    15|These are patchcorners. Fey who enjoy making the other races laugh.
    20|The laughter they induce has healing properties.
    25|Their slapsticks are more dangerous than they look[/TABLE]

    Plot Hooks

    • A king asks the PCs to travel into a nearby wood to convince a patchcorner to accept a job as his court jester.
    • The PCs are gravely wounded after a battle, before being treated to a stand-up comedy performance by a mysterious fey. Finding themselves healed, the fey asks a favour of them...
    • The PCs encounter a depressed group of fey who explain that their friend, a patchcorner, has decided to journey. They offer the PCs a powerful magical item if they agree to convince him to return.


    The Slapstick and Rimshots

    The slapstick is a comical looking club that grants the holder a +1 bonus to perform (comedy) checks while they hold it. It is otherwise the same as a masterwork club.

    Dmg: 1d6, Crit: ×2, Rng Inc: 10 ft., Wght: 3 lb. Dmg: Bludgeoning, 6gp

    The rimshot is a type of projectile weapon invented by the patchcorners. It is held flat in the palm (giving the user the opportunity to strike an amusing pose) and launched forward by magic, it deals bludgeoning damage and makes a loud sound, similar to a drumroll, when it hits. Used rimshots have a 50% chance of being recoverable. They are treated as an exotic weapon by anyone but a patchcorner, who treat them as martial weapons. A patchcorner automatically becomes proficent with a rimshot if they have 5 or more ranks in perform (comedy).

    Dmg: 1d2, Crit: ×2, Rng Inc: 20 ft., Wght: ½ lb. Dmg: Bludgeoning, 10sp
    Last edited by Bisected8; 2009-08-21 at 08:02 AM.

  5. - Top - End - #5
    Orc in the Playground
     
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    ((Hopefully this won't step on grounds for disqualification, I went from wanting to make a sea maiden type to basing it off of artwork. Oh well, here goes:))

    Lusca
    Spoiler
    Show

    Large Aberration (Aquatic)
    Hit Dice: 26d8+208 (325 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 20 ft., swim 60 ft.
    Armor Class: 33 (-1 Size, +2 Dex, +12 Natural, +10 Deflection), touch 21, flat-footed 31
    Base Attack/Grapple: +19/+27
    Attack: Tentacle flurry +22 melee (1d4+4*/x2) or ink jet +20 touch (blindness)
    Full Attack: 2 Tentacle flurries +23 melee (1d4+4*/x2) and tail slap +21 melee (1d6+2/x2) and bite +21 melee (1d4+2/x2)
    Space/Reach: 10 ft./10 ft. (15 ft. tentacles)
    Special Attacks: Amnesiac song, constrict 1d4+4, improved grab, ink jet, tentacle flurry, torrential spray
    Special Qualities: Darkvision 60 ft., charming grace, grasping tentacles, undying love, spell-like abilities
    Saves: Fort +24, Ref +19, Will +35
    Abilities: Str 18, Dex 14, Con 25, Int 18, Wis 18, Cha 31
    Skills: Bluff+24, Concentration+29, Diplomacy+28, Hide+22, Listen+28, Move Silently+26, Perform(sing)+22, Spot+28
    Feats: Ability Focus(Amnesiac Song), Ability Focus(Dominate Monster), Ability Focus(Mind Fog), Ability Focus(Torrential Spray), Alertness, Improved Toughness, Multiattack, Quicken Spell-like Ability (Mind Fog), Stealthy
    Environment: Underground
    Organization: Solitary, pair, or nest (1-3 plus 5+ commoners)
    Challenge Rating: 22
    Treasure: Standard
    Alignment: Always Evil
    Advancement: 27-52 HD (Large)
    Level Adjustment: -

    A swirling mass of tentacles perched on a long, serpentlike tail with rocklike spines approaches, an unearthly singing voice coming from the center of the mass... Despite the horror of such a beast, one cannot help but be drawn to the beautiful maiden at the center of it, in ornate dress. As she approaches with her song, your memory begins to get fuzzy... up until she smiles at you with her jagged, monstrous teeth.

    Lusca are monsters of the sea that were once beautiful maidens cursed by sea goddesses and other extremely jealous and powerful entities. The end of each of their arms are turned into a mass of 8 tentacles, as well as strands of their hair. Their legs are replaced by a serpentlike tail that they slither through water, and over land with.
    Lusca's minds have been twisted, and all they want now is to bring others along with them to suffer, by making them forget who they were, removing their equipment with pulses of water to make combat more difficult, and charming them with their still quite amazing singing voices.

    Combat

    In combat, Lusca first and foremost attempt to subdue and debilitate opponents, by using their Mind Fog spell-like ability first, then their amnesiac song, torrential spray, and other spell-like abilities, along with grappling with their tentacles. They hate foes that struggle, so before they attempt to carry a foe off to their respective lairs they will first attempt to completely incapacitate them, be it through lack of conciousness or mind control.

    Amnesiac Song (Su)
    As a standard action, a Lusca can begin singing a song that fuddles an opponents memories, making them unable to remember certain things, most importantly at the time their combat abilities, and other such learned skills. Every creature within 60 feet of the Lusca that can hear it must succeed at a Will save (DC35), or suffer the following penalties:

    • Unable to use their highest class special abilities, or if they don't have any class levels, any of up to 1d4 special abilities they might have.
    • Unable to cast 1d4 of their highest spells or spell-like abilities.
    • They take a cumulative -1 penalty on any trained skills.
    • They take a cumulative -2 penalty on Wis, Knowledge, or Bardic Knowledge checks to remember any piece of information.

    These penalties last for 1d4+1 minutes. If the Lusca sings on following rounds and creatures who had failed their saves previously are in the radius, they take a -1 cumulative penalty to a successive save, and if they fail again they suffer the above effects, and the remaining duration of their Amnesia is increased by another 1d4+1 minutes.

    A creature can have its memories and mind completely erased by the Lusca over the course of an hour per HD of the creature, with no interruptions. After the "ritual" is complete, they are completely loyal to the Lusca that reformed their minds, and become subject to their Undying Love special quality.
    This is a mind-affecting ability. The save DC is Charisma-based.

    Constrict (Ex)
    A Lusca deals automatic tentacle damage (as normal for tentacle flurry, below) with a successful grapple check.

    Improved Grab (Ex)
    To use this ability, the Lusca must hit with a tentacle flurry 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.

    Ink Jet
    Lusca can fire pulses of ink at opponents like an octopus underwater, or, on land, fire it as a touch attack that blind opponents until they spend a full-round action to rub it off, or it naturally runs off after 1 minute.

    Tentacle Flurry (Ex)
    A Lusca's forearms have been transformed into a series of 8 tentacles that they use to attack. As displayed in the stat block, a Lusca makes a single Tentacle attack roll, and if that roll is successful, it makes 1d8 attacks, each dealing 1d4+4 damage. Dealing a critical hit doubles the die/modifier used for each damage roll.

    Torrential Spray (Su)
    A Lusca can spray water from the "wells" situated on top of its head, as well as use fine manipulation of it to remove equipment and clothing from a foe, to make it less of a threat. As a standard action, a Lusca can force any creature wearing/carrying equipment within 30 feet to succeed at a Reflex save (DC24) or have a single object of its choice removed, and deposited 2d4x5 feet away. Armor recieves a +4 bonus to the save, as it's harder to remove.

    Amphibious (Ex)
    Lusca can breathe both air and water.

    Charming Grace (Su)
    A Lusca recieves its Charisma modifier as a Deflection bonus to AC, and as a bonus to its saves.

    Grasping Tentacles (Ex)
    Lusca can subdue multiple opponents with her tentacles, depending on their size, without the normal penalty.
    They can grapple up to 2 large, 4 medium, 8 small, or 16 tiny creatures at one time and not be considered grappled. Smaller creatures are too hard (-10 check) to grasp in their tentacles, with their lack of fine manipulation.

    Undying Love (Su)
    Creatures under 20 HD affected by a Lusca's dominate spell-like ability or complete amnesia when they die, either from natural causes or otherwise, rise after 1 minute as a skeleton with equal hit dice. This acts somewhat like a Oath of Blood (Heroes of Horror) spell, with the Geas lasting as long as either the Dominate Monster spell would have held, or until the Lusca dies, with the Geas being to serve the Lusca to the best of their ability. Lusca can control (Hit dice x 5) HD worth of skeletons at one time.

    Spell-like abilities
    At will- charm monster, mass (DC 28), dominate monster (DC 31), mind fog (DC 27). Caster level 26th. The save DCs are Charisma-based.

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

    Lore

    The following can be learned with a Knowledge(dungeoneering) check.

    {TABLE=head]DC|Lore

    15|This is a Lusca, a once beautiful maiden transformed by a curse into a horrible monster.

    20|Lusca's singing is known to fuddle people's memories (reveals Amnesiac Song ability).

    25|Lusca can fire either ink or water out of the "wells" on either side of their heads (reveals Ink Jet and Torrential spray abilities).

    30|Creatures controlled by a Lusca's spells or memory erasure may rise to become skeletons after they die (reveals Undying Love ability).[/TABLE]


    Plot Hook
    • A shoreside village's men have started disappearing while fishing. Some believe it to be the works of Sahuagin, some think it to be something much fouler. With some investigation, this seems to have begun after the mayor/chief's most prized and beautiful daughter went missing...
    • A tavern drunk had seen a horrible monster in the form of a maiden just off a shore nearby. ...The problem is, he can't seem to remember much of anything else.
    • A port town is having trouble with something attacking merchant ships, stealing goods and crew members and disappearing into the sea. They have begun taking guards on board, but they have reported merely having their armor and weapons blown away from them by jets of water.
    Last edited by strawberryman; 2009-08-19 at 12:09 PM.
    My Homebrew
    Latest: Epic Destinies of the Bo9S [WIP]

    Sick props to Akrim.elf for the rockin' Chouko-tar!
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    Troll Matesprits by Shades of Gray

    My Eberron Campaign has mechas, bandits on exploding steampunk motorcycles, electric guitars, and a wolfgirl cohort/animal companion. What about you?

    BitP: Reborn² characters!
    RWBY RP characters!

  6. - Top - End - #6
    Dwarf in the Playground
     
    NakedCelt's Avatar

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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    Mist Maiden

    Medium Fey (Air, Water)
    Hit Dice: 6d6 (21 hp)
    Initiative: +6 (+2 Dex)
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +3/+2
    Attack: Enfeeblement bolus +5 ranged touch (see text)
    Full Attack: Enfeeblement bolus +5 ranged touch (see text)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Mist shroud
    Special Qualities: Amphibious, damage reduction 10/cold iron, daylight vulnerability, low-light vision, semi-ethereal
    Saves: Fort +2, Ref +4, Will +10
    Abilities: Str 8, Dex 15, Con 10, Int 17, Wis 21, Cha 21
    Skills: Bluff +14, Diplomacy +14, Escape Artist +11, Gather Information +14, Hide +13, Listen +10, Move Silently +13, Sense Motive +14, Spot +9, Swim +19
    Feats: Improved Initiative, Run, Stealthy
    Environment: Elemental Plane of Air, Elemental Plane of Water, Ethereal Plane
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually chaotic neutral
    Advancement: By character class
    Level Adjustment: +2

    The creature in the shadows resembles a half-elf woman, with pale skin and wise silver-grey eyes. Her long hair, too, is silver, but there is no other sign of age on her. She is draped in mist, and appears to be gently floating just off the ground.
    Mist maidens are creatures of the twilight and the shadow, melting into nothingness at the merest touch of the sun. They are invariably female, and require males of other races to breed. Other fey are their usual mates, but the elusive maidens may smile upon elves or even, rarely, human bards or druids.
    A mist maiden is the same size and weight as a female half-elf.

    Combat
    Mist maidens avoid direct combat if possible, preferring to misdirect their foes and flee. However, a mist maiden who has been forced or tricked into the sunlight may develop a deadly thirst for revenge, stalking her foes ethereally and waiting for nightfall before choking the life out of them.

    Mist Shroud (Su): A mist maiden's body is perpetually enveloped in shifting wreaths of silvery fog. She can manipulate this covering in any of the following ways:
    • Binding: Three times per day, the mist maiden can cause snaking tentacles of dark cloud to entangle any creature within 40 feet of herself (Reflex negates). The creature can break free by using a full-round action to make an Escape Artist check (Strength checks are ineffective against the cloud). The tentacles persist for 6 minutes and will follow the creature, attempting to entangle it again once each round, until such time as it moves out of range.
    • Choking: Once per day, the mist maiden can enhance her Enfeeblement attack (see below) with a choking effect. If the target fails its Fortitude save against the Enfeeblement, it must immediately make a further Fortitude save or fall prone and helpless, coughing in a doomed attempt to breathe. If the saving throw fails, the target must make another Fortitude save on the next round or become unconscious. An unconscious target must make yet another Fortitude save on the following round or die.
      A target who successfully makes any of the above Fortitude saves is no longer helpless, but still coughs uncontrollably (and is thus effectively nauseated) for the next three rounds. Creatures who do not breathe are immune to this attack.
    • Concealment: At will, the mist maiden can replicate the effect of an obscuring mist spell (no saving throw).
    • Enfeeblement: At will, the mist maiden can make a ranged touch attack to fling a bolus of fast-moving cloud at an enemy within 40 feet of her. If she hits, the target is automatically exhausted and sickened for 3 rounds (no saving throw); further, the target must make a Fortitude save or take 1d6 temporary Strength damage.
    • Fascination: Three times per day, the mist maiden can replicate the effect of a hypnotic pattern, although the effect is always centred on herself (Will negates).
    • Flight: At will, the mist maiden can fly at her usual speed with perfect maneouvrability.
    • Stupor: Three times per day, the mist maiden can replicate the effect of a mind fog spell, although the effect is always centred on herself (Will negates).
    • Vitality: The mist maiden has fast healing 5.
    All mist shroud saving throws, and the Escape Artist check for the Binding effect, have a DC of 18. This DC is Charisma-based.
    If a mist maiden wears armour or clothing of any kind, her mist shroud ceases to function. The shroud itself is usually sufficient for the purposes of modesty, should the mist maiden choose to pay any heed to such conventions.
    Amphibious: A mist maiden can freely breathe either air or water. Underwater, her mist shroud appears as a cloud of glittering bubbles, and functions fully in all respects – even when emulating spells which do not usually function underwater.
    A mist maiden uses her Dexterity to swim, and has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. (This bonus is included in the stats block.) She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
    Daylight Vulnerability: A mist maiden cannot endure the direct rays of the Material Plane sun. Each round of exposure deals 1 point of damage to her. While so exposed, she can take only a single move action each round, and her mist shroud evaporates and cannot function. A mist maiden forced or tricked into entering the sunlight will immediately shift to the Ethereal Plane, and from there to the Elemental Plane of Air or of Water, to escape.
    Semi-Ethereal (Su): A mist maiden can shift to the Ethereal Plane as part of any move action, and shift back again as a free action. From the Ethereal Plane she can access the Material Plane, the Elemental Plane of Air, or the Elemental Plane of Water with equal ease. On the Material Plane, a mist maiden treats an area fully illuminated by sunlight as a near-solid object. If she tries to become material in such an area she is shunted off to the nearest shaded space and takes 1d4 damage for each 10 feet that she so travels. The ability is otherwise the same as the ethereal jaunt spell (caster level 15th).

  7. - Top - End - #7
    Barbarian in the Playground
     
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

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    Crow Master by MrKostas
    Crow Mistress

    Medium Fey (Water)
    Hit Dice: 5d6+10 (28 hp)
    Initiative: +8
    Speed: 30 ft (4 squares), 20 ft Swim
    Armor Class: 21 (+4 Dexterity, +7 Deflection), 21 touch, 17 flat-footed
    Base Attack/Grapple: +2/+3
    Attack: Claw +6 (1d4+1)
    Full Attack: 2 Claws +6 (1d4+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Beckon the Damned, Drown, Rake, Spell-Like Abilities
    Special Qualities: Extra Jewelry, Fey Traits, Illusive Grace, Mistress’s Murder, Raven Wings
    Saves: Fort +3, Ref +8, Will +9
    Abilities: Str 13, Dex 19, Con 15, Int 13, Wis 21, Cha 28
    Skills: Appraise +9, Craft (Alchemy) +5, Heal +9, Listen +13, Spot +13, Swim +9, Tumble +12, Use Magical Device +17
    Feats: Improved Initiative, Weapon Finesse
    Environment: Swamps
    Organization: Solitary, Clutch (2-4)
    Challenge Rating: 11
    Treasure: Double gold, only jewelry.
    Alignment: Neutral Evil
    Advancement: 6-12 (medium), 13-20 (large)
    Level Adjustment:+5

    As you travel through the misty bayou, the ominous snap of jaws echoes through the reaching tree branches. In your peripheral vision, you catch the fleeting images of black winged creatures. Your boat stops, caught between the twisting roots of two large trees. Cursing yourself for getting distracted, you set to prying your vessel loose from the roots with your oar.

    Just then, a pale shape in the murky water catches your attention as you lean over the side of the boat. As it slowly rises to the surface, the form the takes the shape of a curvaceous woman.

    Rising from the murky waters, the naked girl raises her arms to either side before letting out a resigned sigh. Lifting her head, the wet locks of her dark hair part neatly to either side of her head, revealing a pair of cold black eyes that regard with a mix of contempt and disinterest.


    Crow Mistresses stand from six to sixteen feet tall. Always they appear as beautiful women garbed only in their hair and sparkling jewelry. Their expression is somber, and their eyes never seem to focus, as though they were looking through you. They move with grace and precision across the surface of the water, and only drops below the surface to hide or sleep.

    Like the ravens they control, Crow Mistresses love shiny objects. They often send their minions to find jewelry for themselves. They are acutely vain, often gazing at their reflections in the water for hours on end.



    Combat

    Beckon the Damned (Su)
    Once per month under a new moon, a Crow Mistress may cast Animate Dead as a Spell-Like Ability on a creature that died in the water. She may only create a zombie with this ability.

    The resulting undead receives a swim speed equal to its land movements speed if the base creature did not have a swim speed in life. It also receives a Deflection bonus to its AC equal to half the Crow Mistress's Charisma Modifier, and an additional +2 HP per HD of the creature.

    Drown (Su)
    Three times per day, a Crow Mistress may make a melee touch attack on a target. The target must make a DC 14 (10 + 1/2 HD + Con Mod) Fort save or its lung will fill with water and begin to drown. Summoned Creatures automatically fail the save.

    Extra Jewelry (Ex)
    Due to her love of shiny things, a Crow Mistress is most often seen adorned with glittering jewelry, most of a magical nature.
    A Crow Mistress may benefit from the effects of four Magical Rings and two Magical Amulets, so long as the item is made of a rare metal or has a gem in it.

    Illusive Grace (Su)
    A Crow Mistress receives a Deflection Bonus to her AC equal to her Charisma Modifier.

    Mistress’s Murder (Ex)
    A Crow Mistress is surrounded by a number of ravens equal to her HD. If the ravens are slain, they are replaced at a rate of one per day. These birds join the Crow Master from the surrounding area. If the Crow Mistress is not in an area where crows would normally dwell, she may not gain more. These ravens are capable of following complex orders.

    These Crows are considered Magical Beasts. They receive a bonus to their Attack equal to the Crow Mistress's Base Attack Bonus and share the Crow Mistress's saves, whichever is higher. Their natural weapons are also considered magical for the purpose of overcoming Damage Resistance.

    Spell-Like Abilities (DCs are Cha-based, CL is equal to HD)
    At Will - Dominate Animal, Water Breathing, Water Walk; 3/day - Fear, Scare; 1/day - Major Image, Mirror Image

    Raven Wings (Su)
    A Crow Mistress may sow a pair of wings from crow feathers using her own hair as string. These wings may be placed at the shoulders of any creature, including herself, where they attach and fuse with the skin. These wings imbue the creature "wearing" them with the ability with a Fly speed of 40 ft. with Good maneuverability. A pair of wings takes one hour to sow and last for a number of hours equal to the HD of the Crow Mistress that created them.

    Rend (Ex)
    If a Crow Mistress hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+2 points of damage.

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

    Lore

    Plot Hook/Story if any
    Last edited by Sir Shadow; 2009-09-01 at 02:10 PM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  8. - Top - End - #8
    Ettin in the Playground
     
    Bhu's Avatar

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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    work in progress

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    The Resurrection Women
    Medium Aberration (Evil)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +5
    Speed: 30 ft (6 squares)
    Armor Class: 23 (+5 Dex, +8 Deflection), touch 23, flat-footed 18
    Base Attack/Grapple: +7/+8
    Attack: Dagger +8 melee (1d4+1)
    Full Attack: Dagger +8/+3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charming Smile, Necrotic Touch, Aura of Profanity
    Special Qualities: Profane Grace, Immunities, Necrotic Healing, Medium, Allure of the Grave
    Saves: Fort +15, Ref +16, Will +20
    Abilities: Str 12, Dex 20, Con 18, Int 16, Wis 20, Cha 26
    Skills: Bluff +15, Concentration +14, Diplomacy +15, Gather Information +15, Hide +10, Intimidate +15, Knowledge (History, Local, Nobility, Religion) +3, Listen +10, Move Silently +10, Sense Motive +15, Spot +10, Use Magic Device +15
    Feats: Corpsecrfter, Necromantic Might, Necromantic Presence, Nimble Bones *
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Any Evil (usually Chaotic)
    Advancement: By Character Class
    Level Adjustment: -----

    *Feats are from Libris Mortis. If the Resurrection Woman doesn't have Class Levels allowing her access to spells that will let her create Undead, she can use the Feats to grant the Bonuses to Undead she creates with her Racial Abilities instead.

    ”Things in the kingdom weren’t always so bad. We didn’t always live in despair. Count Zamfirescu wasn’t always the most pleasant man, but he was a much less harsh ruler than the neighboring nobles. Things were tough, but we were happy. Until he married the Countess.

    He came back from travels abroad with a wife. Her face was never seen, and her name was never spoken. She was referred to only as the Countess, and all were forbade to enter her rooms except the Count himself. Not long after the young men of the village began disappearing. It got worse and worse until a mob formed and rioted through the city streets into the palace where it was rumored one of the missing boys had been seen.

    The scene waiting for us was…awful. The countess was a raging hag, a monstrous old woman who had bewitched the Count. She used her powers to seduce the villages men, and so besotted was the Count that he did not raise a hand against her, but had her amours murdered instead, and thrown into a mass grave. We burned her alive, and the Count was to be imprisoned for life. He swore at us that things were not over, and that the fruit of his loins would avenge him.

    15 years later a young woman who looked very much a member of his family came to our village and announced she was his daughter, and heir to his estate. We were skeptical, but when she produced proof as well as a ring with the Counts seal she was taken to his cell where he admitted he had a daughter. This was not welcome news. It meant by legal right she had right to rule in his stead, and she deposed the Regent who had been ruling since the Counts fall from grace.

    The rumors began almost immediately. Rumors of the dead rising from their graves. Rumors of men disappearing again, and worst of all rumors of an unholy relationship with her imprisoned father. Eventually we had had enough and marched on the palace again, but this time we were not met by a few loyal palace guards. The palace was surrounded by corpses who immediately began attacking the crowd. We could do nothing against them. She’s up there still. Feeding on us. And that’s why no one must know you are not a girl my son. Or she will feed on you, and the worms will finish what she leaves behind. “


    The Resurrection Women are curses by the Gods. Hellish mutations of nature that thrive on death as opposed to life. Their close link to death gives them great power over the Undead and makes them immune to things like aging or disease. Their feel compelled to seduce and destroy whomever has offended the Gods, as well as anyone that crosses their path. It is this lack of any form of morality that makes it possible to spot them. They are a very blunt instrument of terror, and are rarely used because of the havoc they create. In some cases a powerful dying curse by a powerful evil being can change a female child into one of these creatures.

    Resurrection Women set themselves up as the power behind some sort of throne, whether that throne is literal or metaphorical. They then corrupt whatever men come in contact with them and see to the murder of any women who can reveal her secrets. Undead enable them to heal themselves and gain power, and they begin to make as many of them as they can, eventually ruling over a town of corpses if they cannot be stopped.

    Charming Smile (Su): Resurrection Women can cast Charm Person at will as a Supernatural Ability, and Charm Monster once per day.

    Necrotic Touch (Ex): The Resurrection Women can slowly corrupt men (or women) they seduce with their touch. Any mortal being they remain in "intimate" contact with for at least 1 minute takes 1 point of either Wisdom or Constitution Drain (a maximum of 1 point per day can be taken in this manner). Despite the Drain, the victim remains unaffected by it and is able to perform as though his Ability score was normal. If Wisdom is being drained his behavior will become more and more erratic, and his peers will begin to think he is going mad. Once his Wisdom becomes 0, he still can act as though he had his full Wisdom score, but is under the complete mental control of the Resurrection Woman (as per the Dominate Monster spell but with a permanent duration). Only restoring his full Wisdom score or killing the Resurrection Woman will release him from her control. If Constitution is being drained the victim will appear sickly, and once his Constitution is 0 he will die, only to rise again as some form of corporeal Undead whose CR is half or less the Resurrection Woman's. This new undead will have all the memories and abilities it had in life unlike usual, and is fanatically loyal to the Resurrection Woman.

    Aura of Profanity (Su): Any corpse within 120' of the Resurrection Woman becomes cursed, and animates as an Undead within 1d6 days. If it isn't a fresh corpse (i.e. has been dead more than a week) it becomes either a Skeleton or a Zombie. These Undead are under the control of the Resurrection woman who can control up to (her Hit Dice times 5) Hit Dice worth of Undead at any one time.

    Mindless Undead feel a perverse attraction for the Resurrection Women, and will never attack them, even if they are not controlled. Intelligent Undead who enter her Aura must make a DC 23 Willpower Save to avoid falling under the Resurrection Woman's control if they are not under it already. A Resurrection Woman instantly knows of any Undead within the Area of Effect of her Aura and can decide whether to attempt control or not. Once controlled an Undead does not need to remain within the Resurrection Woman's Aura to remain controlled, she can control it from any distance and order it telepathically to do as she wants.

    Undead touching her feel alive again, and can remember the passions of the flesh they once had. This is instantly addictive to them (i.e. no Saving Throw), and they cannot 'live' (for lack of a better word) without it. If using the addiction rules in the Book of Vile Darkness it uses these stats: Addiction Rating (Vicious), No Save, Satiation (3 days), Damage (1d4 Wisdom and Charisma). The magical addiction overcomes the Undead's normal immunity to Ability damage. Resurrection women use this to convince intelligent Undead to do their bidding.

    Once per week a Resurrection Woman can 'awake' a fresh corpse (i.e. less than a week old) by touching it as a Standard Action. This corpse becomes any form of corporeal undead whose CR is half or less the Resurrection Woman's. Normally this corpse is either intended to be her lover or her bodyguard, so whichever she intends it to be will usually decide what template it gets. In addition this aura grants the Resurrection Woman herself the benefits of a permanent Magical Circle Against Good.

    Profane Grace (Su): The Resurrection Women gain a Deflection Bonus to AC and a Profane Bonus to all Saves equal to their Charisma Bonus.

    Immunities : The Resurrection Women are immune to Mind-Affecting Effect, poison, sleep effects, paralysis, aging, stunning, disease, death effects, fatigue/exhaustion, Ability Drain/Damage, Energy Drain, and non lethal damage. They are also immune to all Spell-Like or Supernatural abilities that are used by Undead.

    Necrotic Healing (Su): Resurrection Women heal from negative energy just like undead do, but are unaffected by positive energy (i.e. they aren't healed by Cure spells, but they don't take damage from them either). They heal 1d6 damage for each pound of dead, rotten flesh they consume, or gain Fast Healing 1 while in "intimate" contact with the Undead.

    Medium (Su): Resurrection Women can permanently See Invisible, but only if the invisible creature is Undead. Their ability to see Undead extends partly into the Ethereal Plane, and they can see Ghosts or other Incorporeal Undead that have chosen not to Manifest. They may communicate telepathically with any Undead within 120' (further if they control it).

    Allure of the Grave (Su): The Resurrection Woman gains a temporary +1 Bonus to Charisma for every 5 HD of Undead she controls (round down).

    Skills: The Resurrection Women gain a +4 Racial Bonus to all skills based on Charisma.

    Combat: The Resurrection Women prefer to leave combat to their Undead minions. They seduce men and eventually turn them into undead monsters so they always have plenty of soldiers to surround them, all of whom adore her. Many have levels in Sorcerer, and if they do they attack with spells.


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

    Lore
    Characters with ranks in Knowledge (Religion) may have heard the stories about the Resurrection Women. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    {table]DC|Lore
    10| Resurrection Women are corrupted human children created when someone has greatly offended the Gods, or spawned by a powerful dying curse.
    15| The Resurrection Women cannot be healed normally, but thrive on death and corruption instead. While they appear as normal human women otherwise, they are immune to many things that would kill mortals. Their charms are very difficult to resist, and it is said they can seduce any man and corrupt him.
    20| The Resurrection Women awaken any corpse in their vicinity as Undead servants. The Undead appear ot be smitten by Resurrection Women and will not allow them to come to harm.
    20| Those who lie with a Resurrection Woman eventually become her Undead lovers.[/table]

    Plot Hook
    • A young girl in the village has suddenly changed, and the men can’t seem to keep their eyes off her or say no to her. Marriages are ending, and many of the men thrown form their houses by their wives have gone to live with the girl in a relationship widely regarded as blasphemous. As the days go by they look worse and worse, and eventually all of them are found dead with the girl missing. You are hired to find out what has happened. And when the mens bodies begin walking, you’ll also be hired to stop them.
    • Years after burning a witch at the stake the villages female children show signs of magical talent themselves. When a Wizard stops by the villagers ask him to look at their daughters, and if they do have talent how to best channel it away from unwholesome activities. Upon seeing the girls the Wizard turns pale, and leaves the village without saying a word. After he leaves the girls begin a reign of terror, committing acts of lewdness that break their parents hearts and throw the village into chaos. It all comes to a boil when you’re assaulted by corpses one night after refusing one of the girls.
    • The local priestess has hired you to find out why the dead won’t stay in their graves. Rumor has it a woman is seen dancing through the graveyards at midnight, and she wants this woman stopped if she is the cause of things.
    • Stopping by a gypsy encampment one of the adventurers is surprised to find out an old lover is dead, and that she bore him a daughter. A daughter whose a bit of a strange girl…
    Last edited by Bhu; 2009-08-20 at 05:11 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  9. - Top - End - #9
    Orc in the Playground
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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    Maiden of Plumes
    Medium Monstrous Humanoid
    Hit Dice:
    4d8 + 4 (22 hp)
    Initiative: +3
    Speed: 30ft., fly 40ft. (good)
    AC: 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection)
    Base Attack/ Grapple: +4/+4
    Attack: Claw +7 melee (1d4) or razor feathers +7 ranged (1d8)
    Full Attack: 2 Claws +7 melee (1d4) or razor feathers +7 ranged (1d8)
    Space/Reach: 5ft./5ft.
    Special Attacks: Merciful talons, radiant plumage, razor feathers, smite evil
    Special Qualities: Darkvision 60ft., holy grace, resist electricity 10
    Saves: Fort +2, Ref +7, Will +4
    Abilities: Str 11, Dex 16, Con 13, Int 12, Wis 10, Cha 19
    Skills: Bluff +6, Listen +4, Move Silently +7, Perform (dance) +11, Spot +4
    Feats: Force of Personality, Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or Flock (2-8)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: by character class; favored class bard
    Level Adjustment: +3

    Maidens of plumes are a race of monstrous humanoids descended from Quetzalcouatl himself. They serve the forces of good in the material plane, although they tend more toward chaos than law.

    A maiden of plumes typically stands about five foot seven inches tall and weighs from 100 - 150 pounds. They resemble beautiful human or elven women with brightly colored feathers sprouting from their heads, necks, backs, and legs. Where arms would be on a normal woman, though, are instead great feathered wings that bear clawed hands. They speak Common and Sylvan.

    Combat
    Merciful Talons (Su):
    A maiden of plumes can choose to deal nonlethal damage with her claws at no penalty to her attack or damage roll.
    Radiant Plumage (Ex): By succeeding at a DC 15 perform (dance) check, a maiden of plumes can create a color spray (DC 15) or invisibility effect twice per day each, or hypnotic pattern once per day. The hypnotic pattern (DC 16) effect requires a DC 10 perform (dance) check each round after the first to maintain the effect.
    Razor Feathers (Ex): A maiden’s multicolored feathers are razor-sharp to the touch and can be shot from her wings as a ranged attack with a range increment of 30 feet (maximum range 120 feet).
    Smite Evil (Su): Once per day, a maiden of plumes can make a normal melee attack to deal 4 points of additional damage against an evil foe.
    Holy Grace (Su): Maidens of plumes gain a deflection bonus to their Armor Class equal to their Charisma modifier.

    Maiden of Plumes Lore
    Being the direct descendants of a god, Maidens of plumes can be researched with a Knowledge (Religion) check.
    DC 14- A maiden of plumes is a direct descendant of Quetzalcouatl. Despite their divine heritage, they are mortal and can be killed. This reveals all monstrous humanoid traits.
    DC 19- Maidens of plumes are consummate dancers, and can produce a wide variety of illusory effects with their dancing.
    DC 24- Maidens of plumes are staunch supporters of the cause of good, and have the power to smite evildoers. They can use their talons with such expertise that they can deliberately spare their foes lives without sacrificing precision or power.
    DC 29- Maidens of plumes have been granted holy protection by their divine patron and are protected by a nimbus of light surrounding them.

    MAIDENS OF PLUMES WITH CLASS LEVELS
    A maiden of plumes' favored class is Bard.
    Last edited by SlaadLord; 2009-08-18 at 12:36 PM.

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    Default Re: GITP Monster Competition XXXVI: A Thing of Beauty

    The contest deadline has come and voting begun.

    Monster Competiton XXXVI Voting Thread

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