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  1. - Top - End - #1
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    GITP Monster Competition LIV - Achilles Heel

    Achilles Heel

    “… ‘Every worm has his weak spot’, as my father used to say, though I am sure it was not from personal experience.” - Bilbo Baggins


    In the adventuring world, life can be a tough place. Yet even the mightiest of beasts might have a soft under belly, or the hardest heart one who can make them melt. Where might the blade be plunged and what form does this dagger take? Will you still call them Superman?



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


    The contest begins with the posting of this thread and will continue until the 20th of February.

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


    Rules

    1. You will be creating an original D&D creature. A powerful creature with a unique weakness of some fashion in whatever way you wish to interpret. It might be a unique substance, or a unique reaction to a common one. A true name spoken backwards. A creature or individual that can be used as leverage. Let your imagination run with it.

    Examples
    Cricketman

    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-V, 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. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

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

    8. Please state if you do not want critiques, otherwise other participants, often Debihuman, as well as myself, will likely give a rundown of your build in the chat thread.

    -=-=-=-=-=-

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    Last edited by The Vorpal Tribble; 2011-02-06 at 12:18 PM.

  2. - Top - End - #2
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    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.

    -=-=-=-

    No Parsed Stat Block Code
    Spoiler
    Show
    [FONT=Book Antiqua][SIZE=5]Name[/SIZE][/FONT]

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

    Description/background/characteristics

    [B]Combat[/B]

    Ability descriptions

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

    [U]- Optional -[/U]

    [B]Lore[/B]

    Plot Hook/Story if any


    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
    Bugbear in the Playground
     
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    'Stralian Fast Bowler

    Spoiler
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    Some 'Stralian Fast Bowlers mid attack.


    Medium Native Outsider
    Hit Dice:6d8+18 (42)
    Initiative: +4
    Speed:40 ft(8 squares)
    Armor Class: 18 (+4 Dex + 4 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +6/+8
    Attack: +2 Cherry +12 Ranged (1d8+4) or Club +8 Melee (1d6+2)
    Full Attack: +2 Cherry +12 Ranged (1d8+4) or Club +8 Melee (1d6+2)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Beer Dependency, Bowling Style, Darkvision 60 Ft, Summon Cherry, 'Stralian Icon
    Saves: Fort +8, Ref +9, Will +6
    Abilities Str 15, Dex 18, Con 16, Int 10, Wis 12, Cha 12
    Skills: Balance +15, Bluff + 10, Intimidate +12, Jump +13, Listen +10, Sleight of Hand 15, Spot +10, Tumble +15
    Feats: Point Blank Shot, Precise Shot, Power Attack
    Environment: Cricket Pitch
    Organization: Solitary or Team (1 'Stralian Fast Bowler, 9 Fielders, 1 Wikit Keeper)
    Challenge Rating: 5
    Treasure: Standard + Cherry
    Alignment: LN
    Advancement: By character class


    Feared in the gladiatorial arenas in 'Stralia. The 'Stralian Fast Bowler is a master of speed and precision. He dominates the arena by throwing his signature weapon, a small hard red ball called a Cherry, at speeds up to 90 km/hr. Once thrown the Cherry rarely strays from its course and only a skilled opponent can deflect it from its path. When in direct competition with the Britannic Batsman, the 'Stralian Fast Bowler will utilize his team to beat the competition. Though it doesn't have as thick a hide as the Britannic Batsman or the heavily armored Wiki' Keeper, its thin white fur does offer it some protection. A red stain can normally be seen on one of its legs where it shines its Cherries.

    Combat
    The 'Stralian Fast Bowler relies heavily on its ranged attacks in combat. It will switch from its many different stances to best suit the situation its in. Generally it starts combat with a Fast bowl to size up the opponent. From there it will change to a Slow ball if mobility is not an issue, or a Spin bowl if the opponent seeks cover. The bowler will occasionally use the pace bowl as well hoping to catch an opponent off guard, and deal a decisive blow to them. Should it prove unsuccessful however, he is unlikely to try it again in that encounter.

    Beer Dependency (Ex):
    The 'Stralian fast bowler must imbibe at least 2 glasses of full strength beer a day or start to suffer adverse effects. For every beer missed the bowler takes a -1 to attack rolls, skill checks and to all saves. This effect ends when the bowler has at least 1/2 the number of beers missed +2, in a day. In addition, if a 'Stralian Fast Bowler should consume a light beer than he looses his Bowling Style ability for 1d4 days and also is dazed for 1 hour.

    Bowling Style (Ex):

    The 'Stralian Fast bowler can utilize many different styles of bowling to hit its opponents with the cherry. As a free action he can activate or change which of the following stances he has active. He can use each stance at will. In addition any Cherry wielded by the Australian Fast bowler is considered a +2 weapon

    Fast Bowl: The bowler lets the ball loose at ungodly speeds, rocketing towards the enemy. Grants the bowler the power attack feat only for his thrown ranged weapons. Treat thrown weapons as a one handed weapon. Using this ability means the bowler must take at least -1 to hit for +1 damage. It also allows him to use the Shot on the Run feat even if he doesn't qualify for it. While attacking in this stance the Australian fast bowler may make an intimidate check as a free action. If successful the target is shaken for 1 round.

    Spin Bowl: With a flick of the wrist the ball twists in the air, bouncing unpredictably before striking the opponent. The bowler gets a +2 to hit while in this stance. In addition allows the bowler the use of the Improved Precise Shot feat even if he doesn't qualify for it. While attacking in this stance, the Australian fast bowler may make a sleight of hand check as a free action against the opponent. If successful the bonus to hit is doubled to +4.

    Pace Bowl: The standard shot but no less useful in a skillful bowlers arsenal. This stance grants the bowler a +1 to attack and damage checks for thrown weapons. While attacking in this stance, the Australian fast bowler may make a Bluff check as a free action, and if successful he may also apply the effects of any other stance for the duration of that round. The DC for the bluff increases by +5 for every use in an encounter, whether successful or not.

    Slow Bowl: Though the ball takes longer to get their when it arrives it is all the more devastating. Grants the bowler the power attack feat only for his thrown ranged weapons. Treat thrown weapons as a two handed weapon. Using this ability means the bowler must take at least -1 to hit for +2 damage. The bowlers move speed is reduced to 10 feet while this stance is active. While in this stance the Australian fast bowler receives a +2 bonus to any physical skill checks.

    Summon Cherry (Su): The 'Stralian Fast bowler may summon a Cherry as a swift action once per round. This is a spell like ability usable at will. The summoned cherry appears in the bowlers hand if he has hands free or at his feet if he doesn't. The cherry lasts an amount of rounds equal to the bowlers hit dice or until it is dismissed. Dismissing a cherry is also an immediate action.

    'Stralian Icon: All 'Stralian's know of the Fast Bowlers and their part in the great war. As such anyone who is native to Stralia has a +2 circumstance bonus to knowledge checks to find information about them.

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

    Cherry
    A Small red sphere the size of a bullet. The Cherry is a magical weapon commonly used in the cricket arenas around 'Stralia. It is a ranged thrown weapon that deals 1d8 damage and has a range increment of 30 feet. A Cherry is always a masterwork weapon.

    Lore

    {TABLE=head]DC|Lore
    16| A nursery rhyme as old as any parent can remember is passed down about the 'Stralian Fast Bowler. "You can get it bowling, You can get it catching, You can get it any old how. Matter of fact I've got it now." Though the origins are lost, the meaning is clear and its one the the 'Stralian populace has adopted. (Reveals Beer Dependency)
    21| The 'Stralian Fast Bowler's signature weapon is a red sphere called a Cherry. Though many people are able to wield it, none seem to have the endless source that the 'Stralian Fast Bowlers are able to use on the battlefield. (Reveals summon cherry.)
    26| During the great war the 'Stralian Fast Bowlers and the Britannic Batsmen clashed many times. In order to defeat the enemy the 'Stralian Fast Bowlers had to use all their cunning. Coming up with many new ways to dispatch their opponents. (Reveals Bowling Style and gives a +2 circumstance bonus against bluff checks against pace bowl)
    [/table]

    Story:
    Back before the great rock was cracked, when those of the dreaming slept their endless slumber. One of the Tall Fellas was searching the desert for his dinner, tracking a big snake to its nest, to catch it in the cold of the night. As he approached the nest a great ship was beached on the land in front of him. The Tall Fella thought this was very odd. He was out in the middle of nowhere. This was not the place for a ship to be. So he took his boomerang and crept forward. When he got closer though he heard voices from amongst the ship. Inside were a few dozen creatures chained to the ship. They had white fur covering all of them but their faces and hands. The Tall Fella was sure they would not live through the desert's day, and so he freed them and took them back to his village. The elders in his village cast a spell on the strange creatures and sat down to hear their tale.

    The strange creatures introduced themselves as Cricketers. They came from a place far away ruled by the crown of Britannica. Britannica was a god who ruled over them all and they were banished from the realm for defying the will of her clerics. While searching for a suitable prison the clerics found 'Stralia and thought that the land would claim the Cricketers lives. Luckily for them they were saved by the Tall Fellas.

    Owing a great debt to the Tall Fellas the Cricketers asked to live with them and learn their ways. They taught each other many things over the years and eventually the Cricketers took their leave of the Tall Fellas to moved closer to the jungles. Every year though they would meet before the big rains and share stories and mock battles.

    Countless years pass and the Cricketers have became as much a part of 'Stralia as the Tall Fellas themselves. The God, Britannica looked back to 'Stralia to dispel doubt in those who seek to defy her in her realm. Seeing the banished Cricketers survival as a threat to the pride and safety of her great plane, she bid her paladins and the Cricketers loyal to her to seek out the ancestors of those banished and destroy them. Her Clerics created a giant gate that would span the two planes and when they were finished, three pillars of wood wider than any tree descended from the heavens to pierce 'Stralia's desert sand. A forth, the bail, connected the top of the three together completing the gate. From it poured the Britannica Cricket team. Seeing the danger the Tall Fellas summoned their friends and together they fought against the invaders.

    Many lives were lost on both sides and the battle raged for years. Neither the 'Stralians nor those of Britannica could win the war. Eventually as a last resort the elder's invoked an ancient magic. They broke the great rock and woke the dreaming. They used the power to destroy the gate, and finally seal Britannica away from 'Stralia. However this came at a great cost. The dreaming could not be sedated again, and although the elders contained it, the dreaming would once again break free if they did not keep it in check.

    Now days you see the ancestors of Britannica's warriors around in the cities all the time. Those who were left behind, or used the remaining magics to force their way through. Neither the Blue's nor the Stubbies are native to 'Stralia, yet without them "civilization" would not have arrived either. But as long as the ashes of the gate are kept on our soil. Britannica herself and her crown will never truly threaten 'Stralia.
    - Story from a bushman on the origins of the 'Stralian Cricket Team and the Great War


    Plot Hook:
    A faction within the Britannic church is plotting to steal the Ashes and summon Britannic and her army back to 'Stralia. The party must team up with a 'Stralian Fast Bowler to help defeat the unknown forces before they succeed.

    A 'Stralian Fast Bowler has gone rogue and started hunting those born a Blue or Stubbie. The party must track down and stop the 'Stralian Fast Bowler by any means before he kills again.
    Last edited by Mangles; 2011-02-12 at 04:25 PM.

  4. - Top - End - #4
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Arcadian Shade



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

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    Once apon a time, in a Demiplane of wonder, the Arcadian Shades were mere playful fae that lived in harmony with the demiplane's inhabitants. They would create wonerful treasures that turned to whisps, and tamer fae would amuse the children with Shadow Magic.

    Such things never last, and one year, the Demiplane was razed to the ground by a barbarian planar horde, lead by a mad Artificer, leaving death in it's wake. The inhabitants of the demiplane were dead or scattered, and the fae sent into disarray. The fae searched for hope in their elders, but they were too numb from the devastation to be of any help.

    In desperation, they made a pact with a creature that can only be described as a "Conglomeration of Shadows", borne from the death and destruction in the demiplane. The pact was made as to help sustain the dying race. It was wrote that at a cost for a pure soul, the fae would gain great power and immortality, but this immortality would fail "If streaks of eldritch light pierced their forms when the day was near or past ending". A newborn fae was slaughtered for the deal, and the pact was made. However, there was a catch written into the foul pact - The fae's body could not hold the powers given to them in their original forms, and so they were warped into beings of nearly sentient shadows, no longer able to breed. The transformation from Shadow Fae to Arcadian Shade was complete. Most fled the demiplane and traveled to new lands, but were met with fear and hate by most planar inhabitants.

    To add more spte to the tale, a young paladin called Alexis found that he could kill Arcadian Shades with an arrow inherited from past generations. Artificers, the reason for their suffering, pinpointed the cause of death to the Brilliant Energy component, figured out certain spells could mimic this effect, and such a grusome crusade was made with this knowledge against the Shades, for reasons most rational-seeming - fear of the eldritch looking Shades that tried to amuse and entertain children like they did in days gone by. The Shades used their powers to crush entire demiplanes, and the Shades in turn were reduced to pathetic numbers, unable to recover. Now there is a shaky truce that keeps the Shades safe, forced into existance by powerful Fae Kings who did not want to see their brothers and sisters dead for no reason.

    The Shades now exist in either their home demiplane, where they hold great swaths of power and practically rule the land, or live in the Plane of Shadows, hiding away in sorrow.

    The survivors are now so very, very old, and so very, very tired. They care little for tricks anymore, and like things finished quickly, even if the "thing" is your throat being cut. You have been warned.


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

    Medium Fey (Incorporeal)
    Hit Dice: 10d6, (45hp)
    Initiative: +1
    Speed: 40ft (8 squares)
    Armor Class: 15 (+5 Dexterity), 15 touch, 10 flat-footed
    Base Attack/Grapple:+10/+5
    Attack: Claw + 10 Melee (1d6 plus Poison)
    Full Attack: Two Claws +10 Melee (1d6 plus Poison)
    Space/Reach: 5ft/5ft
    Special Attacks: Fae Magic, Shades of Reality, Shadow Jumper, Penumbral Treasures, Shaded Venom
    Special Qualities: Incorporeal Traits, Immunity to Shadow Magic, Regeneration 5, Lightbane Pact
    Saves: Fort +7, Ref +15, Will +15
    Abilities: 10 Str , 20 Dex , 10 Con , 15 Int , 8 Wis , 18 Cha
    Skills: Diplomacy +20, Bluff +20, Hide +15, Move Silently +15, Sleight of Hand +15, Sense Motive +10, Spot +10, Bluff +20
    Feats: Ability Focus (Shaed Venom), Agile, Alertness, Spell Focus (Illusion), Weapon Finesse, Persuasive, Virulent Poison
    Environment: Plane of Shadows/Demiplane of Arcadia
    Organization: None
    Challenge Rating: 25
    Treasure: Standard Coins, Non-standard Rare Gems
    Alignment: Any Chaotic
    Advancement: By Class
    Level Adjustment: +10

    Arcadian Shades prefer non-violent ends to a brawl, but if a fight is unavoidable, or negotiations are taking too long, an Arcadian Shade will either conjure up a shadow beast to fight for them, attack with scathing shadow magic, or flee to live another day. However, Arcadian Shades are sometimes reminded of what they once were and will play tricks on it's targets for fun, and once on a blue moon an Arcadian Shade will entertain children with spectacular illusions on a whim, like in the days of old.

    Combat

    Incorporeal Traits: An Arcadian shade is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

    Fae Magic(Su): An Arcadian Shade has the following spells as Spell Like Abilities;
    At will - Blur, Darkness
    3/day - Veil , Mirage Arcana
    2/day - Wierd

    It's saves are Cha based, and it's caster level, CL 20.

    Shades of Reality(Su): As a standard action, an Arcadian Shade may cast Shades as a Spell-Like Ability, only it may mimic any Evocation, Illusion or Conjuration spell of 8th level or lower. An Arcadian Fae may only use it's Shades of Reality ability 5 times per day.

    Shadow Jumper(Su): An Arcadian Shade can cast Greater Teleport as a Move Action, but the Arcadian Shade must cast it in a area of Shadowy Illumination or darker, and the destination must also be Shadowy or darker. The Arcadian Shade may use it's Greater Teleport ability as many times as it likes per day.

    Penumbral Treasures(Ex): Specializing in summoning tricks and woe, an Arcadian Shade, as a Full-Round Action as may times as it wishes per day, may summon various valuable gems worth 100,000 gp. The gems disappear in one hour, and the current owner(s) apon disappearance are all affected by a Bestow Greater Curse (With a CL of 20).

    Shaded Venom(Ex): A creature struck by an Arcadian Shade's claw attack(s) must make a DC 20 Fort Save or have their blood tainted by the Arcadian Shade's bone-wracking venom (1d6 Con Primary and Secondary)

    Immunity to Shadow Magic(Ex): An Arcadian Shade is king of the shadows of any realm, and as such is immune to all effects of a Shadow Conjuration/Evocation spells (And their Greater versions), and the Shades spell.

    Regeneration(Ex): If a Arcadian Shade loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. An Arcadian Shade's Regeneration cannon be bypassed by anything and even if you manage to kill an Arcadian Shade, it can reform its body in a few hours (see Lightbane Pact). Thus, the only way to kill an Arcadian Shade and make it stick is to take advantage of an Arcadian Shade's Lightbane Pact.

    Lightbane Pact(Ex): By the pact that was made so many centuries ago, the Arcadian Shades are more-or-less immortal. An Arcadian Shade that is killed reforms at the location of their death 1d4 hours later. However, if an Arcadian Shade is killed If an Arcadian Shade is successfully hit with either a Brilliant Energy Crossbow Bolt/Arrow OR a 6th level or higher spell in the shape of a ray or line that has the [Light] descriptor, at 5 minutes to or past Midnight, the Arcadian Shade is instantly slain, and does not come back like normal. This takes advantage of a "silly loophole" left in the pact made by the first Arcadian Shade, which was made with a shadow creature mostly forgotten by creation.
    Last edited by TheGeckoKing; 2011-02-19 at 10:20 AM.

  5. - Top - End - #5
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Dullahanni

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    Medium Monstrous Humanoid
    Hit Dice: 20d8+303
    Initiative:-1
    Speed: 20 Feet (4 squares), Burrow 20
    Armor Class: 39 (+30 Natural, -1 dex), 9 touch, 39 flat-footed
    Base Attack/Grapple: +20/+30
    Attack: Slam +29 Melee (1d8+10) or tail slap +29 Melee (2d6+15)
    Full Attack: Two Slams +29 Melee (1d8+10) or Tail Slap +29 Melee (2d6+15)
    Space/Reach: 5 ft. /5 ft.
    Special Attacks: Curl, Trample 2d6+15, Searing Blood
    Special Qualities: DR 10/-, Fast healing 15, Immunity to Acid, Electricity, Fire, and Poison, SR 25, Cursed Blood, Cursed Existance
    Saves: Fort +26, Ref +11, Will +15
    Abilities: Str 30, Dex 8, Con 40, Int 5, Wis 12, Cha 8
    Skills: Listen +13, Spot +13
    Feats: Power Attack, Improved Sunder, Iron Will, Improved Overrun, Toughness, Cleave, Great Cleave
    Environment: Any
    Organization: Solitary, Pack (5-10), Colony (30-50), Infestation (100-500)
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: -
    Level Adjustment: -

    The hulking creature before you looks like a walking tank. Thick, bony plates cover almost all of it‘s body. Where the bony, overlapping plates aren‘t, thick scales cover bulging, oversized muscles. A long, heavy, segmented tail sways back and forth behind it, the sides of it lined with bony spurs and the tip bearing a heavy, club like knob of bone. It resembles vaguely some overly-muscled cross between an armadillo, an ankylosaurus, and a man. The rounded plates on its back give it a hunched appearance. Its flattened, smooth head appears to tuck neatly into a raised ridge on it‘s broad, powerful chest.

    The origin and purpose of these beasts is utterly unknown. They seem to appear from nowhere, and while their numbers are usually limited in any singular appearance, they apparently travel in groups, as even after one is killed, more will often follow. They usually stand about 6 feet tall, and usually weigh upwards of 600 pounds, their bodies extremely dense with muscle and weighed down by bone. The truth is, the dullahani are created by a malicious curse carried in the blood of the dullahanni. The curse takes a long time to activate, however, and the transformation is often subtle, so the connection between the blood and the creation of more dullahanni has yet to be made.

    Combat:

    Dullahanni are usually not particularly threatening. Once they emerge as dullahanni, they usually remain in generally the same area where they emerged, feeding on leaves and plants. Eventually, they are drawn back to their former homes. Their monstrous appearance usually provokes attacks by their former neighbors. While dullahanni are not generally aggressive, they do not take being attacked well, and will respond with disproportionate force. Dullahnni usually open up combat with full attacks, taking advantage of their massive strength. When multiple targets present themselves, they will often curl and trample over as many as possible. Dullahanni almost never attack without being struck first, provided they aren’t influenced in some way. A dullahanni once provoked will not stop fighting until it or its opponent is dead.

    Curl:
    The dullahani can curl into a ball or uncurl their body as a move action. Doing so increases its DR to 20/-, and increases its natural armor by 10. In addition, they increase their base land speed to 40 feet, and can use their trample attack. While curled, a dullahanni cannot use it’s slam or tail attacks, and cannot burrow.

    Trample:
    A dullahanni may only use it’s trample attack while curled. The reflex save is DC 30. The save DC is strength-based.

    Searing Blood:
    Whenever a dullahanni takes damage, blood sprays from the wound in a 10-foot cone, dealing 10d6 acid damage (Reflex DC 35). Any creature that takes damage from this is subject to the dullahanni’s cursed blood.

    Cursed Blood:
    Any humanoid or monstrous humanoid of medium size or smaller that comes in contact with a dullahanni’s blood must make a fortitude save (DC 35) or become affected by the dullahanni curse. A creature affected by the curse is perfectly normal for the first week. After that, they begin to feel hungry, growing more and more ravenous as time goes on. Over the next month, they gorge themselves. Then, the curse urges them to leave their home, go to a remote area, and sleep. Overnight, their body becomes incased in a large, rock-hard cocoon that looks and feels identical to a boulder. Over the next two weeks, the creature undergoes a metamorphosis that ends when it emerges as a dullahanni. If the creature is at any point affected by a remove curse or remove disease spell before it fully emerges, it is freed from the curse.

    Cursed Existence
    Since the dullahnni’s form is the result of a curse, a Remove Curse or Remove Disease spell instantly slays a dullahanni. These spells ignore the dullahanni's spell resistance, the dullahaanni automatically fails it's saves against them. If a dullahanni is slain like this, the dullahanni’s body is reduced to a hollow shell of bony armor, with the body of the original victim curled inside the chest. The victim may be raised or resurrected normally. A hollow dullahanni body can be treated with special alchemical and magical substances costing 25,000 GP to make it suitable for use as armor.
    -=-=-=-=-=-=-

    {table=head]|Type|Cost|Armor Bonus|Max Dex|ACP|ASFC|Speed|Weight
    Dullahanni Armor|Heavy|25,000 GP|15|0|-10|50%|20 Ft.|100 Lb.[/table]
    Special: Dullahanni Armor grants it’s wearer DR 5/-. Dullahanni Armor is Automatically masterwork. It cannot be made to fit large or small creatures.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Petranarch
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    A petranarch briefly after being pulled from the ground by a spell.

    Huge Elemental (Earth, Evil)
    Hit Dice: 15d8+90 (157 hp)
    Initiative: +2
    Speed: 10 ft (2 squares), 50 ft burrow
    Armor Class: 27 (+17 natural, -2 size, +2 Dex), touch 10, flat-footed 25
    Base Attack/Grapple: +11/+29
    Attack: Stone tentacle +19 melee (1d10+10 bludgeoning)
    Full Attack: 2 Stone tentacles +19 melee (1d10+10 bludgeoning)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Spell-like abilities, improved grab, constrict (2d6+15), Consume the Helpless
    Special Qualities: Desecrated Earth, earth healing 10, corrupt conduit, blindsight 200 ft, DR 10/good and adamantine
    Saves: Fort +14, Ref +7, Will +9
    Abilities Str 31, Dex 14, Con 20, Int 15, Wis 14, Cha 6
    Skills: Concentration +20, Listen +17, Hide +17 (+22 in earth or stone), Move Silently +17 (+22 in earth or stone)
    Feats: Quicken Spell-like Ability (Stone Shape), Power Attack, Improved Toughness, Improved Bull Rush, Awesome Blow, Iron Will
    Environment: Underground
    Organization: Solitary, pair
    Challenge Rating: 11
    Treasure: Double gems
    Alignment: Always Evil, usually Neutral
    Advancement: 16-24 HD(Huge) 25+ HD(Gargantuan)
    Level Adjustment: -

    In a deep puddle of water ahead, you catch a glimpse of a pair of dimly-glowing red eyes attached to an enormous humanoid frame covered with the black mud in which it wallows. It sinks into the ground before more detail can be discerned, but its presence is quickly confirmed by the dirt and stone walls that spring up, enclosing the area, before the earth beneath you begins to rumble.

    Petranarchs are devilishly intelligent earth elementals; corrupted by interaction with unhallowed ground. They have immense powers over earth and can essentially shape it to their command, but are most dangerous because of the joy they take in killing travelers with this ability. Many adventurers have suffocated in a petranarch's stone traps.

    Petranarchs speak Terran and understand Common.

    Combat

    Petranarchs will do anything possible to stay underground and out of harm's way, using their spell-like abilities to harry foes while they use their Consume the Helpless ability to dispatch them. They understand tactics well, and despite being unable to see enemies and only sense them, they can quickly discern party roles and split the group accordingly. Their stone tentacle attacks can reach through dirt and stone while the petranarch remains underground. If the petranarch succeeds in trapping a victim underground with its Entomb the Helpless ability, it immediately releases them from the grapple unless it is somehow aware of the character's ability to burrow or otherwise escape.

    Improved Grab (Ex): If a petranarch hits with a stone tentacle attack, it may attempt to start a grapple as a free action that does not provoke attacks of opportunity. This ability only works if the target is Large or smaller.

    Constrict (Ex): On a successful grapple check, the petranarch automatically deals the listed amount of damage. This damage is bludgeoning damage.

    Entomb the Helpless (Ex): If a petranarch begins its turn pinning a creature, it may attempt to drag them below ground with a final grapple check. If this succeeds, the victim is immediately pulled five feet underground, is immobilized, and begins to suffocate. The character's lungs are crushed by the force pulling them down, giving them no chance to hold their breath. They must immediately begin making constitution checks, as described in the Environment section of the Dungeon Master's Guide. If the character has unlimited air from some source or otherwise does not need to breathe, they are simply trapped underground. The character cannot cast spells with somatic components or material components that they do not have on hand while underground. They still take damage from the petranarch's Desecrated Earth ability if they are in its radius. If the grapple check should fail, nothing further happens.

    Desecrated Earth (Su): Due to the corruption inherent in a petranarch's creation, the ground around them seems to rot and darken, becoming parched and distorted. All earth in a 20-foot radius emanation centered on the petranarch is treated as difficult terrain and deals 3 Vile damage to any creature (besides a petranarch) that enters or starts their turn in the area.

    Earth Healing (Su): The petranarch regains 10 hp at the start of its turn as long as it is entirely immersed in earth or stone.

    Corrupt Conduit (Ex): The origins of a petranarch tie it stronger than most earth elementals to both the earth in which it sits and the evil that suffuses it. If a petranarch ever enters a holy area (such as those created by Consecrate or Hallow or even something as simple as a church) or is removed from the earth, it becomes inanimate until removed from both conditions. If it is removed from the earth and placed in a holy area, it immediately crumbles to rubble, dying.

    Spell-like Abilities (Sp): At-will - Wall of Stone (DC 17), Minor Creation (dirt only), Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, Soften Earth and Stone. 3/day - Major Creation (dirt, stone or metal only), Wall of Iron (DC 18), Quickened Stone Shape. 1/day - Move Earth, Flesh to Stone (DC 18). Caster level 13, save DCs are wisdom-based.
    -=-=-=-=-=-=-

    Petranarchs were initially discovered roaming graveyards or attacking the strongholds of necromancers, where the latent negative energy had contaminated their beings. They are almost universally created by accident, though it is possible to apply sufficient negative energy to kill an elder earth elemental through application of spells such as Harm, causing them to reanimate as something as close to undead as elementals can come. Though petranarchs are almost always encountered alone, their great intelligence occasionally causes them to form societies of three to twenty petranarchs. While these societies are marked by constant infighting and death, the force of united petranarchs in numbers is almost insurmountable.

    SAMPLE PLOT HOOK:
    The Crystal Pass, the tunnel dug through the nearby Ondelles mountain range that connects [two major cities in your campaign], has recently been blocked off by a thick stone barrier, while the surrounding ground has morphed into a maze. No merchants attempting to pass through have survived. The merchant's guild of [aforementioned city 1] is prepared to pay 1000 platinum pieces for a safe route being reestablished. However, the range has fallen under the control of two petranarchs, who, rather than attempt to extort passersby, simply kill them as they traverse the maze.
    Last edited by Cheesy74; 2011-02-11 at 11:19 PM.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Knight of the Golden Court

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    The Knight,
    with somber step,
    feet so light,
    voice lost of pep.

    He sings of the trees
    his blue eyes seethe,
    the dreaming ones are never appeased,
    while he watches them slowly breathe.

    They command and shape,
    kill and rape,
    and crimes, drape,
    over his gentle form.

    He looks to the west,
    to the tall gleaming cities,
    and temples so blessed.

    He went through the towns,
    and found crime and death,
    slaves in dirty gowns,
    sadness that tore at his breath.

    So he looked to the east,
    to the lands of the steel,
    the lords at the feast,
    but before he set down one fell heel,
    He knew it was the same as the west.

    So he looked to the north,
    the cold and utterly burned,
    and before he even set forth,
    his gaze slowly turned,
    to the south.

    And in the south,
    he found lavish and adorned,
    the kings, with open mouth,
    his head, so horned,
    hung low.

    He stayed,
    with the dreaming maids.

    Forever to watch over,
    their silent forms.



    Medium Fey
    Hit Dice: 13d6+26 (71 hp)
    Initiative: +9
    Speed: 40 (8 squares)
    Armor Class: 21 (+5 Dex, +6 nat), touch 15, flat-footed 16
    Base Attack/Grapple: +6/+10
    Attack: Feyblade +15 melee (2d6+6, x3)
    Full Attack: Feyblade +15/+10 melee (2d6+6, x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Feyblade, Strength of the Court, Smite the Improper, Honorable Strike +3d6
    Special Qualities: Noble Oath, Bane of Iron, Feysteed, Fey Knowledge, Armor of the Court
    Saves: Fort +6, Ref +13, Will +11
    Abilities Str 19, Dex 21, Con 15, Int 16, Wis 14, Cha 16
    Skills: Knowledge (Nobility and Royalty) +19, Diplomacy +19, Intimidate +19, Sense Motive +18, Gather Information +19, Knowledge (Nature) +23, Heal +18, Concentration +18, Handle Animal +23
    Feats: Improved Initiative, Dodge, Force of Personality, Goad, Danger Sense
    Environment: Temperate Forests
    Organization: Solitary, Pair, Squadron (3-6).
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Lawful Neutral
    Advancement:

    The Knights of the Golden Court are the overseers and protectors of the Seelie and Unseelie court. They are the original keepers of the Dreaming Ones, and among the first fey to walk the earth. The Knights wear green armor, adorned with images of leaves and branches, and they keep a horse with them at all times. The horse and Knight are never separated.

    The Knights may never enter a house or home that is currently occupied unless they have the express permission, with full understanding of who is to enter the house, from all occupants. This is a hold over from the honor of which the Knights still hold some small vestiges of, which could not be beaten out of them by their dreaming masters. They also have a fear of steel and iron, for those metals were used to make the weapons of the first fey wars. The weapons were forged with iron from the cradle of the Mother, dewdrops from a freshly picked lily-of-the-valley, mothers milk, and the blood of a newborn. Those fearsome blades killed many a fey from the Unseelie and Seelie Courts, and the Knights have never forgotten of the first wars.

    The Knights were the first creations of the Mother, and they walked the earth before any of the more powerful fey. They loved the forests, sang to the birds, and played with the animals before the other fey, and they never knew any allegiances to the Courts. Only after the Lovers Two, the Lovers Blue created the Courts did the Knights choose which side to take. The Dreaming Ones, who fight for both sides as well, forced the Knights into servitude. By the time the Knights realized that they might not want to work for the Dreaming Ones, they were too late. The mortals had already sprung up all around the Knights, and there was no where left to go. The Knights despised corruption and pointlessness, those things which nature abhorred, and that which the Courts represented absolutely. The Knights had no alternatives, and had to live out their tortured existence working for the other fey, as servants, soldiers and protectors. But there was one thing that the Knights would never, ever, under any circumstances do. The Knights absolutely refused to fight other fey. The Knights take specific pains to avoid harming fey, and will run away from or avoid any fights with fey that are not absolutely necessary. The Knights are often the only fey that do not partake in the constant wars that over take the Courts.

    The Golden Court of their name does not represent the Seelie or Unseelie Court, but the original Court of the mother, in her cradle, deep in the earth. The name is a throwback to the days of the first fey, and the days to which the Knights long to return.

    Knights of the Golden Court speak Sylvan, Terran, Aquan, Ignan, and Auran. The Knight is naturally proficient with his Feyblade, but is not proficient with any other weapons or armor.

    Combat
    Knights will fight as honorably as possible, attacking enemies in single combat whenever possible. They take especial pains to attack and kill foes who are impolite or improper, taking that aspect from that Courts that they work for.

    Feyblade (Su): The Knight of the Golden Court may, as a free action, create a blade from the breeze, or the leaves, or a branch. This blade is a ghostly golden color, and shimmers in the light. It seems almost custom made for the knight. The blade is a two handed weapon that deals a base 2d6 damage, and the knight may add both his dexterity and strength modifiers to any attack roll made with the blade. If the blade leaves the knight’s possession for any reason, it unforms. The knight may reform it as a free action at any point in time, even on an opponents turn.

    Strength of the Court (Ex): As a standard action, the Knight of the Golden Court may fill his veins with primal strength, increasing his Strength and Dexterity scores by +4 for a number of rounds equal to his Constitution modifier. He must wait 1d4 rounds after this effect ends before using the ability again.

    Smite the Improper (Ex): As a standard action, the Knight of the Golden Court may make a single attack roll against an opponent within melee range. If he hits, they make opposed Diplomacy or Knowledge (Nobility) checks, the knights choice of which skill to use. If the Knight beats the opponents check, he adds his Charisma modifier to the damage roll, and the opponent take a -2 penalty to all attack and damage rolls made against the knight for the rest of the encounter. This ability does not stack with itself. If the opponent beats the knight’s check, the knight takes a -2 penalty to all attack and damage rolls made against that opponent for the rest of the encounter. This ability does not stack with itself. After using this ability, the knight must wait 1d4 rounds before using it again.

    Honourable Strike (Ex): Whenever the Knight of the Golden Court attacks an opponent who is not being flanked, who retains their dexterity bonus to armor class, or who is not flatfooted, or while the knight is currently flanked, he deals an additional 3d6 damage on all melee and ranged attacks.

    Noble Oath: The Knight of the Golden Court has sworn an oath, swearing to never act ignobly. He may never enter a house or home that is currently occupied with non-fey without the express permission, with full understanding of who is to enter the house, from all occupants. If he attempts to so enter the house or home, he cannot. He may move up to the house, and around it, but may not enter.

    Bane of Iron: The Knight of the Golden Court may not hold iron. If he does, he must make a Fortitude save (DC 19) each round, or take 3d6 points of cold damage. He may make a Reflex save (DC 19) upon picking up the iron in order to drop it immediately without taking any damage. Those saves are Charisma based. If the Knight of the Golden Court is struck by cold iron, he must make a Fortitude save (DC 19), or take 6d6 points of cold damage, and be stunned for 2d4 rounds. Consecutive strikes from Cold Iron do not increase the duration of the stun.

    Feysteed: The Knight of the Golden Court owns a mount, the equivalent of the Paladins mount. For the effects of the mount, the knight is a paladin of thirteenth level, but the knight may summon the mount as a swift action, at will.

    Fey Knowledge (Ex): The Knight of the Golden Court gains a +4 bonus to all Handle Animal and Knowledge (Nature) checks. The knight also gains use of the Wild Empathy class feature of the druid, using his hit dice instead of class levels.

    Armor of the Court (Ex): The Knight of the Golden Court's skin may turn to leaf-like armor as a free action. This grants the knight a +6 natural armor bonus, but does not impede movement speed or provide any Armor Check Penalty. The knight may return to normal as a free action.
    Last edited by unosarta; 2011-02-21 at 02:07 PM.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Heisenburchen

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    Gargantuan Abberation (Extraplanar)
    Hit Dice: 25d8+200 (312 HP)
    Initiative: +22 (+5 Dex, +8 Superior Initiative, +9 luck)
    Speed: 10ft. (2 squares), climb 10ft., fly 10ft., swim 10ft.
    Armor Class: 45 (+5 Dex, +25 natural, +9 luck, -4 Size), touch 20, flat-footed 45
    BAB/Grapple: +18/+40
    Attack: Bite +33 melee (3d6+10)
    Full Attack: 2 bites +33 melee (3d6+19) plus 2 claws +33 melee (2d8+14) plus 2 slams +33 melee (2d8+14) plus two wings +33 melee (2d6+14)
    Space/Reach: 20ft./20ft.
    Special Attacks: Aura of Ill Fortune, Inconstant Location
    Special Qualities: Blindsight 60ft., Bound By Fate, Darkvision 60ft., Fast Healing 10, Immune to fire, cold, and electricity, low-light vision, Resistance to acid and sonic 20, Precognition, Shifting Body, True Seeing, Uncanny Dodge, Warped Mind
    Saves: Fort +26, Ref +23, Will +31
    Abilities: Str 30, Dex 20, Con 26, Int 4, Wis 22, Cha 29
    Skills: Balance +42
    Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Spellcasting Harrier, Superior Initiative, Iron Will
    Environment: Plane of Limbo
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 26-40 HD (Gargantuan), 41-50 HD (Colossal)

    This towering, hideous monstrosity at first seems to be an avatar of pure chaos. It has legs, or wings, or claws and teeth and slithering tentacles, changing from moment to moment as they sprout from a body lined in scales or fur or feathers. Sometimes its eyes (however many it has) are compounded, or bestial, or all too human, and its entire misshapen form seems to flicker within a translucent haze even as its body warps and shifts.

    Among the most learned scholars of planar and temporal magic, it is known that there exist countless alternate realities born of both potential pasts and futures that never came to fruition, mere possibilities rendered invalid and impossible by great decisions or events in the ‘true’ timeline. Far less common is the knowledge of the bizarre entities called ‘oblivion rats’ that feed on and consume these invalidated futures to keep reality from buckling under the weight of an infinite number of competing potential realities, and similarly, the knowledge that these cosmic scavengers tend to be very messy eaters.

    A heisenburchen, or ‘chaos elemental’ as they are sometimes mistakenly called, is thought to be merely a native of the deepest, most confusing portions of the plane of Limbo, as this is where they are most commonly found. Their actual origin, though, is in the tattered scraps and fragments of alternate realities and timelines, cut short by the changing flow of time and torn to shreds by their predators. When enough of these conflicting existences merge together, mauled and mutilated as they are, the resultant entity develops a primitive sentience, though one unfettered by anything approaching sanity or logic. For the most part, they are content to caper in their adopted home of Limbo, in its furthest reaches where the laws of reality are downgraded to stern suggestions, but they can be summoned to the Prime Material by accident or design. Tormented and confused by the harsh and rigid environment around them, they rampage without care until banished or destroyed.

    Combat
    For all their might and power, heisenburchens are simplistic and straightforward fighters. Safe in their near-invincibility, they teleport close to their chosen enemy and proceed to rend them apart in a horrific flurry of limbs and weapons manifested temporarily from the endless assortment of attacks that it could possess. Should it be subjected to Bound By Fate and survive with the capability to locate its attacker, the spellcaster in question becomes its sole target. Otherwise, it lashes out at random against anything within view.

    Aura of Ill Fortune (Su): The very presence of a heisenburchen creates a distorting effect on local casuality, warping the outcomes of events against its foes. Whenever a creature within 100ft. of the heisenburchen undertakes an action involving random chance (specifically, whenever a die roll is made for that creature, including but not limited to attack rolls, damage rolls, and skill checks), two separate rolls are made and the worse result is applied.

    Bound By Fate(Su): The entire essence of a heisenburchen, from its origin to its continued existence, is in the myriad assortment of might-have-been’s and might-be’s that are incorporated into its form. It is innately tied to the fact that nothing is set in stone, and any future can be changed, resulting in a strange and crippling vulnerability to magical effects that predict the future. If such a spell is directed against the heisenburchen, it becomes temporarily ‘locked’ into its current state, unable to alter reality or probability in its favor until the effect subsides. The number of magics that qualify for this weakness are small, but tend to be either highly potent or routine enough to be employed repeatedly:
    -Augury: Instead of being cast in its normal fashion, this spell can be expended as a standard action against a heisenburchen to automatically deal 1d6 damage per caster level (max 5d6) and disable all of its (Su) abilities except for Bound By Fate for 2 rounds. This bypasses the heisenburchen’s Spell Resistance, though the heisenburchen may attempt a single Will save with a DC equal to 12+the caster’s primary casting modifier), unmodified by its Precognition. If this save succeeds, the heisenburchen takes half damage and is weakened for 1 round.
    -Divination: As Augury, except the damage cap is 10d6, and the weakness lasts for 4 rounds. A successful Will save halves the damage and reduces the weakness duration to 2 rounds.
    -Foresight or Hindsight: As Augury, except the damage cap is 20d6, and the weakness lasts for 9 rounds. A successful Will save halves the damage and reduces the weakness duration to 4 rounds.

    Inconstant Location (Su): A heisenburchen takes full advantage of its embodied uncertainty to avoid attacks and shift its body from place to place. While this ability is active, it gains a 50% miss chance versus all attacks, the Evasion special quality, and can use Greater Teleport (self only) as per the spell 1/round as a free action, except that its destination must be within line of sight.

    Precognition (Su): In addition to fouling the futures of its enemies, a heisenburchen instinctively determines its actions based on whatever futures seem most probable to result in success for itself. It adds its Charisma modifier as a luck bonus to all attack rolls, damage rolls, ability checks, skill checks, initiative, and saving throws while this ability is active, and whenever it undertakes an action involving random chance, it rolls twice and selects whichever would be more beneficial.

    Shifting Body (Su): The constantly roiling and changing body of a heisenburchen makes it almost impossible to land a solid blow, as even the most grievous of wounds will instantly be substituted for a reality where such a blow dealt only a grazing injury. While this ability is active, a heisenburchen is immune to critical hits and any form of precision damage, and it cannot be flanked.

    True Seeing (Su): A heisenburchen is unaffected by mortal attempts at concealment or misdirection. It benefits from a constant True Seeing effect while this ability is active.

    Warped Mind (Ex): The mind of a heisenburchen is an unfathomable thing, barely capable of comprehending existence and utterly unable to interface with it. Heisenburchens are immune to all spells and effects with the [Mind-Affecting] descriptor, and never suffer ability damage or drain to their mental ability scores.
    Last edited by The Glyphstone; 2011-02-07 at 12:15 PM.
    Quote Originally Posted by Red Fel, on quest rewards View Post
    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

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    Default Re: GITP Monster Competition LIV - Achilles Heel

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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Voting is live.
    Quote Originally Posted by Red Fel, on quest rewards View Post
    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Ack. I missed the poll first time. Voted now. Thanks.

    Debby
    Last edited by Debihuman; 2011-02-23 at 07:56 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Ooh, tight competition this month. I'll go with the Heisenburchen, though it be a tough call to make.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    I voted for the 'Strailians on this one, though the Golden Court Knight was alright, it was the lightsabres that lost it for it.

    I didn't enter this one because I didn't think I'd have a shot; I always put in a weakness so it would seem like just another of my entries
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    It's the last day to vote but it looks like we have a winner so far...
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Actually, if you look at the poll duration, I set it to run for 2 days past the 1st - it didn't seem fair that February's contest should get cheated of its full voting period just because it's a short month, when every other month got 10 or 11 days of voting. So there's still a few days left.

    Djinn can, of course, open the new contest immediately.
    Quote Originally Posted by Red Fel, on quest rewards View Post
    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

  16. - Top - End - #16
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Quote Originally Posted by The Glyphstone View Post
    Actually, if you look at the poll duration, I set it to run for 2 days past the 1st - it didn't seem fair that February's contest should get cheated of its full voting period just because it's a short month, when every other month got 10 or 11 days of voting. So there's still a few days left.

    Djinn can, of course, open the new contest immediately.
    And one will indeed be up tomorrow, simply because the 1st - 20th, vote to the end of the month formula works excellently. You probably won't have banners right away though, as I'm in the middle of some heavy graphics work for school and a commission, so my photoshop time is booked solid for a week or so.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  17. - Top - End - #17
    Eldritch Horror in the Playground Moderator
     
    The Glyphstone's Avatar

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    Default Re: GITP Monster Competition LIV - Achilles Heel

    And we're done.

    Umm...

    I'd like to thank the Academy?
    Quote Originally Posted by Red Fel, on quest rewards View Post
    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

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