"ďDo not bite at the bait of pleasure, till you know there is no hook beneath it.Ē." - Thomas Jefferson
April 1st. April Fools Day. A day of joking, pranks, and general high spirits. Yet there is a darker side to this trickery...after all, are not dark tricks and sinister pranks hallmarks of the old fae? What else is out there, hiding behind false colors, waiting for the moment to reveal its masterpiece of treachery...
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The contest begins with the posting of this thread and will continue until the 20th of April.
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.
1. You will be creating an original D&D creature. A creature who represents deception, trickery, pranks, or false promises. Be it a dark fae who binds mortals to bargains that are not what they appear to be, a ghostly spirit who masquerades as a departed loved one to lure its victims closer, or a blank-faced assassin construct who takes on the forms of those it slays, and hunts down those close to its targets to make good its kill in their guises.
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 threadhere (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 will likely give a rundown of your build in the chat thread.
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
[b]Speed: [/b](# squares)
[b]Armor Class:[/b] (), touch, flat-footed
[b] Base Attack/Grapple:[/b]
[b]Saves[/b]: Fort +, Ref +, Will +
[b]Abilities[/b] Str , Dex , Con , Int , Wis , Cha
[u]- Optional -[/u]
Plot Hook/Story if any
<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:
Medium Undead HD 6d12 (39 hp) Speed 40 ft. (8 squares) Init: +7 AC 18; touch 16; flat-footed 15 (+3 Dex, +3 Deflection, +2 Natural) BAB +3; Grp +0 Attack Slam +6 melee (1d6-3), or Dream Ichor +6 ranged touch (1d4 Wis) Full-Attack 2 Slams +6 melee (1d6-3), or Dream Ichor +6 ranged touch (1d4 Wis) Space 5 ft.; Reach 5 ft. Special Attacks Sanity Stealing, Wake the Dreamers, Poison in the Mind, Devour the Nightmares Special Qualities Dreamborn, Damage Reduction 4/Piercing, Ever-Dreaming, Undead Traits Saves Fort +2 Ref +5 Will +8 Abilities Str 5, Dex 16, Con -, Int 16, Wis 16, Cha 12 Skills Spot +12, Listen +12, Sense Motive +12, Hide +12, Move Silently +12, Bluff +10, Knowledge (Arcana) +12 Feats Weapon Finesse, Improved Initiative, Ability Focus (Ever-Dreaming) Environment Anywhere Organization Solitary Challenge Rating 5 Treasure Standard Alignment True Neutral
The Usora is a strange, gangling, oddly shaped creature, in its true form. It appears to be a roughly 6 foot tall man or woman, or some strange combination thereof. Its eyes are clear and iridescent, a pure sickly white. Its skin is of a similar color, completely devoid of the sun or sunlight. Its mouth is stained with blood, not from some sort of macabre snacking, but because a sort of sanguine substance constantly drips from its mouth. Its fingers are long, much longer than those of a normal humanoid, and its finger nails are sharpened to a point.
The Usora, however, is never seen in that form. The Usora is a person who died or was murdered while dreaming. The powerful energy oft associated with dreams empowers them and courses through them, allowing them to walk once more, and giving them the power to force dreams upon the awake. The Usora does not do this intentionally, but rather projects their thinking consciousness upon the world around them, into the minds of sentient creatures.
The Usora are hardly recognizable as creatures, oft being mistaken for a strange spring breeze, a flickering of the light, or a strange presence in the mind. They only manifest themselves when they are spotted, the rest of their time being spent in their own mind, deeply instilled into their own delusions.
The Usora often live tortured lives, never seeing anything of sentience, never speaking to anything other than the shattered fragments of their dream torn mind. Although this would drive many a mortal mad, it leaves the Usora relatively untouched, free to wander the land.
The Usora are very, very rare, and highly sought after by collectors, such as necromancers or other controllers of the undead. If controlled correctly, they can be especially powerful tools, useful for concealment and infiltration. They can even serve as spies, of a sort.
They are said to be able to tell the future in their mad, dream filled delusions, but no one has ever caught, detained, and experimented enough with one to be sure.
The Usora spends most of combat using illusions to confuse and disorient opponents. They strike out against opponents who come near them, and use Dream Ichor on opponents who seem to be especially dangerous. They will use Wake the Dreamers only at the last possible moment, being unable to control the dreamers. They often are able to defeat opponents just by using Illusions on them and waiting for Sanity Stealing to force them unconscious. After defeating opponents, unless that opponent was killed by the Usoraís Dream Ichor, the Usora leaves the opponents alone.
Sanity Stealing (Su): Whenever a creature interacts with an illusion created by the Usora and fails their will save, they take 1d6 points of non-lethal damage.
Wake the Dreamers (Su): Once per day, as a full round action, the Usora may summon 1d4 Shadows who are not under their control. They appear within 30 feet of the Usora, in locations chosen by the Usora. They attack indiscriminately, killing and eating any who are closest to themselves. The Shadows disappear after 5 rounds.
Poison in the Mind (Su): As a standard action, the Usora may spit a blob of Dream Ichor, which is a mind corroding poison, at a target within 30 feet, as a ranged touch attack. If the Usora hits the target, that target takes 1d4 Wisdom damage, and another 1d4 Wisdom damage 1 minute later, as the Dream Ichor makes it all the way to their brain. They may make a Fortitude save (DC 16) to avoid the damage from this effect. A successful save nullifies the secondary damage. The DC is wisdom based. A creature may only be affected by this ability once every 3 rounds. The secondary damage does not stack.
Devour the Nightmares (Su): The Usora may, over the course of one minute, eat any creature that has had its Wisdom score reduced to 0 by the Usoraís Dream Ichor. For every round the Usora spends eating a victim, it can transfer up to 5 hit points from the victim in order to heal itself. The Usora cannot gain hit points in excess of its full normal total. Creatures consumed in this manner cannot be raised.
Dreamborn (Su): The Usora is literally born from the dreams that it had just before it died. It is surrounded by surreality wherever it goes, and the insanity and brittle mind that it possesses do not want it to be killed. The Usoraís dreams unconsciously push attacks away from the Usora, leaving it unharmed. The Usora gains a Deflection bonus to armor class equal to its Wisdom modifier. Also the mad dream-twisted mind of the Usora can infiltrate the minds of those who read their thoughts. As long as a creature attempts to read the thoughts of the Usora or communicate mind-to-mind (as with Telepathy), they are Confused, and do not read the mind of the Usora or communicate with them. They may cut off the connection to the Usora as an Immediate action, getting rid of the communication or mind reading, but also removing the Confused condition. Any creature that was made Confused by this ability for longer than 2 rounds takes a -3 penalty to all Will saves for 24 hours.
Ever-Dreaming (Su): The Usora unconsciously projects the subconscious dreams it constantly views to others around it. The Usora creates a figment every round, the figments it creates only visible to those within 30 feet of it. It may only have a number of figments in this way equal to its hit dice. In addition, the Usora is constantly surrounded by a Mirage Arcana effect, as the spell. This only affects terrain within 30 feet of the Usora. Any creature that interacts with a figment from this ability is allowed a Will save (DC 18) to disbelieve the figments. This DC is wisdom based, and includes a +2 racial bonus to the DC. This is a mind affecting ability. Like a dream, they are also intangible and hard to find. Any creature that sees the Usora must make a Will save (DC 18), or ignore their presence, and act as if the Usora is Invisible, as the spell. This effect is removed in combat. A natural twenty does not automatically defeat the effect. The DC is Wisdom based, and includes a +2 racial bonus to the DC.
Large Magical Beast Hit Dice: 8d10+48 (92 HP) Initiative: +8 Speed: 60 ft. (12 squares) Armor Class: 21 (-1 size, +4 Dex, +8 Natural), 13 touch, 17 flat-footed Base Attack/Grapple: +8/+17 Attack: +3 Horn +15 Melee (1d8+8) or Touch +15 Melee (drain) Full Attack: +3 Horn +15 Melee (1d8+8) and 2 hooves +7 (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Drain Special Qualities: Aura of charm, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent Saves: Fort +12, Ref +10, Will +7 Abilities Str 20, Dex 19, Con 22, Int 10, Wis 21, Cha 20 Skills: Bluff +9 (4 ranks), Hide +8 (4 ranks), Listen +12 (5 ranks), Move Silently +11 (4 ranks), Spot +12 (5 ranks) Feats: Alertness, Dodge, Improved Initiative Environment: Temperate Forest Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: 9-12 HD (Large) Level Adjustment: -
Further into the forest, you see a horse-like figure standing in the dark. It neighs lightly and turns its horn towards you, but backs away slightly. You feel compelled to follow it, and begin moving slowly towards it. You pull out a sunrod as you get nearer, so you can see it better, but the creature looks very little like you expected; its fur is dark gray, its eyes are blood red and fierce, and its horn is stained with blood. Regardless, you still feel compelled to approach...
A corrupted unicorn is a unicorn that has been exposed to corrupting evil forces and more vile fey creatures. They are physically nearly identical to normal unicorns, though their coats tend to be darker, occasionally even black. The similarities end there, however, as corrupted unicorns are much more hostile, and actually derive some of their strength from feeding off of other intelligent creatures.
Corrupted unicorns usually keep to a specific target, following them wherever they go. They will allow themselves to be seen by the target during hours of waning light, when they are most likely to be mistaken for a normal unicorn. They play off the wonder and fascination associated with unicorns, and use that to draw their targets to them, at which point they steal part of their life force to feed themselves. It is possible for a corrupted unicorn to continue feeding off a single target for months before it becomes aware of what is happening, at which point the corrupted unicorn will finally make its kill.
Corrupted unicorns prefer not to fight until they decide to finally kill their target. When forced to fight, however, they do their best to isolate targets, pin them, and drain them to death. Like standard unicorns, corrupted unicorns' horns are a +3 magic weapon.
Aura of Charm (Sp): A corrupted unicorn constantly emits an aura that it uses to obtain its victims. This aura extends 60 feet from the corrupted unicorn, and any living creature that enters the aura must make a will save (DC 19, charisma based) upon entering the aura, though a creature gains a +1 bonus for every ally within 30 feet. Any creature that fails the save loses any hostility towards the corrupted unicorn and approaches it calmly. The effect ends once the creature leaves the aura, or if any distracting events happen nearby. Regardless of the result of the save, any creature can only be affected by the aura once a day. This is a mind-affecting compulsion.
Drain (Sp): A corrupted unicorn feeds partially on the life force of other creatures. As a standard action, a corrupted unicorn can drain others by touching its horn to their forehead, as a touch attack. If the attack hits, the target must make a fortitude save (DC 19, charisma based) or take 2d6 damage, as well as 1d2 points each of constitution and charisma damage, which the unicorn gains as temporary hit points lasting one hour. Once a day, a corrupted unicorn can alter the memory of a victim that has failed the save against this ability so that it only remembers meeting a mysterious, benign creature.
Because of the difficulty of hitting such a small area on most targets, the target's bonuses to its touch attack are doubled, and it also gains the size bonus of a creature two sizes smaller. If the unicorn cannot reach the forehead of its target, such as if the target is more than two size categories larger than it, it cannot use this ability.
Any creature that is being affected by the corrupted unicorn's aura of charm automatically fails the save against this ability and allows the attack to hit. The DC for the aura of charm also increases by one every two times the creature has its memory altered.
Skills: Corrupted unicorns have a +4 racial bonus on move silently checks.
Re: GITP Monster Competition LVI - Dark Deceptions
Huge Dragon Hit Dice: 17d12+85 (195hp) Initiative: +10 Speed: 50ft (10 squares), Fly 30ft (Poor) Armor Class: 22 (+4 Natural, -2 Size), touch 18, flat-footed 12 Base Attack/Grapple: +17/+32 Attack: Claw +22 (2d6+7) Full Attack: 2 Claws +22 (2d6+7), bite + 17 melee (2d8+7), 2 wing buffets + 17 melee (1d8+7), crush +17 melee (2d8+11) and tail slap +17 melee (2d6+11) Space/Reach: 15ft./ 10ft. (15ft with bite) Special Attacks: Acid Ball, Gas Spray, Poison Cloud, Tongue Whip. Special Qualities: AIM FOR THE HORN!, Adaptive Skin, Backstep, Master Hunter, Stealth Shift. Saves: Fort +10, Ref +10, Will +10 Abilities Str 25, Dex 30, Con 20, Int 19, Wis 16, Cha 14 Skills: Bluff +22, Climb +27, Jump +27, Hide +30, Move Silently +30, Spot +13, Search +24, Sleight of Hand +30, Listen +23. Feats: Combat Reflexes, Darkstalker, Dust Cloud, Hover, Power Attack, Wingstorm. Environment: Forest and Hills, Jungle, and Swamp. Organization: Solitary Challenge Rating: 16 Treasure: Half Standard Alignment: Chaotic Neutral Advancement: 18-25 HD (Huge) Level Adjustment: +3
A Chameleos will always attack under the cover of its Adaptive Skin ability, summoning up a Poison Cloud
Acid Ball (Ex): Once every 1d4 rounds as a standard action, the Chameleos may fire a ball of acid that effects every creature in a 60ft line, dealing 4d10 points of acid damage to any creature that fails the DC 28 Reflex Save. This Ability is Dexterity Based.
Adaptive Skin (Ex): The skin of a Chameleos constantly changes color unless otherwise controlled to, allowing it to blend in with any surrounding. All Chameleos have a Greater Invisibility effect on its person at all times, unless the Chameleos has had its tail damaged (see below), or the Chameleos suppresses it as a free action. This ability is a purely natural ability and thus works even in Antimagic Fields or Dead Magic zones.
AIM FOR THE HORN! (Ex): As the powers of a Chameleos is dependent on the circulation between it's horn and tail, damage either one can be detrimental for the Chameleos. When someone would confirm a critical hit against the Chameleos, one of two things happens (50% chance of either one).
Horn - The Chameleos loses it's Acid Ball and Tongue Whip special attacks
Tail - The Chameleos loses it's Gas Spew, Poison Cloud, and Adaptive Skin Special Attacks/Ability.
A second critical hit damages the body part that wasn't damaged the first time, and this damage can be repaired with a single casting of Regeneration.
Backstep (Ex): Directly after making a full attack, the Chameleos may move 10ft in any direction as an immediate action.
Gas Spray (Ex): Once every 1d4 rounds (separate from Acid Ball) as a standard action, the Chameleos may make use of its second breath attack - a debilitating gas of poison. When the Chameleos uses this breath attack, every creature in a 60ft cone must make a DC 23 reflex save or take 2d4 points of Constitution Drain. This ability is Constitution based.
Master Hunter (Ex): Because of the Chameleos' unparalleled skill, it can ignore constraints on it's stealth such as size. A Chameleos does not take a penalty to it's Hide rolls because of it's size.
Poison Cloud (Ex): As a Move Action, a Chameleos may whip up a cloud of purple poisonous fog that lasts for 5 rounds, otherwise functioning as a Fog Cloud spell cast by a 17th level Sorcerer, only that any creature in the fog at the end of the round takes 1d4 points of Con Drain (No Save).
Stealth Shift (Ex): The jumping skill of a Chameleos is without rival, and they can disappear and reappear somewhere else with ease. As a Move Action, the Chameleos can mimic the effects of a Dimemsion Door spell cast by a 17th level Sorcerer.
Tongue Whip (Ex): The Chameleos, like it's Chameleon forefathers, can whip out it's sticky tongue to ensnare its prey. A Chameleos may make a special grapple attempt from up to 30ft without penalty. If they succeed on the check, the grappled creature is dragged to the Chameleos and is grappled as if it were adjacent to the Chameleos.
A creature of genetic blasphemy, a Chameleos is born when a Chameleon incubates, and cares for a Pseudodragon egg. The resulting creature that is born surpasses both creatures in its skills of trickery and mischief, and certainly grows bigger than either parent. However, while a Chameleos could easily bring ruin to entire villages and cities, it is not malicious but rather it has little to no grip on the wishes and thoughts of others, making it amoral above anything else. They can commonly be found in Jungles, Forests, Hilled areas and Swamps, or generally any place where you could find exotic creatures like chameleons, where they quickly become the apex predator and even take over control of local Lizardfolk tribes with their baleful breath and poison clouds winning over anyone not convinced by the Chameleos' guile. Rarer, but not uncommon, is the Chameleos that takes control over the local Fae court or Rogue's Guild, using it's new-found pawns as simple tools to amuse itself.
The most common way adventurers will come in contact with Chameleos will be either when some idiot magi decided to rear a Chameleos (the species quite simply refuses to be caged) which escapes, or when an elder Chameleos (normally with class levels) is found out to be in control of an overbearing Rogue's guild or a malicious Unseelie Court. Much rarer is the wild Chameleos, bred simply by chance and left to ravage the wilds it calls home.
When a person kills a Chameleos or comes across a dead body of a Chameleos, as a full round action, the person may make a DC 15 Survival check. If they succeed, they harvest enough supplies to make one set of Chameleos Armor for any size up to Large, or one weapon of any size up to Huge. If they fail the check, the DC to try to harvest the supplies again increases by 5.
You can only harvest the body of a Chameleos that has been dead for no longer than half an hour.
To create armor/weapons out of Chameleos Skin takes no longer than a normal weapon/armor set of its type, but requires an Alchemy check at the end of the crafting process equal to the initial Craft check needed to make the armor. Failing the check ruins the armor and requires the crafter to start over, including acquiring more Chameleos skin.
Armor made of Chameleos Skin is automatically masterwork, has an Armor Check Penalty of 3 less than it normally would, reduced the Arcane Failure Chane of the armor by 10%, and gives the wearer DR X/Slashing, where X is the enhancement bonus of the armor.
A weapon made of Chameleos Skin is automatically masterwork, weighs half as much as a normal weapon of its type, and because of its spongy composition cannot be sundered. It also deals one point of Dexterity Drain whenever its wielder deals damage.
To make armor or weaponry out of Chameleos Skin costs 125% of its original price, mainly from the alchemical products needed to create it. To buy weapons or armor made from Chameleos Skin costs 150% of its normal price, because Chameleos are just that dang rare.
Last edited by TheGeckoKing : 04-13-2011 at 09:13 AM.
Re: GITP Monster Competition LVI - Dark Deceptions
Diminutive Outsider (Evil, Extraplanar) Hit Dice: 4d8 (18 hp) Initiative: +4 Speed: 10 ft. (2 squares), fly 40 ft. (perfect) Armor Class: 21 (+4 size, +4 Dex, +3 natural), touch 18, flat-footed 17 Base Attack/Grapple: +4/-11 Attack: Sting +12 melee (1d4-3 plus poison) Full Attack: Sting +12 melee (1d4-3 plus poison) Space/Reach: 1 ft./0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., false conscience, fast healing 2, sober invisibility, telepathy 10 ft. Saves: Fort +4, Ref +8, Will +4 Abilities: Str 5, Dex 18, Con 10, Int 11, Wis 10, Cha 16 Skills: Bluff +12, Diplomacy +12, Gather Information +7, Hide +16, Intimidate +14, Knowledge (Local) +7, Listen +7, Move Silently +11, Spellcraft +5, Spot +7 Feats: Persuasive, Weapon Finesse Environment: Any evil plane, taverns and bars Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 5-8 HD (Diminutive) Level Adjustment: --
The tiny creature standing on your shoulder looks like a small, infernal version of yourself. With skin the color of dried blood, it wears an outfit that darkly mirrors your own. Small, bat-like wings and a whip-thin tail sway as it balances, meeting your eyes with itís own glowing ones. a smile plays across itís lips and you can make out tiny fang, far sharper than your own teeth. On your other should stands an angelic figure, radiating holiness and purity. Brilliant white feathered wings sprout from itís shoulders, and it stands clean and tall, gazing at you in benevolence.
Tavern imps delight in causing confusion and pandemonium. They get their name from where they can typically be found, encouraging poor decisions and rash actions. Preying on those thoroughly drunk and with already impaired thoughts, they land upon the shoulder of their target, curiously always the left shoulder. They will confuse and confound their prey, acting as both conscience and temptation, foiling many of their own arguments. But since the angelic being is merely a projection controlled by the tavern imp, the imp invariably comes off as far more reasonable and convincing. They keep a low profile, with the intent that their prey will think they are merely a manifestation of their own mind, rather than a separate creature.
Tavern imps can be found in any bar, tavern, or place where drink flows freely, such as an army encampment. They encourage rowdiness and tempt their prey to evil actions. The most prized target one can find is a paladin, cause him to question his morals and decisions, perhaps even causing him to commit minor evils, is a rare and delightful event for a tavern imp.
A tavern imp will avoid combat whenever it can, preferring to sow confusion and discord with words. If forced to fight, it will attempt to incapacitate any opponents that can see through itís invisibility, and then confuse the rest, letting them fight on another. It will often use itís suggestion ability to attempt to gain allies in random bystanders. If an opportunity to flee appears a tavern imp will almost invariably take it.
A tavern impís natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Injury, Fortitude DC 14, initial damage creature is confused for 2d4 rounds, secondary damage 1d4 Dex and 1d4 Wis. The save DC is Constitution-based and includes a +2 racial bonus.
A tavern imp that lands on an intelligent creatureís shoulder manifests an illusory counterpart on the creatureís other shoulder, and the tavern impís weight is distributed between the two shoulders equally. The counterpart looks as angelic as the tavern imp looks infernal. Both take on features and a similar appearance as the creature they are on. The tavern imp has complete control of this counterpart, and can speak through it as easily as through itís own mouth. The tavern imp is connected to the creature they are sitting upon as if under a continual detect thoughts.
While on an intelligent creatureís shoulder, the tavern imp and the angelic image can only be seen and heard by the creature they are sitting on. Only true seeing or an equivalent can pierce this effect.
Fast Healing (Ex)
A tavern impís fast healing doubles while it is consuming alcohol or another intoxicating substance.
Sober Invisibility (Su)
A tavern imp remains invisible even when it attacks. This ability is constant, but the tavern imp can suppress or resume it as a free action. Creatures that are intoxicated or have been affected by a tavern impís poison within the last hour can see the tavern imp as though it wasnít invisible.
Originally imps hailing from the Nine Hells, these creatures were sent to locations all over the material planes where heroes and villains relaxed and celebrated. They were sent to breed mistrust, to influence those already under the effects of heavy drinking into reckless actions and quick tempers. However, the continued contact and influence of alcohol and constant attempts to incite chaos and destruction slowly caused them to lose their connection with the their lawful nature. While they are still extraplanar creatures, they no longer consider Baator alone their native plane, appearing in taverns throughout the multiverse.
If you want to make the tavern imp more combat capable, switch out the Persuasive feat for Fly-By Attack. Ability Focus (Poison) is another solid option, making his stinger particularly potent. You can also give it a minor item or two, like a ring that grants a +5 bonus to Bluff or Diplomacy. Played intelligently, a tavern imp should be very hard to pin down, especially without allies.
__________________ My homebrew - If you use it, please let me know how it goes!
Re: GITP Monster Competition LVI - Dark Deceptions
I love how this contest's entries are so varied in their methods of deception. The Usora is unintentional deception, neither harming nor hurting. The Corrupted Unicorn's deception is intentional, using their abilities to harm and hinder others. The Chameleos represents a more feral deception (as far as I can tell), using their abilities for ambush and hunting.
The Tavern Imp... the Tavern Imp seems more like intentional deception, for the purpose of harming others, similar to the Corrupted Unicorn.
So, there are two intelligent, evil creatures, and two non-evil creatures. Very interesting.
I must say, good theme, Djinn. It brought out some really fantastic entries, both in concept and execution.
Re: GITP Monster Competition LVI - Dark Deceptions
Originally Posted by MammonAzrael
Intentional deception for fun and evil profit. While the Imp surely spreads evil on purpose, I'm sure they do quite a lot because it would just be funny!
And I agree, terrific theme!
I found it most interesting that the two more... "civilized" is a guess the word that best applies in this situation (I was going to say intelligent, but the Chameleos has an Intelligence of like 19 ) creatures are also evil.
Also; any theme that lets me use rainbow format pretty much just wins hands down.