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  1. - Top - End - #91
    Barbarian in the Playground
     
    shadowxknight's Avatar

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    Default Re: Vote Up a Monster #1

    Urban and any temperature

  2. - Top - End - #92
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    Default Re: Vote Up a Monster #1

    Alright, the votes for Environment are tallied, & the winner is: Any Urban or Ruin!

    So, the creature is going to be an Aberration, with the Extraplanar & Shapechanger subtypes. It's Size is going to be Huge. It's Alignment is going to be Lawful Good. It's CR is going to be 13. It's Environment is going to be Any Urban or Ruin. This sounds like it's going to be a crazy interesting critter. So lastly, I need you guys (& girls) to vote on the creature's Special Abilities. Votes will be tallied regularly. Please only vote for 2 Special Abilities maximum, thank you.

  3. - Top - End - #93
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    Devil

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    Default Re: Vote Up a Monster #1

    Gaze and Trample
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  4. - Top - End - #94
    Troll in the Playground
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    Default Re: Vote Up a Monster #1

    Votes changed, see later post.
    Last edited by Adumbration; 2008-09-26 at 12:00 AM.

  5. - Top - End - #95
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    Default Re: Vote Up a Monster #1

    I'd say Spells and Fast Healing (if you need ideas for spells, I'd go with battlefield controll spells).
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  6. - Top - End - #96
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    Default Re: Vote Up a Monster #1

    Change Shape and Spell Like Abilities
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  7. - Top - End - #97
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    Default Re: Vote Up a Monster #1

    Gaseous Form and Blindsight (non hearing based).

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  8. - Top - End - #98
    Ogre in the Playground
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    Default Re: Vote Up a Monster #1

    Antimagic and Regeneration

  9. - Top - End - #99
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    Default Re: Vote Up a Monster #1

    Charm and Compulsion and Spell Immunity.
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  10. - Top - End - #100
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    Default Re: Vote Up a Monster #1

    Change Shape and Spells/SLAs.

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  11. - Top - End - #101
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    Default Re: Vote Up a Monster #1

    Antimagic and SLAs.

    Is there some way that he can use his SLAs inside his antimagic field?
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  12. - Top - End - #102
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    Default Re: Vote Up a Monster #1

    Change Shape (since Alternate Form makes you pick one form) and Telepathy.
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  13. - Top - End - #103
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    Default Re: Vote Up a Monster #1

    I probably shouldn't be on, but I saw this and had to post. I'm not sure how specific you want the Special Abilities, since you linked to the generic ones, but here's a nongeneric one I came up with.

    Cathedralform (Su): As a standard action, a --- can alter its form to resemble a wooden building. Its size may remain Huge, or become Gargantuan or Colossal, at its option. This decision must be made when this ability is used, and may not be changed afterwards. The --- gains temporary hit points when it assumes this form equal to the size of the building it changed into: 20 temporary hit points for a Gargantuan building, and 50 temporary hit points for a Colossal building.

    While in cathedralform, a --- gains DR 10/– and resistance 10 to cold, acid, electricity, and sonic damage. It becomes vulnerable to fire, taking half again as much damage from fire effects as normal. All movement speeds for a --- in cathedralform are halved. Traditionally, a --- transforms into a building to lure evildoers inside, and then traps them inside as it slowly saunters off to bring them to justice. A --- has complete control over the floor plan of the building it transforms into, and can manipulate the design features of it at will as a standard action (including, but not limited to, the following effects: opening and closing doors and windows, moving entrances and exits, changing the size or locations of stairways, and similar effects).

    A --- may remain in cathedralform for as long as it likes, but it may only assume this form once an hour. It may revert to its normal shape as a swift action; any beings inside it when it does so are ejected into the nearest open space.

  14. - Top - End - #104
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    Default Re: Vote Up a Monster #1

    Quote Originally Posted by Kellus View Post
    I probably shouldn't be on, but I saw this and had to post. I'm not sure how specific you want the Special Abilities, since you linked to the generic ones, but here's a nongeneric one I came up with.

    Cathedralform (Su): As a standard action, a --- can alter its form to resemble a wooden building. Its size may remain Huge, or become Gargantuan or Colossal, at its option. This decision must be made when this ability is used, and may not be changed afterwards. The --- gains temporary hit points when it assumes this form equal to the size of the building it changed into: 20 temporary hit points for a Gargantuan building, and 50 temporary hit points for a Colossal building.

    While in cathedralform, a --- gains DR 10/– and resistance 10 to cold, acid, electricity, and sonic damage. It becomes vulnerable to fire, taking half again as much damage from fire effects as normal. All movement speeds for a --- in cathedralform are halved. Traditionally, a --- transforms into a building to lure evildoers inside, and then traps them inside as it slowly saunters off to bring them to justice. A --- has complete control over the floor plan of the building it transforms into, and can manipulate the design features of it at will as a standard action (including, but not limited to, the following effects: opening and closing doors and windows, moving entrances and exits, changing the size or locations of stairways, and similar effects).

    A --- may remain in cathedralform for as long as it likes, but it may only assume this form once an hour. It may revert to its normal shape as a swift action; any beings inside it when it does so are ejected into the nearest open space.
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  15. - Top - End - #105
    Troll in the Playground
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    Default Re: Vote Up a Monster #1

    Quote Originally Posted by Kellus View Post
    Cathedralform (Su): As a standard action, a --- can alter its form to resemble a wooden building. Its size may remain Huge, or become Gargantuan or Colossal, at its option. This decision must be made when this ability is used, and may not be changed afterwards. The --- gains temporary hit points when it assumes this form equal to the size of the building it changed into: 20 temporary hit points for a Gargantuan building, and 50 temporary hit points for a Colossal building.

    While in cathedralform, a --- gains DR 10/– and resistance 10 to cold, acid, electricity, and sonic damage. It becomes vulnerable to fire, taking half again as much damage from fire effects as normal. All movement speeds for a --- in cathedralform are halved. Traditionally, a --- transforms into a building to lure evildoers inside, and then traps them inside as it slowly saunters off to bring them to justice. A --- has complete control over the floor plan of the building it transforms into, and can manipulate the design features of it at will as a standard action (including, but not limited to, the following effects: opening and closing doors and windows, moving entrances and exits, changing the size or locations of stairways, and similar effects).

    A --- may remain in cathedralform for as long as it likes, but it may only assume this form once an hour. It may revert to its normal shape as a swift action; any beings inside it when it does so are ejected into the nearest open space.
    I'm changing my vote to this and cleric spells.

  16. - Top - End - #106
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    Default Re: Vote Up a Monster #1

    Cathedralform and clerical spells

  17. - Top - End - #107
    Troll in the Playground
     
    Devil

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    Default Re: Vote Up a Monster #1

    Vote change to cathederal form and cleric spells.
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  18. - Top - End - #108
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    Default Re: Vote Up a Monster #1

    Cathedralform, cleric spells and Smite Evil. Also, in cathedralform, the ground inside should be automatically sanctified.
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  19. - Top - End - #109
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    Default Re: Vote Up a Monster #1

    Cathedralform (BTW why cathedral?) and antimagic.
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  20. - Top - End - #110
    Troll in the Playground
     
    Devil

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    Default Re: Vote Up a Monster #1

    Quote Originally Posted by cnsvnc View Post
    BTW why cathedral?
    I am guessing the combination of LG, Urban/ruins and shapechanger. He shape chances into a LG appropriate building.
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  21. - Top - End - #111
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    Default Re: Vote Up a Monster #1

    All current votes are tallied, but I'm gonna keep the voting up over the weekend, because there are so many Special Abilities to choose from. Check out the table on post #1 for the current tally. Keep 'em comin'!
    Last edited by Zeta Kai; 2008-09-26 at 02:53 PM. Reason: added link

  22. - Top - End - #112
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    Default Re: Vote Up a Monster #1

    Cathedral Form and Regenation when not in Cathedral Form, when dropped to below -10 hit points automatically turns into Cathedral Form.
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  23. - Top - End - #113
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    Default Re: Vote Up a Monster #1

    It should have a sonic-based attack - namely, it should have something related to a large bell, that it clangs when in cathedral form. (Since it's pretty much a given that it'll ave cathedralform at this point...)

  24. - Top - End - #114
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    Cathedralform and Cleric spells
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  25. - Top - End - #115
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    Antimagic and Cathedralform.

  26. - Top - End - #116
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    Change shape and antimagic.

  27. - Top - End - #117
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    Default Re: Vote Up a Monster #1

    Alright, the votes for Special Abilities are tallied, & the winner is: Antimagic, Cathedral Form, & Spells (Cleric)!

    So, the creature is going to be an Aberration, with the Extraplanar & Shapechanger subtypes. It's Size is going to be Huge. It's Alignment is going to be Lawful Good. It's CR is going to be 13. It's Environment is going to be Any Urban or Ruin. It's Special Abilities are going to be Antimagic, Cathedral Form, & Spells (Cleric). This sounds like it's going to be an insanely interesting critter.

    Voting is concluded at this point. The resultant creature is being crafted, & will be posted on Wednesday, October 1st. Thanks to everyone who voted.

  28. - Top - End - #118
    Troll in the Playground
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    Default Re: Vote Up a Monster #1 (Voting Complete, Monster Pending)

    Can't wait to see it. I hope you have a good picture of it. Maybe in the cathedral form?

  29. - Top - End - #119
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    Default Re: Vote Up a Monster #1 (Voting Complete, Monster Pending)

    As promised, today I am proud to present the monster that you all voted for. I have to say that I was pleasantly surprised by both the turn-out & the results. This was not a monster that I would have come up with on my own. It has many aspects of its design that are highly unusually, both for me personally & for D&D in general.

    Without further ado, I give you the Gatekeeper.

  30. - Top - End - #120
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    “So, are you trying to tell me that the Holy Zenith Cathedral of Heironeous is actually some kind of tentacle monster?”

    Gatekeeper
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    A Colossal Gatekeeper in Shrine Form.


    A Huge Gatekeeper in its natural form.

    Huge Aberration (Extraplanar, Shapechanger)
    Hit Dice: 16d8+80 (152HP)
    Initiative: +5
    Speed: 20’ (4 squares), Burrow 10’ (2 squares)
    Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
    Base Attack/Grapple: +12/+27
    Attack: Slam +17 melee (2d6+7)
    Full Attack: 2 Slams +17 melee (2d6+7)
    Space/Reach: 15’/15’
    Special Attacks: Spells
    Special Qualities: Aberration traits, Antimagic, Cathedral Form
    Saves: Fort +12, Ref +6, Will +12
    Abilities: Str 24 (+7), Dex 13 (+1), Con 20 (+5), Int 17 (+3), Wis 14 (+2), Cha 19 (+4)
    Skills: Concentration +13, Diplomacy +10, Disguise +22, Hide -7, Intimidate +12, Knowledge (Religion) +14, Listen +10, Search +7, Sense Motive +11, Spellcraft +11, Spot +9
    Feats: Great Fortitude, Improved Initiative, Negotiator, Silent Spell, Skill Focus (Disguise), Still Spell
    Environment: Any Urban or Ruin
    Organization: solitary
    Challenge Rating: 13
    Treasure: standard
    Alignment: usually Lawful Good
    Advancement: 17-25HD (Huge), 26-35HD (Gargantuan), 36-60HD (Colossal)
    Level Adjustment: N/A

    The temple before you begins to shudder & shake. In the blink of an eye, the entire building collapses into itself. But instead of a heap of rubble, the remains of the temple have formed into a ropey mass of boney plates & red sinew. The creature’s multiple jaws flex as it spits pinkish froth, & it many eyes stare in your direction with an inscrutable intellect.

    Not all beings native to the Far Realm are evil. Despite the ubiquitous madness that pervades that plane, some native creatures there have pure souls, dedicated to the betterment of others. These entities are aberrant even among their own kind, & are most commonly known as the Gatekeepers.

    The term “Gatekeeper” refers to their self-chosen role in the multiverse. Known in the myriad tongues of the Far Realm as G@t^k%p*r (or other, stranger variations), the Gatekeepers have taken it upon themselves to protect the “near planes” from the predations of other natives of the Far Realm. They do this by guarding portals to the Far Realm, defending against new & existing Far Realm incursions, & promoting Good-aligned organizations. Although their alien mindset usually precludes them from actual worship of their chosen deities, the Gatekeepers’ service & dedication to the causes of Law & Good make them valuable allies of their respective churches.

    Adults are around 24’ long in their natural form, & weigh about 9 tons. It is unknown if there are separate genders of Gatekeepers, or if there is any size or shape difference between these potential genders. Gatekeepers can live to be 1,200 years old, & the speak Celestial, Common, Draconic, & Far Common (Ph@rk*m#n).

    Combat
    Gatekeepers are cautious, prudent beings, & therefore do not enter combat lightly. While in Shrine Form, a Gatekeeper will usually defend itself from attacks by activating its Antimagic Field, or by using its spells such as calm emotions, hold person, or searing light. In its natural form, a Gatekeeper is more willing to fight back, using its Antimagic Field to negate magical assaults while it slams opponents. When faced with enemies from foreign planes, it often employs spells such as dismissal, banishment, or forbiddance, only using its Antimagic Field as a last resort.

    Spells: Gatekeepers in either form can cast divine spells as 12th-level clerics. A Gatekeeper has access to any 2 of the following domains: Good, Law, Protection, Sun, or Trickery. The save DC’s are Wisdom-based (save DC=13 + Spell Level). Typical cleric spells prepared 6/6/5/5/4/4/3:
    • 0th Level: create water, guidance, light, mending, purify food & drink, resistance
    • 1st Level: bless water, cure light wounds, detect chaos, detect evil, remove fear, sanctuary
    • 2nd Level: aid, calm emotions, consecrate, enthrall, hold person
    • 3rd Level: daylight, protection from energy, remove curse, searing light, stone shape
    • 4th Level: cure critical wounds, dimensional anchor, dismissal, sending
    • 5th Level: cure light wounds (mass), hallow, summon monster V, wall of stone
    • 6th Level: banishment, forbiddance, planar ally

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

    Antimagic (Ex): Three times per day, a Gatekeeper can emit an antimagic field centered upon itself; this field has a 30’ radius, & lasts up to 1 hour; a Gatekeeper can dismiss its own field as a free action, but any time remaining on the effect is wasted; activating a field is a swift action that does not provoke an attack of opportunity; while its field is active, a Gatekeeper must remain in its current form

    Shrine Form (Su): A Gatekeeper can alter its form to resemble a building dedicated to the worship of a Lawful Good deity, such as Heironeous, Moradin, or Yondalla. Its size increases by 1 step while in this form; therefore, a Huge Gatekeeper would have a Gargantuan Shrine Form. The Gatekeeper gains temporary hit points when it assumes Shrine Form equal to its Hit Die.

    While in Shrine Form, a Gatekeeper gains DR 10/- & Resistance 10 to cold, acid, electricity, & sonic damage. It becomes vulnerable to fire, taking 50% more damage from fire effects as normal. A Gatekeeper in Shrine Form can only travel 5’ per round, & cannot use its Burrow ability. Traditionally, a Gatekeeper transforms into a building to lure evildoers inside, & then traps them inside as it slowly marches off to bring them to justice. A Gatekeeper can also shelter smaller allies within it, protecting them from harm (creatures inside of a Gatekeeper cannot be targeted from the outside). Regardless of intent, a Gatekeeper’s interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents; this assumes that the Gatekeeper is originally Huge; a Gargantuan Gatekeeper can hold twice as many, while a Colossal Gatekeeper can hold 4 times as many.

    A Gatekeeper has complete control over the floor plan of the building it transforms into, & can manipulate the design features of it at will as a standard action (including, but not limited to, the following effects: opening & closing doors or windows, moving entrances or exits, changing the size or locations of stairways, & similar effects). A typically Gatekeeper’s Shrine Form looks like a small temple building, made of wood, brick, or stone, around 25’×50’ on the first floor. It usually has 1 or 2 upper floors, usually forming a small tower. It often has stained glass windows (which do not permit clear vision, only lighting), & large double doors on one side.

    A Gatekeeper can assume Shrine Form as a standard action that does not provoke attacks of opportunity. A Gatekeeper may remain in Shrine Form for as long as it likes, but it may only assume this form 3 times per day. It may revert to its normal shape as a swift action; any beings inside it when it does so are ejected into the nearest open space.

    Gatekeeper Lore
    Characters who have ranks in Knowledge (Dungeoneering) or Knowledge (The Planes) can learn more about Gatekeepers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • Dungeoneering DC18: “There are strange beasts from beyond that are able to take to form of churches.”
    • The Planes DC23: “Known as the Gatekeepers, they are Lawful Good beings from the Far Realm.”
    • Dungeoneering DC28: “The Gatekeepers make it their mission to keep other natives from the Far Realm out of the ‘near planes’.”
    • The Planes DC33: “They are able to cast spells like a cleric, & are particularly adept at projecting antimagic fields.”
    • Dungeoneering DC38: Characters who succeed this Knowledge check know a Gatekeeper’s typical spell list, as well as the specifics of Shrine Form.


    Another Gatekeeper protecting its chosen area.
    Last edited by Zeta Kai; 2008-10-01 at 12:59 PM. Reason: typos

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