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Beholder, Biclops
Large Aberration (Psionic) Hit Dice: 11d8+44 (93 hp) Initiative: +2 Speed: 5 ft. (1 squares), Fly 20 ft. (Good) Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24 Base Attack/Grapple: +8/+12 Attack: Bite +7 melee (2d4) Full Attack: Bite +7 melee (2d4) Space/Reach: 10 ft./5 ft. Special Attacks: Spookity Psychic Powahs Special Qualities: Dark Vision 60', Flight, Power Resistance 23 Saves: Fort +7, Ref +5, Will +9 Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Skills: Autohypnosis +14, Concentration +16, Hide +8, Knowledge (Psionics) +15, Listen +12, Psicraft +15, Search +13, Spot +12, Survival +12 Feats: Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment Environment: Cold Mountains Organization: Solitary Challenge Rating: 11 Treasure: Double Standard Alignment: Usually Neutral Evil Advancement: 12-16 HD (Large) Level Adjustment: ---
"I swear if you do any laughing I will pull out your intestines with my mind."
Biclops Beholders look like Beholders but with two eyes like most humanoids, and small tentacular or horny growths as opposed to eyestalks. As usual they were an experiment to increase Beholder power by the Beholder Nations, and they turned out to be weird psychic mutants the regular Beholders felt compelled to murder. Naturally they fled, and now they hide in lonely mountains nursing their various neuroses and plotting revenge. They're surprisingly accepting of anyone who doesn't criticize their physical appearance and is willing to help them in their revenge schemes.
As they were bio-engineered to be slave warriors the Biclops were made without any form of telekinesis, supposedly ensuring their loyalty. All it's done is mad them dependent on hirelings until they can do enough research to develop the ability for themselves. Many take levels in Psion.
Deep One
Medium Monstrous Humanoid (Aquatic, Amphibious) Hit Dice: <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp) Initiative: Speed: <#> ft. (<speed / 5> squares), Swim Armor Class: <#> (<AC bonus types>), touch <#>, flat-footed <#> Base Attack/Grapple: <#>/<#> Attack: Claw Full Attack: 2 Claws and 1 Bite or by weapon Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, Special Qualities: Dark Vision 60', Immortality Saves: Fort <#>, Ref <#>, Will <#> Abilities: Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#> Skills: Feats: Environment: Any Aquatic Organization: Solitary, Group (3-8), or City (potentially millions) Challenge Rating: Treasure: Standard Alignment: Usually Neutral Evil Advancement: Level Adjustment:
“I think their predominant colour was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked.”
Woohoo! Thanks. Could they please have formidable spell resistance?
Fish Bastards
Medium Monstrous Humanoid (Aquatic, Amphibious) Hit Dice: 10d8+50 (95 hp) Initiative: +0 Speed: 30 ft. (6 squares), Swim 30 ft. Armor Class: 28 (+10 Natural, +8 Armor), touch 10, flat-footed 28 Base Attack/Grapple: +10/+19 Attack: Claw +15 melee (1d6+5) Full Attack: 2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d8+2) or by Longsword +15/+10 melee (2d6+5/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, +5d6 Sneak Attack, Improved Water Combat, Dabbler Special Qualities: Dark Vision 60', Immortality, Spell Resistance 20, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion Saves: Fort +10, Ref +7, Will +9 Abilities: Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15 Skills: Concentrate, Hide, Intimidate, Listen, Move Silently, Search, Spot, Survival, Swim, Use Magic Device Feats: Combat Expertise, Deft Strike (Complete Scoundrel), Improved Feint, Telling Blow (PHB 2) Environment: Any Aquatic Organization: Solitary, Group (3-8), or City (potentially hundreds) Challenge Rating: 10 Treasure: Standard Alignment: Always Neutral Evil Advancement: By Character Class Level Adjustment: ---
"Fish Basterds. Well there goes the neighborhood. Git me mah fishin' pole son."
Fish Bastards are so called because nobody really knows their actual name as they refuse to communicate with other races whom they consider slaves, food, or breeding stock. Fish Bastards have somehow perfected a magical curse that allows them to interbreed with virtually any species, after which the victims only produce Fish Bastards at any point they become pregnant (which quite frankly also influences their nickname, they really aren't nice guys). They truly believe the easiest way to take over the world is to simply breed everyone else out of existence. You can pretty much see how they got the name...
Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter. Any opponents rolling a Natural 1 on their Willpower Save must
Sneak Attack (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Water Combat (Ex): Fish Bastards are used to fighting underwater, and when doing so get a +2 Circumstance Bonus to all Attack and Damage rolls and all Opposed Checks. They also gain one additional die of Sneak Attack if their opponent has no Swim Speed.
Dabbler (Sp): Fish Bastards frequently dabble in magic whether or not they actually have levels in a casting class. They may choose any three Level 1 spells from the Wizard list to cast 3/day, any 3 spells form the Level 2 Wizard list 2/day, and any one spell from the Level 3 list 1/day as Spell-Like abilities.
Immortality (Ex): Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease. They do not die unless purposefully killed. Or unless big things fall on them.
Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.
Evasion (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Evasion (Ex): Identical to the ability listed in page 50 of the PHB.
Combat: Generally FB's tend to swarm boats to bring them down, so they can fight in the water, or they sneak into towns at night to kidnap women or kill and steal. Raids are quick hits to get back in the water as they really prefer to fight in the water.
Okay twilight standard deepones dont really seem to be as powerful as you need them to be so I'm making these guys. I just need to tweak them to make them CR 10.
Fish Bastards
Large Monstrous Humanoid (Aquatic, Amphibious) Hit Dice: 10d8+50 (95 hp) Initiative: +0 Speed: 30 ft. (6 squares), Swim 30 ft. Armor Class: 27 (-1 Size, +10 Natural, +8 Armor), touch 9, flat-footed 27 Base Attack/Grapple: +10/+19 Attack: Claw +14 melee (1d6+5) Full Attack: 2 Claws +14 melee (1d6+5) and 1 Bite +9 melee (1d8+2) or by Longsword +14/+9 melee (2d6+5/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, Spellcasting Special Qualities: Dark Vision 60', Immortality, Spell Resistance 20 Saves: Fort +10, Ref +7, Will +9 Abilities: Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15 Skills: Concentrate, Intimidate, Knowledge (Arcane), Spellcraft Feats: Combat Casting, Greater Spell Penetration, Great Fortitude, Spell Penetration Environment: Any Aquatic Organization: Solitary, Group (3-8), or City (potentially hundreds) Challenge Rating: 10 Treasure: Standard Alignment: Always Neutral Evil Advancement: By Character Class Level Adjustment: ---
Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter. Any opponents rolling a Natural 1 on their Willpower Save must
Spellcasting (Ex): Fish Bastards can cast spells as a Sorcerer, Their caster Level is effectively their (Hit Dice-2). So the basic Fish Bastard casts spells as an 8th Level Sorcerer.
Immortality (Ex): Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease. They do not die unless purposefully killed. Or unless big things fall on them.
Combat:
Okay twilight standard deepones dont really seem to be as powerful as you need them to be so I'm making these guys. I just need to tweak them to make them CR 10.
Thank you so much!
Can you make them medium-sized and ad formidable spell resistance?
I would like to see a Racial Template for the Deep Ones if you willing.
__________________ My Homebrew (180+ and still counting) Horribly Out of Date
Quote:
Originally Posted by Crasical
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
I actually don't think the spell-casting is necessary. It would be better if the could throw around way more damage in melee, but were limited to a few spell-like abilities.
Since I plan to give some of them Rogue levels, a decent Dexterity would be appreciated.
I am more of a fluff-person than a stat-maker, so I doubt I would end up with as interesting a result as many others.
All I can suggest is that if the creature's stat block is not already somewhere out there, the Wolpertinger (or Sciurisphinx, or Iacalogriff) should probably be a tiny or smaller magical beast with 2 int.
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I looked at the 'funny animals' list and saw nothing there, so I assumed there was no such critter in the lists. Why int 6 though? They don't seem to have much of a use for smarts.
__________________ Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play. Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.
I'm in the middle of reading a book called "The Hunger Games" in where there are genetically mutated wasps called Tracker Jackers. I was thinking that they might make a good critter for 3.X. I'd love see if anyone else has tried to incorporate them or drafted a possible creature description.
Um...I'm not entirely sure thats possible. Toon physics doesn't adapt well to teh d20 system.
Err?
You may need to be a bit more specific here.
Falling Anvil and the associated Tittering Brick Squirrels seem to indicate it can be done, although none of the play-tests ever got very far.
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To explain Draco, toon physics doesn't work well in D20 because thats not what D20 is meant to simulate. Toons can do literally anything, as long as it's funny, or have whatever limitations are necessary, as long as it's funny. I'm not sure I could accurately depict that unless I made a subset of rules specifically for Toon campaigns, which would take fr more time and effort than i am capable of giving right now.
Qwilight: What exactly is it you want your fish people to be capable of? WHat role do they play i
n the campaign.
The heroes are stuck in a crappy little town by the ocian and are about to be terrorized by fish bastards. Later, they will explore catacombs under the town, which will be inhabited by cultists of Dagon who will use fish bastards as shock troops and bodyguards.