Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
bite +8 melee (2d6+4 plus 1d6 electricity) or gore +8 melee (2d6+4)
Full Attack:
bite +8 melee (2d6+4 plus 1d6 electricity) and gore +8 melee (2d6+4)
Space/Reach:
10ft/5ft
Special Attacks:
trample 1d8+6
Special Qualities:
Saves:
Fort +8, Ref +6, Will +1
Abilities:
Str 18, Dex 14, Con 15, Int 3, Wis 10, Cha 8
Skills:
Listen +4, Spot +4, Swim +12
Feats:
great fortitude, power attack
Environment:
cold and temperate forests, plains, and aquatic
Organization:
solitary or pair
Challenge Rating:
5
Advancement:
6-10 HD (large) 11-15 HD (huge)
Level Adjustment:
--
The dreaded electric hippopotamoose was a horrid experiment. Combining the Hippopotamus, the moose, and the electric eel. It appears as a slick skinned hippo with a large pair of moose antlers. Combat:
Trample (Ex):
Electric hippopotamooses can trample small or smaller opponents for 1d8+6 points of damage. Opponents who do not make attacks of opportunity against the electric hippopotamoose can make a reflex save (DC 16) for half damage. The DC is strength based
Squarks are a vicious combination of giant squid and huge shark, they are horrifically fast in battle, and are even stronger once they actually hit you. They appear as a large sharks head but behind the head, there is a mass of 10 tentacles. *cough cough sharktapus syfy movie cough cough*
Combat
Improved grab (Ex):
To use this ability the Squark must hit a medium size or smaller opponent with a tentacle rake attack, if it gets a hold it can constrict.
Constrict (Ex):
A squark deals automatic tentacle rake damage with a successful grapple check against medium sized or smaller creatures.
Ink Cloud (Ex):
A squark can emit a cloud of jet black ink 20 feet high by 20 feet wide by 40 feet long once a minute as a free action. The cloud provides total concealment which the squid normally escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex):
A squark can jet backwards once a round as a double move action, at a speed of 320 feet.
Keen Scent (Ex):
A squark can notice creatures by scent in a 180 foot radium and detect blood in the water at a range of up to a mile
more to come...and yes, expect a duckbunny on easter
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
2 hooves +15 melee (1d4+2) and bite +20 melee (2d8+5)
Space/Reach:
10ft/5ft
Special Attacks:
Improved grab, swallow whole
Special Qualities:
low-light vision,scent
Saves:
Fort +16, Ref +11, Will +7
Abilities:
Str 20, Dex 13, Con 18, Int 2, Wis 14, Cha 8
Skills:
Listen +13, Spot +13
Feats:
endurance, diehard, alertness, weapon focus (bite), run, great fortitude
Environment:
temperate,plains
Organization:
solitary
Challenge Rating:
6
Advancement:
17-34 HD (huge) 35-52 HD (gargantuan)
Level Adjustment:
--
This creature is horrible...made with a combination of a childish love of dinosaurs, with the imagination of bronymancers, and when those two mix, this horrid abomination is born. The tyrranopony appears as a tyrannosaurus rex with no small forearms, large pony legs replacing said forearms, and a large scaled pony head with sharp teeth.
Combat:
Improved grab (Ex):
To use this ability, a tyrannopony must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow whole (Ex):
A tyrannopony can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannopony’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Large tyrannopony’s gizzard can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
Oh my. Oooh my.
I am loving this very much. Just two one issues that I can see; it has six feats when it should have five, and are you sure about the challenge rating?
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
The electric hippopotomoose should have the Amphibious special quality so it can breathe air too. It probably should have low-light vision too. A creature with 2 primary attacks can't normally use them together as a full attack. Bite should probably be a secondary attack and would be -5 to attack even if used as a primary attack. Secondary attacks don't appear on the attack line. Secondary attacks use 1/2 str bonus modifiers.
Attack: Gore +8 melee (2d6+4)
Full Attack: Gore +8 melee (2d6+4) and bite +3 melee (2d6+2 plus 1d6 electricity)
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Your squark has the same issue of attacks as your hippopotamoose. In 3.5. if a creature has more than one type of attack that it can make one is primary and the rest are secondary. Some creatures will have 2 primary attacks but they cannot be used at the same time in a Full Attack. Secondary attacks use 1/2 creature's Str as damage bonus.
Attack: tentacle +19 melee (1d6+8) Full Attack: 10 tentacles +19 melee (1d6+8) and bite +15 melee (2d6+4)
Your squark probably shouldn't have a land speed at all. A beached squark probably dies from suffocation.
A shark has swim speed of 60 ft.; a giant squid has a swim speed of 80 ft. so this should have a swim speed of 70 ft. Sharks have a Cold Aquatic environment and squids have a Temperate Aquatic Environment so this should have a Cold and Temperate Aquatic Environment.
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Tyrranopony looks terrific. Can you ride one? I can see if I could figure out the rules for this. It should be spelled tyrranopony it seems. I imagine these are difficult to handle so the -5 penalty to Ride would remain.
A trained tyrranopony can be ridden into battle but the rider takes a -5 penalty to ride as these are not as well suited for riding as a normal pony. Maybe you need the carrying capacity too. It's a large quadruped so it has a x3 modifier on carrying capacity.
Carrying Capacity
A tyrranopony can carry 399 pounds as a light load, 400-798 as a medium load, and 799-1,200 pounds as a heavy load.
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Here's the Duckbunny Homebrew From Enworld
Spoiler
Duckbunny
Tiny Magical Beast
Hit Dice: 1/2 d10 (2 hp)
Initiative: +4
Speed: 20 ft (4 squares), swim 30 ft
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +7 melee (1d2-3 plus snap)
Full Attack: Bite +7 melee (1d2-3 plus snap)
Space/Reach: 2 ˝ ft/0 ft
Special Attacks: Snap
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 7
Skills: Listen +4, Spot +4, Swim +12
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary or pack (2-10)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: +0 (cohort)
This creature might have a more bizarre appearance than the platypus. It has the body and long ears of a white rabbit, with the beak and webbed feet of a waterfowl. Its bill and feet are orange-yellow, and its eyes are big and black.
The duckbunny is the result of magical crossbreeding experiments; in this case, this creature is the result of combining a snowshoe hare and a duck. Since such experiments are dangerous endeavors, enterprising wizards prefer to start with tamer beasts than something like an owlbear. From the combination of mammal and bird, many young wizards learn a valuable lesson in the art of crossbreeding species.
Duckbunnies tend to live like normal rabbits, with a few exceptions. Like rabbits, they live in underground burrows, and eat mostly vegetables. Like ducks, they lay eggs instead of giving birth to live young, are excellent swimmers, and do eat the occasional fish. If a duckbunny is freed into the wild, it will make its home along the banks of a small body of water, such as a lake or pond. A duckbunny can live on the water plants it finds there, but can be as big a nuisance to vegetable gardens as a normal rabbit.
Duckbunnies sometimes become familiars to wizards and make excellent pets, with their big eyes, floppy ears, and soft, downy fur. They cry out with a loud quacking sound when disturbed or surprised, making a duckbunny a rather inexpensive alarm system. Though they won’t attack like a guard dog, a killed duckbunny is easy to replace due to their high breeding rate. A duckbunny familiar grants its master a +2 bonus on Initiative checks.
The duckbunny also has several practical uses. Their eggs are delicious, and they breed like rabbits, which ensures a steady supply. Their downy feathers provide excellent insulation, such that their skins make excellent cloaks, capes, and boots. Duckbunny meat also makes for a good stew and tastes just like rabbit meat.
A duckbunny is 15-19 inches long, and weighs between 2-4 pounds.
COMBAT
Duckbunnies generally take the first opportunity to flee from any hostile encounter. If cornered, a duckbunny will snap its beak at any extremities within reach, from fingers to noses. Many creatures are shocked by an attack from such an inoffensive-looking creature, giving the duckbunny its chance to escape.
Snap (Ex): When a living creature is hit by a duckbunny's bite attack, it must succeed on a DC 14 Will save or be dazed for 1 round. Once a creature witnesses this attack, it can never again be affected by a duckbunny's snap attack. The save DC is Dexterity-based.
Skills: A duckbunny has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Duckbunnies use their Dexterity modifier instead of their Strength modifier for Swim checks.
1998 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #243 ("The Dragon's Bestiary," January 1998, Johnathan M. Richards).
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P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
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.
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
Happy Easter to you too. Bring on the Duckbunneh! (Is it a Canadian Duckbunneh?)
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
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.
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
SHAMOW! HERE IT IS :O
Duckbunny
Tiny Magical Beast Hit Dice: 1/2 d10 (2 hp) Initiative: +4 Speed: 20 ft (4 squares), swim 30 ft Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: +1/-10 Attack: Bite +7 melee (1d2-4) Full Attack: Bite +7 melee (1d2-4) Space/Reach: 2 ˝ ft/0 ft Special Attacks: Special Qualities: low-light vision Saves: Fort +3, Ref +7, Will +2 Abilities: Str 3, Dex 20, Con 12, Int 1, Wis 14, Cha 10 Skills: Listen +4, Spot +4, Swim +12, jump +14 Feats: Weapon Finesse Environment: Any land Organization: Solitary or pack (2-10) Challenge Rating: 1/6 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: +0 (cohort)
Do i need to explain? Because if i do my brain will implode...
Combat
Duckbunnies have a +12 racial bonus on jump checks
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
What is the duckbunny's snap attack?
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
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.
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
Um, it's listed as a special attack. If it's just a bite, that's a normal attack. Snap would be something else. If it's just a bite, then it doesn't have a special attack.
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
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.
Scent, Lowlight vision, Darkvision 60ft, DR 10/magic, Ethereal jaunt
Saves:
Fort +1, Ref +2, Will +6
Abilities:
Str 14, Dex 14, Con 12, Int 6, Wis 16, Cha 10
Skills:
Listen +5, Spot +6
Feats:
improved initiative
Environment:
underground or ethereal plane
Organization:
Solitary, or brood (2-6)
Challenge Rating:
5
Advancement:
3-4 HD medium 5-6 HD large
Level Adjustment:
3-4 HD medium 5-6 HD large
Before you is a dark blue dinosaur looking creature with a long tail, two legs, and an impossibly wide mouth that appears infinite as you peer into the rows of teeth. Four green tentacles come out of the mouth and appear decayed and gray at their tips, unliving yet still moving.
The ethereal doomspreader is the ultimate hybrid of grick, ethereal marauder, and a little bit of ghoul. They have been infected with ghoul fever, and yet it doesnt hurt them, and they can still spread it Combat: Ghoul fever (Su):
Disease—tentacle, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ethereal Jaunt (Su)
An ethereal doomspreader can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills:
An ethereal doomspreader has a +8 racial bonus on climb checks and can take 10 or 20 on climb checks even while rushed or threatened
Re: Hellish hybrids, nature at work, or eldritch abominations (New monsters PEACH)
Totally unbalanced and weird but I think that was intentional. The biggest problem is the creature has 10 lousy hit points. At 5th level, the party is bound to have magic weapons and this is likely to go down fast.
If the tentacles come out of the mouth how can it use them and bite at the same time? It would bite its tentacles before getting to its prey. I recommend that bite be secondary even if used as a primary attack for that reason.
Attack:Tentacle +3 melee (1d6+2 and ghoul fever) Full Attack: 4 tentacles +3 melee (1d6+2 and ghoul fever) or bite -2 melee (1d4+1)
Without crunching the numbers, it looks okay otherwise.
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
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.