Monster Catalog [Archive] - Wizards Community

Post/Author/DateTimePost
Fsi-Dib

04-09-08, 11:26 AM
I thought it might be nice to have a large catalog of monsters usable in campaigns. Since many players already know all the monsters given in monster manuals, it provides somewhat boring, repetitive combats. This thread initially should hold a large variety of unique, interesting, and most importantly, original monsters.

Right, some time ago I used this monster in a campaign of mine and it proved to be unique and interesting enough to be used in the future as well. Since I doubt I'll use it again, you may use it for whatever purpose you might think of. Furthermore, comments are always welcome. If this monster proves to be very original and people like it, I consider making more things like this.

This red-hued creature, slim yet powerful stands as tall as a building, its skin burning with the rage it burns within itself, a thick red smoke rising from it. The eyes emit the sense of absolute and everlasting hatred, shine with the brightest red, and its claws sharper than a keen blade.

Rage Spirit or Rage Avatar CR 6
Large Outsider (Native)
Hp: 10d8+20 (65)
Initiative: +6
Speed: 40 ft. (bipedal)
Armor Class: 20, touch 13, flat-footed 14, flat-footed touch 11
(+2 dex, -1 size, -2 rage, +7 natural, +4 deflection)
Saves: Fort +11, Ref +9, Will +10
BAB: +10 Grapple: +20
Attack: Melee, claw +16 melee (2d6+6)
Full attack: Melee, 2 claws +16 (2d6+6)
Space/Reach: 10 ft./10 ft.
SQ: DR 5/cold iron, immune to fear effects, fire immunity, vurnerability to cold, rage aura 10 ft. (DC 18 Will), rage, blind, blindsight 120 ft.
Feats: Improved Initiative, Improved Natural Weapons, Destructive Rage, Iron Will
Abilities: STR 22, DEX 14, CON 14, INT 14, WIS 8, CHA 16
Alignment: Chaotic Neutral
Skills: Balance +15, Hide +15, Intimidate +16, Jump +23, Move Silently +15, Listen +12, Sense Motive +12, Spot +12, Tumble +15
Organisation: Solitary
Environment: Any (mainly urban)
Advancement: 11-13 HD (Large), 14-18 HD (Huge) 19+ (Gargantuan)

Rage aura (Ex): Not seen by a naked eye, the rage spirit is surrounded by a field of pure hatred. Any sentient being (has INT score) who gets within 10 feet of the rage spirit must success a DC 18 Will save (Charisma-based), or be enraged as per rage described in PHB. The effect is immidiate, and all spellcasting and such cease. The effect lasts for 1d4 rounds after leaving the sphere of influence. A new save must be thrown at the beginning of each turn.
Rage (Ex): An everlasting rage is constantly overwhelming this spirit. A calm emotions spell will suppress the effects of rage and rage aura until the rage spirit's next turn.

The CR is based on experience. I ran this against a group of five PCs, all being level 5. They managed to destroy this without losing a member of their party. It is especially deadly to spellcasters, as they lose their ability to cast spells and the rage practically forces them to attack the spirit with physical force. This creature has no good way of dealing with flying creatures.

Tactics: The rage spirit tends to enjoy urban environments, where its rage can be unleashed with full destructive power. It loves to smash buildings into rubble, to tear the flesh off from all living beings. It's also 'blind with rage' , and doesn't make huge decisions with "who to attack next".
Holy_Beholder

04-09-08, 12:35 PM
Node Fish
Tiny Magical Beast
HD: 3d10-6(10 hp)
Init: +6
Speed: 40 ft fly, maneuverability perfect, Swim 40 feet

AC: 14/18 (10+2 dex +4 deflection(against metal)+2 size) Touch 14, Flat Footed 12/16
BAB/Grapple: +3/-10
Attack: Node Touch +7, 1d6 electricity damage(touch attack)

Full Attack: Node Touch +7, 1d6 electricity damage(touch attack)
Space/Reach: 0ft/5 ft
Special Attacks: Node Line, Node Sweep, Node Rush
Special Qualities: Electricity Immunity, Flight (ex), Magnetic Deflection, Scent
Saves: Fort 1, Ref 5, Will 1
Abilities: Strength 6, Dex 14, Con 6, Int 2, Wis 10, Cha 14
Skills: Wilderness Lore +3
Feats: Improved Initiative, Weapon Finesse
Environment: High Humidity City
Organization: Solitary, Pair, or Pack(3-12)
CR: 2*
Advancement: 4-7 HD(Tiny)
Level Adjustment__

Node Line-The node fish focuses on the natural electricity crackling between it and another node fish, and strengthens it. Anyone between this node fish and any other takes 6d6 damage.

Node Sweep-The node fish moves 40 feet forward. Anyone in the cone created by this node fish's movement, and another node fish's location takes 4d6 Electricity Damage(Reflex 13 half. This save is charisma based)

Node Rush-The node fish moves 20 feet forward, and another moves 20 feet forward on the first node fishes turn. Anyone between where these two node fish started, and where they ended up take 4d6 Electricity damage(Reflex 15 half. This save is charisma based) Both Node fish that move also make a Node Sweep

A Node fish is a small creature, similar to the lantern fish in shape, and of a dark blue hue. Two small protrusions come from its upper lip, with a glowing orb on the end of each of them, and electricity crackling between them and any other node fishes nodes(the crackling ball) in sight. It has 3 long fins running along its body, and markings. A Node fish only weighs about a pound, but their magnetic field protects them.

All attacks deal 150% damage underwater. This increases the CR by 1.

*A group of Node fish have a different CR than normal because of their abilities that work best when in a group. Every time the number doubles, add 4 to the CR, not 2.
Fsi-Dib

04-10-08, 07:32 AM
(snip)
Hmm, it's a fish that doesn't swim, but flies. Doesn't that strike odd to you?

The generic idea of an electric fish works, but the technical side is somewhat flawed. I notice the usage of 3.0, for one, as Wilderness Lore hasn't been used since. Also, what use does it have with it? Wouldn't Spot and Listen be more worthwhile to mention?

And due to my personality I have an urge to check whether the math is correct. Nothing personal, of course.

Speed: Nothing to mention. Might be a bit too harsh against low-level parties, given its CR is only 2.
AC: I like this, it gives wooden weapons a meaning.
Saves: A magical beast's good saves are fortitude and reflex. At 3 HD, the base saves are 3/3/1, and with the abilities included -> 1/5/1, according to my calculations.
Skills: See above
Feats: Two bonus feats just because? Not really the way to design monsters, I think. Scrap Track and Combat Reflexes, Weapon Finesse and Improved Initiative are good enough as they are.

Node Line: Intriguing ability, and since it requires two Node Fish (total CR 5), it's endurable. Though you have to remember, that they basicly get two chances to shoot the ray, dealing 12d6 damage per round. Might want to drop that damage to 4d6 at most. But you haven't spelled the details; is it a supernatural ability? Does it require a full-round action or a standard action? Is there a saving throw, like the others have?

Node Sweep: Too much damage, 2d6 might be sufficient. Also; how large a cone? Does it form behind the fish? Shouldn't the save DC be 10+½HD+Cha (13)?

Node Rush: Eh, first one moves 40 ft., shoots Node Line (6d6), leaves the Node Sweep behind (4d6). Then another moves, deals 4d6+4d6, and shoots node line (6d6). 2 Node Fish can deal 24d6 electricity damage in one round, totalling an average of 84 damage in one round. Furthermore, you haven't detailed what the range of this ability is; technically now they can be 500 miles away and still kill every commoner between them.
Holy_Beholder

04-10-08, 06:31 PM
I have the 3.0 PHB, and 3.5 everything else, so thats where it is showing up. The idea is for them to track. As for flying fish, the area is really freaking humid, and they are scarier that way. Plus I can justify a lower flying speed. And the range is unlimited, assuming that there is a straight line without something that blocks electricity between them.

And see this is why I hate making monsters in 3.5 All the stupid formulas. I totally forgot the actual save base.