| Post/Author/DateTime | Post |
|---|---|
| Return of the Flumph10-04-07, 02:17 AM | Thread moved to Monsters' Lair. http://forums.gleemax.com/showthread.php?t=935576 |
| Return of the Flumph10-04-07, 12:02 PM | Added norfair dragon and bloggs to the wildlife section. |
| Return of the Flumph10-05-07, 11:34 AM | Grenchler and Seedling added to the Wildlife (Aether and Zebes, respectively) section. If anyone has their own stats to contribute for any metroid creature or item, I welcome you to post. |
| Dex10-06-07, 03:33 AM | Prime32 made some stats for some monsters/races a while ago: the links are in his sig here (http://forums.gleemax.com/member.php?u=479277) |
| Return of the Flumph10-06-07, 11:48 AM | Prime's space pirate looks okay; I'll be borrowing a few aspects of it for my own. His chozo and luminoth aren't at all how I envision them, though. |
| Return of the Flumph10-06-07, 12:36 PM | Added two templates to represent different stages of phazon corruption. They are, appropriately enough, under the "Phazon" sblock. |
| Thomar_of_Uointer10-07-07, 02:27 PM | No metroids as of yet? Well, here's my take on most of the metroid lifecycle. Sorry about the mixed stat blocks. Ultimate Warrior Small Aberration Hit Dice: 5d8+15 (37 hp) Initiative: +2 Speed: Fly 60' (Perfect) Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: +4/+5 Attack: Bite +7 melee (1d4+1) plus energy drain Full Attack: Bite +7 melee (1d4+1) plus energy drain Space/Reach: 5'/5' Special Attacks: Attach, energy drain Special Qualities: Negative energy vulnerability, cold immunity, immune to disease, ice torpor, electricity vulnerability, DR 5/magic, scent, blindsight 60' Saves: Fort +3, Ref +3, Will +6 Abilities: Str 12 Dex 15 Con 17 Int 2 Wis 15 Cha 14 Skills: Listen +10 Feats: Improved Grapple, Weapon Focus (bite) Environment: Any (native to planet SR388) Organization: Single, pair (2), swarm (2d6 plus 1 Alpha), hive (5d6 plus 3d6 Alpha plus 2d6 Gamma plus 1d6 Omega plus 1 Zeta) Challenge Rating: 3 Treasure: - Advancement: 5-10 (Small), 11-20 (Medium), 21-30 (Large), 31-40 (Huge), 41-50 (Gargantuan) Level Adjustment: - Attach (Ex): If an ultimate warrior hits a creature with its bite attack, it automatically latches onto it and deals bite damage each round it remains attached. An attached ultimate warrior loses its Dexterity bonus to Armor Class and has an AC of 11. An attached ultimate warrior can be struck with a weapon or grappled itself. To remove an ultimate warrior through grappling, the opponent must achieve a pin against it. Energy Drain (Su): Each time a living creature takes damage from an ultimate warrior's bite attack, it suffers one cumulative negative level. After 24 hours, the creature may make a Fortitude save (DC 15) for each negative level to negate it, otherwise it becomes permanent. The save DC is Constitution-based. For each such negative level bestowed, the ultimate warrior gains 5 temporary hit points. Creatures slain in this manner are reduced to fragile husks, which disintegrate into ash at the slightest touch. Only true resurrection is capable of reviving a creature slain by an ultimate warrior's energy drain ability. Ice Torpor (Ex): Though they are not harmed by cold, ultimate warriors can be subdued by it. An ultimate warrior that suffers cold damage must make a Fortitude save (DC damage dealt - Hit Dice) or become stunned for 1d6 rounds. The abilities presented here represent a larvae of this deadly, enigmatic species. Ultimate warrior larvae resemble a jellyfish with a few opaque central organs, and the underside sports several large mandibles that it uses to drain life from its victims. Though blind, they can detect their prey through a combination of keen olfactory and auditory senses. They float aimlessly in search of food, attacking relentlessly when they find it. If an ultimate warrior retains 50 temporary hit points from its energy drain ability for one hour, it will advance by one Hit Die. If ultimate warriors mature in the proper environment, they become large quadrupedal predators, but still subsist on life energy. Environmental factors play a large role in their development, and the forms presented here represent their advancement in their natural environment (the subterranean passages of planet SR388). The most advanced ultimate warriors reproduce through egg-laying, though none of the forms presented here are capable of it. Some types of influence can jump-start their reproductive cycle in unpredictable ways, such as causing a larvae to duplicate itself into two 5 Hit Die larvae when it reaches 10 Hit Dice, budding off a weak 1 Hit Die larvae instead of gaining temporary hit points, or simply growing to massive proportions. Alpha warriors are a more evolved form of metroid larvae. They are found underground on planet SR388. Alpha Warrior CR 7 Medium Aberration Init +2; Senses blindsight 60', scent, Listen +18 AC 15 (+3 natural, +2 Dex), touch 12, flat-footed 13 DR 5/magic hp 110 (13 HD) Immune Cold, disease Fort +8 Ref +6 Will +10 Weakness Ice torpor, electricity vulnerability, negative energy vulnerability, blind Speed Fly 40' (Perfect) Melee claw/claw/bite +12/+12/+10 (1d4+1, 1d4+1, 1d6+2) plus energy drain Space 5'; Reach 5' Base Atk +9; Grp +15 Abilities Str 14 Dex 15 Con 19 Int 3 Wis 15 Cha 14 SA Energy drain SQ Ice torpor Feats Improved Grapple, Weapon Focus (bite), Weapon Focus (claw), Blind-Fight, Multiattack Ranks Listen 16 Skills Listen +18 Ice Torpor: If hit by a cold attack, make a Fort save (DC damage - 13) or be stunned for 1d6 rounds. Energy Drain (Su): Bitten or clawed opponents take one negative level, Fort recovery (DC 20). |
| Thomar_of_Uointer10-07-07, 02:32 PM | Gamma Warrior CR 11 Medium Aberration (Extraplanar) Init +2; Senses blindsight 90', scent, darkvision 60', Listen +20 AC 18 (+6 armor, +2 Dex), touch 12, flat-footed 16 DR 5/magic hp 157 (15 HD) Immune Cold, disease Fort +11 Ref +7 Will +11 Weakness Ice torpor, negative energy vulnerability, blind Speed Fly 30' (Perfect), burrow 10' Melee claw/claw/bite +14/+14/+12 (1d4+1, 1d4+1, 1d6+2) plus energy drain Space 5'; Reach 5' Base Atk +11; Grp +17 Special Actions beam Abilities Str 14 Dex 15 Con 23 Int 3 Wis 15 Cha 14 SA Energy drain, beam SQ Ice torpor Feats Improved Grapple, Weapon Focus (bite), Weapon Focus (claw), Blind-Fight, Multiattack Ranks Listen 18 Skills Listen +20 Beam (Ex): 5/day, a gamma warrior can unleash an electric attack at all creatures in a 20' cone. This deals 3d6 points of electricity damage (Reflex DC 23 for ½). Any creature that fails its first save must make a Fortitude save (DC 23) or be stunned for one round. Ice Torpor: If hit by a cold attack, make a Fort save (DC damage - 15) or be stunned for 1d6 rounds. Energy Drain (Su): Clawed or bitten opponents take one negative level, Fort recovery (DC 23). The warrior gains 5 temporary hit points. Zeta Warrior CR 15 Large (Long) Aberration (Extraplanar) Init +1; Senses blindsight 120', scent, darkvision 120', Listen +26 AC 19 (-1 size, +9 natural, +1 Dex), touch 10, flat-footed 18 DR 5/magic hp 241 (21 HD) Immune Cold, disease Resist Fire 5 Fort +14 Ref +8 Will +14 Weakness Ice torpor, negative energy vulnerability, blind Speed 30' (6 squares), fly 20' (Perfect), burrow 10' Melee claw/claw/bite +20/+20/+18 (1d6+2, 1d6+2, 1d8+5) plus energy drain Space 10'; Reach 5' Base Atk +15; Grp +28 Atk Options improved bull rush Special Actions burst Combat Stances power attack Abilities Str 20 Dex 13 Con 25 Int 3 Wis 15 Cha 14 SA Energy drain, burst SQ Ice torpor Feats Improved Grapple, Weapon Focus (bite), Weapon Focus (claw), Blind-Fight, Multiattack, Power Attack, Improved Bull Rush Ranks Listen 24 Skills Listen +26 Burst (Ex): At will, a zeta warrior can unleash a wave of fire at all creatures in a 20' cone, dealing 5d6 fire damage (Reflex DC 27 for ½). Ice Torpor: If hit by a cold attack, make a Fort save (DC damage -21) or be stunned for 1d6 rounds. Energy Drain (Su): Clawed or bitten opponents take one negative level, Fort recovery (DC 27). The warrior gains 5 temporary hit points. Power Attack: Take up to -15 penalty to attack rolls, add same to damage. Improved Bull Rush: No AoO when bull rushing, +4 bonus to opposed Strength check to push back. Omega Warrior CR 19 Huge (Long) Aberration (Extraplanar) Init +0; Senses blindsight 240', scent, darkvision 240', Listen +37 AC 20 (-2 size, +12 natural), touch 8, flat-footed 18 DR 5/magic hp 432 (32 HD) Immune Cold, disease Resist Fire 10 Fort +19 Ref +10 Will +20 Weakness Ice torpor, negative energy vulnerability Speed 30' (6 squares), fly 10' (Perfect), burrow 10' Melee claw/claw/bite +29/+29/+29 (1d8+3, 1d8+3, 1d10+6) plus energy drain, improved grab, awesome blow Space 15'; Reach 10' Base Atk +24; Grp +42 Atk Options improved bull rush Special Actions burst Abilities Str 22 Dex 11 Con 28 Int 3 Wis 15 Cha 14 SA Energy drain, burst Feats Improved Grapple, Weapon Focus (bite), Weapon Focus (claw), Blind-Fight, Multiattack, Power Attack, Improved Bull Rush, Awesome Blow, Ability Focus (energy drain), Snatch, Improved Multiattack Ranks Listen 35 Skills Listen +37 Burst (Sp): At will, an omega warrior can unleash a wave of fire at all creatures in a 20' cone, dealing 10d6 fire damage (Reflex DC 35 for ½). Ice Torpor: If hit by a cold attack, make a Fort save (DC damage - 32) or be stunned for 1d6 rounds. Energy Drain (Su): Clawed or bitten opponents take one negative level, Fort recovery (DC 37). The warrior gains 5 temporary hit points. Power Attack: Take up to -24 penalty to attack rolls, add same to damage. Improved Bull Rush: No AoO when bull rushing, +4 bonus to opposed Strength check to push back. Awesome Blow: Knock smaller opponents 10' and prone (Reflex DC damage dealt negates). Improved Grab (Ex): Automatic grapple attempts. Take -20 to grapple checks to not be considered grappled. |
| Return of the Flumph10-07-07, 07:19 PM | My metroids (larva through queen) are now posted. Your build is similar to mine in many ways, except that I used sonic damage instead of fire for the breath weapons. I also gave them some telekinetic abilities, which fits in with their kinetic levitation. I also took away the cold paralysis thing for the higher stages of development; the ice missiles couldn't freeze the omega metroid in Fusion. Instead, it just gets rid of their damage reduction temporarily. What do you think of my queen? I want to stat up the X parasites from Fusion next. Anyone know exactly how their life cycle works? What causes a Core-X to form? |
| Thomar_of_Uointer10-08-07, 11:19 AM | I want to stat up the X parasites from Fusion next. Anyone know exactly how their life cycle works? What causes a Core-X to form? X parasites are kinda like a cross between space slime (or green slime in D&D) and gray goo. Except it can fly. And it likes to look for things to eat. And it can turn into anything it eats. There's not much of a life cycle, outside of the Core-X formation. This is why I gave metroids immunity to disease, because they can't be affected by the wasting effect of merely touching a parasite, but they can still be eaten by it through contact. You should also assume that the metroid's energy drain ability (or anything that inflicts negative levels) instantly kills parasites. Also, their ability to generate fire when mature makes them very capable of fighting it. A Core-X is apparently a fruiting body of X parasite that forms from many X parasites when all of the organic matter in an area has been consumed. It spawns off hundreds of X parasites, which quickly travel away from the body in search of more food. A Core-X will defend itself by firing energy beams, and if any of the X parasites that forms it has access to the form of a creature capable of generating powerful energy attacks, it will use those exclusively. It's not very intelligent, it just defends itself by moving towards its target while firing energy beams. |