144 Pun-ishing Monsters [Archive] - Wizards Community

Post/Author/DateTimePost
Light_Colonel

02-11-07, 12:07 AM
The goal, make monsters that are based around puns, each pun worse than the last! I have one here to show you what I mean:

Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +10 melee (1d8+10+poison)
Full Attack: Bite +10 melee (1d8+10+poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, poison
Special Qualities: Low-light vision, scent, mindless
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 25, Dex 19, Con 17, Int —, Wis 12, Cha 10
Skills: Hide +6, Listen +3, Move Silently +6, Spot +9, Survival +1*
Feats: —
Environment: Temperate forests
Organization: Solitary or Pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 7–18 HD (Large)
Level Adjustment: —

Dire wolf spiders are efficient hunters that will kill anything they can catch.
Dire wolf spiders are mottled gray or black, about 9 feet long with 8 legs and weighing some 800 pounds.

Combat
Dire wolf spiders prefer to attack from ambush.
Trip (Ex): A dire wolf spider that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf spider.
Poison (Ex): Initial and secondary damage 1d6 Strength (DC 16); the DC is Constitution based.
Mindless (Ex): No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: A dire wolf spider has a +2 racial bonus on Listen and Move Silently checks. It also receives a +6 racial bonus on Hide and Jump checks and a +8 racial bonus on Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.


I will add more as I finish the stat blocks. :P
Light_Colonel

02-11-07, 08:17 PM
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d8+6)
Full Attack: Slam +5 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, mummy rot, trip
Special Qualities: Low-light vision, scent, undead-traits, darkvision 60 foot, DR 5/magic, resistant to blows, vulnerability to fire
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 18, Dex 13, Con —, Int 2, Wis 16, Cha 10
Skills: Jump +10, Listen +7, Spot +7, Swim +5, Survival +3*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 4
Advancement: —
Level Adjustment: —

Combat
Despair (Su): At the mere sight of a rot-weiler, the viewer must succeed on a DC 14 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same rot-weiler’s despair ability for 24 hours. The save DC is Wisdom-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 20, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Trip (Ex): A rot-weiler that hits with a slam attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the rot-weiler.
Resistant to Blows (Ex): Rot-weiler’s take only half damage from physical attacks. Calculate this before applying damage reduction.
Vulnerabilty to Fire (Ex):Rot-weiler's take double damage from fire attacks.
Skills: Rot-weiler’s have a +4 racial bonus on Jump checks. *Rot-weiler’s have a +4 racial bonus on Survival checks when tracking by scent.
Light_Colonel

02-20-07, 08:01 PM
TERRA-BULL
Huge Elemental (Earth)
Hit Dice: 17d8+136 (212 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 30 ft. (6 squares)
Armor Class: 23 (–2 size, -2 dex, +17 natural), touch 6, flat-footed 23
Base Attack/Grapple: +12/+30
Attack: Gore +21 melee (3d6+16)
Full Attack: Gore +21 melee (3d6+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, trample 2d6+16, earth mastery
Special Qualities: Darkvision 60 ft., lowlight vision, scent, elemental traits, damage reduction 10/magic, earth glide, tremorsense 60 ft.
Saves: Fort +18, Ref +3, Will +8
Abilities: Str 32, Dex 6, Con 26, Int 2, Wis 12, Cha 9
Skills: Listen +13, Spot +13
Feats: Ability Focus (Breath), Alertness, Improved Initiative, Iron Will, Lingering Breath, Improved Natural Attack (Gore)
Environment: Elemental plains of Earth
Organization: Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 18–24 HD (Huge)
Level Adjustment: —
A typical terra-bull stands over 11 feet tall at the shoulder and measures 16 feet from snout to tail. It weighs about 16,000 pounds. It appears to be a huge pile of rocks and dirt in roughly the shape of a bull.
Terra-bulls are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.
COMBAT
Whenever possible, a terra-bull begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 28 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 29 half. The save DC is Strength-based.
Earth Mastery (Ex): A terra-Bull gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Earth Glide (Ex): A terra-Bull can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing terra-Bull flings the terra-bull back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Elemental Traits (Ex): Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking.
Sudnji_cas

02-22-07, 01:21 PM
Wow, you weren't kidding these puns are the worst.:blink:
Oliver D'Argent

02-22-07, 02:19 PM
Why not make it 144 Pun-ishing Monsters - that would be a Gross. ;)
Light_Colonel

02-23-07, 02:25 AM
Why not make it 144 Pun-ishing Monsters - that would be a Gross. ;)

Done :D
Amon_WinterfallIV

02-23-07, 02:59 AM
Large Beast
Hit Dice: 3d8 + 6 (17 Hp)
Initiative:
Speed: 50 ft. (10 squares)
Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+15
Attack: Horn (1d8+5)
Full Attack: As attack
Space/Reach: 10 ft./5 ft.
Special Attacks: Gore, Detonation
Special Qualities:
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 20, Dex 14, Con 14, Int 1, Wis 10, Cha 10
Skills: Hide +6, Listen +3, Move Silently +6, Spot +6,
Feats: Weapon focus (horn)
Environment: Temperate forests
Organization: Solitary or Herd (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–9 HD (Large)
Level Adjustment: —

A Bomb In a Bulls are normally peaceful herbivores, but they fight to the death to protect their young and may become aggressive with intrusions into their territory.

Combat
A Bomb In a Bull fights with a charge, and keeps swinging until either its target is dropped or everyone runs. They have little fear of death, as anyone who kills one could well be hurt
Gore (Ex): A Bomb In a Bull deals double damage on a successful charge.
Detonation (Ex): When a Bomb in a Bull is reduced below -10 Hp, it dies in a spectacular explosion of beef and gore. Anyone within 5 feet of the A bomb in a Bull must succeed at a reflex save (DC 18) or take 2d6 Damage.


Good addition, huh?
Wayside

02-23-07, 03:46 AM
part of your stat block still says Dire wolf Spider, Amon_WinterfallIV