| Post/Author/DateTime | Post |
|---|---|
| Raymond_Luxury_Yacht02-28-07, 12:22 AM | Once again, I'm going to try to come up with and stat out 24 monsters in 24 hours. Last time I tried, I managed five. Can I manage 24 this time? Only time will tell. 0022 EST - Begin |
| Raymond_Luxury_Yacht02-28-07, 01:21 AM | 0101 EST - 0121 EST Skarp Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 8d8+16 (52 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 19 (+5 Dex, -1 size, +5 natural), touch 14, flat-footed 14 Base Attack/Grapple: +8/+14 Attack: Claw +12 melee (2d4+2 19-20) Full Attack: 2 claws +12 melee (2d4+2 19-20) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 4d4+3, spell-like abilities Special Qualities: Acid resistance 5, blindsight 20 ft., damage reduction 5/good, darkvision 60 ft., fire resistance 10, low-light vision Saves: Fort +8, Dex +11, Will +7 Abilities: Str 15, Dex 21, Con 14, Int 9, Wis 12, Cha 10 Skills: Climb +13, Hide +14, Jump +17, Listen +12, Move Silently +18, Spot +12, Swim +13 Feats: Improved Critical (claw), Stealthy, Weapon Finesse Environment: The Nine Hells of Baator Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always lawful evil Advancement: 9-16 HD (Large), 17-24 HD (Huge) Level Adjustment: - A skeletal form rears up over the landscape. With a thin body, four stubby legs, and two blade-like arms, it looks almost like a deformed tree. Skarps are vicious, terrestrial crustaceans, that have laired on Baator for so long that they have become true natives. They lurk in the shadowy corners of Avernus, preying on lemures, nupperibo, quills, and ever hook spiders, plus the occasional planar traveler. While not the most intelligent of creatures, they use their abilities to the fullest. A skarp stands about nine feet high, but only weighs slightly over 200 pounds. Combat Skarps prefer to keep a zone of deeper darkness as their home, constantly patrolling it to catch anything that wanders in or near it. A skarp's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purposes of overcoming damage reduction. Spell-like abilities: Once per day: deeper darkness. Caster level 8th |
| Azar_of_Faerun02-28-07, 01:34 AM | I'm curious, do you go for quality as well when you do these challenges, or purely quantity? |
| Raymond_Luxury_Yacht02-28-07, 01:53 AM | Both. Which is probably why I didn't finish. Not that the later ones from my last attempt were that high in quality. |
| Raymond_Luxury_Yacht02-28-07, 02:18 AM | 0206 EST - 0218 EST Carcharel Large Giant Hit Dice: 5d8+15 (37 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (-1 size, +4 natural, +1 padded armor) Base Attack/Grapple: +3/+13 Attack: Slam +8 melee (1d8+9) Full Attack: Slam +8 melee (1d8+9) Space/Reach: 10 ft./10 ft. Special Attacks: - Special Qualities: Cold resistance 5, darkvision 60 ft., low-light vision Saves: Fort +7, Ref +1, Will +2 Abilities: Str 23, Dex 10, Con 17, Int 4, Wis 8, Cha 7 Skills: Intimidate +2, Listen +3, Spot +3 Feats: Iron Will, Power Attack Environment: Temperate and cold land Organization: Solitary or pair Challenge Rating: 3 Treasure: Half Standard Alignment: Often neutral Advancement: By character class Level Adjustment: +2 A heavyset ape-like figure gazes at you, then lets out an earthshaking bellow. Carcharels are primitive, barely intelligent giants that are almost exclusively vegetarian. Normally solitary, they meet in the winter to mate, separating at the beginning of spring. They have a rather small range for such large creatures, as they are capable of digesting almost all plant matter. Carcharels stand around eight feet in height, and weigh almost half a ton. Combat Carcharels attempt to frighten their foes away by roaring and pounding the ground, only attacking the most tenacious of enemies. In combat, they fight brutally, smashing opponents to a bloody paste with their fists. Skills: Carcharels gain a +4 racial bonus to Intimidate checks. |
| Raymond_Luxury_Yacht02-28-07, 03:06 AM | 0240 EST - 0305 EST soXanem Medium Outsider (Chaos, Extraplanar) Hit Dice: 3d8+12 (25 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +2 natural, +2 leather armor) touch 11, flat-footed 14 Base Attack/Grapple: +3/+8 Attack: Scimitar +4 melee (1d6+1 18-20) or battleaxe +4 melee (1d8+1 X3) or heavy pick +4 melee (1d6+1 X4) or longsword +4 melee (1d8+1 19-20) or light flail +4 melee (1d8+1) or throwing axe +4 ranged (1d6+1) Full Attack: Scimitar +4 melee (1d6+1 18-20) or battleaxe +4 melee (1d8+1 X3) or heavy pick +4 melee (1d6+1 X4) or longsword +4 melee (1d8+1 19-20) or light flail +4 melee (1d8+1) or throwing axe +4 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Fingersnap Special Qualities: Ability Boost, darkvision 60 ft., low-light vision, variable immunity Saves: Fort +7, Ref +4, Will +4 Abilities: Str 13, Dex 13, Con 19, Int 12, Wis 12, Cha 18 Skills: Balance +7, Bluff +10, Climb +7, Escape Artist +7, Heal +7, Hide +7, Jump +7, Listen +7, Spot +7 Feats: Cleave, Improved GrappleB, Power Attack Environment: The Everchanging Chaos of Limbo Organization: Solitary, pair, trio, or mob (4-10,000) Challenge Rating: 3 Treasure: Standard, plus a snazzy pair of pants Alignment: Always chaotic neutral Advancement: By character class Level Adjustment: - A man with a few too many hands stands in front of you. Seriously, this guy has like seven hands, and most aren't in normal hand places. Also, he has an awesome pair of pants. Damn, they're stylish. soXanem am people who lived too long in Mbilo. People who am living long in Lobim get very antsy, and thus get lots of hands. Hands with fingers. And fingernails. soXanem am have impeccable fashion sense. soXanem am stand 0.009090909090909090909090 [this continues for several hundred pages. -ed] furlongs high and weigh 12.8 and change stone. Combat soXanem are rather unpredictable in combat. Really, really unpredictable. Ability Boost (Su): A soXanem constantly has a +4 insight bonus to an ability score. This is determined randomly, and changes every hour. Fingersnap (Su): Once per minute, as a full round action, a soXanem can snap all of its fingers at once, dealing 2d6 sonic damage to everyone with a 30 foot radius, with a DC 15 Fortitude save for half. The save DC is Constitution-based. Variable Immunity (Su): A soXanem is immune to any one of the following: acid, cold, electricity, fire, or sonic. This is determined randomly and changes every hour. Okay, I need sleep. |
| Cpt. Reed02-28-07, 10:58 AM | Best of luck to you on your endeavor. :D |
| Singer_of_the_Song02-28-07, 01:55 PM | 0240 EST - 0305 EST soXanem Medium Outsider (Chaos, Extraplanar) Hit Dice: 3d8+12 (25 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +2 natural, +2 leather armor) touch 11, flat-footed 14 Base Attack/Grapple: +3/+8 Attack: Scimitar +4 melee (1d6+1 18-20) or battleaxe +4 melee (1d8+1 X3) or heavy pick +4 melee (1d6+1 X4) or longsword +4 melee (1d8+1 19-20) or light flail +4 melee (1d8+1) or throwing axe +4 ranged (1d6+1) Full Attack: Scimitar +4 melee (1d6+1 18-20) or battleaxe +4 melee (1d8+1 X3) or heavy pick +4 melee (1d6+1 X4) or longsword +4 melee (1d8+1 19-20) or light flail +4 melee (1d8+1) or throwing axe +4 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Fingersnap Special Qualities: Ability Boost, darkvision 60 ft., low-light vision, variable immunity Saves: Fort +7, Ref +4, Will +4 Abilities: Str 13, Dex 13, Con 19, Int 12, Wis 12, Cha 18 Skills: Balance +7, Bluff +10, Climb +7, Escape Artist +7, Heal +7, Hide +7, Jump +7, Listen +7, Spot +7 Feats: Cleave, Improved GrappleB, Power Attack Environment: The Everchanging Chaos of Limbo Organization: Solitary, pair, trio, or mob (4-10,000) Challenge Rating: 3 Treasure: Standard, plus a snazzy pair of pants Alignment: Always chaotic neutral Advancement: By character class Level Adjustment: - A man with a few too many hands stands in front of you. Seriously, this guy has like seven hands, and most aren't in normal hand places. Also, he has an awesome pair of pants. Damn, they're stylish. soXanem am people who lived too long in Mbilo. People who am living long in Lobim get very antsy, and thus get lots of hands. Hands with fingers. And fingernails. soXanem am have impeccable fashion sense. soXanem am stand 0.009090909090909090909090 [this continues for several hundred pages. -ed] furlongs high and weigh 12.8 and change stone. Combat soXanem are rather unpredictable in combat. Really, really unpredictable. Ability Boost (Su): A soXanem constantly has a +4 insight bonus to an ability score. This is determined randomly, and changes every hour. Fingersnap (Su): Once per minute, as a full round action, a soXanem can snap all of its fingers at once, dealing 2d6 sonic damage to everyone with a 30 foot radius, with a DC 15 Fortitude save for half. The save DC is Constitution-based. Variable Immunity (Su): A soXanem is immune to any one of the following: acid, cold, electricity, fire, or sonic. This is determined randomly and changes every hour. Okay, I need sleep. This gave me a really good laugh. Especially the Fingersnap. Thanks Raymond, and good luck with the rest. |
| spncrbrrtt02-28-07, 08:51 PM | would the skarp be a devil? |