| Post/Author/DateTime | Post |
|---|---|
| Raymond_Luxury_Yacht12-03-06, 05:34 PM | Now, I'm not exactly the sanest person around, which explains why I came up with the idea of creating 24 monsters from scratch in the space of one day. I never had enough time to actually do that, until now. So, I'm going to come up with, stat out, and post a total of twenty-four monsters in the space of twenty-four hours. Will I succeed? Only time will tell. 1733 EST - begin |
| Eikcuf12-03-06, 05:44 PM | good luck :D |
| Witch12-03-06, 05:44 PM | Good luck. |
| Raymond_Luxury_Yacht12-03-06, 05:56 PM | 1737 EST - 1755 EST Skitrin Small Magical Beast Hit Dice: 3d10+3 (19 hp) Initiative: +2 Speed: 30 ft., burrow 10 ft. Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13 Base Attack/Grapple: +3/-1 Attack: Bite +6 melee (1d4 + poison) Full Attack: Bite +6 melee (1d4 + poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Cold resistance 5, fire resistance 5, low-light vision, scent Saves: Fort +4, Ref +5, Will +2 Abilities: Str 10, Dex 15, Con 12, Int 5, Wis 13, Cha 6 Skills: Hide +9, Listen +2, Move Silently +3, Spot +2 Feats: Dodge, Spring AttackB, Weapon Finesse Environment: Any desert Organization: Solitary or pack (5-7) Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 4-9 HD (Small) Level Adjustment: - A three foot tall, grayish beast scuttles across the sand on six, evenly spaced legs. It has a bird-like head and two stunted wings. Flightless creatures native to badlands, skitrins are small, venomous predators. Normally shy and retiring, skitrins only attack larger prey when in groups, which form and disperse seemingly randomly. Skitrins do not speak, but understand Draconic. Combat Skitrins prefer to rush foes and overwhelm them with sheer numbers, biting madly until the target succumbs. Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d3 Dex. The saving throw DC is Constitution based. |
| Raymond_Luxury_Yacht12-03-06, 07:07 PM | 1846 EST - 1906 EST Bilnon Medium Humanoid (Goblinoid) Hit Dice: 3d8+3 (16 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+4 chain shirt, +1 natural) Base Attack/Grapple: +2/+4 Attack: Guisarme +4 melee (2d4+3/X3) or kukri +4 melee (1d4+2/18-20) Full Attack: Guisarme +4 melee (2d4+3/X3) or kukri +4 melee (1d4+2/18-20) Space/Reach: 5 ft./5 ft. (10 ft. with guisarme) Special Attacks: - Special Qualities: Darkvision 60 ft. Saves: Fort +2, Ref +3, Will +1 Abilities: Str 14, Dex 11, Con 13, Int 13, Wis 10, Cha 10 Skills: Climb +6, Listen +6, Spot +6 Feats: Combat Expertise, Improved Trip Environment: Any underground Organization: Murder (3-10) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +1 A lanky, greenish humanoid swaggers towards you. Its fanged mouth opens in a grin as it hefts a vicious-looking guisarme. Distant relatives of goblins, bilnons are nasty, dungeon-dwelling creatures. They live in perpetually fluctuating clans, each vying to become chieftain, often stopping at nothing to reach that goal. Bilnons tend to worship various demon lords, but will pay lip service to almost any chaotic evil deity should it be in their best interest. Bilnons speak Goblin and Common. Combat Bilnons cooperate only in combat, using cunning tactics to cut down their foes. Most bilnons use guisarmes, although various other polearms are often seen in their ranks. |
| speeblefreak12-03-06, 08:43 PM | Good luck. :ton: |
| Raymond_Luxury_Yacht12-03-06, 08:45 PM | 2031 EST - 2045 EST Grot Medium Magical Beast Hit Dice: 8d10+24 (68 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 21 (+3 Dex, +8 natural) Base Attack/Grapple: +8/+14 Attack: Bite +15 melee (2d6+9 + wounding/19-20) Full Attack: Bite +15 melee (2d6+9 + wounding/19-20) Special Attacks: Wounding Special Qualities: Damage Reduction 10/silver, low-light vision, scent, spell resistance 17 Saves: Fort +9, Ref +9, Will +5 Abilities: Str 22, Dex 17, Con 17, Int 8, Wis 16, Cha 15 Skills: Hide +9, Jump +18, Move Silently +7, Spot +4 Feats: Improved Critical (bite), Stealthy, Weapon Focus (bite) Environment: Cold forests Organization: Solitary Challenge Rating: 6 Treasure: Half Standard Alignment: Always neutral evil Advancement: 9-16 HD (Medium); 17 -24 HD (Large) Level Adjustment: - What appears to be a wolf at first glance proves to be something different, as its body is too long, and the jet-black eyes betray a sinister intelligence. Grots are sinuous, dog-like creatures with a taste for human blood. Solitary predators, they lurk around isolated settlements, feeding off of the populace. Many mysterious disappearances in the cold north can be attributed to the work of a grot. Grots measure about seven feet long and weigh over 300 pounds. Combat Grots prefer to attack from ambush, using their ragged fangs to bleed their opponents dry. Wounding (Ex): On a successful bite attack, the jagged teeth of a grot deal 1 point of Constitution damage, due to blood loss. |
| Raymond_Luxury_Yacht12-03-06, 11:07 PM | 2255 EST - 2307 EST Flatman Medium Outsider (Extraplanar) Hit Dice: 2d8-4 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 dodge), touch 15, flat-footed 10 Base Attack/Grapple: +2/+1 Attack: Slash +3 melee (1d12-1) Full Attack: Slash +3 melee (1d12-1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: 2-D Saves: Fort +1, Ref +4, Will +3 Abilities: Str 9, Dex 13, Con 7, Int 10, Wis 10, Cha 10 Skills: Craft (any 2) +5, Hide +21, Jump +4, Listen +5, Move Silently +6, Profession (Any) +5, Spot +5 Feats: Weapon Finesse Environment: The Outlands Organization: Solitary, pair, trio, or group (4-16) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: By character class Level Adjustment: - He looka like a man. Flatmen are two-dimensional inhabitants of the Outlands. They do regular people stuff, only in two dimensions. Combat Flatmen slash people with their bodies, which are pretty damn sharp. 2-D (Ex): The two-dimensional bodies of Flatmen give them a 50% chance to avoid any attack that requires an attack roll, a +4 dodge bonus to AC, a +15 bonus to Hide checks, and the ability to move through any crack long enough for their body to fit through. However, they are incapable of using three-dimensional objects. |
| Raymond_Luxury_Yacht12-04-06, 12:21 AM | 0008 EST - 0021 EST Sewer Beast Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Damage reduction 1/-, low-light vision Saves: Fort +7, Ref +3, Will +0 Abilities: Str 16, Dex 9, Con 17, Int 1, Wis 8, Cha 2 Skills: Hide -3, Listen +4, Move Silently +1, Spot +4, Swim +8 Feats: Alertness, Stealthy Environment: Any underground Organization: Solitary or quartet Challenge Rating: 3 Treasure: Quarter standard Alignment: Always neutral Advancement: 5-8 HD (Large) Level Adjustment: - What appears to be a disgusting, wart-covered hybrid of rat and pig squirms towards you. Sewer beasts are, as the name suggests, beasts that live in sewers. They are omnivores, and will eat anything, be it refuse, waste, alligators, or people. Where did they come from? You don't want to know. Sewer beasts are 7 feet long and weigh 550 pounds. Combat Sewer beasts have no grasp of tactics aside from "bite it until it dies". Skills: Sewer beasts have a +4 racial bonus to Swim checks. |
| Raymond_Luxury_Yacht12-04-06, 02:17 AM | Damnation! I cannot come up with any ideas! I must resort to drastic measures. |
| Chrono Nexus12-04-06, 03:18 AM | Goomba- plant with DR/Bludgeoning Gremlin (evil)- as from the movies Gremlin- Fiendish Goblinoid Gremlin (good)- Celestial Goblinoid Metal Elemental- High hardness, slow movement -gold-fire -silver-cold -copper-acid -bronze-earth -platinum-electricity Ninja Turtle- Montrous Humanoid ninja |
| CryoSilver12-04-06, 05:47 AM | Damnation! I cannot come up with any ideas! I must resort to drastic measures. Mind-altering substances and watching children's TV? |
| Raymond_Luxury_Yacht12-04-06, 05:51 AM | Mind-altering substances and watching children's TV? I don't have a TV. |
| CryoSilver12-04-06, 07:42 AM | Mind altering substances and youtube? |
| Morotis12-04-06, 04:51 PM | Harry potter books? |
| Raymond_Luxury_Yacht12-04-06, 05:16 PM | Well, I failed. 5 monsters in 24 hours. Still a pretty good turnout. I'll try again some other time. |
| Dracomortis12-04-06, 06:10 PM | Perhaps you can come up with the ideas before the time starts, and then just try to stat them all out in 24 hours? |
| Raymond_Luxury_Yacht12-04-06, 07:30 PM | Perhaps you can come up with the ideas before the time starts, and then just try to stat them all out in 24 hours? Because that'd be too easy. |
| Cpt. Reed12-04-06, 10:51 PM | Then set aside an hour before at the beginning of the 24 hours and come up with the ideas and then start to chisel them out as you go. |
| Chippy_the_Devourer01-03-07, 12:25 AM | Maybe next time, you should bash your head against the wall a bit, or goof around in Paint or doodle a few pictures. That always helps me. In fact, doodling a few weapons got me to win the Weapons of Awesomeness competition once. EDIT: I just bumped a thread on the last page, didn't I? I really got to pay more attention. |