| Post/Author/DateTime | Post |
|---|---|
| R.M.G.C.L.F.09-11-05, 07:30 PM | I'm watching this classic fantasy movie and statting out creatures as I see them. Ant Demon Medium Outsider (Earth, Evil, Extraplanar, Fire) HD:3d8+6(19hp) Initiative:+3 Speed: 30ft AC:15(+2 natural, +3dex) Attacks: 2 claws+5 melee or battleaxe+6 melee or burning log+5 ranged Damage: claw 1d6+2 plus poison, battleaxe 1d8+3 19-20/x3, log 3 plus 1d4 fire and ignite Special Attacks: Ignite, poison Special Qualities: Fire Subtype, outsider, darkvision 60ft, blindsight 20ft, DR5/+1, SR12 Saves: Fort+4, Ref+6,Will+4 Abilities:Str15,Dex17,Con13,Int4,Wis12,C ha8 Skills: Spot+7, Listen+7, Hide+9, Move Silently+9, Knowledge(religion)+3 Feats: weapon focus(battleaxe), toughness ___________________________ Climate/Terrain: Underground or volcanic (fires of hellO Organization: Solitary or tribe (2-5) CR:2 Alignment: Always Neutral Evil Treasure: No coins, standard items, 1/2 goods Advancement: 4-9HD(Medium), 10-12HD(large), or by character class (vavored class fighter) From the fires of hell, under the earth, I summon you! http://www.theseventhvoyage.com/images/Sinbad%20and%20The%20eye%20of%20the%20Ti ger/ghoulgreen4.jpg The ant demons, also called melted men or ghouls, are a race of tribal demons that dwell in dark lands of flame and earth. They fight for whomever calls them. Ignite(ex): a creature or object struck by an ant demon's burning log must make a reflex save dc:13 or catch fire. This fire usually lass for two rounds. Poison(su): intial damage 2dex, secondary damage 1d8 unholy (1d12 against good outsiders, none against evil outsiders). Ant demons can be called forth using a summon monster III spell. Beesquito Diminutive Vermin HD:2d8+4(11hp) Init:+6 Speed: 10ft, Fly 20ft(good) AC:17(+1natural,+4size,+2dex) BAB/Grapple:+1/-15 Attacks: Sting+7 melee Damage: Sting 1d4-3 plus poison Face/Reach:1ft by 1ft/0ft Special Attacks: Poison Special Qualities: Mindless, vermin, darkvision 60ft Saves:Fort+3,Ref+2,Will+1 Abilities:Str5,Dex15,Con15,Int-,Wis12,Cha2 Skills:None Feats: weapon finesse __________________________________ Climate/Terrain: Temperate forests Organization: Solitary CR:1 Alignment: Always neutral Treasure: None Advancement: 3-6HD(tiny),7-9HD(small) "It's a bee!" "No, it's a mosquito!" For the record, it is a bee. combat: Poison(ex): intial damage 1d4 dex, secondary 1d6 con Dire Walrus I'm not going to stat this. It's too silly. Troglodyte Large Humanoid(human) HD:4d8+8(26hp) Initiative:+3 Speed: 40ft AC:15(+3 hide, +2 natural) Attacks: Greatclub+7 melee or gore+6 melee Damage: Greatclub 1d10+6, gore 1d4+6 Special Attacks: Simian Mind, Sense Link Special Qualities: Scent, Cold Resistance 5 Saves:Fort+6,Ref+0,Will+2 Abilities:Str19,Dex9,Con15,Int6,Wis12,Ch a8 Skills: Survival+4, spot+3, listen+3 Feats: Improve Initiative, weapon focus(greatclub) ____________________________ Climate/Terrain: Temperate and cold forests Organization: Solitary, mated pair, clan (3-6), or tribe (4-8 plus 1-3 lvl 2 fighters 1-4 lvl 4 rangers and one lvl3 adept) CR:3 Alignment: Usually Neutral Treasure: No coins, standard items and goods Advancement: 5-8HD(large) or by character class (favored class ranger) The troglodyte, or trog for short, stand 11ft tall, resembling a large hairy man with a single horn growing out of his bony brow. The troglodytes are ancestors of men, known well for their gentleness towards members of the opposite sex among humanoids. Troglodytes have no real language but can communicate amongst other simians. combat: Simian Mind(pi): A troglodyte can communicate with apes, feral humanoids, and ape-like creatures as if by a speak with animals and tongues spell. Sense link(pi): once per day, as if manifested by a 4th level psychic warrior. I took the sense link bit from the novel "Neanderthal". So sue me. :P Sabre Toothed Tiger Use the stats for a dire lion, but chance the bite attack damage to 2d6 crit 18-20/x3. |
| OamuTheMonk09-11-05, 11:47 PM | I'm in the middle of planning a session where the Cyclops from The Seventh Voyage of Sinbad (actually several of them) will make an appearance, and have been dreading statting them up. By jiggity, you gotta do it! I'll convert them to 3.5, but I'd love to see what you do with them! These guys look good, though I'll confess it's been a very long time since I've seen it. I remember the Ghouls scaring me quite a bit, so I was probably like eight. I dunno, a Dire Walrus seems like a pretty terrifying beast (er, Animal)--I think theres already one in Frostburn, though, so don't put yourself out. Oh, not for nothin', Sinbad and the Eye of the Tiger came out in the mid-seventies. Harryhausen was not given the budget he had on earlier fantasy films, so the stop-motion may have looked a little lackluster. Not for nothin', part two, do me a favor and check out my Herculoids (http://boards1.wizards.com/showthread.php?p=7224792#post7224792) builds. I always value your opinion. |
| R.M.G.C.L.F.02-19-06, 10:09 AM | Willdo! =) |
| Ghidorah02-19-06, 12:25 PM | I'm in the middle of planning a session where the Cyclops from The Seventh Voyage of Sinbad (actually several of them) will make an appearance, and have been dreading statting them up. By jiggity, you gotta do it! I'll convert them to 3.5, but I'd love to see what you do with them! These guys look good, though I'll confess it's been a very long time since I've seen it. I remember the Ghouls scaring me quite a bit, so I was probably like eight. I dunno, a Dire Walrus seems like a pretty terrifying beast (er, Animal)--I think theres already one in Frostburn, though, so don't put yourself out. Oh, not for nothin', Sinbad and the Eye of the Tiger came out in the mid-seventies. Harryhausen was not given the budget he had on earlier fantasy films, so the stop-motion may have looked a little lackluster. Not for nothin', part two, do me a favor and check out my Herculoids (http://boards1.wizards.com/showthread.php?p=7224792#post7224792) builds. I always value your opinion. If, I remember correctly, the dragon from Sinbad was made and posted on monster from the black lagoon. Check the link on its first page to the non-updated table of contents. |
| R.M.G.C.L.F.02-19-06, 03:42 PM | Cyclops Huge Giant HD:7d8+35 (52hp) Init:-2 Speed: 50ft AC:15(-2size,-2dex,+9natural) BAB/Grapple:+4/+20 Attacks: Gore+12 melee or Rock+3 grenade (30ft range increment) Damage: Gore 1d12+12, rock 2d8+8, 1d6+4 splash damage, pin Face/Reach:10ft by 10ft/10ft Special Attacks: pin, trample, frightful presence Special Qualities: Scent, DR5/+2, SR12, no dept perception, central eye Saves:Fort+10,Ref+0,Will+3 Abilities:Str27,Dex6,Con21,Int4,Wis12,Ch a8 Skills: Search+8, Spot+3, Listen+6 (+2 racial bonus to search and -2 racial penalty to spot. A Cyclops's large central eye has greater focus and singular power when directed, but has a narrower peripheral vision) Feats: Alertness, weapon focus(rock), skill focus(search) _________________________________ Climate/Terrain: hills, mountains and forests Organization: Solitary, pair, or clan (3-6) CR:5? Alignment: usually neutral Treasure: Double Standard Advancement: 8-15HD(huge), 16-21HD(gargantuan) The cyclops is vaguely humanoid, its bald head baring a wide eye and a horn, its legs hairy and goat-like. It has a bumpy and orange skin. The Cyclops are crude creatures, aggresive, territorial, and ravenous. They view those who disturb their land or raid their treasure as enemies and prey fit to kill. They will not leave their territory to hunt or pursue creatures beyond the borders of their land unless those creatures are carrying away their treasure. The Cyclops can understand giant, but aside from roaring noise simulating a hybridization of an elephant's trumpet and the roar of a lion they do not speak. Combat: cyclops have little strategy or method in combat. If they are hungry or find smaller enemies trapped, they will grab one with a grapple and carry them off to eat. If an enemy goes out of their reach, they throw a rock at it. Frightful Presence(ex): creatures within 60ft of a cyclops with fewer hit dice than it must make a will save dc:14 Pin(ex): a creature hit by a cyclops's rock must make a reflex save dc:18(DC 10+strength mod) or be pinned under the rock, taking 1d8 crushing damage each round and requiring a strength check dc:17 or an escape artist check dc:22 to be freed. Those who take splash damage must make a save at the same DC or be knocked prone. Trample(ex): a cyclops can merely move over a creature two size categories smaller than it to crush it. The creature takes 2d8+8 crushing damage and is pressed prone. They can make a reflex save dc:21 (strength based) to avoid this, or make an attack of opportunity, but not both. A cyclops usually does not use this attack when hunting because it has a distaste for meat that is stained with its own hoof-prints. No Depth perception(ex): a cyclops's ranged attacks have a 33% miss chance. Central Eye(ex): creatures with the sunder feat can attack a cyclops's central eye at by taking a -3 penalty to attack rolls. The eye does not have damage reduction and it takes triple damage from fire. It has 17HP, cyclops's AC, and destroying it blinds the cyclops permanently. |