Age of Myth Menagerie [Archive] - Wizards Community

Post/Author/DateTimePost
Insane Pixie

04-24-05, 03:25 PM
A collection of creatures from the game Age of Mythology. Requests are welcome. Any more beasties I post will also be added up here, for easy access.

Petsuchos
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +1
Speed: 20 ft. (6 squares), swim 30 ft.
Armor Class: 17 (-2 size, +1 Dex, +8 natural) touch 9, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Bite +11 melee (2d6+12), tail slap +11 melee (1d10+12), or Sunbeam (4d6)
Full Attack: Bite +11 melee (2d6+12), tail slap +11 melee (1d10+12), or Sunbeam (4d6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Hold Breath, Low-light vision
Saves: Fort +12, Ref +4, Will +9
Abilities: Str 27, Dex 12, Con 19, Int 14, Wis 14, Cha 12
Skills: Hide +1 *, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide )
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: -

Combat

Sunbeam (Ex)
Once per round, as a standard action, a Petsuchos can fire a focused beam of sunlight at a foe. This attack deals 4d6 fire damage, provokes attacks of opportunity, and always succeeds at hitting. Since this attack does not require an attack roll, it cannot score a critical hit.

Laser Bear
Large Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +1
Speed: 40 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 16 (-1 size, +1 Dex, +6 natural) touch 10, flat-footed 15
Base Attack/Grapple: +10/+24
Attack: 2 claws +19 melee (1d8+10) or Laser +10 ranged (3d6)
Full Attack: 2 claws +19 melee (1d8+10) and bite +14 melee (2d6+5), or Laser +10 ranged (3d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Laser
Special Qualities: Scent, Low-light vision, Familiars
Saves: Fort +12, Ref +4, Will +10
Abilities: Str 30, Dex 12, Con 19, Int 12, Wis 16, Cha 12
Skills: Hide +10, Listen +12, Spot +12
Feats: Run, Endurance, Track
Climate/Terrain: Dense forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: -

Combat

Familiars (Ex)
A Laser Bear has four monkey familiars. The special monkeys have special abilities as if the Laser Bear was a Sorcerer with levels equal to its HD.

Laser (Su)
A Laser Bear has a "breath" weapon, a 30 ft. cone of focused fire.

Improved Grab (Ex)
To use this ability, a Laser Bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Wadjet
Large Magical Beast
Hit Dice: 10d10+50 (205 hp)
Initiative: +5
Speed: 40 ft. (6 squares)
Armor Class: 21 (-1 size, +5 Dex, +7 natural) touch 14, flat-footed 16
Base Attack/Grapple: +10/+17
Attack: Bite +12 melee (2d6+4) or Acid Spit (3d6)
Full Attack: Bite +12 melee (2d6+4) or Acid Spit (3d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid Spit
Special Qualities: Low-light vision, Darkvision 60 ft.
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 17, Dex 20, Con 18, Int 11, Wis 18, Cha 8
Skills: Hide +14, Listen +14, Spot +14
Feats: Endurance, Lightning Reflexes, Weapon Focus (Bite)
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-15 HD (Large), 16-30 (Huge)
Level Adjustment: -

Combat

Acid Spit (Su)
Once per round, as a standard action, a Wadjet may spit an acidic ball of...acid...at a foe within 30 ft. This acid dissolves organic material and metal quickly, but does not affect stone. When hit, the target's armor and clothing dissolve and become useless immediately unless they succeed on a DC 21 Reflex save.

Carcinos
Gargantun Beast
Hit Dice: 20d10+140 (185 hp)
Initiative: +4
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 16 (-4 size, +10 natural) touch 6, flat-footed 16
Base Attack/Grapple: +15/+39
Attack: 2 pincers +23 melee (2d6+12)
Full Attack: 2 pincers +23 melee (2d6+12)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab
Special Qualities: Low-light vision, Darkvision 60 ft., Hold breath
Saves: Fort +19, Ref +12, Will +8
Abilities: Str 35, Dex 10, Con 25, Int 10, Wis 14, Cha 10
Skills: Hide -2, Listen +12, Spot +12, Swim +22
Feats: Improved Initiative, Endurance, Run
Climate/Terrain: Open ocean
Organization: Solitary or pair
Challenge Rating: (???)
Treasure: Standard
Alignment: Usually neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: -

Combat

Improved Grab (Ex)
To use this ability, a Carcinos must hit an opponent of any size with its pincers attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check , it establishes a hold and automatically deals pincer damage. *A Carcinos has a +4 racial bonus on grapple checks.

Skills
Carcinos have a +8 racial bonus on swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
urial angel of death

04-24-05, 03:37 PM
alien vs predator vs terminator vs LASER BEAR I have film making gold here :dancin:
Insane Pixie

04-24-05, 03:45 PM
alien vs predator vs terminator vs LASER BEAR I have film making gold here :dancin:

:heehee

And I almost forgot Laser Bear's familiars!
Raymond_Luxury_Yacht

04-24-05, 04:17 PM
The Wadjet. Sadly, that's one of the only ones I remember, since Age of Mythology hasn't worked on my computer for at least a year.
Olly

04-24-05, 04:30 PM
The Wadjet.

Oooh! Good call!

Giant, winged, acid-spitting cobras are love. :D
Insane Pixie

04-24-05, 05:19 PM
Wadjet
Large Magical Beast
Hit Dice: 10d10+50 (205 hp)
Initiative: +5
Speed: 40 ft. (6 squares)
Armor Class: 21 (-1 size, +5 Dex, +7 natural) touch 14, flat-footed 16
Base Attack/Grapple: +10/+17
Attack: Bite +12 melee (2d6+4) or Acid Spit (3d6)
Full Attack: Bite +12 melee (2d6+4) or Acid Spit (3d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid Spit
Special Qualities: Low-light vision, Darkvision 60 ft.
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 17, Dex 20, Con 18, Int 11, Wis 18, Cha 8
Skills: Hide +14, Listen +14, Spot +14
Feats: Endurance, Lightning Reflexes, Weapon Focus (Bite)
Climate/Terrain: Plane of Run Like :censored:
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-15 HD (Large), 16-30 (Huge)
Level Adjustment: -

Combat

Acid Spit (Su)
Once per round, as a standard action, a Wadjet may spit an acidic ball of...acid...at a foe within 30 ft. This acid dissolves organic material and metal quickly, but does not affect stone. When hit, the target's armor and clothing dissolve and become useless immediately unless they succeed on a DC 21 Reflex save.
Wyrd Bearer

04-24-05, 06:05 PM
Heh heh, how about the Norse titan? Or maybe the Atlantean hekagigantes and lampades. Mmm, so many crazy units.
wordserpent

04-24-05, 06:13 PM
I'd like t see the Annubite, if anyone wants to attempt it. Perhaps the Mask of Annubis could be a magical item that allows movement bonuses and incredible jumping abilities.

Also the Jormund, Jormund Elder and the Leviathan would be a nice edition to the bestiary.
urial angel of death

04-24-05, 06:30 PM
leviatain is already in the MM2
Insane Pixie

04-24-05, 06:42 PM
I'd like t see the Annubite, if anyone wants to attempt it. Perhaps the Mask of Annubis could be a magical item that allows movement bonuses and incredible jumping abilities.

Also the Jormund, Jormund Elder and the Leviathan would be a nice edition to the bestiary.

Jump over to the classes board and check out my Anubite Warrior. They actually do have a Mask of Anubis, and incredible jump abilities.
Raymond_Luxury_Yacht

04-24-05, 07:42 PM
Hmmm...

How about the Carcinos now?
Insane Pixie

04-24-05, 08:14 PM
Carcinos
Gargantun Beast
Hit Dice: 20d10+140 (185 hp)
Initiative: +4
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 16 (-4 size, +10 natural) touch 6, flat-footed 16
Base Attack/Grapple: +15/+39
Attack: 2 pincers +23 melee (2d6+12)
Full Attack: 2 pincers +23 melee (2d6+12)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab
Special Qualities: Low-light vision, Darkvision 60 ft., Hold breath
Saves: Fort +19, Ref +12, Will +8
Abilities: Str 35, Dex 10, Con 25, Int 10, Wis 14, Cha 10
Skills: Hide -2, Listen +12, Spot +12, Swim +22
Feats: Improved Initiative, Endurance, Run
Climate/Terrain: Open ocean
Organization: -
Challenge Rating: (???)
Treasure: Standard
Alignment: Usually neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: -

Combat

Improved Grab (Ex)
To use this ability, a Carcinos must hit an opponent of any size with its pincers attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check , it establishes a hold and automatically deals pincer damage. *A Carcinos has a +4 racial bonus on grapple checks.

Skills
Carcinos have a +8 racial bonus on swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Olly

04-25-05, 02:42 AM
Jump over to the classes board and check out my Anubite Warrior. They actually do have a Mask of Anubis, and incredible jump abilities.

Good though it is, would it be too much to ask for the Anubite as a monster, rather than a prestige class? :bigeyes:
Solidcobra

04-25-05, 03:04 AM
There's another thread like this one in the monsters section, where i posted the anubite... Here, i'll repost it...>_>

Anubites
Medium Outsider (native)
Hit Dice: 4d8+16 (34 HP)
Initiative: +7
Speed: 40ft
Armor Class: 20 (+4 natural, +4 armor, +2 dex)
Base Attack/Grapple: +4/+9
Attack: Large Sickle +9 (1d8+5)
Full Attack: Sickle +7 (1d6+5), Large sickle +7 (1d8+5)
Space/Reach: 5ft/5ft
Special Attacks: Leap, pounce
Special Qualities: Darkvision 60ft, outsider traits, wings of sand
Saves: Fort +8, ref +7, will +6
Abilities: Str 20, Dex 16, Con 19, Int 10, Wis 14, Cha 8
Skills: Jump +43*, hide +10, 6 other skills of the DMs choice
Feats: Power attack, improved initiative(bonus feat), two-weapon fighting
Climate/Terrain: Desert
Organization: Solitary, pair, pack (3-5), army (a whole lot of 'em)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By class
Level Adjustment: +4

Called forth by powerful priests of some desert gods, and sometimes conjured by other means, these jackal-like creatures forged in the image of Anubis are warriors with amazing endurance and the frighted ability to make incredible jumps, crossing huge distances in a short time. When slain, they turn into a black-ish sand. They speak common and the language of whoever summoned them, but they generally choose just to growl and snarl at their enemies. The anubit in the statblock above has a scale mail (yeah, i know they mostly are topless, but really now...) and two sickles, one medium and one large.

Wings of sand(ex): the Anubite gets a +30 modifier to his jump check, and the result is not limited by his height.

Pounce(ex): the anubite may make a full attack after charging (see Leap)

Leap(ex): the anubite can leap far into the sky and come crashing down on his enemies, when making a charge and with at least 30ft to any ceiling or the like, the anubite may designate any point that he can reach with a jump of 30ft height or less within 80ft of his starting point to land and make a full attack at, if the anubite chooses to power attack, he gets double the damage for his attack. (IE: Anubite power attacks for 2, he gets +4 damage)
Olly

04-25-05, 08:56 AM
Heh heh, how about the Norse titan? Or maybe the Atlantean hekagigantes and lampades. Mmm, so many crazy units.

I second the hekagigantes, and put forth the promethean. :D
MinionOfCthulhu

04-25-05, 09:11 AM
leviatain is already in the MM2

Different concepts of the Leviatain.
CzarGarrett

04-25-05, 09:28 AM
Quality work.


I like the Laser Bear.
Insane Pixie

04-25-05, 11:01 AM
I second the hekagigantes, and put forth the promethean. :D

Ummm...where those in the expansion pack?

If so, I can't really help any.
Wyrd Bearer

04-25-05, 12:53 PM
Ummm...where those in the expansion pack?

If so, I can't really help any.

Yep. When I'm not running around taking care of the senile amount of papers that my professors decided to dump on me, maybe I'll get around to statting up some of the X-pac creatures.
Gemstone

04-25-05, 01:10 PM
Heka gigantes - Four armed giant, related to the Hecatoncheires
Promethean - the first men made by Prometheus. They're mostly made of clay
Wyrd Bearer

04-28-05, 11:53 PM
Hekagigantes
Huge Giant (Earth)
Hit Dice: 17d8+102 (178 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +12/+32
Attack: Slam +22 melee (2d6+12)
Full Attack: 4 slams +22 melee (2d6+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ground Smash
Special Qualities: Low-light vision, Mighty Fists
Saves: Fort +16, Ref +6, Will +10
Abilities: Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13
Skills: Climb +19, Craft (any one) +11, Intimidate +11, Listen +15, Sense Motive +9, Spot +15 (feeling lazy here, DM can adjust as they see fit)
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Improved Natural Attack (slam)(bonus, see below), Stunning Fist(bonus, see below)
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: —

Ground smash (Ex): As a full round action, a hekagigantes can smash the ground with all four arms, causing a shock wave to radiate 5 ft x base HD (so 85 ft radius). Make a single unarmed attack roll. Every creature in affected area compares its Balance check result to the hekagigantes' attack roll result. Those who fail this opposed check are knocked down. Each structure and unattended object that is partially within this area takes damage equal to 1d6 + hekagigantes' strength bonus + object's hardness (max 5).

Mighty Fists (Ex): The hekagigantes has improved natural attack with its slam. In addition, the hekagigantes gains the Stunning Fist feat as a bonus as well, despite not have all of its prerequisites. He may use this feat with his slams, but is otherwise subject to its normal limitations (treat its HD as levels to determine uses per day).
Insane Pixie

04-29-05, 12:12 AM
:clap:

Very nice.

Before I throw it at my players, however, I'd give it Monkey Grip and four Falchions, because my players have been very bad lately.

PC: What do you mean I can't?

DM: I mean your character can't do that.

PC: Awwwwwwwwwwww...c'mon!

DM: YOU CAN'T TURN WATER TO WINE! :twitch:
Wyrd Bearer

04-29-05, 12:38 AM
Promethean
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7)
Full Attack: 2 slams +14 melee (2d10+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision, create spawn
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Prometheans are large, clay men that batter foes with their fists and split into two smaller copies of themselves upon destruction.

Um, this was pretty easy, its just a modified clay golem with the following added quality.

Create Spawn(Ex): When a promethean dies, its clay body splits into two smaller prometheans. See promethean spawn below.

Promethean Spawn
Medium Construct
Hit Dice: 5d10+20 (50)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (2d6+3)
Full Attack: 2 slams +5 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 5/adamantine and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 17, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Always 2
Challenge Rating: 5 (or maybe 9 like original promethean since there are two of them, I'm no good with CRs)
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Promethean spawn do not have the create spawn ability.
Wyrd Bearer

04-29-05, 12:39 AM
:clap:

Very nice.

Before I throw it at my players, however, I'd give it Monkey Grip and four Falchions, because my players have been very bad lately.

PC: What do you mean I can't?

DM: I mean your character can't do that.

PC: Awwwwwwwwwwww...c'mon!

DM: YOU CAN'T TURN WATER TO WINE! :twitch:

Thanks, glad to be of help.
Wyrd Bearer

04-29-05, 02:14 AM
Lampades
Medium Outsider (Extraplaner)
Hit Dice: 6d8+6 (33 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 22 (+1 Dex, +3 natural, +8 deflection), touch 19, flat-footed 21
Base Attack/Grapple: +6/+7
Attack: +1 Brilliant Energy Spear +8 melee (1d8+2)
Full Attack: +1 Brilliant Energy Spear +8 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chaos
Special Qualities: Damage reduction 10/magic or good, darkvision 60 ft., spell resistance 18, fast healing 3, spellcasting, Protective Aura
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills: Bluff 17, Concentration 10, Hide 10, Intimidate 17, Knowledge (arcana) 12, Knowledge (planes) 12, Listen 11, Move Silently 10, Search 11, Spellcraft 12, and Spot 11
Feats: Dodge, Mobility, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: As character class (favoured sorceror)
Level Adjustment: -

A striking female that looks like an ordinary human, if but for her overly pale-skin and long white hair, in purple robes glides towards you. She raises her hand, and with a smile and a gesture, you and your allies suddenly lose control and run amok.

Lampades live to spread chaos and confusion. They like to avoid direct combat, preferring sublty and magic, but will wade in to finish off foes that they've incapacitated with their spells and abilities. They are always female. Lampades speak and understand Common, Abyssal, Draconic and Infernal

Chaos (Su): As the spell confusion, but limited to a range of 60 feet and has a 50 ft. radius of effect (Lampades are immune to this ability). DC 21 (Will negates) and targets affected behave as if under the effects of a confusion spell for 6 rounds. A lampades can use instill Chaos once every 1d4 rounds as a standard action.

Protective Aura (Su): A conscious lampades gains deflection bonus to her AC equal her Charisma mod (minimum 1).

Spellcasting: A lampades can cast spells as a sorceror of equal level to her racial HD. If a lampades has actual levels in sorceror, they stack with her racial HD to determine total soceror level. (DC 17+spell level)

Spells/Day 0/1st/2nd/3rd--6/8/7/5
Spells Known 0/1st/2nd/3rd--7/4/2/1

Typical spells known:
Cantrips: Resistance, Detect Magic, Read Magic, Dancing Lights, Flare, Ghost Sound, Touch of Fatigue
1st: Mage Armour, Shield, Charm Person, Ray of Enfeeblement
2nd: Invisiblity, Hypnotic Pattern
3rd: Ray of Exhaustion

=======

Purist AoM players may hate me for the way I've presented them, but I've taken creative license and boosted the lampades considerably compared to what they were in the expansion. I do this because it makes them a bit more of a challenge and just because I liked them in the game, so nyah! I'll make them how I want :D .
Olly

04-29-05, 08:51 AM
How about the Son Of Osiris? Or, even better the winged hippo? :D
Wyrd Bearer

04-29-05, 02:51 PM
How about the Son Of Osiris? Or, even better the winged hippo? :D

Don't remember too much about them as I haven't played in over a year, never really used the Egyptains and didn't cheat that much.

However, I do have the argus from the x-pac statted up.

Argus
Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: +1
Speed: fly 20 ft. (poor)*
Armor Class: 9 (–2 size, +1 Dex), touch 9, flat-footed 8
Base Attack/Grapple: +7/+20
Attack: Slam +5 melee (2d6+10 plus 2d6 acid)*
Full Attack: 4 Slams +5 melee (2d6+10 plus 2d6 acid)*
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid, constrict 2d6+5 plus 2d6 acid, improved grab, acid blast
Special Qualities: Blindsight 60 ft., ooze traits, a thousand eyes, slow but steady, argus flight, stoic
Saves: Fort +9, Ref +4, Will +5
Abilities: Str 20, Dex 12, Con 22, Int 4, Wis 14, Cha 2
Skills: Spot +23*
Feats: Alertness, Multigrab, Hover*, Power Attack*
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

*These abilities, stats, or feats have a stipulation specific to the argus and are explained within its stat block.

A large green blob with four tentacles dangling below it slowly flies in a orbit around the area is is gaurding. It drifts through the air in a leisurely pace. Caustic acid drips from its form, causing little puffs of smoke to rise from pits burnt into the ground. Countless eyes adorn its body, each one of them unblinking and constantly scanning for danger.

Arguses are huge flying blobs of acid that make excellent gaurdians, as their countless eyes allow them to see everything in the area at once. They are intlligent, a difference from most oozes and are surpisingly aware of their surroundings. They can obey simple orders given to them in Common, the only language they understand. They do not speak.

They are slow fliers, but can hover and full attack thanks to their hover feat. They do not have wings, so they cannot kick up a dust cloud as normal for that feat.

In combat, they slowly approach their enemies by flying at them in the first round. Then in the following rounds, the use full attack after full attack, using all 4 acidic tentacles to slam an opponent into submission. They power attack with their slams (already figured into the stats above). If they can, when the hit an opponent with a slam, the argus tries to grab them with its improved grab ability. The argus will then hold them with one tentacle (-10 grapple check to maintain hold, thanks to multigrab), dealing contriction damage to that creature while hitting other creatures with its remaining tentacles, grabbing them if it can. The argus can hold up to four creatures that a viable targets with its tentacles. An argus can still use its acid spray even if all its tentacles are occupied.

Acid (Ex): The creature secretes a caustic acid that dissolves material that it comes in contact with. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A weapons that strike an argus also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The argus' acidic touch deals 21 points of damage per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): An argus automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. An argus can constrict a foe held in its tentacle and still slam other opponents within reach with its remaining ones.

Improved Grab (Ex): To use this ability, an argus must hit with one of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. An argus can chose to maintain a hold against an opponent with just one of its tentacles (-10 grapple check) and may use its remaining, unoccupied tentacles to slam other opponents.

Acid Blast (Ex): The most dreaded ability that an argus possesses. An argus can shoot a blast of acid as a full round action. This is a ranged touch attack that has a range of 60 feet and, if it hits, reduces the target to nothing more than a rapidly dissolving puddle of steaming goo. A target hit by the argus' acid blast much pass a DC 21 reflex save or be killed as they dissolve in the torrent of acid. On a passed save, they have managed to avoid most of the blast and only take 10d6 points of acid damage. (Yes, I am serious about this. The argus in the game has a blast of acid that will instantly kill any unit it hits, I've actually gone and made it more survivable). An argus that uses this ability must wait 1d4+6 rounds before it can shoot a blast of acid again.

A Thousand Eyes (Ex): An argus is literally covered in countless eyes. They have all around vision, thus it cannot be flanked, and gains +8 to all spot checks. It can also take 10 on spot checks, even if rushed or in situations that would normally prevent it from doing so. Its vision is even so keen that is can see the distortions and irregularities made by the passing of invisible creatures, granting the argus blindsight of 60 ft.

Slow But Steady (Ex): Moving is a full round action for an argus. It cannot run or charge into combat with its flight speed, nor can it take any other actions while it is moving.

Argus Flight (Ex): Similar to beholders, the argus is naturally bouyant, but unlike the eye-tyrants, the argus does not have grace in its flight. It is a poor flier, with a speed of only 20 ft. a round, and cannot fly higher than 20 from the ground. This is because the argus's flight is more of a glorified hovering.

Stoic (Ex): An argus receives a +4 on saves vs. mind affecting spells and effects.

===========

*Edited for addition* Oh yeah, and here is the site (http://aom.heavengames.com/gameinfo/atlanteans/units/mythunits/) where I've been getting the inspiration for these guys. I've played the game, but its been a while, so I don't recall the exact unit specifics, so most of what I've statted out is me doing some prodigious winging it. As you all can probably tell, I'm a fan of the Atlantean civ.
Niveus Lynx

05-28-05, 11:45 AM
How about the Son Of Osiris? Or, even better the winged hippo? :D

Wuv woo? WUVVVVVV WOOOOOOOOO!!!

http://www.planetageofmythology.com/aom/cheats/cheats_wuv.jpg
skyler

05-29-05, 02:32 AM
i think you made some of them to big the prometians should be size medium and the spawn should be small and the crocidile that shoots a beam of light should in my opinion be only size large
Goodly_Knight

07-12-05, 02:45 PM
think winged hippo is called a hippogrif, at least thats what they were on my Magic: The gathering cards
Seraph of Babel

07-12-05, 03:33 PM
Interesting. I was playing the game again... Some comments.

All magical beasts have darkvision 60 ft. along with low-light vision.

Petsuchos
I think the sunbeam should be a ranged touch attack. If you prefer to make it more like a breath weapon, then give a Ref save.

Lazer Bear
One of a familiar's powers is to deliver touch spells... but since the bear has no spells, the monkey familiars are somewhat redundant. If the lazer is cone, it doesn't need an attack roll, just Ref save. If it requires an attack roll, it should be ranged touch and not ranged. Also, the lazer bear should have fast healing.

Wadjet
How did you get DC21 for the Ref save? I think it should be Con-based, giving DC19 (10+5+4).
Seraph of Babel

07-13-05, 03:41 AM
:whatsthis In order to maintain consistency between units, I derived HD based on the hit points a creature has in the game divided by 50. For e.g., the flying purple hippo has 720 hp in the game, so that gives 14 HD.

Flying Purple Hippo
Huge Magical Beast (Extraplanar)
Hit Dice: 14d10+70 (147 hp)
Initiative: +6
Speed: 20 ft., swim 20 ft., fly 60 ft. (perfect)
AC: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +14/+31
Attack: Bite +21 melee (2d6+13)
Full Attack: Bite +21 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, rainbow trail
Special Qualities: Darkvision 60 ft., low-light vision, scent, hold breath, DR 10/magic
Saves: Fort. +14, Ref. +11, Will +6
Abilities: Str 28, Dex 15, Con 21, Int 6, Wis 14, Cha 13
Skills: Listen +12, Spot +7, Survival +4
Feats: Ability Focus (breath weapon), Flyby Attack, Improved Initiative, Power Attack, Wingover
Environment: Alternate Prime Material Plane
Organization: Solitary or flight (2-4)
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
Level Adjustment: -

This creature is a purple winged hippopotamus wearing a blue hat. As it flies gracefully, rainbow trails after it.

This strange creature is thought to be evolved from a normal hippopotamus (see Sandstorm, pp.193-4) in an alternate world of a different cosmology. Secret texts found in the Egyptian temples of the hippo-headed goddess Taweret reveal that this creature can be summoned with a summon monster VIII spell, augmented by a verbal spell key (“Wuv Woo!”). The flying purple hippo eats grass, monstrous spiders, mummies and siege engines. A typical specimen is 15 ft. long and weighs 8,000 lbs.

Combat
A flying purple hippo is territorial and generally aggressive towards humans. Although it is clumsy on land, it is surprisingly agile in the air. It generally attacks by flying overhead and using its breath weapon.

Breath Weapon (Su): 15 ft. cone of heart-shaped crimson substance, 10d6 fire damage, Con-based DC 24 Reflex half. A flying purple hippo must wait for 1d4 rounds before using its breath weapon again.

Rainbow Trail (Su): A flying purple hippo leaves behind a rainbow trail in all the spaces it has moved over. The trail lasts for 1 round and any creature in the area is subjected to a color spray effect, Cha-based DC 12 Will negates.

Hold Breath (Ex): Like normal hippos, a flying purple hippo can hold its breath for a number of rounds equal to 8 x its Con score before it risks drowning.

Skills: A flying purple hippo has +8 racial bonus on Swim checks. It can take 10 on Swim checks even when rushed or threatened. It can use the run action while swimming in a straight line.

http://www.planetageofmythology.com/aom/cheats/cheats_wuv.jpg
Seraph of Babel

07-13-05, 03:44 AM
Fork Boy
Huge Giant
Hit Dice: 12d8+84 (138 hp)
Initiative: +1
Speed: 30 ft.
AC: 20 (-2 size, +1 Dex, +9 natural, +2 armor), touch 9, flat-footed 19
Base Attack/Grapple: +9/+29
Attack: Huge trident +19 melee (3d6+12)
Full Attack: Huge trident +19/+14 melee (3d6+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Tines of power
Special Qualities: Low-light vision
Saves: Fort. +15, Ref. +5, Will +6
Abilities: Str 34, Dex 13, Con 24, Int 13, Wis 15, Cha 13
Skills: Jump +14, Listen +17, Search +8, Spot +17, Survival +8
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Environment: Warm mountains
Organization: Solitary or set (2-5)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: -

This black-haired giant in clothed in white and blue, carrying a huge trident.

The origins of fork boys is unknown, but some speculated that they were descended from a outcast storm giant with an unnatural affiliation with cutlery. As outcasts among giants, they tend to dwell in remote islands with mountainous terrain. They speak Giant.

Combat
A fork boy is well-known by his enemies for its whirlwind attack and its extending trident. A fork boy typically advances as a fighter or barbarian.

Tines of Power (Su): A fork boy can extend any trident he is wielding as a free action 1/round, increasing its reach by an additional 10 ft. This affects only 1 attack, regardless of how many attacks he may have in a single round.

Possessions: A fork boy typically uses a huge trident and a huge leather armor.

http://www.planetageofmythology.com/aom/cheats/cheats_tines.jpg