An odd idea for a monster creation thread [Archive] - Wizards Community

Post/Author/DateTimePost
Arhra

05-12-04, 07:43 AM
Just the other idea I had an idea for a somewhat oddball method of creating a monster so I thought I'd try it out here to see how it works. Just ofr the sake of it I'll make up my own name - here's how it works:

Arhra's Compilation Method of Monster Creation
Each person replies and posts a single idea for a monster. This can be anything from number of limbs to mental characteristics to special attacks or personality traits. You may not refer to in game statistics, e.g. saying "It is very strong" is acceptable but saying "it has a Strength score of 22" is not.' Keep these concepts relatively vague as they have to work together. After 20 ideas have been put in, everyone then votes off up to 4 abilities and then the thread starter will create a monster including all of accepted ideas. Feel free to suggest stuff for how these 20 concepts will work together or speculate while the monster is under construction (names in particular are difficult). Then the thread starter will post up the monster. Rinse and repeat if desired.

Reply with an idea if you're interested. I'll start it off

1: The monster enjoys preying on orcs


Here are the monsters created so far:

Slaaopard
Small Magical Beast (Chaos, Extraplanar)
Hit Dice: 4d10+19 (41 hit points)
Initiative: +7
Speed: 30 ft., burrow 10 ft, fly 10 feet
AC: 18 (+3 Dex, +5 natural), touch 13, 15 flat-footed
Attacks: Acid spray +7 ranged touch (60 foot range), 6 tentacles +6
Damage: Acid spray: 4d6 acid (see chaos acid), tentacles 1d4+2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Adhesive, chaos acid
Special Qualities: Alien mind, regeneration 8, levitation
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 17, Con 15, Int 22, Wis 2, Cha 17
Skills: Bluff +10, Concentration +9, Craft (Sculpting) +13, Hide +25*, Knowledge (The planes) +13, Move Silently +10, Survival +3, Tumble +10, Use Magic Device +10
Feats: Improved Initiative, Toughness

Climate/Terrain: Any land and underground (Limbo)
Organization: Solitary, mated pair or pack (3-10)
Challenge Rating: 7
Alignment: Always chaotic, usually good
Advancement: 5-7HD (Small), 8-10HD (Medium)

A creature that combines the feature of a cat, an octopus, a frog and even a plant floats before you. It floats approximately a foot above the ground, its long tentacles trailing along the ground and over nearby objects. Two long appendages that resemble narrow wings with numerous bubble-like sacs on the underside slowly swish at the air, apparently keeping the creature aloft. It has a long, tail-like tentacle and the creature has an elongated, vaguely cat-like head which has no mouth. Its hide is leathery and greenish but seems to constantly change colour, making it difficult to see clearly. It appears to have patches of what looks like moss on it.

The slaaopard is a rare and unusual creature native to the Everchanging Chaos of Limbo that often migrates to the Material Plane. Its name stems from a believed relation to the slaadi though no-one has found conclusive proof of this.

The slaaopard is best know for its chaos-matter manipulation abilities. It can secrete a chaotic acid that destabilises all things it touches and even transmute objects. They seem to enjoy reshaping parts of the environment aorund them and their territory can generally be found by the presence of strange, alien 'sculptures'.

It has a bizarre anatomy - it feeds through its tentacles and it has a symbiotic relationship with a certain type of fungus, making its wounds heal alarmingly fast.

For reasons unknown to the greatest of sages, slaaopards enjoy preying on orcs though some speculate this may be because orcs are sometimes believed to be partially fungoid in nature.

The parts of the slaaopard's body have quite incredible alchemical properties. The adhesive sectretions it produces can be used in the making of sovereign glue (halving the gold and experience cost) and its acid is valuable for crafting universal solvent (again halving the gold and experience costs). The acid can also be stored in air-tight containers allowing them to be used in a similar way to normal acid flasks. At the DM's discretion, other uses may be possible.

Slaaopards speak Slaadi and 3 random other languages.

Combat:
Against foes not extensively armed with ranged weapons, slaaopards prefer to float above their foes and spray them with acid. If a slaaopard is on its own it will generally retreat and return with a pack to aid it. Packs of slaaopards favour grappling their foes.

Alien Mind (Ex): The slaaopard has an extremely incoherent and alien mind that can damage those who try to influence it. The slaaopard has a +4 racial on Will saves and a +4 racial on saves vs mind influencing effects (these bonuses stack) and anyone targeting the slaaopard with a mind influencing ability must make a Will save against the DC of their ability or become confused for 2d4 rounds.

Adhesive (Ex): Slaaopards can secrete a powerful adhesive, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a slaaopard must succeed at a Reflex save (DC 12), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using natural weapons are automatically grappled if they get stuck.

Chaos Acid(Su): The slaaopard can secrete a potent acid, filled with raw chaos itself. This acid deals 4d6 damage to any natural materials (earth, wood, orcs, etc) but only 2d3 damage to worked materials. The slaaopard can secrete this acid which becomes inert after one round of exposure to the air and damages anything in contact with it and can also spray it at an enemy. Slaaopards also uses this acid to burrow through the ground, leaving very distinctive tunnels if it doesn't collapse them after it.

Improved Grab (Ex): If a slaaopard hits with a tentacle attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The slaaopard can grab opponents up to one size category larger than it.

A slaaopard has a +8 racial bonus on grapple checks and can make tentacle attacks against the creature its grappling at no penalty while grappling.

Levitation (Su): Slaaopards possess the ability to float a foot above the ground. Instead of walking they glide along, unconcerned with the hard earth or difficult terrain. While they remains within 1 foot of a flat surface of any solid or liquid, they can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times its normal speed). However, at distances higher than 1 foot above any surface, their speed diminishes to 10 feet per round. If this ability is somehow negated or supressed then the slaaopard's base speed becomes 5 feet.

Psi-like abilities: At will: Prestigitation, Dimension Door, 3/day: fabricate, polymorph any object* save DC 16 + power level

*The slaaopard's polymorph any object is far more limited than the standard spell. It can affect a target of up to one size category larger than the slaaopard, the new from must be of the same kingdom (animal, mineral or vegetable), the new form must be within one size category of the target's orginal form and the target does not gain the intelligence score of the new form. Treat this as being a 5th level spell instead of an 8th. This abilty is often refered to as the touch of chaos.

Regeneration (Ex): Slaaopards have a symbiotic relationship with a type of fungus found only in Limbo. This fungus causes their wounds to heal at an incredible rate. Slaaopards have regneration 8 and only fire or lawful attacks deals normal damage to them.

Skills: +15 racial bonus on hide checks


Meratoth
Huge Magical Beast (Law, Extraplanar)
Hit Dice: 11d10+66 (126 hit points)
Initiative: +1
Speed: 20 ft, Climb 20 feet
AC: 18 (+1 Dex, +11 natural), touch 13, 15 flat-footed
Attacks: Claw +18 and Bite +13,
Damage: Claw 3d6+9, Bite 2d6+4
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Improved Grab, Harpoon, Hurl, Metal Petrifying Gaze, Shrapnel Spray, Sundering Bite
Special Qualities: Fire and poison immunity, Cold resistance 20, DR 5/adamantine
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 29, Dex 12, Con 22, Int 13, Wis 15, Cha 9
Skills: Balance +8, Climb +24, Knowledge (Architecture and Engineering) +8, Knowledge (The planes) +8, Sense Motive +9, Survival +9
Feats: Improved Sunder, Point Blank Shot, Power Attack, Precise Shot (B), Multigrab*

Climate/Terrain: Any land and underground (Acheron)
Organization: Solitary, pair or siege gang (4-8)
Challenge Rating: 9
Alignment: Always lawful, often evil
Advancement: 12-29HD (Huge), 30-33HD (Gargantuan)

*From Savage Species (reduces grappple penalty from -20 to -10)

You see a massive metallic creature in front of you. It is vaguely reminiscent of a crab or beetle with three long armored legs emerging from under its iron carapace. At the highest joint of the legs are what appears to be many faceted crystals which swirl with opalescent hues. On top of its body is a long arm ending in a massive three-way claw. Its eyeless head is little more than a set of of grinding mandibles with a lengthy, hooked probiscus, reminiscent of a harpoon, that drips a rusty-looking fluid.

The meratoth is an unusual creature native to the Infernal Battlefield of Acheron. They can frequently be found inside the cubes, quite able to climb around. Though they may not appear so, they are quite intelligent and frequently hire themselves out as mercenaries. They are valuable as they are extremely loyal and are basically walking siege weapons. The amount of destruction a small squad can cause is quite awe inspiring. One of the few races they refuse to work for is the goblinoid races as they consider them a delicacy for reasons best left known only to them. The meratoth is actually edible, though few may guess it. Underneath its tough hide is a seed-like center which the goblins claim tastes rather like chicken. Bugbears especially value them.

Meratothi do not eat flesh. Instead they eat metal, especially creatures they have transformed into metal with their gaze. Though meratothi do take a certain joy in eating petrified goblins, their favourite food is fey. The meratoth's gaze has the effect of turning fey into cold iron. Such statues always have a look of agony on their faces as cold iron is anathema to fey creatures. For this reason, meratothi can be sometimes be encountered in the Outlands and some of the Upper Planes.

Mertothi behaviour is odd, to say the least. They have honour, of a kind, and are not usually openly aggressive unless they encounter fey, goblins, are extremely hungry or have been hired for war. However if they encounter creatures they will wait until spoken to before replying. It is uncertain why this is so but it is believed to be some sort of racial taboo. Some sages specualte that they may be a created race, explaining some of this mildly subserviant behaviour. They have some sort of pact with the salamanders, trading with them once a year on their holy festival. It is uncertain what exactly they trade but it is known that meratoth mercenaries are sometimes found on the Elemental Plane of Fire, working for the salamanders.

There are rumour of an exceptional meratoth of truely immense proportions that is always accompained by two Huge iron golems which are adapted so it can easily use its hurl ability on them. This mercenary demands to be paid in fey or metallic magic items but its said to be worth the expense.

A meratoth's natural attacks are treated as being cold iron for the purpose of overcoming damage reduction.

Meratothi speak Terran and Infernal

Combat
Merothi can be awe inspiring opponents to fight. They excel at both long and close range combat and have numerous methods of disposing of their foes. They excel at destroying fortifications and grous of unhired meratoth have been known to rove the surface of the cubes of Acheron, destroying all obstacles in their path simply for the sake of it. A solitray meratoth typically attempts to grab one or more foes with its proboscis or claw attakc before retreating and hurling the (hopefully petrified) foes at their enemies. Alternatives they may choose to remain in melee, to attempt to petrify as many foes as possible. Two or more meratothi will make use of their curl ability in conjuction wiht their hurl attack and then the hurled meratoth subjects its foes to its gaze attack and rakes them with its sharpnel spray while the hurlers provide fire support. A badly wounded meratoth will discorporate then flee, although some meratothi have been known to begin combat discorporated to catch their opponents off guard and weaken their weapons.

As a move equivalent action, a meratoth can grab a rock or other unattended, inaminate object.

Curl (Ex): As a move equivalent action, a meratoth can curl into a ball. It can not use any attacks other than its metal petrifiying gaze and it immediately is freed from any grapples it is in. While curls a meratoth cannot move and so is treated as an immobile object (effective dexterity score of 0) but its damage reduction increases by an amount equal to its hit dice. It is also treated as being one size category smaller while curled due to the compact size of its curled form. The meratoth may uncurl as a free action.

Discorporate (Su): At will a meratoth may transform into a cloud of rust motes. Any items or creatures it is carrying are not transformed. It loses its natural armor and damage reduction but gains a deflection bonus to AC equal to its atural armor. All nonmagical attacks directed at it miss and even magical attacks have a 50% chance of having no effect. The meratoth is also immune to poison and critical hits but can’t attack, cast spells with verbal, somatic, material, or focus components or use special abilities while discorporated. A discorporated meratoth can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items. It takes a meratoth a full round action to reform and it can only reform up to three times a day. For this reason a meratoth is generally loath to use this ability often.

Harpoon (Ex): If a meratoth hits with its impale attack, the proboscis catches onto the opponent’s body. This drags the stuck opponent 10 feet closer and deals 1d8+9 piercing damage each subsequent round (provoking no attack of opportunity) and deals 1d6 damage unless that creature breaks free, which requires a DC 28 Escape Artist check or a DC 24 Strength check. If the meratoth moves the harpooned creature may make an additional Escape Artist or Strength check to avoid being pulled along. If they are successful they also break free. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A meratoth can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. The proboscis has 30 hit points and can be attacked by making a successful sunder attempt. The meratoth takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the proboscis deals 15 damage to the meratoth and it can longer use its harpoon or impale special attacks. The proboscis grows back in 2 weeks.

Hurl (Ex): The meratoth may hurl creature or object between Small size and one size category smaller than it, that it has grabbed as a standard action. This deals damage based off the objects size and hardness plus double the meratoth's strength modifier. A curled meratoth is treated as a one size category smaller object with a hardness of twenty for the purpose of this attack. A creature should be treat as having a hardness of 0. DM's may wish to increase the damage for certain creatures or objects (eg a full plate clad human fighter may deal 6d6+18 damage instead of 6d4+18 or an extremely light would would do greatly decreased damage). Unless the thrown creature is a meratoth, the thrown creature also takes this damage. This attack has a range increment of 100 feet and has ten range increments.

Size of object. Number of damage dice
Small.......... 4
Medium....... 6
Large.......... 8

Hardness...... Die type:
0-3........... d4
4-8........... d6
9-13......... d8
14-19....... d10
20............ d12

Impale (Ex): Instead of its bite attack, the meratoth may instead make an attack with its probiscus. Treat this as a ranged attack with a range of 30 feet. It deals 1d8+9 piercing damage and also has the harpoon special attack.

Improved Grab (Ex): To use this ability, a meratoth must hit an opponent of up to one size smaller with its claw 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 can try to hurl the foe the following round.

Metal Petrifying Gaze (Su): 30 foot emanation, centred on the meratoth. Fortitude save DC 14 or turn to metal. This can be removed as if it was a petrification effect unless the cure specifically affects stone (e.g. Stone to Flesh). Meratothi are immune to this attack

Rusting Touch: Every round a meratoth's probiscus, jaws or a discorporated meratoth is in contact with a metallic item or creature it takes 2 points of damage, ignoring hardness. Meratothi are immune to this damage

Shrapnel Spray (Su): Every 2d4 rounds a meratoth can exhale a storm of razor sharp shards of metal. This attack deals 10d6 piercing damage in a 30 foot cone that is treated as cold iron for the purpose of overcoming damage reduction. A Reflex save (DC 21) can be made for half damage. The save DC is Constitution based.

Sundering Bite (Ex): A meratoth's bite attack deals double damage against objects.


Tzake
Diminutive Aberration
Hit Dice: 1d8+1 (5 hit points)
Initiative: +1
Speed: 15 ft, Climb 15 feet
AC: 16 (+1 Dex, +1 natural, +4 size), touch 15, flat-footed 15
Attacks: 2 Bites +5
Damage: Bite 1d2-4 and flesh burrow
Face/Reach: 2.5 ft. by 2.5 ft./ 0 ft.
Special Attacks: Flesh burrow, Stench
Special Qualities: Acclerated Metabolism, Draconic affinity, Drain Host, Foil Blindsense, Magic Resistance, Spike growth, Water breathing
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 2, Dex 12, Con 13, Int 6, Wis 11, Cha 11
Skills: Hide +15*, Move Silently +7*
Feats: Weapon Finesse (Bite)

Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 1/2
Alignment: Usually neutral
Advancement: -
Ego: 13

You see an oddly centipede-like creature in front of you that seems to blend into the stones around it. It is about 2 feet long and has a nasty looking set of mandibled jaws. Its single eye suddenly flares a livid red as it sees you and it scuttles forwards on numerous whip-like tentacles that it has in the place of legs. Its tail arcs over its head and you see that it ends in a second set of jaws, rimmed with short tentacles. As it bites one of your companions you watch in horror as its jaws twist and it begins worming its way under his flesh.

Tzake are a rare and peculiar creature generally found underground. It is a symbiont of a sort that uses dragons to propagate. Unfortunately it alters the host to such a degree that eventually the host dies. Creatures with a bonded tzake slowly find themselves growing stronger and tougher as muscle and bone swell and thicken but at the cost of mental prowess and their ever increasing bulk hampers their reflexes. More exotic abilities begin to develop as the tzake grows closer to its host: their wounds heal at a greatly enhanced rate and they grow blades and spines as their skin grows leathery and their eyes take on a red glow. As the tzake can only reproduce with a dragon host they encourage their host to associate with dragons and they can awaken even the faintest touch of dragon blood. Those who have dragon blood running in their veins become particularly fearsome in appearance as they slowly become more dragon-like in addition to the other changes wrought on them by the tzake.

When a tzake joins to a dragon, something truly bizarre happens. The dragon's mind becomes one with the tzake and the resulting creature is wholly bent upon propagating more tzake. Such a beast is a terror to behold as it is massive even by dragon standards and has spikes of jagged bone jutting from its body and overly large teeth and claws. They are ungainly beasts fortunately, their unnaturally swollen muscles and thick, heavy bones greatly hinder their dexterity. They propagate tzake via their breath weapon. It takes on an oddly liquid appearance and any hit by it risk being infested with larvae. Fortunately such creatures are both rare and short-lived, mostly barely surviving for a single year. There are rumours though that one or two have produced eggs but this is almost certainly false.

Oddly, the tzake fears kobolds. Unusually it is unable to bond with them and the kobolds generally kill them on sight. Some wonder if this has anything to do with the rumours that kobolds are degenerate dragons.

Tzake can be communicated with using a speak with animals spell or through their host.

Combat
Tzake prefer to avoid combat if possible, instead preferring to attack a potential host while unaware and quickly bond with it.

Accelerated Metabolism (Ex): While a tzake is attached to a host it kicks their metabolism into overdrive. The host of a tzake heals as if they had rested for a day every hour. Creatures with fast healing or regeneration have their fast healing increase by 5 (this stacks with regeneration).

Drain Host (Ex): The tzake slowly kills its host, dealing 1 point of permanent ability drain to each ability score every month it is attached. It partially compensates for this, granting a bonus to the host's Strength, Constitution equal to double this penalty, a bonus to Wisdom and Charisma equal to the amount of ability damage and a bonus to Dexterity equal to half the drain. The bonuses to Strength and Constitution can never exceed by original score by more than 8. This ability damage can not be healed while the symbiont is attached and any bonuses to abilities granted by the tzake disappear when the symbiont is removed. When a score reaches 0 (this does not include the bonuses provided by the tzake) the creature dies, left as a bloated, distorted shell of its former self. Additionally, the tzake's ego is treated as being 1 higher for each month it is attached and the host does not gain the bonus the tzake provides to Wisdom for Ego checks.

Draconic Affinity (Ex): Due to the fact that a tzake requires dragons to propagate themselves they have an unusual effect on non-dragons that they bond with. As the weeks go by, the host has a growing inclination to associate with dragons in any way possible. They also are treated as having the dragon blood prerequisite for Dragon Disciple prestige class after 6 months of bonding and many take up the class.

Dragon Melding (Su): The tzake bonds with dragons in a different way than any other creature. The bond it forms with a dragon is far deeper and complex than the bond it forms with non-dragons. The two are virtually inseparable once bonded, requiring a wish or miracle spell to split them. For this reason dragons hate and despise these creatures as having one bond to them means that they become warped into a creature with no more purpose than to create more tzake.

Flesh Burrow (Ex): Upon hitting a foe with a successful bite attack, the tzake may immediately begin to burrow into the flesh, not stopping until they reach the chest cavity, at which point they send out long filaments, linking them to almost every part of their host. It takes the tzake 1 full round to reach the chest and it may be cut out if the character is aware of the attack. Cutting the tzake out generally does 1 point of temporary Constitution damage to the host The Tzake can only be removed by a wish or miracle spell or the casting of neutralize poison, heal and repel vermin in that order (and this only if the character is not a dragon). At the DM's discretion, other methods may work. The tzake's bite attacks ignore the natural armour of dragons as they are adept at finding weaknesses in dragon hide.

Foil Blindsense (Ex): A tzake has no natural smell and is extremely hard to detect. It can not be detected by blindsense or by the scent ability.

Magic Resistance (Su): Tzake show an unusual resistance to magic - apparently the creature projects some form of antimagic field. The tzake gains a +4 bonus on saving throws versus spells and the host also gains this benefit. However, the host must make a saving throw against any spell cast on them. If they do wish to be affected by the spell they can make the save at a -2 penalty and not apply the +4 bonus (e.g. a fighter with a Will save of +3 has a bonus of +7 when saving against spells but if they want to be affected by the spell their bonus is only +1).

Reflective Carapace (Su): Three times per day, a tzake can alter its carapace to become highly reflective, deflecting all rays, lines, cones, and even magic missile spells. If the tzake would be hit by such an attack the attack's effect is negated. This effect lasts for 5 rounds and can be activated as a free action. The tzake generally uses this to withstand a dragon's breath weapon. The tzake can share this benefit with its host after being bonded for one month.

Spike Growth (Ex): The tzake alters its host in many ways while bonded. Amongst other changes it makes the host grow numerous spikes. These spikes tend to grow from the sides of limbs, near joints and from the back and side of the head. After one month of bonding the host's natural weapons damage dice are increased by one die type. If the creature had no natural attacks then they gain 2 claw attacks that deal 1d4 damage for a Medium creature. While grappling, creatures being grappled by the host take 1d6 damage every round (change damage as appropriate for sizes larger or smaller than medium size).

Stench (Ex): An endangered tzake can release a horrible stench to distract its foes. As a standard action the tzake can release a terrible odour that almost every form of life finds offensive. All creatures within 10 feet of the tzake most make a DC 11 Fortitude save or become nauseated.

Tzake Propagation (Su): After a tzake has been attached to a dragon for one month, that dragon's breath weapon alters in a truly eerie way. Their breath takes on an sickly greenish tint and becomes more fluid looking. Creatures hit by the breath weapon are covered in a thin film of the breath weapon that rapidly disappears as it soaks into them, the tzake larvae contained within the breath rapidly burrowing into living flesh. Living creatures hit by the breath weapon must make a fortitude save or become infected with tzake larvae. This is similar to a disease in that after a period of 1d4 days the afflicted creatures must make make a fortitude save or take one point of permanent Constitution damage as the larvae literally begin to devour them from the inside out. The effect is not ended until the larvae are mature. After the host has taken 8 points of Constitution drain from the larvae they burrow out, dealing another 3d6 temporary Constitution drain and scatter in all directions. This typically produces 2d10 larvae but in general only 1d3 survive to adulthood. Larvae are treated as fine creatures with a speed of 10 feet, 1 hit point and an AC of 18. They grow to adulthood after 6 months.

Skills: Tzake have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Hide checks when in rocky terrain.


Murkwyre
Small Magical Beast
Hit Dice: 5d10+5 (32 hit points)
Initiative: +3
Speed: 10 ft, swim 50 feet
AC: 17 (+3 Dex, +3 natural, +1 size), touch , flat-footed
Attacks: Gore +9 and Bite +6
Damage: Gore 1d6 + 1d6 cold, Bite 1d4 and bleeding
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Dancing gaze, Horn powers,
Special Qualities: Electricty immunity, fire vulnerability
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 13, Wis 11, Cha 14
Skills: Hide +15, Listen +8, Move Silently +11
Feats: Multiattack, Weapon Finesse (Bite and Gore) (B)

Climate/Terrain: Any aquatic
Organization: Solitary, pair or pride (3-12)
Challenge Rating: 4
Alignment: Usually neutral
Advancement: 6-10 HD (Small)

The sea seems to shift and you suddenly feel a sharp pain in your side. Blood pours out at an alarming rate, and you see a subtle movement, like a shadow in the water approach you once more. Two eyes appear and you can make out the vague outline of a small seal-like creature, its fur contstantly rippling in colour to blend almost seamlessly into the sea around it. Its eyes seem live with light and energy and you can't help but feel entranced by it, unconsciously mimicking its dancing movements as you slowly weaken from blood loss.

Murkwyre are seal-like creatures found only rarely in the oceans of the world. They are said to have been created by Deep Sashelas, as a guard against the sahuagin but it is uncertain if this is true. Murkwyres are fairly friendly towards sea elves and they do hate sahuagin. They are also know for their extreme dislike of selkies. Most believe this is because they see the selkies as rivals and some even claim they were somehow created from selkies.

They appear similar to seals but with a pale, twisting horn that always seems to be rimed with ice. Their mouths are enormous and filled with jagged teeth that can cause horrible bleeidng wounds but this isn't apparent until they open their mouths. Their fur is naturally a greyish blue but it can shift in colour to blend in with the water, making it nigh impossible to spot. Their eyes are large and liquid, capable of entrancing any who gaze into them too long.

Murkwyres are utterly fascinated by lightning and terrified of fire. Fire burns them easily though they are usually buffered from its effects by being underwater. They will frequently flee from a large fire, such as a burning ship, even if they are underwater and it can do them no harm. Lightning on the other hand literally can cause them no harm - they happily frolic in stormy seas, they actually seem to enjoy being struck by lightning (often purirng in cat-like bliss). A canny spellcaster can use this to his advantage, helping calm an angry murkwyre.

Murkwyres' horns have powers that vary with the temperature of the water around them. Ground horn can be used to make potions of haste, slow and fire shield (hot or cold) for half price, the effect simply varying by whether the liquids used in the potion making are warm or hot (eg warm would make a potion of haste but cold would have the opposite effect).

Murkwyres typiclaly move in packs and work together to bring down prey much larger than themselves. They are known to have a particular taste for sahuagin and though they may not look it, they are capable predators.

Combat
A murkwyre prefers to attack while unseen with its bite attack and then reveal its dancing gaze, keeping its distance as its foe helplessly bleeds to death. If feeling merciful it may stabilise a dying foe, bringing them to 0 hp with a touch of its horn and then leave them to their fate. If its gaze is ineffective, it will use hit and run attacks, using its gore or bite and then move invisibly to a new location. If the murkwyre really wants to cause damage, it will use its gore attack.

Prides of murkwyres tend to leave some of their numbers in reserve, using their healing horn power to cure their wounded and if in warm water, they'll frequently use Haste upon one another.

Dancing Gaze (Su): Creatures that meet the gaze of a murkwyre feel an unfathomable urge to dance. The gaze has a 30 foot range and a Will save DC 14 negates. The effect imposes a –2 penalty to Armor Class and a –5 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. The dancing character may move up to half their base speed as a full round action but otherwise is incapable of taking actions. The effect lasts for 1d4 rounds after leaving the area of the gaze and if they are returned to its range beofre the effect expires, then they do not get a second saving throw. This is a mind influencing effect that is treated as being of the Enchantment school. The save DC is Charisma-based. Some claim that the dancing gaze is caused by the swirling light in the murkwyre's eyes and any that see it try to mimic the light's movements.

Frost Horn (Su): A murkwyre's horn is treated as a +1 icy burst weapon.

Horn Powers (Sp): A murkwyre cannot use any of its horn powers upon itself and all its abilities have a range of touch. Packs of murkwyres frequently aid one another. At will: Cure Minor Wounds, While in cold water - 3/day: Slow, While in hot water- 3/day: Haste

Shadow in the Sea (Su): While underwater a murkwyre's fur constantly shifts in colour to blend in with its surroundings. It blends in so well that it is effectively invisible as if under the effect of improved invisibility for as long as it desires.

Wound (Ex): A murkwyre's bite attack causes a bleeding wound due to its massive, razor-sharp teeth. The injured creature loses 1 additional hit points each round until the wound is bound (a DC 15 Heal check), the application of any cure spell or other healing spell (heal, healing circle, and so on)


Prowler in Darkness
Medium Magical Beast
Hit Dice: 8d10+8 (52 hit points)
Initiative: +12
Speed: 50 ft, Climb 50 ft
AC: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Attacks: 4 claws +11, bite +9 or spit +16 ranged touch (30 foot range)
Damage: Claw 1d6+3, bite 1d8+1 + poison, spit 0 + poison
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: bleeding wound, manipulate, poison, whispers of fear
Special Qualities: adhesive, blindsense 60 feet, evasion, see fear, scent
Saves: Fort +7, Ref +12, Will +4
Abilities: Str 16, Dex 26, Con 12, Int 11, Wis 15, Cha 17
Skills: Bluff +8, Hide +11 (+19 in rocky terrain)*, Jump +13*, Listen +13*, Move Silently +19*
Feats: Ability Focus (Whispers of Fear), Improved Initiative, Multiattack

Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 6
Alignment: Usually neutral evil
Advancement: 9-16HD (Medium), 17-18HD (Large)

Finally the beast appears, the source of the maddening whispers that have been tormenting you and your comrades. It's movements seem almost unnaturally fluid, moving with an disturbing, elegant grace like something from a nightmare. The creature is vaguely catlike - eight slender limbs that look like a cross between a cat's leg and a spider's leg sprout from it thin, tail-less, feline body. It's head is eyeless and yet it watches you intently, ears upright and alert and its mouth is in a low snarl. The beast's hide is dark and mottled, seeming to shift and blend in with the stone around it and has a long fine coat of fur that looks very soft but the light glints off it strangely.

Prowlers in darkness are underground predators that literally feed on other's pain. They are blind, though they can see fear and their sense of hearing and smell is extremely acute. They hunt from the walls and ceilings and their agility has to be seen to be believed. Their fur is razor sharp, causing myraid hair thin cuts on any who touch it. The fur and skin can also change colour to rocky hues, making them hard to spot in rocky terrain. They possess a paralysing poison that they can spit at enemies but far more dangerous is their abilities to spread fear, paranoia and madness.

They are arrogant creatures, believing they are the most beautiful creatures in existence. It is true that they do have a certain sinister elegance to them. Their lairs frequently have a still pool of water or some other reflective object so they can admire their own reflection. They also maintain a number of pits aroud their territory which they keep captured prey in. They are canny enough to strip their prey of any weapons or spell casting components and frequently hamstring them to prevent them escaping. They torment their captives until they die, a period that can last for weeks. Even experienced adventurers who have come across such a place have been known to be physically sick at the sight of it.

Prowlers in darkness speak Common and Undercommon and know a smattering of the most common languages of their prey.

Combat:
Prowlers in darkness prefer to avoid straight out fights unless their foe has been severely weakened. Instead they stalk their prey, fatiguing them and driving them out of their wits with fear from constant use of their whispers of fear. If they manage to separate someone from their group they'll typically allow them to flee some distance before striking and carrying them off into the night. Prowlers in darkness can go for days at a time without sleep, though they do have to catch up the missed sleep, and take advantage of this by setting up an unrelenting bombardment on its preys sanity with its whispers. They do not give up easily - if caught unprepared or a fight is going against them they retreat, only to return when their wounds have healed.

Adhesive (Ex): The prowler in darkness' skin secretes an acidic adhesive substance that allows it to climb virtually any surface. This gives it a +8 raical bonus ot climb checks (see skills below). It is corrosive to flesh but not strong enough to deal damage from short periods of contact. However, the prowler in darkness is known for frequently applying the substance to captured prey, the acid causing great pain over time.

Bleeding Wound (Ex): Any melee attack made by the prowler in darkness (including its razored fur ability) automatically causes a bleeding wound. The injured creature loses 1 additional hit points each round until the wound is bound (a DC 15 Heal check), the application of any cure spell or other healing spell (heal, healing circle, and so on) or the creature dies. The prowler in darkness' saliva contains an cougalant that it uses to stop its captured prey bleeding to death. If it licks a bleeding wound, it stops the bleeding.

Manipulate (Sp): For every four hours a prowler in darkness has been whispering to a creature it can cast one of the following spells upon that creature: Crushing Despair (DC 16), Fear (DC 16) and Suggestion (DC 15) as the spell cast by an 8th level bard except it only affects the targeted creature and has a range equal to that of the whispers of fear ability.

Poison (Ex): The prowler in darkness has a paralysing poson it injects with each bite and can also spit. Fort save DC (15) negates. Initial damage is paralysis for 1 minute, secondary damage is paralysis for 4d10 minutes.

Razored Fur (Ex): Though the prowler in darkness appears to have a furry coat, the hairs are actually thin, razor-edged spines. Just brushing against its coat leaves you bleeding from a thousand fine cuts. Any creature striking a prowler in darkness with natural weapons or grappling a takes 1d4 points of piercing and slashing damage and suffer a bleeding wound. Other prowlers in darkness are immune to this ability.

See fear (Ex): Though the prowler in darkness is naturally blind, it possesses the ability to see creatures that fear it with unnerving acuity.

Whispers of fear (Su): One of the primary weapons in the prowler in darkness' arsenal, the creature can murmur low whispers pitched to carry great distances to slwoly drive its prey mad with fear and paranoia. All beings other than prowlers in darkness that hear the creature’s whispers for an hour or longer are subject to its effect. The prowler in darkness has a great deal of skill with it's whispers, they can be heard from up to 300 feet away and it can be selective about which creatures it affects by carefully altering the pitch of its whispers. Anyone within hearing range of a prowler in darkness for a full hour must succeed on a DC 19 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. A creature that takes wisdom damage it visible to the prowler for as long as it can hear the whispers and 24 hours afterwards. This is a sonic mind-affecting effect.

Skills: Prowlers in darkness have a +8 racial bonus to Jump, Listen and Move Silently checks and a +8 racial bonus to Hide checks in rocky terrain.


Shard of Abushunti
Huge Outsider (Shapechanger)
Hit Dice: 8d8+48 (84 hit points)
Initiative: +0
Speed: 20 foot
AC: 22 (+0 Dex, +14 natural, -2 size), touch 8, flat-footed 22
Attacks: Two slams +16
Damage: Slam 2d8+8
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Sound imitation, spell-like abilities
Special Qualities: Alternate form, cursed aura, DR 8/-
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 26, Dex 11, Con 23, Int 5, Wis 14, Cha 17
Skills: Bluff +14, Hide +3, Listen +13, Move Silently +11, Spot +13
Feats: Cleave, Power Attack, Ability Focus (Sound Imitation)

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge)

An animal that's a highly unusual shade of green striped with orange regards you curiously. It makes a strange chirupping sound and then speaks.

Shards of of Abushunti are the cursed remains of a broken god. Abushunti was an ancient diety of change and trickery who fell long ago. Another diety slew him with a terrible curse and shards of the diety's essence infused its idols with a semblance of life. However they were also imparted with a fraction of the curse and this radiates to affect any who remain near then for too long.

No two shards of Abushunti look exactly the same and their appearance does slowly shift over time. Their flesh is a jade green colour with livid orange stripes, a reminder of the stone they were once carved from. They are basically humanoid in shape with a bulky torso, limbs that gradually narrow to a surprising slenderness and always have a cluster of 56 eyes and two large ears. Their heads are blunt with blunt toothed mouths that seem amazingly wide when open and no visible noses. They move with a ponderous gait and their flesh retains something of the stony hardness they once possessed. Abushunti is variously said to have been worshipped by a unusual, perhaps insectoid race or even to have origninated from beyond the planes as they are known, perhaps explaining the shard's alien appearance.

They have an odd personality. Shards are generally good natured and friendly but play tricks on those around them. In most cases, these tricks are fairly harmless. They employ their skills of mimicry and their ability to animate objects well in such situations. However, they take it poorly if they are rejected from a group they have atttached themselves to. This is worsened by the fact that they seem almost incapable of understanding that their prescence has a detrimental affect on those around them. Such a shunned shard will pursue the group that rejected them, playing malicious tricks on them and possibly going so far as to attack them.

Shards of Abushunti appear to be able to speak virtually any language but are limited in their ability to communicate. When they do speak their sentences are typically fragmented unless they are copying what another creautre is saying.

Combat: The shard's tactics change radically based off which form it is using. It may attempt to hide and send animated objects against its opponents or may fight along side them. It is almost never found in its normal form but if it is badly threatened it will revert and pummel its opponents with its powerful fists.

Alternate Form (Su): A shard can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 8th), except that it does not regain hit points for changing form, its basic colouration remains the same and an individual shard can assume the form of any animal or vermin of medium or smaller size with less than 8 HD.

Cursed Aura (Su): Any creature that remains with the shard for a period of 24 hours or more suffers a –2 penalty on attack rolls, saves, ability checks, and skill checks as long as the shard is with them and for one day thereafter. However the penalties are reversed for a period of 2d4 minutes by feeding the shard divine energy. Feeding it 1000gp worth of magic items crafted by a divine spellcaster or 8 spell levels (A turning use counts as a first level spell).

Spell-like abilities: 3/day - animate objects. As the spell cast by a 8th level sorceror.

Sound Imitation (Ex): A shard can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 19) to detect the ruse.

Reversing the curse:
It is possible to reverse the curse that hangs around a shard of Abushunti but it is said to vary from shard to shard. Some suggest that overfeeding it to a massive degree may work. Others suggest finding the dead god's corpse in the Astral Plane. All reports agree that the shard of Abushunti must first be made aware of the curse and several other conditions must be fulfilled. When this is done, the curse is not only wiped away but reverses, benefitting all creatures that stay near the shard of Abushunti. The shard undergoes other transformations that also vary wildly from shard to shard. One was said to have grown immensely but gone dormant, its aura blessing all within a mile of its position. Another was said to have sloughed off its physical form entirely. Some say that this process allows the shard to overcome its origins and become a proto-god. In time it may even become a true god. Others say it reunites them with Abushunti, thus slowly reviving him.
The Morninglord

05-12-04, 08:12 AM
The monster has a burrowing speed
SirGog

05-12-04, 08:37 AM
The monster can float above water, just as a horse with horseshoes of the zephyr
Melles, Lord of Badgers

05-12-04, 03:09 PM
it looks like a green cat with alot of tenticles instead of feet
Mithral Icesilver

05-12-04, 04:15 PM
It's chaotic good.
IceFractal

05-12-04, 05:55 PM
It can dissolve any natural materials (earth, wood, orcs, etc) but not worked ones.
Keeper of the Dark Realms

05-12-04, 07:48 PM
This thread reminds me a lot of the One-Step-At-A-Time method of creating monsters that was started on the Necromancer Games' boards a year or two ago.

http://p082.ezboard.com/fnecromancergamesfrm31
Arhra

05-12-04, 11:10 PM
Grr, stupid Necromancer Games' boards, copy my idea in advance will they?! Really this post is merely a poorly disguised bump.

Keep those ideas coming and plesae number them so we can tell what we're up to. Also don't make the physical features too specific preferably only describe one part of it (iridescent skin or huge pincers or cat-like head for example). I'll add another idea.

7: The monster has a symbiotic relationship with fungus
Radams

05-13-04, 05:53 AM
The monster has a spit attack.:behold:
varder_kiften

05-13-04, 10:52 AM
9:It can cast prestedigitation and dimention door at will as spell-like abilities.
The Morninglord

05-13-04, 10:58 AM
[Some thoughts: the monster is probably an aberration or possibly an elemental (earth)]

10: The monster is of size: small
Lilt

05-13-04, 11:43 AM
Originally posted by Melles, Lord of Badgers
it looks like a green cat with alot of tenticles instead of feet
Hmm. Hardly vague. That's 3 or more concepts right there. Green, Cat-like, and Tentacled.

My choice of feature:

11: Some part of its body has alchemical properties.
Korone

05-13-04, 12:19 PM
12: It can change the color of his body like a cameleon
EvilSandwich

05-13-04, 12:36 PM
When hostile, they usually attack in groups ranging from 3 to 10 creatures.
The Morninglord

05-13-04, 01:29 PM
They are smarter than the average Joe - much smarter (Int: 22)
Melles, Lord of Badgers

05-13-04, 03:35 PM
it eats with it's tenticles instead of its mouth
Arhra

05-14-04, 06:43 AM
Well it seem to be going well, it looks like thise beastie will have a moderately high CR too.

16: The moster can secrete an adhesive substance

4 ideas left to go
The Morninglord

05-14-04, 07:12 AM
So far we've got:

1: The monster enjoys preying on orcs
2: The monster has a burrowing speed
3: The monster can float above water, just as a horse with horseshoes of the zephyr
4: it looks like a green cat with alot of tenticles instead of feet
5: It's chaotic good.
6: It can dissolve any natural materials (earth, wood, orcs, etc) but not worked ones.
7: The monster has a symbiotic relationship with fungus
8: The monster has a spit attack.
9: It can cast prestedigitation and dimention door at will as spell-like abilities.
10: The monster is of size: small
11: Some part of its body has alchemical properties.
12: It can change the color of his body like a cameleon
13: When hostile, they usually attack in groups ranging from 3 to 10 creatures.
14: They are smarter than the average Joe - much smarter (Int: 22)
15: it eats with it's tenticles instead of its mouth
16: The moster can secrete an adhesive substance

It's pretty obvious that the monster has one (or more) acid attacks (acidic skin? acid spit?).
Lilt

05-14-04, 12:16 PM
17: It is related to the Sladdi.

With all the weird stuff it can do I think it manipulates pure chaos matter/energy rather than actual acid. That explains why it has less control over worked substances (they've become too 'lawul') and gives interesting prospects for alchemical and spit attack prospects.

(In-fact it'd be nice to add the fact that it's powers stem from chaos-matter manipulation as it's 18th feature, if nobody minds)
DwarvinJedi

05-15-04, 12:02 AM
19: it is naturraly psionic
Ob_Deamon

05-15-04, 12:15 AM
20. While highly intelligent, it has an unusually low Wis (1-2), due to its inchoherent thoughts. Using mind-affecting abilities on it causes the user to suffer the effects of a confusion spell.
Arhra

05-16-04, 06:43 AM
Well then, in summary we have an extremely odd beast here. It will most likely be an aberration but magical beast is a possibility as is outsider due to its realtion to slaad.

Just summarizing all its traits:
1: The monster enjoys preying on orcs
2: The monster has a burrowing speed
3: The monster can float above water, just as a horse with horseshoes of the zephyr
4: It is cat-like and has tentacles instead of feet
5: It's chaotic good.
6: It can dissolve any natural materials (earth, wood, orcs, etc) but not worked ones.
7: The monster has a symbiotic relationship with fungus
8: The monster has a spit attack.
9: It can cast prestidigitation and dimension door at will as spell-like abilities.
10: The monster is of size: small
11: Some part of its body has alchemical properties.
12: It can change the color of its body like a chameleon
13: When hostile, they usually attack in groups ranging from 3 to 10 creatures.
14: They are smarter than the average Joe - much smarter (Int: 22)
15: It eats with it's tentacles instead of its mouth
16: The moster can secrete an adhesive substance
17: It is related to the Sladdi.
18: It's powers stem from chaos-matter manipulation
19: It is naturally psionic
20. While highly intelligent, it has an unusually low Wis (1-2), due to its inchoherent thoughts. Using mind-affecting abilities on it causes the user to suffer the effects of a confusion spell.

Well then, let's have an open discussion on what everyone thinks this beast will be like.
Arhra

05-21-04, 06:57 AM
No replies at all eh? I'll just have to stat piecing these aiblities together by myself then. Post if you have any ideas for how some of these aiblities and traits should work together.
IceFractal

05-21-04, 04:31 PM
Ideas on how things fit together:

Maybe the creature evolved from some Slaadi that were exposed
to the far realms, this would explain its bizzare appearance and
variety of odd movement types. Green Slaadi would, fit, explaining
the green color and spell-like abilities.

The <Thingy> can rearrange the molecules of its body according to
alternate laws of physics from the far realms. This gives it the following
abilities:

Disolve Organic Matter
Acid Spitting
Alchemical Body Properties
Chameleon Power
Adhesive Secretion

The low Wis and Confusion effect are the result of the far-realms trait
Alien Mind.

The spell-like abilities are inhereted from the green slaadi.

Being from the far realms, maybe being in contact with fungous while sleeping
doubles its healing rate. See RMGCLF's far-realm creatures for more odd reactions with normal matter.
Korone

05-27-04, 03:54 PM
:bump:
Arhra

05-28-04, 06:03 AM
Don't worry, I havent forgotten about this thread. I've just been a little busy.
Melles, Lord of Badgers

05-29-04, 12:06 AM
i like the way that the monster of this thread was being created, so i decided to make a thread useing the idea. if anyone wants to help, help helps! (http://boards1.wizards.com/showthread.php?threadid=247152)
Arhra

05-31-04, 07:29 AM
Well I still haven't really gotten time to make the monster but hopefully I'll have it done by Sunday.
Melles, Lord of Badgers

05-31-04, 07:31 AM
yay!
Arhra

06-16-04, 06:18 AM
Yes, I've finally got it done. Here for your viewing pleasure is the slaaopard:

Slaaopard
Small Magical Beast (Chaos, Extraplanar)
Hit Dice: 4d10+19 (41 hit points)
Initiative: +7
Speed: 30 ft., burrow 10 ft, fly 10 feet
AC: 18 (+3 Dex, +5 natural), touch 13, 15 flat-footed
Attacks: Acid spray +7 ranged touch (60 foot range), 6 tentacles +6
Damage: Acid spray: 4d6 acid (see chaos acid), tentacles 1d4+2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Adhesive, chaos acid
Special Qualities: Alien mind, regeneration 8, levitation
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 17, Con 15, Int 22, Wis 2, Cha 17
Skills: Bluff +10, Concentration +9, Craft (Sculpting) +13, Hide +25*, Knowledge (The planes) +13, Move Silently +10, Survival +3, Tumble +10, Use Magic Device +10
Feats: Improved Initiative, Toughness

Climate/Terrain: Any land and underground (Limbo)
Organization: Solitary, mated pair or pack (3-10)
Challenge Rating: 7
Alignment: Always chaotic, usually good
Advancement: 5-7HD (Small), 8-10HD (Medium)

A creature that combines the feature of a cat, an octopus, a frog and even a plant floats before you. It approximately a foot above the ground, its long tentacles trailing along the ground and over nearby objects. Two long appendages that resemble narrow wings with numerous bubble-like sacs on the underside slowly swish at the air, apparently keeping the creature aloft. It has a long, tail-like tentacle and the creature has an elongated, vaguely cat-like head which has no mouth. Its hide is leathery and greenish but seems to constantly change colour, making it difficult to see clearly. It appears to have patches of what looks like moss on it.


The slaaopard is a rare and unusual creature native to the Everchanging Chaos of Limbo that often migrates to the Material Plane. Its name stems from a believed relation to the slaadi though no-one has found conclusive proof of this.

The slaaopard is best know for its chaos-matter manipulation abilities. It can secrete a chaotic acid that destabilises all things it touches and even transmute objects. They seem to enjoy reshaping parts of the environment aorund them and their territory can generally be found by the presence of strange, alien 'sculptures'.

It has a bizarre anatomy - it feeds through its tentacles and it has a symbiotic relationship with a certain type of fungus, making its wounds heal alarmingly fast.

For reasons unknown to the greatest of sages, slaaopards enjoy preying on orcs though some speculate this may be because orcs are sometimes believed to be partially fungoid in nature.

The parts of the slaaopard's body have quite incredible alchemical properties. The adhesive sectretions it produces can be used in the making of sovereign glue (halving the gold and experience cost) and its acid is valuable for crafting universal solvent (again halving the gold and experience costs). The acid can also be stored in air-tight containers allowing them to be used in a similar way to normal acid flasks.

Slaaopard speak Slaadi and 3 random other languages.

Combat:
Against foes not extensively armed with ranged weapons, slaaopards prefer to float above their foes and spray them with acid. If a slaaopard is on its own it will generally retreat and return with a pack to aid it. Packs of slaaopards favour grappling their foes.

Alien Mind(Ex): The slaaopard has an extremely incoherent and alien mind that can damage those who try to influence it. The slaaopard has a +4 racial on Will saves and a +4 racial on saves vs mind influencing effects (these bonuses stack) and anyone targeting the slaaopard with a mind influencing ability must make a Will save against the DC of their ability or become confused for 2d4 rounds.

Adhesive (Ex): Slaaopards can secrete a powerful adhesive, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a slaaopard must succeed at a Reflex save (DC 12), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using natural weapons are automatically grappled if they get stuck.

Chaos Acid(Su): The slaaopard can secrete a potent acid, filled with raw chaos itself. This acid deals 4d6 damage to any natural materials (earth, wood, orcs, etc) but only 2d3 damage to worked materials. The slaoopard can secrete this acid which becomes inert after one round of exposure to the air and damages anything in contact with it and can also spray it at an enemy. Slaaopards also uses this acid to burrow through the ground, leaving very distinctive tunnels if it doesn't collapse them after it.

Improved Grab (Ex): If a slaaopard hits with a tentacle attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The slaaopard can grab opponents up to one size category larger than it.

A slaaopard has a +8 racial bonus on grapple checks and can make tentacle attacks against the creature its grappling at no penalty while grappling.

Levitation (Su): Slaaopards possess the ability to float a foot above the ground. Instead of walking they glide along, unconcerned with the hard earth or difficult terrain. While they remains within 1 foot of a flat surface of any solid or liquid, they can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times its normal speed). However, at distances higher than 1 foot above any surface, their speed diminishes to 10 feet per round. If this ability is somehow negated or supressed then the slaaopard's base speed becomes 5 feet.

Psi-like abilities: At will: Prestigitation, Dimension Door, 3/day: fabricate, polymorph any object* save DC 16 + power level

*The slaaopard's polymorph any object is far more limited than the standard spell. It can affect a target of up to one size category larger than the slaaopard, the new from must be of the same kingdom (animal, minerla or vegetable), the new form must be within one size category of the target's orginal form and the target does not gain the intelligence score of the new form. Treat this as being a 5th level spell instead of an 8th. This abilty is often refered to as the touch of chaos.

Regeneration (Ex): Slaaopards have a symbiotic relationship with a type of fungus found only in Limbo. This fungus causes their wounds to heal at an incredible rate. Slaaopards have regneration 8 and only fire or lawful attacks deals normal damage to them.

Skills: Slaaopards recieve a +15 racial bonus on hide checks
The Ethereal Wickerman

06-16-04, 09:00 AM
Bravo, a very original and bizarre monster. The fact that is abilities and traits seem a little random and mishmashed suit its origins perfectly. Are you going to start another monster?. If so, heres my suggestion...

1) This monster has 3 legs and 1 arm.
Dex The King

06-16-04, 07:31 PM
2. The monster is made of metal.
Arhra

06-16-04, 08:38 PM
Yes, I was planning to start it again. I've decided to add one thing to the rules though:

You may not refer to in game statistics, e.g. saying "It is very strong" is acceptable but saying "it has a Strength score of 22" is not.'

I feel this helps make the monster a little more cohesive. Refering to size category is acceptable though.

3: The monster has a petrifying attack but it turns the petrified creature into metal instead of stone.
fatal error

06-16-04, 10:43 PM
4: can cast ethereal jaunt at will, or is otherwise able to go ethereal easily.
Red_Rapida

06-16-04, 11:36 PM
5. It eats metal (not itself of course)
ConfusedUs

06-17-04, 12:51 AM
It's primarily a spellcaster
Carkni

06-17-04, 02:37 AM
7: It uses d20s for hit dice.

:D
Arhra

06-17-04, 05:58 AM
Sorry Carkni, that's ones been stricken from the record. I said no in game statistics, particularly ones that break the rules.
Incenjucar

06-17-04, 06:47 AM
It preys primarily on fey. Perhaps it turns them in to cold iron in that bitter irony way, despite some of the logical problems with cold iron being magically produced.
JoshRodriguez

06-17-04, 10:18 AM
8) It's one arm ends in a ridiculously large three-fingered hand

9) It has compound eyes on its knees

10) It tastes like chicken
Shifting Master

06-17-04, 10:53 AM
11) Is considered a delicacy by goblinoids (especially bugbears).

12) The compound eyes on its knees emit the metallifying gaze (that's what I'm calling it ;)).
incarnadine

06-17-04, 11:23 AM
how can you eat the creature if it's made of metal?
JoshRodriguez

06-17-04, 11:32 AM
how can you eat the creature if it's made of metal?

By having a digestive system built to handle it. Basilisks, for example, turn creatures into stone and then eat them later. Having a critter tun things into iron then eating them later isn't really any different.
incarnadine

06-17-04, 11:52 AM
Originally posted by JoshRodriguez
By having a digestive system built to handle it. Basilisks, for example, turn creatures into stone and then eat them later. Having a critter tun things into iron then eating them later isn't really any different. 11) Is considered a delicacy by goblinoids (especialyl bugbears).

talking about goblins here.
Shifting Master

06-17-04, 12:01 PM
Goblins, at least in my campaign, live in tribes of scavengers. They can eat just about anything if they want to.

If it really bothers you that much, replace "goblinoids" with "inevitables", "tarrasques", "trolls" or another creature that seems suitable.
incarnadine

06-17-04, 12:13 PM
except that neither of them eat metal. Delver I think is the only monster that can eat them.
JoshRodriguez

06-17-04, 12:30 PM
Metal that tastes like chicken would be awesome. It has no calories, no carbs, and give you a nice chickeny flavor. You could probably grind it up real fine and use it as a no-calorie seasoning.

Yes, sorry about that. I forgot this critter was made of metal much like a terminator or the tin man.
incarnadine

06-17-04, 12:31 PM
BTW finnish up and give it stats I want to draw the darn thing. :D
Carkni

06-17-04, 05:09 PM
:(

Trades with Salamanders once a year on its holy festival.
Incenjucar

06-17-04, 05:29 PM
Possibilities: Weak Rusting touch, able to spit jagged cold iron shrapnel if it's eaten recently, brachiation movement rate.
Riznar

06-17-04, 05:56 PM
If two of them encounter a barrier like a large wall, one will collapse into a ball, and the other will hurl it like a catapult
fatal error

06-17-04, 09:14 PM
um why not just go ethereal and walk through the wall?
Arhra

06-18-04, 03:12 AM
I'm thinking that this creature may end up being native to Acheron.

As for how this creature can be eaten maybe under the tough metal outside there's a soft, juicy inside. Why groups of them like destroying obstacles? Maybe they just dislike fortifications.

1: This monster has 3 legs and 1 arm.
2: The monster is made of metal.
3: The monster has a petrifying attack but it turns the petrified creature into metal instead of stone.
4: It can cast ethereal jaunt at will, or is otherwise able to go ethereal easily.
5. It eats metal (not itself of course)
6: It's primarily a spellcaster
7: It preys primarily on fey. Perhaps it turns them in to cold iron in that bitter irony way.
8: It's one arm ends in a ridiculously large three-fingered hand
9: It has compound eyes on its knees
10: It tastes like chicken
11: Is considered a delicacy by goblinoids (especially bugbears).
12: The compound eyes on its knees emit the gaze attack.
13: It trades with Salamanders once a year on its holy festival.
14: It posesses a weak rusting touch
15: It is able to spit jagged cold iron shrapnel if it's eaten ecently, 16: The creature is able to brachiate
17: If two of them encounter a barrier like a large wall, one will collapse into a ball, and the other will hurl it like a catapult
The Ethereal Wickerman

06-18-04, 03:38 AM
Originally posted by Arhra
I'm thinking that this creature may end up being native to Acheron.

As for how this creature can be eaten maybe under the tough metal outside there's a soft, juicy inside. Why groups of them like destroying obstacles? Maybe they just dislike fortifications.

1: This monster has 3 legs and 1 arm.
2: The monster is made of metal.
3: The monster has a petrifying attack but it turns the petrified creature into metal instead of stone.
4: It can cast ethereal jaunt at will, or is otherwise able to go ethereal easily.
5. It eats metal (not itself of course)
6: It's primarily a spellcaster
7: It preys primarily on fey. Perhaps it turns them in to cold iron in that bitter irony way.
8: It's one arm ends in a ridiculously large three-fingered hand
9: It has compound eyes on its knees
10: It tastes like chicken
11: Is considered a delicacy by goblinoids (especially bugbears).
12: The compound eyes on its knees emit the gaze attack.
13: It trades with Salamanders once a year on its holy festival.
14: It posesses a weak rusting touch
15: It is able to spit jagged cold iron shrapnel if it's eaten ecently, 16: The creature is able to brachiate
17: If two of them encounter a barrier like a large wall, one will collapse into a ball, and the other will hurl it like a catapult

Sounds like an intresting creature, what are you going to name it?...
JoshRodriguez

06-18-04, 07:18 AM
Copper Con Carne
The Ethereal Wickerman

06-18-04, 08:21 AM
Originally posted by JoshRodriguez
Copper Con Carne

[Provides punchline drum]

:D
incarnadine

06-18-04, 10:11 AM
Etherial Adamator
Red_Rapida

06-18-04, 12:51 PM
18. It has a seedlike center, this is what the goblins eat.
Raymond_Luxury_Yacht

06-18-04, 01:09 PM
19. It has a proboscis for a mouth.
JoshRodriguez

06-18-04, 01:24 PM
Here's the last two. I'm eager to see this thing statted out:

20: It is aware of it's station and will only speak if spoken to.

21*: It explodes in the presense of mint or perhaps mint-like effects (a +1 Sword of Freshness plows right through these guys)

* posted just a minute too late. This is nonsensical, so feel free to ignore it.
Elven Warlord

06-19-04, 12:18 AM
NOOO LET ME POST ONE


22. Is always guarded by 2 iron golems until they are slayed.
Arhra

06-19-04, 08:04 AM
Sorry Elven Warlord, you're just too late. I'll see if I can put in a reference in the monster's description to one that has iron golems guarding it though.

Summarizing everything:
1: This monster has 3 legs and 1 arm.
2: The monster is made of metal.
3: The monster has a petrifying attack but it turns the petrified creature into metal instead of stone.
4: It can cast ethereal jaunt at will, or is otherwise able to go ethereal easily.
5. It eats metal (not itself of course)
6: It's primarily a spellcaster
7: It preys primarily on fey. Perhaps it turns them in to cold iron in that bitter irony way.
8: It's one arm ends in a ridiculously large three-fingered hand
9: It has compound eyes on its knees
10: It tastes like chicken
11: Is considered a delicacy by goblinoids (especially bugbears).
12: The compound eyes on its knees emit the gaze attack.
13: It trades with Salamanders once a year on its holy festival.
14: It posesses a weak rusting touch
15: It is able to spit jagged cold iron shrapnel if it's eaten ecently, 16: The creature is able to brachiate
17: If two of them encounter a barrier like a large wall, one will collapse into a ball, and the other will hurl it like a catapult
18. It has a seedlike center, this is what the goblins eat.
19. It has a proboscis for a mouth.
20: It is aware of it's station and will only speak if spoken to.

Two little points for you to argue about: What is it's name? and How large should it be?

Since its probably coming from Acheron I'm thinking of a name like 'acheroxi' or something.

Secondly I'm thinking it should be of large or huge size given its tendency to destroying walls and things.
Red_Rapida

06-19-04, 02:21 PM
i say huge, nothing smaller than large though
fatal error

06-19-04, 02:26 PM
huge
Shifting Master

06-19-04, 06:29 PM
Huge.

Call it the McShrapnel. Or the Metallica Nutter.

Or, if we are looking for a more serious approach, I'd reccommend Meratoth or Nallister.
Incenjucar

06-19-04, 07:13 PM
I'd say large since it seems to be a rather gangly thing.
The Ethereal Wickerman

06-20-04, 05:01 AM
I agree on it beig Large, it could be called a Metumbler (with all the brachiation and jumping over walls) or perhaps a Filcher Golem, with its Ethereal juanting ability...:)
Arhra

06-20-04, 05:42 AM
I like the meratoth name so I might use that.

There's one or two points with the abilities though. Firstly if it has a proboscis instead of a mouth then how exactly does it eat the metal? I imagine it would probably use a set of grinding jaws. Unless someone can come up with a use for the proboscis other than eating we might have to drop that one.

Secondly as it doesn't realy have any spellcasting ability we might want to change 'its primarily a spell caster' to 'it mainly relies on its special abilities to defeat its enemies' as it has a plentiful number of those and its a similiar meaning.
The Ethereal Wickerman

06-20-04, 06:44 AM
Originally posted by Arhra
There's one or two points with the abilities though. Firstly if it has a proboscis instead of a mouth then how exactly does it eat the metal? I imagine it would probably use a set of grinding jaws. Unless someone can come up with a use for the proboscis other than eating we might have to drop that one.

Perhaps the proboscis ejects a strong acid, but it only breaks down inorganic matter, so Constructs and some Elementals could be injured, but not humanoids or animals. It then sucks up the melted metal through the proboscis...:)
Incenjucar

06-20-04, 01:28 PM
Basically something like that crystal-eating bugger in the XPH.

Perhaps the probiscus is often made in to a 'lance of rusting' or the like.
Arhra

06-20-04, 08:44 PM
That lance idea makes me think of another possibility. Maybe it uses the probiscus a bit like a short ranged harpoon and pulls the harpooned creature back to its jaws.
Incenjucar

06-20-04, 11:54 PM
Ala bonespear?
The Ethereal Wickerman

06-21-04, 03:35 AM
Originally posted by Incenjucar
Ala bonespear?

Aren't they from the plane of Acheron?, if so then Arhra's monster would be perfect for it...:D
Incenjucar

06-21-04, 04:11 AM
Yeppers.

And Gehenna and the Outlands.
Arhra

06-21-04, 07:10 PM
I actually didn't remember about the bonespear. Good point about their similiarity though.

One problem though. The Etheral Plane doesn't connect to the Outer Planes does it? We might have to change the etheral ability a little. Maybe it simply becomes incorporeal it might even have gaseous form.
The Ethereal Wickerman

06-22-04, 03:34 AM
Originally posted by Arhra
I actually didn't remember about the bonespear. Good point about their similiarity though.

One problem though. The Etheral Plane doesn't connect to the Outer Planes does it? We might have to change the etheral ability a little. Maybe it simply becomes incorporeal it might even have gaseous form.

Hmm, good point Arhra, I say give it the power to become Incorporeal. Ethereal Jaunting and Incorporeality are similar in my eyes anyway...:D
Incenjucar

06-22-04, 03:46 AM
Perhaps it can go gaseous, and become a 'rusted mist' of particles... which would smell like blood...
Arhra

07-03-04, 05:38 AM
I've finally managed to get this mostrousity finished. Enjoy.

Meratoth
Huge Magical Beast (Law, Extraplanar)
Hit Dice: 11d10+66 (126 hit points)
Initiative: +1
Speed: 20 ft, Climb 20 feet
AC: 18 (+1 Dex, +11 natural), touch 13, 15 flat-footed
Attacks: Claw +18 and Bite +13,
Damage: Claw 3d6+9, Bite 2d6+4
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Improved Grab, Harpoon, Hurl, Metal Petrifying Gaze, Shrapnel Spray, Sundering Bite
Special Qualities: Fire and poison immunity, Cold resistance 20, DR 5/adamantine
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 29, Dex 12, Con 22, Int 13, Wis 15, Cha 9
Skills: Balance +8, Climb +24, Knowledge (Architecture and Engineering) +8, Knowledge (The planes) +8, Sense Motive +9, Survival +9
Feats: Improved Sunder, Point Blank Shot, Power Attack, Precise Shot (B), Multigrab*

Climate/Terrain: Any land and underground (Acheron)
Organization: Solitary, pair or siege gang (4-8)
Challenge Rating: 9
Alignment: Always lawful, often evil
Advancement: 12-29HD (Huge), 30-33HD (Gargantuan)

*From Savage Species (reduces grappple penalty from -20 to -10)

You see a massive metallic creature in front of you. It is vaguely reminiscent of a crab or beetle with three long armored legs emerging from under its iron carapace. At the highest joint of the legs are what appear to be many faceted crystals which swirl with opalescent hues. On top of its body is a long arm ending in a massive three-way claw. Its eyeless head is little more than a set of grinding mandibles with a lengthy, hooked probiscus, reminiscent of a harpoon, that drips a rusty-looking fluid.

The meratoth is an unusual creature native to the Infernal Battlefield of Acheron. The crystals on its knees are actually eyes and they emit a petrifying gaze which turns the affected creature into metal. It is relatively easy to tell when the gaze attack is active as the eyes seem to swirl with iridescent colours. They can frequently be found inside the cubes, quite able to climb around. Though they may not appear so, they are quite intelligent and frequently hire themselves out as mercenaries. They are valuable warriors as they are extremely loyal and are essentially walking siege weapons. The amount of destruction a small squad can cause is quite awe inspiring. One of the few races they refuse to work for is the goblinoid races as the goblins consider them a delicacy for reasons best left known only to them. The meratoth is actually edible, though few may guess it. Underneath its tough, metal laced, hide is a seed-like center which the goblins claim tastes rather like chicken. Bugbears especially value them.

Meratothi do not eat flesh. Instead they eat metal, especially creatures they have transformed into metal with their gaze. Though meratothi do take a certain joy in eating petrified goblins, their favourite food is fey. The meratoth's gaze has the effect of turning fey into cold iron. Such statues always have a look of agony on their faces as cold iron is anathema to fey creatures. For this reason, meratothi can be sometimes be encountered in the Outlands and some of the Upper Planes.

Meratothi behaviour is odd, to say the least. They have honour, of a kind, and are not usually openly aggressive unless they encounter fey, goblins, are extremely hungry or have been hired for war. However if they encounter creatures they will wait until spoken to before replying. It is uncertain why this is so but it is believed to be some sort of racial taboo. Its is uncertain as meratothi also have a tendancy to ignore questions they consider irrelevent. Some sages speculate that they may be a created race, explaining some of this mildly subserviant behaviour. They have some sort of pact with the salamanders, trading with them once a year on their holy festival. It is uncertain what exactly they trade but it is known that meratoth mercenaries are sometimes found on the Elemental Plane of Fire, working for the salamanders.

There are rumour of an exceptional meratoth of truely immense proportions that is always accompained by two Huge iron golems which are adapted so it can easily use its hurl ability on them. This mercenary demands to be paid in fey or metallic magic items but its said to be worth the expense.

Meratothi speak Terran and Infernal

A meratoth's natural attacks are treated as being cold iron for the purpose of overcoming damage reduction.

Combat
Merothi can be awe inspiring opponents to fight. They excel at both long and close ranged combat and have numerous methods of disposing of their foes. They excel at destroying fortifications and groups of unhired meratothi have been known to rove the surface of the cubes of Acheron, destroying all obstructions in their path simply for the sake of it. A solitray meratoth typically attempts to grab one or more foes with its proboscis or claw attack before retreating and hurling the (hopefully petrified) foes at their enemies. Alternatively they may choose to remain in melee, to attempt to petrify as many foes as possible. Two or more meratothi will make use of their curl ability in conjuction with their hurl attack and then the hurled meratoth subjects its foes to its gaze attack and rakes them with its sharpnel spray while the hurlers provide fire support. A badly wounded meratoth will discorporate and flee, although some meratothi have been known to begin combat discorporated to catch their opponents off guard and weaken their weapons.

As a move equivalent action, a meratoth can grab a rock or other unattended, inaminate object.

Curl (Ex): As a move equivlaent action, a meratoth can curl into a ball. It can not use any attacks other than its metal petrifiying gaze and it immediately is freed from any grapples it is in. While curls a meratoth cannot move and so is treated as an immobile object (effective dexterity score of 0) but its damage reduction increases by an amount equal to its hit dice. It is also treated as being one size category smaller while curled due to the compact size of its curled form. The meratoth may uncurl as a free action.

Discorporate (Su): At will a meratoth may transform into a cloud of rust motes. A discoporated meratoth appears as a thick reddish-brown cloud that smells like blood. Any items or creatures it is carrying are not transformed. It loses its natural armor and damage reduction but gains a deflection bonus to AC equal to its atural armor. All nonmagical attacks directed at it miss and even magical attacks have a 50% chance of having no effect. The meratoth is also immune to poison and critical hits but can’t attack, cast spells with verbal, somatic, material, or focus components or use special abilities while discorporated. A discorporated meratoth can’t run, but it can fly at a speed of 20 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items but anything it envelops is subject to its Rusting Touch ability. It takes a meratoth a full round action to reform and it can only reform up to three times a day. For this reason a meratoth is generally loath to use this ability often.

Harpoon (Ex): If a meratoth hits with its impale attack, the proboscis catches onto the opponent’s body. This drags the stuck opponent 10 feet closer and deals 1d8+9 piercing damage each subsequent round (provoking no attack of opportunity) and deals 1d6 damage unless that creature breaks free, which requires a DC 28 Escape Artist check or a DC 24 Strength check. If the meratoth moves the harpooned creature may make an additional Escape Artist or Strength check to avoid being pulled along. If they are successful they also break free. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A meratoth can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. The proboscis has 30 hit points and can be attacked by making a successful sunder attempt. The meratoth takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the proboscis deals 15 damage to the meratoth and it can longer use its harpoon or impale special attacks. The proboscis grows back in 2 weeks.

Hurl (Ex): The meratoth may hurl creature or object between Small size and one size category smaller than it, that it has grabbed as a standard action. This deals damage based off the objects size and hardness plus double the meratoth's strength modifier. A curled meratoth is treated as a one size category smaller object with a hardness of twenty for the purpose of this attack. A creature should be treat as having a hardness of 0. DM's may wish to increase this effective hardness for certain creatures (eg a full plate clad human fighter may deal 6d6+18 damage instead of 6d4+18). Unless the thrown creature is a meratoth, the thrown creature also takes this damage. This attack has a range increment of 100 feet and has ten range increments.

Size of object. Number of damage dice
Small.......... 4
Medium......... 6
Large.......... 8

Hardness...... Die type:
0-3........... d4
4-8........... d6
9-13.......... d8
14-19......... d10
20............ d12

Impale (Ex): Instead of its bite attack, the meratoth may instead make an attack with its probiscus. Treat this as a ranged attack with a range of 30 feet. It deals 1d8+9 piercing damage and also has the harpoon special attack.

Improved Grab (Ex): To use this ability, a meratoth must hit an opponent of up to one size smaller with its claw 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 can try to hurl the foe the following round.

Metal Petrifying Gaze (Su): 30 foot emanation, centred on the meratoth. Fortitude save DC 14 or turn to metal. This can be removed as if it was a petrification effect unless the cure specifically affects stone (e.g. Stone to Flesh). Meratothi are immune to this attack

Rusting Touch: Every round a meratoth's probiscus or jaws or a discorporated meratoth is in contact with a metallic item or creature it takes 2 points of damage, ignoring hardness. Meratothi are immune to this damage

Shrapnel Spray (Su): Every 2d4 rounds a meratoth can exhale a storm of razor sharp shards of metal. This attack deals 10d6 piercing damage in a 30 foot cone that is treated as cold iron for the purpose of overcoming damage reduction. A Reflex save (DC 21) can be made for half damage. The save DC is Constitution based.

Sundering Bite (Ex): A meratoth's bite attack deals double damage against objects.
Red_Rapida

07-03-04, 01:31 PM
Very cool
Arhra

07-05-04, 06:45 AM
Minor bump. Did I take too long to put this one up or something?

Anyway, if everyone wants to make a third monster I think I might try adding voting off some abilities at the end to help the monster's cohesiveness. This time we'll go up to 25 and vote to remove up to five abilities at the end.

1: The monster is a symbiont
zargonic

07-05-04, 10:29 AM
2.) the monster has a mouth at the end of a tail as well as on it's head
Raymond_Luxury_Yacht

07-05-04, 01:26 PM
3. It has a single gigantic glowing red eye.
Red_Rapida

07-05-04, 01:53 PM
4 It has a horrible nauseating(sp?) stench.
incarnadine

07-05-04, 02:16 PM
5. It can shoot lasers from it's eye.
Rarus

07-05-04, 06:44 PM
6. if it attaches to a dragon, something strange happens.
Red_Rapida

07-05-04, 11:07 PM
6a. if it attatches to a dragon it changes the dragon's breath weapon into a cone of stink gas.
PlasmaBunny

07-06-04, 12:22 AM
7. It has a hard carapace that can deflect a dragon's breath weapon.

8. It projects a small antimagic field.
zargonic

07-07-04, 09:41 AM
:bump: with:

9. if the creature attaches to anything but a dragon, the host has a growing inclination to associate with dragons in any way possible (including the DD PrC, if long enough)
Rarus

07-07-04, 11:07 AM
10.Once it attaches, it's REALLY hard to get off.
JoshRodriguez

07-07-04, 11:14 AM
11) It uses the dragon's breath to infect other beings with a disease that somehow produces more of these little bugs.
Rarus

07-07-04, 12:09 PM
:smirk: Mwuahahaha! This is turning out to be the monster of my dreams!
R.M.G.C.L.F.

07-07-04, 05:31 PM
12) It makes the host recover faster
Arhra

07-08-04, 07:27 AM
13: It causes the host to grow spikes.
JoshRodriguez

07-08-04, 07:30 AM
14) It will eventually kill its host.

15) Dragons hate them.
smoate

07-08-04, 03:02 PM
16) It has a low speed for its size

17) It has blindsense or tremorsense (but not blindsight)
Cathon

07-08-04, 06:01 PM
18) It can climb walls and ceilings

19) It gains a bonus to hide in rocky terrain
Red_Rapida

07-08-04, 10:56 PM
20. Its scared of kobolds.
Rarus

07-09-04, 06:11 PM
21.Once it attaches, it's really hard to notice.

22.It very slowly DRAINS all the abilities of its host, about once a month.
zargonic

07-10-04, 11:05 PM
:bump:
Arhra

07-11-04, 05:24 AM
Here's everything we've got so far. If no-one posts anything else in the next few days we might just cut it short at 23

1: The monster is a symbiont
2: the monster has a mouth at the end of a tail as well as on it's head
3: It has a single gigantic glowing red eye.
4: It has a horrible nauseating(sp?) stench.
5: It can shoot lasers from it's eye.
6: if it attaches to a dragon, something strange happens.
7. It has a hard carapace that can deflect a dragon's breath weapon.
8. It projects a small antimagic field.
9: If the creature attaches to anything but a dragon, the host has a growing inclination to associate with dragons in any way possible (including the DD PrC, if long enough)
10: Once it attaches, it's REALLY hard to get off.
11: It uses the dragon's breath to infect other beings with a disease that somehow produces more of these little bugs.
12: It makes the host recover faster
13: It causes the host to grow spikes.
14: It will eventually kill its host.
15: Dragons hate them.
16: It has a low speed for its size
17: It has blindsense or tremorsense (but not blindsight)
18: It can climb walls and ceilings
19: It gains a bonus to hide in rocky terrain
20: Its scared of kobolds.
21: Once it attaches, it's really hard to notice.
22: It very slowly DRAINS all the abilities of its host, about once a month.
23: The ability drain is partially compensated for by the symbiont
Rarus

07-11-04, 11:16 AM
:D :cloud9: :angel: :bounce: :love: :pile: :drool: :inlove:
I can hardly contain my excitement!!!
Rarus

07-13-04, 12:41 PM
Bump!:mad:
slumbermoose

07-13-04, 03:49 PM
24) The creature can breathe underwater
Arhra

07-13-04, 11:15 PM
Time to finish it off

25: The symbiont causes the host's appearance to become more monstrous.

Now then. Vote for up to five of these that you want to have removed.

My votes:
None. I think they all work together pretty well.
Rarus

07-14-04, 09:39 AM
I vote same as Arhra, and please people, this is looking really interesting, so try not to get rid of too much.
slumbermoose

07-14-04, 12:13 PM
The only one I think I'd remove is the shooting lasers from its eye. It has enough with out it
Rarus

07-14-04, 01:13 PM
Actually, now that I think of it, I agree with Slumbermoose, the lasers really don't fit in well.
Arhra

07-16-04, 01:30 AM
Tie breaker vote anyone?
leviathien899

07-16-04, 06:58 AM
can u do another one? i arrived too late to help out :(
Arhra

07-16-04, 07:26 AM
Of course there will be a new one once this one is done. I might have to start a new thread though as this one's getting a bit lengthy. Someone stop breaking the vote tie on this one would be nice.
turalisj

07-16-04, 07:41 AM
:thumbsdown: to lasers
zargonic

07-16-04, 10:33 PM
It seems that the lasers dont fit to me also. I vote nay on the lasers.
turalisj

07-16-04, 11:58 PM
it looks like lasers lost Arhra.
Arhra

07-17-04, 11:54 PM
Yes, I'll get on with the monster right away.
Arhra

07-21-04, 07:15 AM
Just a quick question for everyone. What should it be called?

Names have never been my strong point.
Rarus

07-21-04, 09:45 AM
Hmmmm.....I'm no expert, but I'd suggest somethinc simple, but exotic sounding. How about Tzake?
JoshRodriguez

07-22-04, 02:08 PM
Chad.
fatal error

07-22-04, 09:54 PM
Lsayn
Selkie_Guardian

07-23-04, 03:59 PM
I like the sount of Tzake
Andarious

07-23-04, 10:17 PM
I am going to try and incorperate each of these into my game... hurry up and get stats for last one so I can help with the next...
Arhra

07-24-04, 05:38 AM
I also like the sound of tzake. This monster's giving me a little trouble so its taking at little longer than the last ones. I'll just preview one of its abilities in its current form so you're not all idly waiting around.

Drain Host (Ex): The Tzake slowly kills its host, dealing 1 point of permanent ability drain to each ability score every month it is attached. It partially compensates for this, granting a bonus to the host's Strength, Constitution equal to double this penalty, a bonus to Wisdom and Charisma equal to the amount of ability damage and a bonus to Dexterity equal to half the drain. The bonuses to Strength and Constitution can never exceed by original score by more than 8. This ability damage can not be healed while the symbiont is attached and any bonuses to abilities granted by the tzake disappear when the symbiont is removed. When a score reaches 0 (this does not include the bonuses provided by the tzake) the creature dies, left as a bloated, distorted shell of its former self.

And Andarious, when you do use them please post up how they went.
Selkie_Guardian

07-24-04, 09:11 AM
Originally posted by Arhra
Drain Host (Ex): The Tzake slowly kills its host, dealing 1 point of permanent ability drain to each ability score every month it is attached. It partially compensates for this, granting a bonus to the host's Strength, Constitution equal to double this penalty, a bonus to Wisdom and Charisma equal to the amount of ability damage and a bonus to Dexterity equal to half the drain. The bonuses to Strength and Constitution can never exceed by original score by more than 8. This ability damage can not be healed while the symbiont is attached and any bonuses to abilities granted by the tzake disappear when the symbiont is removed. When a score reaches 0 (this does not include the bonuses provided by the tzake) the creature dies, left as a bloated, distorted shell of its former self.

This looks so COOL!
I can't wait to see the rest of it!
Rarus

07-24-04, 10:18 AM
:cloud9: :love: :ayyyy!: :drool: :inlove:
Now I CAN'T contain my excitement!!!! That is BRILLIANT!!!!
Andarious

07-25-04, 10:52 PM
:g: :u: :b: :w: :r: :t: to bump thread

woot for having a multi colored deck!
Rarus

07-30-04, 09:28 PM
B.U.M.P.:mad:
Rarus

07-30-04, 09:29 PM
:rolleyes: Double post? I didn't see any double posts here.....:rolleyes:
Arhra

07-31-04, 08:43 AM
All getting a little impatient eh? This is a very complex monster you know. Here's another one of its abilities in its current state.


Dragon Melding (Su): The tzake bonds with dragons in a different way than any other creature. The bond it forms with a dragon is far deeper and complex than the bond it forms with non-dragons. The two are virtually inseperable once bonded, requiring a wish or miracle spell to split them. For this reason dragons hate and depise these creatures as having one bond to them means that they become warped into a creature with no more purpose than create more tzake.

The special changes will all be covered under the different abilities. As for why its taking so long, here is a list of the tzake's current abilities:

Acclerated Metabolism, Draconic affinity, Drain Host, Flesh burrow,
Magic Resistance, Spike growth

And I'm still in the process of making more abilities, including the breath weaopn modification.
shadowflamedancer

07-31-04, 03:24 PM
Wow! That is really neat.



( :bump: )


:rolleyes:
Arhra

08-12-04, 07:02 AM
Stupid triple post.
Arhra

08-12-04, 07:07 AM
Finally, after much delay, here it is. I think you can see why it took so long.


Tzake
Diminutive Aberration
Hit Dice: 1d8+1 (5 hit points)
Initiative: +1
Speed: 15 ft, Climb 15 feet
AC: 16 (+1 Dex, +1 natural, +4 size), touch 15, flat-footed 15
Attacks: 2 Bites +5
Damage: Bite 1d2-4 and flesh burrow
Face/Reach: 2.5 ft. by 2.5 ft./ 0 ft.
Special Attacks: Flesh burrow, Stench
Special Qualities: Acclerated Metabolism, Draconic affinity, Drain Host, Foil Blindsense, Magic Resistance,
Spike growth, Water breathing
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 2, Dex 12, Con 13, Int 6, Wis 11, Cha 11
Skills: Hide +15*, Move Silently +7*
Feats: Weapon Finesse (Bite)

Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 1/2
Alignment: Usually neutral
Advancement: -
Ego: 13

You see an oddly centipede-like creature in front of you that seems to blend into the stones around it. It is about 2 feet long and has a nasty looking set of mandibled jaws. Its single eye suddenly flares a livid red as it sees you and it scuttles forwards on numerous whip-like tentacles that it has in the place of legs. Its tail arcs over its head and you see that it ends in a second set of jaws, rimmed with short tentacles. As it bites one of your companions you watch in horror as its jaws twist and it begins worming its way under his flesh.

Tzake are a rare and peculiar creature generally found underground. It is a symbiont of a sort that uses dragons to propagate. Unfortunately it alters the host to such a degree that eventually the host dies. Creatures with a bonded tzake slowly find themselves growing stronger and tougher as muscle and bone swell and thicken but at the cost of mental prowess and their ever increasing bulk hampers their reflexes. More exotic abilities begin to develop as the tzake grows closer to its host: their wounds heal at a greatly enhanced rate and they grow blades and spines as their skin grows leathery and their eyes take on a red glow. As the tzake can only reproduce with a dragon host they encourage their host to associate with dragons and they can awaken even the faintest touch of dragon blood. Those who have dragon blood running in their veins become particularly fearsome in appearance as they slowly become more dragon-like in addition to the other changes wrought on them by the tzake.

When a tzake joins to a dragon, something truly bizarre happens. The dragon's mind becomes one with the tzake and the resulting creature is wholly bent upon propagating more tzake. Such a beast is a terror to behold as it is massive even by dragon standards and has spikes of jagged bone jutting from its body and overly large teeth and claws. They are ungainly beasts fortunately, their unnaturally swollen muscles and thick, heavy bones greatly hinder their dexterity. They propagate tzake via their breath weapon. It takes on an oddly liquid appearance and any hit by it risk being infested with larvae. Fortunately such creatures are both rare and short-lived, mostly barely surviving for a single year. There are rumours though that one or two have produced eggs but this is almost certainly false.

Oddly, the tzake fears kobolds. Unusually it is unable to bond with them and the kobolds generally kill them on sight. Some wonder if this has anything to do with the rumours that kobolds are degenerate dragons.

Tzake can be communicated with using a speak with animals spell or through their host.

Combat
Tzake prefer to avoid combat if possible, instead preferring to attack a potential host while unaware and quickly bond with it.

Accelerated Metabolism (Ex): While a tzake is attached to a host it kicks their metabolism into overdrive. The host of a tzake heals as if they had rested for a day every hour. Creatures with fast healing or regeneration have their fast healing increase by 5 (this stacks with regeneration).

Drain Host (Ex): The tzake slowly kills its host, dealing 1 point of permanent ability drain to each ability score every month it is attached. It partially compensates for this, granting a bonus to the host's Strength, Constitution equal to double this penalty, a bonus to Wisdom and Charisma equal to the amount of ability damage and a bonus to Dexterity equal to half the drain. The bonuses to Strength and Constitution can never exceed by original score by more than 8. This ability damage can not be healed while the symbiont is attached and any bonuses to abilities granted by the tzake disappear when the symbiont is removed. When a score reaches 0 (this does not include the bonuses provided by the tzake) the creature dies, left as a bloated, distorted shell of its former self. Additionally, the tzake's ego is treated as being 1 higher for each month it is attached and the host does not gain the bonus the tzake provides to Wisdom for Ego checks.

Draconic Affinity (Ex): Due to the fact that a tzake requires dragons to propagate themselves they have an unusual effect on non-dragons that they bond with. As the weeks go by, the host has a growing inclination to associate with dragons in any way possible. They also are treated as having the dragon blood prerequisite for Dragon Disciple prestige class after 6 months of bonding and many take up the class.

Dragon Melding (Su): The tzake bonds with dragons in a different way than any other creature. The bond it forms with a dragon is far deeper and complex than the bond it forms with non-dragons. The two are virtually inseparable once bonded, requiring a wish or miracle spell to split them. For this reason dragons hate and despise these creatures as having one bond to them means that they become warped into a creature with no more purpose than to create more tzake.

Flesh Burrow (Ex): Upon hitting a foe with a successful bite attack, the tzake may immediately begin to burrow into the flesh, not stopping until they reach the chest cavity, at which point they send out long filaments, linking them to almost every part of their host. It takes the tzake 1 full round to reach the chest and it may be cut out if the character is aware of the attack. Cutting the tzake out generally does 1 point of temporary Constitution damage to the host The Tzake can only be removed by a wish or miracle spell or the casting of neutralize poison, heal and repel vermin in that order (and this only if the character is not a dragon). At the DM's discretion, other methods may work. The tzake's bite attacks ignore the natural armour of dragons as they are adept at finding weaknesses in dragon hide.

Foil Blindsense (Ex): A tzake has no natural smell and is extremely hard to detect. It can not be detected by blindsense or by the scent ability.

Magic Resistance (Su): Tzake show an unusual resistance to magic - apparently the creature projects some form of antimagic field. The tzake gains a +4 bonus on saving throws versus spells and the host also gains this benefit. However, the host must make a saving throw against any spell cast on them. If they do wish to be affected by the spell they can make the save at a -2 penalty and not apply the +4 bonus (e.g. a fighter with a Will save of +3 has a bonus of +7 when saving against spells but if they want to be affected by the spell their bonus is only +1).

Reflective Carapace (Su): Three times per day, a tzake can alter its carapace to become highly reflective, deflecting all rays, lines, cones, and even magic missile spells. If the tzake would be hit by such an attack the attack's effect is negated. This effect lasts for 5 rounds and can be activated as a free action. The tzake generally uses this to withstand a dragon's breath weapon. The tzake can share this benefit with its host after being bonded for one month.

Spike Growth (Ex): The tzake alters its host in many ways while bonded. Amongst other changes it makes the host grow numerous spikes. These spikes tend to grow from the sides of limbs, near joints and from the back and side of the head. After one month of bonding the host's natural weapons damage dice are increased by one die type. If the creature had no natural attacks then they gain 2 claw attacks that deal 1d4 damage for a Medium creature. While grappling, creatures being grappled by the host take 1d6 damage every round (change damage as appropriate for sizes larger or smaller than medium size).

Stench (Ex): An endangered tzake can release a horrible stench to distract its foes. As a standard action the tzake can release a terrible odour that almost every form of life finds offensive. All creatures within 10 feet of the tzake most make a DC 11 Fortitude save or become nauseated.

Tzake Propagation (Su): After a tzake has been attached to a dragon for one month, that dragon's breath weapon alters in a truly eerie way. Their breath takes on an sickly greenish tint and becomes more fluid looking. Creatures hit by the breath weapon are covered in a thin film of the breath weapon that rapidly disappears as it soaks into them, the tzake larvae contained within the breath rapidly burrowing into living flesh. Living creatures hit by the breath weapon must make a fortitude save or become infected with tzake larvae. This is similar to a disease in that after a period of 1d4 days the afflicted creatures must make make a fortitude save or take one point of permanent Constitution damage as the larvae literally begin to devour them from the inside out. The effect is not ended until the larvae are mature. After the host has taken 8 points of Constitution drain from the larvae they burrow out, dealing another 3d6 temporary Constitution drain and scatter in all directions. This typically produces 2d10 larvae but in general only 1d3 survive to adulthood. Larvae are treated as fine creatures with a speed of 10 feet, 1 hit point and an AC of 18. They grow to adulthood after 6 months.

Skills: Tzake have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Hide checks when in rocky terrain.
Arhra

08-12-04, 07:11 AM
Bleck, I'm not sure how this happened.
Arhra

08-12-04, 07:16 AM
Sorry about this.
Rarus

08-12-04, 07:52 PM
:D :angel: YES!!!!!! This is.........delightfully delightful! This, this, I.......*Faints*:cool: :invasion: :bow: :cloud9: :love: :bounce: :pile: :ayyyy!: :drool: : :inlove:....I think I went overboard.....
Selkie_Guardian

08-13-04, 07:08 PM
Ok, I'll start the next one:

1: The monster is Seal like.
Raymond_Luxury_Yacht

08-13-04, 09:47 PM
2. It has an enormous mouth filled with vicious fangs.
turalisj

08-13-04, 11:43 PM
3.it is aquatic
Arhra

08-14-04, 05:26 AM
I think I'll put the limit back down at 20. 25 is just too much.

4: Some of its attacks cause bleeding
Rarus

08-14-04, 01:09 PM
5. They DESPISE selkies.
turalisj

08-14-04, 02:15 PM
:rolleyes: if it has a mouthfull of viscous fangs then you would think its attacks could cause bleeding
shadowflamedancer

08-14-04, 02:36 PM
6. It fears fire.

7. It is enchanted (not nesisarily in the game sense) by lightining.
Purkake

08-15-04, 05:09 PM
8. It has one unicorn-like horn on its forehead.
abraham

08-15-04, 07:50 PM
it has a dancing gaze attack(it gaze makes those who look it in the eye start dancing)
Callista

08-15-04, 10:35 PM
10. Its camouflaged coloring makes it almost invisible in its natural environment.
Nurgan_the_drunked

08-16-04, 04:30 AM
11. It feeds off creature larger than itself
Purkake

08-16-04, 07:54 AM
12. It is really small (Tiny)
shadowflamedancer

08-16-04, 01:22 PM
13. It is a herbivore(a.k.a. vegetarian)

(that should make an interesting combonation with the big teeth, bleeding attack, and feeding of larger creatures):D
abraham

08-16-04, 04:36 PM
IT CAN FLY
abraham

08-16-04, 04:36 PM
IT CAN FLY
Rarus

08-16-04, 05:16 PM
The horn, if ground and mixed with a liquid causes strange effects.
shadowflamedancer

08-16-04, 09:09 PM
16. If it touches a creature with it's horn, some spell like or supernatural ability is activated at the target.

17. Depending on what the water temperature is, the horn's effect is different. When the horn is ground and mixed in liquids of various temperature, the results are different.
KelanenPrinceofSwords

08-17-04, 12:30 AM
18. It is a creation of the sea-elf god Deep Sashelas as a guard-dog against the sahuagin.

19. It's horn attack acts as a frosty burst weapon.

20. It can use dimension door up to three times/day while submerged in sea water.
KelanenPrinceofSwords

08-17-04, 12:36 AM
1. Monster is an evil, monstrous humanoid, size medium, looks kinda like a bugbear.

2. Monster is feared for its supernatural ability to change it's shape to allow it to fit through openings as small as 1 ft. x 1 ft.

3. The same ability that allows it to change shape gives it 10 ft. reach (it can stretch its hairy arms out, ala the choker).
Nurgan_the_drunked

08-17-04, 04:38 AM
Kelanen, hate to widdle on your bonfire, but it only supposed to be one aspect per person, not three.

And the things you started out in the second post may well count as 5 or 6 "aspects". And I think it's standard to wait until the previous creature was written up, and give people a bit of discussion on them.
Arhra

08-17-04, 06:27 AM
I think I'd better just post up the amended rules for everyone.

Arhra's Compilation Method of Monster Creation
Each person replies and posts a single idea for a monster. This can be anything from number of limbs to mental characteristics to special attacks or personality traits. You may not refer to in game statistics, e.g. saying "It is very strong" is acceptable but saying "it has a Strength score of 22" is not.' Keep these concepts relatively vague as they have to work together. After 20 ideas have been put in, everyone then votes off up to 4 abilities and then the thread starter will create a monster including all of accepted ideas. Feel free to suggest stuff for how these 20 concepts will work together or speculate while the monster is under construction (names in particular are difficult). Then the thread starter will post up the monster. Rinse and repeat if desired.

So yes, only a single idea but I'm being fairly lenient as long as people don't overdo it. I don't mind someone putting in two ideas every so often but three at once and then immediately posting another three is a bit too much. And I should emphasis: NO REFERENCES TO GAME STATISTICS! Just getting your attention. As I said before, I think that thinking in purely game terms limits creativity.

Here's the abilities chosen so far:

1: The monster is seal-like.
2: It has an enormous mouth filled with vicious fangs.
3: It is aquatic
4: Some of its attacks cause bleeding
5. They DESPISE selkies.
6: It fears fire.
7: It is enchanted (not necessarily in the game sense) by lightining.
8. It has one unicorn-like horn on its forehead.
9: It has a dancing gaze attack(it gaze makes those who look it in the eye start dancing)
10: Its camouflaged coloring makes it almost invisible in its natural environment.
11: It feeds off creature larger than itself
12: It is really small (Tiny)
13: It is a herbivore
14: It can fly
15: The horn, if ground and mixed with a liquid causes strange effects. The results are different when the temperature of the liquid varies (from 17)
16: If it touches a creature with it's horn, some spell like or supernatural ability is activated at the target.
17: Depending on what the water temperature is, the horn's effect is different.
18: It is a creation of the sea-elf god Deep Sashelas as a guard-dog against the sahuagin.
19: It's horn attack acts as a icy burst weapon.
20: It can use dimension door up to three times/day while submerged in sea water.

Now vote for up to 4 abilities you want to have removed.

I vote for:
13: It is a herbivore

The selkie and creations of Deep Sashelas could jar a little but I think it shold be possible to make them both work.
Nurgan_the_drunked

08-17-04, 06:55 AM
I vote getting rid of the flying, it doesn't seem to suit a predominantly aquatic creature.

As for the Selkie thing, maybe they see themselves in competition, or if the creature is intelligent and aware of its position, it could be jealous of the Selkie's holy status?
Purkake

08-17-04, 07:29 AM
Yes, lets take flight and herbivore out.
shadowflamedancer

08-17-04, 12:53 PM
I'll vote to take out flight, but I can definitly understand the non-herbivorness. Although I think it would be interesting, it would be difficult to make fit. (but think of all the flesh eating things in the MM, how many of the creatures their don't eat meat? not alot)
abraham

08-17-04, 05:20 PM
your forgetting the flying hatchet fish!(it is aquatic & can fly!)
The Ethereal Wickerman

08-17-04, 06:04 PM
Originally posted by abraham
your forgetting the flying hatchet fish!(it is aquatic & can fly!)

Actually they can only leap out the water and glide short distances, but you point is still valid...:)
abraham

08-17-04, 06:05 PM
thanks!
turalisj

08-17-04, 06:49 PM
i vote out flying and being tiny
Purkake

08-17-04, 07:28 PM
NOOOOOOOO... Why do all the cool creatures have to be big :weep:
abraham

08-17-04, 07:33 PM
I vote out the fear of fire!
Purkake

08-17-04, 07:42 PM
I'll add a vote for dimension door. Just give it fast swim speed.
turalisj

08-17-04, 09:17 PM
not all the cool monsters are small...... ok nvm :D
Arhra

08-18-04, 05:39 AM
Here's the votes so far:

6: It fears fire. -1 vote
12: It is really small (Tiny) - 1 vote
13: It is a herbivore - 2 vote
14: It can fly - 4 votes
20: It can use dimension door up to three times/day while submerged in sea water. - 1 vote

I might make it a general rule that if something's voted for three or more times it gets removed. That's probably the simplest way ot do it.
shadowflamedancer

08-18-04, 02:21 PM
If I can vote more than once, then I also vote to take out the tiny and dimension door. I don't think it has to be huge or anything, I just picture it as either small or medium sized.
turalisj

08-18-04, 04:39 PM
i pictured it as a mutant seal
abraham

08-18-04, 06:23 PM
more like a mutant narwal.
Tevish Szat

08-18-04, 10:00 PM
Fly, Herbavore, and Dimension Door.

-edit: voting to take them out.
The_Dark_One

08-18-04, 10:03 PM
This has inspired me to create my own monster loosely based on the criteria for our mutant seal friend. Does anyone want to see it when I'm done?
Nurgan_the_drunked

08-19-04, 04:05 AM
Yeah, if I can vote again: dimension door and herbivorousness. The tiny thing isn't too bad, maybe small would be better, but it shouldn't be big. The eating things bigger than it in my mind meant it hunted sea serpents, but if its small, it may eat humans.... Oh, and Saughain I suppose.
abraham

08-19-04, 05:27 PM
yeh dark one please put your creature for all to see.
turalisj

08-19-04, 06:54 PM
mutant seal-narwal-somthing with sharp fangs
Arhra

08-20-04, 09:17 AM
Okay, finalised votes are as follows:

6: It fears fire. - 1 vote
12: It is really small (Tiny) - 2 votes
13: It is a herbivore - 3 votes
14: It can fly - 5 votes
20: It can use dimension door up to three times/day while submerged in sea water. - 3 votes

So traits 13, 14 and 20 will be removed. Also I might increase the creatures size to Small as tiny doesn't seem to be too popular.

Now for one of the trickiest bits - a good name.
Strange Charm

08-20-04, 12:05 PM
This thing's natural weapons, most likely a gore and a bite attack, probably deal wounding damage. It could attack something (gaze attack followed by melee attacks) and then retreat to safety as its victim bleeds to death.

Name idea: Murkwyre
Purkake

08-20-04, 12:27 PM
Small is OK. As for the name why not call it Jim? J/k

Murkwyre is fine with me.
shadowflamedancer

08-20-04, 05:23 PM
I second jim. . .



and Murkwyre. :D
Selkie_Guardian

08-21-04, 11:42 AM
I third Murkwyre.
Rarus

08-21-04, 02:24 PM
What they said.
Purkake

08-22-04, 07:35 PM
:bump:
abraham

08-23-04, 05:30 PM
how about muckspire?
The_Dark_One

08-24-04, 05:22 AM
Kalidor stood by the starboard rail of the ship, looking out over the waters of the ocean. He was just about at his wits end with thisn whole voyage. It was boring, he felt naked without his heavy armor, and he still wasn't completely over his sea-sickness. Just then, he saw something that might break the boredom a little. It was hard to tell just what it was. The water was develping a strange ripple, almost as if a creature was moving along with the ship. Kalidor couldn't see a creature though.

He watched the strange ripples for a few minutes. He thought he could begin to see the shape of a creature. It almost looked like a seal with a single horn in the middle of it forehead. He shook his head and went back to his cabin. He must be getting cabin fever. The sailors would have panicked if Kalidor had told them what he saw. The mighty warrior was about to find out why...

Terror Seal
Small Magical Beast (Aquatic)
Hit Dice: 5d10 (37 hp)
Initiative: +4 (Dex)
Speed:20 ft, Swim 80ft, Fly,60 ft (Poor)
Armor Class: 18 (+ 4 Dex, + 4 tough hide/ thick fur)
Base Attack/Grapple: +5
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Saves:
Abilities: Str 10 (0),Dex18( +4),Con15 (+2) ,Int ,Wis ,Cha
Skills:
Feats:
Enviornment:
Organization:
Challenge Rating

Terror seals are not natural creatures. They were created in a long forgotten war. Left to fend for themselves by their long-dead creators, these creatures roam the ocean in search of their prey, ships. Terror seals eat the dead wood of ships. To render their prey helpless, the must disable the prey's defenses. This means killing the crew. Most sailors believe the beasts are trying to eat them, but they are actually after the ship.

Here it is so far. I still have a way to go, but I think you can see what I'm trying to do here. I like the idea of the creature bieng an herbivore.
Hmm, a predatory herbivore...I wonder if it has ever been done before?

Any comments? Questions? Challenges to duels?
Purkake

09-03-04, 10:38 AM
So lets finish the terror seal and make a new on.
abraham

09-07-04, 02:54 PM
:bump:
King Kill

09-07-04, 07:47 PM
for a new one how about it " looks hairy but its hairs are actually razor sharp spines"
Arhra

09-08-04, 07:19 AM
Ah, I've been having problems trying to find this thread again. The murkwyre's been delayed by a combination of diasappearing thread, my busyiness and that I've been having problems coming up with the horn powers. Suggestions for that will be very handy.
Purkake

09-08-04, 09:50 AM
Well, since unicorn's horn is supposed to heal, make it inflict x wounds. As for the alcemical effects for hot water make it some fire spell, cold=cold spell.
Xeven the Mighty

09-08-04, 09:10 PM
This is a great thread. I really love the Tzake... In fact, I love it so much that it is going to be used at some point in my campaign... God, I can't wait to see the look on their faces... :D

I can't wait to see the Murkwyre.
Xeven the Mighty

09-08-04, 10:22 PM
I was thinking something... The Tzake could be made into a much, much more important (read: interesting) creature. I am thinking about making two templates: Tzake (Humanoid? Non-Dragon?), and Tzake (Dragon). I just want to do this because I think it makes much more sense than the rules with the Tzake creature... I mean no offense, it just strikes me more as creature that gives you a template (You know, growth, mutation and all).

These will like any other template, and the character/npc/whatever that gets the Tzake template doesn't lose it even when the Tzake is taken out of their body (after all, they horns wouldn't exactly just fall off, would they?), although they will no longer get some bonuses (...The ray/breath weapon/magic missile immunity) and penalties (Death being the most notable here).

I just have two questions:

Anywho else interested in helping me with this?
and
Should I post the finished templates here or in a different thread?
Arhra

09-09-04, 06:43 AM
Well, the tzake does sort of apply a template already. It has a time release though, only slowly handing out the bonuses the longer its been attached. My thoughts behind it unattaching is that the changes slowly subside. If you make a template, feel free to post it up here. And if you do use it in your campaign, please put a post that says how it goes.
Xeven the Mighty

09-09-04, 04:22 PM
Well, the tzake does sort of apply a template already. It has a time release though, only slowly handing out the bonuses the longer its been attached. My thoughts behind it unattaching is that the changes slowly subside. If you make a template, feel free to post it up here. And if you do use it in your campaign, please put a post that says how it goes.

I know that... But what I was think was that some of the obvious physical changes, such as the spikes, would remain part of the creature even after the Tzake was removed. I was also thinking a +1 or +2 the physical stats would be in order, and -1 or -2 to dexterity and the mental stats.

The Template would be more like the 'after effects' of a Tzake bondage. You wouldn't get it until the thing was gone, and you would only get it if a certain ammout of time had passed. I think I might call the template 'Tzake Touched'... Sound good?

Oh, and I will most deffinately use it in my campaign. I think'll draw it too... And I think I'll put the bastard in my 'Creatures of Raath' manual (basically it is a homebrew monster manual. The majority are my creatures, but some are 'borrowed', like the Tzake.)
Arhra

09-14-04, 09:17 AM
Work progresses slowly I'm afraid. I'm a bit busy with exams right now. I think I should have it done within a week from now as I'll have most of the stuff out of the way by then. I thikn we should start on a new monster in the meantime.

Here's the idea that was already posted up:
1: it looks hairy but its hairs are actually razor sharp spines
GoldTiger

09-14-04, 05:46 PM
2. It has eight limbs.
psionichamster

09-14-04, 07:22 PM
3. it hunts its prey from walls or ceilings
Nurgan_the_drunked

09-15-04, 05:09 AM
4. It has very accute hearing
The_Dark_One

09-15-04, 06:39 AM
5: If you're not afraid of it, it can't see you...
HK-47 II

09-15-04, 01:39 PM
6. It is an advanced organic construct with some robotic parts (like eyes, apperently)
Purkake

09-15-04, 03:57 PM
7. It has got paralysing poison.
8. It is not too big.(it's kinda hard too be a scary monster that hunts on walls/celing when you're huge.)
abraham

09-15-04, 06:18 PM
9.it can spit its poison at others!
Nurgan_the_drunked

09-16-04, 04:35 AM
10 It looks Vaguely like a cat

('cos you were all imagining a spider, or at least I was)
slumbermoose

09-16-04, 05:18 PM
11) It can cast some enchantments as spell like abilities
Arhra

09-17-04, 08:11 AM
Behold, after much delay I finally managed to get stuck in and finish the murkwyre.

Murkwyre
Small Magical Beast
Hit Dice: 5d10+5 (32 hit points)
Initiative: +3
Speed: 10 ft, swim 50 feet
AC: 17 (+3 Dex, +3 natural, +1 size), touch , flat-footed
Attacks: Gore +9 and Bite +6
Damage: Gore 1d6 + 1d6 cold, Bite 1d4 and bleeding
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Dancing gaze, Horn powers,
Special Qualities: Electricty immunity, fire vulnerability
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 13, Wis 11, Cha 14
Skills: Hide +15, Listen +8, Move Silently +11
Feats: Multiattack, Weapon Finesse (Bite and Gore) (B)

Climate/Terrain: Any aquatic
Organization: Solitary, pair or pride (3-12)
Challenge Rating: 4
Alignment: Usually neutral
Advancement: 6-10 HD (Small)

The sea seems to shift and you suddenly feel a sharp pain in your side. Blood pours out at an alarming rate, and you see a subtle movement, like a shadow in the water approach you once more. Two eyes appear and you can make out the vague outline of a small seal-like creature, its fur contstantly rippling in colour to blend almost seamlessly into the sea around it. Its eyes seem live with light and energy and you can't help but feel entranced by it, unconsciously mimicking its dancing movements as you slowly bleed to death.

Murkwyre are seal-like creatures found only rarely in the oceans of the world. They are said to have been created by Deep Sashelas, as a guard against the sahuagin but it is uncertain if this is true. Murkwyres are fairly friendly towards sea elves and they do hate sahuagin. They are also know for their extreme dislike of selkies. Most believe this is because they see the selkies as rivals and some even claim they were somehow created from selkies.

They appear similar to seals but with a pale, twisting horn that always seems to be rimed with ice. Their mouths are enormous and filled with jagged teeth that can cause horrible bleeidng wounds but this isn't apparent until they open their mouths. Their fur is naturally a greyish blue but it can shift in colour to blend in with the water, making it nigh impossible to spot. Their eyes are large and liquid, capable of entrancing any who gaze into them too long.

Murkwyres are utterly fascinated by lightning and terrified of fire. Fire burns them easily though they are usually buffered from its effects by being underwater. They will frequently flee from a large fire, such as a burning ship, even if they are underwater and it can do them no harm. Lightning on the other hand literally can cause them no harm - they happily frolic in stormy seas, they actually seem to enjoy being struck by lightning (often purirng in cat-like bliss). A canny spellcaster can use this to his advantage, helping calm an angry murkwyre.

Murkwyres' horns have powers that vary with the temperature of the water around them. Ground horn can be used to make potions of haste, slow and fire shield (hot or cold) for half price, the effect simply varying by whether the liquids used in the potion making are warm or hot (eg warm would make a potion of haste but cold would have the opposite effect).

Murkwyres typiclaly move in packs and work together to bring down prey much larger than themselves. They are known to have a particular taste for sahuagin and though they may not look it, they are capable predators.

Combat
A murkwyre prefers to attack while unseen with its bite attack and then reveal its dancing gaze, keeping its distance as its foe helplessly bleeds to death. If feeling merciful it may stabilise a dying foe, bringing them to 0 hp with a touch of its horn and then leave them to their fate. If its gaze is ineffective, it will use hit and run attacks, using its gore or bite and then move invisibly to a new location. If the murkwyre really wants ot cause damage, it will use its gore attack.

Prides of murkwyres tend to leave some of their numbers in reserve, using their healing horn power to cure their wounded and if in warm water, they'll frequently use Haste upon one another.

Dancing Gaze (Su): Creatures that meet the gaze of a murkwyre feel an unfathomable urge to dance. The gaze has a 30 foot range and a Will save DC 14 negates. The effect imposes a –2 penalty to Armor Class and a –5 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. The dancing character may move up to half their base speed as a full round action but otherwise is incapable of taking actions. The effect lasts for 1d4 rounds after leaving the area of the gaze and if they are returned to its range beofre the effect expires, then they do not get a second saving throw. This is a mind influencing effect that is treated as being of the Enchantment school. The save DC is Charisma-based. Some claim that the dancing gaze is caused by the swirling light in the murkwyre's eyes and any that see it try to mimic the light's movements.

Frost Horn (Su): A murkwyre's horn is treated as a +1 icy burst weapon.

Horn Powers (Sp): A murkwyre cannot use any of its horn powers upon itself and all its abilities have a range of touch. Packs of murkwyres frequently aid one another. At will: Cure Minor Wounds, While in cold water - 3/day: Slow, While in hot water- 3/day: Haste

Shadow in the Sea (Su): While underwater a murkwyre's fur constantly shifts in colour to blend in with its surroundings. It blends in so well that it is effectively invisible as if under the effect of improved invisibility for as long as it desires.

Wound (Ex): A murkwyre's bite attack causes a bleeding wound due to its massive, razor-sharp teeth. The injured creature loses 1 additional hit points each round until the wound is bound (a DC 15 Heal check), the application of any cure spell or other healing spell (heal, healing circle, and so on)
Arhra

09-19-04, 07:35 AM
Well, seeing how this thread has gone a bit dead, i'll just summarise what we've got so far for the new monster.

1: It looks hairy but its hairs are actually razor sharp spines
2: It has eight limbs.
3: It hunts its prey from walls or ceilings
4: It has very accute hearing
5: If you're not afraid of it, it can't see you...
6: It is an advanced organic construct with some robotic parts (like eyes, apparently)
7: It has got paralysing poison.
8: It is not too big.(it's kinda hard too be a scary monster that hunts on
9: It can spit its poison at others!
10: It looks vaguely like a cat
11: It can cast some enchantments as spell like abilities
12: It feeds on human pain
Raymond_Luxury_Yacht

09-19-04, 09:32 AM
13. It wants to eat your brain.
HomebrewedMonster

09-19-04, 10:46 AM
14. It has a fear aura, ( to help with #5)
15. It has ability focus (fear aura)....four times....
slumbermoose

09-19-04, 11:14 AM
16. It's tailess
Korone

09-19-04, 02:25 PM
17. It is insanely agile.
King Kill

09-19-04, 03:25 PM
It has a breath weapon as a Red Dragon (mature Adult)
Jharviss

09-19-04, 04:33 PM
19. It can change it's colors like a chameleon, but only from it's base color to grays and browns (to blend in with cave-like environments).
GoldTiger

09-19-04, 04:43 PM
20. It has incredible leaping and climbing abilties. (To better hunt its prey in wide open caverns.)
Arhra

09-20-04, 08:22 AM
Hmm, I'm afraid ideas 15 and 18 can't be counted. I did say no referring to in-game statistics. Two more abilities need to be added then we'll be able to vote on what abilities to remove.
Korone

09-20-04, 09:47 AM
15. His skin secrete a kind of 'glue' (that give him the ability to walk everywhere) who's highly acidic.

DM: A weird monster jump from the wall.
Fighter: AH ! I swing my sword on it.
DM: As your sword hit the creature, your sword stick on it.
Fighter: Ehhh.. I grab it back..
DM: You take it back with so much difficulty that you're propulsed on the other walls. And.. you have now an half sword that continu to reduce. :D
Purkake

09-20-04, 12:36 PM
To help with 11. Phantasmal killer *hint* *hint*
18. It has special fear that affects everyone. So noone is immune to it.
Jharviss

09-20-04, 07:46 PM
Okay, Purkake, I'm against that one... but I guess I can't veto something this soon? Well, with 18 it cuts out the one where the creature is only visible by things afraid of it because, well, everythings afraid of it. Furthermore, how do you fight something that you are afraid of? You can't.... it wins EVERY SINGLE TIME (unless you wish for it's demise at a distance).
slumbermoose

09-20-04, 07:53 PM
19. it thinks it's the most beautiful thing ever
Xavim

09-21-04, 02:49 AM
wowza this thread is such an awesome idea.

BUMP
Arhra

09-21-04, 06:13 AM
Ok, here's the compiled ideas then. Purkake, as you may have noticed, your idea has been removed as the idea of 'special fear' doesn't quite fit. Its a bit of a headache, game mechanically too.

1. It looks hairy but its hairs are actually razor sharp spines.
2. It has eight limbs.
3. It hunts its prey from walls or ceilings.
4. It has very accute hearing.
5. If you're not afraid of it, it can't see you...
6. It is an advanced organic construct with some robotic parts (like eyes, apparently)
7. It has got paralysing poison.
8. It is not too big.
9. It can spit its poison at others!
10. It looks vaguely like a cat.
11. It has some enchantment abilities.
12. It feeds on human pain.
13. It wants to eat your brain.
14. It has an aura of fear.
15. Its skin can secrete a highly acidic adhesive that gives it the ability to walk everywhere.
16. It's tail-less
17. It is insanely agile.
18. It thinks it's the most beautiful thing ever
19. It can change it's colors like a chameleon, but only from it's base color to grays and browns (to blend in with cave-like environments).
20. It has incredible leaping and climbing abilties. (To better hunt its prey in wide open caverns.)

Now vote for up to 5 ideas that you want to have removed.
I'm only voting for 13. It wants to eat you brain
After all, if it feeds on pain, it wants to keep you alive for as long as possible...
Sushi

09-21-04, 08:00 AM
Actually, I like the idea of it eating brains, imagine, if you will, this:

It lurks in dark places,perfectly hidden with camouflage abillities, blind for as long as noone is near, but with insanely keen hearing (blindsense?), and then, when it hears something, it activates its fear aura, simultaneously striking with sickening speed, slashing its terrified victims flesh with its poisonous, hair-thin razor-sharp spines, seeming almost to grow in strature, strenght and speed as its foes`pain grows(feeding off pain, gaining tempoary
str/dex/con boosts if close to someone suffering either from its poison(which induces pain) or some other pain effect)
if it faces resistance, leaping away to strike at range, spitting its poison and striking with spells that inspire fear or inflict pain (fear and symbol of pain, respectively?) and then, and only then, as its foes are on their knees, paralyzed by its pain-inducing poison and gibbering in fear, does it move in to devour delicious brains, given an inbelivably succulent taste by being made to harbor a mind driven insane by agony and terror...


I vote against "natural construct","8 legs"
and "most beautiful ever". I think it should look like an impossibly sleek, blue-black panther, and be medium-size. I think it should have (poison-inflicting) claw and bite attacks, the Spring attack feat, gross speed and the abillity to attack in melee with its "hair-spines"
(Sorry for my presumptive ramblings, but this thing really interested me, and id love to see something resembling my vision of this thing statted out.) Might even do it myself! :) And P.S: i think this thing should have below-human but way above- bestial mental stats, as i see it as an incredibly cunning hit-and run ambush hunter. Again, forgive my presumption for trying to dictate my personal wiew of this creature as the way it "should be,"as I am fully aware this thing is the result of agroup effort. Then again, please agree with me! ;)
psionichamster

09-21-04, 08:29 AM
i vote to lose
7. paralyzing poison

and

13. it wants to eat your brain (it aint an illithid, after all)

the hamster
Purkake

09-21-04, 09:11 AM
Actually i was thinking that you could still save against it, but paladins and other immune-to-fear things would still have to make the save, but if you don't want it don't use it :)

I vote out:

12. It feeds on human pain. ( i think it should feed on your fear, the concept makes a lot more sence that way)
13. It wants to eat your brain.
Nurgan_the_drunked

09-21-04, 11:10 AM
Another vote for the brain eating, and also for 6) the robotic bits.

I'm also spurious about the paralysing, something to disorient, or make it more susceptible to fear maybe.

And yes, they should feed on fear, but maybe pain as well....
Xavim

09-21-04, 03:53 PM
I'm tossing in me vote to lose 6 and 13.

I'm loving the 8 leggedness of the thing but making it a robot just would reduce its coolness IMO.

I vote we keept the " it thinks it's the most beautiful thing ever."

I could see this cat thing holding prisoners to admire it, since it is after all the most beautiful thing ever, and I could see it going balistic the moment it loses sight of them *once the prisoners get used to it's presence and thus no longer afraid of it.* and then tearing them limb from limb for insulting it by trying to leave. Thus feeding off of their pain.
HomebrewedMonster

09-21-04, 06:52 PM
2, there are too many multilegged cravern crawlers as it is, these creatures should be really unqiue so I would say just make it a quadraped.

Instead of cybernetics though, I think grafts would fit a D&D creature better, kinda like the new MMIII creature. THe one that is a dire bear with armor grafted to it, something Mauler.
Jharviss

09-21-04, 10:52 PM
If I was to vote on five, I'd go...

2. - I agree with Homebrewed Monster
6. - That screws it up.
12. or 13. - we should keep one, but lose the other.
15 - half of this, as I'm not big on the acidic part of it but the glueness part of it is cool

I'm not sure what else, though maybe 19 (depends on how sadistic this is). I really liked Sushi's description. That's cool.
GoldTiger

09-21-04, 11:44 PM
I vote to remove 5,6 and 12.

5 doesnt make any sense because if it's blending into the enviroment you can't see it you wont be afraid and if you arent afraid it wont see you. (cool idea just doesnt work with this beastie)

18 as long as its just flavorish i cant really complain if its nice to look at
Arhra

09-22-04, 07:14 AM
Here's the tallied votes then:

2. It has eight limbs. - 2 votes
5. If you're not afraid of it, it can't see you... - 1 vote
6. It is an advanced organic construct with some robotic parts (like eyes, apparently) - 4 votes
7. It has got paralysing poison. - 1 vote
12. It feeds on human pain. - 2 votes
13. It wants to eat your brain. - 4 votes
15. Its skin can secrete a highly acidic adhesive that gives it the ability to walk everywhere. - 1 vote
18. It thinks it's the most beautiful thing ever - 2 votes

It looks like ideas 6 and 13 will be removed. Now to get to work on the actual monster... Hopefully this one won't take as long as the last 2.
Nurgan_the_drunked

09-23-04, 10:19 AM
A few questions to think about on this one, to keep this alive

What exactly does it look like, and how are its limbs set out, etc.

What's its name?

Can we make another one so fast that Ahra can't do that in time, and remove any possibility of Ahra having any sort of social life?
Purkake

09-23-04, 10:42 AM
Can we make another one so fast that Ahra can't do that in time, and remove any possibility of Ahra having any sort of social life?

You mean he is one of them?

Maybe we should vote for name and i have NO idea how the 4 extra limbs would be placed.
Nurgan_the_drunked

09-24-04, 03:42 AM
Growing out of the back, Doc Oc style?

Possibly concealable in its fur so you go "what a cute little kitty, awww, AAAaAARGGH!"

My name generator's on the blink at the moment though.
Jharviss

09-25-04, 12:10 AM
Well, why not go with the feline thing with the norm four legs, then give it like four retractable spider legs on it's back? That could be fun...
Purkake

09-28-04, 03:33 PM
:Bump:

We should realy finish this monster.
Nurgan_the_drunked

09-29-04, 05:24 AM
Agreed. Appearancewise, I'd go with a normal, slightly mangy looking cat, with four insect-like legs coming out of its back.

Game rules: tiny Aberation, fairly low HD, STR and CON but a very good DEX. High CHA (spell effect), and WIS, (otherwise two would scare each other off) but an INT of 2 (animal-like)

Name: "Felicichniad", anyone?
Purkake

09-29-04, 10:02 AM
I must have atleast 3 int to think it is the most beautiful thing in hte world. Otherwise agreed.
Nurgan_the_drunked

09-30-04, 06:15 AM
Point taken, but it stilll should have a very high intelligence. I'm not sure if it's better or worse it being able to speak. On the one hand it's a very primal creature, but if it could speak, it could say haunting things to its prey as it tortures them.

Ooooh! The idea of a needle- furred cat crawling along your chest on insect legs while you're paralysed and its whispering "there there my pet, you'll be juuuuust fine now we're together", just sends shivers down my spine.

Nice

Nurgan the horribly hungover
Nurgan_the_drunked

09-30-04, 06:18 AM
Bum, double post. I blame the invisible goat kicking me in the head for drinking too much
abraham

09-30-04, 04:35 PM
nurgan,you double posted.
Arhra

10-02-04, 04:50 AM
Actually, I do have a very compeling reason for why I haven't done the monster yet. I was on holiday.

I was more thinking of having it around leopard sized myself. An offshoot of the displacer beast perhaps?
Purkake

10-02-04, 07:27 AM
I think small size would be better (hide bonus) it would still have +8 to grapple dor having 2 more pairs of arms.
psionichamster

10-02-04, 08:05 AM
small would be interesting...that's how i was picturing this beast...black furred and stealthy, climbing all over the walls to get in place for a pounce,
then, as someone said before

climb all over the poor schlub in it's maw, purring and inflicting enough pain to cause terror, its real "meat" and then eating the guy...

small, and with an almost amporphous body, kinda like the wormy "gods" in Princess Mononoke...limbs coming out of places that shouldn't normally have limbs attached...

the hamster
Arhra

10-02-04, 08:38 AM
Ah yes, but if its medium sized its far easier for it to drag people off into the night. It might even keep its captives alive for weeks. Especially since I can picture it stalking adventurers for days, everywhere they turn they can hear its maddening whispers until one of them snaps and runs off into the darkness.
GoldTiger

10-02-04, 06:47 PM
I agree that it should be medium sized. I imagined a creature larger enough to Sneak by and grab a victim from the party without anyone seeing. (the extra limbs, some to carry lunch while moving along the walls and ceilings) Talk about creating fear among the PCs.
abraham

10-05-04, 04:52 PM
:bump:
Nurgan_the_drunked

10-08-04, 07:33 AM
Have you finished yet Ahra?
Started?

bumpity-bumpity
Arhra

10-08-04, 08:09 AM
I've started and have a good idea of most of its abilities.
Loophole Hider

10-31-04, 10:18 AM
Can we start tyhe next one while you are working on that one?

1) Hangs around the party (or PC) and causes penalties (no actual damage) to all skill and attack rolls.
(Kinda a curse that is in the form of a creature)
Selkie_Guardian

10-31-04, 12:35 PM
2) The monster is very freindly and dosen't realise that it curses those nereby it.
Shyunal Drakaven

10-31-04, 01:43 PM
3) The monster looks like a common item a party would carry around

Edit: That is to say a party of heros.
Aminar

10-31-04, 01:59 PM
A question on the Draconic parasite. Does this include Wyverns? Half Dragons? any other creature of type Dragon? or is it just standard giant Dragons? I want to use him in a campain
Jharviss

10-31-04, 03:26 PM
Three suggestions into the creature and I can already see my party stumbling upon a magical sword that is quite friendly, but while carrying it around oddly enough every keeps missing their targets...

4) The monster can change shape.
King Kill

10-31-04, 03:29 PM
5) when identified(if its a magical item) it dissapears to a random place
Arhra

11-01-04, 04:42 AM
Yeah, I've been really delayed on making the prowler in darkness due to assignments and exams. I am thinking of adding a little short story to it though, a bit like what they do with monster mayhem.

I'd say with the tzake that it can bond with any creature of the dragon type and get the special rules for doing so but it can only reproduce if the creature has a breath weapon. And, as I always say, when you do use it please post how it went in here.
Loophole Hider

11-01-04, 03:19 PM
I really don't want to break the posting rules, but i have to say these 2:

:weep: - It turns hostile and haunts the party if they discard it in a way it finds degrading

:D - it is actually quite a powerful "weapon" (randomly roll slightly overpowerful magic item?), but the penalties keep gradually building (-1 per week?)

------------
I saw a great spell in Mystic races :) if the target misses his attack roll by moret than 5, (s)he instead strikes the nearest companion... (wow, now penalties to hit with that as a constant effect on all within 60" )
:fight!: (PC) with :bigeyes: ("item") Vs :88E: (monster) = :rant: (other PC) + :OMG! (PC) with :smirk: ("item") and :rofl: (monster)
Nurgan_the_drunked

11-10-04, 06:44 AM
8) When angered, it can turn into a huge (or larger) creature.

Hmmm, admittedly this monster almost feels complete, or at least like there's nothing else to add. Actually, it seems like a complex cursed item rather than a monster.
abraham

11-10-04, 04:52 PM
when fed it's penalties turn into bonuses for 1d12 rounds at a time(determened randomly for EACH feedding
Arhra

11-11-04, 05:52 AM
Don't worry, I'm not dead, just sleeping. After tomorrow I'll be completely free of obstructions preventing me from finishing the last monster.

9: The feeding is quite costly in some way.
Purkake

11-11-04, 12:44 PM
10. It is friendly but very annoying(it doesn't relize it and finds it offensive when someone brings it up), it also sometimes uses its change shape to turn into a naked dwarf(mostly when it is happy).
Konal

11-14-04, 05:22 AM
11. it can mimic sounds it hears, including voices
abraham

11-16-04, 05:54 PM
it has HUGE ears! :ghosted: :rimshot:
Jharviss

11-22-04, 06:18 PM
First of all, may I say the Tzake is an incredible creature... just incredible. I read briefly about it a while ago, but I'm starting a campaign soon and one of my players is a dragon... almost immediately the Tzake popped into my mind. However, looking through it, I'd say the CR is wrong. I would recommend altering it from 1/8 to about 1/3 or 1/2. Due to its large amount of special abilities, even though it doesn't do hardly any damage, I would still rather fight a kobold than one of these creepy-crawlies. Any creature that can kill a 10th level just because he happened to forget it crawled inside of him doesn't quite deserve to be only 1/8 CR.
Arhra

11-23-04, 05:32 AM
You're probably right about requiring an increased CR. But it does take several months to kill its host and the host will become aware that something's wrong. Tracing it back to the Tzake is another matter though. That gives me an idea actually. Have one infest an animal companion. Makes for interesting reactions.

Well, just to let you know, I have been a bit slow in making the prowler in darkness. I'll show one of its abilities like I did with the tzake. It's similiar to the howler's howl ability.

Whispers of fear (Su): One of the primary weapons in the prowler in darkness' arsenal, the creature can murmur low whispers pitched to carry great distances to slowly drive its prey mad with fear and paranoia. All beings other than prowlers in darkness that hear the creature’s whispers for an hour or longer are subject to its effect. The prowler in darkness has a great deal of skill with it's whispers, they can be heard from up to 300 feet away and it can be selective about which creatures it affects by carefully altering the pitch of its whispers. Anyone within hearing range of a prowler in darkness for a full hour must succeed on a DC Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. Additionally, a creature that takes wisdom damage it visible to the prowler for as long as it can hear the whispers and 24 hours afterwards. This is a sonic mind-affecting effect.

Something to remember with this is it is actually saying stuff, stuff meant to freak you out. Murmurs that the others are turning against you or even graphic descriptions of what it intends to do with you.
abraham

11-26-04, 07:16 PM
:bump:
shadowflamedancer

11-27-04, 03:33 PM
12. It doesn't want to hurt the people affected by the curse. (some non evil alignment)

13. There is a way to turn the curse into a blessing, but it is different for each individual, and they themselves don't even know what it is.
Purkake

11-27-04, 03:50 PM
You're probably right about requiring an increased CR. But it does take several months to kill its host and the host will become aware that something's wrong. Tracing it back to the Tzake is another matter though. That gives me an idea actually. Have one infest an animal companion. Makes for interesting reactions.

Well, just to let you know, I have been a bit slow in making the prowler in darkness. I'll show one of its abilities like I did with the tzake. It's similiar to the howler's howl ability.

Whispers of fear (Su): One of the primary weapons in the prowler in darkness' arsenal, the creature can murmur low whispers pitched to carry great distances to slowly drive its prey mad with fear and paranoia. All beings other than prowlers in darkness that hear the creature’s whispers for an hour or longer are subject to its effect. The prowler in darkness has a great deal of skill with it's whispers, they can be heard from up to 300 feet away and it can be selective about which creatures it affects by carefully altering the pitch of its whispers. Anyone within hearing range of a prowler in darkness for a full hour must succeed on a DC Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. Additionally, a creature that takes wisdom damage it visible to the prowler for as long as it can hear the whispers and 24 hours afterwards. This is a sonic mind-affecting effect.

Something to remember with this is it is actually saying stuff, stuff meant to freak you out. Murmurs that the others are turning against you or even graphic descriptions of what it intends to do with you.

You should add that when reduced to 0 wisdom in this manner they will turn insane or something like if listened to it for 6 hours make another save or become insane as the spell.
abraham

11-29-04, 06:07 PM
it has the slow trait
Nurgan_the_drunked

11-30-04, 06:15 AM
14. No matter what form it takes, it is always garishly coloured, and cannot change it's colour scheme
Arhra

11-30-04, 08:23 AM
Well, the good news is that the prowler in darkness only really has the descriptive text left to be written. The bad news is... there is no bad news.

On a side note, what exactly do you mean by it has the slow trait abraham?

Ideas so far:
1: The creature hangs around the party (or PC) and causes penalties (no actual damage) to all skill and attack rolls. (Kinda a curse that is in the form of a creature)
2: The monster is very freindly and dosen't realise that it curses those nearby it.
3: The monster looks like a common item a party of adventurers would carry around
4: The monster can change shape.
5: When identified (if its a magical item) the creature disappears to a random place
6: It turns hostile and haunts the party if they discard it in a way it finds degrading
7: It is actually quite a powerful "weapon" (randomly roll slightly overpowerful magic item?), but the penalties keep gradually building (-1 per week?)
8: When angered, it can turn into a huge (or larger) creature.
9: When fed it's penalties turn into bonuses for 1d12 rounds at a time(determened randomly for each feeding)
10: The feeding is quite costly in some way.
11: It is friendly but very annoying (it doesn't realise it and finds it offensive when someone brings it up), it also sometimes uses its change shape to turn into a naked dwarf (mostly when it is happy).
12: It can mimic sounds it hears, including voices
13: It has huge ears!
14: It doesn't want to hurt the people affected by the curse. (some non evil alignment)
15: It has the slow trait
16: There is a way to turn the curse into a blessing, but it is different for each individual, and they themselves don't even know what it is.
17: No matter what form it takes, it is always garishly coloured, and cannot change it's colour scheme

Only three left to go. Then we start voting which ones to remove.
Nurgan_the_drunked

11-30-04, 11:21 AM
I think he means the "Slow" trait from the traits bit from Unearthed Arcana, and hence, a game mechanic description.
*waves finger patronisingly*
We won't be having them around this thread, laddy!

In essence, it means that the monster is slow moving but resilient. So really, the aspect should be "it is slow moving, but resilient".

Giving a monster a trait seems a bit silly though, as you change things that Ahra controls anyway, and are based upon the contents of the list.

Amendment

15: It moves slowly, but is resilient to damage
x-Wraith-x

12-01-04, 07:52 PM
It continually plays practical jokes on the bearer when its bearer is sleeping.
abraham

12-02-04, 05:10 PM
yes,I meant the slow trait from unearthed arcana,sorry about that.
Arhra

12-02-04, 09:01 PM
Well, after its absolutely huge delay, the prowler in darkness is finished.

Prowler in Darkness
Medium Magical Beast
Hit Dice: 8d10+8 (52 hit points)
Initiative: +12
Speed: 50 ft, Climb 50 ft
AC: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Attacks: 4 claws +11, bite +9 or spit +16 ranged touch (30 foot range)
Damage: Claw 1d6+3, bite 1d8+1 + poison, spit 0 + poison
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: bleeding wound, manipulate, poison, whispers of fear
Special Qualities: adhesive, blindsense 60 feet, evasion, see fear, scent
Saves: Fort +7, Ref +12, Will +4
Abilities: Str 16, Dex 26, Con 12, Int 11, Wis 15, Cha 17
Skills: Bluff +8, Hide +11 (+19 in rocky terrain)*, Jump +13*, Listen +13*, Move Silently +19*
Feats: Ability Focus (Whispers of Fear), Improved Initiative, Multiattack

Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 6
Alignment: Usually neutral evil
Advancement: 9-16HD (Medium), 17-18HD (Large)

Finally the beast appears, the source of the maddening whispers that have been tormenting you and your comrades. It's movements seem almost unnaturally fluid, moving with an elegant grace like something from a nightmare. The creature is vaguely catlike - eight slender limbs that look like a cross between a cat's leg and a spider's leg sprout from its thin, tail-less, feline body. Its head is eyeless and yet it watches you intently, ears upright and alert and its mouth is in a low snarl. The beast's hide is dark and mottled, seeming to shift and blend in with the stone around it, and it has a long fine coat of fur that looks very soft but the light glints off it strangely.

Prowlers in darkness are underground predators that literally feed on other's pain. They are blind, though they can see fear and their sense of hearing and smell are extremely acute. They hunt from the walls and ceilings and their agility has to be seen to be believed. Their fur is razor sharp, causing myraid hair-thin cuts on any who touch it. The fur and skin can also change colour to rocky hues, making them hard to spot in rocky terrain. They possess a paralysing poison that they can spit at enemies but far more dangerous is their abilities to spread fear, paranoia and madness.

They are arrogant creatures, believing they are the most beautiful creatures in existence. It is true that they do have a certain sinister elegance to them. Their lairs frequently have a still pool of water or some other reflective object so they can admire their own reflection. They also maintain a number of pits around their territory which they keep captured prey in. They are canny enough to strip their prey of any weapons or spell casting components and frequently hamstring them to prevent them escaping. They torment their captives until they die, a period that can last for weeks. Even experienced adventurers who have come across such a place have been known to be physically sick at the sight of it.

Prowlers in darkness speak Common and Undercommon and know a smattering of the most common languages of their prey.

Combat:
Prowlers in darkness prefer to avoid straight out fights unless their foe has been severely weakened. Instead they stalk their prey, fatiguing them and driving them out of their wits with fear from constant use of their whispers of fear. If they manage to separate someone from their group they'll typically allow them to flee some distance before striking and carrying them off into the night. Prowlers in darkness can go for days at a time without sleep, though they do have to catch up the missed sleep, and take advantage of this by setting up an unrelenting bombardment on its preys sanity with its whispers. They do not give up easily - if caught unprepared or a fight is going against them they retreat, only to return when their wounds have healed.

Adhesive (Ex): The prowler in darkness' skin secretes an acidic adhesive substance that allows it to climb virtually any surface. This gives it a +8 raical bonus ot climb checks (see skills below). It is corrosive to flesh but not strong enough to deal damage from short periods of contact. However, the prowler in darkness is known for frequently applying the substance to captured prey, the acid causing great pain over time.

Bleeding Wound (Ex): Any melee attack made by the prowler in darkness (including its razored fur ability) automatically causes a bleeding wound. The injured creature loses 1 additional hit points each round until the wound is bound (a DC 15 Heal check), the application of any cure spell or other healing spell (heal, healing circle, and so on) or the creature dies. The prowler in darkness' saliva contains an cougalant that it uses to stop its captured prey bleeding to death. If it licks a bleeding wound, it stops the bleeding.

Manipulate (Sp): For every four hours a prowler in darkness has been whispering to a creature it can cast one of the following spells upon that creature: Crushing Despair (DC 16), Fear (DC 16) and Suggestion (DC 15) as the spell cast by an 8th level bard except it only affects the targeted creature and has a range equal to that of the whispers of fear ability.

Poison (Ex): The prowler in darkness has a paralysing poson it injects with each bite and can also spit. Fort save DC (15) negates. Initial damage is paralysis for 1 minute, secondary damage is paralysis for 4d10 minutes.

Razored Fur (Ex): Though the prowler in darkness appears to have a furry coat, the hairs are actually thin, razor-edged spines. Just brushing against its coat leaves you bleeding from a thousand fine cuts. Any creature striking a prowler in darkness with natural weapons or grappling a takes 1d4 points of piercing and slashing damage and suffer a bleeding wound. Other prowlers in darkness are immune to this ability.

See fear (Ex): Though the prowler in darkness is naturally blind, it possesses the ability to see creatures that fear it with unnerving acuity.

Whispers of fear (Su): One of the primary weapons in the prowler in darkness' arsenal, the creature can murmur low whispers pitched to carry great distances to slwoly drive its prey mad with fear and paranoia. All beings other than prowlers in darkness that hear the creature’s whispers for an hour or longer are subject to its effect. The prowler in darkness has a great deal of skill with it's whispers, they can be heard from up to 300 feet away and it can be selective about which creatures it affects by carefully altering the pitch of its whispers. Anyone within hearing range of a prowler in darkness for a full hour must succeed on a DC 19 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. A creature that takes wisdom damage it visible to the prowler for as long as it can hear the whispers and 24 hours afterwards. This is a sonic mind-affecting effect.

Skills: Prowlers in darkness have a +8 racial bonus to Jump, Listen and Move Silently checks and a +8 racial bonus to Hide checks in rocky terrain.
Purkake

12-03-04, 09:06 AM
Wow now that is a REALLY cool( and creepy) monster. It is even better than i could have imagined.

But i think the whispers are too easy to negate( earplugs, silence spell, prot from evil) And what if the PCs investigate? Will it run away or try to hide?

And what happens when wisdom is down to 0 will they just pass out? Insanity would be SO much cooler.

BTW. Whats with the AC?
minotaurslayer

12-03-04, 04:58 PM
Ohh, Ohh!!! Make It Vampiric!! Make It Vampiric!!
Arhra

12-03-04, 11:23 PM
The AC was an oversight on my part.

As for passing out, it all depends on how you do it. For example:

Day 254 Year 1003

We found Yegvor today. We'd thought he'd died when he'd run off screaming like a lost thing last night. Fortunately no one else has been so affected by the whispers. It seems that the beast which stalks us hadn't found him yet - he was unharrmed when we found him curled up in a little ball in a small tunnel off a cavern. He doesn't seem to be conscious of what's happening around him and flinches at physical contact. He's constantly muttering to himself, something that sounds eerily like the beast's foul whispers. We have to spoon fed him and he fades a little every day. I don't think he's going to make it

-dairy of an unknown adventurer

And the vampiric comment, was that a suggestion for the new monster?
zargonic

12-04-04, 12:21 AM
for the new monster: it sometimes will make nearby inanimate objects get up and start moving around (whether aggressive or not is to be seen, it might be funny to randomly have objects run screwming away from the critter)
x-Wraith-x

12-04-04, 11:51 AM
Nice job with the prowler....in fact, veeeeeery nice.

P.S. If anyone wants the Prowler in Darkness in 3.5 format (with a few minor changes.....because I just had to), I just finished converting it.
abraham

12-10-04, 08:40 PM
to get back on track,the monster we are curantly trying to create has 56 eyes.
steenan

12-11-04, 03:15 AM
I think we have 20 at this point:
1: The creature hangs around the party (or PC) and causes penalties (no actual damage) to all skill and attack rolls. (Kinda a curse that is in the form of a creature)
2: The monster is very freindly and dosen't realise that it curses those nearby it.
3: The monster looks like a common item a party of adventurers would carry around
4: The monster can change shape.
5: When identified (if its a magical item) the creature disappears to a random place
6: It turns hostile and haunts the party if they discard it in a way it finds degrading
7: It is actually quite a powerful "weapon" (randomly roll slightly overpowerful magic item?), but the penalties keep gradually building (-1 per week?)
8: When angered, it can turn into a huge (or larger) creature.
9: When fed it's penalties turn into bonuses for 1d12 rounds at a time(determened randomly for each feeding)
10: The feeding is quite costly in some way.
11: It is friendly but very annoying (it doesn't realise it and finds it offensive when someone brings it up), it also sometimes uses its change shape to turn into a naked dwarf (mostly when it is happy).
12: It can mimic sounds it hears, including voices
13: It has huge ears!
14: It doesn't want to hurt the people affected by the curse. (some non evil alignment)
15: It moves slowly, but is resilient to damage
16: There is a way to turn the curse into a blessing, but it is different for each individual, and they themselves don't even know what it is.
17: No matter what form it takes, it is always garishly coloured, and cannot change it's colour scheme
18: It continually plays practical jokes on the bearer when its bearer is sleeping.
19: It sometimes will make nearby inanimate objects get up and start moving around
20: The monster we are curantly trying to create has 56 eyes.

(or even 21, including "Ohh, Ohh!!! Make It Vampiric!! Make It Vampiric!!")

Is it time to vote?
abraham

12-13-04, 04:37 PM
I think so! :rimshot:
Jharviss

12-13-04, 08:10 PM
Lets try getting rid of the item thing.

I vote off:
3: The monster looks like a common item a party of adventurers would carry around
5: When identified (if its a magical item) the creature disappears to a random place
7: It is actually quite a powerful "weapon" (randomly roll slightly overpowerful magic item?), but the penalties keep gradually building (-1 per week?)

I'm not sure what my fourth vote would be, but if we took out those we could just screw the whole weapon thing and we'd have a very cute and wierd little critter (with 56 eyes). If we do go the whole item route, I say we should make the 'eyes' float around it, otherwise its just wierd.
Nurgan_the_drunked

12-14-04, 08:51 AM
I'd say get rid of 7, and restrict it's shapechanging in 4 to a limited set. 3 in this case is "one of it's forms is".

Garishly coloured, 56 eyes, huge ears, very annoying. I'm definitely warming to that!
Raymond_Luxury_Yacht

12-14-04, 03:14 PM
11, 13, and 20.

I like the item idea.
Purkake

12-14-04, 05:10 PM
I'll go with 3,5,7.
x-Wraith-x

12-14-04, 07:42 PM
I agree as to removing the item thing. So: me votes to remove 3, 5, 7 and 11.

I'm also changing my trait (number 18) to: It plays practical jokes on anyone (and sometimes anything) nearby when not observed.
Nurgan_the_drunked

12-15-04, 08:51 AM
The item thing has a certain charm, in it's way, but shouldn't be too much of a focus. I'm thinking party defeat and find an odd looking bag. When they pick it up, it turns into a butt- ugly thing with huge ears who asks the party if they'll be it's friends. I don't like it as a weapon, because this monster definitely should seem connected with harmlessness.
*checks own entry about what happens when you discard it*
I did say "seem"......
King Kill

12-15-04, 05:46 PM
I vote off:
3: The monster looks like a common item a party of adventurers would carry around
5: When identified (if its a magical item) the creature disappears to a random place
7: It is actually quite a powerful "weapon" (randomly roll slightly overpowerful magic item?), but the penalties keep gradually building (-1 per week?)
im not sure what else though
King Kill

12-15-04, 05:50 PM
can we start on the next monster yet while votes are being tallyed?




If so heres my idea

1: It has 3 foot long invisible fangs that could cut the hardest metal by touch alone.
abraham

12-15-04, 06:47 PM
it's jewwish!
Nurgan_the_drunked

12-16-04, 06:53 AM
2. It's body has a generally humanoid layout
Purkake

12-16-04, 08:36 AM
3. It lives in the darkest corners of the dungeon and stalks it's prey.
4. It is vampiric

I can see a chupacabra coming here. :D
Nurgan_the_drunked

12-16-04, 09:15 AM
I can see a chupacabra coming here. :D

Nurgan's advice on making this game interesting:

- Wait until a "theme" for the creature appears to develop, and everyone thinks they know what's coming

- Then derail it, without contradicting what's been set down.

-. Obey the rules and post one aspect at a time, thank you.

I'll patiently wait to see where this one goes.
x-Wraith-x

12-16-04, 11:37 AM
5. Creatures that touch the creature are exposed to something similar to the Ebola virus (bwahahahahahahaaaaaaa!). :D I'm evil. :D
Nurgan_the_drunked

12-16-04, 11:48 AM
As I was saying

6) It is strongly good aligned
x-Wraith-x

12-16-04, 11:58 AM
As I was saying

6) It is strongly good aligned

Nooooooooooooooooooooo....what's wrong with an evil monster once in a while!

P.S. Yes I know I could just vote to get rid of it.
Ahhhhh! Strangle Vine!

12-16-04, 12:37 PM
4. It is vampiric


How about instead of blood, it feeds off of humaniod memories. Each attack, it drains several years worth of its victim's memories, erasing them perminately from the victim's mind.
abraham

12-16-04, 06:57 PM
7.it's religion is jewwish
King Kill

12-16-04, 08:13 PM
7.it's religion is jewwish


DUDE GET SERIOUS
Jharviss

12-16-04, 10:50 PM
8. Its other personality, which appears when it gets hungry, is evil.

...and not jewish.
x-Wraith-x

12-17-04, 11:21 AM
8. Its other personality, which appears when it gets hungry, is evil.

...and not jewish.

Now that is cool. Just make it so it's hungry most of the time. :D
abraham

12-17-04, 06:19 PM
9.It has anti-gravity powers
steenan

12-17-04, 06:59 PM
10. It uses it's magical abilities to create mists and fogs, to be able to easly approach it's prey.
Arhra

12-18-04, 12:51 AM
Here's the votes then:
3: 4 votes
5: 4 votes
7: 5 votes
11: 3 votes
13: 1 vote
20: 1 vote

Ideas 3, 5, 7 and 11 are removed. Here's the final list then

1: The creature hangs around the party (or PC) and causes penalties (no actual damage) to all skill and attack rolls. (Kinda a curse that is in the form of a creature)
2: The monster is very friendly and dosen't realise that it curses those nearby it.
4: The monster can change shape.
6: It turns hostile and haunts the party if they discard it in a way it finds degrading
8: When angered, it can turn into a huge (or larger) creature.
9: When fed it's penalties turn into bonuses for 1d12 rounds at a time(determened randomly for each feeding)
10: The feeding is quite costly in some way.
12: It can mimic sounds it hears, including voices
13: It has huge ears!
14: It doesn't want to hurt the people affected by the curse. (some non evil alignment)
15: It moves slowly, but is resilient to damage
16: There is a way to turn the curse into a blessing, but it is different for each individual, and they themselves don't even know what it is.
17: No matter what form it takes, it is always garishly coloured, and cannot change it's colour scheme
18: It plays practical jokes on anyone (and sometimes anything) nearby when not observed.
19: It sometimes will make nearby inanimate objects get up and start moving around
20: The monster has 56 eyes.

And here's a summary of the ideas for the new creature so far:
1: It has 3 foot long invisible fangs that could cut the hardest metal by touch alone.
2: It's body has a generally humanoid layout
3: It lives in the darkest corners of the dungeon and stalks it's prey.
4: It is vampiric (a suggestion was that it drains memories instead of blood)
5: Creatures that touch the monster can contract some sort of disease
6: It is strongly good aligned
7: Its other personality, which appears when it gets hungry, is evil.
8: It has anti-gravity powers
9: It uses it's magical abilities to create mists and fogs, to be able to easly approach it's prey.
10: It creates an unusual substance as a side effect of its feeding process.
Selkie_Guardian

12-18-04, 06:47 AM
11: It needs to feed on people's memories otherwise it begins to lose its own.
Purkake

12-18-04, 10:50 AM
I'm all for the memory-eating thing. Who says every vampiric has to suck blood?

The memory-loss thing could also cause litte wisdom damage or drain.
abraham

12-27-04, 06:46 PM
it has atimatium claws
zargonic

12-28-04, 10:06 AM
Anyone who makes contact with it's eyes (which it normally keeps closed and sues other senses to move) becomes really, really stupid.
General_Ridley

12-28-04, 01:38 PM
it has a problem with how it percieves itself.

i.e. It percieves itself as perfect in every ability, and yet is far from in reality.
abraham

01-04-05, 06:08 PM
It grows natural nanites
King Kill

01-06-05, 10:23 AM
it hovers over the ground
Purkake

01-06-05, 12:37 PM
To better stalk its prey, it can go to the etheral plane as the Phase spider. But it doesn't live there.
Tevish Szat

01-06-05, 07:33 PM
It can drain life/memories at range.
abraham

01-06-05, 07:48 PM
it is stupid looking
Purkake

01-06-05, 09:36 PM
It can drain life/memories at range.

But then what is the point of the really long fangs? :P
shadowflamedancer

01-13-05, 08:36 PM
It has a minor status affecting ability that affects everyone within 20 ft. For instance, mabey similar to drownsy or daze.
Arhra

01-14-05, 06:43 AM
Now to vote some abilities out. If you're wondeirng what's taking the other monster os long, well it's tricky one to design and I may have to write more statistic blocks. If the item part had been kept in it would be a bit simpler.

Ideas:
1: It has 3 foot long invisible fangs that could cut the hardest metal by touch alone.
2: It's body has a generally humanoid layout
3: It lives in the darkest corners of the dungeon and stalks it's prey.
4: It is vampiric (it drains memories instead of blood)
5: Creatures that touch the monster can contract some sort of disease
6: It is strongly good aligned
7: Its other personality, which appears when it gets hungry, is evil.
8: It has anti-gravity powers
9: It uses it's magical abilities to create mists and fogs, to be able to easly approach it's prey.
10: It creates an unusual substance as a side effect of its feeding process.
11: It needs to feed on people's memories otherwise it begins to lose its own.
12: It has adamantium claws
13: Anyone who makes contact with it's eyes (which it normally keeps closed and uses other senses to move) becomes really, really stupid.
14: It percieves itself as perfect in every ability, and yet is far from in reality.
15: It grows natural nanites
16: It hovers over the ground
17: To better stalk its prey, it can go to the etheral plane as the Phase spider. But it doesn't live there.
18: It can drain life/memories at range.
19: it is stupid looking
20: It has a minor status affecting ability that affects everyone within 20 ft. For instance, maybe similar to drowsy or daze.

I vote out ideas 8, 15, 18 because most of the other ideas suggest it gets close to its prey, 19 and either 17 or 9 as the two don't really seem to work together very well.
Viashino_wizard

01-14-05, 12:58 PM
6: This makes no sense for a memory-eating monster.
15: What the heck is a nanite anyway?
18: Contradicts other abilities.
19: No.
Raymond_Luxury_Yacht

01-14-05, 02:11 PM
12, 15, 19.
Purkake

01-14-05, 03:31 PM
I vote out 8,12,15,18.

Lets try not to make it undead. It's almost like anything that sucks something has to be undead. And the hovering should be just a few inches off the ground.
And 9 does seem a little better than my 17, it could have a supernatural mist around itself.
Arhra

01-15-05, 07:23 AM
Here's a tally of posts so far. THe voting will remain open for the next few days and hopefully I'll have the earlier monster finished before then. I've finally come up with a solution to the shapechanging problem.

Ideas to be removed
6: 1 votes
8: 2 votes
12: 2 votes
15: 4 votes
17: 2 votes
18: 3 votes
19: 3 votes
x-Wraith-x

01-15-05, 10:27 AM
6, 8, 15, 19.
zargonic

01-15-05, 03:20 PM
4 (i just dont want something undead, memory drain is fine), 17,18,19
Cullwch

01-17-05, 12:53 AM
6, 13, 15, 18, 19.

P.S. - I know its too late to vote, but if this were some sort of fey, that'd be pretty cool.
Viashino_wizard

01-17-05, 10:59 AM
Being Vampiric doesn't make you undead. For example, thought devourers are vampiric (they feed on power points or "mental energy") bu they're not undead (I think they're abberation).
General_Ridley

01-17-05, 03:45 PM
15, 18, 19, and 9.
shadowflamedancer

01-17-05, 04:56 PM
15, 19, 7, and 9.
abraham

01-21-05, 06:23 PM
ninites are microscopic robots.
turalisj

01-21-05, 06:30 PM
ya, bioengineers are working on nanites to help patients with cancer and such. hmmmm, a nanite golem.....
Arhra

01-22-05, 06:16 AM
Here's the final count of the votes.

Ideas to be removed
6: 3 votes
7: 1 votes
8: 3 votes
9: 2 votes
12: 2 votes
13: 1 votes
15: 9 votes
17: 3 votes
18: 6 votes
19: 8 votes

So 6, 8, 15, 17, 18 and 19 are all going to be removed. Thus, the final list of abilities is:

Ideas:
1: It has 3 foot long invisible fangs that could cut the hardest metal by touch alone.
2: It's body has a generally humanoid layout
3: It lives in the darkest corners of the dungeon and stalks it's prey.
4: It is vampiric (it drains memories instead of blood)
5: Creatures that touch the monster can contract some sort of disease
7: Its other personality, which appears when it gets hungry, is evil.
9: It uses it's magical abilities to create mists and fogs, to be able to easly approach it's prey.
10: It creates an unusual substance as a side effect of its feeding process.
11: It needs to feed on people's memories otherwise it begins to lose its own.
12: It has adamantium claws
13: Anyone who makes contact with it's eyes (which it normally keeps closed and uses other senses to move) becomes really, really stupid.
14: It percieves itself as perfect in every ability, and yet is far from in reality.
16: It hovers over the ground
20: It has a minor status affecting ability that affects everyone within 20 ft. For instance, maybe similar to drowsy or daze.
Viashino_wizard

01-22-05, 01:42 PM
oh good, cause I have an idea for the next round.

1. It attacks with it's large, chitinouse tounge, which can stretch up to thirty feet.
Purkake

01-22-05, 02:04 PM
2. It moves around by rolling.
abraham

01-22-05, 05:16 PM
3.It's loaded with BAD puns(physical & otherwise)
Ecliptix

01-22-05, 06:15 PM
4. It has feet on all sides of its body and they stink.
zargonic

01-22-05, 06:48 PM
5. it is like a sniper with it's tongue attack
Purkake

01-23-05, 04:57 AM
6. The tongue has a deadly poison that at first doesnt do anything but later does something reeeealy bad.
Viashino_wizard

01-23-05, 11:01 AM
7. It has a constant spider climb ability due to it's sticky feet.
Tevish Szat

01-23-05, 01:53 PM
8: it is the arch-enemy of Beholders
The Ethereal Wickerman

01-23-05, 03:02 PM
9) It has a constant horrible grin on its face and bloodshot, unblinking eyes (even when its being attacked).

I thought it was cool idea... :D
Purkake

01-23-05, 04:11 PM
Maybe the eyes could have something to do with the beholder arch-enemy thing.
Viashino_wizard

01-23-05, 04:37 PM
10. It can stretch its mouth to incredible proportions to swallow enemies affected by it's poison.
Tevish Szat

01-23-05, 04:59 PM
11: Its gullet is full of probosci that attach to a swallowed victim and drain blood, which it feeds on
Purkake

01-23-05, 08:21 PM
12. When it meets a lone, weak enemy, it uses its favorite battle-tactic: it rolls over them and when thay are attached to the slimy body it rolls around until they are really dead.
Viashino_wizard

01-23-05, 08:52 PM
13. It's natural ally is the gibbering mouther, and it often leads a troupe of them when fighting beholders.
The Ethereal Wickerman

01-24-05, 05:53 AM
This thing sounds awesome. Also Arhra, could I draw some pictures of these monsters. With your permission of course... :D
slumbermoose

01-24-05, 08:49 AM
14) It needs to drink an extraordinary amount of water in order to produce it's sticky substance
Captain Casualty

01-24-05, 10:48 AM
15) it gains a specific ability related to the last thing it ate

ie - if it eats rock it gains a bonus to ac or if it eats a beholder it gains an eye stalk
Tevish Szat

01-24-05, 11:28 AM
16: It can negate any flight ability, even natural flight, within a short range. though it uses this tactic to weaken its Beholder enemies, it will use it aainst other flying creatures.
Viashino_wizard

01-24-05, 12:27 PM
17. It is immune to gaze attacks, and can turn them on their origionater (even if the gazer is normaly immune to it's gaze attack). This affects the beholder's eye rays as well.

i.e., It could turn a medusa that uses her gaze attack on it to stone.
Purkake

01-24-05, 03:36 PM
18. It has an anti-antimagic field 5ft around itself. (if it is medium then within it's reach)

PS. I'll let someone have the honour of telling what the really bad effect of the poison is. But PLEASE no turning into monsters, it has been done to death. AND beholders should get a penalty when saving against the poison.
Viashino_wizard

01-24-05, 06:38 PM
19. It is chaotic, and while not evil is not particularly good either. Mostly it's just selfish.

(I'll leave the effect of the poison to the last ability)
Tevish Szat

01-24-05, 07:01 PM
20: Its poison causes vivid hallucinations, convulsions, and finally death. (Inital damage Wis, secondary Con)
Raymond_Luxury_Yacht

01-25-05, 12:46 AM
Time to start voting it would seem.

I vote to get rid of 3 and 4.
The Ethereal Wickerman

01-25-05, 04:30 AM
I vote 3 & 4, sorry guys but there just not that serious... :(
turalisj

01-25-05, 07:26 AM
3+4, sorry i havent been able to join in for a while...... :(
Captain Casualty

01-25-05, 10:35 AM
My vote is for 3,4 (go with the crowd) and 9 as well. Bloodshot eyes? Cmon is it father Jack or something

(Father Ted fan - if you've not seen it you won't get it)
Viashino_wizard

01-25-05, 11:26 AM
3 & 4: Yeah. To silly.
12: Doesn't really fit with the tounge theme (probably has weapon focus (Tounge))
14: Makes no sense to me.
Tevish Szat

01-25-05, 11:30 AM
3 & 4: Yeah. To silly.
12: Doesn't really fit with the tounge theme (probably has weapon focus (Tounge))
14: Makes no sense to me.
Aye.

(agree with thoes, have nothing to add)
Purkake

01-25-05, 12:50 PM
About 12. I didn't mean it as an actual method of attack, it's a kind of cool, strange and FUNNY behavior trait, that wouldn't hurt anyone(pun intended). A thing it would do when it is certain in its victory it would roll over the last standing enemy and victoriously roll around with it.

I vote out 3, 11 and 14. 11 Doesn't make sense, it's not a swallower-type of monser - right? And for the love of god, does EVERYTHING have to suck blood nowadays?
The Ethereal Wickerman

01-25-05, 01:33 PM
My vote is for 3,4 (go with the crowd) and 9 as well. Bloodshot eyes? Cmon is it father Jack or something

(Father Ted fan - if you've not seen it you won't get it)

As funny as Father Ted is, my idea wasn't a humourous one. It has a constant horrible, rictus grin on its face and the unblinking eyes are to make it unseetling. It does this even when its hurt, isn't that even slightly disturbing (I think it is). Like a Viper Fish can't close its mouth due to the size of its fangs, this creatures face is forever set into a sadistic, maniacal smile.
The Ethereal Wickerman

01-25-05, 02:41 PM
I have created artwork for the Slaaopard and Meratoth, take a look and tell me what you think...

http://aphexpagan.tripod.com/imagelib/sitebuilder/misc/show_image.html?linkedwidth=actual&linkpath=http://aphexpagan.tripod.com/sitebuildercontent/sitebuilderpictures/slaaopard.jpg&target=tlx_new
Even though it is blatantly lovecraftian, it seems to have an alien kind of friendliness to it, they are CG afterall!. Does this picture look at all like the rest of you would of imagined it?.

http://aphexpagan.tripod.com/imagelib/sitebuilder/misc/show_image.html?linkedwidth=actual&linkpath=http://aphexpagan.tripod.com/sitebuildercontent/sitebuilderpictures/meratoth.jpg&target=tlx_new
Probably a lot different than how many of you pictured it, but I wanted it to look like a construct. The only clue to its life are the sinews ins legs (notice the veins). I wanted it to look viscous and ready for a fight, like the Maugs.

What do you think. I'll post more when I manage to draw them... :D
Purkake

01-25-05, 02:46 PM
No picture, tripod logo :(
The Ethereal Wickerman

01-25-05, 03:17 PM
Goddamit!, sorry about that. Give me a few minutes... :mad: :weep:
The Ethereal Wickerman

01-25-05, 03:27 PM
Now, lets try it this way...

http://aphexpagan.tripod.com/sitebuildercontent/sitebuilderpictures/slaaopard.jpg
Even though it is blatantly lovecraftian, it seems to have an alien kind of friendliness to it, they are CG afterall!. Does this picture look at all like the rest of you would of imagined it?.

http://aphexpagan.tripod.com/sitebuildercontent/sitebuilderpictures/meratoth.jpg
Probably a lot different than how many of you pictured it, but I wanted it to look like a construct. The only clue to its life are the sinews ins legs (notice the veins). I wanted it to look viscous and ready for a fight, like the Maugs.

What do you think. Can you see 'em yet?... if not go the bottom of this (http://aphexpagan.tripod.com/id4.html) page... :)
Tevish Szat

01-25-05, 03:31 PM
Still tripod symbols, and the links lead to broken jpegs.
The Ethereal Wickerman

01-25-05, 04:20 PM
Click here (http://aphexpagan.tripod.com/id4.html), and go to the bottom of the page. Then you'll see them. If this doesn't work i'm gonna go kill myself and then raise back from dead as a really ******-off Slaaopard and take my revenge on the tripod staff (only kidding :bored: )
Ecliptix

01-25-05, 04:51 PM
I vote off 3 & 4 too ever though one is mine, it really sucks. You should put the final monsters in the orginal post to show people the crazy things made here.
Tevish Szat

01-25-05, 05:13 PM
Click here (http://aphexpagan.tripod.com/id4.html), and go to the bottom of the page. Then you'll see them. If this doesn't work i'm gonna go kill myself and then raise back from dead as a really ******-off Slaaopard and take my revenge on the tripod staff (only kidding :bored: )
better start reincarnating. All your other ones work, but the two "Dungeons & Dragons Monsters" ... Image hosted by tripod.
Ecliptix

01-25-05, 05:53 PM
The pictures worked for me.
The Ethereal Wickerman

01-25-05, 05:58 PM
better start reincarnating. All your other ones work, but the two "Dungeons & Dragons Monsters" ... Image hosted by tripod.

Please tell me that was a joke, or im gonna open a can of lovecraftian whoop-ass!... :rant:

The pictures worked for me

Im guessing (well, hoping) you could see them. I can see them perfectly fine on the webpage I gave a link for...
Shlik

01-25-05, 06:15 PM
Well, I see the images!

Got them near perfect in my mind's eye... well, I imagined the slaaopard to have finer tenticles. :P

Anyway, its new monster time:

1) the creature lacks any form of mouth
The Ethereal Wickerman

01-25-05, 06:26 PM
Well, I see the images!

Got them near perfect in my mind's eye... well, I imagined the slaaopard to have finer tenticles. :P

Anyway, its new monster time:

1) the creature lacks any form of mouth

Thanks dude. The Slaaopard just struck me as friendly-dog eqivelant of Cthulhu.

2) The creature makes unnatural noise's, like huge chunks metal scraping against one another.
Viashino_wizard

01-25-05, 06:47 PM
2. It looks like a giant armadillo made of iron, but is natural (sort of like a gorgon).
Tevish Szat

01-25-05, 06:48 PM
apparently Tripod hates either me or Netscape browser...

3: It comes from The Outlands

EDIT: They show in Internet Explorer
EDIT 2: 'They' being the pictures.
Ecliptix

01-25-05, 08:56 PM
4. It burrows.

Shouldn't we slow this down. We are getting way ahead of the guy creating these things.
Viashino_wizard

01-25-05, 10:49 PM
You may be right.

5. It can unleash lightning bolts by rubbing the armor plates on it back together.
Stado

01-25-05, 11:10 PM
7) It emits an unnatural glow that gets progressively brighter as it gets cold/er.
Tevish Szat

01-25-05, 11:21 PM
8) Kobolds keep it as a pet or 'guard dog'
Norade

01-25-05, 11:51 PM
9. It likah eatah da PIGGSIES! Anna it hava nose lika da PIGGSIES too!
Norade

01-25-05, 11:52 PM
Annit poopah da fiah too!
Viashino_wizard

01-26-05, 12:51 AM
7) It emits an unnatural glow that gets progressively brighter as it gets cold/er.

What happened to 6?

6. It cannot be fooled by any means, magical or otherwise.
Captain Casualty

01-26-05, 05:38 AM
Should someone else take on the job of doing alternate monsters?

Anyway here's mine

10) commonly found in cities
Arhra

01-26-05, 06:01 AM
Yes, there is a bit of a backlog building up. I admit I really did take my time with this one. It was a bit tricky concept-wise. Starting a new one immediately after one's finished isn't a good idea though. Anyway, here's the ideas for the shard of Abushunti:

1: The creature hangs around the party (or PC) and causes penalties (no actual damage) to all skill and attack rolls. (Kinda a curse that is in the form of a creature)
2: The monster is very friendly and dosen't realise that it curses those nearby it.
4: The monster can change shape.
6: It turns hostile and haunts the party if they discard it in a way it finds degrading
8: When angered, it can turn into a huge (or larger) creature.
9: When fed it's penalties turn into bonuses (determened randomly for each feeding)
10: The feeding is quite costly in some way.
12: It can mimic sounds it hears, including voices
13: It has huge ears!
14: It doesn't want to hurt the people affected by the curse. (some non evil alignment)
15: It moves slowly, but is resilient to damage
16: There is a way to turn the curse into a blessing, but it is different for each individual, and they themselves don't even know what it is.
17: No matter what form it takes, it is always garishly coloured, and cannot change it's colour scheme
18: It plays practical jokes on anyone (and sometimes anything) nearby when not observed.
19: It sometimes will make nearby inanimate objects get up and start moving around
20: The monster has 56 eyes.

And here's the creature:

Shard of Abushunti
Huge Outsider (Shapechanger)
Hit Dice: 8d8+48 (84 hit points)
Initiative: +0
Speed: 20 foot
AC: 22 (+0 Dex, +14 natural, -2 size), touch 8, flat-footed 22
Attacks: Two slams +16
Damage: Slam 2d8+8
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Sound imitation, spell-like abilities
Special Qualities: Alternate form, cursed aura, DR 8/-
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 26, Dex 11, Con 23, Int 5, Wis 14, Cha 17
Skills: Bluff +14, Hide +3, Listen +13, Move Silently +11, Spot +13
Feats: Cleave, Power Attack, Ability Focus (Sound Imitation)

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge)

An animal that's a highly unusual shade of green striped with orange regards you curiously. It makes a strange chirupping sound and then speaks.

Shards of of Abushunti are the cursed remains of a broken god. Abushunti was an ancient diety of change and trickery who fell long ago. Another diety slew him with a terrible curse and shards of the diety's essence infused its idols with a semblance of life. However they were also imparted with a fraction of the curse and this radiates to affect any who remain near then for too long.

No two shards of Abushunti look exactly the same and their appearance does slowly shift over time. Their flesh is a jade green colour with livid orange stripes, a reminder of the stone they were once carved from. They are basically humanoid in shape with a bulky torso, limbs that gradually narrow to a surprising slenderness and always have a cluster of 56 eyes and two large ears. Their heads are blunt with blunt toothed mouths that seem amazingly wide when open and no visible noses. They move with a ponderous gait and their flesh retains something of the stony hardness they once possessed. Abushunti is variously said to have been worshipped by a unusual, perhaps insectoid race or even to have origninated from beyond the planes as they are known, perhaps explaining the shard's alien appearance.

They have an odd personality. Shards are generally good natured and friendly but play tricks on those around them. In most cases, these tricks are fairly harmless. They employ their skills of mimicry and their ability to animate objects well in such situations. However, they take it poorly if they are rejected from a group they have atttached themselves to. This is worsened by the fact that they seem almost incapable of understanding that their prescence has a detrimental affect on those around them. Such a shunned shard will pursue the group that rejected them, playing malicious tricks on them and possibly going so far as to attack them.

Shards of Abushunti appear to be able to speak virtually any language but are limited in their ability to communicate. When they do speak their sentences are typically fragmented unless they are copying what another creautre is saying.

Combat: The shard's tactics change radically based off which form it is using. It may attempt to hide and send animated objects against its opponents or may fight along side them. It is almost never found in its normal form but if it is badly threatened it will revert and pummel its opponents with its powerful fists.

Alternate Form (Su): A shard can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 8th), except that it does not regain hit points for changing form, its basic colouration remains the same and an individual shard can assume the form of any animal or vermin of medium or smaller size with less than 8 HD.

Cursed Aura (Su): Any creature that remains with the shard for a period of 24 hours or more suffers a –2 penalty on attack rolls, saves, ability checks, and skill checks as long as the shard is with them and for one day thereafter. However the penalties are reversed for a period of 2d4 minutes by feeding the shard divine energy. Feeding it 1000gp worth of magic items crafted by a divine spellcaster or 8 divine spell levels (A turning use counts as a first level spell). Transfering these spell levels is a full round action and depending on the diety, they may be displeased with this.

Spell-like abilities: 3/day - animate objects. As the spell cast by a 8th level sorceror.

Sound Imitation (Ex): A shard can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 19) to detect the ruse.

Reversing the curse:
It is possible to reverse the curse that hangs around a shard of Abushunti but it is said to vary from shard to shard. Some suggest that overfeeding it to a massive degree may work. Others suggest finding the dead god's corpse in the Astral Plane. All reports agree that the shard of Abushunti must first be made aware of the curse and several other conditions must be fulfilled. When this is done, the curse is not only wiped away but reverses, benefitting all creatures that stay near the shard of Abushunti. The shard undergoes other transformations that also vary wildly from shard to shard. One was said to have grown immensely but gone dormant, its aura blessing all within a mile of its position. Another was said to have sloughed off its physical form entirely. Some say that this process allows the shard to overcome its origins and become a proto-god. In time it may even become a true god. Others say it reunites them with Abushunti, thus slowly reviving him.


On a few side notes, I picture the meratoth more as resembling a giant metallic beetle, its three legs more like a spider's and fairly narrow, with the eyes as a crystalline growth at the highest joint. And belatedly, yes, feel free to draw them Etheral Wickerman. Norade, that was two ideas. Everyone, slow down. If you're that impatient, suggest ideas for one of the monsters under construction.
Shlik

01-26-05, 10:07 AM
Yeah, sorry about starting a new monster and all but I've been reading the forum for a while and the making monster idea is pretty damn good...

Hmm.. the memory eater monster... the invisible 3 foot fangs seem a bit strange. I mean, 3 FOOT! Not just a bit too long?
Viashino_wizard

01-26-05, 11:27 AM
I always imagined the tounge-shooting monster as having three talons on the end of it's tounge for grabing things.
Viashino_wizard

01-26-05, 11:28 AM
Say, would you mind if I made a monster with the specs from that guy?
The Ethereal Wickerman

01-26-05, 03:16 PM
On a few side notes, I picture the meratoth more as resembling a giant metallic beetle, its three legs more like a spider's and fairly narrow, with the eyes as a crystalline growth at the highest joint. And belatedly, yes, feel free to draw them Etheral Wickerman. Norade, that was two ideas. Everyone, slow down. If you're that impatient, suggest ideas for one of the monsters under construction.

Firstly, thanks the Shard's of Abushunti. Another masterpiece by yourself! :D As for the Meratoth, I didn't find it so easy to draw. Im not so good at the mettalic symetrical types, i'm much better at the kind of tantacled, slimy abominations that only HP Lovecraft and his minions (aka me!) could conceive; like our good friend the Slaaopard.

A possible name for the new monster could be the Slithering Agony. Or maybe Beholderbane, I think someone suggesting they could be archenemies of the Beholders.
abraham

01-26-05, 04:09 PM
11.It's powers benifit the city in some way.
this is to get back to the current monster we are making on this board.
Arhra

01-26-05, 09:13 PM
Well I've gone and put all the monsters createdin this thread in the fist post for ease of reference. And what exactly do you mean Viashino? Which specs in particular? The answer's probably yes.

As for the memory eater, I migh explain the large fangs by giving it a mouth in its torso.
The Ethereal Wickerman

01-27-05, 04:15 AM
Well I've gone and put all the monsters createdin this thread in the fist post for ease of reference. And what exactly do you mean Viashino? Which specs in particular? The answer's probably yes.

As for the memory eater, I migh explain the large fangs by giving it a mouth in its torso.

Very cool. I cannot wait to draw this one!...
Viashino_wizard

01-27-05, 06:52 PM
[QUOTE=Arhra]And what exactly do you mean Viashino? Which specs in particular? The answer's probably yes.[QUOTE]

You know, the one who fights with it's tounge? The one we just finished voting for? I have a really good idea for it.
Gilean

01-30-05, 01:20 PM
Murkwyre-Snip-Attacks: Gore +9 and Bite +6 -Snip-Feats: Multiattack, Weapon Finesse (Bite and Gore) (B)3,5, so weapon finesse automatically applies to all attacks. Multiattack requires 3 natural weapons. Murkwyre should have 2 standard feats.
Viashino_wizard

01-31-05, 12:38 AM
Well, I made monster from the most recent specs. They are:
1. It attacks with its large, chitinouse tongue, which can stretch up to thirty feet.
2. It moves around by rolling.
5. It is like a sniper with its tongue attack
6. The tongue has a deadly poison that at first doesn’t do anything but later does something reeeealy bad.
7. It has a constant spider climb ability due to its sticky feet.
8: it is the arch-enemy of Beholders
9) It has a constant horrible grin on its face and bloodshot, unblinking eyes (even when its being attacked).
10. It can stretch its mouth to incredible proportions to swallow enemies affected by its poison.
11: Its gullet is full of probosci that attach to a swallowed victim and drain blood, which it feeds on.
13. Its natural ally is the gibbering mouther, and it often leads a troupe of them when fighting beholders.
15) It gains a specific ability related to the last thing it ate.
16: It can negate any flight ability, even natural flight, within a short range. Though it uses this tactic to weaken its Beholder enemies, it will use it against other flying creatures.
17. It is immune to gaze attacks, and can turn them on their originator (even if the gazer is normally immune to its gaze attack). This affects the beholder's eye rays as well.
18. It has an anti-magic field 5ft around itself. (If it is medium then within it's reach)
19. It is chaotic, and while not evil is not particularly good either. Mostly it's just selfish.
20: Its poison causes vivid hallucinations, convulsions, and finally death. (Initial damage Wis, secondary Con)


Mad Crawler
Large Aberration
Hit Dice: 9d12 + 18 (126)
Initiative: +6
Speed: 50 ft, Climb 40 ft, Roll 100 ft
Armor Class: 22 (+6 Dex, +7 Natural, -1 Size), Touch 15, Flat-Footed 16
Base Attack/Grapple: +6/+13 (+17 with claws)
Attack: Tongue + 11 melee (1d6 +3 plus Poison) or Bite +8 melee (1d8 +3) or Claw +8 melee (1d6 +3)
Full Attack: Tongue +11/+6 melee (1d6 +3 plus Poison) or Bite +8/+3 melee (1d8 +3) and 2 Claws +3 melee (1d6 +3)
Space/Reach: 10 ft/5 ft (30 ft with tongue)
Special Attacks: Poison, Improved Grab, Swallow Whole, Blood Drain, Disable Flight, Alien Appearance
Special Qualities: Damage Reduction 3/-, Reflect Gaze, Roll, Copy Ability, Antimagic Aura, Sticky Feet, Scent, Dark-Vision 120 ft.
Saves: Ref +8, Fort +6, Will +8
Abilities: Str 17, Dex 22, Con 15, Int 6, Wis 14, Cha 7
Skills: Hide +16, Move Silently +12, Climb +14, Spot +6
Feats: Weapon Finesse (Tongue), Dodge, Mobility, Ability Focus (Poison)
Environment: Caves or Underground
Organization: Solitary or Troup (1 plus 1-4 Gibbering Mouthers)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 10-18 HD (Large)
Level Adjustment: -

This bizarre creature has the head of a mutated frog, with a mouth full of razor teeth. Its skinny body ends in a short tail. It has long, bony arms ending in claws. It’s tongue, which is clawed at the end, dangles from it’s mouth, and seems impossibly long. It has bulbous, bloodshot eyes, and a constant insane grin.

The mad crawler is truly a strange being indeed. Though its origins are unknown, it is not believed to be natural. It attacks with its tongue, which delivers a deadly poison, is its weapon of choice. It is usually passive to chance passersby, but has an inexplicably hatred of beholders, and will attack them on sight. When attacking beholder colonies, it will usually recruit several gibbering mouthers, its natural ally. Mad crawlers can speak common and undercommon, barely.

Combat: A mad crawler usually begins combat by striking the individual that seems most susceptible to it’s poison. It usually maintains its distance as long as possible. Against flying foes and beholders, it uses its disable flight first.
Poison (Ex): Save DC 18, initial damage none, secondary damage 1d4 Wis and Con. The DC is constitution based and includes a +2 bonus from the crawler’s ability focus feat. The mad crawler’s poison causes its victims to hallucinate and weaken.
Improved Grab (Ex): To use this ability, a mad crawler must hit a creature of medium or smaller size with its bite or tongue attack. A crawler that hits with its bite can start a grapple check without provoking attacks of opportunity (Grapple bonus +13). If it succeeds, it holds the opponent in its mouth, dealing bite damage each turn. If it hits with its tongue and succeeds on its grapple check, the tongue latches on to the opponent and draws it to the crawler’s mouth in the next round. A crawler can simply hold the opponent in its mouth (-20 to grapple check), but isn’t considered grappled. A crawler that starts its turn with an opponent in its mouth can swallow it (see Swallow Whole, below).
Swallow Whole (Ex): A mad crawler that begins its turn with an opponent held in its mouth that succeeds on it’s grapple check can swallow the opponent. An opponent who is swallowed is moved into the creature’s stomach, where several probosci attach to it (see Blood Drain, below). A swallowed creature automatically takes 2d8 points of acid damage plus blood drain each turn. A swallowed creature can attempt to escape by using a tiny or smaller slashing or piercing weapon to deal 20 points of damage to the creature’s belly (AC 13). Muscle action closes the wound- another swallowed opponent must cut their own way out. It can also escape by making a successful grapple check to return to the creature’s mouth, where it must make another to escape. In order to make either escape attempt, however, a swallowed creature must first brake free from enough probosci, requiring a DC 17 Strength check. A mad crawler’s stomach can hold 1 medium, 2 small, 4 tiny, 16 diminutive or 64 fine creatures.
Blood Drain (Ex): The probosci within a mad crawler’s stomach drain blood from creatures to which they are attached. This automatically deals 1d4 point of constitution damage.
Disable Flight (Su): One of the more unique abilities of the mad crawler is that to strip a creature of its ability to fly. This can target any creature within 30 feet. It removes all flight (even natural flight) for 2d4+4 rounds unless the target succeeds a DC 16 Fortitude save. The DC is constitution based.
Alien Appearance (Ex): The mad crawler’s face is continually twisted into a mad grin. This, combined with its bloodshot eyes, makes the crawler a truly bizarre sight. Anyone other than a mad crawler who lays eyes on it must succeed on a DC 13 Will save or be shaken for 2 rounds. The DC is charisma based and includes a +1 racial bonus. Though not a gaze attack, this follows gaze attack rules.
Reflect Gaze (Ex): Any mad crawler that is subject to a gaze attack not only automatically succeeds on its saving throw, but causes the originator of the ability to be affected by it. The target cannot attempt to avoid the gaze attack, and is still affected if it is not normally susceptible to it. However, the gaze still cannot affect blind creatures.
Roll (Ex): A mad crawler can roll into a ball to move at high speeds. It usually employs this ability when fleeing. While rolled into a ball, a mad crawler’s base speed is doubled. It can take a run action, provided it is in a strait line. It cannot climb or attack, but gains a +4 dodge bonus to its AC. Rolling into a ball or unrolling is a move equivalent action.
Copy Ability (Su): A creature who is slain in a mad crawler’s stomach contributes to the creature’s arsenal. Whenever a crawler consumes an opponent, it may take on one of the creature’s supernatural or spell-like abilities, provided it is not based on the creature’s appearance. A crawler can only possess one ability at a time. It is not forced to gain a new ability when it swallows a new opponent, but giving up an ability for a new one permanently removes the ability from the beast’s repertoire (at least until it can consume another creature with that ability).
Antimagic Aura (Sp): All magic and spell-like abilities within 10 ft. of a mad crawler is negated. Spells and spell-like abilities cannot enter this area. However, the originator of the spell or spell-like abilities can overcome this with a DC 16 level check to overcome this ability. The DC is fortitude based. A successful dispel magic attempt on the crawler negates this ability for 2d4 +1 rounds.
Sticky Feet (Ex): A mad crawler secretes a sticky substance from its feet. This grants the creature a continuous Spider Climb ability, as the spell. It also provides a +4 bonus to grapple check when it uses its claws as part of the attempt and a +8 bonus to climb check.
Skills: A mad crawler’s skin can subtly change color, providing it with a +4 bonus on hide checks. It can always take 10 to perform a special action while climbing, even when threatened or hurried, and can use its dexterity bonus instead of its strength for climb checks. Its large eyes provide a +4 bonus to Spot checks.



Like it?
Szatany

02-01-05, 04:15 AM
Very cool thread indeed, and I'd like to participate.

Edit: After reading through previous 11 ideas I think that mine makes no sense and doesn't fit at all, so I'm chaning it to something else:

12. It hates druids.
The Ethereal Wickerman

02-01-05, 05:01 AM
Mad Crawler
Large Aberration
Hit Dice: 9d12 + 18 (126)
Initiative: +6
Speed: 50 ft, Climb 40 ft, Roll 100 ft
Armor Class: 22 (+6 Dex, +7 Natural, -1 Size), Touch 15, Flat-Footed 16
Base Attack/Grapple: +6/+13 (+17 with claws)
Attack: Tongue + 11 melee (1d6 +3 plus Poison) or Bite +8 melee (1d8 +3) or Claw +8 melee (1d6 +3)
Full Attack: Tongue +11/+6 melee (1d6 +3 plus Poison) or Bite +8/+3 melee (1d8 +3) and 2 Claws +3 melee (1d6 +3)
Space/Reach: 10 ft/5 ft (30 ft with tongue)
Special Attacks: Poison, Improved Grab, Swallow Whole, Blood Drain, Disable Flight, Alien Appearance
Special Qualities: Damage Reduction 3/-, Reflect Gaze, Roll, Copy Ability, Antimagic Aura, Sticky Feet, Scent, Dark-Vision 120 ft.
Saves: Ref +8, Fort +6, Will +8
Abilities: Str 17, Dex 22, Con 15, Int 6, Wis 14, Cha 7
Skills: Hide +16, Move Silently +12, Climb +14, Spot +6
Feats: Weapon Finesse (Tongue), Dodge, Mobility, Ability Focus (Poison)
Environment: Caves or Underground
Organization: Solitary or Troup (1 plus 1-4 Gibbering Mouthers)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 10-18 HD (Large)
Level Adjustment: -

This bizarre creature has the head of a mutated frog, with a mouth full of razor teeth. Its skinny body ends in a short tail. It has long, bony arms ending in claws. It’s tongue, which is clawed at the end, dangles from it’s mouth, and seems impossibly long. It has bulbous, bloodshot eyes, and a constant insane grin.

The mad crawler is truly a strange being indeed. Though its origins are unknown, it is not believed to be natural. It attacks with its tongue, which delivers a deadly poison, is its weapon of choice. It is usually passive to chance passersby, but has an inexplicably hatred of beholders, and will attack them on sight. When attacking beholder colonies, it will usually recruit several gibbering mouthers, its natural ally. Mad crawlers can speak common and undercommon, barely.

Combat: A mad crawler usually begins combat by striking the individual that seems most susceptible to it’s poison. It usually maintains its distance as long as possible. Against flying foes and beholders, it uses its disable flight first.
Poison (Ex): Save DC 18, initial damage none, secondary damage 1d4 Wis and Con. The DC is constitution based and includes a +2 bonus from the crawler’s ability focus feat. The mad crawler’s poison causes its victims to hallucinate and weaken.
Improved Grab (Ex): To use this ability, a mad crawler must hit a creature of medium or smaller size with its bite or tongue attack. A crawler that hits with its bite can start a grapple check without provoking attacks of opportunity (Grapple bonus +13). If it succeeds, it holds the opponent in its mouth, dealing bite damage each turn. If it hits with its tongue and succeeds on its grapple check, the tongue latches on to the opponent and draws it to the crawler’s mouth in the next round. A crawler can simply hold the opponent in its mouth (-20 to grapple check), but isn’t considered grappled. A crawler that starts its turn with an opponent in its mouth can swallow it (see Swallow Whole, below).
Swallow Whole (Ex): A mad crawler that begins its turn with an opponent held in its mouth that succeeds on it’s grapple check can swallow the opponent. An opponent who is swallowed is moved into the creature’s stomach, where several probosci attach to it (see Blood Drain, below). A swallowed creature automatically takes 2d8 points of acid damage plus blood drain each turn. A swallowed creature can attempt to escape by using a tiny or smaller slashing or piercing weapon to deal 20 points of damage to the creature’s belly (AC 13). Muscle action closes the wound- another swallowed opponent must cut their own way out. It can also escape by making a successful grapple check to return to the creature’s mouth, where it must make another to escape. In order to make either escape attempt, however, a swallowed creature must first brake free from enough probosci, requiring a DC 17 Strength check. A mad crawler’s stomach can hold 1 medium, 2 small, 4 tiny, 16 diminutive or 64 fine creatures.
Blood Drain (Ex): The probosci within a mad crawler’s stomach drain blood from creatures to which they are attached. This automatically deals 1d4 point of constitution damage.
Disable Flight (Su): One of the more unique abilities of the mad crawler is that to strip a creature of its ability to fly. This can target any creature within 30 feet. It removes all flight (even natural flight) for 2d4+4 rounds unless the target succeeds a DC 16 Fortitude save. The DC is constitution based.
Alien Appearance (Ex): The mad crawler’s face is continually twisted into a mad grin. This, combined with its bloodshot eyes, makes the crawler a truly bizarre sight. Anyone other than a mad crawler who lays eyes on it must succeed on a DC 13 Will save or be shaken for 2 rounds. The DC is charisma based and includes a +1 racial bonus. Though not a gaze attack, this follows gaze attack rules.
Reflect Gaze (Ex): Any mad crawler that is subject to a gaze attack not only automatically succeeds on its saving throw, but causes the originator of the ability to be affected by it. The target cannot attempt to avoid the gaze attack, and is still affected if it is not normally susceptible to it. However, the gaze still cannot affect blind creatures.
Roll (Ex): A mad crawler can roll into a ball to move at high speeds. It usually employs this ability when fleeing. While rolled into a ball, a mad crawler’s base speed is doubled. It can take a run action, provided it is in a strait line. It cannot climb or attack, but gains a +4 dodge bonus to its AC. Rolling into a ball or unrolling is a move equivalent action.
Copy Ability (Su): A creature who is slain in a mad crawler’s stomach contributes to the creature’s arsenal. Whenever a crawler consumes an opponent, it may take on one of the creature’s supernatural or spell-like abilities, provided it is not based on the creature’s appearance. A crawler can only possess one ability at a time. It is not forced to gain a new ability when it swallows a new opponent, but giving up an ability for a new one permanently removes the ability from the beast’s repertoire (at least until it can consume another creature with that ability).
Antimagic Aura (Sp): All magic and spell-like abilities within 10 ft. of a mad crawler is negated. Spells and spell-like abilities cannot enter this area. However, the originator of the spell or spell-like abilities can overcome this with a DC 16 level check to overcome this ability. The DC is fortitude based. A successful dispel magic attempt on the crawler negates this ability for 2d4 +1 rounds.
Sticky Feet (Ex): A mad crawler secretes a sticky substance from its feet. This grants the creature a continuous Spider Climb ability, as the spell. It also provides a +4 bonus to grapple check when it uses its claws as part of the attempt and a +8 bonus to climb check.
Skills: A mad crawler’s skin can subtly change color, providing it with a +4 bonus on hide checks. It can always take 10 to perform a special action while climbing, even when threatened or hurried, and can use its dexterity bonus instead of its strength for climb checks. Its large eyes provide a +4 bonus to Spot checks.



Like it?

Yes I Do! :cloud9: . Seriously though nice work Viashino Wizard. This creature is awesome. Do you mind if I use it in a campaign i'm plotting. My players wouldn't expect this thing to attack, or Vorpal Tribbles monster which I have permission to use... :evillaugh

As for the next monster... 13) Its knuckles drag along the ground reminiscint of a gorilla.
Arhra

02-01-05, 08:00 AM
Well another monster is done:

Ideas:
1: It has 3 foot long invisible fangs that could cut the hardest metal by touch alone.
2: It's body has a generally humanoid layout
3: It lives in the darkest corners of the dungeon and stalks it's prey.
4: It is vampiric (it drains memories instead of blood)
5: Creatures that touch the monster can contract some sort of disease
7: Its other personality, which appears when it gets hungry, is evil.
9: It uses it's magical abilities to create mists and fogs, to be able to easly approach it's prey.
10: It creates an unusual substance as a side effect of its feeding process.
11: It needs to feed on people's memories otherwise it begins to lose its own.
12: It has adamantium claws
13: Anyone who makes contact with it's eyes (which it normally keeps closed and uses other senses to move) becomes really, really stupid.
14: It percieves itself as perfect in every ability, and yet is far from in reality.
16: It hovers over the ground
20: It has a minor status affecting ability that affects everyone within 20 ft. For instance, maybe similar to drowsy or daze.

This time I've adjusted it a little because it fits very well into a theme I have n my campaign.

Lost Recaller
Medium Monstrous Humanoid
Hit Dice: 6d8+6 (33 hit points)
Initiative: +0
Speed: 30 foot
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Attacks: Bite +8, 2 claws +3
Damage: Bite 2d6+2 (18-20/x2), claw 1d4+1 (18-20/x2)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Aura of reverie, drown in memory, hungering gaze, improved grab, memory drain, summon mists
Special Qualities: Blindsight 30 feet, invisible blade, levitation, razored edge
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 14
Skills: Bluff +9, Hide +12, Listen +7, Move Silently +7
Feats: Combat Expertise, Dodge, Improved Disarm

Climate/Terrain: Any land and underground
Organization: Solitary, pair or pack (3-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-12 HD (Medium), 13-18 HD (Large)

Out of the billowing mists a gaunt humanoid appears, floating a short distance off the ground. Its dark skin seems wet with droplets of water running off it but its most obvious feature is a gaping maw set into its stomach, a complex set of mandible like appendages around it. However this mandibles have no blades on the end, although someone with truly keen vision might spot the slight distortion in the air that hints at the invisible blades. Its head is strange - mouthless and its nose is mere slits in its face. Its eyes are huge but closed and its dark hair grows thickly and long, down to the creature's waist. A sense of loss overcomes you and you feel every sight threatening to lose you in old memories.

These creatures are that which remains of those who fell into the Lake of Memory and did not survive with their minds intact. They must feed off other's memories for otherwise the precious few memories that they have left begin to fade. This gives a duality to their personality. A well fed lost recaller is not very dangerous, musing over its shards of memories. However, one that is losing its memories becomes increasingly animalistic and will attack without any provocation.

Their existence is cruel for if they do not feed off the memories of others, the slowly lose their own memories of what they were but as they feed off other's memories they grow intermingled and confused with their own fragments of memories and thus ultimately lose themselves anyway. Generally, each negative level a lost recaller inflicts will sutain it for one day and it will become completely animalistic after a week without feeding.

The older a lost recaller gets, the increasingly unlike its orignal form it becomes. A newly created lost recaller looks startlingly like the creature it once was. In some ways its form is polluted by the excess memories and the oldest barely look human at all. Some older recallers consider themselves superior to other creatures due to the many remanents of memories they have but these are just memories and do not translate into skill.

As a side effect of its unusual feeding process, a lost recaller creates crystals. These are created in a similar way to how an oyster creates pearls . They are some remanent of the memories the recaller has fed on that the recaller can not process so it removes it from its system. This may also be the reason why recallers change in appearance over time.

Lost recallers can speak all the languages of creatures whose memories they have fed upon but they speak the languages they originally knew the best.

Combat:
Lost recallers tend to attempt to approach their unaware prey possibly under the cover of concealing mist and blanket the battlefield with mist. They then will try to focus their attacks on this who seem more susceptable to their aura of reverie and attempt to grapple and then memory drain. Against foes with powerful looking weaponry a recaller may attempt to disarm the foe first. If endangered badly, particularily by spellcasters, it will resort to its gaze attack. They have been known to make use of sunder attempts too. Against more heavily armoured foes they may attempt to make touch attacks to being the grapple instead of improved grab.

Aura of Reverie (Su): Non-recallers near a lost recaller find their minds turning towards old memories. CReatures within 20 feet of a lost recaller must make a DC 13 Will save or take no actions for that turn. A creature that suceeds at its save is immune to that recaller's aura for one day.

Drown in Memory (Su): Simply touching a lost recaller can be harmful to non-recallers. Those who do so can suffer from a curse known as drowning in memory unless they pass a DC 14 Fortitude save. This is a disease with an incubation period of 1d3 days and inflicts one negative level which does not heal until the disease is cured. Creatures suffering from this spend increasing amounts of time lost in their memories. Creatures that die from this disease become lost recallers. The lost recaller's fog cloud also spreads this disease.

Hungering Gaze (Su): A lost recaller's eyes hold a deep horror for any that look upon them ofr not only is there the deep hunger they have for memories shown that drives away attempts at coherent thought but also the horror of seeing that there is a tiny spark that still remembers what it once was. Weaker minds flee from this terrible gaze which has a 30 foot range, and affected creatures must make a Will save DC 13 or be affected as if by the spell feeblemind for 2d6 minutes. The lost recaller is immune to the gaze attack of other lost recallers but is not immune to its own gaze. For this reason it often goes around with its eyes closed.

Improved Grab (Ex): To use this ability, a lost recaller must hit an opponent of the same size or smaller with its bite 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 bite damage every turn and can attempt to pin. A lost recaller has a +4 racial bonus to grappling checks (total bonus +12).

Invisible blade (Su): Due to the fact that a lost recaller's fangs are invisible, it gets a +2 bonus on attack rolls against creatures that can not see invisible creatures. This is not included in the statistics block.

Levitation (Su): Lost recallers possess the ability to float a foot above the ground. Instead of walking they glide along. While they remains within 1 foot of a flat surface of any solid or liquid, they can take normal actions and make normal attacks, and can move at their normal speed (they can even “run” at four times its normal speed). However, at distances higher than 1 foot above any surface, their speed diminishes to 10 feet per round and they can not move any higher than 20 feet above the ground. This also functions as a featherfall spell. A levitating lost recaller can not be tripped.

Memory Drain (Su): Lost recallers can drain the meories from their enemies by making a successful grapple check. If it pins the foe, it drains memories, inflicting one negative level each round. On each such successful drain attack, the lost recaller gains 5 temporary hit pints. A creature drained to 0 effective levels is not slain but instead rendered catonic. This negative level respresent random memory loss but also all memories from the last remembered 24 hours are drained. DM's should enforce this accordingly.

Razored Edge (Ex): A lost recaller's fangs and claws are extremely sharp. After all, they can slice away memory itself. It's attacks ignore the first 5 points of hardness of an object and have a critical threat range of 18-20.

Summon Mists (Sp): 3 times per day, a lost recaller can create a cloud of mist duplicating the fog cloud spell except that any within the cloud are also at risk of contracting drowning in memory. Lost recallers often use this to creep up on their prey.
Szatany

02-01-05, 08:14 AM
Very, very cool monster. Gratz :D
Viashino_wizard

02-01-05, 03:56 PM
Yes I Do! :cloud9: . Seriously though nice work Viashino Wizard. This creature is awesome. Do you mind if I use it in a campaign i'm plotting. My players wouldn't expect this thing to attack, or Vorpal Tribbles monster which I have permission to use... :evillaugh

Sure you can! You could have it sneek up on the party and grab the person in the rear then... SHLUMP! Adventurer a la mode! Because of its roll ability, you could have the party run into this guy several times. :evillaugh
The Ethereal Wickerman

02-03-05, 04:55 AM
Sure you can! You could have it sneek up on the party and grab the person in the rear then... SHLUMP! Adventurer a la mode! Because of its roll ability, you could have the party run into this guy several times. :evillaugh

Thanks dude, i'm planning on using him as a sort of mid level BBEG, thats when the party will start to get a lot of weird monsters coming after them!.

Fantastic job Arhra, the Lost Recaller is a scary creature... :D
abraham

02-08-05, 06:35 PM
:bump:
abraham

02-14-05, 05:16 PM
:bumpy: :weep:
Arhra

02-17-05, 07:32 PM
Raise thread. Anyway, here's the list of ideas so far for the new monster:

1: The creature lacks any form of mouth
2: The creature makes unnatural noises, like huge chunks metal scraping against one another.
3: It looks like a giant armadillo made of iron, but is natural (sort of like a gorgon).
4: It comes from The Outlands
5: It burrows.
6: It can unleash lightning bolts by rubbing the armor plates on it back together.
7: It emits an unnatural glow that gets progressively brighter as it gets cold/er.
8: Kobolds keep it as a pet or 'guard dog'
6: It cannot be fooled by any means, magical or otherwise.
10: It is commonly found in cities
11: Its powers benefit the city in some way.
12: It hates druids.
13: Intense cold brings about a dramatic change in the creature.

I was considering making my own version of the beholder hating monster as well.
abraham

02-18-05, 06:51 PM
cold make it help the enviroment instead of cities!
DragonHead

02-18-05, 07:52 PM
It can stand upright on its hind legs when it attacks.
abraham

02-22-05, 05:05 PM
it has the selective digestion flaw(see new flaws & traits thread)
Arhra

02-23-05, 06:03 AM
How often do I have to say this? Do not refer to in game statistics. It's ok if you suggest how you feel the ability would be represented in game but do not use them for defining it.
zargonic

02-23-05, 12:57 PM
when the cold comes about, it grows tentacles from underneath it's plates
abraham

02-23-05, 04:29 PM
the tenticle radiate a plant groth spell!
Arhra

02-28-05, 06:48 AM
Hmm, it seems like this thread's looking a bit sickly right now. Just three more ideas needed.

I said it just before - don't refer to in game statistics. This means you abraham. In any case, you've already suggested four ideas for this creature so please do not add any more.

Here's the ideas so far:
1: The creature lacks any form of mouth
2: The creature makes unnatural noises, like huge chunks metal scraping against one another.
3: It looks like a giant armadillo made of iron, but is natural (sort of like a gorgon).
4: It comes from The Outlands
5: It burrows.
6: It can unleash lightning bolts by rubbing the armor plates on it back together.
7: It emits an unnatural glow that gets progressively brighter as it gets cold/er.
8: Kobolds keep it as a pet or 'guard dog'
6: It cannot be fooled by any means, magical or otherwise.
10: It is commonly found in cities
11: Its powers benefit the city in some way.
12: It hates druids.
13: Intense cold brings about a dramatic change in the creature.
14: Cold make it help the environment instead of cities
15: It can stand upright on its hind legs when it attacks.
16: When the cold comes about, it grows tentacles from underneath it's plates
17: The tentacles radiate an aura of growth (specifically affecting plants although it may have some lesser affect on other living creatures).
turalisj

02-28-05, 06:52 AM
the tentacles have an atraction for certain areas........:D
turalisj

02-28-05, 06:53 AM
its tentacles deal 2d6 acid damage.
steenan

02-28-05, 07:40 AM
turalisj - no game mechanics, please.

18. It can counter spells cast by another creatures and/or dispell their effects.
19. It regenerates, but can be harmed by something easy to obtain (ie. water)
abraham

03-01-05, 04:38 PM
It knows a LOT of trivia about the city it live in.
Xearo

03-01-05, 11:59 PM
In a sense it's insanly chaotic good

EG. like a meter maid gone mad, threatens to kill for jay-walking
abraham

03-03-05, 06:21 PM
time to make the monster I think.
Arhra

03-04-05, 03:37 AM
Well then, here's the list of twenty ideas:

1: The creature lacks any form of mouth
2: The creature makes unnatural noises, like huge chunks metal scraping against one another.
3: It looks like a giant armadillo made of iron, but is natural (sort of like a gorgon).
4: It comes from The Outlands
5: It burrows.
6: It can unleash lightning bolts by rubbing the armor plates on it back together.
7: It emits an unnatural glow that gets progressively brighter as it gets cold/er.
8: Kobolds keep it as a pet or 'guard dog'
9: It cannot be fooled by any means, magical or otherwise.
10: It is commonly found in cities
11: Its powers benefit the city in some way.
12: It hates druids.
13: Intense cold brings about a dramatic change in the creature.
14: Cold make it help the environment instead of cities
15: It can stand upright on its hind legs when it attacks.
16: When the cold comes about, it grows tentacles from underneath it's plates
17: The tentacles radiate an aura of growth (specifically affecting plants although it may effect other living creatures).
18: It can counter spells cast by another creatures and/or dispell their effects.
19: It regenerates, but can be harmed by something easy to obtain (ie. water)
20: In a sense it's insanely chaotic good

Time to begin voting off abilities. I'd say 4, 20 and maybe 8, 12 and 18.
steenan

03-04-05, 03:57 AM
I vote off 5, 8, 10 and 20.
abraham

03-04-05, 05:51 PM
yeh those make sence to remove.
Szatany

03-04-05, 05:59 PM
I vote for 3, 5, 10 and 15.
Raymond_Luxury_Yacht

03-04-05, 08:08 PM
20.

"Chaotic Good" and "Outlands" do not mix. And what was described was LE, anyways.
Captain Casualty

03-05-05, 10:36 AM
My vote to get rid of stuff is
4

8

14

20

BTW You have two number six - thought of voting for it just to cause confusion. :D
turalisj

03-05-05, 11:36 AM
4
12
and
20.
ifn it hates druids, then why would it be in the outlands! and for that matter, why would it even have a good alignment.
Arhra

03-05-05, 10:14 PM
Move along, no double six's here.

Anyway, here's the summary of the votes

Idea
3 -1 vote
4 - 3 votes
5 - 3 votes
8 - 3 votes
10 -3 votes
12 - 1 vote
14 - 1 vote
15 - 1 vote
20 - 6 votes

So the following ideas will be removed:
4: It comes from The Outlands
5: It burrows.
8: Kobolds keep it as a pet or 'guard dog'
10: It is commonly found in cities
20: In a sense it's insanely chaotic good

Leaving us with:
1: The creature lacks any form of mouth
2: The creature makes unnatural noises, like huge chunks metal scraping against one another.
3: It looks like a giant armadillo made of iron, but is natural (sort of like a gorgon).
6: It can unleash lightning bolts by rubbing the armor plates on it back together.
7: It emits an unnatural glow that gets progressively brighter as it gets cold/er.
9: It cannot be fooled by any means, magical or otherwise.
11: Its powers benefit the city in some way.
12: It hates druids.
13: Intense cold brings about a dramatic change in the creature.
14: Cold make it help the environment instead of cities
15: It can stand upright on its hind legs when it attacks.
16: When the cold comes about, it grows tentacles from underneath it's plates
17: The tentacles radiate an aura of growth (specifically affecting plants although it may effect other living creatures).
18: It can counter spells cast by another creatures and/or dispell their effects.
19: It regenerates, but can be harmed by something easy to obtain (ie. water)

Now for the tricky part - hammering everything together to make a creature.
Purkake

06-28-05, 08:23 PM
Don't let this thing die :bump:
gerbilattack

06-29-05, 01:15 PM
it could hate druids cause they think it is unnatural, or cause they're "compitition", or both.

it benifits the city by making lumber...

in the cold, it could prevent plants from dying...

it... could rust... in the rain? a nature creature? naw.

Does that help?

_________
All may be fair in love and war, buy Here, ther is Rules...
Purkake

06-29-05, 08:18 PM
Now all we need to do is to wait for Arhra to finish the monster, so we could stat a new one. :D
Nurgan_the_drunked

06-30-05, 05:54 AM
I don't know if Ahra's still about, or if he's just decided not to do the monster. If someone else statted this little thing up, we could probably start a new one.
Just not me. I suck at statting
D&D_Madness 5000

06-30-05, 10:48 AM
I suggest we set a specific deadline. Ahra doesn't finish the monster by then, we start a new one! ;)

Now, this is just me, but I say she must finish it by next friday. Just in case she doesn't, I'll post two ideas for a new monster...

1. Can shoot spikes out of it's mouth
2. Has the ability to travel from one plane of existence to another
gerbilattack

06-30-05, 09:24 PM
3:it ins evil in a very detailed (high CHA) way and hates you for very specific and well though out reasons and punishes you "apropriately"...
turalisj

07-01-05, 03:13 AM
4. is addicted to eating clothes
:D
don't ask why i put tat one. just something interested. oh, and i think she logged on yesterday...
Szatany

07-01-05, 09:39 AM
5. It looks alot like this guy (the one to the right).
http://robocoparchive.com/old/cain5.JPG
Captain Casualty

07-01-05, 04:12 PM
6) It has a grudge against warforged

7) Feeds off secrets
homey188

07-01-05, 05:32 PM
8) likes disintegrate
Purkake

07-01-05, 05:58 PM
9) It has rust all over it, but it doesn't do anything bad to it.(maybe like a cloud)
10) The rust infects constructs and maybe is extra bad for the warforged.
turalisj

07-01-05, 06:41 PM
this is an addition to the one i had before

11) the rust puts all constructs/living constructs under its control that touches the rust.
Nurgan_the_drunked

07-04-05, 05:48 AM
12) It hates creatures building machinery of even the most rudimentary kind.
Ussutisi

07-04-05, 04:47 PM
It's dimunative but has a huge ego
Szatany

07-04-05, 06:28 PM
14) It "acts first, thinks later"
abraham

07-06-05, 06:50 PM
It looks disgusting!
turalisj

07-06-05, 07:09 PM
can you people put numbers by what you have for ideas? abraham's is #15, Szatany's is #14, and Ussutisi's is #13.
oy.... we need five more..
Nurgan_the_drunked

07-07-05, 05:09 AM
16) It is connected, by origin, to the rust monster

(Ie, it creasted it, or they're a similar breed, or something like that)
turalisj

07-07-05, 05:29 AM
i checked an ahra was on today. has he abonded this thread? :weep:
Gonbow

07-07-05, 01:29 PM
Heya all. New here, but I thought I'd throw in some ideas.

17) Is healed by negative and positive energy of all types. (So no ennervation, negative levels, ability damage from negative energy, etc)
18) Reduces damage from slashing and bludgeoning attacks. DR or straight halving/quartering/etc would be appropriate.
Arhra

07-08-05, 09:02 AM
i checked an ahra was on today. has he abonded this thread?

No.

Some of it still feels a bit rough to me, but here is the silivic or city elemental.

Silivic
Large Elemental
Hit Dice: 8d8+40 (76 hp)
Initiative: 0
Speed: 20 foot
AC: 19 (–1 size, +10 natural), touch 9, flat-footed 19
Attacks: 2 claws +11 melee
Damage: claw 2d8+7
Face/Reach: 10 ft./ 10 ft.
Special Attacks: Counterspell, lightning bolt
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, regeneration 5, symbiosis, undeceived
Saves: Fort +11, Ref +2, Will +5
Abilities: Str 23, Dex 11, Con 20, Int 9, Wis 16, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack

Climate/Terrain: Any city
Organization: Solitary, pair or cluster (3-5)
Challenge Rating: 6
Alignment: Always Neutral
Advancement: 9–15 HD (Large)

Lumbering peacefully through the cobbled lane ahead of you, is a creature that vaguely resembles an mouthless armadillo covered in metallic plates of armour that glow faintly. Past there the resemblance ends. It can obviously move around on it's hind limbs almost as easily as it can on all four and it's fore-limbs end into wicked metallic claws like a bears that still seem to possess a remarkable amount of fine dexterity. Raised plate's on it's back seem to rub slightly against each other. It is occasionally possible to glimpse through chinks in it's armoured hide and it seems to be mossy stone beneath. It's face is humanoid although lacking any features aside from two glowing green eyes which regard you curiously.

Silivics are be elemental creatures said to follow the rise and decline of cities. A city or town fortunate enough to have a bonded silivic has a subtle but pronounced increase in it's prosperity. The city simply seems to be more fortunate - nature bending to the city's favour. In addition to this, a silivic will often actually aid around the city, doing various tasks, varying from one silivic to another. Oddly they seem to dislike druids. However they can be turned against the city they dwell in and can contribute to or cause a city's decline. In this way they are a double edged sword.

A silvic's metallic hide glows increasingly brightly with cold but after being subjected to intense cold, a silivic undergoes a dramatic change. The plates flare and go out again but then are dulled and cracked. When this happens it generally seeks out an underground location and then the metamorphosis begins. It's metallic armor vedigrises and vine or root-like tentacles begin to grow from the cracks. They keep growing and spreading out, making the earth beneath the city extremely fecund. Over a period of time, the city begins to break up as the persistent vegetation makes it increasingly difficult to live in. In the end the city is simply swallowed by the wild.

This is reversible however. Great heat can cause the creature to revert - making its metallic plates of armor reform and it's tentacles wither away. Finding the creature is usually the greatest problem however and it resists any attempts to interfere with it. It is uncertain how much heat or cold is necessary to cause these changes - it seems to vary possibly depending on the state of the city. In a particularly degenerate city a silivic was said it have its metamorphosis triggered by an unusually cold winter. As a guideline an attack that deals more than 50 points of damage is enough.

Silvics are very rare and it is not truely known what attracts them. Certain magical rituals seem increase the chance of summoning one to a city. Once a silivic is bonded to a city it does not leave unless the city violates the principles of the city. Sometimes this instead seems to cause the metamorphosis of the silivic. In cases where a city has multiple bound silivics, it has been known for one to undergo the metamorphosis but it seems the others actively attempt to hunt down and destroy it.

Silivics speak Terran and the common languages of the city they are bonded to in rumbling tones like chunks of metal scrapping against each other.

Combat:
Silivics rarely fight unless something actively threatens the city where it dwells. It simply wades into combat, smashing foes with their armored fore-limbs and unleashing lightning bolts at their foes. They are unsubtle combatants and will not stop until they or the threat to their city has been destroyed.

Counterspell (Su): Once per round as a free action a silivic may try to counterspell a spell cast within 120 feet of it as with dispel magic cast by an 8th level druid.

Lightning Bolt (Su): Once every 1d4 rounds a silivic can create a line of lightning 5 feet high, 5 feet wide, and 120 feet long dealing 6d6 electricity damage, Reflex DC 19 for half damage. The save DC is Constitution-based. The silivic can choose to double the height and width of the attack by halving the length. This attack is preceded by the silivic rubbing together the plates on its back.

Regeneration (Su): Weapons forged in the city a silivic is linked to and the natural weapons of the silivic deals normal damage to it. If a silivic loses a limb or body part, the lost portion regrows in 4d6 hours. The creature can reattach the severed member instantly by holding it to the stump.

Symbiosis (Ex): Each silivic is mystically bound to a single, city or town and must never stray more than 20 miles from it. Any who do become ill and die within 4d6 hours.

Undeceived (Su): A silivic can see through any lies told to it and can also determine if a creature is holding back on the truth. It can also sense mistruth.
Purkake

07-10-05, 01:57 PM
Really nice monster, as usual ;)

PS. wasn't it something like a regeneration was always (ex) ability?
abraham

07-12-05, 06:26 PM
to get to the new monster it burps out its breath weapon(If any)