| Post/Author/DateTime | Post |
|---|---|
| galiant03-08-06, 09:31 AM | The anatsu minotaur is a more powerful version of the minotaur. only a select few are aloud to make the change from minotaur to anatsu minotaur. it requires complete dedication to the god of the minotaurs. They have four arms. each arm can cast a different spell. one can heal. one can fire evil burst of energy. one can inflict like the inflick wounds spell. and the last one can cast a summon spell. which ever arm does what is the dms choice. he can leap onto walls like the maze walls in a single leap. he can take down a wall of the maze with his attack move double punch. the spells can be changed by the dm. Any suggestions for me. i would really like this monster to prosper. like you can also give me hit points, attacks, special moves, and stats. |
| Talisman03-08-06, 02:49 PM | Start by posting stats. It doesn't matter if they're very good; we nit-pickers here on the forums will gleefully point out your mistakes. I'd start with the Minotaur (http://www.wizards.com/d20/files/v35/MonstersM-N.rtf) stats then modify them. Add 2 arms and a few HD, maybe boost ability scores a bit. Regarding the SLAs, just note that the critter can cast the four spells you want; whicvh arm does the casting is, I think, more of a descriptive element than a rules element. Depending on the power level of the creature, I'd suggest cure critical wounds, inflict critical wounds, unholy blight and summon monster IV. Movement sounds like a hefty bonus on Jump checks and possibly Climb checks if you want this thing to cling to walls. Can't offer many more suggestions until you post more info. |
| galiant03-09-06, 09:25 AM | Special qualities: Darkvison 60ft. natural cunning. scent. fear. Favored class: evil cleric. they can choose four spells a day. and can use double the amount they normaly would. the four spells are his hand spells. to use them does not provoke an attack of oppertunity. Anatsus are devoted to thier deity and that devotion can caused a crazed frenzy. it adds +5 to attack roll, and +3 to the damage roll. this goes on for three turns. On turn 1 this action may provoke an attack of oppertunity. that also happens on turn 3. they can smite good when they have proven themselves numerous times to thier deity. they also have an evil aura. as well as a chaotic one. |