APRIL FOOLS Monster Contest (Need entries.) [Archive] - Wizards Community

Post/Author/DateTimePost
SOPI

03-23-06, 06:53 PM
THE WINNERS ARE:

Funniest: Muffin
Best Overall: Muffin
Most Unique: Muffin

Wow. Well it seems like the Muffin is the best of the bunch.

Congratulations, Speeblefreak...or Speebs...or Sir Speebs, whichever you prefer.

You can put this in your sig if you want.

Since my muffin won SOPI's April Fool's Day Monster Contest, I got a :cookie:.
Wyrd Bearer

03-23-06, 07:08 PM
What kind of monsters are we talking about here? Do they have to be related to April Fool's Day? What rules are entrants bound by?
Athanatos

03-23-06, 09:00 PM
Ach... he gives us a vague description and then leaves until the deadline. What a pity. I'd have joined if I knew what this was specifically about.
pileobone

03-23-06, 09:07 PM
*Shrug*
Hope this fits the spirit of the contest: The Ill Tempered Mutated Sea Bass (http://boards1.wizards.com/showthread.php?t=608029)
speeblefreak

03-23-06, 11:39 PM
What a lucky coincidence. I just put together a death penguin swarm.

http://boards1.wizards.com/showpost.php?p=8765731&postcount=2
The Vorpal Tribble

03-24-06, 12:16 AM
Well shoot, I was actually going to start something like this tonight. Oh well.
dok

03-24-06, 12:39 AM
I keep meaning to stat up my "Plaaid Slaad", but this just isn't enough notice...
RottingColossus

03-24-06, 03:01 AM
Can we enter more than one monster? :plotting:
http://www.geocities.com/ruderformssurvive/hr.JPG
HOMESTAR RUNNER
Medium-size Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft.
Armor Class: 18 (+6 Dex, +1 natural, +2 leather armor), touch 15, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Halfspear +2 melee (1d6 +1); or light crossbow +6 ranged (1d8 +1)
Full Attack: Halfspear +2 melee (1d6 +1); or light crossbow +6 ranged (1d8 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Annoyance
Special Qualities: Personal telekinesis, homestar running, fearless
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 12, Dex 22, Con 15, Int 9, Wis 6, Cha 12
Skills: Escape Artist +7, Jump +3, Tumble +8
Feats: Run
______________________________________
Environment: Any land, underground
Organization: Solitary, pair, jog (3-8) or marathon (9-20)
CR: 2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +4

On the horizon you see heading towards you at great speed a tall gangly humanoid with white hairless skin. Its long legs with toeless blue-soled feet are in the air more than they are on the ground, and as it gets closer you realize it has no arms. Despite this it seems to carrying a spear without any difficulty, floating next it as it goes on its alacritic way. Suddenly its beady black eyes spot and it comes to a grinding halt a few metres from you. It kneels down and says "I say there monstrosity, do you know the times?".

Homestar Runners are legendary beings whose speed and agility is only matched (well, maybe) by their unnaturally annoying and idiotic presence. Wherever they go they unwittingly give raise to terrifying legends of important and grim quests going horribly awry. These tales universally include heros and heroines going to face vile and vicious enemies who in their well-meaning (though unwise) decision to accept the aid of an 'equally' well-meaning Homestar Runner.
Despite this bad press Homestars are genuinely good-natured and friendly creatures. But sadly their inability to shut-up at the right moment, insistence on naming things and people their own way and complete and utter ignorance to a looming unholy threat they often come into contact with makes them more than just undesirable members to any sane party of adventurers. To put that into context Homestar Runners have been driven out of Kender villages for the very same reasons. Homestar Runners speak Common.

COMBAT
Homestar Runners are not bloodthirsty beings at all. Infact they will quite stupidly strike up conversation with any random creature it comes across, often deciding upon a name for it regardless of how many corrections or threats it recieves for it. They will fight back those who try to hurt them and their friends, but if all goes wrong they can quite outrun almost any being in existence. Gods have known to give up on chasing a Homestar Runner.
The most potent ability a Homestar Runner posesse's is its annoyance ability, made even more dangerous by the fact it doesn't realize its doing it.
Annoyance (Ex): Those within 60 foot (+10 foot per Cha mod) of a Homestar Runner must make a Will save (DC 12 +1 per Cha mod) or suffer a -1 penalty on all attack rolls, skill checks and saves for as long as it stays within the radius of the Homestar Runners annoyance radius. This check must be made consecutively every hour so long as they stay within the Homestar Runner's presence, the penalties stack. A Homestar Runner cannot willingly cancel the affect and it is permanent. Other Homestar Runners are immune to this ability.
Personal Telekinesis (Su): At will Homestar Runners can produce an affect similar to Suistained Force telekinesis spell. Unlike the spell however a Homestar Runner doesn't need to concentrate to produce the affect and it counts as a partial action. A Homestar Runner can lift any object that weighs 25 (+5 per Str mod) pounds within 5 feet of it. Its duration lasts for as long as the object stays within 5 foot of the Homestar Runner or until the Homestar Runner decides to drop the object.
Due to their armless anatomy their Telekinesis if effectively their hands and their touch, though they cannot physically feel the temperature or texture of the objects they pick up, thus they are immune to any damage such handling might cause as the object is essentially being held in empty space. Despite having no arms their telekinesis allows them to make grapple checks and utilize weapons without any difficulty.
Homestar Running (Ex): If a Homestar Runner decides to Run it can move up to 6 times its original speed though it still loses its dexterity bonus to its AC as usual. However a Homestar Runner suffers no penalty when running and doesn't have to make a Constitution check after running for an amount of rounds equal to their Constitution score. Essentially a Homestar Runner can run indefinately, however they must still get 8 hours of rest per day.
Fearless (Ex): Homestar Runners are immune to any spell, spell-like, extroadinary or supernatural ability that causes the target to become frightened (shaken or panicked) such as a fear spell or a monsters frightful presence ability.

HOMESTAR RUNNER CHARACTERS
Homerstar Runners posess the following traits.
--+2 Str, +6 Dex, +4 Con, -2 Int, -4 Wis, +2 Cha.
--Medium-size
--Base land speed 40 ft.
--Darkvision 60 ft.
--Racial Hit Dice: A Homestar Runner begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throws of Fort +2, Ref +5 and Will +1.
--Racial Skills: A Homestar Runners aberration levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Escape Artist, Jump and Tumble.
--Racial Feats: A Homestar Runner's aberration levels give it one feat.
--+1 natural armor bonus
--Special Attacks: Annoyance
--Special Qualities: Personal telekinesis, homestar running, fearless
--Automatic Languages: Common
--Favored Class: Scout
--Level adjustment +4
SOPI

03-24-06, 03:17 PM
I added rules. Sorry about being unclear.

Sorry for beating you to the chase, Tribble. :P
yourReality

03-24-06, 03:39 PM
I give the Homestar Runner a rating of 10 (even tho ratings arent necessary) just for the quote "Do you know the times." I should have made a King of Town character, it would have swallow whole lol.



Balloon Animal
Tiny Elemental (Air)
Hit Dice 1/2 d48(2 hp)
Initiative:+5
Speed:40 ft. Fly (perfect)
Armor Class:19 (+2 size, +5 dex, +2 natural)
Base Attack/ Grapple:+0/ -5
Attack: Slam -5 melee (1d3-5)
Full Attack: Slam -5 melee (1d3-5)
Space/Reach:1 ft./1ft.
Special Attacks: Entertain
Special Qualities: Shapeshift, Silent
Saves: Fort +0 Ref +6 Will +0
Abilities:Str 1 Dex 20 Con 10 Int 10 Wis 10 Cha 20
Skills:Hide +10, Move Silently +18, Perform (comedy) +8
Feats: Hover
Environment: Any
Organization:solitary, or circus troupe (2-4 plus 1 high level assassin)
Challenge Rating: 5
Treasure: None
Alignment:Neutral
Advancement:--
Level Adjustment: --
Floating in the center of the room is a small creature, probably 1 foot in length, it has a red tinge to its skin and is almost translucent. It has the vague shape of a dog but no detail to its outward appearence, its limbs are all connected at the joints and it does strange stunts in the air, flips and twirls, effortlessly maintaining its position above the ground.

The Balloon Animal was originally created to entertain small children and elderly adults (who have lost most sense of their surroundings) and to be used at parties. They were created by magicians and bards who felt that they were paid too little for their services, however the animal would require very little work and cost almost nothing.

However, the idea was stolen, the creatures designed, and now used for the entirely wrong purpose. A guild of assassins, called the Clowns, use the Balloon Animals to decieve those surrounding their targets, and kill in a much more stealthy manner.

The Balloon Animal speaks Auran and understands Common.

Combat
The Balloon Animal avoids combat at all costs, it is usually accompanied by an assassin and has one task: to enthrall those around it.

Entertainment (Su): The Balloon Animal possess the ability to enthrall those around it. This ability works like Charm Monster, Mass and has a DC of 30 to resist. Those affected immediately take no action but watch the Balloon Animals. This ability lasts for 5 rounds or until the balloon Animal takes an action other than moving.

Shapeshift: The Balloon Animal can assume the shape of any Tiny Animal at will, this ability lasts 5 rounds and works like the Polymorph Spell. The Balloon Animal can resume its shape at any time.

Silent: The Balloon Animal makes no noise when it moves and gets a +10 racial bonus on Move Silently checks.
Diet_Sunkist

03-24-06, 03:43 PM
Todd the Fart Bunny

Once, when I was in Boston, the DM let us find a bag filled with multiple colored balls. There was no way of knowing what they did. Some idiot threw a white one at the floor right near him, and he turned into a rabbit. We kept him in a cage from then on. The only thing he could do from then on was fart, which he did early and often. We renamed him "Todd the Fart Bunny"

He was never eaten by any orc, which is sad, because I like it when people get eaten by Orc.
Lazzmaniandevil

03-24-06, 04:36 PM
This is probably my most stupid creation yet...and I am proud of it!

Jinx Fish
Tiny magical beast
HD: 6d10 (33hp)
Initiative: +0;
Speed: 0ft.; fly 40ft. (perfect manoeuvrability); swim 40ft.
AC: 16 (+4 natural, +2 size)
Base attack / grapple: +6 / -5
Attack: bite +8 (1d4-3)
Full attack: bite +8/+3 (1d4-3)
Space/Reach: 2½ ft./0 ft.
Special attacks: Spell-like abilities, Touch of the fish
Special qualities: darkvision 60ft, low-light vision, amphibious
Saves: Fort +5; Ref +5; Will +6
Abilities: STR 4; DEX 10; CON 11; INT 12; WIS 15; CHA 16
Skills: bluff +14, escape artist +14, hide +16, listen +4, move silently +16, sense motive +8, spot +4, swim +16
Feats: weapon finesse(B), alertness, stealthy, iron will
Environment: Plane of Limbo
Organization: Solitary
Challenge Rating: 4
Alignment: Chaotic neutral
Advancement: —
Level Adjustment: —

This silver-scaled fish about one foot long doesn't let itself seen very often, as it almost always uses its greater invisibility. But those who have seen it certainly remember it, as it is not everyday that one sees a flying fish. Jinx fishes are not combat-oriented. Most of the time, they come from their plane (using plane shift), curse some unlucky victim with their touch of the fish, and go right back where they come from. They are very strange creatures indeed, as one would expect from the plane of Limbo.

Spell-like abilities: At will - Greater Invisibility; 3/day - Tasha's hideous laughter, bestow curse, plane shift

Amphibious: A jinx fish can breathe just as normally in the air than in water.

Touch of the fish: Up to three times per day, a jinx fish can bestow a strange curse to a single target with a successful melee touch attack. The target must be an non-aquatic humanoid or giant or it has no effect. At first, the curse takes the appearance of a fish symbol that seems to float 1 inch over the body part that was touched by the jinx fish. The fish generally choose to touch its victim some place the victim won't be able to see the symbol himself. The target is not allowed a will save right away, but rather each time that someone tells him he has a fish in his back. The save DC is 18 and is charisma based. If a save is successful, the victim suddenly becomes conscious of an almost imperceptible tingling sensation in his back and realises something must be wrong. The fish symbol remains there but at least the victim knows that it is there and may try to take it off. To do so, the victim must be the target of a remove curse or a break enchantment spell. For some unknown reason, those spells have no effect if the victim hasn't realise his problem.

For the first 24 hours, the fish symbol brings bad luck to the victim, which translates into a -2 luck penalty on all attack rolls, saves, ability checks, and skill checks. After 24hrs, the fish symbol goes through any clothes or armor and disappears into the victim skin, permanently granting the target the fished-touched template below. Once the template is acquired, the target can not revert to his normal self, except with a wish or a miracle spell.

Skills: Jinx fishes have +8 racial bonuses to bluff, escape artist, hide and move silently. They also have a +16 racial bonus to swimand they can apply their dex modifier instead of str to all their swim checks

Fish-touched template
"Fish-touched" is an acquired template that can be added to any non-aquatic humanoid or giant (referred to hereafter as the base creature). All aspects of the base creature that are not mentioned below remain the same.
Speed: The normal land speed of the base creature is reduced by 10ft, to a minimum of 10ft. A fish-touched creature gains a swim speed equivalent to half of their normal speed before reduction, rounded down to a multiple of 5ft, for a minimum 10ft.
Special Qualities: A fish-touched creature keeps all special qualities he had and gains the following:
Aura of laughter (Su): Any creature with an intelligence of at least 3 that enters a 30ft. half-circle from where the fish symbol once was (generally the back of the victim), must make a will save or fall under the effect of a Tasha's hideous laughter spell, as if it was cast at them by the jinx fish that cursed the fish-touched creature. The save DC is 16 and is based on the charisma on the jinx fish. A creature that fails its save can not be affected again for one hour. Anybody that the fish-touched creature attacks or has attacked in the last hour (directly on indirectly) is immune to this effect.
Fish out of water (Ex): Fish-touched creatures constantly feel like they are out of their element when they are in their former environment. They suffer - 2 penalties on all attack rolls, saves, ability checks and skill checks while not in contact with a body of water.
Saves: Fish-touched creatures become more naïve and tend to believe just about everything they hear or see. For that reason, they suffer a -6 racial penalty to will saves against illusions.
Abilities: All fish-touched creatures suffer a permanent reduction of their charisma of -4, because of their strong body odour that smells like fish. The newly calculated charisma can not be less than 1.
Skills: Fish-touched creatures become more naïve and tend to believe just about everything people may tell them. For that reason, they suffer a -6 racial penalty to sense motive. They also gain a +8 racial bonus to swim.
Challenge Rating: Same as the base creature - 1.
GFC_Seracule

03-24-06, 04:39 PM
Pikachu
Tiny Magical Beast (Electricity)
Hit Dice: 2d10+2 (12 hp)
Initiative:+2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 dex, +1 natural), Touch 14, flat-footed 13
Base Attack/Grapple:+2/-10
Attack: Bite +4 melee (1d4-2) or 2 claws -1 melee (1d3-2)
Full Attack:Bite +4 melee (1d4-2) and 2 claws -1 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Thundershock, Low-Light Vision
Special Qualities: Resistence to electricity 10, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 6, Dex 15, Con 13, Int 6, Wis 12, Cha 13
Skills: Jump +10, Spot +2, Listen +2, Survival +2
Feats: Weapon Finesse
Environment: Temperate Forests
Organization: Solitary, Pair, Gang (3-5), or colony (40-60)
Challenge Rating: 2
Treasure: Standerd
Alignment: Usually neutral good
Advancement: 3-10 HD (Tiny)
Level Adjustment:+1 (cohort)

This small creature resembles a large rodent with garrish, yellow fur and pink spots on its cheeks. There seems to be static in the air as you aproach. It makes a sound that soundes like "Pika-pika" when you get closer.

Pikachu are large, electric rodents. They are often trained to fight in gladiator-style battles, upon which people often bet. They are intelligent, but cannot speak any language resembling a humanoid's.

COMBAT:
A pikachu usually strikes first with its thundershock, and then goes in to melee once it's opponent is stunned.
Thundershock(sp): Standerd action, ranged touch attack (close), 2d6+2 electricity damage. The shocked opponent must succeed on a DC 13 reflex save (charisma based), or be stunned for 1d4 rounds. Add 1d6+2 damage per 2 hit dice added.
Lazzmaniandevil

03-24-06, 04:41 PM
Come to think of it, this thing here (http://boards1.wizards.com/showpost.php?p=7394743&postcount=65) is probably my most stupid creation... So I would like to submit it....
Diet_Sunkist

03-24-06, 05:11 PM
I still get surprised by what my mind can produce during a night of alcohol and insomnia... Anyways, here is the first ever creature named after a drink:


http://www.boomspeed.com/lazrock/fuzzynavel.jpg

Fuzzy navel
Diminutive aberration
Hit Dice: 4d8 (18 hp)
Initiative: +3
Speed: 15ft.
AC: 19 (+3Dex, +4 size, +2 natural),
Base attack / grapple: +3 / -14
Attack: Bite +10 (1d2-5)
Full attack: Bite +10 (1d2-5)
Face/Reach: 1 ft / 0 ft
Special Attacks: Breath weapon, ray of static
Special Qualities: darkvision 60ft., spell-like abilities, omphalomancy, resistance to electricity 5
Saves: Fort+1 , Ref +4 , Will +8
Abilities: Str 1, Dex 16, Con 10, Int 7, Wis 15, Cha 14
Skills: Bluff+9, hide+8, listen+4, spot+4, survival +5
Feats: Weapon finesse, iron will, alertness
Environnment: Any
Organisation: solitary, gang (2-4) or mob (5-12)
Challenge Rating: 2
Treasure: standard
Alignment: Usually chaotic neutral
Advancement: 5-6HD (tiny); 7-12HD (small)
Level adjustment: ---


Fuzzy navels look like little balls of hair with a large black hole in the middle that the creature apparently uses as a mouth. It has 2 eyes and a little nose, 2 arms and 2 legs. They typically stand between 8 inches to 2 feet tall, and although not particularly aggresisve, they will attack just about anything if they are hungry or feel threatened.

Breath weapon (Su): Once every 2d4 rounds, a fuzzy navel can produce a 15ft. cone of bellybutton lint. The lint remains stationary once it is produced and gives concealment (attacks have a 20% miss chance) to everybody within range, including the fuzzy navel itself, for 3 rounds. A reflex save (DC12) is allowed to completely avoid the bellybutton lint cloud. All living creatures that stay within the lint cloud for more than one round must succeed a fortitude save (DC12) or see their skin become irritated by the lint. The irritation causes a –4 penalty to AC, a –2 penalty to attack rolls and a –2 penalty to all skills for as long as the victim remains into the cloud and 2 rounds thereafter. The fuzzy navel is immune to bellybutton lint irritation. The DCs are constitution based.
Ray of static (Su): Once every 1d4 rounds, as a standard action, a fuzzy navel can concentrate the static present in its hair to generate a burst of electrical energy that deals 1d4 pts of electrical damage on a succesful ranged touch attack against any target within 15ft.
Spell-like abilities: 3/day: Hypnotism (DC13), lesser confusion (DC13), ventriloquism (DC13); all spell-like abilities are produced at a caster level equals to half the fuzzy navel HD; the DCs are charisma-based.
Omphalomancy (Sp): Once per day, by staring at his own disproportional navel for one full minute, a fuzzy navel can see a glimpse of the future. This allow the fuzzy navel to know if a particular action will bring good or bad results in the immediate future. This ability works exactly like an augury spell, except that the base chance of finding a meaningful answer is 70%+HD and it needs no material component or focus.
Feats: Fuzzy navels gain the alertness feat as a bonus feat.
Skills: Fuzzy navels are deceptive by nature and make really good liars. They get a +4 racial bonus to bluff.


Here ya go
speeblefreak

03-24-06, 05:50 PM
Muffin
Fine Plant (It's made of wheat! It's a plant!)
HD: 1/2d8 (2 hp)
Init: +2
Speed: 10 ft
AC: 20 (+8 size, +2 Dex)
BAB/Grp: +0/-21
Attack: Slam +3 melee (1)
Full Attack: Slam +3 melee (1)
Space/Reach: 1/2 ft/0 ft
SA: -
SQ: Blindsight 30 ft, blueberry goodness, kinda squishy, plant traits
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 1, Dex 14, Con 11, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Kitchens
Organization: Solitary, plate (2-4), or batch (6-12)
CR: 1/6
Advancement: -
Level Adjustment: -

Blueberry Goodness (Ex): A creature that successfully hits a muffin with its bite attack must make a Will save (DC 10) or be dazed for one round from the deliciousness of the muffin.

Kinda Squishy (Ex): A muffin takes no damage from bludgeoning weapons and half damage from piercing weapons.
Lazzmaniandevil

03-24-06, 06:21 PM
Ok, Here is something even more silly.... Don't say I didn't warn you!

Elfvis (1st level bard)
Medium humanoid
HD: 1d6 + 2; 5 hp
Initiative +2 (+2dex);
Speed 30 ft.
AC 14 (+2dex, +2 leather shirt), touch 12, flat-footed 12;
B.A.B//grapple: +0 // +1
Attack: rapier +1 melee 1d6+1 (18-20/X2) OR shortbow +2 ranged 1d6 +1 (X3)
Full attack: rapier +1 melee 1d6+1 (18-20/X2) OR shortbow +2 ranged 1d6 +1 (X3)
Face/Reach: 5 ft. by 5 ft./5ft.;
Special attacks: spell-like abilities
Special qualities: low-light vision, immunity to sleep effects, middle-age obesity, drug addiction, suspicious minds, bardic nature, bardic music (as a 3rd level bard, countersong, fascinate, inspire courage +1, inspire competence), bardic knowledge
Saves: Fort +2, Ref +4, Will +2;
Abilities: Str 12, Dex 15, Con 14, Int 8, Wis 10, Cha 19.
Skills: Bluff +6, Concentration +2, Disguise +6, listen +1, perform [act] +0, perform [dance] +12, perform [sing] +15, search +0, sense motive +6, spot +1, use magic device +8
Feats: Skill focus [perform: sing]
Alignement: any
Challenge rating: 2

Ability stats before racial adjustment (elite array): Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 15.

Spell-like abilities: 3/day - All shook up
Spells: 3/day
Spell DC: 14 + spell level
Arcane spell failure: 10%
Spells known: (4 X level-0) – dancing lights, detect magic, prestidigitation summon instrument

Middle-age obesity (Ex): Once they reach middle age (62 years), elfvisses start to gradually become obese. Every year from that point and until they reach old age, they gain 5 pounds. For every 25 pounds that they gain, their dexterity and charisma are lowered by 1 point.

Drug addiction (Ex): Elfvisses are very vulnerable to drug addictions. They suffer a -4 racial penalty on all saves made to prevent becoming addicted to an addictive substance.

Suspicious minds (Ex): Elfvisses have a really suspicious nature and they don't trust others easily. They gain a +2 racial bonus to saves against illusions and a +2 racial bonus to sense motive. Furthermore, sense motive is always considered a class skill no matter what class they specialized in.

Bardic nature (Ex): Elfvisses are naturally gifted in the bardic arts. Their bardic music affects their audience as if they were bards of 2 levels higher. They also learn to master new effects faster, knowing bardic songs that a two levels higher bard would know. For example, a first level elfvis bard knows how to inspire competence even if a normal bard wouldn't know it before third level. Elfvisses who do not have at least one level of bard can't benefit from this natural talent.

http://www.boomspeed.com/lazrock/elfvis.gif

Elfvis race

Size: Medium; Elfvisses have no special bonuses or penalty due to their size.
Appearance: Elfvisses are graceful and good-looking, sometimes even annoyingly good-looking. They tend to dress extravagantly: open shirt, large shiny belt, white scarf and blue suede shoes.
Hit dice: by class
Racial ability score modifiers: +2DEX; +4CHA; Elfvisses are just as graceful as their elf cousins, but they are not as frail. They are also very charismatic.
Base speed: 30ft.
Preferred class: bard
Skills: Elfvisses have +4 racial bonuses to perform [sing] and perform [dance], but a –4 racial penalty to perform [act]. Like others with elfic heritage, they have +1 racial bonuses to listen, search and spot
Special: Spell-like abilities, low-light vision, immunity to sleep effects, Middle-age obesity, Drug addiction, Suspicious minds, bardic nature
Aging effects: Elfvisses don't live as long as their elf cousins. Use the aging effects of the half-elf in table 6.5 of the PHB.
Level adjustement: +2; Challenge rating: Class levels + 1

Spell-like abilities: As they progress in their respective classes, elfvisses learn to control their inner magic to produce the magical effects listed in the table below. The caster level is always equal to the elfvis' HD.


Min HD Spell-like ability effect time/day
1 All shook up: As daze, 3/day
4 let me be your teddy bear: If the target fail its will save, the elfvis gains a +10 bonus
to all charisma-based skill checks and charisma ability checks
against a single target, for 1 minute per caster level 3/day
8 ain't nothing but a hound dog: As baleful polymorph, but the new form is restricted to a hound dog 1/day
12 Return to sender: As spell turning, 1/day
RottingColossus

03-25-06, 02:35 AM
These things are hilarious, especially Lazzmanians Elfvis and Fuzzy Navel. I will soon enter some more, thanks for the rating yourReality... :D
yourReality

03-25-06, 12:27 PM
Muffin
Fine Plant (It's made of wheat! It's a plant!)
HD: 1/2d8 (2 hp)
Init: +2
Speed: 10 ft
AC: 20 (+8 size, +2 Dex)
BAB/Grp: +0/-21
Attack: Slam +3 melee (1)
Full Attack: Slam +3 melee (1)
Space/Reach: 1/2 ft/0 ft
SA: -
SQ: Blindsight 30 ft, blueberry goodness, kinda squishy, plant traits
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 1, Dex 14, Con 11, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Kitchens
Organization: Solitary, plate (2-4), or batch (6-12)
CR: 1/6
Advancement: -
Level Adjustment: -

Blueberry Goodness (Ex): A creature that successfully hits a muffin with its bite attack must make a Will save (DC 10) or be dazed for one round from the deliciousness of the muffin.

Kinda Squishy (Ex): A muffin takes no damage from bludgeoning weapons and half damage from piercing weapons.


how the hell does this thing have an attack bonus....lol....love the enviornment too
RottingColossus

03-25-06, 02:37 PM
http://www.geocities.com/ruderformssurvive/flying.JPG
FLYING ASS
Small Magical Beast (Air, Extraplanar)
Hit Dice: 3d10+6 (22 hp)
Initiative: +5 (+5 Dex)
Speed: Base land speed 10 ft., fly 80 ft. (perfect)
Armor Class: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Base Attack/Grapple: +3/-1
Attack: Hoof +4 melee (1d6 +0 plus vorpal kick)
Full Attack: 2 hooves +4 melee (1d6 +0 plus vorpal kick)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explode, vorpal kick
Special Qualities: Flight, planeshift, ultimate mount, intuit direction, sustenance, planar immunity
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 11, Dex 21, Con 14, Int 10, Wis 10, Cha 10
Skills: Knowledge (geography) +3, Knowledge (history) +3, Knowledge (the planes) +3, Spellcraft +3
Feats: Flyby Attack, Hover
______________________________________
Environment: Any plane of existence
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

A multi-colored whirling portal revealing a hellish dimension tears the sky asunder. You wait fearfully for what kind of infernal abomination will crawl out of it when quite anti-climatically a donkey floats lazily through it. It takes a half-arsed look at your party and says "Hey, yeah, um... ye... " It stares sleepily at you for a few seconds and blinks, then it lands with a light thud and starts grazing.

Legends and truly retarded sages speak of a powerful race of nomadic loners who traverse the planes with an ancient tanscendant anarchic will. Their purpose is unknown and their agenda mysterious. They are the Flying Asse's. They resemble small donkeys that can fly at high speed with perfect alacrity, without the aid of wings or magic. If it wasn't for this flight, ability to speak and a vast array of god-like powers they probably be mistaken for normal donkeys. Flying Asse's can carry vast objects and whole parties of people as though they had the strength of giants. Whole groups of questing adventurers and their gear can be lugged into another plane of existence with the aid of a willing Flying Ass.
They have an unnaturally good sense of direction and can endure the most unearthly and inhospitable of planar enviroments with apparently no concious effort. Though they technicaly never need to feed a Flying Ass will never pass up an opportunity to graze. Infact despite their vast powers and ageless immortality they always seem slightly detached and bored Only the sight of grass will bring a smile to its long face. It is said that if one were to show a Flying Ass the wonders of the multiverse such as the view from the uppermost peaks of Mount Celestia, or the fiendish majesty of the River Styx it will at best reply with a minimal and unethusiastic response; or at worst just groan at you whilst it tries to snooze. People mistake this sleepy demeanor as weakness but provoking a Flying Ass into violent conflict is always bound to end with a horrible mess. A Flying Ass can easily (and itb will without so much a second thought) decapitate somebody that annoys it with a swift flying kick to the head. Even if it is defeated a Flying Ass will explode into a raging elemental inferno of which the 'boom' can be heard for hundreds of miles around.
Despite that they always reappear an hour later completly regenerated in the exact spot it blew up, with a look of mild annoyance on its face. Flying Asse's speak Common though their mouths don't actually move when they make the effort to say anything.

COMBAT
Flying Asse's try there very best in combnat to whack off the heads of all its opponents with its Vorpal Kick attack. However if it is defeated it will come back to life within an hour, with a mildly annoyed expression on its face. If it gets bored of fighting however it can always planeshift.
Explode (Su): A Flying Ass brought to 0 or less hit-points instantly explodes which deals 3d10 points of damage and 1d10 points of fire damage (Ref save DC 25 for half-damage) to those within a 100 ft radius of the Flying Ass. An hour later the Flying Ass reappears totally regenerated in the place it was 'killed'.
Vorpal Kick (Ex): Those hit by a Flying Asse's hoof attack whilst it is flying must make a Fort save (DC 19) or have their head decapitated and thus die instantly.
Flight (Su): A Flying Asse's body is naturally buoyant and can fly continuously as if under the affect of a flight spell. It is also under the affect of a permanent feather fall spell with personal range.
Planeshift (Sp): A Flying Ass can cast planeshift at will as a 20th level caster.
Ultimate Mount (Su): Though they never carry posessions or items unless willingly doing so for another creature, Flying Asse's have the carrying capacity of a Huge creature. It can carrying objects and creatures as though it was 3 times its actual size without any penalty and little effort. Those who manage to peacefully convince a Flying Ass to be a mount can still fly and utilize its planeshift ability, taking whoever or whatever is riding the creature along with it.
Intuit Direction: Flying Asses never need to make Intuit Direction checks for they always know which way North lies.
Sustenance (Sp): A Flying Ass is under a permanent sustenance affect as the spell cast by a 20th level caster.
Planar Immunity (Su): Flying Asse's are immune to the damaging or alignment-changing affects of the inner and outer planes.
GFC_Seracule

03-25-06, 05:52 PM
Dire Hampster

Same as weasel, except no attach, and charisma 10. CR becomes 1/5.

Strong Sad
Medium Humanoid (Strong)
Hit Dice: 2d8+6 (14 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+3 natural, -1 dex), touch 9, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d4+4)
Full Attack:Slam +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Powerful Build, Aura of Depression
Saves: Fort +5, Ref -1, Will +1
Abilities: Str 18, Dex 8, Con 15, Int 12, Wis 13, Cha 5
Skills: Bluff+2, +5 to play dead, Spot+6, Listen+6
Feats: Blindfight
Environment: Free Country, USA
Organization: Solitary
Challenge Rating: 1
Treasure: Half normal
Alignment: Usually Neutral Good
Advancement: By character class
Level Adjustment: +1

This lumbering humanoid resembles a two-legged elephant, and it sounds as if it could almost level a small city with it's complaining. It is constantly saying things like, "I don't like food anymore!" or becoming sad when something good happens to it.

Combat:

Strong Sads usually don't bother with weapons, instead just using their slam attacks.
Aura of Depression (su): Any creature within 60 feet of a Strong Sad must succeed on a DC 25 will save or suffers a -2 on all attack rolls, skill checks, ability checks, and other things of that sort. This ability is always in effect, and the creature cannot suppress it.
Powerful Build: You all know what it does.

Strong Sads as characters:
Racial Traits:
--+4 str, +4 con, -2 dex, +2 wis, +2 int, -6 cha
--Racial hit dice: Strong sads start off with 2 levels of humanoid. These provide a +1 BAB, 2d8 hit dice, Fort +3, and 4+int mod skill points (x4 at first level), and one feat.
--Medium Size
--20 ft. Speed
--+3 natural armor bonus
--1 slam attack (1d4 +str damage)
--Powerful build
--Aura of Depression
--+3 on Bluff checks to pretend to be dead.
--+1 level adjustment





What do you think?
speeblefreak

03-25-06, 06:37 PM
how the hell does this thing have an attack bonus....lol....love the enviornment too

+8 bonus from being Fine.
RottingColossus

03-26-06, 03:10 AM
I do love this competition... :D
http://www.geocities.com/ruderformssurvive/biggob.JPG
BIG GOB
Small Humanoid (Goblinoid)
Hit Dice: 1d8+5 (12 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
Armor Class: 17 (+1 size, +1 Dex, +4 chain shirt, +1 light wooden shield), touch 12, flat-footed 16
Base Attack/Grapple: 0/0
Attack: Battleaxe +5 melee (1d8 +4)
Full Attack: Battleaxe +5 melee (1d8 +4) or bite +5 melee (1d6 +10*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swallow 'everything' whole, chomp, if I shout at it for long enough it will go away
Special Qualities: Noisy git
Saves: Fort +5, Ref +1, Will -4
Abilities: Str 19, Dex 12, Con 20, Int 4, Wis 3, Cha 5
Skills: Climb +4, Jump +4
Feats: Die Hard (B), Toughness
______________________________________
Environment: Any land, underground
Organization: Solitary, civil disobediance (2-5) and gobby riot (6-10)
CR: 2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: +4

You see a throng of terrified villagers running from a tavern called 'The Stuffed Pig'. You soon see why, as out plods a chainmail armored goblin. It wouldn't be a worrying sight if it wasn't for the gargantuan set of teeth replacing its head.

Sages have pondered how such a small goblinoid creature can cause even the mighty Tarrasque to flee at the sight of it. The answer is simple; a Big Gob is always on top of the food chain. Advenuring with one can seem like a godsend when it decides to gorge itself on the entire Orcish army that was heading in your direction. However anything that requires patience, tact and quiet grace is near impossible to achieve when this git is around. Big Gobs speak Common and Goblin are often learn a random smattering of most other languages, despite being dim even by goblinoid standards.

COMBAT
A battle with a single Big Gob can be terrifying. It relentlessly devours everything in its path with little distinction between meals. If somebody manage to stop its dining rampage it will realease a eye-watering scream at the top of its lungs until everything stops again. Battles usually end when a Big Gob gets distracted and walks away.
Swallow 'Everything' Whole (Ex): If a Big Gob makes a bite attack it can can attempt to swallow its opponents. Those bitten must make a Ref save (DC 20 +1 per Dex mod) or be swallowed whole. A Big Gob can swallow anyone and anything regardless of size. Those swallowed simply disappear and are effectively dead. A wish or miracle spell is the only means of getting someone back.
Chomp (Ex): Big Gobs get a +8 attack bonus on their natural Bite attack.
If I Shout At It For Long Enough It Will Go Away (Ex): If a Big Gob is sucessfully grappled or if its imprisoned or trapt (magical or by more mundane means) in any way it will release a cacophony of ear-piercing yodeling and wailing that can heard up to 5 miles away. Though it cannot perform any actions whilst doing so it can continue shouting indefinately. Those within a mile of it suffer -1 penalty to all skill checks per round, the affects stack. It will normally only stop if it is let go or given something to eat.
Noisy Git (Ex): Big Gobs and those within 60 ft. of them suffer -8 racial penalty to all Animal Empathy, Appraise, Bluff, Concentration, Craft (any), Diplomacy, Innuendo, Intuit Direction, Listen and Move Silently checks. Big Gobs are immune to sonic damage and their voices cannot be blocked by a silence spell or affect.

BIG GOB CHARACTERS
Big Gob's posess the following traits.
--+4 Str, +2 Dex, +6 Con, -4 Int, -6 Wis, -4 Cha
--Small: As Small creatures Big Gobs gain a +1 penalty to Armor Class, +1 penalty on attack rolls, +4 penalty on Hide checks, -4 bonus on grapple checks and their lifting a carrying limits are 3/4 those of Medium-size characters.
--Base land speed 30 ft.
--Special Attacks: Swallow 'everything' whole, chomp, if I shout at it for long enough it will go away
--Special Qualities: Noisy git
--Bonus Feat: Die Hard
--Automatic Languages: Common and Goblin
--Favored Class: Barbarian
--Level adjustment +4
Diet_Sunkist

03-26-06, 08:16 AM
Please discount the entry Homestar Runner, and Pikachu. They are not D&D Monsters, and they are copyrighted material.

I on the other hand can use a soda as my name beacuse I own stock in the parent company. Lots of stock, and lots of soda.

Also, there are always issues with submiting something with such a loyal hate base, such as a pokemon.
Athanatos

03-26-06, 10:34 AM
Sir, I will have you know that I own five times as much stock as you do, and therefore all of your legal rights can be determined by my beck and call.

Anyway, monster coming up before the end of the day.
Diet_Sunkist

03-26-06, 11:35 AM
Sir, I will have you know that I own five times as much stock as you do, and therefore all of your legal rights can be determined by my beck and call.

Yes but is your stock in the company that makes and distributes Diet Sunkist?

Seriously: Fart Bunny
Athanatos

03-26-06, 12:05 PM
Yes but is your stock in the company that makes and distributes Diet Sunkist?

Seriously: Fart Bunny

My stock is in every company. I am a billionaire that heads a multinational corporation, and thus I own at least 10% of every company that has stock.

Anyway, I think this is an excellent time to remind you all that the internet is serious business.

Serious Businessman
Medium Outsider
HD: 12d8+72 (132 hp)
Initiative: +7
Speed: 30 ft. (6 Squares)
AC: 22 (+3 Dex, +6 Deflection, +3 Crisp Business Suit) (19 Touch, 19 Flat-Footed)
Base Attack/Grapple: +12/+17
Attack: Expensive Black Briefcase +20 (1d6+7)
Full attack: Expensive Black Briefcase +20/+15/+10 (1d6+7)
Space/Reach: 5 ft./5 ft.
Special attacks: Spell-like abilities, Gaze of Gravitas
Special qualities: Outsider Traits, Solemn Aura
Saves: Fort +14; Ref +11; Will +12
Abilities: STR 21; DEX 16; CON 22; INT 16; WIS 15; CHA 22
Skills: Bluff +21, Concentration +21, Diplomacy +31, Gather Information +21, Intimidate +27, Jump +22, Knowledge (Nobility and Royalty) +18, Knowledge (Religion) +18, Knowledge (The Planes) +18, Sense Motive +21, Tumble +20
Feats: Ability Focus (Gaze of Gravitas), Combat Expertise, Improved Initiative, Iron Will, Weapon Focus (Club)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 10?
Alignment: Always Lawful Neutral
Advancement: 13-18 HD (Medium)
Level Adjustment: —

Before you is what appears to be a tall, slender human male in his early fifties. He is dressed in a crisp, elegant black tunic, and wears black leggings in the same style. His graying hair is neatly cropped, and his handsome face stares at you without emotion from behind a pair of shaded spectacles. In his right hand he holds a sort of box made from black leather, and his left hand clutches a sheaf of parchments.

There is nothing funny about a Serious Businessman.

Sometimes, the world gets too silly. People become detracted from the serious obligations and duties of life by such devils as "joy" and "entertainment". Mechanus watches such travesties occur on the material plane, and surely does not approve of them. In areas and times where such plagues are particularly strong, Mechanus sends agents known as Serious Businessmen to restore the somber nature of life.

Serious Businessmen rarely engage in outright combat, believing this to be a wasteful pursuit that detracts from the grave nature of their missions. Most of them choose to remain invisible from mortals, using thier Solemn Aura to create proper, serious behavior in nearby mortals. In more critical situations, Serious Businessmen use their Suggestion and Mark of Justice spell-like abilities to override frivolous behavior. If they see no other choice than combat, they fight defensively, using their Gaze of Gravitas to weaken their foes and casting Suggestion on as many creatures as possible.

Spell-Like Abilities: At Will- Invisibility, Suggestion. 3 Times per Day- Improved Invisibility, Mark of Justice, Teleport Without Error. Once per Day- Mass Suggestion. Caster level 12. DCs are Charisma-based.

Gaze of Gravitas (Su): Any creature hit by a Serious Businessman's gaze attack immediately realize the seriousness of their predicament, and feel an overwhelming sense of despair. Affected creatures must make a DC 23 Will Save or suffer a -4 morale penalty to attack, damage, saving throws, and skill checks. The DC is Charisma-based.

Solemn Aura (Su): All creatures within 60 ft. of a Serious Businessman that are not hostile to it feel a sense of grim resolve and determination. They receive a +2 morale bonus to attack, damage, and skill checks. Additionally, they receive the effects of a Calm Emotions spell as long as they are within 60 ft. Finally, any creature affected must make a DC 16 Will Save every round or be compelled to cease any action deemed "frivolous" by the Serious Businessman (DM's discretion).

Skills: Serious Businessmen have a +4 Racial Bonus to Diplomacy, Gather Information, Intimidate, and Sense Motive checks.

Equipment: Expensive Black Briefcase: +2 Axiomatic Club, considered an improvised weapon to all other creatures. Crisp Business Suit: +3 Clothing.
Ront Iron-Roar

03-26-06, 12:47 PM
Here are some of my old monsters but, I'm sure you'd enjoy them.


AQUA TEAM HUNGER FORCE! ASSEMBLE!!!!!


http://www.dwoloz.com/meatwad.png

Meatwad
Small Abberation(Shapechanger)
Hit Dice: 4d8+27 (59)
Initiative: +1
Speed: 30ft.
Armor Class: 13 (+1 Size, Dex +1, Natural Armor +1) Touch: 12 Flat-Footed: 12.
Base Attack/Grapple: +3/+0
Attack: +5 melee meatslap (1d3+1 subdual damge)
Full Attack: +5 melee meatslap (1d3+1 subdual)
Space/Reach: 5ft/5ft.
Special Attacks: Yard Refuse Gift.
Special Qualities: Damage Reduction 10/--, Greasy, Gullible, Ground Beef, Regeneration 5, Removable brain, Ridiculous Shapechange.
Saves: Fort +6 Ref +2 Will +6
Abilities: Str 12 Dex 12 Con 20 Int 9 Wis 14 Cha 6
Feats: Toughness, Improved Toughness, Endurance.
Skills: Craft(Arts and Crafts made from yard refuse)+1 Escape Artist +10 Listen+4 Spot+4 Perform(Dance) +0
Environment: Any.
Organization: Solitary or Aqua Team Hunger Force( 1 Meatwad, 1 Shake, 1 Frylock)
Challenge Rating: 3
Treasure: Arts and Crafts made of Yard Refuse, Jambox,Toy Brain, Sand, Papertowel roll and Game System.
Alignment: Chaotic Good.
Advancement: By Class.
Level Adjustment:-

What appears to be a big ball of raw meat rolls towards you. The gamey odor of grease and meat fills the air as it stops before you. Pair of human like eyes and a smiling mouth with only one tooth is noticeable on the front of this ball of meat. Suddenly, out from its body it pulls free a boom box and hits play. Immediately, two tendrils of meat sprout from its side as the ball of meat dances. The strange creature says. “I’m getting’ muh jam on!”.


Meatwad is an anomaly of science, his origins are unknown but most wouldn’t really care. Meatwad is simple creature who enjoys the simple pleasures of life. But, most often his greasy film and bizarre nature get in the way. The rest of the Aqua Team Hungerforce, which consists of Shake and Frylock, usually accompanies Meatwad.

Combat

Meatwad is a poor combatant but, what he makes up for in lack in offense he makes up for in defense and his odd skills. Meatwad uses his qualities as a piece of meat to endure most battles, while his more formidable friends do the work.

Yard Refuse gift (Ex): As a standard action, Meatwad can give an opponent a poorly made gift made out of yard refuse. This ability provokes an attack of opportunity during combat. If the attack is successful, the attempt fails. This ability has various effects, which are decided randomly on the chart below with a d6.

1- Nothing.

2-An opponent who has received a gift takes pity on Meatwad, and cannot attack for the remainder of the encounter.

3- An opponent who has received a gift is enraged at Meatwad, for the remainder of the encounter an opponent will not cease attacking Meatwad until he or she is dead, disabled, or Meatwad himself dies.

4- Meatwad has put to much glue into his creation, it seeps onto the hands of an opponent and for the rest of the combat an opponent suffers a –4 penalty on attack rolls do to the fact, the gift is stuck to his hand or hands.

5- An opponent is regard as if he were under the effects of a Charm Person or Charm Monster spell and regard Meatwad as its caster.

6- Roll on this table twice.

Damage Reduction (Ex): Meatwad is extremely resilient to damage. He has damage reduction 10 against all physical damage from weapons and natural weapons.

Greasy (Ex): Do to Meatwad’s composition regard the surface of his body as under the effects of a Grease spell. Though, Meatwad’s movement isn’t hinder by this effect. Whenever, Meatwad moves at least 10 ft regard the squares he passed through as under the effects of a Grease spell for 1d4 minutes.

Gullible (Ex): Meatwad is extremely gullible. He suffers a –2 bonus on Sense Motives and will saves against mind-affecting abilities and illusions. An opponent, gains a +2 bonus on Bluff, Diplomacy, and Intimidate checks against Meatwad.

Ground Beef (Ex): Meatwad is composed of Ground beef, do to this odd composition he has no vital organs or discernable anatomy. Meatwad is immune to criticals and the effects of massive damage.

Do to the fact that he is partially an object. Meatwad has max health.

In addition, regard Meatwad as having Fire Immunity. All Fire damage does is darken and cook his composition. For every 20 points of fire damage he receives he gains a +1 to his natural armor for 4 until his regeneration reduces him back to raw meat.


Regeneration 5(Ex): Meatwad has regeneration 5, any lost portions of Meatwad can be reattached back to Meatwad simply by pressing touching them. The pieces automatically are reabsorbed into his body.

Removable Brain(Ex): Meatwad can remove or allow some else to remove his brain from his body. This does no damage to Meatwad and it does nothing to his brain for its simply a toy. Doing so creates a cavity in his body and he becomes buoyant, unable to sink in any liquid. In addition Meatwad is immune to any mind-affecting ability but, can only do partial actions as he constantly forgets what he is doing.

Rediculous Shape Change(Ex): Meatwad has the ability to turn into anything his size or one size larger then him. Doing so is a full-round action and Meatwad cannot do any other action besides remain in that shape. The duration is infinite and the effect can be dismissed at will or whenever Meatward takes damage.

Skills: Do to his greasy nature Meatwad as a +10 racial bonus on Escape Artist checks.
Ront Iron-Roar

03-26-06, 12:49 PM
http://img78.photobucket.com/albums/v325/the_irish_mob/ATHF/athf_frylock.jpg
Frylock
Medium Abberation
Hit Dice: 6d8+12(36)
Initiative: +6
Speed: Fly 20ft(Good)
Armor Class:16 (+2 Dex, +4 Natural Armor) Touch: 12 Flat-footed:14
Base Attack/Grapple: +4/+3
Attack: +6 ranged touch attack Electrical Bolt.
Full Attack: +6 ranged touch attack Electrical Bolt.
Space/Reach: 5ft/5ft.
Special Attacks: Electrical Bolt, Electrical telekenisis.
Special Qualities: Flight, Frydar,Spud Powerlessness, Immunity to Electricity.
Saves: Fort +4 Ref +4 Will +9
Abilities: Str 8 Dex 14 Con 14 Int 16 Wis 18 Cha 16
Feats: Improved Initiative, Ability Focus(Electrical Bolt), Skill Focus(Knowledge(Arcana), Flyby Attack.
Skills: Knowledge (Arcana) +13 Knowledge (Nature) +11 Knowledge (Planes) +11
Listen +12 Spot +12
Environment: Any.
Organization: Solitary or Aqua Team Hunger Force( 1 Meatwad, 1 Shake, 1 Frilock)
Challenge Rating: 7
Treasure: Standard, plus Cellphone and Ipod.
Alignment: Nuetral Good.
Advancement: By Class.
Level Adjustment:--

When you approach the house a large oak door opens as soon as you mount the steps. Suddenly, the door opens and what appears to be a floating box of fries hovers before you. The red cardboard of the box has a human face upon it consisted of two eyes, a nose, and beard and mustache. The flying box of fries quirks a brow and asks.”Can I help you?”

Frylock, like Meatwad is another animated article of food that has gained sentience. Frylock despite his limitations for what he is, still pursues his knowledge about the world and attempts to make a good impression wherever he goes. But, Shake and Meatwad usually bring such attempts to failure. Most of the time Frylock is found in his room where he spends his time online with his computer.

Combat

Frylock, despite his lack in melee is a formidable opponent. Using his Electrical Bolts to dish out damage and if his foes improve truly difficult he assaults them with his Electrical Telekinesis pinning them down or throwing them about.

Electrical Bolt(Ex): Being made partially of potatoes and gifted with a magical gem. Frylock can discharge bolts of electricity from his eyes. This attack deals 6d6 damage and Reflex Save DC 18 halves the damage and takes a Standard-action to do. If Frylock has taken Electrical damage prior to using Electrical Bolt, he deals half the damage dealt to him previous with the Electrical Bolt.

Electrical Telekinesis(Ex): As full-round action, Frylock can duplicate the effects of a Telekinesis spell with his Electrical Bolt. The range of this effect is 30 ft and it still deals 6d6 electricity damage each round. Treat the Telekinesis as a spell cast by a 6th level Sorceror.

Frydar(Ex): Frylock as a full-round action can pin-point the exact position of anyone within 1-mile of him.

Spud Powerlessness(Ex): Frylock loses all of his powers if he looses the French Fries from his body, in addition to losing his abilities, he goes unconscious and immediately goes to 0 HP and falls unconscious.

Frylock can loose his fries if he falls prone or is upside down.

Flight(Ex): Though, the use of the peculiar gem strapped to his back. Frylock can fly and levitate at will. Regard, Frylock as having a fly speed of 20 feet with good maneuvarability.

Immunities(Ex): Frylock is immune to any electrical damage.
Ront Iron-Roar

03-26-06, 12:50 PM
http://z.about.com/d/animatedtv/1/0/0/R/MAsterShake.jpg


Shake
Medium Abberation
Hit Dice: 2d8+6(14)
Initiative: +4
Speed: 20ft.
Armor Class:16 (+6 natural armor) Touch: 10 Flat-footed: 16
Base Attack/Grapple: +1/+3
Attack: +3 melee unarmed strike (1d3+2)
Full Attack: +3 melee unarmed strike (1d3+2)
Space/Reach: 5ft/5ft.
Special Attacks: Shakepower Activate
Special Qualities: --
Saves: Fort +3 Ref +0 Will +3
Abilities: Str 15 Dex 10 Constitution 16 Int 10 Wis 10 Cha 10
Feats: Improved Unarmed Strike, Improved Initiative
Skills: Bluff+3 Diplomacy +3 Listen +2 Spot +2
Environment: Any.
Organization: Solitary or Aqua Team Hunger Force( 1 Meatwad, 1 Shake, 1 Frylock)
Challenge Rating: 1
Treasure: Standard.
Alignment: Chaotic Nuetral
Advancement: By Class.
Level Adjustment:--

A giant Milkshake looks at you with pair of human-like eyes while it eats a sandwich. Immediately, after swallow a bite of the sandwich the shake asks in an annoyed tone pointing at you with a stubby yellow-gloved hand. “Are you the one telling me be where? Cuz, I’ll tell you where to be!”

Shake, or “Master Shake” as he prefers to be called is the leader of Aqua Team Hunger Force. But, despite being the so-called leader he does little to lead. Preferring to indulge in his own self-pleasures and the furthering of his goals.

Combat
Shake is a poor combatant, perhaps the weakest of all of the Aqua Team Hunger Force. In combat, he attempts to beat everything but, only succeeds in humiliating himself. Most of time he flees from combat.

Shakepower Activate(Ex): Shake as a full-round action can puff himself up and then expel a projectile composed of green milkshake. This action provokes an attack of opportunity.

The projectile splatters in the square in front of Shake, this duplicates the effects of a Grease Spell.
eternal swordsman

03-26-06, 01:00 PM
Belargaklarfull
Medium Aberration
HD: 3d6+1 (15 hp)
Initiative: +1
Speed: 20 feet (fly 30 feet; see below)
Armor Class: 16 (+1 Dex, +5 natural)
Base Attack/Grapple: +1/+0
Attack: beak +3 melee (1d4+2)
Full Attack: 3 beaks +3 melee (1d4+2) and 3 wings (1d4+1)
Space/Reach: 5 feet/5 feet
Special Attacks: Breath Weapon, Crow loudly
Special Qualities: Fly in Circles
Saves: Fort +2, Ref +3, Will -5
Abilities: Str 11, Dex 11, Con 12, Int 2, Wis 3, Cha 1
Skills: Hide +2, Tumble +4
Feats: Whirlwind Attack, Cleave
___________________________________
Environment: Barnyards, Farms, Mountains, and the nightmares of little children
Organization: Solitary, Clutch (2-6), or Flock (7-30)
CR: 3
Alignment: Neutral
Treasure: None
Advancement: 1-3 HD (medium), 4-6 HD (large)

You see a stampede of farm animals running towards you. After the dust settles, you see what they were fleeing from. There is a creature roughly the size of a dwarf, bouncing up and down on one bird leg, twirling as it jumps and clucking maniacly. It has three chicken heads, each facing a different direction, spouting little bursts of flames. In the spaces between each head is a wing, which are flapping wildly. A single, three foot long spine extends upwards from the center of its back.

The Belargaklarfull (Bell-AR-gak-LAR-full) is one of the most bizarre creatures in the world. Sages are currently debating whether a creature as pointless as this one could possibly be of any use to anything. One side says that it can be useful, pointing out that sometimes fairies grab onto its center spine and ride. The other side says this creature is useless; the fairies aren't going anywhere and use the creature as a kind of carnival ride, and that they're often seen throwing up afterwards. The latter is probably right; the belargaklarfull is hopelessly stupid and often kills itself through some unintelligent course of action. Though it looks like a chicken, the Belargaklarfull's flesh is poisonous, but the poison only affects a creature if the meat is actually consumed, not just bitten. Even though this creature is too stupid to communicate, it harbors a particular hatred for little children. If it sees a child, it will chase them, pecking and shooting flames all the way.

Combat
A belargaklarfull isn't an especially capable fighter, but it can be dangerous to lower level characters. It will usually remain still for the first round of battle as each head tries to get the body to do something different. It will eventually drop into the center of a group to take advantage of its whirlwind attack and breath weapon.
Breath Weapon (Su)-10 ft. Line, 1d6 fire damage, Ref DC 12 for half damage, every 1d4 rounds. The breath weapon can only be exhaled from one head at a time.
Crow Loudly (Ex)-The belargaklarfull can crow annoyingly loud. All living creatures within 30 feet of the belargaklarfull must make a DC 14 Will save or take a -2 frustration penalty to attack rolls, AC, and Will saves.
Fly in Circles (Ex)-All 3 of the belargaklarfull's wings are left wings. This means that whenever it tries to fly, it just spins around like a helicopter and goes straight up. Its fly speed can only be used in vertical directions.

More to come! :D
RottingColossus

03-26-06, 01:29 PM
Please discount the entry Homestar Runner, and Pikachu. They are not D&D Monsters, and they are copyrighted material.

I on the other hand can use a soda as my name beacuse I own stock in the parent company. Lots of stock, and lots of soda.

Also, there are always issues with submiting something with such a loyal hate base, such as a pokemon.

I only entered the Homestar Runner as a joke. When I normally make monsters I try my very best to make my creations as unique as possible. Seeing that i'm in no way trying to make a living from statting other peoples material or trying to destroy your +1 mystical Sunkist contract of power I can clearly see i've performed no kind of immoral outrage. I'm no expert but 'Todd the Fart Bunny' isn't a published d20 creature... ;)

EDIT: On a related note, I commend Ront Iron-Roars decision to stat the whole ATHF trio. Well done... :D
Ront Iron-Roar

03-26-06, 01:35 PM
I only entered the Homestar Runner as a joke. When I normally make monsters I try my very best to make my creations as unique as possible. Seeing that i'm in no way trying to make a living from statting other peoples material or trying to destroy your +1 mystical Sunkist contract of power. I'm no expert but 'Todd the Fart Bunny' isn't a published d20 creature... ;)

EDIT: On a related note, I commend Ront Iron-Roars decision to stat the whole ATHF trio. Well done... :D

Thanks RC and I do have to say being that its April Fool's I seriously believe things like what me and RC posted. I mean what's funnier then having the party battle Pikachu or the ATHF?
RottingColossus

03-26-06, 01:45 PM
Thanks RC and I do have to say being that its April Fool's I seriously believe things like what me and RC posted. I mean what's funnier then having the party battle Pikachu or the ATHF?

The thread has amused me greatly, so i'll say sorry for being a tad sarcastic to Diet_Sunkist :D There are far sillier things in this thread, namely Killer Muffins, Anthroponorphic Bellybuttons, One-legged tri-headed spinning Chickens to name drop but a few... :P
SOPI

03-26-06, 04:08 PM
Diet Sunkist, I don't want to burst your bubble, but I am allowing monsters based on copyrighted material. Nobody is violating a copyright in making monsters out of them. It's not like these companies scan the message boards of WotC trying to get us in trouble. (Besides the brothers Chap would probably not mind having the H*R cast as monsters for a gag.)
Diet_Sunkist

03-26-06, 04:13 PM
I understand, however despite the fact that it is an april fools thread, there is some level of maturity that is expected in a thread on D&D. Pokemon and Homestar don't cut it. Copyright is just a bonus.
SOPI

03-26-06, 04:17 PM
I understand, however despite the fact that it is an april fools thread, there is some level of maturity that is expected in a thread on D&D. Pokemon and Homestar don't cut it. Copyright is just a bonus.
Um...this contest is about being silly. Maturity does not have anything to do with this contest. Don't take this the wrong way, because you seem to be a nice guy, but lighten up a bit.

Oh, and that fart bunny you mentioned, is he a submitted monster? Where are his stats?
Diet_Sunkist

03-26-06, 04:20 PM
use the stats for a rabbit. add the ability to fart as a free action, name him todd.
feartheinvinceblehamster

03-26-06, 04:28 PM
use the stats for a rabbit. add the ability to fart as a free action, name him todd.
:uh-huh:
Your telling me maturity is required for this thread?
Athanatos

03-26-06, 04:30 PM
I understand, however despite the fact that it is an april fools thread, there is some level of maturity that is expected in a thread on D&D. Pokemon and Homestar don't cut it. Copyright is just a bonus.

Grow up.
Diet_Sunkist

03-26-06, 04:35 PM
Grow up.
No. :censored:
feartheinvinceblehamster

03-26-06, 04:40 PM
No. :censored:

Thanks for proving us right.
SOPI

03-26-06, 05:00 PM
"Now let us not bicker and argue about who killed who..."-that king from MP&tHG

Come on, everybody. This is supposed to be fun. Let's not get this argument into a huge thing. Little things tend to become huge and off topic, causing a WizO to have to close the thread.
I'm gonna' be gone for a weak and will be ****** to come back and find my thread closed. So please stay civil. Let's just agree that maturity is not needed in this particular section of Dungeons & Dragons and let it rest. Please? :bigeyes:
eternal swordsman

03-26-06, 05:10 PM
Here's a little leftover St. Patrick's Day craziness with the SMARMY LEPRECHAUN!

Smarmy Leprechaun
Small Fey (Earth)
HD: 3d10+16 (35 hp)
Speed: 40 ft.
Initiative: +3
Armor Class: 20 (+2 size, +5 Dex, +3 natural)
Base Attack/Grapple: +3/+15
Attack: Slam +8 melee (1d6+4)
Full Attack: 2 Slams +8 melee (1d6+4) and bite +6 melee (1d4+4)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Clover Blast, Kick Yer Shins, Rainbow of Doom
Special Qualities: Luck O' the Irish, Smarmy Insults
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 18, Dex 20, Con 13, Int 14, Wis 13, Cha 7
Skills: Jump +6, Climb +5, Innuendo +8, Bluff +6, Hide +14
Feats: Power Attack, Track
________________________________________
Environment: Taverns
Orgainization: Solitary
CR: 5
Alignment: usually Chaotic Evil
Treasure: Quadruple standard
Advancement: By class

You're enjoying a pint in a tavern when a little man in a green suit comes over to you. He has a green top hat with a 4-leaf clover in it, as well as green-striped pants. He has a short, red beard with no mustache and hateful red eyes. His face contorts with anger and he begins jumping around shouting profanities at you (in an Irish accent), as well as a good deal of gibberish. You turn your head to get your weapon. As you look back around, you find that he drank all that was left in your cup while you weren't looking and the leprechaun is grinning broadly. You start to say "You smarmy little bas--", but he throws clovers in your eyes and hops away, laughing maniacly and shouting the word "blarney" every few seconds.

The smarmy leprechaun is one of the cruelest creatures in existance, often attacking with little or no provocation. Actually, the leprechaun itself does most of the provocing, firing curse words and slander at everyone in the general viscinity. It enjoys all kinds of alchohol except for wine, to which every smarmy leprechaun will respond: "Notyae, I ain't'll be drinkin' ye pansy brew, sugarplum!" Like most leprechauns, smarmy leprechauns have vast treasure pots, but they are even more defensive of them, often attacking anyone who even mentions gold.

Combat
Smarmy leprechauns enjoy fighting of all kinds, though they aren't especially powerful themselves. They make use of their dexterity and jumping abilities to hop towards their enemies, often using other creatures as stepping-stones.

Clover Blast (Su)-A smarmy leprechaun can shoot clovers from its eyes or throw them at a target up to 30 feet away. The target must make a DC 15 Ref save or be blinded for 1d4-1 rounds.

Kick Yer Shins (Ex)-If a smarmy leprechaun hits with both slam attacks, it gets a free third attack to attempt to stun an enemy (by kicking their shins). If the attack succeeds, the target must make a DC 14 Fort save or be stunned for 1d4-1 rounds.

Rainbow of Doom (Su)-Once every 1d8 rounds, a smarmy leprechaun can shoot a giant rainbow from the clover on its hat. The rainbow does 1d4 of fire, cold, electricity, acid, and sonic damage.

Luck O' the Irish (Ex)-Smarmy leprechauns get a +3 luck bonus to Attack rolls, saves, and Hide checks

Smarmy Insults (Ex)-Once per round as a free action, a smarmy leprechaun can make a disparaging comment towards one creature it can see. If that creature is intelligent enough to understand, it must make a DC 15 Will save or go into a rage. The rage is identical to that of a barbarian's, except the affected creature will only attack the smarmy leprechaun unless it dies.

Smarmy Leprechaun Characters
+2 Str, +4 Dex, -2 Wis, -4 Cha

Small: As Small creatures, Smarmy Leprechauns gain a +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks and their lifting and carrying limits are 3/4 those of Medium characters.

Base Land Speed: 40 feet

Special Attacks: Clover Blast, Kick Yer Shins, Rainbow of Doom

Special Qualities: Luck O' the Irish, Smarmy Insults

Bonus Feats: Power Attack, Track

Automatic Languages: Common, Goblin, Dwarven

Favored Class: Rogue

Level Adjustment: +5
eternal swordsman

03-26-06, 06:08 PM
Diet Sunkist, I don't want to burst your bubble, but I am allowing monsters based on copyrighted material. Nobody is violating a copyright in making monsters out of them. It's not like these companies scan the message boards of WotC trying to get us in trouble. (Besides the brothers Chap would probably not mind having the H*R cast as monsters for a gag.)
Really? Well then, here's one of the weirdest, strangest, copyrightedest creatures that I can think of.

Sonic the Hedgehog
Medium Magical Beast
HD: 21d10+105 (231 hp)
Speed: 50,000 feet
Initiative: +7
Armor Class: 26 (+7 Dex, +9 natural)
Base Attack/Grapple: +22/+20
Attack: Spin Jump +25 melee (2d6+14 magic)
Full Attack: Spin Jump +25 melee (2d6+14 magic) or 2 slams +23 melee (1d6+7) and 2 kicks +23 melee (1d8+12 magic)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Spin Dash
Special Qualities: Vorpal Attacks, Unique
Saves: Fort +13, Ref +20, Will +14
Abilities: Str 25, Dex 25, Con 19, Int 15, Wis 16, Cha 18
Skills: Jump +22, Climb +22, Hide +20, Spot +24, Knowledge (Geography) +21, Heal +22, Diplomacy +22
Feats: Run, Multiattack, Cleave, Great Cleave, Endurance, Die Hard, Track, Power Attack
________________________________________ ___
Environment: Anywhere without water
Organization: Solitary
CR: 21
Alignment: Neutral Good
Treasure: Standard
Level Adjustment: By Character Class

You're walking along a dirt path when something whooshes by you like a blue comet. You brush the dust off your pants and continue walking, thinking it's just the wind. Then it happens again. Suddenly, a blue human-shaped creature with spikey hair, red shoes, white gloves, and an animal-like face appears in front of you, grinning.

Sonic the Hedgehog is a hedghog that can run really fast, for some reason. Real hedgehogs are slow and don't bounce. And they're not blue (unless you spray paint them). He is a SEGA video game character and was kind of popular back in the 90's. He runs all over the place, not really doing much except killing robots and aliens.

Combat
Sonic doesn't fight against good characters, but will attack evil ones after a few tasteful taunts.

Spin Dash (Ex)-Instead of attacking, Sonic can use Spin Dash against an enemy. Charging rules apply. The attack has a +30 bonus and does 3d8+28 damage, Ref DC 28 for half damage.

Vorpal Attacks (Ex)-If Sonic gets a Critical Hit with his Spin Jump or Spin Dash, he tears through his opponent's cheast like a saw, splattering organs all over the place and instantly killing the target.

Unique-There is only one Sonic the Hedgehog.
Watchdog_of_Hades

03-26-06, 07:12 PM
Please discount the entry Homestar Runner, and Pikachu. They are not D&D Monsters, and they are copyrighted material.
And I'm sure that if you were paranoid enough to look, you could also find a flying donkey in a comic strip, a muffin almost anywhere, creatures that can eat anything in a few places, and sentient balloons from a few books.

Oh, dear. WotC, if you're reading this, please close this thread. It's a blatant infringement of copyright law.

I wasn't going to spend this time, but...

It appears Athanatos beat me to the punch. I would've gotten this sooner, but I had to go on a waaaaaalk and go to a museeeeuuuum. Oh well.

Lawyer from "Erthwyrm J'm," which isn't copyrighted
Medium Outsider (Evil, evil, EVIL!)
Hit dice: 10d8+10+10 (65 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 12 (+1 Dex, +2 natural, +3 White Iron Lawyer's Suit), touch 11, flat-footed 15
Base Attack/Grapple: +10/+12
Attack: Briefcase +13 melee (1d6+3)
Full attack: Briefcase +13 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paper whirlwind
Special Qualities: Briefcase defense
Saves: Fort +32, Ref +45, Will +31
Abilities: Str 14, Dex 14, Con 12, Int 22, Wis 18, Cha 1
Skills: Bluff +19*, Diplomacy +19*
Feats: Improved initiative, Weapon focus (briefcase), Improved toughness, Ability focus (Paper whirlwind)
Environment: The 666th layer of the Abyss
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: -

A man in a white suit strides authoratatively towards you. His features are set and expressionless. Once he gets within about thirty feet of you, he swings his briefcase, sending a tornado of slicing papers through the air at you.

The 666th layer of the Abyss is the most vile, disgusting place in the multiverse, with landforms and creatures so vile that they'd be censored on these boards. One of the most horrid things you can find there are these humanoid monstrosities, walking around killing almost anything they find. Something about them simply exudes evil.

Lawyers weigh a human's weight and speak any language except ones such as Druidic.

Combat
Lawyers begin combat by moving within 30 feet of the enemy and using their Paper Whirlwind ability. They will continue to do this until death, never fleeing, unless someone closes to melee, when they will use their briefcase to deal awesome blows.
Paper Whirwind (Su): Lawyers can release a storm of paper from their briefcases as a standard action. This deals 1d6 slashing damage to everything in a 30-foot line.
Briefcase Defence (Ex): A lawyer can manuever its briefcase to block almost any blow. It is immune to any mundane damage that deals less than 15 damage. 15 or more, however, deals no damage but denies the lawyer any use of its briefcase for 1 round, rendering it vulnerable. On its turn, it will use an unarmed strike (attack bonus +9, damage 1d3 nonlethal) to hurt its opponents.
Skills: A lawyer uses its intelligence instead of charisma on Bluff and Diplomacy checks, thinking of things hard to disprove rather than convincing things.
Athanatos

03-26-06, 07:28 PM
Oh my, seems I forgot to detail the Serious Businessman's equipment. Will have to rectify that now.

Oh, and Watchdog? I love it.
SOPI

03-26-06, 08:28 PM
Submissions are closed, votings are open!
Bongitybongbong

03-26-06, 08:37 PM
I vote from Homestarrunner and the muffin!
Desvelar

03-26-06, 08:51 PM
What i am about to say onyl relates to april fools not dnd or anything close. Its funy my jr prom is on april 1st
Lord_Canius

03-26-06, 08:59 PM
My vote goes to pileobone's creature. Sorry Watchdog, but I have an uncanny affinity for mutated sea-creatures. Also, SOPI, you should change the title, it still says that your looking for monsters, and I doubt that people are going to read the whole thread.
Ront Iron-Roar

03-26-06, 09:06 PM
Just wondering but are you allowed to vote for your own creatures? I mean you didn't make it clear and think it would only be right if people weren't allowed to do so.
RottingColossus

03-27-06, 04:08 PM
Best Overall: Fuzzy Navel - The most manically inspired (yet bafflingly playable) creation by Lazzmaniandevil
Funniest: Muffin - The fact that there is no explanation, its just a Muffin. How does one fight a cake?!
Most Unique: Fuzzy Navel - Its an Anthropomorphic Bellybutton, whats not original about that?!

:D
Diet_Sunkist

03-27-06, 06:55 PM
My vote is split between muffin and the buisness man

Edit: Final Vote MUFFIN
speeblefreak

03-27-06, 07:28 PM
If we are allowed to vote for our own pieces of work, I will also vote muffin.
Watchdog_of_Hades

03-27-06, 07:35 PM
*puts down delicious bread-like object*

My vote's for the muffin. Ow! Auuuuuugh! It's killing me! It's finally getting its revenge for gnawing on it! Gods, get it off, get it off!!!"

*dies*
pileobone

03-28-06, 12:03 PM
Aqua Teen Hunger Force ASSEMBLE....for my vote :D
pileobone

03-28-06, 12:04 PM
*puts down delicious bread-like object*

My vote's for the muffin. Ow! Auuuuuugh! It's killing me! It's finally getting its revenge for gnawing on it! Gods, get it off, get it off!!!"

*dies*

*loots*
Ront Iron-Roar

03-28-06, 05:31 PM
Just wondering but are you allowed to vote for your own creatures? I mean you didn't make it clear and think it would only be right if people weren't allowed to do so.

Well? What are the rules about voiting? Can you vote for your own creature or not?

Oh and thanks for the vote Pileobone.
Diet_Sunkist

03-28-06, 08:04 PM
i think that the muffin is winning with 3 votes.

i hope it's a meat and anchovie flavored muffin
speeblefreak

03-28-06, 08:12 PM
I likes anchovies.
Bluehero

03-28-06, 10:11 PM
overall- serious buisinessman
funniest- sea bass
originality- serious buisnessman

Some thing about that guy is just funny. Funny in a "he'll sue you if you don't vote for him" sort of way.
Shavit

03-29-06, 08:47 AM
MOMMY
Medium Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +4/+11
Attack: Slam +11 melee (1d6+10 plus mommy rot)
Full Attack: Slam +11 melee (1d6+10 plus mommy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Annoying, Despair, mommy rot
Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits
Saves: Fort +4, Ref +2, Will +8
Abilities: Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15
Skills: Hide +7, Listen +8, Move Silently +7, Spot +8
Feats: Alertness, Great Fortitude, Toughness
______________________________________
Environment: Any
Organization: Solitary, gang of moms(2–4), or mothers night (6–10)
CR: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Mommies are preserved mothers animated through the ritual of dark birth and long life.
Most mommies are 4 to 6 feet tall and no one seems to know their real weight.
Mommies can speak Common, any frequently do so to bother and annoy other creatures.


COMBAT
Annoying (Su): As the mommy encounters another creature it begins to annoy it with her life story and so much questions that the minds of mere creatures cannot take it any more, this is language dipended, mind affecting and if the hearer does not succeed on a DC 18 Will save he bacomes Exausted and increace the Despair DC to 20.

Despair (Su): At the mere sight of a mommy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds, as males see their mothers infront of them and female see what they may become from intense boredom. Whether or not the save is successful, that creature cannot be affected again by the same mommy’s despair ability for 24 hours. The save DC is Charisma-based.
Humans have -4 penalty to Will save as they know too well the power of the mommy.

Mommy Rot (Su): Supernatural disease - slam, Fortitude DC 16, incubation period 1 minute; damage 2d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mommy rot continues until the victim reaches Charisma 0 (and dies) or is cured as described below.

Mommy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mommy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mommy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mommy rot can be magically cured as any normal disease.

An afflicted creature who dies of mommy rot will never return to it's normal self, if resurracted he becomes insane.
Callahan

03-29-06, 10:03 AM
TERRASQUE
http://img.photobucket.com/albums/v187/DanHibiki/terrasque.jpg
Tiny Magical Beast
Hit Dice: 1/2 d10 (3 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/–11
Attack: Bite +5 melee (1d4–4)
Full Attack: Bite +5 melee (1d4–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Ugmented Critical, Swallow Whole(grapes and other assorted fruit)
Special Qualities: Carapace, damage reduction 15/anything, immunity to lice, bad scent, degeneration
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 10, Cha 12
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/6


Board sitting? Think it would be possiable to have a terrasqe as a familiar, commaion, or sommon? Well rest at ease knowing that now there is a cute new pet for you to own. The Terrasque is a smaller cuter version of the infamous Tarrasque. Unlike it’s larger and more devastating counter part the Terrasque is a small cute lizard like creature that stands about a foot high, it has a shiny mirror like carapace, two tiny horns on the top of it’s head and a mouth full of tiny sharp teeth.

Combat:
The terrasque would attacks with its claws, teeth, horns, and tail, but it would fail miserably, so instead it uses it’s bite attack or generally tries to make a run for it.

Ugmented Critical(EX): The terrasque’s bite threatens a critical miss on a natural attack roll of 1-2, dealing regular damage to it’s self instead.OUCH! Bit my tongue!

Swallow Whole(grapes and other assorted fruit)(EX): The terrasque can swallow fine and diminutive inanimate objects whole. Swallowed objects take 1 point of acid damage each day, when the object is reduced to 0hp it is destroyed and digested. Any magical objects or ones made of special materials such as Adamantine are not effected by the damage and ejected from the body a week later (though wet and smelling badly).

Carapace: The Terrasque has a shiny carapace on it's back that can reflect like a regular mirror.

Bad Scent(ex): When frightened the terrasque tends to soil it’s self. The effect releases a foul smell once per day. Any living creature within 5 feet (excluding the terrasque) must make a fortitude save (DC 12) or become sickened for 1 round. Any creature immune to poison is immune to this effect.

Degenerations: No form of attack can deal Non-lethal damage to the Terrasque. All attacks that normally do Nonlethal damage do Lethal damage instead.

As a Sommon: Using a first level summoning spell (Wiz/Sor or Div) you can choose to summon a Terrasque.

As a Familiar: The owner gains the benefiting novelty of owning a Terrasque. It may not be the actual Tarrasque but it’s small, cute and you can have it as a familiar, commaion or sommon.

-Been waiting to put this guy to use.
RottingColossus

03-29-06, 01:12 PM
Shavit, Callahan - This contest is actually closed now. The votes have already begun i'm afraid... :)
Athanatos

03-29-06, 04:32 PM
Well I got one vote. That's good enough for me. Thanks for the support, Bluehero!
Diet_Sunkist

03-29-06, 07:34 PM
Oh Noooooooooooo
Muffin's lead is in danger.
Raymond_Luxury_Yacht

03-29-06, 08:13 PM
Damn, the submissions are closed. Right when I was about to stat up a bunch of creatures from KoL.
Ront Iron-Roar

03-29-06, 09:32 PM
Best Overall: Meatwad

Funniest:Muffin

Most Unique: Meatwad
Diet_Sunkist

03-30-06, 05:51 PM
Meatwad is anything but origional.
Ront Iron-Roar

03-30-06, 09:26 PM
Meatwad is anything but origional.

Your anything but Original.
Callahan

03-30-06, 09:30 PM
Shavit, Callahan - This contest is actually closed now. The votes have already begun i'm afraid... :)
oh... male chicken...
Diet_Sunkist

03-30-06, 09:31 PM
Your anything but Original.

I know i'm insane.
Athanatos

03-30-06, 10:30 PM
*Ahem*.

Children, please stop referring to yourselves as "insane". This does not make you "cool", it does not make you "edgy", and it certainly does not make you "funny". It simply makes you appear like a cookie-cutter preteen who confuses mental disorders with saying kooky pseudo-random words in rapid succession. If I see such behavior again, I will be forced to inform your parents, who will be certain to take proper disciplinary measures.

Respectfully,
A Serious Businessman
speeblefreak

03-30-06, 11:56 PM
*Ahem*.

Children, please stop referring to yourselves as "insane". This does not make you "cool", it does not make you "edgy", and it certainly does not make you "funny". It simply makes you appear like a cookie-cutter preteen who confuses mental disorders with saying kooky pseudo-random words in rapid succession. If I see such behavior again, I will be forced to inform your parents, who will be certain to take proper disciplinary measures.

Respectfully,
A Serious Businessman
Turquoise bicycle shoe fins actualize radishes greenly!
Lord_Canius

03-31-06, 12:32 AM
Turquoise bicycle shoe fins actualize radishes greenly!

I cried when I realized that you forgot the tuppeware. I'm sorry speebs, its just not the same without the tupperware.
speeblefreak

03-31-06, 01:03 AM
I cried when I realized that you forgot the tuppeware. I'm sorry speebs, its just not the same without the tupperware.
Speebs? That's a new one.
...I like it.

And sorry about forgetting the tupperware. I think all the rust is affecting my brain. Tangy.
Lord_Canius

03-31-06, 02:45 AM
Speebs? That's a new one.
...I like it.


Glad to be of service, Sir Speebs.
SOPI

04-01-06, 10:50 AM
Well, I'm back...and the voting is closed.

The winners have been announced!