| Post/Author/DateTime | Post |
|---|---|
| Surgo06-24-06, 08:30 PM | If so, would you like them to be a part of a community compilation? The Community Sourcebook Project (http://boards1.wizards.com/showthread.php?t=657689) is currently looking for monster contributions. If you want to submit some stuff or help us out the directions are in the link. While we're certainly accepting high-CR monster submissions, we're mostly looking for monsters in the mid-CR range, from 5 to 12. All monster types and subtypes are accepted (undead, outsider, cold, dragon, etc.), we're just looking for quality. Of course, new creations are welcome too. Here's some of what we're looking for in new creations: * Mid-CR terrain-specific monsters (cold lands, desert lands, etc.) * Forest terrors (like giant spiders). * Aquatic creatures, in different aquatic terrain types. This will probably be in a separate book if the first one is completed. * Mid-CR undead (higher than mummies, lower than nightwalkers). * And just about anything else that you can think of... So, if you'd like your monster (or any other) creations to be used in a community sourcebook, please submit! |
| Lord_Canius06-24-06, 08:38 PM | My Luminae (http://boards1.wizards.com/showthread.php?t=614594) are good to go in, if you'll have them. I'd toss in my Slaeyn'yar, but I'm not done with them just yet. I'll toss you a link once I have a couple more, if your still interested. |
| Ront Iron-Roar06-24-06, 08:44 PM | Feel free to check out what's in my Signature. I'm particularly fond of my Giant Tiger Beetles. Once more I have to dig up my Shimmerghast. Thier a good Aquatic Undead that uses Illusions. |
| ZeronHitaro06-24-06, 08:45 PM | The Mirror Pestilence in my signature is a CR 4 that can be bumped up a few CRs easily. Tis still under minor modification from time to time but if you can use it, go for it. |
| Surgo06-24-06, 08:47 PM | No need to ask if the stuff can go in, please just submit it as instructed in the link. I hate to have to ask everyone to do it that way (I'd much rather just run across the boards and take what I like :P), but it's unfortunately necessary for me to able to redistribute it. |
| Lord_Canius06-24-06, 08:48 PM | Would you send me a quick email on the workings of the encryption program thing that you linked in the other thread? I installed it, but I don't know what to do. |
| pileobone06-24-06, 09:09 PM | Ok, I sent a few monsters your way. Hopefully I did everything right. Who knows, maybe they'll even be good enough to see some use. Thanks for the opportunity regardless. |
| Surgo06-24-06, 09:15 PM | Thanks for the submissions, folks, and feel free to keep them coming. I removed the bit about PGP from my original post; if you don't know what it is, don't bother. I don't have access to a Windows computer so I can't write guides for using it. However, if you do have a key, feel free to cryptographically sign your mail. |
| Surgo06-27-06, 08:50 AM | Bumping this...surely there are more people who would want their monsters in a sourcebook, getting more attention than they would on page 34232432 of this board? :P |
| Echoes of Deception06-28-06, 08:05 PM | I built an old slaad, once. It was the brood slaad, but its CR was something like 23. I could put that in, but as of now, I'm working on moving it down on the CR scale. I was aiming for 14; I'll let you know as soon as I've cut out enough stuff to post it. In the meanwhile, I can reference the original, albeit epic version if you like. On the other hand, I was always fond of using the brood slaad as a good igniter for lower level adventures, since it is capable of making some very off the wall broods... |
| Return of the Flumph06-28-06, 08:50 PM | Here are my two best statted. I have others, but before I submit them, I need to know something. Some (not all, but some) of my creations are taken from movies, books, games, etc. Are these allowed? Moon Moth Medium Magical Beast Hit Dice: 4d10 (22 hp) Initiative: +5 Speed: 20 ft/fly 40 ft Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+3 Attack: Bite +4 (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Detect Magic, Disenchant, Moonlight Invisibility, Sleeping Gas Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Dex 12, Con 10, Int 2, Wis 12, Cha 4 Feats: Ability Focus (Sleeping Gas), Improved Initiative Challenge Rating: 2 Treasure: See text Alignment: Always neutral Advancement: 5-12 HD (Medium), 13-16 HD (large) Level Adjustment: -- Between the shadows-no, between the moonbeams-you see a collection of disembodied parts and limbs approach through the night. When it passes through a clearing, you see nothing at all. When there are many branches overhead, you are able to make out the shape of a huge, gray-green moth, at least as long as a pony. Its wings are covered in starlike markings, and its head sports a pair of sharp mandibles next to its proboscis. Before you can draw your sword, it passes through moonlight and vanishes again. Moon moths are nocturnal dweomivores that plague magic item dealers and adventurers alike. Although they only bite if provoked, moon moths use their tranquilizing secretions liberally, and are very persistent in hunting down magic items to eat. Solitary insects, moon moths come together only to mate, and lay their eggs in a pile of stolen magic items before leaving them. A moon moth nest is usually hidden in a shallow cave or thick foliage, and may (20% chance) contain 1d3 magic items as determined by the DM. Combat If a moon moth detects a person or group of people carrying or guarding an enchanted object, it will approach, invisible, and try to put everyone to sleep with its gas attack. It will fire the cone of sleeping gas multiple times if it has to. Once everyone (or almost everyone) is unconscious, the moth approaches and takes what it wants. Detect Magic (Su): A moon moth constantly detects magic within a one hundred and twenty foot radius. Disenchant (Su): A moon moth feeds by sucking the dweomar out of magic items. By feeding for 1d4 minutes, it can drain one plus out of a magical weapon or piece of armor, one special ability from a wondrous item, 1d2 charges from a wand or staff, or instantly ruin a potion or scroll. Restoring an item requires an appropriate professional making a proportional XP cost to restore pluses. Nothing short of wish, limited wish, or miracle can restore an item’s special abilities. A moon moth feeds for 1d4x1d4 minutes before taking time off to digest its meal. Moonlight Invisibility (Su): In direct moonlight, the moth is invisible (as the spell). In partial moonlight, such as under a tree’s branches, it is partially visible, gaining +4 to its armor class. It is only fully visible indoors, during the day, or under a thick cloud layer. Note that while the moth is invisible, the items it carries in its mouth are not. The moth cannot voluntarily suppress this ability. Sleeping Gas (Nat): Three times per night, a moon moth can spray a thick, narcotic perfume out in a thirty foot cone. Anyone trapped within this radius must succeed at a fortitude save (DC 13) or fall asleep for 1 minute. This is a poison attack. Creeper Medium Undead Hit Dice: 5d12 (32 hp) Initiative: +5 Speed: 30 ft/climb 20 ft/swim 20 ft/creep 40 ft Armor Class: 17 (+4 Dex, +3 Nat), touch 14, flat-footed 13 Base Attack/Grapple: +2/+5 Attack: 2 slams +5 (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Create Spawn, Creep, Deadwood, Improved Grab, Moisture Drain Special Qualities: Resist Fire (5), Sunlight Vulnerability Saves: Fort +2, Ref +6, Will +4 Abilities: Str 16, Dex 18, Con -, Int 8, Wis 12, Cha 10 Feats: Combat Reflexes, Dodge, Track (bonus feat) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic evil Advancement: 6-15 HD (Medium) A gruesome profile leers out from between the tree branches. A grinning, nearly skeletal head, with bits of wet, leathery skin drooping off, stares with glowing red eyes. Terrible creatures lurk the thick forests and dank swamps of the world. The undead creeper, though not as powerful as some, is greatly feared because of its stealth, speed, and sadism. Legend has it that the first of these undead were made from the corpses of fey; this is likely, as their Deadwood ability is reminiscent of a dryad and her oak. Although they must kill their victims in order to feed and procreate, creepers seem to enjoy causing fear as much as they do death. They have been known to stalk their victims for weeks, using their Creep ability to make up for time lost to daylight, just to cause paranoia and discomfort before the attack. Creepers do not speak, but communicate among themselves with noises and hand gestures. Combat Creepers favor hit and run tactics, using their Creeping to good effect. Their fire resistance-which they owe to their wet surroundings-takes many by surprise. They retreat if the battle takes too long, but will return a few nights later. Create Spawn (Su): Any humanoid slain by a creeper’s Moisture Drain (see below) will arise as a creeper the following sundown. Creep (Nat): Instead of moving or attacking, a creeper can get down on its belly and crawl, slither, and slide across the forest floor with inhuman speed. They not only move faster while creeping, but also never provoke attacks of opportunity. Creeping and uncreeping are free actions, but the creature cannot creep and attack in the same round. Deadwood (Su): As beings of decay and wildness, creepers have an affinity for dead and rotting wood. At will, a creeper can crawl into any dead tree trunk or log (not worked wood) just as a dryad enters her oak tree. They usually spend the daylight hours in dead trees. A day’s rest in a dead log restores the creeper to full hit points. Cutting the wood with an axe or burning it deals full damage to the creature and forces it to leave the log. Improved Grab (Nat): If it hits with a slam attack, a creeper can start a grapple as a free action without provoking attacks of opportunity. Moisture Drain (Su): If it succeeds at a grapple check, the creeper can suck water through the victim’s nose and mouth, dealing 2d8 damage per round that the hold is maintained. Creatures killed by this look desiccated and leathery, just like the creeper itself. Sunlight Vulnerability (Su): A creeper can take only partial actions during the day, and cannot use their Moisture Drain. They also take 1 point of damage per round of exposure to sunlight (not just a daylight spell). |
| Surgo06-28-06, 11:09 PM | Yes, they're allowed. You have to get inspiration from somewhere, after all. Please, do email me them as described in the linked thread in my initial post if you want me to use them. It is sadly necessary. |
| pileobone06-29-06, 09:58 AM | Is there any kind of tentative time table for this project? Something so that we don't have to look expectantly, but blindly to the horizon? :D |