| Post/Author/DateTime | Post |
|---|---|
| Teron Gorefiend10-17-04, 10:57 PM | Here's a fun little idea. It's a monster-making contest. It's also an attempt to draw attention to myself as a new contributer on this forum, but mostly it's a contest. The idea is to create new one-of-a-kind creatures - like the Tarrasque. Let me clarify for those of you who are still reading after I used the Tarrasque as an example. I mean unique, legendary creatures. They don't have to be powerful; Spring-Heel Jack mostly just jumped around scaring women, and there's no record of the Boogeyman successfully nabbing a single child in his long career. They just have to be imaginative. Evocative. Like they could be an actual legend. It's up to you if that's "legend" as in famous or "legend" as in myth. Now, I know that once you've got the Sasquatch, you might as well make Joe, Marie, and little Mickey Sasquatch. At first glance, making a monster unique just prevents you from using it twice. But if you don't appreciate the coolness of a one-of-a-kind monster... what are you doing still reading this post? This contest is for those who want to create a Yeti, a Loch Ness Monster, or a Mothman to haunt their campaign world. Or a Tarrasque to crush it, if you're so inclined. However, I'm not officially starting the contest now. First, I'd like to see if there's any interest. So... is there any? |
| Raymond_Luxury_Yacht10-17-04, 11:00 PM | I'm in. I've made a multitude of unique monsters in the past, and now I have an incentive to finish them. |
| cwslyclgh10-18-04, 03:00 AM | I might contribute a unique monster to your contest... |
| Teron Gorefiend10-19-04, 09:46 AM | I was hoping for a little more interest... Alright, here's what I'll do. If at least a couple more people indicate that they would like to participate, I'll start the contest. If there's no response before the thread falls to the second page, I suppose I'll let it dies. Would anyone prefer that I post the rules and such immediately? |
| Ricohard_Draconis10-19-04, 11:59 AM | i'll give it a go |
| The_Dark_One10-20-04, 01:16 AM | I'm in. And now that we have the participation of a guy who has actually, won prizes for creating monsters, can we start? |
| Aranamarunda10-20-04, 05:08 AM | And now that we have the participation of a guy who has actually, won prizes for creating monsters, can we start? Now there is a guy with an attitude :D I'm in, I think. Hopefully I have some time. |
| Teron Gorefiend10-20-04, 02:43 PM | Alright then. Here are the rules and what not: 1. Monsters submitted must be unique; each must, for all intents and purposes, be the only one of its kind in existence. There can't be others on any known plane, at the very least. 2. Creatures must be designed using only material from the core books. Ideally, your creation(s) should also be insertable into any campaign world, but there will be no penalty if the fluff is setting-specific. No crunchy material from the setting books, however. 3. Participants may submit any number of creatures, within reason. You're free to enter monsters you created previously; it's not like I can stop you, eh? 4. The submission period will likely end on October 29, but I'll be happy to extend the time given if someone needs it. The winners will be declared within a couple of days - on October 31, by default. 5. Rankings (1st, 2nd and 3rd place) will be based on both "crunch" and "fluff," with the emphasis on the latter. I think that's everything. I can't wait to see what you all come up with! |
| cwslyclgh10-20-04, 04:23 PM | 2. Creatures must be designed using only material from the core books. Ideally, your creation(s) should also be insertable into any campaign world, but there will be no penalty if the fluff is setting-specific. No crunchy material from the setting books, however.this part confuses me... does this mean that we are not free to invent special attack or special qualities that do not exist in the monster manual for our creature? or just that we can't give it like forgotten realms regional feats etc.? |
| Teron Gorefiend10-20-04, 04:59 PM | this part confuses me... does this mean that we are not free to invent special attack or special qualities that do not exist in the monster manual for our creature? or just that we can't give it like forgotten realms regional feats etc.? Sorry, I should have been clearer. You can invent stuff to your heart's content; you just can't use material from books other than the PHB, DMG and MM unless you can legally recopy it here. Oh, and nothing epic, please. |
| The Grinning Pint10-20-04, 05:30 PM | Do they have to be "serious"? |
| cwslyclgh10-20-04, 06:35 PM | Oh, and nothing epic, please. okay, by this do you mean no CR's over 20... no feats or abilities from the epic level handbook... or no nothing that has anything to do with epic? I simply ask because I note that one of the monsters that you mention as an example in your first post (The Tarrasque) has Damage Reduction x/epic |
| Melpomene10-20-04, 10:10 PM | Planeslayer Collosal Outsider (Extraplaner) HD 38d8+352+15 (511hp) In: -1 Sp: 0ft, fly (perfect 30ft) AC: 31 (-8 size, +19 natural, +10 Deflection) Att: None Special Attack: Planar Feast, Quickened Enervation (DC 24), Crush (4d8 DC 24) SQ: DR 15/+3, Magic Sense, Portal Sense, Fast Healing 10, Regeneration, Pulse Field Sv: 42/20/30 Ab: 36,10,39,1,30,10 Skill: Concentrate +49, Move Silently +27, Knowledge: Arcana +30 Feats: Toughness *5, Great Fortitude *4, Quicken Spell-like ability, Hover Environment: Asteral Plane Organization: Solitary CR: 18 Advancement 33+ Level Adjust: - The Planeslayer roves the Asteral Plane, seeking out lost, deriliqued and underused demiplanes, which it feeds from. It has little interest in the affairs of creatures, aside from the wizards and demigods that tend to create these planes. The Planeslayer is about 70 feet long but weighs only about two tons. Planar Feast: When the Planeslayer is on a demiplane, it may try to feast upon it. The plane gains the minor negative trait, which the Planeslayer is immune to. When not feeding on a plane, the Planeslayer looses its regenreation and fast healing. After feeding for 3d10 days, the plane is removed from existance, and the Planeslayer autimatically returns to the Asteral Plane. Magic Sense: The Planeslayer does not see in a conventional way, but sees things only as someone using Magic Jar does. It can sense only relitive power levels and positive or negitive effects. It is otherwise blind. Portal Sense: The Planeslayer autimatically knows the location and destination of any portal within 100ft. Pulse Reflection: The Planeslayer adds its wisdom modifier as a deflection bonus to AC. |
| Teron Gorefiend10-21-04, 03:17 PM | okay, by this do you mean no CR's over 20... no feats or abilities from the epic level handbook... or no nothing that has anything to do with epic? I simply ask because I note that one of the monsters that you mention as an example in your first post (The Tarrasque) has Damage Reduction x/epic I meant you can't use material from the Epic Level Handbook. I mentioned it specifically because parts of it are in the SRD. The Tarrasque and anything like it are fine - just don't place the CR too far above 20. Many people choose not to use the epic rules, so while a CR of 22 and damage reduction x/epic would be fine, it should at least be theoretically possible for a non-epic party to take it on and shouldn't require knowledge of the epic rules to use. Do they have to be "serious"? Not at all. I'm not one to turn down a good bit of humour. Melpomene, thanks a lot for joining, and congratulations on being the first to post a creature! However, if I may, I suggest you tidy up that stat block a little and look over the rules that cover certain elements. Also, as "fluff" is the primary focus of the contest, you might want to add some more - your description is rather minimal. Important! A couple of things I should have specified earlier: Submissions should be 3.5 compatible. I think it's preferable that everyone adhere to a single format, and I happen to prefer 3.5. Sorry to any die-hard 3.0 players, but I think you'll find it fairly easy to convert your creations. You're free to edit your entries until the deadline. However, when I announce that the contest is over, I will save the submissions to my hard drive to make sure they remain unaltered during the judging period. P.S. - I hope you'll all bear with me as I learn from this first attempt at running a contest. I'd like to do this sort of thing again in the future if popular opinion supports it, as I think it's a great way to stimulate creativity and produce gaming material we can all enjoy. I was inspired in part by Shadowfoot's competitions in the prestige class forum, and they seem to have a very positive effect there. |
| Teron Gorefiend10-23-04, 07:43 AM | Keep the monsters coming, folks! |
| Teron Gorefiend10-24-04, 11:47 AM | Bump, eh? |
| cwslyclgh10-25-04, 04:14 AM | Gogmoth Colossal Aberration (Extra Planar) Hit Dice: 32d8+160 (304 hp) Initiative: +4 (Improved Initiative) Speed: 40ft., swim 20ft. Armor Class: 35(-8 size, +33 natural) Base Attack/Grapple: +24/+50 Attack: Tentacle bite +27 Melee (2d8+10, 19-20/2) Full Attack: 5 Tentacle bites +27 melee (2d8+10, 19-20/2), 1 bite +24 melee (4d6+5) Space/Reach: 30ft./30ft. (150ft. with tentacles) Special Attacks: Improved Grab, Music of the Spheres, Swallow Whole, Spell Use Special Qualities: Blindsight 500ft., Damage Reduction 15/Epic, Fast Healing: 5, Resistance 10 to fire, Immunity to Acid and Cold, Immune to Mind-Affecting Spells, Tentacle Regeneration Saves: Fort +15, Ref +12, Will +20 Abilities: Str 30, Dex 11, Con 21, Int 22, Wis 15, Cha 18 Skills: Climb +45, Intimidate +39, Knowledge (Arcana) +41, Knowledge (the Planes) +44, Perform (Music of the Spheres) +39, Sense Motive +37, Spellcraft +41, Swim +53 Feats: Ability Focus (Music of the Spheres), Cleave, Eschew Materials, Improved Critical (Tentacle bite), Improved Initiative, Lightning Reflexes, Maximize Spell, Power Attack, Skill Focus (Knowledge: the Planes), Weapon Focus (Tentacle bite) Environment: The Lost City of Jar’Tie Organization: Solitary Challenge Rating: 20 Treasure: Triple standard Alignment: Chaotic Evil Advancement: -- Level Adjustment: -- It is unknown whether Gogmoth is a unique entity, or only one of a race of horrid creatures that dwell past the eons that lie between the stars, beyond the planes as we know them, nestled in far realms of insanity. Gogmoth came to the material plane in ages past, when he was summoned by an alienist with a gate spell, unfortunately that summoning went bad, and it resulted in the doom of not only the alienist, but also of his entire civilization. For more then ten thousand years Gogmoth has dwelt in the ruins of a once grand city, the city of Jar’Tie that once was the beautiful capital of the alienist’s civilization. Lost deep in the shadowed jungles of the southlands Jar’Tie and the people who made it have been long forgotten by even the most diligent sages of the world. For now it seems that Gogmoth is content to dwell in the crumbling temples and palaces, unknown to the world but for the few tribes of feral halflings that worship it as a god. In appearance Gogmoth has a starfish shaped base, maybe twenty feet in diameter, with a towering pillar of dry, leathery flesh rising above it. About half way up the fleshy pillar is a huge snaggletoothed mouth on one side, and a series of flesh draped holes on the other through which a hauntingly beautiful piping music seems to constantly play. Each of the starfish like arms of Gogmoth’s base is in reality a tentacle, made of incredibly resilient and stretchy muscle, that can stretch out to a length of 150 feet, and ends in a toothy maw. Gogmoth is generally mauve in color, darkening to deep royal purple near the ends of it’s tentacles. Its teeth (both on the tentacles mouths and on the great main mouth are an intense red-orange color. COMBAT Gogmoth tends to eat anybody or anything that trespasses in his ruined city, although he makes an exception for the feral halflings, provided they bring a sacrificial victim with them. This ravenous devouring makes Jar’Tie a dead city in the middle of an otherwise lush and vibrant jungle, and no animals, not even small birds or rats will be found with in its crumbling ruins. The haunting music of Gogmoth’s piping can be heard through out the city, although it always seems to be omni-directional to the listener, and cannot be used to pinpoint Gogmoth’s location. Most who wander into the dead city never see more then the end of one of Gogmoth’s tentacles as it bursts from a rubble chocked archway to swallow them whole. A rare few survivors of this sort of attack has led to rumors of a ruined city inhabited by some sort of giant serpent deep in the jungles of the south, although few if any people in the world know the truth of Jar’Tie and its horrible inhabitant. Improved Grab (Ex): To use this ability, Gogmoth must hit with its bite attack or with a tentacle bite attack . It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex): Gogmoth can try to swallow a grabbed opponent of large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 8 points of acid damage per round if swallowed by a tentacle or 4d6+10 points of crushing damage plus 8 points of acid damage if swallowed by Gogmoth’s main maw. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the inside of the tentacle or Gogmoth’s stomach (AC 26). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Each of Gogmoth’s tentacles, as well as it’s stomach can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Tentacle Regeneration (Ex): Because Gogmoth often attacks with only his tentacles with in a hundred or more feet of his opponents his tentacles can be targeted as if they were creatures separate from Gogmoth, Each Tentacle has the same AC as Gogmoth and can suffer 50 points of damage before being severed. The loss of the tentacle does not harm Gogmoth (that is the damage does not count against it’s HP total), and it regrows the tentacle with in a day. Music of the Spheres (Su): The hauntingly beautiful piping that comes from Gogmoth’s back can be heard up to two miles away, although it can not be used to determine the monsters position because of the way it seems to come at the listener from all directions at once. As a standard action Gogmoth can change the tempo of this music to produce various magical affects, although these affect a much more limited range. The saving throw DC’s are charisma based and include a +2 bonus for Gogmoth’s ability focus. Gogmoth can produce a total of 4 different affects, as follows: Captivate: All creatures with in 75 feet of Gogmoth must make a Will save (DC 32) or stand captivated by the beauty of the music. Affected creatures give Gogmoth their undivided attention, ignoring their surroundings for 3d4 rounds. If the target is attacked or threatened (or shaken by an uncaptivated ally) it gets a new saving throw to shake off the affects. Captivated targets are not helpless, but are treated as stunned (although they don’t drop what they are holding) for as long as captivation lasts. This is a sonic mind-affecting compulsion. Confusion: All creatures with in 50 feet of Gogmoth must make a Will Save (DC 32) or be confused (as the spell) for 2d6 rounds. This is a sonic mind-affecting compulsion affect. Fear: all creatures within 50 feet of Gogmoth must make a Will Save (DC 32) or be panicked for as long as they can hear Gogmoth’s piping and for 1d4 rounds there after. This is a sonic, mind-affecting fear effect. Sickness: All creatures with in 100 feet must make a Fortitude Save (DC 32) or be over come by weakness and nausea, affected creatures fall prone and are nauseated for 1d4+1 rounds Spell Use: Gogmoth can cast spells as a 15th level sorcerer. Any spell that Gogmoth casts is considered to have only verbal components, they are otherwise cast exactly like any other arcane spell. Sorcerer Spells Known (6/7/7/7/7/6/6/4, Save DC 14 + spell level) 0th: acid splash, daze, dancing lights, detect magic, flare, ghost sound, mage hand, message, touch of fatigue; 1st: alarm, grease, mage armor, ray of enfeeblement, unseen servant; 2nd: darkness, daze monster, detect thoughts, levitate, shatter; 3rd: deep slumber, slow, tongues, vampiric touch; 4th: crushing despair, dimensional anchor, greater invisibility, shout; 5th: blight, nightmare, telekinesis, waves of fatigue; 6th: acid fog, greater dispel magic, true seeing; 7th: project image, spell turning. |
| Teron Gorefiend10-29-04, 07:41 PM | The submission deadline is hereby pushed back to November 3, since I assume the people who already posted still intend to participate. |
| The_Dark_One10-30-04, 02:09 AM | Thanks. I got tied up, and then the deadline passed. I didn't think it was fair to enter after that. :embarrass |
| Teron Gorefiend11-02-04, 09:09 PM | The submission period will end around this time tomorrow. Regardless of the number of submissions, I'll be a good sport and declare the winner(s). |