| Post/Author/DateTime | Post |
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| Skritz_the_Lizardmen01-25-06, 04:17 PM | Hey, welcome my contest. The rule are Simple: The person who put the most template without breaking a Cr of 20 on the monster Win!!! Rule: 1.Copy and paste the Monster on Wordpad. Microsoft work or the Like 2.Use Wotc official template on it 3.Never put a Template Twice 4.Give me Detailed stat block 5.There will also be winner for the one who produce the Strangest Monster 7.No more then 1 Cr+0 Template 6.You can add Symbiont 7.Have Fun!!! And now, here is our Monster: The Classic Orc!!! Medium-Size Humanoid (Orc) Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 20 ft. (scale mail); base 30 ft. AC: 14 (+4 scale mail) Attacks: Greataxe +3 melee; or javelin +1 ranged Damage: Greataxe 1d12+3; or javelin 1d6+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Darkvision 60 ft., light sensitivity Saves: Fort +2, Ref +0, Will -1 Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 Skills: Listen +2, Spot +2 Feats: Alertness Climate/Terrain: Any land and underground Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, _5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class May the best one Win!!! |
| Skritz_the_Lizardmen01-25-06, 04:54 PM | Sp far, i amade this Guy: Medium Dragon (Earth) Hit Dice: 1d8+4 (6 hp) Initiative: +0 Speed: 20 ft. (scale mail); base 30 ft., Burrow 30 ft AC: 20 (+6 Natural,+4 scale mail) Attacks: Greataxe +8 melee; or javelin +1 ranged, Claw +8, Tentacle +8 Damage: Greataxe 1d12+5; or javelin 1d6+4, Claw 1d3+4, Tentacle 1d4+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attack: Earth Strike 1/day, Breath Wepon (Cone of Gaz) Special Qualities: Darkvision 60 ft., light sensitivity, Fire resitance 5, Cold resistance 5, Extract, Improved Grab, Psionic, MindBlast, Spell Resistance 11, Damage Reduction 8/Adamantine, Immunity to Acid Saves: Fort +5, Ref +0, Will +0 Abilities: Str 26, Dex 10, Con 17, Int 16, Wis 10, Cha 12 Skills: Listen +5, Spot +5 Feats: Alertness Challenge Rating: 10 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Psionic: 3/day: Read Thought Template Added: -Fiendish (+0) -Draconic (+1) -Half-Illithid (+3) -Mineral Warior (+1) -Half-Dragon, Green (+2) |
| dok01-26-06, 03:15 PM | I give you Grulmph. To truly understand the Abyss, all one need to is study the thing called 'Grulmph'. It appears to all viewing it as a rotting pile of slimy meat, with various twisted and distorted appendiges that might have been arms, legs, and wings. Beneath a layer of slime and rot, it skin is a mottled mix of scales of differing sizes and colors, and it radiates a sickly heat not unlike that of a boiler or furnace. Its face is long since twisted beyond any racial recognition, teeth growing out at odd angles, but its eyes shine with an unsettling light of sentience and hatred for its ravaged form. Grulmph is a hideous and feeble creature, the creation of a long-standing challenge between Demon Lords. Taken in raids, each Demon Lord has used strange and powerful magic to modify the creature, mutating it further and further, while taking great pains not to destroy it. Yeenoghu believed himself to be the victor of the contest after his vassal the King of Ghouls transformed the creature into an undead, but Orcus came into possession of Grulmph not long after, and showed that the contest was far from over... Grulmph Medium-Size Undead (Orc) (Extraplanar) (Psionic) (Reptilian) Hit Dice: 1d12 (6 hp) Initiative: +3 Speed: 15 ft. (scale mail); base 20 ft., Fly 20 ft. (clumsy) AC: 37 (+4 scale mail, +20 natural, +3 dexterity) BAB/Grapple: +1/+21 Attack: Greataxe +21 melee (1d12+30) or Claw +21 melee (2d6+20) or Bite +21 (1d8+20) or Slam +21 melee (1d8+20, plus 1d4 acid) ; or javelin +4 ranged (1d6+20) Full Attack: Greataxe +21 melee (1d12+30) and Bite +16 (1d8+10); or 2 Claws +21 melee (2d6+20) and Bite +16 melee (1d8+10) and Slam +16 melee (1d8+10, plus 1d4 acid); or javelin +4 ranged (1d6+20) Face/Reach: 5 ft. /5 ft. Special Attacks: Breath Weapon, Improved Grab, Rend Smite Good, Spell-like abilities. Special Qualities: Acid resistance 10; Blindsight 60 ft.; Cold resistance 10; Damage Reduction 5/magic; Darkvision 120 ft.; Enhanced Power; Fast Healing 5; Fire resistance 10; Immunities (disease, enchantment spells and effects, electricity, fire, paralysis, poison, polymorphing, sleep, stunning); Light sensitivity; Low-light vision; Power resistance 11; Psi-like abilities; Resilient; Scent; Shadow Blend; Spell resistance 11. Saves: Fort +2, Ref +5, Will +1 Abilities: Str 51, Dex 16, Con -, Int 7, Wis 12, Cha 18 Skills: Listen +4, Spot +6, Intimidate +6 Feats: Alertness Climate/Terrain: Any land and underground Organization: Unique Challenge Rating: 19 & 1/2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Breath Weapon (Su): 1/day, 60 ft. line, 6d8 electricity damage, Reflex DC 14 for half. Enhanced Power (Su): The save DC for all special attacks increases by +4. Psi-like abilities (Sp): 3/day – defensive precognition, 1/day – force screen Rend (Ex): If the creature hits with two claw attacks, it automatically deals an additional 2d4+30 damage. Resilient (Ex): This creature cannot be flanked. It takes 1d6 less damage from Shadow Blend (Su): as per Shadow Mastiff ability Smite Good (Su): 2/day, +1 damage versus good creatures Spell-like Abilities: At will - charm person; 1/day – burning hands, hypnotism, see invisibility; 1/day – faerie fire or glitterdust. 3/day – darkness. Saving throw DCs are 18+spell level. Caster level Saving Throw bonuses: The creature gains a +4 racial saving throw bonuses on mind-affecting effects. Skills: This creature has a +2 racial bonus on Intimidate and Spot checks sneak attacks. It suffers only one-half damage from critical hits. Templates applied, in this order: Phrenic creature (XPH, +1 CR, does not change type, gains psionic subtype) Reptillian Creature (Savage Species, +1 CR, gains reptillian subtype) Feral (Savage Species, +1 CR, changes type to Monstrous Humanoid) Winged Creature (Savage Species, +1 CR) Shadow Creature (Lords of Madness, +1 CR, type changes to Magical Beast) Half-Fey (Fiend Folio, +1 CR, changes type to Fey) Draconic (Draconomicon +1 CR) Half-Dragon (Monster Manual, +2 CR, type changes to Dragon) Gelatinous Creature (Savage Species, +2 CR, drops intelligence to 1, changes type to Abberation) Fiendish creature (Monster Manual, +0 CR, boosts intelligence to 3,does not change type) Corrupted Creature (BoVD, +1 CR) Half-Fiend (Monster Manual, +1 CR, type changes to Outsider) Half-Elemental (Manual of the Planes, +2 CR) Half-Troll (Fiend Folio, +2 CR, type changes to Giant) Corpse Creature (BoVD, +1 CR, type changes to Undead) Evolved Undead (Libris Mortis, +1 CR) |
| Skritz_the_Lizardmen01-27-06, 03:06 PM | Wow, you are Good!!! I guess this is quite original...and disgusting... its revolting!!!!....i like it.. No really, i like it!!! |
| The Vorpal Tribble01-27-06, 09:18 PM | Ok, this build was far too contradictorary, complex and, truth be told, STUPID, for me to be sure its properly statted, but it'll do. Spent hours on it, it better ;) This should put me ahead by 6 templates or so. -=-=-=-=-=-=- Strangebugger Strangebugger appears only after dusk in the deepest desert, the remains of a creature that never should have been. A horror to behold, he appears as a twisted, man-like tree surrounded by shadow and a cloud of stinging sand. Great whispy wings flare out from his back and claws grow long from his branch-like hands... Bugbear Large Construct (aquatic, cold, extraplanar, psionic, shapechanger) Hit Dice: 15d10+30 (112 hp) Initiative: +5 Speed: 45 ft. (9 squares), fly 120 ft. (perfect), swim 30 ft. (6 squares) Armor Class: 39 (+8 deflection, +1 dex, +31 natural, -1 size), touch 8, flat-footed 38 Base Attack/Grapple: +11/+40 Attack: Claw +35 melee (1d4+25) and bite +35 melee (1d6+25) and slam +35 melee (1d6+25) and tentacle +35 melee (1d4+25) Full Attack: 2 claws +35 melee (1d4+25) and bite +35 melee (1d6+25) and slam +35 melee (1d6+25) and 2 tentacles +35 melee (1d4+25) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Blindsight 60 ft., construct traits, damage reduction 10/magic, silver and slashing, darkvision 60 ft., daylight weakness, evasion, fast healing 5, immunity to acid, enchantment spells and effects, paralysis, polymorph, petrification, poison, and sleep, low-light vision, naturally psionic, negative adaption, outsider traits, planar jaunt, plant traits, power resistance 13, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 5, scent, shadow blend, spell absorption, spell resistance 25, vulnerability to fire Saves: Fort +5, Ref +3, Will +5 Abilities: Str 65, Dex 6, Con -, Int -, Wis 10, Cha 31 Skills: - Feats: - Environment: Any desert Organization: Solitary Challenge Rating: 24 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +51 Breath Weapon (Su): 60-foot line of sand and dust every 2d4 rounds. 7d6 damage (DC 20 reflex save halves) Corner of the Eye (Su): As Fiend Folio. Daylight Weakness (Su): If Thingy is exposed to natural sunlight (not merely a daylight spell), takes a -2 penalty on attack rolls, saving throws, and ability checks, and loses 4 points of Charisma. Evasion (Ex): Thingy can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Thingy is wearing light armor or no armor. If Thingy is helpless he does not gain the benefit of evasion. Naturally Psionic (Ex): Thingy gains 1 bonus power point. Planar Jaunt (Sp): Once per day thingy can travel to any elemental plane, the Astral Plane, or the Material Plane as though using plane shift cast by a 13th level caster. Thingy and any willing creatures brought along appear at a random location on the destination plane. Thingy and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they travel to from there) for three minutes. When this duration expires, Thingy and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends Thingy and creatures brought along back to the exact places from which they left. If the space from which Thingy originated (or a creature that accompanied her on the planar jaunt) is occupied upon its return, the half-janni (or its companions) appears in the nearest unoccupied space. Shadow Blend (Su): as per Shadow Mastiff ability. Spell Absorption (Su): As MM III. Vulnerability to Fire: Thingy takes half again as much (50%) damage as normal from fire, regardless of whether a sving throw is allowed, or if the save is a success or a failue. Wind Walk (Sp): As Fiend Folio. Skills: Thingy has a +8 racial bonus on hide checks made in a sandy or dusty enviroment. Templates applied, in this order: Phrenic (Expanded Psionics Handbook, the only CR +0, does not change type, gains psionic subtype) Amphibious (Stormwrack, does not change type, gains aquatic subtype) Anarchic (Planar Handbook, does not change type, gains extraplanar subtype) Fiendish (Monster Manual 3.5, does not change type) Half-janni (Sandstorm, does not change type) Shadow (Lords of Madness, does not change type) Mirage Mullah (Sandstorm, type changes to fey) Half-dragon (Monster Manual 3.5, type changes to dragon) Half-fey (Fiend Folio, type changes to fey) Spellwarped (Monster Manual III, type changes to Aberration) Half-Farspawn (Lords of Madness, type changes to Outsider) Entropic (Planar Handbook, does not change type) Half-fiend (Monster Manual 3.5, does not change type) Half-troll (Fiend Folio), type changes to Giant) Lycanthrope (Monster Manual 3.5, does not change type, gains shapechanger subtype) Voidmind (Monster Manual III, does not change type) Wendigo ( Fiend Folio, type changes to Fey, gains cold subtype) Pseudonatural (Lords of Madness, type changes to Outsider) Yellow musk zombie (Fiend Folio, type changes to Plant) Dustform (Sandstorm, type changes to Construct) |
| speeblefreak01-27-06, 09:26 PM | Uh, Tribble? Sorry to burst your strangebubble, but the CR cap is 20. I'll be submitting my own beastie sometime later. |
| The Vorpal Tribble01-27-06, 09:38 PM | Well, without hurting the build I could easily remove 2-3 that together raise it above 20th and still have it at 18 Templates and leading by 3. *shrugs* I'm not touchin' the thing no more :ghosted: |
| dok01-27-06, 09:47 PM | Sorry Tribble, but the first rule listed was: The rule are Simple: The person who put the most template without breaking a Cr of 20 on the monster Win!!! That said, you could probably still beat my entry. There are four CR +2 templates in there; all you need is at least two different +1 CR templates that still work, and up to eight. |
| speeblefreak01-27-06, 10:28 PM | Guys, I'm currently at 19 templates and CR 1/2. I will win this thing. |
| The Vorpal Tribble01-27-06, 10:41 PM | Guys, I'm currently at 19 templates and CR 1/2. I will win this thing. CR 1/2 with 19 templates? You are aware we are limited to only one +0 template, the rest must be a +1? |
| speeblefreak01-27-06, 11:28 PM | I never saw a rule against templates that gave the creature a set CR. Medium-size Undead (Reptilian) HD: 4d12+3 (29 hp) Init: +4 Speed: 30 ft, fly 60 ft (clumsy) AC: 19 (+4 Dex, +5 natural) BAB/Grp: +2/+33 Attack: Slam +33 melee (1d6+31) Full Attack: Slam +33 melee (1d6+31), 2 bites +28 melee (1d6+15) Space/Reach: 5 ft/5 ft SA: - SQ: Undead, DR 5/slashing, single actions only Saves: Fort +1, Ref +5, Will +4 Abilities: Str 73, Dex 19, Con -, Int -, Wis 10, Cha 1 Feats: Toughness AL: NE Orc (1/2, humanoid) Half-Janni (1) Tainted Raver (1) Hooded Pupil (2) Fiendish (2) Shadow (3) Feral (4, monstrous humanoid) Winged (5) Insectile (6, aberration) Corrupted (7) Half-Farspawn (8, outsider) Pseudonatural (9) Chameleon (10) Faerzress-Infused (11) Mineral Warrior (12) Phrenic (13) Voidmind (14) Half-Dragon (black) (16, dragon) Half-Water Elemental (18, outsider) Half-Air Elemental (20) Half-Earth Elemental (22) Gelatinous (24, aberration) Ice Beast (1, construct) Incarnate Construct (1/2, humanoid) Reptilian (1) Half-Vampire (2) Half-Troll (4, giant) Half-Fey (5, fey) Half-Fiend (7, outsider) 2-Headed (9) Corpse (10, undead) Spellstitched (11) Evolved (12) Swarmshifter (13) Petitioner (1, outsider) Zombie (1, undead) |
| sedrorovin murghurobag01-28-06, 04:27 PM | My orc has platemail and a battleaxe. Do I win? |
| Bongitybongbong01-28-06, 09:10 PM | If your serious, you won't win because you have to add templates. Templates change parts of a monster like size, abilities, CR, and/or anything else. If you are being a jerk, then thanks for wasting time. |
| speeblefreak01-28-06, 09:48 PM | Of course he wasn't being serious. :rolleyes: |
| Bongitybongbong01-28-06, 10:02 PM | some people I play with are like that and they aren't being a jerk |