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| mrandrewv01-29-08, 03:43 PM | Alright, I give up. After literally MINUTES of trying to organise all of the stats on my new monster creations I came to a startling conclusion: I don't actually care. I mean sure I care about the most important things like AC, HP etc. But when you get right down to it I am just not a details person. I am an ideas person. I like trying (with varying degrees of success) to come up with original or semi-original ideas. So below I have included some of my latest monster creations. I hope you like them. And if some of the GENIUS level details people who populate this board feel like crunching these numbers for me then that would be awsm too :) 1) Cobblers Basic concept: weird, tentacled, goblinoid creatures that gather bits and pieces of things, whatever they can find really, to make themselves stronger! Initially created by The Mind-Poison Book (never mind) the Cobblers wandered far and soon got over The Wall (never mind). They seek out ruined cities mostly because this allows them access to tools and materials. The most striking part of the Cobblers is their appearance: they appear to be ‘cobbled’ together from whatever happened to be lying around. The only things that shows all Cobblers are related are: 1: the mass of vein-like sinewy tentacles that stitch them together, 2: the pale green humanoid physique (seen as a malignant face that pokes out from the cobbled body, 3: and the fact that whatever becomes cobbled to a Cobbler quickly turns a pale, tan, brown colour. They truly are the most random of creatures. However the older and larger a Cobbler is the more likely it is to have found ways of being stronger that work, and the more eggs it has laid the more likely it is to have little Cobblers protecting it. However their minds, such as they are, do not change. Cobblers reproduce asexually but in small groups for safety. Cobblers are usually solitary creatures because they wander aimlessly, of course this also means that they can be found in small groups and the smaller a Cobbler is the more likely it is to want company. Cobbler hatchlings always stick together until they get to at least “medium” size. Of course the worst part about Cobblers is what they do when they catch you. You see Cobblers eat their victims, raw, and sometimes cobble bits of them too. http://www.facebook.com/photo.php?pid=892212&l=77588&id=677755099 The picture is courtesy of my girlfriend ;) Here is what I have so far: The Cobblers (small) Type: Aberration Alignment: C/E C/R: 1 Encounter: 1D4+2 Size: Small/ Initiative +0 Str: 12(+1) Dex: 14 (+2) Con: 14 (+2) Int: 3 (bestial) Wis: 3 (bestial) Char: 3 (bestial) Hit Points: 12 AC: 10 DR: 2/- Attack number: always 2 Attack rating: +3 Attack damage: 1D6 +1 Attack type: blunt, always, even sharp weapons become blunt when ‘cobbled’. Special: When a Cobbler gets a critical hit against an opponent what actually happens is that they succeed in snatching away a piece of armour, visible equipment or weapon and cobble it, in combat. Speed: 30 Special Qualities: (1) Tremorsense – A Cobbler always has some tentacles constantly in touch with the ground, giving it tremorsense. (2) Partial construct – Damaging a Cobbler involves cutting through the cobbled material, this is all included in their virtual hit points. However certain attacks simply will not work against a Cobbler due to the inanimate nature of their construction. For example vampiric touch cannot drain life from a Cobbler unless the caster somehow gets through the cobbled material. (3) Damage reduction – 2/- Most of a Cobbler’s body is simply not important to it and thus damaging it does not really affect it. So what you think? |
| mrandrewv01-29-08, 03:46 PM | 2) Bloodthirster Pixie T his creature is a tiny, winged, pale blue (almost white) humanoid. Its overlarge eyes stare hungrily at you. Then it opens its mouth to reveal a tangled mass of spikey teeth and zooms through the air towards you. Abilities: 1. Improved Grab: Special 2. Pounce: charge followed by full attack 3. Incorporeality: as a standard action can turn incorporeal, they can turn it off as a free action. However they must be corporeal in order to attack. Normally Only magical weapons can affect them, but their magical immunity negates this. 4. Spell Immunity: immune to all magic that directly affects it. 5. Resistance to Energy: Acid: 10 points 6. Create Spawn: Special: when reduced to 0 HP a BTP may make a will save (DC= 10+ attack dmg that killed it) to split into 2 pixies, each with half the HP it had at the time of the attack. A Pixie that only has 1 HP to start with cannot split. 7. Slippery: when they spot prey they drool a slippery substance: reflex save DC 12 or fall prone 8. Detach Spore: whenever a pixie deals 4 dmg to one victim one of its teeth detaches. On the following round this tooth explodes into spores, dealing 1 point of charisma dmg. 9. Unholy Aura Size: Tiny Type: Outsider HD: 1 (8hp) Flying: 60 ft Natural Armour: +4 Weapons: Bite AC: 10+NA4 +dex 4 +size tiny +2 = 18 Encounter: 2D4+2 |
| mrandrewv01-29-08, 03:50 PM | 3) Fog-Bound Swallower The first thing you see of this creature is when its fog starts to billow out of your walls. Moments later it appears: a ghostly, undead gnome. Calmly it walks up to you, but you are too drowsy to resist, before revealing its true form. Its head distends and grows to massive size making it resemble nothing so much as a disgusting, giant bobble-head monster. Then its mouth opens wide and swallows you whole. Negative energy floods your body and you die, in terror. Afterwards it places you back on your bed, and flows out the way it came. 1. Spell Like Ability: can cast sleep at will, as a 6th level spell caster 2. Spells: Darkness and Fog Cloud, both as 6th level spell caster. 3. Negative Energy Lash: 2D10 4. Alternate Form: Bobble-head engulfer of death! 5. Engulf: after successful grapple can make a +4 attack to swallow mediumor smaller creature whole. 6. Passwall: can walk through walls, 'nuff said. Type: Undead Size: Medium HD: 8 (D12): 48 Walking Biped: 30ft/round Natural Armour: +2 Natural Weapon: Slam |
| mrandrewv01-29-08, 03:58 PM | Oh, and all other forms of comments are also most welcome. And if the picture link doesnt work please someone say something. Ta. |
| JLaurHughes01-29-08, 04:11 PM | A few questions: Cobblers: How many HD are you looking at, 4-5? The attacks are as though from a club or great club of the appropriate size? Is Bestial wisdom meant to be animal wisdom? If so it's a little low. How is the AC 10? Or is it just that you haven't added in Dex and size modifiers? What skills are you looking for with this creature? Bloodthirster Pixie Going to change the Immunity once I have it written up to read "Immune to spells and effects that directly target it." What skills are you looking for with this creature? Fog-Bound Swallower What skills are you looking for with this creature? Very nice image for the cobbler, helps put the creature into perspective. |
| mrandrewv01-29-08, 04:26 PM | Thanks for the reply. FIrstly I shall pass on your compliments about the pic to my girl ;) Secondly: as far as skills go that is a place where I really fall down :S I am completely open to ideas. Cobbler AC: yup, you got me, havn't added it up yet ;) 4-5 HD sound perfect. Yup, club or greatclub since it is basically just a heavy, blunt thing being swung with great force. Bestial wisdom in this sense simply means that they are not particularly intelligent, functioning more like bloodthirsty animals than anything else. Is there a better way I could have phrased this? Thank you tons for your input :) |
| JLaurHughes01-29-08, 04:54 PM | I'll see what I can come up with for 3.x stats, and may choose to make an updated version when 4e comes out. I'm probably one of the few creature makers on the boards who will make that transition. Don't know for sure. |
| mrandrewv01-29-08, 05:06 PM | Either of those options would absolutely make my day :D And if I come up with any other ideas I think are cool perhaps I will post them here as well. Can't wait to see what you come up with. Now I just need to get my girlfriend to draw these ones too ;) |
| JLaurHughes01-29-08, 07:35 PM | Heres what I came up with for your Cobbler, included the image for a better visual(no I didn't download/upload the image, just copied the image location). http://photos-a.ak.facebook.com/photos-ak-sf2p/v191/20/58/677755099/n677755099_892212_4334.jpg Cobbler (1-6) CR 1 CE Small Aberration(Goblinoid) Init +2 Senses Tremorsense 120ft., Darkvision 60ft., Low-light Vision, Listen -1, Spot -2 Languages Common ____________________________ AC 17(+1 Size, +2 Dex, +4 Natural*), Touch 13, Flat-Foot 15 hp 30(4HD)[4d8+11] DR 2/- Immunities Death effects, Negative energy and ability drain. Fort +3 Ref +3 Will +2 ____________________________ Speed 30ft. Melee Cobble Club +5(1d6+1) Base Atk +3 Grp +4 Space 5ft. Reach 5ft. Combat Options Cobble Attack Actions Sinew Snare ____________________________ Abilities Str 12, Dex 14, Con 14, Int 3, Wis 3, Cha 3 SQ Partial Construct Feats Alertness, Toughness Skills Craft(Leatherworking) +2[2 ranks, -4 Int, +4 Racial], Craft(Metalworking) +2[2 ranks, -4 Int, +4 Racial], Craft(woodworking) +2[2 ranks, -4 Int, +4 Racial], Listen -1[1 rank, -4 Wis, +2 Feat], Spot -2[-4 Wis, +2 Feat] Environment Any Treasure %25 Goods(A portion of what it cobbled to it can be recovered as standard goods) Advancement 5-10HD(Small) ____________________________ A pale green creature is a mass of amalgamated armor pieces, dulled weapons and an assortment of smaller objects. Sinewy whip like scintilating tentacles surround this creature, ever reaching forward and all around its body as it moves in a shuffling step. *Cobblers that have survived long have a +8 Natural armor and are considered leaders, or respected elders of their odd civilisation. It is rare to encounter an entire tribe of cobblers as most are loners. A cobbler without anything attached to itself looks like a goblinoid with sinewy flesh and muscles. Tremorsense(Ex) Cobblers always have a few of their sinewy tentacles touching the ground, allowing them to sense vibrations clearly up to distances of 120ft. Creatures not touching the ground, or otherwise not in contact with the ground, are rendered invisible to tremorsense but not to other means of sight. Cobble Club(Ex) A cobbler has an almagamated club like protrusion that it can use as a weapon. Treat this as a Natural weapon. Cobble(Su) When a Cobbler earns a critical hit against an opponent it deals no damage, instead it snatches a piece of armor, visible equipment or unattended weapon and cobble the gained piece to itself, this can be used in combat. It gains +1 to its existing natural armor for one round each tine it scores a critical. Sinew Snare(Ex) A cobbler can use its sinewy tentacles to ensnare an opponent instead of using the club that protrudes from its arm. It gets a +4 to its grapple checks. Partial Construct it gains resistance to mind influencing effects. Severing a cobblers limbs has no effect on its movement, its tentacles will weave another limb out of whatever pieces it can find. It still takes damage normally even when this occurs. Cobblers are immune to Death effects, negative energy drain and ability drain effects of any sort unless the effect gets through the cobbled material. Skills Cobblers have a +4 racial modifier to any craft skill checks. |
| mrandrewv01-30-08, 02:14 AM | Oh man that is awsm :D Thank you so much. *immediately pastes it into DM.doc* I especially like the addition of the craft skill check bonus. Hadn't though of that, but it fits very well. Nice one ;) Now if only I could find that sketch of a Huge cobbler that my girlfriend did for me.... |
| mrandrewv01-30-08, 11:13 AM | And now a Large Cobbler: http://www.facebook.com/photo.php?pid=894579&l=415a7&id=677755099 And a new picture of a Bloodthirster Pixie drawn, once again, by my girlfriend: http://www.facebook.com/photo.php?pid=894580&l=5744e&id=677755099 Hell yes she's talented! Why do you think we are dating ;) Now if only there were jobs for illustrators in South Africa..... |
| JLaurHughes01-30-08, 07:22 PM | And now a Large Cobbler: http://www.facebook.com/photo.php?pid=894579&l=415a7&id=677755099 Hooboy, that'll be a little different, definitely not your common cobbler. And a new picture of a Bloodthirster Pixie drawn, once again, by my girlfriend: http://www.facebook.com/photo.php?pid=894580&l=5744e&id=677755099 Hell yes she's talented! Why do you think we are dating ;) Great picture. I'll see what I can do with it now that I know what it generally looks like. Now if only there were jobs for illustrators in South Africa..... Funny that you would mention that. Code Name: Phoenix(Formerly Knowledge Arcana) is looking for some artists. Visit Here (http://s3.excoboard.com/exco/index.php?boardid=7663). |
| JLaurHughes02-01-08, 12:28 AM | Your Bloodthirster Pixie, made some small changes to it, nothing major, just renaming some of the special abilities. Enjoy! http://photos-099.ll.facebook.com/photos-ll-sctm/v184/20/58/677755099/n677755099_894580_3829.jpg Bloodthirster Pixie (2-10) CR 1 N Tiny Outsider(Native) Init +3 Senses Darkvision 60ft., Listen +4, Spot +4 Aura Unholy Language Common, Ayssal ____________________________ AC 18(+2 Size, +3 Dex, +3 Natural), Touch 15, Flat-Foot 15 hp 5(1HD)[1d8+1] Immunities Targeted spells and effects Resistances Acid 10 Fort +3 Ref +5 Will +3 ____________________________ Speed 10ft., Fly 60ft.(Good) Melee Bite +6(1d3+1) and 2 Claw +1(1d2) Ranged Tiny Shortbow +7(1d3, 60ft.) Base Atk +1 Grp -6 Space 2 1/2ft. Reach 0ft. Combat Options Pounce, Improved Grab, Spore Attack Actions Salivate(DC12), Spawn Combat Gear Tiny Masterwork Shortbow ____________________________ Abilities Str 12, Dex, 17, Con 12, Int 7, Wis 13, Cha 14 SQ Incorporeal Feats Weapon Finesse Skills Bluff +6[4 Ranks, +2 Cha], Hide +15[4 Ranks, +3 Dex, +8 Size], Knowledge(The Planes) +2[4 Ranks, -2 Int], Listen +4[3 Ranks, +1 Wis], Move Silently +7[4 Ranks, +3 Dex], Spot +4[3 Ranks, +1 Wis], Survival +3[2 Ranks, +1 Wis] Posessions Combat Gear Environment Any Advancement 2-8HD(Tiny) ____________________________ This pale blue skinned humanoid creature on transleucient wings flits about, darting up and down muttering to itself. Upon spotting its prey its lips curl back to reveal a row of viscious teeth. Unholy(Su) The aura around a bloodthirster pixie causes anyone within 30ft to become nauseated for 1d4 rounds. A a successful fortitude save DC13 reduces this to sickened for 1 round. Anyone who succeeds at the save cannot be affected by the aura for 24 hours. The save is Charisma Based. Immunities Bloodthirster pixies are immune to spells that target an individual creature or creature touched(Ie Shocking Grasp or Geas/Quest). A fireball, lightning bolt or similar mass or area effect still works. Pounce(Ex) Bloodthirster pixies can make a full attack even after moving more than 5ft. in that round. Improved Grab(Ex) Bloodthirster pixies who succeed in biting their victim can latch onto them without provoking an attack of opportunity. Spore(Ex) A bloodthirster pixie that succeeds at biting and latching onto its opponent can deposit one of its larger teeth in its victim, the next round after its been deposited it bursts into tiny spores that cover the victim, causing 1 point of Charisma drain. This damage is temporary. This ability can be used up to 10 times before the bloodthirster pixie will be unable to use the ability. An individual tooth will regrow within 24 hours of its loss. Salivate(Ex) When a bloodthirster pixie spots its prey it exudes an excessive amount of saliva, creating a pool of slippery liquid that trips up anyone passing through the same square. An opponent needs to succeed at a reflex save DC13, or fall prone. The save is charisma based. Spawn(Su) When a bloodthirster pixie is reduced to 0hp or less(to -9) it splits into two pixies, each with half the original pixies hitpoints. Incorporeal(Su) Bloodthirster pixies can take on an incorporeal form at will, usually choosing this as a method of escaping. It will also use this ability to move away from its latest spore victim. |
| DebiHuman02-01-08, 01:07 AM | Do the bloodthirster pixies have a fly manuverabilty? I would imagine that it would be at least Average and possibly better. You are missing synergy skill points. 5 or more ranks in Bluff gives a +2 synergy bonus to Sleight of Hand, Intimidate and Diplomacy. If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes. I imagine that a particularly feisty bloodthirster pixie could potentially lose a lot of teeth. Do they grow back? How many teeth can they lose before they lose the ability to spore? You didn't state how many "larger" teeth they had. It looks like just the 2 in the lower jaw from the picture but I just want this clarified. Does knocking out a bloodthirster pixie's teeth have any affect on the creature? Could you elaborate on the bloodthirster pixie's immunities. I'm not sure to which spells and effects you refer. Debby |
| mrandrewv02-01-08, 06:20 AM | Once again thanks for all the input. SOrry I havnt ahd a chance to respond but my internet was capped (something we still get here in the 3rd world ;) As for the teeth: I should have said this earlier but the teeth that they lose are not the same teeth that they attack with, and yes they do grow back. So even if they loose all of their detachable teeth their attacks are unnaffected. As to the number...I dunno. So let's say 10 :) Their fly score should be pretty good, given how small they are they will need the manouvrability. JLaurHuges: thank you again for the stats, I think they are bang on and even the parts that are different from what I thought initially really do make sense as a whole. Nice one. Oh and I will forward that link to my girl ASAP :D |
| mrandrewv02-01-08, 06:28 AM | Ummm... which section of the site is looking for artists? I'm not a member yet so the link just takes me to the front page. Have a super weekend, guys! -ciao |
| LivingShadow02-01-08, 05:51 PM | The knowlege Arcana section split off from the main boards recently. It can now be found here. (http://www.knowledgearcana.com/) |
| JLaurHughes02-01-08, 08:06 PM | Do the bloodthirster pixies have a fly manuverabilty? I would imagine that it would be at least Average and possibly better. You are missing synergy skill points. 5 or more ranks in Bluff gives a +2 synergy bonus to Sleight of Hand, Intimidate and Diplomacy. If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes. I imagine that a particularly feisty bloodthirster pixie could potentially lose a lot of teeth. Do they grow back? How many teeth can they lose before they lose the ability to spore? You didn't state how many "larger" teeth they had. It looks like just the 2 in the lower jaw from the picture but I just want this clarified. Does knocking out a bloodthirster pixie's teeth have any affect on the creature? Could you elaborate on the bloodthirster pixie's immunities. I'm not sure to which spells and effects you refer. Debby Synergy would be fine if the BT Pixies had 5 ranks in anything. I do have the breakdown of how the skill mods are being calculated to show that. As mrandrewv said, since it is his creature, I'm just organizing it into an actual block. We'll go with 10 times before the ability is unavailable for a while, I will update the stats to reflect that. Immunities against all targeted spells. This means any spell that targets an individual creature or creature touched(Ie Shocking Grasp or Geas/Quest). A fireball, lightning bolt or similar mass or area affecting effect still works. Ummm... which section of the site is looking for artists? I'm not a member yet so the link just takes me to the front page. Have a super weekend, guys! -ciaoThe link I provided is directly to the forums for the new KA. There is a discussion forum under the Community Discussion Header in the public forums. The other link that living shadow gave goes to the KA homepage, also another great place to start looking. We're still working on the site so expect changes as we go along. |
| mrandrewv02-04-08, 10:29 AM | Lo again. Thanks for the infor, again, I will pass it along, again. In the mean time you may care to check out my gf's gallery at DA: http://doomferretprincess.deviantart.com/ see you ;) |
| JLaurHughes02-05-08, 08:40 PM | Here's what did with the larger version of the Cobbler http://photos-099.ll.facebook.com/photos-ll-sctm/v184/20/58/677755099/n677755099_894579_3425.jpg Cobbler, Master (1 plus 2-5 Small Cobblers) CR 5 CE Large Aberration(Goblinoid) Init +1 Senses Tremorsense 120ft., Darkvision 60ft., Low-light Vision, Listen +4, Spot +5 Languages Common ____________________________ AC 22(-1 Size, +1 Dex, +12 Natural), Touch 10, Flat-Foot 21 hp 106(12HD)[12d8+54] DR 10/- Immunities Death effects, Negative energy and ability drain. Fort +12 Ref +9 Will +5 ____________________________ Speed 50ft. Melee Cobble Club +18(2d6+7) Base Atk +12 Grp +21 Space 10ft. Reach 10ft. Combat Options Cobble, Rage 2/day Attack Actions Sinew Snare ____________________________ Abilities Str 24, Dex 12, Con 18, Int 6, Wis 12, Cha 6 SQ Partial Construct, Composite Armor Feats Alertness, Toughness(x2), Improved Natural Armor(x2) Skills Craft(Leatherworking) +6[4 ranks, -2 Int, +4 Racial], Craft(Metalworking) +6[4 ranks, -2 Int, +4 Racial], Craft(woodworking) +6[4 ranks, -2 Int, +4 Racial], Listen +4[1 rank, +1 Wis, +2 Feat], Spot +5[2 ranks, +1 Wis, +2 Feat] Environment Any Treasure %25 Goods(A portion of what it cobbled to it can be recovered as standard goods) Advancement 13-20HD(Large) ____________________________ A pale green creature is a mass of amalgamated armor pieces, dulled weapons and an assortment of smaller objects. Sinewy whip like scintilating tentacles surround this creature, ever reaching forward and all around its body as it moves in a shuffling step, in the midst of several smaller of the same kind. Tremorsense(Ex) Master cobblers always have a few of their sinewy tentacles touching the ground, allowing them to sense vibrations clearly up to distances of 120ft. Creatures not touching the ground, or otherwise not in contact with the ground, are rendered invisible to tremorsense but not to other means of sight. Cobble Club(Ex) A master cobbler has an almagamated club like protrusion that it can use as a weapon. Treat this as a Natural weapon. Cobble(Su) When a master cobbler earns a critical hit against an opponent it deals no damage, instead it snatches a piece of armor, visible equipment or weapon and cobble the gained piece to itself, this can be used in combat. It gains +2 to its existing natural armor for one round each time it scores a critical. Rage(Ex) A master cobbler can rage twice a day. This works like the barbarians rage ability except that the master cobbler is not winded at the end of its rage. Sinew Snare(Ex) A master cobbler can use its sinewy tentacles to ensnare an opponent instead of using the club that protrudes from its arm. It gets a +4 to its grapple checks. Partial Construct it gains resistance to mind influencing effects. Severing a cobblers limbs has no effect on its movement, its tentacles will weave another limb out of whatever pieces it can find. It still takes damage normally even when this occurs. Master Cobblers are immune to Death effects, negative energy drain and ability drain effects of any sort unless the effect gets through the cobbled material. Composite Armor The materials that make up a Master Cobbler's body provide it with a composite armor that shifts as it moves, it can use this shifting to focus a portion of its natural and cobbled materials against an opponent. When it does it gains a +4 Dodge bonus for one round against that opponent. It can do this every round if it chooses. Skills Master Cobblers, as their lesser kin, have a +4 racial modifier to any craft skill checks. |
| mrandrewv02-06-08, 07:18 AM | Oh man that's nasty ;) I particularly like the composite armour ability. And the damage resistance makes perfect sense, given the sheer volume of the cobbled material that needs to be cut through. I would also add that if the cobbler gets a crit and steals an item that item can be recovered if the cobbler is slain before the following round is up, after that the item will be just another mass of cobbled material (like wet cardboard). The exceptions to this rule are magical items, which can still be cobbled, but are not destroyed by the process. I put this in to my campaign because I didn't think was fair that all the treasure the heroes would have found on the cobbler corpses was actually useless. So.. that's done then. Now what shall I do with these other monsters I have created by haven't given stats to? Should I keep posting them here or is there another thread I can add them to? I don't want to overburden you, you see ;) |
| JLaurHughes02-06-08, 08:30 PM | There is another thread that you can add your requests to, or you can keep posting them here and I can work on setting up the stats block for you. The other thread is the New Monster Request (http://forums.gleemax.com/showthread.php?t=678970) thread, I've got several monsters crafted for others on that thread as well. If you have a Golem request, that thread can be found here (http://forums.gleemax.com/showthread.php?t=633415) It's up to you how you want to go from here. I still have the fog-bound swallower to finish up from the initial information. |
| mrandrewv02-07-08, 12:23 PM | Hey as long as you are having fun with it, I'd hate for this to become a chore. In the mean time I need to actually plan things for this week's session AND create something that resembles the horribly powerful vampire i described in another thread. But I shall wait eagerly to see waht you come up with. ciao |
| JLaurHughes02-09-08, 01:42 AM | No chore, and no problem at all. |
| JLaurHughes02-12-08, 04:09 PM | Organizing the last creature for you into a stat block will take a while longer than expected, not because it's difficult to do but because of a loss of internet access on the computer that the information has been stored. I will get these set up for you when I am able to. Sorry for the delay. |
| mrandrewv02-13-08, 05:01 AM | Heh, no stress dude :) ANd if you ever need any random creativity (plots, monsters, characters, items, twists-in-the-tale etc.) you be sure to drop me a line ;) |
| JLaurHughes02-23-08, 03:52 PM | The final of the four creatures is now ready. I present to you, the Fog-Bound Swallower. If I missed anything of your idea, let me know. Fog-bound Swallower (1) CR 5 NE Medium Undead(Cold) Init +6 Senses Darkvision 60ft., Low-light Vision, Listen +3, Spot +2 Aura Fear __________________________ AC 15(+2 Dex, +1 SIze, +2 Natural), Touch 13, Flat-Foot 13 hp 48(8HD)[8d12] Immunities Undead immunities Fort +2 Ref +4 Will +8 __________________________ Speed 30ft. Melee Bite +6(1d6+1) or Slam +6(1d4+1) Ranged -- Base Atk +4 Grp +1 Space 5ft. Reach 5ft. Combat Options -- Attack Actions Negative Energy Lash Spell-Like Abilities At Will - Sleep; 3/day Darkness, Fog Cloud __________________________ Abilities Str 13, Dex 15, Con --, Int 5, Wis 15, Cha 10 SQ Alternate Form, Passwall, Undead Traits Feats Improved Initiative, Ability Focus(Siphon), Stealthy Skills Hide +9[5 ranks, +2 Dex, +2 Feat], Listen +3[1 rank, +2 Wis], Move Silently +9[5 ranks, +2 Dex, +2 Feat], Spot +2[+2 Wis] Environment Any Advancement 9-15HD __________________________ What you think is smoke at first quickly turns into a rolling billowing fog, carrying along with it a ghostly visage of a gnome. It moves forward in a calm gait, tendrils of fog inching forward along the ground. Before long the ghostly visage reveals a body with an enormus head, maw gaping wide. When the Fog-bound Swallower is finished feeding on the energy of its victims it places them upon their beds and disappears the same way it entered, as a rolling fog bound ghost. Fear Aura(Su) The sight of this creature anyone within 30ft. feels like fleeing. Anyone within 30ft. of the fog-bound swallower, and can see it, must make a will save against this fear effect(DC 17) or be panicked for 1d4 rounds. The DC is Wisdom based. Undead Immunities Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), to poison, sleep effects, paralysis, stunning, disease, and death effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Negative Energy Lash(Su) In any round that the fog-bound swallower can attack it can take a full attack action create a whip of negative energy that deals 2d10 points of damage plus 1 point of temporary Str, Con and Dex drain on each successful hit. The lash requires a successful touch attack to deal damage. Spell-Like Abilities All the spell like abilities of a fog-bound swallower are treated as spells of a sorcerer of level equal to its hit dice for the purpose of duration and saves. Alternate Form(Su) At any time a fog-bound swallower can take on an alternate form, changing its shape to a large headed creature to devour its prey. When it does, its stats change as follows. Fog-bound Swallower(Engulfer) (1) CR 5 NE Large Undead(Cold) Init +4 Senses Darkvision 60ft., Low-light Vision, Listen +3, Spot +2 Aura Fear __________________________ AC 17(-1 Size, +8 Natural), Touch 9, Flat-Foot 17 hp 48(8HD)[8d12] Immunities Undead immunities Fort +2 Ref +3 Will +8 __________________________ Speed 30ft. Melee Bite +8(1d8+7) or Slam +8(1d6+7) Ranged -- Base Atk +4 Grp +13 Space 5ft. Reach 5ft. Combat Options Engulf, Siphon Attack Actions Negative Energy Lash Spell-Like Abilities At Will - Sleep; 3/day Darkness, Fog Cloud __________________________ Abilities Str 21, Dex 13, Con --, Int 5, Wis 15, Cha 10 SQ Alternate Form, Passwall, Undead Traits Feats Improved Initiative, Ability Focus(Siphon), Stealthy Skills Hide +8[5 ranks, +1 Dex, +2 Feat], Listen +3[1 rank, +2 Wis], Move Silently +8[5 ranks, +1 Dex, +2 Feat], Spot +2[+2 Wis] Environment Any Advancement 9-15HD __________________________ -- Engulf(Ex) While in its alternate form it can use the ability to swallow its prey after a successful bite attack. The fog-bound engulfer gains a +4 to opposed grapple checks to use this ability. If the engulf is successful the target is held helpless for 3 rounds of combat and is subject to its siphon special ability. -- Siphon(Su) Each round that the target of an engulf attempt is within the fog-bound engulfer it takes 1d6 Wisdom Damage. However if the engulf is unsuccessful the ability damage is lessened to 1d4 per round of contact. Each round the target of siphon can make a Fortitude save to negate the effect(DC 16). The save is Dex based. Passwall(Su) When the fog-bound swallower is faced with any physical barrier it uses this abiltiy to pass through these barriers, walls of force and similar force effects prevent it from using this ability. Undead Traits Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. A fog-bound swallower does not need to eat, sleep or breath. |
| mrandrewv02-27-08, 12:12 PM | Niiiice. It didn't occur to me to make the alternate form with completely new stats, although now that you have done it it seems pretty obvious ;) Thank you once again, I will be springing this on my players this very Sunday :cool: ciao |