| Post/Author/DateTime | Post |
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| Blinky96901-09-06, 07:06 PM | My request requires some background. I wanted to make encounter charts that can provide a great selection of various creatures for various ecls. So, obviously, I need a great selection of various creatures. I went through the annals of the books, I think between my players and I we have just about everything, except maybe the minis handbook and some adventures. I'm taking all the monsters and putting them on lists for the sake of organization, and I'm going to make the charts when they're all compiled. If you all care, I do have a system I'm using in the meantime, I'm not delaying anything for virtue of making a big list. So anyway, I decided when I started compiling that I would add as many custom monsters as I wanted in my campaign. My particular world is rather expansive, and I have alot of room to add crazy monsters. My method of organization was to go through creature types. I went alphabetically down the lists, it seemed easiest. So right now I've created a big list of aberrations, animals, and constructs. I have a few custom monsters in mind for each. I wanted to handle these first because lord knows how crazy custom dragons are going to get. So my request: I need as many custom aberration, animals, and constructs as you can think of. If you don't have stats I'll even settle for general ideas. I just need something to overcome my creative blocks. If you have anything from sources you don't think I've used, post it, but I did get alot of them. I'll list what I have so far: Aberrations: Ethereal Assassin - Based off ethereal filcher. Shoggoths - I probably won't name them that, but Lords of Madness' sidebar on Lovecraft's Cthulhu got me thinking. (Sidenote, I recall WOTC publishing a Cthulhu pantheon in some old book, and I was always curious what the Wizard thinktank's views on Lovecraft's gods. If anyone knows where I can get that book, or information, or something comparable, I'ld appreciate it.) Slivers - Off Magic: the Gathering. Seems like a nice idea to scare my PCs half to death with. Animals: A bunch of random animals. Four or five dinosaurs. A variety of new dire concotions. Some new legendary animals. And a new type of animal, Subterranean. I might change that to Cave, but I got the idea from a campaign we had in the Underdark. Constructs: Golems - Steel, Silver, Gold Celestial Guardian - Think angel golems, they come in copper, silver, and platinum varieties. Mirror Golems - reflective, stole the idea from a mtg card of the same name. Any suggestions or ideas would be much appreciated. |
| tryco01-10-06, 04:10 AM | somewhere on "monsters" you can find a thread with magic the gathering monsters. I put slivers in there under the name of swarmbloods. call of cthulhu creatures you can find in "d20 call of cthulhu". it's only not printed anymore. but maybe you can find it with a collector, i don't know. |
| Darknecromancer01-10-06, 07:12 AM | So my request: I need as many custom aberration, animals, and constructs as you can think of. Now, will you accept Magical Beasts who strongely resemble normal animals but have an ability or two that sets them apart? Or do you want just flat-out animals? I also have three abberations in the works, I'll get them posted as soon as I finish them |
| Blinky96901-10-06, 09:04 AM | I will take ANY monster ideas you have. If I don't like them, I just won't use them. I imagine that other people will be looking at this thread too, so they can take any of the ideas they like. Just because it's not useful to me doesn't mean no one else will think it's cool. The reason I singled out aberrations, animals, and constructs is those are what I'm working on at the moment. For animals, I want flat-out animals, but anything else will definately come in handy. I'm not doing magical beast at the moment, but I will be, I'll probably just save them. I'll check out swarmbloods, thanks for the info. Tracking down Call of Cthulhu might be a pain, but I'll figure out how to. |
| Khalarak Ironclaw01-10-06, 01:47 PM | I have the Call of Cthulhu book, I'll post the stats for Shoggoths once I get back up to my dorm. (I think its a WotC book, so it should be fine to post here, right?.....) And a kinda wacky idea I sometimes use to come up with new monster concepts might require some effort, but can net some decent results: Go through a bunch of Pokemon/Digimon/etc. books/guides and just adapt stuff. I remember I took Jigglypuff from Pokemon and turned it into a misty, incorporeal, will-0-wispy fey with glowing eyes that lulled victims to sleep and then fed on their breath. Koffing and Weezing became hideously evil smoke demons who spawned by flying into a victim's lungs and setting him on fire from the inside; the smoke created by the corpse mingled with the victim's newly-freed soul to create a new demon. And the iconic Pikachu became a Storm-rat, a mouselike elemental creature that flies through storms and feeds on the lightning. |
| Darko01-10-06, 02:07 PM | I've got what I think is a fine idea for an undead monster, but I'm a noob and thus not too good with mechanics so I haven't gotten around to statting it yet. I don't have a name yet, but I guess that it's a vampire variant. When the creature captures a humanoid it tries to force it to drink it's blood. This lowers the creature's strength by one (this loss can not be recovered by any means other than described below) but also turns the humanoid into spawn. The spawn are telepathicaly linked to the creature and do it's bidding even at risk of death. After gaining a first spawn the creature retreats into a secluded place and uses the dominees to feed itself. It feeds when it's spawn drink blood but it can also feed on blood directly. The spawn themselves aren't undead (can this be pulled off mechanics-wise?) but generaly operate under the cover of darknes. The creature can create spawn as long as it's strength score is one or more. If the creature doesen't have a full complement of spawn it will often order it's spawn to bring it live humanoids so that it may produce more spawn. When a spawn is slain the creature regains the strength point it sacrificed after a while (several hours? days?). If a creature is slain and it still has living spawn the spawn with the highest strength score will find a secluded place and die there, rising several days later as the creature. It is, in fact, the same creature in a different body. The other spawn are freed from the influence and thus the creature must seek new spawn to serve it. That's the basic idea. I'd love to have that creature statted but I have no idea what special abilities to give it and what CR it would be. Also, forgive me if there's already such a creature, but I'm not very knowledgable about monsters and I swear that I came up with this on my own. |
| Khalarak Ironclaw01-10-06, 06:28 PM | Hm, sounds like it might be better as a template than a straight-up creature. But then, I guess that could theoretically be said of any undead creature... As for a name, maybe... Bloodbinder? Mindshackler? something a little less formulaic? hmmmm.... |
| Darknecromancer01-10-06, 06:52 PM | Lurking Eye Large Abberation Hit Dice: 6d8+18 (45 hp) Initiative: +2 (+2 Dex) Speed: 20 ft (4 squares), burrow 20 ft (4 squares), climb 10 ft (2 squares) Armor Class: 16 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 14 Base Attack: +4 Attack: Bite +7 melee (1d8+4 plus poison) Full Attack: Bite +7 melee (1d8+4 plus poison), 5 tentacles +2 melee (1d3+1 plus poison) Space/Reach: 10ft/10ft. Special Attacks: Poison, improved grab, mezmerizing gaze Special Qualities: Poison immunity, merge with stone Saves: Fort +5, Ref +4, Will+8 Abilities: Str 16, Dex 14, Con 15, Int 4, Wis 12, Cha 7 Feats: Iron Will, Ability Focus (Mezmerizing Gaze) Skills: Listen +9, Spot +9 Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Neutral Evil Advancement: 7-10 HD (Large), 11-20 HD (Huge) As you peer into the hole, you notice a large, round red eye gazing back at you. You try to turn but cannot. The world spins until a blackness washes over you. Creeping eyes are monstrous creatures that appear to be some sort of giant caterpiller, although their heads give them away as clearly alien in nature. One massive red eye sits square in the creature's forehead with two sets of madibles below it. Five tentacles surround the creature's head and look like thorny plant vines. Each secretes a powerful toxin, the same that coats the beats's mandables. When stretched out, its body measures some 15 feet in length, although they rarely leave the security of the vast tunnel network they create. Combat With powerful jaws and many tentacles, Creeping Eyes are devastating when attacking opponents caught off-guard by the sudden appearance of one from concealed tunnel entrances. They enjoy attacking opponents made helpless by their gaze. Poison (Ex): The tentacles and bite attacks of a Creeping Eye are sheathed in a powerful toxin. Those bitten or struck by the tentacles of a Creeping eye must make Fort saves (DC 15) or take 1d2 points of Dex damage. Secondary damage is identacle. Improved Grab (Ex): If a Creeping Eye sucessfully hits with a bite attack, it may initiate a grapple as a free action. Mezmirizing Gaze (Su): As a standard action, a Creeping eye can make a gaze attack at a single opponent. The victim must make a Will save DC 15 or be stunned for that round. The gaze can be maintained by the Creeping Eye, but the target gets a new saving throw each round. Creeping Eyes use this against single opponenets or to help them escape. Poison Immunity (Ex): Creeping Eyes are immune to all poisons and other toxins. Merge with Stone (Sp): As spell of the same name once per day. Often used to escape death. |
| Blinky96901-12-06, 12:14 AM | Thanks for the ideas, that undead sounds pretty interesting. That Lurking Eye looks like a good idea as well. And thanks in advance to Khalarak. I haven't been able to come up with any more monsters, I'll give it another think when I'm driving tomorrow. Again, thanks everybody, keep 'em coming if you can. |
| Darknecromancer01-12-06, 07:10 AM | I'm glad you liekd teh Lurking Eye, can up with it when I was bored in geometry class. For my next monster, I was thinking about making an incorpereal abberation. Is that even allowed? I haven't seen anything prohibiting it. |
| Blinky96901-12-06, 10:59 PM | You can apply the ghost template to an aberration, I'ld think they'ld be allowed. Perhaps as a background it could hearken back to the Far Realms. That concept leaves so much room for improvisation that doesn't need to be fully justified, and it's fully believable that not every being in that realm would appear in a corporeal form. Although, of course, it's your creature, do as you will with it. |
| Darknecromancer01-13-06, 03:07 PM | I like that idea. Thanks! I'll get to work on it later tonight when I get soem free time. |
| Khalarak Ironclaw01-14-06, 07:53 PM | Hm, i seem to be suffering from a sudden and severe shortage of d20 Call of Cthulhu books....I'll post those shoggoth stats if I find them within the next week, if it takes longer than that, sorry, I'm prolly gonna forget. :P |
| Darknecromancer01-16-06, 10:26 AM | I haven't been able to get to my other work, so since you said you also wanted constructs, here's soemthing I did in my spare time. Nightmare Golem Huge Construct (Evil, Extraplaner) Hit Dice: 27d10+40 (188 hp) Initiative: +0 (+0 Dex) Speed: 20 ft (4 squares) (can’t run) Armor Class: 28 (-2 Size, +20 natural), Touch 8, Flat-Footed 28 Base Attack: +20 Attack: Slam +33 melee (4d8+13) Full Attack: 2 Slams +33 (4d8+13) Space/Reach: 10ft/ 10ft Special Attacks: Ground Slam, Poison Cloud, Acid Fog, Fear Aura Special Qualities: DR 15/magic, Construct Traits, Darkvision 60ft, Immunity to Magic, Low-Light Vision, Semi-Corporeal Saves: Fort +9, Ref +9, Will +9 Abilities: Str 36, Dex 11, Con -, Int -, Wis 11, Cha 15 Skills: - Feats: - ________________________________________ Environment: Any Organization: Solitary or Pair Challenge Rating: 16 Treasure: None Alignment: Neutral Evil Advancement: 28-40 HD (Huge), 41-55 HD (Gargantuan) The dark tree before your uproots itself and moves forward, It stands some 30ft tall. A face like that of a Jack-o-Lantern reveals itself in the bark’s wrinkles. The whole creature seems shadowy and partly transparent. Horrific green fog billows out of the creature’s eyes and mouth. Nightmare Golems are some of the most powerful golems known to exist. They are thought to have originated from a wizard who spent too much time in the dreamscape for his own good, likely walking into the nightmares of others. The body of a Nightmare Golem is made of darkwood magically altered through the process that animates the golem, making it into a dark, semi-incorporeal substance that much more malleable than normal wood. Poisonous fumes constantly trickle out of the golem’s eyes and mouth, making it a terrible opponent to battle. Combat Ground Slam (Ex): In lieu of its normal attacks as a full-round action, a Nightmare Golem may smack the ground, dealing slam damage to all within 10 ft. automatically, Reflex save for half damage. Poison Cloud (Su): The poison gas that spawns from the golem’s mouth and eyes forces all creatures within 10ft of one to make a Fort save every round or take 1d4 points of Dex damage. Acid Fog (Su): Twice per day, a Nightmare Golem may release a cloud of highly acidic fog, as the spell, centered on it. It the ability’s effects. Fear Aura (Su): Nightmare Golems are surrounded by an aura of terror and dread, forcing all creatures with fewer HD to make a Will save (DC 23) or be shaken for 5d6 rounds. Immunity to Magic (Ex): A Nightmare Golem is immune to all spells, spell-like abilities, and supernatural abilities except as follows: Spells with the light descriptor slow it for 2d6 rounds. Spells with the shadow, darkness or fear descriptor heal 1 point of damage per spell level. Semi-Corporeal (Ex): It is hard to pick out points on the shadowy body of a Nightmare Golem, giving it the effects of ½ concealment, functioning constantly. I'll get all the details about construction up in a bit. |
| lifebleeder01-16-06, 11:45 PM | Three words. Aliens. And. Yautja. (translation: Predator) |
| Blinky96901-18-06, 04:30 PM | Sorry I've neglected my own thread, life's a pain at times. I love that nightmare golem, it's a great idea. |
| Hedstrong01-18-06, 04:46 PM | You should really have a chat with The Vorpal Tribble, R.M.G.C.L.F., and ieatrollsforbreakfest. Those guys have created multitudes of custom creepies and i'm sure each has a link to their monsters. |
| Hedstrong01-18-06, 04:49 PM | Hm, i seem to be suffering from a sudden and severe shortage of d20 Call of Cthulhu books....I'll post those shoggoth stats if I find them within the next week, if it takes longer than that, sorry, I'm prolly gonna forget. :P I have the Call of Cthulhu book, I'll post the stats for Shoggoths once I get back up to my dorm. (I think its a WotC book, so it should be fine to post here, right?.....) Unless that book is Open Gameing License, posting those stats are against the CoC and copyright laws. Might wanna check into that. |
| Darknecromancer01-19-06, 08:19 PM | Sorry I've neglected my own thread, life's a pain at times. I love that nightmare golem, it's a great idea. I'm glad you liked it, I'm runnign a horror-themed campaign and it just came to me. |
| Khalarak Ironclaw01-24-06, 12:23 AM | Doh, apparently the book is not in fact Open Gaming Content....sorry. |
| Blinky96901-26-06, 07:55 PM | I had a brainstorm. I'm on that side of the fence that believes necromancers are almost all evil, but that a simple skeleton is not. It's mindless. Like a golem. While I wouldn't make it a golem in the game (it's powered by negative energy, anti-life energy, unlike golems), it did inspire the idea of a bone golem, just like the flesh golem. I also had the ideas for a mud golem and a mirror golem. The mud golem is pretty unnecessary, although handy to have, but I do like the mirror golem. I haven't had time to stat them up, I will when I can. |
| Blinky96901-27-06, 04:17 PM | Slight correction to that mud golem. I don't have it, MM3 does. I was curious where I came up with that idea, turns out it wasn't my idea. Anyway, the bone golem: Bone Golem Large Construct Hit Dice: 10d10+30 (85 hp) Initiative: +0 (+0 Dex) Speed: 30 ft (6 squares) Armor Class: 23 (-1 Size, +14 natural), Touch 9, Flat-Footed 23 Base Attack: +7 Attack: Slam +14 melee (2d8+7) Full Attack: 2 Slams +14 (4d8+7) Space/Reach: 10ft/ 10ft Special Attacks: Fear Breath Special Qualities: DR 10/adamantine and bludgeoning, Construct Traits, Darkvision 60ft, Immunity to Magic, Low-Light Vision, Immunity to Cold Saves: Fort +3, Ref +3, Will +3 Abilities: Str 24, Dex 11, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: - ________________________________________ Environment: Any Organization: Solitary or Gang (2-4) Challenge Rating: 9 Treasure: None Alignment: Always Neutral Advancement: 11-20 HD (Large), 21-30 HD (Huge) This automon resembles a massive human skeleton, but with not even a skeletons pinpoint red eyes. Its rib cage appears to be double or tripled over and extends to its waist, forming a ghastly suit of armor for this animated combatant. A bone golem is formed in the same manner as a flesh golem, except it consists solely of the bones of humans, ogres, and various other races. Bone golems are about 10 feet tall and roughly 600 pounds. It cannot speak or make any vocal noise. It walks with a surprisingly smooth gait for a golem. COMBAT Fear Breath (Su): As the spell fear, except affecting a 10-foot cube in the form of a noxious, icy-blue cloud that dissipates in one round. Also, if a creature fails its Will save, the duration of the effect is 1d4 rounds. The bone golem may breath as a free action once every 1d6 rounds. Will DC 15 partial. The save DC is Constitution-based. Immunity to Magic (Ex): A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals positive energy damage, or a good or neutral healing spell, stuns the bone golem for a number of rounds equal to half the spell level, rounded down. Spells of level 1 or lower have no effect to this end. A magical attack that deals negative energy damage bestows a bone golem with the cat's grace ability for a number of rounds equal to half the spell level, rounded down. Spells of level 1 or lower have no effect to this end. The DC for saving versus the golem's breath is also increased by 4 for the same duration. Immunity to Cold (Ex): Due to the golem's skeletal nature, it is not affected by the cold, in the same manner normal skeletons are immune. That's it, PEACH it up and get back to me. EDIT: Forgot the creation info: Construction A bone golem's body must come from normal humanoid skeletons of normal or large size. Assemply requires aminimum of eight medium skeletons, or four large skeletons. In some cases, more skeletons may be necessary. Special unguents and bindings worth 1,000 gold are also required. Note that creating a bone golem requires casting a spell with the evil descriptor. Assembling the body requires a DC 13 Heal check. CL 10th; Craft Construct, [I]animate dead, bull's strength, cat's grace, geas/quest, limited wish, caster must be at least 10th level; Price 32,000 gp; Cost 17,000 gp + 1240 XP. I forgot to mention, this is my first monster submitted to these boards, so I'm anxious for your replies. |
| Blinky96901-29-06, 12:12 PM | Bumping this so someone can PEACH my golem. |