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| Desvelar09-12-05, 05:35 PM | Welcome to the cute and fuzzy challenge! This contest is to see who can make the cutest and funnest monster but it has to have skill. This contest will run for 4 weeks starting today. After the monsers are closed I willl make a seperate thread for voting. Tip fluff text helps alot and a good description. You may submit more than one monster. Base rules: Size small or smaller. Must be cute(Aka to trick or whatever devious plans) Any alignment Any cr (dont get stupid) Contests: (number submitted) Desvelar elven warriorXX(1) mythSSK R.M.G.C.L.F.(3) dok The Almighty Dru feartheinvinceblehamster(2) RavenDrake(3) edgy_rhinx(1) Echoes of Deception Eela6(1) D&D_Madness 5000(1) Raven Dark(2) Nature_King(1) Melpomene(1) ChimericPhase(1) Darknecromancer(2) wrecan(1) woozygremlin(1) Monsters: nanobeholders (http://boards1.wizards.com/showthread.php?t=50183) R.M.G.C.L.F. filcherito (http://boards1.wizards.com/showthread.php?t=186647) R.M.G.C.L.F. plinka (http://boards1.wizards.com/showthread.php?t=133475) R.M.G.C.L.F. Flufflekin (In Thread) By: feartheinvinceblehamster (In Thread) Myauh By: edgy_rhinx Tribble (In Thread) By: elven warriorXX Mineral Dragon [Quartz] (In Thread) By: Eela6 Sig Bunny (http://boards1.wizards.com/showthread.php?p=7240271#post7240271) By: D&D_Madness 5000 Living Doll Swarm (In Thread) By: Raven Dark THE UGLY DOLL (In Thread) By: Raven Dark Char Drake (In Thread) By: RavenDrake Dohdahmbo (in Thread By: Nature_King Smiling Ones (In Thread) By: feartheinvinceblehamster Poring (In Thread) By: RavenDrake Ult (In Thread) By: Melpomene Psuedogriffen (In Thread) By: ChimericPhase Dustbunny (In Thread) By: RavenDrake Death Bunny Swarm (In Thread) By: Darknecromancer Snow Squirrel (In Thread) By: Darknecromancer PSEUDOFAMILIAR (In Thread) By: wrecan Tar Baby (In Thread) By: woozygremlin |
| elven warriorXX09-12-05, 06:19 PM | To hell with my pride :D I will join (tell anyone and i will kill you with my masterwork toliet paper roll) when do we start? |
| mythSSK09-12-05, 06:24 PM | Well, I've never really considered myself good enough at monster design to enter all the competitions that go onto this board, but hell, I'll give this one a go! |
| Desvelar09-12-05, 06:50 PM | To hell with my pride :D I will join (tell anyone and i will kill you with my masterwork toliet paper roll) when do we start? right now it ends in 4 weeks |
| R.M.G.C.L.F.09-12-05, 07:32 PM | I submit my nanobeholders (http://boards1.wizards.com/showthread.php?t=50183), filcherito (http://boards1.wizards.com/showthread.php?t=186647), and the plinka (http://boards1.wizards.com/showthread.php?t=133475) |
| elven warriorXX09-12-05, 07:44 PM | right now it ends in 4 weeks okay me get to work. |
| dok09-12-05, 07:46 PM | I'm thinking of something along the lines of the famous "Pink Dragon": A half-fey, half-Dragon (white), Juvenille Red Dragon. It's pink, has gossamer butterfly wings, long eyelashes, and really big eyes that fill with tears easily. Add in the Draconomic cat-like traits, and it's pretty darn cute. (And immune to fire & cold, with two breath weapons and a Chaotic Evil Alignment) I'd add flavor text, but writing any more than what I've already offered, and making it sound cute would just debase my otherwise vile nature. It would clock in at CR 13, and be Large. The only non-cute factor is it's lack of fur, but I figure the butterfly wings and long eyelashes would probably offset that... |
| The Almighty Dru09-12-05, 07:57 PM | I'll give it a go. Though its an awfully strange theme for the first contest I join. Time to get down with my cute and/or fuzzy self! |
| Desvelar09-12-05, 08:06 PM | I'm thinking of something along the lines of the famous "Pink Dragon": A half-fey, half-Dragon (white), Juvenille Red Dragon. It's pink, has gossamer butterfly wings, long eyelashes, and really big eyes that fill with tears easily. Add in the Draconomic cat-like traits, and it's pretty darn cute. (And immune to fire & cold, with two breath weapons and a Chaotic Evil Alignment) I'd add flavor text, but writing any more than what I've already offered, and making it sound cute would just debase my otherwise vile nature. It would clock in at CR 13, and be Large. The only non-cute factor is it's lack of fur, but I figure the butterfly wings and long eyelashes would probably offset that... THat works stat it maybe even make a age table for it |
| feartheinvinceblehamster09-12-05, 08:15 PM | do we post them here? Flufflekin Tiny Abberation HD: 30d8+90(210 hp) Initiative: +14(+4 Improved Initiative, +10 dex) AC:38(+2 size, +6 natural, +10 dex) attacks: Bite +37/+32/+27 melee(3d6+20), Fluff Blast +23 ranged(1d10) special attacks: Eater of Young, Fluff Blast, Spell-Like Abilities, Childthrall special qualities: Immunities, Disbelieving Adults, Fast Healing 6, DR 50/magic and silver, SR 32 abilities: STR 40, DEX 23, CON 17, INT 19, WIS 15, CHA 32 skills and feats: bluff +45, diplomacy +44, Intimadate +44, Sense Motive +44, Knowledge(the planes) +37, quicken spell like ability(mirage arcana), skill focus(bluff), ability focus(fluff blast), skill focus(knowledge[the planes]), quicken spell like ability(major creation), power attack ---------------------------------------- Enviroment: any civilized treasure: standard organization: solitary CR: 17 Horrible creatures from a realm best left unmentioned. the flufflekin are a horrid race which lures children to friendship and then devours their souls. These strange creatures appear to be small balls of fluff in a variety of cute colors, and it can change it's color to suit it's current targets preferred color. Common colors include pink, yellow, blue, and green. Though very cute, they can open there jaw into some extradimensional space, opening their jaw to almost 7 feet wide, with almost 60 rows of teeth. Obviously, they don't use this ability much and simply can smile and speak opening their mouth to about 6 inches Combat: Eater of the Young(su): a Flufflekin may, as a melee attack, instantly kill any creature of younger than young adult age category. this creature must be humanoid in shape(though not nesscarily of humanoid type) and must have previously been affected by the creatures childthrall ability. Fluff Blast: a flufflekin may, as a standard action, hurl a blast of fluff at an enemy within 30 ft. if it hits, the creature must make a fortitude save(DC 38) or become younger by 1d4 years. a flufflekin typically uses this ability to lower a creature to below young adult age category and then use it's childthrall ability on it. spell-like abilities: at will: mirage arcana, major creation, quill blast(see complete divine) 3/day: permanent creation, imprisonment. DC 22+spell level childthrall: a flufflekin can cast charm monster on a creature of lower than young adult age category, and it lasts for 6 hours. immunities: immune to poison, petrification, ability damage, ability drain, electricity, imprisonment spells, cold, acid, Disbelieving adults: a flufflekin is so cute that adults just think children are kidding about it's horrific abilities. a creature of young adult age category or older suffers a -20 penalty on all sense motive checks to understand that a flufflekin is not all it appears. i dunno, i like it :) |
| Desvelar09-12-05, 08:25 PM | do we post them here? Yes you can and might I suggest maybe clean it up litke capitaliazation I dont care but other might. |
| feartheinvinceblehamster09-12-05, 09:43 PM | can do. same here almighty dru, my first contest and do you like it? :dancin: :dancin: |
| R.M.G.C.L.F.09-12-05, 09:50 PM | Fluffykin: that concept is in my opinion so overdone that its comic potential is nill minus five. Anyway we already have the shape-shifting aberration thing that looks like a cross between a baboon and a giant poodle, I think it starts with a J. |
| Desvelar09-12-05, 09:56 PM | its up to him what he post oh well |
| RavenDrake09-12-05, 10:04 PM | I'd love to join in if there's room... Do I need to submit a brand new monster? Or can I use one that I've already crafted? |
| Desvelar09-12-05, 10:29 PM | Yes you can join and new or old is fine There is unlimited space |
| edgy_rhinx09-13-05, 10:43 AM | Myauh, a little dream kitten (unique eidolon) http://www.geocities.com/edgy_rhinx/cat2.jpg - the image is not mine. It belongs to its artist. Cat, Tiny Animal Hit Dice: 1/2 d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Incorporeal touch claw +4 melee (1d2) Full Attack: Incorporeal touch 2 claws +4 melee (1d2) and bite -1 melee (1d3) Space/Reach: 2-1/2 ft./0 ft. Special Qualities: Low-light vision, scent, immunities Infinite lives (Ex): Myauh can only be truly slain, when the last child on Toril stops wishing to have a puppy dog or a kitten. If Myauh is reduced below 0 hp or incapacitated by ability damage, drain or any other means, instead he assumes dream form. If he is removed from the Plain of Dreams, next round Myauh appears on the Plain of Dreams at any place of his choice. Dream form (Ex): As a movement action, Myauh can assume dream form at will as the gaseous form spell (caster level 5th), but it can remain in dream form indefinitely and has a fly speed of 20 feet with perfect maneuverability. In dream form Myauh instantly regains full health, all his abilities are restored and negative spells dispelled. Myauh can use dimension door in dream form. Dimension door (Su): As a movement action Myauh can use dimension door as the spell. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to petrification, paralysis, stunning, and disease. Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3 Feats: Weapon Finesse Environment: Myauh only exists on the Plain of dreams Organization: Solitary Challenge Rating: 2 Advancement: - Level Adjustment: - Combat Myauh prefers to play with its prey. Skills: Myauh has a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. He has a +8 racial bonus on Balance checks. He uses his Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. |
| elven warriorXX09-13-05, 11:26 AM | heres mine :D Tribble Tiny magical animal HD: 1d8(3hp) Speed: 20ft AC: 15 (+2 size, +2 dex, +1 natural) attacks: bite +1 (1d4+1) special attacks: screech special qualities: multiply abilities: STR 8 DEX 14 CON 11 INT 8 WIS 7 CHA 12 skills and feats: bluff +2, hide +4, weapon focus (bite) ---------------------------------------- Environment: any civilized treasure: standard organization: 20-100 CR: 2 A small fluff ball confronts you, it does not seem to move fast or is it that big. Soon many more of these creatures join the first on and then with surprising speed they attack. Combat Screech: once every 1d2 rounds the Tribble(or tribble swarm) can make a loud screeching sound and all who hear must bake a will save of 15 or act like their daze on their next turn. Multiply: the Tribble spawns a new Tribble every round when it is frightened or provoked. Once there are 10 of these Tribbles they turn into a Tribble swarm. Once there is a Tribble swarm they gain a fast healing of 5 per round Tribble swarm Tiny animal (swarm) HD: 3d8 (13hp) Speeds: 20ft AC: 17 (+3 size, +3 dex, +1 natural) attacks: swarm 2d6 special attacks: screech, Distraction special qualities: multiply, swarm traits abilities: STR 8 DEX 16 CON 11 INT 8 WIS 7 CHA 12 Skills and feats: bluff +2, hide +6, jump +8 Saves: Ref +6 Fort +2 Will -1 ---------------------------------------- treasure: standard organization: 20-100 CR: 3 Distraction (Ex): Any living creature that begins its turn with a Tribble swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. |
| feartheinvinceblehamster09-13-05, 05:11 PM | can we enter several monsters? |
| Echoes of Deception09-13-05, 06:14 PM | I'll be doing this one, too. In fact, I'm about to put off finding that elusive pseudonatural template just to do it :D Prepare to meet Mr. Stitches! Just gimme two days and a large bag of Cheetos. Or a few hours, if I don't make this bank run... |
| mythSSK09-13-05, 06:15 PM | can we enter several monsters? R.M.G.C.L.F. has already entered three, so I think so. |
| Eela609-13-05, 07:21 PM | Dunno if this has been done before, but... Mineral Dragon [Quartz] Mineral Dragons are the fairly recent result of the tamperings of Drath-Nokks the Dragon-Obsessed, a powerful Arcane Wizard, who was also totally batshit insane. The first brood intended to be a powerful, magical hybrid between Amethyst and Bronze dragons, they instead ended up as smallish, sleepy, and altogether more pleasant creatures. These creatures apparently age at the same rate as Bronze Dragons, but begin at a Wyrmling size and end up in their old stage as the same size as a Very Young dragon. There have been rumors of them splitting into five seperate species, but the rumors are, so far, unsubstantiated. Quartz Dragon [Junveille]: Size: Small HD: 4d8 + 5 (21) Speed: Base 30ft, Fly 40ft, good manuverability. AC: 18 (+1 size, +2 dex, +4 natural armor) Attacks: Bite +2 (1d6 +2), Claws +2 (1d4 +2). Special Attacks: Charm Person (Cuteness) 3/day. Shattering Breath: (2d6 sonic (60 ft line), -2 to AC (cumulative, save with reflex for half damage, save for will for AC.) Special Qualities: Protective Pheremones: A Quartz Dragon has the supernatural ability to release pheremones which give +1 luck bonus to any allies which have stayed within 200 feet for an hour or more. This effect lasts three hours. Alignment: Usually Neutral Good Abilities: STR 12, Dex 14, Con 12, Int 12, Wis 12, Cha 16. The Quartz Dragon is covered with translucent quartz, and it's wings are made of the same material. However, when it is friendly, this quartz seems to shine with a soft reddish glow and becomes extremely soft. Quartz dragons are friendly, sleepy, and kind. Unlike normal dragons, they are not sentient while in the egg and have to be taught their precepts. Though more intelligent than most humans, they keep a childish, pet-like mentality and often attach themselves to children, taking care of and being taken care of by them. They are prized as familiars by Wizards and some Sorcerers, and if they see that the particular magic-user is not cruel, they tend to reward their efforts with a short (for them) familiar pact. When killed, they send an alert, both psychic and magical in nature, to all metallic and gem dragons on the same plane. Treasure: How dare you kill one of these! Treasure: Death. Organization: Normally protecting a family or with a magic user of at least 5th level. CR: 4 (not sure if this is correct.) |
| D&D_Madness 500009-13-05, 07:38 PM | To hell with my pride :D I will join (tell anyone and i will kill you with my masterwork toliet paper roll) when do we start? Steal my ideas about Masterwork toilet paper, my elven friend, and meet my friend, bunny... http://boards1.wizards.com/showthread.php?p=7240271#post7240271 |
| elven warriorXX09-13-05, 07:42 PM | I am sorry :weep: **runs away very fast and throws back D&D_Madness 5000's roll of masterwork toilet paper** |
| Desvelar09-13-05, 08:58 PM | can we enter several monsters?yes you may |
| R.M.G.C.L.F.09-13-05, 09:05 PM | Tribble: This has some notable problems. For one thing, what do you mean by "lose their next turn"? considering how numerous the tribbles can be and the fact that you always have a 5% chance of failing a save, I think that's hideously overpowered. How do they cause people to lose their next turn? Do you mean they get dazed, no actions next turn, or they get stunned, or are they simply shunted a short step forward through the space-time continuum? The scream from my experience is just annoying, and they only do it near klingons. Maybe for a DnD adaptation tribbles could scream around orcs. The term is magical beast, not magical animal, and it doesn't really apply to tribbles. They'd be beasts, vermin, or aberrations, nothing magic about them. Also, in my recollection, tribbles are harmless. They can't bite, I don't think they even have teeth, or distinguishable jaws or mouths for that matter. |
| Nature_King09-13-05, 09:07 PM | What is wrong with you guys fey are the cuttiest things on d&d. I'll make mine soon. |
| Desvelar09-13-05, 09:16 PM | Steal my ideas about Masterwork toilet paper, my elven friend, and meet my friend, bunny... http://boards1.wizards.com/showthread.php?p=7240271#post7240271I named it sig bunny hope you dont mind. |
| Raven Dark09-13-05, 09:30 PM | I submit the Living Doll Swarm and the Ugly Doll. THE LIVING DOLL SWARM Living Doll Swarm Tiny Construct (Swarm) HD: 6d10 (27 hp) Initiative: +2 Speed: 50 ft. (10 squares) AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +4/- Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction Special Qualities: Construct traits, darkvision 60 ft., half damage from slashing and piercing, hardness 5, low-light vision, swarm traits Saves: Fort +2, Ref +4, Will -3 Abilities: Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1 Skills: - Feats: - Environment: Any Organization: Solitary, toy chest (1-2 swarms), or play room (3-4 swarms) Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: - Level Adjustment: - The toy dolls lying about on the floor begin to move. As they stand up, a milky white substance begins to pour from their eyes. It is when the last doll stands to its diminutive feet that they swarm. Living Dolls Living dolls are tiny, mindless, animated objects made permanent. Living dolls were likely designed as interactive toys for children. However, large groups of living dolls that have been stored in seclusion for long periods of time sometimes suffer from magical degradation and can quickly become dangerous. Such swarms are always dangerous and attack any creature that they can sense. Combat Living dolls seek to surprise and attack any creature they encounter. They generally lie and wait, motionless, until a potential victim wonders into their space before attacking. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Living Dolls in Eberron Living dolls are most commonly found in abandoned children’s playrooms throughout the many ghost towns of the Mournlands. For unknown reasons, such swarms never leave the dwelling they occupy, not even to pursue potential victims. Living dolls can be found just about anywhere else in Khorvaire, but such occurrences are far, far rarer. THE UGLY DOLL Bards tell tales of an ancient witch who manufactured evil dolls to go out and spread her vile form of evil throughout the lands. This tale is usually dismissed as the beginnings of a child’s horror story, but little do most know that the story does have some truth to it. Ugly Doll (Minor Artifact): The ugly doll appears to be little more than a crude doll made of buttons, cloth, and straw. However, when held up prominently (usually in the direction of a chosen target or targets) and the proper command word uttered, the doll allows the wielder to create a Cause Fear effect (DC 11) up to five times per day, a Fear effect (DC 16) up to three times per day, a Phantasmal Killer effect (DC 16) once per day, or a Weird effect (DC 21) once per week. If used in this manner, the doll appears to transform into that which the target most fears. The Ugly Doll does not radiate a magical aura of any kind nor does it radiate an evil aura. In addition, this doll is also an intelligent item and shares the statistics of the following ugly doll example: Betty, the Nightmare Weaver: Ugly Doll; AL CE; Int 19, Wis 10, Cha 19; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 29. Lesser Powers: Item has deathwatch continually active, darkness 3/day, major image 1/day (DC 14), item has 10 ranks in Bluff (+14 modifier), Diplomacy (+16 modifier), & Intimidate (+16 modifier). Greater Powers: Detect good or detect law at will, detect thoughts (DC 13) at will, magic circle of protection against good or magic circle of protection against law at will Special Purpose: Spread fear and panic throughout the minds of all sentient beings. Dedicated Powers: Animate Objects & Dominate person (DC 17). Personality: Betty, the Ugly Doll, was created by a powerful necromancer long ago who wished to instill the fear of her great powers into the minds and hearts of all those around her. Unfortunately, Betty turned on her creator and eventually destroyed the necromancer. Betty has since traveled the world by being passed down through family lines, given to children as a hand-me-down, sold and bought, or simply thrown away to be found by another. Betty rarely speaks to anyone and will usually lie dormant for long periods of time until her wielder is completely alone. When such a time comes, Betty usually corners her would be owner and reveals herself in the form of a young girl or other suitable imaginary playmate via her major image spell. Betty (or rather her illusion) acts kindly and works to gain the love and trust of her owner. In this respect, Betty generally targets young children, as they are more easily tricked and are not normally suspected of being an instrument of spreading terror by the populace at large. Such a victim will inevitably become the target of Betty’s dominate person ability. Betty can read and speak Abyssal, Common, Draconic, Infernal, & Undercommon as well as read magic at will. Strong enchantment, illusion, necromancy, and transmutation; CL 20th; Weight: 1 lb. |
| Desvelar09-13-05, 09:43 PM | Living Doll Swarm Thx I am probably going to have nightmares thats scary just plain scary |
| Raven Dark09-13-05, 10:16 PM | Thx I am probably going to have nightmares thats scary just plain scary Just you wait until I get the Ugly Doll up. Artifact or no, she is a monstrous encounter all her own... Just imagine starting the campaign and having the heroes being hired by the King (or other NPC of importance) to investigate a series of unexplainable murders. They fail to garner any real leads because the "victims" all appear to be completely untouched and unharmed...aside from their being dead. Its not until the King's 8-year old daughter runs away from home that the investigation is dropped in favor of finding her. Time runs short as news of her dissapearance spreads and local gangs attempt to abduct her for their own nefarious purposes. With some effort and a good deal of confrontation with the gangs the heroes find her...amidst a pile of dead bodies...gang members who appear completely untouched. The heroes return the girl to her father and are rewarded appropriately, but the girl behaves strangely on the return trip, always speaking of the "friend who saved her." With some manipulation, the DM leads the players to believe that the king's young daughter is personally responsible for the murders. If they pursue the lead they soon discover that it isn't the girl, but her favorite doll...a gift from her father and her best "friend." If the heroes try to take the artifact the King intervenes (letting the heroes go with a relative slap on the wrist since they saved his daughter previously), but he decrees that anyone who would steal from his precious daughter will be dealth with harshly. The players if they do nothing, hear of more and more (increasingly grisly) murders in the area. If they act, they quickly become enemies of the state. All the while, Betty the Ugly Doll works through the princess to make their lives miserable... This story arc is loads of fun when their is a Paladin in the party. How do you stop an artifact that possesses an annocent young girl without hurting her? I am evil... |
| RavenDrake09-13-05, 10:27 PM | Ok, this one is one I made before(you can follow the link in my sig to find other, not cute, Drakes). I think they're kinda cute, but, of course, my opinion is a bit skewed. Char Drake Tiny Dragon (Fire) Hit Dice: 4d12+4 (28 HP) Initiative: +6 (+2 Dex, +4 Improved Iniative) Speed: 20ft, Fly 60ft good AC: 17 (+2 Size, +2 Dex, +3 natural); Touch 14, Flatfooted 15 Base Attack/Grapple: +4 / -4 Attack: Bite +8 Melee(1d4) or Masterwork Dagger+9 Ranged(1d4) Full Attack: Bite +8 melee (1d4) and Tail Whip +1 Melee (1d2), or Masterwork Dagger +7 melee (1d4) and Bite +3 melee (1d4), or Masterwork Dagger +9 Ranged (1d4) Face/Reach: 2 1/2ft / 5ft* Special Attacks: Breath Weapon, Pyrotechnics Special Qualities: Dragon Traits, Fire Sight, Prehensile Tail, Telepathy* Saves: +5 Fort, +6 Ref, +5 Wil Abilities: 11 Str, 15 Dex, 13 Con, 10 Int, 12 Wis, 14 Cha Skills: +6 Climb, +20* Hide, +5 Listen, +6 Move Silently, +5 Spot Feats: Improved Iniative, Weapon Finesse (Bite) Environment: Warm Mountain or Forest and Underground Organization: Solitary, or Mated Pair Challenge Rating: 4 Treasure: Double Standard, Plus Gear Alignment: Usually Chaotic Neutral Advancement: 5-8 HD Tiny, 9-12 HD Small Char Drakes are curious and playful dragons that usually live in warm climates and are especially fond of volcanos, hot springs, and simialar areas. Char Drakes are usually charcoal grey in colouration, with a blue-black underbelly and translucent blue-grey wings. They are more birdlike than thier larger cousins the wyrms and only feature four limbs, an upper set of clawed wings and two small feet. Thier necks and tails are long serpentine affairs and afford them a reach beyond what such a small creature would normally field. Char Drakes, like most dragons, can feed off of nearly anything, but find certain things like coal and charcoal, lamp oils, sulpher, and Alchemist's Fire to be special delicacies. They are often drawn to adventuring groups, which they will occasionally follow for amusement. They may offer to help a group, or can be bribed into doing so but more often they will simply harrass the group for a short period of time and then escape and hide, entertained by thier own antics. Char Drakes speak Draconic and Common, and the more intelligent ones will usually learn Elvan or Halfling if they live aboveground, or Gnomish and Dwarven if they live underground, depending on who or what is near thier lair. Combat Char Drakes rarely take to combat. If threatened, they will typically employ thier Pyrotechnics ability to blind thier opponent and flee. If they locate an object they want: a piece of jewelery, a magic item, etc, then they will use thier magic powers to confuse their opponents to take what they want. If encountered in tandem, then it's a mated pair who have bonded for life. A Mated Pair can communicate telepathically for a distance of up to 1 mile(see Telepathy below). Breath Weapon(Su): A Char Drake can spit a line of buring cinders 30ft long. This attack deals 3d4 points of fire damage with a reflex save (DC 13) for half damage. After they use this ability they must wait 1d4 rounds before using it again. Pyrotechnics(Sp): A Char Drake can turn flames into choking smoke or blinding flares of light three times per day. Treat this as being the same as the spell Pyrotechnics, caster level 1st, save DC 14, except for the following: If it wishes, the Char Drake may substitute it's Breath Weapon for a fire source. If it does, then it deals no damage with its breath attack, but the point of origin for the Pyrotechnics ability may be anywhere within 30ft of the Char Drake. The Char Drake may only use this ability if it can use it's breath weapon, and must wait 1d4 rounds after using this ability to use its breath weapon again. Dragon Traits(Ex): Immune to paralysis and sleep effects. Additionally, Char Drakes have Darkvision 60ft and low light vision. Fire Sight(Su): Char Drakes are not effected by bright light, smoke, or flames. They are immune to blinding and dazing effects that employ light. Additionally, they can see clearly through magical and mundane smoke, flames and fog. Prehensile Tail(Ex): A Char Drake's tail is very dexterous, and can be used to grip and manipulate objects with ease. They can wield any Tiny-sized one-handed or light melee weapon with thier tail with profeciency. Additionally, they can weild a Medium-sized daggers with full profeciency, and prefer masterwork or magical daggers if they are available. Telepathy(Su): Once a Char Drake finds its mate, they bond for life. This bonding is very strong, and it allows a mated pair of Char Drakes to communicate telepathically for distances of up to one mile. If a Char Drake's mate is slain, it will become extreemly despondant and suicidal, either killing itself or fanatically hunting down and attacking the being that killed it's mate. Occasionally, a Char Drake that is especially taken with a humanoid may attempt to bond with that humanoid. If the humanoid is an Arcane Spellcaster, then the Char Drake becomes a familiar as though the caster had aquired the Extra Familiar and Improved Familiar feats(only if they are caster level 15 or higher). If they are not an arcane caster, or not of sufficient level, then the subject of the bonding merely gains the ability to communicate telepathically with the Char Drake, who follows them as a devoted companion so long as it is treated with respect and friendship. Abusive or distant behaviour can make the drake abandon it's mate, or betray it. Fire Subtype(Ex): A Char Drake is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. *Skills: A Char Drake's natural colouration allows it blend into areas of darkness, as well as areas covered in soot and ash. A Char Drake gains a +10 bonus to Hide checks in shadowy, dark, smoky, or soot covered areas. |
| Desvelar09-13-05, 10:31 PM | Just you wait until I get the Ugly Doll up. Artifact or no, she is a monstrous encounter all her own... Just imagine starting the campaign and having the heroes being hired by the King (or other NPC of importance) to investigate a series of unexplainable murders. They fail to garner any real leads because the "victims" all appear to be completely untouched and unharmed...aside from their being dead. Its not until the King's 8-year old daughter runs away from home that the investigation is dropped in favor of finding her. Time runs short as news of her dissapearance spreads and local gangs attempt to abduct her for their own nefarious purposes. With some effort and a good deal of confrontation with the gangs the heroes find her...amidst a pile of dead bodies...gang members who appear completely untouched. The heroes return the girl to her father and are rewarded appropriately, but the girl behaves strangely on the return trip, always speaking of the "friend who saved her." With some manipulation, the DM leads the players to believe that the king's young daughter is personally responsible for the murders. If they pursue the lead they soon discover that it isn't the girl, but her favorite doll...a gift from her father and her best "friend." If the heroes try to take the artifact the King intervenes (letting the heroes go with a relative slap on the wrist since they saved his daughter previously), but he decrees that anyone who would steal from his precious daughter will be dealth with harshly. The players if they do nothing, hear of more and more (increasingly grisly) murders in the area. If they act, they quickly become enemies of the state. All the while, Betty the Ugly Doll works through the princess to make their lives miserable... This story arc is loads of fun when their is a Paladin in the party. How do you stop an artifact that possesses an annocent young girl without hurting her? I am evil... Way ahead of you its already oin my campain designs |
| Nature_King09-13-05, 10:54 PM | Dohdahmbo Tiny Living Constuct HD:5d10+2 (28 hp) Speed:15 ft., Climb 10 ft. Initiative: +13(+4 dex) AC:20(+6 natural, +4 dex) attacks:Slam 2d4, BlowGun,Greater 1d1, Dagger 1d2,Sling 1d2 special attacks: Catcher of The Spirits, special qualities: Consturct abilities: STR 7, DEX 18, CON 15, INT 5, WIS 3, CHA 16 skills and feats: bluff +6, Sense Motive +6, Knowledge(arcana) +7, ---------------------------------------- Alignment: Any Enviroment: any Forest treasure: standard organization: solitary, collection (2-100 CR: 6 LA:+1 Created by the Voodo Priest of tribal land the Dohdahmbo( also know as the child of the forest) where made as a living training doll for girls, sacrifices, a holding place for spirits of dying children, and as assistances. The Dohdahmbo are made from either wood, clay, or stone the material determand how much souls it needs to be created and how hard it will be to create. The Dohdahmbo faces are carved with wide Grins or similes they are dressed in leaves and/or cloth (cloth is hard to find in certain areas so it is used only for the high ranks.) there then marked with paints of many colors and with a few accersories. The Dohdahmbo are very helpful and will fight to the "death" in tribes where the aren't many warriors they use Dohdahmbo there small bodies are suited for the dense terrain they use slings, throwing rocks, blowguns and daggers. There cuteness is a major factor with there creation when fighting foreigner who never saw them the are effected by the speicial ability Adorability which makes their enemies want to drop their weapons and hold them. Combat: Dohdahmbo use far ranged weapons and will go close when target is highly weakend they fight in squads of 3-5 having up to 10 squads. Catcher of The Spirits: If a opponent is at -1 to -9 hp the Dohdahmbo can suck their soul and give it to their master will save (DC 17). The Dohdahmbo can only try this Twice per Opponent. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Adorability: If a Opponent never saw a Dohdahmbo He most make a DC will save (14 will) if felled the creature most drop his weapons and must want to hold a Dohdahmbo, the opponent can make a save once every 2 round (14 will + number of felled rounds). |
| edgy_rhinx09-14-05, 10:18 AM | Way ahead of you its already oin my campain designs I like the doll concept, but it's indeed very old. I have even seen several films on this topic. Multicolored metal blend dragons and voodoo dolls seem also a bit redundant. Nanobeholders are great, though their name sounds a bit technical to me. It's like a cryosyncrophasatron dragon. He emits the syncrophaser ray, has cold and sonic immunities. :) Plinkas are ok. Odors idea is superb, but moster is hard to use in the campaign, you don't see Far Realm every day. Filcherito is average. Original E.Flichers were a worthy idea, but copying it over and over adds no or very little value. Fur balls are nice, but not innovative. Yep... I am a bit lazy to create another entry, but I think I have a rare concept: Candy hero The tiny guy looks so tasty, that you want to eat him immediately, the urge is almost impossible to resist. However he is a vicious combatant, who will do everything to protect his life. Give him stats for ~CR 10, abilities to avoid grapple and something to nullify his size and strength problems and he rocks. His treasure constitutes of tiny +5 brilliant energy sugar sword, chocolate shield and similar items. Their magic vanishes if candy hero is slain. |
| R.M.G.C.L.F.09-14-05, 05:24 PM | I have some issues with the living doll swarm. First, suprise tactics and eccentricities of local attachment seem too much for a mindless wis1cha1 creature. They should have some signifcant level of wisdom if they possess the common sense to lay low until prey comes near, and charisma of at least 2 to attack without any guiding instinct (such as hunger or fear). I also am somewhat annoyed with the quasi-absurd idea of magical things just going homocidal over time, especially something as simple as an animate doll, and particularly without any guiding intelligence to go senile or insane. Assuming a living doll was made and imbued with a degree of mental capacity, it could be quite creepy, displaying such behaviours as playing tea with toenails, following around their owner after they reach adulthood, or attempting to cheer up a "listless and depressed" child who has been deceased for some time, but it would take a considerable leap of construct/magical logic for "play with and respond to owner" to become "attack all life". |
| feartheinvinceblehamster09-14-05, 05:48 PM | much more mild than the flufflekin :D Smiling Ones Small Abberation HD: 3d8+6(22 hp) Initiative: +8 (dex, improved initiative) speed: fly 10 ft(perfect) armor class:16(+4 dex, +2 natural) attacks: slam +3 melee(1d6+1) special attacks: smile special qualities: fire, acid, electricity resistence 5 saves: fort +3, Will +4, reflex +5 abilities: str 12, dex 18, con 14, Int 11, Wis 12, Cha 12 skills: spot +7, search +6, hide +10 feats: improved intiative, weapon focus(slam) -------------------------------------------------------------- climate/terrain: any organization: solitary, pair, grin(3-6) challenge rating: 2 alignment: usually chaotic neutral smilies are strange, floating yellow faces that attack by slaming there bodies against the enemy. combat: smile: a smiley can open his mouth in a huge grin that is sickening to opponents because it seems like they have to unhinge there jaw to smile that big. anyone who sees it smile must make a fortitude save(DC 13) or become nauseated for 1d4 rounds. anyone who makes this save cannot be affected by this ability for another 24 hours |
| Weenie09-14-05, 07:39 PM | I submit Choo-Choo, the Pseudonaturally Huggable Cat (http://boards.wizards.com/showpost.php?p=7177913&postcount=3). What? What? Not particularly fuzzy, but he is cute. See here (http://www.somethingpositive.net/sp11202004.shtml). |
| Raven Dark09-14-05, 11:40 PM | I have some issues with the living doll swarm. First, suprise tactics and eccentricities of local attachment seem too much for a mindless wis1cha1 creature. They should have some signifcant level of wisdom if they possess the common sense to lay low until prey comes near, and charisma of at least 2 to attack without any guiding instinct (such as hunger or fear). I also am somewhat annoyed with the quasi-absurd idea of magical things just going homocidal over time, especially something as simple as an animate doll, and particularly without any guiding intelligence to go senile or insane. Assuming a living doll was made and imbued with a degree of mental capacity, it could be quite creepy, displaying such behaviours as playing tea with toenails, following around their owner after they reach adulthood, or attempting to cheer up a "listless and depressed" child who has been deceased for some time, but it would take a considerable leap of construct/magical logic for "play with and respond to owner" to become "attack all life". When I make homebrew swarms from MM component creatures (animate object in this case), I compare the bat to the bat swarm to see which sections of the stat blocks change when converting from a single bat to the more dangerous bat swarm. An individual bat's mental stats are identical to that of a bat swarm. Animated objects always have Int -, Wis 1, and Cha 1. Going off the bat to bat swarm conversion, I postulated that my swarm has the same ability scores as its component creature. |
| RavenDrake09-15-05, 12:05 AM | Blatently Stolen from Gravity Corperation: Poring Small Ooze Hit Dice: 1d10+2 (7hp) Initiative: +2 Speed: 20ft AC: 13(+2 Dex, +1 Size); Touch 13, Flatfooted 11 Base Attack/Grapple: +0 / -4 Attack: Slam +2 Melee (1d4) Full Attack: Slam +2 Melee (1d4) Face/Reach: 5ft/5ft Special Attacks: - Special Qualities: Blindsight 30ft, DR 2/-, Engulf, Digest, Infinite Apatite Saves: Fort +2, Ref +2, Wil +0 Abilities: Str 11, Dex 14, Con 15, Int -, Wis 10, Cha 17 Skills: - Feats: Weapon Finesse Environment: Any Aboveground Organization: Solitary Challenge Rating: 1/4 Treasure: Double Standard Alignment: Neutral Advancement: 2-3HD (Small) A tiny form rustles in the bushes outside the campfire. Suddenly, a small gel-like creature hops out, bounding across the clearing. It seems to almost be smiling, though it's 'face' shifts and wobbles in it's oozing form. It almost appears to be doing tricks as it bops here and there. Then, without warning, it bounds it's bulk across the campsite, engulfing cookware, tent pegs, a bag of gems, and two quivers of arrows into it's tiny bulk and then bounding away into the night. Poring are small, ooze creatures of indeterminate origin. While they are largely mindless, most people characterise them as "Friendly"; mostly because of thier innocuous appearence and relatively harmless nature. Poring feed off of living matter that they absorb into thier bulk, but most of the matter they absorb is in the form of insects, grass, and other small items. However, they will absorb anything they come across in the hopes of digesting it, which they may or may not be able to do. Combat Porings do not attack living creatures larger than tiny size. If they sense something nearby that isn't the ground and is small enought to eat, they hop toward it and engulf it. They can hold much more than thier bulk would indicate, and many proings hold surprises for those who defeat them. Blindsight(Ex): Despite having a face of sorts, a poring is unintelligent. However, it's entire surface is a primative sensory organ, and can detect foes up to 30ft away. Invisibility and darkness don't affect thier attack rolls, and they don't need to make spot or listen checks to notice any corporeal creature within the range of thier blindsight Engulf(Ex): If a Poring's move action would take it over any unattended object smaller than it's bulk, or through the square of any tiny or smaller creature, a Poring can attempt to engulf them. Inanimate objects get no save and are absorbed into the creatures bulk. Creatures may attempt a reflex save (DC 12) to avoid this effect. This Save is Dexterity Based. If a creature succeeds it's save it's pushed back or aside(it's choice) as the Poring moves. Digest(Ex): The internals of a Poring are weakly acidic, and they attempt to digest Living creatures and animal and plant matter engulfed into the porings bulk. Any digestable matter within the creature takes 1 point of acid damage that ignores hardness each hour it remains trapped. Living creatures must hold thier breath while engulfed or sufficate. This digestion can not affect minerals like stone, metal, or crystal. Infinite Appatite(Su): A Poring is not all it seems. The fact is, it's bulk is actually a non-demensional space. A poring can absorb an amount of material up to the volume of a Type II bag of holding. All digestable matter is slowly absorbed to nourish the creature. Other object absorbed are held for 1d4 months, then ejected as the creature's metabolism rejects them. If a poring absorbs a bag or holding or a portable hole, it, the object in question, and all other items contained within either are destoryed in a brilliant flash of light that has a 50% chance open a Gate to the Astral Plane: the poring, the bag, all objects within them are destoryed and any creatures within a 10ft radius are drawn into the hole. If a Poring is slain, it ruptures, and everything held within it's bulk erupts out in a guyser of pink jelly mass, scattering a 10ft radius with objects and goo. |
| Keenath09-15-05, 12:36 AM | Well, I've always liked the Kushiban from the Star Wars universe; It's like a Small-sized, big-eyed, intelligent rabbit with hands, but it can't run or double move unless it goes on all-fours. And they have "mood fur" that changes colors based on their emotional state. Definitely adorable. What are we looking for, here? Adorable but creepy/evil? Or just adorable? |
| Desvelar09-16-05, 05:07 PM | Well, I've always liked the Kushiban from the Star Wars universe; It's like a Small-sized, big-eyed, intelligent rabbit with hands, but it can't run or double move unless it goes on all-fours. And they have "mood fur" that changes colors based on their emotional state. Definitely adorable. What are we looking for, here? Adorable but creepy/evil? Or just adorable?yes that is it just hav to t least look cute. Maybe even creeply cute. |
| Melpomene09-16-05, 05:33 PM | Ult Tiny Abberation HD: d8-1 (7 HP) In: +1 SP: 10 ft Fly (perfect) 10 ft AC: 13 (+2 size, +1 dex) Attack: Bite -2 (d3-2) SA: -- SQ: Abberation Traits, Wail, Purr Saves: -1/+1/+1 Abilities: Str 6, Dex 12, Con 8, Int 8, Wis 12, Cha 18 Skills: Perform: Song +7 Feats: Ability Focus (Wail) CR: 1 Treasure: None The creatures resembles a grievously overstuffed owl, although the texture of its hide reveals that it is furred rather than feathered, has small teeth rather than a beak, and its eyes bulge dangerously out of its head. When it is pleased, which is almost all the time, it emits a warbeling coo that resounds throughout the tranquil forests it inhabits. Ults are a sign that a forest is well-maintained and wild, and is often associated with fey. Combat: When threatened or angered, the Ult emits a piecing and disheartening cry, much like a distraught child. It will flee to a great hight, circling until help arrives. Purr: When content, Ults purr. This is identical to the Lullabye spell, cast by a 1st level sorcerer (DC 14) Wail: The wail of an Ult tugs at even hardened heartstrings, and rallies the forest. It alerts nearby Animals and Fey to trouble, and is something of an alarm system in the forest. That besides, it causes those hostile to the Ult to be shaken if they fail a DC 18 Will save. |
| Desvelar09-19-05, 09:51 PM | hey guys I wll post an update and my own monster soon I have just been sick and hella bussy Talk to you all later |
| ChimericPhase09-20-05, 01:18 AM | http://img390.imageshack.us/img390/4795/griffletballsm0hw.th.gif (http://img390.imageshack.us/my.php?image=griffletballsm0hw.gif) http://img390.imageshack.us/img390/6830/griffletsizesm9ff.th.gif (http://img390.imageshack.us/my.php?image=griffletsizesm9ff.gif) Click thumbnails for larger image. Psuedogriffen Tiny Magical Beast Hit Dice: 2d10+2 (15hp) Initiative: +2 Speed: 15ft, fly 50ft good Armor Class: 15 (+2 size, +3 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/-8 Attack: Claw +3 melee (1d4+1) Full Attack: 2 Claws +3 melee (1d4+1) and bite -1 melee (1d3-1) Space/Reach: 2-1/2 ft/ 0ft Special Attacks: Screech, Sonic Shriek Special Qualities: Low-light vision Saves: Fort +4, Ref +5, Will +4 Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 10, Cha 12 Skills: Diplomacy +2, Hide +2, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +4 Feats: Flyby Attack, Hover (b) Environment: Any Temperate Organization: Solitary, mating pair (2 adults plus 1d3-1 young), or flock (4-10 adults plus 1d8-1 young) Challenge Rating: 1 Advancement: 3-4 HD (Tiny) Level Adjustment: +2 Psuedogriffens are also called gryphlets. Resembling tiny griffons with large intelligent eyes, brightly colored plumage, and hand-like paws, the foreclaws have thumbs, it can lift and minipulate items with limited dexterity. Psuedogriffens are chatty, friendly, and playful creatures. They speak Common - although in a chirpy bird-like way. Sometimes they will learn the languages of their masters, as they make enthusiastic pets and useful animal familiars*. COMBAT With the exception of hunting food, psuedogriffens loathe combat. When confronted they prefer to stun their attackers with their screech ability and then flee. If forced to fight, they pester their attackers with swoops and clawing using their Flyby Attack. Screech (Ex): A psuedogriffen can emmit an air-splitting shriek as a free action. All creatures within 30 ft that can hear the psuedogriffen must make a Fort save (DC 11, DC is Cha based) or be stunned for one round. Sonic Shriek (Ex): In addition to their Screech abilitiy, once-per-day psuedogriffens can burst out with a shockingly loud screaming attack. All creatures within 50ft that can hear the psuedogriffen must make a Fort save (DC 13, DC is Cha based +2), or take 1d6 sonic damage and be deafened for 1d4 rounds. -------------- A wizard can gain a psuedogriffen as a familiar with the use of the Improved Familiar feat, and (of course) the DM's permission. The psuedogriffen gains one bonus language of the wizard's choice. |
| RavenDrake09-20-05, 06:51 AM | So, I was cleaning my room, and it suddenly struck me.... Dustbunny Tiny Elemental (Earth) Hit Dice: 3d8+9 (22hp) Initiative: +0 Speed: 20ft, Burrow 30ft AC: 17(+5 Natural, +2 Size); Touch 12, Flatfooted 12 Base Attack/Grapple: +2 / -8 Attack: Slam +3 Melee (1d4-1 plus Dehydration) Full Attack: Slame +3 melee (1d4-1 plus Dehydration) Face/Reach: 2 1/2ft/0ft Special Attacks: Dehydration Special Qualities: DR 1/-, Acid Resistance 10, Darkvision 60ft, Dustcloud, Earth Mastery, Elemental Traits, Keen Hearing, Water Vulnerability Saves: Fort +6, Ref +1, Wil +2 Abilities: Str 9, Dex 10, Con 16, Int 5, Wis 12, Cha 11 Skills: Hide +12*, Listen +8, Move Silently+1, Spot +4 Feats: Alertness, Blindfight Environment: Warm Mountain, Desert, and Underground Organization: Solitary, Pair, Drudge(3-7), or a Sirroco(5-15) Challenge Rating: 3 Treasure: None Alignment: Often Neutral Advancement: 4-6 Tiny, 7-9 Small A thick layer of dust covered the entire campsite. There was no damage to the tents, though pots and pans were overturned as if the troupe were assulated at dinnertime. The guide kicked one of the corpses, then drew back as the dust wafted away to reveal a dessicated husk. The leader of the party asked what had happened to his comrades. The guide grimmaced then replied in his native tongue. "What happened," one of the party's members asked the leader. "Not sure... he just said 'They got bunnied'." Dustbunnies are dangerous creatures who live in arid regions and feed on the moisture they draw from living creatures. They appear as tiny puffs of sand or dust, vaugely circular, with two long, curved ears very much like a normal rabbits and two jewelbright silvery eyes. They move in an undulating fashion, inching like catapillars across the ground, or through it, with relative ease. While tenacious and strangly ferocious for thier size, they are not vicious or cruel and can occasionally be bargained with, or placated with gifts of sweet or savory liquids(not plain water). Dustbunnies speak Terran, and thier voices are high-pitched and wizened, like an old prospector. Combat In combat, they like to burrow under opponents and then charge straight up into them from below. Dustbunnies will often travel in herds (called Drudges, for small groups, or Sirroco for larger gatherings). In such case they mob opponents and attempt to strike from every side, relying on thier dehydration ability to reduce foes to wasted corpses. Dehydration(Ex): A Dustbunny needs moisture and nutrients to survive. Pure water, however, is a deadly poison to the Dustbunny, so they must procure thier moisture and nourishment by absorbing the nutrient-enriched fluids from the bodies of living creatures. A Dustbunny deals 1 point of constitution damage from deydration to any living creature it strikes with it's slam attack. Dustcloud(Ex): Dustbunnies are always surrounded by a low, thick haze of dust. This cloud offers them one quarter concealment, as well as a 20% miss chance against ranged attacks, as long as they are on sand, thick dust, or loose earth. Earth Mastery(Ex):A Dustbunny gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the Dustbunny takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Keen Hearing(Ex): Dustbunnies hearing is sharp. In addition to a racial bonus to listen checks(+4), they can hear clearly through all earth and stone, and any interposing barrier is treated as being 20ft thinner for the purposes of determining if it imposes a penalty on listen checks. Water Vulnerability(Ex): Pure water, not just liquids, is a deadly poison to Dust Bunnies, and burns thier earthen skin as if it was was acid. Splashing water, such as flinging it from a flask, deals 1d4 point of damage to a Dustbunny as a touch attack. Dousing a Dustbunny(such as slitting a waterskin and dumping it on the creature, or blasting it with a Decanter of Endless Water) deals 2d6 points of damage initially, and half that much damage each round for two rounds afterwards. Completely emersing a Dustbunny in water deals 3d6 damage each round they remain submerged. |
| Olly09-20-05, 10:20 AM | http://img390.imageshack.us/img390/4795/griffletballsm0hw.th.gif (http://img390.imageshack.us/my.php?image=griffletballsm0hw.gif) http://img390.imageshack.us/img390/6830/griffletsizesm9ff.th.gif (http://img390.imageshack.us/my.php?image=griffletsizesm9ff.gif) Click thumbnails for larger image. Psuedogriffen I love the concept and the artwork! Well done! If I may just make one tiny criticism... A wizard can gain a psuedogriffen as a familiar with the use of the Improved Familiar feat, and (of course) the DM's permission. The psuedogriffen gains one bonus language of the wizard's choice. My problem is that I'd rather they didn't talk. After all, fully-sized normal griffins cannot talk, although they can be made to understand commands and instructions in certain languages. Is there some other bonus that a psuedogriffin familiar could bestow upon it's master? |
| Darknecromancer09-20-05, 08:05 PM | Death Bunny Swarm Tiny Magical Beast (Swarm) Hit Dice: 7d8+7 (38 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 30 ft Base Attack: +7 Attack: Swarm 2d6 Space/Reach: 10ft/ 10ft Special Attacks: Energy Drain, Distraction Special Qualities: Swarm traits, Darkvision 60 ft Saves: Fort +6, Ref +8, Will +5 Abilities: Str 6, Dex 16, Con 13, Int 7, Wis 11, Cha 11 Skills: Jump +6, Listen +5, Spot +7 Feats: Iron Will, Run, Improved Initiative Environment: Warm Land Organization: Swarm, Horde (2-5 swarms), or Infestation (6-10 swarms) CR: 5 Treasure: None Alignment: Always Chaotic Evil Advancement: - A black swarm approaches, charging forward at great speeds toward you. You see glaring red eyes in the carpet of darkness that covers the floor before you. You notice that the rabbits have large fangs, but are still somehow cute. You can’t find it in your heart to attack them. Death Bunny Swarms are the result of magical experimentation gone horribly awry. These rabbits have dark black coats, are very big by rabbit standards, have two long fangs, horrible red eyes, and are evil to the core. They thrive on the fact that others consider them cute, and capitalize on their error, taking opponents by surprise. Combat Death Bunny Swarms maul opponents and rip and tear them to pieces, all the while rubbing their silky coats against their opponent’s open wounds. Energy Drain (Su): Any who are subject to a Death Bunny Swarm’s swarm attack must make a Fort save (DC 14), or lose 1 point of constitution. Distraction (Ex): DC 18 |
| Darknecromancer09-20-05, 08:25 PM | Snow Squirrel Tiny Magical Beast (Cold) Hit Dice: 3d8 (13 hp) Initiative: +3 (+3 Dex) Speed: 30 ft Base Attack: +3 Attack: Bite +6 melee (1d3 -3 plus 1 cold damage) Space/Reach: 2-1/2ft/ 2-1/2ft Special Attacks: Cold Aura Special Qualities: Elemental Traits, Detect Evil, Cold Subtype Saves: Fort +2, Ref +5, Will +1 Abilities: Str 5, Dex 17, Con 11, Int 11, Wis 13, Cha 12 Skills: Climb +8, Listen +4, Spot +5 Feats: Weapon Finesse Environment: Cold Land Organization: Solitary, Pair, Family (2-5), or Clan (6-16 ) CR: 2 Treasure: None Alignment: Usually Neutral Good Advancement: 4-5 HD (Tiny) A Beautiful creature runs into the clearing. It looks like a squirrel, but its fur if white with a bluish tint. Its eyes are as clear as crystals and are a dark shade of blue. It turns and looks at you curiously for a moment, but then decides you are not a threat. Snow Squirrels are native to frozen plains and are likely the result of a benevolent wizard trying to make the frozen tundra a nicer place. Snow Squirrels appear as their normal brethren, but are slightly leaner and have silky whitish-blue hair. Their eyes are any shade from light blue to violet. They are kindly to strangers as long as they are not evil in nature, which the squirrels can detect by looking at someone. Combat Snow Squirrels cannot cause any real damage in melee combat, but they have a potent, icy defense. Cold Aura (Su): As a free action on its turn, a snow squirrel can exhume a field of cold around themselves. Any who attack or touch a Snow Squirrel during this time in a threatening way (as judged by the squirrel), take 1d6 cold damage. Turning this field off is also a free action. Detect Evil (Ex): Snow Squirrels have a natural inkling to who is evil and who is not. They know by looking at someone if they are evil or not. This does not tell them other components of their alignment (such as chaotic). Society: Snow Squirrels live in small families and interact well with inhabitants of the frozen lands. They love playing around with humanoid children and eating the various goods humanoids make. |
| Rhomphaia09-21-05, 12:28 AM | I love the concept and the artwork! Well done! If I may just make one tiny criticism... My problem is that I'd rather they didn't talk. After all, fully-sized normal griffins cannot talk, although they can be made to understand commands and instructions in certain languages. Is there some other bonus that a psuedogriffin familiar could bestow upon it's master? I'm glad you liked them :w00t: I specifically wanted them to talk, because although they look like griffens, their intelligence is certianly higher than a griffen's. I was basing it more off of the psuedodragon, which has telepathy among other things. I was also considered the raven, which gets one bonus language when it is an arcane spellcaster's familiar. Still, I imagine you could drop the language and instead treat it like an owl? With a bonus to spot checks instead. Although I'd probably swap the INT and STR if I used that instead of the speech. :plotting: |
| Olly09-21-05, 05:12 AM | I'm glad you liked them :w00t: I specifically wanted them to talk, because although they look like griffens, their intelligence is certianly higher than a griffen's. I was basing it more off of the psuedodragon, which has telepathy among other things. I was also considered the raven, which gets one bonus language when it is an arcane spellcaster's familiar. Still, I imagine you could drop the language and instead treat it like an owl? With a bonus to spot checks instead. Although I'd probably swap the INT and STR if I used that instead of the speech. :plotting: Thankyou for all your help. I've taken your advice and created my own, non-speaking version of your psuedogriffin. As it's original creator, I'd value your input as well as any advice you may have. Psuedogriffin Tiny Magical Beast Hit Dice: 2d10+2 (15 hit points) Initiative: +2. Speed: 15 feet (3 squares), fly 50 feet (10 squares, good) Armour Class: 15 (+2 size, +3 Dexterity), touch 14, flat-footed 12. Base Attack/Grapple: +2/-8. Attack: Claw +3 melee (1d4+1). Full Attack: 2 claws +3 melee (1d4+1) and bite -1 melee (1d3-1). Space/Reach: 2½ feet by 0 feet Special Attacks: Screech, sonic shriek. Special Qualities: Low-light vision. Saves: Fortitude +4, Reflex +5, Will +4. Abilities: Strength 10, Dexterity 15, Constitution 13, Intelligence 6, Wisdom 10, Charisma 12. Skills: Diplomacy +2, Hide +2, Listen +7, Search +14, Sense Motive +7, Spot +7, Survival +4. Feats: Flyby Attack, Hover. [B]Environment: Any temperate land. Organization: Solitary, mated pair, family (2 adults, plus 1d3-1 young) or flock (4-10 adults, plus 1d8-1 young). Challenge Rating: 1. Advancement: 3-4 Hit Dice (Tiny). Level Adjustment: +2 (Improved Familiar). Psuedogriffins, sometimes called ‘grifflets’, resemble tiny griffins with large intelligent eyes, brightly coloured plumage and hand-like paws, the foreclaws have thumbs, it can lift and manipulate items with limited dexterity. A fully-grown psuedogriffin is about a foot long and weighs about three pounds. Psuedogriffins are lively, friendly and playful creatures, which behave in a similar manner to overactive housecats. Like true griffins, psuedogriffins cannot speak, but can be trained to understand and obey commands in Common. They can also vocalise animal noises, and contented psuedogriffins are known to purr and chirp happily. The famed wizard, Lurd the Blue, had a pet psuedogriffin called Baboss. Combat With the exception of hunting food, psuedogriffins loathe combat. When confronted they prefer to stun their attackers with their screech ability and then flee. If forced to fight, they pester their attackers with swoops and clawing using their Flyby Attack. Screech (Ex): A psuedogriffin can emit an ear-splitting shriek as a free action. All creatures within 30 ft that can hear the psuedogriffin must make a Fortitude save (DC 11, DC is Charisma-based) or be stunned for one round. Sonic Shriek (Ex): In addition to their screech ability, once per day, psuedogriffins can burst out with a shockingly loud screaming attack. All creatures within 50 feet that can hear the psuedogriffin must make a Fortitude save (DC 13, DC is Charisma-based +2), or take 1d6 sonic damage and be deafened for 1d4 rounds. Skills: Psuedogriffins have a +8 racial bonus on Listen checks Psuedogriffins As Familiars To have a psuedogriffin as a familiar, an arcane spellcaster must have the Improved Familiar feat (see The Dungeon Master’s Guide) and have at least 2 arcane spellcasting levels. A psuedogriffin familiar provides its master with a +4 bonus on Spot checks as long as it is within 1 mile. |
| R.M.G.C.L.F.09-21-05, 07:38 PM | When I make homebrew swarms from MM component creatures (animate object in this case), I compare the bat to the bat swarm to see which sections of the stat blocks change when converting from a single bat to the more dangerous bat swarm. An individual bat's mental stats are identical to that of a bat swarm. Animated objects always have Int -, Wis 1, and Cha 1. Going off the bat to bat swarm conversion, I postulated that my swarm has the same ability scores as its component creature. That may be so but the living dolls are clearly much more than animated objects, so they shouldn't be treated as such. I'm not talking about individual vs. group, I'm talking about living dolls not fitting the mental ability scores given them. Something that has common sense, tactics, takes initiative on its own, and developes a form of insanity and behavioral pattern is more than int-,wis1,cha1. |
| howlingwolf09-22-05, 03:59 AM | Where's Vorpal Tribble when you need 'em.. :D |
| edgy_rhinx09-23-05, 04:46 PM | Y/n? |
| wrecan09-23-05, 06:21 PM | This is the first monster I've ever devised, so please be gentle. PSEUDOFAMILIAR Tiny Outsider Hit Dice: As per form taken (1/2 d8 (2 hp) in Ethereal Plane) Initiative: As per form taken (+4 in Ethereal Plane) Speed: As per form taken (60 ft. fly in Ethereal Plane) Armor Class: As per form taken (14 (+2 size, +2 Dex), touch 14, flat-footed 12 in Ethereal Plane) Base Attack/Grapple: As per form taken (none in Ethereal Plane) Attack: As per form taken (Bite -4 melee (1d2–4) in Ethereal Plane) Full Attack: As per form taken (bite –1 melee (1d3–4) in Ethereal Plane) Space/Reach: As per form taken (0 ft. in Ethereal Plane) Special Attacks: Charm Mourner Special Qualities: As per form taken (Darkvision, Pseudobond, Etherealness) Saves: As per form taken (Fort +2, Ref +2 in Ethereal Plane), all forms begin with Will +5 Abilities: As per form taken, (Str 3, Dex 15, Con 10, Int 2, Wis 10 in ethereal), all forms have Cha 18 Skills: As per form taken (Hide +14, Spot +8, Listen +8 in etherial plane) Feats: As per form taken (none in Ethereal) Environment: Ethereal Plane Organization: Solitary Challenge Rating: 1? Treaure: None Alignment: Neutral Advancement: — Level Adjustment: — When encountered in the Etherial plane, the Pseudofamiliar seems like nothing more than a tiny wisp of ephemera with two coal-black hungry eyes. In the Material Plane, the Pseudofamiliar will have the appearance per the description in the Charm Mourner ability below. Charm Mourner (Sp): The Pseudofamiliar can affect a wizard or sorcerer whose familiar has died or been dismissed within a number of days equal or less than 20-the character's Wisdom with a modified charm person effect (DR=15 v. Will). If successful, the Pseudofamiliar immediately takes on the form of an idealized (Cha 18) animal of the species of the victim's prior familiar. The caster believes only the Pseudofamiliar can relieve the grief from the familiar's loss. The caster will want to hold the pseudofamiliar constantly, petting it, and caring for it, possibly even with more fervor than it cared for its original familiar. This is a magical charm effect, which can be detected and dispelled in all the normal ways, except that elves are not immune to its effects. A charmed mourner will refuse to acknowledge that the pseudofamiliar has affected it in any way. Pseudobond (Su): If a charmed mourner keeps the pseudofamiliar within 20' of it continuously for one week, the spellcaster and the charmed mourner will have a bond. The pseudofamiliar gains all benefits as if it were the mourner's actual familiar. The mourner, however, gets no benefits and cannot summon a new familiar as long as the bond exists. In fact, the mourner will lose 1 temporary Wisdom point a month. When the mourner reaches Wisdom 0, the Pseudofamiliar will tell it to go to sleep and then deliver a coup de grace. The Pseudofamiliar will then enter the Ethereal Plane. For every two Wisdom points the Pseudofamiliar absorbed from its victim, the Pseudofamiliar can create a new Pseudofamiliar once back in the Ethereal Plane, and this is how it reproduces. The bond can only be ended if the pseudofamiliar and caster are on different planes, or either the pseudofamiliar or caster dies. If the bond is severed without the mourner dying, the lost Wisdom is regained at one point per day. Etherealness (Su): The Pseudofamiliar can turn ethereal at will, but doing so permanently severs any Charm Mourner or Pseudobond effect. There are rumors of larger Pseudofamiliars that can take on the persona of a druid or ranger's animal companion or even of a paladin's mount. |
| Desvelar09-24-05, 04:53 PM | I will have this updated by the end of the weekend school is overwhelming but I will get it updated I swear. |
| woozygremlin09-25-05, 03:42 PM | Tar Baby Small Elemental (Earth, Extraplanar). Hit Dice: 2d8 Initiative: +0 Speed: 30 feet. Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15. Base Attack/Grapple: +1/ +1. Attack: Scalding +2 melee touch (1d4). Full Attack: Scalding +2 melee touch (1d4). Space/Reach: 5 ft / 5 ft. Special Attacks: Scalding, Adhesive, Fumes, Tanglefoot. Special Qualities: DR 5/Magic, Darkvision 60 ft, Elemental Immunities. Saves: Fort +6, Ref +1, Will +1. Abilities: Strength 10, Dexterity 11, Constitution 15, Intelligence 6, Wisdom 10, Charisma 11. Skills: Sleight of Hand +5. Feats: Run. Environment: Elemental Plane of Earth. Organization: Gang (2-8) Challenge Rating: 4 Treasure: Standard. Alignment: Chaotic Neutral. Advancement: - Level Adjustment: - This creature resembles a large humanoid infant sculpted from a sticky black goo. The creature's body radiates a gentle heat and emits a faint foul odor. Occasionally laughter or giggling can be heard emanating from the creature's featureless face. Tar babies are mischievous beings from the Elemental Plane of Earth where they irritate the usually stoic inhabitants of that plane with their foolish antics. Although not generally malicious, tar babies are extremely capricious and are fond of destructive, and often painful, practical jokes. In particular the creatures are notorious pickpockets known to dash away with random objects laughing madly with the item's owner chasing after them in hot persuit. The typical tar baby is 2 feet tall and weighs 20 pounds. Tar babies cannot speak, but comprehend Terran. Combat: Tar babies avoid fighting and will flee from combat whenever possible. If cornered, tar babies will employ grapples and swarming tactics to overwhelm their enemies, they are also fond of hit-and-run tactics. Given adequate time, tar babies will prepare ambushes utilizing sticky traps (similar to tanglefoot bags) or pools of flammable liguid which they ignite as their enemies are passing through. A tar baby's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Scalding: Tar babies are incredibly hot to the touch. A tar baby can deal 1d4 points of fire damage with a successful melee touch attack, in addition, every round a tar baby grapples or is grappled by another creature that creature suffers 1 point of fire damage. Adhesive (Ex): Tar baby's bodies constantly exude a sticky black liquid. Anyone who makes a successful attack against a tar baby must succeed on a DC 15 Reflex save, or the attacker's weapon sticks to the tar baby and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if they get stuck. Pulling a stuck weapon or limb from a tar baby requires a DC 20 Strength check. Fumes (Ex): When a tar baby is upset its body bubbles up noxious chemicals. Any breathing creature who is within 10 feet of a tar baby must make a successful Fortitude save (DC = 15) or be sickened for as long as he/she remains in the area and for 5 rounds thereafter. Tanglefoot: 50% of any tar babies encountered will be wearing diaper-like garments which can be thrown at their enemies (treat as tanglefoot bags, Player's Handbook, page 128). Tar babies receive a +4 racial bonus on Climb, Ride and Grapple checks. |
| R.M.G.C.L.F.09-25-05, 06:35 PM | Wrecan: You forgot to list the alignment. |
| Desvelar09-25-05, 08:30 PM | Thankyou for all your help. I've taken your advice and created my own, non-speaking version of your psuedogriffin. As it's original creator, I'd value your input as well as any advice you may have. Psuedogriffin Tiny Magical Beast Hit Dice: 2d10+2 (15 hit points) Initiative: +2. Speed: 15 feet (3 squares), fly 50 feet (10 squares, good) Armour Class: 15 (+2 size, +3 Dexterity), touch 14, flat-footed 12. Base Attack/Grapple: +2/-8. Attack: Claw +3 melee (1d4+1). Full Attack: 2 claws +3 melee (1d4+1) and bite -1 melee (1d3-1). Space/Reach: 2½ feet by 0 feet Special Attacks: Screech, sonic shriek. Special Qualities: Low-light vision. Saves: Fortitude +4, Reflex +5, Will +4. Abilities: Strength 10, Dexterity 15, Constitution 13, Intelligence 6, Wisdom 10, Charisma 12. Skills: Diplomacy +2, Hide +2, Listen +7, Search +14, Sense Motive +7, Spot +7, Survival +4. Feats: Flyby Attack, Hover. [B]Environment: Any temperate land. Organization: Solitary, mated pair, family (2 adults, plus 1d3-1 young) or flock (4-10 adults, plus 1d8-1 young). Challenge Rating: 1. Advancement: 3-4 Hit Dice (Tiny). Level Adjustment: +2 (Improved Familiar). Psuedogriffins, sometimes called ‘grifflets’, resemble tiny griffins with large intelligent eyes, brightly coloured plumage and hand-like paws, the foreclaws have thumbs, it can lift and manipulate items with limited dexterity. A fully-grown psuedogriffin is about a foot long and weighs about three pounds. Psuedogriffins are lively, friendly and playful creatures, which behave in a similar manner to overactive housecats. Like true griffins, psuedogriffins cannot speak, but can be trained to understand and obey commands in Common. They can also vocalise animal noises, and contented psuedogriffins are known to purr and chirp happily. The famed wizard, Lurd the Blue, had a pet psuedogriffin called Baboss. Combat With the exception of hunting food, psuedogriffins loathe combat. When confronted they prefer to stun their attackers with their screech ability and then flee. If forced to fight, they pester their attackers with swoops and clawing using their Flyby Attack. Screech (Ex): A psuedogriffin can emit an ear-splitting shriek as a free action. All creatures within 30 ft that can hear the psuedogriffin must make a Fortitude save (DC 11, DC is Charisma-based) or be stunned for one round. Sonic Shriek (Ex): In addition to their screech ability, once per day, psuedogriffins can burst out with a shockingly loud screaming attack. All creatures within 50 feet that can hear the psuedogriffin must make a Fortitude save (DC 13, DC is Charisma-based +2), or take 1d6 sonic damage and be deafened for 1d4 rounds. Skills: Psuedogriffins have a +8 racial bonus on Listen checks Psuedogriffins As Familiars To have a psuedogriffin as a familiar, an arcane spellcaster must have the Improved Familiar feat (see The Dungeon Master’s Guide) and have at least 2 arcane spellcasting levels. A psuedogriffin familiar provides its master with a +4 bonus on Spot checks as long as it is within 1 mile. I cannot accept this as an enty it is a copy. |
| Desvelar09-25-05, 08:34 PM | Major update: I updated everyone |
| wrecan09-26-05, 09:01 AM | Wrecan: You forgot to list the alignment. Oops! Fixed. |
| Desvelar09-29-05, 08:24 PM | This is a reminder the contest closes on October 9th and midnight anytihng after that I will not accept underany circumstances. |
| Melpomene09-30-05, 06:24 PM | I'll mark it on my... eh, whatever. Vote Ult! |
| ChimericPhase10-01-05, 02:47 AM | Wow, I really like the Psuedofamiliar! I totally had the mental image of some sorcerer all teary, hugging their 'returned' familiar, and then in the end the psuedofamilar tenderly saying "Go to sleep now, I will care for you", the sorcerer smiles feebly and reaches out one last time to pet their beloved familiar before sleep overwhelms him. "Sleep, sleep now, sshhh . . " and the Psuedofamiliar draws the last breath of life from their bonded one and flickers out of sight. Maybe you should give them some type of death touch attack? One that they can't use without immediately being sent ethereal (in other words they would never use it unless absolute last resort, or in the event that they've accomplished their goal). Now I just need to think of how to incorporate one into a game! |
| Lazzmaniandevil10-01-05, 09:26 AM | I still get surprised by what my mind can produce during a night of alcohol and insomnia... Anyways, here is the first ever creature named after a drink: http://www.boomspeed.com/lazrock/fuzzynavel.jpg Fuzzy navel Diminutive aberration Hit Dice: 4d8 (18 hp) Initiative: +3 Speed: 15ft. AC: 19 (+3Dex, +4 size, +2 natural), Base attack / grapple: +3 / -14 Attack: Bite +10 (1d2-5) Full attack: Bite +10 (1d2-5) Face/Reach: 1 ft / 0 ft Special Attacks: Breath weapon, ray of static Special Qualities: darkvision 60ft., spell-like abilities, omphalomancy, resistance to electricity 5 Saves: Fort+1 , Ref +4 , Will +8 Abilities: Str 1, Dex 16, Con 10, Int 7, Wis 15, Cha 14 Skills: Bluff+9, hide+8, listen+4, spot+4, survival +5 Feats: Weapon finesse, iron will, alertness Environnment: Any Organisation: solitary, gang (2-4) or mob (5-12) Challenge Rating: 2 Treasure: standard Alignment: Usually chaotic neutral Advancement: 5-6HD (tiny); 7-12HD (small) Level adjustment: --- Fuzzy navels look like little balls of hair with a large black hole in the middle that the creature apparently uses as a mouth. It has 2 eyes and a little nose, 2 arms and 2 legs. They typically stand between 8 inches to 2 feet tall, and although not particularly aggresisve, they will attack just about anything if they are hungry or feel threatened. Breath weapon (Su): Once every 2d4 rounds, a fuzzy navel can produce a 15ft. cone of bellybutton lint. The lint remains stationary once it is produced and gives concealment (attacks have a 20% miss chance) to everybody within range, including the fuzzy navel itself, for 3 rounds. A reflex save (DC12) is allowed to completely avoid the bellybutton lint cloud. All living creatures that stay within the lint cloud for more than one round must succeed a fortitude save (DC12) or see their skin become irritated by the lint. The irritation causes a –4 penalty to AC, a –2 penalty to attack rolls and a –2 penalty to all skills for as long as the victim remains into the cloud and 2 rounds thereafter. The fuzzy navel is immune to bellybutton lint irritation. The DCs are constitution based. Ray of static (Su): Once every 1d4 rounds, as a standard action, a fuzzy navel can concentrate the static present in its hair to generate a burst of electrical energy that deals 1d4 pts of electrical damage on a succesful ranged touch attack against any target within 15ft. Spell-like abilities: 3/day: Hypnotism (DC13), lesser confusion (DC13), ventriloquism (DC13); all spell-like abilities are produced at a caster level equals to half the fuzzy navel HD; the DCs are charisma-based. Omphalomancy (Sp): Once per day, by staring at his own disproportional navel for one full minute, a fuzzy navel can see a glimpse of the future. This allow the fuzzy navel to know if a particular action will bring good or bad results in the immediate future. This ability works exactly like an augury spell, except that the base chance of finding a meaningful answer is 70%+HD and it needs no material component or focus. Feats: Fuzzy navels gain the alertness feat as a bonus feat. Skills: Fuzzy navels are deceptive by nature and make really good liars. They get a +4 racial bonus to bluff. |
| Lazzmaniandevil10-01-05, 01:03 PM | Another product of my drunken sleepless night.... Arcane parrot Tiny magical beast Hit Dice: 3d10 (16hp) Initiative: +6 Speed: 10ft.; fly 50ft. (average) AC: 20 (+6Dex, +2 size, +2 natural), touch 18, flat-footed 14 Base attack / grapple: +3 / -8 Attack: Bite +11 (1d3-3) Full attack: Bite +11 (1d3-3) and 2 talons +6 (1d2-3) Face/Reach: 2.5 ft / 0 ft Special Attacks: spells, magnificient colors Special Qualities: darkvision 60ft, low-light vision, language comprehension, undetectable alignment, spell resistance 12 + 1/3HD, damage reduction Saves: Fort+3 , Ref +9 , Will +3 Abilities: Str 5, Dex 22, Con 10, Int 18, Wis 15, Cha 21 Skills: balance, bluff +7, climb +3, concentration +6, escape artist +8, gather info +8, knowledge[arcana] +10, knowledge[planes] +8, listen +8, search +5, sense motive +6, spellcraft+14, spot +8 Feats: Weapon finesse, alertness Environnment: Any Organisation: solitary, pair, cluster (3-6) or flight (7-12) Challenge Rating: 2 Treasure: standard Alignment: Always neutral evil Advancement: 4-6HD (tiny); 7-20HD (small), 21-45HD (medium) Level adjustment: --- Arcane parrots look exactly like ordinary parrots... but they are much more! For hundreds of years, those creatures have been observing the so-called civilised races, trying their best to learn their secrets. Jealous of their place in society, they have try to emulate them. They did it so well that, unknowingly to most of the civilised races, they have managed to mimic the verbal components of arcane spells to the point where they can cast it themselves. They are still taking on the role of domesticated animals, hoping to learn even more spells, but they are secretly planning revenge against the races that have reduced them to a life of slavery. Who knows when the arcane parrots will decide to strike on their unexpecting masters, but some prophets are predicting that the time of the parrots is soon to come... Language comprehension (Ex): Even though it only speaks a limited number of languages (1+int modifier), an arcane parrot can understand all languages, as per the spell comprehend languages. This ability is always active. undetectable alignment (Ex): An arcane parrot has developped the extraordinary ability to conceal its alignment from all forms of divinations. Damage reduction (Ex): An arcane parrot has damage reduction 5/+1 (3-17HD) or 10/+1 (18-35HD) or 10/+2 (36HD or more). Magnificient colors (Ex): Up to 3/day, an arcane parrot can use its magnificient colors to create amazing visual effects that emulate the effects of different spells. The actual effect depends on the HD of the arcane parrot. Min HD Spell effect emulated 3 color spray 24 rainbow pattern 45 Scintillating pattern Note: An arcane parrot's natural attacks are treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improved either natural or manufactured weapons. Spells: An arcane parrot can cast spells the same way a sorcerer does: it doesn't need to prepare them in advance and their casting is charisma-based. The number of spells it knows and the number of spells it can cast per day depend on its HD and are shown in the table below. Because of its particular way of learning spells, it can only cast arcane spells whose only component is verbal. Spells most frequently known by arcane parrots are listed below. Spells known spells/day . HD CL 1 2 3 4 5 6 1 2 3 4 5 6 3-5 1 2 4 6-8 2 3 5 9-11 3 3 1 5 3 12-14 4 3 2 5 4 15-17 5 3 3 5 5 18-20 6 3 3 1 5 5 3 21-23 7 3 3 2 5 5 4 24-26 8 3 3 3 5 5 5 27-29 9 3 3 3 1 5 5 5 3 30-32 10 3 3 3 2 5 5 5 4 33-35 11 3 3 3 3 5 5 5 5 36-38 12 3 3 3 3 1 5 5 5 5 3 39-41 13 3 3 3 3 2 5 5 5 5 4 42-44 14 3 3 3 3 3 5 5 5 5 5 45 15 3 3 3 3 3 1 5 5 5 5 5 3 level spells 1 critical strike (CAd), expeditious retreat swift (CAd), feather fall, flare, focusing chant (CAd), hawkeye (CAd), insightful feint (CAd) 2 blades of fire (CAr), bladeweave (CAd), blindness/deafness, blur, haste swift (CAd), invisibility swift (CAd), knock, sonic weapon (CAd) 3 cursed blade (CW), dimension door, lesser geas, shout 4 brilliant blade (CAr), contact other plane, Otto's irresistable dance, teleport, wail of doom (CAd) 5 phase door, power word blind, power word stun 6 mordenkinen's disjunction, power word kill, prismatic sphere, time stop, wail of the banshee Skills: An arcane parrot is very alert and gets +4 racial bonuses to listen and spot. Its inner inderstanding of magic gives it a +4 racial bonus to spellcraft checks. Its claw are very well adapted for climbing, granting an arcane parrot a +6 racial bonus. Note: CAd = Complete adventurer CAr = Complete arcane CW = Complete warrior |
| Rhomphaia10-01-05, 11:34 PM | Another product of my drunken sleepless night.... Arcane parrot Tiny magical beast Hit Dice: 3d10 (16hp) Initiative: +6 Speed: 10ft.; fly 50ft. (average) AC: 20 (+6Dex, +2 size, +2 natural), touch 18, flat-footed 14 Base attack / grapple: +3 / -8 Attack: Bite +11 (1d3-3) Full attack: Bite +11 (1d3-3) and 2 talons +6 (1d2-3) Face/Reach: 2.5 ft / 0 ft Special Attacks: spells, magnificient colors Special Qualities: darkvision 60ft, low-light vision, language comprehension, spell resistance 12 + 1/3HD, damage reduction Saves: Fort+3 , Ref +9 , Will +3 Abilities: Str 5, Dex 22, Con 10, Int 18, Wis 15, Cha 21 Skills: balance, bluff +7, climb +3, concentration +6, escape artist +8, gather info +8, knowledge[arcana] +10, knowledge[planes] +8, listen +8, search +5, sense motive +6, spellcraft+14, spot +8 Feats: Weapon finesse, alertness Environnment: Any Organisation: solitary, pair, cluster (3-6) or flight (7-12) Challenge Rating: 2 Treasure: standard Alignment: Neutral evil Advancement: 4-6HD (tiny); 7-20HD (small), 21-45HD (medium) Level adjustment: --- Arcane parrots look exactly like ordinary parrots... but they are much more! For hundreds of years, those creatures have been observing the so-called civilised races, trying their best to learn their secrets. Jealous of their place in society, they have try to emulate them. They did it so well that, unknowingly to most of the civilised races, they have managed to mimic the verbal components of arcane spells to the point where they can cast it themselves. They are still taking on the role of domesticated animals, hoping to learn even more spells, but they are secretly planning revenge against the races that have reduced them to a life of slavery. Who knows when the arcane parrots will decide to strike on their unexpecting masters, but some prophets are predicting that the time of the parrots is soon to come... ...... This is like a frighteningly evil souped-up version of the Corrolax in the Fiend Folio o.O; |
| wrecan10-05-05, 03:03 PM | Wow, I really like the Psuedofamiliar! I totally had the mental image of some sorcerer all teary, hugging their 'returned' familiar, and then in the end the psuedofamilar tenderly saying "Go to sleep now, I will care for you", the sorcerer smiles feebly and reaches out one last time to pet their beloved familiar before sleep overwhelms him. "Sleep, sleep now, sshhh . . " and the Psuedofamiliar draws the last breath of life from their bonded one and flickers out of sight. Maybe you should give them some type of death touch attack? One that they can't use without immediately being sent ethereal (in other words they would never use it unless absolute last resort, or in the event that they've accomplished their goal). Now I just need to think of how to incorporate one into a game! Thanks! That's the best compliment I could have received. As for the death attack, I tihnk that's a bit potent for a CR1 encounter. In my mind, I could actually see many wizards, guilt-ridden over the death of their familiar, subconsciously understanding that the pseudofamiliar is a malicious fake, and deciding to go along with it 1) because it alleviates the grief and 2) because they feel they deserve it for letting their familiar die. I really want to stat out a Pseudofamiliar for a paladin's mount. :devil: |
| Desvelar10-06-05, 10:06 PM | only 6 moe days |
| RavenDrake10-07-05, 02:43 AM | Well, since I already shot my "Copyright Infringement" cred out the window with the poring, here we have: Monkeybird Small Monstrous Humanoid Hit Dice: 1d10+2 (8 hp) Iniative: +3 Speed: 20ft, Fly 40ft (Good) AC: 14 (+3 Dex, +1 Size) Base Attack/Grapple: +1 / -1 [b]Attack: 2 Claws +5 Melee(1d2+3) if flying; or Dagger +5 melee(1d4+2); or Dagger +5 Ranged(1d4+2) Full Attack: 1 Dagger +5 Melee(1d4+2), 2 Claws +0 Melee (1d2+3) if flying; or Dagger +5 Melee(1d4+2); or Dagger +5 Ranged (1d4+2) Face/Reach: 5ft / 5ft Special Attacks: - Special Qualities: Darkvision 60ft, Exceptional Flight Saves: +1 Fort, +4 Ref, +2 Wil Abilities: Str 15, Dex 17 ,Con 14, Int 12, Wis 8, Cha 8 Skills: Climb +6, Jump +6, Swim +6 Feats: Dodge(Bonus), Weapon Finesse Environment: Warm Forrest Organization: Solitary, Gathering Band (3-5), Village (15-30 plus 10-25 non-combatant young and elderly) Challenge Rating: 1/4 Treasure: 1/10 Coins, standard goods and items Alignment: Usually Neutral Advancement: By Character Class Monkeybirds are small, tropical inhabitants that generally seek to live in peace with thier surroundings. They aren't hunters, and live mostly on mellons, berries, and other fruits with some foraging for edible roots and insects. They resemble a cross between a parrot and a monkey, thier body mostly simian with dexterous hands and feet and a prehensile tail, but with long bird wings on thier backs and a parrot's wide beak for a mouth. Their bodies feature brightly coloured fur and feathers, males are predominantly warm colours like red, orrange, and yellow, with females being mostly cool coloured in tones of blue, green, and violet. They form small, tightknit communities that band together in times of trouble, though they will usually flee rather than fight if it's obvious that they can't win. Monkeybirds speak common and thier own language of hoots and squawks, which has no alphabet or written form. Combat Monkeybirds abhor combat, mostly because they are relatively poor at it. They would rather use their ability to fly to escape from enemies, or to parley for a non-violent solution. If they must fight, they use thier wings to thier advantage, flying above thier opponents heads and hurling daggers, rocks, fruit, anything to try to weaken or scare off intruders. They then dive to attack with daggers and/or clubs and their clawed feet. Exceptional Flight(Ex): Monkeybirds are exceptional flyers, and thier wings are stronger and more efficient than thier size would indicate. A Monkeybird is treated as a qudrapedal creature to determine carying capicity for flying. Additionally, they can fly while carying up to a Medium load, though when carying a medium load thier speed slows to 20ft and thier agility is reduced to Clumsy. *A monkeybird can only attack with it's clawed feet while flying. Monkeybird Characters Most monkeybirds don't gain any character classes, they have no need to and don't lead an adventurous enough life. The majority that do are peasents. There are a few that gain levels as Warriors, to defend their village, or Experts, to craft tools and equipment, but these are few and far between. A monkeybird's favored class is the first one they select, and once chosen it can't be changed. Monkeybird leaders are generally Adepts and usually quite elderly (Apply either the Old or Venerable age effects from the Players Handbook). Monkeybird Racial Qualities Ability Score Modifiers: +4 Dex, -2 Wisdom; Monkeybirds are agile and graceful, but tend to be shortsighted and oblivious. Small: As a Small creature, a monkeybird gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Speed: A Monkeybird's base land speed is 20ft. A Monkeybirds base flight speed is 40ft with good manuverability. Darkvision: Monkeybirds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and monkeybirds can function just fine with no light at all. Bonus Feat: Monkeybirds are very adaptable, and can select one bonus feat at first level. Exceptional Flight(Ex): Monkeybirds are exceptional flyers, and thier wings are stronger and more efficient than thier size would indicate. A Monkeybird is treated as a qudrapedal creature to determine carying capicity for flying. Additionally, they can fly while carying up to a Medium load, though when carying a medium load thier speed slows to 20ft and thier agility is reduced to Clumsy. LA: +2 The Monkeybird listed above is not typical of his people, but represents a select few warriors who defend their village. He posses a statistic array greater than that of the normal monkeybird. His stats before racial modifiers were: Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8 |
| R.M.G.C.L.F.10-07-05, 11:20 PM | Arcane Parrot needs an alignment level. Not just "neutral evil," but is it always neutral evil, usually, or often? |
| Echoes of Deception10-08-05, 10:36 PM | Well, I finally finished Mr. Stitches last week, but sadly, that computer was infected with a virus; I just got back online today. I won't be able to recover or recreate him in time, so I'll have to withdraw from the contest. Sorry if I've disappointed anyone. |
| Desvelar10-12-05, 07:36 PM | OKay people the contest is closed. Echoes of Deception I know that that sucks THe voting will happen in a sieries of sets get it to me In a littlew over a week adn you can still be squeezed in. It is noow closed I will set up the voting in abotu 3 days( homework projects essays is why it will take this long). SP bye. |
| Lazzmaniandevil10-20-05, 01:00 AM | This contest will run for 4 weeks starting today. After the monsers are closed I willl make a seperate thread for voting. Tip fluff text helps alot and a good description. You may submit more than one monster. Considering the thread was started on 09-12-05, 05:35 PM, when and where does the voting begin ? |
| Darknecromancer10-20-05, 04:20 PM | Considering the thread was started on 09-12-05, 05:35 PM, when and where does the voting begin ? Yes, we have to know who won! |
| Echoes of Deception10-20-05, 08:44 PM | It looks like Desvelar might be away with some important business. Have patience, I don't think he'd have just up and left us hanging without good reason. |
| Silimaure10-21-05, 02:42 AM | Not gonna start to bother with the stats at this point, too lazy, but if someone wants to have fun this has been a running joke in my campaigns. Using the Living Spell template from MM3/Eberron, try a Living Meteor Swarm that is constantly hasted, but has the appereance of a little cute pink cloud. Damn, I gotta use that against my group sometime. |
| Desvelar10-21-05, 06:30 PM | By the end of saturday night the conest thread shall be set up so lets get ready to rumble. |