Dungeon Keeper Inspired Monsters [Archive] - Wizards Community

Post/Author/DateTimePost
tj333

11-30-05, 07:19 PM
I'm wondering if anyone has tried to make monsters (Or anything else..) based on the Dungeon Keeper Pc games before?

I've found a couple PrC for the Dungeon keeper.
I like this one http://boards1.wizards.com/archive/index.php/t-97238.html myself.

I'm going start work on this soon, but just thought I would check if anyone else has a head stat on this.

Skeletons, vampires, the giant insects, hellhonds, trolls (some minor changes), and ones that can just be done through classe levels do not need to be done and I won't be doing them. Though feat and progression suggestions are welcome if others want to supply them.
Thurbane

11-30-05, 11:02 PM
I think I had a short list that someone made for 2E - I'll see if I can find it.
mythSSK

11-30-05, 11:54 PM
Ooooh, how would we stat out the dreaded Horny? Hmmm...
tj333

12-01-05, 12:30 AM
Many of the creatures could heal themselves.
I'm not sure how that should work. Having spell like ability healing spells seems out of place to me. Fast Helaing and regeneration are certainly options.
But I think that something like the monk's Wholeness of Body would work best. Allowing the creature to heal 2-4 times it HD depending on the creature seems like it would work best.
tj333

12-01-05, 01:15 AM
Managed to Google the DKII rules for AD&D.

http://www.fantaseum.com/downloads/browse.asp?BrowseLevel=section&BrowseSection=6


Edit: Is it just me or does making the bile demon's head a dire a dire flail make sense?
tj333

12-01-05, 01:52 AM
1)
DK creatures have spell like abilities plus some others tht do not fit entirly in class progressions (Dark Mistress with Speed And Lightening). Should these be Templates or Prestige classes?

2)
Looking at the Elite creatures from DKII (I'm trying both 1 & 2) I'm thinking Elite Stats. Then does Templates or making Paragon Classes (Unearthed Aracana) make more sense? Or just give more HD?
tj333

12-01-05, 02:06 AM
Spawn
Type: Medium Dragon
Hit Dice: 3d12 (27 HP)
Initiative: +2
Speed: 20 ft
Armor Class: 18 (+6 natural, +2 dex) 12 Touch, Flat 15
Base Attack/Grapple: +3/+7
Attack: Claw
Full Attack: +7 (2d6 +4)
Space/Reach: 5 ft./5 ft
Special Attacks: See Text
Special Qualities: Darkvision 60, Immune Sleep and Paralysis, Fire Immunity, See Text
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 6
Skills: 6+int
Feats: Weapon Focus: Claw, Power Attack
Environment: Underground
Organization:
Challenge Rating: 3 (Advances up to CR 8)
Treasure: Standard
Alignment: Usually Evil
Advancement: 4-14 HD

To keep in feel of DK's leveling and to hep keep the creature viable at higher CRs I've given the creatures addtional abbilities based on HD.

Spawn HD based Abilities
HD Ability
4-6: Flame Globe (3/day)
7-8: +2 Natural Armor
9-10: 30 ft, Healing (1/day)
11-14: +2 Natural Armor
15: A Demon Spawn cannot advance to 15 HD. Instead it becomes a Dragon at 16 HD.

Flame Globe: Spites a globe of flame for 3d6 Fire Ranged Touch, splash 5ft 1d6 Fire. Ref DC 15 from splash.

Healing: Can heal 2*HD once per day as a standard action. This healing can be split into mutltiple uses equaling 2*HD.
Olly

12-01-05, 09:17 AM
I requested a bile demon on the Video Game Monsters thread, but was sadly ignored as the posters were too concerned with building teh uber-Sephiroth that totally r0xx0rz and can pwn anybody... :rolleyes:
tj333

12-01-05, 01:39 PM
Bile Demon
Type: Large Outsider
Hit Dice: 10d8+43 (83 HP)
Initiative: 0
Speed: 30 ft
Armor Class: AC 19 (+10 Natural, -1 Size), Touch 10 Flat 19
Base Attack/Grapple: +10/+17
Attack: +11/+18 With Horns
Full Attack: +18/+13 Or Two Weapon fighting for +16/+11/+16 (1d6+7)
Space/Reach: 10 ft x 5 ft/ 10ft
Special Attacks: Poison Gas Cloud, See Text
Special Qualities: Immune Fire, Poison, Gas and Stench Attacks, Resistance Acid, Cold 10, See in Darkness, Treat Horns as Dire Flail, Legless
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 24, Dex 10, Con 18, Int 8, Wis 10, Cha 8
Skills:
Feats: Two Weapon Fighting, Weapon Focus (Horns), Toughness, Improved Disarm
Environment: Underground , Evil Aligned Planes
Organization: Solitary Or group 1d6
Challenge Rating: 7-16 (+2 for Abilities and size.)
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-32 HD or by Barbarian
Level Adjustment:

Immunity Gas and Stench Attacks: The bile demon is immune to all smell, stench, or gas based attacks.
Treat Horns as Dire Flail: All bile demons have large flair heads attached to the long horns on either side of its head. These are treated as natural weapons and a dire flair appropriate to the bile demon’s size (1d6/1d6, +2 to disarm) but it cannot be dropped or disarmed. No offhand strength penalties are applied.
Legless: A Bile Demon has no legs. It has to use its arms to move around and cannot make use of any shields or actions require arms in round that it does more then a 5ft step. Being legless makes the bile demon harder trip, bulrush, or overrun. A +4 to resist trip, bulrush, or overrun should be applied. The bile demon cannot charge and can only do a double move.

All bile demons have the dire flair attachment.
Flatulence: As Cloud Kill
Gas Attack: As Stinking Cloud Or as Cloud Kill?
Grenade: ??

Bile Demon HD based Abilities
HD Ability
11-14 Flatulence, DR 5/Piecing or Slashing
15-18 +2 Natural Armor
19-22 Increase Horn damage to d8
23-26 +3 Natural Armor
28+ Grenade