fun challenge for all you monster-spawning machines out there [Archive] - Wizards Community

Post/Author/DateTimePost
lvl10penguin

03-23-06, 10:02 PM
i'm running a campaign in which the PC's accidentally got sent to a frozen wasteland. they stumbled across an icy cave, and that's where i'll be picking up the game next session. sense the game thus far has bin very serious and stuff, i thought it'd be fun for the PC's to have to have a somewhat goofy encounter, and what's goofier when it comes to frozen deserts then penguins?
my challenge for you it so create some kind of penguin. use your imagination, get creative, and don't pull punches. dire, fiendish, half dragon... i really don't care. i need them to be CR about 9-11sih, but you can make some weaker minions or slightly stronger boss critters.
yeah i'm lazy... have fun :)
speeblefreak

03-23-06, 11:37 PM
Death Penguin Swarm :evillaugh
Tiny Undead (Cold, Swarm)
HD: 20d12+20 (150 hp)
Init: +1
Speed: 20 ft, swim 40 ft
AC: 16 (+2 size, +1 Dex, +4 natural)
BAB/Grp: +10/-
Attack: Swarm (4d6 plus frostbite)
Full Attack: Swarm (4d6 plus frostbite)
Space/Reach: 10 ft/0 ft
SA: Distraction, frostbite
SQ: Cold subtype, darkvision 60 ft, half damage from piercing and slashing, swarm traits, turn resistance +4, undead traits
Saves: Fort +8, Ref +7, Will +12
Abilities: Str 2, Dex 13, Con -, Int 3, Wis 11, Cha 16
Skills: Listen +12, Spot +12, Swim +10
Feats: Alertness, Necrotic Reserve, Skill Focus (swim), Improved Toughness, Great Fortitude, Positive Energy Resistance, Improved Turn Resistance
AL: CE

Distraction (Ex): Any living creature that begins its turn with a death penguin swarm in its space must succeed at a DC 23 Fortitude save or be nauseated for one round. The save DC is Charisma-based.

Frostbite (Su): The tearing beaks of a death penguin swarm are so cold that a creature damaged by a death penguin swarm suffers 1d8 points of Dexterity drain (Fort DC 23 half). Creatures immune to cold damage are immune to death penguin frostbite.
Eclipse Lutgehr

03-24-06, 01:03 AM
Half-White Dragon Pengumen, 8th-Level Barbarian
Small Dragon (Augmented Monstrous Humanoid)
Hit Dice: 8d12+24 (81 hp)
Initiative: +1
Speed: 30 ft. (6 squares), 20 ft. in Hide Armor, Swim 40 ft.
Armor Class: 20 (+1 Size, +1 Dex, +5 Natural, +3 Hide Armor), Touch 12, Flat-Footed 20
Base Attack/Grapple: +8/+8
Attack: Masterwork Spear +14 melee (1d6+4/x3)
Full Attack: Masterwork Spear +14/11 melee (1d6+4/x3) and Bite +8 melee (1d4+2); or 2 Claws +13 melee (1d3+4) and Bite +8 (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon, Rage
Special Qualities: Damage Reduction 1/-, Darkvision 60 ft., Fast Movement, Hold Breath, Illiteracy, Immunities, Improved Uncanny Dodge, Low-Light Vision, Trap Sense +1
Saves: Fort +9, Ref +3, Will +4
Abilities: Str 19, Dex 13, Con 16, Int 12, Wis 14, Cha 10
Skills: Craft (Weaponsmith) +6, Handle Animal +5, Intimidate +10, Listen +7, Ride +7, Survival +7, Spot +7, Swim +16*
Feats: Cleave, Endurance, Power Attack, Weapon Finesse
Environment: Cold Aquatic
Organization: Solitary, or Clutch (3-5)
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

Before you stands a small feathered creature. It stands on two legs and is draped in the hides of many other creatures. It holds a primitive but deadly looking spear in hands tipped by wicked claws. After sizing you up, it holds the spear over it's head and, letting out a blood-curdling screech, it charges.

Half-White dragon anthropomorphic penguins are small feathered humanoids native to the ice floes and cold waters of the frostfell's coasts. Usually they have small spines around their joints, or in place of a beak, there is a snout with many razor teeth, and their hands always show deadly claws.

Half-white dragon pengumen speak pengu and draconic


Combat
Half-White dragon anthropomorphic penguins revel in combat, most often killing for the sake of it. They often hunt orca and other natural predators of the frostfell wastes "just to show 'em who's stronger". Often they have trained sea otters as mounts.

Breath Weapon (Su): 30-foot Cone, once per day, damage 6d8 cold, Reflex DC 13 half. The Save DC is Constitution-based.

Rage (Ex): 3/day, +4 Strength, +4 Constitution, +2 Morale to Will saves, -2 AC, +16 hp. Lasts for 8 rounds. Fatigued afterward.


Fast Movement (Ex): +10 feet to base speed in light, medium, or no armor and not carrying a heavy load.

Hold Breath (EX): A penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Immunities (Ex): Sleep and paralysis effects, and cold.

Improved Uncanny Dodge (Ex): Retains Dexterity to AC if caught flat-footed or struck by invisible attacker. May not be flanked unless character is at least 4 levels higher.

Trap Sense (Ex): Gains indicated bonus to Reflex saves vs. traps as well as a Dodge bonus to AC against attacks made by traps.


*A half-white dragon anthropomorphic penguin barbarian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a strait line.


That could be a tribal leader or just a lone encounter, here's the base Anthropomorph.


Pengumen (Anthropomorphic Penguin)
Small Monstrous Humanoid
Hit Dice: 1d8 (8 hp)
Initiative: -2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 10 (+1 Size, -2 Dex, +1 Natural), Touch 11, Flat-Footed 12
Base Attack/Grapple: +1/-4
Attack: Spear +0 melee (1d6-1/x3)
Full Attack: Spear +0 melee (1d6-1/x3) and Bite -5 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Hold Breath, Low-Light Vision
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 6, Dex 7, Con 10, Int 11, Wis 13, Cha 10
Skills: Listen +2, Spot +2, Swim +10*
Feats: Endurance, Weapon Finesse
Environment: Cold Aquatic
Organization: Solitary, Clutch (3-5), Brood (6-10), or Flock (11-20 plus 11-100 penguins)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By Character Class
Level Adjustment: +0

Anthropomorphic penguins are small feathered humanoids native to the ice floes and cold waters of the frostfell's coasts. These nomadic people usually keep flocks of penguins as pets, even showing the same affinity for swimming that penguins do.

Pengumen speak pengu


Combat
While anthropomorphic penguins do not show a great love of combat, they will defend their tribe and flocks.


Hold Breath (EX): A penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.


*A anthropomorphic penguin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a strait line.
Xylem

03-24-06, 11:32 AM
Frost Chimera

Off in the distance they hear it: the roars of a dragon mingled with the roars of a bear mingled with the ... call of the penguin?

A Frost Chimera is like a standard Chimera except for the following changes:

The Dragon’s head is always white.
The Lion’s head is replaced by a Polar Bear’s
The Goat’s head is replaced by a Penguin’s.
The front of the body is a polar-bear’s.
The wings are penguin’s wings.
The hind legs are like a dragon's.
Strength is now 27, like a polar-bear's.
Grapple is now +21
The dragon head's bite is now +12 for (2d6+8)
The polar bear head’s bite is +12 for (2d6+8)
The penguin’s head has a melee beak attack +12 for (1d12+8)
The claw attacks are now melee attack +10 for (1d8+8)
The Frost Chimera can not fly, but is an excellent swimmer.
Speed is now 40 feet (8 squares), 30 feet swimming
Challenge Rating is now (probably) 8.

You can get these up to your desired Challenge Rating by upping the dice, of course.

I hope this isn't too serious!
lvl10penguin

03-24-06, 05:20 PM
these are great guys... i'm already thinking of all kinds of means things i can do with these critters :-D
Eclipse Lutgehr

03-24-06, 05:26 PM
I'm thinking of using those anthropomorphs in my own campaign at some point. After all, penguins don't just live in artic climes (look at tasmania, new zeland, and most of southern austrailia). But they do kinda need a racial name other than Anthropomorphic Penguins, it just doesn't roll off the tongue... and naming them the Howard the Duck race simply makes me want to punch myself in the face... and that hurts...
Xylem

03-24-06, 05:36 PM
I'm thinking of using those anthropomorphs in my own campaign at some point. After all, penguins don't just live in artic climes (look at tasmania, new zeland, and most of southern austrailia). But they do kinda need a racial name other than Anthropomorphic Penguins, it just doesn't roll off the tongue... and naming them the Howard the Duck race simply makes me want to punch myself in the face... and that hurts...
Don't do that, then. :)

How about Pengumen? Sounds a bit silly and a bit ominous at the same time.
Eclipse Lutgehr

03-24-06, 05:45 PM
How about Pengumen? Sounds a bit silly and a bit ominous at the same time.

Odd as it sounds, it actually works once you say it a few times (I hope you're pronouncing it as I am, Pen*gU*Men). It describes what they are while keeping to a nomadic primitives thinking.
lvl10penguin

03-26-06, 06:02 PM
hehe any more?
Xylem

03-26-06, 11:30 PM
If you're willing to mine Spelljammer, there's the Dohwar (there's a 3e updating available here (http://www.spelljammer.org/monsters/conversions/Dohwar.html) ). They're not that dangerous per se, but they are obnoxious, since they're relentless salescritters:Dohwar have few social skills, and have no interest in learning. They are obnoxious, brash, persistent, money-grubbing merchants. Their standard tactic for business is to pair up and talk a prospective customer into submission.

Dohwar often hire Giff (http://www.spelljammer.org/monsters/conversions/Giff.html) mercenaries, which are a bit tougher. There are Dohwar mages and clerics and even fighters, callled Protectors. And their Elite Protectors, called Dohwar Deathsquealers, ride space swine (http://www.spelljammer.org/monsters/conversions/SpaceSwine.html) into battle -- which ought to give your player characters pause, if nothing else.

And since the Dohwar are a race, there is nothing to say you can't make their protectors and spellcasters as high a level as you wish ...
wi1dfire_b1ue

03-27-06, 12:17 PM
Also, look at the Bride of Portable Hole by E.N.. They have psionic pegnuins in there, I believe.