Homebrew Monsters Anyone?

Post/Author/DateTimePost
#1

NalaufeinHasrov

Feb 18, 2015 15:16:54

Recently I have learned that I enjoy creating homebrew monsters but being new to this I have only managed to base my monsters off of already existing creatures. I was wondering if anyone else made homebrew monsters, how they worked out, and if you have any tips on how to make better ones. I haven't used any I have created yet but I hope to soon. Below is the first monster I made, any suggestions on how to make it better? If you have any questions about it feel free to ask, I want to use this soon but I want it to be perfect.

 

Symbiotic Hydralisk

CR 21

XP 337,100

CN Huge Magical Beast

Initiative +9

Senses 60ft Darkvision, Low-light Vision, Scent, Perception +36

Defense

AC 47, Touch 9, Flatfooted 46 (+1 Dex, +48 Natural Armor, -2 Size)

HP 255 (18d10 + 75) Fast Healing 15, DR 30, SR 80

Immune Poison

Resist Electricity 35, Acid 35

Fort +18

Ref +9

Will +8

Offense

Speed 40ft, Swim 20ft

Melee 16 Bites +20(1d8+4 plus poison)

Space 20ft, Reach 15ft

Tear Successful Grab w/bite (5d8+20 plus poison) Fort Save DC20 or 2d4 Con Dmg

Special Attacks pounce, petrifying gaze, foul breath

Statistics

Str 19, Dex 12, Con 18, Int 16, Wis 11, Cha 9

Base Attack +16 CMB +20, CMD +31 (can’t be tripped)

Feats Combat Reflexes, Weapon Focus(bite), Iron Will, Lightning Reflexes, Toughness, Great Fortitude, Improved Initiative, Superior Initiative, Penetrating Strike, Greater Penetrating Strike(bypass 10DR), Multiattack

Skills Climb +12, Perception +21, Stealth +2, Swim +12, Racial Modifier +17 Perception, +4 Stealth

SQ Hydralisk Traits, Regenerative Healing

Languages Abyssal, Giant, Draconic

Special Abilities

Fast Healing

A hydralisk’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydralisk’s body.

Hydralisk Traits

A Hydralisk can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydralisk's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydralisk's body equal to the hydra's current HD. A Hydralisk can't attack with a severed head, but takes no other penalties.

Regenerative Healing

When a hydralisk's head is destroyed, two heads regrow in 1d4 rounds. A Hydralisk cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A Hydralisk doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.

The Symbiotic Hydralisk can also regenerate cut off limbs and heal its own grievous wounds in d4 rounds. The Hydralisk does not gain HP back when it regenerates body parts.  Other Hydralisk’s do not have this ability.

Foul Breath

A hydralisk’s breath is extremely foul. Any creature in a space directly in front of a Hydralisk must succeed on a DC 35 Fortitude save or take 2d4 points of Constitution damage each round they remain in the area. A creature that successfully saves cannot be affected by the breath of the same Hydralisk for one day. The save DC is Constitution-based.

Petrifying Gaze

Turn to stone permanently, range 30 feet, Fortitude DC 35 negates. A creature petrified in this manner that is then coated (not just splashed) with fresh Hydralisk blood (taken from a Hydralisk no more than 1 hour deceased) is instantly restored to flesh.

A single Hydralisk contains enough blood to coat 1d4+3 Medium creatures in this manner. The save DC is Constitution-based.

Poison

A Hydralisk delivers a debilitating poison with a successful bite attack. The save DC is Constitution-based. The toxic black saliva seeps into the blood stream turning the veins black and causing agonizing nerve damage as it solidifies inside.

  • Hydralisk Poison
    Type poison, injury Save Fortitude DC 35 Frequency 1/round for 4 rounds Effect 2d4 Con Cure 2 consecutive saves

Ecology

Environment Underground, Warm, Temperate

Organization Solitary

Treasure Double

 

The Symbiotic Hydralisk is a very territorial beast that can be found in caverns in forests and jungles. They are however very rare, being very territorial they will often kill their own offspring  if their food sources are threatened. These creatures reproduce asexually by laying eggs in its cave dwelling. The Symbiotic Hydralisk is often traps its prey as it wanders through its territory. They use their saliva to cover highly trafficked areas in a sticky tar like webbing that animals or vermin will get stuck in. The Symbiotic Hydralisk will also use its surroundings to its advantage by downing trees and other plant life in the area to make a more direct path to its lair.

Not much is known about the Symbiotic Hydralisk’s anatomy. All of its limbs and wounds can be regenerated. Its “skin” seems to digest objects that pierces it and break them apart during the healing process.

 

 

#2

NalaufeinHasrov

Feb 18, 2015 15:34:38

I should probably mention, the reason it has such high natural armor is because it is Symbiotic (basically has skin structure of Venom from Spider-Man). If you were to have just a normal Hydralisk which I made as well it would only have +13 Natural Armor, basically the natural armor being so high is you have to do deep cuts or whatever to make it through the skin to the organs, but the skin sort of shapes around your weapon and it has fast healing/regeneration. I hope I didn't confuse anyone, I just thought it was a neat idea.

#3

Timpookie

Feb 18, 2015 15:48:38

Whenever I need a new monster I take something from the MM, reskin it, change the level and add a template or two.

#4

Imaculata

Feb 19, 2015 9:03:05

I use homebrew monsters all the time in my 3.5 campaign. I usually base them on existing monsters.

 

Cliffdiver (Medium flying lizard)

 

HP: 3d8+9(22HP)

Ini: +2.

Speed: 30ft. Swim 30ft. Glide 30ft.

AC: 15 (+2 dex, +3 natural), touch 12, flat-footed 13.

Base Attack/grapple: +2/+5.

Attack: Bite +5 melee (1d8+4).

Full Attack: Bite +5 melee (1d8+4).

Space/Reach: 5ft by 5ft.

Special attacks: -

Special qualities: Low-light vision, glides from high cliffs.

Saves: Fort +8, Ref +5, Will +2.

Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 1 (-5), Wis 12 (+1), Char 2 (-4).

Skills:  Climb +7, Hide +6, Listen +4, Move Silently +6, Spot +4, Swim +11.

CR: 2.

 

Cliffdivers are medium sized flying lizards, that can often be found in coastal regions, where they sunbath on top of cliffs. They have a thin membrane that connects their front and rear legs, allowing them to glide great distances. They use this ability to dive for fish, after which they have to make a long slow climb back up the cliff. Cliffdivers often have bright green and yellow colors. They will sometimes attack sailors on the deck of a ship, if they sail too close.

 

Cannibal, common

(level 3 fighter)

 

HP: 22HP (3d10+1)

Ini: +6.

Speed: 20ft.

AC: 14 (+3 hide, +1 dex), touch 11, flat-footed 13.

Base Attack/grapple: +3/+2, Total: +5 melee, +6 ranged.

Attack:  Shortspear 1d8+2(20 crit x3) or Dagger 1d4+2(19-20 crit X2), or Blowgun 1d4+2 (Range 30ft, crit 20 x2)

Space/Reach: 5ft by 5ft.

Saves: Fort +5, Ref +3, Will +2.

Abilities: Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Char 8 (-1).

Special Abilities:  Brace for charge: If the cannibal readies his shortspear for a charge attack, he does double damage. Handle poison: If the cannibal rolls a 1 while using poison, he must make a ref save DC 15 or poison himself. Poison has a secondary effect after 1 minute. Warpaint: Upon first encounter with a cannibal, the cannibal makes an intimidate check against his first opponent as a free action. The victim makes a will save against his intimidate. If he fails, he is shaken for 1d4 rounds (-2 on attacks, dmg, saves, checks).

Skills: Jump +2, Balance +2, Climb +4, Listen +2, Spot +2, Move Silent +4, Intimidate +4, Hide +4.  (24 total)

Feats:  Improved Initiative, Power Attack , Point Blank Shot, Precise Shot.

Equipment: Dagger, Shortspear , Blowgun, Hide Armor (+3, armor check -3), 1 x Magical potion, Random(roll1d4): 1d4 Headhunter Trophies (10sp each), 1d4 Gemstones (5gp), Darts (10), Idol of Deity (10gp) + Poison flask (roll 1d3 for which one):  Blue Whinnis Poison (DC 14, 1 Con dmg / Unconsciousness  1d3 hours), Carrion Crawler Brain Juice Poison (DC 13, Paralysis 2d6 minutes / none), Greenblood Oil Poison (DC 13, 1 Con / 1d2 Con). Each poison has 4 dosages.

CR: 3.

 

Cannibals inhabit many of the unexplored islands in my campaign. They all worship the evil deity known as Teehlyian’tara (Lady of the Flesh). They have various watchtowers all over the island, and place totems that are often trapped, to scare off intruders. Their traps are very simple, and made from jungle materials. All cannibals paint themselves in warpaint, to frighten their enemies. They are very superstitious people, and mostly attack at night. They also have witchdoctors, and one mother who is their leader. Cannibals that are born directly from her loins are pure bloods; stronger, and taller than regular cannibals.

 

Flitter Hound

 

Flitter Hound  (CR 3 Guard Dog)

Medium Animal

 

Hit Dice: 6d8+4 (38 hp)

Ini: +2

Speed: 40ft. (8 squares)

AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base attack/Grapple: +6/+1, +8 (1d4 dmg, spiked collar)

Attack: Bite +8/+3 melee (1d8+3)

Space/Reach: 5ft./5ft.

Special Qualities: Low-light vision, scent

Saves: Fort +7, Ref +7, Will +3

Abilities: Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2).

Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1

Feats: Alertness, Track, Rabid Beast, Improved Natural Attack (Bite, 1d6 is now 1d8 dmg)

Special: +4 racial bonus on jump, +4 racial bonus on survival checks when tracking by scent.

Equipment: Spiked Collar (1d4 piercing dmg on grapple).

 

Trip (Ex): A Flitter Hound that hits with a bite attack can attempt to trip the opponent (+1 to check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Flitter Hound.

 

Rabid Beast: If an opponent is hit by the Flitter Hound’s bite attack, he must succeed at a Fortitude save DC 15, or contract rabies (incubation 1d3 days, 1d6 Str dmg).

 

Flitter Hounds are a ferocious type of dogs, who have very short necks, to the point where it seems almost none existant. They have a tendency to drool a lot, they often spread rabies, and they have a tendency to shudder nervously when ever they are agitated. Hence their name, flitter hound. Their fur is usually short and shaggy, as if they have been lying in the gutter for a few days, and they smell bad. Like wolves, they can trip an opponent on a succesful bite attack. They are also very good at tracking prey with their scent ability.

(Reply to #4)

NalaufeinHasrov

Those are great, do you have a blog for your campaign at all. It sounds really interesting, love the image choice for the Hound.

#6

Imaculata

Feb 19, 2015 9:02:23

You can check out my campaign right here: http://community.wizards.com/forum/homebrew-campaigns/threads/4155006