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| #1dragon_master_02Aug 20, 2003 2:57:48 | We’ve all had one of those days. The PCs are hitting each other, throwing Doritos at you and spilling drinks all over the table. But what’s worst of all is when you are trying to describe a setting for them, and instead of listening, they are laughing, and timing themselves to see how long they can spin your dice. This is for those DMs who just have one of those days, and think it might be fun to see the dice spin the players. So, I bring you a new set of monsters, (I will be adding a new dice every day or two). Originally inspired by a dragon April magazine from a couple of years ago.![]() The d4- tiny construct Hit Die- ½ d10 (2 hp) Initiative- +2 (dex) Speed- fly, 20ft (perfect) AC- 16 (+2 size, +2 natural, +2 Dex) Attacks- +1 slam (1d3), Damage- Slam 1d3-1, Face/Reach- 2½ft. by 2½ft./0ft Special Attacks: Spin 1d4-1 Special Qualities- fly Saves- Fort+0, Ref+2, Will+0 Abilities- Str 9, Dex 14, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary, gang (2-4), herd (6-10), or colony (20-50). Challenge Rating- 1/3 Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a d6 (when I do all the dice monsters I’ll fix up this). d4’s, the horror of every players nightmare. While only small, when in packs or colonies these things can be deadly for a low level party. Usually lurking in dungeons where PCs look for treasure, these small little buggers are small and annoying. While not anywhere near as powerful as there kin, the d6, d8, d10, d12 and d20’s, these guys are frustrating to deal with, especially in numbers. Combat: d4’s usually ambush players in groups. There high AC and small size make them annoying to deal with. In multiple groups, there spinning nature can sometimes kill and destroy parties. Spin(Ex): As a free action, the d4 can activate a spinning attack. The effects last 1d4 rounds. Unless stated otherwise this effect works like the spell blur, giving the d4 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d4 rounds). Anyone who is within 5ft of the d4 while it is spinning takes 1d4 -1 points of damage (reflex save 12 for half). While spinning, the d4’s fly speed drops to only 10 feet per round, and only has average manoeuvrability. A d4 is always immune to another d4’s spin damage. Fly (Ex): A d4 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 20 feet and an excellent manoeuvrability. It also grants a permanent feather fall effect with personal range. d4 immunity (Ex): Because of the d4's nature, they are naturally immune to anything that uses d4's to determine damage. This includes magic missile spells, daggers, and the like. 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. ![]() The d6- Small Construct Hit Die- 1d10 (5 hp) Initiative- +1 (dex) Speed- fly, 20ft (good) AC- 16 (+1 size, +4 natural, +1 Dex) Attacks- +1 slam (1d4), Damage- Slam 1d4 Face/Reach- 5ft. by 5ft./5ft Special Attacks: Spin 1d6. Re-roll 1d6 damage, 1d6 ability damage Special Qualities- fly, DR 5/+1, d6 immunity Saves- Fort+0, Ref+1, Will+0 Abilities- Str 11, Dex 12, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary, ability rolling (4), heard (6-10), or dice bag (15-20). Challenge Rating- 4 Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a d8 (when I do all the dice monsters I’ll fix this up). d6’s. You thought rolling your ability scores was tough? The d6’s are back, and they’re not happy. While only small, the d6’s often travel in groups (usually of four), but can be found solitary or in dice bags of around 20 d6’s. The dice bag is a house of operations for the d6’s, and usually hunting parties are sent out (again in groups of four). Usually lurking in dungeons where PCs look for treasure, d6’s thirst for PC blood. While not as powerful as their other dice brethren, they can be frustrating to deal with. Combat: d6’s usually work together for optimum effect, and flank opponents from multiple sides. In multiple groups, their ability re-roll can have devastating effects on a party. Spin (Ex): As a free action, the d6 can activate a spinning attack. The effects last 1d6 rounds. Unless stated otherwise this effect works like the spell blur, giving the d6 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d6 rounds). Anyone who is within 5ft of the d6 while it is spinning takes 1d6 points of damage (reflex save 14 for half). While spinning, the d6’s fly speed drops to only 10 feet per round, and only has average manoeuvrability. A d6 is always immune to another d6’s spin damage. Fly (Ex): A d6 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 20 feet and good manoeuvrability. It also grants a permanent feather fall effect with personal range. Re-roll (Su): Six times per day (hmm...feedback required) a d6 can use this attack. The d6 pummels itself along the ground, rolling around in a straight line. The d6 can travel for up to 30feet, but can only go in the one direction. Anyone who is standing in this line of rolling can make a reflex save (DC 15) to dive out of the way. Anyone hit instantly takes 1d6 points of damage, and must make a fortitude save (DC15) or have 1d6 ability damage on their lowest ability score. If they have two tied lowest ability scores, then just chose one randomly. This ability cannot be used in the middle of a spin. d6 immunity(Ex): d6’s are immune to anything that uses a d6 for damage. This includes short swords, fireballs and the like. 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. ![]() The d8- Medium Construct Hit Die- 2d10 (11 hp) Initiative- +0 Speed- fly, 30ft (Average) AC- 17 ( +7 natural,) Attacks- +2 slam (1d6+1), Damage- Slam 1d6+1 Face/Reach- 5ft. by 5ft./5ft Special Attacks: Spin 1d8. Negative Energy, Positive Energy Special Qualities- fly, DR 10/+1, d8 immunity, Fast Healing 2 Saves- Fort+0, Ref+0, Will+0 Abilities- Str 13, Dex 11, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary, Pair, or cult (4-6) Challenge Rating- 6 Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a d10 (when I do all the dice monsters I’ll fix this up). d8’s. The clerics best friend. Not only do they determine their hit points, but they also contribute to their healing and inflicting spells. However, now it is time for the d8’s to seek revenge. d8’s are lost dice, and usually spend their time in groups or cults, worshiping the Dungeon Master. Because of their strange rituals, d8’s are usually mistaken as intelligent. d8’s are forces woven with positive and negative energy, granted by the Dungeon Master. A lot larger then the small d4’s and d6’s, the d8’s often work in pairs, but can be found in large groups and cults. Usually lurking in dungeons where PCs look for treasure, d8’s long for favour with the Dungeon Master, and will kill a PC on sight. Combat: d8’s usually work in pairs. Because of their medium size, they enjoy spinning near opponents activating their negative energy. In multiple groups, a cult of d8’s spinning can be catastrophic. Spin (Ex): As a free action, the d8 can activate a spinning attack. The effects last 1d8 rounds. Unless stated otherwise this effect works like the spell blur, giving the d8 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d8 rounds). Anyone who is within 5ft of the d8 while it is spinning takes 1d8+1 points of damage (reflex save 16 for half). While spinning, the d8’s fly speed drops to only 20 feet per round, and has poor manoeuvrability. A d8 is always immune to another d8’s spin damage. Fly (Ex): A d8 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 30 feet and average manoeuvrability. It also grants a permanent feather fall effect with personal range. Negative Energy (Su): Four times per day, the d8 can activate this ability as a standard action. The d8 infuses itself with negative energy, making it deadly to touch. For 1d4 rounds the d8 is covered in this lethal coat of negative energy. Anyone making an unarmed attack against the d8 come under the effect of a inflict light wounds spell, taking 1d8+1 points of damage (Treat as 1st level caster, DC 16). Anyone hit by the d8’s spin attack or the slam attack comes under the effect of a inflict moderate wounds (DC 16, treat as 4th level caster) and take 2d8+4 points of damage. This ability cannot be activated in the middle of a spin. Positive Energy (Su): As a standard action, four times per day the d8 can activate this ability. It works exactly the same as Negative energy, except it uses positive and cure spells instead. Note, d8’s are immune to cure spells. This ability cannot be activated in the middle of a spin. Fast Healing: d8’s have fast healing 2 d8 immunity(Ex): d8’s are immune to anything that uses a d8 for damage. This includes long swords, maces and the like. 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. ![]() The d10- Large Construct Hit Die- 4d10 (22 hp) Initiative- +0 Speed- fly, 40ft (average) AC- 18 ( +9 natural, -1 size) Attacks- +7 slam (1d8+7) Damage- Slam 1d8+7 Face/Reach- 5ft. by 5ft./10ft Special Attacks: Spin 1d10+7, random encounter Special Qualities- fly, DR 15/+1, d10 immunity Saves- Fort+1, Ref+1, Will+1 Abilities- Str 21, Dex 10, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary, Pair Challenge Rating- 8 Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a d12 (when I do all the dice monsters I’ll fix this up). When the DM smiles behind his little DM screen and gets two d10’s out, you know its trouble. Something’s about to happen, and its usually a random encounter. The only time you ever want to see the d10 is when you’re rolling HP for your fighter, or launching a bastard sword into someone’s gut. Now the d10’s are here, and they’ve got random encounters everywhere. With their enormous strength and size, the d10’s make for excellent foes. While they almost always travel in pairs, more often then not two enemies turn into a lot more. d10’s roam dungeons in pairs, seeking out PCs. Normally placed in dungeons by DMs who want to ambush a party with lots of companions or a miniature army. A lot powerful the small d4’s and d6’s, the d10’s always work in pairs Combat: d10’s enter combat immediately by summoning monsters with their random encounter ability. Because of their large size, d10’s can maximise there spinning effectiveness, hitting multiple enemies. Spin (Ex): As a free action, the d10 can activate a spinning attack. The effects last 1d10 rounds. Unless stated otherwise this effect works like the spell blur, giving the d10 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d10 rounds). Anyone who is within 10ft of the d10 while it is spinning takes 1d10+7 points of damage (reflex save 18 for half). While spinning, the d10’s fly speed drops to only 30 feet per round, and has poor manoeuvrability. A d10 is always immune to another d10’s spin damage. Fly (Ex): A d10 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 40 feet and average manoeuvrability. It also grants a permanent feather fall effect with personal range. Random Encounter (Su): As a standard action, ten times per day, when two d10s are within 20 feet of each other, they can both activate this power. The effects take place at the end of the d10 who rolled the lowest initiative’s turn. Roll 1d10 and consult the summon monster spell on page 258 of the players handbook. Depending on the result, a Summon Monster spell is cast (so on a result of 1, summon monster I would be cast, on a result of 2 summon monster II would be cast, etc. On a result of ten, re-roll). The creature/s appear where the d10 designates and acts immediately on the d10 with the lowest initiative’s turn, and stay for 1d10 rounds (treat as caster level 18, but duration is never more then 1d10 rounds). This ability cannot be used unless another d10 is within 20 feet. This ability cannot be activated in the middle of a spin. (Note: it is also not used twice in the one round, despite the fact there are two d10s). d10 immunity(Ex): d10’s are immune to anything that uses a d10 for damage. This includes Bastard Swords, Halberds, and any spell that uses a d% to determine effect or damage. 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. ![]() The d12- Huge Construct Hit Die- 16d10 (88 hp) Initiative- -1 Speed- fly, 50ft (poor) AC- 23 ( +15 natural, -2 size) Attacks- +19 slam (2d6+13) Damage- Slam 2d6+13 Face/Reach- 10ft. by 10ft./15ft Special Attacks: Spin 1d12+9, Rage Special Qualities- fly, DR 20/+2, d12 immunity Saves- Fort+4, Ref+3, Will+4 Abilities- Str 28, Dex 8, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary Challenge Rating- 10 (need some help with this one) Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a d20 (when I do all the dice monsters I’ll fix this up). d12’s, the forgotten dice. Only used when barbarians level up or swing a great axe, the d12 is seeking justice for its lack of use. Huge, deadly, and angry, the d12 is something you do not want to mess with. With there raging ability, this makes the d12 even more fearful to fight with. With their enormous strength and size, the d12 can destroy a party no matter how organised, or chaotic, they are. Always alone, the d12 will kill anyone and anything it sees, usually PCs. d12’s roam dungeons, seeking justice for there bad name. A lot powerful then the other dice monsters, the only dice that stands in this ones way is the d20. Combat: When d12’s enter combat, they usually start with spinning, and then activating their rage ability. Because of their large size, with a rage and a spin attack working together, d12’s can maximise there damage by simply moving, thus hitting multiple enemies. Spin (Ex): As a free action, the d12 can activate a spinning attack. The effects last 1d12 rounds. Unless stated otherwise this effect works like the spell blur, giving the d12 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d12 rounds). Anyone who is within 15ft of the d12 while it is spinning takes 1d12+9 points of damage (reflex save 22 for half). While spinning, the d12’s fly speed drops to only 40 feet per round, and has clumsy manoeuvrability. A d12 is always immune to another d12’s spin damage. Fly (Ex): A d12 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 50 feet and poor manoeuvrability. It also grants a permanent feather fall effect with personal range. Rage (Ex): As a free action, the d12 can enter a fit of blood lusting rage powered by the magical energies infused in the d12s body. The rage lasts 1d12 plus three rounds, and can be used up to five times per day. During the rage magical energy enhances the build of the d12 and increases its willingness to destroy. The d12 gains a massive +6 bonus to strength, and a bonus 30 temporary hit points as well as a +3 moral bonus on all will saves, however they suffer a –2 penalty to AC. During a rage, the d12 cannot use any abilities that require focus, including its spin attack (however, the d12 can activate the spin before hand and then enter the rage). After the rage finishes, the d12 loses the temporary hit points (see temporary hit points page 129 of the PHB) and the bonuses to saves. The d12 also loses its ‘footing’ and cannot perform any actions for 1 round. After that round, the d12 can act normally, however the rage ability cannot be used until a further 1d6 rounds after the round that it stopped raging. d12 immunity(Ex): d12’s are immune to anything that uses a d12 for damage. This includes great axes and the like. 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. ![]() The d20- Huge Construct Hit Die- 32d10 (176 hp) Initiative- -2 Speed- fly, 60ft (clumsy) AC- 26 ( +20 natural, -4 size) Attacks- +31 slam (2d8+16) Damage- Slam 2d8+16 Face/Reach- 20ft. by 20ft./20ft Special Attacks: Spin 1d20+11, Russian Roulette, whirlwind Special Qualities- fly, DR 30/+4, d20 drain, ultimate immunity Saves- Fort+10, Ref+8, Will+10 Abilities- Str 32, Dex 6, Con -, Int -, Wiz 11, Cha 1 Climate/Terrain- anywhere players mess around and underground. Organisation- Solitary Challenge Rating- 16 Treasure- None Alignment- Always neutral Advancement- Any bigger and it’d be a god (when I do all the dice monsters I’ll fix this up). d20. The dragon of dice monster. The ‘die’ in dice. The DM’s best friend. Usually hiding in dungeons alone waiting for players to sacrifice to their gods, the DM, or the d20 system. These things are of monstrous size, and anger easily. With their large list of abilities, including whirlwind, the d20 is one die party members will remember. With their enormous strength and size, the d20 can destroy a party in a matter of second. d20’s often hide away in dungeons, guarding secret shrines to their gods. A lot powerful then the other dice monsters, the d20’s only superior is the DM, and the d20 system. Combat: When d20 sees a potential sacrifice, they will almost always start with a spinning attack. Unlike the other dice’s spinning attacks, this one is so powerful that any unsuspecting party members could find themselves being sucked in towards the d20 automatically. Because of their massive size, and with its ultimate immunity ability, the d20 can move around anywhere and kill things without even a scratch. Spin (Ex): As a free action, the d20 can activate a spinning attack. The effects last 1d20 rounds. Unless stated otherwise this effect works like the spell blur, giving the d20 half concealment (20% miss chance) (treat as third level caster, but duration is never more then 1d20 rounds). Anyone who is within 20ft of the d12 while it is spinning takes 1d20+11 points of damage (reflex save 25 for half). While spinning, the d20’s fly speed drops to only 40 feet per round. A d20 is always immune to another d20’s spin damage. Fly (Ex): A d20 naturally levitates. This levitation enables it to fly as the spell as a free action, at a speed of 60 feet and clumsy manoeuvrability. It also grants a permanent feather fall effect with personal range. Whirlwind (Ex): This is the greatest feature of the d20. When activating a spinning attack, any Large or smaller creature within 50 feet of the d20 must make a reflex save (DC25) or be knocked prone due to the massive wind that is being displayed by the d20. A medium size or smaller creature must then make a second save or become engulfed in the d20’s movement. Creatures that fail this save are drawn into the d20’s spinning area automatically, taking double spin damage (no save), and get whirled around for 1d4 rounds (or until the d20 stops spinning), after which they are expelled, taking 3d6 points of falling damage. All flames have a 75% chance of being blown out, and all ranged attacks are impossible, and listen checks suffer a –8 penalty. Ultimate immunity(Ex): d20’s are immune to all weapons that have a +3 or lower enhancement bonus. They are also immune to all spells that are below 5th level. d20 absorption (Ex): Because of the d20’s origin, its simple presence puts drain on the characters. Anyone within 100 feet of the d20 must make a will save (DC25) or have all saves, attacks, checks and anything else that uses a d20 all take a –10 penalty. Psionic powers DC is always set to ten. The d20 then takes this essence, and is granted a +5 bonus to all checks using a d20. This effect goes away once the d20 is destroyed or creatures move out of the area. People who succeed at their save are immune to this effect for one day. Russian Roulette (Su): Three times per day the d20 can use this ability. Randomly pick a creature that is within 50 feet of the d20 when this ability is used (assign numbers and roll the appropriate dice. For example if a group of four PCs went up against a d20 and this ability was used, assign a number between 1 and 4 to each PC. Roll 1d4 and whoever’s number shows up is affected). The person affected comes under the effect of a power word kill spell (caster level 20). The spell cannot be used as an area spell, and only effects one person. This ability cannot be used while the d20 is spinning. 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. |
| #2slivvy_gaidinSep 14, 2003 7:48:51 | Cool. Couple things I was thinking about. =>I was thinking that it would be appropriate for each dice to do damage equal to itself. =>d4's should have the Hide skill, and be able to band together to make some sort of hidden caltrop field. =>Remember that 20d4 make one d20 (ug, I spent nearly $20 Aus to find this out- MAKE SURE THEY ARE ALL EXACTLY THE SAME SIZE, OTHERWISE THEY'LL FALL APART). Maybe have a Voltron/Power Rangers type stacking ability where they join to make a bigger monster. All you need now is some sort of megalithic kaiju d100 |
| #3zombiegleemaxSep 29, 2003 0:20:18 | d100 definately needed. Perhaps of epic or near epic CR. Always accompanied with a d10 ^_~. |
| #4dragon_master_02Sep 30, 2003 21:09:32 | Originally posted by Serene Selene I decided not to do a d100 because it would be the same as a d10. However, due to much pressure, a d20 god (divine rank around 15-18) is in the works, and will be posted soon. Thanks for all your comments, and if enough people agree, I’ll see if I can whip up a d100 for you. |