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1 Monsters on Fri Jul 31, 2015 12:15 pm

Quark

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Great Adventurer
Great Adventurer
I sometimes make monsters (or take requests for making monsters), so here's a thread for monsters that you've made or you'd like to see.

Roc Lobster:

Roc Lobster - CR11
XP 12,800
N Gargantuan Magical Beast
Init +4; Senses Low-light vision; Perception +19
Aura Eerie Song, 30 ft. (DC 21)


DEFENSE
AC 26; Touch 6, flat- footed 26 (-4 Size, +20 Nat)
HP 183 (17d10+85)
Fort +15, Ref +12, Will +8


OFFENSE
Speed 20 ft., Fly 80 ft. (Poor), Swim 80 ft.
Melee 2 Talons +22 (2d6+11/19-20 plus grab), 2 Pincers +10 (2d8+11 plus grab)
Space 20 ft.; Reach 15 ft.
Special attacks Constrict (Pincer, 2d8+11)


STATISTICS
Str 32, Dex 11, Con 21, Int 3, Wis 12, Cha 16
Base Atk +17; CMB +32 (+38 Grapple); CMD 42
Feats Flyby attack, Improved Critical (Talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill focus (Perception), Multiattack, Improved Grapple
Skills Fly +6, Perception +19
Languages Common
Treasure Incidental


Special Abilities
Eerie Song(Su) Roc Lobsters continuously hum a strange song. Creatures that can hear the song must make a DC 21 Will Save or be confused for as long as they hear it. Affected creatures may make another save each round to remove the effect. A creature that successfully saves against this ability is immune to it for the next 24 hours.
The save DC is Charisma based.


Toaster Pig:

This large pig has a metallic sheen to its skin and a oblong protrusion in the middle. A thin waft of smoke comes from two rectangular holes in its back.

Toaster Pig CR 9
N Large Magical Beast
Init +4; Senses Low-light vision, Darkvision 60 ft., Scent; Perception +20


DEFENSE
AC 20, Touch 9, Flat Footed 20 (-1 Size, 11 Natural)
HP 125 (10d10+70); Regeneration 5 (Cold or Acid)
Fort +13, Ref +7, Will +4
DR 10/Adamantine
Immune Fire
Weaknesses Vulnerability to cold
Defensive abilities ferocity, overheat (DC 21)


OFFENSE
Space 10 ft. Reach 5 ft.
Speed 40 ft.
Melee Gore +22 (1d8+13) or Power Attack Gore +19 (1d8+22)
Ranged Burning Toast +9 (5d6 + 5d6 fire)
Special Attacks Burning Toast (DC 15), Blaze of Crumbs (DC 23), Powerful Charge (gore, 2d8+18)


STATISTICS
Str 27, Dex 10, Con 23, Int 3, Wis 13, Cha 8
Base Atk +10; CMB +19; CMD 29 (33 vs trip)
Feats Improved Initiative, Skill focus (Perception), Toughness, Power Attack, Ability focus(Blaze of Crumbs)
Skills Perception +20


ECOLOGY
Environment Cold Plains, hills and forests
Organisation Solitary, pair, herd (3–8) or clan (9–25 with 10–20 young)
Treasure Incidental


SPECIAL ABILITIES
Burning Toast(Ex): As a standard action, a Toaster Pig can fire a slice of burning toast at a target as a ranged touch attack. The toast does 5d6 bludgeoning and 5d6 fire damage on a successful hit and has a range increment of 10 ft.. The toast also leaves a trail of flame behind it, dealing 5d6 fire damage to creatures caught in the line. A reflex save halves this damage. The save DC is constitution based. The toaster pig can use this ability 2 times per hour.
Blaze of crumbs(Ex): After using both of its uses of Burning Toast for the hour, the Toaster Pig can emit a cloud of burning breadcrumbs in a 30 ft. cone as a standard action. Creatures in the cone take 5d6 fire damage (reflex halves). The lingering crumbs grant partial concealment for 1 round. The save DC is Constitution based. After using this ability, the toaster pig needs to wait 1d6 rounds before using it again.
Overheat(Ex): When a Toaster Pig dies, heat rapidly builds up in its body. 3d4 rounds after death, the toaster pig explodes with residual heat, dealing 5d6 bludgeoning and 5d6 fire damage in a 30 ft. burst. A successful reflex save halves this damage. The save DC is Constitution based.
Vulnerability to cold(Ex): Whenever a toaster pig takes cold damage, it is unable to use its Burning Toast or Blaze of Crumbs abilities for one round. Dealing cold damage equal to a dead Toaster Pig’s constitution score also negates its Overheat ability.


TACTICS
During Combat Toaster pigs fire their burning toast at range before charging into melee. In groups they have no qualms about injuring each other with their area effect special attacks.
Morale Toaster Pigs fight to the death



The toaster pig, as might be expected, is not a natural creature. Popular theory holds that a wizard designed the beast as a sort of all-in-one breakfast: it makes toast, you can slice ready-cooked ham and bacon from its body, and the beast even regularly lays hard boiled eggs. Popular theory also says that the wizard didn’t expect his creation not to take kindly to having large chunks of it cut off at regular intervals. Nor that his new Toaster Pig would be as dangerous as it was. Presumably the wizard quickly discovered his mistake as a high velocity slice of burning toast crushed his skull.

The magic involved in their creation seems to have changed them markedly. The toasting section in the middle is now remarkably hard, metallic looking and heat resistant, which has spread in large part to the rest of their bodies. The gentle warmth of their bodies, previously perfect for making toast, has now gone wild and blisteringly hot, and the heat can be felt some distance from their bodies.

In the wild, Toaster Pigs prefer to live in cooler climates to counteract their ferociously hot metabolism. Indeed, it seems that without a cold climate, their eggs quickly cook after being laid, and they cannot reproduce, which they can do very rapidly. Ironically, the cold is one of their greatest weaknesses, so Toaster Pigs tend to cluster together in herds. Their extreme body heat often leaves much warmer patches in their snowy homes, and are often havens to plant life that could not otherwise thrive in the area. A sure sign of a population of Toaster Pigs is a warm field of grass and flowers in snowfields.

Toaster Pigs prefer to gather together for warmth, and fighting is minimal within the clan, with the exception of around mating time. Males gore each other savagely and fire slices of toast at each other at close range in their efforts to impress females, and particularly powerful males can sometimes be the sire of all the Toaster Pigs in a clan. Females with a clutch of eggs leave the herds until they hatch, as the eggs tend to cook in the presence of too many other Toaster Pigs. Toaster Pigs are extremely aggressive to other creatures, and entire clans of Toaster Pigs have been known to attack passers by.

Toaster Pigs are typically around 8 ft. high and can weigh up to 2 tons. Toaster Pig hide can be used to make Dragonhide armour.

...Yeah, those are pretty weird.
I'm looking at maybe doing a monster based on this:


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

2 Re: Monsters on Sat Aug 01, 2015 10:53 pm

Onions

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Golden Cat Lord
Golden Cat Lord
Quark wrote:I sometimes make monsters (or take requests for making monsters), so here's a thread for monsters that you've made or you'd like to see.
Toaster Pig:

This large pig has a metallic sheen to its skin and a oblong protrusion in the middle. A thin waft of smoke comes from two rectangular holes in its back.

Toaster Pig CR 9
N Large Magical Beast
Init +4; Senses Low-light vision, Darkvision 60 ft., Scent; Perception +20


DEFENSE
AC 20, Touch 9, Flat Footed 20 (-1 Size, 11 Natural)
HP 125 (10d10+70); Regeneration 5 (Cold or Acid)
Fort +13, Ref +7, Will +4
DR 10/Adamantine
Immune Fire
Weaknesses Vulnerability to cold
Defensive abilities ferocity, overheat (DC 21)


OFFENSE
Space 10 ft. Reach 5 ft.
Speed 40 ft.
Melee Gore +22 (1d8+13) or Power Attack Gore +19 (1d8+22)
Ranged Burning Toast +9 (5d6 + 5d6 fire)
Special Attacks Burning Toast (DC 15), Blaze of Crumbs (DC 23), Powerful Charge (gore, 2d8+18)


STATISTICS
Str 27, Dex 10, Con 23, Int 3, Wis 13, Cha 8
Base Atk +10; CMB +19; CMD 29 (33 vs trip)
Feats Improved Initiative, Skill focus (Perception), Toughness, Power Attack, Ability focus(Blaze of Crumbs)
Skills Perception +20


ECOLOGY
Environment Cold Plains, hills and forests
Organisation Solitary, pair, herd (3–8) or clan (9–25 with 10–20 young)
Treasure Incidental


SPECIAL ABILITIES
Burning Toast(Ex): As a standard action, a Toaster Pig can fire a slice of burning toast at a target as a ranged touch attack. The toast does 5d6 bludgeoning and 5d6 fire damage on a successful hit and has a range increment of 10 ft.. The toast also leaves a trail of flame behind it, dealing 5d6 fire damage to creatures caught in the line. A reflex save halves this damage. The save DC is constitution based. The toaster pig can use this ability 2 times per hour.
Blaze of crumbs(Ex): After using both of its uses of Burning Toast for the hour, the Toaster Pig can emit a cloud of burning breadcrumbs in a 30 ft. cone as a standard action. Creatures in the cone take 5d6 fire damage (reflex halves). The lingering crumbs grant partial concealment for 1 round. The save DC is Constitution based. After using this ability, the toaster pig needs to wait 1d6 rounds before using it again.
Overheat(Ex): When a Toaster Pig dies, heat rapidly builds up in its body. 3d4 rounds after death, the toaster pig explodes with residual heat, dealing 5d6 bludgeoning and 5d6 fire damage in a 30 ft. burst. A successful reflex save halves this damage. The save DC is Constitution based.
Vulnerability to cold(Ex): Whenever a toaster pig takes cold damage, it is unable to use its Burning Toast or Blaze of Crumbs abilities for one round. Dealing cold damage equal to a dead Toaster Pig’s constitution score also negates its Overheat ability.


TACTICS
During Combat Toaster pigs fire their burning toast at range before charging into melee. In groups they have no qualms about injuring each other with their area effect special attacks.
Morale Toaster Pigs fight to the death



The toaster pig, as might be expected, is not a natural creature. Popular theory holds that a wizard designed the beast as a sort of all-in-one breakfast: it makes toast, you can slice ready-cooked ham and bacon from its body, and the beast even regularly lays hard boiled eggs. Popular theory also says that the wizard didn’t expect his creation not to take kindly to having large chunks of it cut off at regular intervals. Nor that his new Toaster Pig would be as dangerous as it was. Presumably the wizard quickly discovered his mistake as a high velocity slice of burning toast crushed his skull.

The magic involved in their creation seems to have changed them markedly. The toasting section in the middle is now remarkably hard, metallic looking and heat resistant, which has spread in large part to the rest of their bodies. The gentle warmth of their bodies, previously perfect for making toast, has now gone wild and blisteringly hot, and the heat can be felt some distance from their bodies.

In the wild, Toaster Pigs prefer to live in cooler climates to counteract their ferociously hot metabolism. Indeed, it seems that without a cold climate, their eggs quickly cook after being laid, and they cannot reproduce, which they can do very rapidly. Ironically, the cold is one of their greatest weaknesses, so Toaster Pigs tend to cluster together in herds. Their extreme body heat often leaves much warmer patches in their snowy homes, and are often havens to plant life that could not otherwise thrive in the area. A sure sign of a population of Toaster Pigs is a warm field of grass and flowers in snowfields.

Toaster Pigs prefer to gather together for warmth, and fighting is minimal within the clan, with the exception of around mating time. Males gore each other savagely and fire slices of toast at each other at close range in their efforts to impress females, and particularly powerful males can sometimes be the sire of all the Toaster Pigs in a clan. Females with a clutch of eggs leave the herds until they hatch, as the eggs tend to cook in the presence of too many other Toaster Pigs. Toaster Pigs are extremely aggressive to other creatures, and entire clans of Toaster Pigs have been known to attack passers by.

Toaster Pigs are typically around 8 ft. high and can weigh up to 2 tons. Toaster Pig hide can be used to make Dragonhide armour.

...Yeah, those are pretty weird.
I'm looking at maybe doing a monster based on this:


Yay, toaster pig! I wonder is maybe the Challenge Rating a little low for this? O _ O.

Also, when making monsters is there a calculation or set of guidelines that helps determine CR? Or is it just an estimate based on tasty evaluation? Previously when I made my own stuff up, I never really fidgeted with a CR score, just put in some abilities I thought would be semi 'suitable' hehe.. and rough hp amounts, but most of my players always opted for uber cheese min maxing madness, so they'd slice through things semi instantly much to my surprise. These were terrible times for me as a dm, noticing a trend in players moving from 2nd edition to 3rd edition dungeons and dragons. 2nd ed players seemed to play more interested in story and exploration elements, nearly all 3rd ed players I'd meet and try to dm for or play with were all into uber maxness as much as possible. I suppose even I was the same when I first heard about D&D though, so I can't fault them. Not trying to say Toaster pig is uber cheese max though, I LOVE THEM! They're great!

3 Re: Monsters on Sun Aug 02, 2015 2:15 am

Quark

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Great Adventurer
Great Adventurer
If you can get a copy of it, Pathfinder Unchained does a decent job of quick monster creation. It doesn't cover fun things, but it gives a good indication of the basics.

Primarily the easiest thing to do when making a monster is to find something similar and modify it, then check it against something of the same CR that you've got. It's also worth considering the type of monster you're making, because some monsters are stronger than others (Dragons, for example, are much stronger for their CR than animals).

Looking at Toaster Pig several months after creation, they probably are a little low on CR. I never got to playtest these though. I think I based them off Bulettes and Dire Boars or something. Maybe a bit of Troll in there as well.
Regardless, try comparing them to something like a Nessian Hell Hound. There's a lot of similarity in power.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

4 Re: Monsters on Sun Aug 02, 2015 8:20 am

The Black Vegetable

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Great Adventurer
Great Adventurer
I've gone ahead and spawned a few monsters for my campaign. They all have, in my opinion, quite a bit of flair. They should surprise the party and hopefully challenge them.


_________________
Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
Currently Running:
          Carrion Crown (Play-by-Post)
          Skull & Shackles (Live)

Previous Campaigns:
          Dobhyst Wasteland (Resolved)

5 Abominations from template on Sun Jun 10, 2018 7:03 pm

Quark

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Great Adventurer
Great Adventurer
Thrush Fox:

Thrush Fox   CR 1/3
N Tiny Magical Beast
Init +1; Senses Low Light Vision, Scent; Perception +6


DEFENCE


AC 13, touch 13, flat-footed 11 (+1 Dex, +2 Size)
hp 6 (1d10+1)
Fort +3, Ref +3, Will -1


OFFENCE


Speed 25 ft.
Melee bite -2 (1d3-4)
Space 1 ft.; Reach 0 ft.


STATISTICS


Str 3, Dex 13, Con 13, Int 4, Wis 9, Cha 4
Base Atk +1; CMB +0; CMD 6
Feats Skill Focus (Perception)
Skills Perception +6, Survival -1 (+3 scent tracking); Racial Modifiers +4 survival when tracking by scent

A hybrid between Tentacled Thrush and a regular fox.
This fine looking red fox has a small black beak instead of a muzzle, and is coated with a fine fluffy coat of feathers instead of fur. Its whiskers are actually a thin coating of tentacles, and a pair of tiny wings flutter along its back. It also has only two small birdlike legs.
The poor creature is only able to survive thanks its relative cunning. It does however have an excellent singing voice.

Tasselled Dreadnought:

Tasselled Dreadnought   CR 10
N Gargantuan Magical Beast
Init +5; Senses Low Light Vision, Scent; Perception +26


DEFENCE


AC 21, touch 7, flat-footed 19 (+1 Dex, +14 Natural, -4 Size)
hp 172 (17d10+68)
Fort +14, Ref +11, Will +6


OFFENCE


Speed 40 ft., swim 30 ft.
Melee bite +21 (4d6+11/19-20 plus grab and poison)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+7, AC 17, hp 17)


STATISTICS


Str 25, Dex 12, Con 19, Int 3, Wis 9, Cha 6
Base Atk +17; CMB +28 (+33 to grapple with bite); CMD 39 (can't be tripped)
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (Bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, StealthB), Weapon Focus (Bite)B
Skills Acrobatics +9, Perception +26, Stealth +6 (+10 in water), Swim +15; Racial Modifiers +8 acrobatics, +8 perception, +4 Stealth (+8 in water), +8 Swim


SPECIAL ABILITIES



POISON (EX)
Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 con; cure 2 consecutive saves

This is a hybrid between the Tasselled Behemoth and a Blue River Snake.
A huge blue serpentine body culminates in a massive head with jaws filled with sharp, venom-dripping fangs. A thick crest of blue tassels hang from its chin, pulsing as if to force more venom onto the fangs above. Two vestigial arms end in sharp claws shortly under its head.
A fearsome predator that lurks in the water, but moves even faster on land. It is also surprisingly stealthy, considering its large bulk, particularly in the rivers and lakes it considers home.


Chicken Naga:

Chicken Naga   CR 6
N Large Magical Beast
Init +3; Senses Low Light Vision; Perception +26


DEFENCE


AC 15, touch 8, flat-footed 15 (-1 Dex, +7 Natural, -1 Size)
hp 47 (5d10+20)
Fort +8, Ref +3, Will -1


OFFENCE


Speed 30 ft.
Melee bite +4 (2d6-1 plus poison)
Space 10 ft.; Reach 10 ft.


STATISTICS


Str 9, Dex 9, Con 18, Int 5, Wis 6, Cha 4
Base Atk +5; CMB +5; CMD 14
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (Bite)
Skills Acrobatics +7, Perception +8, Stealth +4; Racial Modifiers +8 acrobatics, +4 perception, +4 Stealth


SPECIAL ABILITIES



POISON (EX)
Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 con; cure 2 consecutive saves

The hilariously terrible combination of Chicken and Blue River Snake.
From the oversized chicken's head at the top of its long, serpentine feathered body to the pair of feeble legs that support it near its end, this creature looks like it's mostly some kind of cosmic joke. Particularly the large snake fangs protruding from its beak and mean-tempered look in its eyes.
It's almost the perfect hybrid of chicken and snake, with lots of breast, extra large size and egg laying capacity and largely an inability to escape from enclosures. The poison's an unfortunate carry-over, so you probably don't want to take its eggs if it's feeling broody.

Grizzly Squirrel:

Grizzly Squirrel   CR 5
N Large Magical Beast
Init +1; Senses Low Light Vision; Perception +2


DEFENCE


AC 16, touch 10, flat-footed 15 (+1 Dex, +6 Natural, -1 Size)
hp 37 (4d10+16)
Fort +8, Ref +5, Will -2


OFFENCE


Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6-1)
Space 10 ft.; Reach 5 ft.


STATISTICS


Str 8, Dex 12, Con 19, Int 3, Wis 4, Cha 4
Base Atk +4; CMB +6; CMD 15 (19 vs. trip)
Feats Endurance, Run, Skill Focus (Survival), Weapon FinesseB
Skills Perception +2, Survival +2, Swim +3; Racial Modifiers +4 Swim

Hybrid Grizzly Bear and Squirrel. I have this vague feeling this template doesn't work well with small animals. It probably didn't help that this ended up losing everything, so it's probably much more squirrel than bear.


Bearmog:

Bearmog   CR 6
N Large Magical Beast
Init +6; Senses Low Light Vision, Scent; Perception +6


DEFENCE


AC 17, touch 11, flat-footed 15 (+2 Dex, +6 Natural, -1 Size)
hp 66 (7d10+28)
Fort +9, Ref +7, Will -1


OFFENCE


Speed 40 ft.
Melee bite +12 (1d6+6 plus grab), 2 claws +13 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks rake (2 claws +13, 1d6+6)


STATISTICS


Str 23, Dex 14, Con 18, Int 5, Wis 5, Cha 5
Base Atk +7; CMB +14 (+18 grapple); CMD 26 (30 vs. trip)
Feats EnduranceB, Improved Initiative, Run, Skill Focus (Perception, SurvivalB), Weapon Focus (Claw)
Skills Acrobatics +6, Perception +7, Stealth +6 (+10 in undergrowth), Swim +10; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth), +4 Swim

A hybrid of Dire Lion and Grizzly Bear.
A lion with an enormously thick-set body, and a curiously ursine head. It is capable of standing upright, and has a glint of intelligence in its brown eyes.
I feel like these are actually kind of on the path to sentience, and can probably figure out how to make primitive tools or possibly even traps. The template is silly with its wisdom and charisma changes, although I keep rolling fairly low on these. Shame it didn't keep pounce.

Ticleech Swarm:

Ticleech Swarm   CR 10
N Diminutive Magical Beast (aquatic, swarm)
Init +6; Senses blindsight 30 ft.; Perception +17


DEFENCE


AC 19, touch 16, flat-footed 17 (+2 Dex, +3 Natural, +4 Size)
hp 142 (15d10+60)
Fort +12, Ref +13, Will +3
Immune mind-affecting effects, swarm traits, weapon damage
Weaknesses susceptible to salt


OFFENCE


Speed 20 ft., climb 30 ft., swim 30 ft.
Melee swarm (3d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain (1d4 Con and Str), cling, distraction (DC 22)


STATISTICS


Str 1, Dex 14, Con 16, Int 6, Wis 7, Cha 8
Base Atk +15; CMB —; CMD
Feats Ability Focus (Cling, Disease, Distraction), Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Step up, Toughness
Skills Climb +15, Perception +17, Stealth +26 (+34 in swamps), Swim +15; Racial Modifiers +8 climb, +8 stealth (+16 in swamps), uses Dexterity to modify climb and swim checks


SPECIAL ABILITIES



CLING (EX)
If a creature leaves a ticleech swarm’s square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several ticleeches cling to the victim. A creature with ticleeches clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the ticleeches with a DC 21 Reflex save. At least 10 points of damage from any area effect destroys all clinging ticleeches. The save DC is Dexterity-based.
DISEASE (EX)
Bubonic Plague: Swarm—injury; save Fort DC 22; onset 1 day; frequency 1/day; effect 1d4 con damage, 1 Cha damage, fatigue; cure 2 consecutive saves
SUSCEPTIBLE TO SALT (EX)
A handful of salt burns a ticleech swarm as if it were a flask of acid.

The uncomfortably potent combination of Tick Swarm and Leech Swarm. With added feats since it's no longer mindless.
This leech has numerous small legs along its length, and has a hard carapace to protect its soft body.
A variant keeps the leech poison instead of the tick disease, in which case it replaces Ability Focus (Disease) with Ability Focus (Poison) and gains the following poison:
TICLEECH SWARM POISON
Swarm—injury; save Fort DC 22; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save


Jellion:

Jellion   CR 8
N Large Magical Beast (aquatic)
Init +6; Senses Perception +10


DEFENCE


AC 19, touch 16, flat-footed 17 (+2 Dex, +4 Natural, -1 Size)
hp 108 (8d10+64)
Fort +12, Ref +8, Will -2
Defensive Abilities amorphous
Immune mind-affecting effects


OFFENCE


Speed 40 ft., swim 20 ft.
Melee 4 tentacles +14 (1d6+6 plus poison)

Space 10 ft.; Reach 15 ft.


STATISTICS


Str 22, Dex 15, Con 22, Int 5, Wis 3, Cha 8
Base Atk +8; CMB +15; CMD 27 (can't be tripped)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (Tentacles)
Skills Perception +10, Swim +14; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)



SPECIAL ABILITIES



POISON (EX)
Tentacles—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 con damage; cure 2 consecutive saves

A Lion/Jellyfish hybrid. Sadly it lost pounce.
The noble form of this lion is quite transparent, as if made of some gelatinous material. Its teeth appear quite blunted, but its mane is a huge, writhing mass of tentacles.
With the loss of pounce but greatly increased range, I feel like this might favour ambush tactics, lurking in undergrowth and moving around in order to subtly wear targets down with its potent venom and large reach. Consider swapping its perception into stealth (it has 10 ranks) and exchanging run for combat reflexes.


Rappig:

Rappig   CR 1/2
N Small Magical Beast
Init +1; Senses Perception -2


DEFENCE


AC 14, touch 13, flat-footed 13 (+1 Dex, +1 Natural, +2 Size)
hp 7 (1d10+2)
Fort +4, Ref +3, Will -2


OFFENCE


Speed 40 ft.
Melee bite +0 (1d4-3)
Space 5 ft.; Reach 5 ft.


STATISTICS


Str 5, Dex 12, Con 15, Int 5, Wis 7, Cha 6
Base Atk +1; CMB -4; CMD 7 (11 vs. trip)
Feats Great Fortitude, RunB
Skills Acrobatics +5 (+9 when jumping)

A rabbit/pig hybrid.

People think they're cute. They are definitely farm animals at this point.

Spider Troll   CR 6
CE Large Monstrous Humanoid
Init +2; Senses darkvision 60 ft., tremorsense 60ft.; Perception +13


DEFENCE


AC 16, touch 11, flat-footed 14 (+2 Dex, +5 Natural, -1 Size)
hp 57 (5d10+30); regeneration 5 (acid or fire)
Fort +7, Ref +6, Will +4
Immune mind-affecting effects


OFFENCE


Speed 30 ft., climb 30 ft.
Melee bite +9 (1d8+7 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks web (+6 ranged, DC 22, 5 hp)


STATISTICS


Str 20, Dex 14, Con 23, Int 6, Wis 7, Cha 11
Base Atk +5; CMB +11; CMD 23 (35 vs. trip)
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Perception +13, Stealth +10 (+14 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)


SPECIAL ABILITIES



POISON (EX)
Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 con and staggered; cure 2 consecutive saves. Save DC is Con based with a +2 racial bonus
STRONG WEBS (EX)
A Spider Troll's webs gain a +4 bonus to the DC to break or escape.

Hybrid of the Giant Black Widow Spider and a troll.



Sonic Death Troll   CR 10
CE Large Monstrous Humanoid
Init +8; Senses darkvision 60 ft.; Perception +20


DEFENCE


AC 22, touch 13, flat-footed 18 (+4 Dex, +9 Natural, -1 Size)
hp 162 (13d10+91)
Fort +10, Ref +12, Will +8
Resist sonic 10


OFFENCE


Speed 40 ft., swim 30 ft.
Melee pincer +18/+13/+8 (2d6+5 plus grab and sonic burst), pincer +18 (2d6+5 plus grab and sonic burst)
Power Attack pincer +14/+9/+4 (2d6+13 plus grab and sonic burst), pincer +14 (2d6+13 plus grab and sonic burst)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 pincers, 2d6+5), sonic burst, speedy pincers


STATISTICS


Str 20, Dex 18, Con 23, Int 6, Wis 6, Cha 5
Base Atk +13; CMB +19 (+23 grapple); CMD 33 (45 vs. trip)
Feats Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Weapon FinesseB, Weapon Focus (Pincer)
Skills Intimidate +18, Perception +20


SPECIAL ABILITIES


SONIC BURST
A sonic death troll attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a sonic death troll makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centred on the attack’s target takes 1d8 points of sonic damage and must succeed at a DC 22 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that giant mantis shrimp until its next turn, but it still takes sonic damage from additional sonic bursts. The sonic death troll is immune to this effect. The save DC is Constitution-based.
SPEEDY PINCERS (EX)
A sonic death troll can make iterative attacks with one pincer.

A hybrid of Giant Manis Shrimp and Troll


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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