If I was in the Top 16 I would submit...


RPG Superstar™ 2010 General Discussion


If you read the If I was in the Top 32... Thread, you pretty much know the drill.

If not, well we're following the competition and creating mock-up entries for the very assignments the real contestants are given, to practice our design skills, following deadlines, wordcount etc.
This time it's , as you can read int the Round 3 Rules, "Stat up the monster concept of another Top 16 Contestant at CR 6 or less with 700 words or less" ( How strictly you follow the rules is up to you of course :) )

To avoid prowling on Top 16 territory keep the following things in mind:

Please don't stat up a top 16 monster ( at least not until the voting for round 3 is closed), instead feel free to choose any Top 17-32 or If I was in the Top 32... concept. When in doubt, ask the concept's creator before using it.

Please don't post any stat-blocks before the Round 3 deadline. ( Today 2PM PST) After that you're welcome to join anytime.

Please give the real contestants to attention they deserve and focus on commenting and reviewing their entries for the voting period.

Even if you don't wish to participate, everyone entering here is looking for feedback, so if you have something to say, feel free!

Dark Archive

And the loser's bracket continues! Huzzah!


Now that the deadline has well passed for about an hour, I will step up and show you my non-entry.

Curaigh, I hope you don't mind that I took some liberties with your
Irrisen Sun Grizzly

Spoiler:

Sun Grizzly CR 6
XP 2400

N Large magical beast
Init +2; Senses darkvision 60 ft, low-light vision, scent; Perception +6
=====
Defense
=====
AC 19, touch 13, flat-footed 17 (, +2 deflection, +2 Dex, +6 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +8, Will +3
Defensive Abilities serrated plates

=====
Offense
=====
Speed 40 ft.
Melee 2 claws +13 (1d6+6 plus grab), bite +13 (1d6+6 ), tail slap +8 (2d6+3 plus push) , or tail slap +13(2d6+9 plus push)
Space 10 ft.; Reach 5 ft. (10 ft with tail slap)
Special Attacks dazzling reflections, powerful tail, push(tail slap, 10 feet)

=====
Statistics
=====
Str 23, Dex 15, Con 19, Int 4, Wis 12, Cha 14
Base Atk +8; CMB +15 (+18 grapple)(+17 bull rush); CMD 28 (32 vs. trip) (30 vs. bull rush)
Feats Endurance, Improved Bull Rush, Run, Skill Focus(survival)
Skills Perception +6, Swim +15, Climb +11, Acrobatics +7, Survival +4Racial Modifiers +4 Swim
Languages Common (cannot speak)
SQ bee tamer
=====
Ecology
=====
Environment temperate or cold forest
Organization solitary, pair or family ( 1+1-4 young), plus 1-4 bee swarms at lair
Treasure incidental
=====
Special Abilities
=====
Powerful Tail (Ex)
Sun grizzlies have a powerful and deadly tail. If using only their tail to attack, they treat it as a primary weapon, add 1-½ times their strength bonus on damage rolls and gain a +4 bonus to combat maneuver checks made using its push ability.

Serrated Plates (Su)
Any creature striking a sun grizzly with a natural weapon or unarmed strike takes 1d6+6 points of slashing damage from the sharp edges of the plates that adorn its back if it fails a DC 12 Reflex save.
In addition these plates grant the sun grizzly a +2 deflection bonus to AC and every ray spell that hits him has a 5% chance of being reflected on the original caster.

Dazzling Reflections (Su)
A sun grizzly can, as a standard action twist its plates to reflect sunlight in confusing patterns.
Every creature within 40 feet must make a DC 15 Fortitude save or be dazzled for 2d4 rounds. A creature that is already dazzled must instead make a DC 15 Will save or be confused for 2d4 rounds. This ability can only be used at day and under a clear sky.

Bee Tamer (Su)
With a combination of low, humming sounds and light displays using its plates, sun grizzlies have learned to hypnotize and control bee swarms (treat as wasp swarm). A controlled swarm never attacks a sun grizzly, even if agitated. They not only use this power to access the bee's honey reserves, but often keep the bees close to their lair for a steady supply of food and as guardians. A sun grizzly can control the bees as a move action, but it can only dictate the swarms to be calm or agitated and a general direction of movement.

The sun grizzly is a large omnivore that resembles a bear with the tail and backplates of a stegosaurus. Nine bone spikes erupt from its unusually long tail and great, sharp triangular plates jut from the creature’s spine, adorned with many grooves that reflect light in the colors of a setting sun. Over time these plates grow wider on their base and more spiked at the top, nearly resembling a spiked carapace on the oldest of their kind.
When agitated the bear rears up on its hind legs granting claws and tail greater maneuverability. On its chest the otherwise sorrel coat is disrupted by a circular ring of gold fur, which is solid on nursing females. Like a sun breaking through red clouds at sunset this feature is what gives the creature its name.
Reclusive and mostly peaceful in nature the sun grizzly would only rarely come into conflict with humans, but they are hunted and highly sought after for its serrated plates and their ability to turn some spells. To craft magical shields from them and even because some find that they, both in powers and looks, resemble the dreaded tarrasque and seek to exterminate the sun grizzly for this connection alone.

edit: concept linked for ease of reference

Dark Archive

Here is a batch that I came up with from the other thread.

As with Azmahel, I hope the authors excuse any liberties taken.

Bonefiddler:

Bonefiddler CR 4
XP 1,200
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13
=====
Defense
=====
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 33 (5d8+15)
Fort +4, Ref +3, Will +5
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
=====
Offense
=====
Speed 30 ft.
Melee slam +3 (1d4 plus energy drain)
Special Attacks energy drain (1 level, DC 15), insidious rhythm
Spell-Like Abilities (CL 4th)
At will – daze (DC 13)
3/day – charm person (DC 14)
1/day – animate dead (skeletons only)
=====
Statistics
=====
Str 10, Dex 14, Con -, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Improved Initiative, Skill Focus (Perception)
Skills Intimidate +10, Knowledge (religion) +7, Perception +13, Stealth +11
Languages Common
=====
Ecology
=====
Environment any
Organization solitary, pair, gang (3-6)
Treasure standard
=====
Special Abilities
=====
Insidious Rhythm (Sp) As a full-round action, a bonefiddler may create a discordant burst of sonic energy from his instrument. All living creatures within 30 ft. must make a DC 15 Will save or take 2d6 sonic damage. A creature who makes their Will save only takes half damage. Silence negates the sonic effects of insidious rhythm. A deaf creature is not subject to the sonic effects of insidious rhythm.

Punishments for poor performances made by bards, jesters, and other entertainers vary widely, but none is as harsh as death. When a performer is put to an untimely death, the spirit may linger behind, seeking vengeance or a chance to redeem themselves.

Clothed in the tattered remains of their performance outfits, Bonefiddlers and undead parodies of the entertainers they once were. Withered and skeletal in their appearance, bonefiddlers enjoy using their ghostly instruments to bring pain and suffering where they once brought joy and laughter.

Often found leading groups of lesser undead raised through their ghostly music, Bonefiddlers primarily rely upon the their unholy performance to charm and ensnare living creatures. Though they prefer to stay out of direct combat, a bonefiddler pressed into melee can use their ghostly instruments to deliver brutal strikes which steals the very life of their opponent.

Mudbane:

Mudbane CR 1
XP 400
CE Medium monstrous humanoid
Init +ZZ; Senses darkvision 60 ft.; Perception +5
=====
Defense
=====
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d10+4)
Fort +2, Ref +5, Will +4
=====
Offense
=====
Speed 30 ft.
Melee bite +4 (1d4-1), 2 claws +4 (1d3-1 plus disease)
Special Attacks smoldering gaze
=====
Statistics
=====
Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Weapon Finesse
Skills Disguise +2, Knowledge (local) +2, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Common
SQ change shape (any humanoid, disguise self), smoldering gaze, squeeze
=====
Ecology
=====
Environment any urban
Organization solitary/pair/pack (3-6)
Treasure standard
=====
Special Abilities
=====
Disease (Ex) Filth fever: Claw—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Smoldering Gaze (Su) As a standard action, a mudbane may use smoldering gaze on one target within 30 ft. that had line of sight. The targeted creature must succeed on a DC 11 Will save or be stunned for 1d4 rounds. This is a fear effect. A creature that makes its saving throw against a mudbane’s smoldering gaze cannot be affected by the gaze of that mudbane for 24 hours. The save DC is Charisma-based.

Squeeze (Ex) Mudbanes are adept at squeezing through the tightest spaces and never take any penalty for squeezing.

Every major population center has storied of children who go missing while playing near sewer drains and crumbled buildings. Living in the shadows and squalor of major urban center, mudbanes are often the reason for these stories.

Monstrous creatures, mudbanes make their lairs in the stinking cesspits and dark pits of urban life. Though they are roughly man-sized, mudbanes are adept at squeezing themselves into the smallest spaces they can, using these hidden crevasses to lie in ambush for their prey or to avoid pursuit by those who would see them exterminated.

A mudbane’s thick fur is often matted with detritus and other cast-offs of urban life, all of which help them to blend with their surroundings. Though a mudbane’s appearance is brutish, they have an uncanny ability to temporarily disguise themselves as a member of the race they are hunting. Being physically weak, mudbanes often target younger prey, using their ability to disguise themselves to confuse gullible children. And even if the prey manages to escape from a mudbane’s attack, the mudbane’s filth encrusted claws often mean that the lucky prey finds themselves perishing not to the mudbane’s claws, but to the diseases they leave behind.

Mnemonic Ooze:

Mnemonic Ooze CR 6
XP 2,400
N Medium ooze
Init -1; Senses blindsight 60 ft.; Perception +4
=====
Defense
=====
AC 5, touch 5, flat-footed 5 (-5 Dex)
hp 112 (9d8+72)
Fort +8, Ref -4, Will -4
Defensive Abilities ooze traits; Immune cold, fire; SR 17
=====
Offense
=====
Speed 10 ft.
Melee slam +9 (1d4+4 plus 1d4 Int damage and grab)
Special Attacks constrict (1d4+4 plus 1d4 Int damage)
=====
Statistics
=====
Str 16, Dex 1, Con 24, Int 16, Wis 1, Cha 1
Base Atk +6; CMB +9 (+13 grapple); CMD 14 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Skill Focus (Use Magic Device), Toughness
Skills Perception +4, Spellcraft +12, Stealth +7, Use Magic Device +7
Languages none
SQ absorb spell, devour magic, split, transparent
=====
Ecology
=====
Environment any
Organization solitary
Treasure none
=====
Special Abilities
=====
Absorb Spell (Su) Any arcane spell that fails to penetrate a mnemonic ooze’s spell resistance grants a mnemonic ooze 1d6 temporary hit points per level of the resisted spell. The temporary hit points granted by this ability stack.

Devour Magic (Su) When a mnemonic ooze’s intelligence draining attack hits an arcane spellcaster, the target must make a DC 17 Will save or lose a prepared spell of a level equal to or less than the amount of intelligence drained by the ooze’s attack. 0-lvl spells count as a 1-lvl spell for this attack. Spells drained in this manner may be cast by the ooze on the ooze’s next action. If the mnemonic ooze does not cast the spell, it is considered absorbed as if the mnemonic ooze had resisted the spell with spell resistance. In addition, any magic weapon striking the mnemonic ooze is subject to a targeted dispel magic effect. A mnemonic ooze may activate a magic item with the Use Magic Item skill, but is always assumed to absorb the item’s effects rather than casting it.

Split (Su) When a mnemonic ooze gains its starting hit points in temporary hit points, the mnemonic ooze splits into two creatures, each with the starting stats of the original ooze.

Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.

Created in an attempt to duplicate a grey ooze through arcane means, the mnemonic ooze is an intelligent creature that feeds off of arcane energy. Often found around places where arcane magic is prevalent, such as wizard’s schools, or bardic lodges, mnemonic oozes pick suitable locations, such as fountains or pools, and use their natural transparency to blend in. Disdaining combat, mnemonic oozes will wait until activity in their area has died down before emerging to feed off of magic items like wands and scrolls. Particularly inattentive spellcasters can find themselves quickly overrun with mnemonic ooze’s as the creatures absorb all of their magic items, splitting in the process.

And finally, my own monster. I know the challenge was to stat up someone else's monster, but I've already lost so what should I care.

Chitterwolf:

Chitterwolf CR 2
XP 600
N Small aberration
Init +2; Senses darkvision 60 ft.; Perception +1
Aura fear aura (30 ft., DC 14)
=====
Defense
=====
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 22 (3d8+9)
Fort +4, Ref +3, Will +2
Weaknesses light sensitivity
=====
Offense
=====
Speed 40 ft., burrow 10 ft.
Melee bite +4 (1d4+1 plus grab), 2 claws +3 (1d3+1)
Special Attacks pounce, rake (2 claws +3, 1d3+1)
=====
Statistics
=====
Str 12, Dex 14, Con 17, Int 2, Wis 8, Cha 13
Base Atk +2; CMB +3 (+7 grappling); CMD 15 (27 vs. trip)
Feats Ability Focus (chitter), Weapon Focus (bite)
Skills Acrobatics +10, Perception +1, Stealth +4; Racial Modifiers +8 Acrobatics
SQ chitter, tenacious grapple
=====
Ecology
=====
Environment any underground
Organization pair/pack (3-5)/nest (6-12)
Treasure standard
=====
Special Abilities
=====
Chitter (Ex) When hunting, chitterwolves emit a series of high pitched whistles and clicks to panic their prey and alert nearby hunting packs. All creatures within a 30-foot radius that can hear a chitterwolf must make a DC 14 Will save or have their current fear condition worsened by one step for 1d4 rounds. No fear condition becomes shaken, shaken becomes frightened, and frightened becomes panicked. Each additional chitterwolf affecting the target adds 1 to the DC of the saving throw. Whether or not the save is successful, that creature cannot be affected again by the same chitterwolves chitter ability for 24 hours. This is a mind-affecting fear affect. The save DC is Charisma-based.

Tenacious Grapple (Ex) A chitterwolf gains a +2 racial bonus on CMB checks to grapple and to CMD against grapple attempts. In addition, it may use its grab ability against creatures of Medium or smaller size.

Inside deep caverns and shadowy ruins, dozens of holes burrowed in dirt and rock espouse the deadly presence of a chitterwolf nest. As chitterwolves are highly territorial and always hungry, it is not uncommon to find areas around their chosen nests stripped clean of life. Voracious hunters, a chitterwolf nest will only migrate to more fertile grounds when there is absolutely no prey left for them.

A mature chitterwolf resembles a bloated, malformed mixture of arachnid and canine. The three sickly eyes on either side of a chitterwolf’s stunted, dog-like head continually twitch and roll, constantly searching for new sources of food. Chitterwolves typically hunt in pairs, searching out prey large enough to feed the entire nest. When suitable prey has been found, chitterwolves use their namesake chittering sounds to herd the prey and alert distant pack members.

One the prey has been cornered and surrounded, chitterwolf hunting packsl strike en masse, leaping and locking their thick, lipless jaws onto the hapless food source. Individually small, chitterwolves use superior numbers to drag the prey to the ground where it can be killed and consumed by the pack or torn apart and taken back to the nest holes to feed the young.

Please feel free to tear them apart with criticism or, if you like the, use them in a game. It would be really neat to hear everyone's thoughts.

Thanks for the opportunity. I've had a blast and I look forward to everyone else's monsters.

Dark Archive Contributor , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Boxhead

Ok, here's a rough draft of the "unstattable" critter:

Spoiler:

SENSORY STALKER CR 5
XP 1600
NE Small outsider (incorporeal, evil)
Init +2(+2 Dex); Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 33 (6d10)
Fort +4, Ref +7, Will +7
Immune sonic; Resist cold 5, electricity 5, fire 5
Special Defense
OFFENSE
Speed 30 ft.
Melee antennae +8 incorporeal touch (see below)
Special Attacks sensory assault, antennae
STATISTICS
Str 7, Dex 14, Con 11, Int 14, Wis 15, Cha 17
Base Atk +6; CMB +3; CMD 15
Feats Ability Focus (antennae), Great Fortitude, Weapon Finesse
Skills Climb +4, Escape Artist +8, Knowledge (planes) +11, Perception +11, Sense Motive +11, Stealth +15, Survival +8
Languages Abyssal, Common, Infernal
SQ natural invisibility
ECOLOGY
Environment any (Plaguemere in Abaddon)
Organization solitary, pair, or swarm (3–12)
Treasure standard
SPECIAL ABILITIES
Sensory Assault (Ex) The sensory stalker attacks a target with a subtle and baffling array of visions, scents, sounds, tastes and feelings. These phantom sensations slowly drive a victim mad. At the end of each day of such an assault, a victim must make a Will save (DC 16) or takes 1d4 points of Wisdom damage. The save DC is Charisma based.
Antennae (Ex) As an attack action, the sensory stalker may lash out with its antennae, choosing to inflict one of the following conditions: blindness, deafness, nauseated. Alternatively, the sensory stalker can choose to inflict pain, dealing 2d8+3 points of damage. A creature targeted may make a Fortitude save (DC 18) to negate this effect. The save DC is Charisma based.
Natural Invisibility (Ex) The sensory stalker is able to become invisible as standard action. It can remain invisible indefinitely, unlike the invisibility spell. If the sensory stalker uses its antennae ability, it immediately becomes visible. The Sensory Assault ability does not make the sensory stalker visible.

Of course, I wouldn't be allowed to do this one in particular...;)

The Exchange RPG Superstar 2010 Top 16

Eric,

That seems tougher than CR 5 to me, particularly with being incorporeal. How does a 5th-Level party fight that thing, using 1/4 of their resources? (Ghost-touch weapons start at almost 10,000 gold, so it's unlikely that the party will have one.)


Mairkurion sings:

If I were a super star,
Ya ha deedle deedle, bubba bubba deedle deedle dum.
All day long I'd biddy biddy bum.
If I were a statting man.
I wouldn't have to think hard.
Ya ha deedle deedle, bubba bubba deedle deedle dum.
If I were a biddy bi super,
Yidle-diddle-didle-didle star.

RPG Superstar 2010 Top 16 aka tejón

I'd see my beast, my rotling, printed in the next AP
(With a proper two-page spread!)
Spreading agony to its heart's delight
All day long it's harassing the party
Oh, but it doesn't want them dead
Terrorizing townsfolk day and night
Yatta DEE! Yatta DAI! Yatta DA!


I give to Tejón the palm!

RPG Superstar 2010 Top 32, 2011 Top 4 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka DankeSean

I can't resist showtunes. Apologies for partaking in minor thread derailment.
(And hey, new musical: Bonefiddler on the Roof?)

Spoiler:

Beastmaker, beastmaker make me a beast,
find me a fiend,
on flesh it will feast.
Beastmaker, beastmaker look through your books,
and make me a perfect beast.

Beastmaker, beastmaker I'll bring the sword;
you bring the monster;
single or horde.
Bring me a beast for I'm longing to see
if I can beat its AC!


A quick writeup of the rictus swarm:

Spoiler:

Rictus Swarm CR 4
XP 1200

NE tiny undead (swarm)
Init +9; Senses blindsight 120 ft., Perception +12
Aura negative energy cloud (20 ft., 1d6 negative energy damage per round and darkness, DC 18 Will halves)
=====
Defense
=====
AC 17, touch 17, flat-footed 12 (, +5 Dex, +2 size)
hp 45 (6d8+18);
Fort +5, Ref +6, Will +5
Defensive Abilities channel resistance +4, swarm traits
Immune undead traits Resist positive 10;
=====
Offense
=====
Speed fly 100 ft.(perfect),
Melee swarm (2d6 plus bleed plus consume)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (2), create spawn, devour, distraction (DC 16)
=====
Statistics
=====
Str 3, Dex 20, Con --, Int 6, Wis 10, Cha 16
Base Atk +4; CMB -- CMD --
Feats Ability focus (negative energy cloud) Improved Initiative, Skill Focus (Perception),
Skills Perception +12, Fly +22;

=====
Ecology
=====
Environment any
Organization solitary/pair/ cloud of terror (3-6 swarms)
Treasure none
=====
Special Abilities
=====
Consume(Su)
Any creature that takes damage form a rictus swarm's attack also takes 1d3 Strenght and Constitution damage, as the hungry mouths slowly devour them.
A creature that is slain by a rictus swarm raises as a rictus after 1d4 rounds and joins the swarm.

Create Spawn(Su)
A creature that is killed by a rictus swarm raises as a rictus 1d4 rounds later and joins the spawning swarm.

Devour(Ex)
A rictus swarm is particulary adept at utterly consuming helpless prey. Against a helpless creature the ricuts swarm deals 6d6 damage with its swarm attack.

Negative Energy Cloud (Su)
A rictus swarm is always surrounded by a billowing cloud of negative energy with a radius of 20ft. This cloud decreases the light conditions as a darkness spell and any living creature takes 1d6 points of negative energy damage each round while standing in the cloud. A successful DC 18 Will save halves this damage. Undead (including the rictus swarm) instead heal the same amount of damage. The effects of multiple negative energy clouds don't stack.
The save DC is Charisma based.

Undead spawned from and haunting sites where great cannibalistic feasting took place, a rictus appears as a toothy smile unattached to any body, floating in midair. Wispy tendrils of negative energy slowly curl around the teeth. They are also sometimes created as scouts and guardians by necromancers. When not servants to a greater power, they exist solely to feed; not to satisfy any hunger, but to inflict pain and suffering on the living. Individually they are little threat, but sufficient numbers will form deadly swarms. The combined negative energy auras of a swarm dims the lighting in the vicinity- the rictuses themselves seem to be traveling within a dark cloud. Being grouped also transforms them from being near-mindless to possessing a communal intelligence that proves a dangerously cunning hunter. Those who encounter rictuses individually learn to be destroy them before they begin to cluster, or else the last thing they see may be a mass of shadows rushing towards them, dotted with chalk-white teeth grinning and gnashing.
A rictus swarm is capable of delivering vicious bites which chew right through solid matter; anything bitten off disappears into a void, though the wounds they leave behind on flesh are real and bloody enough. Upon killing, a rictus swarm usually takes the time to devour their victim right down to the bone and beyond, frequently leaving no more than the teeth and jaws behind—which soon rise into the air and join the swarm that created them.


Needs More Zasz wrote:

Here is a batch that I came up with from the other thread.

As with Azmahel, I hope the authors excuse any liberties taken.

** spoiler omitted **...

A few quick thoughts:

Bonefiddler

Spoiler:

I like how you tackled my idea. It needed to be stripped of a few powers to be viable at a lower CR and you did a good job doing that while still keeping the basic idea and flair.
He should have at least one perform skill though :)
insidious rhythm is not the best name for the special ability, by the name alone i suggested that it modeled the power where he lets the skeletons of living creatures dance ( maybe effectively confusing them? Or giving penalties to actions?) ,not the bone-shattering burst. :)
It is also missing one feat. I would suggest Spell focus, Ability focus or Skill focus ( Perform)

Mudbane

Spoiler:

I have a half finished draft of the mudbane in my files and it very much looks like this. I would probably give them stench and limit their alter self power. I'm still trying to create them as a 0 HD "Race" , maybe I'll do exactly that in my next break form learning.

Mnemoic ooze

Spoiler:

I have some issues here:
with 10 ft. speed it's horribly slow.
What CL is the dispel magic effect?
The whole Drain magic ability might be a tad too complicated: "equal to the amount of intelligence drained or lower." does the character decide which spell? in that case simply state that he looses one of his lowest slots available. Does this ability only affect prepared casters?
The ooze does not drain INT , it does INT damage.
Split could be reworded too: "If the Mnemoic ooze has temporary hitpoints equal to or greater than is maximum hitpoint total, he splits..."
Wis and Cha could be higher than 1 too, with the ooze being sentinent and all.
Devour magic should be listed as a special attack

Chitterwolf

Spoiler:

this seems to be well rounded.
Only minor nit-picks:
In the aura line you should call the ability chitter, to reference the ability and the variable DC.
Fear already escalates as you describe it, so no need to explain it in your ability.
I somehow have envisioned them as being medium sized.

RPG Superstar 2010 Top 32, 2011 Top 4 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka DankeSean

Azmahel wrote:

A quick writeup of the rictus swarm:

** spoiler omitted **...

Wow. I'm extremely happy you chose to stat my l'il guys up. And either I did a better job than I thought of describing their overall abilities, or else you're incredibly intuitive, because seriously, some of this stuff could have been plucked right off of the stat block on my computer. Not kidding: my version have 20 dex, 16 charisma, and 6 intelligence too. And not a lot of difference in the remaining two stats either. As far as their powers and whatnot go, it's really interesting to see my thoughts filtered through a different brain. There's a LOT of overlap there too.

One thing: I think this isn't a CR 4 monster except to the most sadistic and cruel minds on the planet. You're looking at 2d6 swarm damage + 1d6 negative (high fort save for half) + 2 bleed + double ability damage per round. I think that's going to chew most 4th level parties up and use their bones as toothpicks for its new mouths. :-) Especially since most they won't have access to the AoE spells needed to toast a swarm, and the one resource they're likely to have, channeling, gets massively blunted by the +4 channel resistance and the positive energy resistance. Both of which I intended it to have, myself, mind you, so I'm not complaining about their existence, but I think at CR 4 the 'resists positive energy' part of the description maybe could be left in the gutter. (possibly even at CR6. I'd originally thought they'd be a CR 8-10 myself when I did up the concept.)

But even as a quick job, Azmahel, that's some fun stuff to see. I'm seriously considering ripping off their 'devour' ability for use on my version. Team them with a paralyzing buddy and it's time for some sick sick damage!


Sean McGowan wrote:
Azmahel wrote:

A quick writeup of the rictus swarm:

** spoiler omitted **...

One thing: I think this isn't a CR 4 monster except to the most sadistic and cruel minds on the planet. You're looking at 2d6 swarm damage + 1d6 negative (high fort save for half) + 2 bleed + double ability damage per round.

Yeah, I noticed that the abilities began to rack up. Maybe I'm too cruel and sadistic ;). But Increasing the Cr by at least 1 is one thing i seem to have to do after statting up a monster. I did riff them of both the bat swarm and leech swarm ( with side notes to other swarms ;)) and added maybe too much. But look at the leech swarm:

It deals slightly less damage ( 1d6 neg + 2 bleed), but is completely immune to weapon damage, making everybody but the casters suck.
But yeah, they are very deadly. You could easily bump them to CR 5 to make them less deadly,
or reduce positive resistance to 5 and channel resistance to 2, the dc of the negative energy cloud by 2 (giving it run instead of ability focus) and reduce its speed by 20 -40 ft.

It definitely needs some playtesting ( and it in fact will on my next night. (2) swarms against a level 7 party though. That way it won't be too deadly. ;) )

I noticed 2 errors right now though: Ref should be +7 ( I increased its Dex from 18 to 20 relatively late ) and the last line of consume has become the create spawn ability.

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Here's my monster, adjusted to CR 6, with changes I made reflecting comments and new features that reflect this stage of the monster's growth.

I expanded the monster into 5 stages, which I'll be posting in the crysalis entry. The stages of the (newly-renamed) acrysite are: Gemling (CR 2), Blindworm (CR 6), Diamondtail (CR 9), Crystallis (CR 12), and Elder Star (CR 16). Each stage has unique abilities.

Acrysite, Blindworm

Spoiler:

Blindworm Acrysite CR 6
XP 2,400
N Medium Outsider (Earth, Elemental, Extraplanar)
Init +6; Senses Darkvision 60 ft., Tremorsense 60ft.; Perception +11
=====
Defense
=====
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 66 (7d10+28)
Fort +10, Ref +6, Will +5
Defensive Abilities
DR 5/—; Immune elemental traits;
Weaknesses vulnerability to sonic
=====
Offense
=====
Speed 20 ft., burrow 20 ft.; Earth Glide
Melee Bite +12 (3d6+5 plus attach)
Special Attacks Attach, Blazing Death, Blinding Flash, Envious Bite
=====
Statistics
=====
Str 20, Dex 13, Con 17, Int 6, Wis 11, Cha 17
Base Atk +7; CMB +12 (+18 grapple when attached); CMD 20
Feats Combat Reflexes, Improved Bull Rush, Improved Initiative, Improved Sunder(B), Power Attack
Skills Climb +15, Perception +11, Stealth +7;
Languages understands Terran
SQ Dazzling Shell
=====
Ecology
=====
Environment any (Plane of Earth)
Organization solitary, pair, or cluster (3–6)
Treasure double gems
=====
Special Abilities
=====
Earth Glide (Ex) A burrowing blindworm can pass through any stone and earth, except metal, as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it give any sign of its presence. A move earth spell cast on an area containing a burrowing blindworm flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Dazzling Shell (Ex) A blindworm’s exoskeleton refracts light from its glowing spine in a dazzling display. Opponents are dazzled while looking at the blindworm.

Blinding Flash (Ex) A blindworm can emit a light attack as a standard action, with one of three effects.
Blind: All creatures in a 30-foot spread must save (DC 16 Will negates) or become blinded for 2 rounds.
Stun: All creatures in a 30-foot cone must save (DC 13 Fortitude negates) or fall prone and be stunned for 1d4+1 rounds.
Mesmerize: A single creature within 30 feet is affected by hold monster for 5 rounds (DC 16 Will negates).

Attach (Ex) When a blindworm hits with its bite attack, its jaws clamp onto the target, anchoring it in place and grappling its prey. A blindworm has a +6 racial bonus to maintain its grapple on a foe once attached. When a blindworm is attached, it can only use envious bite.

Envious Bite (Ex) As a standard action, a blindworm can insert an internal proboscis to feed on the beauty of attached prey, draining 1d4 points of Charisma. When it makes an envious bite, the blindworm heals 10 points of damage to itself. The blindworm can use envious bite to make a sunder attack against gemstones it is attached to.

Blazing Death (Ex) The core of the blindworm is a column of deadly energy that releases a powerful blast when broken. When killed, a blindworm explodes in a blinding flash of light that deals 7d6 points of damage to anything within 30 feet (Reflex DC 16 halves).

A paragon of light and wealth, the wormlike crystalline elemental hungers for beauty.

The blindworm is a juvenile acrysite, a creature made of interwoven shards of living transparent crystal, serrated by razor-sharp burrs. Its central spine is a column of radiant energy flashing through its body, refracted by veins of crystal into a dazzling spray of light. Blindworms twist through the earth with the faint sound of breaking glass, hunting precious minerals. Hoards of jewels tempt the hunger of blindworms and can draw them to the surface to feast. Although they feed primarily on precious minerals, blindworms are known to attack and feed on mortals, sucking the beauty from their prey, leaving them comatose. Blindworms feed on beauty, not from malice, but hunger, and they are believed by some to be children of Dou-Bral, creatures of beauty and light turned to carrion with the Midnight Lord’s corruption.

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Azmahel wrote:

Now that the deadline has well passed for about an hour, I will step up and show you my non-entry.

Curaigh, I hope you don't mind that I took some liberties with your
Irrisen Sun Grizzly
** spoiler omitted **...

Not at all, I consider it an honor. O:) I will return the favor Azmahel, but for now I have chosen another critter for my non-entry.

BTW the bee swarms are brilliant! That last line was a throw in and I am glad it inspired something so... well brilliant! O:)

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I may have taken more liberty than most to remove the 'gag' effects, hopefully it would not be enough to DQ such an attempt.

Hunting Haystack

Spoiler:

CR 6
XP 2400
N Large ooze
Init -5; Senses blindsight 60 ft., scent; Perception -5
=====
Defense
=====
AC 5, touch 5, flat-footed 5 (-5 Dex)
hp 71 (6d10+36);
Fort +6, Ref -4, Will -4
Defensive Abilities ooze traits
Immune piercing and slashing weapons;
Weaknesses cold
=====
Offense
=====
Speed 10 ft.
Melee slam +3 (1d6+2 plus 1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks acid, tempting embrace
Spell-Like Abilities (CL 6th; concentration +6)
3/day--suggestion (DC 14)
=====
Statistics
=====
Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 10
Base Atk +2; CMB +3; CMD +3 (special vs grapples see below)
Feats
Skills 11 hide Racial Modifiers +15 hide
SQ pheromone, split, transference

=====
Ecology
=====
Environment Urban
Organization Solitary
Treasure 1/10 coins only
=====
Special Abilities
=====
Acid (Ex) A Hunting Haystack secretes a digestive acid that quickly dissolves organic material. Any melee hit or tempting embrace attack deals acid damage. Armor or clothing dissolve and becomes useless immediately unless it succeeds on a DC 16 Reflex save.
Pheromone (Su) A hunting haystack may communicate with any non-mindless creature through pheromones. The communication is strong enough convey general meanings or concepts, but not complex thoughts. This ability is limited to 10 feet from the hunting haystack.
Split (Ex) Slashing and piercing weapons deal no damage to an ochre jelly. Instead the creature splits into two identical haystacks, each with one half of the original’s current hit points. A haystack with 10 hit points or less cannot be further divided. Two such creatures in a tempting embrace with the same victim can reform as a move action.
Tempting embrace (Sp) Creatures attacking the haystack or hit with it’s slam attack must make a Will save (DC 16) to avoid being overtaken by its pheromones attack. Creatures affected by tempting embrace view the haystack as an attractive member of their race or type through the use of a major image spell. Additional they treat the ooze as friendly per the charm monster. As such the creature makes no attempt to resist the grapple when the haystack then embraces the victim. Once embraced in the manner the victim is automatically subject to the ooze’s acid damage. The pain from acid damage is reinterpreted by the victim as pleasurable stimulation and does not end the tempting embrace, though damages from other sources will allow a new saving throw.
Transference (Ex) When grappling a victim, any damage that would be dealt to the ooze by weapons or magic is instead directed to the victim.

In rural settings this predator most often lurks in the middle of fields or on the edge of farmyards; in urban settings it usually lies in wait in stables. In appearance it is virtually impossible to distinguish a hunting haystack from a tuft of hay, a bed of grass or lichens, or other comfortable resting place. It often emits an enticing smell of freshly mown grass. A hunting haystack feeds on unwary lovers. While usually a solitary predator, it may occasionally use its suggestion ability to form a symbiotic relationship with a lusty individual who can guarantee a supply of doomed romantic partners.

I do not yet own the bestiary, so some of the crunch still uses 3.5 rules which I would not have done except this is a non-entry. *grin*


Kudos to Sean, as well. Tejón now has competition!


Needs More Zasz wrote:

Here is a batch that I came up with from the other thread.

As with Azmahel, I hope the authors excuse any liberties taken.

** spoiler omitted **...

Great stuff. I like the disease ability as well, it was not directly described in my original write up but heavily implied. I would return the favour but real life has intruded over the last week so I will cry off for now and maybe come back to this when things calm down a bit.


Eric Hindley wrote:

Ok, here's a rough draft of the "unstattable" critter:

** spoiler omitted **...

Comparing it to a wraith (also CR 5), I might be tempted to mark it up as one CR higher. It has more HD with higher saves and better BAB (although fewer hit points) than a wraith, can't be turned unlike a wraith, and has additional energy resistances which a wraith doesn't have. It has a better chance of hitting, although if I understand correctly, it is in theory possible to save for no damage against the 'pain' antennae attack and it doesn't create spawn. Then again it doesn't have sunlight weakness.

I'm currently on the borderline if this is accurately CR'ed or not.
NB
As a minor nitpick, 'blinded' and 'deafened' are conditions, not 'blindness' and 'deafness'. I also note that it is not made clear how long any blinded, deafened, or nauseated conditions imposed by the antennae last for, which may have some bearing on what CR might be appropriate for this monster - especially since arcane spellcasters rely on being able to see targets to use many of their offensive spells and a failed Fortitude save to avoid being blinded is going to consequently shut them down for however long the condition lasts.


Sean McGowan wrote:
Azmahel wrote:

A quick writeup of the rictus swarm:

** spoiler omitted **...

One thing: I think this isn't a CR 4 monster except to the most sadistic and cruel minds on the planet.

I actually had the chance to playtest my little creation (2 swarms vs. a lvl 7 party) and am quite pleased how well they fare. Yeah, they are very powerful for CR 4 , and I would drop Channel resistance to +2 and at least drop positive energy resistance to 5 or even leave it completely out, would i make a new version. The intend was to make them less vulnerable to channel energy bombing, but with the resistances in play they were very hard to hurt at all with channeling and I think that it should remain a viable tactic. (the cleric naturally started channeling the shit out of them, not even knowing much about swarm vulnerabilities from a rules perspective)

But thats about all I saw needing a change. I rolled low on attribute damage and it still scared the shit out of the party, so the die might be better of reduced a bit (1d2 or flat 1) ( the swarm has enough powers to make up for it) and of course CR 5 might be more appropriate, but with the changes in place it is very much either a high Cr 4 or low Cr 5 ( at least this single playtest seems to tell me)

One other thing I noticed was that the difference between actual threat (they were hurt afterwards and glad to have lesser restoration handy, but even without it would have been ok), and perceived thread.
The Rictus swarm managed to scare the living shit out of them, both in powers ( Wait, darkness AND Attribute damage, in TWO attributes ? ) and overall flair. It definitely made for a memorable encounter they surely will be talking of for some time. They don't want to go anywhere near where they encountered it, even if they clearly have enough power to bomb the shit out of possible other swarms, now that they know what they are facing.
So the Rictus definitely served it's purpose :D (to provide a memorable encounter, not to keep them away from an area. )

I just saw that Quandary referenced ( and prefered) my version of the rictus in Seans thread and I'm feeling deeply honored, and know why I want to keep this non-contest as close as possible to, but still clearly separated from the real contest.

Some thoughts on the spawning effect:

I did hand-wave the effects of spawning mainly for 2 reasons:
1. A swarm is supposed to consist of hundreds of entities, so adding one single mouths to the cloud of utter feeding wouldn't have much notable effect after all. ( I briefly considered some healing like Sean did, but I chose to leave it out, because it would have been minor at best)

2. Word count/ clearity / streamlining ;) I wanted to talk about the fact that a person that is raised as a rictus can't be raised, because he's an undead now, and that to raise him you would first need to kill the very rictus he had become, which would be a quite difficult task (considering that a "destroyed" swarm simply breaks up and it's hard to determine whether the very mouth you were aiming for was actually destroyed or just shuffled away. SO that all needed unnecessary confusion and fuzziness, for a thing thats best left to individual DMs after all.

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Here is my other entry that I decided not to run after some feedback.

Splorudra CR 4
XP 1,200
N Small magical beast
Init +9; Senses blindsight 60 ft., scent; Perception +5
=====
Defense
=====
AC 18, touch 18, flat-footed 11 (+6 Dex, +1 size, +1 dodge)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +2
=====
Offense
=====
Speed 30 ft., climb 15 ft.
Melee 2 razorfins +10 (1d3+3), tongue +10 touch (grab)
Ranged splor +10 (1d6 acid plus Con damage)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pounce, splor, tongue
=====
Statistics
=====
Str 16, Dex 21, Con 15 Int 6, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 21
Feats Improved Initiative, Dodge, Weapon Finesse
Skills Acrobatics +13 (+17 jumping), Climb +11, Disguise +5, Perception +5, Stealth +13; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Climb, +4 Stealth
SQ autosarcophagy
=====
Ecology
=====
Environment any underground
Organization solitary, pair, or army (3-8)
Treasure standard
=====
Special Abilities
=====
Autosarcophagy (Ex) Because of its unique biochemistry, the splorudra is able to eat its own splors, feeding on any fluids absorbed by the tumor-like growths. For each point of Constitution that the splor has collected from another creature, the splorudra is cured of 1d4+1 points of damage. However, if the splor was attached to a poisoned or diseased creature, the splorudra will instead take a total of 2d6 points of damage and become nauseated for 1d4 rounds. In addition, an ingested splor quickens the regeneration of a used splor to 2d8 rounds from the normal time of 1 day.

Splor (Ex) With a flick of its tongue, a splorudra can rip a splor from its own body and send it hurtling toward a foe as a standard action. The splor has a range of 120 feet with no range increment. During its flight, the splor begins to secrete acidic enzymes until it becomes attached to a living creature. At the end of each of the splorudra’s turns that a splor is attached to another creature, it collects vital fluids from its host’s body and deals 1 points of Constitution damage. The splor swells in size as it gorges itself and to remove it requires a Strength check (DC 15). The splorudra has a total of four splor for use at a time with used splors re-growing after 1 day.

Tongue (Ex) A splorudra's tongue is a primary touch attack with reach equal to three times its normal reach (15 feet for a Small splorudra). A splorudra’s tongue deals no damage on a hit, but can be used to grab a thrown splor. A splorudra does not gain the grappled condition while using its tongue in this manner. A splorudra’s tongue attack recovers a thrown splor as a swift action if it hits against an AC 15 or the target’s AC, whichever is higher.

A splorudra resembles a sleek scarlet frog with a sticky tongue and four rear legs, one set nested inside the other toward the body. Its two forearms are edged with sharp, serrated fins and each rear knee features a cankerous red knob or "splor." Its contrasting stark white eyes are blind from centuries of evolution in the deepest, darkest places in the world.

A splorudra sets its long, slackened tongue well away from itself, baiting prey with bones, meat, treasure or available curiosities stuck to it. When its tongue detects the vibration of nearby prey, it drops any bait, whips its tongue back and wraps it around a splor, ripping it free for immediate hurling. The splorudra then literally jumps into the fight, slicing prey with its forearms between jumps. The creature's double hind legs make it exceptionally skilled at hit-and-run combinations. As it fights and takes damage, the splorudra retrieves engorged splors from its victims with its tongue, then eats them. A splorudra is a brilliant combatant, continuing to jump, slice, throw and retrieve splors with its tongue, all as needed. Intelligent sequencing of movement and attacks provides it with masterful guerrilla tactics, which include unusual ranged attacks and an impromptu healing resource.

RPG Superstar 2010 Top 32, 2011 Top 4 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka DankeSean

Azmahel wrote:


I actually had the chance to playtest my little creation (2 swarms vs. a lvl 7 party) and am quite pleased how well they fare... It definitely made for a memorable encounter they surely will be talking of for some time. They don't want to go anywhere near where they encountered it, even if they clearly have enough power to bomb the s&@# out of possible other swarms, now that they know what they are facing.
So the Rictus definitely served it's purpose :D (to provide a memorable encounter,...

You have no idea how big a smile that put on my face. Awesome. I do tend to get scared off by ability damage, but that may be because I think more as a player than a DM. (Though part of my aversion to it is hating to have to recalculate stuff mid-fight) So seeing it done to two stats at once definiterly made me go 'whoahwhatthehell' in reaction. Lowering it to do a single point of damage in each probably wouldn't do much to weaken it, still keeps it scary and lessens the odds of accidentally doing a party wipeout, but if it works for you, cool beans.

I am so seriously happy to read the results of a playtest on these. Since I don't currently have a group myself, I don't get to do that, so pardon me in taking vicarious joy in your story.

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