I feel like designing some new monsters, and I'm taking requests...


Homebrew and House Rules

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Silver Crusade

I've had a recent group of creatures my players are running into, I've got my own version, but I want to see your take.
Ttarroll, Dragon Titans, Watchers of the Lost Valley..

originally simmilar in abilities to yithyan the ancestors of the Ttarroll crashed into the campain world, and with their bodies mangled grabbed the nearest creatures and possessed them, primeval dragons.
their greatest problem became their body's lack of thumbs and ravenious hunger.
They fixed the body-type problem, rendering their bodies simmilar to giants. but their ravanious hunger never satiated, and they could not return to their original bodies.
only 50 remain, the guardians of the lost valley, where dinosaurs still roam, and snake men still worship them as gods.

The Ttarroll detest the sacrifices of their ,magicly modified servants, but could not survive without the offerings of food, and every year their numbers, and minds fade a little more.

Ttarroll have two types, the caster race and the warrior race. both wield mind dominating and elemental abilities in addition to regular weapons.

CR: 22 please...
to be honest at the moment I'm using the titans from the book with some reworked stats and abilities

RPG Superstar 2009 Top 16, 2012 Top 32

@Mystic Snowfang: I've decided to pass on the "Darwin Award" daemon. A daemon representing death as a result of one's own foolishness would spend most of its time just sitting there, watching people do stupid things. At which point the stupid things are the centerpiece of the encounter and the daemon watching the stupid things is just window dressing.

@Matthew Shelton: I'm going to pass on the Tapestry creature. I'm not currently interested in developing monsters whose game mechanics have already been designed and enumerated.

@Bardess: At the moment, there is no downloadable document for this thread, nor do I have plans to make one. There is, however, a giant index for the first several pages.

Ideas still in play:
-an ooze mastermind
-a peri familiar
-an entity that possesses and mutates primordial beings

Silver Crusade

the dragon titans were basicly made out of the primordal dragons, magma, Brine, etc

RPG Superstar 2009 Top 16, 2012 Top 32

I took some time out from this thread to make an anthropomorph template.

Now I'm back, and I see I missed one recent suggestion:
-a "skittering grey" aberration with a sonic attack and no mouth

I'll add that to the others on my list of monster ideas I'm kicking around at the moment.

@Vulpae: I think I'll be using your idea as inspiration for something more generic than a dragon titan. Probably a titan template of some sort.


Epic Meepo wrote:

...

Now I'm back, and I see I missed one recent suggestion:
-a "skittering grey" aberration with a sonic attack and no mouth

I'll add that to the others on my list of monster ideas I'm kicking around at the moment.
...

http://fc09.deviantart.net/fs44/f/2009/136/0/d/Dover_Demon_by_myfuneraljag. jpg

Here is a image reference for the Skittering Grey if that helps. Its a small sized little freakish thing, just one of many aberrant horrors that lurk in the realm beyond the one the players live in.

Silver Crusade

got it meepo, I just wanted to let you know what I'd created thus far, I was going to ask you for a template actually


Epic Meepo wrote:

@master arminas: Even better than a dragon-like riding lizard, here's an actual dragon:

** spoiler omitted **

@dbass: Here's a monster inspired by scree-scra worms:
** spoiler omitted **...

Freakin awesome Epic Meepo. Well done, and thanks!


Great thread, I'll look through ready to copy and paste.


Ive wondered if a monster could be made to use water walk offensively? Trapping prey on the surface to be gobbled from below?


I'm thinking I'd like to see some fire elemental creatures. Something that could be a pet for an efreet, maybe similar to a house cat, and maybe some kind of vermin for them to hunt.

RPG Superstar 2009 Top 16, 2012 Top 32

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@lordzack: Elementals can already resemble animals or vermin, so what you're describing are just Small fire elementals, possibly with the young creature simple template to reduce their size to Tiny.

@Tzi: Here's a "skittering grey" with some magical, sound-based abilities:

Skitterling (CR 2):
This slender, hairless creature has grey skin, bulbous eyes, and no mouth.

Skitterling (CR 2)
XP 600
CE Small aberration
Init +6; Senses darkvision 60 ft.; Perception +1
---
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
Immune starvation, thirst
---
Speed 20 ft., climb 10 ft.
Melee 2 claws +6 (1d4+3)
Spell-Like Abilities (CL 3rd; concentration +3)
Constant—zone of silence
At will—ghost sounds (DC 10)
3/day—sound burst (DC 12)
---
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Stealth +13
Language Undercommon (can't speak)
SQ quickness
---
Environment any underground
Organization solitary, pair, or clutch (3–8)
Treasure standard
---
Quickness (Su) A skitterling can take an extra move action during its turn each round.

A skitterling is an aberration cloaked in a shroud of magical silence and capable of producing other minor sound-based effects. Skitterlings are oddly divorced from nature, having no need to eat or drink. They exist solely to amuse themselves by stalking and killing randomly-chosen victims. Their inexplicable biology and single-minded existence suggests that their race was artificially created by some unknown means, though this hypothesis has yet to be confirmed.

@MagiMaster: Here's an ooze mastermind for a low-level adventure:

Slithering Master (CR 4):
What at first appeared to be a streak of moisture rises up, revealing itself to be a transparent, serpentine ooze.

Slithering Master (CR 4)
XP 1,200
A slithering master uses all of the statistics and abilities of a slithering tracker except as noted below.
---
Spell-Like Abilities (CL 8th, concentration +3)
3/day—command ooze (as command plants but targets oozes instead, DC 9)
---
Languages Undercommon (can't speak); telepathy 100 ft. (with oozes only)
SQ spawn tracker
---
Spawn Tracker Once per day as a full-round action that provokes attacks of opportunity, a slithering master may create a slithering tracker in an adjacent space. Upon doing so, both the slithering master and the slithering tracker take damage equal to one-half the slithering tracker's hit point total and become fatigued. The newly created slithering tracker is not under the slithering master's control. A slithering master cannot use this ability if it is fatigued for any reason.

Slithering masters are variant slithering trackers. Like slithering trackers, slithering masters are transparent oozes with a hint of intelligence. Unlike trackers, masters can reliably spawn new slithering trackers, and can telepathically direct the actions of other oozes.


Epic Meepo wrote:

@Tzi: Here's a "skittering grey" with some magical, sound-based abilities:

Thank you kindly, ^.^ This is excellent.


If I just wanted a smaller elemental, that's trivially easy to do, of course. I don't want that though. Instead I want a different elemental creature like a Xorn or Thoqqua. Of course, if you don't want to do it I have no right to demand anything from you, but couldn't you please come up with something more unique?


Epic Meepo wrote:


@MagiMaster: Here's an ooze mastermind for a low-level adventure:
** spoiler omitted **...

Cool. :) Thanks.

RPG Superstar 2009 Top 16, 2012 Top 32

@Bardess: I'm going to pass on the baby peri familiar because it would require mechanics tied to non-standard familiar alignments and alignment change in general, both of which tend to be things different GMs handle in different ways.

@Vulpae: Here's a dragon that's been warped by an alien entity with strange mental powers.

Dragon Sovereign (CR 23):
This titanic, humanoid dragon has crimson scales. It wields a long spear that ends in a jagged obsidian blade.

Red Dragon King (CR 23)
XP 819,200
Dragon sovereign great wyrm red dragon
CE Colossal dragon (fire)
Init +2; Senses dragon senses, smoke vision; Perception +38
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
---
AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
hp 449 (29d12+261)
Fort +25, Ref +14, Will +24
DR 20/magic; Immune fire, paralysis, sleep; SR 33
Weaknesses vulnerability to cold
---
Speed 40 ft., fly 250 ft. (clumsy)
Melee +3 unholy longspear +41/+36/+31/+26 (6d6+24/19-20), bite +35 (4d8+24/19-20), 2 wings +35 (2d8+8), tail slap +35 (4d6+24) or
bite +37 (4d8+24/19-20), 2 claws +37 (4d6+16), 2 wings +35 (2d8+8), tail slap +35 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite or longspear)
Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt stone, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At will—detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire
Spells Known (CL 19th; concentration +25)
9th (6/day)—dominate monster (DC 25), energy drain, meteor swarm (DC 25), time stop
8th (8/day)—charm monster (mass) (DC 24), clone, horrid wilting (DC 24), mind blank, power word stun
7th (8/day)—delayed blast fireball (DC 23), limited wish, hold person (mass) (DC 23), scrying (greater) (DC 23), spell turning
6th (9/day)—antimagic field, contingency, dispel magic (greater), heroism (greater), suggestion (mass) (DC 22)
5th (9/day)—feeblemind (DC 21), nightmare (DC 21), polymorph, telekinesis (DC 21), teleport, wall of force
4th (9/day)—animate dead, confusion (DC 20), fear (DC 20), fire shield, invisibility (greater), stoneskin
3rd (9/day)—dispel magic, displacement, haste, heroism, rage, tongues
2nd (10/day)—alter self, detect thoughts, hideous laughter (DC 18), misdirection, resist energy, see invisibility, touch of idiocy
1st (10/day)—alarm, charm person (DC 17), grease (DC 17), hypnotism (DC 17), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic
---
Str 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22
Base Atk +29; CMB +53; CMD 61 (65 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite, longspear), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Vital Strike, Weapon Focus (longspear)
Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Perception +38, Sense Motive +38, Spellcraft +38, Stealth +14, Use Magic Device +38
Languages Abyssal, Common, Draconic, Dwarven, Giant, Ignan, Orc
---
Environment warm mountains
Organization solitary
Treasure triple
---
Fire Aura (Su) A red dragon king is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon king's turn.
Incinerate (Su) A red dragon king can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon's DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.
Manipulate Flames (Su) A red dragon king can control any fire spell within 120 feet of the dragon king as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon king can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
Melt Stone (Su) A red dragon king can use its breath weapon to melt rock at a range of 100 feet, affecting a 60-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex) A red dragon king can see perfectly in smoky conditions (such as those created by a pyrotechnics spell).
Spells Known A red dragon king's vast mental powers grant it two additional sorcerer spell slots and two additional sorcerer spells known per spell level above 0. (If you are using the rules for psionics, instead see "Creating a Dragon Sovereign," below.)

Red dragon kings and other dragon sovereigns are powerful dragons whose bodies and minds have been warped by alien entities. A dragon sovereign takes on a vaguely humanoid form and develops expanded mental powers in addition to its normal array of special abilities.

Creating a Dragon Sovereign
"Dragon sovereign" is an acquired or inherited template that can be added to any dragon which has the ability to cast sorcerer spells (hereafter referred to as the base dragon). A dragon sovereign uses all of the base dragon's statistics and special abilities except as noted here.

CR Same as base dragon +1.

Melee A sovereign dragon can wield weapons and otherwise manipulate objects as if it were humanoid. While using a hand to wield a weapon or manipulate an object, the dragon sovereign cannot make claw attacks with that hand.

Powers Known If you are using the rules for psionics, a dragon sovereign knows and manifests psionic powers as a psion of its sorcerer caster level (and gains a number of power points, accordingly). The energy type of any power the dragon manifests, if any, changes to that with the same name as the type of damage dealt by the dragon sovereign's breath weapon, if any.

Spells Known If you aren't using the rules for psionics, a dragon sovereign gains two additional sorcerer spell slots and two additional sorcerer spells known of each spell level above 0. Each of these additional spells known must have either the mind-affecting descriptor or a descriptor with the same name as the type of damage dealt by the base dragon's breath weapon, if any.


how about a template that turns existing creatures into mercury for poisonous shapeshifting creatures

(thought, would they be considered constructs or oozes?)


Epic Meepo wrote:

Creating a Dragon Sovereign

"Dragon sovereign" is an acquired or inherited template that can be added to any dragon which has the ability to cast sorcerer spells (hereafter referred to as the base dragon). A dragon sovereign uses all of the base dragon's statistics and special abilities except as noted here.

CR Same as base dragon +1.

Melee A sovereign dragon can wield weapons and otherwise manipulate objects as if it were humanoid. While using a hand to wield a weapon or manipulate an object, the dragon sovereign cannot make claw attacks with that hand.

Powers Known If you are using the rules for psionics, a dragon sovereign knows and manifests psionic powers as a psion of its sorcerer caster level (and gains a number of power points, accordingly). The energy type of any power the dragon manifests, if any, changes to that with the same name as the type of damage dealt by the dragon sovereign's breath weapon, if any.

Spells Known If you aren't using the rules for psionics, a dragon sovereign gains two additional sorcerer spell slots and two additional sorcerer spells known of each spell level above 0. Each of these additional spells known must have either the mind-affecting descriptor or a descriptor with the same name as the type of damage dealt by the base dragon's breath weapon, if any.

Nicely done... 3 questions however:

1) Can the dragon wear armor as well ?
2) Do the powers replace the spells, or does the dragon get them in addition of its spells ?
3) Is the dragon essentially bipedal ?

Aside from that, it's all good ?

RPG Superstar 2009 Top 16, 2012 Top 32

JiCi wrote:

Nicely done... 3 questions however:

1) Can the dragon wear armor as well ?
2) Do the powers replace the spells, or does the dragon get them in addition of its spells ?
3) Is the dragon essentially bipedal ?

1) Any dragon can wear armor.

2) The powers (or bonus spells) are in addition to all of the base dragon's normal spells.
3) A dragon sovereign is essentially bipedal.
4) I have no idea why the boards keep putting extra space between the first two answers on this list.


Epic Meepo wrote:
JiCi wrote:

Nicely done... 3 questions however:

1) Can the dragon wear armor as well ?
2) Do the powers replace the spells, or does the dragon get them in addition of its spells ?
3) Is the dragon essentially bipedal ?

1) Any dragon can wear armor.

2) The powers (or bonus spells) are in addition to all of the base dragon's normal spells.
3) A dragon sovereign is essentially bipedal.
4) I have no idea why the boards keep putting extra space between the first two answers on this list.

1) Oh, that's right... totally forgot about this... they're just not proficient with them to begin with.

2) Well, you've made the bonus spells cleared as additions... but now, we're talking about transforming a dragon into a multiclassed psion, because he'll essentially have both spells at a 19th sorcerer level and powers at a 19th psion level. I'd probably increase the CR by 1 if the psionic variant is used, because the base creature gets quite the power boost by gaining a second spell list. It's like if a creature that has an arcane spell list gains an equal divine spell list. At best, you could make the template with the extra sorcerer spells at the standard one, and add the psionic variant at an additional +1 CR. Like I said, the idea is good, by having both arcane spells and powers is far greater than just getting extra spells known, don't you agree ?

Finally, if you're using the psionic variant at an addiotional +1 CR, you could say that if psionics aren't available, or as a new flavor, that the dragon sovereign gets divine spells at an equal caster level. I think it would be cool to get a dragon that cast cleric or druid spells if they get altered by divine intervention (like Bahamut, Tiamat or Io) or by nature.

3) In that case, may I suggest a speed reduction, like going from 40 ft/round to 30 ft/round, similar to wearing medium/heavy armor ? because I'm pretty sure sovereigns can't walk or run as fast on two legs as they can on all four, right ?

4) I have no idea :)

RPG Superstar 2009 Top 16, 2012 Top 32

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@brambleman: Here's a creature that uses water walk offensively:

Bubblefish (CR 1):
A stream of bubbles constantly escape from the mouth of this silvery-blue fish.

Bubblefish (CR 1)
XP 400
N Medium magical beast (air, aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
---
AC 13, touch 11, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
---
Speed swim 60 ft.
Melee bite +4 (1d6+3)
Special Attack buoyant bubble, water walk
---
Str 14, Dex 14, Con 15, Int 7, Wis 13, Cha 8
Base Atk +2; CMB +4; CMD 16 (can't be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +10
SQ no breath
---
Environment temperate ocean
Organization solitary, pair, or school (3–6)
Treasure none
---
Buoyant Bubble (Su) As swift action that can be taken once per hour, a bubblefish that hits a creature submerged in water with its bite attack may fill that creature's space with a bubble of breathable air that lasts for 5 minutes. This bubble remains fixed in place once created and doesn't move with the creature in whose space it formed. Note that a creature subject to a water walk effect cannot exit a buoyant bubble by physical means, as the bubble is a single, continuous surface of water above which the creature is forced to hover.
Water Walk (Su) Whenever a bubblefish hits a creature with its bite attack, the bubblefish may target that creature with a water walk effect, as per the spell (CL 3rd), as a free action. This effect ends immediately if the bubblefish dies, or if the bubblefish activates its water walk ability again before the duration of the water walk effect has expired.

Bubblefish are curious aquatic carnivores with ties to the Elemental Plane of Air. They hunt using a water walk ability that forces targets out of the water, creating stationary pockets of air to entrap targets if necessary. This tactic is particularly effective against creatures that can't breathe air, as such creatures can suffocate when removed from water for a sufficient length of time.

@lordzack: If you want unique stats for an elemental housecat, you'll need to explain what features you think an elemental housecat should have that aren't covered by the existing stats for elemental housecats.

Sovereign Court

@Epic Meepo: Thanks again for the quick heads up on the Hybrid template.


Okay, I was part way through creating this monster and I just sort of... stalled out.

The concept is a particularly screwed up Gnostic Angel (ie, an Aeon). A spherical outsider with a giant eye in the center, and two huge arms tipped with three tentacles each.

Here are the stats so far:

Lailah (huge outsider)
CR 18
HD: 22d10
AC: ? = (Base 10 + 2 Dex + ? NA -2 size
DR: 15/align & metal (not sure which alignment or metal yet)
Str: 26, Dex: 14, Con 22, Int , Wis , Cha
Fort: +13+6 , Ref: +13+2 , Will: +13+?
Melee Attack: Tentacles (8) +28/+28/+28/+28 / +28/+28/+28/+28 vs 1d8 + 8 +2d6 Acid
Ranged: Eye Ray +18 vs Fort DC 27 vs 36d6 (or 9d6 on save)
Ranged: Eye Rays (4) +18/+18/+18/+18 vs 12d6 Ice, Fire, or Elect (no more than one ray can target a given target each around)
Feats: WF Tentacles,

If you want to see what I'm thinking of...

http://images2.wikia.nocookie.net/__cb20120503011836/nier/images/c/cc/Wendy .jpg

http://lparchive.org/NIER/Update%2086/18-wendy27.jpg

http://suptg.thisisnotatrueending.com/archive/10078442/images/1274970185313 .jpg
(ignore the size chart in the last one - I'm aiming for huge size)

Silver Crusade

I used the vasta Nerada Expy. However, I find throwing Doctor Who monsters at my group to be fun (Next thing is the Weeping Demon thing)

However I would love to see two monsters in particular (currently at least)

1) The... thing on the planet Midnight.
2) The Racknos

Shadow Lodge

A tree that dominates monsters who comes within its range to help with gardening around its base, fetch fertilizer (other monsters) from outside its range, and eventually become fertilizer themselves.


It's not a tree, but I made a race using the Advanced Race Guide. I called them Branchlings, and they did all that stuff in exchange for a place to live(the tree branches).


A Kherub. Basically, it would be an evolved Cassisian (CR 4-5) able to assume 4 different shapes (human warrior, lion, bull and eagle) and wielding a lightning sword.

And, some type of shapechanging familiar... one able to assume other familiars' shapes (but not necessarily their powers), like D&D's Morphing Familiar.

...And who changed my avatar?! I said "morphing", can't you see? I did NOT say "little blue man from the forest".


How about a cyborg of some sort? For us Blackmoor fans out there who never left the Temple of the Frog because we took a laser to the face.

RPG Superstar 2009 Top 16, 2012 Top 32

@Zelgadas Greyward: I'm not interested in building upon existing stat blocks, so I'm going to pass on your aeon; you seem to have a pretty good handle on the mechanics you want it to have.

@Mystic_Snowfang: I'm going to pass on the thing from planet Midnight; I didn't find that episode particularly interesting, and barely remember the monster. And the Racnoss are just driders.

@Serum: The witch tree from the Tome of Horrors Complete should meet your needs.

@Freedom16: You can find a cyborg in this thread; do a search for "clockwork servant."

Monsters I'm still kicking around:
-a mercurial shapeshifter
-a cherub with human, bull, eagle, and lion forms
-a morphing familiar


Wow, i like the fish! The bubble power is a good twist.


Kzinti from the SciBooks - Pournelle or Niven?

How about ststing out Kane from Karl Edward Wganers books?. I envision him as a NE 20th Lvl Fighter, 12-15 Lvl Wizard, 5th Lvl Rogue and a total badass...he could kick Conan'a butt up and down the street.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've been trying to design a creature with no luck for a while now and was hoping you could come up with something. the premise for the creature is that the nobility of the world has been taken over by a creature with a hive mind, that is worn as wigs, with tendrils of hair that pierce the skulls of the nobility to control their minds. I'm looking for somewhere around CR 12-16 for them and for them to infer abilities to the bodies they control, with strict means of killing the parasites without killing the hosts.

anything you can come up with would be greatly appreciated.


Epic Meepo wrote:

@brambleman: Here's a creature that uses water walk offensively:

** spoiler omitted **...

Well, aside from sharing the vermin hunting behavior of a cat, I was hoping that you'd use my bare bones idea to come up with something. I don't really have anything specific in mind, just "like a house cat, but different and a being of elemental fire". If that's not enough information, I dunno I guess I'd just have to drop the idea. I also have another idea, but I'll keep that in reserve until I know whether or not you'll do this one.

RPG Superstar 2009 Top 16, 2012 Top 32

@Bardess: A morphing familiar would be a normal familiar with change shape (Tiny animal, beast shape II). Gaining one as a familiar would probably require the Improved Familiar feat and caster level 3rd.

@Unklbuck: I have no idea what a kzinti is. And Kane is a NPC, not a monster, so he's outside the scope of this thread. Consider requesting Kane in the NPC Gallery thread elsewhere on this forum.

@soulofwolf: You should be able to do what you want with a reskinned mindslaver mold from Lands of the Linnorm Kings. As noted in the text following the stat block, mindslaver molds even share a single consciousness. Just change their appearance and give them a bonus on Disguise checks.

@lordzack: Even in games I'm running personally, I don't create new stats for monster concepts that are just 'new appearance, new behavior.' In my games, a fire elemental housecat is just a Small fire elemental. At most, I would add the young template and reassign a few skill points.


lordzack wrote:
Epic Meepo wrote:

@brambleman: Here's a creature that uses water walk offensively:

** spoiler omitted **...
Well, aside from sharing the vermin hunting behavior of a cat, I was hoping that you'd use my bare bones idea to come up with something. I don't really have anything specific in mind, just "like a house cat, but different and a being of elemental fire". If that's not enough information, I dunno I guess I'd just have to drop the idea. I also have another idea, but I'll keep that in reserve until I know whether or not you'll do this one.

Since EM's not interested, I'll take a crack at this one if you don't mind. Can you link me back to the original request?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Epic Meepo wrote:
@soulofwolf: You should be able to do what you want with a reskinned mindslaver mold from Lands of the Linnorm Kings. As noted in the text following the stat block, mindslaver molds even share a single consciousness. Just change their appearance and give them a bonus on Disguise checks.

That's actually what i was basing the concept off of originally, but what i'm having trouble with is taking the CR up by roughly 10 or more so they are around a cr 12-16-ish range, and how to change the infestation ability so instead of just dealing damage on being removed there is a cr balanced condition that must be met to not have the host die when the spore is killed / removed. Is there maybe a guide or something somewhere that would help me stat this up to the right cr if you don't have time to do so?

RPG Superstar 2009 Top 16, 2012 Top 32

soulofwolf wrote:
Epic Meepo wrote:
@soulofwolf: You should be able to do what you want with a reskinned mindslaver mold from Lands of the Linnorm Kings. As noted in the text following the stat block, mindslaver molds even share a single consciousness. Just change their appearance and give them a bonus on Disguise checks.
That's actually what i was basing the concept off of originally, but what i'm having trouble with is taking the CR up by roughly 10 or more so they are around a cr 12-16-ish range, and how to change the infestation ability so instead of just dealing damage on being removed there is a cr balanced condition that must be met to not have the host die when the spore is killed / removed.

Ah, I missed the expected CR range. I'll have to go back and think about stats for super-buffed mindslaver mold.


[

@Unklbuck: I have no idea what a kzinti is. And Kane is a NPC, not a monster, so he's outside the scope of this thread. Consider requesting Kane in the NPC Gallery thread elsewhere on this forum.

You should expand your reading horizons...maybe I'm just old and you are too young to know the references.

Kzin or Kzinti plural are a militaristic feline race in a series of popular Science Fiction Books...they were stated out in an Old Dragon magazine way back in the early 80's...1st edition and all.

Kane is an NPC but he is such a total badass and would be such a thorn in the players side that he should be considered a "Monster"...he is definately not entirely human...but he is singular so the is no race of Kanes. The books are hard to find now and my paperbacks are getting worn. The last time they were printed was in hardbound and they run almost $200 on amazon so I'm sure alot of the younger players have no idea who he is. Chuck Norris calls him Sir.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Epic Meepo wrote:
Ah, I missed the expected CR range. I'll have to go back and think about stats for super-buffed mindslaver mold.

Based on everything else you've done for the thread here i'm sure anything you come up with will be beyond my expectations :) I appreciate you being willing to put some time and thought into it!

Sovereign Court

Hey there Epic Meepo, I was wondering on the possibility of creating two templates representing the sun and moon?

I was initially going for just two individual construct type monsters but I think that a template would work best.

I'm aiming for an ancient Aztec/Mayan type feel with beings empowered by the goddess of the sun and the god of the moon.


Mr. Meepo...if I had a hat, I would tip it to you.

As for my request: the 3rd edition Fiend Folio contained a CR 25 demon called a klurichir...a nasty beast. Though I've never seen an infernal equivalent to it's brutality anywhere; which sounds like a discrepancy you could correct.

More specifically, I'm thinking some manner of devilish juggernaut that possesses epic-ified monk-like abilities and an aura to keep demonic prey (and any other kind) from teleporting out, flying away, or fleeing in general...maybe even punishes them for trying. Among other abilities, of course. I suspect that their use of ki would also be more decidedly unpleasant then a typical monks. Vanguard of Asmodeus type monstrosities, something you could picture steamrolling right through an abyssal front line and mangling a bunch of balors with it's bare hands and swatting aside anything less like a toy. Perhaps a massive anthropomorphic cerberus...I'm a sucker for anything monstrous and canine.

I would politely suggest augmenting the normal threat range and multiplier for the "unarmed" attacks and adding some features for use in grapples, along with any other powers you feel would play off such a beast's theme of awesome martial dominance. Could paint a pretty frightening picture, methinks. Come to think of it, I might try cranking out a digital painting of this...

Very impressed with all your work so far...good show!


I had a look through the various bestiaries, and noticed that a number of the undead creatures would also be interesting if they were living beings. What I'd normally do is just re-fluff them, but I'm concerned about how the loss of the undead type affects CR. What I'd like to see is a template that un-undeads a creature.


Epic Meepo wrote:
@Bardess: A morphing familiar would be a normal familiar with change shape (Tiny animal, beast shape II). Gaining one as a familiar would probably require the Improved Familiar feat and caster level 3rd.

Actually, I was thinking about an improved familiar disguised as another type of familiar, like a jolly of sorts.


In that case, perhaps a construct creature based on the RX-78-2 Gundam? It's samurai armor-like form suggests that it might be from a Tian Xia-like, Japanese-inspired nation. Probably it's more futuristic weapons might be converted to more archaic equivalents, i.e. beam sabers to swords, beam rifle to some kind of bow or primitive fire arm, etc.


how about an oozed based dragon, something big and nasty waiting for the party at the end of the slimed up tunnels.

RPG Superstar 2009 Top 16, 2012 Top 32

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@Bardess: Here's my take on a cherub. It doesn't match your suggestion 100%, but only because I had way too much fun toying around with it. This is probably my favorite monster in the entire thread.

Angel, Cherub (CR 4):
The body of this four-winged humanoid is covered in numerous eyes. Floating around it are the disembodied heads of a bull, an eagle, and a lion.

Cherub (CR 4)
XP 1,200
NG Medium outsider (angel, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision; Perception +10
Aura magic circle against evil
---
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural; +2 deflection vs. evil)
hp 39 (6d10+6)
Fort +6, Ref +6, Will +5; +4 vs. poison, +2 resistance vs. evil
Defensive Abilities all-around vision; DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 15
---
Speed 30 ft., fly 60 ft. (good)
Melee 2 bites +8 (1d6+2), gore +8 (1d6+2), 2 wings +3 (1d4+1)
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, daylight
---
Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 19
Feats Hover, Improved Initiative, Iron Will
Skills Diplomacy +10, Fly +14, Knowledge (planes) +6, Knowledge (religion) +6, Perception +10, Sense Motive +10, Stealth +10
Languages Celestial, Draconic, Infernal; truespeech
SQ chariot wheel
---
Environment any good-aligned plane
Organization solitary, pair, or squad (3–5)
Treasure standard
---
Chariot Wheel (Su) As a standard action, a cherub can assume the form of a magical wheel that functions as a 5-foot-by-5-foot carpet of flying. If the cherub is adjacent to three other cherubs in wheel form, it can instead merge with those cherubs to form a magical chariot that functions as a 10-foot-by-10-foot carpet of flying. A cherub in wheel or chariot form loses all abilities and becomes a non-intelligent magic item instead of a creature. Any gear carried by the cherub remains behind when the cherub transforms, sitting atop the cherub's wheel or chariot form. On command, the possessor of four cherubs in chariot form can cause that chariot to break into four separate cherubs in wheel form. On command, the possessor of a cherub in wheel form can cause that cherub to revert to its natural form, becoming a creature again instead of a magic item.
Magic Circle Against Evil (Sp) A cherub has magic circle against evil as a constant spell-like ability instead of having the protective aura possessed by more powerful angels. This ability continues to function when the cherub uses its chariot wheel ability to assume the form of a wheel or a chariot. If this magic circle effect is ended while the cherub is in wheel or chariot form, the possessor of the wheel or chariot can resume the effect as a free action.

Cherubs are among the strangest of all angels. Though they share the winged, humanoid form of most angels, they also sport numerous extraneous eyes and a trio of floating, disembodied heads. Their three extra heads are those of a bull, an eagle, and a lion. Though not visibly attached to the cherub, these additional heads are as much a part of the angel's body as its human-like head, and can be used to make various natural weapons attacks when the angel is engaged in combat.

In addition to their bizarre natural forms, cherubs have the curious ability to transform into magical chariot wheels, four of which can merge to form an entire chariot. When serving as chariot wheels, cherubs are more akin to objects than creatures; they are often collected as a curious form of treasure by powerful celestial beings.

Cherub Cohorts
A non-evil character with the Leadership feat can attract a cherub as a cohort as if the cherub were a 7th-level NPC. Traditionally, cherub cohorts are equipped with magical blades, often swords with the flaming or shocking weapon properties.

RPG Superstar 2009 Top 16, 2012 Top 32

@Bardess: Several improved familiars already can disguise themselves as other familiars (cassisians, imps, and quasits come to mind). A different improved familiar that can do the same thing would just be an ordinary improved familiar with change shape (Tiny animal, beast shape II) and a caster level requirement 2 higher than normal.

@Unklbuck: Militaristic feline warriors could be done with catfolk, or with any number of reskinned humanoid races. "Militaristic" is just a behavior and "feline" is just an appearance; each can be represented in the game without introducing any new mechanics.

@Matt: Given what I know about Aztec mythology, I would use the lycanthrope template for moon-blessed creatures and an inverted lycanthrope template (which allows easier shapechanging under the noontime sun instead of the full moon and has DR cold iron instead of silver) for sun-blessed creatures.

Dark Archive

And here I was thinking Cherubs were among the strongest of angels according to Cristian fluff lol

I'm looking for angel outsiders, even if I already found rank and file ones in the old miniatures book from 3.0

Angel Hierarchy

If you don't mind me asking for 9 creatures of different CR

First Circle: The closest to God.
Seraphim 19
Cherubim 17
Thrones CR 15

Second Sphere: Heavenly Governors.
Dominion CR 13
Virtues CR 11
Authorities CR 9

Third Sphere: Messengers and Soldiers.
Principalities CR 7
Archangels CR 14 - archangels CR 5
Angels CR 3

Archangels there are "low" level ones ant there are the more powerful ones like Michael, Gabriel, Raphael, etc...


Well... your point of view on the Cherub is... interesting, to say the less! XD
I would like to see more angels too.
And... sigh... I must have misexpressed again. What I intended with "shapeshifting familiar" was a devil disguised as an angel (or vice versa), to deceive its master's friends or maybe its master himself...


Grim Reaper: 6th level skeletal champion. Has a great scythe of disruption and a black robe of intangibility. It usually hunts other undead, but it will answer the call of a Deck of Many Things. If it kills a living person, that person rises as a grim reaper the next round. The Titan Chronos is the original Grim Reaper. Titans make the worst undead.
If someone dies while using a grim reaper's gear, they also rise as a grim reaper. :)

RPG Superstar 2009 Top 16, 2012 Top 32

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@toastwolf: Here's a template that turns a creature into a poisonous shapeshifter.

Unstable Creature (CR 8):
This humanoid mass of flesh constantly bubbles and churns.

Unstable Flesh Golem (CR 8)
XP 4,800
N Large construct (shapechanger)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, critical hits, magic, petrification, precision damage
---
Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, poison
Spell-Like Abilities (CL 9th; concentration +4)
3/day—polymorph (self only, form of a Large creature only)
---
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +15; CMD 24
Languages none
---
Environment any
Organization solitary or gang (2–4)
Treasure none
---
Berserk (Ex) When an unstable flesh golem enters combat, there is a cumulative 1% chance each round that the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.
Immunity to Magic (Ex) An unstable flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals cold or fire damage slows an unstable flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An unstable flesh golem gets no saving throw against attacks that deal electricity damage.
Mercurial Form (Su) No additional slam attacks. See Creating an Unstable Creature, below.
Poison (Su) Save DC 14; effect1d4 Dex and 1d4 Wis . See Creating an Unstable Creature, below.

An unstable flesh golem exists in a perpetual state of flux, its toxic flesh constantly warping and shifting. When commanded to do so by its master, the golem can temporarily stabilize its form, either adopting a form similar to that of a standard flesh golem, or of another creature altogether.

Creating an Unstable Creature
"Unstable creature" is an acquired or inherent template that can be added to any corporeal creature, hereafter referred to as the base creature. An unstable creature uses all of the base creature's statistics except as described below.
Challenge Rating If the base creature doesn't have the poison special attack, its CR increases by +1.
Type The base creature gains the shapechanger subtype.
Immunity The base creature gains immunity to critical hits, paralysis, petrification, poison, precision damage, and stunning.
Spell-Like Abilities The base creature gains polymorph (self only) as a spell-like ability usable three times per day (CL equals the base creature's HD). The base creature can only use this ability to assume the form of a creature with the same size category as itself.
Special Abilities The base creature gains the mercurial form special quality and the poison special attack described below.
Mercurial Form (Su) An unstable creature has a mercurial form. In mercurial form, the creature loses any natural attack that isn't a slam attack and gains one additional slam attack per natural weapon lost (to a minimum one slam attack). All slam attacks gained in this manner deal damage appropriate to the creature's size, and all of its slam attacks while in mercurial form gain the poison special attack described below. While in mercurial form, the creature also gains the compression special quality. As a standard action, the unstable creature can return to its natural form for 1 minute, losing the benefits and hindrances of the mercurial form ability for that duration.
Poison (Su) When in mercurial form, an unstable creature produces mercurial residue, a supernatural poison that warps the bodies and minds of affected creatures. Mercurial Residue: Slam—contact; save Fort DC 10 + 1/2 the base creature's Hit Dice + the base creature's Constitution modifier; frequency 1 round; effect 1d2 Dex and 1d2 Wis; cure 1 save. If the base creature has at least 4 HD, the effect increases to 1d3 Dex and 1d3 Wis. If it has at least 8 HD, the effect instead increases to 1d4 Dex and 1d4 Wis. If it has at least 12 HD, the effect increases to 1d6 Dex and 1d6 Wis. If if has at least 16 HD, the effect increases to 1d8 Dex and 1d8 Wis.

@soulofwolf: Here's a CR 12 version of a mindslaver mold.

Mindslaver Mold, Greater (CR 12):
[/i]

Greater Mindslaver Mold (CR 12)
XP 19,200
NE Small plant
Init +8; Senses low-light vision; Perception +35
---
AC 25, touch 16, flat-footed 20 (+4 Dex, +1 dodge, +9 natural, +1 size)
hp 190 (20d8+100); fast healing 5
Fort +16, Ref +10, Will +10
Defensive Abilities insidious; Immune acid, cold, plant traits; SR 23
---
Speed 5 ft., climb 5 ft.
Special Attacks infestation, spore burst, spores
Spell-Like Abilities (CL 20th; concentration +22)
At will—[i]dominate monster
(DC 20, effect ends immediately if used against another target)
---
Str 4, Dex 19, Con 19, Int 16, Wis 14, Cha 15
Base Atk +15; CMB +11; CMD 25 (can’t be tripped)
Feats Alertness, Combat Casting, Deceitful, Dodge, Improved Initiative, Iron Will, Skill Focus (Disguise, Perception, Stealth), Toughness
Skills Bluff +4, Climb +25, Disguise +36, Escape Artist +24, Perception +35, Sense Motive +4, Stealth +37; Racial Modifiers +4 Disguise
Languages Aklo, Common, Elven, Sylvan (cannot speak); mold mindlink
SQ life link
---
Environment any
Organization solitary or infestation (2–10)
Treasure incidental
---
Infestation (Su) A greater mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot-square with its host’s space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a –4 penalty on all Will saves made against the mindslaver mold’s dominate monster spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached (though it still ends immediately if the mold uses it on another target). Each day, an attached mold deals 1d4 points of damage to its host as it feeds on the host’s blood and other bodily fluids. A greater mindslaver mold can be torn free of a host with a Strength check (DC equals 24 or the host's CMD, whichever is greater). Making this check is a standard action that provokes an attack of opportunity from the infested creature; the check automatically fails if this attack of opportunity hits. If the check is successful, the greater mindslaver mold deals 2d6 points of bleed damage to the infested creature as its tendrils tear free. A dead mindslaver mold deals no damage when it is so removed.
Insidious (Ex) Whenever a greater mindslaver mold is infesting a creature, the majority of its body is burrowed into the infested creature, effectively granting the mold total cover against all attacks other than attempts to tear the mold free from the host. The part of the mold not burrowed into the infested creature takes on the appearance of a garment worn by the creature; a successful Perception check opposed by the mold's Disguise check reveals that the garment in actually a mold.
Life Link (Su) Whenever a creature infested by a greater mindslaver mold would take damage, the mold may sacrifice any number of hit points as a free action to prevent an amount of damage to the infested creature equal to the amount of hit points sacrificed in this manner.
Mold Mindlink (Su) A mindslaver mold can communicate telepathically with any other mindslaver mold within 10 miles, and knows the condition of all other mindslaver molds in this area as if it had a status spell in effect on all other molds.
Spore Burst (Ex) As a standard action, a greater mindslaver mold can produce a 20-foot radius burst of spores anywhere within 100 feet and line of effect. Creatures caught within this burst are exposed to the greater mindslaver mold's spores.
Spores (Su) Whenever a creature is caught within a greater mindslaver mold's spore burst or touches a greater mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature takes 1d4 points of Wisdom damage as the spores alter its mind (Fortitude DC 24 negates). The save DC is Constitution-based.

Like lesser mindslaver molds, greater mindslaver molds are fungi that infest the bodies and minds of other creatures, using their hosts as pawns. Greater mindslaver molds share the same collective consciousness as all mindslaver molds, though like lesser mindslaver molds, they each possess distinct personalities and agendas.

@schrodingerscat: To turn a corporeal undead into a living creature, I would just change its type to aberration and give it immunity to disease, mind-affecting effects, paralysis, poison, and stunning.

@lordzack: For gundam armor, I would just use golem armor from epic section of the 3.5 SRD. If you want to give it extra capabilities, just make it an intelligent magic item.

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