100 Monstrous Encounters [CLEAVES]


Homebrew and House Rules

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yellowdingo wrote:

52. Angry Bedouins

You wander down the tunnel and out into a dust storm. Somewhere along the way you exitited into a valley. You are instantly taking fire from a group of three Desert Nomads with oddly shaped crossbows that fire repeatedly and with great noise. They keep screaming until the PCs or they are dead.

AK-47: 6 rounds per round (1d8)/Range: 20/60/120

The tunnel and the duststorm sounds like a room.

I think you could have them come charging and firing into any room.

The Exchange

yellowdingo wrote:

52. Angry Bedouins (fixed)

You encounter strangers who look like they have been swimming in a dust storm. You are instantly taking fire from a group of three Desert Nomads with oddly shaped crossbows that fire repeatedly and with great noise. They keep screaming until the PCs or they are dead.

AK-47: 6 rounds per round (1d8)/Range: 20/60/120

Fixed Version.

The Exchange

74. Devolved Man

You encounter a man looking at grafitti on a wall. He screams "But that is impossible!" before going nuts and running straight at you. As he moves he is transformed into a huge white ape. The Grafitti fades but not before you get the gist of the message - 'We create our own reality'.

DM: this poor fool has fallen victim to an insideous logical argument designed to trap the mind. A trap that the PCs wil not get to encounter. If they can save him from himself without killing him he will give to them a map leading them to the contents of two cards drawn from the unusual treasures deck.


75. Grey Lawyers of the Outlands
These 4 tall grey skinned men wear black suits and carry briefcases. Oddly, their eyes and hair are grey too. If they see a rules violation they will use their spelllike magic powers. They can polymorph a Beholder into an Oogler Rex. Their powers are intelligence based, so that effects saves. They are pure neutral and can use protection from Good, Evil, Law, or Chaos at will.

The Exchange

76. Gringot's Hand

This is aleather golem in the form of a single leather glove. It can be worn like a glove and instructed to carry out instructions.

DM Briefing: This critter will sneak up on the PCs and go through their stuff. It is searching for something.


77. The Strawmen
There are 5 Strawmen coming down the hall. One will fire a pistol at the characters, then try to reload. The second one will use a holy symbol of Iomedae to try to turn the characters. The third is attacking with a long sword. The fourth is trying to pick a locked door, or disarm any trap in the room. The 5th is trying to cast a spell from a spellbook. Strawmen are made from damaged clothing and a ripped small bag. They can talk common from the rip in their bag head, and you can see the straw inside.

DM Briefing: A Straw man is made by a ritual that includes mending and make whole. The ritual uses up enough resources to cost 300 GP, involving a magic circle, incense, and possibly ornamental gems for eyes. They usually have 1 hit point, and 3 in all abilities except constitution, which is nil. When slain they collapse and fall apart Any gems for eyes have turned to glass. The spell book contains mending, make whole, magic missile, and a detailed description of the ritual. The book also details how some rich nobles set this up to settle some arguments. The gun is used and in need of a proper cleaning. The gunman Straw Man is wearing the holster, a powder horn(Half Empty), an Amulet of Inescapable Location, a side bag containing a half full bag of shot/bullets, and a gun cleaning kit(used, just not used very well). The sword seems to be a +2 cold iron long sword. It’s actually a Holy Avenger, but you shouldn’t tell the characters that unless forced by RAW.


78. A stampede of Kobolds: A writhing mass of stampeding kobolds. They are not interested in attacking you just getting by you. As there is a very angry gorgon driving them forward.

The Exchange

79. Kobold Bull

This looks like a Rather muscular Kobold with Long Horns that seem to stretch from the sides of the head before turning upward. The potential wall mount seems four feet wide tip to tip. It also exhibits the abilities of a Gorgon. Perhaps it is a Half-Gorgon/Half Kobold.

The Exchange

Looks like we have lost the Cleaves Conversation thread. Please Make sure you have backups of all Cleaves 101 threads.


yellowdingo wrote:
Looks like we have lost the Cleaves Conversation thread. Please Make sure you have backups of all Cleaves 101 threads.

I always do.

I reposted the beginning of it.
I titled it "THE CLEAVES-CDM BACKUP AGAIN"

Shadow Lodge

80. Squeezels
A group of adorable, small furry animals in a variety of colors are gathered before you. Seeming little more than balls of fur with a cute little face, they are the most cuddly thing anyone has ever seen.

Appearing timid at first, whenever anyone picks one of them up, it and all the others attack. Their hair lays down and spikes come up, large fangs come from the mouth and they all swarm the one holding their friend.

The Exchange

Sphen wrote:

80. Squeezels

A group of adorable, small furry animals in a variety of colors are gathered before you. Seeming little more than balls of fur with a cute little face, they are the most cuddly thing anyone has ever seen.

Appearing timid at first, whenever anyone picks one of them up, it and all the others attack. Their hair lays down and spikes come up, large fangs come from the mouth and they all swarm the one holding their friend.

"Awww! isn they cute...? Wait...what the...zeuaghh! Get em off! Kill em! Kill! Kill! Kill!"

The Exchange

81. Fairies

They had all the appearance of miniature humans until the glamour wore off. Then they turned savage; their barbed claws and pirana teeth all the nastier as they indulged in an uncontrolled feeding.

Dark Archive

82. A Flock of Rocks (sic)

This mountain pass is hunted by a flock of eagle-sized birds (1-2 hd) who have learnt how to drop stones on travellers below with uncanny accuracy.

The birds, however, are not too good at judging movement.

Stones do 3d6 damage if they hit. The bird's "to hit" is +12, however this decreases by +2 for every 5' the target moved on its last initiative. If the target is flat-footed then it's +12.

There could easily be hundreds of birds in a flock, however the size of the hunting area will be limited. Best tactic is to run through as fast as possible.

Richard

(inspired by Jack Vance)


richard develyn wrote:

82. A Flock of Rocks (sic)

This mountain pass is hunted by a flock of eagle-sized birds (1-2 hd) who have learnt how to drop stones on travellers below with uncanny accuracy.

The birds, however, are not too good at judging movement.

Stones do 3d6 damage if they hit. The bird's "to hit" is +12, however this decreases by +2 for every 5' the target moved on its last initiative. If the target is flat-footed then it's +12.

There could easily be hundreds of birds in a flock, however the size of the hunting area will be limited. Best tactic is to run through as fast as possible.

Richard

(inspired by Jack Vance)

I think there is a mountain pass in rooms.

It's gonna be funny if this comes up in a closet. :)

How about if something wrong is drawn, it goes to the bottom of the deck, and draw another card. If less than 10 cards remain, re-add all destroyed cards and shuffle. No monsters in the closet, its just clothes looking like monsters. :p


83. This green, rotting corpse has lost both arms. It comes out of the far doorway. It hops towards any living thing.

Green Blaster
This green, rotting corpse has lost both arms. It hops towards any living thing.
Green Blaster CR6
NE Medium Undead
Int +4: Senses darkvision 60 feet: Perception +9
Defense
AC18, touch 12, flat footed 14, (+2 Dex., +4 natural)
Hp 39(6D8+12)
Fort +4, Ref +4, Will +10
Defensive Abilities Channel resistance +4
Offense
Speed 30 ft.
Melee N/A
Special Attacks Explosion(6D6, anyone who dies from it rises as a green blaster in 1-6 rounds)
Statistics
Str. 10, Dex. 13, Con. ---, Int 10, Wis 10, Cha 14
Base Attack NA
Feats: sense life
Skills Acrobatics +8, Perception +8, Stealth +8, Swim +8
Languages Common
Ecology: Environment: Any
Organization solitary, gang(2-4), or pack(7-12)
Treasure, nil
Special abilities
Explosion. 6D6 in a 30 ft. radius. Reflex save DC16 for half. Anyone or anything that dies from the explosion rises as a green blaster in 1-6 rounds.

The Exchange

84. The Smudge

This wretched fungus permeates under the skin like a dark oily stain which slowly eats your charisma causing you to look dirty and smell oily.


yellowdingo wrote:

84. The Smudge

This wretched fungus permeates under the skin like a dark oily stain which slowly eats your charisma causing you to look dirty and smell oily.

Make it contagious by touch and infect the entire human swarm, and we have a winner!

The Exchange

85. The Puppy

This little fella is half starved and looking for care and reassurance. He has one bad habit - he likes to pee on bed rolls.


86. Catapult Problem

A demented kobold trapsmith, having grown bored of digging pits and gathering vats of acid, has decided he wants a more hands-on approach. In perhaps his masterpiece, he's built three self-reloading catapults in this large chamber, and has them all aimed at the door/s.

However, he's aiming at every door but the one the explorers come through. Still, if the wily creature isn't killed quickly (and if the catapults aren't destroyed)the exits may cave in.

If somebody attempts to somehow stop the powerful weapons without having the kobold's skills, the devices will break down--barring a Craft (trapmaking) check, DC 30.


87. Old Stoney
This is a Sabertooth Tiger with the fossilized undead template. It has no con. score, DR 10/adamantine, and turns as an undead with that number of dice, 14. It has all the other traits of undead creatures.


Goth Guru wrote:

87. Old Stoney

This is a Sabertooth Tiger with the fossilized undead template. It has no con. score, DR 10/adamantine, and turns as an undead with that number of dice, 14. It has all the other traits of undead creatures.

Signature

Warning, my spelling is very bad.
Leave no pun behind.

The Exchange

88. Smart Water

This pool of water is thinking how great it would be to mess with the next human who shows up by running up hill. It decides to cling to a body like sweat.

89. Wizard Flail

This three tentacles one legged aberation hunts by movement and heat. It has found that the tastiest heat is given off by any one who has cast a magic spell within the last 24 hours and will beat the crap out of any wizard who has done so.

90. Quartz Golem

THis rock crystal statue is as tall as a halfling and will not hesitate to attack anyone with a Burning Torch or Lantern.


91. Nameless thing
This aberration is confusing to look at. The Pcs will see what they are thinking of. They must will save DC19 will to avoid having their wisdom and intelligence sapped for 1D4 damage each. It can possess people with the same save. While it can say visible for long periods it has trouble being truly solid. Being solid is like barbarian rage. 3D6 rounds then they are fatigued and are immaterial for a like amount of time. A successful knowledge the planes will just give you this sketchy description. These things escape the far realm and close the doors behind them.


92. Bump
A bump is a creature in the giant family that has 4 dice, 20 Strenth and Con, and 6 in all the other stats. It carries a maul which is a max sized hammer. This is a large sized creature and it has to use the hammer 2 handed.

Shadow Lodge

93. Man with Bats
This Human Druid (Packlord Archetype), has bats as animal companions. Lots of them. Every level, instead of advancing their hit die, he takes another first level bat.

The Exchange

94. Exiled Shadow with scintillant phage.
In the darkness ahead you see a wandering flitting scintillating shape. As you approach with any light source, it dims becoming more shadowy. Before it gets to 30' of torchlight or 60' of daylight, it fades completely into its natural form of a Shadow (CR as needed) yet it does not attack. Hiding, it stalks any light source close enough to remain a shadow and gain some measure of relief. It will only attack non-light bearing PCs (outside of actual lit area) or if the light is doused causing the Phage to scintilate once again and enraging the Shadow.
The PC may lose the Shadow in any room with an ambient light source, or perhaps any light source as bait as they depart, but if the light becomes extinguished it will stalk and hunt them down regardless.


95. Golden Panther
This creature has golden fur and can breth a cone of sharpened gold coins. It's stats are otherwise the same as a tiger. For stronger parties, add more Golden Panthers. Magical Beast.


96. Bluebird of Happiness
This celestial bird is not a combat monster. It's got 1D2 hits. Any living thing that hears it's song may become happy and optimistic for 10 minutes after they stop hearing the song. A creature can save DC20 will if they really want to. It's addictive as any day without hearing it's song will be sheer misery. After 1-10 days of being a miserable, whiny, Goth, they will return to normal. With a 6 intelligence and an 18 Charisma it could be an improved Familiar or animal companion. As a celestial, it can confer it's smite ability on one non-evil, living creature, at any time. Living Creatures usually means not undead or golems.
Item yield. A bluebird of happiness feather steeped in 5 doses of holy water will yield one dose of Philter of Love. This is why one molted feather sells for at least 1000 gp.
Behavior: This bird does not like it here and and will try to ride an effected being out of the cleaves.


Bump


I looked through my text files, and this was never completed anywhere.

The Exchange

it will get there...just need some artists to work on it.


97. Metalic Swarm
This mass of ant sized metal golems looks like a blob of glitter. What fits in a 5 foot square has 2D10 and has 10 hits. It has a speed of 20/climb 20 halved by electrical damage. Fire damage heals them up to 20(Dice max). As sort of Iron golems, they can only be harmed by things that don't allow spell resistance. They do 1D6 to objects ignoring hardness a round. They use this material to repair the dungeon. Usually encountered in 2D6 swarms.
Note: The card will only have on it, "Mosterous Encounters, 97. Metallic Swarm" and maybe an illustration. The rest will be in the rules booklet.


98. Begger mob.
21 humans dressed in rags and weilding bone clubs and torches. These zero level humans have 2 hits each and have 4 points in each ability score. They will demand food in common. They can attack like a swarm scoring automatic club damage to anyone surrounded. They were banished blind by some city.


99. Paco the Science Llama.
“I looks like an M sized, furry, pack animal, wearing some sort of glasses, and having some sort of item on it’s right foreleg.” He speaks Lamaneese and Spanish, which might prevent communication. If someone does find a way, he is a scientist, with the sciences Physics, electronics, and biology. He was caught in a malfunctioning teleporter experiment. The thing on his leg is a computerized watch. It has time, temperature, and compass functions. His glasses are gradient sunglasses that will protect him from blinding light. In his pack are various pieces of survival gear such as a reflective thermal blanket(Large), Granola bars that are like iron rations, a laptop mainframe that he has attached to a sort of lightning rod, a journal (in lamaneese), and other odd things. Hidden in each of his furry foreholves are 3 stubby fingers and a thumb.


74 - The Brothers Tempest

Two Ogre Magi and their dumb but strong adopted young Ogre brother.
-The eldest of the three is a manipulative merchant who wants the adventurers to retrieve an item for them. He'll pay according to the deal, fairly.
-The second brother, a smooth-talking roguish sort, wants them to retrieve the item and plans to backstab them when they return, unfairly.
-The dumb adopted brother thinks the smallest party member is a teddy bear.

Each will defend the others to the death, despite internal disagreements.

EDIT: Oh, geeze, didn't even notice this was a necro- and the second page never signed up. DA-DERP.


Thanks for finishing it. Close enough to 100 in horseshoes. :)
Does the dumb brother use part of the font to clean his ears?


As a card deck, substitute cards can be suggested(Some are too 4th wall or hard to stat for some tastes). As the cards should be just Deck name, number, title, very brief description, and possibly a simple drawing. If you want to expand on one of them for the booklet, with the stats and such, please do.


There is also a litch in the opening description.
0-Nebular has the stats from the Bestiary. Every GM should hide his Phylactery in a different place. It might be an item the characters might need to survive or find their way home.


2. This neutral magical beast is the result of a blink dog and a small magical construct being hit with baleful teleport. Aside from ac 18, DR2/admantium, CR5, being able to dimension door out with one person at a time, and being mad with pain, it is otherwise a normal blink dog (Bestiary 2, pg.47). Once it has all the characters on the astral plane, it can scent track the home plane by scent. It will sniff it’s favorite party member and track their home plane. To get it to focus that well requires an animal handling check 18 or better.


The Phylactery could be in several different places.

1: The Wand of Korscythe could already be his Phylactery. It's very hard to destroy.
2: The Journal of a Lost Hero could have the jet stone built into it's binding. The litch's soul could be using the book to control anyone who finds the book.
3: An amulet of proof against detection and location may be protecting itself as well. Protecting against alignment detection spells might seem like a cool bonus power.
4: A sealed metal Phylactery of Negative Channeling might be a good hiding place for the soul of a litch.


Such Monsters-Booster pack
As a booster pack, there will be seven cards in the pack, they will be labeled Common(3 per pack, up to 5 per deck), uncommon(2 per pack, up to 3 per deck), rare(up to 2 per deck), Ultra rare(1 of each per deck), or unique(1 in each game, unless altered as from a paralel universe). Each pack will have 2 rare, ultra rare, or unique cards.


1:An orc guarding a pie. Common.
2:A female ogre wearing a chainmail bikini and wielding a staff. Unique
GM notes: it's an adamantine bikini +5. The staff is a staff of life, fully charged.


3:5 goblins, welding torches like clubs. They do 1 extra fire damage and can catch flammables on fire. They have short bows and 10 arrows tipped with torches each.


4:The Dead
2D4 dead bodies. If in a closet, just 1. At least 1 will be wearing fancy jewelry that radiates magic(but may be costume jewelry with a fake aura, may be a noble signet ring). As soon as anyone comes close they will attack because they are zombies.


I had absolutely no knowledge this page existed. I'm glad it popped up on the forums today. I've bookmarked it to study later.


(I still have no idea what the Cleaves is or how it works... so I may be far off-base)

5. Enthusiastic militia (Common)
2d4+1 young adult orcs (or other common humanoid). Treat as 2nd-level warriors but they are poorly equipped. They have buckets for helms, wooden planks held with rope and twine for armor (+1 AC), and carry makeshift clubs and wooden planks for shields (+1 AC). They carry pouches of rocks for ranged attacks (1d3 damage for Medium-size). They attack anyone they outnumber and flee if they lose half their number. They don't attack to kill and will leave after looting fallen foes. If a foe drops, one will spend a turn looting an item or handful of coins or gems if they aren't too threatened.

I guess closets are a thing? If this happens in a closet, the back of it is a secret door to another room where the enthusiastic militia was waiting and they may have a higher chance of surprise than normal.

6. Animated Caltrop Swarm (16 hp; 3d10 HD) (Uncommon)

Animated Caltrop Swarm:
------------------------------------------
A 10-ft sq. swarm of animated caltrops that deals 1d6 piercing damage to any creature in their space at the end of their turn. Unlike normal caltrops, these swarm under the feet of creatures in their space, dealing 1d6 piercing damage to any creatures moving into, through, or out of their space (no more than once per round).

They lack a distraction ability but can jump and bounce into any creature within 6 inches of the ground, meaning they can damage even creatures that don't move around or don't have feet, like serpents (though such creatures don't have their movement reduced by the caltrops' damage). Creatures wearing shoes or boots have DR 1 against their attack and metal-soled or armored boots grant DR 3. The caltrops have hardness 5 (thin metal) and are immune to piercing and slashing damage.
---------------------------------------------

7. The Dead II (Common)
2d4 inactive zombies. At least 1 will be wearing fancy jewelry that radiates magic (but may be costume jewelry with a fake aura, may be a noble signet ring). The last command they received was to "just stand there". They will just mill and sway and rot in place unless attacked, at which time they all defend themselves.

If the room is a closet, they're all in there. Crammed in, because that's what their master wanted and he wasn't concerned about their comfort.

8. Ranaeril Araleth (Unique) (42 hp, half-elf, Cleric of Asmodeus 6; LE)
Ranaeril is investigating the area along with two temples guards (Fighter 3) who act as bodyguards. He isn't friendly or chatty except with other followers of Asmodeus, but if convinced to become friendly, he'll mention what he's looking for. Draw a treasure card to find out what it is and then shuffle it back into the deck (draw again if it doesn't make sense, like gold coins).

He channels negative energy but he'll cast healing spells for 150% of their normal value. He has 2 cure light wounds and a cure moderate wounds available, as well as a wand of cure light wounds (10 charges). He does guarantee a level of quality and when he sells such a spell, Asmodeus makes certain each such healing spell counts as a though he rolled a 5 per die.

He and his guards can be encountered again in a later room. He isn't interested in discussing how he gets around.

9. Slithering Tracker (Uncommon)
This intelligent, transparent, alien ooze is lurking on the ceiling. It won't attack unless it's spotted. If it isn't, it trails along behind the party until they are distracted or injured. Shuffle it back into the encounter deck face-up. The next time it appears at the top it attacks the party after they've dealt with the encounter they just drew, trying to catch them weakened. If they avoided or fled past a creature encounter, it will attack those creatures instead and cease tracking the adventurers.


Such-Monsters Booster
10. 1d4 Iron Cobras (Common)
If in a closet, only 1, but it attacks first with surprise.

11. Scarecrow (Rare)
This scarecrow is set facing the exit to the room away from the party. It won't activate or attack unless attacked itself. Its fear power works if touched (though touching it won't make it attack), not just when it touches a target, and also affects natural attacks against it. It smiles grimly at anyone leaving the room and looking back. If attacked and destroyed, a swarm of crows and ravens appears at the exit the scarecrow was facing and attack everyone in the room.

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