
Quixote |
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As much as I love the idea of reskinning monsters, classes and other elements of the game (I don't really use the bestiary any more), I feel like I need to say this:
"Metagaming" is not a bad thing.
With that said, the bodak, minotaur, basilisk, sphinx, medusa, redcap, dryad, deurgar and troll (to name a few) have all recently been either reskinned as a new monster or reassigned new stats to their old name in my games.

Pizza Lord |
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1d765 ⇒ 613 Sahuagin, Mutant (Four-Armed)
Going to make a new creature with four arms rather than a new creature with a mutant four-arm variant. Stat blocks are not my specialty, so something may be off and I am not going to try and gauge a CR at this point, though you may suggest or offer one.
A slick, green-skinned humanoid standing on two legs with four flexible arms coming from its torso. The forearms are thick and bludgeoning, like maces, ending in stubby. thick-fingered hands. The creature's upper body hunches forward, its neck extending into a tubular head resembling the circular, toothed maw of a leech or lamprey.
Shrax (Leechmen)
CN Medium Monstrous Humanoid
Init +2; Sense darkvision 30 ft., low-light vision; blood sense 30 ft. (see below); Perception +6
DEFENSE
AC 13*, touch 12, flat-footed 11 (+2 Dex, +1 natural) (*see reinforced limbs below)
hp 38 (4d10+16)
Fort +6 (–4 against environmental heat effects) Ref +6, Will +5
Weaknesses fire vulnerability (see protective slime)
Defensive Abilities resist acid, cold, fire 5 (see protective slime), reinforced limbs
OFFENSE
Speed 30 ft.
Melee bite +6 (1d6+2 plus grab) and 4 slams +6 (1d6+2). If using a weapon, the bite becomes a secondary attack at –2 to hit but slams are unaffected (see multiweapon mastery below).
Ranged bone-tipped harpoon +6 (1d8)
Special Attacks blood drain, blood frenzy
TACTICS
During Combat Typically laying in wait in low water or mud, leechmen will launch their harpoons at ranged foes and either attempt to drag them closer or hold them in place while others move into melee. In melee, they attempt to bludgeon their foes into unconsciousness before feeding. They will use their bite, but will only attempt to grab and blood drain during combat if they outnumber their enemies or are injured and believe they can heal without too much threat. Some carry vials of preserved blood to imbibe before a fight, allowing them to enter blood frenzy without having to drain a dangerous opponent first.
Morale Unless starving or in a blood frenzy, leechmen attempt to retreat below half hit points.
STATISTICS
Str 14, Dex 14, Con 16, Int 8, Wis 13, Cha 9
Base Atk +4; CMB +6; CMD +18
Feats Great Fortitude, Improved Natural Attack (slam), Multiattack(B), Toughness(B)
Skills Handle Animal +1, Perception +7, Stealth +9, Survival +6, Swim +7
Languages Aquan, speak with worms (see below)
SPECIAL ABLITIES
Blood Drain (Ex) If a leechman starts its turn with an opponent grabbed with its bite, it drains 1d4 hit points in blood and heals an equal amount. Hit points above its maximum become temporary hit points (maximum 2x Con modifier) which fade after 1 hour). Only draining fresh blood grants healing, though drinking suitably preserved or older blood can allow a leechman to enter blood frenzy (see below).
Blood Frenzy (Ex) Once per hour, a leechman that drinks blood, either with its blood drain ability or from a suitably preserved source, can fly into a frenzy as a free action in the following round. It gains a +2 bonus to its Constitution and Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Blood Sense (Ex) Leechmen can detect the presence of living creatures with fresh blood as though using blindsense. This sense works equally well above and below water and also detects recently spilled blood in the area.
Multiweapon Mastery (Ex) A leechman never takes penalties on attack rolls when fighting with multiple weapons, and treats slams as primary attacks even when also wielding weapons.
Protective Slime (Ex) The protective mucus coating on a leechman grants it resist 5 against acid, cold, and fire. If the protective slime resists 5 points of heat or fire damage in one hour it dries up and is negated for one hour (requiring the leechman to be moistened or in a wet or humid environment to restore it). The leechman is not subject to its fire vulnerability until after the protective slime is burned away.
Reinforced Limbs (Ex) Despite their flexible bodies and moist, rubbery skin, a leechman's forearms and fists are thick cartilage, muscle, and boney chitin that not only makes them hit like maces, but easily deflects blows and damage. A leechman receives a +1 shield bonus for each limb that it doesn't use to attack with or otherwise use during a round. Holding anything larger than a small item or light weapon or using a limb to cast a spell counts as using the limb. The limb may not be used as a shield in other ways, such as to shield bash. This bonus stacks with the bonus from any actual shield the leechman may be using. For example, a leechman with a small shield would have a +5 shield bonus on any round it didn't use its other limbs (+2 for the small shield and +1 for each limb). Additionally, attacks and effects that would sever a leechman's hand or arm at or below the elbow have a 50% to fail.
Shield Proficiency (Ex) While not proficient with any armor, leechmen are proficient with shields (except tower shields).
Speak with Worms (Ex) A leechman can communicate telepathically with worms, leeches, slugs, and similar creatures (including swarms, giant, and intelligent ones) to a distance of 150 feet and control them. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.” Intelligent creatures may resist such commands with a DC 15 Will save DC. This save is Charisma based and includes a +2 racial bonus. Leechmen may use Handle Animal or Ride when necessary with such non-intelligent creatures, though any tasks or actions attempted still must be simple in concept).
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Living in swamps, marshes, and other wetland areas, shrax are primitive predators, competing with lizardfolk and other inhabitants in their environment, though sometimes trade or non-violent interaction can occur, usually they end in fighting (since most only speak and understand Aquan). Leechmen have a tribal structure, with a chieftain and a shaman. Hunting parties and warriors typically lay in ambush, patiently awaiting suitable prey, which is just about anything with blood. Their weaponry is usually similarly primitive, being bone, stone, or wood, but they are quick to pick up fallen weapons from foes, so metal weapons (though often rusty) are not unheard of.
Well-organized and experienced warriors tend to wield a reach weapon as well as a close range weapon (or keep a hand free to slam with in addition to their bite) to increase their effectiveness. Almost all will have a giant leech or two nearby when expecting or planning for a fight. Well-planned traps and ambushes will utilize and call nearby leech swarms to further hinder their prey. Some powerful shamans and leaders have bred or found giant leeches of exceptional size that are suitable for mounts (they will have ranks in Ride, in this case) and there are rare rumors of ones that have even been known to control Worms That Walk for short periods of time.

avr |

Who am I?: 1d765 ⇒ 404
No not page not found, that's a half-fiend minotaur. A large native outsider loaded with natural attacks (claw/claw/bite/gore), and with three dark and evil SLAs. With wings.
I think this is the Gravestone Gargoyle. A normal gargoyle that perched for too long atop a cursed tomb, perhaps in Osirion, soaking up the energies of undeath without ever crossing over that divide into death. It sees the contents of the tomb as its own and may even believe itself to be the person laid to rest there; it can always tell the direction and distance to that tomb and so is never lost.

Tacticslion |

Mark Hoover 330 wrote:[dice=Monster]d765
So 336 huh? That's a Djinn. What can we do here...
Want it! Want it bad!
... can... can we traaaaaaaaaaaaaaaaaaade???
(We don't have to trade. I'm just apparently exhibiting inexplicable avoidance behavior and/or running out of time - I can't tell which.)
I’m almost there, I’m almost done. Silly TL, always ballooning which should be a straightforward project into an ever end increasing mass of sprawl of a project, that takes way, way, way too long! Somebody should tell that guy to cut it out!