Misc Monsters

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Post by Kyle on Wed Oct 29, 2008 7:22 pm

Just figured I would post a bunch of the creatures I've made for no particular campaign setting in particular. If there's any you guys like we can put them into something or elaborate on them more.

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Post by Kyle on Wed Oct 29, 2008 7:22 pm

Recognize these little guys Aus?

Crowdrac
Tiny Dragon
Hit Dice: ¼d12-1
Initiative: +6
Speed: 10 ft. fly 60 ft. (good)
AC: 19 (+2 size, +6 Dex, +1 Natural)
Base Attack/Grapple +1/-10
Attack: peck +0
Full Attack: peck +0
Damage: peck 1d4-3
Face/Reach: 2½ ft. X 2½ ft./ 0 ft.
Special Attacks:
Special Qualities: Cold vulnerability, Dragon traits, Limited telepathy
Saves: +1 Fort, +8 Ref, +4 Will
Abilities: Str 4, Dex 22, Con 8, Int 4, Wis 16, Cha 14
Skills: Hide +19, Move Silently +8
Feats: Alertness
Climate/Terrain: Any, though they are most common in forests or wooded areas
Organization: solitary, (6-10) or
Challenge Rating: ¼
Treasure:
Alignment: Neutral
Advancement: 1-3 HD(Tiny)

The animal in front of you looks like a small Wyvern about the size of a Pigeon. It cocks its bird-like head to look at you and tenses to take flight. It makes a curious cheeping sound.

A Crowdrac is a small, dragon-like creature that is common all throughout the Reptile Lands and as far north as Lost Angles. They are similar to Wyverns in appearance, though they lack the stinger of the latter and have a beak-like mouth filled with small but sharp teeth. Their eyes are placed on the sides of their heads, which gives them a wide field of vision, and they possess a keen sense of hearing. Maybe the strangest thing about Crowdracs is their ability to read the surface thoughts of other creatures. This allows them to decide if a creature is a threat or not and allows them to communicate to some degree between themselves. Crowdracs are relatively common pets and are often appreciated where they are found, as they eat insects and small rodents and reptiles. They will flee from creatures that are bigger than them and seem hostile but can be attracted by mimicking their noises and offering glittering objects or food while thinking welcoming or calming thoughts. They have a high animal level of intelligence and are relatively easy to train, especially if training is started soon after they hatch. They are quite loyal creatures and can often interpret their master’s orders through mere thought if they are properly trained. Anyone who owns a Crowdrac must be careful however, as they are highly susceptible to cold temperatures and can be killed by sudden cold snaps or spending too long in a cold place. If a Crowdrac is warmed up by some means, such as holding them and breathing hot air on them or putting them into hot water, soon enough they will make a full recovery. Crowdracs mate for life and live in communal nests similar to some parrot species of Earth. They will lay a clutch of 2-5 eggs once every 5 years and they mature at 4 year of age. Crowdracs are very long lived for animals, sometimes reaching up to 100 years of age.


Combat:
A Crowdrac usually uses its ability to fly to flee combat as quickly as possible. The only time they will fight is in defence of their nests, and even then they will flee if they seem to be clearly outmatched.

Limited Telepathy: A Crowdrac can detect the surface thoughts of beings within 100 ft. and use this to determine whether or not a creature poses a threat. This ability also makes them natural familiars or animal companions. This is not a conscious ability and cannot be suppressed or focused to provide greater detail. The ability will only provide general information unless the target is thinking very hard about something or is focusing on it. They can be given mental commands if they are trained to receive them but they cannot send thoughts as a reply, though they may be trained to make a sound to show they have received a message.

Dragon Traits: A Crowdrac is immune to sleep and paralysis effects and has low-light vision and Darkvision out to 60 feet.

Cold Vulnerability: A Crowdrac is especially weak against cold. Whenever it takes damage from a cold attack or environmental damage it takes double damage and must make a Fortitude save DC (10+ the unmodified damage) or instantly drop to –1 hit points. If the Crowdrac is not warmed up and healed within 2 hours it will die.

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Post by Kyle on Wed Oct 29, 2008 7:24 pm

Lesser Brain Jigger
Tiny Vermin
Hit Dice: 1/2d8+1
Initiative: +2
Speed: 20 ft.
AC: 15 (+2 size, +2 Dex, +1 Natural)
Base Attack/Grapple +2/-8
Attack: bite +4 melee
Full Attack: bite +4 melee
Damage: bite 1 plus 1d4 Con
Face/Reach: 2 ½ ft. X 2 ½ ft./ 0 ft.
Special Attacks: Mental static, Constitution damage
Special Qualities: Create spawn, Vermin Qualities
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 3, Con 12, Dex 14, int --, Wis 14, Cha 12
Skills: Hide +14, Move Silently +6, Intimidate +3
Feats: none
Climate/Terrain: Any, but prefer rocky areas or forests
Organization: solitary or pod (1-3) or pack (1-2 lesser Brain Jiggers and 1 Brain Jigger)
Challenge Rating: 2
Treasure: see below
Alignment: Neutral
Advancement: 1-2 HD (Tiny)

A Lesser Brain Jigger is a large beetle, roughly a foot long. In general appearance it resembles a large, grayish scarab. The main differences are that the scarab’s mandibles have been replaced with a long needle-like proboscis and its back shell has a pattern of scours and lines that make it look like a human brain. The back also has some light pink mixed in with the general gray, only enhancing the brain-like appearance.
A Lesser Brain Jigger is in fact the second stage of the Brain Jigger life cycle. A brain Jigger hatches from its egg looking like a small, needle mouthed worm. In this stage it feeds on insects and other small animals. After roughly a year the Brain Jigger Pupates and emerges as a Lesser Brain Jigger. If it lives long enough the Lesser Brain Jigger will pupate twice more and emerge as a Brain Jigger and then, finally, as a King Brain Jigger. Adult and King Brain Jiggers are thankfully rare as not many specimens live long enough to fully mature, this, coupled with their low reproduction rate keeps Brain Jigger populations low.

Combat:

Lesser Brain Jiggers prefer to attack from ambush, using their Mental Static ability to paralyze a target and then biting from a hidden position. If they have any spawn they will have them attack to subdue their opponents, not kill them. Although Brain Jiggers are not intelligent they have a disturbing level of cunning and will use the environment to their advantage.

Constitution Damage: Although a Lesser Brain Jiggers bite does not, in itself, cause much damage it carries a far more insidious threat. A Lesser Brain Jiggers bite injects the wounded area with a necrotizing venom that kills the tissue around the bite. This causes 1d4 Constitution damage, with a Fortitude Save (DC 10+ creatures Hit Die + Creatures Con bonus) meaning half damage.



Create Spawn: Any creature killed by the Lesser Brain Jiggers Constitution damage attack rises as a zombie under its creators control after 1d4 hours. Casting Delay Poison stops this process from occurring for the duration of the spell. Casting Neutralize Poison stops the body from rising at all. A Brain Jigger can control a number of zombies equal to (it’s hit dice + Charisma Bonus +5) at a time.

Mental Static: A Lesser Brain jigger constantly emits a “buzz” of psychic energy. Any creature within 50 ft. of the creature must make a Will Save at the beginning of each round (DC 10+ creatures Hit Die + Creatures Wis bonus) or be paralyzed for 1d4 rounds. Any creature that is paralyzed must begin making saves again as soon as the paralysis wears off. Any creature that succeeds at the save cannot be affected by the same Lesser Brain Jiggers Mental Static for 1d4 minutes. After this time he must begin making saves again.

Treasure/Uses: Although a Lesser Brain Jigger itself does not carry any treasure there may be valuables scattered around from previous victims and the zombies it has created may carry items from their past life. Some groups that know of Lesser Brain Jiggers hunt them for their venom, which can be injected into a target. Any zombie that is created this way is under the control of its creator but only lasts 1d4 days before it falls apart. The back plates and ichor of a Lesser Brain Jigger can be as ink to scribe scrolls for spells dealing with paralysis, eliminating the XP cost. Lastly, the Lesser Brain Jiggers proboscis, properly cleaned, can be used as a hypodermic needle or for sewing. A live Lesser brain Jigger can sell for up to 200 gp to the right buyer, though owning or selling them is illegal in most places. Some areas offer bounties of up to 50 gp for a dead Lesser Brain Jigger.

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Post by Kyle on Wed Oct 29, 2008 7:25 pm

Mage Claw-also known as Enhanced Crawling Claw, Wizard’s Hand or Ring Claw.

A Mage Claw is an enhanced type of Crawling Claw that was created by a Necromancer and master ringsmith who had a problem with thieves. After his attempts at using skeletons and zombies failed he decided to protect his ring shop with Crawling Claws disguised as display pieces for rings. When even this failed he decided to try something new and unique. He attached magic rings to Crawling Claws and bound the rings to them while channeling the rings magic energy through the undead flesh, thereby strengthening it. He also found several interesting side-effects, not only could the Crawling Claw activate the rings power but the magic also increased the Claw’s cunning to human levels.

Creating a Mage Claw
“Mage Claw” is a template that can be applied to any Crawling Claw, hereby referred to as the “Base Claw” and any magic ring, hereby referred to as the “Base Ring.” The Base Claw’s type remains the same unless the Base Ring has a Caster Level of 10 or higher and has an elemental effect, in which case the Base Claw gains the elemental subtype of the Base Ring’s effect.

Hit Dice: The Base Claw’s Hit Dice remain the same but it gains a number of bonus hit points equal to the Base Ring’s Caster Level.

Speed: The Base Claw’s speed increases by 5 feet per round.

Defense: The Base Claw gains a Deflection bonus to its Defense equal to the Base Rings Caster Level.

Attacks: The Base Claw keeps its Claw attack.

Damage: The Claw attacks damage increases to 1D4.

Special Attacks: The Base Claw retains its Smite Fallen ability and gains the ability to use any powers of the Base Ring as if it was a Wizard of level equal to the Base Rings Caster Level.

Special Qualities: The Base Claw retains all of its special abilities and gains any abilities from the Base Ring. The Base Claws Spell Resistance is increased by the caster level of the Base Ring.

Saves: All of the Base Claws Base Saves are increased by 2.

Abilities: The Base Claws Wisdom is increased by 5 or raised to 10, whichever is higher.

Skills: The Base Claw gains the skills Spot, Listen and Search, all with 4 ranks.

Feats: The Base Claw gains the Alertness feat.

Climate/Terrain: Mage Claws are found wherever they are placed by their creators.

Organization: Mage Claws are usually made singly, but are often placed among other Crawling Claws or even other magical guardians due to their ability to cast spells.

Treasure: Once the Claw is killed the ring can be salvaged off it, other than that they carry no treasure. Mage Claws often guard something very valuable however.

Alignment: Any, determined by their creator.

Advancment: None

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Post by Kyle on Wed Oct 29, 2008 7:25 pm

Stormsnake
Medium Elemental (Air)
Hit Dice: 2d8+4
Initiative: +8
Speed: 30 ft. Fly 60 ft. (perfect)
AC: 16 (+4 Dex, +2 Natural)
Base Attack/Grapple +1/+3
Attack: Bite +3 melee
Full Attack: Bite +3 melee, Tail shock –2 melee touch
Damage: Bite 1D4+2 plus 1d4 electrical, Tail shock 1d4 electrical
Face/Reach: 5 ft. X 5 ft./ 5 ft.
Special Attacks: Electric arc
Special Qualities: Elemental traits, conductive travel, electric body
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Skills: Intimidate +2, Move Silently +6
Feats: Improved Initiative
Climate/Terrain: Places where major storms are common, urban areas
Organization: Solitary
Challenge Rating: 2
Treasure:
Alignment: Neutral
Advancement: 3-4 HD (Medium), 5 HD (Large)

Stormsnakes are a type of elemental being that feeds on electricity and are native to the Elemental Plane of Air. In their native environment they ride lightning across the plane, feeding as they move. When they are stranded on Earth it is hard for Stormsnakes to find the amount of electricity they need to survive. They often head towards areas where lightning storms are common and try to feed that way. Some have found another, easier and more readily available source of electricity. Some Stormsnakes have discovered that almost all human technology uses electricity in some form and this makes a ready source of food. Stormsnakes never come to Earth intentionally, they are usually either summoned or come to Earth during severe lightning storms when the border between our plane and the Elemental Plane of Air is thinnest. The fact that there is no easy way home and that it is much more difficult to acquire food makes most Stormsnakes very aggressive towards creatures that are native to this plane, especially humans. A Stormsnake looks like a six to seven foot long snake made out of shimmering blue electricity. They float effortlessly in the air and can move at quite high speeds. They are also able to travel through objects that are made of conductive material with no difficulty, as if it is not even there.
Stormsnakes speak Auran and some specimens may speak an Earth language as well.

Combat:
Stormsnakes usually begin combat by using their electric arc ability. They then move into range to hit as many opponents as possible with their attacks. If they feel they are in serious danger they use their conductive travel ability to escape or move to a more advantageous position. If the fight is obviously going against them and they cannot escape they will try to bargain their way to safety. If they are provided with a steady supply of food in the form of electricity and made to feel respected they can eventually become quite amiable to humans.

Electric Arc: A Stormsnake can release an arc of electricity every 1d4 rounds as a free action. The arc springs from the snake’s body and shoots towards the chosen target. The arc has a range of 40 ft. and deals 2d4 points of electrical damage. A Reflex Save (DC 15) is allowed for half damage.

Conductive Travel: A Stormsnake can transform into an electrical state and travel through conductive materials, like metal or water, as if they were air. They cannot travel through non-conductive materials or living beings in this way and cannot put only one part of their body in an object. This is an all or nothing effect.

Electric Body: Anyone who hits a Stormsnake with an unarmed or natural attack, or a melee attack with a metal weapon, while not protecting themselves (with insulated gloves, magic, etc.) takes 1d4 points of electrical damage. Any electrical attack that hits a Stormsnake heals the amount of damage it would usually deal and the Stormsnake gains any excess as temporary hit points.

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Post by ifer on Thu Oct 30, 2008 12:10 pm

Wasn't there already a topic for this?
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Post by Kyle on Thu Oct 30, 2008 11:41 pm

There's one for monsters for each campaign setting, but as far as I can see there isn't one for just general monsters.

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Post by ifer on Fri Oct 31, 2008 1:58 pm

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Post by Kyle on Sat Nov 01, 2008 1:13 am

Well that's kind of the opposite, that's creatures needing stats, this is creatures that have stats but have no campaign to call their own.

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