Showing posts with label Beasts. Show all posts
Showing posts with label Beasts. Show all posts

Saturday, September 12, 2020

Monster: Water Beast

Water Beast

No. Enc.: 1 (1)

Alignment: Neutral Evil

Movement: 60’ (20’)

Swim: 180’ (60’)

Armor Class: 4/2/0

Hit Dice: 4/6/8

Attacks: See Below

Damage: 1d6/2d6/3d6

Save: F4/F6/F8

Morale: 8

Hoard Class: None

XP: 250/820/1560


Water Beasts also called Wave Monsters are water elementals that are trapped on the prime material plane. Their bodies are comprised of water and resemble finned reptiles with long necks and fanged mouths. They are malicious and enraged by their exile on the prime material plane. They sometimes serve sorcerers in hopes that at the end of their service they will be returned to the elemental plane of water. They are often found lurking in areas of dangerous currents and powerful waves which they use to conceal their presence. 

A favorite tactic of water beasts to pull victims from the shore or from boats. The victim must make an ability check verse DEX or be pulled into the water. In combat water beast will try to batter foes with waves of water. Additional once every other round they can on a successful roll to hit engulf a foe drowning them. The victim must make an ability check verse STR or CON to hold their breath. If they fail they have a 90% chance of drowning. Water Beasts may not be further than 50’ from a source of water. If separated from a body of water they will evaporate and die in 1 hour.

Monster: Sea Mimic

Sea Mimic

No. Enc.: 1 (1)

Alignment: Neutral

Movement: 120’ (40’)

Swim: 120’ (40’)

Armor Class: 9

Hit Dice: 1-5

Attacks: 1 (weapon)

Damage: 1d6 or by weapon type

Save: F3

Morale: 7

Hoard Class: X

XP: 16-500


Sea Mimics are able to take on the form of any aquatic animal. The aquatic animal they mimic must be of a creature with a number of HD equal to the sea mimic or fewer. They take on the physical abilities, attacks, and damage but retain their intelligence. They can maintain this form indefinitely. It is not uncommon for sea mimics to maintain an aquatic animal form for years. In its natural form they look like beautiful perfectly proportioned humans. 

They are intrigued by human societies and join them for a time until an intense yearning compiles them to return to the sea. Sea Mimics are able to mate with humans. The offspring of mimics and humans must enter the sea within one hour of birth or loose the ability to mimic sea animals. Those that do not are forever locked in their human forms. 

Sea Mimics live for 100 years and spend most of their lives in the sea in the form of one animal or another. They can speak common, the language of water elementals, and can communicate with all sea animals. 

Wednesday, January 1, 2020

New Monster: Red Agate Golem

Red Agate Golem
No. Enc.: 1(1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 5
Attacks 3 (2 claws, bite)
Damage: 1d6/1d6/1d8
Save: F5
Morale: 12
Horde Class: None

These large golems are formed of red agate and may appear as standalone statues or part of a bas-relief. 
They have the bodies of reptiles with long snake-like necks and forked tongues. Their forepaws are those of a lion and the hind legs are that of an eagle.
These golems have a breath attack that affects a 10’ cubed area in front of the golem. Creatures must save verse breath attack or fall a sleep for 5d4 turns. Slapping or wounding a victim will awake the affected creature. Normal noice does not rouse a victim.
These automatons have the same immunities as other golems. 


Sunday, October 23, 2011

Wednesday, July 1, 2009

BEASTS

In keeping with my Lankhmar theme the next few articals will be related to Fritz Leiber's Lankhmar setting. Campigne Concepts


Magical Constructs


Taking a cue from Fritz Leiber's "Jewels in the Forest"

Monday, April 27, 2009

Friday, March 13, 2009

BEASTS!


So I stumbles across an old TV cartoon. I'll let you deduce which one... This inspired me to create a beast based on it. So two themes clashed together. Oozes and friendly cute monsters.

Glop
CLIMATE/TERRAIN: Subterranean or Any Surface land
FREQUENCY: Very Rare
ORGANIZATION: Solitary or pair
ACTIVITY CYCLE: Always
DIET: Omnivore
INTELLIGENCE: Low (7)
TREASURE: nil
ALIGNMENT: Chaotic Good
NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVEMENT: 12"
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: 1/2 damage from blunt weapons, immune to energy attacks.
MAGIC RESISTANCE: 50%
SIZE: M (5') -L (7')
MORALE: Steady (12)
XP VALUE: 200

The Glop is bronze colored amoeba with two eye-spots and a mouth orifice. It speaks its own simple language and understands common.

Combat: The glop strikes like a snake slamming the target and causing 2d4 damage.

Habitat/Society: Their society composes of a parent and a offspring. They typically shun others other own kind outside of the parent and offspring bond. The offspring reaches adulthood within 5 years and leaves the parent. The adult then reproduces again. Some Glop about 25% have a strange habit of imprinting on other creatures and forming a proto-family unit with the creatures. They will act to defend and protect them. In this case both the parent and the offspring stay together.

Ecology: A Glop is a proto-plastic creature distantly related to the oozes. They reproduce by division once every five years. It is normally solitary but my be found with its own divided offspring.

Thursday, March 12, 2009

MY TOP TEN D&D MONSTERS

OK, Everyone is doing it and so why can't I.

10. Berbalang - (FF) - These creepy fiends is into meditation and astral projection. It also engages in bizarre and complex courtship and mating rituals with other berbalangs.
9. Kampfult - (MMII) - These grumpy tree creatures are known as 'sinewy mugger' by their friends. They enjoy lurking in forest and dungeons and attacking many foes at once.
8. Drider - (MMII) - These creatures are a cross between a spider and a dark elf. They are pushed by the spider queen and are are bitter, fearsome and cruel. Plus they like bows and arrows. The arrows are coated with spider venom by the way.
7. Flump - (FF) - These little flying discs with protruding eyes and tiny tentacles are goodie two shoes. They are too cute or ugly to kill and have a habit of squirting foul smelling liquid.
6. Lurker Above - (MM) - These carnivorous creatures hang out in subterranean chambers aka dungeons. They pretend to be part of the ceiling and drop on a foe and smother them. They have many cousins like the Lurker Below, Lurker Beside and Lurker Beyond.
5. Peryton - (MM) - These creatures have the body of a eagle and the head of a buck deer. They like feeding on human hearts with they need for reproduction purposes. They also cast a shadow in the shape of a man.
4. Crypt Thing -(FF) - This urbane and sedentary skeletal undead guard tombs the world over and enjoy chatting with visitors briefly then teleporting them in random directions and distances.
3. Dire Corby -(FF) - These jet black subterranean bipedal avians enjoy chanting 'Doom! Doom! Doom!" They are fond of warring with giant bats as well.
2. Penanggalan - (FF) - These cunning undead look like living humans. They eat and sleep as well. But at night their heads fly off to feast upon the flesh of the unwary. Organs and tissues trail out of the neck as they fly about. They enjoy deceiving people and gaining their trust then revealing themselves.
1. Disenchanter - (FF) - These sneaky spindly dromedary-like animals have a long flexible snout which they enjoy draining enchantments from magic items. Plus they shimmer and their coats are electric blue and translucent too.

Totals: FF - 6, MM - 2, MMII - 2

Sunday, February 15, 2009

Beasts! (Clockwork Beasts!)

Clockwork Creature (Template)
*Note - Defaulted to 3rd ed.

The clockwork creature is a construct made of gears, wires and springs. It is main composed of metal but other materials can be used as well. It is constructed to appear and act as the base creature it was modeled after. They may be crafted from rare materials such as gems and precious metals.

Creating a Clockwork Creature
The Clockwork is a template that can be added to any creature except elemental, ooze and undead (referred to hereafter as the "base creature").
Hit Dice: Changed the Hit Dice from that of the base creature to 10-sided Hit Dice. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size: Fine (0), Diminutive (0), Tiny (0), Small (10), Medium (20), Large (30), Huge (40), Gargantuan (60), Colossal (80).
Speed: As the base creature. They retain all modes of movement as the base creature.
AC: Natural armor changes to a number based on the clockworks creature’s size: Tiny: 1, Small: 3, Medium: 6, Large: 9, Huge: 12, Gargantuan: 15, Colossal: 18
Special Attacks: The clockwork creatures loses all special attacks once possessed by the base creature.

Alarm (Ex): The clockwork creature can be set to issue a loud ringing sound when it is roused from passive mode. This functions as the Alarm spell cast at 10th level wizard. The audible alarm is centered on the clockwork creature. The audible alarm lasts for 1d8 rounds. The audible alarm is so loud spell casters must make a concentration check DC 20 to cast a spell. Failure means that the noise prevented them from being able to cast the spell and it was botched. If there is a wind-up key then the key holder may get a mental alarm as per the spell.
Cacophony (Ex): Clockwork creatures of Medium size or greater can generate a dreadful cacophony. First or second round of combat- the sound of a loud bell rings. It fills a area of 30 ft. cone directly in front of the clockwork creature and is instantaneous, and can be used as a free action every 1d4+1 rounds. The victim takes 1d8 points of sonic damage and must make a will save DC 15 to avoid being stunned for one round. A stunned victim can’t act and loses any dexterity bonus to AC. Attackers gain a +2 bonuses to attack it.
Special Qualities: Construct, magic immunity.

Self-winding (Ex): About 50% of clockwork creatures have the ability to wind-up themselves and does not need an out side agent to do this. They can stay in active mode indefinably. They will follow the last orders that where given them by their creator. If their creator orders the clockwork to follow another’s orders then the clockwork creature will follow the new masters orders until ordered otherwise by the new master.

Wind-up (EX): About 50% of clockwork creatures are wound with a key and don’t have the ability to self-wind. Commonly they are found wound and will become active upon command of the key holder or if conditions meet the instructions given to them. Until activated they remain motionless in passive mode. They stay wound for 1d20 rounds + 1 round per hit die while in active mode. If wound down the become motionless. The user of the control key allows the user to issue simple commands to the clockwork creature. The clock work creature will only follow the orders of the key holders.

Tick-tock (Ex): The clockwork creature make a audible ticking noise. They are at a -5 to all move silently check due to this.

Rust Vulnerability (Ex): A clockwork creature is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Saves: Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Abilities: The new clockwork's Strength increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 11, and its Charisma decreases to 1.
Skills: The clockwork creatures loses all skills once possessed by the base creature.
Feats: The clockwork creatures loses all feats once possessed by the base creature.
Climate/Terrain: Any land and underground except cold.
Organization: Solitary or Gang (2-4)
Challenge Rating: Same as the base creature +1.
Treasure: None.
Alignment: Always neutral

Sample Clockwork Creature
Key-Wound Clockwork Chimera
Large Construct
HD 9d10+30 (hp 75)
Init +1 (Dex)
Spd 30 ft., fly 50 ft.(poor)
AC 20 (+1 dex., -1 size, +9 natural), touch 19, flat-footed 19;
Attacks: Bite + 12 melee, bite +10, butt + 10 melee, 2 claws +10 melee
Damage: Bite 2d6+5, bite 1d8+5, butt 1d8+5, claws 1d6+5
Face/Reach: 5 ft. by 10 ft./5 ft;
SA: As per clockwork creature template.
SQ: As per clockwork creature template.
SV: Fort +6, Ref +7, Will +3
Str 21, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: nil.
Feats: Multiattack
Climate/Terrain: Any land and underground except cold
Organization: Solitary or Gang (2-4)
Challenge Rating: 8
Treasure: None.
Alignment: Neutral
Advancement: Same as the base creature.
Note: This clockwork chimera is will stay wound for 18 rounds. It still has its key on it’s back.

Beasts!

Birds of Aeustras
*default to 3rd ed.

Awakened, Tiny Animal
Hit Dice: 3d8(12 h.p.)
Initiative: +6 (+2 dex,+4 improved initiative)
Speed: 10ft,fly 40ft(average)
AC: 14(+2 size, +2dex, +0 natural)
Attacks: Beak +2 melee (base attack bonus +2, +2 weapon finesse beak )
Damage: Beak 1d3-4
Face: 2 1/2ft X 2ft ½ / 0 ft
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort:1 (+0) Will:4 (+4) Ref:5 (+2)
Abilities: Str:3 (-4) Dex:15 (+2) Con:10 (+0) Int:18 (+4) Wis:14 (+2) Chr:14 (+2)
Skills: Bluff +3 (1 rank, +2 cha), Gather info +3 (1 rank, +2 cha), Innuendo +3 (1 rank, +2 wis), Listen +6 (4 rank, +2 wis), Sense motive +3 (1 rank, +2 wis), Spot +6 (4 rank, +2 wis), Know (all skills) +6 (2 rank, +4 int), Search +5 (1 rank, +4 int)
Feats: weapon finesse (Beak), improved intuitive (+4)
Climate: any forest, hill, plains, and mountains
Organization: Solitary, pair(2), Covey (3-5), Nest (5-20)
CR: 2
Treasure: None
Alignment: Chaotic Neutral
Advancement: -

The Birds of Aeustras are intelligent talking medium-sized mostly insectivorous or omnivorous birds. The male is usually red, and the females are either similar to the male or dark red. Are about 2 feet long and have wingspans about 4 feet. They normally that inhabit temperate and cold forests of the North.
They have brighter red patches found on the shoulders and sometimes the head. Their glossy feathers reflect strongly in daylight. The plumage is peppered with small dark spots. Their beaks and claws are dark red to almost black.
The Birds of Aeustras where once common thrush like birds. Through the druidic magic of the treant Aeustras he awakened their intelligence and new purpose. They once serve as the treants eyes and ears. After the treant Aeustras was slain they often adopt a new patron and gather info for them or just gossip with any one that happens to pass by. They do this out of a need for a greater purpose. Once in their life they migrate to the fallen treant Aeustras’s body to pay homage.
COMBAT
The Birds of Aeustras use their long sharp beak to peck at foes. If one is wounded they others swarm in and attack in force.
They speak Common and Sylvan.

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