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SporkMaster5000
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PostPosted: Sat Jun 12, 2010 5:27 am
So, I've been messing around with homebrew monsters, and I think the results are pretty spiffy. So, in a show of unrelenting ego, I'm making a thread to show them off. If anyone else wishes to display the fruits of their beast-makering, feel free to make this thread a guild bestiary, of sorts.

Or you can just tell me my monsters are bad and I should feel bad, that works too.

First, the Greater Draconic Otyugh that nearly killed the folks playing my Have Sword Will Travel Campaign. after the game, i'd probably turn the d8s into d6s, and the d10 bite into a d8 bite before I use it again. It'd also probably still be a fine solo if you removed the draconic template (no breath weapon, fly speed, or acid resistance). Finally, it was originally gonna be a lv3 monster, but that seemed a certain TPK after the surprise round so i toned him down. All that said, here's what I actually ran against them:
Quote:
Greater Draconic Otyugh___________Level 2 Solo Soldier
Large natural beast____________________________XP 625
Initiative +3 Senses Perception +9; darkvision
Otyugh Stench aura 1; living enemies in the aura take a –2 penalty
to attack rolls.
HP 168; Bloodied 84
AC 18; Fortitude 17, Reflex 11, Will 14
Immune disease; Resist 5 acid
Saving Throws +5
Speed 5, swim 5, fly 2 (clumsy)
Action Points 2
M Tentacle (minor 2/round; at-will)
Reach 3; +7 vs. AC; 1d8 + 4 damage, and the target is pulled 2
squares and grabbed (until escape).
m Diseased Bite (standard; at-will) ✦ Disease
+7 vs. AC; 1d10 + 4 damage, and the target contracts filth fever.
c Filth Frenzy (standard; at-will)
Close Burst 3; +7 vs. AC, automatically hits grabbed targets; 1d8 + 4 damage, and the otyugh slides the target 2 squares. The Otyugh cannot make a tentacle attack the turn it uses this power, and releases all
grabbed creatures. (See also, Bloodied Thrashing)
Tentacle Grab
The Otyugh can grab with up to two tentacles at a
time and automatically sustains its grabs. While grabbing an enemy, it can act normally,
but it can't use that tentacle for an attack.
c Breath Weapon (standard; encounter) ✦ Acid
Close Blast 4; +4 vs. Reflex; 2d8 + 5 acid damage
Bloodied Thrashing (While bloodied)
The Otyugh can make Tentacle attacks the same turn it uses Filth Frenzy
Spying Eye
An otyugh can hide beneath murky water or refuse, leaving only
its eyestalk exposed. While doing so, it gains a +10 bonus to
Stealth checks but is immobilized.
Alignment Unaligned Languages
Skills Stealth +6 (+16 while using spying eye)
Str 22 (+7) Dex 11 (+1) Wis 16 (+4)
Con 18 (+5) Int 1 (–6) Cha 5 (-2)


Second, inspired by the MM3 and a proto-campaign idea, the black arcanian. His level was pulled directly out of my butt, but since the others were spread across the paragon tier it seemed fair enough. Damage might be a little low, it's hard to eyeball, considering the one controller among the printed arcanians is pretty blaster-y.
Quote:
Black Arcanian__________________Level 15 Controller
Medium natural humanoid (undead)_____________XP 1200
HP 147; Bloodied 73___________________________Initiative +8
AC 29; Fortitude 26, Reflex 27, Will 24_________Perception +7
Speed 6
Standard Actions
M Necrotic touch (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +19 vs Reflex
Hit: 2d6 + 5 necrotic damage and the target takes a -2 penalty to attack rolls until the end of the
arcanian's next turn
R Crippling Ray (necrotic, implement) ✦ At-Will
Attack: Ranged 10 (one creature); +19 vs Fortitude
Hit: 1d10 + 6 necrotic damage and the target is weakened until the end of the arcanian's next turn
a Necrotic Miasma (necrotic, implement) ✦ Encounter
Attack: Area burst 2 within 5 squares (enemies in burst); +17 vs Fortitude
Hit: 1d10 + 6 damage and the target is dazed (save ends)
Triggered Actions
Tome of Animation ✦ Encounter
Trigger: An ally within 10 squares of the arcanian is reduced to 0 hit points.
Effect (Immediate interrupt): The triggering ally regains hit points equal to its bloodied value. It gains a +4 bonus to damage rolls until the end of the encounter.
Arcane Surge ✦ Encounter
Trigger: The arcanian hits an enemy with an implement attack.
Effect (Free Action): The attack deals maximum damage to the enemy
Skills Arcana +17

Str 10 (+7)      Dex 13 (+8)      Wis 11 (+7)

Con 19 (+11)      Int 21 (+12)      Cha 10 (+7)
Alignment chaotic evil        Languages Common
Equipment tome
 
PostPosted: Wed Jun 23, 2010 3:45 pm
Here's an alternate attempt at a black arcanian, that hopefully grabs more of the summoner wizard feel.

Quote:
Black Arcanian_________________Level 15 Elite Controller
Medium natural humanoid (undead)_____________XP 2400
HP 147; Bloodied 73___________________________Initiative +8
AC 29; Fortitude 26, Reflex 27, Will 24_________Perception +7
Speed 6
Standard Actions
M Necrotic touch (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +19 vs Reflex
Hit: 2d6 + 5 necrotic damage and the target takes a -2 penalty to attack rolls until the end of the
arcanian's next turn
R Crippling Ray (necrotic, implement) ✦ At-Will
Attack: Ranged 10 (one creature); +19 vs Fortitude
Hit: 1d10 + 6 necrotic damage and the target is weakened until the end of the arcanian's next turn
a Necrotic Miasma (necrotic, implement) ✦ Encounter
Attack: Area burst 2 within 5 squares (enemies in burst); +17 vs Fortitude
Hit: 1d10 + 6 damage and the target is dazed (save ends)
Minor Actions
r Tome of Animation ✦ Recharge 4, 5, 6
Effect: Ranged 10; The arcanian summons a black wretch in a square within range. It acts immediately after the arcanian.
Triggered Actions
Arcane Surge ✦ Encounter
Trigger: The arcanian hits an enemy with an implement attack.
Effect (Free Action): The attack deals maximum damage to the enemy
Skills Arcana +17

Str 10 (+7)      Dex 13 (+8)      Wis 11 (+7)

Con 19 (+11)      Int 21 (+12)      Cha 10 (+7)
Alignment chaotic evil        Languages Common
Equipment tome


Quote:
Black Wretch_____________________Level 15 Minion Brute
Medium elemental humanoid (undead)_____________XP 300
HP 1; a missed attack never damage a minion______Initiative +9
AC 27; Fortitude 27, Reflex 26, Will 24___________Perception +7
Speed 6
Standard Actions
M Necrotic slam (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +18 vs Reflex
Hit: 12 necrotic damage and the target takes a -2 penalty to all defenses until the end of the wretch's next turn.
Skills Arcana +17

Str 19 (+11) Dex 15 (+9) Wis 10 (+7)

Con 19 (+11) Int 6 (+5) Cha 10 (+7)
Alignment chaotic evil Languages -
 

SporkMaster5000
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Rain Yupa
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PostPosted: Wed Jun 23, 2010 4:50 pm
I haven't had much opportunity to make monsters from scratch. Most of mine are by-the-book modifications (such as Garland in FF4e, which was a Human Guard, turned elite, added the Fighter template to make Solo, and had his weapon and gear swapped for longsword, heavy shield, and full plate).

I have quite a few creative ideas for the future of BNW, if we can just get off the friggin' mountain.

I am kinda eager to create something from scratch, but I'm waiting for the right inspiration. I want it to be that special something that tries to eat off all your faces.

Maybe in Merc Work......  
PostPosted: Wed Jun 23, 2010 6:53 pm
Rain Yupa
I haven't had much opportunity to make monsters from scratch. Most of mine are by-the-book modifications (such as Garland in FF4e, which was a Human Guard, turned elite, added the Fighter template to make Solo, and had his weapon and gear swapped for longsword, heavy shield, and full plate).

I have quite a few creative ideas for the future of BNW, if we can just get off the friggin' mountain.

I am kinda eager to create something from scratch, but I'm waiting for the right inspiration. I want it to be that special something that tries to eat off all your faces.

Maybe in Merc Work......
I made a draconic crocodile I was originally gonna use before I realized an otyugh in the sewer was cooler than a crocodile in the sewer. I made that by just adding the draconic template to make an elite and then adding an immediate reaction from one of the true dragons to get it closer to a solo's action economy. I don't think it ended up quite up to par with a real solo though. most templates don't really let monsters live up to being elite as far as attacks and damage are concerned.  

SporkMaster5000
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Rain Yupa
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PostPosted: Fri Jun 25, 2010 6:24 pm
Inspired by this, I've created a monster, JUST for this thread. And possibly God Hunters.

Quote:
Catnarok
Level 33 Solo Artillery

Huge Immortal Magical Beast
XP 155,000

--------------------------------------------------------
Initiative +25
Senses Perception +29; Low-light Vision, Tremorsense 20

HP 1184; Bloodied 592
AC 45; Fortitude 41, Reflex 42, Will 44
Speed 0, burrow 8
Immune Fear
Saving Throws +5; Action Points 2
--------------------------------------------------------
TRAITS
Feline Apathy
  • Catnarok is not subject to forced movement, nor can Catnarok ever be teleported.

--------------------------------------------------------
STANDARD ACTIONS
(M) Om Nom Nom
  • Attack: Melee 1 (One creature); +38 vs AC
  • Hit: 2d8 + 8 damage (4d12 + 24 damage on a crit).

A Focused Eye Blast (force, fire, zone)
  • Attack: Area Burst 1 within 20 (creatures in burst); +36 vs Reflex
  • Hit: 3d6 + 10 force and fire damage.
  • Effect: The burst creates a zone of fire that lasts until the end of the encounter. Any creatures that start their turn within the zone takes ongoing 10 fire damage (save ends).

C Laser Strafe (force, radiant)
  • Attack: Close burst 10 (1 to 3 creatures in burst); +36 vs Reflex
  • Hit: 3d6 + 10 force and radiant damage.

A Disruption Beam (force, radiant) * Recharge 5+
  • Attack: Area burst 1 within 20 (creatures in burst); +36 vs Reflex.
  • Hit: 3d6 + 10 force and radiant damage, and the target is unable to sustain any powers (save ends).
  • Effect: Any enemy conjurations or zones in the area are immediately removed.

C Bee Yowl (poison) * Recharge 5+
  • Attack: Close burst 10 (one creature in burst); +38 vs Will.
  • Hit: The target takes ongoing 15 poison damage and is restrained (save ends both).
  • First successful save: The target takes ongoing 10 poison damage and is immobilized (save ends both).
  • Second successful save: The target takes ongoing 5 poison damage and is slowed (save ends both).

C Cataclysm (force, fire, radiant) * Recharge when first bloodied.
  • Attack: Close Burst 10 (creatures in burst); +36 vs Fort.
  • Hit: 6d12 + 10 force, fire, and radiant damage, and the target is blinded (save ends).
  • Effect: Catnarok is stunned (save ends). If any actions were taken besides Cataclysm, then Catnarok may not save until the following round.

--------------------------------------------------------
MINOR ACTIONS
Yarn of Creation (Summoning) * Recharge 5+
  • Effect: Catnarok summons a Catnarok Treat within 10 squares, acts on Catnarok's initiative, and uses the following stats:

Quote:
Catnarok Treat
Level 33 Minion Artillery

Medium natural animate (construct)
XP 0

---------------------------------------------
Initiative -
Senses Perception +24; Low-light Vision

HP 1; a missed attack never damages a minion.
AC 42; Fortitude 42, Reflex 41, Will 41
Speed 0
---------------------------------------------
STANDARD ACTIONS
(R) Doomsday Dakka (force)
  • Attack: Ranged 10 (one creature); +38 vs AC.
  • Hit: 15 force damage.

---------------------------------------------
Str 20 (+21)
Dex 26 (+24)
Wis 20 (+21)

Con 28 (+25)
Int 4 (+13)
Cha 26 (+24)

Alignment chaotic evil
Languages -

C Yarn of Ensnarement * Recharge 5+
  • Attack: Close burst 20 (one creature in burst); +38 vs Will.
  • Hit: The target is restrained (save ends).
  • Each failed save: The target is helpless until the end of their next turn and is pulled 5 squares. The target cannot be targeted by any force powers Catnarok can use during this duration. Catnarok cannot use Yarn of Ensnarement until this condition is saved against. Once the condition is saved against, the target falls, taking 1d10 falling damage and is prone.

R Focused Paw Blast (force, fire) * Recharge 5+
  • Attack: Ranged 20 (one creature); +38 vs Reflex.
  • Hit: 3d6 + 10 force and fire damage.

C Cat Call (conjuration) * Recharge 5+
  • Attack: Close burst 20 (one creature in burst that has cover or concealment to Catnarok); +38 vs AC, ignoring the penalty for cover or concealment.
  • Hit:4d12 + 10 damage.

--------------------------------------------------------
TRIGGERED ACTIONS
Tacgnol's Final Word
  • Trigger: When Catnarok is reduced to 0 hit points.
  • Effect (immediate reaction): Catnarok recharges and uses Cataclysm before dying.

--------------------------------------------------------
Skills Acrobatics +30, Athletics +29, Endurance +28, Stealth +30
Str 26 (+24)
Dex 28 (+25)
Wis 26 (+24)

Con 24 (+23)
Int 5 (+13)
Cha 32 (+27)

Alignment chaotic evil
Languages -
 
PostPosted: Sat Jun 26, 2010 4:30 am
My god that's horrifying.

3x Cataclysm is scary.  

Psychofish

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