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Old 19th June 2007, 03:35 AM   #1 (permalink)
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JiCi Goblin Sharpshooter (Lvl 2)
Ben 10 races anyone ?

Here are the DND stats for several alien races in the cartoon Ben 10:

Petrosapien (Diamondhead)

• +2 str, +2 con, +2 wis
• Medium Monstrous Humanoid (earth)
• Speed 30 ft.
• Darkvision 60 ft.
• Natural armor +5
• DR equal to 1/- per 2 character levels (maximum DR 10/- at 20th level)
• Reactive spikes (ex): Any melee attack made against a petrosapien causes its body to protrude a sharp spike, dealing 1d6 points of damage to the attacker. Those using reach weapons and ranged weapons are safe from those spikes.
• Immunity to light (ex): Any spell with the light descriptor or light-based effects has no effect against a petrosapien. Furthermore, those kind of effects have a 2% chance per character level to be reflected back at the caster or creature.
• Crystal spikes (ex): A petrospien can grow spikes from its body to defend itself and retaliate against foes. As a move action, it can create armor spikes, spiked gauntlets or crystal bolts. Although it can possess all three at the same time, it must spend a move action to create each weapon, and may dismiss them a free action. The armor spikes and spiked gauntlets deal the same damage as a normal Medium creature, plus the petrosapien Strength modifier. The crystal bolts are treated as light crossbow bolts for the purpose of damage and range, but a petrosapien cannot create more than 2 crystal bolts per character level per day (maximum 40 bolts at 20th.level). However, it may fire them as quick as arrows, as much as its base attack bonus can permit.
• Regeneration 1: Sonic deals normal damage to a petrosapien
• Vulnerability to sonic
• Fragile frame (ex): The crystalline body of a petrosapien to vulnerable to hard impacts. Should a petrosapien take damage equal to more than 3 times its character level in a single physical blow, such as a melee attack, a fall or being rammed against a wall, a petrosapien take 4 points of Constitution damage.
• Favored class: Fighter
• LA:

Tetramand (Fourarms)

• +6 str, -2 dex, -4 cha
• Large Monstrous Humanoid
• Speed 20 ft.
• Low-light vision
• Natural armor +3
• Four arms: A tetramand possesses four muscular arms, allowing it to wield multiples weapons and objects. It also gains a +4 racial bonus to grapple checks.
• Shockwave: Once per day to 4 character levels, a tetramand can create a powerful shockwave by slamming its fists on the ground, as a 30-foot radius, or by clapping its hand together, as a 30-foot cone. Creatures caught in the areas take 1d6 points of non-lethal damage per character level. Unattended objects and structures take the same damage, but as lethal damage.
• +4 bonus to climb and jump checks.
• Favored class: Barbarian
• LA:

Ectonurite (Ghostfreak)

• -2 str, +2 dex, +4 cha
• Medium Aberration
• Darkvision 60 ft.
• Fly 30 ft. (perfect)
• Fear (ex): An ectonurite can alter its form to appear more terrifying. As a move action, anyone within a 30-foot cone must make a Will save (DC 10 + half the ectonurite’s character level + the ectonurite’s Charisma modifier) or by shaken as long as the ectonurite maintains that form. It can revert to its normal form a free action, and may use this ability at will.
• Invisibility (su): Once per day per its Charisma modifier (minimum 1), an ectonurite can become invisible, as the invisibility spell, with a caster level equal to its character level.
• Incorporeality (su): Once per day per its Charisma modifier (minimum 1), an ectonurite can become incorporeal, as the ghost form spell, with a caster level equal to its character level.
• Telekinesis (su): Once per minute, an ectonurite can remotely manipulate objects, as the telekinesis spell, with a caster level equal to its character level.
• Flight (Su): An ectonurite can fly as a supernatural ability. Should this ability be suppressed, he falls to the ground as the feather fall spell. It can resume and cease flight as a free action. However, while ground, it can move only at a speed of 5 feet.
• Vulnerability to sunlight (ex): An ectonurite becomes powerless when exposed to direct sunlight. He loses all of its abilities except flight, and take a -4 penalty to attack rolls, skills, ability checks and saves while exposed.
• Favored class: Psion
• LA:

Galvan (Grey Matter)

• -2 str, +4 dex, -2 con, +6 int
• Tiny Monstrous Humanoid
• Low-Light vision
• Speed 30 ft., climb 30 ft.
• Bite: A galvan can bite its opponent, dealing 1d4 points of damage plus its Strength modifier.
• Slimy skin (ex): A galvan receives a +10 racial bonus to escape grapples and to Escape Artist check.
• Smart (ex): A galvan receives a +1 racial bonus per character level to all Intelligence-based checks.
• +8 racial bonus to Climb check; can take 10 even if rushed or threatened
• Favored class: Wizard
• LA:

Pyronite (Heatblast)

• +2 str, +2 dex, -2 cha
• Medium Monstrous Humanoid (fire)
• Darkvision 60 ft.
• Speed 30 ft, fly 30 ft. (good)
• Fire blast (ex): As a standard action, once every 1d4 rounds, a pyronite can shoot a bolt of fire at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of fire per 2 character levels.
• Fiery touch (ex): Any melee attack delivered by a pyronite deals an additional 1d6 points of fire damage and may cause its foe to catch on fire. It may suppress and resume this ability at will as a free action.
• Control flame (ex): Once per day per constitution modifier (minimum 1), as a standard action, a pyronite can remotely control flames, as the control flames powers, with a manifester level equal to its character level.
• Flight (ex): A pyronite can fly using its flames. Should it take cold damage or targeted by water, its ability is suppressed for 1 minute.
• Vulnerability to cold
• Vulnerability to water: A pyronite can survive underwater for 1 minute per Constitution modifier. After that time, it takes 3d6 points of damage per round as long as it remains underwater. Furthermore, a pyronite takes 50% more damage from water spells and effects.
• Favored class: Ranger
• LA:

Pisccis Volann (Ripjaws)

• +4 dex, +4 con, -2 int, -2 cha
• Medium Monstrous Humanoid (aquatic)
• Darkvision 60 ft.
• Speed 20 ft., swim 60 ft.
• Claws and bite: A pisccis volann has sharp fangs and claws, allowing it to make 2 claw attacks, dealing 1d4 points of damage, and a bite attack, dealing 1d6 points of damage. The claws are considered primary weapons, while the bite is secondary.
• Water Dependent (Ex): A pisccis volann can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).
• Pressurized (ex): A pisccis volann does not take damage from water pressure.
• +8 racial bonus to Swim checks.
• Favored class: Ranger
• LA:

Lepidopterran (Stinkfly)

• +2 dex, +2 con
• Medium Monstrous Humanoid
• Darkvision 60 ft.
• Speed 30 ft., fly 60 ft (good)
• All-around vision: A lepidopterran’s four eyestalks allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A lepidopterran can’t be flanked.
• Claws and stinger: A lepidopterran can attack with the blades on its forearms and its stinger, dealing 1d6 points of damage for each weapon. The claws are considered primary weapons, while the stinger is secondary.
• Stench (ex): When a lepidopterran is angry or frightened, it secretes a gas-like chemical that nearly every form of animal life finds offensive. All living creatures (except lepidopterrans) within 30 feet of a troglodyte must succeed on a Fortitude save (DC 10 + half the lepidopterran’s character level + the lepidopterran’s constitution modifer) or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same lepidopterran’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
• Jelly orbs (ex): A lepidopterran can shoot a fist-sized ball of ooze as a ranged attack that can either paralyze or poison its victim. The target must make a Fortitude save (DC 10 + half the lepidopterran’s character level + the lepidopterran’s constitution modifer) or be paralyzed for 1d3 rounds plus the lepidopterran’s constitution modifier or poisoned (Initial /Secondary damage: 1d6 Str / 1d6 Str).
• Vulnerability to poison (ex): A lepidopterran takes a -4 penalty to saves against poison.
• Fragile wings (ex): A lepidoterran’s wings are light but fragile. A soaked lepidopterran must wait 1 minute before taking flight again.
• Favored class: Druid
• LA:

Mechomorph (Upgrade)

• +2 con, +4 int, +2wis
• Medium Construct (Living Construct, shapechanger)
• Speed 30 ft.
• Living Construct subtype and traits
• Natural armor +3
• Morphic body (ex): A mechomorph’s body is actually composed of nano-sized creatures, allowing it to alter its shape. This works like the polymorph spell, with a caster level equal to the mechomorph’s character level.
• Merge body (ex): A mechomorph can merge its nano body with any unattended object. This works like the animate objects spell, with a caster level equal to the mechomorph’s character level. Should the object get destroyed, the mechomorph reshape itself in an adjacent square.
• Protection from arrows (ex): Due to its composition, a mechomorph can easily dodge arrows and ranged attacks. Such attacks have a 20% miss chance against a mechomorph.
• Regeneration 1: acid and electricity deals normal damage to a mechomorph.
• Vulnerability to electricity
• Vulnerability to rust spells and effects
• Favored class: Artificer
• LA:

Vulpimancer (Wildmutt)

• +2 dex, +2 con, -2 int, -4 cha
• Medium Monstrous Humanoid
• Speed 20 ft. or 40 ft.
• Natural armor +4
• Blindsight (ex): A vulpimancer can use smell and hearing to ascertain all foes within 100 feet as a sighted creature would. If both of its senses are blocked, the vulpimancer is blind.
• Scent
• Claws and bite: A vulpimancer has sharp fangs and claws, allowing it to make 2 claw attacks, dealing 1d4 points of damage, and a bite attack, dealing 1d6 points of damage. The claws are considered primary weapons, while the bite is secondary.
• Gallop (ex): A vulpimancer can gallop on all four legs, doubling its land speed. It cannot use items or weapons while galloping. A vulpimancer may choose to remain on all four, gaining all the benefits of a quadruple creature.
• Weapon use (ex): As a swift action, a vulpimancer can stand upright and has two free hands to manipulate objects. Returning to quadruped posture is a swift action.
• +4 to Listen checks
• Favored class: Barbarian
• LA:

Kineceleran (XLR8)

• -2 str, +6 dex, -2 wis
• Medium Monstrous Humanoid
• Speed 100 ft.
• Darkvision 60 ft.
• Sprint (ex): Once per hour, a kineceleran can move ten times its normal speed (1,000 feet) when it makes a charge.
• Claws: A kineceleran has two pincer-like claws that can injure its foes. It can make 2 claw attacks, dealing 1d3 points of slashing damage.
• Water skim (ex): A kineceleran can charge or run across water or similar non-solid liquid without sinking. It must end its movement in firm ground, or else it falls into the water at the end of its action.
• Vulnerability to electricity
• -4 to Swim checks
• Favored class: Scout
• LA:

Loboan (Benwolf)

• +4 str, +4 con, -2 int, +2 cha
• Medium Monstrous Humanoid
• Speed 40 ft.
• Darkvision 60 ft.
• Claws and bite: A loboan has sharp fangs and claws, allowing it to make 2 claw attacks, dealing 1d4 points of damage, and a bite attack, dealing 1d6 points of damage. The claws are considered primary weapons, while the bite is secondary.
• Sonic howl (ex): Once every 1d4 rounds, a loboan can unleash a loud, ear-splitting howl as a 30-foot cone. The howl deals 1d6 points of sonic per 2 character levels.
• Colorblind (ex): A loboan takes a -4 racial penalty to Spot and Search checks related to colors. A loboan vision is entirely black and white.
• Favored class: druid
• LA:

Arburian Pelarota (Cannonbolt)

• +4 str, -4 dex, +2 con
• Large Monstrous Humanoid
• Speed 10 ft. or 50 ft in ball form
• Darkvision 60 ft.
• Natural armor +8
• Ball form (ex): An arburian pelarota can compress itself into a massive boulder, allowing it to roll at a greater speed. While in ball form, an arburian pelarota cannot use weapons and items, but it gains DR 5/- and the equivalent of light fortification. It can compress and unwind itself as a move action.
• Trample (ex): While in ball form, an arburian pelarota can roll over its foes, dealing 2d6 points of damage plus twice its Strength modifier. The save DC to evade this attack is equal to 10 + half the arburian pelarota’s character levels + the arburian pelarota’s Strength modifier.
• Favored class: Fighter
• LA:

Gourmand (Upchuck)

• -2 str, +2 dex, +2 con
• Small Monstrous Humanoid
• Speed 30 ft.
• Darkvision 60 ft.
• Tongues: A gourmand has 4 whip-like tongues its can use to slap its foes. Each tongue has a 10-foot reach and deals 1d4 points of damage plus an additional 1d4 points of acid damage. It can also attack adjacent opponents.
• Acid slime (ex): Any melee attack delivered by a gourmand deals an additional 1d4 points of acid damage. It may suppress and resume this ability at will as a free action.
• Acid breath (ex): Once per day per constitution modifier (minimum 1), a gourmand can expel a 30-foot long cone of corrosive gas from its stomach. The cone deals 1d6 points of acid damage per 2 character levels.
• Immunity to poison and disease.
• Favored class: Rogue
• LA:

Florauna (Wildvine)

• +4 con, -2 wis
• Medium Plant
• Speed 30 ft., climb 30 ft., burrow 15 ft.
• Low-light vision
• Claws and bite: A florauna has sharp fangs and claws, allowing it to make 2 claw attacks, dealing 1d4 points of damage, and a bite attack, dealing 1d6 points of damage. The claws are considered primary weapons, while the bite is secondary.
• Stretchable limbs (ex): Once every other round, as a swift action, a florauna can stretch its limbs, allowing it to attack foes at up to 10 feet, like a reach weapon. It can also attack adjacent opponents. It takes another swift action to retract the limbs and the florauna must wait 1 round before stretching again.
• Control Plants (su): Once per day per Charisma modifier (minimum 1), a florauna can manipulate plants, as the control plants spell, with a caster level equal to its character level.
• Vulnerability to cold
• Water dependent (ex): Like a normal plant, a florauna needs water to survive. It must consume twice the amount of water needed for a regular human or become fatigued.
• Sunlight dependent (ex): Like a normal plant, a florauna needs sunlight to survive. It must spend at least 2 hours par day bathed in sunlight or take 2 points of Constitution damage. This damage can only be healed by sunlight, at a rate of 1 points of Constitution per hour in sunlight.
• +8 racial bonus to Climb check; can take 10 even if rushed or threatened
• Favored class: Druid
• LA:

Splixson (Ditto)

• +4 dex, -2 str
• Small Monstrous Humanoid
• Speed 20 ft.
• Low-light vision
• Duplication (Ex): A splixson can create full-fledged copies of itself equal to 1 copy per character level as a standard action. Each copy shares the same number of hit points and the death of one copy reseults in the death of all copies and the original. All items carried by the original splixson are duplicated, but these become mundane versions of them if they were magic items. A splixson can recall all copies as a move-action and each copy flies back by the shortest and direct route possible. Should one duplicate be restrained, it remains separated until the splixson recalls it safely. If a duplicate gets afflicted by a poison, disease, curse or such, the original gets afflicted with such conditions when the duplicates are recalled.
• Bonus feat: swarmfighting
• +4 racial bonus to Climb, Hide, Jump and Move Silently check
• Favored class: Rogue
• LA:

As you can see, I've skipped the fluff text to emphasize on stats and I haven't written any LA, so I'm asking for your collaboration in order to finalize them.

What do you think ?

EDIT: changed the galvan's size from Small to Tiny
EDIT: Added Ditto's race
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Rule #2- If the DM is wrong, go to Rule #1
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Last edited by JiCi; 7th May 2008 at 03:29 AM..
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Old 16th April 2008, 09:34 PM   #2 (permalink)
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hmmm....interesting. i had heard this idea floating around for a while. one note though, gray matter looks to be tiny, not small.
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Old 18th April 2008, 02:31 AM   #3 (permalink)
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Yeah, I noticed that when I saw the show... yet I thought that post was long gone.

Fixed.
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Here are the three fundamental rules of D&D:

Rule #1- The DM is always right
Rule #2- If the DM is wrong, go to Rule #1
Rule #3- There is no such things as munchkins, just players who don't know how to read
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Old 25th April 2008, 02:37 AM   #4 (permalink)
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Dude thats an awesome Idea! You realize now we have about 10 more aliens as of this month thanks to Alien Force? Oh and Ripjaws' should be able to take 10 or 20 on Swim checks, not a measly +8. He does hail from a water planet after-all. Oh and Upchuck's, should be small, I mean what are they, ... 3 ft tall? I mean if anything switch Upchucks and Ditto's sizes.

Last edited by Don Ventresca; 26th April 2008 at 04:01 AM..
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Old 26th April 2008, 02:58 PM   #5 (permalink)
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Quote:
Originally Posted by Don Ventresca
Oh and Ripjaws' should be able to take 10 or 20 on Swim checks, not a measly +8. He does hail from a water planet after-all.
Its Swim speed includes the ability to take 10 on any Swim check (see MM, p.312).
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Old 26th April 2008, 05:28 PM   #6 (permalink)
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Quote:
Originally Posted by Darkness
Its Swim speed includes the ability to take 10 on any Swim check (see MM, p.312).
Oh... so are you interested in bringing this back to?
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Old 29th April 2008, 01:35 PM   #7 (permalink)
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Well, the "take 10 on swim checks" is always there when a creature has a swim speed, same with the climb with the "take 10"
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Here are the three fundamental rules of D&D:

Rule #1- The DM is always right
Rule #2- If the DM is wrong, go to Rule #1
Rule #3- There is no such things as munchkins, just players who don't know how to read
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Old 30th April 2008, 05:40 PM   #8 (permalink)
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Quote:
Originally Posted by JiCi
Well, the "take 10 on swim checks" is always there when a creature has a swim speed, same with the climb with the "take 10"
As I said previously, oh ...

A couple of criticisms about the wonderful work you've already completed,

1) Grey Matter can fit in a computer, he should at least be Tiny, or Fine. But I'm guessing creatures of that size aren't playable.

2) Ditto is about as big as Ben, Ben isn't small is he? I would guess he's 4ft some and thats not small, is it? I mean dwarves are 4ft right ... ?

3) Upchuck's are defiantly small, no question.

4) Shouldn;t Loboans get a special bite for having the four part mouth, I'm pretty sure it's never been done before but that would be wicked cool.

Last edited by Don Ventresca; 30th April 2008 at 05:52 PM..
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Old 7th May 2008, 03:31 AM   #9 (permalink)
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For now, I've changed Upchuck's size.

The Loboan already has a bite attack, unless there's something special about it.
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My rules
Here are the three fundamental rules of D&D:

Rule #1- The DM is always right
Rule #2- If the DM is wrong, go to Rule #1
Rule #3- There is no such things as munchkins, just players who don't know how to read
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Old 20th May 2008, 04:36 AM   #10 (permalink)
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(Sorry I've been gone)

Yes but its 4 pronged
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Old 2nd April 2009, 04:54 AM   #11 (permalink)
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So... has anyone thought to refine this any more?

How about progress on the Alien Force aliens?
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