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  1. #11
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    Quote Originally Posted by Dog Moon
    Is there a limit to the number of entries a person can have? And no, I probably won't have more than 1-2, but I'm just curious since it appears that others have created numerous epic monsters previously.
    U_K already thought of that.

    Quote Originally Posted by Upper_Krust
    ENTER as many times as you want, each entry will be judged on its own merits.

  2. #12
    Quote Originally Posted by Alzrius
    Some pretty cool monsters there Ragnarok, but I notice that you make quite a few references to PI. Names like Darkness Given Hunger, Malcanthet, Imix, Zaaman-Rul, Abysm, and others are all property of WotC.

    I notice that most of these are unique individuals, also. I think we're supposed to be designing generic epic monsters (though unique examples of such are probably okay).
    oh darn, back to the drawing board then.

  3. #13
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    Quote Originally Posted by Alzrius
    U_K already thought of that.
    Ah, missed that line. Read the entire thing twice, but apparently I missed that line twice. Darned sentence having a huge Hide bonus due to size.

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    Hey guys!

    Unique monsters are okay, although (as mentioned by Alzrius) product identity is not and you do have a lot of references RAGNAROKISCOMING2007 to WotC Product Identity in your entries...which I assume were all created prior to my competition announcement...unless you are a very fast typer.

    That said, most of it should be relatively easy to edit (no need to repost them - just edit the existing posts). For example instead of referencing Juiblex you could simply say the the monster was created by the Demon Lord of Slime (or something like that).

    Sea Mother: needs some changes, Demogorgon mentioned, and I think Ixitxachitl are Product Identity also. For the moment (until changed - disallowed)

    Marut: I'm also going to allow the Marut, even though there are Maruts in the 3.5 Monster Manual, simply because I like your version better and I think its closer to the myths.

    Sultan of Efreeti: Hot Stuff.

    Awar: I like it.

    En'ran: Needs Malcanthet references changed, though Queen of Succubi would suffice I suppose (until changed - disallowed)

    Darkness Given Hunger: Loads of Juiblex references (until changed - disallowed)

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    Difficult, but possible. My primary problem is that nearly all of my Epic monsters have used at least some of my home campaign's house rules, which are fairly extensive and include not just many new spells and psionic powers, but also new energy types, new monster subtypes and even a new monster type, new classes (both core and prestige)- I could go on.

    But I'll open this up by asking, might my Firmament Dragon (recently reposted in the Epic Bestiary thread) count for an entry? I can edit in a link here, or even crosspost in this thread if desired (I didn't want to take up that much space unnecessarily).

    Of course, this is not to say I can't come up with new ideas- or indeed, that I don't have new ideas already that haven't yet been fully developed. Just wondering about using the Big One as an opener.

  6. #16
    Not that I pretend to understand a lot about this, but shouldn't something epic with a Smite ability have more than 18 CHA?

  7. #17
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    Hi paradox42matey!

    Quote Originally Posted by paradox42
    Difficult, but possible. My primary problem is that nearly all of my Epic monsters have used at least some of my home campaign's house rules, which are fairly extensive and include not just many new spells and psionic powers, but also new energy types, new monster subtypes and even a new monster type, new classes (both core and prestige)- I could go on.
    Well I'll leave it up to you to determine if you want to convert any to a more mainstream audience for the competition.

    I think a new class or prestige class is pushing things too far. But certainly a new spell or psionic power, or a new magic item special ability is perfectly acceptable as part of the entry.

    Use the IH-Bestiary as a rough guide.

    But I'll open this up by asking, might my Firmament Dragon (recently reposted in the Epic Bestiary thread) count for an entry? I can edit in a link here, or even crosspost in this thread if desired (I didn't want to take up that much space unnecessarily).

    Of course, this is not to say I can't come up with new ideas- or indeed, that I don't have new ideas already that haven't yet been fully developed. Just wondering about using the Big One as an opener.
    Sure, that would be cool.

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    Hey there!

    Quote Originally Posted by Omeganian
    Not that I pretend to understand a lot about this, but shouldn't something epic with a Smite ability have more than 18 CHA?
    As a rule of thumb I always make sure ability scores that affect the DCs of special abilities are always in the range of about 10 + 1/2 the monsters Hit Dice.

    In the case of the Sea Mother you'd be looking for something akin to Charisma 33.

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    New Super-dragon (part 1)

    The Firmament Dragon was not by any means the only idea I had for an IH-style super-dragon; in the Epic Bestiary thread I suggested several. Firmanent (based on "Brane") was just the first one I came up with enough concrete ideas for to make an actual monster. Now, that is no longer true: below, I give you the

    Starshadow Dragon
    Dark Matter Dragon


    Dragon (Extraplanar, Incorporeal)
    Environment: Any (usually deep space)
    Organization: Solitary
    Challenge Rating: (following the convention in the Epic Bestiary) Wyrmling 68; Very Young 80; Young 92; Juvenile 104; Young Adult 116;
    Adult 128; Mature Adult 140; Old 152; Very Old 164; Ancient 176; Wyrm 188; Great Wyrm 200
    Treasure: None
    Alignment: Always Neutral
    Advancement: Wyrmling 69-79 HD (Titanic); Very Young 81-91 HD (Titanic); Young 93-103 HD (Titanic); Juvenile 105-115 HD (Titanic); Young Adult 117-127 HD (Titanic); Adult 129-139 HD (Macro-Fine); Mature Adult 141-151 HD (Macro-Fine); Old 153-163 HD (Macro-Fine); Very Old 165-175 HD (Macro-Fine); Ancient 177-187 HD (Macro-Fine); Wyrm 189-199 HD (Macro-Fine); Great Wyrm 201-211 HD (Macro-Fine); Great-Great Wyrm 212-223 HD (Macro-Fine)
    Level Adjustment: Wyrmling +34; Very Young +40; Young +46; Juvenile +52; Young Adult +58; Adult +64; Mature Adult +70; Old +76; Very Old +82; Ancient +88; Wyrm +94; Great Wyrm +100

    (normally not visible at all- but assuming the characters can see it, ...) At first just an apparent distortion in the void before you, the creature gradually becomes discernible as an enormous draconic shape, with five slender heads topping sinuous necks rising from the serpentine body. Barely distinguishable from the sky behind it, its translucent scales seem to impart a sense of iridescently shimmering color to the space it occupies without truly doing so in terms of the light reaching your eyes [the particular color depends on the dragon's age, see below]. Its wings, somehow seeming to encompass the whole sky, fade into filmy nothingness towards their edges, as though they are even less real than the dragon's body itself. Although more a perception than a reality, the creature nevertheless returns your stare, leveling a gaze of astonishing shrewdness and calculation at you with one head even as the others continue to look elsewhere.

    Code:
    Starshadow Dragons By Age
    Age Size Hit Dice (hit points) AC Base Attack/Grapple Attack Fort Save Ref Save Will Save Breath Weapon DC Over. Pres. DC
    Wyrmling T 68d100+1020 (7,820 hp) 94 (-16 size, +16 circumstance, +17 deflection, +67 insight) Touch 94, Flat-Footed 27 +68/- (+129) +68 (+93) +67 +52 +69 75 77
    Very Young T 80d100+1360 (9,360 hp) 112 (-16 size, +20 circumstance, +19 deflection, +79 insight) Touch 112, Flat-Footed 33 +80/- (+146) +84 (+110) +79 +65 +81 87 89
    Young T 92d100+1748 (10,948 hp) 130 (-16 size, +24 circumstance, +21 deflection, +91 insight) Touch 130, Flat-Footed 39 +92/- (+163) +100 (+127) +91 +78 +93 99 101
    Juvenile T 104d100+2184 (12,584 hp) 148 (-16 size, +28 circumstance, +23 deflection, +103 insight) Touch 148, Flat-Footed 45 +104/- (+180) +116 (+144) +103 +91 +105 111 113
    Young Adult T 116d100+2668 (14,268 hp) 166 (-16 size, +32 circumstance, +25 deflection, +115 insight) Touch 166, Flat-Footed 51 +116/- (+197) +132 (+161) +115 +104 +117 123 125
    Adult Ma-F 128d100+3200 (16,000 hp) 168 (-32 size, +36 circumstance, +27 deflection, +127 insight) Touch 168, Flat-Footed 41 +128/- (+218) +132 (+162) +127 +117 +129 135 137
    Mature Adult Ma-F 140d100+3780 (17,780 hp) 186 (-32 size, +40 circumstance, +29 deflection, +139 insight) Touch 186, Flat-Footed 47 +140/- (+235) +148 (+179) +139 +130 +141 147 149
    Old Ma-F 152d100+4408 (19,608 hp) 204 (-32 size, +44 circumstance, +31 deflection, +151 insight) Touch 204, Flat-Footed 53 +152/- (+252) +164 (+196) +151 +143 +153 159 161
    Very Old Ma-F 164d100+5084 (21,484 hp) 222 (-32 size, +48 circumstance, +33 deflection, +163 insight) Touch 222, Flat-Footed 59 +164/- (+269) +180 (+213) +163 +156 +165 171 173
    Ancient Ma-F 176d100+5808 (23,408 hp) 240 (-32 size, +52 circumstance, +35 deflection, +175 insight) Touch 240, Flat-Footed 65 +176/- (+286) +196 (+230) +175 +169 +177 183 185
    Wyrm Ma-F 188d100+6580 (25,380 hp) 258 (-32 size, +56 circumstance, +37 deflection, +187 insight) Touch 258, Flat-Footed 71 +188/- (+303) +212 (+247) +187 +182 +189 195 197
    Great Wyrm Ma-F 200d100+7400 (27,400 hp) 276 (-32 size, +60 circumstance, +39 deflection, +199 insight) Touch 276, Flat-Footed 77 +200/- (+320) +228 (+264) +199 +195 +201 207 209

  10. #20
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    New Super-dragon (part 2)

    Code:
    Starshadow Dragon Abilities By Age
    Age Speed STR DEX CON INT WIS CHA Special Abilities Damage Reduction Caster Level SR
    Wyrmling 2400 ft., Fly 7200 ft. (Clumsy) -(61) 10 40 44 45 44 Absorb Sonic, Apocrypha, Distort Reality, Greater Invisibility, Electricity Immunity, Instant Manifestation, Shadow Self, True Seeing 30/- 34th 94
    Very Young 2400 ft., Fly 7200 ft. (Clumsy) -(63) 16 44 48 49 48 Shades at will 40/- 40th 110
    Young 2400 ft., Fly 7200 ft. (Clumsy) -(65) 22 48 52 53 52   45/- 46th 126
    Juvenile 2400 ft., Fly 7200 ft. (Clumsy) -(67) 28 52 56 57 56 Weird at will 50/- 52nd 142
    Young Adult 2400 ft., Fly 7200 ft. (Clumsy) -(69) 34 56 60 61 60   55/- 58th 158
    Adult 3200 ft., Fly 9600 ft. (Clumsy) -(71) 40 60 64 65 64 Spell Worm 3/day 60/- 64th 174
    Mature Adult 3200 ft., Fly 9600 ft. (Clumsy) -(73) 46 64 68 69 68   70/- 70th 190
    Old 3200 ft., Fly 9600 ft. (Clumsy) -(75) 52 68 72 73 72 Soul Scry 3/day 75/- 76th 206
    Very Old 3200 ft., Fly 9600 ft. (Clumsy) -(77) 58 72 76 77 76   80/- 82nd 222
    Ancient 3200 ft., Fly 9600 ft. (Clumsy) -(79) 64 76 80 81 80 Epic Counterspell 3/day 85/- 88th 238
    Wyrm 3200 ft., Fly 9600 ft. (Clumsy) -(81) 70 80 84 85 84   90/- 94th 254
    Great Wyrm 3200 ft., Fly 9600 ft. (Clumsy) -(83) 76 84 88 89 88 Hellball 3/day 100/- 100th 270
    Denizens of a hidden level of reality the rest of the universe is barely (or simply not) able to perceive at all, Starshadow Dragons are the smallest and weakest of the Adamic dragon breeds, and might have been wiped out by others long ago if not for the difficulty in effectively attacking them in the first place. They roam the universe at will, unseen and unfelt by those they observe, occasionally interfering in their own subtle manner to slowly guide and shape reality towards their own inscrutable goals.

    Though Starshadow Dragons (or Dark Matter Dragons, as they are sometimes known on more technologically advanced worlds) are naturally invisible, the presence of one creates an impression of color in its area, even when it is not visible to creatures within that space; this color begins at red when the dragon is born, and cycles through the spectrum as the dragon ages until at Great Wyrm an impression of deep violet is cast over everything nearby. This is a very subtle effect, not actually changing the color of anything affected, but instead slightly changing the way the colors of the objects are perceived (similar to viewing the area through a lightly-tinted lens). This (non-)color is often best perceived by those who are able to work magic, who by using appropriate spells can view the dragon directly (though it remains difficult to make out even then).

    Starshadow Dragons make no lairs that can be found by any beings not native to the same mysterious dimensions as them; however, while roaming the wider universe they often unconsciously gather haloes of wispy matter and energy behind and around them. These haloes, over millions of years, can slowly change the trajectories of other matter and energy particles around them, and guide the accretion of larger structures. It has therefore been suggested that some planets, stars, or even entire galaxies might have been created by the aftereffects of large numbers of Starshadow Dragons gathering together in the same place.

    Starshadow Dragons are made of some wispy, ghostlike substance that passes through normal matter and energy of the universe as easily as dust passes through air, but magic and the fundamental forces underlying it are not so easy for them to avoid. They are accordingly very interested in magic, and often attracted to locations where large amounts of it are being manipulated or released. The question of whether the strange substance they are made of might itself be fundamentally related to magic, or possibly even the source of it, remains unanswered.

    Combat
    It is a rare opponent that can significantly harm a Starshadow Dragon, with their natural invisibility, incorporeality, and permanent Shadow Selves (see below). They therefore prefer to spend the first round or two of any combat simply defending themselves, taking the measure of the opposition and countering whatever actions their foes take so that when they do finally make a real attack it is guided with surgical precision for maximum hurt. Often, a Starshadow Dragon will simply open a battle with its breath weapon, to test the opposition's vulnerabilities; with five heads it takes a large group of opponents to prevent it from being able to aim the breath attacks so as to hit all of its would-be foes. the dragon then attacks its enemies in the manner that is most hurtful to them, whatever that may be; lightly-armored foes are attacked by the dragon's natural weapons via Instant Manifestation, so as to get the maximum damage; heavily-armored foes, by contrast, are attacked without manifesting so as to get the ability of the incorporeal touch to ignore the armor. Enemies displaying low or no Spell Resistance are attacked with magic, preferably quickened spells so the dragon can use its normal actions to ready responses to whatever the opponent does, and spellcasters often find their spells assaulted with countermagic before they can even finish.

    Apocrypha (Ex): A Starshadow Dragon is extremely difficult to scry, or target with any Divination effect. It gets a +50 bonus on any saving throw it makes against such effects.

    Breath Weapon (Su): The breath weapon of a Starshadow Dragon is a line of "Dark Energy," a form of energy related to the mysterious substance from which the dragon itself is made. This energy deals d100 points of damage per hit die of the dragon to any target struck, half of which is divine damage and half of which is whatever energy type the opponent is weakest against (that is, if the opponent is vulnerable to Fire then the Dark Energy will deal Fire damage; if the opponent is immune to all energy types except Cold, then it deals Cold, etc.). If the opponent is immune to all energy types, then the Dark Energy simply strikes it as magical Force. Regardless of the energy form it assumes, however, this Dark Energy breath weapon always ignores any miss chance due to being incorporeal or ethereal, just as magical Force normally does.

    Distort Reality (Su): Starshadow Dragons have an ability to change the reality around them that is unmatched by any other Adamic dragon type, and almost matches the power and flexibility of the Alter Reality ability of Elder Ones and higher cosmic beings. Through this constant alteration of the reality around themselves, Starshadow Dragons gain a circumstance bonus applied to armor class, attack rolls, checks (ability checks, caster level checks, skill checks, and turning checks), difficulty class (for any special abilities, spell-like abilities, or spells), initiative, saving throws, and Spell Resistance. This bonus is equal to 12 + 4 per age category of the dragon. Furthermore, this power grants a Starshadow Dragon an insight bonus to armor class, equal to its number of hit dice minus one- thus, although Starshadow Dragons have no natural armor due to being incorporeal, they can avoid attacks with incredible agility and do not miss having such armor. Finally, this ability is fundamentally what grants the dragon its Instant Manifestation ability (see below).

    Greater Invisibility (Ex): A Starshadow Dragon is naturally and constantly invisible, and remains so even when it attacks. This ability cannot be dispelled, and is not subject to Invisibility Purge or anti-magic, though other means of seeing invisible things will allow a creature to see the dragon. This ability does not even fade after the dragon's death; it is a natural property of the "dark matter" the dragon is made of.

    Energy Absorption (Ex): Starshadow Dragons are healed by Sonic-based attacks.

    Energy Immunity (Ex): Starshadow Dragons are immune to Electricity effects.

    Instant Manifestation (Su): Being incorporeal, Starshadow Dragons do not naturally have STR scores or the ability to make grapple checks. However, by carefully manipulating magical Force fields around their bodies, Starshadow Dragons can treat corporeal objects as if they themselves were corporeal, whenever it is convenient for them to do so. A Starshadow Dragon thus essentially has a sort of natural Ghost Touch ability, applied to its entire body; it is able to treat any part of itself as corporeal or incorporeal, whichever happens to be more convenient at the time. A Wyrmling Sharshadow Dragon has an effective STR score (using this ability) of 61, and this effective STR score goes up as the dragon ages. In the age-based ability tables above, the dragon's effective STR score when using Instant Manifestation is given in parentheses in the STR column, and parentheses are similarly used to denote the dragon's grapple bonus and attack bonus when attacking with this ability. Note that a Starshadow Dragon gets no bonus on its damage rolls when attacking with its natural weapons, unless it uses this ability to make those weapons effectively corporeal; however, by doing so, the dragon renders the affected natural weapon incapable of passing through armor and natural armor the way incorporeal attacks normally do.

    Overwhelming Presence (Ex): A Starshadow Dragon's terrifying presence extends to 640 feet per age category of the dragon. Creatures within this radius failing their Will saves against the listed DC immediately die of fright. Those who successfully save are instead Shaken (with a -4 penalty instead of -2) unless they are totally immune to fear.

    Shadow Self (Su): All Starshadow Dragons naturally produce illusory copies of themselves that mimic their every movement, so that creatures which can see through their natural invisibility must still contend with finding out which dragon is real in any round during which they try to attack. these Shadow Selves are essentially the same as the figments created by a Mirror Image spell, except that they are constant, cannot be dispelled, and reappear the round after being destroyed if struck. Even True Seeing cannot discern which image is illusion and which is real, unless used by a being with more hit dice than the dragon. Each Starshadow Dragon produces one Shadow Self per age category, so a Wyrmling only has one constant copy, while a Wyrm has eleven.

    True Seeing (Su): Starshadow Dragons have constant True Seeing as the spell, though this ability cannot be dispelled.

    Spell-Like Abilities (Sp): At Will: Astral Projection, Etherealness, Greater Teleport, Plane Shift, Shades, Shapechange, Weird. 3/day: Epic Counterspell, Hellball, Soul Scry, Spell Worm.


    Adventure Ideas:
    Sub-Epic: The Onyx Egg, an ancient artifact of uncertain origin which enhances all magic used near it, suddenly starts absorbing and draining nearby magic instead. Every day, it grows larger and less substantial in appearance. Spellcasters fear it may drain the world of magic if not stopped somehow.

    Low Epic: A Wyrmling Starshadow Dragon, fearing for its life after attacks by another cosmic dragon, tries to hide on (and in) your world.

    Mid-Epic: A powerful archmage invents a machine that can make any thought real. But should the machine be turned on? And why does the area surrounding the device have that strange yellow tint?

    High Epic: An ancient Starshadow Dragon prepares to lay eggs and spawn progeny in the local sun. However, seers warn that the spawning process will disrupt the star's life cycle, if allowed to proceed, killing the sun billions of years before its time.

    Low Cosmic: Flights of Starshadow Dragons begin attacking worlds across the universe, killing the local immortals and preventing any travel to or from the conquered worlds. What is driving them to mount these attacks? Is an unseen cosmic manipulator making a grab for power?
    Last edited by paradox42; Tuesday, 29th January, 2008 at 08:29 AM. Reason: Added adventure ideas.

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