VOTERS NEEDED: Halloween Monster Design Contest

CleverNickName

Limit Break Dancing
I'm feeling a bit like Dr. Frankenstein lately. And by that, I mean I'm feeling the urge to build a monster. So in the spirit of the season, I thought I'd host a Halloween Monster Design Contest!

[SBLOCK=The Rules]HOW TO PLAY
Using at least two of the ingredients provided, create a monster for your favorite role-playing game. You may choose any game or edition, but your monster must have complete stats and a full description. You may submit as many monsters as you want...more monsters means more chances to win, and more for us to enjoy!

Post your monster in this thread before the deadline (11:59 p.m., November 7). Remember: the sooner you post your design, the more time it will have to rack up experience points...so don't delay!

THE WINNER
Who decides the winner? Why, YOU do! If you see a monster that you like, give it some XP. The entry with the most XP awarded to it by 11:59 p.m. on November 7 will be the winner.

THE PRIZE
The winner of the contest will receive a $10 gift certificate to Amazon.com by e-mail. Yeah, I know, it's not much...but the point of the contest is not to get wealthy. No, the real prize is the glowing admiration of your peers, a goldmine of Halloween-based monsters, and the satisfaction of knowing that your monster-making skills are unmatched.[/SBLOCK]
Got it? Okay, here we go! To qualify as a winner, your monster design must incorporate at least two of the following ingredients:

Pumpkins
Cornstalks
Harvest
Costumes
Candy Corn
Fake Blood
Apples
Children
Darkness
Chemical light sticks
Masks
Graveyard
Moonlight


There ya go! Sharpen your pencils, choose two (or more) ingredients, and show us your monster-making skills. Good luck, and may the best monster win!
 
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fuzzlewump

First Post
jackolantern-child-fuzzlewump.jpg
Don't let this guy get too close (notice the speed and trait.) Theme: Pumpkin Children

When the children came back in from the pumpkin fields, something was wrong. When I finally saw what they were, it was too late. My boy, my Jack, and his friends had a pumpkins covering their heads and their arms looked green and covered in long thorns. From his- its eyes came smoky fire pouring through carvings of joy and laughter; a horrible lantern swaying in the night.

- Notes taken from a Speak with Dead ritual; Holy Church of Pelor
 

CleverNickName

Limit Break Dancing
Here's one of mine. It's a 3.5E monster that uses "pumpkins" and "darkness" as the main ingredients. Enjoy!


Jack O'Lantern
[Large Plant]

Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d6+7) or bite +7 melee (1d8+7)
Full Attack: Slam +7 melee (1d6+7) or bite +7 melee (1d8+7)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Constrict 1d6+7, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to cold, low-light vision, plant traits, resistance to electricity 10 and fire 10
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int --, Wis 13, Cha 10
Environment: Temporate plains
Organization: Solitary or patch (2-4)
CR: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: always Neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: --

Jack o'Lanterns are semi-mobile, noctournal, carnivorous plants that grow in open plains near farming communities. During the day, this plant resembles an ordinary pumpkin patch, with bright yellow, white, or orange pumpkins and lush green vines. At night, however, the pumpkins open up to reveal fiery eyes and jagged, toothy mouths.

A typical jack o'lantern consists of a main vine, about 20 feet long, with smaller vines up to 5 feet long branching off of it. A jack o'lantern typically has 2d6 mature "pumpkins" on it, each weighing about 10 pounds. These pumpkins remain luminous for 1d6 days after removal from the plant, illuminating a roughly circular area with a 10-foot radius.

COMBAT
Jack o'Lanterns prefer to attack by surprise, lying in wait until its prey is within reach and then attacking suddenly.

Constrict (Ex): A jack o'lantern deals 1d6+7 points of damage with a successful grapple check.

Entangle (Su): A jack o'lantern can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the plant dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).

Improved Grab (Ex): To use this ability, a jack o'lantern must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If successful, it establishes a hold and can constrict.

Blindsight (Ex): Jack o'lanterns have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex): Since a jack o'lantern looks like a normal pumpkin patch during the day or when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.
 


CleverNickName

Limit Break Dancing
Here's another. This one uses corn stalks, darkness, and pumpkin. Enjoy!

-----

Scarecrow
[Medium-sized Construct]

Hit Dice: 9d10+20 (69 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
Armor Class: (+2 Dex, +8 natural)
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d6+4) or scythe +12 melee (2d4+6)
Full Attack: Slam +10 melee (1d6+4) or scythe +12 melee (2d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, DR 10/adamatine, darkvision 60 ft., frightful presence, immolation; immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 18, Dex 14, Con --, Int --, Wis 10, Cha 14
Skills: --
Feats: --
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Large); 17-30 HD (Huge)
Level Adjustment: --

A scarecrow is an animated effigy created to ward a particular area against intruders.

Scarecrows are made from cornstalks, bundled together with twine into a crude human shape and covered in animal hides and tattered clothes. For a head, the scarecrow has a carved pumpkin that glows with a flickering, eerie light.

Frightful Presence (Ex): Always active; 30 feet range, Will DC 16.

Immolation (Ex): Scarecrows catch fire easily and burns with a crackling green flame, but the creature itself does not burn and takes no damage. If ignited, the scarecrow adds +1d6 points of fire damage to its slam attacks and sheds light in a 30-foot radius, but is otherwise unaffected. The scarecrow will burn for 1 hour or until extinguished, and can only be ignited once per day.

Immunity to Magic (Ex): a scarecrow is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any attack that deals fire damage causes the creature to burst into flame (see Immolation, above.)

A wood shape spell will heal the golem of 2d8 hit points of damage.

A warp wood spell will slow the golem, as the spell of the same name.

Spell-Like Abilities: At will: dancing lights, darkness, ghost sound; 3/day: hideous laughter, fear. Save DC = 12 + spell level (Charisma-based).

CONSTRUCTION
A scarecrow's body is made from at least a hundred dry corn stalks, annointed with bone dust and rare oils costing at least 2,000 gp. Assembling the body requires a DC 20 Craft (basketweaving) check or a DC 20 Craft (woodcarving) check.

CL 11th; Craft Construct, dancing lights, darkness, fear, ghost sound, hideous laughter, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.
 

Mark Chance

Boingy! Boingy!
The Candy Apple Monster

The family is dead. Two of them have obviously been poisoned: distended tongues, froth drying on their cheeks, bodies contorted in frozen agony. The third appears to have been pierced through the eye. The dining area is a mess: broken dishes, the blood and other fluids, candy apples and other holiday treats.

"Another family," the dwarf says, picking up a candy apple from the floor and plucking a bit of lint from its sticky surface.

"What in the Nine Hells are you doing?" says the cleric.

"I'm hungry," the dwarf answers and takes a bite from the candy apple. "Gah! By my beard!"

The dwarf clutches his throat and retches. The candy apple falls to the floor, and then inexplicably seems to bounce in a high arc. It now has tiny stick-like arms and legs, and one of its limbs slashes at the dwarf's throat.


A candy apple monster is a nasty little construct first created by the insane Templeton Craven, a wizard who loved nothing more than victimizing children. He crafted a bunch of candy apple monsters and gave them to unsuspecting tykes, having ordered his creations to attack as soon as they were bitten. Close to a dozen villagers died that day before the candy apple monsters were destroyed.

[sblock=Candy Apple Monster]
CR 1/3; XP 135
N Tiny construct
Init +2; Senses low-light vision, darkvision 60 ft.; Perception +0

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune bite damage, construct traits

OFFENSE
Speed 30 ft.
Melee slam +5 (1d2-2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks poison, sneak attack (+1d6)

STATISTICS
Str 7, Dex 14, Con --, Int --, Wis 10, Cha 1
Base Atk +1; CMB +1; CMD 9
Feats Weapon Finesse (B)
Skills Perception +0, Stealth +10; Racial +20 on Acrobatics checks made to attempt high jumps or long jumps
SQ looks tasty

SPECIAL ABILITIES
Looks Tasty (Ex) When not moving, a candy apple monster appears to be an plump apple covered in candied corn, drizzled all over with caramel, and pierced through one end with a wooden stick for easier eating. A DC 20 Perception check is required to notice its dangerousness before it attacks for the first time. Anyone with ranks in Knowledge (arcana) or Profession (cook) can use either skill instead of Perception to identify the construct.

Poison (Su) Any creature that bites a candy apple monster finds the construct immune to bite damage. What's more, the biter is automatically exposed to the monster's poison.

Candy Apple Monster Poison - ingested; save Fort DC 14, frequency 1/round for 6 rounds, effect 1d3 Con, cure none

ECOLOGY
Environment any
Organization solitary, pair, or bunch (6-11)
Treasure none

Construction
A candy apple monster's body is made from a large apple and a wooden handle of some sort. Corn kernels are cooked and covered with melted sugar. The apple is rolled in the candied corn while the sugar is still liquid, and then the whole is set aside to cool. During the cooling, the relevant spells are cast and a ritual that consumes at least 500 gold pieces worth of exotic materials is performed. Assembling the body requires a DC 15 Profession (cook) check.

CL 7th; Requirements Craft Construct, jump, lesser geas, poison, polymorph, caster must be at least 7th level; Price 1,000 gp; Cost 500 gp.
[/sblock]
 
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Mark Chance

Boingy! Boingy!
Child of the Corn

You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.

The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a groups, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind.

[sblock=Child of the Corn]
CR 2; XP 600
CE Small plant
Init +1; Senses low-light vision; Perception +8

DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +3
Immune plant traits

OFFENSE
Speed 20 ft.
Melee 2 slams +4 (1d4+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks entangle (DC 13), powerful slams
Spell-Like Abilities (CL 3rd)
Constant - pass without trace (self only)
At will - disguise self

STATISTICS
Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 12
Base Atk +2; CMB +2; CMD 13
Feats Nimble Moves, Stealthy
Skills Escape Artist +7, Perception +8, Stealth +12; Racial +4 Stealth in cultivated fields or plains
Languages Common
SQ strong for its size

SPECIAL ABILITIES
Entangle (Su) As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus.

Powerful Slams (Ex) A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams.

Strong For Its Size (Ex) A child of the corn has the carrying capacity of a Medium humanoid.

ECOLOGY
Environment any
Organization solitary, pair, or harvest (3-12)
Treasure standard
[/sblock]
 
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Mark Chance

Boingy! Boingy!
Dead Man's Breath

Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.

A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing.

[sblock=Dead Man's Breath]
CR 3; XP 800
NE Fine undead (incorporeal, swarm)
Init +4; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size)
hp 16 (3d8+3); fast healing 3
Fort +2, Ref +5, Will +4
Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits, weapon damage
Weaknesses swarm traits

OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee swarm (1d6 negative energy plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks darkness, distraction (DC 12), negative energy (DC 12)

STATISTICS
Str --, Dex 18, Con --, Int --, Wis 12, Cha 13
Base Atk +2; CMB --; CMD --
Skills Fly +20
SQ see in darkness

SPECIAL ABILITIES
Darkness (Su) A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell.

Distraction (Ex) A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect.

Negative Energy (Su) A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based.

See in Darkness (Su) A dead man's breath can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

ECOLOGY
Environment any
Organization solitary, pair, or miasma (3-6 swarms)
Treasure none
[/sblock]
 

CleverNickName

Limit Break Dancing
This is quality stuff, guys! :) Here's another, using Children and Apples.

Apple Crone
Medium Monstrous Humanoid
Hit Dice: 6d6+6 (33 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Claw +8 melee (1d6)
Full Attack: Claw +8 melee (1d6)
Special Attacks: Apples, spell-like abilities
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Listen +3, Move Silently +8, Spot +10
Feats: Alertness, Disguise Spell-like Ability, Weapon Finesse
Environment: Temperate cities
Organization: Solitary or coven (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: --

An apple crone is a cunning, ruthless hag that feeds on the flesh of children. They appear to be innocent-looking old women dressed in peasent clothing, carrying a basket of delicious-looking, ripe apples draped over her arm. The crone offers these apples freely to any child they meet. Children who eat the Crone's apples are never heard from again.

Crones can most often be found in crowded markets of large cities, where they may mingle with the public and make a quick escape should they be discovered. They make their lairs on the outskirts of large cities with little or no traffic, such as abandoned buildings or forgotten cemeteries.

COMBAT
An apple crone attempts to avoid physical combat if possible, preferring to flee rather than face even the weakest-looking opponent. If pressed into battle, she attacks with her wicked, bony claws, and flees at the first opportunity. The crone knows that she does not need to be victorious in battle; her prey will (eventually) come to her.

Apples (Su): The apples carried by the Apple Crone are magical, and embue a powerful dominate person effect on any who taste one (Will DC 15 negates; children under 13 receive no save throw.) Those who have been dominated by the crone will continue to behave normally until bedtime. Once everyone in the house is asleep, the enthralled child will sneak out of his or her bed, run away from home, and travel as quickly as possible to the crone's lair.

If prevented from reaching the crone, enthralled children will continue to run away from home every night, even setting fire to their home and slaying their parents if necessary, until they reach the crone. This domination may be ended only by the death of the child or the crone.

Spell-Like Abilities: At will: charm person, disguise self, expeditious retreat; 1/day: gaseous form. The Save DCs are Charisma-based.
 
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Chronosome

First Post
Stalker in the Stalks

You were never sure why grandmother warned against going to the edge of the cornfield at night. Especially since each night this week you had discovered pieces of the most delicious candy on the swing that dangled on the oak by the field's moonlit rows. You couldn't help but gobble up these treats that grandmother had clearly left for you as you'd sit and listen to the strange, gentle song of crickets intermingle with the whisper of breezes in the crop. Tonight, much to your delight, you discover an actual trail of the colorful sugar-drops...a long trail, leading deeply into a row of virgin corn. Why would grandmother lay out candy like this, you wonder, after she had warned you about disturbing the "harvest at night"? What a weird woman she could be. Lost in the soothing lullaby of wind and crickets, you nibble upon and dreamily follow the sweet trail of treats. It isn't until you smell a sickly-sweet syrup, and see the glistening, wriggling thing rise from the corn, that you realize...you have been made the victim of a terrible, terrible trick.


stalker%20in%20the%20stalks.png


This was fun. :)
 
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