I Was A Teenage Monster Maker (submissions welcome!)

demiurge1138

Inventor of Super-Toast
Well, for your enjoyment (or not) are a few critters I cooked up for my own campaigns. If anyone would like to comment, please feel free to do so.
First:

Hamster of Limbo
Huge Outsider (Chaos)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5 (+1Dex, +4 Improved Initative)
Speed: 40ft
AC: 18 (-2 size, +1 Dex, +9 natural)
Attacks: Bite +17 melee or magnetic space laser +9 ranged touch
Damage: Bite 2d8+14 and special or magnetic space laser 4d6
Face/Reach: 10ft by 20ft/10ft
Special Attacks: Magnetic space lasers, draining bite, aura of cute
Special Qualities: Fire resistance 20, regeneration 5
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 28, Dex 12, Con 20, Int 9, Wis 10, Cha 16
Skills: Hide +12, Intimidate +14, Jump +12, Listen +11, Move Silently +12, Spot +11
Feats: Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground (Limbo?)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 11-15 HD (Huge), 16-24 HD (Gargantuan)

Huge, hamster-like omnivores from another dimension, hamsters of Limbo eat anything they can, stopping only to sleep.

Hamsters of Limbo resemble normal hamsters, except they are much larger, at about 20 feet long. They would be quite cute, except they are huge and have very sharp teeth. Their natural habitat is presumably Limbo, and sages believe that they are related to the giant space hamsters of lore.

Combat

Hamsters of Limbo think only about food in combat, and fight frantically. They can shoot magnetic beams from their noses, which they use to immobilize armored foes.

Magnetic Space Lasers (Su): Once every two rounds, a hamster of Limbo can shoot a pearly beam of energy at their foes. A creature hit by a magnetic space laser must make a Reflex save (DC 20) or have it gain a magnetic charge for 1d4+1 rounds. A creature wearing metal armor is effectively entangled and suffers a –2 penalty to attack rolls and a –4 penalty to effective Dexterity. If the surfaces surrounding the creature are metallic, the creature can’t move. If not, the creature is reduced to half speed and can’t run or charge.

Draining Bite (Su): The bite of a hamster of Limbo allows it to gain hit points. The hamster gains 1 hit point for every three points of damage it does with its bite attack.

Aura of Cute (Su): Once an hour, the hamster of Limbo can do its darndest to be as adorable as it can be. All creatures must make a Will save (DC 18) or effectively dazed for 1d6 rounds, stopping all actions to appraise the creature’s cuteness. Evil characters and characters that have seen a hamster of Limbo attack get a +2 circumstance bonus to their saving throw. The hamster then takes this opportunity to devour its opposition.

Regeneration (Ex): Acid, lawful weapons and weapons of +3 or greater enchantment deal normal damage to the hamsters of Limbo.

Inspired by Spelljammer, Invader Zim, and my own fevered imagination.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
Next up, the jabberwock. I created this before I discovered the Creature Catalog, and I am still proud of my own interpretation.

Jabberwock
Inspired by Jabberwocky, by Lewis Carroll
Huge Dragon (Fire)
Hit Dice: 12d12+48 (126 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30ft, fly 30ft (poor)
AC: 27 (-2 size, +4 Dex, +15 natural)
Attacks: Bite +18 melee, 2 claws +16 melee, tail slam +16 melee
Damage: Bite 2d8+7, 2 claws 2d6+3, tail slam 3d4+3
Face/Reach: 10ft by 20ft/10ft
Special Attacks: Breath weapon
Special Qualities: Fast healing 3, fire subtype, vorpal vulnerability
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 26, Dex 18, Con 19, Int 12, Wis 15, Cha 20
Skills: Hide +14, Intimidate +15, Jump +20, Listen +16, Spot +16, Search +9
Feats: Hover, Improved Initiative, Multiattack
Climate/Terrain: Temperate forests and hills
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 13-18 HD (Huge), 19-24 HD (Gargantuan)

Jabberwocks are unpleasant draconic beings that whiffle through forests, searching for prey.

A jabberwock is a large dragon that only remotely resembles one. It has a fish-like head with round eyes, whiskers and tentacles. Their long, thin necks attach to a pear-shaped body. The tail and legs are dinosaurian, the wings bat like, and the long arms end in barbed claws. The scales on a jabberwock’s body are arranged in a pattern similar to a vest. They stand about 20 feet tall, and are 20 feet long. Jabberwocks are vicious predators that feed upon deer, centaurs and people. Jabberwocks speak Draconic, but rarely parley, as they deem it strange to talk to one’s food.

Combat

Although jabberwocks like to sneak up on prey, they usually announce their presence by burbling and growling. They attack with their bite, claws and tail, saving their breath weapon for emergencies.

Breath Weapon (Su): Cone of fire, 30 feet long, once per 5 rounds, damage 10d6, Reflex half DC 25.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Vorpal Vulnerability (Ex): Against a jabberwock, a vorpal weapon’s threat range for decapitation is doubled.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
Gods, I'm crazy
Up next:
Steam Powered Weasel
Large Construct
Hit Dice: 8d10 (44 hp)
Initiative: +2 (Dex)
Speed: 30ft (can’t run)
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+9
Special Attacks: Improved grab, rend 3d6+9, spell-like abilities
Special Qualities: Construct, fire immunity, damage reduction 20/+1, rust vulnerability
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 23, Dex 14, Con —, Int—, Wis 10, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-18 HD (Huge)

Steam powered weasels are weasel-like constructs powered by the vapors of a steam mephit trapped inside of it.

A steam powered weasel looks like a large weasel made of iron. Its teeth are disproportionably large. It is about 10 feet long and weighs 1000 pounds. They do not speak, but the sound of whirring gears and plodding footsteps accompanies them. As previously mentioned, the steam powered weasel gets it’s energy from a trapped steam mephit, summoned at the creation of the construct.

Combat

Steam powered weasels attack with their powerful bites. Since the mephit does not control the weasel, the steam powered weasel fights at the commands of its creator. Once the steam powered weasel is destroyed, the mephit is freed, and it will usually attack the construct’s creator.

Improved Grab (Ex): In order to use this ability, a steam powered weasel must hit a Medium-size or smaller foe with his bite attack. If it gets a hold, it can rend.
Rend (Ex): A steam powered weasel that gets a hold latches onto the opponent and tears at the flesh. This attack automatically does 3d6+9 points of damage.
Spell-like Ability: Once per hour- blur Caster level 5th.
Rust Vulnerability (Ex): Steam powered weasels are affected normally by rust attacks, such as rusting grasp and a rust monster’s attacks.
Construct: Immune to mind influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Construction

The first task in creating a steam powered weasel is assembling the body. This requires a Craft (armorsmithing) check (DC 20) and 50,000 gp. Then, an elaborate ritual takes place that requires two months to complete. Performing the rituals requires an arcane spellcaster of 12th or higher level with the Craft Magic Arms And Armor and Craft Wondrous Item feats. The creator must work 8 hours a day in a specially prepared laboratory. Such a lab requires 500 gp to establish.

While not working on the rituals, the creator must rest and can perform no activities except eating, sleeping and talking. If the creator misses a day of rituals, the process fails and must be started over again. Money spent is lost, but not experience, and the weasel body and lab can be re-used. On the final day of the ritual, the creator loses 1000 experience points and casts geas/quest, lesser planar binding and limited wish.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
Fourth, and finally (for now) comes the true proof that I watch too much MST3K...

Trumpy
Inspired by the movie The Unearthling, also known as Pod People
Medium-size Outsider (Chaos)
Hit Dice: 3d8+12 (26 hp)
Initiative: -1 (Dex)
Speed: 30 ft
AC: 15 (-1 Dex, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d8+4
Special Attacks: Spell-like abilities, theme song
Special Qualities: Acid resistance 10, fire resistance 5, scent
Saves: Fort +7, Ref +2, Will +5
Abilities: Str 19, Dex 9, Con 18, Int 14, Wis 14, Cha 20
Skills: Bluff +10, Climb +9, Disguise +10, Jump +4, Perform (any ten) +10
Feats: Power Attack
Climate/Terrain: Any land and underground (Limbo)
Organization: Solitary, pair, team (3-10) or cabal (50-100, +75% non-combatants)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: By character class
ECL: +12 (mostly due to spell-like abilities)

Trumpys are strange, comical beings from Limbo that, although they look harmless, can be a serious threat.

A trumpy resembles a bear-like humanoid with the head of an anteater. It’s hands end in long claws, and the body is coated in long, brown fur. It’s trunk acts as both a nose and a mouth; vocalizing, smelling, eating and breathing. They are magic infused creatures, and can call upon a handy source of spells to amuse and protect themselves. Most Trumpys are friendly, but some have an evil streak. Trumpys are known throughout the Planes as master comedians. Trumpys speak Trumpish, which is a moaning, grunting language, and Common. They can communicate telepathically with any creature that has a language.
Combat

Trumpys are fond of their spell-like abilities and use them often. They also use their theme songs to bolster morale among themselves. They fight melee with their large claws, and never use weapons, even if offered them. They may be found wearing magic armor and carrying shields, though.

Spell-like Abilities: Once per day- animate objects, blink, blur, charm person, confusion, detect thoughts, glitterdust, levitate, mage hand, Otto’s irresistible dance, prestidigitation, protection from arrows, reverse gravity, scare, suggestion, Tasha’s uncontrollable hideous laughter, true strike. All effects are as the spells cast by an 8th level sorcerer (DC 15 + spell level).

Theme Song (Su): Trumpys can cause a silly, bouncy song to play for 1d4+1 rounds. During this time, all chaotic creatures within 50 feet of the trumpy gain a +2 morale bonus to their attack rolls and skill checks. All neutral (with respect to law and chaos) creatures are not affected. All lawful creatures within 50 feet are nauseated unless a Will save is made (DC 16). Trumpys can use this ability 5 times per day.

Society

Trumpys on Limbo and elsewhere live in huge fortresses. These are generally places of merriment and trade, as the trumpys gladly let in githzerai, mercanes, adventurers and even slaadi who are looking for places to buy and sell magic items. The only creatures they will not allow into their strongholds are illithids; they attack mind flayers on sight. Strangely, all trumpys are named Trumpy, and this never seems to cause any confusion.

Trumpys worship a god named T-----. Trumpy never speak his name, for fear of seeming irreverent, but most people assume his name is Trumpy.

Trumpy Characters

Most trumpys are fighters, and fighter is their preferred class. Trumpy clerics worship T-----, and their domains are Chaos, Charm, Luck, Magic, Mentalism, Strength, Trade and Trickery.

Demiurge out.
 
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Krishnath

First Post
LOL!

Well, let me just say that you are insane! :D and that no sane person would play in your campaign. But I'm pretty sure they will be horribly funny. I probably wouldn't survive a week. :D

Steam Powered Weasel! <LOL> :D
 

Psychotic Jim

First Post
I agree with Krishnath's sentiments, but who said insanity was a bad thing? :D

On the hamster, BAB is +10 (as fighter due to it being an outsider), so the attack bonus for the bile should be +17. You might also want to give evil characters and characters who have seen one attack a bonus on the Will Save vs. the Aura of Cute.

On the jabberwock, the Str mod is +8, not +7, for a 26 Str, and the tail slam should not get 1.5xStr mod. unless it is the creatures sole attack.

What is the caster level for the blur spell-like ability for the steam weasel? Also, the size mod. (-1) is missing in the attack roll bonus.

On the trumpys, how did they get the +7 damage on their claw attacks?

Otherwise they look good. Very twised, especially the trumpy and the hamster of limbo.
 

demiurge1138

Inventor of Super-Toast
Psychotic Jim, noted and corrected. I did these quite a while ago, when I was still a bit shaky on monster creation. And now for another creature from my vaults...

Boboli
Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40ft
AC: 17 (+1 size, +2 Dex, +4 natural)
Attacks: Tail axe +3 melee or 2 electric rays +2 ranged
Damage: Tail axe 1d6+2 or electric ray 2d8
Face/Reach: 5ft by 5ft/ 5ft
Special Attacks: Electric ray
Special Qualities: Damage reduction 5/+1, electricity immunity, distort luck
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 14, Dex 15, Con 12, Int 18, Wis 6, Cha 10
Skills: Bluff +5, Climb +7, Escape Artist +7, Hide +7, Listen +3, Move Silently +7, Search +8, Spot +8*
Feats: Expertise, Improved Initiative, Improved Trip, Weapon Focus (electric ray)
Climate/Terrain: Cold or temperate plains and deserts
Organization: Solitary, pair or disaster (4-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 4-7 HD (Small), 8-12 HD (Medium)

Bobolis are small, bizarre creatures with an insatiable curiosity and a tendency to cause chaos.

A boboli is truly a strange creature; it has one large blue eye on its small head above a tiny mouth. The neckless head is attached to a cylindrical body with six legs, each with a tiny set of human-like hands. Their shoulders have two large, rounded antennae on them; these antennae produce electricity that the boboli uses to warm and defend itself. They are three feet long and weigh about 100 pounds. They are quite fond of food. They speak Common and Sylvan in high-pitched voices. They are fond of adventurers, and often follow them around. This can lead to chaos, as bobolis like to recklessly push buttons and their presence causes strange things to happen.

Combat

Bobolis only fight to defend themselves, but their very presence can cause bad things to happen anyway. When fighting, they prefer to use their electric rays.

Electric Ray (Ex): A boboli can fire these rays twice a round every 3 rounds, at a range of 60 feet.

Distort Luck (Su): The boboli emanates a wave of chaos that causes strange things to happen. All creatures within 20 feet of a boboli cannot detect traps. Also, traps do not affect the boboli. They instead affect the nearest creature. This of course, has limits. An obviously visible trap, like a pit, is still detectable, and a boboli cannot cross it. However, a magically glamered pit remains undetectable, and the boboli can walk over it with ease. The next creature to cross it, however, falls. The boboli can’t suppress this aura.

Skills: Due to the clarity of their one eye, bobolis gain a +5 to all Spot and Search checks.

In The Realms

Mages with the Improved Familiar feat can summon bobolis as familiars, granted the caster is 7th level and of chaotic alignment. Some alienists enjoy the company of bobolis, but most adventurers are not fond of them, to say the least.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
Just... one... more...
Can't... stop... posting...

Death Newt
Huge Magical Beast
Hit Dice: 10d10+40 (95 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft, swim 60 ft
AC: 12 (-2 size, +4 natural)
Attacks: Tongue slam +16 melee, bite +11 melee or rib spine +16 melee
Damage: Tongue slam 2d8+8, bite 2d6+4 or rib spine 3d6+poison
Face/Reach: 10ft by 20ft/5ft (up to 50ft with tongue)
Special Attacks: Improved grab, swallow whole, rib burst, poison
Special Qualities: Fast healing 3, fire resistance 20
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 7, Wis 12, Cha 10
Skills: Climb +8, Hide +11*, Listen +6, Move Silently +3*, Spot +5
Feats: Power Attack
Climate/Terrain: Warm forests and swamps
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)

Death newts are giant salamander like creatures that snare prey with their huge tongues.

Death newts appear to be giant newts. They have lumpy black skin, with a red underbelly. Their ribs are visible through the skin. They are about 30 feet long, including the tail and have a 50-foot long tongue. Even sages who have dissected these creatures are not sure where the tongue fits inside the newts body. They live in jungles and swamps, fulfilling the same roles in the ecosystem that crocodiles and chuuls do; that of top semi-aquatic predator. They prefer to ambush their prey, swimming towards their targets until they are within range of its tongue. It then snares its target with its tongue, swallows it whole, and then swims back to its lair to digest its meal.

Combat

Death newts try to snare victims with their tongues in order to swallow them whole. If surrounded, they expand their ribcage to impale the creatures flanking them.

Improved Grab (Ex): In order to use this ability, the death newt must hit a Medium-size or smaller foe with its tongue slam attack. If it gets a hold, it retracts its tongue (a move-equivalent action) and tries to swallow the foe.

Swallow Whole (Ex): A death newt can try to swallow a Medium-size or smaller opponent whole by making a successful grapple check. The swallowed creature takes 2d8+8 points of damage of crushing damage per round plus 8 points of acid damage from the death newt’s stomach. A swallowed creature can cut it’s way out by dealing 10 points of damage to the newt’s stomach with its claws or with a Tiny or Small slashing weapon (AC 18). Once the creature exits, muscular action closes the hole, and another swallowed opponent must again cut his way out.
The death newt’s stomach can hold 2 Medium-sized, 4 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Rib Burst (Ex): If surrounded by foes and under extreme duress, a death newt can force its ribs to puncture through its body wall and at its attackers. The newt takes 3d6 points of damage, but so do all foes that are flanking the death newt. As the ribs go through the newt’s skin, they pick up the poison on its skin and inject it into the opponent. A death newt can only do this once per day.

Poison (Ex): Rib burst, Fortitude save (DC 20) initial damage 1d6 temporary Dexterity, secondary damage 1d6 temporary Strength. A creature that bites a death newt also receives the same poison.

Skills: When in their native forests and swamps, death newts gain a +5 bonus to Hide and Move Silently checks.

In The Realms

Death newts are native to the jungles of Chult, where they prey on humans and lizard-folk. The yuan-ti who live in these jungles are reported to use death newts as watchbeasts.

Demiurge out.
 


May I post one?
Weirdbush
Colossal Plant
Hit Dice: 32d8+320 (464hp)
Initiative: +0 (+0 Dex, +0 Improved Initiative)
Speed: 10ft.
AC: 27 (-8 size,+0 Dex, +25 natural), touch 2, flat-footed 27
Attacks: 2 stings +16 (+24 Base, +0 Dex, -8 size)
Damage: Sting 2d8+8 plus 1d6 acid and 3d6 rainbow force
Face/Reach: 40 ft. by 80 ft./25 ft.
Special Attacks: Scour, acid burst, rainbow force, acid strike
Special Qualities: SR 44, DR 50/+3, plant traits
Saves: Fort +28, Ref +10, Will +13
Abilities: Str 26, Dex 10, Con 30, Int 2, Wis 6, Cha 6
Skills:n/a
Feats:n/a
Climate/Terrain:Any wooded
Organization:Solitary
Challenge Rating: 28
Treasure:Standard
Alignment: Always neutral
Advancement: 33-35 HD (Colossal)

The weirdbush is a giant animate rosebush as big as the largest trees. Its flowers are ludicrously rainbow-colored and 4' across; they contain a special fluid. If a weirdbush is killed, the fluid from all its flowers serves as a potion of healing (takes three turns to extract).
COMBAT
The weirdbush attacks by stinging with its thorns and releasing its acids.

Scour (Ex): The weirdbush may shed leaves twice per day. These leaves whirl around the weirdbush at great speed. They are razor-sharp. Any creature within 50' of the weirdbush takes 10d6 slashing damage (Reflex DC 36 for half).
Acid Burst (Ex): The weirdbush may spray acids in a 30' radius, once per day, dealing 25d6 points of acid damage (Reflex DC 36 for half).
Rainbow Force (Su): If a weirdbush hits, it inflicts 3d6 force damage in a rainbow-colored burst of power.
Acid Strike (Su): The weirdbush may strike with a 10' wide, 100' long column of acid once per day. This strike deals 40d6 points of damage (Ref DC 36 for half).
 
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