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Master of Monsters

Doug McCrae

Legend
I'm looking for a justification for different kinds of monsters living in close proximity without attacking each other. In other words, the typical dungeon. One possibility is a unifying leader who gets them to work together.

What abilities, magic items, feats, PrCs, spells or monsters would be capable of doing this?
 

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A top 10 List -

1. Mindflayers
2. Spellcaster w "charm/compulsion" methods.
3. Vampire Template
4. Lich/Demilich Template (esp in conjunction w 2)
5. LE monsters, such as Kobolds, Hobgoblins and the like dominating more chaotic types.
6. Clerics w undead skeleton "line troops" DR 5 vs monsters that don't have bludgeoning weapons is rough on 1st level types.
7. Ogre magi.
8. Beholders
9. Devils (higher level - but always a draw)
10. THE Dragon

After all, the game IS Dungeons and Dragons. :cool:
 

Beowolf

Explorer
There is the "Dungeon Keeper" Prc that is a play on the dungeon keeper game. it slowly gives the pc the powers of the player in the game, including the ability to attract monsters and run a dungeon. might be worth a look.

any Undead that creates spawn kinda provides a varaity of monsters, just different templated creatures.

Deepspawn: Forgotten Realms monster, can eat any living creature and reproduce copies that obey the deepspawn. often creating dungeons of obiedient copies of a variety of creatures.
 

Beowolf

Explorer
found an epic version on wotc boards. but i belive there is another verson or two that arnt epic, realms of evil has one but their site seems to be down atm. this might give you some ideas at least

The Dungeon Keeper


Hit Dice: d4

Prerequisites:
Alignment: Any evil
Intimidate: 12 ranks
Spellcraft: 24 ranks
Spellcasting: Must be able to cast 4th level arcane spells, including scrying, charm monster, summon monster IV.
Feats: Sanctum Spell, Craft Wondrous Item, Leadership
Epic Feats: Craft Epic Wondous Item, Epic Leadership
Special: The potential Dungeon Keeper must be in possession of a stronghold that must include at least one Common Area (fancy).

Level Special
1..............Dungeon Heart, Familiar, Create Imp
2..............Invisible, Dungeon Presence
3..............Improved Leadership, Bind Minions
4..............Hearty Servants
5..............Far Command
6..............Persistent Spell, Spell Hardening
7..............Turn Resistance +4
8..............Lesser Planar Binding
9..............Hand of the Master
10............Master of Monsters

Class Skills:
The Dungeon Keeper’s class skills (and the key ability for each skill) are: Bluff (Cha), Intimidate (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Intuit Direction (Wis), Knowledge (architecture, arcane, (specific monster type), planes, local)(Int), Sense Motive (Wis), Scry (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features:
All of the following are class features of the Dungeon Keep prestige class.

Spells: A dungeon Keeper gains +1 spellcasting level to a previous spellcasting class every level.

Dungeon Heart: The Dungeon Keeper at 1st level uses a ritual to infuse his dungeon with a portion of his arcane power and life. The prerequisite Common Area becomes the focus of this ritual, which creates a magical device that connects the Dungeon Keeper and his stronghold inextricably. This device, called the Dungeon Heart, is Huge, having a facing of 15 ft x 15 ft, and is entirely immobile. Once created, it cannot be moved without destroying it and the ritual, wasting all components. The Dungeon Heart has a Hardness equal to the Dungeon Keeper’s class level, and hit points equal to his own maximum. Should the Dungeon Heart be destroyed, the Dungeon Keeper’s class abilities are inaccessible until a new Dungeon Heart can be created and invested with the Dungeon Keeper’s power. The Heart must be created, using 15,000 xp and 375,000 gp worth of raw materials. The ritual requires no additional costs, but takes one week of uninterrupted work.

Familiar: The Dungeon Keeper, upon gaining 1st level in this class, gains the Summon Familiar ability, as per a wizard or sorcerer. If he possesses other classes with this ability, those levels stack for determining the power of the Dungeon Keeper’s familiar.

Create Dungeon Imp: As a full round action, a 1st level Dungeon Keeper may sacrifice a 3rd level or higher spell to create a Dungeon Imp, a magical construct that executes simple commands given by the Dungeon Keeper.

Dungeon Presence: At 2nd level, the Dungeon Keeper learns to manipulate the Dungeon Heart, and can create Dungeon Tiles. Dungeon Tiles are small magical items, which appear as ceramic tiles marked with the Dungeon Keeper’s arcane mark. Creating a Dungeon Tile requires 500 gp of materials, 1 hour of uninterrupted concentration, and the use of an arcane laboratory suitable for magical item creation. To activate a Dungeon Tile, it must be installed into the floor of a chamber, which requires a minute of uninterrupted concentration. Once installed, it creates a 5ft by 5ft space in which the Dungeon Keeper may originate his spells as if he were standing in that space. To function, however, the Dungeon Tile must be adjacent to another functioning Dungeon Tile or to the Dungeon Heart. Used in the correct manner, they create a network of power through which the Dungeon Keeper can extend his spellcasting ability. Furthermore, all areas empowered by a Dungeon Tile attuned to the Dungeon Keeper are considered a part of his sanctum for the purposes of the Sanctum Spell metamagic feat. Also, the Dungeon Keeper may scry on any part of the tiled area as a supernatural ability, usable at will as a standard action.

Invisible: Upon reaching 2rd level, once per round, while standing in an area empowered by a Dungeon Tile, the Dungeon Keeper may cast invisibility on himself as a standard action. However, should he leave the empowered area, the effect immediately fades.

Improved Leadership: At 3rd level, the Dungeon Keeper gains the ability to bind creatures as followers. As openings for followers are created by the Dungeon Keeper gaining an increased Leadership score, various monsters will arrive seeking shelter, food, and pay in exchange for protecting the Dungeon Keeper’s dungeon. The creatures fill follower slots normally, with the following changes: The creature cannot have a CR or Hit Dice greater than the follower slot to be filled. The DM has complete control as to which creatures arrive to become followers. All standard modifiers to the Leadership score apply. These followers, as well as the Dungeon Keeper’s cohort and familiar, are referred to as “minions”, and are thereby referenced throughout the following class abilities.

Bind Minions: At 3rd level, the Dungeon Keeper is able to cast charm monster as a spell-like ability once per day. All such creatures that are charmed with respect to the Dungeon Keeper are considered “minions” for the purpose of his class abilities. This will function even on creatures immune to mind-influencing effects.

Hearty Servants: Upon reaching 4th level, all minions of the Dungeon Keeper who are within the empowered area of his Dungeon Tiles, receive a +2 enhancement bonus to Constitution.

Far Command: At 5th level, the Dungeon Keeper learns the arts of disciplining his minions. As a standard action, the Dungeon Keeper may inflict 1d10 damage on one of his minions within an area empowered by a Dungeon Tile. If this does not kill or disable the creature, it receives a +5ft morale bonus to it’s base speed for a number of rounds equal to the Dungeon Keeper’s class level. Also, the Dungeon Keeper may communicate telepathically with any creature, minion or not, within the tile network. If the creature is incapable of language, the Dungeon Keeper can still convey basic commands, such as attack, dig, stop, or guard.

Persistent Spell: At 6th level, the Dungeon Keeper gains Persistent Spell as a bonus feat.

Spell Hardening: At 6th level the Dungeon Keeper learns to draw upon the power of his Dungeon Heart to strengthen his magic. All spells enhanced by the Sanctum Spell metamagic feat have the feat’s caster level increase doubled, for purposes of setting the DC for dispelling or counterspelling the magic only.

Turn Resistance +4: At 7th level, all minions of the Dungeon Keeper who are within the empowered area of his Dungeon Tiles gains Turn Resistance +4, circumvented only by the Dungeon Keeper.

Lesser Planar Binding: At 8th level, the Dungeon Keeper may prepare and cast the Lesser Planar Binding spell once per week in addition to his normal compliment of spells.

Hand of the Master: At 9th level, the Dungeon Keeper learns to extend his will through the network of Dungeon Tiles as easily as he moves his own hands. The Dungeon Keeper may use telekinesis as per the spell as a supernatural ability once per round, to affect anything within the tiled area of his dungeon.

Master of Monsters: The Dungeon Keeper gains the Legendary Commander fear, despite not being the leader of a country.



Here is the statistics of the Dungeon Imp.

Dungeon Imp
Small Construct
Hit Dice: 1d10 (6hp)
Initiative: +1(+1 Dex)
Speed: 100ft
AC: 14 (+1 Dex, +1 size, +2 natural armor)
Attacks: Heavy pick +0 melee
Damage: Heavy pick 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Arcane construct, astounding mining, darkvision 60ft, stonecunning, telepathic connection
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con --, Int --, Wis 11, Cha 1
---------------------------------------------------------------------
Climate/Terrain: Any underground
Organization: Solitary or dungeon swarm (5-50)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: None

A Dungeon Imp resembles a pale yellow goblin with large black eyes clutching a mining pick, and has the following statistics:

Astounding Mining (Su): A Dungeon Imp, given orders to clear a space, will mine out a 5ft by 5ft by 10 ft high space, clearing out all debris and making rough stone walls within one minute. If attacked during this period, it will flee at top speed, and can resume at any time later. Immediately after, if it possesses a Dungeon Tile, it will use it to add the space to its master’s dungeon, a process taking one minute. If attacked during this period, it will flee at top speed, and the Dungeon Tile will be ruined and another must be used. After this process is completed, the Dungeon Imp will begin shoring up and reinforcing the walls, rendering them into superior masonry within one minute. If attacked during this period, it will flee at top speed, and can resume at any time later. These ability only functions underground where rough-hewn walls are free of cost, and renders superior masonry walls for the Dungeon Keeper’s stronghold free of cost as well.

Arcane 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. Counts as a summoned creature for purposes of abjuration spells that hedge them out or cause them to wink out of existence, such as an anti-magic field.

Telepathic Connection (Su): At all times, a Dungeon Imp is completely dominated by his Dungeon Keeper and will never resist even life-threatening orders. Also, the Imp’s creator can issue it new orders at any distance as a move-equivalent action. He may issue multiple Imps orders as a single action, but only if they are to commit the same action as a group. This functions as a dominate monster spell cast by a sorcerer of the Dungeon Keeper’s character level.
 

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