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The What Is It? Contest 6

Mark Chance

Boingy! Boingy!
The sixth What Is It? Contest is upon us. Like every other contest, the goal is to create a monster for the picture of month. The pic for this month's contest is at this link.

The Rules

1. One submission per entrant.

2. Post a complete stat block and fluff text for the creature depicted at the link above in this thread using the standard format for PF monsters. Also, include at least two plot hooks for the monster.

3. Your work must be your own and cannot use anyone's Product Identity or Closed Content material.

4. The deadline is 31 July 2011. After this, all entries are considered final.

5. A winner will be chosen via a poll set up in another thread. This poll will remain open until approximately 6 August 2011.

6. All entrants retain rights to their submissions.

The Prizes
1. The winner chosen by poll gets to brag about how awesome his or her monster is.

2. The winner will receive a $5 gift certificate to DriveThruRPG. Reception of the gift certificate is contingent on me having a valid email address for the winner.

Previous Contests
#1 | #2 | #3 | #4 | #5
 

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Walking Dad

First Post
Another great pic and also something I can stat up for 'Heroic Tier' ;)

Dips on aquatic aberration ;)

---

T’quazeel aka Flying Frog Beast

A brood of grotesque pale flying frog like creatures advances at you, long blue tongues already dangling from their big mouths. A bigger one follows behind...

XP 800

LE Medium aberration (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +7


DEFENSE


AC
17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 24 (2d10+13)
Fort +5, Ref +6, Will +5;
Resist cold 10;


OFFENSE


Speed
15 ft., swim 40 ft. , Fly 40 ft. (average)
Melee bite +6 (1d6+4 plus grab) or tongue +6 touch (grab)
Space 5 ft.Reach 5 ft.
(15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning/1d4 acid damage, AC 12, 2 hp), tongue
, transport

STATISTICS


Str
19, Dex 17, Con 21, Int 14, Wis 14, Cha 10;
Base Atk +2; CMB 6; CMD 19
Feats Toughness
Skills Intimidate +4, Fly +12, Perception +6, Stealth +6, Swim +17; Racial Modifiers +4 Perception and Stealth underwater, +8 Fly
Languages Aboleth, Undercommon
SQ amphibious


ECOLOGY


Environment
temperate or cold aquatic or underground
Organization solitary, brood (2-5), or as part of a skum cabal (2-6, skum: 13-95 plus 50% noncombatants, 1 subchief of 3rd level per 20 adults, 1 sorcerer of 4th-6th level per 40 adults, 1 chieftain of 7th-9th level, and 2-6 oozes)
Treasure none


SPECIAL ABILITIES


Skum Origin(Ex) Despite being an aberration, the T’quazeel uses the HD, Bab, saves and skills progression of a Monstrous Humanoid

Tongue (Ex)
A T’quazeel 's tongue is a primary attack with reach equal to three times the it's normal reach (15 feet for a Medium T’quazeel). A T’quazeel 's tongue deals no damage on a hit, but can be used to grab. A T’quazeel does not gain the grappled condition while using its tongue in this manner.
Transport (Ex) A T’quazeel can choose to deal no damage to swallowed creatures, but also provide air to them, even underwater.

[FONT=&quot]Background:[/FONT][FONT=&quot]
The always enigmatic and creative Aboleths created a new servant to satisfy their needs for quickly gaining new prisoners/servants from the surface. The efforts culminated in the [/FONT]T’quazeels, a further mutation of the skums, their favorite slave race. Sent as a giant variant with some normal sized specimens, they are easily able to overwhelm a single humanoid quickly and transport it back to their masters.

Note: Use Giant template to create the bigger versions that are able to swallow a medium sized creature.
[FONT=&quot]

Hooks:
Where is Carmen? - People start to vanish around the characters homebase, leaving only faint hints of struggle[/FONT] and a bit of slime.
How will the characters be able to track a flying opponent? Dare they to enter the Aboleths secret underwater dwellings after they realize the missing persons are most likely still alive? Will they come in time to stop their transformation into skum or worse?

Gone Fishing - The characters are attacked while traveling on water. Maybe they are bodyguards and their charge is one of the persons missing after the attack. Or they just realize that there is a new menace on the familiar trade route that needs to be stopped before traders got missing in numbers.
 
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Mark Chance

Boingy! Boingy!
Alzrius's Arthraktus is the winner of What Is It? #5! Congrats, and thanks to everyone who participated by creating monsters and/or voting. :)
 



Theo R Cwithin

I cast "Baconstorm!"
Here's an entry for this, my first PF monster ever-- in this case, an Outsider. Hopefully a few other folks will pitch in, too!

Statblock's kind of long, so I've sblocked it;
@Mark Chance , let me know if I should un-sblock it or change other formatting for you.
[EDIT: I pulled off the sblocks for easier cut'n'paste]

-------- -------- -------- --------

Wyvermurg (or iaiaglawa or "hagpole")‬

The mottled olive skin of this loathesome salamander-like creature glistens in the dim swamplight as it slithers along the marshy ground dragging its clawed wings. Beneath heavy lids, its lightless black eyes watch you with malevolent intensity.

-----------------------------------------
WYVERMURG (CR 6)
-----------------------------------------
XP 2,400

CE Medium outsider (native)

Init +8; Senses darkvision 60 ft., detect good/law; Perception +8
-----------------------------------------
DEFENSE
-----------------------------------------
AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)

hp 68 (8d10+24)

Fort +9, Ref +7, Will +9
-----------------------------------------
OFFENSE
-----------------------------------------
Speed 20 ft., fly 50 ft. (average), swim 30ft.

Melee bite +9 (1d6+1 plus poison), tail claw +9 (1d4+1)

Space 5 ft.; Reach 5 ft.

Special Attacks Mucilaginous spittle
Spell-Like Abilities

Constant— detect good (CL 6th), detect law (CL 6th)

At will— alter self (CL 12th)
3/day— dimension door (CL12th, self only)
Spells Known (CL 6th)

3rd (3/day)— summon monster III

2nd (5/day)— acid arrow, silence

1st (6/day)— mage armor, obscuring mist, protection from law, true strike

0th (at will)— acid splash, bleed, daze, ghost sound, read magic, resistance, touch of fatigue
-----------------------------------------
STATISTICS
-----------------------------------------
Str 12, Dex 18, Con 16, Int 13, Wis 15, Cha 17

Base Atk +8; CMB +9; CMD 13 (can't be tripped)

Feats Alertness, Dodge, Eschew Materials(B), Improved Initiative, Lightning Reflexes

Skills Acrobatics +8, Bluff +11, Diplomacy +6, Fly +12, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +8, Sense Motive +8, Spellcraft +9, Survival +6, Use Magic Device +11

Languages Abyssal, Common, Draconic; telepathy 60 ft.
-----------------------------------------
SPECIAL ABILITIES
-----------------------------------------
Spells
A wyvermurg casts spells as a 6th-level sorcerer.
Poison (Ex)
Injury—bite; save Fortitude DC 14; frequency 1/minute for 10 minutes; effect 1d4 Dex; cure 2 consecutive saves. The DC is Constitution-based.
Mucilaginous spittle (Ex)
As a standard attack, a wyvermurg in its natural form can spit a gob of sticky mucus up to 30ft that hampers a target's movement. The wyvermurg makes a ranged touch attach against a large or smaller creature in range; on a successful hit, that creature is entangled for 1d4 rounds. The target creature may spend a full round action to free itself from the mucilaginous spittle by rinsing off with a flask of acid, holy water or strong alcohol. This mucilaginous spittle ability also functions underwater, but the range is reduced to 5ft. A wyvermurg is immune to the effects of any wyvermurg's mucilaginous spittle.
-----------------------------------------
ECOLOGY
-----------------------------------------
Environment warm swamps

Organization solitary, pair, or coven (3–6)

Treasure standard


Wyvermurgs are malignant, hateful beings that usually live deep in miserable swamps, scorned by even the demented abyssal things that spawned them long ago and set them loose upon the World. They prefer to reside in immortal solitude, but on occasion will seek out lesser weak-willed humanoids to help it wreak havoc on the on the mortal world. Such a wyvermurg might see fit to insinuate itself into a primitive tribe disguised as an influential shaman, or even maintain its normal monstrous form to take on the role of a dark godling. On very rare occasions and for inscrutable reasons, a handful of wyvermurgs might convene for a short time in order to work a cooperative dark ritual of a power greater than they could manage individually.

An wyvermurg resembles a sickly greenish frog-faced salamander about 8 feet in length, with black bat-like wings and a split tail ending in a claw. A dripping purplish-grey tongue lolls out of its fanged mouth, and its coal-black eyes reflect no light; even when disguised as a humanoid, its tongue seems a bit too big, and its eyes a bit too black. In its natural form, the creature can snap its venomous jaws and swipe with its tail equally well whether crawling, flying or swimming; but it generally prefers to hang back and attack foes with its spells from a superior position. A wyvermurg is not normally brave, and, if possible, will remorselessly command its lessers to fight in its defense. If a battle turns against it, a wyvermurg will normally fly or dimension door to safety.

As native outsiders, wyvermurgs must breath, eat and sleep. Solitary ones hunt small animals for sustenance, but will gleefully tear apart a lone traveller if the opportunity arises. A wyvermurg that has deceived a tribe or built a cult will happily and gluttonouslly consume whatever foul offerings are laid before it: live animals, slaves, children, even humanoid carrion.

HOOKS

The Crystal Egg - An emissary of a peaceful tribe asks the PCs to locate and retrieve a cherished crystal egg, a relic of their winged serpent god. The Egg has been taken by a clan of swamp orcs whose chieftain is under the sway of their own witch-doctor, a disguised wyvermurg that wants to corrupt the Egg it into a wyvermurg youngling of its own. Can the PCs retrieve the Egg before any harm comes to it?

Plague of the Hagpoles - Upon defeating a vicious swamp hag (a wyvermurg), the PCs learn that it had been summoned to appear at an unknown location during the next new moon, in just a fortnight's time. This meeting is actually a conclave of wyvermurgs, compelled by the most powerful of their species to help with a ritual: to infect a wandering healing cleric with a highly contagious disease by subjecting him to a summoned plague demon or other magical contagion. Can the PCs locate and disrupt the gathering coven before an epidemic is unleashed?
 
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Theo R Cwithin

I cast "Baconstorm!"
The vote won't start until 1 August, I believe, and will last a few days. @Mark Chance will probably put up another thread specifically for voting with all the entries in one place. Assuming there are other entries, of course! ;)
 

Mark Chance

Boingy! Boingy!
Mark Chance will probably put up another thread specifically for voting with all the entries in one place. Assuming there are other entries, of course! ;)

Exactly. Once the deadline hits, I'll cut-and-paste the entries into a separate thread with a poll for voting. When the poll closes, the person with the most votes wins.
 

Systole

First Post
-----------------------------------------
TROGLOCET (CR 2)
-----------------------------------------
XP 600
N Small beast (aquatic)
Init +2; Senses blindsense 60 ft., keen scent; Perception +2

-----------------------------------------
DEFENSE
-----------------------------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 16 (3d8+3)
Fort +3, Ref +5, Will +1
Weaknesses Fear of Light

-----------------------------------------
OFFENSE
-----------------------------------------
Speed 10 ft., swim 40ft.
Melee bite +4 (1d6-1) primary, 2 claw +4 (1d3-1 plus poison) primary
Space 5 ft.; Reach 5 ft.
Special Attacks Aquatic Leap, Pounce

-----------------------------------------
STATISTICS
-----------------------------------------
Str 8, Dex 15, Con 12, Int 2, Wis 10, Cha 17
Base Atk +2; CMB +0; CMD 11
Feats Skill focus (stealth), Flyby Attack
Skills Stealth +6, Perception +2

-----------------------------------------
SPECIAL ABILITIES
-----------------------------------------
Poison (Ex) Injury—claw; save Fortitude DC 11; frequency 1/minute for 2 minutes; effect 1 Str; cure 1 save. The DC is Constitution-based.

-----------------------------------------
ECOLOGY
-----------------------------------------
Underground lakes and rivers
Organization solitary, pair, or school (3–6)
Treasure none


Fear of Light: Trogloceti fear light. Exposure to anything stronger than torchlight causes the shaken condition, and trogloceti will only willingly initiate combat under these conditions if starving. Exposure to daylight (either natural or as the spell) causes the frightened condition.

Aquatic Leap (Ex): A troglocet that begins its movement by swimming at least 10' may choose to fly in with poor maneuverability for the remainder of its turn. Flying movement is calculated as if it were using the creature's swim speed. The troglocet can use a run action, a charge (pounce) action, or a Flyby Attack in combination with this ability.

Pounce (Ex): A troglocet can make a full attack on a charge action.

Flyby attack: When flying, a troglocet can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Trogloceti can only use this ability in conjunction with their Aquatic Leap ability.



Trogloceti are carnivorous flying fish adapted to life in the world's great underground lakes. While they typically prey on bats or other small flying creatures, they are perfectly willing to swarm larger animals who wander too close to the water's edge. In particular, they are the bane of the sailors of underground lakes, and these individuals have many tales of ships harassed by the creatures, and of entire crews lost to them.

Trogloceti can walk, although not well, and can survive out of the water for about an hour. The claws on their wings secrete a mild poison, which they use to disable larger prey.

When attacking larger prey, they will if possible begin combat with a series of flyby attacks, beginning and ending their turn in the water. In this case, they will attack with their claws until their prey is sufficiently weakened to engage with a pounce. For smaller, weaker prey, or if they can't land in the water, they will engage directly with a pounce.

Trogloceti are capable of stalking their prey and waiting until the terrain is to their advantage. In general, they will not attack anything that is more than 20' from the water.
 

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