VOTERS NEEDED: Halloween Monster Design Contest

Mark Chance

Boingy! Boingy!
The Corpse Shifter

You lost the thief in the crowd. Curses! She must have the details of the royal guard's schedule on her person. Forcing your way through a knot of people, you notice a narrow alley previously overlooked. It's barely wide enough to walk down without turning your shoulders. The noise of the marketplace dwindles, and the alley opens into a small square surrounded by three-story dwellings. By the well, the rogue lies sprawled on her face. Turning her over, you discover she is dead. A woman pokes her head out a first-story window.

"Two men jumped her," the woman says, pointing to a door. "They went through there."

You thank the woman and turn away when you realize the dead woman's clothes don't match what the rogue was wearing. She wouldn't have had time to change. You whirl about, weapon ready. The woman in the window grins, sliding through the opening to the square.

"It was the clothes, wasn't it?" she says. "Gets me every time."


Sometimes when an evil humanoid with a love for deception and abuse of power dies as a result of wronged parties seeking vengeance, the slain offender does not stay in the grave, but rises to unlife as a corpse shifter.

Corpse shifters are clever undead monsters with a peculiar form of shapechanging. They can assume the form of almost any dead humanoid. The corpse, in turn, takes on the shifter's current form. These monsters feed on humanoid flesh, especially the softer internal organs, and they use their shapechanging powers to assume positions of respect, power, and trust so as to better acquire their meals. Regardless of form, corpse shifters are physically powerful and can spit deadly acid.

A corpse shifter's natural form, which one is seldom encountered in, resembles an extremely emaciated cadaver with blood red eyes devoid of visible pupils.

[sblock=Corpse Shifter]
CR 4; XP 1,200
NE Medium undead (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +5
Defensive Abilities channel resistance +4; Immune undead traits

OFFENSE
Speed 30 ft.
Melee slam +8 (1d6+7), or
Ranged Touch spittle +5 (2d4 acid)
Space 5 ft.; Reach 5 ft.
Special Attacks spittle

STATISTICS
Str 20, Dex 14, Con --, Int 17, Wis 13, Cha 16
Base Atk +3; CMB +8; CMD 20
Feats Alertness, Improved Initiative, Power Attack
Skills Bluff +11, Climb +13, Intimidate +11, Perception +11, Sense Motive +11, Stealth +10, Use Magic Device +11
SQ change shape (alter self, limited; see below), fake blood
Languages Common, plus 3 others

SPECIAL ABILITIES
Corpse Shifting (Su) As a standard action with a range of touch, a corpse shifter can reshape a dead humanoid body look like the corpse shifter's current appearance. It can make the corpse one size larger or smaller and change anything else about it including its apparent race, gender, or age. Creatures with a reason to suspect deception may make a DC 15 Will save to realize that the corpse was altered. If a corpse shifter makes the corpse look like a specific individual, anyone who knows that individual can make a DC 15 Will save to realize that the corpse is not actually that person. The save DC is Charisma-based. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This ability merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.

When a corpse shifter uses this ability, it assumes the original form of the corpse. With this power, a corpse shifter can assume the form of a Small or Medium creature of the humanoid type. If the form it assumes has any of the following abilities, the corpse shifter gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If the form a corpse shifter takes is that of a Small humanoid, it gains a +2 size bonus to your Dexterity. If the form a corpse shifter takes is that of a Medium humanoid, it gains a +2 size bonus to your Strength.

A destroyed corpse shifter reverts to its natural form.

Fake Blood (Ex) A corpse shifter, when injured, appears to bleed. A DC 20 Heal or Perception check can determine the monster's blood isn't real. Owing to its fake blood and undead nature, a corpse shifter is immune to attacks such as blood drain and bleed.

Spittle (Ex) As a standard action that provokes attacks of opportunity as a ranged attack, a corpse shifter can spew a mouthful of acid to a range of 30 feet with no range increment. The acid, unless neutralized, lasts for another round, dealing another 2d4 points of damage.

ECOLOGY
Environment any
Organization solitary
Treasure standard
[/sblock]
 
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CleverNickName

Limit Break Dancing
What? No love for D20 Modern? or Call of Cthluhu? or even Ravenloft, for Pelor's sake? Halloween is wasted...wasted on you! You are not worthy of the season!

I keed, I keed. We've got some pretty good monsters going here, but we could always use more. So if you feel like designing a monster, you've got just 4 more days left. I'm still waiting for someone to do something awesome with chemical light sticks and fake blood...

But most of all, we need VOTES, people! If you're reading this, please take a moment to drop some XP on your favorite monster. No participation required.

Thanks for playing (and for continuing to play!)
 


Mark Chance

Boingy! Boingy!
The Pumpkin Devil

How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.

A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies.

Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via summon monster V (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time.

[sblock=Pumpkin Devil (Peponemon)]
CR 7; XP 3,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., see in darkness, scent; Perception +15

DEFENSE
AC 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size)
hp 112 (9d10+63)
Fort +10, Ref +10, Will +9
Defensive Abilities blood bond; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 20

OFFENSE
Speed 30 ft.
Melee 2 claws +15 (1d4+7), or
Melee 2 claws +12 (1d4+13) (Power Attack), or
Melee 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (1d4+10)
Spell-Like Abilities (CL 9th):
At will - hide from animals (self only)
3/day - moonstruck (Will DC 19), snare

STATISTICS
Str 25, Dex 19, Con 24, Int 8, Wis 16, Cha 12
Base Atk +9; CMB +17 (+19 drag); CMD 31 (33 vs. drag)
Feats Bloody Assault, Improved Drag, Intimidating Prowess, Power Attack, Throw Anything
Skills Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15
Languages Celestial, Common, Draconic, Infernal (cannot speak)

SPECIAL ABILITIES
Blood Bond (Su) A pumpkin devil has a special bond with its summoner. This blood bond functions much like. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.

The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned.

ECOLOGY
Environment any (Hell)
Organization solitary, pair (the pumpkin devil and its summoner), or pack (4-16)
Treasure standard
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Mark Chance

Boingy! Boingy!
Huzzah! Why this thread didn't get more responses is a mystery. Ah well. Congrats to Fuzzlewump, and good job to all involved.
 

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