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101 Alternative Versions of Old Monsters
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<blockquote data-quote="DMH" data-source="post: 5731971" data-attributes="member: 24945"><p>Labyrinth Lord monsters with Mutant Future mutations</p><p></p><p>Carcass scavenger with larval form (is actually an immature giant wasp that burrows through solid rock) and neural telekinesis. It can lift 50 pounds and has a range of 30'. It uses the TK to drag prey to its tentacles.</p><p></p><p>Dragon turtle with aberrant form and reflective epidermis (heat) . This magma dwellers breathes a cloud of metallic gas (damage is 2 times its hit points). Though it comes to the surface in volcanos, most are found deep within the planet.</p><p></p><p>Dragon turtle with aberrant form and reflective epidermis (acid). These turtles dwell in giant, acidic bogs. Their breath weapon is alkaline (thus bypassing acid immunity) and does normal damage. They hide burrowed into the peat and wait for prey to walk within biting distance.</p><p></p><p>Ettin with aberrant form (extra body parts), increased balance, light step and spiny growth. This creature has four arms. When it uses all six when climbing, the creature can not fall from almost any surface. It is covered in 2' long spines and can throw four of them per round (one per hand) for 2d6 points of damage each to a range of 50'. This mutant ettin is found in mountain ranges and is notorious for chasing prey for miles, using its ability to climb to avoid most obstacles.</p><p></p><p>Fire giant with alter atomic composition. These giants turn water into oil (the flaming kind) by touch. They drink it instead of water and set up pit traps where the bottom of the pits are filled with oil (enough to do 3d10 points of fire damage per round for 5d6 rounds).</p><p></p><p>Frost giants with alter atomic composition. These giants turn stone and metal into ice by touch. Cold winters draw them south and they can wipe out cities by turning walls and buildings into ice which can not support their contents. Even metal and stone weapons that strike them are changed and do only 1/2 damage to the giants.</p><p></p><p>Stone giants with metamorph. These giants can transform into rocs. A single giant becomes a small roc, two become a large roc and three or more become a giant roc (LL p. 91). They travel all over their mountain ranges and have a much larger territory than most giants.</p><p></p><p>Stone giant with animate object. The stones the giants animate are used to make bridges, doors and to encase opponents. Treat the stones as earth elementals for stats but they have an unlimited duration.</p><p></p><p>One kind of gorgon isn't really a gorgon. It is part of the life cycle of some dragon species. The dragons lay eggs that hatch into gorgons and the gorgon's breath weapon turns living creatures into dragon eggs (plants are immune).</p><p></p><p>Another gorgon's breath weapon turns flesh to living wood. The animal then consumes the new growth.</p><p></p><p>Giant hawk with combat empathy and quickness. This bird flies faster than 100 miles per hour and can take a hovering fly while doing so. It loves shiny objects (like helmets) and moves fast enough few can track it back to its nest.</p><p></p><p>Rust monster with fire to mass and loss of trait. Instead of eating metals, this creature consumes heat. It has no antennae and feeds through its tail. Creatures that come within 10' take one point of cold damage per round. They are not immune to heat based attacks, but do have fire resistance 100. Dropping one into a volcano will cause it to overload and die.</p><p></p><p>Stirge with alter atomic composition. These birds turn stone into flesh and then feed on the blood within the flesh. The soon to be dead flesh draws scavengers, including many disease bearing species. Stone feeder stirges can be abundant enough to keep people from building "proper" cities in tropical regions.</p><p></p><p>Stirge with parasitic control. Found in huge flocks, these creatures send out a few scouts who look for herds of animals. The leaders of the herds are controlled and are used to bring the prey to the stirges.</p><p></p><p>Treant with aberrant form, bizarre appearance and reflective epidermis (heat, cold and radiation). This fungal mass protects the life found on asteroids and planetary rings. Occasionally one falls onto the surface of a planet and tries to find a way back into space. Sadly their appearance means most people treat them as some unholy horror.</p><p></p><p>Wererat with bizarre appearance, clairvoyance (the spell), natural armor and toxic weapon. This population lives in the sewers below an alchemist and heavily mutated because of all the waste chemicals they breathe. They have purple fur and bony, serated ears. Their claws contain a venom that causes victims to mutate themselves (d4 random mutations, takes d4 minutes, save versus poison to negate).</p><p></p><p>Grey ooze with magic to mass, plant growth (as spell) and induce mutation (toxic weapon). These oozes farm fungi in the underdark. They produce huge masses of mycelium that can clog tunnels and chambers by converting magic into fertilizer. If their crops are threatened, the oozes can either cause the fungi to grow and engulf (treat as a huge web spell) or turn the fungi very toxic (contact poison, save: failure means 10d8 points of damage and success means 2d6 points of damage). The oozes can defend themselves but do not eat their non-fungal victims.</p><p></p><p>Grey ooze with gigantism and induce mutation (regenerative capactity). These masses of goo are home to many other creatures. They feed only on waste products and can not digest living flesh (or feathers, scales, hair etc.). When species that are adapted to them swim within the oozes, they do not have to worry about breathing and gain the ability to heal one hit point per round. Generally the creatures that live within these oozes are vermin like stirges and cave fishers but occasionally one finds a population of goblins willing to give up metal armor (which makes swimming in the goo very difficult) in exchange for healing and a home where few predators will follow .</p><p></p><p>Giant ants with reflective epidermis (heat) and create food and water (as per spell). These massive insects have gut flora that turns volcanic heat and gasses into food. They colonize vents and volcanos and actually expand the range of the lava with their tunneling. Red dragons love them as snacks, almost everyone else hates them.</p><p></p><p>Baboon, higher with epidermal photosynthesis and regenerative capacity. The fur on the arms of these primates is infested with algae. The monkeys constantly eat it and need no other source of food. If one is slain, its hair keeps growing. When it stops, the hair is usually 10-20 cubic yards. Of course herbivores usually munch the hair before it gets that long.</p><p></p><p>Some dragons that can digest almost anything do so with the help of gut dwelling oozes. They can have several dozen species of ooze, each specialized in a different kind of matter. Occasionally, usually when the creature is ill, will a few escape. They don't live very long, just enough to make intruding PCs lives difficult.</p><p></p><p>Something else you might want to consider is age charts, even for existing creatures. When advancing them, have specific powers, feats, whatever planned out (as a species rather than individuals) as well as the hit die increase.</p></blockquote><p></p>
[QUOTE="DMH, post: 5731971, member: 24945"] Labyrinth Lord monsters with Mutant Future mutations Carcass scavenger with larval form (is actually an immature giant wasp that burrows through solid rock) and neural telekinesis. It can lift 50 pounds and has a range of 30'. It uses the TK to drag prey to its tentacles. Dragon turtle with aberrant form and reflective epidermis (heat) . This magma dwellers breathes a cloud of metallic gas (damage is 2 times its hit points). Though it comes to the surface in volcanos, most are found deep within the planet. Dragon turtle with aberrant form and reflective epidermis (acid). These turtles dwell in giant, acidic bogs. Their breath weapon is alkaline (thus bypassing acid immunity) and does normal damage. They hide burrowed into the peat and wait for prey to walk within biting distance. Ettin with aberrant form (extra body parts), increased balance, light step and spiny growth. This creature has four arms. When it uses all six when climbing, the creature can not fall from almost any surface. It is covered in 2' long spines and can throw four of them per round (one per hand) for 2d6 points of damage each to a range of 50'. This mutant ettin is found in mountain ranges and is notorious for chasing prey for miles, using its ability to climb to avoid most obstacles. Fire giant with alter atomic composition. These giants turn water into oil (the flaming kind) by touch. They drink it instead of water and set up pit traps where the bottom of the pits are filled with oil (enough to do 3d10 points of fire damage per round for 5d6 rounds). Frost giants with alter atomic composition. These giants turn stone and metal into ice by touch. Cold winters draw them south and they can wipe out cities by turning walls and buildings into ice which can not support their contents. Even metal and stone weapons that strike them are changed and do only 1/2 damage to the giants. Stone giants with metamorph. These giants can transform into rocs. A single giant becomes a small roc, two become a large roc and three or more become a giant roc (LL p. 91). They travel all over their mountain ranges and have a much larger territory than most giants. Stone giant with animate object. The stones the giants animate are used to make bridges, doors and to encase opponents. Treat the stones as earth elementals for stats but they have an unlimited duration. One kind of gorgon isn't really a gorgon. It is part of the life cycle of some dragon species. The dragons lay eggs that hatch into gorgons and the gorgon's breath weapon turns living creatures into dragon eggs (plants are immune). Another gorgon's breath weapon turns flesh to living wood. The animal then consumes the new growth. Giant hawk with combat empathy and quickness. This bird flies faster than 100 miles per hour and can take a hovering fly while doing so. It loves shiny objects (like helmets) and moves fast enough few can track it back to its nest. Rust monster with fire to mass and loss of trait. Instead of eating metals, this creature consumes heat. It has no antennae and feeds through its tail. Creatures that come within 10' take one point of cold damage per round. They are not immune to heat based attacks, but do have fire resistance 100. Dropping one into a volcano will cause it to overload and die. Stirge with alter atomic composition. These birds turn stone into flesh and then feed on the blood within the flesh. The soon to be dead flesh draws scavengers, including many disease bearing species. Stone feeder stirges can be abundant enough to keep people from building "proper" cities in tropical regions. Stirge with parasitic control. Found in huge flocks, these creatures send out a few scouts who look for herds of animals. The leaders of the herds are controlled and are used to bring the prey to the stirges. Treant with aberrant form, bizarre appearance and reflective epidermis (heat, cold and radiation). This fungal mass protects the life found on asteroids and planetary rings. Occasionally one falls onto the surface of a planet and tries to find a way back into space. Sadly their appearance means most people treat them as some unholy horror. Wererat with bizarre appearance, clairvoyance (the spell), natural armor and toxic weapon. This population lives in the sewers below an alchemist and heavily mutated because of all the waste chemicals they breathe. They have purple fur and bony, serated ears. Their claws contain a venom that causes victims to mutate themselves (d4 random mutations, takes d4 minutes, save versus poison to negate). Grey ooze with magic to mass, plant growth (as spell) and induce mutation (toxic weapon). These oozes farm fungi in the underdark. They produce huge masses of mycelium that can clog tunnels and chambers by converting magic into fertilizer. If their crops are threatened, the oozes can either cause the fungi to grow and engulf (treat as a huge web spell) or turn the fungi very toxic (contact poison, save: failure means 10d8 points of damage and success means 2d6 points of damage). The oozes can defend themselves but do not eat their non-fungal victims. Grey ooze with gigantism and induce mutation (regenerative capactity). These masses of goo are home to many other creatures. They feed only on waste products and can not digest living flesh (or feathers, scales, hair etc.). When species that are adapted to them swim within the oozes, they do not have to worry about breathing and gain the ability to heal one hit point per round. Generally the creatures that live within these oozes are vermin like stirges and cave fishers but occasionally one finds a population of goblins willing to give up metal armor (which makes swimming in the goo very difficult) in exchange for healing and a home where few predators will follow . Giant ants with reflective epidermis (heat) and create food and water (as per spell). These massive insects have gut flora that turns volcanic heat and gasses into food. They colonize vents and volcanos and actually expand the range of the lava with their tunneling. Red dragons love them as snacks, almost everyone else hates them. Baboon, higher with epidermal photosynthesis and regenerative capacity. The fur on the arms of these primates is infested with algae. The monkeys constantly eat it and need no other source of food. If one is slain, its hair keeps growing. When it stops, the hair is usually 10-20 cubic yards. Of course herbivores usually munch the hair before it gets that long. Some dragons that can digest almost anything do so with the help of gut dwelling oozes. They can have several dozen species of ooze, each specialized in a different kind of matter. Occasionally, usually when the creature is ill, will a few escape. They don't live very long, just enough to make intruding PCs lives difficult. Something else you might want to consider is age charts, even for existing creatures. When advancing them, have specific powers, feats, whatever planned out (as a species rather than individuals) as well as the hit die increase. [/QUOTE]
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