Creature Concepts for All Artists- Post your nightmares here.

Alan McFarlane

First Post
I thought it would be interesting for players to post in a thread any ideas concepts for new creatures and foes for pc's to face.

Post the description and name of the creature/foe. Every single post won't be drawn just the interesting ones.

All artists are welcome to contribute if they see something they like.

You never know we might end up with a new monstrous manual outta this!!

Keep your descriptons short with just the physical description, main stats and and powers.

Imagine your worst nightmares and then let the artists go to town.
 
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This could take some time....

Gnelves

Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.

Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics).

Parvel

These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends. At such a minuscule scale though, you can see the pointed ears and flattened eyes that make these stand out from others. Their delicate wings come in fours, like a lot of insects, they have a greasy sheen to the near see through parts, with the intricate joining pieces can be any where from red to gold to bronze.

Undervile
Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.

Dravern
At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize it must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone.

Flay worm
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.

Whip spider
These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow. They have a rough and hairy black chitinous carapace, the tip of it’s stinger is red. The evil creature only have two eyes, which are not multifaceted; they are however so large they almost cover the head of the beast.

I tried not to post all of them, But I like to think all of them are interesting
 

One from Knightfall

Had to remove the other two creature for IP reasons... but I still would like to see this one.

Nightwere
Huge-Size Aberration

This creature is the stuff of nightmares -- literally. A nightwere is the manifestation of years of abuse and neglect inflicted on an individual with psionic potential but that have never had any formal training (if helped to tame their mind the beast within may become a powerful psionic ability that the person can learn to control and call upon once a year). Those with this curse tend to burn out physically before their true condition is discovered. Those that survive the physical turmoil, go insane -- surrendering completely to the beast within. As for the beast itself, its physical form depends greatly on the innermost fears of the victim. Most often it manifests as a monstrous quadruped creature, with tusks, thick fur, and glowing red eyes. When first encountered, the creature is often mistaken for a werebeast and this is how it became known as the nightwere. However, the creature’s form can be anything and arachnid, insect, bird, humanoid, and reptile-like forms have all been encountered. No matter what its form, the creature has these four main characteristics: it can only appear at night (whether controlled by the victim or not); it appears to be made up of solid shadow-like matter; most normal weapons pass right through it without effect; and the creature projects an aura of fear in those that come near it. Also, the creature cannot be permanently destroyed by physical damage and will reappear again and again until the victims psionic mind can be healed or the victim dies.
 
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Two More from Knightfall - Steampunk Spelljammer Creatures!

Ok, here are a couple more creatures from me. These 'races' are a part of my Time of Ages campaign setting, which is part of my Spelljammer Gone Wild (steampunk spelljammer) cosmology.

These are a little long...

Maronel
Medium Humanoid (Goblinoid)

The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered. Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years. Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won.

Combat
Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down.

Ambush: Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached.

Teres
Large Monstrous Humanoid

The teres are the creation of Jaua Ae-rielun, a powerful temporal being that exists through all time and space and is linked to the world of Rielun. Magically shaped from a semi-intelligent race of lizards, the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizard men. The main physical difference is the fin-like protrusion around the back of their necks, the fact that they stand more upright, and a smaller head with gentler features.

Combat
Teres avoid combat as a rule. Not because they aren’t capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with steam-powered melee weapons or Improved Unarmed Strike.

Camouflage (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability useable three times per day, which a teres activates by clearing it's mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes.

Psionics: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionicist teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points.

Tail Slap: A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move- equivalent action, as the teres must brace its legs in order for it be able to whip its body around and bring its tail to bear upon an opponent.

Teres Society
Teres travel throughout known space, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah or Celestian. However, most teres don't usually worship specific deities, as they tend to be fickle creatures that are more concerned about their own glory. Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen ones will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua Ae-rielun. The teres greatest allies are the Guardians whose devotion to the Temporal Plane and the protection of Time are admired by the teres. They and the tigé are the main reason why Rielun does not associate with the Kings' Senate.
 
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This probably doesn't fit the thread's theme, but it is a monster I've always wanted to see an artist's rendering of.

Laeb the Destroyer
Male half-fiend/half-dragon (black)/half-troll of legend, fighter 2: CR 13; Large outsider; HD 6d10+72 plus 2d12+24; hp 180; Init +11; Spd 60 ft, fly 30 ft. (average); AC 36 (touch 11, flat-footed 31); Atk +25/+18 melee (2d6+21/19-20, +1 vicious fleshgrinding greatsword) or +21 (1d6+17, 2 claws) and +16 melee (1d8+12, bite); Face/Reach 5 ft. by 5 ft./10 ft.; SA Spells (as 5th level cleric plus Protection, Strength and War), Darkness 3-day, Breath line of acid 6d4 (17), Rend 2d6+9; SQ See in Darkness, Spell Resistance 14, Low-light vision, immunities (sleep and paralysis effects, poison, acid), Fire, cold, electricity resistance 20, darkvision 90 ft., regeneration 5, scent; AL CE; SV Fort +29, Ref +13, Will +10; Str 44, Dex 24, Con 34, Int 17, Wis 12, Cha 10.
Height 9 ft.
Skills and Feats: Hide -3, Jump +35, Listen +7, Spot +6, Swim +19; Alertness, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (greatsword).
Possessions: +1 viscous fleshgrinding greatsword, boots of striding and springing, necklace of demons, potion of greater magic fang fleshshifter armor (+1 studded leather that enables an effect identical to alter self at will).

Laeb has huge bat wings and red eyes. A small pair of horns are on his head. He rarely sheathes his sword, prefering to use its fleshgrinding ability on the toughest defender immediately and then attack with his claws. His armor (when not in use) appears to be made of human skins and is decorated with bones and skulls. Laeb both despises and enjoys his murderous existance. He exists only to kill humanoids. It is more than a obsession or primal instinct. He kills because he enjoys it. Risks do not bother him; he's not afraid of dying. He's usually found with a small party of trolls that worship him without question. Laeb loves the isolated hamlets of the frontier. Once he finds one, he doesn't leave the area until he has killed every humanoid there, even going so far as to track down survivors and torture them for days. His layer is decorated with the skeletons of adventures that have come to avenge his victims. He keeps a small collection of holy symbols plundered from the clerics and paladins he's slain. Other than the occasional vile magical item that catches his attention, he usually ignores treasure and give it to his followers.
 

ArcOfCorinth said:
Laeb the Destroyer
Male half-fiend/half-dragon (black)/half-troll of legend, fighter 2
{snip}
Possessions: +1 viscous fleshgrinding greatsword, boots of striding and springing, necklace of demons, potion of greater magic fang fleshshifter armor (+1 studded leather that enables an effect identical to alter self at will).

Laeb has huge bat wings and red eyes. A small pair of horns are on his head. He rarely sheathes his sword, prefering to use its fleshgrinding ability on the toughest defender immediately and then attack with his claws. His armor (when not in use) appears to be made of human skins and is decorated with bones and skulls. {snip}

Actually, I would say that this qualifies as a 'nightmare' creature. It might take Alan a little time to get to it though. He's got commission work he has to do first, which he mentioned on his 'other' thread.

Take your time, Alan. It will be worth the wait to see this one and my own critters as well.
 

Two replacement critters!

Ok, I had to deleted two of my previous submissions for IP reasons. They are my IP, but I might soon have a 'official' home for them. That's all I can say, so don't ask.

NOTE: Alan, if you've started them, I'm really sorry for pulling the plug on you. If you decide you still want to do them then contact me by email.

Anyway, here are a couple of replacement critters...

Kraken Lord
Huge Monstrous Humanoid (Aquatic)

A kraken lord is an aggressive, cruel, intelligent creature related to krakens. Some believe they are the next step in a kraken’s evolutionary process. Though while not as large or strong as a kraken they are more intelligent and, thus, more dangerous. Kraken lords breathe both air and water normally.

Kraken lords are most often found thousands of feet below the ocean but are becoming more common at shallower depths and underground environments. They love to flood Underdark caverns and cities near the ocean, allowing them to move in a take over. Once in these positions, it is almost impossible to rid a region of a kraken lord, as it tends to align with aboleths, kuo-toas, and sahuagin. Strangely, kraken lords don’t associate with krakens and will have one hunted down and killed if it wanders into its domain.

Kraken lords have a head like a kraken's body, along with its telltale tentacle appendages and a large beak on the front of their necks. They stand upright on two legs and also have two arms. A kraken lord’s four humanoid limbs end in four webbed digits with one of those digits opposable. A kraken lord’s eight tentacles are similar to a kraken’s and nearly as deadly. Six of the creature’s tentacles are 15 feet long; the remaining two are 30 feet long and covered with cruel barbs. From looking at a kraken lord, one would lead to believe that they would have trouble walking but the truth is that their powerful bodies are well muscled and they have no trouble walking on dry land or using their tentacles to attack while on land.

Gargoyle, Sea
Medium-size Magical Beast (Aquatic, Earth)

Sea gargoyles are a rare creature, which while related to normal gargoyles, have their own groups and territories. Sea gargoyles are more closely related to kapoacinths, another type of marine gargoyle, although they cannot fly like the kapoacinths, even though they have wings. Regardless of these differences, sea gargoyles are just as cruel and dangerous as other gargoyles.

Sea gargoyles are similar in appearance to other gargoyles in that they look like winged, stone statues. The main difference is that sea gargoyles are deep blue to sea green in color and have webbing in between their clawed toes and fingers. While they don’t require food, they are fond of fish of all sorts, including intelligent aquatic races such as merfolk, sea elves, kuo-toa, and locathah. Sea gargoyles are most often encountered near old, stone lighthouses and ruined sea towns and cities, as well as swimming in deep water. Sea gargoyles often work with sahuagin and other evil sea dwellers.

I promise I won't pull these ones...
 
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you might want to alter the thread's title a bit... doesn't look like anyone's taking you up on it...
 

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