Creatures By Poll - Monster #2 Discussion


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wait, hold on, i'm not dead, and i'm not going to stall as long as i did on our first baby. ;)
just needed a few days off to clear me head.
i'll do some work on it tonight after work...
 

OK, I’ll use the planeshift power of the genies, and cut the druid spellcasting levels to 6th. Regeneration will heal 5 points per round.

I’ll have the noxious growth ability figured out, and the final prototype posted by the end of the week.

Before you guys get TOO antsy for the final touches, there are a few other things to worry about:

Physical attacks: will there be any, or will it rely strictly on its magical abilities? Not even a slam or bite attack?
Face/Reach: does it look right as 5/5/10?
Skills: we have 144 skill points, we might as well use ‘em!
Feats: I calculate it at 4 feats for this HD, what should we use them on?
Climate/Terrain: any land and underground?
Treasure: standard? double?

I think I can create the creature’s description and other ideas from what you all posted on page one of this thread. Any other ideas now before I write it up?
 

BOZ said:
OK, I?ll use the planeshift power of the genies, and cut the druid spellcasting levels to 6th. Regeneration will heal 5 points per round.
OK


Before you guys get TOO antsy for the final touches, there are a few other things to worry about:
Not me! ;)

But I do admit that I almost forgot about feats and skills...


Physical attacks: will there be any, or will it rely strictly on its magical abilities? Not even a slam or bite attack?
2 slams sound right.


Face/Reach: does it look right as 5/5/10?
Yes.


Skills: we have 144 skill points, we might as well use ?em!
Knowledge (The Planes), Knowledge (Nature), Wilderness Lore, Spot, Listen(?), Spellcraft(?), Concentration(?)

Feats: I calculate it at 4 feats for this HD, what should we use them on?
Iron Will(?), Alertness(?), Great Fortitude(?), Spell Penetration(?), Track(?), Improved Initiative(?)


Climate/Terrain: any land and underground?
Any land, except deserts(?)

Treasure: standard? double?
The monster doesn't strike me as one that would usually gather and/or use items. Standard at most, but I'd even go for no treasure.
 

Hmm...

Planeshift and spells: Perfekt

Attacks and Face/Reach: I'm with Knight Otu on this one.

Skills: Knowledge (the planes), Knowledge (nature), Wilderness Lore, Spellcraft, Concentration, Listen, Spot, Hide and Move Silently sounds about right, might want to include intimidate also.

Feats: Combat Casting is a must, other than that, I would go with some of the following: Improved Initiative, Spell Penetration, and any metamagic feat.

Climate/Terrain: Any Forests!

Treasure: Standard, although none could work.

That's my opinion anyways.

Later,
 

I think death by cold should also prevent the death throe, and it should definitely not be arctic, subarctic, or maybe even temperate. If it has cold vulnerability it should stick to warm places.

I'm not too keen on Disintegrate. Feels kind of tack on, and it's such a good spell I think the beasty would use it all the time, making Disint one of the defining features of fighting these guys.

Can you see one of those mangrove islands that float away with one of these guys? :D

I also propose that next CbP have a "working title" poll right away, so we can have an unofficial name to work with. ;)

PS
 

Is there a BOZ in this thread? ;)

Storminator: I'd say we had "working titles" for both monsters, Scylla for the first (sorry, Krishnath) and a few (such as my Druidaemon) for this one. I guess we restrained ourselves with names because we knew that the naming part would come later.
 

you got that right, and no, BOZ has died and been replaced by me. ;) i have the rest of today to myself... so i think i shall use that time to do some writeups for this baby right here. watch for updates througout the day! :D :cool:
 

ok, i didn't do anywhere near as much as i thought i would (i'm such a tease!) but, at least i did something! i worked on storminator's noxious growths power, let me know what you think! just right, need some tweaking (suggest please), or is it just too broken to fix? opinions one and all!

Noxious Growths (Su): The monster continually causes random noxious plant growths to appear within its personal power range. This power causes a number of different effects, either determined randomly or chosen by the DM. Four different types of plants can sprout whole from the ground, developing from the following lists. In the first round, stages 1 will occur, being replaced by each subsequent effect as the plants grow. Normally, only one of these effects happens per minute, but the creature can concentrate to cause 1d4 of these growths per round. For example, this growth could occur this way: in one round stage 1 vines will start, then in the next round stage 2 vines and stage 1 toadstools, in the third round stage 3 vines, stage 1 trees, and stage 1 flowers, and in the fourth round stage 4 vines, stage 2 flowers, and stage 2 toadstools. All spell-like affects are as the spells cast by a 12th-level druid.

Vines: Vines seem to grow from every direction, from the trees, from the ground, and from inexplicable locations, within the monster’s personal aura. Stage 1: The vines entangle all creatures within, as the spell. Stage 2: The vines cause an effect similar to the web spell, with many tiny briar thorns that stick to creatures. Stage 3: The vines progress to the wall of thorns spell. Stage 4: The vines, still causing wall of thorns, spread outward at a rate of 5 feet per round until stopped.

Flowers: Small roses grow copiously within the monster’s personal aura, and spit a powerful poison at anything that moves. Stage 1: Flowers’ spit with a ranged touch attack +4 and can make a total of 4 attacks per round for 4 rounds. Contact poison, Fortitude save (DC 16); initial damage 1d4 temporary Intelligence, secondary damage 1d4 Intelligence. Stage 2: Ranged touch attack +8 and can make a total of 6 attacks per round for 6 rounds. Contact poison, Fortitude save (DC 20); initial damage 1d6 temporary Intelligence, secondary damage 1d6 Constitution. Stage 3: Ranged touch attack +10 and can make a total of 6 attacks per round for 8 rounds. Contact poison, Fortitude save (DC 25); initial damage 1d6 temporary Constitution, secondary damage 1d6 Constitution. Stage 4: As stage 3, but doubled, for a total of 8 rounds.

Toadstools: Deadly toadstools sprout all around within personal radius, and release deadly, disease carrying spores. Stage 1: Spores cause decomposition, as power above (DC ). Stage 2: Spores now release slimy doom, as the contagion spell (DC ). Stage 3: Spores now release devil chills (what book is this in??) (DC ). Stage 4: Spores cause devil chills, DC increases by +2 per round until stopped.

Trees: 1d4 saplings grow within the creature’s personal radius, as animated objects, and have 4 slam attacks per round. Stage 1: Trees are as Small animated objects. Stage 2: Trees grow to Medium-Size. Stage 3: Trees grow to Large size. Stage 4: Large trees remain, new saplings sprout again starting at stage 1.
 

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