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[GM Tool] Monster Generator - Free Program to Create New Monsters
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<blockquote data-quote="Mordikenn" data-source="post: 6283500" data-attributes="member: 6704716"><p>So one of the main reasons I developed Monster Generator was for my own use back when I was a DM. I needed to make a boatload of monsters for a Castlevania-themed campaign at varying CRs that they weren't in the books.</p><p></p><p></p><p>For example, it made sense to have a mimic in the later parts of the dungeon but the one in the SRD is pitifully weak for level 15 characters. Enter the Castlevania Mimic:</p><p></p><p>Castlevania Mimic CR 15</p><p>XP 51200</p><p>*A Medium Aberration</p><p>Init +8; Senses Darkvision 60ft; Perception +29</p><p>------------------------------</p><p>DEFENSE</p><p>------------------------------</p><p>AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)</p><p>hp 225 (18d8+144)</p><p>Fort +15, Ref +10, Will +18</p><p>DR 10/- Immunities Sleep, Acid Resist Cold 10, Electricity 10, Fire 10 </p><p>------------------------------</p><p>OFFENSE</p><p>------------------------------</p><p>Speed 20 ft.</p><p>Melee 6 slams +24 (1d6+10 plus Paralysis) , 4 tentacles +21 (1d6+10) </p><p>Space 5 ft.; Reach 10 ft.</p><p>Spell-Like Abilities (CL 18; concentration +23)</p><p>The save DC against a Castlevania Mimic's spells is 15+ spell level. A Castlevania Mimic's spells use Wisdom as the primary casting attribute.</p><p>At Will: Alter Self</p><p>3/day: Detect Life</p><p>1/day: Beast Shape IV</p><p>Special Attacks Grab (slam), Constrict (1d6+10), Paralysis (2d6 rounds, DC 21), Adhesive (DC 29)</p><p>------------------------------</p><p>STATISTICS</p><p>------------------------------</p><p>Str 30, Dex 18, Con 24, Int 14, Wis 20, Cha 14</p><p>Base Atk +13; CMB +23 (+27 grapple); CMD 37</p><p>Feats Dodge, Great Fortitude, Improved Grapple, Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception), Toughness, Weapon Focus (slam)</p><p>Skills: Bluff +23, Disguise +20, Intimidate +23, Knowledge (religion) +20, Perception +26, Stealth +25</p><p>Languages Common</p><p>SQ Aberration Traits, Amorphous Anatomy</p><p>------------------------------</p><p>SPECIAL ABILITIES</p><p>------------------------------</p><p>Adhesive (Ex)</p><p>A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 29 Reflex save. A successful DC 29 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.</p><p></p><p></p><p>Grab (Ex) </p><p> If a Castlevania Mimic hits with its slam attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Medium or smaller.</p><p>The Castlevania Mimic has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.</p><p>A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).</p><p>Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.</p><p></p><p></p><p>Constrict (Ex) </p><p> Castlevania Mimic can crush an opponent, dealing 1d6+10 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).</p><p></p><p></p><p>Paralyze (Su) </p><p> When a Castlevania Mimic hits a target with its slam attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 21 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is charisma-based.</p><p></p><p></p><p>Change Shape (Su) </p><p> A Castlevania Mimic has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 6 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. </p><p></p><p></p><p>Amorphous Anatomy (Ex) </p><p> A Castlevania Mimic's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Castlevania Mimic is a willing target). A Castlevania Mimic automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.</p></blockquote><p></p>
[QUOTE="Mordikenn, post: 6283500, member: 6704716"] So one of the main reasons I developed Monster Generator was for my own use back when I was a DM. I needed to make a boatload of monsters for a Castlevania-themed campaign at varying CRs that they weren't in the books. For example, it made sense to have a mimic in the later parts of the dungeon but the one in the SRD is pitifully weak for level 15 characters. Enter the Castlevania Mimic: Castlevania Mimic CR 15 XP 51200 *A Medium Aberration Init +8; Senses Darkvision 60ft; Perception +29 ------------------------------ DEFENSE ------------------------------ AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural) hp 225 (18d8+144) Fort +15, Ref +10, Will +18 DR 10/- Immunities Sleep, Acid Resist Cold 10, Electricity 10, Fire 10 ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee 6 slams +24 (1d6+10 plus Paralysis) , 4 tentacles +21 (1d6+10) Space 5 ft.; Reach 10 ft. Spell-Like Abilities (CL 18; concentration +23) The save DC against a Castlevania Mimic's spells is 15+ spell level. A Castlevania Mimic's spells use Wisdom as the primary casting attribute. At Will: Alter Self 3/day: Detect Life 1/day: Beast Shape IV Special Attacks Grab (slam), Constrict (1d6+10), Paralysis (2d6 rounds, DC 21), Adhesive (DC 29) ------------------------------ STATISTICS ------------------------------ Str 30, Dex 18, Con 24, Int 14, Wis 20, Cha 14 Base Atk +13; CMB +23 (+27 grapple); CMD 37 Feats Dodge, Great Fortitude, Improved Grapple, Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception), Toughness, Weapon Focus (slam) Skills: Bluff +23, Disguise +20, Intimidate +23, Knowledge (religion) +20, Perception +26, Stealth +25 Languages Common SQ Aberration Traits, Amorphous Anatomy ------------------------------ SPECIAL ABILITIES ------------------------------ Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 29 Reflex save. A successful DC 29 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based. Grab (Ex) If a Castlevania Mimic hits with its slam attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Medium or smaller. The Castlevania Mimic has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Constrict (Ex) Castlevania Mimic can crush an opponent, dealing 1d6+10 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). Paralyze (Su) When a Castlevania Mimic hits a target with its slam attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 21 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is charisma-based. Change Shape (Su) A Castlevania Mimic has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 6 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Amorphous Anatomy (Ex) A Castlevania Mimic's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Castlevania Mimic is a willing target). A Castlevania Mimic automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised. [/QUOTE]
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