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<blockquote data-quote="Michael Morris" data-source="post: 723300" data-attributes="member: 87"><p>I suck at one think D&D related - Monster creation. 20 spells in a sitting? No problem. But Monster creation is something that not only am I no good at, but I don't particularly like.</p><p></p><p>Anyway, here are some beasties I've alluded to in the past in my writings. Any of you who are bored are welcome to stat them out, flesh them out, etc.</p><p></p><p><span style="font-size: 12px">Ball Lightning</span></p><p></p><p>These volitile creatures can be summoned briefly by an 8th level spell - but on their home plane they last for much longer. They can discharge a jolt of eletricity that deals 10d6 to a single foe once every round fort save / half as a supernatural ability. Physically they are about the size of a basketball.</p><p></p><p></p><p><span style="font-size: 12px">Telzoan Mastiff</span></p><p>This dog breed is about the same size as a St. Benard. It is frequently used as a pack animal and halflings occasionally use it as a riding beast.</p><p></p><p></p><p><span style="font-size: 12px">Lune Dog</span></p><p>This breed of dog is about the same size as a dobermann, with a slight gold cast to its skin. An expensive and relatively rare breed, it is popular among wizards although it cannot be a familiar. It can sense magic as per the feat on the Dusk site with a +4 bonus to the roll. When it does it alerts it's master. While it cannot convey anything about the nature of the aura, it can be useful in determining whether or not to cast detect magic.</p><p> The creature is a magical beast.</p><p></p><p><span style="font-size: 12px">Apenca's Viper</span></p><p>Telzoa's only native venomous snake, this creature grows to a length of up to 4 ft. The snake is solid black except for a red stripe that runs along it's backbone. This stripe is bright scarlet among hatchlings, though it dulls as the creature matures. The creature specializes in the hunting of magical beasts and is itself a magical beast for determining what spells can affect it. It has a SR of 20 and it's venom is a powerful neurotoxin with a primary damage of 1d6 INT and a secondary damage of 2d6 INT. The DC against the poison is 18. The poison is especially active in the systems of elves, sylvan and fey creatures, and magic users. In these creatures the damage increases to 2d6 primary damage to INT, 3d6 secondary damage and the DC jumps to 22.</p><p> For all these fearsome qualities, the snake is relatively docile and will not bite unless provoked or stepped on.</p><p></p><p><span style="font-size: 12px">Poisonclaw</span></p><p>This purple furred house cat like monstrousity has poisonous claws which deal 1d6 / 1d6 STR damage. Though legends persist of some wizards which have tamed this creature, most avoid them and in many areas this agressive creature is killed on site.</p><p></p><p><span style="font-size: 15px">Wyrms</span></p><p>Wyrms are to dragons as monkeys are to humans. Flightless, legless and usually very stupid, wyrms grow to frightening sizes.</p><p></p><p><strong>Thunderwyrms</strong></p><p>These creatures routinely reach 40' long and 60' specimens are not unknown. They have a BW that discharges a lightning blast and are electric subtype creatures.</p><p></p><p><strong>Telzoan Wyrm</strong></p><p>While most numerous west of Otal's Wall, these creatures are found throughout northern Delcerni. At up to 100' long they are are frightening sights. Their breath weapon is a cone of acid.</p><p></p><p><strong>Sulonic Wyrm</strong></p><p>Native to the sulonic mountains, this creature is of the fire subtype and has a fire breath weapon. It grows in excess of 150'</p><p></p><p><strong>Desert Wyrm</strong></p><p>Burrowing beneath the sands of the Blood sea, the desert or sand wyrms are the most feared wyrms. It is not known how big they get, but the last one killed was 1200' long and as 20' around. Most of the time they are completely buried ((Ok, think sandworms in Dune folks)).</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 723300, member: 87"] I suck at one think D&D related - Monster creation. 20 spells in a sitting? No problem. But Monster creation is something that not only am I no good at, but I don't particularly like. Anyway, here are some beasties I've alluded to in the past in my writings. Any of you who are bored are welcome to stat them out, flesh them out, etc. [size=3]Ball Lightning[/size] These volitile creatures can be summoned briefly by an 8th level spell - but on their home plane they last for much longer. They can discharge a jolt of eletricity that deals 10d6 to a single foe once every round fort save / half as a supernatural ability. Physically they are about the size of a basketball. [size=3]Telzoan Mastiff[/size] This dog breed is about the same size as a St. Benard. It is frequently used as a pack animal and halflings occasionally use it as a riding beast. [size=3]Lune Dog[/size] This breed of dog is about the same size as a dobermann, with a slight gold cast to its skin. An expensive and relatively rare breed, it is popular among wizards although it cannot be a familiar. It can sense magic as per the feat on the Dusk site with a +4 bonus to the roll. When it does it alerts it's master. While it cannot convey anything about the nature of the aura, it can be useful in determining whether or not to cast detect magic. The creature is a magical beast. [size=3]Apenca's Viper[/size] Telzoa's only native venomous snake, this creature grows to a length of up to 4 ft. The snake is solid black except for a red stripe that runs along it's backbone. This stripe is bright scarlet among hatchlings, though it dulls as the creature matures. The creature specializes in the hunting of magical beasts and is itself a magical beast for determining what spells can affect it. It has a SR of 20 and it's venom is a powerful neurotoxin with a primary damage of 1d6 INT and a secondary damage of 2d6 INT. The DC against the poison is 18. The poison is especially active in the systems of elves, sylvan and fey creatures, and magic users. In these creatures the damage increases to 2d6 primary damage to INT, 3d6 secondary damage and the DC jumps to 22. For all these fearsome qualities, the snake is relatively docile and will not bite unless provoked or stepped on. [size=3]Poisonclaw[/size] This purple furred house cat like monstrousity has poisonous claws which deal 1d6 / 1d6 STR damage. Though legends persist of some wizards which have tamed this creature, most avoid them and in many areas this agressive creature is killed on site. [size=4]Wyrms[/size] Wyrms are to dragons as monkeys are to humans. Flightless, legless and usually very stupid, wyrms grow to frightening sizes. [b]Thunderwyrms[/b] These creatures routinely reach 40' long and 60' specimens are not unknown. They have a BW that discharges a lightning blast and are electric subtype creatures. [b]Telzoan Wyrm[/b] While most numerous west of Otal's Wall, these creatures are found throughout northern Delcerni. At up to 100' long they are are frightening sights. Their breath weapon is a cone of acid. [b]Sulonic Wyrm[/b] Native to the sulonic mountains, this creature is of the fire subtype and has a fire breath weapon. It grows in excess of 150' [b]Desert Wyrm[/b] Burrowing beneath the sands of the Blood sea, the desert or sand wyrms are the most feared wyrms. It is not known how big they get, but the last one killed was 1200' long and as 20' around. Most of the time they are completely buried ((Ok, think sandworms in Dune folks)). [/QUOTE]
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