Help me name my monster book

What should I name my book?

  • Handbook of Horrors

    Votes: 6 31.6%
  • Critter Codex

    Votes: 5 26.3%
  • Brochure of Beasts

    Votes: 1 5.3%
  • Critter Compendium

    Votes: 3 15.8%
  • Creature Tome

    Votes: 4 21.1%

  • Poll closed .
Hiya releasethedogs mate! :)

releasethedogs said:
Book of Vile Darkness eh, sounds like there doing the "adult" route that white wolf pioneerd back in the day with some of there vampire the masqurade clanbooks.

Absolutely.

releasethedogs said:
Yeah that kid allways was a trouble maker, he like burnt down his hown house and stuff so i guess it was ment to be or something.

:(

releasethedogs said:
Eh I was going to do jungle monsters but i got a few ideas and some old ones that i would like to use that just dont fit in the jungle. i dunno, right now its just a book of monsters. i was thinking of having the book split up in to jungle monsters, desert, snow ect or have it split up by the type. dunno know now, i only have like 10 so far so i think its a bit early.

If you only have ten then it is indeed early days. What I was thinking might be good was picking two opposite focuses.

eg. Fire & Ice; Sea & Sky; Desert & Jungle.

By the way have you seen this:

http://www.swordsorcery.com/Writers/CC4OpenCall.html

Sword & Sorcery Studios are looking for submissions for their forthcoming Creature Collection 4.

It might be worth your while trying some of your monsters out on them, the worst that can happen is they say no, and if they say yes then you have your material published (so you would already be an author with a track record when you come to publish your monster book!) :)

I myself submitted monsters for both Creature Collection 2 and Creature Collection 3 (though in both cases I had most of my monsters turned down, but there were still a few they chose for each publication).

Also you get paid, and two free copies of the book if you get published! :)

releasethedogs said:
Yes, George Romero is a god as far as zombie movies are concerned.

Absolutely.

releasethedogs said:
There remaking Dawn of the dead, and iam really scared its going to suck.

I saw the trailer and it didn't look very promising (they had the zombies running!).

releasethedogs said:
Big-budget Hollywood directors dont seem to have a clue when it comes to horror films, especially remakes.

Take the Psycho and the recent Texas Chainsaw Massassacre for example. i gave both of them a good thumbs down.

I saw the new Texas Chainsaw Massacre last night and it was pretty mediocre. :(

releasethedogs said:
I have to admit i was plesently surprised with freddy Vs Jason though. :D

It had some funny moments.

releasethedogs said:
Lets hope the new Resadent Evil movie and Alien VS Predator (MAY 2004!!!) dont suck.

Well I quite liked the first Resident Evil movie (good, but not great).

Seemingly Aliens vs Predator is set on Earth in the current day*! :eek:

*If reports on ainticool.com are correct.

releasethedogs said:
Ohhh yeah vomit tar attack, like that. :-) think i might do that one tonight.

Glad I could help! :)

releasethedogs said:
Allright her it is, my monster Previews with pictures!!! note that i colored them for this and they will not be colored in the book. the inside of thre book is going to be B&W but they will be shaded, not just line art.

I'll go over them and give you my thoughts one at a time.
 

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yeah, i have seen the open call for the creatures, only thing is i was woundering if i still own the creature or does it become there property?

like the idea about monsters in the two lanscapes that are diffrent. good idea.

its set on present day earth? wtf? lame! that makes all the alien moves off. anyways i got to go now here is the tar zombie. yay!

Tar Zombie

Medium-size Undead



HD: 2d12-4 (9 hp)

Initiative: -1 (-1 Dex)

Speed: 30 ft

AC: 11 (-1 Dex, +2 Natural Armor)

Attacks: 2 Claws +3 (melee)

Damage: Claws 1d4+2 and Tar

Face/Reach: 5 ft x 5 ft/5 ft

Special Attacks: Tar, Vomit, Feast

Special Qualities: Sticky, Undead Immunities, Darkvision 60 ft.

Saves: Fort -5, Refl -1, Will +3

Abilities: Str 14, Dex 9, Con --, Int --, Wis 10, Cha 1



Feats: Toughness,

Climate/Terrain: WarmLand

Organization: Gang (2-5), squad (6-10) or mob (11-20)

CR: 2

Treasure: None

Alignment: Neutral (Always)

AdvancementRange: 3-4 HD (Medium-size), 5-6 HD (Large)



Tar Zombies are a mysterious type of zombie that the process of animation turns its body into a drippy, sticky tar like substance. The origins is generally unknown, but it is known that the humidity of the tropical rain forests play a role in there creation. For this reason they are rarely encountered outside of warm areas.



Combat

Tar Zombies in combat lumber toward their opponents hammering, mauling and eating there way to victory.

Tar (Ex): 25% of Tar Zombies are cover with tar that is magically hot. Those struck by their claw attack must make a reflex saving throw (DC 14) or they become covered in tar and take an additional point of damage for 1d6 turns. This attack is cumulative and each additional attack adds a point of damage as well as resets the duration of the damage. Tar can be scraped off with a slashing weapon (like a sword) but doing so there is a 50% chance the characters will inadvertently cut them self's in the process doing half damage of that weapon. Characters using a weapon that they know and have it as a weapon focus feat need not worry about injuring themselves while scraping off tar. Scraping off tar requires 1 turn for each attack.

Vomit (Ex): Twice daily, the tar zombie can vomit up a line of tar up to 5 feet away. Those struck by the vomit attack act as though under a slow spell unless a Reflex saving throw is successful (DC17). Tar Zombies who’s tar is heated are especially deadly with there tar attack. There tar not only acts as a slow spell but it deals 1d4 points of damage for 1d4 rounds. Tar may be scraped off as described above.

Feast (Ex): A Tar Zombie can make a sudden lunge at a victim and bite open there skull, killing the victim. This is done to feast on their brain matter. The feast attack is a attack roll made at –5, unless the target is slowed by the vomit attack in which case the penalty is only –2. Since the Feast attack is directed specifically at the targets for head or the back of their head only include dexterity and any armor that protects the head for purposes of the feast attack. Targets of the feast attack are allowed a reflex saving throw, success means the character avoids death and takes 2d6 points of damage instead. If a Tar Zombie successfully eats brains, that Tar Zombie instantly heals 1d6 points of damage. Those who’s brains are eaten are 10% likely to become a Tar Zombie in 1d4 days unless a wish or limited wish is cast on the body.

Sticky (Ex): Any one attacking a Tar Zombie risks having the weapon stick to its tar covered body. There is a 25% chance per attack that the weapon will stick to the zombie requiring a successful strength check to pull it free.

Undead Immunities (Ex): Imune to poison, sleep paralysis, stunning, deasuse, death and necromantic effects. Ignores mind-influnceing spells, critical hits, subdual damage, ability damage as well as ability and energy drain. Immune to everything that requires a fortitude saving throw (unless it effects objects). Not at risk of death from massive damage.

Darkvision (Ex): Tar Zombies can see in the dark up to 60 ft.
 

The Bandar

Hiya mate! :)

Not sure if you have seen this:

http://www.enworld.org/forums/showthread.php?t=66470

The last few pages of the pdf deal with Monster Creation, you might find it interesting?

Bandar
Huge Magical Beast (Fire)

Hit Dice: 9d10+45 (94 hp)

Initiative: +1 (+1 Dex)

Speed: 40 ft

Armor Class: 21 (-2 Size, +1 Dex, +12 Natural Armor)

Attacks: 2 Claws +18 (melee); 1 Bite +12 (melee)

Damage: Claws 2d4+10; Bite 2d8+5

Face/Reach: 10 ft x 20 ft/10 ft

Special Attacks: Biting bonus, Hug, Rage, Breath weapon

Special Qualities: Low-light vision, Sound Imitation

Saves: Fort +11, Refl +7, Will +4

Abilities: Str 31, Dex 13, Con 20, Int 8, Wis 13, Cha 12

Skills: Climb +11, Jump +11, Listen +12, Spot +12, Swim +11

Feats: Alertness, Weapon Focus (Claws)

Climate/Terrain: Temperate and Warm Hills, ForestMountains or Underground

Organization: Solitary or Pair

Challenge Rating: 10

Treasure: Double Standard (In Lair)

Alignment: Always Neutral Evil

AdvancementRange: 10-18 HD (Huge), 19-27 HD (Gargantuan)


Bandars are thought to be a ancient genetic and magical experiment by a crazed wizard or sage. It seems that a dire bear was cross bread with a red dragon. The beast its self has the head, neck and tail of a dragon but the body of a dire bear. Its body is both furry and scaly at the same time. Over the dragon parts the hair is minimal the reverse is true of the body.

Bandars speak the language of chromatic dragons, although it is often broken. Bandars live in thick forests in temperate and warm regions. Their lairs are for the most part in large, well-hidden caves in the center of their territory, it is her that the Bandars live alone or in pairs. If two Bandars are encountered together, there is a 20% chance of there being 1d4 cubs (5-7 HD) present as well. Bandars are very protective of their young, and will attack anything attempting to harm them. Bandars have a aggressive nature and are normally at odds with other forest-dwelling creatures. Bandars are omnivorous, but prefer to eat meat. Often using there sound imitation, to ambush centaurs and elves; the latter they consider a delicacy.


COMBAT

Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to employ their breath attack.

Biting Bonus (Ex): If a Bandar scores a hit with both of its claw attacks against the same target, it’s bite attack gets +5 to hit against the same target

Hug (Ex): If a Bandar scores a hit with a claw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage.

Rage (Ex): Combat gets Bandars hyped up and they will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately.

Breath weapon (Su): Bandars can breath a cone of blue fire 15 feet long and 20 wide at the end as a standard action. Those caught in the inferno may make a reflex saving throw (DC 18) for half damage. Bandars can only use there breath weapon once every 1d4+1 rounds.

Lowlight vision (Ex): Bandars can see in almost complete darkness up to 60 ft away as though it was bright and sunny out.

Sound Imitation (Ex): Bandars can mimic any sound or voice it has heard when ever it likes. All who hear it must make a successful Will save (DC) to detect the trickery.

Fire Sub-type (Ex): Fire immunity, double damage from cold attacks unless a successful cave is made

A few notes on the Bandar.

1. Its Hit Dice seems pretty low considering its Huge size while the Dire Bear has 12 HD and is only Large size.

So I am not sure if you want to make it Huge or Large or what!? If you definately think its Huge then it could do with some changes.

If you were making it Huge I would increase HD to 12; Increase Speed to 50 ft; Increase Claw Damage to 2d6; Increase Strength to 35; Increase Constitution to 23.

2. You haven't said how much damage its Breath weapon does. I would suggest 1d6 per Hit Dice. So if you want to keep it at 9HD it would do 9d6 damage.

Also the description says a cone of blue fire (though the illustration shows red fire. Is there any reason why you wanted the flames to be blue? (If not I wouldn't mention it)

3. All Magical Beasts have Darkvision.

4. I'm not sure if 'Biting Bonus' is the right description to use. Wouldn't it be better just to use Improved Grab like other bears in the Monster Manual.

5. I wouldn't use 'genetic' in the description as this implies knowledge of genetic science in a medieval setting. I think magical should suffice.

6. I would comment as to the colour of the Bandar. Perhaps it is dark red until it is about to breath fire upon when it starts to glow internally, assuming a frightening and eerie countenance.

7. Do you have the D&D 3.5 rules yet? I think I noticed a few elements that were still using D&D 3rd Edition.

If I think of anything else I will let you know.

I did like the Bandar illustration, it will be nice to see when you have it finished and shaded. :)
 

Thanks for the pointers krust. Indeed it is ment to be huge sized, so i guess i should make those changes. as far as the picture, i just quick colored it in for fun. in the book its going to be b and white and shaded. as far as the reason for the fire being blue, no real reason its just ment to look like the fire on a gas stove.

The biting bouns is a idea from this old issue of dragon magazine about how to make natural animals fight like they do in real life. But if improved grab is similar i might as well use that instead.

oh yeah good point about genetic, i guess how i used it. what i ment to portray was crossbreeding. as well about the color of the beast. hows this instead....

"Bandars are thought to be experiment by a crazed wizard or sage who cross bread a dire bear with a red dragon by polymorphing there bodies so they would be physically compatible. The beast its self has the head, neck and tail of a dragon but the body of a dire bear. Its body is both furry and scaly at the same time. Over the dragon parts the hair is minimal the reverse is true of the body. The color of the Bandar's fur is light brown a birth and gets darker and redder as it ages. Its scales are light red at birth and darken to deep crimson."

Nope no 3.5 rules. Whats the diffrence? i know theres not beasts and shapechanges but thats it.

i'am allmost done with the grox, its the green creature. also what did you think of the tar zombie and the other monsters.
 
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Hi releasethedogs mate! :)

Sorry I haven't been so quick to reply these last few days, just been very busy and things seem to be getting on top of me.

releasethedogs said:
Thanks for the pointers krust.

My pleasure mate! :)

releasethedogs said:
Indeed it is ment to be huge sized, so i guess i should make those changes.

Well the changes make sense to me otherwise I wouldn't suggest them.

releasethedogs said:
as far as the picture, i just quick colored it in for fun. in the book its going to be b and white and shaded.

Look forward to it. I liked the line art of the Bandar.

releasethedogs said:
as far as the reason for the fire being blue, no real reason its just ment to look like the fire on a gas stove.

I suppose you could still retain that, but unless there was some special reason for it, its generally not a good idea to confuse people.

releasethedogs said:
The biting bonus is a idea from this old issue of dragon magazine about how to make natural animals fight like they do in real life. But if improved grab is similar i might as well use that instead.

When in doubt, follow the trends set by the Monster Manual.

releasethedogs said:
oh yeah good point about genetic, i guess how i used it. what i ment to portray was crossbreeding.

I understand, just be careful, most people don't appreciate scientific references in their mythology. ;)

releasethedogs said:
as well about the color of the beast. hows this instead....

"Bandars are thought to be experiment by a crazed wizard or sage who cross bread a dire bear with a red dragon by polymorphing there bodies so they would be physically compatible. The beast its self has the head, neck and tail of a dragon but the body of a dire bear. Its body is both furry and scaly at the same time. Over the dragon parts the hair is minimal the reverse is true of the body. The color of the Bandar's fur is light brown a birth and gets darker and redder as it ages. Its scales are light red at birth and darken to deep crimson."

Thats better but be careful with some of your spelling and grammar*; not so much now, but when you come to release your book you should spell check and have an editor look over everything just to be sure.

*Cross bread should be crossbred.

releasethedogs said:
Nope no 3.5 rules. Whats the diffrence? i know theres not beasts and shapechanges but thats it.

There are probably enough changes in the rules to warrant getting the 3.5 books if you are serious about publication. Though you could probably get away with it if you had a good editor who was fluent in 3.5 rules.

releasethedogs said:
i'am allmost done with the grox, its the green creature. also what did you think of the tar zombie and the other monsters.

I want to go over them all in detail, but being a bit busy has held me back somewhat so far.

I'll tackle the second monster in a moment. :)
 

Hiya mate! :)

Upper_Krust said:
I'll tackle the second monster in a moment.

Of course as soon as I type that ENWorld stops loading for me. :rolleyes:

release the dogs said:
Bolbox

Medium Sized Plant

Hit Dice: 3d8 (13 hp)

Initiative: +0

Speed: 15 ft

Armor Class: Body:15 (+5 Natural) Vines:12 (+2 Natural)

Attacks: 8 Slaps or Constriction +4 (melee); 1 Bite -1 {melee)

Damage: Slaps1d4+2 and Stun; Constriction 1d6+1; Bite 2d6+1

Face/Reach: 5 ft x 5 ft/10 ft

Special Attacks:Stun

Special Qualities:Immunities as per plants, Regeneration, Low-light vision

Saves: Fort +3, Refl +1, Will -1

Abilities: Str 14, Dex 10, Con 11, Int 2, Wis 7, Cha 7


Climate/Terrain:Temprate or WarmForests and Marshes

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Allways Neutral

AdvancementRange: 4-6 HD (Medium-size), 7-9 HD (Large)


It Lies undetected on the Jungle floor or in the opaque waters of Marshes, any movement could set of its attack. It’s the Bolbox, a carnivorous plant that can't wait to get it next meal.

The Bolbox has an eye-shaped body that is covered in hard shell-like carapace. It often has leaves and other vegetable matter growing on its body. On the body is a huge mouth that’s lined with a row of long yellow teeth, which it loves to snap, closed after dragging helpless adventures -or any other living creature into its mouth, via its two long slimy tongues. 8 Vines extrude from the body as well as one eyestalk. The vines are primarily used for movement. It simply attaches to something and pulls its self along. But when danger or hunger is imminent it lashes out with the vines as weapons. The eyestalk sticks out from the top of its head and like the body often has leaves and other vegetable matter growing from it. At the peak of the stalk are three eyes.

The Bolbox is constantly on the hunt for food during the day and tucked away hidden at night. You're not likely to spot an Bolbox during the night, even if you were climbing through the dense vegetation of the jungle and happened to climb upon one. It would simply ignore you and you would most likely miss it all together and move on.

The reason the creature is not aggressive at night is simple, it needs sunlight (or the magical light equivalent) to Regenerate. In sun light their incredibly dangerous creatures. But when the sun goes down, they know that’s when they’re most vulnerable. Not to say that if you did see on at night and attacked it that it would ignore you, because it wouldn't. They just have enough instinct of when to fight and when not to.

Combat
In combat Bolboxs are merciless creatures. Because when it fights, it fights for food that it need to live. When engaged in combat it will lash out with it's 8 vine like arms, doing 1d4 damage, plus the slap technique it uses.

Stun (Ex): For each successful slap attack the victim must make a Fortitude saving throw (DC 10) of be stunned for 1d12 combat turns. If successful then that character is immune to the stun effect of that particular Bolbox. Each Bolbox has a different slap technique so immunity to one does not guarantee immunity to all. Characters that are stunned can't act and looses any Dexterity bonus to Armor Class. Once stunned, The Bolbox will attempt to wrap it's vines around the character (85% chance one arm is bound 65% chance both arms are bound) an constrict for 1d6 damage. This attack roll is made at +4 vs. a stunned opponent. Bolbox can constrict a non-stunned opponent but the attack roll is made at -4 due to the difficulty of picking up a creature.

Once a successful attack roll is made to constrict a character, that character automatically gets constricted every round there after, suffering damage as normal, or the Bolbox can pull the stunned character into its mouth the biting for 2d6 damage.

Characters can save a constricted character by cutting off the offending vine with a successful attack roll made at -4. Ten hp of damage severs that vine and the character is free, thought possibility still stunned. Severed vine grow back in 1d6 days

Plant Immunities (Ex): All plants have immunityto poison, sleep, paralysis, stunning and polymorphing, There also not subject to critical hits or mind-influencing effects such as charms, compulsions, phantasims, patterns, and morale effects.

Regenerate (Ex): If the Bolbox is in sunlight or the magical equivalent then it regenerates 3 hp per turn.

If the Bolbox is reduced to 5 or fewer hp then it attempts to flee with as many character it can, if more than two characters are bound by the Bolboxs vines then it is slowed 5 ft for every character over 2 that it has bound.

Okay a number of points. I like the basic idea of the Bolbox, but I am not sure you are doing enough with it.

Whereas the Bandar had an interesting concept, the Bolbox is going to be measured more by its abilities. At the moment you have a solid base but the monster just doesn't sit up and make you take notice.

The best plant based monster I ever saw was the Malboro in Final Fantasy:

http://www.ffcompendium.com/~Skylark/ff8/Malboro.jpg

But as with any such plant type monster its highlight is always going to be its special abilities. With the Malboro it had a breath weapon that caused every sort of bad effect in the book: disease; poison; ability score loss; confusion etc. I'm not saying you should copy something like that, but I think the Bolbox needs something.

At the moment you have the Bolbox capable of stunning an opponent; constricting them and it has regeneration (of those I am not sure the stunning really suits it)

But I really think it needs something to lift it away from mediocrity.

As for your text on the Bolbox itself, I really enjoyed reading it, very raw - definately suited the monster.

release the dogs said:
"Because when it fights, it fights for food that it need to live."

That is a truly classic line. I loved it; fantastic use of the comma. For some reason it made me think of Arnold Schwarzenegger as Conan delivering the line. :D

That said, perfect english would have 'needs' instead of 'need' - but I think you nailed that line perfectly and I like it slightly broken, theres an urgency about it.

Another thing though; never use actual numbers in a text description (except when you are discussing rules).

So instead of '8' vines, you should always type 'eight' vines...and so forth.

Also save all discussion of rules for specific paragraphs on the rules.

For example in the paragraph on Combat you note that it does '1d4 damage'. When you describe a monster or its combat techniques always keep the mechanics in a seperate section.

So don't mention things like '1d4 damage' since thats a game mechanic, not a combat description.

So you might want to try something like:

Combat
In combat the Bolbox is merciless, because when it fights, it fights for food that it need to live. When engaged in combat it will lash out with it's eight vine like appendages, slapping any prey that enters its reach, constricting its would be food and dragging it ever closer to its central maw and iminent digestion, all the while slavering as the morsels approach.

Okay, I'll tackle the next monster tomorrow. :)

Edit: I was just thinking, what about instead of slapping its prey it has thorny barbs deliver a paralysing poison attack that also secretes its maw...what do you think?
 
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In combat the Bolbox is merciless, because when it fights, it fights for food that it needs to live. When engaged in combat it will lash out with its eight vine-like appendages, slapping any prey that enters its reach, constricting its would-be food and dragging it ever closer to its central maw and imminent digestion, all the while slavering as the morsels approach.
 

Hi releasethedogs mate! :)

...okay if we ignore that rude interuption. :D

releasethedogs said:
Utuchekulu

Small Monstrous Humanoid (Dwarf)

Hit Dice: 1d8+2 (6 hp)

Initiative: +1 (+1 Dex)

Speed: 15 ft

Armor Class: 12 (+1 Size, +1 Dex)

Attacks: Club +3 (melee); 1 Dart -2 (ranged)

Damage: Club 1d6+1; Dart 1d4 and Poison

Face/Reach: 5 ft x 5 ft/5 ft

Special Attacks: Poison, Wounding, Assassination

Special Qualities: Resistant to poison

Saves: Fort +2, Refl +3, Will +2

Abilities: Str 12, Dex 12, Con 15, Int 10, Wis 10, Cha 6

Skills: Balance +4, Escape Artist +6, Hide +4, Jump +6, Listen +4, Move Silently +3, Spot +4

Feats: Alertness, Blind-Fight


Climate/Terrain:WarmLand

Organization: Patrol (1d6) or Village (1d20+3)

Challenge Rating: 1

Treasure: None or Double Standard (Village Only)

Alignment: Lawful Evil (Usually)

AdvancementRange: 2 HD (Small), 3-4 HD (Medium-size)


The Utuchekulu are dwarven-kin of the tropical rain forests. They, unlike dwarfs are naturally evil and smaller then normal dwarfs standing about 3 feet high, they have dark brown skin and tangled hair. The most obvious feature they possess is a long, sharp blood-red tooth, which they use to kill prey. They have there own language and use tools and weapons. When encountered chances are it will be a hunting party out to gather food for the local tribe. Human organs are a delicacy in Utuchekulu society so they deliberately seek out human prey.


Combat

When in combat the Utuchekulu primarily attack with a club, or with a blowgun. They can attack with out warning using their sheer numbers and their poison laced darts for an advantage.

Poison (Ex): there is a 40% chance per Utuchekulu that there dart is laced with a poison. Any one Struck with a poisoned dart must make a Fortitude saving throw (DC 15) or be paralyzed for 2d6 minutes.

Wounding (Ex): The Utuchekulu Jumps at their victim with there tooth doing 1d4 points of biting damage, and the victim must make a Fortitude saving throw (DC 5) or the wound is too deep to heal on its own. Unless treated the wound will bleed for 1-6 damage every round. A character with the skill Heal can stop the bleeding (DC 20) as well as any spell that heals the victim for the amount of the attack that caused the wound.

Assassination (Ex): When attacking with there tooth, on a 19 or 20 means the Utuchekulu has hit a soft spot or Nerve Area and the victim must make a Fortitude saving throw (DC 18) or be killed. If Paralyzed or under sleep or similar spell there is no saving throw.

Resistance to Poison (Ex): The Utuchekulu are a hardy race and have a resistance to toxins. They receive a +2 racial bonus on saving throws against poison.

Okay, this is quite an interesting little monster. Pygmy cannibals, very nice.

The first thing you need with low CR monsters is a strong identity. You have that. So a good start.

A few mechanical points I would change:

Change Speed to 20 ft.

I would maybe consider dropping their Intelligence to 8 or so, to expand on that feral quality. You could probably also get away with increasing their Dexterity to 14 or thereabouts.

I think you could make their weapons always coated in poison, that seems logical.

The wounding and assassination powers are very powerful for CR 1 monsters, they may need toning down if you want to retain that CR. Also it might be better if you remove the save for the wounding power but to compensate turn down the damage to maybe 1 point.

There are a few minor grammatical points you would want to pick up on:

Firstly, that the plural for dwarf is dwarves, but to apply the suffix of 'kin' use dwarf-kin.

I liked the illustration for the Utuchekulu but it might be better to show the whole humanoid rather than just the head, people may think its a floating head. :)
 


iam here, school has just been kicking my ass majorly. ick! i had to write like 3 papers and all but one of them were no fun. The one i made fun because it was a discriptive essay and i ended up discribing hell according to dante. yay! Thanks for the pointers, i have been working on this new undead type. I read about them in this zulu folk tale book i got. witch doctors would steal corpses and as part of the re-animation they would chop off there leggs below the knees and cut out there tounge. there powers are they cant be seen in the moon light and they are strong and can "drink your soul" the down sides they make lots of noises cluncking around like they do.
I figured out why M$ word never caught my grammer errors (sadly iam another victim of the US education system :-p ) and i fixed that so hopfully that will be a thing of the past.

I'll try and write agian later, the schools computer lab is closing now. late!
 

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