Hybrid - Monster Creation

Game coming up this Friday...

Using the Newest New Playtest document guidelines for creating monsters.. so I hope I am not too far off the mark. I don't expect to hit all of these encounters but the adventure is not railroaded so the group could encounter the monster groups in virtually any order depending on how they approach the McGuffin.

Please help me clean these up if its needed. And yes, I still need to give the BBEG his spell paths ;)

Code:
MudMen x22
	Mudmen are formed in muddy pools where rivers contaminated by spell energy (even mildly magical ones, such as a stream eroding a magic structure) collect, evaporate, and concentrate the dweomer. Because they are beasts of magic, mudmen are sometimes called dweomerlings. Mudmen are dimly-intelligent life forces with but one goal -- to devour all magic, in any form, they can get their muddy grips on.

	Small, Stout Ooze, Blindsight 60, Magic Sense 150
	STR 8	Agi 4	End 8	Int 7	Log 2	Will 8	Cha 1
	3D	2D	3D	3D	1D	3D	1D

	Physical Def:	17 + 6 (natural)
	Mental Def:	15
	Health:
		Max HP: 32
		SOAK: 15 Bludgeoning, 10 Fire, 10 Lightning
		Weapon Resistance: Takes 1 point of damage per Die from Slashing and Piercing damage
		Vulnerable: Desiccation, Earth to Stone
		Spell Absorption: Absorbs up to 8MP per day, area effects are partially absorbed by all
		
		
	Speed:
		Init 3D6
		7	Climb 4
		Jump 6/6
	Exploits:
		Disarm, Engulf, Imp Grab

	Skills:
		Hide, Spellcraft, Slam II

	Attacks:
	5D6:	Slam: 3D6 and grabbed
	4D6:	Disarming Grab: 2D6 and Disarmed. The weapon or item is engulfed by the MudMen
	2D6 Ranged Touch:	Hurl Mud: 1D6. If 6, also blinded. The mud cakes on and requires an action to wipe away each hit. 2 hits clow the target, 4 hits immobilize and start to suffocate the target
	If begins its turn with a grabbed opponent 5D6 vs STR or target is immobilized and starting to suffocate
	

Gargoyles X13
	Medium Monstrous Humanoid, Darkvision 60
	STR 8	Agi 7	End 9	Int 5	Log 3	Will 6	Cha 3
	3D	3D	3D	2D	2D	3D	2D

	Physical Def:	16 + 4 (natural)
	Mental Def:	11
	Health:
		Max HP: 30
		SOAK: 10
		
	Speed:
		Init 2D6
		Ground 9	Climb 5
		Fly 12
		Jump 14/14
	Exploits:
		Death From Above
		Camouflage: +2D to Hide when standing still against a stone backdrop

	Skills:
		Hide, Listen, Spot, Claw II

	Attacks:
	5D6:	Claw x2: 3D6
	4D6:	Bombard with Stone: 2D6
	4D6:	Death from Above 5D6 and prone.


Monstrous Skeletons
	Ogre x8
	Troll x9

	Undead, Darkvision 60
	STR 12	Agi 8	End 11	Int 5	Log 3	Will 5	Cha 1
	4D	3D	4D	2D	2D	2D	1D

	Physical Def:	21 + 2 (natural)
	Mental Def:	10
		Immune: Charm/Compel
	Health:
		Max HP: 32
		SOAK: 10
		Weapon Resistance: Takes 1 point of damage per Die from Peircing damage
		Vulnerable: Cold 2d6
	Speed:
		Init 3D6
		Ground 12	Climb 6
		Jump 19/19
	Exploits:
		Knockdown, Opportunistic Stomp

	Skills:
		Tactics, Claw II, Run

	Attacks:
	6D6:	Claw x2: 4D6
	5D6:	KnockDown Strike: 4D6 + Prone




SwordWraith Brother X13: 36 HP
SwordWraith Lt: 42 HP,  Wounding Longsword
SwordWraith Cdr: 48 HP, Quality PlateMail Soak 12, Quality Shield +9 Def, MasterCraft Longsword: 8D6 attack, 4D6 Damage
	Ring of Twilight: Immune blindness, SOAK 10 Light, 2x per day cast Gloom {cast darkness 20' radius, gain concealment +2D}


SwordWraith, (Orcish Man of Arms base)
	Undead, Darkvision 60
	STR 20	Agi 4	End 10	Int 3	Log 5	Will 2	Cha 3
	4D	2D	4D	2D	2D	1D	1D

	Physical Def:	20 + 8 (Shield)
		Gains +1D Cover when adjacent to another SwordWraith
	Mental Def:	10
		Immune: Charm/Compel
	Health:
		Max HP: 36
		SOAK: 10 Unearthly + 6 RingMail armor
		Berserker Rage: +1D to STR checks if under 50% HEALTH
	Speed:
		Init 3D6
		8	Climb 4
		Jump 7/7
		+2 Speed when outdoors
		Ignore rough terrain when charging
	Exploits:
		Alertness, Feint, Charge, Shield Expertise {+4 Defense}

	Skills:
		Hide, Stealth II, Spear, Sword II, Tactics 

	Attacks:
	7D6:	High Quality LongSword: 4D6 Damage + 1 STR Drain
	5D6:	Spear 3D6, range 5
	3D6:	Bow, 3D6

	Armor:
	Ring Mail, Soak 6
	Medium Shield, +4 Defense


=================================================
Animated Sword x6
	Small Construct, Darkvision 60
	STR 5	Agi 6	End 12	Int -	Log -	Will -	Cha -
	2D	3D	4D	-	-	-	-

	Physical Def:	19
	Mental Def:	Immune
	Health:
		Structure: 36
		Toughness: 12
		Immune to Mental attacks
	Speed:
		Init 3D6
		Fly 8
	Skill:
		Attack III
	Attacks:
	6D6:	LongSword: 4D6 Damage

================================================

Gibbering Mouther x3
	This creature was formed through demonic magic
	Aberration, Darkvision 60
	STR 5	Agi 7	End 11	Int 7	Log 2	Will 8	Cha 6
	3D	3D	4D	3D	1D	3D	3D

	Physical Def:	18
		Immune to flanking
	Mental Def:	15
	Health:
		Max HP: 38
		SOAK: 10 Unearthly + 6 RingMail armor
		Berserker Rage: +1D to STR checks if under 50% HEALTH
	Speed:
		Init 4D6
		8	Climb 4
		Jump 13/9
	Exploits:
		Improved Grab

	Skills:
		Listen, Spot, Swim

	Attacks:
	3D6 vs Will: Free Action 60' radius Gibbering Confusion
	2D6 vs Agi: Free action target one creature within 30' 1D6 acid. Followup End check vs 13 or be blinded for 1D6 actions.
	4D6: Bite x3, 3D6 and grabbed
	If start turn with an opponent grabbed 5D6 vs Str to engulf, target takes 2 END damage at the start of its turm. The Mouther can only engulf one creature at a time


Monstrous Spider:
	* Trap Spider x5
	** Net Casting X3
	[url]http://www.dandwiki.com/wiki/Spider,_Monstrous_Specific_(3.5e_Template)[/url]
	Vermin, LowLight Vision 60, Tremorsense 60 {when in lair}
	STR 16	Agi 6	End 10	Int 1	Log 1	Will 1	Cha 1
	9D	4D	6D	1D	1D	1D	1D

	Physical Def:	28
	Mental Def:	3
	Health:
		Max HP: 30
		SOAK: 10
	Speed:
		Init 4D6
		14	Climb 14
		Jump 13/9
	Exploits:
		Improved Grab

	Skills:
		Climbing II, Stealth II

	Attacks:
	Bite 9D6; 4D6 Stabbing and Crushing + Venom 6D6 vs End; 2D6 poison damage
	
	* Trap and Drag {in Lair}: 4D6; grab target + Str vs Str; prone and drag into trap door and Bite
	** Net Cast 4D6 vs Agi; pinned, Str or Agi check vs original attack roll as an action to break free

Gadrinist, Drider Mage

	Large Abberation, Darkvision Vision 60
	STR 6	Agi 6	End 7	Int 8	Log 6	Will 8	Cha 8
	3D	3D	3D	3D	3D	3D	3D

	Physical Def:	11
	Mental Def:	16
	Health:
		Max HP: 30
		SOAK: 10
		
	Speed:
		Init 4D6
		7	Climb 7
		Jump 14/14
	Exploits:
		Ambidexterous

	Skills:
		Hide II, Dagger II, Stealth III, Spot II, Spellcraft III, Bite II

	Attacks:
	Bite 5D6; 3D6  + Venom 4D6 vs End; 1D6 poison damage
	Dagger x2  6D6; 2D Stabbing
	
	Mag: 12 {5D} Chaos, Destruction, Evil, Trickery
		Secrets: Force, Illusion
	MP: 36


===========================================
Monster Summons

V:
Margoyles X2
	Medium Monstrous Humanoid, Darkvision 60
	STR 10	Agi 7	End 10	Int 5	Log 3	Will 6	Cha 3
	4D	3D	4D	2D	2D	3D	2D

	Physical Def:	19 + 4 (natural)
	Mental Def:	11
	Health:
		Max HP: 30
		SOAK: 10
		
	Speed:
		Init 2D6
		Ground 9	Climb 5
		Fly 12
		Jump 14/14
	Exploits:
		Death From Above
		Cameoflage: +4D to Hide when standing still against a stone backdrop

	Skills:
		Hide II, Listen, Spot, Claw II

	Attacks:
	6D6:	Claw x2: 4D6
	4D6:	Bombard with Stone: 2D6
	4D6:	Death from Above 5D6 and prone.


II:
Troglodyte
	Medium Reptilian Humanoid, Darkvision 90, Cold-blooded
	STR 5	Agi 4	End 7	Int 5	Log 4	Will 5	Cha 5
	2D	2D	3D	2D	2D	2D	2D

	Physical Def:	12 + 4 (natural)
	Mental Def:	10
	Health:
		Max HP: 24
		SOAK: 0
		
	Speed:
		Init 2D6
		Ground 6	Climb 3
		Jump 7/7
	Exploits:
		Feint, Assassin Strike {+2 damage if target is unaware}
		Camouflage: +2D to Hide when standing still against a stone backdrop

	Skills:
		Hide III, Listen I, Javelin, Claw II

	Attacks:
	Claw x2, 4D6;  2D6
	Poisonous Stench {Free action} 30' Aura, creatures must pass an End check vs 10 or be sickened {-1D to attack rolls, damage rolls, and attribute checks} Build a temporary dice pool for each round spent sickened within the auto, this is the countdown pool to shed the sickening once the creature leaves the aura. If the End check is passed, the creature is not affected by that specific troglodytes stench for the remainder of the day. This is a Poison effect.
 
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Morrus

Well, that was fun
Staff member
I must admit, I'm struggling a little to follow that with the forum layout combined with the ways you've changed the statblock arrangement. Plus some stuff I don't recognise (exploits like Claw II and Slam II - are they ones you've created?)

Some of the DEFENSE values I can't quite figure out, either, but I may just be missing something there. What are the "natural" bonuses added to defenses?
 

Oops, I mixed some Skills in with exploits.. Claw II and Slam II are skills.

layout was due to me using a scratch-pad when I started and I didn't go back to clean up.. I suppose I should set up a better format to copy/paste/edit!

Statblock is as
line 1 {Attribute Score}
line 2 {dice}
Code:
STR 5 Agi 4 End 7 Int 5 Log 4 Will 5 Cha 5
 2D    2D     3D     2D    2D     2D     2D

I still noticed how little attributes differentiate in humanoid/monstrous humanoids, so the monster creation guidelines should include strong type-casting through special abilities so there can be differential between, say, an Ogre Skeleton and a Troll Skeleton {which at the moment are mechanically identical, I am considering giving each type a 'racial' exploit so they are different enough that the players see something other than a changed name. Perhaps the Ogre gets a battle-rage while the Troll gets the opportunistic stomp}

Def + Natural is me not being sure how to convert the natural armor of 3x to OLD. Should it be a def boost or a SOAK? In some cases the 3x natural armor is obviously soak, fx a Turtle-Bear, while in other cases the natural armor is really more of a DEF boost, fx Blade-Dancer.
 

Morrus

Well, that was fun
Staff member
Def + Natural is me not being sure how to convert the natural armor of 3x to OLD. Should it be a def boost or a SOAK? In some cases the 3x natural armor is obviously soak, fx a Turtle-Bear, while in other cases the natural armor is really more of a DEF boost, fx Blade-Dancer.

The former you'd give SOAK. The latter, you'd give a higher AGI attribute. The AGI attribute has much more effect on DEFENSE than Dex has on AC in 3.x. Some things don't translate exactly (or they'd be the same game!) so you have to consider what thematically represents the same thing in each system.
 

And sometimes it should just be dropped.. but since I wasn't sure yet I plugged it into the statblock so I could work on it after getting input from the smart people like you!
 

Morrus

Well, that was fun
Staff member
I tried to clean up the mudman a little and put it in the same format as the NEW monsters. Some of it I just copy/pasted because I didn't really understand what it was getting at (magic area absorb partially by all? what happens when the target starts to suffocate from mud?)

MUDMEN
Small Sentient Ooze; level 6 (676 XP)

STR 8 (3d6) AGI 4 (2d6) END 8 (3d6)
INT 7 (3d6) LOG 2 (1d6) WIL 8 (3d6) CHA 1 (1d6)

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 7 (35'); CLIMB 4 (20'); JUMP 8'/6'
CARRY 160 lb

HEALTH 32
DEFENSE 17 (SOAK 15 blunt, 10 fire, 10 lightning)
MENTAL DEFENSE 15
RESISTANCES Only takes 1 damage per die from edged and piercing damage
VULNERABILITIES Dessication, Earth to Stone

NATURAL DAMAGE 2d6
SLAM 5d6 (3d6 blunt damage and grabbed)
DISARM 4d6 (2d6 blunt damage and disarmed)
MUD HURL 2d6 (1d6 mud damage and blinded; see below)

EXPLOITS
disarm, engulf, grab
SKILLS hide, spellcraft, slam 2
EQUIPMENT none

Mudmen are formed in muddy pools where rivers contaminated by spell energy (even mildly magical ones, such as a stream eroding a magic structure) collect, evaporate, and concentrate the dweomer. Because they are beasts of magic, mudmen are sometimes called dweomerlings. Mudmen are dimly-intelligent life forces with but one goal -- to devour all magic, in any form, they can get their muddy grips on.

Spell absorption. A mudman can absorb up to 8MP per day, area effects are partially absorbed by all.

Sticky mud. If a mudmen hits with its mud hurl attack and rolls 6 for damage, the target is also blinded until it wipes away the mud (one action per hit). Mud hits stack cumulatively. Two hits slows the target, and four hits immobilize and start to suffocate the target.

Suffocate.
If the mudman begins its turn with a grabbed opponent, it makes an opposed 5D6 vs. STR check; if successful, the target is immobilized and starting to suffocate.
 
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I did a quick hack job to make a mail-merge into the format you used. Not everything is clean mainly because I am at work right now and really should be, um.. working :)

As to the mudmen suffocating abiity, that should be the standard rules drowning.. so End attribute countdown pool, lose a die from the pool anytime you are injured.
or as a RDBM, also lose a die if you fail your check to break free :angel:

{edit}
Updated pdf file
 

Attachments

  • White Watch Monsters.pdf
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Last edited:

5 hours to game time... should be 'interesting'! Still looking for feedback as they won't make it through the entire location tonight. I figure they run into 3 or 4 of the encounters.. .probably the mudmen, gargoyles, skeletons, and the swordwraiths. Altho they might skip around some trading the mudmen for animated swords.. we will see!
 

Next game night in two days! I re-read the NEW monster creation and re-worked my critters, and I have updated the PDF up-thread.

In the process I reverse-engineered the process for building monsters so that you can start picking the intended threat level. Here is my current draft of building monsters for your use, ignoring, or whatever.


Harried GM's Monster Helper

Steps:
  • Have a solid idea of what creature
  • Select the level of threat:
    - 1 through 3: Mook, easily defeated unless in large groups.
    - 4 through 6: Goon, this group spans predatory natural animals, magical beasts, and most humanoids. The sort of creatures that farmers can band together and deal with.
    - 7 through 10: Fabled, The boogey men, battle hardened humanoids, dangerous magical beasts fall in this category. Often found in groups or with Goons.
    - 10 through 15: Legendary, Powerful creatures whose presence shape the land around them.
    - 15 through 20: Mythic, singular beings of great power, their influence spans continents
  • Select the Sentience: Mindless, Animal-Sentient, Sentient
    - if mindless, cross out Stat5 and record the LOG of zero {0}
    - if Animal-Sentient, cross out Stat5 and record a LOG of one {1}. Add a bonus +2 to INT. Assign the first three stats to the physical attributes.
  • Select a category: Animal, Humanoid, Undead, Construct, Magical Beast
  • Select the size: Tiny, Small, Medium, Large, Huge, Gargantuan
    - For each size above Medium add +1 to Str and subtract 1 from Agi
    - For each size below Medium subtract 1 from Str and add 1 to Agi
  • Assign the stats from list below and calculate derived stats
  • add appropriate attack forms and skills
    - Goons may have High Quality weapons or the equivalent
    - Fabled Monsters tend to have Superior weapons or the equivalent
    - Legendary Monsters tend to have MasterCraft weapons or the equivalent
    - Mythic Monsters have whatever they want
  • 'Skin' the resulting stats as the monster with key traits and descriptions

Monsters with spell like abilities do not require a MAG stat, simply record the signature spell and use one of the mental stats for the attack.
Monsters with spell casting tend to have a MAG stat equal to one and one half their level.


Code:
Level	Stat1	Stat2	Stat3	Stat4	Stat5	Stat6	Stat7
1	5	4	2	4	3	1	1
2	5	4	2	4	3	2	1
3	7	5	3	5	4	2	1
4	8	6	4	6	5	3	2
5	10	7	5	7	6	4	2
6	12	9	6	9	7	5	3
7	14	11	7	11	8	6	4
8	17	13	9	13	10	7	5
9	21	16	11	16	12	9	6
10	25	19	14	19	14	11	7
11	31	23	17	23	18	14	9
12	38	28	21	28	21	17	11
13	46	35	26	35	26	21	14
14	56	42	32	42	32	26	17
15	69	52	39	52	39	32	21
16	84	63	48	63	48	39	26
17	103	78	59	78	58	48	32
18	126	95	73	95	71	59	39
19	155	116	89	116	87	72	48
20	189	142	110	142	107	88	59
 

Still working on building monsters, the attached has work on forest creatures and animals. I am generating this out of an Ms Access database, hence the not-so good formatting.
 

Attachments

  • Monster_Codex.pdf
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