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Hybrid - Monster Creation
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<blockquote data-quote="Morrus" data-source="post: 6409658" data-attributes="member: 1"><p>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?)</p><p></p><p><span style="font-size: 12px"><strong>MUDMEN</strong></span></p><p><em>Small Sentient Ooze; level 6 (676 XP) </em></p><p></p><p><strong>STR</strong> 8 (3d6) <strong>AGI</strong> 4 (2d6) <strong>END</strong> 8 (3d6)</p><p><strong>INT</strong> 7 (3d6) <strong>LOG</strong> 2 (1d6) <strong>WIL</strong> 8 (3d6) <strong>CHA</strong> 1 (1d6)</p><p></p><p><strong>INITIATIVE </strong>3d6</p><p><strong>PERCEPTION</strong> 3d6</p><p><strong>SPEED</strong> 7 (35'); CLIMB 4 (20'); JUMP 8'/6'</p><p><strong>CARRY</strong> 160 lb</p><p></p><p><strong>HEALTH </strong>32</p><p><strong>DEFENSE</strong> 17 (SOAK 15 blunt, 10 fire, 10 lightning)</p><p><strong>MENTAL DEFENSE</strong> 15</p><p><strong>RESISTANCES</strong> Only takes 1 damage per die from edged and piercing damage</p><p><strong>VULNERABILITIES</strong> Dessication, Earth to Stone</p><p></p><p><strong>NATURAL DAMAGE</strong> 2d6</p><p><strong>SLAM</strong> 5d6 (3d6 blunt damage and grabbed)</p><p><strong>DISARM</strong> 4d6 (2d6 blunt damage and disarmed)</p><p><strong>MUD HURL</strong> 2d6 (1d6 mud damage and blinded; see below)</p><p><strong></strong></p><p><strong>EXPLOITS</strong> <em>disarm, engulf, grab</em></p><p><strong>SKILLS</strong> <em>hide, spellcraft, slam 2</em></p><p><strong>EQUIPMENT</strong> none</p><p></p><p>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.</p><p></p><p><em>Spell absorption.</em> A mudman can absorb up to 8MP per day, area effects are partially absorbed by all.</p><p></p><p><em>Sticky mud.</em> 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.</p><p><em></em></p><p><em>Suffocate.</em> 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.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6409658, member: 1"] 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?) [SIZE=3][B]MUDMEN[/B][/SIZE] [I]Small Sentient Ooze; level 6 (676 XP) [/I] [B]STR[/B] 8 (3d6) [B]AGI[/B] 4 (2d6) [B]END[/B] 8 (3d6) [B]INT[/B] 7 (3d6) [B]LOG[/B] 2 (1d6) [B]WIL[/B] 8 (3d6) [B]CHA[/B] 1 (1d6) [B]INITIATIVE [/B]3d6 [B]PERCEPTION[/B] 3d6 [B]SPEED[/B] 7 (35'); CLIMB 4 (20'); JUMP 8'/6' [B]CARRY[/B] 160 lb [B]HEALTH [/B]32 [B]DEFENSE[/B] 17 (SOAK 15 blunt, 10 fire, 10 lightning) [B]MENTAL DEFENSE[/B] 15 [B]RESISTANCES[/B] Only takes 1 damage per die from edged and piercing damage [B]VULNERABILITIES[/B] Dessication, Earth to Stone [B]NATURAL DAMAGE[/B] 2d6 [B]SLAM[/B] 5d6 (3d6 blunt damage and grabbed) [B]DISARM[/B] 4d6 (2d6 blunt damage and disarmed) [B]MUD HURL[/B] 2d6 (1d6 mud damage and blinded; see below) [B] EXPLOITS[/B] [I]disarm, engulf, grab[/I] [B]SKILLS[/B] [I]hide, spellcraft, slam 2[/I] [B]EQUIPMENT[/B] 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. [I]Spell absorption.[/I] A mudman can absorb up to 8MP per day, area effects are partially absorbed by all. [I]Sticky mud.[/I] 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. [I] Suffocate.[/I] 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. [/QUOTE]
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