Hybrids: Mail Order Monsters [M.O.M.], ElfQuest, and Battletech Clan Totems

Then I suggest you make it a Dire Snake/Tiger Hybrid advanced to 16 HD, the add the Psionic Template (from the PsiHB)

Thus giving it access to all attack/defense modes, and no less than 13 psionic powers of choice. :D

Later,
 

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updated and edited! hah!

Krishnath said:
Then I suggest you make it a Dire Snake/Tiger Hybrid advanced to 16 HD, the add the Psionic Template (from the PsiHB)

Thus giving it access to all attack/defense modes, and no less than 13 psionic powers of choice. :D

Later,

Cha-ching! now that sir dragon is just eviiiiil ... and if I don't get called in for tomorrow is what I'm going to be doing!

... um so where is this dire snake you speak of? ... nevermind, I'll use dndchick's dire template! ...

well okay, first I might just do the leapord/snake version (oooh, I have a dire leapord/jaguar already done) ... then maybe move up to the dire version.

but first-first I'll check out the PsiHb and see what else I can use.

ej

Mad Coil
Large Beast [dire template jaguar hybrid w/ dire snake +psi-template]
HD: 6d10 +24 (57hp)
Initiative: +5 (dex)
Speed: 30’, swim 20’
AC: 19 (-1 size, +5 dex, +5 natural)
Attacks: bite +10, 2 claws +5, tail stinger +5 and poison
Damage: bite 1d8+7, claw 1d4+3, stinger [poison] DC17 Fort (init/sec 1d6 temp con)
Face/Reach: 5x10/10
Special Attacks: Improved Grab (Ex), Constrict (1d6+10) (Ex), Poison (Ex)
Special Qualities: Scent, psionics
Saves: Fort +9, Ref +10, Will +3
Abilities: Str 25 (+7), Dex 20 (+5), Con 19 (+4), Int 6, Wis 12 (+1), Cha 12 (+1)
Skills: Balance +13, Hide +11, Move Silently +9, Listen +8, Spot +8
Feats:
Clim/Ter: Forest, tropical forest, underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure:
Alignment: Always Neutral Evil
Adv: 7-10 HD (large), 11-18 HD (huge)

MadCoils are the result of ancient magicks gone awry ... festering in a pool of bad magic, that trapped a leopard and snake intent on killing each other, now that hatred is focused on all the living sentients that might have caused that foul pool to exist in the first place.

Telepathy (Su): MadCoils can communicate telepathically with any creature within 100’ that has language ... they never communicate with food or prey.

Attk/Def Modes (Sp): Psychic Crush, Ego Whip/Mental Barrier, Empty Mind. They can use these powers at will.

Psionics (Sp): at will: Daze, Chameleon (+10 hide, 60 min). UltraBlast (13d4, Will for ½).

Psionic save DC's are d20 +1/2HD +cha mod (so +4)


[edit: forgot to add in skill points, done. ... don't know why I did the poison stinger like that ... just to be a bit different?]
 
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bah! don't have either.

here's my dire leopard

 Smoke Jaguar (dire-template leopard)
Large-size animal
Hit Dice: 5d8+25 (50hp)
Initiative: +4 (dex)
Speed: 40 ft, climb 20ft
AC: 18 (-1 size, +4 dex, +5 natural)
Attacks: Bite +12 melee; 2 claws +7 melee
Damage: Bite 1d8 +9; claw 1d4 +4
Face/Reach: 5x10/5
Spec Attk: Pounce, improved grab, rake 1d4+4
Spec Qual: Scent
Saves: Fort +9, Refl +8, Will +2
Abilities: Str 28 (+9), Dex 19 (+4), Con 21 (+5), Int 3, Wis 12 (+1), Cha 6
Skills: Balance +12, Climb +17, Hide +8 (+16 in heavy growth), Listen +6, Move silently +9, Spot +6
Feats:
Clim/Terr: Warm forest or plains
Org: Solitary or pair
C.R. 4
Treasure:
Alignment: Always neutral
Advancement:
 

You really should get them, Masters of the Wild™ has some damn good prestige classes, such as the Geomancer (which incidently rocks!), and some very good spells, including a druid meteor swarm. MM2 on the other hand has lots of good creatures, including but not limited to Gem Dragons, Linnorms, the Hellfire Wyrm, More Dinosaurs, Elemental Wierds, the Deathbringer, a Death Knight template, a Chimeric Template, a Monster of Legend template, a Tauric Template, Neogi, The Nightmare Beast, the Phoenix, More Planetouched, Bladelings, More demons, More devils, more celestials, and a CR 28 creature that is just plain nasty (no I won't tell you what it is, but it can summon a vrock once per round and send your PC's on a one way trip to the abyss :D).

Nice Dire Jaguar by the way, mind if I ask you what creature you based it on?

Later,
 

I'm a freakin' (mr bigglesworth) retard ... MotW is about 3 ft behind me. Mind you, it just dawned on me ... oh about 2200hrs EST.

Smoke Jaguar?

that'd be battletech :)

[edit: others I've done ... Blood Spirit (axiomatic human warrior), Wolverine (fiendish wolverine for clan wovlerine), Cloud Cobra (air template med viper), Hell's Horses (fiendish heavy warhorse), Ice Hellion (1/2 white dragon-weasel ... very nasty for cr2, one hit it dies ... but it'll get it's licks in too), Goliath Scorpion (med size scorp with psi template), Nova Cat (lion w/ psi temp), Fire Mandrill (axiomatic ape), Widow Maker (large fiendish spider), Star Adder (fiendish huge constrictor ... yeah I know adders are sup to be poisonous), Sea Fox (water element fox), Coyote (celestial med dog), Diamond Shark (celestial med shark ... they killed off most of the sea foxes so Clan Sea Fox changed it's name to Clan Diamond Shark), Jade Falcon (axiomatic dire-templated hawk), Steel Viper (axiomatic med viper), Snow Raven (cold template, dire-template crow/raven), ... from the MM the rest of the clans were: Wolf (dire wolf), Ghost Bear (polar Bear), Mongoose (dire weasel), and Clan Burrock (thoqqua)]

 Cloud Cobra (viper)
Medium-size elemental (air)
Hit Dice: 2d8 (12hp)
Initiative: +6 dex
Speed: 20 ft, climb 20 ft, swim 20 ft, fly 100 ft (perfect),
AC: 19 (+6 dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d4-1, poison (DC 11, 1d6 con)
Face/Reach: 5x5/5
Spec Attk: Air Mastery, poison
Spec Qual: Elemental, Darkvision 60’, scent
Saves: Fort +3, Refl +9, Will +1
Abilities: Str 8 (-1), Dex 23 (+6), Con 11, Int 1, Wis 12 (+1), Cha 2
Skills: Balance +14, Climb +14, Hide +15, Listen +9, Spot +9
Feats: Fly-by attack, weapoon finesse: bite
Clim/Ter: Termperate and warm land, tropical forests, tree tops
Org: Solitary
C.R. 1
Treasure:
Alignment: Always neutral
Advancement:
 
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Perfect Warriors and Fierce weasels! :-P

 Axiomatic Blood Spirit Warrior [trooper, sergeant]
Medium Humanoid (TrueBlood)
Hit Dice: 1d8 (8hp) [trooper 13hp, sergeant 18hp]
Initiative: +4 (Imp Init)
Speed: 20’ (30’ w/o armor)
AC: 19 (+7 MW half-plate, +2 MW large shield) (AC 21, DR 1/- w/ optional armor rule)
Attk: +2 melee: MW bastard sword [+3, +5], +2 ranged MW javelin (2) [+3, +4 ranged]
Damage: 1d10: bastard sword , 1d6: javelin (incr 30’ )
Face/Reach: 5x5/5
Spec Attk: Smite Chaos (1x/day, +1 dmg [+2, +3 dmg])
Spec Qual: Darkvision 60’, Fire/Elec/Cold/Sonic resist: 5, SR 2 [SR 4, 6], Linked Minds (MotP p197-8)
Saves: Fort: +2 [+3], Refl +0 [+1], Will +0 [+1]
Abilities: Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 13 (+1)
Skills: Intimidate +5 , Listen +1 [+1, +2] Spot +1, [+2, +2]
Feats: Exotic Weapon: Bastard Sword, Improved Initiative, weapon focus: bastard sword
Clim/Ter: any land
Org: 2-5 (Team)
C.R. ½ [1, 2]
Treasure: None
Align: Always lawful neutral
Adv: By character class (warrior)

These perfect warriors are representations of all that the Blood Spirits stand for. Certain holy places are permanently guarded by these stalwart troops. (if there are numbers after the given scores they denote the trooper's (1st) and sergeant's (2nd ... now in red) scores ... if only one is given they are the same (trooper/sarge)) (it's easier in word, the sergeants diff stats are all italicized)


 Ice Hellion (Weasel +1/2 Dragon (white) template)
Tiny dragon
Hit Dice: ½ d10+1 (6hp)
Initiative: +6 (+2 dex, +4 imp init)
Speed: 20 ft, climb 20 ft
AC: 18 (+2 size, +2 dex, +4 natural)
Attacks: Bite +4 melee; 2 claws –3 melee
Damage: Bite 1d3; claw 1d2
Face/Reach: 2.5x2.5/0
Spec Attk: Cone of Cold (refl DC 16, 3d6, 30 ft, 1/day), attach (on successful bite: AC 16, auto bite dmg)
Spec Qual: Cold immunity, Scent
Saves: Fort +3, Refl +4, Will +1
Abilities: Str 11, Dex 15 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
Feats: Weapon finesse: bite, Improved initiative
Clim/Ter: Any cold
Org: Clutch (2-5)
C.R. 2
Treasure:
Alignment: Always chaotic neutral
Advancement:

Ice Hellions speak draconic.
 
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You might want to not use the Raven.

Ravens don't fly at night. If the Panther/Raven is supposed to be a stealth steed (It's black, they fly at night, etc), then use an Owl. Owls are nocturnal, and silent as anything.

You can still have black, maybe some tickings of white, like the stars. You could call it a Prowl (Hee!).

I had a mage in my campaign who ran a Corporation type thing; constructing and breeding monsters for pets, guardians and mounts.

He also made a Cougar/Hawk.
 

Dark Wing!!! ... Duck!

I'm nor really concerned about them flying at night, it's the black color I'm going for and the silky black look of a raven and panther.

*wolf is thinking of the hoards of crows that used to gather near one of the shopping centers when he was a kid. They sounded horrible, and on an overcast day they looked down right scary. Of course I loved it when my sister was around ... ever see "The Birds"? ... my brother and I would terrorize my sister by telling her that they would come after her [evil grin]*


Dark Wing
Medium Beast [Krishnath’s dire raven + leopard hybrid]

HD: 3d10+6 (23hp)
Init: +4 (dex)
Speed: 30’, fly 60’ (avg)
AC: 15 (+4 dex, +1 nat)
Attacks: 2 claws +4, bite -1
Damage: claw 1d6+2, bite 1d6+1
Face/Reach: 5x5/5
Spec Attk: Blinding Strike, Pounce, Rake 1d3+2
Spec Qual: Scent, Dire Resistance
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 5, Wis 12 (+1), Cha 10
Skills: Listen +7, Spot +7, Hide +8, Move Silent +8
Feats:
Clim/Ter:
Org: solitary or pair
CR: 2
Treasure:
Alignment: always neutral
Adv: 4-5 (medium), 6-9 (large)

(yes the stats are modified a bit, a 10 str flying creature wouldn’t cut it ... it’s gotta be able to carry a small sized humanoid). Dark Wings resemble medium sized griffons or hippogriffs, the exception being that they are jet black and their fore-quarters are that of a dire raven and their hind-quarters are of a black panther.

Skills: Dark Wings gain a +4 to both hide and move silent.
Blinding Strike (Ex): A Dark Wing that scores a critical hit with it's bite attack permanently blinds their opponents. For the effects of blindness, see the DMG page 83. Wearing a helmet automatically protects against this attack.
Disease Resistance (Ex): A Dark Wing gets a +4 racial bonus on saves against diseases.

[edit: check the previous posts, I edited some to put in monsters instead of making a longer and longer thread]
 
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Xarlen: I don't know where you are from, but have you ever seen a raven? I speak from experience when I say this: Ravens do fly at night. Just not often. :p

Wolf: Nice creatures, but aren't the madcoil a little on the weak side? I mean 6 HD? :D
 

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