Inspired by BLACKDIRGE... my monsters!

Nifft

Penguin Herder
The results of some template applications:


*** Insecto-Mono (Tiny aberration, 0 ft. reach, 30 ft. move/climb)
*** 'Monkey-Bug'. Insectile Monkey (+ poison bite); hunts in troupes of 3-18.
*** Looks like a six-legged monkey with viscious fangs.
HD: 1d8
-- Init +4 (Dex)
-- AC 18 (+4 Dex, +2 Natural, +2 Size), Flat 14, Touch 16
-- Fort +0, Ref +4, Will +3
-- Str 3, Dex 19, Con 10, Int 2, Wis 14, Cha 5
-- Darkvision 60 ft., Tremorsense 60 ft., Wide Vision (+4 Spot, Can't be flanked), Natural Armor +2, Poison Bite [DC 11, 1d4 Str]
-- Weapon Finesse (Bite)
-- Balance +12, Climb +15, Hide +15, Listen +5, Spot +9
-- BAB +0 / Grapple -8
-- Attack +6 (Bite 1 + Poison)
CR: 2

Tactics: Drop on victim, attack en masse.



*** Insecto-Vid (Large aberration, 10 ft. reach, 20 ft. move/climb)
*** Insectile Medium Viper; hunts alone (occasionally paired for mating).
*** 'Bug-Vine'. Looks like a snake with hundreds of tiny insectoid legs -- almost a reptilian centipede.
HD: 3d8
-- Init +5 (Dex)
-- AC 19 (-1 Size, +5 Dex, +5 Natural), Flat 14, Touch 14
-- Fort +1, Ref +6, Will +5
-- Str 10, Dex 21, Con 11, Int 1, Wis 14, Cha 2
-- Darkvision 60 ft., Tremorsense 60 ft., Wide Vision (+4 Spot, Can't be flanked), Natural Armor +2, Poison Bite [DC 11, 1d6 Con], Scent
-- Weapon Finesse (Bite)
-- Balance +13, Climb +13, Hide +10, Listen +10, Spot +14
-- BAB +2 / Grapple +6
-- Attack +7 (Bite 1d4 + poison)
CR: 3

Tactics: Hide until victim comes near, then strike.



*** Calamar del Hedor (Medium monstrous humanoid, 5 ft. reach, 60 ft. swim)
*** 'Stink Squid', Tauric Troglodyte / Squid. Hunt in packs (3-8) at night.
*** Looks like a Trog head & arms on a Squid body.
HD: 5d8
-- Init +3 (Dex)
-- AC 19 (+3 Dex, +6 Natural), 16 Flat, 13 Touch
-- Fort +1, Ref +7, Will +4
-- Str 14, Dex 17, Con 11, Int 8, Wis 10, Cha 10
-- Darkvision 90 ft., Ink Cloud, Jet, Improved Grab (Tentacle), Stench [DC 11], Camoflage (+4 to Hide in rocky areas)
-- Multiattack, Weapon Focus (Longspear)
-- Hide +5 (+9 in rocky areas), Listen +5, Spot +5, Move Silently +5
-- BAB +5 / Grapple +7
-- Attack +7 (Weapon) or +7/+7 (Claw 1d4), +5 (Bite 1d4), +5x10 (Tentacle 0)
-- Attack +8 (Longspear 1d8+3 20/x3) 10 ft. reach
-- Attack +8 (Javelin 1d6+2 20/x2)
CR: 3

Tactics: Grapple surface foe & drag underwater.

-- Nifft
 

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Well, I am glad that my humble efforts have quickened your creative juices.:D

I especially like the insectovid, the viper-insect cross. Are you going to flesh these out? If not, would you mind if I had a go at templating the Insectovid? I would of course give all credit to you for the idea.:)

Dirge
 
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BLACKDIRGE said:
I especially like the insectovid, the viper-insect cross. Are you going to flesh these out? If not, would you mind if I had a go at templating the Insectovid? I would of course give all credit to you for the idea.:)

Feel free! The Insectovid is the result of applying the Insectile template to a Viper.

I'll have a page of my OGL monsters up soon, and I'll put the link in this thread.

Thanks for your efforts at breathing new life into such classic monsters!

-- Nifft
 

My Players Stay Out!

Hal-Thonlis-Baal

The being originally known as Bris-Thonis-Hirifim fell before mankind's rise. It served under Moloch before he was "removed from office" during the Infernal Reconing.

Thereafter, Hal served the Hag Countess, eventually being assigned to one of her underlings on the Prime: a powerful Night Hag known as the Sea Witch, who dominated the oceans on a small planet called Earth.

The Sea Wtich in turn assigned Hal to serve one of her six Sisters, who will remain undetailed, just in case my players decide to peek in.

Blightwisp (Small Outsider [Evil, Lawful], 5' reach, 60' fly (perfect))
Fallen Lantern Archon -- looks like a floating misty orb of darkness.

HD 2d8 +14
Init +3 (Feat)
AC 14, Touch 10, Flat 14 -- +2/All vs. Good
Saves Fort +5, Ref +2, Will +2 -- +2/All vs. Good
Abil Str 1, Dex 8, Con 15, Int 9, Wis 10, Cha 17

SQ Darkvision 60 ft., Electricity & Petrification immunity, DR 20/+1, Teleport, Tongues, Magic Circle vs. Good

Feats Improved Initiative
Skills Hide +8/+16*, Move Silently +4, Spot +5, Listen +5, Bluff +12, Sense Motive +10, Intimidate +8
* Blightwisps gain a +8 Racial bonus to Hide checks in darkness, and a +4 Racial bonus to all Bluff and Sense Motive checks

Su & Sp Abilities (caster level 2):
- Detect Good
- Aura of Menace [20 ft., Will DC 14]
- 1/day Command [DC 14]
- 2/day Prot. from Good (Duration: 2 min)
- 3/day Darkness (Duration: 20 min)
- 3/day Doom [DC 14]

Attack +2/+2 (Unholy ray touch, range 30 ft., 1d6 Unholy damage)

CR 4
 

Good Effort !!!

Hello Nifft,

I quite like those Insect type creatures but my favorite is the BlightWisp, Hal-Thonlis-Baal, what a great idea for a Wisp critter. I was looking for a more unusual low(ish!) CR monster for my campaign and I think I have found it. Wonder if you can expand more on his story and background. In any case good work !!! :D
 

The one reeeeeally nasty part of the Blightwisp is its Damage Reduction. 20/+1 is quite a lot for a 4th level party who isn't expecting it. Since it can fly and makes ranged touch attacks it's really beyond the means of any party that doesn't have some magic arrows, offensive spells, or at least some means of escape -- maybe some nearby consecrated ground.

-- Nifft
 

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