Diremede said:
I guess the big reason for not doing this would simply be that it would get old, and not all monsters need to be all brawn and hit points and smash smash smash. Some very deadly monsters can have very few hit points with some very nasty abilities. I guess what I'm looking for are fresh ideas, you can only reach into your personal well of imagination every so often, otherwise you begin to force things rather than create something creative, and monster supplements not only give you new monsters, but new ideas, and hence a rejuvinated imagination.
I'm gonna take this as a challenge to tweak my buddy the troll as little as possible and end up with a monster that fills the bill of - "Some very deadly monsters can have very few hit points with some very nasty abilities". This took me about 15 minutes, and used mostly chunks of some different fey creatures to round it out...
"Troll"
Size/Type: Large Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 20 ft. (average)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+9
Attack: Dagger +5 melee (1d6+2/19-20) or Eldrich Blast +8 ranged touch (3d6/20)
Full Attack: Dagger +5 melee (1d6+2/19-20) or Eldrich Blast +8 ranged touch (3d6/20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Eldritch Blast, Dual Blast
Special Qualities: Spell-like abilities, low-light vision
Saves: Fort +5, Ref +11, Will +7
Abilities: Str 14, Dex 23, Con 17, Int 13, Wis 11, Cha 13
Skills: Concentration +10, Diplomacy +6, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12*, Sense Motive +12, Spot +12, Jump +16, Use Rope +3 (+5 with bindings)
Feats: Alertness, Iron Will, Track
Environment: temperate forests
Organization: Solitary or gang (2-4) Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
"Trolls" can leap great distances. Their torsos have light blue skin, forest-green hair, and 4 insectoid brown hairy legs sprout form their abdomen and lower body. They usually wear tunics or brightly colored vests, and have little antenna sticking out of thier hair, and a pair of irridescent insectoid wings sprout from thier back. They walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their middle limbs and drag along the ground. For all this seeming awkwardness, "trolls" are very agile.
A typical adult "troll" stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A "troll’s" rubbery hide is light blue as seems to glitter in the sunlight.
"Trolls" speak Sylvan and Common.
Combat
"Trolls" fear of death: They would rather flee than rush into combat. When cornered or protecting the forest from fire, they try to suround the enemies and attack.
Eldritch Blast(Su)
Once per round, a "Troll" can unleash a blast of magical energy that deals 3d6 damage.
This attack has a range of 60 feet, and requires a ranged touch attack to hit.
Dual Blast(Su)
Once per day, a "Troll" may use two Eldritch Blasts in one round, this makes the "Troll" fatigued. If a "troll" hits with one opponent with both Eldritch Blast attacks, the attacks make the opponent Shaken (will save DC14 negates), and automatically deals an additional 3d6 points of damage.
Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.
Skills
"Trolls" have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.