Magus' Monsters

Magus Darkholme

First Post
Instead of giving each their own thread, I figured I'd just make a big one and throw them all in.

All comments, suggestions, and constructive critisism are welcome, but flames are not ;) .

Here's the first one, the Gorva. Now, does anyone know where I got the idea for this little bugger? It's kinda tricky, so if ya need a hint let me know :D .

GORVA
Small aberration
Hit dice: 5d8+5 (27hp)
Initiative: +3 (dex)
Speed: Fly 50ft (good); 10ft
AC: 15 (+1 size, +3 dex, +1 natural)
Attacks: 2Tentacle whip+5 melee, or bite +5 melee
Damage: Tentacle whip 1d6+1, bite 1d4
Face/reach: 5ft by 5ft/10ft
Special attacks: Stone gaze, improved grab
Special qualities: Fly
Saves: Fort+2, ref+4, will+4
Abilities: Str 12, dex 16, con 12, int 8, wis 10, cha 10
Skills: Spot+10, search+8, hide+4, move silently+4
Feats: Alertness
Climate/terrain: Any warm or temperate forest and underground
Organization: Solitary, pair, clutch (3-6), or hunting pack (10-20)
Challenge rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 6-12HD (small), 13-15HD (medium-size)

Gorvas are a bizarre little creature that some sages believe to be related to beholders. They are commonly found in warm forests and in the surrounding underground areas living in small clutches and hunting for food by night.
A gorva looks like a large floating eyeball covered in leathery dark brown skin and with six octopus-like tentacles hanging from it's bottom. Four of the tentacles are used only for movement when the creature is forced to move on the ground, but the other two are blade-like and twice the size of the other four and are ten feet in length. It uses these two tentacles to attack its prey like a whip, beating it into unconsciousness where the gorva may eat at its leisure. The gorva has a small beak for a mouth directly in the center of the tentacles, which it uses to tear off pieces of flesh from a victim's body.
Gorvas usually hunt in large packs and will eat anything the come across that they think they can take down.
Gorvas speak no language, sages believe they communicate to each other through body gestures and blinks, but some can be trained to understand one language (usually familiars).

COMBAT
A gorva attacks using its tentacles to whip an opponent into submission. When this is accomplished it attaches itself to the victim and begins to eat its prey. When confronted by a powerful adversary, a gorva will use its gaze attack to turn it to stone.

Stone Gaze (Su): A gorva can turn an opponent to stone with just a simple glance. The target is allowed a reflex save (DC 13) to avoid the gaze. If the save fails the target is immediately turned to stone as if by a flesh to stone spell cast by a 12th level sorcerer. Because once it uses this power it can't use it again for another 1d4 hours, the gorva only uses it when most necessary.

Improved Grab (Ex): To use this ability a gorva must hit a tiny to colossal creature with its tentacle attacks. If it gets hold it attaches its tentacles to the opponent's body. The gorva only does this when an opponent is subdued or unconscious, but if the opponent wakes it can escape with a single successful grapple check or escape artist check, with the gorva getting a +2 circumstance bonus.
Once it has attached itself to an opponent it will begin to eat bits of the victims flesh piece by piece; it deals bite damage automatically when attached. If the opponent manages to escape the grasp there is a 20% chance that one of the four tentacles will get ripped off in the process, remaining attached to the victim. If this happens the gorva suffers from bleeding, losing 1hp each round until it stabilizes itself. The opponent suffers no damage from this. Since it does not want this to happen, it usually detaches itself if the victim comes to.

Fly (Su): The gorva's body is naturally buoyant allowing it to fly as the spell, as a free action, at a speed of 50ft. This buoyancy also grants it a permanent feather fall effect with a personal range.
 

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Vert nice, wouldn't want to run into a pack of these when I'm strolling through the woods, but nice nevertheless... :D

P.S: Check out the Along came a spider thread, you might like it :D

Later,
 


Here's somethin' I thought up after a few beers :D .

CORPSE EATER
Large vermin
Hit dice: 10d8+30 (75hp)
Initiative: +4 (dex)
Speed: 30ft; climb 20ft; burrow 20ft
AC: 18 (-1size, +4dex, +5natural)
Attacks: Bite+10 melee, 2claw+5 melee
Damage: Bite 1d8+2+poison, claw 1d4+4
Face/reach: 5ft by 10ft/5ft
Special attacks: Poison
Special qualities: Vermin traits, tremorsense, immunities
Saves: Fort+10, ref+7, will+3
Abilities: Str 18, dex 18, con 16, int ---, wis 10, cha 8
Skills: Hide+9, move silently+12
Climate/terrain: Any underground
Organization: Solitary
Challenge rating: 8
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11-20 HD (large)

A corpse eater is large disgusting insect-like creature that is usually found to inhabit old crypts and tunnels underground feasting on the bodies of the dead.
A corpse eater looks like a cross between a giant beetle and a spider. It has the body and head of a beetle and eight long hairy legs of a spider. Corpse eaters are well protected with a midnight blue exoskeleton that can repel even the hardest of blows. Their legs are covered in fine dark gray hairs with a small hook-like nail at the tip, which it uses to climb walls and cling to the ceiling.
Corpse eaters are usually found in underground crypts or the site of a recent underground battle where the fallen still litter the fields. Corpse eaters are strong competitors to carrion crawlers and they often fight each other over the claim to a particular succulent corpse. What many scholars believe to be a product of adapting to their environment, corpse eaters have developed immunity to paralysis, particularly the touch of a carrion crawler's tentacle. They rarely attack living creatures, and only do if the creature wanders into a corpse eater's territory, disturbs it will it eats, or attacks it outright.

COMBAT
A corpse eater keeps mainly to itself unless disturbed by foolish intruders, in which case it will issue a long low-pitched bellow and charge. It will attack with its claws and attempt to poison the opponent with it's bite attack. Once it successfully poisons the intruder, it will attempt to retreat to a safe location where it will wait for the victim to die and then devour it.

Poison (Ex): On a successful bite attack, the corpse eater injects a deadly poison into the victim. The victim must succeed at a fortitude save (DC 22) or be affected by the poison. In 1d4 rounds the poisoned opponent will become completely paralyzed. This paralysis also stops the breathing of the opponent (see "Suffocation" on page 88 in the Dungeon Master's Guide). A neutralize poison or heal spell automatically returns the victim to normal and a delay poison spell delays the effects for 1d2 hours.

Tremorsense (Sp) A corpse eater can automatically sense the location of any creature within 120ft that is in contact with the ground.

Immunities: A corpse eater is immune to all forms of paralysis, magical or natural.

Vermin Traits: A corpse eater is immune to all mind-effecting affects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision with a range of 60ft.
 


Thank you Krish, I'm glad that you like it. Here's another one for you.

REVOLTING BLOB
Large Ooze
Hit dice: 12d10+75 (141hp)
Initiative: -3 (dex)
Speed: 20ft
AC: 6 (-3dex, -1size), 6 touch, 6 flat footed
Attacks: 4slams+11 melee
Damage: Slam 2d6+3+1d6 acid damage
Face/reach: 5ft by 10ft/5ft
Special attacks: Acid, engulf
Special qualities: Ooze traits, blindsight, revolting stench
Saves: Fort+9, ref+1, will+3
Abilities: Str 16, dex 4, con 20, int ---, wis 8, cha 8
Climate/terrain: Any land and underground
Organization: Solitary
Challenge rating: 10
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 13-24 HD (large), 25+ (huge)

A revolting blob is a disgusting creature that roams the land eating anything that gets in its way.
A revolting blob looks like a large dark purple mound of mucus that is constantly rippling and bubbling.
Revolting blobs are constantly on the move, traveling from place to place and devouring everything that crosses their path. They are always looking for a meal and will eat anything and everything they come across, from plants to people.
Thankfully revolting blobs are very rare and are solitary creatures.

COMBAT
A revolting blob will simply try and engulf opponents and absorb them.

Acid (Ex): A revolting blob is comprised of a strong acidic substance. Anything that comes into physical contact with a disgusting blob takes 1d6 points of acid damage per round until the goop is washed off with water. Living things are allowed a reflex save (DC 15) for half damage. For some strange reason, magical items are unaffected by the acid.

Engulf (Ex): A revolting blob can simply mow down Medium-sized or smaller creatures as a standard action. It cannot make a slam attack during a round that it engulfs. The revolting blob merely has to move over opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the blob, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must make a reflex save (DC 15) or be engulfed; on a success they are pushed back or to the side (opponent's choice) as the blob moves forward. Engulfed opponents are subject to the blob's acid, and are considered to be grappled and trapped within the blob's body.

Revolting Stench (Ex): The revolting blob received its name from not just its blob-like form, but for the intense putrid stench that accompanies it. All those within a 30ft radius of the blob must make a fortitude save (DC 16) or begin to vomit uncontrollably, causing the opponent to take a -2 penalty on all move sight and smell related abilities and checks because the smell makes the eyes water and nose run, as well as only being able to take partial actions until it is out of range and for 1d4 rounds thereafter.
Opponents who are unfortunate enough to remain in the area for 5 rounds or more must make a fortitude save (DC 16) or lose 1 point of temporary constitution. Every round after this point, whether the save was successful or not, the poor soul still in the stinking area must make another fortitude save with a +1 bonus added to the DC for each round the opponent remains within the area. Each failed save results in a loss of 1 temporary constitution point, and if the opponent's constitution score reaches zero, the person dies.

Blindsight (Ex): A revolting blob's entire body is a primitive sensory organ that can ascertain prey by scent and vibrations within a range of 60ft.

Ooze Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
 
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You have been watching to many bad horror movies... :D By the way you forgot to give it cold vulnerability <LOL> Very nice though. :D

Later,
 


Wasn't hard, the movies title is right there in the name. (By the way the original is way better than the remake.)

What's next? Them? It came from the Sewers? Swamp Thing? The creature of the Black Lagoon? Godzilla? King Kong? Halloween is coming so you better figure something out :D
 

Yea I totally agree with you. The remake was just too crappy for words. I must've laughed myself silly watching it.

I've already got something planned for Halloween. A new kind of undead called the Pumpkin King. :D
 

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