Misc. Monsters

SinisterSage

First Post
Some homebrews :)
Comments, suggestions and opinions are welcome :)

EDIT: Killed the ghenozite noble and made him morhg's little brother.

Murderdust
Medium undead
Hit Dice: 14d12 (91 hp)
Initiative: +10
Speed: 40ft.
Armor Class: 24 (+6 Dex, +8 natural), touch 16, flat-footed 24
Base Attack/Grapple: +7/+9
Attack: dagger +14 melee (1d4+2/19-20) or mwk shortbow +13 ranged (1d6/19-20)
Full Attack: dagger +14/+9 melee (1d4+3/19-20) or mwk shortbow +13/+8 ranged (1d6/19-20)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +5d6, independent flanking
Special Qualities: Apotheosis of dust, damage reduction 10/magic or silver, dust form, evasion, resistances to acid 5 and cold 10, liquid vulnerability
Saves: Fort +6, Ref +11, Will +11
Abilities: Str 14, Dex 22, Con -, Int 15, Wis 15, Cha 13
Skills: Bluff +18, Climb +19, Hide +23, Jump +25, Move Silently +23, Tumble +25
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse, Weapon Focus (dagger)
Environment: Any
Organization: Solitary, team (1-4) or kill zone (1-4 murderdust and 1-4 morhg)
Challenge Rating: 8
Treasure: Standard
Alignment: Always evil
Advancement: By character class
As you enter the room the dust on the floor suddenly starts to swirl, forming a dense dust-cloud. The dust-cloud implodes and solidifies into the shape of a gaunt, grey-skinned humanoid dressed in filthy rags and brandishing an old dagger. With each move, small clouds of dust to rise from its form.

A murderer dies and centuries pass. The body decays and the bones crumble to dust. But the malicious intent remains, forcing the dust back into its original shape to commit murder.

Combat:
Dust Dodge (Su): Once per round, as an immediate action after getting hit by a melee or ranged attack, but before the damage is determined, the murderdust may attempt a Reflex save (DC = opponents modified attack roll -10). If the roll succeeds the murderdust is not hit by the attack and instead it and its equipment decompose into a cloud of dust.
In this form, it can immediately move up to 15 feet without provoking attacks of opportunity, before reverting to its humanoid shape.
This movement may not end in the space of another creature. The murderdust cannot use this ability in any situation where it looses its Dexterity bonus to AC.

Dust Form (Su): At will, the murderdust can take the form of a thick cloud of dust. This ability works like the gaseous form spell (caster level 14). While in dust form the monster may settle on the ground, making it indistinguishable from a thick layer of natural dust. A survival check DC 30 is needed to detect the unnatural presence.

Evasion (Ex): Against effects that allow a Reflex save for half damage, the murderdust takes no damage on a successful saving throw.

Independent Flanking (Ex): If the murderdust performs an attack immediately after using its dust dodge ability, it can flank opponents as if the space it occupied before the dust dodge were occupied by an ally.
It often combines this ability with a readied action to perform sneak attacks against opponents who hit it in melee combat.

Liquid Vulnerability (Ex): Any liquid harms the murderdust like holy water. Total immersion deals 20d6 points of damage to the undead. Further hitting it with a gallon of fluid prevents it from using its dust dodge or its dust form abilities for 1d8 rounds. Spraying a gallon of liquid in a space occupied by a murderdust in dust form also forces it to return to its humanoid shape.

Sneak Attack (Ex): This ability works like the rogue ability with the same name and deals 5d6 points of damage.

EDIT: Killed the ghenozite noble and made him morhg's little brother.
 
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dhaga gets the credit for the name.:)

Black Weeper
Medium monstrous humanoid (extraplanar)
Hit Dice: 4d8+11 (29 hp)
Initiative: +0
Speed: 30ft.
Armor Class: 18 (+5 chainmail, +3 natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: masterwork halberd +8 melee (1d8+4)
Full Attack: masterwork halberd +8 melee (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic or silver, extended death bridge, immunity to death effects, immunity to negative energy, reactive healing, resistances to acid 5 and cold 10, spell resistance 11
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 13, Cha 8
Skills: Climb +5, Listen +4, Spot +5
Feats: Lightning Reflexes, Toughness
Environment: Any
Organization: Solitary or troop (1-12 ghenozite soldiers)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
At first glance it seems to be a common human soldier, but a closer look at its grey face reveals monstrous features. Its eyes are rheumatic, yellow orbs, which constantly weep black tears. The lower half of its face is emaciated and covered with leathery skin, giving it a skull-like appearance.

These pitiful creatures were once human mercenaries who entered an evil contract with fiendish forces. Now they are cursed to eternally fight in the Blood War.

Combat:

Extended Death Bridge (Ex): A black weeper with -1 to -19 hit points is unconscious and dying. If its hit points drop to -20 or less, it’s dead.

Reactive Healing (Su): If the black weeper’s hit points drop below 0, it automatically heals 3d8+10 hit points at the beginning of the next round. This ability does not work if he is dead.
 
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Won't-f :) :) :) ing-die template...:]
Maybe I should add a sample creature??

Reanimating Creature
*Using this template requires access to the zombie template.

The reanimating template is an inherited template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size&Type: Animals become magical beasts and humanoids become monstrous humanoids.

Special Attacks: In addition to the base creature's special attacks, the reanimating creature gains the rebuke undead ability.

Rebuke Undead (Su): The reanimating creature with Int 7 or higher can rebuke undead as if it were a cleric of the same level as the number of its racial hit dice. It loses this ability while it is a zombie.

Special Qualities: In addition to the base creature's special qualities, the reanimating creature gains the reanimate and rejuvenate special qualities.

Reanimate (Su): If the reanimating creature is killed through hit point damage, it rises as a zombie with average hit points after 1d4 rounds. Apply the zombie template to the base creature. Unlike normal zombies there is no hit dice limit for the reanimated zombie. In addition to the abilities and qualities of a zombie it gains the rejuvenate special quality.
The new zombie is not under anyone's control and immediately attacks the nearest living creature without the reanimating template.
If the reanimating creature is killed while in zombie for, it stays dead for good.

Rejuvenate (Su): Each round the reanimating creature is in zombie form, it gains temporary hit points equal to the number of its zombie hit dice. These temporary hit points stack.
Should the zombie's hit point total, including temporary hit points, reach or exceed the maximum hit points for the zombie (12 hit points per hit die plus 3), it stops moving and becomes an inanimate corpse again. The following round, the reanimating creature returns to life, as though greater resurrection had been cast on it. All temporary hit points it had as an undead are lost at this point.

Challenge Rating: Same as bas creature + 2

Alignment: Always evil
 
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Awesome ideas. I like all of them; I think Murderdust is the best of the bunch, though the reanimating template is pretty sweet idea as well. As for the Nameless One, there may be some outer planar travel in my campaign in the near future, so I could get some use out of him. For a name, if not satisfied with "nameless one", how about Black Weeper (from your own well-written descriptive text)? ;)

Just a typo correction:
Independent Flanking (Ex): If the murderdust performs an attack immediately after using its dust dodge ability it can flank opponents, as if the space if the space it occupied before the apotheosis were occupied by an ally.
It often combines this ability with a readied action to perform sneak attacks against opponents who hit them in melee combat.

Removing that extra "if the space" would make this concept a little easier to understand. I had to read it a few times to figure out why I was having such a difficult time with it ;)
 

I can see a fight with a murderdust being really annoying... I'll just have to use it for myself and see.

I can already hear my player's surprise...

Demiurge out.
 

Thank you for your feedback :)

dhaga said:
Awesome ideas. I like all of them; I think Murderdust is the best of the bunch, though the reanimating template is pretty sweet idea as well. As for the Nameless One, there may be some outer planar travel in my campaign in the near future, so I could get some use out of him. For a name, if not satisfied with "nameless one", how about Black Weeper (from your own well-written descriptive text)?
Thanks!
Black Weeper... sounds great. [/edit previous post].

dhaga said:
Just a typo correction:
Independent Flanking (Ex): If the murderdust performs an attack immediately after using its dust dodge ability it can flank opponents, as if the space if the space it occupied before the apotheosis were occupied by an ally.
It often combines this ability with a readied action to perform sneak attacks against opponents who hit them in melee combat.

Thanks. :heh: That creature went through a lot of changes. I think the murderdust is the fourth incarnation, with previous versions being outsiders, monstrous humanoids and elemantals :heh: The "apotheosis" also refers to an older version of the dust dodge ability.

demiurge1138 said:
I can see a fight with a murderdust being really annoying... I'll just have to use it for myself and see.
If you get to use it in your game, I would be interested in how it plays out.
I've found they work best in groups of 3-4 for infinite flanking.
The sorcerer/arcane trickster in my group actually dropped a fireball at his own feet to get rid of them. He only damaged the other PCs.
 
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I wrote this swarm this afternoon. I hope it doesn't lack substance.
Again,I'm not happy with the name. I blame WotC for for already having used all obvious names.

Deviltoad Swarm
Tiny Magical Beast (swarm)
Hit Dice: 16d10+35 (123 hp)
Initiative: +8
Speed: 20ft., swim 30ft
Armor Class: 16 (+2 Size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +16/-
Attack: Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle)
Full Attack: Swarm (4d6 plus 2d6 acid plus hallucinogenic spittle)
Space/Reach: 10ft./0ft.
Special Attacks: Distraction (DC 20), hallucinogenic spittle, spit
Special Qualities: Acid resistance 10, half damage from slashing or piercing, scent, swarm traits
Saves: Fort +12, Ref +14, Will +10
Abilities: Str 3, Dex 15, Con 14, Int 3, Wis 14, Cha 5
Skills: Hide +16, Move Silently +11, Swim +12
Feats: Ability Focus (hallucinogenic spittle), Ability Focus (spit), Improved Initiative, Lightning Reflexes, Stealthy, Toughness
Environment: Any Swamp
Organization: Solitary or doom (1-4 Swarms)
Challenge Rating: 11
Treasure: none
Alignment: Always neutral
Advancement: -
You spot a gathering of one foot long, toad-like creatures with thick, forward-curving horns and grey-black scales.

Deviltoads, so named for their wicked horns, are ravenous predators of the swamps. Due to their toxin, most people believe that there are actually two different types of deviltoad, one small, the other as big as a horse.
Some scholars believe the toad’s horns indicate distant black dragon ancestry. The dragons are also known to use the toads as watchdogs.

Combat:
The toads usually hide half submerged in the swamp, waiting for prey to pass nearby. The swarm then initiates combat with its spit attack, before closing in on its victim.

Hallucinogenic Spittle (Su): The deviltoad’s saliva contains a potent hallucinogenic toxin. Creatures hit by its swarm or spit attacks must make a Fortitude save (DC 22). Failure means the creature thinks it is actually fighting a single giant deviltoad, intead of a swarm of smaller toads. The save DC is Constitution-based.
The hallucination has numerous effects. Victim will use tactics against a single creature that are ineffective against a swarm. Further, when an affected medium or smaller creature occupies the same space as the swarm, it thinks it has been swallowed whole by the imaginary dire toad. Obviously grapple checks or attacks with tiny piercing or slashing weapons won’t help escape from this toad’s gizzard.

Spit (Ex): As a standard action, the deviltoads can spit their toxin up to 30 ft.. All creatures in a 5 ft. radius spread must succeed at a DC 22 reflex or suffer 2d6 points of acid and be subjected to the toads hallucinogenic spittle attack. The save DC is Constitution-based.
 
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A little experiment with the loumara demon subtype. To understand this you need the loumara subtype and rules for possession from FC1:Hordes of the Abyss.
Inspired by the old saying: “Si contra fa est diabolus in musica”

Tritonus
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal, Loumara)
Hit Dice: 14d8+56 (119 hp)
Initiative: +7
Speed: fly 40 ft. (perfect)
Armor Class: 25 (+7 Dex, +8 deflection), touch 25, flat-footed 18
Base Attack/Grapple: +14/-
Attack: incorporeal touch +21 (4d8 sonic plus touch of dissonance)
Full Attack: incorporeal touch +21 (4d8 sonic plus touch of dissonance)
Space/Reach: 5ft./5ft.
Special Attacks: Diabolus in musica, possess instrument, spell-like abilities, touch of dissonance
Special Qualities: Aura of noise, damage reduction 10/good, loumara traits, immunity to acid, electricity, fire and sonic, incorporeal, resistance to cold 10, spell resistance 24, telepathy 100 ft.
Saves: Fort +13, Ref +16, Will +15
Abilities: Str -, Dex 24, Con 19, Int 14, Wis 19, Cha 27
Skills: Appraise +19, Bluff +25,Concentration +21, Diplomacy +29, Hide +24, Knowledge (royalty and nobility) +19, Knowledge (music) +19, Listen +25*, Move Silently -8*, Perform+29*, Sense Motive +21
Feats: Ability Focus (Touch of Dissonance), Ability Focus (Diabolus in Musica), Iron Will, Quicken Spell-like Ability (hold person), Quicken Spell-like Ability (suggestion)
Environment: Any (Infinite Layers of the Abyss, Layer 230 the Dreaming Golf)
Organization: Solitary, ensemble (2-4), or orchestra (1-4 tritonus with musicians, usually 6-12 level Bards)
Challenge Rating: 13
Treasure: none
Alignment: Always chaotic evil
Advancement: 15-24 Hit Dice (Medium)
A jarring sound that sets your teeth on edge is the first sign to announce this unnatural presence. The source of the noise is an insubstantial ripple in the air that at the same time seems to draw in and expel the air around it. Within the ripple you sometimes catch a glimpse of a maniacally grinning fiendish face.

Insane maestros from the depths of the Abyss, the tritonus visit the Prime Material Plane to perform a symphony of carnage and hatred.

A tritonus wants its audience to be as big as possible. To this end it usually animates a musical instrument and performs excellently on it to draw the attention of a musician. Once a musician picks it up, it pretends to be a magical instrument and helps the artist build up the reputation of a virtuoso, drawing ever bigger crowds. When the audience has reaches a size fitting its ego, the loumara gives its grand concerto.

Combat:

Aura of Noise (Su): A tritonus that is not possessing an instrument is surrounded by an unsettling cacophony of noise. Creatures within 30 ft. of the loumara must make DC 25 Will saving throw or be shaken for the duration of the encounter. Further, spellcasters must attempt a DC 25 Concentration check to cast a spell. This is a mind affecting, sound-based ability. The save DC is Charisma-based.

Diabolus in Musica (Su): Its most frightening ability the tritonus can only use when someone is performing on a musical instrument possessed by the loumara. The artist’s Perform (instrument) check determines the reach of the effect. When the ability is activated, every creature within 20ft., plus 5 ft. for every five points that the musicians Perform check exceeds 10, must attempt a Will save DC 27.
Those that fail give in to a mindless killing frenzy for the duration of the artist’s performance. They gain +6 to Strength and -4 to AC, and attack the nearest creature other than the musician with melee attacks. The musician himself and creatures with the chaotic and evil subtype are unaffected by this ability.
This is a mind-affecting, sound-based ability. The save DC is Charisma-based and includes a +2 modifier for the Ability Focus feat.

Possess Instrument (Su): The Tritonus can possess a musical instrument, as a standard action. It must enter a square occupied by the instrument to possess it. If the instrument is held or carried by a character, the character can make a Will save to resist the possession. Unattended magic instruments gain a saving throw as if a spell were cast upon it. The save DC is 25 in both cases.
A tritonus can take the following roles while possessing an instrument: Controller (this allows the loumara to use its Perform skill with the instrument), Enhancer (giving a +10 profane bonus on Perform checks with the instrument), and Watcher.
If a character with Ranks in the Perform skill fitting to the instrument carries it for one hour or longer, the loumara may also attempt to influence the character as though it were possessing the character. In that case it can act as a Mutterer or a Controller.
While possessing an object the tritonus cannot use its aura of noise, incorporeal touch and touch of dissonance abilities. It can only use its Diabolus in Musica ability when it possesses a musical instrument.

Spell-like Abilities (Sp): At will – Shatter (DC 20), sound burst (DC 20), suggestion (DC 21)
3/day – quickened hold person (DC 21), quickened suggestion (DC 21), shout (DC 22)
1/day - charm monster (DC 22), greater shout (DC 26), wall of force
Caster level 14.

Touch of Dissonance (Su): A creature that is hit by the loumara’s incorporeal touch attack must attempt an DC 23 Fortitude save or be nauseated for 1d8 rounds. The save DC is Constitution-based and includes a +2 adjustment for the Ability Focus feat.

Skills: Tritonus loumara have a +4 racial bonus on Listen and Perform. A tritonus can use its Perform skill with any musical instrument it possesses. A tritonus that is not possessing an instrument has a -15 cirumstance penalty to Move Silently checks.
 
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