modification-a-day

Grim

First Post
Taking a little hint from Monte (he has an article about it somewhere on his site), I no longer write up my own mosters. I just look through the MM, find a cool monster, and modify it (usually by adding SAs and SQs, and uping the CR). Its easy, and with a little imagination you can turn one monster into something compleatly different. Putting a different look on the same stats isnt cheating, its good DMing.

Anyway, I will start posting a mod a day, but me being lazy, it wont be the full stat block, just the mods the ones in the MM (or whatever sorce I use).

The Surge:
These little buggers used to be stuirges, but were experimented on by an evil mage long ago. They were forced to drain blood from shocker lizards, and so were mutated by the electricly charged blood and a sick breeding program. They became tougher, more resistant to pain, and, of course, so highly charged that they could attack with electricity. They resemble stirges in every way except that thier veins course with electricity, and sparks fly about them.

Mods:
As STIRGE (MM 173) but:

HD: 2d10 (10 hp)
reasons: mutation takes its toll: one must be tough to survive it.

SA: Surge: 1/minute 15ft x 5ft line 1d8 electricity
Note: if a surge uses its attach attack, it can automatically use this on the attachee 1/minute.
reasons: The surge is more potent, but less useable than the shocker lizard's energy attack, because Surges are too dumb to unleash a little energy at a time. And also, the suge gives Surges their name

SQ: DR 5/+2
reasons: Magical experimenting and a subsequent breeding program makes for monsters with particular resistance to pain, and being insane with electric power cant hurt either.

CR: 2 (this may be a little off, but its my best guess)
 
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This I thought up a few months ago, for a psudo-psionic campain. It was being led around by some halfling mafia thugs:

Spiked Thoqua:
These are nastier versions of regular thoqua, thier body spikes being longer and throwable.

as THOQUA (MM 175-6) but with this added:
HD: 6d8+6 (32hp)

AC: 22 (+4 additional natural armor)

Attacks: 4 spikes +7 ranged
Damage: spikes: 1d6+3+1d6 fire

SA: Cone of Flame 30ft
1 every 2d4 rounds, 1d6+1 damage, plus ignites flamible material in area

CR 5
 

This was a boss for a mages tower. It was a mummy that had been consumed and taken over by a swarm of mind flayer like scarabs. Basically it was a shell of outer wrappings, and its insides were just bugs. lots and lots of little psionic tenticled beetles.

Grub Mummy:
as MUMMY (MM 138) but added:

SA: Stinking Cloud 2/day as spell (12th level caster)

Searing Sand: a web of melted sand that hardens over time. As a free action once per round, a 30 ft cone (reflex DC 15 for half) 3d8 fire damage + 1d4 dex one minute later (as the sand hardens)

Death Throws: Explosion of insects 2d10 subdual damage in 30 ft radius

SQ:
No fire vunerability

DR 10/+2 instead of 5/+1

CR 6
 

Another one:

Gearling:
Sort of a ball shaped mass of oily metal tenticles, gears, and spikes. Looks like the golden snitch from Harry Potter, but black and greasy. Used by evil Gnome/Halfling Mafia (to further the goals of the Campain for Equal Heights)

as TOAD (MM 205) but:

Construct
HP 2d10 (11 hp)
AC 23 (+8 natural, +4 size, +1 dex)
Speed: 5, fly 50
Attacks: 1 tenticle constrict +10 (or automatic if it has attached already)
Damage: 1d2-1 dex drain
SA: Haste 1/day for 3 rounds
SQ: Darkvision 60 ft
Construct Abilites: immune to mind influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similer effects. Not subject to critical hits, subdual damage, death from massive dammage, ability drain, or energy drain. Destroyed at 0hp

CR 3
 

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