Monster Mash #1!

Maybe we need to randomly determine the

Hit Dice of a...

or

The CR of a...

to determine how good to make some of its other abilities?
 

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well, krish rolled a 16HD, and of course the CR will come at the end. ;) we can choose how much of this stuff to keep... i'm going to make a post (sometime this weekend) about that.

and in the meantime...


so... bite damage 2d6?

natural armor... should be at least +5, i think - and that would give it an AC of only 12.
 

I think the creature should also have an insight bonus to it's AC in addition to the natural armor. What is it's Wis mod?

Bite damage sounds O.K. at 2d6. Natural armor in itself should either be choosen randomly (1d10), or be that of a creature, let's say creature #65.

Later,
 

With 16 HD, an AC of 12 would be very, very low, unless it has regeneration or fast healing to help offset this.

I'd vote to get the AC closer to 20

The bite damage seems fine.
 

Krishnath said:
I think the creature should also have an insight bonus to it's AC in addition to the natural armor. What is it's Wis mod?

non-existant. ;) i'm going to go with shade's suggestion and make it AC 20.
 

the monster's stats so far:

Large Aberration (Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: -2 (Dex)
Speed: 40 ft
AC: 20 (-1 size, -2 Dex, +13 natural armor)
Attacks: 3 bites + melee (BAB +11)
Damage: Bite 2d6
Face/Reach: 10 ft/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +8, Ref +3, Will +10
Abilities: Str 10, Dex 7, Con 17, Int 10, Wis 11, Cha 11
Skills: 38
Feats: 6?

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment: Always chaotic evil
Advancement: 16-32 HD (Large); 33-48 HD (Huge)



OK, vote aye or nay on keeping the following ideas (not all are necessary, but it wouldn’t kill the beast to keep them all), and add your 2 cents to them as you see fit (to change them to something else, or to power them up or whatever):

Howl: Sonic attack, causes creatures to become panicked.
Breath Weapon: Spits line of poison.
Petrifying Gaze: Turns creatures to stone, like a basilisk’s gaze.
Consume Intelligence: Drains creature’s mind, enslaving it. Creatures will either die, or become zombie-like servitors of the monster. Naturally, the servitors may not be plants but they might be undead.
Musk Puff: Sprays mind-numbing dust on target, compelling them to come closer to the monster, allowing it to enslave the target.

Damage Reduction 10/+1 (or whatever the 3.5 equivalent will be): Duh.
Darkvision 60 ft: Duh.
Scent: Duh.
Spell Resistance: Duh.
Celestial Qualities: Well, the hound archon is good so these would probably work as the same powers in reverse or something. If these are to be kept, they should be individual powers. The hound archon has: Aura of Menace, Magic Circle Against Evil, Electricity and Petrification Immunity, Teleport, Tongues, +4 save against Poison
Alternate Form: Ability to assume any non-lycanthrope canine form as a standard action.
Rock Catching: This is a standard ability of giants. Due to the monster’s size, it would work more like the way it does for hill giants than for mountain giants.
Summon Giants: Mountain giants use this to summon ogres, trolls, and hill giants. I like the summoning aspect, but I personally think it should summon something more appropriate, like canine monsters, vermin, or fiends.

The most likely way I see this monster is this: this creature is probably some sort of descendant of Cerberus himself (or some other equally terrible creature from the lower planes). For whatever reason, they were sent to the Prime (banishment, or for some task that a fiend would not stoop to do), perhaps to build an army or something. They are not particularly strong in combat, but their considerable defenses, as well as their ability to make slaves out of living creatures, makes them a force to be reckoned with.
 

Well, it should definetly keep all the special attacks, although, you might want to rename the 'musk puff' ability, unless of course, you add a line about the creature living in symbiosis with some sort of fungus that is the source of the musk puff. Also the 'brain drain'ed creatures should be undead in my humble opinion, and be hosts for a larval form of the aberration itself. :D

As for the special qualities, keep them all, but reverse the 'good' powers. But change the 'canine form' to 'any humanoid form' instead, IMHO. AS for what it should summon, my suggestion is Vermins, more precisely Vermin Swarms... :D

Regarding the origins of the horror, and in the spirit of a certain thread on the homebrews forum, may I so humbly suggest the far realms? It's appearance does support this....

Later,
 




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