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Monster Mash #1!
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<blockquote data-quote="BOZ" data-source="post: 940760" data-attributes="member: 1241"><p>the monster's stats so far:</p><p></p><p>Large Aberration (Extraplanar)</p><p>Hit Dice: 16d8+48 (120 hp)</p><p>Initiative: -2 (Dex)</p><p>Speed: 40 ft</p><p>AC: 20 (-1 size, -2 Dex, +13 natural armor)</p><p>Attacks: 3 bites + melee (BAB +11)</p><p>Damage: Bite 2d6</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: </p><p>Special Qualities: </p><p>Saves: Fort +8, Ref +3, Will +10</p><p>Abilities: Str 10, Dex 7, Con 17, Int 10, Wis 11, Cha 11</p><p>Skills: 38</p><p>Feats: 6?</p><p></p><p>Climate/Terrain: </p><p>Organization: </p><p>Challenge Rating: </p><p>Treasure: </p><p>Alignment: Always chaotic evil</p><p>Advancement: 16-32 HD (Large); 33-48 HD (Huge)</p><p></p><p></p><p></p><p>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):</p><p></p><p>Howl: Sonic attack, causes creatures to become panicked.</p><p>Breath Weapon: Spits line of poison.</p><p>Petrifying Gaze: Turns creatures to stone, like a basilisk’s gaze.</p><p>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.</p><p>Musk Puff: Sprays mind-numbing dust on target, compelling them to come closer to the monster, allowing it to enslave the target.</p><p></p><p>Damage Reduction 10/+1 (or whatever the 3.5 equivalent will be): Duh.</p><p>Darkvision 60 ft: Duh.</p><p>Scent: Duh.</p><p>Spell Resistance: Duh.</p><p>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</p><p>Alternate Form: Ability to assume any non-lycanthrope canine form as a standard action.</p><p>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.</p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 940760, member: 1241"] 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. [/QUOTE]
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