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Monster Mash #1!
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<blockquote data-quote="BOZ" data-source="post: 947804" data-attributes="member: 1241"><p>ok, typed up the ability descriptions today. from what you are suggesting, the monster will have all of this:</p><p></p><p>Special Attacks: Howl, breath weapon, petrifying gaze, consume intelligence, musk puff (to be renamed)</p><p>Special Qualities: Damage reduction 10/+1, darkvision 60 ft, scent, SR X?, spell-like abilities, aura of menace (rename?), magic circle against good, electricity and petrification immunity, teleport, tongues, +4 save against poison, alternate form, summon whatever</p><p></p><p>whew! you sure that's not too much?</p><p></p><p>so, here are the descriptions - please discuss ways we can "fix" them to make them more in line and compatible with each other and the monster's stats:</p><p></p><p>Howl (Su): All living creatures within a X [HD*20 ?] feet spread must succeed at a Will save (DC X) or become panicked for X rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to the particular (monster’s) howl for one day.</p><p>Breath Weapon (Su): Center head; line of corrosive poison 5 feet high, 5 feet wide, and 30 feet long, once per 1d4 rounds; damage X temporary Constitution, Reflex save (DC X) halves.</p><p>Petrifying Gaze (Su): Collective gaze of all three heads; turn to stone permanently, X feet, Fortitude save (DC X) to avoid.</p><p>* Consume Intelligence (Ex): As a free action, a (monster) can extend dozens of probing, sharp-edged tendrils into the head of any helpless or unresisting creature that also occupies its space. These tendrils begin to devour the victim’s brain, dealing 1d4 points of Intelligence damage each round. If the damage reduces a victim’s Intelligence to 0, the victim must make a Fortitude save (DC X). Those who fail die, but those who succeed are implanted with (what?) and fall under control of the (monster).</p><p>“Musk Puff” (Ex): (Monsters) attack by puffing a spray of potent-smelling dust upon a nearby target. The musk has a range of X feet and can target one creature per round.</p><p>Creatures struck by (this) must make a Fortitude save (DC X) or fall under a mind-affecting compulsion to get closer to the entrancing source of the musk. The duration of the effect is X rounds, although creatures within the (monster’s area) remain under the compulsion until removed from the area.</p><p>Creatures under the (monster’s) compulsion can take no actions other than moving to enter the (monster’s) space. Affected creatures do anything they can to comply with the compulsion and even attack companions who seek to restrain them. Once within the (monster’s) space, the affected creature drops anything in hand and stands motionless. The creature is dazed and does not resist the (monster’s) attacks as long as it remains within its area.</p><p></p><p>Spell-Like Abilities: At will – aid, continual flame, detect good, and message. These abilities are as the spells cast by a Xth-level sorcerer.</p><p>Aura of Menace (Su): A corrupt aura surrounds (monsters) that fight or get angry. Any hostile creature within a X-foot radius of a (monster) must succeed at a Will save (DC X) to resist its effects. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the (monster) that generated the aura. A creature that has resisted or broken the effect cannot be affected by that (monster’s) aura for one day.</p><p>Magic Circle Against Good (Su): A magic circle against good effect always surrounds (monsters), identical with the spell cast by a sorcerer whose level equals the (monster’s) Hit Dice. The effect can be dispelled, but the (monster) can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)</p><p>Teleport (Su): (Monsters) can teleport without error at will, as the spell cast by a Xth-level sorcerer, except that the creature can teleport only itself and up to 50 pounds of objects.</p><p>Tongues (Su): (Monsters) can speak with any creature that has a language, as though using a tongues spell cast by a Xth-level sorcerer. This ability is always active.</p><p>** Alternate Form (Su): (Monsters) can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines.</p><p>*While in canine form, a (monster) gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks.</p><p>*** Summon (Sp): Once per day, a (monster) can attempt to summon (1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants) with a 25% chance of success.</p><p></p><p>Do we need both the howl and the aura of menace?</p><p></p><p>* for consume intelligence, we need to make the “zombies” into something non-plant. Undead would work well, and aberration has also been suggested.</p><p></p><p>** for alternate form, Krishnath suggested substituting “any humanoid form” for “any canine form”.</p><p></p><p>*** for the summoning power, some have said to keep giant summoning, while others have suggested switching to devils, vermin, or even canine creatures (summoning archons, IMO, is not very appropriate).</p><p></p><p>so… discuss. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 947804, member: 1241"] ok, typed up the ability descriptions today. from what you are suggesting, the monster will have all of this: Special Attacks: Howl, breath weapon, petrifying gaze, consume intelligence, musk puff (to be renamed) Special Qualities: Damage reduction 10/+1, darkvision 60 ft, scent, SR X?, spell-like abilities, aura of menace (rename?), magic circle against good, electricity and petrification immunity, teleport, tongues, +4 save against poison, alternate form, summon whatever whew! you sure that's not too much? so, here are the descriptions - please discuss ways we can "fix" them to make them more in line and compatible with each other and the monster's stats: Howl (Su): All living creatures within a X [HD*20 ?] feet spread must succeed at a Will save (DC X) or become panicked for X rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to the particular (monster’s) howl for one day. Breath Weapon (Su): Center head; line of corrosive poison 5 feet high, 5 feet wide, and 30 feet long, once per 1d4 rounds; damage X temporary Constitution, Reflex save (DC X) halves. Petrifying Gaze (Su): Collective gaze of all three heads; turn to stone permanently, X feet, Fortitude save (DC X) to avoid. * Consume Intelligence (Ex): As a free action, a (monster) can extend dozens of probing, sharp-edged tendrils into the head of any helpless or unresisting creature that also occupies its space. These tendrils begin to devour the victim’s brain, dealing 1d4 points of Intelligence damage each round. If the damage reduces a victim’s Intelligence to 0, the victim must make a Fortitude save (DC X). Those who fail die, but those who succeed are implanted with (what?) and fall under control of the (monster). “Musk Puff” (Ex): (Monsters) attack by puffing a spray of potent-smelling dust upon a nearby target. The musk has a range of X feet and can target one creature per round. Creatures struck by (this) must make a Fortitude save (DC X) or fall under a mind-affecting compulsion to get closer to the entrancing source of the musk. The duration of the effect is X rounds, although creatures within the (monster’s area) remain under the compulsion until removed from the area. Creatures under the (monster’s) compulsion can take no actions other than moving to enter the (monster’s) space. Affected creatures do anything they can to comply with the compulsion and even attack companions who seek to restrain them. Once within the (monster’s) space, the affected creature drops anything in hand and stands motionless. The creature is dazed and does not resist the (monster’s) attacks as long as it remains within its area. Spell-Like Abilities: At will – aid, continual flame, detect good, and message. These abilities are as the spells cast by a Xth-level sorcerer. Aura of Menace (Su): A corrupt aura surrounds (monsters) that fight or get angry. Any hostile creature within a X-foot radius of a (monster) must succeed at a Will save (DC X) to resist its effects. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the (monster) that generated the aura. A creature that has resisted or broken the effect cannot be affected by that (monster’s) aura for one day. Magic Circle Against Good (Su): A magic circle against good effect always surrounds (monsters), identical with the spell cast by a sorcerer whose level equals the (monster’s) Hit Dice. The effect can be dispelled, but the (monster) can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.) Teleport (Su): (Monsters) can teleport without error at will, as the spell cast by a Xth-level sorcerer, except that the creature can teleport only itself and up to 50 pounds of objects. Tongues (Su): (Monsters) can speak with any creature that has a language, as though using a tongues spell cast by a Xth-level sorcerer. This ability is always active. ** Alternate Form (Su): (Monsters) can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines. *While in canine form, a (monster) gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks. *** Summon (Sp): Once per day, a (monster) can attempt to summon (1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants) with a 25% chance of success. Do we need both the howl and the aura of menace? * for consume intelligence, we need to make the “zombies” into something non-plant. Undead would work well, and aberration has also been suggested. ** for alternate form, Krishnath suggested substituting “any humanoid form” for “any canine form”. *** for the summoning power, some have said to keep giant summoning, while others have suggested switching to devils, vermin, or even canine creatures (summoning archons, IMO, is not very appropriate). so… discuss. :D [/QUOTE]
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