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Monsters from my campaigns

Judou Ashita

First Post
Hi, guys... thought I'd try my hand at creating, converting and adapting monsters, and I'd like to see how players around the world will respond. So, don't be shy, and say whatever you want about my creatures, okay?

First up is not exactly one of my creations... it's more of a convertion/retcon from an Italian 3.5 manual, the awesomely horrific Nephandum campaign setting. I don't think the books have been released anywhere else... and anyway, I guess showing you a little glimpse of the things populating that doomed campaign world wouldn't really hurt.

So, that having been said, enjoy the... *drum roll* Rotting Abomination!


Rotting Abomination
This creature is pretty much the most loathsome thing you have ever seen. The lower parts of its body resembles that of an enormous slug, while the upper part reminds you of a humanoid torso, with four whip-like tentacles instead of arms. The thing's elongated head is filled with eyes, splayed asymmetrically across its surface, and its jaws are filled with sharp, crooked teeth. The creature's body is composed of rotting flesh, and is dotted with festering wounds.

Rotting Abomination CR 12
Always CE Large aberration
Init
+0; Senses darkvision 60 ft, low-light vision; Spot +19, Listen +1
Defense
AC 19, touch 9, flat-footed 19 (-1 size, +10 natural)
hp 172 (15d8+105)
Fort +12, Ref +5, Will +10
Defensive Abilities rotting metabolism; Damage Reduction 5/-; Immune charm, diseases and poison (see 'Rotting Metabolism' below), fear effects, illusions;
Offense
Spd 40 ft (8 squares)
Melee Bite +19 melee (1d8+8/19-20 plus poison) and four tentacles +17 melee (1d6+4);
Space 10 ft; Reach 10 ft
Special Attacks Poison, pestilent aura (20 ft.)
Tactics
During Combat A rotting abomination attacks anything it deems edible, which is pretty much anything that moves or might have moved, usually directing itself towards those that seem weaker. Rotting abominations are terrifying, near-mindless and fearless beasts. They are not concerned with their opponents' size or number.
Morale Rotting abominations almost invariably fight to the death. It takes an extraordinary set of circumstances for one of them to leave combat once it has engaged prey.
Statistics
Str 27, Dex 11, Con 24, Int 3, Wis 13, Cha 6
Base Atk +11; Grp +23
Feats Ability Focus (pestilent aura), Improved Critical (bite), Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Spot +19, Listen +1
Languages None
Ecology
Environment Warm marshes
Organization Solitary or pair
Treasure None
Advancement 16-22 HD (Large), 23-30 (Huge)
Level Adjustment

Special Abilities
Pestilent Aura (Ex): A rotting abomination is surrounded in a foul aura of disease and pestilence. Any creature within 20 feet of the creature must make a Fortitude save (DC 26) or be infected with a terrible disease known as rotting death. (Onset period 1 day, damage 1d6 Con and 1d6 Wis). The disease presents itself with darkening skin, torpor and a terrible rotting stench coming from the victim's flesh, which is slowly covered with pus-filled boils. A successful saving throw grant immunity from that particular rotting abomination's pestilent aura for 24 hours. The save DC is Constitution-based, and includes a +2 bonus from Ability Focus.
Poison (Ex): Bite, Fortitude DC 24, initial damage 1d4 Str and 1d4 Cha, secondary damage 1d6 Str and 1d6 Cha. The save DC is Constitution-based.
Rotting Metabolism (Ex): Rotting abominations thrive in the foulest, dirtiest places of all, takes nourishment from the very diseases they are infested with. A rotting abomination instantly converts ability damage inflicted by diseases and poison in equivalent ability bonuses. For instance, a rotting abomination infected with demon fever gains 1d6 bonus points of Constitution instead of taking 1d6 Constitution damage, after which the disease gets metabolized and no longer has an effect on the creature. The disease's onset time becomes 1 round, and the creature automatically and willingly fails its saving throw. If a rotting abomination is the target of a poison, only initial damage gets converted in ability bonus, after which the poison is absorbed and no longer has an effect. Should a disease or poison not inflict ability damage, a rotting abomination gains 1d10 temporary bonus hit points instead.
Ability bonus from rotting metabolism lasts for 24 hours, and temporary hit points last for 1 hour. A rotting abomination cannot use its own poison or another rotting abomination's pestilent aura to gain such benefits.

----------

A rotting abomination - the only way such an horror could conceivably be called - only exists to spread disease and corruption wherever it lays its foul glare. These terrifying creatures' motives are completely unknown, as are their origins, but rumors persist that they were created by Ashatha, a little-reknown Elder Evil of plague and pestilence. Rotting abominations attack and infect humanoids, animals and plants without distinction, and no living creature seems to be safe from their loathsome hunger. The more they spread their disease, the more they prosper, as they derive their nourishment from disease itself.

Ecology
By some innatural and as of yet unexplained process, a rotting abomination literally feeds off of the many diseases thriving in the corrupt places it dwells in. Somehow, their aberrant organism is capable of metabolizing bacteria, virii, poison and other pathogens, with no harm to the creature other than its unwholesome aspect. However, rotting abominations will also readily eat any manner of organic matter, being partial to decomposing carcasses and creatures killed by some virulent disease such as bubonic plague. These horrors don't have natural enemies - no predator would willingly approach them, and animals go out of their way to avoid them. Only good-aligned dragons have been known to hunt rotting abominations, and even then, only to utterly obliterate them. Not even copper dragons, known for their preference for poisonous prey, will debase themselves to make a meal out of them. The creature's reproductive cycle is unknown - perhaps this is for the better - but they are thought to reproduce by germination.

Habitat and Society
Rotting abominations do not form groups, and do not communicate with each other. Even when two or more of them share territory, they compete for food and seem to otherwise ignore each other. It is, however, extraordinarily rare to see two or more of them in a single place: in such cases, they have been placed there by someone more powerful using them as horrific guardians of ruined temples of corruption, and plague-infested places of importance to Ashatha. Cancer mages (see Book of Vile Darkness for details) and thralls of Juiblex especially seem to enjoy their company.

Physical Characteristics
Rotting abominations have large, snail-like bodies reaching about 9-10 feet in lenght, covered in filth and pus-filled abscesses. The upper part of their bodies rises up to 5 feet off the ground, and their writhing tentacles can reach up to 10 feet in front or behind it. They weigh as much as 4'000 pounds, because of their thick flesh.

Alignment
Existing only to eat and destroy needlessly, without any care for anything else (and lacking the intelligence to really conceive anything else in the first place), rotting abominations are always chaotic evil.

Treasure
These horrible things are not interested in treasures. What little they might have is either coincidental, or has been placed by their 'masters' for them to guard. It is also quite possible that a rotting abomination might have swallowed small valuables it might have found (such as rings or gems), so those who would try to recuperate them face a disgusting and highly dangerous work of dissection.
 

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OK, that's really cool. I'd remove the reference to their disease and poison immunity, since "rotting metabolism" is already covered, but other than that, it looks good!

Question, though. Can a rotting abomination be boosted by the same poison of the same individual multiple times? Say someone summoned a fiendish scorpion to fight one of these. Would it get a Con boost every time it got stung, or just the first time by that scorpion that day?

Demiurge out.
 

Thanks, Demiurge!

Hmmm, guess I wasn't clear enough in my description, so I'll explain better here. A rotting abomination can only be affected by a particular poison or disease once in a day. Therefore, when stung by a monstrous scorpion, the rotting abomination gains the Con boost only once, after which it gains no other bonus from monstous scorpion venom for 24 hours (even from other monstrous scorpions). It would be too much if it gained the bonus every time, I guess... :p

Anyway, thanks a lot, and keep tuned! I will try to have another creature ready by next week!
 

I see that many people have given this thread a look, and for that, I am grateful! Now, to show you my appreciation, I give you a monster I created from scratch. Don't worry, this time I am doing something somewhat more pleasant!

This creature was inspired by the myth of Eros and Psyche: the 'heroine' is sent to collect the wool of these irritable beings as second of the four trials Aphrodite puts her through. I tried to stick as close as possible to the original legend, while incorporating elements of my own. Hope I did a good job... and please don't hesitate to criticize, if you think something is off!

Even grammar and language help is accepted. English is not my native language, after all.

That said, enjoy the Sheep of the Sun!


Sheep of the Sun
In front of you stands an overlarge sheep, easily as big as a warhorse, with huge curved horns jutting out of its head, and wearing a strangely aggressive expression. Its wool is a gleaming golden colour which seems to reflect sunlight, and its feet are armed with iron-hard hooves, but strangest of all are the sharp, predatory fangs lying in its mouth.

Sheep of the Sun CR 6
Usually CN Large magical beast

Init +3; Senses darkvision 60 ft, low-light vision; Listen +5, Spot +4
Defense
AC 19, touch 12, flat-footed 16
(-1 size, +3 Dex, +7 natural)
hp 66 (7d10+28)
Fort +9, Ref +8, Will +4
Defensive Abilities fast healing 4; Damage reduction 10/magic; SR 14; Vulnerabilities fast healing, heat rage and Diehard feat are negated at night
Offense
Spd 60 ft. (12 squares)
Melee Gore +13 melee (1d8+7) and bite +11 melee (2d6+3 plus poison) and 2 hooves +11 melee (1d6+3)
Space 10 ft; Reach 5 ft
Special Attacks Heat rage, poison (DC 17, 1d6 / 1d6 Str)

Tactics
Before Combat When given enough warning, sheep of the sun try to position themselves in order to more easily bull rush their opponents. More sheep try to group together as much as they can, forming a moving wall in front of their opponents
During Combat Sheep of the sun are meek and passive creatures at night, but during the day, they become ferocious combatants who will attack any Small or larger creature traspassing in their territory. A sheep of the sun usually bull rushes opponents in the first round, hoping to knock them into cravasses or similar natural dangers. It then usually tries to power attack for 3, scaling up or down according to how easily it can hit, and flies into a heat rage as soon as it can.
Morale A sheep of the sun is a tenacious combatant, and will usually rage and fight to the death under sunlight. At night, however, it is much more likely to flee from danger.
Statistics
Str 24, Dex 16, Con 19, Int 7, Wis 15, Cha 12
Base Atk +7; Grp +18
Feats Diehard (B), Improved Bull Rush, Multiattack, Power Attack
Skills Balance +13, Hide -1, Jump +16, Listen +5, Spot +4, Survival +8
Languages none; understands Common and Sylvan
Ecology
Environment Warm plains and mountains
Organization solitary, bunch (2-5) or herd (6-36)
Treasure wool (see below)
Advancement 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment

Special Abilities
Fast Healing (Ex) A sheep of the sun benefits from fast healing only when under bright sunlight. Rainy or cloudy weather reduce its fast healing to 2, and it is negated altogether at night.

Heat Rage (Ex) While in sunlight, a sheep of the sun can enter a state of murderous rage. This ability works like a barbarian's rage abilty, and a sheep of the sun under such circumstances temporarily gains a +4 bonus to Strenght and Constitution, a +2 morale bonus on Will saves, but also takes a -2 penalty on its AC. A heat rage lasts for 9 rounds (3 + the sheep of the sun's newly modified Con score), during which the following changes apply to a sheep of the sun's statistics:
Str 28; Con 23
Hp 80 (7d10+42)
AC 17, touch 10, flat-footed 14
Fort +11 Will +6; Skills Jump +18
and the save DC for its poison (see below) increases to 19. A sheep of the sun can only rage twice per day, only once per encounter, and only under bright sunlight, but unlike a barbarian's rage, the sheep of the sun is not fatigued at the end of its rage.
Poison (Ex) A sheep of the sun delivers its poison with a successful bite attack. This strange poison causes victims to experience exhausting heat that progressively saps their strength, until they finally collapse in a manner similar to an heat stroke. Initial and secondary damage is the same (1d6 Str). The save DC is Constitution-based.
Skills: Sheep of the sun gains a +8 racial bonus on Balance and Jump checks, and can always take 10 on a Balance check, even if rushed or threatened. Sheep of the sun also gain a +4 racial bonus on Survival checks.
Feats: A sheep of the sun gains Diehard as a bonus feat, but only during daytime.


Sheep of the sun are strange, aggressive quadrupeds that roam vast prairies and inhospitable mountain ranges, gathered in large herds to whom most predators give a wide berth. Empowered by the light of the sun, these creatures are extremely belligerent during daytime, and have been known to fell many a would-be hunter who was after their prized wool, tearing them asunder with jagged horns and poisonous bites, and quickly recovering from injuries than would bring down larger beasts. During the night, however, they become timid and noncombative.



Ecology
Sheep of the sun usually live in open prairies or among harsh mountains, and move about in herds, except for the occasional lone individual - quite possibly a ram driven away in a mating dispute. They usually content themselves to feed on grass and small plants, and require relatively little food, as the rest of their nourishment seems to come directly from the rays of the sun. However, the territories they claim as theirs can be quite wide, and they invariably react aggressively to intruders of any kind. Sunlight sends them into a state of restlessness and excitement for battle, and enables them to fly into unexpected bursts of rage, that look all the more unsettling to onlookers because of the creature's inoffensive appearance. Certainly, one would not expect a sheep to savagely rend an opponent with sharp fangs and horns.
Despite such dangerous abilities, sheep of the sun have quite a few natural predators, that usually take advantage of their relative helplessness during nighttime. Dire wolves, rocs, griffins and wyverns are common threats, and copper dragons consider them a delicacy: not only are they good eating, their wool is also a small treasure in itself for the greedy draconic pranksters.

Habitat and Society
These strange magical creatures live in herds led by the strongest ram, who has priority over the others for mating and food. The leader may still be challenged anytime by another male, and clashes between such rivals are always impressive to behold - especially when both combatants fly into an heat rage. Losers of such duels usually leave the herd, and wander about aimlessly in the wilderness, venting their rage on any creature unfortunate enough to cross their path. In some occasions, particularly powerful creatures manage to actually domesticate the aggressive sheep, and form an herd of their own property. Rumour has it that a particularly large and mighty solar dragon called Kreutzet (a 36-HD sunwyrm - see Fiend Folio for details) keeps over fifty sheep of the sun in his domain hidden between the highest peaks of a remote mountain range.

Physical characteristics
A sheep of the sun looks like an overlarge sheep with glittering wool and impressive natural weaponry, consisting of great horns, lethal hooves, and pointed fangs fit for a predator. It is about the same length as an heavy warhorse, but weight a little more because of its luxurious wool and its thick bones.

Alignment
Sheep of the sun are primarily concerned with their own survival, and care little for morality. They are still unpredictable creatures who act on their whim unless somehow restrained. Therefore, sheep of the sun favor a chaotic neutral alignment.

Treasure
As is fitting of wild animals, sheep of the sun have no use for riches. The only treasure they might have is the one they wear - their wool is extremely soft, and seems to glitter on its own, and is therefore quite prized. A sheared sheep of the sun's coating is worth about 70 gp per Hit Dice of the creature (490 gp for the average specimen), and will grow back in about a month. However, the creature won't willingly cooperate, and will attack anyone who attempts such a daring task.
 

Hehee... hi, everyone... for those who arewondering why I'm taking so long to update, just know that I've been terribly busy as of late... I just hope I will be able to put up my next creature on Sunday! I am also trying to stat up and give a background to my personally created Elder Evil... a glimpse of which will be posted as soon as possible!

Just to make an anticipation, this time we'll be taking a look at an Archon!

Keep your fingers crossed!
 


You were thinking about that fallen planetar serving the snake Elder Evil, huh, Demiurge? :p

Well, in fact they're separate from each other... but not really that much, since the Elder Evil I'm cooking up has some... let's just say, unusual... origins!

Anyway, with a little luck, my Archon should be posted by today or, at most, tomorrow evening! :cool:
 

I told you this thread would have been updated by today evening, and in fact... here I am, to present you with my newly-created archon! Feel free to point out any mistakes I might have committed... statting up outsiders is a tough job! Anyhow, I hope I did a satisfying job, so... Enjoy!


Scorpion Archon
This creature has a strange, yet glorious look - a tall insectile warrior covered from head to toe in golden plates of natural armor and holding a large halberd in his pincer-like hands. A pair of compound eyes, which seems to shine with a fragment of the brightness of the sun itself, look attentively at you from an elongated head shaped almost like a scorpion's, while a long tail, tipped with a sharp stinger, arcs itself in the air behind the creature's back. Despite its insect-like appearence, the warrior carries itself with a calm, noble demeanor.

Scorpion Archon CR 11
Always LG Large outsider (Archon, Extraplanar, Good, Law)
Init
+1; Senses darkvision 60 ft, low-light vision; Spot +20, Listen +12
Defense
AC 25, touch 10, flat-footed 24 (-1 size, +1 Dex, +15 natural)
hp 93 (11d8+44)
Saves Fort +11 (+15 vs. poison), Ref +8, Will +11
Damage Reduction 10/evil; SR 26; Immune electricity, petrification; Special Defenses magic circle against evil, greater teleport, tongues
Offense
Spd 40 ft (8 squares); climb 30 ft. (6 squares)
Melee +2 keen Large halberd +19/+14/+9 melee (2d8+12/19-20/x3) and sting +15 melee (1d6+3 plus ruin); or 2 claws +17 melee (1d8+7 and improved grab) and sting +15 melee (1d6+3 plus ruin)
Space 10 ft; Reach 10 ft
Special Attacks Aura of menace, gaze, improved grab, ruinous sting, spell-like abilities, spells
Tactics
Before Combat If it has any time to prepare, a scorpion archon will power up with spells like bear's endurance and owl's wisdom, to improve its staying power and make its other spells harder to resist
During Combat A company of scorpion archons fights with brilliantly executed strategies. They believe in disciplined teamwork, and usually divide their duties between keeping enemies at bay with their halberds, and hammering them from a distance with their gaze attack and their spells, all the while cooperating to gain flanking bonuses. They use their true strike spell-like ability with caution, usually pairing it up with a full (11-point) Power Attack against the more resilient opponents. A scorpion archon's natural weapons, as well as any weapon it wields, are considered good-aligned and lawful-aligned for the purpouse of overcoming damage reduction.
Morale Scorpion archons are courageous warriors, and only retreat when it is clear that defeat is otherwise inevitable. They do not flee for long, though, and will soon regroup and try to work up another strategy of attack. In dire situations, against such supremely evil creatures as devils or demons, one or two members of a company of scorpion archons will willingly sacrifice themselves to hold back the enemy while their companions escape to safety.
Statistics
Str 25, Dex 12, Con 19, Int 15, Wis 17, Cha 17
Base Atk +11; Grp +22
Feats Cleave, Improved Bull Rush, Iron Will (B), Multiattack, Power Attack
Skills Balance +10, Climb +19*, Concentration +14, Craft (weaponsmithing) +12, Diplomacy +18, Intimidate +13, Jump +11, Knowledge (religion) +12, Knowledge (the planes) +17, Listen +12, Sense Motive +17, Spot +20*, Survival +3 (+5 in other planes)
Languages can converse with any creature that has a language
Ecology
Environment Seven Mounting Heavens of Celestia
Organization Solitary or company (2-7)
Treasure No coins, standard goods, standard items plus +2 keen Large halberd
Advancement 12-22 HD (Large), 23-33 (Huge) or by character class; Favored class paladin
Level Adjustment

Special Abilities
Aura of Menace (Su): Any hostile creature in a 20 ft. radius of a scorpion archon who fights or gets angry takes a -2 penalty on attacks, AC and saves for 24 hours, or until it successfully hits the scorpion archon that created the effect (Will DC 20 negates). After a creature has successfully saved or broken the effect, it can't be affected by the same archon's aura for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Gaze (Su): Any evil-aligned creature who meets a scorpion archon's burning eyes must make a DC 18 Fortitude save or suffer the effects of a holy smite spell. A creature who successfully saves cannot be affected by that particular scorpion archon's gaze for 24 hours. This is considered as a gaze attack, and the save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a scorpion archon must hit an opponent at least one size category smaller than itself with its claw attack. It can then attempt to start a grapple as a free action, without provoking an attack of opportunity (+22 grapple bonus). If it estabilishes a hold, it can then choose to grapple normally, or to simply hold the opponent with its claw. (In which case the scorpion archon takes a -20 penalty on the grapple check, but is not considered grappled itself) In any event, the scorpion archon inflicts normal claw damage with any subsequent successful grapple check, and can bear its stinger on the grappled foe with a +4 bonus on the attack roll.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a scorpion archon (caster level 11th). The defensive benefits from the circle are not included in the above statistics block.
Ruinous Sting (Ex): A scorpion archon delivers a powerful ruin (see Book of Exalted Deeds) with its tail stinger. Any evil-aligned creature hit by a scorpion archon's tail stinger must make a Fortitude save (DC 19) or be injected with the ruin, which causes the victim to experience on himself the pain and the loss of those he has wronged. (Initial and secondary damage 1d4 temporary Strength and 1d3 temporary Wisdom). The save DC is Constitution-based.
Spell-like Abilities (Sp): At will - aid, continual flame, detect evil, fly, message; 2/day - true strike.
Spells: Scorpion archons can cast divine spells as 11th level clerics. A scorpion archon has access to two of the following domains: Good, Law, Protection and Sun (or any others from its deity). The save DCs are Wisdom-based.
Typical cleric spells prepared (6/7/6/6/4/3/2; DC 13 + spell level):
0- create water, detect magic, light, purify food and drink, read magic, resistance; 1- bless (2), divine favor (2), protection from chaos, sanctuary *, shield of faith; 2- aid *, bear's endurance, bull's strength, consecrate, hold person, owl's wisdom; 3- create food and water, cure serious wounds, daylight, protection from energy *, remove disease, searing light; 4- cure critical wounds (2), death ward, spell immunity *; 5- dispel evil *, flame strike, righteous might; 6- blade barrier *, undeath to death

* indicates a domain spell. Domains: Good and Protection.

Skills and Feats:: A scorpion archon gains Iron Will as a bonus feat. A scorpion archon also gains a +8 racial bonus on Climb and Spot checks, and can always take 10 on a Climb check, even if rushed or threatened.

----------

Scorpion archons are warriors and, sometimes, diplomats from the higher planes, often acting as spokesmen for higher celestial authorities, or as trusted guardians of places sacred to the gods of law and good. Courageous and loyal to the death, they are among the most martial of the archons, yet they possess a strong sense of discipline that prevents them from rushing headlong into a battle, or worse yet from losing track of compassion and mercy in the eternal battle.

Ecology
Like all outsiders, scorpion archons do not need to eat or drink to survive. They do not contribute to the ecology of an area, and take great care not to alter an area's natural environment, unless there are no other feasible solutions. They can be found anywhere in the Seven Mounting Heavens of Celestia, but a fair number of them live in Arcadia as well, working to prevent that plane from slowly slipping into law.

Habitat and Society
Scorpion archons are usually found in squads, with an average of four-five members, and are typically tasked with guard duty, to keep evil-aligned creatures and outsiders away from important sites. They take their duty very seriously, and consider their comrades the closest thing to family a good-aligned outsider might have, fighting fiercely to defend them and their charges. Despite their good alignment, they have been known to nurture grudges and wish for vengeance upon the slayers of comrades, although their overwhelming sense of duty usually prevents them from acting upon such feelings (which archons universally regard as potentially misleading).
Other than as guardians, scorpion archons act as celestial soldiers alongside sword archons (see Book of Exaled Deeds). A solid group of scorpion archons releasing smiting gazes and ruinous stingers upon the foes of good can be a match for any like-sized fiendish army, and scorpion archons especially seem to have devils, targetting them before any other opponent.

Physical Characteristics
Scorpion archons look like humanoid scorpions averaging about 9 feet in height, with golden, shining chitinous plates covering its body, strong yet deft pincer-like hands, and a long curved tail upon which rests a sharp stinger, and they usually carry a large halberd with them. They weigh about 500 pounds. Despite their insectile appearence, they do not come off as revolting or unsettling, and have a tranquil demeanor.

Alignment
Like all archons, scorpion archons are brave fighters who uphold justice and honour in all of their dealings, and will readily defend innocents from harm. They are also very disciplined and have a 'the needs of the many outweigh the needs of the few' mentality, thereby always leading to a lawful good alignment.

Treasure
Scorpion archons carry the standard amount of wealth in goods and items for a creature of their Challenge Rating. They favor potions and consummable items that enhance their battle prowess or cure damage, as to preserve their spells for unpredicted emergencies.

Scorpion Archons With Class Levels
While they do not take class levels too often, a scorpion archon's favored class is paladin, which is probably to be expected of creatures of law and good. Their spells and innate spell-like abilities do not increase in caster level with the addition of paladin levels, but their spell resistance does increase. Others choose the path of fighter, ranger or even cleric, in which case its cleric levels stack with their spellcasting ability in order to determine the number of spell a scorpion archon can cast every day.



There you have it! What do you think? Maybe the CR is a little off, but I tried to balance this archon out by comparing it to the trumpet archon in the MM, and by seeing how it would fare against a same-CR fiend. The results seem to confirm a CR 11...

Anyway, you're the final judges! Please, let me know if you liked it, and how could I possibly make it better!

Cheers!
 

After a long-ish leave from monster-creating action, I've come back to submit another creature to the trial by fire! Let's see how THIS measures up...

A lot of people would probably believe me if I said love can hurt. But, what would their reaction be if I took it one step further and said 'love can kill'? They'd probably look at me in a weird way...

Chances are, they would rethink their position if they met... the Crimson Kiss!


Crimson Kiss
A stunning aura of beauty surround the healthy, alluring body of a beautiful female with pale, soft skin, and a finely chiseled face. The shining armor she wears seems to have been modeled especially for her graceful anatomy, and her eyes are full and red with passion, as are her thick lips and shining hair. However, a disquieting feature disturbs the otherwise stunningly beautiful sight. An extra pair of gnarled, clawed, grey-skinned arms extends itself above the woman's head, growing from behind her shoulders and nervously grasping at air.

Crimson Kiss CR 7
Always NE Medium fey
Init +7; Senses darkvision 60 ft, low-light vision; Listen +12, Spot +12
Defense
AC 18, touch 13, flat-footed 15
(+3 Dex, +5 masterwork breastplate)
hp 33 (6d6+12)
Fort +6, Ref +8, Will +8
Damage Reduction 10/cold iron; SR 18
Offense
Spd 20 ft in plate mail; base speed 30 ft.
Melee 2 claws +6 melee (1d8+1 plus withering) and 2 nails +4 melee (1d4)
Space 5 ft; Reach 5 ft (10 ft with claws)
Special Attacks Death kiss, improved grab, obsessing beauty, withering
Tactics
Before Combat A crimson kiss usually tries to study potential victims from a certain distance, singling out someone who looks more vulnerable and trying to attract him towards her lair while he's distanced from the group, either by calling to him or by making some kind of barely-audible, captivating sound.
During Combat A crimson kiss usually opens up with her obsessing beauty ability to turn enemies into defenders. Adversaries who resist particularily well are subject to her claw and nail attacks. By forcng her lips upon helpless opponents, the crimson kiss steals away their life energy. A crimson kiss attacks any creature she thinks she can kill, but she particularily despises nymphs, elves and gnomes, with other good-aligned fey creatures as close seconds.
Morale Crimson kisses are hardly brave. As soon as it becomes apparent that her opponents are a fighting match for her and her thralls, a crimson kiss will beat a hasty retreat, only fighting to the death if she has no other choice.
Statistics
Str 12, Dex 17, Con 14, Int 14, Wis 17, Cha 19
Base Atk +3; Grp +8
Feats Great Fortitude, Improved Initiative, Multiattack (B), Weapon Finesse
Skills Bluff +13, Diplomacy +10, Disguise +4, Hide +9, Intimidate +6, Listen +12, Move Silently +9, Sense Motive +10, Swim +7, Spot +12
Languages Common, Sylvan

Ecology
Environment Temperate forests
Organization Solitary
Treasure Standard
Advancement 7-12 HD (Medium) or by character class
Level Adjustment

Special Abilities
Death Kiss (Su): A crimson kiss can kiss an helpless opponent, or a creature affected by her obsessing beauty ability, as a standard action. This ability functions like a vampiric touch spell cast by a 6th-level sorcerer, dealing 3d6 points of damage to the victim and healing the crimson kiss by the same amount. The same restrictions as the spell also apply.

Improved Grab (Ex): In order to use this ability, a crimson kiss must hit a Small, Medium or Large creature with her claw attack. She can then make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +8, including a +4 racial bonus). If she pins her opponent, she may then use her death kiss ability on the helpless foe. Any further successful grapple checks in the following rounds automatically inflict claw damage and Strenght damage.

Obsessing Beauty (Su): All living creatures within 30 feet of a crimson kiss must make a Will save (DC 17) or become obsessed with the otherworldly beauty of the creature. This obsession takes the form of a disease with instantaneous onset time, dealing 1d3 Con and 1d3 Wis damage every day, and also acts as a charm monster spell, causing its victims to see the fey as a lovable being to be protected and to pin after. A creature that makes his/her save is immune to that particular crimson kiss' obsessing beauty for 24 hours. Those who become obsessed become vulnerable to the creature's death kiss ability, and also keep taking ability damage every day, unless they succeed at a DC 17 Will save. Two consecutive successful saves mean that the victim has overcome his obsession, just like a normal disease. This obsession can also be healed by a remove curse, break enchantment or dispel evil spell.

Obsessed creatures find themselves unable to shake off the crimson kiss' mental image. They will do anything to see the creature again, regardless of the danger, and will stand in admirating of the object of their affection without a care for anything else, blissfully waiting for their deaths with a vacant smile on their faces, and a glossy look in their eyes. Such enthralled creatures are a truly painful sight.

The save DC is Charisma-based.

Withering (Su): A living creature hit by a crimson kiss' claw attack also takes 1d3 points of temporary Strenght damage in addition to the usual damage, as their limbs atrofy at an abnormal rate. Grappled creatures take such Strenght damage every round they remain pinned.

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Attractive and detached at the same time, crimson kisses represent the dark, self-destructive side of love: the suffering for the unreachable object of one's affection, the cruel mockery of the unreciprocated feeling, the morbid, unhealthy obsession for an unreal fetish. They mostly prey on humanoids, attracting them in their lairs and draining their life force with a single kiss, chilling and hot with passion at the same time.

Ecology
The presence of a crimson kiss is almost always the telltale of a greater evil brewing up in that region, and usually coincides with the appearence of other evil fey or particularily ill-tempered dire animals. Any good-aligned fey, particularily the hated nymphs, is the prime object of a crimson kiss' wrath, as crimson kisses represent an obsessive distortion of beauty just like nymphs represent it in its most wholesome form. Crimson kisses do not seem to eat - all they require for sustenance is the life force of unfortunate individuals who get enthralled by their powers.

With respect to other fey, a crimson kiss does not have empathic abilities towards animals, preferring to drain and slaughter them with the same hatred and cruelty they show for other living beings. Crimson kisses, in other words, hate all other life, and only rejoice in inflicting pain.

Habitat and Society
Crimson kisses dwell in natural places, favoring the proximities of crystal-clear rivers, small lakes in the midst of deep forests, and long-abandoned sanctuaries and shelters. They never stray too far from inhabited places, and prefer to make their home in natural environments of almost touching beauty - the ideal places for their lethal encounters with their lovers. A crimson kiss' behaviour is seductive yet unempathic, alluring yet mocking at the same time. They almost never gather in groups, nor associate with other evil fey, unless it is under the supervision of a greater power of evil that forces them to work together. In such rare occasions, they seem to work fairly well with kelpies, lunar ravagers and verdant princes.

Physical Characteristics
A crimson kiss resembles a human female in her very prime, healthy and brimming with beauty, standing about 5 ft. and 7 in. and weighing in proportion. Their eyes and hair are a vibrant red, and they don elaborate suits of armour. Their extra pair of malformed arms aside, their forms come close to aesthetical perfection.

Crimson Kisses with Class Levels
Some crimson kisses advance by class levels, usually rogue or ranger (all the better to ambush their opponents and always be one step ahead of them), or bard (to assuage potential victims with their music and mind-affecting spells). Some of them have developed a knack for sorcery, and on rare occasions a crimson kiss has taken levels in the duskblade class (Player's Handbook II), complementing sword skills with the use of magic. Crimson kisses never become druids, as they hate nature... yet, rumour has it that one of these hateful fey actually became a druid just to spurn that path later on, and turn to the unspeakable ways of the blighter.

Alignment
Crimson kisses are universally neutral evil. They care nothing for stratified society or anarchy, and are only interested in inflicting pain upon innocents. At the same time, while hate-filled and murderous, they are reasonable and can see the value of allies... at least, as long as such allies give them reasons to fear or have their uses.

Treasure
A crimson kiss usually possesses standard treasure for a creature of her CR, usually in the form of costly jewel that might be gifts from slain lovers, or loot from their kills. As for magic items, they keep an eye out for items that enhance their defense and/or their stealth abilities.

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Hehee, what can I say? I've always had a soft spot for evil fey, and their thriving in the latest Monster Manuals made me quite happy... as a result, this probably won't be my last venture into the darker side of fey-dom.

Anyway, feel free to tell me what do you think of this latest creation of mine. Criticism welcome, as long as it is not a flame. In which case, I'll be glad to use it for my barbecue.

I hope I'll be able to send something else soon! For now, I bid you farewell!
 
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Plate mail is probably not the armor you're thinking of for the crimson kiss--it's got a +8 armor bonus and a +1 max Dex. Judging by the AC bonus and the Dex bonus to AC she gets, it's probably breastplate you want.

I like both of the new(ish) ones. Insectile archons are definitely not the norm, which I approve of, and evil fey are always good. Er, I mean appreciated.
 

Into the Woods

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