Monsters of the Sci-fi Channel


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DnDChick said:
I made a few tweaks to the Hair Monster, Olly. I forgot its racial bonus to Climb checks for having a Climb speed, and I tweaked its Organization a little.

Aw... I am most greatful, don't get me wrong, but... [sigh] ...still no stats for having Hair Monsters as familiars... Gosh darn it... :(

[Kicks the floor, sadly]
 
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Here's an easy one, using the topiary guardian template from the MM3. The image doesn't really tell you much, so I'd recommend the video.

topiary.jpg


Topiary Guardian Elephant
Huge Plant
Hit Dice: 20d8+120 (210 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +15/+35
Attack: Gore +25 melee (2d8+18)
Full Attack: Slam +25 melee (2d6+12) and 2 stamps +20 melee (2d6+6); or gore +25 melee (2d8+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Merciful, trample 2d8+18
Special Qualities: Damage reduction 10/slashing, freeze, low-light vision, plant
traits, tremorsense 90 ft., vulnerability to fire
Saves: Fort +18, Ref +7, Will +6
Abilities: Str 35, Dex 13, Con 22, Int -, Wis 10, Cha 1
Skills: Jump +16, Move Silently +9
Feats: -
Environment: Any
Organization: Solitary or garden (2-8)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This neatly trimmed bush has been impeccably sculpted into the shape of an elephant.

An elephant topiary guardian stands 11 feet tall and weighs 3,500 pounds.

Combat

A topiary guardian follows the orders of its creator if he is within 90 feet. If uncommanded, it continues to follow the last order it received to the best of its ability, though it attacks any creature that attacks it. The guardian's creator can leave simple orders, such as "Attack any creature entering the garden at night," that the guardian can follow. If a guardian is protecting the home of an important government figure, it is often give orders to pin opponents rather than kill them. Captured intruders can then be arrested and interrogated by the local guard.

Topiary guardians sense vibrations through the ground, making them excellent sentries. When a topiary guardian spots an intruder, it stays perfectly still until the intruder comes within 30 or 40 feet. The animated bush then simply charges, often catching the foe off guard.

Merciful (Ex): A topiary guardian can deal nonlethal damage with any of its attacks without taking the standard -4 penalty on attack rolls. The creature chooses whether to deal lethal or nonlethal damage depending on the orders it is given by its creator. Orders to capture or subdue enemies cause the topiary guardian to use nonlethal attacks; any other attack order causes the creature to deal lethal damage.

Trample (Ex): Reflex half DC 32. The save DC is Strength-based.

Freeze (Ex): A topiary guardian can hold itself so still that it appears to be a normal sculpted shrub. An observer must succeed on a DC 30 Spot check to notice that a topiary guardian is actually an animated creature.

Skills: A topiary guardian has a +8 racial bonus on Move Silently checks.
 

www.esuvee.com

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Esuvee
Large Magical Beast
Hit Dice:
8d10+40 (84 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +8/+20
Attack: Slam +15 melee (1d8+8)
Full Attack: Slam +15 melee (1d8+8) or 2 slams (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, trample 2d12+12
Special Qualities: Low-light vision, shining eyes, topheavy
Saves: Fort +11, Ref +2, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +7, Spot +7, Survival +4
Feats: Alertness, Endurance, Run
Environment: Temperate hills
Organization: Solitary or herd (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:

Tromping over the hillside is a great, shaggy beast. It has a bison-like body supported by thick legs. Its feet are splay-toed and have thick foot-pads like those of an elephant. The thing has a heavy, low-slung head, rectangular in shape. Strangest of all, it has an odd bony latticework where its nose should be, and its round, glassy eyes are shining brightly.

An esuvee is a powerful creature that roams in small herds over the hillside. Like elephants, most esuvees in a herd are cows and calves. Bull esuvees leave the heard soon after reaching sexual maturity and become solitary. They only approach other esuvees during the mating season. Occasionally, a wandering bull esuvee goes rogue and attacks everything in sight.

Esuvees are dangerous in the wild, but easily tamed by a skilled handler. They are strong, able to bear heavy burdens, and can move comfortably in nearly any terrain except swamps. Special esuvee saddles can seat up to 8 Medium riders comfortably. The digestive tract of an esuvee is so inefficient that it requires 3 times the normal amount of food for a creature its size.

Combat
Esuvees are herd animals at heart and thus react in a fashion similar to bison. When threatened, they turn their backs to the center of the herd and face outwards, bellowing and roaring. In combat an esuvee swings its massive head side to side, smashing anything it can see. An esuvee can also rear up on its hind legs to deliver devastating blows.

Shining Eyes (Ex): The eyes of an esuvee contain bioluminescent bacteria, and at night they glow. An esuvee’s eyes illuminate a cone 30 feet long as brightly as torchlight.

Stampede (Ex): A frightened herd of esuvees flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five esuvees in the herd (Reflex DC 22 half). The save DC is Strength-based.

Topheavy (Ex): If an esuvee tries to make a 90 degree turn while moving at a Run, the rider must succeed on a DC 25 Ride check or the esuvee rolls onto its side. All riders must succeed on a DC 15 Reflex save or take 1d6 points of damage from the fall. A rider failing the Reflex save by 10 or more lands under the esuvee and takes damage as if the esuvee had trampled her.

Trample (Ex): As a full-round action, an esuvee can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling esuvee is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a Reflex save (DC 22) to take half damage. A trampling esuvee can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.

Training An Esuvee
Training an esuvee requires six weeks of work and a DC 25 Handle Animal check. Riding an esuvee requires an exotic saddle. An esuvee can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Baby esuvees are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train an esuvee.

Carrying Capacity
A light load for an esuvee is 918 lbs. A medium load for an esuvee is 919-1839 lbs. A heavy load for an esuvee is 1840-2,760 lbs.
 
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Olly said:
Aw... I am most greatful, don't get me wrong, but... [sigh] ...still no stats for having Hair Monsters as familiars... Gosh darn it... :(

[Kicks the floor, sadly]

I will dig out my DMG and brush up on the rules for Improved Famiiars. :)
 

DnDChick said:
I will dig out my DMG and brush up on the rules for Improved Famiiars. :)

Cheers, DnDChick! Thanks for putting up with my ramblings! :D

The esuvee looks great, by the way. Excellent use of the criminally under-used word, 'tromping'! ;)
 




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