Post-game to collaboratively design a new monster: Morrusant


log in or register to remove this ad

runtime said:
Chaotic Good vermin? interesting, though all the vermin listed in d20srd.org's Monster Filter (http://d20srd.org/filters/monster.php) are True Neutral.
That's because they have no INT score. Also, the morrusant is a Magical Beast, not a vermin, right?

Since these things are kind of bug-like and creepy I thought it would be fun if they were good guys. They can have a holy crusade against the "mindless" obedience of Fomorians or something. :)
 

Morrusant's space/reach: 5ft/5ft.

Heh, pour enough Magic into vermin long enough, keep reinforcing for the traits you desire, and occasionally reach in and play with your "favorite" ones (lab assistants, you know what I'm talking about, although you won't ever admit it), and you have forces of Chaos and Good just hanging out eating taffy and waiting for their moment on stage..

"Bad vermin! No cannibalizing! Bad!" *Fsshhst* *Fsshhst*
"Hey, come on over here, this one's doing tricks!"
"Really?"

<tromp tromp tromp>

"Well, I'll be.. That's one smart lil vermin!"
"I think he wants to be petted.. here, hold the light globe."

So you end up with the desired traits.. oh, and by the way, they're smart enough to Appreciate Freedom, Chaotic Good, ahem..
 

I don't think a Good person would try to domesticate and augment a big, unwieldy ugly creature. Small-ish ugly creatures might be cute enough to domesticate. So let's make the morrusant a small Small creature: 2 ft., the shortest height in the typical Small creature height range (2 ft. - 4 ft.). Though the morrusant may be the heaviest weight for a typical Small creature weight range (60 lb.), but that's because he's become fat 'n' lazy when he was domesticated.

Height: 2 ft.
 

Morrusant

Allocating 2 points to Move Silently skill: (2) skill points.

We didn't have this, but it's important for good ambush hunting. Would Improved Initiative (feat) or Quickness (Su) like a Choker be a good new characteristic at 4 HD? Thinking about how the Morrusant would progress.
 

Eloi said:
Allocating 2 points to Move Silently skill: (2) skill points.

We didn't have this, but it's important for good ambush hunting. Would Improved Initiative (feat) or Quickness (Su) like a Choker be a good new characteristic at 4 HD? Thinking about how the Morrusant would progress.

I think I prefer Improved Initiative. It's simpler than Quickness and Quickness seems like an overly big jump in killing power. Since the morrusant is slow and heavy, I don't think Quickness would apply. Since the morrusant has tremorsense, Improved Initiative sounds appropriate because he's always ready to respond to trouble.

Question: do creatures with exoskeletons get Armor Check penalties?
 

Organization: Scout (1), Troop (2-20), or Hive (10-1,000)

That's 2d10 and 10d100. You don't want to rouse an entire hive, obviously. That's when you stop trying to fight them, and start looking into alternative means of overcomming the challenge, like finding a hive queen... which might fit well into advancement? Or should it be a seperate creature?
 

Allocating 2 points to Climb skill: (2) skill points.

Re: your exoskeleton question, I was using table 5-3 in the Monster Manual, Pg. 298, "Typical Natural Armor Values." I probably should have said "natural" was the type of armor, but I was thinking of armor that wasn't as heavy as the "carapace" values, so I thought I'd specify. To the best of my knowledge, there's no armor check penalty associated with natural armor and moving silently - I checked the Monstrous Spider entry, where such a thing would be logically listed, and nothing there, or with other Vermin entries.
 


Ach, forgot to tack a rate onto the regeneration!

Regeneration 2

Also, the Magical Beast type gets 10 sided HD; with the Con of 12, and 3 HD posted earlier, that gives our Morrusant HP: 3d10+3 (19 hp)
 

Remove ads

Top