LordVyreth
First Post
Okay, here's my new monster. This is actually a special occasion for me, because it marks the first time I made a monster from scratch for you. Up to this point, the monsters are either directly from my own campaign or advanced and templated versions thereof. Expect another one some time in a week, though it might take until next weekend to finish it.
On a related note, much as I like 3.5 in general, why did they change the confusion spell? The new version makes no sense when expanded to the related Insanity power, among other situations, and is far less useful in general.
Now then, here's the default monster:
Madness Horse
Large Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +5 (+1 Dex, +4 Improved Init)
Speed: 50 ft. (10 squares)
AC: 20 (-1 Size, +1 Dex, +10 natural armor) touch 10, flat-footed 19
Base Attack/Grapple: +12/+22
Attack: Hoof +17 melee (1d8+6)
Full Attack: 2 Hooves +17 melee (1d8+6,) and bite +12 melee (1d4+3)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 23, Dex 13, Con 20, Int 4, Wis 13, Cha 22
Skills: Listen +6, Spot +6, Survival +6
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)
Once, madness horses were just ordinary animals. However, constant exposure to powerful magic effects has warped the horses, making them completely insane and accompanied by a constant magical manifestation of their madness. When alone or with other Madness Horses, these creature can maintain a relative sanity, but when other creatures spook the creatures, they become a danger to everything around them!
Combat:
Madness Horses are guided entirely by their encompassing madness, which dictates their actions for them most of the time. When they are allowed to act normally, they’re fairly calm and timid, but if they were attacked while in their madness phase, they’ll act in self-defense against their attackers.
Insane (Su): All Madness Horses are possessed by a supernatural insanity that prevents them from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of a Horse’s turn, roll percentile dice and consult the table below to determine what the Madness Horse will do.
D% Behavior
1-20 Act Normally (Arrogancy)
21-50 Do Nothing But Evade Attacks (Static)
51-70 Retreat from Danger (Isolation)
71-100 Attack nearest non-Madness Horse (Fury)
Note that while the Madness Horse will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 rounds before the Madness Horse returns to normal.
Nothing short of a Wish or Miracle will remove the madness of this creature. A Heal, Greater Restoration, or Limited Wish will remove the madness, but this effect only lasts for 1d4 days.
Madness Field (Su and Sp): Though the Madness Horse won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs actions based on the state of mind of the Horse.
Arrogancy: The horse appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. The horse gains a +5 morale bonus to attacks, damage, and saves for the duration of this madness affect.
Static: The Madness Horse shuts itself away from all contact when this phase occurs, and the field amplifies this static nature. The Horse’s hide becomes white and its mane becomes ice-blue during this phase, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+12 for the default Madness Horse,) and a 10th level caster.
Isolation: The most sinister of the effects, Isolation makes the Horse want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around it! The Horse gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 8d6 points of negative energy damage (which increases based on the Horse’s CR,) with a Fortitude save for half damage. The DC is 22 and is Charisma-based. During this period, the Horse has the Evil sub-type, but its alignment does not change.
Fury: A horse in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of the horse is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 10th, and the DC for the Reflex Save is 19.
And here's the big, nasty version more suited for your party:
Klunni Nei’Gesh
Paragon Madness Horse
Large Magical Beast
Hit Dice: 12d10 (always maximum) +144 +144 (408 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 150 ft. (30 squares)
AC: 52 (-1 Size, +9 Dex, +10 natural armor, +12 insight, +12 luck) touch 42, flat-footed 43
Base Attack/Grapple: +12/+30
Attack: Hoof +51 melee (1d8+34, 19-20/x2)
Full Attack: 2 Hooves +51 melee (1d8+34, 19-20/x2,) and bite +45 melee (1d4+27)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent, fire and cold resistance 10, DR 10/epic, SR 33, Fast Healing 20
Saves: Fort +30, Ref +27, Will +23
Abilities: Str 38, Dex 28, Con 35, Int 19, Wis 28, Cha 37
Skills: Listen +34, Spot +34, Survival +34, Jump +39, Swim +39, Knowledge (arcana) +29
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack, Weapon Focus (hoof,) Improved Critical (hoof)
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 23
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)
Though it seems to project an aura of incredible power, the creature before you appears to be no more than an ordinary horse. It even seems to have an expression of gentleness and wisdom in its eyes. As soon as it takes notice of the intrusion, however, it changes. Elemental powers of fire, ice, and pure evil radiate around it as the true madness of the beast is revealed.
Unlike ordinary Madness Horses, Klunni Nei’Gesh is far smarter than common animals, or even most humans! It believes that it was blessed by the gods to help restore its people and save them from the magical curse that warped them. However, the curse that it strives to break has affected it as well, putting Klunni in the tragic situation that turns it into an insane monstrosity whenever it encounters the very people it seeks help from to save it!
Combat:
Klunni fights like an ordinary Madness Horse most of the time, though it strives to avoid others whenever possible in the first place unless forced into encounters. It only uses more advanced tactics in its brief periods of lucidity, where it can try to flee the battle entirely or use its spell-like abilities.
Insane (Su): Klunni is possessed by a supernatural insanity that prevents it from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of Klunni’s turn, roll percentile dice and consult the table below to determine what it will do.
D% Behavior
1-21 Act Normally (Arrogancy)
21-51 Do Nothing But Evade Attacks (Static)
51-71 Retreat from Danger (Isolation)
71-101 Attack nearest non-Madness Horse (Fury)
Note that while Klunni will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 minutes before Klunni returns to normal.
Unlike a normal Madness Horse, normal magic won’t cure Klunni’s curse. Only divine intervention or some other magic of incredible proportions will work. However, it is theorized that if Klunni was cured, all other madness Horses will instantly be cured as well.
Madness Field (Su and Sp): Though Klunni won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs action based on the state of mind of Klunni.
Arrogancy: Klunni appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. Klunni gains a +18 morale bonus to attacks, damage, and saves for the duration of this madness affect.
Static: Klunni shuts itself away from all contact when this phase occurs, and the field amplifies its static nature. Klunni’s hide becomes white and its mane becomes ice-blue during this phaze, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+46 for Klunni Nei’Gesh,) and a 25th level caster.
Isolation: The most sinister of the effects, Isolation makes Klunni want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around its! Klunni gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 23d6 points of negative energy damage with a Fortitude save for half damage. The DC is 42, and is Charisma-based. During this period, the horse has the Evil sub-type, but its alignment does not change.
Fury: Klunni in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of Klunni is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 25th, and the DC for the Reflex Save is 41.
Spell-Like Abilities (SP): In addition to the automatic spell-like abilities some of its madness fields project, Klunni Nei’Gesh has a number of other spell-like abilities. It can use Greater Dispelling, Haste, and See Invisibility 3/day each as a 15th level caster. It only has the presence of mind to use these powers in the normal Arrogancy stage, however.
On a related note, much as I like 3.5 in general, why did they change the confusion spell? The new version makes no sense when expanded to the related Insanity power, among other situations, and is far less useful in general.
Now then, here's the default monster:
Madness Horse
Large Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +5 (+1 Dex, +4 Improved Init)
Speed: 50 ft. (10 squares)
AC: 20 (-1 Size, +1 Dex, +10 natural armor) touch 10, flat-footed 19
Base Attack/Grapple: +12/+22
Attack: Hoof +17 melee (1d8+6)
Full Attack: 2 Hooves +17 melee (1d8+6,) and bite +12 melee (1d4+3)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 23, Dex 13, Con 20, Int 4, Wis 13, Cha 22
Skills: Listen +6, Spot +6, Survival +6
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)
Once, madness horses were just ordinary animals. However, constant exposure to powerful magic effects has warped the horses, making them completely insane and accompanied by a constant magical manifestation of their madness. When alone or with other Madness Horses, these creature can maintain a relative sanity, but when other creatures spook the creatures, they become a danger to everything around them!
Combat:
Madness Horses are guided entirely by their encompassing madness, which dictates their actions for them most of the time. When they are allowed to act normally, they’re fairly calm and timid, but if they were attacked while in their madness phase, they’ll act in self-defense against their attackers.
Insane (Su): All Madness Horses are possessed by a supernatural insanity that prevents them from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of a Horse’s turn, roll percentile dice and consult the table below to determine what the Madness Horse will do.
D% Behavior
1-20 Act Normally (Arrogancy)
21-50 Do Nothing But Evade Attacks (Static)
51-70 Retreat from Danger (Isolation)
71-100 Attack nearest non-Madness Horse (Fury)
Note that while the Madness Horse will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 rounds before the Madness Horse returns to normal.
Nothing short of a Wish or Miracle will remove the madness of this creature. A Heal, Greater Restoration, or Limited Wish will remove the madness, but this effect only lasts for 1d4 days.
Madness Field (Su and Sp): Though the Madness Horse won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs actions based on the state of mind of the Horse.
Arrogancy: The horse appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. The horse gains a +5 morale bonus to attacks, damage, and saves for the duration of this madness affect.
Static: The Madness Horse shuts itself away from all contact when this phase occurs, and the field amplifies this static nature. The Horse’s hide becomes white and its mane becomes ice-blue during this phase, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+12 for the default Madness Horse,) and a 10th level caster.
Isolation: The most sinister of the effects, Isolation makes the Horse want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around it! The Horse gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 8d6 points of negative energy damage (which increases based on the Horse’s CR,) with a Fortitude save for half damage. The DC is 22 and is Charisma-based. During this period, the Horse has the Evil sub-type, but its alignment does not change.
Fury: A horse in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of the horse is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 10th, and the DC for the Reflex Save is 19.
And here's the big, nasty version more suited for your party:
Klunni Nei’Gesh
Paragon Madness Horse
Large Magical Beast
Hit Dice: 12d10 (always maximum) +144 +144 (408 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 150 ft. (30 squares)
AC: 52 (-1 Size, +9 Dex, +10 natural armor, +12 insight, +12 luck) touch 42, flat-footed 43
Base Attack/Grapple: +12/+30
Attack: Hoof +51 melee (1d8+34, 19-20/x2)
Full Attack: 2 Hooves +51 melee (1d8+34, 19-20/x2,) and bite +45 melee (1d4+27)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent, fire and cold resistance 10, DR 10/epic, SR 33, Fast Healing 20
Saves: Fort +30, Ref +27, Will +23
Abilities: Str 38, Dex 28, Con 35, Int 19, Wis 28, Cha 37
Skills: Listen +34, Spot +34, Survival +34, Jump +39, Swim +39, Knowledge (arcana) +29
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack, Weapon Focus (hoof,) Improved Critical (hoof)
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 23
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)
Though it seems to project an aura of incredible power, the creature before you appears to be no more than an ordinary horse. It even seems to have an expression of gentleness and wisdom in its eyes. As soon as it takes notice of the intrusion, however, it changes. Elemental powers of fire, ice, and pure evil radiate around it as the true madness of the beast is revealed.
Unlike ordinary Madness Horses, Klunni Nei’Gesh is far smarter than common animals, or even most humans! It believes that it was blessed by the gods to help restore its people and save them from the magical curse that warped them. However, the curse that it strives to break has affected it as well, putting Klunni in the tragic situation that turns it into an insane monstrosity whenever it encounters the very people it seeks help from to save it!
Combat:
Klunni fights like an ordinary Madness Horse most of the time, though it strives to avoid others whenever possible in the first place unless forced into encounters. It only uses more advanced tactics in its brief periods of lucidity, where it can try to flee the battle entirely or use its spell-like abilities.
Insane (Su): Klunni is possessed by a supernatural insanity that prevents it from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of Klunni’s turn, roll percentile dice and consult the table below to determine what it will do.
D% Behavior
1-21 Act Normally (Arrogancy)
21-51 Do Nothing But Evade Attacks (Static)
51-71 Retreat from Danger (Isolation)
71-101 Attack nearest non-Madness Horse (Fury)
Note that while Klunni will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 minutes before Klunni returns to normal.
Unlike a normal Madness Horse, normal magic won’t cure Klunni’s curse. Only divine intervention or some other magic of incredible proportions will work. However, it is theorized that if Klunni was cured, all other madness Horses will instantly be cured as well.
Madness Field (Su and Sp): Though Klunni won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs action based on the state of mind of Klunni.
Arrogancy: Klunni appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. Klunni gains a +18 morale bonus to attacks, damage, and saves for the duration of this madness affect.
Static: Klunni shuts itself away from all contact when this phase occurs, and the field amplifies its static nature. Klunni’s hide becomes white and its mane becomes ice-blue during this phaze, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+46 for Klunni Nei’Gesh,) and a 25th level caster.
Isolation: The most sinister of the effects, Isolation makes Klunni want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around its! Klunni gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 23d6 points of negative energy damage with a Fortitude save for half damage. The DC is 42, and is Charisma-based. During this period, the horse has the Evil sub-type, but its alignment does not change.
Fury: Klunni in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of Klunni is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 25th, and the DC for the Reflex Save is 41.
Spell-Like Abilities (SP): In addition to the automatic spell-like abilities some of its madness fields project, Klunni Nei’Gesh has a number of other spell-like abilities. It can use Greater Dispelling, Haste, and See Invisibility 3/day each as a 15th level caster. It only has the presence of mind to use these powers in the normal Arrogancy stage, however.