Sacred cow monsters

Nyeshet said:
Undead - as with constructs - IMHO, should be templates. You have vampiric humans, elven skeletons, dwarven ghouls, gnome ghosts, halfling mummies, etc - not just 'ghouls' or 'zombies'. Similarly, I tend to feel that while some constructs can work as creatures, many should be templates instead. But that is just my view.
All undead, except for those born of negative energy (Nightshades, IIRC and the like) should all be templates. I highly expect this to be the case come 4e.

Now, constructs, I can't really see this as being the case. While from a game mechanics point of veiw, it kinda works (gives some variety) the folklore in both Frankensteins Monster ("flesh golem") adn the Jewish Golem ("clay golem" - right?) is such that there are only one of them. Thematically, I think that works well. Of course, it is in my opinion that other seemingly "solitary monsters (such as the minotaur) should be a much higher CR to denote their special status. JMHO as well, of course :)

cheers,
--N
 

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I consider the following to be staples of D&D:

Orcs, Goblins and Kobolds
Giant/Monstrous Vermin
Giant/Dire Animals (rats, frogs, toads and so on)
Common Animals/Vermin (wolves, tigers, lions, horses and so on)
Dinosaurs
Trolls
Giants
The basic set of Chromatic and Metallic Dragons
Skeletons, Zombies, Ghouls, Shadows, Wraiths, Vampires, Lichs
Lizardfolk, Sahuagin and Bullywags
Elementals
the four basic Golem types
Mind Flayers
Beholders
Werewolves, Werebears and Wererats
Drow
 

In all honesty, I hope that they move away from giving us monsters and instead give a creature cookbook.

Have several basic forms of monsters - Humanoid, demon, dragon, whatever - and then add bits as needed. In other words to make an orc, you take the humanoid chassis, add a bit of this and that and voila, orc. Take off this and that, add a bit more of the other thing and you get a hobgoblin.

No more stock monsters that the PC's simply look at and know by heart.
 

Hussar,

Eh. While I liked the Monster's Handbook, there's a reason a dragon isn't like a vampire. Even draconic vampires. or half dragon vampires.


Anyway,

Nye and Ny,

I'm not against templates for MOST of the undead. But there are some pretty neat non-template Undead that I think do need to be considered. *pauses* I just can't think of any just off the top of my head! (Besides, Nightshades.)
 




fusangite said:
I read the thread title too literally and expected to be told about exciting Axiomatic Ice Bison. :(
Axiomatic Ice Bison
Large Elemental (Cold, Lawful)

Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9, plus 1d4 cold)
Full Attack: Gore +8 melee (1d8+9, plus 1d4 cold)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Chaos, Chill
Special Qualities: Elemental Traits, Low-light Vision, Scent, 60' Darkvision, Fire Resistance 5, Electricity Resistance 5, Sonic Resistance 5, SR 10, Linked Minds, Icewalking
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Lawful-aligned planes, the colder the better.
Organization: Solitary or herd (6–30)
Challenge Rating: 4
Alignment: Always Lawful (Any)
Advancement: 6–7 HD (Large)
Level Adjustment:

These extraplanar herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. Due to their linked minds, a herd of axiomatic ice bison can be particularly dangerous when riled.

An axiomatic ice bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weighs 1,800 to 2,400 pounds. They appear to be idealized scuptures of real bison, perfectly formed from shining, luminous ice. The axiomatic ice bison’s statistics can be used for almost any large, lawful, frosty herd animal.

Axiomatic ice bison are also terribly exciting. They're known for traveling in all the right social circles and often host well-organized, chilly parties that last long into the night.

Combat
Stampede (Ex): A frightened herd of bison 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 bison in the herd (Reflex DC 18 half ). The save DC is Strength-based. Due to their linked minds and higher intelligence, a herd of axiomatic ice bison may also opt to use this tactic offensively.

Smite Chaos (Su): Once per day, an axiomatic ice bison can make a normal attack deal extra damage equal to its HD (in this case, +5) against a chaotic opponent.

Chill (Ex): An axiomatic ice bison adds 1d4 cold damage to any of its natural attacks. This is already factored into the stat block, above.

Linked Minds (Su): Axiomatic ice bison within 300' of eachother are in constant communication. If one is aware of a particular danger, they all are. If one is not flat-footed, none of them are. No axiomatic ice bison is considered flanked unless they all are.

Icewalking (Ex): This ability functions like the Spider Climb spell, but functions on all icy surfaces. Within the Elemental Plane of Cold, axiomatic ice bison may move normally.

Cold Subtype (Ex): Axiomatic ice bison are immune to cold, and takes 50% more damage from fire that successfully overcomes their native fire resistance.
 



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