Songs to Monsters: The Write-Up Thread

Muaythaidaddy

First Post
Alright, the idea behind this thread is to take the title or lyrics from a song and turn it into a monster/NPC/spell or whatever. I haven't seen this done on the boards before and i know with all the creative minds running around here that this could turn out to be a very interesting thread indeed......

I'll start out.....

Here's a quick write-up for you D&D/Lovecraft fans out there. It's a Gibbering Mouther with the Gelatinous template applied...... I thought it was cool enough for inclusion here on the boards and had a rather Lovecraftian feel to it.

Enjoy!



"The Thing That Should Not Be"

"Crawling chaos, underground..... cult has summoned, twisted sound" - Metallica, "The Thing That Should Not Be"

Somewhat translucent and unstable, this unwholesome creature has a body that swirls about, undulating and spreading about with the fluidity of water. It's surface has the sickening color of diseased human flesh, but not it's consistency. Countless eyes and tooth-filled mouths constantly form and disappear all over the creature's misshapen body, often retreating back within it's form as other simultaneously appear.

Gelatinous Gibbering Mouther (Medium Aberration)

St 10 (+0)
Dx 9 (-1)
In 1 (-5)
Ws 13 (+1)
Co 28 (+9)
Ch 9 (-1)

Hit Points: 76 (4D10+36HD)
Armor Class: 17 (natural (natural +8), dexterity (-1); touch 9, flat footed 16)
Neutral

Fort. Save +10
Ref. Save +2
Will Save +5

Speed: 5 feet (swim 10 feet)
Size: M (6 feet tall)
Initiative: -1 (dexterity)
Melee Attack: +3
Most Common Attack is 6 bites (+5 melee; 1D4 acid damage; after successful grapple, 1 point of con each round) and a slam (+4 melee; 1D6+1D4 acid damage, crit 20, X2) and spittle (+4 ranged; 1D4 + blindness)

Skills: Hide +5, Listen +5, Spot +9, Swim +8

Feats: Lightning Reflexes, Improved Natural Attack (bite).

Special Qualities: DR 5/bludgeoning, darkvision 60 feet, blindsight 60 feet, gibbering (DC 13), spittle (DC 18), improved grab, blood drain, engulf (DC 14), ground manipulation, amorphous - not subject to critical hits, cannot be flanked; resilient (1D6 less damage from sneak attacks), immune to polymorph and stunning attacks, +4 to all saves against mind-affecting effects, sleep, poison and paralysis.
 

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FACELESS

This is something of a song parody, but I feel it's appropriate somehow (apologies to Westlife and their song "Against All Odds")

So take a look at me now
There's just an empty space
There's nothing left here to remind me
That I once had a face


Gelatinous Ghost Harpy
Medium Undead (Incorporeal)
Hit Dice:
7d12 (45 hp)
Initiative: +0
Speed: 10 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 12 (-1 natural, +3 deflection), touch 12, flat-footed 12
Base Attack/Grapple: +7/+7
Attack: Club +7 melee (1d6) or slam +7 melee (1d6 plus 1d4 acid)
Full Attack: Club +7/+2 melee (1d6) or slam +7/+2 melee (1d6 plus 1d4 acid) and 2 claws +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song, manifestation, horrific appearance
Special Qualities: Blindsight, darkvision 60 ft., resilient (cannot be flanked, takes 1d6 less damage from sneak attacks, takes 1/2 extra damage from critical hits), immune to polymorph and stuning, +4 racial bonus against mind-affecting effects, poison, sleep, and paralysis, rejuvenation, turn resistance +4.
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 10, Dex 11, Con --, Int 1, Wis 8, Cha 17
Skills: Bluff +9, Hide +12, Intimidate +7, Listen +13, Perform (oratory) +5, Search +3, Spot +9
Feats: Dodge, Flyby Attack, Persuasive
Environment: Temperate marshes
Organization: Solitary, pair, or flight (7–12)
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral
Advancement: --
Level Adjustment: --

EDIT: Whoops, didn't realize that you'd used the Gelatinous template also. :heh:
 
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How about Pantera's "Medicine Man"...........?

"Many distant miles away
Past the shores of ever dark
There stays a magic man
Who bears an evil mark
He helps all concerned
Those who come again return
Injecting lies while fires burn
The devil’s heart
With angel’s words"

MEDICINE MAN

Human Male
14th level Cleric of Demogorgon
5th level Thrall of Demogorgon
Chaotic Evil

St
8 (-1)
Dx 14 (+2)
Co 10 (+0)
In 17 (+3)
Ws 20 (+5)
Ch 16 (+3)

Hit Points: 103 (14D8+5D8 HD)
Armor Class: 24 (ring of ineffable evil (+4), robes of armor +6 (+6), scaly flesh (+2), dexterity (+2); touch 12, flat footed 22)

Fort. Save +17
Ref. Save +11
Will Save +21 (w/ring of ineffable evil)

Speed: 30 feet
Size: M (5' 10" tall)
Initiative: +2 (dexterity)
Melee Attack: +14/+9
Ranged Attack: +17/+12

Skills: Concentration +22, Decipher Script +13, Heal +13, Intimidate +10, Knowledge (arcana) +18, Knowledge (demons) +23, Knowledge (the planes) +18, Knowledge (religion) +16, Knowledge (undead) +12, Sense Motive +10, Spot +10

Feats: Corrupt Spell, Craft Wondrous Item, Create Portal, Greater Spell Focus (evil), Iron Will, Spell Focus (evil), Thrall to Demon, Willing Deformity.

Possessions
: Robes of Armor +6, Demonwhistle Rod, Ring of Ineffable Evil, Demon Flask, Six Demon Bag.

Domains: Evil (all evil spells cast at +1 caster level); Water (can utilize water breathing, as a sorceror equal to his level, 3/day)

Spells: 6,8,7,6,6,5,4,3; base DC 15 + spell level or base DC 18 + spell level for evil spells.

Special Attacks: Spell use, spontaneous casting (inflict spells), command undead, hypnosis (DC 18 ), touch of fear 3/day (DC 18)

Special Qualities: Spell use, DR 10/magic (from ring of ineffable evil), SR 25 against good-aligned spells (from ring of ineffable evil), dual actions, reaching touch 3/day, summon minor demon 1/day

Favorite Spells: Unholy Blight, Lesser Planar Ally, Greater Scrying, Dispel Magic, Summon Monster V, Summon Monster VI, Blasphemy, Shriveling (bovd), Stop Heart (bovd).

MAGICAL ITEMS:

Demonwhistle Rod - Thought to have originated amongst the faithful of Boccob many hundreds of years ago, these iron rods are topped with a cold iron tip wrought in the shape of a leering demon’s head. The demon’s head is actually a whistle that can be blown from the back side. It makes a shrill, unpleasant noise that is particularly painful to demons, who suffer 3D6 points of sonic damage each round for as long as the whistle is sounded and they are within fifty feet of the whistle-blower. All fiends and fiendish creatures that are not demons suffer 2D6 points of damage each round from the whistle, for as long as it is blown. In either case, the creature can make a fortitude saving throw (DC 19) for half damage. It goes without saying that these items are universally despised by demons and their ilk, who go out of their way to harm the possessor of one.

Ring of Ineffable Evil - Popular among the high-ranking clergy of both the faith of Hextor and Wee-Jas, these rings offer potent magical protection against the forces of good. The user sheds an unholy aura effect, as the spell and is granted damage reduction 10/magic or holy. Anyone wearing this ring that is not of an evil alignment will gain two temporary negative levels that persist until the ring is removed.

Demon Flask - Known to be used by many evil faiths, especially temples of Nerull and Hextor, these items are very similar to an iron flask, though these specimens will only contain an evil outsider from the lower planes, often a tanar’ri or baatezu. The evil outsider can be commanded to come forth from the flask once per day and serve the possessor for up to an hour’s time, but the outsider must shed blood before it can be commanded back into the flask. If the evil outsider has not shed blood within an hour’s time, the flask’s possessor can make a will save, DC 25, modified by the user’s wisdom score bonus, to force the outsider back into the flask. If the flask’s possessor is unable to force the outsider back into the flask, then the outsider becomes free willed, often attacking it’s the flask’s owner.

Six-Demon Bag - Often given by evil fiends and outsiders to trusted human servitors, a six-demon bag allows the user to summon forth six manes 1/week, for up to one hour at a time. The manes follow the commands of the one who summoned them, but must be commanded to perform an evil act before they can be dismissed. If they do not commit an evil act before one hour has elapsed, then they become free-willed and are no longer under the control of the bag’s possessor.
 

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