Volunteer your homebrew monsters for our Dragon magazine article project!

writing a monster article is simple enough if you already have the creature stats and text made up. all you would have to do is pick which creatures you want to put together, and write a paragraph or two of introductory text that gives a "feel" to the selection you have chosen.

BUT, the first thing you would need to do is write a query (a breif explanation of the type of article you are writing and description of each of the creatures) to send to the editors, and then wait until they respond. we can help you with that, if you want. :)

if you don't mind the rest of us using monsters you have written in our own articles, well the purpose of this thread is to volunteer them for said goal. ;) i'll assume anything that can be found at that link is up for grabs unless you say otherwise. we'd let you know if we were going to "borrow" anything before permanently selling the rights away to WotC. :)
 

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I'd like someday to put some of them into a setting, but most likely I'll never do anything with the majority of them, so sure, feel free to use them, though if it needs changed a good deal I'd like to help you rewrite it. At least would like my name put to it.

My psionic creatures I'll keep to myself however I think, to write my own article.

The rest, feel free to use (as long as I can help with its reworking if possible. I'd not mind at all being a 'full partner' ;) )
 
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well, if you decide to do something like that, let us know in the General Monster Talk forum. :)

and if we decide to use your critters in any article, we'll definitely let you know so you can be involved.
 

Freedkin

Okay so now I understand the rules a little better. Here is something I am almost done with. I'll post the rest (description and such) if anyone is interested. It has something to do with an ancient giant who saw the far side of the universe and it blew his mind!

Freedkin
Large Giant (Incorporeal)
Hit Dice: 13d8 (58 hp)
Initiative: +3
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 16 (-1 size, +3 Dex, +2 deflection, +2 insight), touch 16, flat-footed 13
Base Attack/Grapple: +9/-
Attack: Incoporeal touch +11 (1d8 Int) or incorporeal rock +12 (2d6)
Full Attack: Incorporeal touch +11 (1d8 Int) or incoporeal rock +12 (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create freedkind, incorporeal rock throwing, intelligence damage
Special Qualities: Darkvision 60 ft., free mind, incorporeal traits, low-light vision
Saves: Fort +8, Ref +7, Will +6
Abilities: Str -, Dex 17, Con -, Int 10, Wis 14, Cha 15
Skills: Listen +18, Spot +18
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack

Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic neutral
Advancement: By character class

Create Freedkind (Su): Any humanoid reduced to Intelligence 0 by a freedkin becomes a freedkin within 1d4 rounds.

Free Mind (Ex): A freedkin is unburdened by knowledge and reason. It gains an insight bonus to its Armor Class equal to its Wisdom modifier.

Incorporeal Rock Throwing (Su): A freedkin of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments as though it had the ghost touch special ability. The rocks remain incorporeal until they touch something at which time they become corporeal and deal damage accordingly. The range increment is 120 feet for a freedkin.

Intelligence Damage (Su): The touch of a freedkin frees the mind of knowledge and reason leaving the victim to act on common sense and intuition alone. It deals 1d8 points of Intelligence damage to a living foe. A creature reduced to Intelligence 0 by a freedkin becomes incorporeal.
 







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