[Vote Here] The What Is It? Contest

Which monster should win?

  • Wicht's Parutos Demon

    Votes: 9 37.5%
  • Walking Dad's Chilopodae Swarm

    Votes: 5 20.8%
  • Blackerose's Devil-of-the-Deep

    Votes: 4 16.7%
  • Ruemere's Devil Moon, Denizen of the Outer Realms

    Votes: 6 25.0%

  • Poll closed .

Mark Chance

Boingy! Boingy!
I'm working on a new PDF, this one focusing on monsters and enemies. Unfortunately, I've got one picture but no stat block and fluff text to go with it. Here's the offending piece:

mark-chance-albums-mlc-s-pix-picture1261-what.jpg

So, I decided to have a contest in this thread here.

Now that the deadline for submissions has passed, it's time to determine a winner. Thus, this thread and the accompanying poll. Voting runs from today through 5 February.

The winner as determined by voteswill receive a copy of the aforesaid PDF, plus a $10 gift certificate for DriveThruRPG. Reception of the prizes is contingent on me having a valid email address for the winner.

So, without further ado, I present the entries in the next four posts.
 

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Demon, Parutos
A bizarre combination of fish and mammalian components, this multi-armed demon swims tirelessly through the ocean, its many glowing eyes searching for prey.
Parutos CR 9
XP 6400
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +29

Defense
AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, -1 size)
hp 162 (12d10+96)
Fort +14, Ref +12, Will +14
DR 10/cold-iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 20


Offense
Spd 15 ft., swim 60 ft.
Melee bite +15 (1d6+4 plus disease) and 12 claws +15 (1d4+4 plus improved rend) and tail-slap +10 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks disease (blinding infernus; DC 18), improved rend
Spell-Like Abilities (CL 12th)
At will - deeper darkness, greater teleport (self plus 50 lbs. Of objects only), telekinesis (DC 17)
3/day – lightning bolt (DC 15), stinking cloud (DC 15)
1/day - summon (level 3, 1 Parutos 35%)

Statistics
Str 19, Dex 15, Con 27, Int 11, Wis 18, Cha 15
Base Atk +12; CMB +17 (+25 grapple); CMD 29 (37 vs. grapple)
Feats Alertness, Combat Reflexes(b) , Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Stand Still(b)
Skills Acrobatics +14, Perception +29, Sense Motive +21, Stealth +13, Survival +19, Swim +27; Racial +8 Perception, +8 Swim
Languages Abyssal
SQ amphibious

Ecology
Environment any aquatic (Abyss)
Organization solitary, pair, or school (3-23)
Treasure incidental

Special Abilities
Blinding Infernus (Ex) disease; Save Fortitude DC 16; Onset 1 hour; Frequency 1/day; Effect 1d4 Dex damage and 1d3 Con damage, if more than 2 Con damage target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves
Improved Rend (Ex) A Parutos who successfully strikes a single target with more than one claw in a round does an additional 1d4+4 points of damage per claw hit.

A ravenous inhabitant of the foul oceans of the abyss, the parutos ceaselessly hunts for prey. When the parutos chooses a victim, it makes an initial bite attack, withdrawing to allow its victim enough time to be overtaken with fever, blindness and wracking pain. The demon then stalks its quarry, terrorizing it for as long as possible before finally closing in for the kill. At the end of the hunt, the parutos delights in tearing its victims into pieces; relishing the violence and the smell of blood in the water.

Parutos encountered on the material plane are most often those who have found a gate into the oceans of the world. Parutos who have crossed over find the seas of the world to be a cornucopia of delights; an unending banquet of life upon which to gorge. The more a parutos eats, the larger it grows, though the process is typically a slow one.

Plot Hooks
The demon in the lake: A foul wizard, bent on revenge against a lakeside village, has summoned a parutos. The demon stalks the lake, killing the fish, befouling the water and overturning boats. Already a dozen men have been killed and all fishing has ground to a halt. It is simply not safe to go out on the water.

The whale killer: Griparxfall is a true monster of the deep, a huge parutos grown immense on the blood of the ocean. Bigger than any whale, this demon has hunted the sea for centuries, moving slowly from one region to another. Where he goes, death follows. And now he has moved within the borders of the merfolk with which your nation trades. They plead for aid, unable to even injure the creature with their own weapons. Ships of war and mighty engines of destruction have been sent to help these aquatic allies, but it might be the swords and spells of valiant heroes which turn the tide of battle.
 

Walking Dad's Chilopodae Swarm

Chilopodae (swarm)

Combining multiple parts of amoeba pig and insect, this multi-armed aberrations are mostly found in big swarms.
Chilopodae CR
6
XP 2400

N Fine Aberration (swarm)
Init +4; Senses darkvision 60 ft., scent; Perception +8

DEFENSE


AC
24, touch 22, flat-footed 20 (+8 size, +4 Dex, +2 natural)
hp 71 (11d8+22)
Fort +5, Ref +7, Will +9;
Defensive Abilities swarm traits; Immune weapon damage;
Weakness
swarm traits

OFFENSE


Speed
30 ft., climb 30 ft.
Melee swarm (3d6)
Space 10 ft.Reach 0 ft.
Special Attacks
cling, distraction (DC 17)

STATISTICS


Str
5, Dex 19, Con 14, Int 4, Wis 14, Cha 6;
Base Atk +8; CMB 2; CMD 4
Skills Climb +11, Perception +8
Languages
Aklo, Undercommon

ECOLOGY


Environment
any underground
Organization solitary, pair, patrol (3-6 swarms), or legion (7-16 swarms)
Treasure none

SPECIAL ABILITIES


Cling (Ex) If a creature leaves an chilopodae swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling aberrations continue to cling tenaciously to the victim. A creature with chilopodaes clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the creatures with a DC 19 Reflex save. High wind or any amount of damage from an area effect destroys all clinging aberrations. The save DC is Dexterity-based.

Hivemind (Ex) Any chilopodae swarm with at least 1 hit point per Hit Die (or 11 hit points, for a standard chilopodae swarm) forms a hive mind, giving it an Intelligence of 4. When a chilopodae swarm is reduced below this hit point threshold, it becomes mindless.

Only in swarms acquire chilopodae their inhuman intelligence which transforms them from mere annoying pests to dangerous predators. Several members of the swarm cling to their victims, consuming them even when they become separated from the swarm, removing tiny bits of flesh with their claw-like appendages and stuffing it into their many mouths. Besides their feeding habits, nearly nothing is known about these underground dwelling aberrations.


[FONT=&quot]Adventure Hooks:
- The form of the creature's tail made scholars in all countries wonder if their is some kind of relationship to the dreaded rust monster. This possibility becomes frightening if you assume a missing link between them. Maybe there is some evil mage out there, breeding swarms with a hive intelligence, feeding like piranhas on flesh and dissolve metal with the touch of their tail... if this is the case, some real heroes would be needed.
- Mages of all kinds were long interested in the 'mind magic' of many aberrations (most prominently intellect devourers and neothelids). Some are now searching for chilopodae swarms to determine if the building of their hive mind is another form of mind magic. And would even bigger swarms reach genius level intellect? But who would risk his life venturing underground to bring back an alive flesh-eating intelligent swarm?
[/FONT]
 

Blackerose's Devil-of-the-Deep

[FONT=Times New Roman, serif]Devil-of-the-Deep[/FONT]
[FONT=Times New Roman, serif]A bizarre flatfish climbs over the side of your vessel, carried by a multitude of arms. A long tail whips around the mast as it slowly starts to rise into the air. Far too many eyes blink at you as it begins to reach your way.[/FONT]
[FONT=Times New Roman, serif]Devil-of-the-Deep CR 7[/FONT]
[FONT=Times New Roman, serif]XP 3,200[/FONT]
[FONT=Times New Roman, serif]N Large Magical Beast (aquatic)[/FONT]
[FONT=Times New Roman, serif]Init -1; Senses Darkvision 60 ft., low light vision, can't be flanked; Perception +11[/FONT]


[FONT=Times New Roman, serif]DEFENSE[/FONT]
[FONT=Times New Roman, serif]AC 18; touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)[/FONT]
[FONT=Times New Roman, serif]hp 68 (8d10+24) [/FONT]
[FONT=Times New Roman, serif]Fort +9, Ref +9, Will +3[/FONT]


[FONT=Times New Roman, serif]OFFENSE[/FONT]
[FONT=Times New Roman, serif]Speed 10 ft., climb 30 ft., swim 30 ft.[/FONT]
[FONT=Times New Roman, serif]Melee 2 slams +12 (1d6+5 plus grab), 10 claws +7 (1d4+2 plus grab and poison), tail +12 (1d6+5)[/FONT]
[FONT=Times New Roman, serif]Space 10 ft.; Reach 5 ft. (10 ft. with tail)[/FONT]
[FONT=Times New Roman, serif]Special Attacks many arms, poison[/FONT]


[FONT=Times New Roman, serif]STATISTICS[/FONT]
[FONT=Times New Roman, serif]Str 20, Dex 8, Con 17, Int 8, Wis 12, Cha 15[/FONT]
[FONT=Times New Roman, serif]Base Atk +8; CMB +14 (+21 grapple); CMD 13 (can't be tripped)[/FONT]
[FONT=Times New Roman, serif]Feats Combat Expertise, Greater Grapple, Improved Disarm, Improved Grapple[/FONT]
[FONT=Times New Roman, serif]Skills Climb +17, Perception +11, Stealth +2 (+10 on sea floor), Swim +17; Racial Modifiers +5 Perception, + 8 to Stealth when on sea floor)[/FONT]
[FONT=Times New Roman, serif]Languages Aquan (cannot speak)[/FONT]
[FONT=Times New Roman, serif]SQ air levitation, hold breath[/FONT]


[FONT=Times New Roman, serif]ECOLOGY[/FONT]
[FONT=Times New Roman, serif]Environment shallow oceans[/FONT]
[FONT=Times New Roman, serif]Organization solitary, pair, or school (3-8)[/FONT]
[FONT=Times New Roman, serif]Treasure standard[/FONT]


[FONT=Times New Roman, serif]SPECIAL ABILITIES[/FONT]
[FONT=Times New Roman, serif]Air Levitation (Ex): A devil-of-the-deep produces a slime that reacts when it is exposed to air for more then 1 round, changing to a gas that provides a slight amount of lift to the creature. A devil-of-the-deep floats about 2 feet above the ground at all times. The lift provides no form of movement, and it must pull itself along with its arms.[/FONT]
[FONT=Times New Roman, serif]Many Arms (Ex): Every devil-of-the-deep has 2 nearly humanoid primary arms, and 10 shorter arms that are tipped with claws. Each of their arms is set into a ball socket, granting them full 360 degree mobility. A devil-of-the-deep may grapple up to 6 Medium creatures, or 3 Large creatures at once, and only gains the grappled condition if it is grappling its maximum number. [/FONT]
[FONT=Times New Roman, serif]If a devil-of-the-deep grapples a target with it's primary arms, it may attempt to bite its prey once per round, as part of it's attack action. The bite is at +7, dealing 1d8+2 points of damage.[/FONT]
[FONT=Times New Roman, serif]Poison (Ex): claw-injury, save Fortitude DC 17; frequency 1/round for 3 rounds; effect 1d3 Str, cure 1 save[/FONT]


[FONT=Times New Roman, serif]Devils-of-the-Deep are fearful predators of shallow seas and coastlines. Solitary members of the species typically lie concealed on the sea floor, and prey on passing fish and seals. When devils-of-the-deep gather in schools they become much more aggressive, and seem to develop a taste for the flesh of intelligent creatures. They are known to swim up to passing vessels and climb the sides, to attack the crew.[/FONT]
[FONT=Times New Roman, serif]Devils-of-the-Deep are a well known danger to undersea races, whom exterminate them on site. On ships, the fish often attempt to toss crew members over the side, where members of their school wait to drag them underwater. On very rare occasions, schools will work together to attack a coastal settlement, pulling their screaming victims into the surf.[/FONT]
[FONT=Times New Roman, serif]Devils-of-the-Deep tend to keep their treasures in coral niches, or simply in a hollow under their flat bodies. While their raids against other creatures are for food, they will happily grab handfuls of valuable looking items as well, before fleeing. They use their plunder for bribing more dangerous creatures, bartering for food, and as a lure for intelligent prey. They rarely think to use items like weapons, although their primary limbs are quite capable of wielding them.[/FONT]


[FONT=Times New Roman, serif]Adventure Hooks:[/FONT]
[FONT=Times New Roman, serif]-The PCs are aboard a ship, acting as bodyguards for an important personage, when a school of devils-of-the-deep attack. Do they choose to defend their employer in full force, or split their ranks in hopes of saving the crew, without whom they will be stranded at sea?[/FONT]
[FONT=Times New Roman, serif]-A seaside village has been attack at high tide every week for a month, and the devils-of-the-deep seem to be targeting their children. Can the PCs fend off the attacks, and follow the fish to their lair, ending the threat once and for all?[/FONT]
[FONT=Times New Roman, serif]-The church of a sea goddess hires the PCs to retrieve a holy relic, taken during an attack by devils-of-the-deep. The PCs locate the fish, only to find them worshiping the relic, and lead by a fish with clerical abilities. Through magical means, the devil-of-the-deep claims that the goddess called to him, ad\s her true worshipers. How do the PCs handle the opposing factions?[/FONT]
 

Ruemere's Devil Moon, Denizen of the Outer Realms

Devil Moon, Denizen of Outer Realms
Huge sphere of glowing flesh is born gently on midnight breeze heralding advent of unspeakable terror from outer realms.

Devil Moon CR 14
XP 38400
NE Huge aberration (air, extraplanar)
Init +1; Senses darkvision 120 ft., scent, see invisibility; Perception +29

DEFENSE
AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, -2 size)
hp 210 (20d8+120)
Fort +14, Ref +7, Will +20
Immune mind-affecting effects, divination spells and spell-like abilities of 6th level or lower

OFFENSE
Speed fly 40 ft. (poor)
Melee prehensile tail +19 (2d6+6 plus paralysis plus grab and pull 30 ft.), 4 atrophied claws +17 (1d6+6)
Ranged eye rays (+14 ranged touch, 120 ft., see special abilities)
Space 15 ft.; Reach 10 ft. (claws), 30 ft. (prehensile tail)
Special Attacks atrophied claws (secondary attack, reduced reach), paralysis (1d4 days, DC 26), prehensile tail (primary attack, enhanced reach), pull (30 ft.), swallow whole (1d4 Wisdom drain, AC 20, 21 hp)
Spell-Like Abilities (CL 16th)
Constant-detect invisibility
At will-cure light wounds

TACTICS
Before combat Devil Moon does not initiate combat. It relies on its Fugue Moon to peacefully wander during night time, hiding in natural caves during day, catching a snack of a sentient creature from time to time or pillaging a library. It prefers to ambush small groups or kidnap sleeping people using its long prehensile tail.
During combat Devil Moon relies on its eye rays and keeps the distance from ranged attackers. It uses terrain like tree tops or rooftops to avoid missiles, and it relentlessly pursues flying opponents.
Morale Once reduced below half of its initial hitpoints or if affected by powerful negative effect, Devil Moon unleashes Screaming Dark and proceeds to flee away to recuperate. Revenge is an alien concept to this denizen of Outer Realms, and it usually changes its territory if successfully thwarted.

STATISTICS
Str 22, Dex 13, Con 23, Int 23, Wis 22, Cha 30
Base Atk 13; CMB +23 (+27 grapple); CMD 28 (cannot be tripped)
Feats Blind-Fight, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Improved Natural Armor (x4), Multiattack
Skills Fly +16, Intimidate +33, Knowledge (planes) +29, Perception +29, Spellcraft +15, Stealth +16 (-8 penalty due to glowing surface), Survival +27; Racial Modifiers -8 to Stealth due to glowing surface
Languages Auran, Abyssal; telepathy 240 ft. (creature's alien mindset requires Linguistics check at DC 26 to understand its speech even if the language is known - DC equal to 10 + 1/2 HD + Int bonus)
SQ Subjective Gravity (Ex)

SPECIAL ABILITIES
Eye Rays (Su) Devil Moon's eyes can produce three different magical rays, each with a range of 120 feet. Each round, it can fire one ray as a free action. Each ray is usable once every three rounds. Devil Moon can fire an eye ray in the same round that it makes physical attacks-firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 26-the save DC is Constitution-based. The eye ray effects are as follows:
- Indigo: Deals 1d6 of light damage and inflicts Insanity (as per spell, Will negates).
- Yellow: Deals 80 points of electricity damage (Reflex half).
- Green: Deals 1d6 of light damage and afflicts target with poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves).

Fugue Moon (Su) All beings viewing Devil Moon are subject to gaze attack: become fascinated for the duration of viewing and for 10 rounds afterwards. Unless forcefully woken up, at the end of the effect duration subject loses memory of last 30 minutes as per Modify Memory spell. Range: 120 feet. Will DC 30 negates-the save DC is Charisma-based. This is a constant mind-affecting compulsion effect.

Screaming Dark (Su) Once per day, panicked Devil Moon shrouds a large area in a 120 feet radius burst of inky jet black fog cloud centered on Devil Moon (as Devil Moon cannot see within the fog, it usually moves in a straight line in attempt to leave the area of effect). Screaming Dark lasts 1 round per Devil Moon's caster level or until dispersed as per fog cloud spell. All beings within Screaming Dark except Devil Moon are subject to intense cacophony of inhuman screams.
All sound-related activities are impeded while within the cloud - communication is not possible, spells with verbal components do not function.
Use of Spells, Supernatural or Spell-like abilities requires caster level check vs difficulty of Screaming Dark save (see below).
All living beings capable of hearing within Screaming Darkness must save each round (Fortitude DC 26 negates-the save DC is Constitution-based) or suffer the following effects:
- 1d4 points of Wisdom damage,
- lost (unable to determine location and directions) - until subject finds a way to discern its location, it moves in random direction,
- dazed until next round.

Subjective Gravity (Ex) Subject to its own whim, Devil Moon can fly at will bending law of gravity. It can ignore any gravity-based effects.

Swallow Whole (Ex) To use this ability, the Devil Moon must begin its turn grappling a creature with its prehensile tail. It will attempt to swallow only helpless creatures, preferring to wait until the creature succumbs to its Fugue Moon or paralysis. The act of swallowing is particularly grotesque as the creature literally splits in half during the act. Once the creature is drained out of its Wisdom, it is ejected (assume default height of 20 feet), and provided it survives both the fall and consequences of Wisdom drain, it is no longer of interest to Devil Moon.
Devil Moon heals 5 hitpoints or cures a single point of ability damage or cures a single negative level or condition for each point of drained Wisdom.

ECOLOGY
Environment any (Abyss, Outer Realms)
Organization solitary
Treasure none or that of last victim

Sometimes, due to planar conjuction or through sheer bad luck, portal and gates open into outer realms, i.e. into places rational minds fail to define. In such cases unwelcome guests known as Devil Moons may appear (real name of the race is not known due to failure of communication attempts) and float gently into our world, leaving empty minds and string of disappearances in its wake.

What is known about Devil Moons can be summarized as follows - use of Knowledge (Planes) is most likely to yield information:
- DC 29 This is a being of Outer Realms, known to scholars as Devil Moon. Do not try to make contact, escape as quickly as possible.
- DC 34 Mere sight of this creature can rob you of your senses, and if it catches you, your fate me be worse, much much worse.
- DC 39 This creature is capable of inflicting insanity, amnesia and chaos. It feeds on one's mind and memories.
- DC 44 Actually, these creatures seldom kill unless provoked. They usually eat one's memories though, and recovery is usually long and painful.
- DC 45 This is a Devil Moon, worshipped by primitive tribes of old. By offering sacrifices, preferably elderly individuals of any long lived race, it is possible to trade with them secrets of great power (while the nature of secrets is left to GM's discretion, the successful communication should result in players being granted equivalent of Wish spell restricted to gaining obscure information).

Plot hooks
There was a string of disappearances in nearby villages of late. The local militia are baffled as people tend to vanish from homes, from parties and from larger groups. Witnesses, while confused and shaken, claim that the disappearance was sudden and disorienting. Weird, possibly unrelated fact: several witnesses claimed to be watching full moon just prior to event, even though the full moon was still a week away. The bounty has been posted already, however local priests claim that the reward is not sufficient as the disappearances herald greater calamities to come.

A young and wealthy son of merchant prince calls upon heroes asking for assistance in a quest: his younger sister has been abducted several months ago, and to this day no amount of divinations or hired adventurers allowed to discover her fate. The abduction happened in a middle of a night, and he distinctly remembers weird lights just before he lost cosnciousness. He did not wake the next day, and the day after, until a friendly church servant used strong healing abilities to restore mind of the young man. The son is pleading with the heroes, as the divinations indicate that his sister healthy and well, just nobody knows where. His parents have all but given up, but the young man still wants to discover the mystery, and he has searched high and low of heroes of great renown.
 

(hopefully Mark won't mind this little thread bump)

Dear Reader,

if you feel like commenting on our creations, please do so.

Regards,
Ruemere
 





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