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  • #24703

    Create your very own monster!

    How would you like to create your very own monster for publication?

    click to enlarge

    I put out a challenge to all of you. Write an appropriate 3.5 or Pathfinder statblock for this monster and post it below. Best statblock will be published and credited in an upcoming adventure!

    #24778

    Anonymous

    any lvl/CR restrictions we should work with?

    #24780

    Imagination is more important than knowledge.

    The only restrictions are those you place upon yourself.

    Have fun! 😀

    #24785

    Anonymous

    CR 5
    XP 1600
    Taloned Leach
    NE Large Magical Beast
    Init +5; Senses blindsight, low-light vision; Perception +3
    ——————–
    Defense
    ——————–
    AC 19, touch 10, flat-footed 18 (+1 Dex, -1 size, +9 natural)
    hp 60 (8d10+16); fast healing 1
    Fort +8, Ref +7, Will +1
    ——————–
    Offense
    ——————–
    Speed 30 ft.
    Melee Bite +10 (1d4+3/x2) and
    Claw x2 +10 x2 (1d8+3/x2) and
    Rake +10 (1d6+3/x2) and
    Sting +10 (1d6+3/x2)
    Space 10 ft.; Reach 10 ft.
    Special Attacks poison (dc 16)
    ——————–
    Statistics
    ——————–
    Str 16, Dex 12, Con 14, Int 3, Wis 8, Cha 2
    Base Atk +8; CMB +12; CMD 23
    Feats Blind-Fight, Eldritch Claws, Improved Initiative, Multiattack, Rending Claws
    Skills Acrobatics +5, Perception +10, Stealth +10
    ——————–
    ECOLOGY
    ——————–
    Environment: The Taloned Leach is an amalgamation of a common creature and cruel magic; these creatures are most commonly found in ancient swamps where mages turn loose their creations
    Organization: They are known to be singular or in very small groups, these groups don’t tend to last long since they end up killing each other more often than not.
    ——————–
    Special Abilities
    ——————–
    Blind-Fight Re-roll misses because of concealment, other benefits.
    Blindsight (60 feet) Sense things and creatures without seeing them.
    Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
    Fast Healing 1 (Ex) You heal damage every round if you have > 1 Hp.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Poison (DC 16) (Ex) Poison—Injury; save Fort DC 16; frequency 1/round round; effect Con; cure 1 save.
    Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.

    Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    #24787

    That was fast! Nice work!

    We’re still open to additional entries. Please submit your entry before July 14th 2013 to be considered.

    #24798

    Anonymous

    CR 10
    XP 9600
    Taloned Leach
    NE Large Magical Beast
    Init +9; Senses lifesense, low-light vision; Perception +7
    ——————–
    Defense
    ——————–
    AC 25, touch 15, flat-footed 19 (+5 Dex, -1 size, +10 natural, +1 dodge)
    hp 136 (13d10+65); fast healing 2
    Fort +12, Ref +13, Will +3
    SR 12
    Weakness light sensitivity
    ——————–
    Offense
    ——————–
    Speed 30 ft., swimming (30 feet)
    Melee Bite +20 (1d8+8/x2) and
    Claw x2 +20 x2 (2d6+8/x2) and
    Sting +20 (2d4+8/x2)
    Space 10 ft.; Reach 10 ft.
    Special Attacks poison (dc 20)
    ——————–
    Statistics
    ——————–
    Str 26, Dex 20, Con 18, Int 6, Wis 8, Cha —
    Base Atk +13; CMB +22; CMD 38
    Feats Combat Reflexes (6 AoO/round), Dodge, Eldritch Claws, Improved Initiative, Improved Natural Attack (Claw x2), Multiattack, Toughness +13
    Skills Fly +3, Perception +7, Stealth +12, Swim +16
    Languages
    Other Gear You have no money!
    ——————–
    Special Abilities
    ——————–
    Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
    Fast Healing 2 (Ex) You heal damage every round if you have > 1 Hp.
    Lifesense (60 feet) (Ex) Sense things and creatures without seeing them.
    Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Poison (DC 20) (Ex) Poison—Injury; save Fort DC 20; frequency 1/round round; effect Con; cure 1 save.
    Spell Resistance (12) You have Spell Resistance.
    Swimming (30 feet) You have a Swim speed.

    Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    #25051

    Anonymous

    Sepijos (Deep Stalker)
    NE Large Aberration
    Init: +2; Senses: Darkvision 60 feet ; Perception: +14
    Aura: Unnatural Aura
    Defence
    AC: 22 (+2 Dex, -1 size, +11 natural)
    hp: 75 (10d8+30)
    Fort +10, Ref +5, Will +4
    Immune: Poison
    Weakness: Light Sensitivity
    Offence
    Speed: 40 ft.; Climb 20 ft.
    Melee: 2 claws +12 (1d8+5), sting +10 (1d4+2 plus poison)
    Range: Spit Spawn (See below)
    Space: 10 ft. Reach: 10 ft.
    Special Attacks: Pounce, Release Spawn, Poison, Spit Spawn
    Statistics
    Str. 20, Dex. 14, Con. 16, Int. 16, Wis. 12, Cha. 6
    Base Atk: +7; CMB: +13; CMD: 25
    Feats: Multiattack, Improved Natural Attack (claw), Improved Natural Armor, Nightstalker, Ability Focus (poison)
    Skills: Acrobatics +15, Climb +18, Perception +14, Stealth +7 (17 in areas of shadowy illumination), Survival +13, Swim +18, Knowledge (Dungeoneering) +16
    Languages: Undercommon (cannot speak)
    SQ: Compression, Call Spawn
    Special Abilities
    Call Spawn: As a full-round action a Sepijos can make a high pitched keen that can be heard by all spawn within a 100 foot radius which calls the creatures back to the Sepijos. The spawn will return as quickly as possible (perhaps even endangering themselves in the process) to heed the call. The sound is in the ultrasonic range and cannot be heard by most humanoids, though some creatures (such as dogs, dragons and other creatures with exceptional hearing) may be able to detect it at the GM’s discretion.
    Poison: Deep Ichor (Ex) Sting – Injury; save DC 20, frequency 1/round for 6 rounds, effect 1d6 Dex, cure 2 consecutive saves
    Release Spawn: Within every mature Sepijos lie several tiny organisms known simply as “spawn” or “Sepijos spawn”. Whether these creatures are infant Sepijos or some form of symbiotic (or perhaps parasitic vermin is not clear, but the danger they present is. A mature Sepijos generally has 2d6 spawn living within its body at any one time, though larger broods have been encountered. Given a steady diet a healthy Sepijos regenerates dead or lost spawn at a rate of 1/day. If indeed this is a form or procreation the Sepijos seem capable of doing so asexual and require nothing more than sufficient food to create new spawn.
    As a standard action the Sepijos can release one of its spawn from a small opening on either side of its body. As a full-round action it can force all the spawn currently inside itself to rush out of its body all once, though this causes the creature some discomfort (1d6 damage for every 3 spawn beyond the first).
    These spawn are similar to Greensting Scorpions in all ways with the following exceptions; Poison: Lesser Deep Ichor (Ex) Sting – Injury; save DC 12, frequency 1/round for 6 rounds, effect 1d2 Dex, cure 1 save.
    Aberrant Vermin: Sepijos spawn are considered both vermin and aberrations for any effects related to type.

    Spit Spawn: As a standard action a Sepijos can spit one of its spawn up to 30 feet as a ranged touch attack. If the attack hits the spawn can make an immediate attack with its sting. Unless called back to the Sepijos a spawn that has been spit in this fashion will attempt to sting the same target each round it is able.
    Environment: Any underground
    Organization: Solitary, pair, hunting pack (3-6)
    Treasure: Standard

    Sepijos are dangerous stealth carnivores of the Underdark, able to cling to walls and ceilings, squeezing through tunnels that seem too small for a creature of their size as they search for fresh prey. Though their dark, purple chitin gives them an insectoid appearance their physical structure resembles no other living creature. Standing atop a pair of thick, digigrade legs Sepijos can stand as tall as twelve feet and weigh as much as 650 pounds, but are much more likely to be spotted pressed close to the ground waiting for prey. Their forelimbs end in razor sharp scythe-like blades while their long tails spot a wide, broad stinger able to inject a unique poison that quickly causes victims to seaze up in pain. The creatures head is perhaps the most unusual of its constituent parts with two bent eyestalks ending in beady black orbs and a tall vertically slitted mouth filled with inward curving teeth (though Sepijos are not known to bite in combat as their mouths seem to be designed to slowly chew and grind meat). Atop its back sprout what appear to be small wing structures, clearly too dense and small to allow the creature to glide let alone attain true flight, that most scholars theorize are used in some manner of threat display or for some as yet unknown ability of the strange beast.
    Though physically the Sepijos itself is a startling sight its most unnerving quality are the tiny creatures that it acts as host to. Inside specialized sacks found in the creatures sides live a dozen or more small creatures known as “spawn” or “Sepijos spawn” that resemble dark, purple colored scorpions with fierce jaws and a less potent dose of the Sepijos poisonous sting. The exact nature of the relationship between the host Sepijos and its spawn has yet to be discovered, whether they are immature Sepijos waiting for the next cycle of their lives, symbiotic vermin that have adapted to living with the much larger aberrations is unknown.
    Ecology
    Sepijos are merciless hunters, possessed of an alien intelligence and a savage natural cunning that aids them in the sometimes fauna deprived Underdark. Able to go long stretches without food, possibly by feeding off its own spawn, Sepijos are well adapted to the subterranean caverns they call home. Though they prefer to wait for prey to come to them, launching themselves from dark ceilings or bursting forth from small holes they have folded their bodies into, Sepijos can become active and aggressive if hungry enough, moving slowly through thick shadows for warm bodies to consume.
    Though exact details regarding the relationship between Sepijos and their spawn are sketchy at best there are some facts that have been pried from old corpses and captured spawn. Though the Sepijos has no magical power over the spawn they react to its various vocal and pheromone instructions like loyal soldiers with the Sepijos itself a cold and heartless general. A favorite tactic of the Sepijos is to hang from the ceiling and release its spawn one by one down on waiting prey, then dropping into the melee itself to kill the weakened and overwhelmed prey.
    Habitat and Society
    If Sepijos possess desires beyond the consumption of flesh they are yet another secret of the strange aberrations, a mature Sepijos is driven with an animalistic hunger but possesses a keen mind and will employ often unexpectedly complex tactics when attempting to take a meal. Loners in the endless, winding caverns below the surface world Sepjios see other creatures only as prey or rivals for precious resources. The only exception are the rare times a encounters fey creatures such as Mites or Gremlins, whom the aberrations seem fit to leave alone while the deranged fey look upon them as revered beasts and peerless killers.
    Sepijos reproduction is likewise shrouded in darkness and mystery. The most popular theory is that the spawn are in fact infant Sepijos who dwell within their “parent” for protection, but to date no one has been able to prove this theory. Though Sepijos will on occasion hunt in pairs or in larger packs to take down larger or more dangerous prey these unions never last long and mating between Sepijos has not been observed by mortal eyes.

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