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Fuego Fish
Dec 5, 2004

By tooth and claw!


Welcome to the Monster Manual Megathread! A tome of record for all the homebrew horrors and custom creatures that you, the humble forums goon, have put together. In this thread of threats, we'll not only be posting our creations, but also elaborating on each other's designs with variations and templates.

Detailed statblocks are not required, but if you want to include them that's A-OK. If you want to add one for someone else's creation, or convert from one system to another, that's also A-OK. Artistic renditions of the entries are also welcomed!

Please don't repost material from existing monster manuals from any game, even if it's really good. This thread is for goon-made content only, for better or worse.

If you're looking for something in particular, use the handy alphabetised index in the next post, which will be filled out with every entry as the thread goes on.

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Fuego Fish
Dec 5, 2004

By tooth and claw!

Asylum Demon (submitted by Angrymog)

Bee Holder (submitted by Plutonis)

Caliban (submitted by Wrestlepig)

Devil Guns (submitted by The Deleter)



Gallows Tree (submitted by Fuego Fish)

Hermit Spawn (submitted by Whybird)
Horrible Goose (submitted by The Deleter)
Husk (submitted by Fuego Fish)



Knollsmope (submitted by Abyssal Squid)


Mandrake (submitted by Fuego Fish)
Monster Manuel (submitted by unseenlibrarian)



Patchwork People (submitted by unseenlibrarian)
Polispores (submitted by Wrestlepig)
Prismatic Hydra (submitted by fool_of_sound)
Puppydog Eye (submitted by Abyssal Squid)
Pyregeist (submitted by Abyssal Squid)
Pyrophant (submitted by Whybird) (Strike! stats by fool_of_sound)



Space Pirates of Yeldir (submitted by Zomborgon)
Spell Sucker (submitted by Dzhay)




The Wraith Sisters (submitted by fool_of_sound)


Fuego Fish fucked around with this message at 16:56 on Oct 22, 2019

Fuego Fish
Dec 5, 2004

By tooth and claw!
MANDRAKE

Mandrakes are small but highly vicious plants that grow in places of great evil or corruption. They appear humanoid, and stand around three feet in height. The head of a mandrake resembles a turnip or other root vegetable, with a tough and leathery exterior that can range in shades from chalk white, to clay red, to midnight purple.

Besides a large crop of wilted brown leaves on the top of their head, they have little to no distinguishing features. However, they take great delight in carving their own faces, using their claws, gouging out fearsome expressions that are meant to intimidate and repulse any enemies. These gouge marks refuse to heal, meaning their "faces" are usually constantly dripping with foul-smelling, glowing, bright orange sap.

Of limited intelligence, mandrakes are scavengers and opportunists. They do not create much beyond rudimentary weapons and traps. They have no need for lairs of any kind, preferring to nestle in the soil when dormant. Their only desire is to spread more of their kind, no matter what it takes, and to do so they endeavour to corrupt and befoul the land around them. A single mandrake can grow from seedling to fully-formed in less than a week, and quite often groups can swell to great numbers if left unchecked.

Mandrakes have the ability to emit a shrill, piercing sound that is referred to as a "shriek" even though they lack lungs and working mouths. In order to shriek, they must root themselves firmly to the ground, immobilising themselves. The sheer assault of noise they produce assaults the senses of their enemies, causing great pain and even madness or death in extreme cases. Typically a group of mandrakes will have one or two shrieking at any given time, while the rest take advantage of the chaos to bring down their prey.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
Monster Manuel

Manny "Monster Manuel" Cortez is a supervillain, with the oddly specific power to transform into entry from the orginal 1979 printing of the AD&D 1st edition monster manual, with their powers and abilities intact with a few exceptions- any creature that can grant wishes lacks that capability, and any creature that gets stronger as it ages, like the dragons, assume the age category they'd have if they were Manny's age in human years. ( As of this writing, Manny is capable of assuming adult dragon shapes. )

Since his regular appearance is that of a balding, overweight man in his mid-fifties, he spends a lot of time shapeshifted into pirates, bandits or berserkers.

His powers are believed to originate in some sort of crossroads deal he made in 1981, thus the limitation on his range of shapes, and the restriction on wish spells- the crossroads devil acted to prevent Manny from wishing for more wishes. The release of new editions of the game or sequel monster books do not add to his available shapes, and when not doing crimes to try and attract the attention of the crossroads again to renegotiate his bargain, Manny will attack game and hobby stores as an outlet for his anger at being so limited.

pre:
Masks villain stats:

Monster Manuel. Bronze Age
Villain drive: To not be a joke.

Conditions: Insecure, Angry, Afraid.

Villain moves:  Attack an area with deadly breath weapons. Render someone unable to act with poison or paralysis.  Brawl with powerful monster attacks 

unseenlibrarian fucked around with this message at 19:10 on Feb 10, 2019

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
PATCHWORK PEOPLE

In worlds with Warforged, Forgeborn, or other fantasy living constructs, there might eventually be a shortage of the necessary materials to make them, especially as a war goes on. But there's one thing wars seldom run out of: corpses. And not every nation is willing to delve immediately into necromancy to supplement their armies. But that doesn't mean that those bodies go to waste, especially not when some enterprising soul has studied the manufacture of flesh golems and the warforged process and is looking to combine the two.

Patchwork people are the result, living constructs made of stitched together human remains and animated by a creation forge. They resemble humans (for the most part, though some may have the odd elf ear or a few orc fingers or what have you) though with mismatched skin stitched together. They do not have the memories of the people that make them up, though that's never stopped anyone who sees their sister's nose or son's eyes in a mismatched face. They have most of the same advantages of Warforged, though lack the built in armor of their stone and metal siblings, but on the other hand, a patchwork soldier can wear normal armor instead of needing something custom-made

Patchwork can repair damage by scavenging the battlefield for spare parts, sewing on a new limb onto a stump and then pumping it full of the same ichor that runs through their veins, thus animating it.

They can use any warforged or forgeborn or whatever statblock in your system of choice, just describe them as being Frankenstein-like instead of robotic.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
the Caliban are one of the greater disruptions to the coasts of Koltrotha. They are kin to mermaids, but their division between Man and Fish is far more diffuse. Their shape is commonly humanoid, but manifests a variety of aquatic features, such as gills, scales and black eyes, along with other features similar to a particular species. One may have a shark's fin and teeth, while another would have a shell and grasping mandibles at their mouth. Whatever their differences, they consider themselves a united people, and are assigned to stations in life at birth to suit their abilities and eldritch sacredness.

Their union of Man and Fish is reflected by their hybridisation of surface and aquatic life. They can almost universally breathe water, but sink towards solid objects, called by their human form to an approximation of land. The surface is not necessarily the ground, and they can walk upon any surface underwater. This twisted their archetecture to labyrinths of twisting passages and angles, collapsing upon themselves. Foreign interlopers are presented with unique challenges and opportunities when in the cities within the shoals.

Caliban religion is dedicated towards the dark, godlike beings of the deep, and those who resemble their piscine gods are considered to be blessed. The more fishlike characteristics or exotic species an individual caliban has, the greater authority they are given within their cults or courts. However, the more humanoid are known to be better suited towards dealing with humans.

The Caliban adopt a purely transactional attitude towards the surface peoples. Although they hold them in little regard, they respect their technology and surface materials that would be inaccessible to them. Caliban are known to intermingle with coastal towns, trading, preaching and even marrying into these societies, but mostly raid, wreck large ships and demand tribute of wood, red meat, glass and surface paraphernalia to trade with the curious mermaid princessdoms.

their stats are just orcs or whatever but with water breathing, I've got to go to work so the DM is empowered

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Space Pirates of Yeldir



Background: I rolled a Lasers and Feelings campaign as "Space Pirates want to empower the Quantum Tunnel which will reverse time!" Naturally, I needed some cool pirates.

There's two variants of these guys, Marines and Sappers, usually appearing in teams of one Marine and one Sapper. The picture is for the former of the two (and no, I don't know how he keeps his hair like that in the helmet). They are deployed via semi-guided boarding pods that latch onto vessels, cut into their hull, and drop 2-3 pairs of these guys.

Marines are equipped with black shock-glo spacesuits, a form of anti-energy armor that absorbs and dissipates the first few shots. However, if they overload, it tends to explode like a flashbang and knock out the user (along with stunning anyone nearby). As for armament, they have standard phasic-bolt rifles and (my personal favorite) electro-inverter grenades- devices that "reverse the polarity" of any machines nearby, including some vessels' gravity plating.

Sappers are not as well-equipped, since the bulk of their kit is comprised of heavy tools and a bulky hacking interface device. In a pinch, though, they could still smack you around pretty hard with their Sonidynamic spanner-drill.

While the Marines take point and kill or capture their target's crew, Sappers start cracking or disabling ship systems. Depending on their precise entry point, they might shut down engines, lock down bulkhead doors, turn weapons on the target's allies, or other trickery. Their end goal is to take over the ship directly or force a surrender, which they are very keen on since their boarding pods lack any return features. As such, while not very effective alone, they usually act as a powerful first strike for a larger pirate vessel or station.

Angrymog
Jan 30, 2012

Really Madcats

Asylum Demon

This is a write up of Dark Soul's Asylum demon for Rhapsody of Blood.

Dark Souls special rules

The first time the characters face the Asylum demon, they won't have their weapons; 2 strikes are required to destroy a quality. Fleeing on the first encounter will not tick the clock, if it's the first thing they do.

If they manage to defeat the demon on the first encounter, one of them can get the following weapon by taking Corruption.

Demon's Great Hammer
Cleave, Hefty, Brace, Unstable

The second time they face the Asylum demon, they enter its arena from a balcony above the demon, and start the battle with an Opening, which must be exploited immediatly or be lost.

Arena features
- Breakable pots! (I don't know what you'd use these for, but they're there)
- A small doorway out
- Pillars around the outside of the arena

Qualities

Demon's Great Hammer

Smash!
- The demon smashes its hammer down in front of it, targeting an explorer (3 harm)

Wide sweep
- The demon swings the hammer in an arc around itself, sending opponents flying (2 harm)

Home Improvements
- The demon swings its hammer, collapsing the pillars on to any explorers hiding amongst them (2 harm, and/or block the small doorway)

Flight (tiny wings on its back)

Fly out of reach
- Only vulnerable to Ranged weapons

Close with an explorer

Death from Above! (three harm, needs to Fly out of Reach first)
- The demon lands on one or more closely grouped explorers

Massive
- Needs to be destroyed by turning it against the demon, or somehow making it not a factor.

Immovable
- Ignore attempts to create an opening by unbalancing the demon

Ground shaker
- The demon stomps around, knocking explorers off their feet (1 harm)

Fuego Fish
Dec 5, 2004

By tooth and claw!
GALLOWS TREE

Gallows trees are intelligent, carnivorous plants. They are gigantic trees, usually much larger than any in the surrounding wooded areas they are found in, with thousands of long, rope-like vines hanging from their branches. They use those vines to ensnare their prey, usually by grabbing them around the neck and choking the life out of them, although often the tree finds amusement in toying with its victims if it has the luxury to do so. The tree will then use its roots to drag the corpse beneath the ground, where it digests it, bones and all.

These malicious entities are often worshipped like gods by mandrakes (see entry), who willingly drag victims back to the tree as tribute, sometimes while still alive. This is mutually beneficial to both mandrakes and gallows trees, as it corrupts the soil to allow more mandrakes to grow, who in turn will provide the gallows tree with more food.

A gallows tree is capable of not just speech, but mimicry, and will use this ability to lure in unsuspecting victims, sometimes even mimicking the voices of past victims out of a dark sense of humour. One of the first signs that a gallows tree is nearby is to hear gentle whispers, like the rustling of leaves, that seem to call out for help.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Polispores are a loathed fungal parasite that is most often found in ruined urban areas and dungeons, and believed to have caused the decay of many great empires. They are the principle reason why most communities prefer deputizing small groups of disorderly outsiders.

Incubated best in grease and fat, the spores absorb whatever surrounds them until they expand into a mostly humanoid form, with a patchy blue exoskeleton, blank reflective eyes and flaps of growth to contain assorted junk. They have incredibly simple minds that fill themselves with whatever rules they encounter, as both a sense of morality and purpose. However, they lack enough self-awareness to apply these rules to themselves, and ignore the rules they enforce violently on others. They hate, more than anything, changing the rules, and will very rarely let anything out of their heads. Some ruined cities have a Polispore infestation that will brutally assault whoever defies the authority of a king that died centuries ago.

Some especially old and bloated Polispores have their minds grow enough that they are capable of creating new rules, which renders them as commanders of nearby infestations. Most of the rules are nonsensical extensions of whatever existed before, or obvious and debased ways to propagate the species, such as possession of grease and fat, inhabitance of dank and moldy areas or insufficient deferance to Polispores. Either way, this leads to upheavals of the local social order as the Polispore's influence grows. Even with this in mind, many unscrupulous leaders will cultivate gardens of these beings to mindlessly enforce carefully stated laws that enact their own ideals.

Wrestlepig fucked around with this message at 02:14 on Feb 17, 2019

fool of sound
Oct 10, 2012
The Wraith Sisters (Level 3 Titan-Champion) [For use with Strike!]

The story of the Old Church's inquisition is a long and sordid affair. Religious zeal gave way to self-righteous sadism, and through their excesses they left the world with scars that may never fully heal. When the mad eyes of the red-robed torturers fell upon their own faithful, it sparked a war that collapsed the Old Church and set the inquisition's purging fires against their own agents. Their hateful spectres still haunt the desecrated and forsaken ruins of their torn-down chapels, and especially the dungeons below, that even today remain tainted with the stale scent of blood, and the distant echoes of anguished screams.

A wave of cold washes over you as crackling ice forms over the walls. Light drains away as a dark fog envelopes the room, and a series of blood curdling shrieks echo from nowhere. Out of the darkness, three twisted hags spring forth, corpse pale and garbed in cloudy shadows. They point at your with gnarled fingers, cursing you with hissing voices in a long dead tongue.

---HP: 48 (shared)

---Traits:
------Titan: The Wraith Sisters act as a single monster with three separate ‘parts’. All three Wraiths share an HP pool, and none of them may be Taken Out until the shared pool is reduced to zero.
------Champion: The Wraith Sisters act on 7, 5 and 3. One Wraith may act on each of these three Initiative counts, but only each individual Wraith may only act once per turn. All three Wraiths automatically succeed on saves.
------Special Recharge: The Wraiths regain use of Leaping Darkness once they fall below 36, 24, and 12 HP.
------Take Advantage: Curse inflicts 1 additional damage when the Wraith has Advantage on the attack.
------Burning Brand: Pain shoots through your hand, and you gasp as you watch a fiery sigil burns its way into your palm, marking you for death. // The strange fires of your accursed brand burn through the shadows. At the start of the fight, the Wraiths inflict the Burning Brand onto a character of their choice, anywhere on the battlefield. The character with the Brand is Vulnerable 1 (indefinite). If a character with the brand receives damage from a Wraith’s Attack, they lose the Brand after the Attack is resolved, and they then must choose an ally to gain the Brand in their place (if all allies are Taken Out, they retain the Brand). If a character with the Brand moves into or through a Zone created by a use of Black Fog, remove that Zone.

---Action Trigger: Whenever one of the Wraith receives a Solid Hit from an attack, place a token on that Wraith. When a Wraith with a token acts, remove the token. If a Wraith with a token is struck by a second Solid Hit, the struck Wraith must use its Black Fog power as a Free Action as soon as the hit is resolved, then remove its token. If a Wraith is struck by a Critical Hit (even if it does not have a token), the struck Wraith must use its Black Fog power as a Free Action as soon as the hit is resolved, then remove its token if it has one. Any effect that would stop the use of Black Fog still prevents its use and stops this Trigger.

---Role Action: The inky blackness swirls, congealing into a Wraith. The Wraith Teleports to a square under a Zone created by a use of Black Fog.

---At-Will Powers:
------Black Fog: The Wraith twists and explodes into an inky black mist. Create a 3x3 Zone centered on the Wraith. This Zone persists indefinitely. Wraiths inside this Zone are Concealed. Wraiths have Advantage against enemies inside this Zone. After creating the Zone, Teleport the Wraith up to 6 squares. Any effect that prevents movement disables the use of this Power.
------Bolt: A sliver of blackness strikes from nowhere, spreading painful cold through your body. Ranged 5 Attack, Damage 1, E: Distracted (one turn)
------Curse: The Wraith’s black claw slices across you, and blackness seeps through your veins as the otherworldly curse eats away at your vitality. Melee Attack, Damage 2, E: Ongoing 1 (save ends).
------Abduct: The Wraith lays a clammy hand on you, and you feel a moment of vertigo as you are dragged into darkness and bound by shadowy vapor. Melee Attack, Damage -, E: Slide the target up to 3 squares, then slide the Wraith adjacent to the target. then inflict Grab (escape ends).
------Strangle: You choke and clutch at your throat as the Wraith’s deathly grip begins to choke the life from you. Melee Attack, Damage -, This power may only be used against targets that the Wraith would have Advantage against. E: The target is Restrained (one turn or escape ends), and this ability (and the Restrain) ends when the target is no longer Restrained, when the Wraith is no longer adjacent, when the Wraith uses its action trigger, or when the Wraith next acts. At the start of every subsequent character’s turn (friend or foe), the target suffers 1 damage that ignores Resist.

---Encounter Power:
------Leaping Darkness: With a horrifying scream, the Wraith leaps from hero to hero with claws outstretched, tearing through each in turn. Melee Attack, Damage 2, E: Teleport up to 3 squares after resolving the damage from this attack. If this movement places the Wraith adjacent to an enemy, it may immediately use this power again as a Free Action. Any given enemy may only be targeted by this power once per round. All three Wraiths share the single use of this power.

---Setup/Play:
------The Wraith Sisters are intended as a solo boss fight for a level 3 party. They should be fought on a 15x15 battlefield with moderate terrain; cover, walls, and rough terrain. Any creepy, collapsing old building will do.
------Remember that the Wraiths can and should use Black Fog often; it effectively gives them 12 squares of movement when they need it to help flank or threaten. Maintaining a decent number of Black Fog Zones is vital to this fight; it’s the Wraiths’ main source of defense and map pressure. It also helps them get off their Strangle attacks more effectively.
------Try to control who has the Brand, and make sure that it’s difficult for them to wipe multiple Zones. Remember that Ongoing damage is increased by the Brand, but does not make it switch characters; this means that you can use Curse to deny the Brand to tanks or speedy characters. Try to ensure that the Branded character is always Grabbed/Restrained or at least engaged, to make it more difficult for them to reach and destroy multiple Zones.
------Damage from Strangle does not cause the Brand to switch characters; a Branded character being strangled should be a sign for the other players to drop everything and save the Strangled character. Remember that the Action Trigger is compulsory; it’s one of the ways the players can rescue Strangled characters.
------Abduct should mostly be used to set up Strangles by dragging characters into Fog Zones, but it can also be used to throw characters into their own damaging Zones.
------Bolt should be used to deny Controllers their Role action while a Strangling is happening, or to save multiple Wraiths from Opportunities. It can also be used to knock the Brand off a character who is in position to destroy a lot of Zones on their next turn.
------Use Leaping Darkness to punish players who group up to counter Abduction/Strangle.
------Remember to try to keep the Wraiths inside of their Zones; this is their main form of defense. Remember that they can use their Role action after they move and attack to retreat back to safety.
------Remember that the Wraiths do not have to act in the same order every turn; so long as all three act once per turn each, you can choose to have them act in the most advantageous order.

The Deleter
May 22, 2010
Devil Guns

The Devil Guns are the devising of a ruler who received a gift of rotary guns, cannons and bombards to conquer a troublesome neighbour. That ruler decreed that demons from the fifth ring of the underworld should be bound into the metal of their new arsenal. During the campaign, complaints arose from the crews of these weapons of violent thoughts and whispers. They were ignored and often punished, which fuelled their resentment and seemed to make their visions worse.

During the final battle, the affected artillery came to life and vomited a sea of liquid fire everywhere, annihilating both armies. Now, contracts to find and destroy these wandering weapons are plentiful. It is not uncommon to see bands of spiritualists and holy warriors heading into the desert in a bid to rid the world of these engines once and for all. The rewards are as great as the danger - the natural deadliness of the mechanised weapons of war combines with otherworldly strength.

A Devil Gun will usually hide in a fort or ruin, guarding what it views as a home base or a lair. Despite the bound demon's considerable power, it cannot move the artillery piece by itself. Instead, it has bound the souls of the crew to their burnt corpses. The undead serve to reload ammunition, move it from place to place and operate the gun itself. If allowed to do so, this makes the Devil Gun a formidable opponent. When in danger, the gun will defend itself with mental attacks designed to disorient the attacker and buy time for it to be dragged to safety. Those who fall in battle may find their bodies are added to the crew of the weapon, serving it in death...

quote:

General Notes
A Devil Gun comes in three types - gatling gun, cannon and bombard. These are increasingly large and have an appropriately dangerous ranged attack, but the Gun cannot use that attack by itself. It is accompanied by a group of undead who load the gun and defend it from others, armed with rusty swords and polearms or maybe even a ruined matchlock gun that they can use once. The Devil Gun must be near its crew to be moved, and a number of crew must sacrifice their actions to load it in order to make its devastating attack. It has a weak psychic attack, probably with some stun condition tied to it, that is used to let the crew drag it away

This is a pretty typical boss encounter - a group of flunky undead to tie up the heroes and let the Devil Gun be loaded and fired. Some tweaks you can make:
  • The gun itself could have alternating weaknesses to heat and cold damage based on what its hit by, allowing players to stress the metal and break the gun apart.
  • The gun should have some measure of damage reduction - not enough to prevent it being simply beaten to death if players want to do that, but enough to encourage quicker alternatives like killing the crew.
  • Returning an intact Devil Gun, sans demon, should be worth a lot of money. Or give it to your heftiest character and recreate the gatling gun scene from Terminator 2!
  • Devil Bombards are the big daddy. Their presence is felt when they shell towns or trading lanes, and the approach to their lair would be an adventure in and of itself. It may be immobile, but have stronger abilities to make them able to defend themselves a little better.
  • Stronger variants could summon more undead once or twice in the fight.
  • Suggested crew needed per variant: 2 for Gatling, 3 for Cannon, 4/5 for Bombard.

Plutonis
Mar 25, 2011

Bee Holder

An abomination created by a mage who wanted protection for his apiary and honey farms from Dire Bears and appreciated bad puns, the Bee Holder is a large creature that looks like a massive monstrous head with a single great eye on the center of its skull, a menacing mouth full of teeth and long tentacles connected to the head that end in bee nests. The nests contain several bee species within, from bumblebees to honeybees to dangerous killer bees. Some variants of the Bee Holder also have wasp nests and even demonic wasp nests.

When confronting any honey thief and intruder, the Bee Holder shakes its tentacles, agitating the insects within the nests and making them quickly swarm around the unfortunate victim. The abomination then uses the distraction that being engulfed in angry stinging insects creates to rush towards its victim and bite it in half with its giant mouth. Unfortunately enterprising adventurers have quickly figured out the Bee Holder's weakness by using capsaicin smoke bombs that repel the insects and irritate the creature's big eye.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Pyrophant

During the Wizard Wars, some of the combatants turned the full extent of their genius to uplifting mortal races in search for new and better soldiers, identifying the greatest traits of myriad species and engineering a hybrid that combined the strengths of both with the weaknesses of neither. Others just slapped dragonbreath onto an elephant and called it a day.

Pyrophants are not by nature evil, but they are aggressive and very territorial, and when roused -- especially by an attack on its young -- a pyrophant will scour the area for any potential threats (which, unfortunately, tend to include human settlements) and stampede through them, trumpeting its rage and shooting flames out of the end of its trunk. Pyrophants are not impossible to defeat, but they are tremendously destructive, will fly into a murderous rage on the brink of death, and will cause considerable collateral damage if confronted in anything resembling a civilised area.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Hermit Spawn
Not all of the lost souls who are hurled into Hell's hungry maw make the full transformation to the formless, tentacled masses that are demon spawn. A few, the truly wilful and determined, are able to claw themselves free and escape, still tainted by Chaos, back to the material realm.

Hermit Spawn are writhing masses of tentacles, like regular demonspawn, but unlike demonspawn they retain enough of their human intelligence to know that they are hunted, hated, and, most of all, vulnerable. A demonspawn's soft, fleshy skin makes it easy to slay, so a hermit spawn's first action is to find a shell or casing that it can hide inside for protection, much like the hermit crab that it takes its name from. Unlike the hermit crab, it is far from defenceless: while its body is soft and easily wounded, it is also possessed of an array of crushing claws, strangling tentacles, barbed stingers and acid-spitting extremities.

Like any demonspawn, a hermit spawn will grow over time, from its initial size of no bigger than a cat to something far, far huger and viler. Hermit spawn have been found walking around under cover of stagecoaches, cottages, and there is said to be one that scuttles its way across the countryside concealed inside a full-size galleon.

Hermit spawn tend to favour their own survival above spreading terror and violence, but you don't get thrown into Hell's spawning-pools without being a fairly wicked individual in the first place, and you don't claw your way out to freedom without being vicious and ruthless. If a hermit spawn's cunning disguise fails to deceive a traveller, it will stop at nothing to ensure that they don't bring news of its existence back to anybody who might send hunters out after it. There is nothing quite so disconcerting as being stalked through unmapped wilderness by a picturesque country cottage.

fool of sound
Oct 10, 2012
I got inspired to stat the Pyrophant.

Pyrophant (Level 4 Elite) [For use with Strike!]

At first glance no more than an ordinary if large elephant, a closer glace reveals the reddish tint to its hide, and possibly the suggestion of scales. Its massive toenails have curled into sharp claws, and a small trail of smoke issues from its trunk. Its golden, reptilian eyes glare at you, and it bellows a challenge, a stream of sulphurous fire blasting high into the air.

---HP: 28

---Traits:
------Elite: When not Bloodied, the Pyrophant automatically succeeds at all saving throws.When the Pyrophant is Bloodied, it not longer automatically succeeds at saving throws, but receives two consecutive turns on its Initiative count instead.
------Impenetrable Hide: Your blow simply bounces off the elephant hide reinforced with dragonscale.//As the beast thunders past, you are able to strike a painful blow across its vulnerable underbelly.The Pyrophant has Resist 2. During use of Fiery Charge, it loses Resist 2, and instead has Vulnerable 2.
------Large: Huge and ponderous, the pyrophant may be slow, but it is simply to large to be stopped.The Pyrophant is 2x2.
------Slow: The Pyrophant always acts on Initiative count 0. The Pyrophant's movement speed is 4.
------Momentum: The Pyrophant is unaffected to Slow and Immobilize. If Grabbed, it may move as normal, and the grabber may choose to be dragged with it, or let go.
------Heavy: The Pyrophant cannot be knocked Prone or Thrown, and reduces all other forms for Forced Movement by 1.

---Action Trigger : Whenever the Pyrophant is struck by a Critical, Solid, or Glancing Hit and has not expended its use of Fiery Charge, it must immediately use Fiery Charge targeting the source of the attack. If it is struck by a Critical, Solid, or Glancing Hit and has expended its use of Fiery Charge, it recharges Fiery Charge instead.

---At-Will Powers:
------Fling: The pyrophant lowers its head and lunges with its massive tusks, scooping you from underneath and launching you through the air. Melee, Damage 3, E: Thrown 5. If the Thrown character strikes another character, that character suffers 2 damage.
------Stomp: The pyrophant rears up onto its hindquarters before slamming down with earth rending force, sending out a tremendous shockwave. Melee, Burst 2, Damage 2, E: Prone
------Gout of Flame: The pyrophant's trunk rears up, takes aim at you, and unleashes a burst of fire. Ranged 5, AoE 3x3, Damage 2, E: Ongoing 1 (save ends). This attack does not grant Opportunity for being used adjacent to an enemy.

---Encounter Power:
------Fiery Charge: The pyrophant trumpets furiously, and spews a sheet of fire into the air as it thunders towards you, awash in flame.The Pyrophant must give up its Move Action in order to use this power during its own turn. When this power is used, select a target; the Pyrophant then moves 8 spaces in the direction of the target, moving through and beyond them if possible. This count as normal movement, and grants Opportunities, triggers Zones, and is affected by terrain as normal movement (eg Rough Terrain counts as 2 squares of movment). If the Pyrophant impacts a piece of impassable terrain, the movement for this attack immediately ends and the Pyrophant suffers 3 damage. This attack inflicts 4 damage and Thrown 3 (perpendicular to the Pryophant's movement) on anyone occupying a space that the Pyrophant moves into or through during this movement. All squares that the Pyrophant moves through during this movement become a Zone that inflicts 3 damage to anything moving into the Zone or ending its turn within. This Zone lasts 1 round. The Pyrophant is immune to this Zone.

---Setup/Play:
------The pyrophant is intended to be used as a centerpiece for a battle with a level 3-4 party. It should be accompanied by a few handlers of some kind (maybe 3-5 Goons); the sort that can be trampled underfoot when the pyrophant blindly charges. Consider giving them the ability to inflict Distracted. The players need to use damage zones and/or opportunities to kill the pyrophant, and and Distracted will force them to deal with the lesser enemies in order to fight the pyrophant.
------The battle should take place on a 15x15 battlefield, with a a few impassable rocks and puddles of mud or similar (rough terrain) scattered around. Don't overdo these: while the players should be able to use them to defend lure charges, too many will neutralize much of the pyrophant's danger.
------Take notice of which characters are choosing to lure the Action Trigger charges, and try to target other characters during the pyrophant's turn. Don't be afraid to Charge support characters when given the chance!
------While the pryophant is bloodied, consider Flinging a melee character into one of their supporters, then hitting them both with a Gout of Flame.
------If the players haven't figured out the fight after taking a couple charges, remind them that they can Assess!

fool of sound fucked around with this message at 01:06 on Feb 26, 2019

Abyssal Squid
Jul 24, 2003

Gonna post some snippets of sample monsters from my upcoming monster generator, Humblebird's Infinite Monsters:

Puppydog Eye

Puppydog Eyes are person-sized eyeballs swarming with flies, found in the shallower parts of Hell. Their hobby in life was mean-spirited pranks, and in damnation they try their best to sneak up on and startle the unsuspecting with their eye lasers. Demons are amused by their antics, while fellow sinners and visitors to Hell are startled but unharmed by the prank.

The Puppydog Eye’s ironic punishment is that it now empathizes with its victims; it upsets itself with its own pranks and slithers away with remorse, sobbing. As the dangers of Hell go, rather minor except insofar as being startled leaves one vulnerable to Hell’s other inhabitants.

Fuego Fish
Dec 5, 2004

By tooth and claw!
HUSK

Husks are the undead remnants of those slain by giant spiders. Their insides have been drained out, leaving them as dessicated corpses. Most of the time they will remain motionless within a giant spider's lair, often lying where they were deposited and seeming like ordinary corpses. But when disturbed, they will rise up and attempt to grab anyone or anything that is still alive. They have no means to restore themselves to life, but they will try anyway, animated solely by the terror they felt while they were dying.

Husks can be covered in sticky, restrictive webbing that makes them difficult to disentangle from, once they grab a victim. One husk can be a minor threat, but dozens can quickly turn a situation troublesome – especially if the giant spider that created them is still around. Perhaps due to the primal terror inherent in their undead forms, husks will never attack or even react to a giant spider.

Fuego Fish fucked around with this message at 16:18 on Mar 11, 2019

Abyssal Squid
Jul 24, 2003

A friend rolled this up in Humblebird's Infinite Monsters:

Knollsmope



A recluse of the hilly wildlands, the knollsmope seems like a terrifying beast. Fifteen meters tall and with massive horns sprouting from its stony legs, we're fortunate that when it shows itself at all, it does nothing but mope. Unfortunately, it mopes very aggressively, literally stinking at you for hours at a time. It wants to make sure you're as miserable as it is, and once it's convinced you've suffered enough it ambles back into the wilderness to mope in solitude.

Opportunists sometimes follow the knollsmope to prey on travelers while they're distracted. Bandits cover their mouths and noses with fragrant masks, and some other creatures are simply unfazed by the smell.

fool of sound
Oct 10, 2012
Prismatic Hydra (Level 5 Champion) [For use with Strike!]

The ancestor of modern, lesser hydras, the prismatic hydra is a throwback to the age of the gods, when some ancient many-headed chaos beast birthed these monstrosities into the world. Creatures of high magic, thankfully few of these ancient terrors survive today. Those that remain are rarely seen, and spend much of their times in deep slumber. When they do wake, the madness of their progenitor takes them, and they cannot resist the urge to destroy, devour, and despoil.

A cacophony of hisses and roars echo in the darkness, with little in common save unthinking fury. The monsters tail is long and muscular and tipped with a club of hardened, spiked black scales. Its body is large but squat and heavily built, carried on thick, clawed legs. Its scales, black as night at the tail, gradually brighten and sparkle with a dark rainbow of colors that becomes more bright and vivid as they approach the creature's front, where it splits into six long necks. The pearlescent scales gradually grow into a single color as they progress up each neck, each topped with a brilliantly hued reptilian head. All six heads stare your down with feral malice, and again bellow their chaotic warcry as they lung to attack.

---HP: 64

---Traits:
------Champion: The Chromatic Hydra acts on 7, 5 and 3. The hydra automatically succeed on saves.
------Large: The hydra is 2x2.
------Rainbow of Death: The hydra's [color] head hisses aggressively and raises above the others. Each of the hydra's six heads possesses a different breath attack, which it must cycle through. At the beginning of the battle, roll a die, and leave it somewhere that the players can see. When the hydra uses its Deadly Breath At-Will Power, it must use the version that corresponds to the number the die is showing. After resolving a Deadly Breath attack, advance the die by one. If the die is a six, reset it to one instead.
------Aim for the Heads: The blow strikes the head threatening to unleash its breath, stunning it. No sooner than it falls, however, another rises up. When a character makes a successful Critical, Solid, or Glancing Hit on the hydra, the player may choose to downgrade their attack result (Critical->Solid->Glancing->Miss). If they choose to do so, they may advance or regress the Rainbow of Death die by 1.
------Vulnerable Necks: You take advantage of the the opening as the hydra rears back to unleash its deadly breath, striking at the monsters long neck and distracting it. If the hydra takes damage from an Opportunity during its turn, it suffers Disadvantage to any Deadly Breath attack made during that turn. The Liquid Fire and Miasma versions of Deadly Breath do not grant Opportunity when used in melee.
------Armored: The hydra has Resist 1.
------Stable Footing: The hydra may make a Saving Throw to avoid being knocked Prone. It does not automatically succeed at this Saving Throw. Reduce the distance of forced movement that Hydra suffers by 1, to a minimum of 1.
------Very Slow: The hydra's base movement speed is 2. If afflicted with Slow, this drops to 1.

---Miss Trigger: The failed strike irritates a different head, which turns to attack. The hydra may advance or regress the Rainbow of Death die by one. This Miss Trigger does not activate if the Miss is a result of the attacker choosing to use Aim for the Heads.

---At-Will Powers:
------Storm of Teeth: The hydra's six heads flail about madly, biting everything within reach. Melee, Burst 1, Damage 1
------Volley of Spikes: With a flick of its thorned tail, the hydra unleashes a spray of sharp, hardened scales. Ranged 10, AoE 3x3, Damage 1
------Deadly Breath: All versions of Deadly Breath must be used against a valid enemy. No targeting empty squares and things to manipulate the Rainbow of Death die! When this power is used, refer to the number shown below:
----------1: Liquid Fire: The bulbous throat glands beneath the red head suddenly contract, and the beast vomits a surge of thick, sticky, burning sludge. Ranged 3, AoE 5x5, Damage 3, This attack does not grant Opportunity when it is used in Melee. The area of effect of this attack becomes a Zone that lasts for one round. The Zone counts as Difficult Terrain, and any character who enters or ends their turn within the Zone suffers 3 damage. The hydra is immune to the effects of this Zone.
----------2: Caustic Bile: The orange head belches, noxious fumes rising from its mouth as it takes aim, then coughs up a spray of evil smelling, steaming fluid. Ranged 5, AoE 3x3, Damage 3. E: Vulnerable 1 and Disarmed (save ends)
----------3: Arc Lightning: The yellow head hums and crackles with barely contained energy, and thunder roars at it unleashes a arcing lightning bolt. Ranged 10, Damage 3, This attack may not target characters within 5 squares of the hydra. E: Inflict 3 damage on all character within 5 squares of the target, but not within 5 squares of the hydra.
----------4: Miasma: The green head sighs languidly, its breath carrying a cloying scent of decay. Everything the pale could touches begins to rot. Ranged 3, AoE 5x5, Ranged 3, AoE 3x3, Damage 3, This attack does not grant Opportunity when it is used in Melee. E: Weakened, Slowed, and Distracted (save ends)
----------5: Icy Fog: Without warning, the blue head fires a stream of billowing white mist. When the cloud clears, everything it touches is covered in a thick layer of ice. Ranged 5, AoE 5x5, Damage 3, E: Restrained (one turn).The area of effect of this attack becomes a Zone that lasts for one round. Any character who enters or ends their turn within the Zone suffers Restrained (one turn). The hydra is immune to the effects of this Zone.
----------6: Hypersonic Scream: The violet head shakes wildly and light flickers in its throat, then it flings itself backwards unleashes a scream that can shatter stone Ranged 10, AoE Special, Damage 3, This attack targets everything in range and also more than 5 squares away from the hydra. E: Dazed (one turn)


---Setup/Play:
------The Prismatic Hydra is designed as a challenging solo encounter for a level 5 party. It should be fought on a large battlefield with an above average amount of cover, but little to no rough terrain. An ancient ruin with lots of wall remnants or cave with enormous rock columns will do.
------The hydra's main challenge is its breath. Deadly Breath is deliberately extremely powerful, the equivalent of an Encounter Power. In exchange, the players have several ways to mitigate it by manipulating which breath weapon is used, by clever positioning, and by inflicting disadvantage. If players don't quickly adapt, they will be overwhelmed. Allow the players to gather information on the hydra in advance, and give them fairly detailed information with Assess.
------Remember that they hydra is very slow, so much like the players, the GM needs to keep in mind what breath weapons will be coming next, and begin to position the hydra a turn or two in advance.
------Storm of Teeth and Volley of Spikes should only be used if the hydra can't effectively attack with its active Deadly Breath. Players should think of seeing them as a reward for outsmarting the encounter.
------Remind your players that they may delay their turn in order to change their initiative roll to something more advantageous!

fool of sound fucked around with this message at 21:25 on Apr 25, 2019

Abyssal Squid
Jul 24, 2003

I've been generating monsters again and this one seems especially gamable.

Pyregeist

When someone dies in a fire while onlookers refuse to help, their ghost is understandably extremely vengeful. A pyregeist is such a ghost who wants to share the pain.

Appearance: A conical pile of combustible material scavenged from the environment. Other than shambling around when nobody is around, and the fact that a lone pyre in a dungeon is kinda weird, it looks like an unremarkable pyre.

Behavior: It sits dormant until it hears people arguing. When tempers get especially heated ("I hope you die!" or "I wouldn't piss on you to put out a fire!" are common triggers) the pyregeist determines the least angry person in the argument, pounces on them, and ignites above its pinned victim. With any luck, the victim's companions are angry enough to willingly allow the victim to die, and the grim cycle repeats itself.

Brutal Garcon
Nov 2, 2014



I've had this dumb idea for a while, it's probably better off here than in my head

Spell Sucker

This small, squid-like creature is capable of altering the colour and texture of its skin so as to appear almost indistinguishable from a large, conical hat, often decorated with stars and crescent moons; the creature tries to hide in this form in places where such headgear would be unremarkable, but not inconspicuous. When one of the party's mages inevitably decides to but this hat on, the Sucker latches on with its muscular mantle and bites down with a small beak, inflicting [relatively small amount of piercing damage]. The unfortunate caster must then make a [appropriate save] or else expend [a moderately annoying amount of the system's spellcasting resource - e.g. one of their highest level spell slots] as the Sucker drains them of the magical power on which it feeds.

A satiated Spell Sucker will attempt to suddently detach and levitate to safety and will defend itself by emitting a dazzling, scorching cloud of multicoloured sparks should anyone pursue it.

A "clerical" variant, that resembles a mitre, complete with tentacles mimicking ribbons, is known but comparatively rare.

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The Deleter
May 22, 2010
A horrible goose, for D&D 4e. Is not balanced and the wording is probably very not good for 4e. All credits to House House.

Horrible Goose    Level 1 Skirmisher
Medium Natural Beast     EXP 100 (for encounter purposes only, 0 if killed)


It’s a lovely day on the battlefield and you are a horrible goose.

Initiative 5
HP 29, Blooded 14
AC: 15 Fortitude: 13 Reflex: 14 Will: 13
Speed 6, Swim 6


Traits:
Causing Problems on Purpose
The Horrible Goose cannot be targeted by basic attacks or powers - if it would take damage or receive an effect, it instead continuously shifts 1 square directly away from the source of the damage or effect until it is out of range. It does not count as an enemy and does not have to be defeated for an encounter to end. The Goose can hold one weapon or item, but cannot use what it holds. Creatures may recover items from the Goose with a minor action.

Mine Now
Whenever a creature adjacent to the Horrible Goose moves, shifts or makes an attack action, the Goose may use Steal as an immediate reaction if it does not currently have an item and has not already used Steal this round.

Standard Actions
Steal - At-Will
Attack: Melee - +4 vs Reflex
Hit: The Horrible Goose takes the creature’s weapon or a sufficiently interesting item, and is now holding it.

Honk - At-Will
Attack: Ranged 5 - +4 vs Will
Hit: Target creature drops its weapon or an item deemed sufficiently interesting by its controlling player at its feet.
Effect: The Horrible Goose may slide the target 1 square.

Triggered Actions
Run Away! - At Will
Trigger: The goose hits with its Steal Power or picks up an item.
Effect (No Action): The Horrible Goose may shift up to half its speed, and may use Honk at any point during it.

Action points: 0
Str: 13 (+1) Dex: 16 (+3) Wis: 13 (+1) Con: 13 (+1) Int: 16 (+3) Cha: 13 (+1)

Behaviour:
The Horrible Goose will move towards the nearest creature and attempt to steal an item from them, using Honk to force them to drop an item if it cannot get adjacent. If successful in getting an item, it will run away from the item's owner with Run Away, using Honk to either repel whoever it stole from or to clear a path. From there, it will attempt to keep its distance from other creatures. If an item it is carrying is taken from it, it will wait one round, silently fuming, before repeating the process with a different target.

If there is a body of water on the battlefield, the Goose will make for it and will most likely drop any items it is carrying in the water.

Options for Expansion
The Goose is basically created from the MM3 monster math, and as such, generating an appropriate level Skirmisher and applying the math to this template means it will hold up. You may wish to increase the speed of the goose to 8 or 10 depending on the movement speeds of the party, although it should not be so fast that the slowest member of the party cannot catch up to it.

Additional powers could be used to emphasise the goose's nimble nature, such as shifting away from adjacent foes, or exploiting stealth to aid the goose in getting close. The goose should never do damage - it is there to provide comedy and mildly inconvenience people. Do not make players roll checks for recovering items from the goose. It is only a goose.

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