Monster Challenge
#1
Posted 08 September 2005 - 08:28 PM
RULES:
Limit on Entries: Only one entry is allowed per member per contest.
Monster Entries: An entry must be an original monster, an original template, or a varient on an existing monster. Anything conspicuously close to an existing monster from any published source will be disqualified. Templates may be applied to an existing monster as a demonstration.
CR Limit: While there is no CR limit, remember that a high CR does not make a creature interesting or useful.
Entry Requirements: An entry must consist of
........a full statistics block as shown in the Monster Manual
........a short physical description
........a brief general description
........a Combat section that includes
................combat tactics
................descriptions of all special attacks and qualities
Judging: Upon recieving 5 entries, the five entries will be placed in a poll on this site to be voted upon by the members.
Contest Prizes: Prizes will be awarded depending on the number of votes received. The person with the most votes takes the first place prize, the person with the second most prizes will receive the second place prize, and so on.
First Place: First place winners will receive 1,000 gp.
Second Place: Second place winners will receive 500 gp.
Third Place: Third place winners will receive 300 gp.
Fourth Place: Fourth place winners will receive 200 gp.
Fifth Place: Fifth place winners will receive 100 gp.
Special Mentions: Special mentions will be awarded by myself based on interest, usability, and quality. Only those chosen by myself will receive a Special Mention. Awards are given as follows:
1,000 gp.....Monster chosen
250 gp........200+ word description of biology & ecology
250 gp........200+ word description of history
250 gp........200+ word description of behavior
250 gp........200+ word history
New Challenges: After five entries have been submitted, a new challenge will begin. Any submissions posted after the end of the previous contest will be entered in the new challenge in the order of their postings.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#2
Posted 08 September 2005 - 09:12 PM
Scout Sentinel
Medium Construct
Hit Dice: 12d10 (66 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
AC: 27 (+1 Dex, +16 natural), touch 11, flat-footed 26
Attack/Grapple: +9/+11
Attack: Slam +11 melee (2d6+2) or heavy blaster +10 ranged touch (1d10+12)
Full Attack: Slam +11 melee (2d6+2) and heavy blaster +10 ranged touch (1d10+12)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Heavy blaster
Special Qualities: Cling to surface, darkvision 60 ft., DR 10/bludgeon and magic, electricity vulnerability, force shield, construct qualities, seven-leagues jump
Saves: Fort: +4, Ref: +5, Will: +4
Abilities: Str 15, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: None
Feats: None
Environment: Any
Organization: Solitary, pair, squad (3-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Before you stands a metallic ape-like creature with an oddly-shaped head. A long snout with a single hole in its center faces you. Two large, bulbous, glassy eyes flank the strange snout and follow your every move. The low humming sound emanating from the thing is replaced by a slowly rising whine, and the smell of ozone fills the air. You notice the hole in its snout is begging to glow.
The first scout sentinels were created thousands of years ago by an ancient race of spider-like creatures that once inhabited the world. Initially used to scout out new lands, locate enemies, and provide an initial lair of protection, the scout sentinels were well armed and heavily armored against most physical attacks. Upon the fall of their ancient empire at the hands of fey and giant invaders, these spider like creatures retreated from this world, leaving behind their many creations and abominations. Now, millennia later, their scout sentinels still guard ancient complexes long lost to the memory of the living.
Scout sentinels are adaptable constructs initially created for defense, exploration and reconnaissance. Since then, they have mostly been abandoned to perform their last commands for the remainder of eternity; while, others have come into the service of various nobles, kings, wizards, and clerics. Very capable of serving as an effective bodyguard, scout sentinels often accompany magic users and provide the extra protection a shield guardian cannot. Others are used for research purposes. Even an army of these relatively weak constructs would prove devastating against a mortal foe. Still others use them as guards, and in some strange cases, statues.
A scout sentinel, when standing on its hind legs, is about 6 ½ feet tall and when on all four is about 4 feet high. They weigh about 750 pounds.
COMBAT
Scout sentinels begin combat by activating their force shield. They then lay down suppression fire while positioning themselves behind some cover. If none is available, they single out a target and engage it until it is dead. They often make use of walls and ceilings to maintain a constant 30 feet between themselves and their target.
Heavy Blaster (Su): A scout sentinel is equipped with a mounted heavy blaster. It may fire this blaster once per round. The attack is resolved with a ranged touch attack that is subject to spell resistance. The blaster sentinel’s hit dice modify its blaster level check to overcome any spell resistance. Upon a successful strike, the weapon deals 1d10 damage and an additional amount of damage equal to the number of HD of the sentinel. The damage type dealt by these weapons is purely magical in nature and is not of any one element, energy, or force. These weapons do not affect incorporeal creatures, although they can be enchanted to be ghost touch weapons.
Electric Vulnerability (Ex): A scout sentinel takes double damage from electricity damage.
Seven-League Jump (Su): As a full round actions, a scout sentinel can crouch low and jump high into the air. The construct makes a Strength check, traveling 40 feet horizontally or 10 feet vertically for every point the result exceeds 10. The construct lands safely and does not harm the surface it lands on. This ability can be used 4 times per day.
Force Shield (Su): Once per day, a scout sentinel can surround itself with a shimmering force field that deflects damage. This force field adds a +2 armor bonus to the construct and also acts like a stoneskin spell cast by a 10th level sorcerer, except that the field provides damage resistance of 15/magic. The force field lasts until it has absorbed 100 points of damage.
Cling to Surface (Su): Four times per day, the scout sentinel can walk, run or perform any of its ground movement forms along any surface. The sentinel acts as if it was moving normally and suffers no penalties in any of its actions. This effect lasts 10 minutes, and the construct is aware of the effect’s duration and will settle on the ground before it ends.
Stability (Ex): A scout sentinel gains an inherent +4 stability bonus against bull rush attacks and other effects that might throw it off balance.
Construct Traits: Immune to mind-influencing effects, poison, disease, critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#3
Posted 09 September 2005 - 05:06 AM
Angelwing Guardian
Huge Construct (Good)
Hit Dice: 12d10 (100)
Initiative: +3
Speed: 40 ft
AC: 20 (-2 size, +3 Dex, +9 natural), 11 touch
Attack: Wing slam +16 (1d12+8)
Full Attack:Wing slam +16 (1d12+8) and 2 punches +8 (1d10+4)
Face / Reach:15 ft by 15 ft / 10 ft
Special Attacks:Cover, Wing volley, Divine Burst
Special Qualities: DR 10/bludgeoning, vulnerability to bludgeoning, fast healing 3, construct traits, immunities, fire resistance 5, cold resistance 5, lightning resistance 10
Saves: Fort +4, Ref +6, Will +8
Abilities: Str 26, Dex 16, Con –, Int 14, Wis 18, Cha 10
Climate / Terrain:Any good-aligned temple
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Special – Weight in holy glass
Alignment: Always neutral good
Advancement: 13-20 HD (Huge), 21-30 (Gargantuan)
Angelwing guardians are ancient defenders of good-aligned temples, especially those dedicated to Erlune. They are 18-foot tall glass statues of an androgynous, feather-winged humanoid with melded, indiscernible facial features. Unlike typical constructs, angelwing guardians are infused with the spirits of primordial saints, and thus have minds of their owns. Regardless, they defend their station as commanded by their god, until ordered to do otherwise or destroyed. Angelwing guardians weigh almost 3,500 pounds.
Combat –
Angelwing guardians use their abilities to weaken foes before dispatching them with punch and wing slam attacks.
Cover (Su): As a full-round action, an angelwing guardian can enfold its body with its wings to defend itself. In this state, its fast healing increases by 17 points, its DR by 5, and its natural armor by 5. However, the threat range of bludgeoning weapons used against it extends by 3 (e.x. a warhammer that normally scores a critical hit on a 20 instead threatens on a 17-20). The guardian can maintain Cover for as long as it desires.
Wing Volley (Su): As a full-round action, an angelwing guardian can spread its wings wide and fire a volley of light projectiles from its wingtips. The guardian fires 20 projectiles with no miss chance, divided evenly among all available targets, with any remainder targeting a random target. Each projectile deals 1d4+2 divine damage.
Divine Burst (Su): As a full-round action, a guardian can unleash a line of divine power 25 ft across and 200 long. This line deals 20d4 divine damage (Reflex DC 15 for half).
Vulnerability to bludgeoning: Angelwing guardians take normal damage from bludgeoning weapons. In addition, guardians are subject to critical hits from bludgeoning weapons. Damage from critical hits reduces the guardian’s maximum hit points by the same amount, and these lost hit points can only be regained through repair by spells such as mending.
Construct traits: Immune to mind-influencing effects, poison, disease, critical hits (except as noted), nonlethal damage, ability damage, energy drain, or death from massive damage.
Immunities: Angelwing guardians are immune to damage from good-aligned spells and weapons, acid, and piercing weapons of less than +3 enhancement.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#4
Posted 13 September 2005 - 03:01 PM
Sovice [Facsimile]
Medium Construct (Sovice) (This example uses a Sovice Facsimile crafted from Steel)
Hit Dice: 17d10+20 (HP 114)
Initiative: +10
Speed: 50 ft. (10 squares), Swim 20 ft.
Armor Class: 26 (+6 Dex, +10 Nat)
Base Attack/Grapple: +12/+17
Attack: Bite +7 (1d8+5), Pincer +9 (1d6+5)
Full Attack: Bite +7 (1d8+5), Pincer +9 (1d6+5)
Space/Reach: 5 ft/5 ft.
Special Attacks: Invade noesis, learned technology immunity
Special Qualities: Construct traits, Composition, DR 10/piercing, linked mind, magic vulnerability, reformation
Saves: Fort +5, Ref +11, Will +12
Abilities: Str 20, Dex 22, Con –, Int 23, Wis 25, Cha 18
Skills: Climb +15, Decipher Script +26, Diplomacy +24, Disable Device +26, Disguise +24, Forgery +26, Intimidate +24, Jump +15, Search +26
Feats: Ability Focus (invade noesis), Cleave, Great Cleave, Far Shot, Improved Initiativeb, Improved Natural Attack (bite), Improved Natural Attack (slam), Improved Overrun, Improved Precise Shot, Improved Sunder, Manyshot, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Run, Track
Environment: Any
Organization: Solitary, or any other combination of other sovices
Challenge Rating: 17
Advancement: -
Level Adjustment: +20
A tall, silken haired, elven woman stands before you, her long hair draping down over her shoulders in sheer elegance. Her features are so beautiful as to suggest a celestial heritage. But something is amiss. Her eyes, her deep, blue, eyes, are cold and mechanical, with not a shred of emotion within them. And she is curious…
The most advanced form of the Sovices, the Facsimile model mimics the form of the species of the planet the particular group of Sovices are on to the best of their ability. They are composed of thousands of microscopic blocks that are 10 times as strong as those used in other Sovices, the result of a nearly catastrophic encounter with a fifth-dimensional anomaly that resulted in a massive evolutionary hyper jump for all Sovices contained within its influence. Now, they serve as master leaders among their kin, and are the most adept at gathering information from other races. They typically behave indifferently to creatures, as their kin do, though their diplomatic and intimidation abilities are far in excess of those of their kin, and even Mother sovices pale in comparison to their ability, though they are incapable of creating additional blocks. When confronted, they behave with perfect neutrality, until they discover that the creature may have information they can use…
Facsimile sovices speak the usual language of whichever species they appear as, and can use an internal processor to learn a new language within at least 5 minutes of hearing it.
Combat
Facsimiles behave with the utmost precision in combat, attacking the most powerful combatant first, then working their way down until all of them have been defeated. A facsimile rarely kills an enemy it can acquire information from, using its Invade Noesis ability once they are unable to resist, but will not hesitate to kill a creature whose information is negligible or otherwise attainable. A facsimile with class levels uses melee weapons primarily, though they are not disinclined to use ranged weapons against creatures they cannot engage in hand-to-hand combat with.
Invade Noesis (Ex): A Facsimile sovice can make a touch attack with a –2 penalty against an opponent within reach. If successful, they pierce the mind of their opponent and can read their minds and memories. This ability allows the Facsimile to make a Diplomacy or Intimidate check (with a +2 bonus from Ability Focus) opposed by the opponent’s Bluff check to learn whatever knowledge the opponent knows. The Facsimile may only make 5 of these checks in any 1 day period, but they combine their checks with the effect of a discern lies spell, and thus know whether or not their check failed, regardless of the bluff made by the opponent. This process is a tremendous ordeal for the target, and they take 1d4 points of temporary Intelligence and Wisdom damage for each check made.
Sovice Subtype
Sovices are a race of advanced mechanical creatures from a distant region of space that are composed of many small blocks to create a functioning shape. The blocks are created from any metals in the environment they are constructed, and are usually an inch thick and are typically shaped like a hexagon with a single geometric line running from one side to an opposite corner. Using this shape, they can create virtually any form they require. They are known as technology thieves, though after crash landing on Einderseod after a catastrophic encounter with another race, their efforts have turned to stealing magic abilities as well.
Traits
A sovice possesses the following traits (unless otherwise noted in the creature’s entry)
- Learned Technology Immunity (Ex): If a sovice is affected by a weapon used against it, it may make an Immunity check (1d20) against a DC of 10 + the damage dealt by the weapon. Three successes with this check indicate that every sovice on the particular planet or plane becomes immune to that weapon. Exceptions to this ability include piercing weapons, spells and spell-like abilities, and elemental damage. This ability can develop into spell immunity (As the Infernal ability of the same name, but every sovice on the planet or plane gains the ability and is not at threat from a different caster using the spell). Each time a sovice is affected by a spell that inflicts damage, they must make an Immunity check against a DC of 10 + Spell Level. If this check succeeds three times with the same spell, the race becomes immune to that spell. Additionally, if a sovice is affected once again by the same spell, they may make an additional immunity check at the same DC. If this fourth check succeeds, it becomes useable as a spell-like ability once a day. A sovice cannot have more spell-like abilities than it has Hit Dice, though it can choose to lose old spell-like abilities to gain new ones in their place. A spell-like ability acquired in this manner is treated as the base spell without any modifications resulting from ability scores or feats. Caster level is equal to the sovice's Hit Dice and regardless of the spell their key ability is Intelligence.
- Composition (Ex): Sovice are constructed from materials in the environment they are built. The above example uses a Sovice created from steel in the environment, but other metals are usable. A Sovice’s natural armor is equal to the Hardness of the metal from which it is constructed. A Sovice made from metals that easily corrode does not lose its swim speed, though it will not take to the water unless absolutely necessary.
- DR 5/piercing
- Linked Mind (Ex): All sovices within 10 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flanked, none of them are. No sovice in such a group is considered flanked unless they all are.
- Magic Vulnerability (Ex): Coming from an environment that has very little magic, sovices initially are vulnerable to it, and take double damage from spells used against them, as well as a –4 penalty on saving throws against spells. Learned Technology Immunity that has developed into spell immunity removes this effect against spells used against them at least 3 times.
- Reformation (Ex): This ability functions like Regeneration by allowing Sovices to regrow lost limbs and body parts by regrouping the lost blocks, and also allows them to heal 5 points of damage each round. However, this ability does not prevent any damage or convert it to nonlethal damage.
Just to note, I did post this on the WoTC official forums, and they were received quite well, and were made as legal as possible. They are become death incarnate, destroyer of worlds
Yet I will, dig up the bones
Remember - A Burlewan webcomic
The Sovices
Dead-Nicks - DM
#5
Posted 13 September 2005 - 04:04 PM
Check out my art!
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#6
Posted 15 September 2005 - 07:27 PM
Medium Construct
Hit Dice: 15d10+20 (HP 100)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 30 (+6 Dex, +14 Nat)
Base Attack/Grapple: +15/20
Attack: Blades (4d8+5)
Full Attack: Blades +20/14/8 (4d8+5)
Space/Reach: 5 ft/5 ft.
Special Attacks: Ram, Saw, Death Snarl
Special Qualities: Construct traits, DR 10/magic, Black, Electricity Vulnerability, Bladed
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 20, Dex 22, Con –, Int 14, Wis 14, Cha 2
Skills: Climb +15, Jump +15, Search +26
Feats: Cleave, Great Cleave, Improved Initiativeb, Improved Overrun, Improved Sunder, Power Attack, Run, Track
Environment: Any
Organization: Solitary
Challenge Rating: 17
Advancement: -
Level Adjustment: -
You charge into battle, the blood lust is upon you! You have been fighting a long time but today is the last day. Your men are surging forward, victory is near, these filthy wizards will finaly know defeat. All is black, you can see nothing and all you hear is screaming...
The Black Butcher is not nearly as ominous looking as one might think. It is infact a black sphere, approximately 5' in diameter, composed primarily of iron. There are very few that have ever actualy seen a Black Butcher, even the victims of these creations never see their executioner. However, this simple sphere hides an arsenal of spinning whirling blades that extend through its tough shell to tear its enemies to pieces.
The Butchers are shock weapons. They are dropped into combat to cause not only untold carnage to large numbers of weaker foes but more importantly fear and panic. To quote their creator "Nothing bothers the enemy quite so much as death"
Combat
Butchers as all golems are fearless combatants, but not totaly mindless. They were created to cause panic in foes so they prefer to wound and maim before the kill. Using their specil attacks a Single butcher can lay waste to a small regiemnt of lesser foes.
Ram (Ex): In its sphere form a Butcher can ram an opponent with a Bull Rush causing 8d8 points of bludgeoning damage and knocking the oponent back 15 feet and prone. A reflex check (DC 20), will half the damage and prevent the knockback and prone.
Saw (Ex): The Butcher can forgo all its atacks and instead merge its many blades into a single spining saw that encicles its median. In this mode the Butcher performs 1 attack per round at full base attack bonus to all creatures and objects within mele range. The Butcher need not stop to make this attack, any creature that comes into range is automaticaly attacked. This means that a Butcher can zoom through formations of men at full speed attacking each creature as it passes
Death Snarl (Ex): The Butcher has many tools and an immobile foe is a dead foe. The Butcher can make a ranged touch attack to any creature up to 30 feet away by launching several chains from inside its body. This is followed by a grapple check.
If the check suceeds the foe is dragged closer to the Butcher at a rate of 10 ft per round. If the foe spends more than 1 full round grappled within mele range of the Butcher the foe's head is cutt off (assuming it has a head, otherwise normal attacks are carried out).
Traits
A Black Butcher possesses the following traits (unless otherwise noted in the creature’s entry)
- DR 10/magic
- Tremmor Sense (Ex) (100 ft)
- Black (Su): Black Butchers exude darkness (as the spell) in a 100ft radius around them at will. Black Butchers are immune to the effects of this ability and to the Darkness spell.
- Electricity Vulnerability (Ex): Being super conductive, Black Butchers take double damage from electrical attacks.
- Bladed (Ex):Any natural atacks made against a Black Butcher automaticaly incur 4d8+5 slashing damage on the attacker due to the many spinning blades located all over the Butchers body.
#7
Posted 20 September 2005 - 03:54 PM
LARGE GOBLONOID
HD 8D10+2 (42HP)
INITIATIVE+3
SPEED 30FT
AC19 (+4DEX +4NATURAL -1SIZE +2MASTERWORK STUDDED LEATHER)
BA/GRAPPLE:+5/+6
ATTACK:SLASH+7(D12 MASTERWORK LONGSWORD) TACKLE+4(D12+2)
FULL ATTACK:SLASK+7/+4(D12MASTERWORK LONGSWORD)
SPACE/REACH:2FT/2FT
SPECIAL ATTACK:-
SPECIAL QUALITYS:DARK VISION 40FT, AND ,VUNERABLE TO LIGHT (D6 DMG PER TURN),CONTROLL GOBLONOID CREATURES,BODYGUARD
STR15 DEX18 CON15 INT15 WIS10 CHA10
SAVES:WILL:+3 REFLEX+4 WILL+1
ENVIROMENT:UNDERGROUND
CR:4
SPELLS:HEAL WOUNDS(D12+2 4 TIMES A DAY)
ORGANIZATION:SOLITARY(WITH BODY GUARD)W/10+GOBLINOID BEINGS
TREASURE:DOUBLE STANDARD
FEATS:COMBAT CASTING
Lord high shamans dwell underground with large tribes of goblins,hobgoblins and bugbears.They influence them with speaches of how they can feast on human flesh and promices of slaughter and riches. They normaly wait until foolhardy adventurers come in to their underground lair in search of loot and then send souped up goblinoids by the masses at them unit they are overwhelmed.
Lord high shamans normally let their servants do the fighting but are feirce enough to fend for themselves which makes them a feirce opponent.
Lord high shamans are 8ft tall goblinoids with thich dark tough skin. They wear the skulls of their victims around their necks and carry spoils from these victories.
They are always accompinied by a set bodyguard of goblinoid creatures and are normally nearby others.They have big flat skulls with massive tusks that curve out of the skull.they have small dark eyes. They normally are slouched in a curved possition but when they rear up to their full height. Often they carry longswords cradted from the bones of their victims.
COMBAT
THE SHAMAN STANDS BACK AND LETS HIS BODYGUARDS WEAKEN THE ENEMY BEFORE DEALING THE FINAL BLOW AND CALIMING THE VICTORY
BODYGUARD: THE SHAMANS BOD GURAD CAN BE EITHER 1D4+1 BUGBEARS ,1D6+3 HOBGOBLINS OR 2D6+2GOBLINS
(COUNTS TOWARD CR OF 6)
CASTS HEALING SPELLS ON HIS BODY GUARD AND THEN HIMSELF (HE CAN CAST INTO COMBAT)
LAST SACRAFICE: A SHAMAN CAN (BY SACRAFICING ALL HP LEFT) CALL ALL MONSTERS WITHIN AN 60FT CIRCULAR RADIUS TO WHERE HE IS. THEY THEN GO FULL SPEED TO WHERE THE SHAMAN IS AND ATTACK HIS ENEMY.
GOBBO STRIKE: ONCE A DAY THE SHAMAN CAN CALL APON DIVINE POWERS TO ULEASH A RAIN OF BALE FIRE APON ITS FOE IT AUTOMATIClY DEALS 2D10+3DMG
escuse me if this is wrong as i am kind of forgettful at times and i did it all from memory and being new to the game that IS hard
thanks
If you want peace, prepare for war-(The infamous)Frank castle a.k.a the punisher
The ALLCALMA* Act
1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
Why do dwarves have scottish accents?-me
#8
Posted 20 September 2005 - 04:35 PM
Let the mayhem begin!
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#9
Posted 20 September 2005 - 10:34 PM
Do not forget to subit a monster for the next Challenge. The next five entries will be entered for the next run. Rules are the same. So get started and see if you can come up with the winner of the next Monster Challenge.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#10
Posted 21 September 2005 - 10:42 PM
Juggernaught
Huge Construct
Hit Dice: 25d10 (126 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
AC: 35 (-1 Dex, -2 size, +28 natural), touch 9, flat-footed 30
Attack/Grapple: +18/+37
Attack: Slam +29 melee (3d10+11), or heavy blaster cannon +17 ranged touch (6d6+25), or auto-blaster +18 ranged touch (1d6+12)
Full Attack: 4 slams +29/+24/+19/+14 melee (3d10+11); or 1 heavy blaster cannon +17 ranged touch (4d6+25) and 2 auto-blasters +18 ranged touch (1d6+12); or 2 auto-blasters +18/+13/+8/+3 ranged touch (1d6+12)
Space/Reach: 40 ft./ 40 ft.
Special Attacks: Heavy blaster cannon, auto-blasters, unerring missile
Special Qualities: Construct traits, DR 15/bludgeoning and magic, fire immunity, force shield, self-destruct, stability, unavoidable
Saves: Fort: +8, Ref: +7, Will: +8
Abilities: Str 32, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: None
Feats: Point Blank Shot, Far Shot
Environment: Any
Organization: Solitary, pair, squad (3-4)
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Before you looms a metallic spider of epic proportions, but unlike a normal spider, this one completely lacks a thorax. Instead, its entire body consists of a metallic sphere attached to two massive shoulders that each hold four legs. In the center of the metal sphere is a set of three twisting spires that all come within a few inches of touching at their tips. On the front of each shoulder is mounted a smaller hemisphere on which is a small triumvirate of spires, much like the much large one set on the large sphere.
The ultimate engine of destruction, the juggernaut is a massive metal spider fitted with the largest mobile weapon devised by the ancients. Intended for laying siege to cities and obliterating anything in its path, juggernauts were nearly unstoppable forces on the battlefield. Unfortunately, their high construction price coupled with the intricacy of their design prevented any wide deployment before the collapse of the ancient civilization. It is said that there are still some buried beneath the ground in forgotten labyrinths and catacombs waiting to be discovered. Others say that they gained an intelligence of their, but either way, any party that encounters one should be extremely wary of its tremendous power.
Juggernauts are enormous spider-like automatons fitted with a pair of relatively low-power weapons intended for engaging infantry and a single powerful cannon meant to destroy anything of great size. With no intelligence of their own, they will follow orders precisely and efficiently, but will not pursue a better course of action if it contradicts with its current orders. They are controlled by means of a special ring that links the master with its automaton. The ring is silver with several layers of intricate gold inlays and a single blue-green gem. Once the ring is worn, the master can issue any command he so chooses to the juggernaut and it will obey perfectly.
A juggernaut stands some 20 feet tall and, while walking normally, occupies a circle of about 40 feet in diameter. This can be significantly smaller, if the juggernaut wishes to elevate its firing platform for any reason. When standing to its maximum height, its feet take up a space only 20 feet in diameter but can raise its weapon platform some 50 feet into the air. The juggernaut is still considered Huge despite its larger space and reach, because its relatively thin legs occupy much of the space it takes up. A juggernaut weighs in about of 10 tons.
COMBAT
When without a specific battle plan dictated to it, a juggernaut will begin by using its unerring missile ability in conjunction with its main gun to destroy any hardened targets from maximum range. It will then close on the battlefield with its auto-blasters spraying areas to lay down suppression fire. If it encounters anything larger than Medium size, it will attack it with its main gun. The only time it uses its slam attacks is if its heavy blaster cannon and auto-blasters are damaged or destroyed by some means.
Auto-Blasters (Su): Auto-blasters deal 1d6 damage plus half the construct’s HD total with a range increment of 200 feet. The attack is resolved with a ranged touch attack that is subject to spell resistance. The construct’s HD total is used for the caster level check to overcome any spell resistance. The damage type dealt by these weapons is purely magical in nature and is not of any one element, energy, or force. These weapons do not affect incorporeal creatures, although they can be enchanted to be ghost touch weapons.
Automatic Fire: A weapon capable of automatic fire allows the operator to make three attacks per normal attack allowed him. In other words, a character with two attacks per round may be able to make six attacks per round with an automatic fire weapon. The drawback is that all attack rolls made that round are at a –2 penalty. Each three-round burst may only be fired at one target, but each attack roll is resolved individually.
Also, a weapon capable of automatic fire can simple spray a five-foot square as a full round action, causing everyone in that square to make a Reflex save (DC = attack roll) or take damage as if hit once. This requires all the shots that would normally be fired in a full attack action on full automatic fire be fired.
Heavy Blaster Cannon (Su): Heavy blaster cannons deal 6d6 damage plus the construct’s HD total with a range increment of 2,000 feet. The attack is resolved with a ranged touch attack that is subject to spell resistance. The construct’s HD total is used for the caster level check to overcome any spell resistance. The damage type dealt by these weapons is purely magical in nature and is not of any one element, energy, or force. These weapons do not affect incorporeal creatures, although they can be enchanted to be ghost touch weapons. Heavy blaster cannons use the rules for siege engines.
Unerring Strike (Su): Every 1d4+1 rounds, the juggernaut can fire its autoblasters or heavy blaster cannon with a +20 bonus to its attack roll.
Force Shield (Sp): Once per day, a juggernaught can surround itself with a shimmering force field that deflects damage. This force field adds a +5 armor bonus to the construct and also acts like a stoneskin spell cast by a 10th level sorcerer, except that the field provides damage resistance of 15/magic. The force field lasts until it has absorbed 250 points of damage.
Self-Destruct (Su): A juggernaut can destroy itself in a fiery explosion that deals 25d6 points of damage to all creatures standing within 60 feet. A successful Reflex save (DC 18) halves this damage. The construct obliterates itself when reduced to 0 hit points or when ordered by its master through its control ring. The juggernaut is completely destroyed and cannot be repaired or even salvaged for parts.
Stability (Ex): A juggernaut gains an inherent +16 stability bonus against bull rush attacks and other effects that might throw it off balance.
Unavoidable (Su): The controller can designate a target creature through the command ring or the construct may acquire one by sight. From then on, the construct is always aware of the location of the target creature and will follow it wherever it may be, as long as they are on the same plane of existence. The construct is not fooled by polymorph spells and is only slowed down by effects that block scrying. The commander can recall the juggernaut at any time.
Construct Traits: Immune to mind-influencing effects, poison, disease, critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#11
Posted 26 September 2005 - 03:40 PM
Yet I will, dig up the bones
Remember - A Burlewan webcomic
The Sovices
Dead-Nicks - DM
#12
Posted 26 September 2005 - 04:01 PM
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#13
Posted 26 September 2005 - 09:12 PM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#14
Posted 26 September 2005 - 11:16 PM
I'll just dig around for one of the pure-HD monsters instead...
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#15
Posted 27 September 2005 - 12:43 PM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.

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