Monsters by Jason Shadow

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Monsters by Jason Shadow

Post  Jason Shadow on Fri Aug 31, 2012 1:23 pm

I'll just put my monsters here whenever I come up with something. As always, balancing suggestions are more than welcome.

These monsters were made a while ago, and were originally in a GDocs file:
Old Monsters:
Owlbear - 60 HP
This half-ursine, half-avian horror lumbers forward as it raises a hooked claw, shrieking in fury and defiance. Its rheumy eyes roll madly in their sockets.

Trait – Quick Strikes
This creature can perform two actions per round.
Trait – Bloody Fury
When this creature is suffering from X ongoing damage, it deals an extra 0.5X damage with each attack it makes (rounded up).
Trait – Frothing Madness
This creature is treated as always suffering from confusion. It flips a coin when it attacks. If it loses the flip the attack targets a random ally instead. An Owlbear will not target another allied Owlbear because of the effects of Frothing Madness, but other effects that cause confusion (such as the skill Confusion) will allow it to hit other allied Owlbears.

[+3] Recklessness
This creature takes Vulnerability 3 until the end of its next turn.
[+1] Slam
Target creature takes 1d8 damage.
[-2] Stunning Strike
Target creature takes 1d6 damage and is stunned (save ends).
[-2] Retaliation - Immediate Reaction
Trigger – This creature is hit with an attack.
Deal 1d12 damage to the triggering creature.
[-4] Battle Cry
All enemies must flip a coin. If they lose the flip, they become weakened (save ends).
[-7] Rending Rake
Target creature takes 1d12 damage and suffers 2 ongoing damage (save ends). All creatures adjacent to the target creature (both allies and enemies) take half the damage dealt, but do not suffer ongoing damage.

[Note: This creature was designed with the Solo role in mind.]


Kelpie - 15 HP
What had at first appeared as an alluring, if damp, mare now reveals itself to be an emaciated, greenish equine with water weeds in its soggy mane. Its mouth widens into a broad, snaggle-toothed grin.

Trait – Shifter
When this creature is targeted by an enemy, flip a coin. If heads, the attack targets one of the attacking creature’s allies instead.
Trait - Adhesive Hide
When an enemy successfully strikes this creature with a single-target attack, it must flip a coin. If it loses the flip, then it becomes stuck (see Gluey Grapple, below).

[+2] Gluey Grapple
Target creature becomes stuck to the kelpie. A creature that is stuck is weakened, cannot flee from battle, and becomes a valid target for the kelpie’s Drowning skill. Dealing 5 or more damage to the kelpie in one hit will release a victim from being stuck. When a creature dies, it becomes unstuck, but it does not become unstuck when it falls unconscious. Only one creature at a time can be stuck to the kelpie.
[+1] Nourishing Bite
Target creature takes 1d4 damage and loses 1 PiP. The kelpie regains 1d4 hit points..
[-1] Charm
Target creature cannot attack this creature (save ends).
[-4] Drowning
The kelpie attempts to drown a stuck target. The drowning creature is stunned and takes 5 ongoing damage until it dies or becomes unstuck. While drowning its target, the kelpie loses its Shifter trait and gains Vulnerability 3. It also cannot take any action besides Nourishing Bite, which must target the creature it is drowning. A kelpie must be in or near a body of water to use this skill.

[Note: this creature was designed with the Lurker role in mind. Furthermore, it was intentionally designed to be nigh-impossible for a single pony to defeat by his/herself.]


Nuckelavee - 35 HP
A towering, horse-shaped monstrosity of pulsing, exposed veins and muscle thunders closer. From its back rises a vaguely simian torso.

Trait – Dreaded
All enemies take a -3 to all saving throws.
Trait – Power of Pestilence
This creature is immune to being weakened. Additionally, all enemies cannot benefit from resistance or temporary hit points.

[+2] Sickening Slam
Target creature takes 1d8 damage and becomes weakened (save ends).
[+1] Plague Touch - Immediate Interrupt
Trigger – This creature is hit with an attack.
Triggering creature gains Vulnerability 2 (save ends).
[0] Drink Disease
Flip a coin. If heads, all enemies lose one PiP each and this creature gains an amount of PiPs equal to those lost. If tails, this creature takes 3 damage for each enemy above 0 hit points.
[-3] Wilting Breath
Target creature takes 3 ongoing damage (save ends).
[-9] Cancerous Aura
All enemies become weakened and gain Vulnerability 3 (save ends both). Until the end of the encounter, whenever an ally or enemy falls below 0 hit points due to ongoing damage, this creature regains 2d8 hit points.

[Note: while this creature was not designed with any role in mind, it would probably work best as a Solo, although a moderate health drop could probably make it a Glass Cannon in a pinch.]

And now some new, never-before-seen monsters:

Stained Glass Sneak - 7 HP
This two-dimensional, geometric depiction of a common creature peels itself off of the stained glass window. Light shines through its transluscent body and glitters on its razor-sharp edges.

Trait - Stealthy
Outside of combat, it takes a DC 16 Perception check to notice an unmoving Stained Glass Sneak. In areas containing significant amounts of stained glass, this DC increases to 36.
Trait - Hard to Hit
The Stained Glass Sneak has Resist 4.

[+2] Refract Light
Target enemy is blinded (save ends).
[-1] Jagged Slash
Deal 1d8 damage to target enemy and flip a coin. If heads, target enemy suffers Ongoing Damage 3 (save ends).
[-X] Scintillate
X random creatures are take 1d4 damage and are blinded (save ends).

[Note: This creature was designed with the Lurker role in mind and was intended to be infuriatingly hard to hit. As far as concept goes, it was created for espionage, not combat, and should only fight when cornered.]

Ichorist - 25 HP
This... thing might have once been a unicorn, but a large hump sits between its shoulders and a thin, transparent tube runs from the hump to the base of the creature's hollowed-out horn. As the creature scuttles forward, it cackles madly.

Trait - Resevoir
The Ichorist can gain Ichor Points (IP). An Ichorist can hold up to 25 IP, but starts combat with 0.
Trait - Quick Stabs
The Ichorist can perform two actions per round.

[+2] Drain
Target enemy takes 1d10 damage. The Ichorist gains an equal amount of IP.
[0] Inject
Pay X IP. Target ally regains X HP. If this amount goes over its maximum HP total, then the difference becomes temporary hit points.
[-10] Überpferd
Pay 25 IP. The Ichorist and target ally gain Resist 100 for 3 turns. The Ichorist can take no actions during this time.

[Note: This creature was designed with the Medic role in mind. Players are highly recommended to take it down before it can use Überpferd.]

EDIT: First round of revisions done.


Last edited by Jason Shadow on Mon Sep 10, 2012 1:25 am; edited 3 times in total
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Re: Monsters by Jason Shadow

Post  tygerburningbright on Sat Sep 01, 2012 10:53 am

Stained Glass Sneak - 7 HP
This two-dimensional, geometric depiction of a common creature peels itself off of the stained glass window. Light shines through its transluscent body and glitters on its razor-sharp edges.

Trait - Stealthy
Outside of combat, it takes a DC 20 Perception check to notice an unmoving Stained Glass Sneak. In areas containing significant amounts of stained glass, this DC increases to 35.
Trait - Hard to Hit
The Stained Glass Sneak has Resist 4.

[+2] Refract Light
Target enemy is blinded (save ends).
[-1] Jagged Slash
Deal 1d8 damage to target enemy and flip a coin. If heads, target enemy suffers Ongoing Damage 3 (save ends).
[-X] Scintillate
X random creatures are blinded (save ends).

[Note: This creature was designed with the Lurker role in mind and was intended to be infuriatingly hard to hit. As far as concept goes, it was created for espionage, not combat, and should only fight when cornered.]

Ichorist - 15 HP
This... thing might have once been a unicorn, but a large hump sits between its shoulders and a thin, transparent tube runs from the hump to the base of the creature's hollowed-out horn. As the creature scuttles forward, it cackles madly.

Trait - Resevoir
The Ichorist can gain Ichor Points (IP). An Ichorist can hold up to 25 IP, but starts combat with 0.

[+1] Drain
Target enemy takes 1d8 damage. The Ichorist gains an equal amount of IP.
[0] Inject
Pay X IP. Target ally regains X HP. If this amount goes over its maximum HP total, then the difference becomes temporary hit points.
[-10] Überpferd
Pay 25 IP. The Ichorist and target ally gain Resist 100 for 3 turns. The Ichorist can take no actions during this time.

[Note: This creature was designed with the Medic role in mind. Players are highly recommended to take it down before it can use Überpferd.]

only doing the new stuff if that is alright

Would it not be easier to notice the Stained Glass Sneak in an area with almost no stained glass? The attacks are good but Scintillate may be a bit underpowered

The Ichorist needs either another way to get Pips and LP or needs higher health because as it stands it need about 5 uses of drain to get 25LP and it is unlikely to last longer than 5 turns to begin with.
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Re: Monsters by Jason Shadow

Post  Jason Shadow on Mon Sep 10, 2012 1:18 am

tygerburningbright wrote: Would it not be easier to notice the Stained Glass Sneak in an area with almost no stained glass?

Maybe, but keep in mind that not only is it actually trying not to be seen, but it is also nearly perfectly flat. If someone looks in its general direction, it can just turn sideways and become nearly invisible. That said, maybe I should drop the DC a little...

Okay, here's round two for the new monsters. They shall be edited above.

EDIT: And now they have.
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Re: Monsters by Jason Shadow

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