Pony Tales - Monster Compendium 2nd Edition

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Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Sun Jun 02, 2013 9:34 am

Forword:
A compendium of monsters from all across the Pony Tales Community meant to be used with either Pony Tales or Living Legends.
Special thanks to Stairc for creating and following through with this awesome game.
If you have any great ideas for monsters that you want to see included in this compendium, then please post them into The Monster Arena.
Creators of these monsters are credited. If I make any mistakes in that regard, please don’t hesitate to let me know by PM on the forum. Also, I might tweak some of the names of monsters or their abilities. If you have any issues with such changes, please let me know. Thanks.
~SilentBelle

Template for monsters:

This is how a monster should be laid out:

Name (Ranking)
HP
Traits
Combat Talents
Danger Rating
Recommended encounter set up (Optional)
Encounter Rating (Optional)
Suggested Tactics (Optional)
Lore (Optional)

Disclaimer for the descriptions: By no means must any particular monster Ranking be forced into the estimated values. Those are used merely as a general guideline that has, will be, and should be broken on a monster-to-monster basis.

Name: What the monster is called.

Ranking: This will be one of four possibilities (Minion, Single, Elite, Solo.) These are the four different types that monsters can be.

Minion: A minion has 1 HP and usually has a single trait, (often some sort of resistance or dodging). They are used as fodder that players cut through and they usually perform a specific purpose reflected in their trait. Also, they usually have no more than 2 combat talents (if they have 2, one of them usually involves self-sacrifice, such as taking a hit for an ally), make them simple, give them solid damage values (no rolling), and have their combat talents cost [0 pips] they are easier to use that way. These monsters are often used most effectively in tangent with Elite monsters.

Single: These are monsters that act on par with players, at least in terms of their numbers on the battlefield. They should have anywhere from 15 to upwards of 50 HP, it usually depends upon which Role these creatures play. These monsters will often have just one trait, or even no trait at all. They also tend to have two to four combat talents. Keeping them complex enough to give the battle some pacing but keeping them from having a slough of moves that bog down the encounter. The thing that makes Single creatures different from each other is their combat talents, they usually build into each other or share a common theme.

Elite: These are the monsters that are the leaders of an enemy party. Quite often they'll be an NPC that the players face over and over again. But what makes Elites what they are is their complexity. They tend to have at least 2 traits and upwards of 4 (common examples: Spawning minions, gaining pips when allies die, having an extra combat turn, or starting with 4 pips.)

These monsters are meant to be fought with either, a number of other Singles/Minions mixed in, or in a few cases, there might be a combat involving 2 or more Elites on a team. In any case, these are monsters that grab the reins of the combat from the first turn just through their traits. Think of them as monsters that are as or more powerful than the players themselves, basically a step above your average monster. Their HP values tend to range from around 40 to upwards of 80. As for combat talents, these monsters should have at least 3 combat talents to upwards of 6. These monsters are most memorable when their combat talents cover a wider range of options (such as reactions, interrupts or huge pip-cost moves), if you make a monster with 6 combat talents, try to make sure those talents are justified and work well with each other. (It's pointless to make a combat talent for a creature if it's never going to use it when the other options are better.) These creatures also tend to be the heart behind any encounter they are in, and defeating them would usually turn the tide in the player's favour.

Solo: These monsters are, as the name implies, meant to be a threat to the whole team all by themself. They usually have at least 2 traits to upwards of 5. Much like the Elites, these monsters dominate the field with presence alone. For a 5 player solo monster, they will tend to have around 80 to 160 HP, though these monsters tend to have the largest range of HP (I've seen some competent ones run with 40 HP, or up to 500 as can be the case.) As for combat talents, they tend to have 3 to 6 combat talents which serve the same purpose of an elite's. Usually one is a big attack. Their combat talents should be constructed similarly to elite monsters and cover many different bases.

HP: Starting Hit Point value of the monster.

Traits: List any traits that the monster has here. Make sure they are clearly worded. These are ideal for giving a monster a cohesive drive that makes it more than just any other monster. For example: your Stone Golem might have resist 4. Or your speedy ninja-monkey boss monster might have 4 separate initiative rolls. This is the spot that determines whether your monster will feel alive and keep the players engaged the moment it enters the battlefield. It helps players test out new tactics to overcome these traits and makes the battles feel different from one another. (These are Super Important for all monsters except the Simple ones, but can be used there as well.)

Combat Talents: List all the combat talents of the monster here, in descending order [+pips] to [-pips] and when making the talents make sure to write the details clearly. Make sure it's clear what the targets of the talent are, and how many creatures are affected.

For example, don't write:
Scratch – 1d8.

Please, write this instead:

[+1] Scratch – Standard Attack
Deal 1d8 damage to target creature.

- You need a target: Creature, Ally, Self, Enemy.
- You need a pip value: [+1], [0], [-1]. (Yes, even if it costs 0, include it.)
- You need an action type: Standard, Free, Minor, Interrupt, Reaction.
(For clarification on these three points look them up in the Players Handbook)
- And the talent type: Attack or Utility

Danger Rating: How many, level 1, 3000 gold-equipped players will it take to beat this monster 50% of the time? That’s what the danger rating is. Simple. So if you have a danger rating of 6 on a monster, well then you’d need to have 6 level 1 players to win half the time.

Let’s say you have 6 (level 1) players, and you want a challenge for them, then you can add up a bunch of smaller monsters until their danger rating equals 6. Keep in mind that it means those players will only win about 50% of the time, so you should only pull that off if you want the players to be challenged.

*(The number of monsters that fit into the '10' or higher danger rating will be few and further between until you get to late-game. And monsters fitting into the '0' category will be rare 'distraction monsters' that only serve to aid other monsters or disrupt players, but can't actually win.)

Recommended Encounter Setup (optional): This is an extremely useful bit of information for people if you managed to build a monster team that depends on each other to perform their task. It also lets DMs grab an encounter without having to handpick the monsters themselves. In this section include: The number of players meant to face this encounter. Followed by all the monsters involved in the encounter, their name followed by how many of them in brackets. Separate each additional monster with a comma. For example: Recommended Encounter Setup: 3 Players - Guard (2), Princess (1)


Encounter Rating (Contingent upon Recommended Encounter Setup): Officially tested encounters will receive an Encounter Rating that will be included to show the Danger Rating of a given encounter from 0 to 10 (probably won't see any 0 encounters). Followed by the number of recommended players in brackets. This will be determined by the people who test the encounters. In this case a 5 is a 50% chance of the recommended party winning, a 0 is that they can't lose, and a 10 is that they can't win. This Encounter Rating is determined by the team of monsters' effectiveness against the recommended party. Example of how it would be written: Encounter Rating – 6 (3 Players).

This means that 3 level 1, fully equipped (3000 gold worth) characters have a 40% chance of defeating the 2 guards and a Princess.

The reason for including this optional bit of information is simply because some monsters are built to work very well with other specific monsters, and without their counterparts, they become severely crippled.


(Side note:
To get a rough estimate of the danger rating of the individual monsters within an encounter, take the Encounter Rating and plug it into this equation: {1 + ([ER-5]/10)} X (P/M)

ER is the Encounter Rating, P is the number of players, and M is the number of monsters.
In this case it's 1.1 which means each of these monsters, individually are about equal to 1.1 normal level 1 players each with 3000 gold worth of equipment.)

Tactics (optional): If you want to include a certain combat style that's recommended when using a monster, please include that here. Keep in mind, these are recommended playing styles, not enforced. If something needs to be enforced, it will be in traits. This section can be very helpful for using complex monsters which have cunning combos that some GMs might not notice right away. Otherwise, it’s mostly for flavour.

Lore (optional): This is the section where you describe your monster and how it fits in the world and such. Purely for cosmetic purposes, but many people will appreciate it.

Notes for using monsters:
- All monsters are assumed to start with 0 pips unless otherwise stated in their traits
- Monsters do not have a set Harmony value, they should just be used as part of an overarching storyline or quest, for which the DM will determine their worth.
- When using monsters from this book, feel free to re-flavour the monsters to fit to your campaign.  For example: renaming the Diamond Dog Soldier to a Kobold would work fairly well if you don’t have the time to make the monsters yourself.

Arctic Fire-Eater :
Arctic Fire-Eater (Solo) (Created by SilentBelle)

HP: 140
Starting Pips: X
Traits:

Thirsting for Heat
This creature starts with pips equal to the number of enemy creatures in combat on the first round.

Crystal Body of Reforming Ice
This creature has resist 3 while not bloodied and regains 1d6 HP at the start of it's turn if it hasn't taken damage since it's last turn.

Frozen Spirit Seeping From the Cracks
Once this creature is bloodied, it gains vulnerability 2 in place of it's resistance for the rest of the encounter and does 3 bonus damage to all of it's attacks. (Even if it heals, it doesn't regain the resistance or lose vulnerability).

Frenzy
This creature has 3 separate turns per round of combat, one at 15 initiative, one at 10 initiative, and one at 5 initiative.

Leech Heat
Whenever an enemy suffers ongoing damage, this creature gains 2 HP.


[+2] Freezing Cone – Standard Attack
Deal 1d8 damage to target and adjacent creatures (+3 when bloodied). Weaken the primary target creature (save ends)

[+1] Icicle Barrage – Minor Attack
Deal 1d4 (+3 when bloodied) damage to up to 8 target creatures

[-5] Steal Heat – Standard Utility
Up to 8 target creatures take 3 ongoing damage (save ends).

Danger Rating: 7
Legends speak of the Fire-Eaters, long, winged, crystalline serpents about 40 to 50 feet in length. They were last seen a thousand years ago. It was said that when one of these frozen creatures would come upon a traveler's camp, the fire would be the first to die, but not the last. They are able to extinguish any small natural fires, gaining sustenance from such actions. They can also suppress any larger or magical fire until it is fully eaten. It will then follow up by trying to go after other smaller heat sources, for example: creatures. Presence of large fires will drive this creature into a rage that causes an unnatural chill until all around it is as cold as winter. The only way to stop one of these creatures from extinguishing a flame is by attacking the creature and pulling it's attention to you. The bigger the fire, the larger the hit that's required to catch it's attention.
Artificial Alicorn:
Artificial Alicorn (Solo) (Created by tygerburningbright)




HP: X
Traits:
Summation of Life
Max HP equals the total HP of opponents

[+3] Reaper - Standard Attack
Deal 1d8 to 3 adjacent creature

[+2] Crushing Blow - Standard Attack
Deals 1d8 damage 'this attack ignores all resistances, and the target takes 1d8 ongoing damage and cannot regen (save ends both).

[+1]Wing Blade - Standard Attack
Deal 2d10 damage to two targets

[+1] Mental Interference - Interrupt Utility (1/round) 
Trigger: This creature is targeted 
The triggering creature loses pips equal to your pip total. If the triggering creature would lose more pips than it has, the attack is negated.

[-2] Spark Guard - Reaction Utility
Trigger: This creature is damaged by an attack
Deal 2D10 damage to the triggering creature

[-X] Magic Meteor
Deal 1D(10*X) damage to three adjacent creatures
(To roll this with dice, roll one d10 to figure out the single digit and another die to figure out the tens digit.  For example: 1d30, roll a d10 for digits (I got a 5), then roll a d3 (I got a 1) that’s a 0 for the tens; therefore the total damage is 5.)

Danger Rating: 5 (Somewhat Scaling)

Blaster :
Blaster (Single) (Created by Tygerburningbright)

HP 10

[+1]Plasmabolt - Standard Attack
Deal 1D12 damage

[+1]Plasma Cutter - Standard Attack
Deal 1D10 damage and ignore resistance

[-2] Fire Two - Immediate Reaction Attack
Trigger: The Blaster deals damage to a creature
Deal the same amount of damage to a different target

[-4] Rapid bolts - Standard Attack
Deal 3D10 damage to target creature and 1/3(rounded up) damage to adjacent creatures

Danger Rating: 0.4

Recommended Encounter Setup: 4 Players - Giant Shield Guardian (1), Condottiero (1), Blaster (1), Medic (1), Lunatic (1)
Encounter Rating: 5 (4 Players)

Changeling Queen :
Changeling Queen (Solo) (Created by Desperado)

HP: 110

Trait - Royal Decree
Take 2 initiative rolls at the start of combat. Have 2 standard actions.

Feast of Emotion
When the Changeling Queen would fall under the effect that a save can end, the Changeling Queen may pay 3 life to  negate it.

Love of My Subjects
Whenever you are damaged by an attack, flip a coin, if heads, gain 1 pip.

[+2] Metamorphosis - Standard Utility
Flip a coin. If heads, gain 2d8 HP. If tails, gain 1d10 HP.

[0] Feeding Frenzy - Standard Attack
Deal 1d12 damage to target enemy. Flip a coin; If heads, the target loses 2 pips, and the Changeling Queen gains 2 pips .

[-4] Demonic Shriek - Standard Attack
Flip a coin. If heads, deal 2d8+3 to target enemy and adjacent enemies. If tails, deal 2d8+4 to target enemy and adjacent enemies and gain 3 pips.

[-8] Dominance of the Matriarch - Standard Attack
Flip a coin. If heads, deal 4d10 to target enemy. If tails, deal 2d8 to all enemies.

Danger Rating: 6

Clockwork Alicorn:
Clockwork Alicorn (Single) (Created by Xel)

HP: 40

Trait - Constant Motion
Gains 1d6 pips at the start of it's turn.

Trait - Overclocking
Max PiPs 9, loses HP if goes over.

Trait - Clock is Ticking
Three times per battle it may use it's HP in place of pips, to use a move it lacks the needed pips for. Cannot be used if the Alicorn has used it's Wind Up Key move in that round.

Trait - Analog PiP Counter
The amount of pips this creature has is always known to all participants of the battle.  DM, let your players know.


[0] Wind Up Key - Minor Action Utility
Roll 1d6-4, this creature gains that amount of pips (can cause the loss of pips), gain twice the pips if positive, or gain 5 HP if the roll is zero. If you end up going below 0 pips from this move you lose HP as well.

[-1] Weak Force Field - Immediate Interrupt Utility
Trigger - Get hit by an attack
Gain 1d6 resistance and 1d6/2 (rounding down) vulnerability for the triggering attack.

[-2] Earth Pony Dash - Standard Attack
Deal 2d8 damage to one target enemy and gain HP equal to the attack, if bloodied just deal 2d12 damage to one target enemy.

[-4] Razer Wings Strike - Standard Attack
Deal 2d6 damage to two target enemies and give 1d6 ongoing damage (save ends) to the same targets.

[-6] Clockwork Unicorn Horn - Standard Attack
Roll 2d10 damage for one target and deal 1d10 damage to the enemy’s adjacent to the target.

Danger Rating: 1.5

Condottiero :
Condottiero (Single) (Created by tygerburningbright)
HP 35

Traits:
Zealot
All allies gain 1 PiP at the start of their turns

[+2] Valor - Standard Utility
Target ally deals 1D10 extra damage on their next attack

[+1] Sword slash - Standard Attack
Deal 1d10 damage to target creature

[-3] Encourage the troops - Standard Utility
Increase the the amount of PiPs gained by + moves by 2 for all allies. The effects of this move are removed when the caster falls unconscious.

[-6] Grand Command - Standard Utility
All allies may take a standard as a free action. By paying 2 more PiPs the costs of those actions are lowered by 1.

Danger Rating: 0.5
Recommended Encounter Setup: 4 Players - Giant Shield Guardian (1), Condottiero (1), Blaster (1), Medic (1), Lunatic (1)
Encounter Rating: 5 (4 Players)

Demon, Babau :
Demon, Babau (Single) (Created by: Whiteeyes)

HP: 35

Traits:
Moderate Demon
Gain Resistance 3.

Acid Slime
Deal 3 damage to any enemy that attacks this demon with an attack that has 2 or fewer targets. If they make any attack roll, and one of more of the numbers that's rolled is a 1, they are instead dealt 5 damage.

Built for Battle
Starts the fight with 2 pips.

[+2] Designate Prey - Standard Utility
Target enemy gains Vulnerability 4 to your next attack.

[+1] Knife Claws - Standard Attack
Target enemy takes 1d10 damage.

[-3] Invisible Assassin - Minor Utility
Enemies cannot target you with combat talents until the end of your next turn.

[-4] Acid Coated Assassin Strike – Standard Attack
Target enemy takes 4d8 damage, and ongoing 4 damage (save ends).


Danger Rating: 1.3

Tactics: Babau, being assassin demons, specialize in killing equal or lower number of enemies. First they designate their prey, then use their ACAS to deal massive damage and further weaken their foes. If cornered or outnumbered, they try to remain Invisible as much as possible, letting their allies handle the bulk of combat.

Demon, Quasit:
Demon, Quasit (single) (Created by: Whiteeyes)

HP: 13

Traits:
Minor Demon
Gain Resistance 1

Natural Chameleon
Flip a coin whenever a Quasit is targeted by an attack that only has two or fewer possible targets, if heads, the combat talent does not affect the Quasit.

[0] Poison Sting Standard Utility
Target takes Ongoing 4 damage, (save ends.)

[0] Scratch Standard Attack
Deals 1d6 damage to target, this attack does 2 extra damage if the target is suffering from a (save ends) condition.

Danger Rating: 0.4

Tactics: Quasit are meant to be used in mixed groups with more overtly powerful enemies to present a Catch 22 scenario. If you focus on the Quasit, you can kill it quick but your attack has a 50/50 chance of doing nothing and being a waste, letting the bigger nasty be free to attack where it hurts. On the other hand, if the PCs focus on the brute, the Quasit is free to deal steady damage all around the party and kill the slowly but surely. Splitting the party's focus might work, or it might leave you with a lightly damaged brute and a few misses on the Quasit. They're meant to be "those annoying ^#€?%>!" that players dread facing.

Demon, Venom:
Demon, Venom (Solo) (Created by tygerburningbright + SilentBelle)

HP: 60

Traits:
Acquired Immunity
when this creature is inflicted with a save ends effect roll 1D6 if 1-5 the effect is removed at the start of this creature’s next turn.

Demonic Defences
All attacks deal ½ damage to this creature

[+2]Acid Poison - Standard Utility
The next attack this creature makes causes all targets of the attack to suffer 3 ongoing damage in addition to it's other effects.

[+2]Blazing Poison - Standard Utility
Target up to 3 creatures suffering from ongoing damage, increase those creatures' ongoing damage values by 1d8

[+1]Poison Breath - Minor Attack
Deal 1d4 damage to up to 6 target creatures. Each target flips a coin, if they lose the flip, they are dazed (save ends).

[+1]Poison Rifle - Standard Attack
Deal 1d8 damage to target creature, that creature suffers vulnerability 5(save ends).

[-2]Poison cloud - Interrupt Utility
Trigger: This creature is targeted by an attack
Effect: Triggering creature is weakened and blinded for the duration of the attack

[-2]Poison Cannon - Standard Attack
Deal 2d8 damage to up to three target adjacent creatures. Each creature flips a coin, if they lose the flip, they cannot roll saving throws during their next turn.

[-6]Poison Dragon - Standard Attack
target creature suffers blind, daze, 4 Ongoing Damage, Weakened, Confusion,and -5 to saves (save ends separately)

[-6]Hell's Judgment - Standard Utility
All creatures take Xd10 damage where X is the number of save ends effects that creature currently has.

Danger Rating: 6

Tactics:  Make sure it uses it’s poison breath every turn when it’s not dazed or stunned, because that’s a minor action and it gives a pip.

Diamond Dog Soldier :
Diamond Dog Soldier (Single) (Created by Demonu)

HP: 25

Trait
Frenzy
When a DDS becomes bloodied, increase its damage from 1d6 to 1d8

[0] Paw Strike - Standard Attack
Deal 1d6 damage to target creature

Tactics: DDS aren't very bright and attack random enemy creatures (roll a dice) The exception to this is that the first attack it makes when bloodied is against the one that caused it to become bloodied.  (This is a recommended way of playing diamond dogs, but does not have to be followed)

Danger Rating: 0.25

Diamond Dog Gem Tosser :
Diamond Dog Gem Tosser (Single) (Created by Demonu)

HP: 25

Traits:
Frenzy
When a DDGT becomes bloodied, increase its damage from 1d6 to 1d8. It can no longer use Gem Toss

[0] Paw Strike - Standard Attack
Deal 1d6 damage to target creature

[0] Gem Toss - Standard Attack
Deal 1d6 damage to target creature and flip a coin. If heads, target creature is blinded (save ends)

Danger Rating: 0.3

Tactics: DDGT are a cut above DDS but that's not saying much. They attack enemy creatures at random (roll a dice) but do try to blind as many as possible. The exception to this is that the first attack it makes when bloodied is against the one that caused it to become bloodied.

Diamond Dog Boss:
Diamond Dog Boss (Elite) (Created by Demonu)

HP: 40

Traits:
Frenzy
When a DDB becomes bloodied, increase its damage from 1d8 to 1d10

Alpha Male (Free Action)
Trigger: rolling a crit
remove all PiPs from the DDB. For every 2 PiPs removed, the DDB summons a DDGT. These DDGT behave and are the same as regular DDGT, except they are minions with 1HP. They take their turn right after the DDB.

Lone Wolf
When a DDB is bloodied and the last remaining creature left, increase its damage from 1d10 to 1d12


[+2] Paw Strike - Standard Attack
Deal 1d8 damage to target creature

Danger Rating: 0.75

Tactics: DDB are always accompanied by at least 2 DDS and 1 DDG. Its primarily attacks enemies that have been blinded by DDGT but otherwise attacks at random (roll a dice) The exception to this is that the first attack it makes when bloodied is against the one that caused it to become bloodied.

Diamond Dog Don:
Diamond Dog Don (Elite) (Created by: Demonu)

HP: 80

Traits:
Frenzy
When a DDD becomes bloodied, increase its damage from 1d10 to 1d12

Dirty Cheater
A DDD makes it’s saving throws at the start of its turn instead of at the end of it.

Top Dog
Trigger: Dropping to or below 60, 40 or 20 HP
The DDD is removed from combat (he keeps all PiPs) and summons DDS and DDGT to fight in his stead.  They take their turns immediately after the DDD would take his turn.  When all of the summons are defeated, the DDD joins the battle again.
60 HP: 2 DDS and 1 DDGT
40 HP: 3 DDS and 2 DDGT
20 HP: 4 DDS and 3 DDGT

Dirty Coward
When the last group of henchdogs are defeated, the DDD surrenders and the battle ends. He is now considered non-hostile (role play at DM's discretion)


[+2] Paw Strike - Standard Attack
Deal 1d10 damage to target creature

[-6] An offer you can't refuse - Standard Attack
Target creature becomes dominated (save ends)

Danger Rating: 4

Tactics: A DDD tries to avoid combat whenever possible, preferring diplomacy, haggling, bribing or downright cheating. However, when it thinks it's getting the short end of a deal, a DDD turns hostile and (threatens to) attack. A conversation with a DDD can be played out as a Skill Challenge.

Freaky Fungus :
Freaky Fungus (Elite) - (Created by SilentBelle)

HP: 140

Trait:
Sporadic Growth
At the start of the Giant Fungus' turn, it spawns 2 Sapient Shrooms which count as summons for all intents and purposes. (Can't have more than 4 in combat at any given time)

Sapient Shroom 1 HP

Trait:
Spore Shower
When this creature is reduced to 0 or fewer HP, target enemy and adjacents roll a d4 (separately) and suffer one of the following conditions.
1: The target is Blinded (save ends)
2: The target is Weakened (save ends)
3: The target suffers vulnerabilty 4 (save ends)
4: The target may only use a single random action on their turn (of all of their available combat talents, determined in the same way as d12 of Derpy's Lightning), without paying the pip cost, (if this ability results in a saving throw prior to the end of their turn which removes the effect, then they get their turn back as normal). If targeting is applicable, then the targeting is chosen at random. (Save Ends)
If they are already suffering from the selected condition, then they take 5 damage instead.

[0] Spores in Your Pores – Standard Attack
Deal 3 damage to target creature, if they are suffering from a (save ends) condition this attack does 5 damage instead.

Fun Guy
The Giant Fungus gets an extra pip at the start of it's turn for each (save ends) effect it's suffering from. It also gets a +2 bonus to saving throws.

Manic Mushroom
The Freaky Fungus gets 2 turns in the initiative order. One turn at it's normal roll and one turn at 10 less than the amount rolled, if the resulting number is 0 or negative, add twenty to it's value. (eg: rolling a 9 for initiative results in: 19 and 9; where as an 11 results in: 11 and 1)

[+1] Spore Shot – Standard Utility
Target creature is Dazed (save ends)

[-6] Burrowing Mushroom – Minor Utility
The Giant Fungus is removed from combat until the start of it's next turn and gains 20 Temporary HP.
It returns to combat on it's next turn with the following move-set in place of it's normal moves. As well as gaining the following trait.


Trait - Oozing Mushroom Body
This creature loses 10 HP per turn while not under the effect of a (save ends) condition.

[+2] Mushroom Cannon – Standard Attack
Deal 2d8 damage to target creature and adjacents, if a target is bloodied they only take half damage from the attack

[-4] Festering Wound – Minor Utility
For the rest of the encounter, while target creature is bloodied, they suffer 3 ongoing damage, this effect cannot be saved against.

Danger Rating: 5.5


Gelatinous Mass, Large :
Gelatinous Mass, Large (Solo) (Created by: Grey Pen)

HP: 45

Traits:

Always Oozing
This creature has Regen 4.

Splat
This creature has Resist 4, and Resist 6 when it's stunned.

Sneaky Cube
This creature starts with 3 pips.

Asplode
When this creature falls unconscious, up to 6 target creatures suffer 3 Ongoing Damage (save ends). In addition, if a creature's attack caused this creature to reach 0 or fewer HP, that creature takes damage equivalent to this creature's current Regen value

Flowing Form
This creature has a +5 bonus to saving throws.

[+2] Feed – Standard attack
Deal 1d8 damage to target creature. You gain that much HP.

[+1] Spit - Standard Attack
Deals 1D12 damage to target creature and adjacent targets.

[-3] Engulf - Standard Utility
Target creature and adjacent creatures become dazed, lose hit points equal to the amount of HP this Gelatinous Mass gains, and can only use the following combat talent in place of their normal combat talents (save ends all).
[0] Gerroff! - Standard Utility
Make a saving throw, if you fail the save you pay 1d6 HP.

Danger Rating: 4

Giant Shield Guardian:
Giant Shield Guardian (Single) (Created by tygerburningbright)

HP 50

Traits:

Super Heavy Armor
This creature has 4 resist and -10 to it’s initiative roll

[+2] Shield bash - Standard Attack
Deal 1D4 damage to target creature

[-2] Cover - Immediate Interrupt Utility
Trigger: An ally is targeted by an attack
Redirect the attack to this creature

[-3] Sprit Shield - Standard Utility
Target ally gains resist 3 and 1 regeneration for 4 turns

[-5] Second Chance - Immediate Interrupt Utility
Trigger: An allied creature would be reduced to 0 HP
For the rest of the encounter all damage to that ally is redirected to this creature(resist does not apply). This may only be used once per battle and ends when the Giant Shield Guardian reaches 0 HP.

[-6] Perfect shield immediate interrupt Utility
Trigger: An opponent targets this creature with an attack
Triggerer is stunned and takes -2 to save rolls (save ends both)

Danger Rating: 1

Recommended Encounter Setup: 4 Players - Giant Shield Guardian (1), Condottiero (1), Blaster (1), Medic (1), Lunatic (1)

Encounter Rating: 5 (4 Players)

Gryphon Soldier:
Gryphon Soldier (Minion) (Created by SilentBelle)

HP: 1

Trait
Clad in Armour
Resist: 3

[+1] Claw - Standard Attack
Deal target creature 2 damage

[-2] Morale – Minor Action Utility
Target creature gains 1 pip

Danger Rating: 0.2

Recommended Encounter Setup: 4 Players: Gryphon Warchief (1), Gryphon Soldier (9)

Encounter Rating: 4 (4 players)

Gryphon Warchief :
Gryphon Warchief (Elite) (Created by SilentBelle)

HP: 100

Traits:
A True Leader
At the start of this creature’s turn, 2 target minions are revived

[+2] Claw of the Eagle - Standard Attack
Deal target creature 1d8 dmg

[-5] Keep it Together - Minor Utility
All minions are revived

[-7] Roar of the Lion - Standard Attack
2d8 dmg; target is stunned (save ends)

Danger Rating: 1.5

Recommended Encounter Setup: 4 Players: Gryphon Warchief (1), Gryphon Soldier (9)

Encounter Rating: 4 (4 players)

Knight and Princess:

 Knight (created by Demonu) ("Solo")
Hp 200
Pips: 0
Traits
- Parry: Whenever the Knight is dealt damage from a single target attack, roll a d20. If the result is divisable by 3, prevent that damage.
- Knight in Shining Armour: Whenever the Princess is targeted by an enemy's attack, redirect said attack to the Knight.

Special (can trigger on every dice)
- Sword and Shield: Until the end of the encounter, the Knight may use a second attack each turn. This special can only be activated once.
- Cross Counter: Until the end of the encounter, whenever the Knight successfully parries an attack, he may deal an equal amount of damage to the creature that attacked him. This special can only be activated once.
- Petrifying Strike: Deal 2d12 damage to target creature. Said creature is petrified for 1 turn (cannot take actions nor roll any dice) This special attack always hits the designated target.

[+2] Sword Slash - Standard Attack
Deal 1d20+1d10 damage against target creature
[-3] Shield Bash - Standard Attack
Deal 2d10 to target creature and flip a coin. If heads, said creature is stunned for one turn. If tails, said creature is dazed(save ends).
Danger rating 5
Suggested encounter 1 knight 1 princess
encounter rating 7

 Princess (elite)
HP 50
Pips 0
Traits
- Love Conquers All: When the Knight is defeated, the Princess transforms into a dragon. The Princess loses it’s normal combat talents and gains the following:*
(Dragon
Hp: 50
Pips: 0

Traits
- Dragon Scales: The Dragon has 5 resist. 
- Fire Eating: On its turn, the Dragon can consume X Baby Flame Dragons to increase Dragon Scales' resistance by X. Dragon Scales resets back to 5 resistance whenever Dragon Mother is triggered. Fire Eating cannot be used on the same turn that Dragon Mother is triggered. 
Special (d12)
- Dragon Mother: Destroy all Baby Flame Dragons, then summon 1d8 Baby Flame Dragons with the following stat block.
 {Baby Flame Dragon
Hp: 1
Trait
- Hive Mind: All Baby Flame Dragons attack together. This is considered a single attack. Baby Dragons can select up to 2 target creatures, in which case the damage is split evenly between those 2 targets.
- Ethereal Body: A Baby Flame Dragon cannot have save ends/status effects placed on it.
[0] Fireball - Standard Attack
Deal 4 damage to target creature}

[0] Flame Pillar - Standard Attack
Deal 3d12 damage to all enemies.)

[+1] Cure - Standard Utility
Target creature regains 10% of their Hp.
[-2] Cura - Standard Utility
Target creature regains 20% of their Hp.
[-3] Curaga - Standard Utility
Target Creature regains 30% of their Hp.
Danger Rating ?**
Suggested encounter 1 knight 1 princess
* if used as a seperate monster from the Knight it is recomended that this trait be changed to activate upon the monster reaching 0 HP
** Unable to classify due to nonlinear abilities

Kobold Archer :
Kobold Archer (Single) (Created by: Paper Shadow)

14HP

Traits:

Pitfall Trap
If Kobold Archer has the highest initiative score, Kobold Archer has a pitfall trap set up at the start of battle. The first enemy to attack in the battle has its attack canceled and becomes weakened (save ends).

Coward
Kobold Archer starts with 4 pips. When Kobold Archer has no more pips, Kobold Archer uses Flee Battle during it's turn.

[0] Flee Battle – Minor Utility
This creature is removed from combat. Only usable when the Coward trait's conditions are met.

[-1] Arrow of Filth - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 1d6 ongoing damage (save ends).

[-1] Precise Shot - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.

[-3] Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

Danger Rating: 0.4

Kobold Guard:
Kobold Guard (Single) (Created by: Paper Shadow)

HP: 16

Traits:

Spike Trap
If Kobold Guard has the highest initiative score, Kobold Guard has a spike trap set up at the start of battle. The first enemy to attack in the battle has its attack canceled and takes 1d8 damage.

Coward
Kobold Guards starts with combat with 4 pips. When Kobold Guard has no more pips, Kobold Guard uses Flee Battle during it's turn.


[0] Flee Battle – Minor Utility
This creature is removed from combat. Only usable when the Coward trait's conditions are met.

[-1] Cheap Shot - Standard Attack
Deal 1d8 damage to target creature. If you roll 5 or higher, that creature loses 1 pip and you gain 1 pip.

[-2] Riposte – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[-3] Dirty Fighting - Standard Attack
Deal 1d10 damage to target creature. That creature and all enemies adjacent to it are blinded until the end of your next turn.

Danger Rating 0.3

Kobold Mage :
Kobold Mage (Single) (Created by: Paper Shadow)

HP: 12

Traits:

Lightning Trap
If Kobold Mage has the highest initiative score, Kobold Mage has a lightning trap set up at the start of battle. The first enemy to attack in the battle has its attack canceled and suffers Ongoing Damage 4 (save ends).

Coward
Kobold Mage starts with 4 pips. When Kobold Mage has no more pips, Kobold Mage uses Flee Battle during it's turn.

[0] Flee Battle – Minor Utility
This creature is removed from combat. Only usable when the Coward trait's conditions are met.

[-1] Lightning Bolt - Standard Attack
Deal 1d10+X damage to target creature where X equals the number of pips you spent last turn.

[-2] Chain Lightning - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may copy this effect, choosing a new target for the copy.

[-3] Wild Lightning - Standard Attack
Deal 1d12 damage to target enemy and 1d10 damage to another random enemy.

Danger Rating: 0.3

Kraken:
Kraken - Horror of the Deep (solo) (Created by tygerburningbright)

HP: 90

Traits

One Being
shares a PiP pool with it's Limbs

[+2] Oil Shot
Deal 1D8 damage to target and blind them (save ends)

[+1]Smash
Deal 1D8 damage to target and Conjure one Limb with the following stat block

Limb

HP 8

Traits:

Pull In
Generates 1 PiP every turn

[+2] Suck
Deal 1D4 Damage to self

[-2] Absorb
Roll 1d8. Deal target creature that much Damage. Target creature gains that much life.


[-1] Flaming oil
Deal 1D8 damage to up to six target creatures

[-6] Destroy
Deals 1D12 damage to 2 enemies and Conjure 3 Limbs

[-8] Arise from the Deep
Deal 3D10 damage to up to six target creatures

Danger Rating 2.5

Link:
Link (Solo) (Created by The Warrior of Many Faces)

HP 50, PiPs 4

Never Unprepared:
Link begins combat with 4 PiPs.

Red Ring:
Link has Resist 3.

Hylian Shield:
Whenever Link would take damage, roll 1d6. On a 6, Link takes no damage.

Z-Targeting:
Link automatically deals an extra 1d6 damage if he rolls the maximum value on a damage die.

Triforce of Courage:
If Link would be affected by a negative status condition, flip a coin. If heads, Link is unaffected by it.

Pegasus Boots:
Link rolls two separate times for Initiative and acts at both points in the Initiative order.

Hero of Hyrule:
Whenever Link makes an attack, he deals an extra 5 damage if he rolls an odd number on his damage die. (Not stackable)


[+3] Sword Slice - Standard Attack
Deal 1d6 damage to target creature

[+3] Bow and Arrow - Standard Attack
Deal 1d4 to target foe. You may pay 1-3 PiPs to add another 1-3 d4 damage.

[+1] Boomerang - Standard Attack
Either deal 1d8 damage to a target creature, or deal 1d4 damage to two target creatures.

[0] Sword Beam Reaction Attack
Trigger: Link use his Sword Slice combat talent
If Link is at full health, Link’s Sword Slice deals an additional 1d8 damage.

[-1] Spin Attack - Standard Attack
Deal 2d8 damage to three adjacent creatures.

[-2] Bomb - Standard Attack
Deal 2d6 to target creature at the beginning of your next turn. You may pay 2 PiPs to target an additional foe or add 2d6 to the total damage value of this attack, and may continue to do so until you run out of PiPs.

[-4] Sword Deflection [Immediate Interrupt] Utility
Trigger: Link would be damaged by an attack.
The triggering creature takes the damage instead of Link.

Danger Rating: 6

Lunatic:
Lunatic (Single) (Created by Tygerburningbright)

HP 25

Traits

Hazmat Suit
This creature has a +5 bonus to saving throws

[+1] Joke Gas - Standard Utility
all creatures are weakened (save ends)

[+1] Nova Gas - Standard Utility
All creatures suffer ongoing 3 (save ends)

[+1] Smokescreen - Standard Utility
All creatures are blind (save ends)

[+1] Poison Gas - Standard Utility
All creatures suffer vulnerability 3 (save ends)

[-8] Stun Flash - Standard Utility
All creatures are stunned blinded and weakened (save separately)

Danger Rating: 0.5
Recommended Encounter Setup: 4 Players - Giant Shield Guardian (1), Condottiero (1), Blaster (1), Medic (1), Lunatic (1)

Encounter Rating: 5 (4 Players)

Manticore:
Manticore (Solo) (Created by: Grey Pen)

HP: 80

Traits:

Raging Beast
This creature can not be Dominated.

Lion’s Rage
While this creature is bloodied, this creature now rolls an additional 1D6 for the effects of Slash and Stinger.

[+3] Raging Roar - Minor Utility
Flip a coin. If heads, target is dazed (save ends).

[+1] Slash - Standard Attack
Deals 2D6 damage to target creature.

[0] Hover - Minor Utility
This creature gains Resist 4 until the end of your next turn.

[-2] Stinger - Minor Utility
Target creature suffers 1D6 ongoing damage (save ends).

Danger Rating: 2.5

Medic:
Medic (Single) (Created by Tygerburningbright)

HP 30

Trait

Consistent Healing
This creature has regeneration 2

[+2] Syringe Stab - Standard Attack
Deal 1D8 damage to target and flip a coin if heads target suffers ongoing damage 1 (save ends) if tails target gains regen 1 for 1d4 rounds

[+1] Medic Ray - Standard Utility
Target ally is healed by 1D20 if target is at full health then the target gains Temp HP equal to 1/4 of their full health(rounded up).

[-2] Quick heal - Minor Utility
Remove one (save ends) effect from target creature.

[-5] Overcharge - Standard Utility
Target creature reduces all damage it takes to 0, cannot be targeted by enemies and gains regen 3 until the end of its next turn.

Danger Rating: 0.5

Recommended Encounter Setup: 4 Players - Giant Shield Guardian (1), Condottiero (1), Blaster (1), Medic (1), Lunatic (1)

Encounter Rating: 5 (4 Players)

Mimic:
Mimic (Single) (Created by: tygerburningbright)

HP: 30

Traits:

Iron chest
This creature has resist 1

[+2] Lick - Standard Utility
Flip a coin if heads Target and adjacents are dazed(save ends) if tails gain one more pip from this move

[+1] Golden Glimmer - Standard Utility
Flip a coin if heads target creature must, as a free action, make an attack of it's choice against a target of your choice, if tails the target is blinded until the end of your next turn.

[-3] Bite and Swallow - Standard Attack
Flip a coin if heads target creature suffers 1d10 ongoing damage and is removed from combat and stunned until the end of your next turn (during this time that creature cannot make any actions or be targeted by any other effects), if tails deal 1D20 damage.

Danger Rating: 0.6

Ogre:
Ogre (solo) (Created by: tygerburningbright)

HP: 80

Heavy Assault
This creature can always re-roll 1s

[+3] Knockout - Standard Attack
Target creature takes 1D6 damage and is dazed (save ends)

[+1]Breaking Punch - Standard Attack
Target takes 1D12 damage and suffers 5 vulnerability (save ends)

[+1]Shattering Spin - Standard Attack
Target and adjacent creatures take 1D10 damage and increase any vulnerability they are suffering from by 1

[+1] Shockwave Stomp - Standard Attack
Up to six enemies take 1D6 damage and suffer 1D8 vulnerability (Save ends)

[-2] Numbers Hurt My Head - Interrupt Attack
Trigger: An enemy targets this creature with an attack that rolls multiple dice (ex 2D8 or 1D12+1D10)
Effect: Only take damage from the single highest roll.

[-5] Beatdown - Standard Attack
Deal 1d4 damage to target creature
Deal 1d6 damage to target creature
Deal 1d8 damage to target creature
Deal 1d10 damage to target creature
Deal 1d12 damage to target creature

[-6] Unending assault - Minor Utility [1/Battle]
this creature gains a second turn at 1 initiative.

Danger Rating: 2.5


Owl Bear:
Owl Bear (Solo) (Created by SilentBelle)

HP: 80

Traits:

Primal Instinct
The Owlbear receives another turn at 10 less initiative from it’s original roll.

Primal Confidence
The Owlbear gains 3 temporary hit points when it deals damage to an opponent; when the Owlbear has no temporary hit points, it does 2 extra damage on all of it's attacks, and any ongoing damage it deals is increased by 2.

[+2] Sink the Claws In - Standard Utility
Target takes 3 ongoing damage, (Save ends)

[-1] Rend - Standard Attack
Target creature takes 1d8 dmg, if the target is suffering ongoing damage, then it takes an additional 1d8 dmg

[-4] Ferocious Roar - Standard Attack
Deal 1d8 dmg to all enemies, and each target flips a coin, if heads, the target is stunned for one turn.

Danger Rating: 2.5

Parasprite :
Parasprite (Minion)  (Created by Grey Pen)

HP: 1

Fast Little Bugger
This creature starts with Resist 3.

(+1) Hey! Listen! - Standard Attack
Deals 1D6 damage to target creature. On a natural 1, target is stunned. On a natural 6, target may make the following free attack:

(0) No, YOU Listen! - Free Attack
Deals 1D8 damage to triggering creature.

(-3) Regurgitate - Minor Utility
Summons an additional Parasprite.

Danger Rating: 0.2

Polaris Bear:
Polaris Bear (Solo) (Created by Cardbo, credit to Alicorn Priest for the Constellation template)

120 HP

Trait:Magnetic Resonance
Polaris Bear gains a pip whenever it is attacked.

Trait:Two-claw style
Polaris Bear can use two standard actions during its turn.

[+1] Flatten - Standard Attack
Deal 1d8 damage to one enemy or 1d4 to two.

[+1] Stellar Strength: Nocturnal - Standard Attack
The next attack will deal an extra 2d4 damage.

[-1] Pound Sand - Minor Utility
Any save-end effects are negated at the end of the Polaris Bear’s turn.

[-X] Star Spawn - Standard Utility
Create X Star Spawns, which take their turn directly after the Polaris Bear. They are smaller versions of the Polaris Bear and have all of it’s combat talents. The Star Spawns start with 1/10th the HP, 0 pips, and do not have any traits.

[-2] Roar - Standard Utility
Target 3 adjacent creatures are weakened until end of next turn.

[-2] Howl - Standard Utility
All Star Spawns add +3 damage to any attacks they make on their next turn.

[-4]Sideswipe - Standard Attack
2d8 Damage to all opponents

Danger Rating: 4.5

Rabid Rabbit :
Rabid Rabbit (Single) (Created by Tygerburningbright)

HP: 50

Traits:

Fast Foot
Gain +2 initiative

Killer Rabbit
This creature deals 5 extra points of damage on all of it’s attacks when bloodied

[+1] Rabbit Kick - Standard Attack
Deal 1D20 damage to target creature

[+1] Whirl Claws - Standard Attack
Deal 1D10 damage to target creature and deal 1D6 damage to two random enemies

[+1] Dust Cloud - Standard Attack
Deal 1D8 damage to 3 adjacent creatures and blind them until end of next turn

[-5] Wild Carrot - Standard Utility
Target creature heals 3D10 HP

Danger Rating: 1.2

Slendermare:
Slendermare (Solo) (Created by Grey Pen)

HP: 100

Traits:

Well Oriented
This creature can not be stunned, confused, or dominated.

Hard To Kill
This creature has Resist 3 and Regeneration 3.

Prepared
This creature starts with 4 PiPs.

[+6] Channel Energy - Standard Utility
Lose 1D8 PiPs.

[+1] Slam - Standard Attack
Deals 1D10 damage to target enemy.

[+1] Whisper Of Distrust - Minor Utility
Target makes an attack on their next turn against another target of your choosing. The target chooses which attack to use.

[-2] Willful Force- Standard Attack
Target is Dominated until the end of your next turn.

[-2] Baleful Gaze - Interrupt Utility
Trigger: This creature would be the target of an attack
Effect: The triggering creature is blinded and weakened (save ends both)

[-5] Dark Tendrils- Standard Attack
Deals 1D12 damage to target, and target is Dominated (save ends).

Danger Rating: 5
The Smooze:
The Smooze (Solo) (created by ZamuelNow) 
HP 160

Traits
Supermassive
The Smooze is considered adjacent to itself.

Amorphous Oozing Flow
The Smooze has resistance 1 and regen 3.

Nothing Can Stop the Smooze!
The Smooze is immune to being stunned or dominated. Furthermore, every time it takes damage it may make a saving throw against a single (save ends) effect.


Combat Talents
[+3] Smooze Ball – Standard Attack
Target creature suffers 3 ongoing damage (save ends) then flip a coin. If heads, target creature is also blinded (save ends).

[+1] Smooze Fist – Standard Attack
Deal 1d10 damage to target creature then flip a coin. If heads, target creature is also dazed (save ends).

[+0] Oozing Hunger Congealed – Minor Utility
Remove a (save ends) affect The Smooze has applied to target creature. That creature is now stunned until the end of your next turn while The Smooze gains X+1 HP where X equals the number of creatures in play.

[-1] Gigantic Maw – Reaction Utility
Trigger – The Smooze reduces a creature to 0hp or less.
Effect - The Smooze gains 1d8 hp.

[-2] Toxic Proximity – Reaction Attack
Trigger – An enemy attacks The Smooze
Effect - Enemy suffers 4 ongoing damage (save ends).

[-2] Indelible – Interrupt Utility
Trigger – An enemy attempts a saving throw against an effect The Smooze has applied.
Effect - Enemy has a -10 penalty to the saving throw.

[-5] Corruptive Slime Wave – Standard Attack
Deal 2d10 damage to up to six creatures and target creatures suffer 5 ongoing damage (save ends).

[-5] Smoozed – Free Utility
Remove a (save ends) effect The Smooze has applied to target creature. That creature is now dominated until the end of The Smooze's next turn.

Danger Rating 5.5

Spork:
Spork (Single) (Created by: Grey Pen)

HP: 15

Trait - Armored
This creature has Resist 3.

Trait - His Utensils
This creature can not be dazed.

[+1] Stab - Standard Attack
Deals 1D10 damage to target creature.

[+2] Take Aim- Standard Utility
You may roll twice on all your rolls until the end of your next turn.

[-3] Maggoty Bread - Minor Utility
Gain 1D6 Hit Points. On a roll of 6, you may use the following free utility:

[0] I'd Love A Cookie! - Free Utility
Gain 1D6 Temporary Hit Points, and you are now stunned (save ends).

Danger Rating: 0.5

Steel Suits of Armor:
Steel Suits of Armor (SSOA) - Elite
HP: 100

Traits

Heavy Metal - Trait
Has 1 Resist, and has extra +1 resist for every 25 hp it currently has.
Once per battle, if brought below 1hp, it instead negates the damage and stays at 1hp.

Sturdy Construct - Trait
Daze only applies the vuln effects, stuns effects act like daze normally would instead, domination ends automatically after one round,.

Honorable Discharge - Trait
If this creature would be brought below 0 hp, defeated, or killed, it may immediately re-use the last-used ability, at no pip cost.
Ignores interject / counterguard stance abilities for this purpose.

Combat Talents

[+2] Halberd Sweep - Standard Attack
Damage all enemy targets for 1d10 damage. Also dazes them for one round, on a 10.

[+2] Halberd Smash - Standard Attack
Deal 1d12 + 5 ongoing (save ends) damage to a target enemy. Also stuns adjacent enemies for one round, on a 12.

[+3] Shaking Stomp - Standard Utility
Apply 1d4 vulnerability to three different, randomly targeted enemies (save ends).

[-1] Interject - Interrupt Utility
Trigger: Another Suit of Armor would take damage.
Effect: You take the damage instead.

[-6] Steel Suplex - Standard Utility
Target enemy takes 1d20+5 damage and must pay an extra 1 PiP for its next two -PiP abilities.

[-8] Counterguard Stance - Minor Utility
Skips you next turn. You gain access to the use of two of the abilities below (marked with *) at your choice (you do not need to pick immediately), up until you are able to take a normal turn again.

Note: The DM should inform the party how these abilities triggered, as they are first witnessed in use.

*[0]Counter-Healix - Reaction Attack
Trigger: An enemy is healed by a non-regeneration ability or effect.
Effect: Deal 1d8+X damage, where X is the amount healed, to the heal source/healer (not the healed target, unless they are the same), then apply 1d4+2 vulnerability to that same target.
This ability cannot damage below -15 hp, and has a set maximum limit of 20 damage (before other effects).

*[0]Counter-Summon - Reaction Attack
Trigger: An enemy summons a conjuration, or an enemy conjuration uses one of its abilities against you.
Effect: Deal 1d12+4 damage to the summoner/owner/controller of the conjuration and stun the conjuration (save ends).

*[0]Counter-Arm - Interrupt Utility
Trigger: An activated combat item, or a combat ability, is used by an enemy (passive effects don't count).
Effect: Deal 1d10+4 damage and disable all of the items of the target for 2 rounds. This includes passive effects like those of armor.

*[0]Counter-Strike - Interrupt Attack
Trigger: An enemy targets you with a single-target damaging ability.
Effect: Apply weakness (save ends) to the enemy, and deal 1d12+6 damage.

*[0]Counter-Measure - Interrupt Utility
Trigger: You are afflicted with a save-ends effect by an enemy.
Reaction: That enemy suffers 1d6 vulnerability, 1d4+4 ongoing damage and -3 damage/healing done (separate save ends).

Danger Rating: 3.75 (Not very effective as a solo)

Recommended encounter set up
A minimum of two SSOA's fought simultaneously. For higher levels or more threat, add a 3rd SSOA, or add minions to supplement them (you can adjust the "interject" to affect other, non-SSOA allies). You can also present it as a solo for a low-numbered party, or as a single monster to act as a partner for a entirely different elite (for instance, a sorceror that created it, for which it can act as a bodyguard and/or damage-dealing "muscle"). You may also increase the threat posed by its counter-guard stance by letting it use three abilities instead of two.

Suggested Tactics
As a pair, have one of the SSOA's focus on offensive moves like the Halberd smash, Halberd sweep, and the Steel Suplex. The other can assist it by applying vulnerability via the Shaking Stomp, taking damage for in place of the other, and entering Counterguard Stance to inflict a major threat to the players. They generally don't attempt to kill or damage anyone KO'd. It can prioritize targets (enemies with vulnerability and such).

Lore
Someone enchanted these over-sized steel suits of armor with powerful magics, turning them from decorations into powerful and sturdy guardians. Armed with long halberds, they often stand immobile, posing as decorations until an intruder approaches or a trap is sprung, at which point they animate to assault the intruders. Depending on the wills of its creators, their goal may be to ward over an area and chase away intruders, serve as sparring partners or bodyguards, capture and imprison unwanted guests, or hunt down and kill trespassers. In addition to their halberds, they are enchanted to be able to fight bare-handed, entering a defensive stance that punishes any acts it deems threatening to its assigned task..
Timberwolf:
Timberwolf (Single) (by Doc pseudopolis)

HP:15

Traits:

Pack Instinct
Rather than standard 0 PiPs each timberwolf starts combat with PiPs equal to half the number of allied timberwolves in combat

[+1] Strike - Standard Attack
Deal 1D4 damage to target creature.

[-2] Howl - Minor Utility
Target ally gains a +2 bonus to their next attack (does not stack)

Danger Rating: 0.25

Timberwolf (Albino):
Timberwolf (Albino) (Single) (By Doc pseudopolis)

HP: 60

Traits:

Lone wolf
Hostile to other timberwolves in the combat and other timberwolves are hostile to it.

Iron wood
Natural resist 1

[+2] Strike -Standard Attack
Deal 1d4 damage to target creature

[+1]Howl - Minor Utility
This creature gains a +2 damage bonus to it’s next attack

[-3] Shake-off - Immediate Interrupt Utility
Trigger: This creature would be the target of an attack or utility that causes an effect that a save can end.
This creature is not affected by the talent.

[-3] Rake - Standard Attack
Choose one:
A) Deal 1D8 damage to three targets
B) 2d6 damage causing 2 ongoing damage to one target (save ends). If the user is bloodied they can pay one extra PiP to use both effects together.

Danger Rating: 2

Troll:
Troll (Single) (Created by: Jason Shadow)

45 HP

Traits:

Vitriolic
Troll has Regeneration 3.

Don't Feed Them
For every enemy suffering from Rage, a Troll's Regeneration is increased by 1.

[+2] I Shall Taunt You - Standard Attack
Target creature suffers from Mockery (save ends). A creature suffering from Mockery takes a -4 penalty on all saving throws (save ends), but the Troll gains Vulnerability 4 to all attacks made by the creature suffering from Mockery.

[+1] Let the Hate Flow Through You - Standard Utility
Target one enemy suffering from Rage. The target immediately makes an attack against a creature of the Troll's choice, choosing which attack to use.

[0] Accost - Standard Attack
Deal 1d8 damage to target creature. If target creature is suffering from Rage, deal 3d8 damage instead.

[-2] Art Thou Enraged? - Minor Utility
Target creature suffers from Rage (save ends). A creature suffering from Rage flips a coin when it attacks. If it loses the flip, the attack targets a creature of the Troll's choice instead.

Danger Rating: 1

Vampire:
Vampire (Solo) (Created by tygerburningbright)

HP 50

Traits

Cloak of Midnight
Gain Resistance 3

Master of Blood
While this creature is bloodied it does an additional 4 damage on all it's attacks. Additionally it gains an another turn at the end of each round of combat when bloodied.

[+2] Pestilence - Standard Utility
All enemies take 1D4 ongoing damage

[+2] Cloak Sweep - Standard Attack
Target and adjacents take 1D6 damage and may not spend PiPs until the end of their next turn

[+1] Drink Blood - Standard Attack
Deal 1d10 damage to target and regain HP equal to damage dealt

[+1] Blood Shot - Minor Utility
This creature must be bloodied to use this move
Target bloodied creature suffers 1d8 ongoing damage (Save Ends), if that creature is already taking ongoing damage increase their ongoing damage by 1d8 instead.

[+1] Blood Rage - Standard Attack
Deal 1D12 damage and steal a PiP if a 6 or more damage was dealt

[-3]Attend to me slave! - Minor Utility
conjure 1 ghoul with the following statblock


Traits:

Bloody Essence
When a ghoul dies, roll 1d8, deal target creature that much damage, target creature gains that much life.

HP 1
[+1]Serve - Standard Utility
Target ally may reroll its next attack and take the higher result

[+1] Aid - Standard Utility
Target ally deals 4 extra damage on its attack

[-2] Undying Loyalty – Interrupt Utility
Trigger an ally would be attacked
effect change the target to this creature


[-5] Unhinged - Standard Utility
for the rest of the battle deal 1D12 extra damage for all attacks

Danger Rating: 5


Last edited by tygerburningbright on Sat Aug 10, 2013 9:23 pm; edited 6 times in total
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tygerburningbright
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  sunbeam on Mon Jun 03, 2013 6:57 pm

I noticed this in the gelatinous mass traits:

Asplode
When this creature falls unconscious, up to 6 target creatures suffer 3 Ongoing Damage (save ends). In addition, if a creature's attack caused this creature to reach 0 or fewer HP, that creature takes damage equivalent to this creature's current Regen value (Save ends)

Damage is not normally save ends. Is this supposed to be ongoing damage (save ends)?
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Mon Jun 03, 2013 7:07 pm

Thank you for spotting that. Due to the creator of that monster leaving I am leaning to the just damage and shall edit it that way.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Whiteeyes on Thu Jun 06, 2013 12:31 am

Huh, you're missing the umber hulk.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Thu Jun 06, 2013 7:27 am

That one appears to be missing from the version of the doc that I have... could you send it to me in a PM?
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Fri Jun 21, 2013 9:12 pm

Adding my own monster! Freshly defeated pair of Steel Suits of Armor!

Steel Suits of Armor (Elite):


Steel Suits of Armor (SSOA) - Elite
HP: 100

Traits

Heavy Metal - Trait
Has 1 Resist, and has extra +1 resist for every 25 hp it currently has.
Once per battle, if brought below 1hp, it instead negates the damage and stays at 1hp.

Sturdy Construct - Trait
Daze only applies the vuln effects, stuns effects act like daze normally would instead, domination ends automatically after one round,.

Honorable Discharge - Trait
If this creature would be brought below 0 hp, defeated, or killed, it may immediately re-use the last-used ability, at no pip cost.
Ignores interject / counterguard stance abilities for this purpose.

Combat Talents

[+2] Halberd Sweep - Standard Attack
Damage all enemy targets for 1d10 damage. Also dazes them for one round, on a 10.

[+2] Halberd Smash - Standard Attack
Deal 1d12 + 5 ongoing (save ends) damage to a target enemy. Also stuns adjacent enemies for one round, on a 12.

[+3] Shaking Stomp - Standard Utility
Apply 1d4 vulnerability to three different, randomly targeted enemies (save ends).

[-1] Interject - Interrupt Utility
Trigger: Another Suit of Armor would take damage.
Effect: You take the damage instead.

[-6] Steel Suplex - Standard Utility
Target enemy takes 1d20+5 damage and must pay an extra 1 PiP for its next two -PiP abilities.

[-8] Counterguard Stance - Minor Utility
Skips you next turn. You gain access to the use of two of the abilities below (marked with *) at your choice (you do not need to pick immediately), up until you are able to take a normal turn again.

Note: The DM should inform the party how these abilities triggered, as they are first witnessed in use.

*[0]Counter-Healix - Reaction Attack
Trigger: An enemy is healed by a non-regeneration ability or effect.
Effect: Deal 1d8+X damage, where X is the amount healed, to the heal source/healer (not the healed target, unless they are the same), then apply 1d4+2 vulnerability to that same target.
This ability cannot damage below -15 hp, and has a set maximum limit of 20 damage (before other effects).

*[0]Counter-Summon - Reaction Attack
Trigger: An enemy summons a conjuration, or an enemy conjuration uses one of its abilities against you.
Effect: Deal 1d12+4 damage to the summoner/owner/controller of the conjuration and stun the conjuration (save ends).

*[0]Counter-Arm - Interrupt Utility
Trigger: An activated combat item, or a combat ability, is used by an enemy (passive effects don't count).
Effect: Deal 1d10+4 damage and disable all of the items of the target for 2 rounds. This includes passive effects like those of armor.

*[0]Counter-Strike - Interrupt Attack
Trigger: An enemy targets you with a single-target damaging ability.
Effect: Apply weakness (save ends) to the enemy, and deal 1d12+6 damage.

*[0]Counter-Measure - Interrupt Utility
Trigger: You are afflicted with a save-ends effect by an enemy.
Reaction: That enemy suffers 1d6 vulnerability, 1d4+4 ongoing damage and -3 damage/healing done (separate save ends).

Danger Rating: 3 (Not very effective as a solo)

Recommended encounter set up
A minimum of two SSOA's fought simultaneously. For higher levels or more threat, add a 3rd SSOA, or add minions to supplement them (you can adjust the "interject" to affect other, non-SSOA allies). You can also present it as a solo for a low-numbered party, or as a single monster to act as a partner for a entirely different elite (for instance, a sorceror that created it, for which it can act as a bodyguard and/or damage-dealing "muscle"). You may also increase the threat posed by its counter-guard stance by letting it use three abilities instead of two.

Encounter Rating: 7 (a pair was defeated by six players of lvl2 with minor difficulties, though could have gone worse with bad luck or bad choices)

Suggested Tactics
As a pair, have one of the SSOA's focus on offensive moves like the Halberd smash, Halberd sweep, and the Steel Suplex. The other can assist it by applying vulnerability via the Shaking Stomp, taking damage for in place of the other, and entering Counterguard Stance to inflict a major threat to the players. They generally don't attempt to kill or damage anyone KO'd. It can prioritize targets (enemies with vulnerability and such).

Lore
Someone enchanted these over-sized steel suits of armor with powerful magics, turning them from decorations into powerful and sturdy guardians. Armed with long halberds, they often stand immobile, posing as decorations until an intruder approaches or a trap is sprung, at which point they animate to assault the intruders. Depending on the wills of its creators, their goal may be to ward over an area and chase away intruders, serve as sparring partners or bodyguards, capture and imprison unwanted guests, or hunt down and kill trespassers. In addition to their halberds, they are enchanted to be able to fight bare-handed, entering a defensive stance that punishes any acts it deems threatening to its assigned task.

A pair were used to fight my party of six adventurers, armed mostly with conjurations, damage-prevention abilities, domination abilities, and high-damage output. They fairly easily nuked down one of them, but it did two "Steel Suplexes" in a row. The other then entered the counterguard stance, and dealt a number of hard-hitting attacks before it's pattern was figured out and it was defeated in the midst of it.


Last edited by Zarhon on Sun Jun 23, 2013 3:42 pm; edited 6 times in total
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Fri Jun 21, 2013 9:47 pm

I shall be taking the liberty of testing these for myself before adding them... but overall they do look good.

Side note based on the information that you provided it would be a danger rating of 3 rather than 6...
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Fri Jun 21, 2013 10:29 pm

Yeah, it's not meant as a solo if you've got 5-6 players (the damage ramps up quite quickly). Danger rating is for a singular monster, or for the pair? I put the 6 rating for the pair.

Edited that, and added extra recommendations (having it act as another elite's supplement, either as bodyguard that takes hits, or a "muscle" to deal damage - for instance, a sorceror who made the thing in the first place), and more lore (defensive stance is it essentially setting aside it's weapon for a moment and going into "fisticuffs brawler mode").
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Fri Jun 21, 2013 10:37 pm

Yea Danger rating is based on a example of a monster and Encounter rating is based on what the intended grouping of multiple creatures would be like.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Sat Jun 22, 2013 1:08 am

Have some zombies! These have also been tasted in two semi-disconnected fights, with a five PCs at lvl 1.

Zombie (Elite/Minion):

Zombie - Elite/Minion

HP: 30

Traits

Grappler - Trait
Tosses a coin each time it uses an attack against an enemy. If heads, the target of the attack is "grappled" (save ends), which causes the effects of "daze", and provides special effects for zombie abilities used against that target. Can only be applied by one zombie per person.

Reanimate - Trait
Once per battle, when this creature would be KO'd, defeated, or killed, toss a coin. If heads, the zombie revives as a minion with 1hp on the next round.

Bloody - Trait
Counts as, and is described as bloodied at all times, regardless of actual hp status.

Frail Body - Trait
Rolls for damage that target this creature, that trigger special moves, have their value doubled on the triggering die (e.g. on a damage roll of 2d12 rolling 12 + 4 = 16 damage, you'd actually end up with 24 + 4 = 28 damage).

Combat Talents

[+1] Slam - Standard attack
Deal 1d10 damage to target enemy.

[-1] Bite - Standard attack
Deal 1d10+2 damage to target enemy and toss a coin. If heads, target receives 4 ongoing damage (save ends).
If the target has been "grappled", deal 1d10+4 damage instead and automatically apply 4 ongoing damage (save ends) OR increase any ongoing damage effects already present on the target by +2.  

[-2] Chew Flesh - Minor attack
Deal 1d8 damage to target enemy and heal yourself for same amount.
If the target has been "grappled", the ability costs one less PiP, and provides you with temporary hp, in addition to the healing.

Danger Rating - 1-2

Recommended encounter set up
Treat them a bit like minions - either accompanied by powerful enemies, or in large numbers, or both. Outnumbering the players is an option, though do ensure that they do not get overwhelmed by the zombie's decent hp/self-sustaining abilities, or if they get lucky and do high damage accompanied by "grappling" most of the players. Coupling zombies with coin-toss manipulating monsters increases the zombie's threat by a large margin. For stronger parties, you can increase difficulty by increasing it's hp, replace the damage rolls with fixed damage values, or making the grapples guaranteed, instead of needing a coin-flip.

Encounter Rating - 4 (5 players)

Suggested Tactics
Have the zombies just attack in a group, much like zombie hordes do. Hopefully, one of them will trigger a "grapple", at which point, have that zombie focus on its target, and probably other zombies "gang up" on the "grappled" person. Prioritize using its attacks so that they benefit from "grapple", or to keep itself from dying.

Lore
Braaaaaains! These creatures are former living creatures, reduced to animated, rotting corpses with an insatiable, cannibalistic appetite. Beware of their powerful grip, or they might just take a bite out of you! They're rarely found alone, as even a single zombie can easily amass a "following" by converting its victims into its own kind.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Z2 on Sat Jun 22, 2013 9:47 pm

Zarhon, your 'steel armor' monsters were fought today.

It's minor was not a hit.

Aside from universal acknowledgement (even in the past from developers) that ignoring a status effect is thoroughly bad design (yes you have it ignoring daze - the vulnerability is a cutesy add on to the status rather than why the status effect matters), this encounter had SO MANY problems.

Some highlights: Interrupting virtually EVERYTHING is FUNDAMENTALLY bad design for THREE reasons -
1. Moves that cover absolutely everything that can be used against them are broken in the worst ways
2. Many players don't actually know that it's possible to skip turns
3. And here's the big one - if nobody knows what to do, having your EVERY MOVE - even the least violent of them - backfire horribly is frustrating and unpleasant
If everybody knows what to do, it's essentially DO NOTHING FOR TWO TURNS OR I WILL SCREW YOU UTTERLY. Which is, again, quantifiably not fun.

You even seem to have tailored it to make life unpleasant for your players, explicitly countering their moves and making much of their action useless...
Plenty of other people on the forums like to hammer this in, but the ultimate goal is for it to be fun. The only conceivable fun I can find for the players is feeling smugly superior at having 'solved' a broken monster. The DM I fought this with didn't enjoy it either - he apparently doesn't like schadenfreude as much as is intended for users of this.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Sat Jun 22, 2013 10:36 pm

The main purpose of the daze-prevention was to prevent a VERY easy counter for the stance (without it, a single daze pretty much makes the SOA a sitting duck for 1-2 turns!). And if a stun is applied to the SOA, it acts like a full-blown daze (not just the vuln), which would directly and completely prevent the usage of the counter-guard stance. Blinds and weakness are also pretty effective at countering the entire monster.

I assumed that figuring out the fight and finding a method of getting around the counter-guard stance WOULD be fun - evidently, I was wrong. I also assumed that a move called "Counter-Guard stance" would raise alarm bells in the savvy players, that its next moves are likely of a counter-nature and possibly powerful. And I assumed that the players would indeed enjoy the fact that they defeated a pair of tough monsters.

There's also a bit of game-related context as far as the SOAs go: The SOA's are essentially going to be the party's newly-gained hideout guardians (they triggered the security feature by accident, causing the fight - they normally watch over the entrance). Them being powerful is actively a huge benefit for them now - these things can fight/stand up to other monsters (hence the wide range on its counters) that might threaten the hideout.

Considering the complaints, I suppose a nerf is required. Things I'm considering:

1) Make the stance run only one round (this would probably have it cost less though).
2) Make the reactions/interrupts limited to 2-3 total per round.
3) Make the reactions/interrupts only usable once each per round.
4) Get rid of the stun (save ends) effect, but apply weakness or vuln instead.
5) The SOA randomly gains two of the counters, rather than all of them. Alternately, it sticks with the first two triggered for the rest of the stance.
6) Apply PiP costs to counter-guard abilities, but allow for normal actions as well to gain PiPs for them / reduce the stance cost overall.
7) The SOA, rather then enter a stance, randomly gains one of the counters to use for the rest of the fight, at a PiP cost.
8 ) Make all the effects reaction attacks (so as not to prevent players from doing their stuff).
9) Make the heal counter weaker (half of the heal damage, or set maximum limit on damage it can do)
10) Make the counter-arm thing last only one round

Apart from the stance complaints though, what about the rest of the monster? Too durable? Too strong regular attacks?
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Z2 on Sat Jun 22, 2013 11:05 pm

Just sticking to the first two the monster used would solve pretty much everything, while still being very obnoxious and powerful - the DM would have to ask himself if he REALLY wants to counter that specific move, and the players would have to use a strategy besides 'figure out how to get past 5 different super-interrupts, none of which we actually know about until they screw us, or do nothing.'...

...
As for why we didn't know to do anything with 'counter-guard stance'
...

Our DM never tells us names, granted, it WAS obviously a countering sort of thing in general, but who the heck expects to get targeted by a painful 0 pip interrupt just because they tried to draw a blood weapon? And getting slammed for 60 hp because you tried to use second sunrise is just absurd... granted, it's DELIGHTFULLY absurd to misdirect his heal countering
...
And we didn't actually know that 'do nothing' was even allowed in this system.
 
The rest of the monster was generally fine; I get that it had to have some reduction to its offensive abilities to "justify" having those absurd counters, but the fact that it's basically harmless without an action of the players' to RUIN really begs the question: "Why don't we just ignore it?" (and indeed that was asked, the DM just vaguely responded with 'it might heal' before another player took their action and we became to angry to even consider letting the thing live.)
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Sat Jun 22, 2013 11:50 pm

Sounds like a DM fault then (especially that "it might heal" misleading) - I made the counter-guard stance a bit obvious, and described the counters in detail so the players knew exactly how they trigger after they get to see them. Also hinted at when it reached its "limit" on attacks.

Ignoring it was kind of a valid strategy. If they're both up, it's a good time to focus the other one (since that way, only the heal counter can trigger, unless you insist on going after the stance'd one).

I think the lack of a "pair" is a problem: If one of them gets focused down, then the counter-guard stance becomes something the players MUST endure (since there aren't any alternatives as far as targets go). If they're both up, and one is in the stance (they probably take turns doing suplexes and stancing respectively), then the players can focus the other SOA at little consequence (other than maybe a higher resist value, or a healer getting pummeled). 

Maybe if I alter them to share HP? They could have a shared HP pool of 200 hp (once expired, they both die), but are otherwise treated as individual creatures (including their resist, which starts at 5 for each and gets -1 for 25 hp lost).

This would allow counter-guard stance to be a "switch your targets" moment, and provide threat to the players by always having at least one SOA active with its usual attacks throughout the fight.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Z2 on Sun Jun 23, 2013 12:25 am

Typically, the rule is that you DON'T know the details of the monster - hence why not telling the party isn't a 'DM fault'. You might want to make a note that the abilities of this thing are to be shared, because even just that trait (and the fact that certain data is to be shared IS noted specifically as a trait on other monsters.) If we had known its abilities, maybe it would have been... not unpleasant to fight.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  Zarhon on Sun Jun 23, 2013 3:25 pm

Editing the SOA:
- made the stun counter apply weakness instead.
- made it have only two "counter" abilities available, that the DM chooses at his leisure/convenience (though a DM can increase this limit to make things harder).
- limited the heal counter to 20 damage.
- added clarification on the counter information.
- made the save-ends counter an interrupt (not much of a difference in the whole) and applies a flat damage/heal penalty instead of weakness.

I'm curious as to what you people make of the "Zombies" monster I posted, btw. I think I made them a tad too weak / luck reliant, though I could be wrong (or am not using enough zombies).
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  ZamuelNow on Sun Jun 23, 2013 5:13 pm

In my eyes it sorta feels like "blame" is on both sides.  It should be noted that certain moves are to be called out for the player but at the same time I'd think it would be obvious to the GM to hint at a defensive stance for the benefit of the player.  The Clockwork Alicorn monster actually has this as a trait.  Does have me somewhat brainstorming some ideas for a counter stance ability.  Personally, I'd have made the stance a 0 or even + pip move and make the counters low cost - pip moves so that the pace of the fight dictates how long the stance can be maintained.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Mon Jul 15, 2013 8:14 pm

Change log 1.1

Added The Smooze.

Corrected the location of Artificial Alicorn.

Made minor edits to Changeling Queen it has not aged well.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  ZamuelNow on Mon Jul 15, 2013 9:08 pm

A little intrigued by the 5.5 rating on The Smooze. Had actually been watching The Overseer's Challenge wondering how that fight would resolve.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Mon Jul 15, 2013 9:11 pm

at this moment that fight is almost dead in it tracks but I have seen it else where... at 4 players it was too strong while it would be just a tad too weak for a 6.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  sunbeam on Tue Jul 23, 2013 2:24 pm

I haven't seen SilentBelle and his monster arena around for some time. What's the protocol on submitting monsters these days? Especially if I'm really not sure how to measure danger ratings or encounter ratings?
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Tue Jul 23, 2013 6:22 pm

Put it into the monster arena get preliminary criticism then I well test it.
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  sunbeam on Tue Jul 23, 2013 11:40 pm

I can't actually find that, I was looking for it earlier. The page in this forum points me to on-forum games, but it doesn't provide a link and I can't find that subsection.
Where is the Arena?
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Re: Pony Tales - Monster Compendium 2nd Edition

Post  ZamuelNow on Tue Jul 23, 2013 11:48 pm

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Re: Pony Tales - Monster Compendium 2nd Edition

Post  tygerburningbright on Sat Aug 10, 2013 9:23 pm

Finally got around to adding the Knight and Princess on which minor formatting changes were made to both.



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Re: Pony Tales - Monster Compendium 2nd Edition

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