What's this? A new Monster collection? (Monsters for D&D&D&D)
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What's this? A new Monster collection? (Monsters for D&D&D&D)
So, I'm not sure this is ever going to be relevant considering how few people visit this place anymore, but for posterity's sake I still want to keep a record of the enemies the party has defeated in my campaign, Dungeons and Dungeons and Dragons and Dungeons.
Keep in mind I play statblocks fast and loose, and if they've overpowered I'll nerf them mid-combat so it's not a stomp. Do expect some of these to require a little more fine tuning.
The Queen of Greenwood
An owlbear turned enormous from eating magical golden apples in her youth, the Queen of Greenwood terrorized the Greenwood region for some time before mating with an Ursa and becoming pregnant with 2 eggs. In its egg-bearing state, the Queen is actually a good deal more vulnerable than it otherwise be.
The Burrowing Chimera
The Burrowing Chimera is a hybrid monstrosity created by the villainous wizard Alabaster, fusing changeling, earth pony, unicorn and scorpion DNA together to create a horrific monster with an earth pony for a head (yes, a whole earth pony), the torso of a van-sized scorpion, and a tail with a stinger comprised of six unicorn horns, each capable of dispensing a different type of curse magic.
Queen Ataraxia
A starved changeling queen with absolute command of the drone-bodies in her hive, Ataraxia calls drones and praetorians to her aid in defending their hive.
Sakhovir, the Khan's Guardian
Sakhovir is a dragon slain in ancient times in defense of a great conquering Khan. When the Khan eventually died, he was buried in the same spot where his friend was entombed. Centuries later, a necromancer disturbed the grave, raising the skeletal dragon to defend the Khan's tomb against pesky adventurers. Despite an incomplete revival weakening it more than the necromancer expected, Sakhovir is still a formidable opponent in combat.
Titan and Skullcrusher
Two champions of an underground fighting ring. Titan is a brass-colored drake who bleeds enemies down, while Skullcrusher is a tough bruiser who beats opponents hard and fast.
Keep in mind I play statblocks fast and loose, and if they've overpowered I'll nerf them mid-combat so it's not a stomp. Do expect some of these to require a little more fine tuning.
The Queen of Greenwood
An owlbear turned enormous from eating magical golden apples in her youth, the Queen of Greenwood terrorized the Greenwood region for some time before mating with an Ursa and becoming pregnant with 2 eggs. In its egg-bearing state, the Queen is actually a good deal more vulnerable than it otherwise be.
- Queen of Greenwood (Solo):
- Queen of Greenwood (Solo)
HP 100
Energy 4
Queen of the Woods
The Queen starts with 4 energy, and rolls 1d10 for initiative, taking an additional turn at 10 + the roll.
Mother Bear’s Fury
After the Queen is first bloodied, it rolls twice for all rolls made in combat.
Pride of the Queen
The Queen cannot be dominated or stunned. If such effects would be applied to it, it is instead dazed for the same duration.
[+2] Defensive Swipe - Standard Attack
Deal 2d4 damage to target creature, and gain resist 4 until the start of the Queen’s first turn on the next round.
[+2] Hug, then Crush, then Peck - Standard Attack
Deal 2d4 damage to target creature. If either die rolled 4, deal 2d6 to that creature. If either die rolled 6, deal 2d8 damage to that creature. If either die rolled 8, gain 1 energy.
[-1] Crush - Standard Attack
Deal 3d8 damage to target creature. If any 8s are rolled, the creature is stunned until he end of their next turn. If any 6s and 7s are rolled, the creature is dazed (save ends).
[-4] Anger Howl - Minor Utility
All enemies must make a saving throw. If they fail, they are stunned until the end of their next turn. If they succeed, they are dazed (save ends).
This makes for a fast and heart-pounding boss fight against a party of 4. It can drop a player in a round, but with only 100 HP a decently put together and well organized assault can easily take it out. Expect panic on the battlefield as the first guy falls over.
The Burrowing Chimera
The Burrowing Chimera is a hybrid monstrosity created by the villainous wizard Alabaster, fusing changeling, earth pony, unicorn and scorpion DNA together to create a horrific monster with an earth pony for a head (yes, a whole earth pony), the torso of a van-sized scorpion, and a tail with a stinger comprised of six unicorn horns, each capable of dispensing a different type of curse magic.
- Burrowing Chimera (Elite):
- Burrowing Chimera
HP 100
Energy 0
Hex powers
When bloodied, the Chimera can roll twice on Hex and use both effects. Upon being bloodied, use Hex, ignoring daze or stun effects.
Emergency Immunity
Upon being bloodied, the Chimera becomes immune to the talent that caused it to become bloodied. If it is bloodied by ongoing damage, it likewise becomes immune to the talent that inflicted the ongoing damage (but not ongoing damage in general). The effect can be repeated for every time the Chimera is bloodied.
[+3] Shallow Burrowing - Standard Utility
Creatures that attack you must flip a coin before it attacks. If it loses the flip, the attack does not affect you. This effects ends if you are dealt damage by an attack.
[+1] Ambush - Standard Attack
Deal 3d8 damage to target creature. Deal 3d10 if no damage was taken since last turn.
[0] Hex - Minor Attack
Roll a d6. Based on the roll, target creature suffers the following.
1 Target creature is Weakened (save ends)
2 Target creature is Blinded (save ends)
3 Target creature is Dazed (save ends)
4 Target creature has Vulnerability 3 (save ends)
5 Target creature has 5 ongoing damage (save ends)
6 Target creature has a -3 to saving throws (save ends).
[-2] Undermine - Standard Attack
Deal 2d6 damage to up to 3 creatures, and they are dazed (save ends).
[-5] Curse Injection - Standard Attack
Target creature is dazed (save ends), weakened (save ends), suffers 2 ongoing damage, (save ends) and vulnerability 5 (save ends).
Faced up against 4 instead of 3 PCs as intended, and being constantly dazed lil Burrower was on the back foot for most of the fight, unable to dispense its most powerful attacks due to the hex powers not going off. It still managed to down a player though! Good job, Burrow-buddy.
Queen Ataraxia
A starved changeling queen with absolute command of the drone-bodies in her hive, Ataraxia calls drones and praetorians to her aid in defending their hive.
- Ataraxia (Solo):
- Changeling Queen Ataraxia
HP 50
Energy
Queen Mother
At the start of her turns, conjure 1d4 Drones. If there are already 4 or more Drones, instead transform one into a Praetorian.- Drone:
- Deep Changeling Drone
Resist 3
[+1] Drain Energy - Standard Attack
Deal 1d8 damage to target creature. On a 7 or 8, it loses an energy and you gain an energy.
- Praetorian:
- Deep Changeling Praetorian
Resist 3
HP 10
Energy 0
[+2] Harden Carapace - Standard Utility
You take half damage until the end of your next turn, and use Praetorian’s Duty once for free.
[+2] Marking strike - Standard Attack
Deal 1d12 damage to target creature, and it takes a -3 penalty to damage until the end of its next turn.
[–2] Praetorian’s Duty - Immediate Interrupt
Trigger - An ally is targeted by an attack.
Effect - The triggering attack hits you instead.
One Mind
Share an energy pool with all Drones.
Rapid Delegation
Roll 1d10 for initiative. Take a turn then as well as 10+ the result.
[+1] Royal Command - Standard Utility
Up to two target allies may take a standard action.
[0] Sacrifice for the Hive - Interrupt Utility
Trigger - Ataraxia is targeted by an attack
Effect - A Drone becomes the target of the attack instead.
[-2] Evolution - Minor Utility
Turn Target Drone into a Praetorian.
[-5] Get Yamcha’d - Standard Attack
Destroy X Drones, and deal Xd8 damage to target creature. Additionally, you may destroy a praetorian to convert the damage die to d12.
Ataraxia actually was never fought in game, the party successfully diplomacied her. But they fought her out of game for fun anyway. She wiped them.
Sakhovir, the Khan's Guardian
Sakhovir is a dragon slain in ancient times in defense of a great conquering Khan. When the Khan eventually died, he was buried in the same spot where his friend was entombed. Centuries later, a necromancer disturbed the grave, raising the skeletal dragon to defend the Khan's tomb against pesky adventurers. Despite an incomplete revival weakening it more than the necromancer expected, Sakhovir is still a formidable opponent in combat.
- Sakhovir ('Solo'):
- Sakhovir
Energy 0
Skeletal Form
Immune to ongoing damage. Each body part has resist 2 and temp HP 10. When temp HP is lost, lose resistance and instead has vuln 2 vs single target attacks and takes half damage from multi-target attacks.
Floating Body Parts
Each body part takes a separate turn in combat but share energy. When the head is destroyed, Sakhovir is defeated.
Left Claw - 20 initiative
HP 10 / 10 Temp / Resist 2
[+1] Claw Swipe - Standard Attack
Deal 3d6 damage to 3 target creatures.
Right claw - 15 initiative
HP 10 / 10 Temp / Resist 2
[+1] Claw Swipe - Standard Attack
Deal 2d6 damage to 3 target creatures.
Wings - 10 initiative
HP 15 / 10 Temp / Resist 2
[+2] Wind - Standard Utility
All creatures must make a saving throw or are dazed until the end of their next turn.
[-1] Ghostfire - Standard Attack
All enemies take 2d4 damage.
Tail - 5 initiative
HP 10 / 10 Temp / Resist 2
[+1] Whip - Standard Attack
Deal 1d12 damage to target creature, and it must make a saving throw. If it fails it is stunned for its next turn.
[-3] Tail Sweep - Standard Attack
All creatures must make a DC 20 acrobatics check. If they fail they take 1d20 damage. Creatures with 0 or less HP take no damage.
Head - 1 initiative
HP 50 / 10 Temp / Resist 2
[-1] Snapping Teeth - Standard Attack
Deal 1d12 damage to target creature.
[0] Siphon Energy - Minor Utility
Pay 5 HP from any other body part. Regain 5 HP.
[-7] Necrotic Breath - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 damage to target creature. Gain temp HP equal to the result rolled.
PLAY ADVICE
Sakhovir is a life-eater - keep tabs on the health of the PCs, and target the ones that look the healthiest. Use Necrotic Breath only after the head has no more temp HP, and use Wind only if no enemies are dazed.
Initially Sakhovir was going to be much more powerful. However, right as the fight started I made a few on-the-fly adjustments to nerf the dragon so it doesn't wipe the party. After dropping a character and forcing one to use phoenix rising, they focused down Sakhovir's head and killed it before it could siphon energy.
Titan and Skullcrusher
Two champions of an underground fighting ring. Titan is a brass-colored drake who bleeds enemies down, while Skullcrusher is a tough bruiser who beats opponents hard and fast.
- Titan:
- Titan
50/50
Energy 4/4
+5 initiative
Resist 3
+2 damage when below 20 health.
[+1] Deal 1d8 damage and 1 ongoing damage. Standard Attack.
[-2] 2d6 damage and ongoing damage. +2 If already ongoing damage. Standard Attack
[-5] Deal 1d20 damage, 2d4 ongoing damage. Standard Attack.
- Skullcrusher:
- Skull Crusher
50/50
Energy 4/4
Gain 1d6 temp after hit.
[+2] Deal 1d8 damage to target creature, and it takes a -3 penalty to damage until the end of next turn. Standard Attack
[+2] Regain 1d12+3 HP. Standard Utility
[–1] Resist 2 until the end of next turn and 1d10 temporary hit points. Minor Utility
[-3] Deal 3d10 damage. Lose 1d10 life. Standard Attack.
A little non-standard due to the both of them being come up on the fly. They fought two PCs one on one, resulting in a win and a loss.
Last edited by AleneShazam on Sun May 06, 2018 3:46 pm; edited 15 times in total
AleneShazam- Best Pony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Those who aren't playing in the campaign, feel free to leave a comment about your thoughts, and those who are, feel free to comment about your experience with them!
AleneShazam- Best Pony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Oh dang, the ult on that chimera though.
I'm glad we kept it on daze-lock...
I'm glad we kept it on daze-lock...
Espresso- Very Special Somepony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
It's still relevant. If anything, I think lack of content and lack of discussion are playing vicious circle with each other (and I'm just as guilty of not posting discussion).AleneShazam wrote:So, I'm not sure this is ever going to be relevant considering how few people visit this place anymore
Just to verify, the builds presented are for Pony Tales: Aspirations of Harmony/Living Legends as opposed to Wanderlust, correct? Looks like the former due to notation but just checking.
The Queen of Greenwood: It's interesting since it seems like assaulting it with crowd control is the key due to Anger Howl. Anger Howl also winds up being the only aoe available to the monster so the threat level overall can be mitigated if someone can tank it.
The Burrowing Chimera: Seems good. I can't think of any direct comments.
Queen Ataraxia: For "Get Yamcha’d", when you mention converting the damage die, is it a d12 or exactly 12 damage? You may want to note if you can mix drones and praetorians in the sacrifice.
ZamuelNow- Freakin' Alicorn Princess
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
ZamuelNow wrote:It's still relevant. If anything, I think lack of content and lack of discussion are playing vicious circle with each other (and I'm just as guilty of not posting discussion).AleneShazam wrote:So, I'm not sure this is ever going to be relevant considering how few people visit this place anymore
Just to verify, the builds presented are for Pony Tales: Aspirations of Harmony/Living Legends as opposed to Wanderlust, correct? Looks like the former due to notation but just checking.
The Queen of Greenwood: It's interesting since it seems like assaulting it with crowd control is the key due to Anger Howl. Anger Howl also winds up being the only aoe available to the monster so the threat level overall can be mitigated if someone can tank it.
The Burrowing Chimera: Seems good. I can't think of any direct comments.
Queen Ataraxia: For "Get Yamcha’d", when you mention converting the damage die, is it a d12 or exactly 12 damage? You may want to note if you can mix drones and praetorians in the sacrifice.
indeed it's PT
For Get Yamcha'd it's converting it to a d12. It gets a little ridiculous if the drones pile up but from experience that doesn't happen (much). Most of the time it ends up being a 3d12 or 4d12 big attack that completely depletes Ataraxia's resources. However it's designed to be a hard encounter, a semi-punishment for players failing the diplomatic route, so I'm ok with Ataraxia winning, even.
As for the Queen, that's the general idea of it: She's a big bruiser that can't really handle swarm tactics.
As an aside: wahey! Interaction! How exciting ^^
AleneShazam- Best Pony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Having fought against Ataraxia, she's weak against AOE as it chews up her minions and leaves her fairly helpless. The praetorians are a bit troublesome but if you have two damage sources in the party that can alternate between AOE and single damage it's theoretically an easy counter for her.
(didn't quite work out for us but whatever right)
(didn't quite work out for us but whatever right)
Espresso- Very Special Somepony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Honestly, the more I look at Queen Ataraxia's stat block, the more terrorfying I find her. To the point where I feel she's obnoxious to fight. Assuming I'm reading it right and the drones/praetorians work like summons and go after her. So, first turn, she essentially deals at least (1d4+1)d8 damage to the party per turn and gains 1d4+2 energy, plus any energy she steals. Any attack that deals three or less damage automatically fails. Any single-target attack against her fails. Any AoE attack against her fails (due to the perhaps not well known interaction retargeting abilities have when the new target is already being hit by the attack). From turn two onwards she can comfortably transfrom one (and most likely two 'cus it's a minor action) drones into praetorians, which deal more damage and adds more room for drones, and gets their cost refunded immediately because their abilities are +2. Remember that damage you needed? Gone. Remember how that damage does no damage if it is three or less damage? That goes up to six or less now. And to top it all off, she gets two turns per initiative round...
So, per initiative round, she summons 2d4-4 drones, summons 4 praetorians, deals (2d4-4)d8 + Xd8 (X = the amount of drones attacks outside of the turn the drone spawns) + 4d12 damage (which this alone averages out at ~26 damage, so the spawn praetorians alone can almost kill a party member per round) + Yd12 damage (Y = the amount of praetorians attacks outside of the turn the praetorian spawns), gains (bear with me here) something like (2d4-4) + (X) + (Z*2) energy (Z = total praetorian actions outside of the turn the praetorian spawns, so basically Y + those using Harden Carapace), and that's not including stolen energy. Against a party of four you will more or less always have enough praetorians to apply the -3 damage penalty accros the party before their turn, so any attack, AoE or not, that does six or less damage is ignored. Since the party's turns are split by your multiple turns you can reliably kill one or perhaps multiple players before their turn to reduce the party's chances. She will grind a party down blindingly quickly while denying a lot of them turns...
So how do you beat her? Utilties, I guess, they ignore her defence options. She has no healing or save ends effect modifiers (outside of rolling twice per initiative round), so any damage you do sticks, and Ongoing Damage is easy damage. Insta-gibbing her turn one before she has drones (or especially praetorians) is good, but chances are she will have a turn before you, maybe even two. Daze slows her praetorian production line down and stops drones from protecting her, meaning she needs to spend energy to use praetorians to do it, but we know she's got crazy energy gain and those praetorians can get free protects off. Stuns work too but the only non-attack stun I could find was Dazzling Performance's 10 Crit and that's still a coin flip. AoE can buy you time but AoE attacks do less damage than single target attacks so you're more likely to fail due to the damage penalty and resist, and even if you pass it, with enough energy or carapace'd praetorians, the attack will be filed down to one target. Life loss reliably kills drones and hurts praetorians, but sadly there doesn't seem to be any AoE Life Loss effects. Adjacency attacks could work, depending on how your GM rules, as the Queen isn't being targetted, she's just also getting hit by the attack, but it stops working once the production line is in full swing and a praetorian down the line takes the target. Ironically enough, I consider Get Yamcha’d her biggest weakness, as if she gets dominated you just get her to blow up her drone reserve on herself and then gets beaten up by any praetorians that remain. What else? Pray to your respecitve Dice God that she only rolls 1s on her drone summons and you get lots of juicy uninterruptable specials and 32+ damage rolls on all AoE attacks?
Of course this is just my theorising about this, but this seems like a very oppressive boss. In fact, I will make the bold claim that if a party of four hasn't won before Queen Ataraxia's third turn, then they lose outside of a miracle (or something like she's down to 10hp and someone has Blood is Power + Kindle Pain combo)...
So, per initiative round, she summons 2d4-4 drones, summons 4 praetorians, deals (2d4-4)d8 + Xd8 (X = the amount of drones attacks outside of the turn the drone spawns) + 4d12 damage (which this alone averages out at ~26 damage, so the spawn praetorians alone can almost kill a party member per round) + Yd12 damage (Y = the amount of praetorians attacks outside of the turn the praetorian spawns), gains (bear with me here) something like (2d4-4) + (X) + (Z*2) energy (Z = total praetorian actions outside of the turn the praetorian spawns, so basically Y + those using Harden Carapace), and that's not including stolen energy. Against a party of four you will more or less always have enough praetorians to apply the -3 damage penalty accros the party before their turn, so any attack, AoE or not, that does six or less damage is ignored. Since the party's turns are split by your multiple turns you can reliably kill one or perhaps multiple players before their turn to reduce the party's chances. She will grind a party down blindingly quickly while denying a lot of them turns...
So how do you beat her? Utilties, I guess, they ignore her defence options. She has no healing or save ends effect modifiers (outside of rolling twice per initiative round), so any damage you do sticks, and Ongoing Damage is easy damage. Insta-gibbing her turn one before she has drones (or especially praetorians) is good, but chances are she will have a turn before you, maybe even two. Daze slows her praetorian production line down and stops drones from protecting her, meaning she needs to spend energy to use praetorians to do it, but we know she's got crazy energy gain and those praetorians can get free protects off. Stuns work too but the only non-attack stun I could find was Dazzling Performance's 10 Crit and that's still a coin flip. AoE can buy you time but AoE attacks do less damage than single target attacks so you're more likely to fail due to the damage penalty and resist, and even if you pass it, with enough energy or carapace'd praetorians, the attack will be filed down to one target. Life loss reliably kills drones and hurts praetorians, but sadly there doesn't seem to be any AoE Life Loss effects. Adjacency attacks could work, depending on how your GM rules, as the Queen isn't being targetted, she's just also getting hit by the attack, but it stops working once the production line is in full swing and a praetorian down the line takes the target. Ironically enough, I consider Get Yamcha’d her biggest weakness, as if she gets dominated you just get her to blow up her drone reserve on herself and then gets beaten up by any praetorians that remain. What else? Pray to your respecitve Dice God that she only rolls 1s on her drone summons and you get lots of juicy uninterruptable specials and 32+ damage rolls on all AoE attacks?
Of course this is just my theorising about this, but this seems like a very oppressive boss. In fact, I will make the bold claim that if a party of four hasn't won before Queen Ataraxia's third turn, then they lose outside of a miracle (or something like she's down to 10hp and someone has Blood is Power + Kindle Pain combo)...
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Hmm. You have a point. She's pretty OP, though I guess not as much for our party. We have a strong single-target fighter (when it works) a strong multi-target hitter (the hurricane blade -2 talent) So they've been fairly good at taking down the minions as they come.
If the single target fighter could have hit more if she circumvented blind, I think they'd have stood a fighting chance.
But if I'm going to honest I wanted it to be an uphill battle considering they'd had ample opportunities to diplomacy her out of the fight beforehand.
If the single target fighter could have hit more if she circumvented blind, I think they'd have stood a fighting chance.
But if I'm going to honest I wanted it to be an uphill battle considering they'd had ample opportunities to diplomacy her out of the fight beforehand.
AleneShazam- Best Pony
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
New monster added: Sakhovir the skeletal dragon! A 'Solo' monster that is actually a small squad in disguise.
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
While I'm rusty on PT combat values, it immediately stands out that the head can use Necrotic Breath on turn 2. Granted, if the players make any sort of accurate guess that the head is the important part, there's the potential for it to be taken out somewhat quickly pending on the team.
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Re: What's this? A new Monster collection? (Monsters for D&D&D&D)
Ah, I guess I forgot to add that part in the play advice bit. And also mixed up some + and -'s (sorry about that, my notes are a little... all over the place)ZamuelNow wrote:While I'm rusty on PT combat values, it immediately stands out that the head can use Necrotic Breath on turn 2. Granted, if the players make any sort of accurate guess that the head is the important part, there's the potential for it to be taken out somewhat quickly pending on the team.
The head doesn't use Necrotic breath until it's out of temporary HP. Wind is only used when no enemies are dazed, and Ghostfire/Snapping teeth is supposed to be a -1.
I think the version I pulled up was the pre-combat nerf one, my bad
![Razz](https://2img.net/i/fa/i/smiles/icon_razz.gif)
should be good now.
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