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SilentBelle's Monster Requests

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thematthew
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Post  SilentBelle Wed Jan 02, 2013 8:35 pm

Now here's a neat little project I want to work on. While it's nice that I have 24 or so monsters on the compendium (at the time of posting this) A fair number of those monsters are indeed Pony-tales oriented. Ie: timberwolves, parasprites, and diamond dogs. But since I want the compendium to cover both Living Legends and Ponytales, I think we are in need of certain key monsters. I'm going to post a list of monsters that I want to see added into the book. Given enough time, I'll try and get them all done, but I figured with more people it could get done faster. Plus you get a neat mention in the compendium beside the monster if you've helped in it's creation. Feel free to add any other suggestions that I might have overlooked. But here's some basics from DnD:
-Basilisk
-Beholder
-Centaur
-Cockatrice
-Chimera
-Devils/Demons (I know they are two different things)
-Dragon (all the colours, wyverns, drakes)
-Elementals (At least the four basic ones)
-Giant (Cyclops, Ogres, Ettin, Hill, Stone, Storm etc.)
-Goblin
-Gorgon (medusa)
-Gnoll
-Harpy
-Hydra
-Kobold
-Kraken
-Manticore
-Mind Flayer
-Mimic
-Ooze (Gelatinous cubes, slimes, jellies)
-Orc
-Phoenix
-Slaad
-Troll
-Umberhulk
-Undead (Skeletons, lich, zombie, ghost, ghoul, mummy, specter, wraith, wight)
-Vermin/animals (spiders, rats, snakes, wolves, swarms or giant)

If you want to try your hand at making one of these monsters, or if you've already made one that I haven't seen yet, go for it and post the stat-block here, I'll offer critiques and test them out, then toss them in the compendium with credit to you. It would be nice to get some variation and interesting creations from everyone. If you haven't seen the compendium or don't know how to make monsters, I have a guideline here, in the Compendium.

This will be an ongoing project that I will hopefully see through, as I want to get at least 100 different monsters (though I'd prefer about 300 eventually) in the compendium with a varying scale in danger so that groups of 2 or 3 level 1 characters can find some monsters that are challenging enough as well as a group of 6 or 7 level 10 characters, I want to cover all the bases Smile I'll still be doing monster requests and the monster arena on the side.

Completed monsters from the list so far: 11 (6 to be tested)
Monster Name - (Creator)

Basilisk Youth - (tygerburningbright)*
Demon, Babau - (Whiteeyes)
Demon, Psychological - (GentlemanOtherwise)*
Demon, Quasit - (Whiteeyes)
Manticore - (Grey Pen)
Mimic - (tygerburningbright)
Ogre - (tygerburningbright)
Ooze, Gelatinous Mass - (Grey Pen)*
Kobold Archer - (Paper Shadow)
Kobold Cleric - (Paper Shadow)*
Kobold Guard - (Paper Shadow)
Kobold Leader - (Paper Shadow)*
Kobold Mage - (Paper Shadow)
Kraken - (Tygerburningbright)
Spork - (Grey Pen)
Troll - (Jason Shadow)
Umberhulk - (Whiteeyes)*

*Being tested/evaluated


Last edited by SilentBelle on Mon Mar 11, 2013 12:31 pm; edited 19 times in total
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Post  tygerburningbright Wed Jan 02, 2013 9:01 pm

0 I just gave you a vampire also add demons to the list. I dug this old beast up and gave it a new coat of polish.

Horror of the Deep (Kraken)solo
Info
HP 90
Traits
-One being
shares a PiP pool with it's tentacles
[+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
Trait Pull in
generates 1 PiP every turn
[+2] Suck
Deal 1D4 Damage to self
[-4] Absorb
Target Ally gains 1D6 HP

[-1] Flameing oil
Deal 1D8 damage to up to six enemies
[-6] Destroy
Deals 1D12 damage to 2 enemies and Conjure three Limbs
[-8] Arise from the Deep
All creatures take 3D10 damage

Danger level 3 approx.
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Post  SilentBelle Wed Jan 02, 2013 9:25 pm

Awesome I'll test it and add it after I run that other request Smile Thanks.
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Post  Paper Shadow Wed Jan 02, 2013 9:56 pm

Well, here goes nothing. I've designed these Kobolds to be hit and run style creatures. Battles against them don't last too long, especially since they are so quick to flee if things start going bad. Since they are Kobolds, they should be in groups, but that's really up to the GM. They do have talents mentioned in the handbooks and expansions, but that's because I don't really have the time now...

Kobold Archer - Single - 14HP
Trait - Pitfall Trap
If Kobold Archer has the highest initiative score at the start of combat, Kobold Archer has a pitfall trap set up. The first enemy to attack in the battle has its attack cancelled and becomes weakened (save ends).
Trait - Coward
Kobold Archer starts combat with 5 pips. When Kobold Archer has no more pips, or half of its group has fled or died, Kobold Archer flees.
[-1] Flaming Arrow - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 1d6 ongoing damage (save ends).
[-1] Force Bolt - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.
[-3] Explosive 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).

Kobold Guard - Single - 16HP
Trait - Spike Trap
If Kobold Guard has the highest initiative score at the start of combat, Kobold Guard has a spike trap set up. The first enemy to attack in the battle has its attack cancelled and takes 1d8 damage.
Trait - Coward
Kobold Guard starts combat with 5 pips. When Kobold Guard has no more pips, or half of its group has fled or died, Kobold Guard flees.
[-1] Smash and Grab - 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] Vengeance is Mine – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy
[-3] Sunlance - 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.

Kobold Mage - Single - 12HP
Trait - Lightning Trap
If Kobold Mage has the highest initiative score at the start of combat, Kobold Mage has a lightning trap set up. The first enemy to attack in the battle has its attack cancelled and suffers Ongoing Damage 4 (save ends).
Trait - Coward
Kobold Mage starts combat with 5 pips. When Kobold Mage has no more pips, or half of its group has fled or died, Kobold Mage flees.
[-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.

All of these have a danger rating of 1. Maybe 0.75...


Last edited by Paper Shadow on Fri Jan 04, 2013 6:43 pm; edited 2 times in total
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Post  SilentBelle Wed Jan 02, 2013 9:59 pm

Awesome Very Happy I can determine their danger rating with a playtest. I'll probably rename the talents they have, to be more kobold-y. Thanks Very Happy
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Post  Jason Shadow Thu Jan 03, 2013 12:02 am

...I'm just gonna leave this here and walk away.
I'm so sorry.

Troll - Single - 45 HP
Trait - Vitriolic
Troll has Regeneration 3.
Trait - 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? - Standard Attack
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.
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Post  SilentBelle Thu Jan 03, 2013 12:08 am

Heh, funny trolls Smile I'll add 'em to the queue. Thanks!
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Post  Whiteeyes Thu Jan 03, 2013 1:24 am

Beholders and Mind Flayers are not open source, but are owned in full by Hasbro/Wizards of the Coast. It's kinda illegal to include them in an RPG. That being said, here's my go at a request.

Umberhulk - Solo - 126 HP

Trait - Many Eyes
The Umberhulk cannot be blinded. It can see perfectly in the dark.

Trait - Super Burrowing
The Umberhulk can more through solid ground and stone as if it were open terrain.

Trait - Chiton Armor
The Umberhulk has Resist 5. It also gains a +4 bonus on saves.

[+3] Roar - Standard Utility
The Umberhulk roars loudly. Any attempts at stealth are gone.

[+1] Guard - Standard Utility
The Umberhulk improves its Resistance by two until the end of its next turn.

[+2] Swat - Standard Attack
Deals 1d8 damage to one target.

[-4] Mismatched Gaze - Minor Action
Target enemy is stuned (save ends)

[-7] Umberhulk Smash! - Standard attack
Target enemy takes 5d12 damage. Any stuned enemies then takes 1d8 damage.
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Post  SilentBelle Thu Jan 03, 2013 1:36 am

Hmm, I've seen mind flayers in FFT... though I think they called 'em 'Mind Flares' and 'Squidlarkin'. And as for Beholders... we could just rename 'em to 'Watchers' or something like that.

Anyway, I like the Umberhulk Smile Though the burrowing is kind of an Out of Combat trait and same with the Roar I might want to re-work some of it. Still, it's nice and bulky and has the feel of an Umber Hulk. Thank you for making it Very Happy
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Post  Whiteeyes Thu Jan 03, 2013 1:44 am

Thanks. Roar is kinda there as an opening move mostly, or if you want to quickly charge up a smash. I always loved these guys, they are one of my top 5 oddball monsters. Those are, in order from favorite to least favorite:

1) Owlbears, the old intelligent versions at least who could be clerics or druids.

2) Chull. Paralyzingly tentacle giant lobster that's as smart as you are.

3) Umber Hulks, since they are pound tanks that can also mess with your brain just by looking at them.

4) Nehgoi, psychic space spider slave traders.

5) Death Squirrels, they steal your soul acorns.
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Post  SilentBelle Thu Jan 03, 2013 1:52 am

Heh, owlbears are my favoured monster as well. I always loved the idea of a hooting bear, it's just hilarious.
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Post  Whiteeyes Thu Jan 03, 2013 1:55 am

And then it casts Unholy Blight...
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Post  Grey Pen The Flawed Thu Jan 03, 2013 3:23 pm

Manticore (Solo)

HP: 80

Trait - Raging Beast
This creature can not be Dominated.

Talents:

(+1) Slash - Standard Attack
Deals 2D6 damage to target creature.

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

(-1) Hover - Minor Utility
You gain Resist 3 until the end of your next turn.

(-2) Stinger - Minor Attack
Target takes 1D6 Ongoing-Damage (save ends).

(-4) Enraged - Interrupt Utility
Trigger: This creature is bloodied.
Effect: For the rest of the encounter, you now deal an additional 1D6 to the effects of Slash and Stinger.

Danger Rating: Not sure, but I'd guess like maybe a 4.
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Post  SilentBelle Thu Jan 03, 2013 8:08 pm

Nice, a manticore, I'll add that to the list too.
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Post  Grey Pen The Flawed Thu Jan 03, 2013 8:24 pm

Glad I could help! Very Happy

I have a suggestion on dragons though... rather than making individual monsters for each color, make one and then have one or two moves that you pick one out of, say, 6; each one representing a different color. This makes it much simpler to invent your own dragon, since you need only change one or two talents.
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Post  SilentBelle Thu Jan 03, 2013 8:30 pm

Good Point, that's a good idea. I'll probably kick up a dragon-trait template or something.
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Post  Grey Pen The Flawed Thu Jan 03, 2013 8:34 pm

Yes, a template! What a good way of putting it. We need a dragon template as opposed to a bunch of dragons.

I also think we should allow for dragons of varying size
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Post  tygerburningbright Thu Jan 03, 2013 8:40 pm

how about
baby HP 30
adolescent HP 60
adult HP 120
ancient HP 240

edit just got a mimic for you

Mimic single
HP 30
Trait
Iron chest
gain 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 must as a free action make an attack of your choice against a target of your choice if tails target is blinded
[-3]Bite standard attack
flip a coin if heads target is removed from combat until the end of your next turn if tails deal 1D20 damage

rating 2?


Last edited by tygerburningbright on Thu Jan 03, 2013 8:46 pm; edited 1 time in total
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Post  SilentBelle Thu Jan 03, 2013 8:45 pm

tygerburningbright wrote:how about
baby 30
adolescent 60
adult 120
ancient 240

Are those are HP values I take it?

Along with that I think I'll have a selection of dragon traits and then each size category can choose 1/2/3/4 traits for the combat. Each dragon will also choose a type of breath. And they will all have the same base moves, but have damage based on age category. (This might lead to the first Danger Level 10 monster, we'll see)

Edit, ooh a shiny mimic Very Happy
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Post  Grey Pen The Flawed Fri Jan 04, 2013 12:11 pm

Nope. First Level 10 should be the bunny rabbit.

As for dragons, I will wait patiently... and then I will make the dreaded Plutonium Dragon!

EDIT: Raise your hoof if you get the reference below:

Spork (Single)

HP: 15

Trait - Armored
This creature has Resist 3.

Trait - His Utensils
This creature can not be dazed.

Talents:

(+1) Stab - Standard Attack
Deals 1D10 damage to target creature.

(+2) Take Aim- Standard Utility
You may re-roll all natural 1s on your next turn.

(-3) Maggoty Bread - Standard 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 both).

Danger Rating: 0.5

Feel free to re-flavor.
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Post  Paper Shadow Fri Jan 04, 2013 1:19 pm

More Kobolds for the Kobold God. Kobold Cleric is similar to the previous batch of kobolds, while Kobold Leader is a stab at making an Elite Kobold, with a play style of defence and summoning Kobolds (I suggest that at the start of battle he has two allied Kobolds with him)...

Kobold Cleric - Single - 12HP
Trait - Net Trap
If Kobold Cleric has the highest initiative score at the start of combat, Kobold Cleric has a net trap set up. The first enemy to attack in the battle has its attack cancelled and suffers vulnerability 2 (save ends).
Trait - Coward
Kobold Cleric starts combat with 5 pips. When Kobold Cleric has no more pips, or half of its group has fled or died, Kobold Cleric flees.
[-1] Dragon's Blessing (Valor) - Standard Utility [Inspired by Daniel Berke]
Target ally regains 1d10 HP and deals 1d6 extra damage on its next attack.
[-2] Dragon's Curse (Condemn) - Standard Utility
Target creature is subjected to your Condemnation (save ends). While subjected to your Condemnation, you deal 1d8 damage to the creature whenever it attacks.
[-3] Brilliant Flare - Standard Attack
Roll a d8. Deal that much damage to up to six enemies. You and up to three allies gain that much HP.

Kobold Leader - Elite - 30HP
Trait - Mastercraft Trap
Allied Kobolds lose their trap trait. If Kobold Leader or any of his allies has the highest initiative score at the start of combat, Kobold Leader has a masterfully crafted trap set up. The first enemy to attack in the battle has its attack cancelled and takes 1d8 damage, becomes weakened (save ends), suffers ongoing damage 4 (save ends), and suffers vulnerability 2 (save ends).
Trait - Leader of Cowards
Allied Kobolds can not flee from battle while Kobold Leader is alive. When Kobold Leader dies, allied Kobolds flee the battle.
Trait - Full Body Shield
Kolbold Leader is armed only with a shield designed for giants, which covers most of his body when raised. Kobold Leader has resist 4. Each attack Kobold Leader takes in between his turns reduces this resist by 1. When Kobold Leader is healed, he only gains half the health he was healed for.
[+2] Shield Bash - Standard Attack
Deal 1d8 damage to target enemy.
[+1] Raised Shield - Standard Utility
Gain resist 10 until the end of your next turn. Each attack Kobold Leader takes in this time reduces the resist by 2.
[-1] Draconic Battle Cry - Standard Utility
All allies who understand draconic gain 1d6 HP and half that amount in pips.
[-5] "Stop Exploding You Cowards!" - Standard Utility
Kobold Leader summons two random Kobolds with full health and 4 pips. Kobold Leader can't use this talent if he has any allies...

Now all we need is a Kobold designed as a single or minion creature for dragon fights (should the DM want to have a fight between players and a dragon surrounded by kobolds who worship him) and we'll have every kind of Kobold we'll ever need...


Last edited by Paper Shadow on Fri Jan 04, 2013 6:44 pm; edited 4 times in total
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Post  thematthew Fri Jan 04, 2013 1:26 pm

Uh, Paper Shadow, did you realize that you have to give Kobolds a starting number of pips or they run away immediately?

Note: All monsters start with 0 PiPs to make them easier to track and balance (unless otherwise specified).

I knew reading the Ponyhandler's Guide would eventually mean something.
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Post  Paper Shadow Fri Jan 04, 2013 2:40 pm

thematthew wrote:Uh, Paper Shadow, did you realize that you have to give Kobolds a starting number of pips or they run away immediately?

Note: All monsters start with 0 PiPs to make them easier to track and balance (unless otherwise specified).

I knew reading the Ponyhandler's Guide would eventually mean something.
Huh. Huuuuuuuh...

When I get the chance, I'll give the kobolds 5 pips to start with in the Coward trait and reword the Leader of Cowards trait to not remove the Coward trait but prevent allies from fleeing...
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Post  sunbeam Fri Jan 04, 2013 4:41 pm

The Mastercraft trap for the Kobold Leader dazes and gives the target Vulnerability 2. Doesn't dazing already come with Vulnerability 2?
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Post  Paper Shadow Fri Jan 04, 2013 6:42 pm

sunbeam wrote:The Mastercraft trap for the Kobold Leader dazes and gives the target Vulnerability 2. Doesn't dazing already come with Vulnerability 2?
It does, but I keep forgetting that because I'm an idiot. I'll change the daze into weakness for both the Archer's pitfall trap and the Leader's Mastercraft trap...
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