Pony Tales: Aspirations of Harmony
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Monsters by Tiger

+5
AlicornPriest
The Warrior of Many Faces
Stairc -Dan Felder
Videocrazy
tygerburningbright
9 posters

Page 1 of 2 1, 2  Next

Go down

Monsters by Tiger Empty Monsters by Tiger

Post  tygerburningbright Sun Jul 22, 2012 7:59 pm

Sand Croc

Sand Crocs are desert predators with bodies composed of sand. They have a tendency to ambush and attempt to eat any thing that comes near. Their size ranges from 8-15 feet from snout to tail and weigh in the area of 1000 pounds aged crocs can reach 20 feet and 2000 pounds. It is uncommon to see more than three in the same area other than in breeding season.

Info

HP 40

Traits
- Sand Body
the Sand Croc gains resist 1
-Ambush!
The Sand Croc always goes first. Some circumstances may negate this such as Zebra Senses or attacking a sleeping Croc

tactic
-Opportunistic
always targets the creature with lowest HP.


[+X] Sandblast
Target foe loses PiPs equal to 1D4. The Sand Croc gains an equal number of PiPs. Note drained PiPs can not excede the foe's current PiP total.
[+1] Bite
Deals 1D8 damage.
[+1] Gather sand
Heal 1D4
[-3] Sandstorm
All creatures except the casting Sand Croc are blinded (save ends).
[-5] Mummification
Target takes 2D8 damage is weakened and has vulnerability 5 (save ends both).

Horror of the Deep

A massive squid like creature that has a fondness for sinking ships. It's countless limbs attach on to the decks of ships pulling them in to the Horror's mouth. It is unknown if there are more than one.

Info
HP 90

Traits
-One being
shares a PiP pool with it's tentacles
- No Escape
Encounter may not be fled.
- Unknown Beast Free action
The Horror may remove any ailments at a cost of 5 HP

[+1]Smash
Deals 1D8 damage and Conjures one Limb with the following stat block

Limb HP 6
Trait Pull in
generates 1 PiP every turn

[+1] Suck
Deal 1D6 Damage to self
[-4] Absorb
Target Ally gains 1D6 HP

[-3] Flameing oil
Deal 1D8 damage to all enemies
[-8] Destroy
Deals 1D12 damage to 2 enemies and Conjure three Limbs
[-16] Arise from the Deep
All creatures take 4D8 damage

Rainbow Serpent
A amphibious snake with the colors of the rainbow across it's scales. The size of the snake ranges from four to five meters. They make their home in various ponds lakes and waterholes. Despite not being a python it prefers to use constriction. Oddly enough kept as pets by certain creatures.

Info
30 HP

[+1] Squeeze
Deal 1D10 Damage to a target suffering from a save ends effect
[+1] Bind
Target is weakened(save ends)
[-5] Block Airway immediate interrupt
trigger a saving roll succeeds
effect Negate the saving roll and deal 2D10 damage

Swordmaster
An aged master who had prefected the art of the blade. Unfortunately time has not been kind.
info
45HP
Traits
-Arthritis
Will aways go last
- Masterwork Blade
Ignore resistance
- Poor eyes
Is blind unless removed by the effect of a move

[+2] Listen to the heart
remove blindness for one turn. This attack may not be used twice in a row and is not effected by blindness
[+1] Broad Strokes
Deal 2D6 damage to target and half the roll to adjacents
[-1] Octocut
eight slashes each targets a random creature and deals 1D4 damage
[-4] Iron-Cutting Slash
Flip a coin if heads deal 4D10 to target if tails the swordmaster loses one turn

Great White Bat
A bat with a four foot wingspan. Diet includes figs, mangos, and blood. Commonly found in flocks of 20(sent in waves of 5). All are infected with the Ebola virus.

Info
HP 4

Traits
-Diseased
Three days after the end of combat with this creature all ponies that took damage gain the following Fever, Headache (-2 to knowledge checks), Muscle Ache(weakness in battle), Vomiting, Dehydration(-2 to endurence), Internal and External bleeding(ongoing damage 1 in battle) and death (after two weeks). May be dispelled with a Heal check of 30 or proper medical attention. An Endurence Check 20 made immediate after battle can prevent the disease. A check of Perception or History is needed to identify the disease if identified the Heal check requirement is reduced to 25.

[0]Bite
Deal 1d4 damage to target


The Fish That Walks
A bipedal race of fish-frog-like, ocean-dwelling creatures. Skin is usually a dark green covered in mucus. Have both gills and lungs. Their culture is based around worshiping a being older than the stars. Have a great fondness for baked pony meat.

Info
HP 30

-Dexterous
May equip items inorder to gain damage, resist, or other effects. For example a harpoon could give a +2 to damage, a rusty shield a +1 to resist and a net could stun if you roll a 8 on a D8

[+1] Strike
Deal 1D10 damage to target

[+1] Take a bite
Deal 1D8 to target and gain HP equal to half that roll (rounded up)

[-3] Sedate
Target becomes stuned after its next turn (save ends)

[-4] Invoke the Elders
Deal 1D8 to target and a seperate 1D8 to self. A target ally deals extra damage equal to the average of those two rolls for the rest of the encounter.


Behemoth
A land dwelling beast with skin like stone, a tail like a tree, bones like iron, the temperment of a kicked dog, the head of a boar, the breath of a dragon, the knowledge of ten ponies, the digestive track of a goat, the wings of a may fly, the feet of a tiger,and blood of acid. Weight ranges from 7-9 tons and prefers life in large complex caves.

Info
HP 100
Traits
Strange body
gain 2 resist when not bloodied

tactic
Child of Chaos
All attack targets are random. When the Behemoth attackes roll a 1DX where X is equal to the number of creatures in combat and target what ever creature corresponds to that number in initiative. For example there are 6 creatures in combat 3 players and 3 monsters the behemoth rolls a 1 to target and attacks who ever is first in the initiative order.

[+1] Sideswipe
Target suffers Vulnerability 3 (save ends)
[+1] Dragon fire
Deal 1D4 Ongoing Damage(save ends) to target and adjacents
[+1] Zombify
Target gains health when they would take damage and takes damage when they would be healed(save ends)
[+1] Bad breath
Roll 1D10 and target gains the listed effect Vulnerability X(1), Resist X(2), X Ongoing Damage(3), Regeneration X(4), Blinded(5),Weakened(6), Stunned(7),Condemnation( ,Charm(9), and Dominated(10) . Where X equals the roll of 1D6. All are treated as save ends.
[-2]Freak of nature immediate reaction
trigger fail to remove a save ends effect
effect make a second roll at +5
[-6] Malestrom
Every creature takes 1D8 damage for each save ends effect that it has

Nekomata
A seemingly ordinary cat that developed magical nature from it's long life. It looks like an ordinary house cat except for the tail, which splits into two. While much smarter than it used to be a nekomata remains just as whimsical which may be dangerous with its new found powers.

Info
HP 40

[+4] Disappear
The caster is removed from battle until the end of it's next turn.
[+3] Claw swipe
Deal 1D4 damage to target
[+1] Healing fire
Heal target by 1D8+4
[-2] Minor Necromancy
All allies gain 1D4 regeneration
[-3] Fury swipe
Deal 6D4 damge to target
[-6] Full Necromancy
Target one ally that is dead or defeated bring that ally back with 1/2 of full health


Treant
The tree shepherds. They exhibit wide variation in personal traits (height, heft, colouring,) as they came to resemble the specific types of trees that they shepherded. Normally they are around 14-20 feet tall and have tough bark like skin. They walk on two legs although a large minority walk on all four limbs. They are also an extremely patient and cautious race living many hundreds if not thousands of years.

Info
HP 90

Traits
-Bark skin
gain resist 3
-Photosynthesis
Gain 1 PiP each turn

[+X] Put down roots
Become stuned for X turns
[0] Punch
Deal 1D10 damage
[-X] Throw Stones
Thow X stones each deals 1D8 damage to a random enemy.

Attic Ghost
A mostly harmless sprit of a dead pony that lives in attics. It normally has unfinished business that it wants to see done.

info
HP 5
Traits
-Intangible
gain resist 5

[+1] Haunt
Target suffers weakness until the end of its next turn.
[-4] Possess
Target is Dominated until the end of its next turn.



Dalek
Daleks are the mutated descendants of the Kaleds of the planet Skaro. They fought the Time Lords in the Last Great Time War, ending in the near-total destruction of both races. Regarded by the Doctor as his greatest enemy, the Daleks were hated and feared throughout time and space. They were the oldest and most frequent foes of the Doctor, having faced him several times in every one of his incarnations.

info
HP 1
Traits
-Shell of Dalekanium
gain resist 9
-My vision is impaired— I cannot see
all save ends are treated as stun

[+1]EX-TER-MIN-ATE
Deal 2D20 damage to target

Naga
The aquatic cousins of the Dragons and the Sea Serpents. The Naga race has a large Sexual dimorphism with the males being more draconic and having bulkier thicker builds while females look nothing like dragons are tall and slender and normally have four arms. Nagas in general are about six feet tall are completly snake like below the hip and have venomous fangs and superficially some kind of fish.
info
HP 35
[+1] Tail whip
Deal 1D10 damage and vulnerability 1 (save ends)
[+1] Poison Fang
Deal 1D6 damage and 1D4 ongoing damage (save ends)
[-2] Faint Attack immediate reaction
Trigger take damage
Effect this creature is treated as unconscious until the begining of it's next turn and then deal 1D20 damage to triggerer
[-2] Shed Skin free action
remove one save ends effect from this creature.
[-7] Miracle Eye
Target is Dominated for 1D4 turns (save does not end)

Elite Rabbit
Rabbits are small mammals in the family Leporidae of the order Lagomorpha, found in several parts of the world. The male is called a buck and the female is a doe; a young rabbit is a kitten or kit. Rabbit habitats include meadows, woods, forests, grasslands, deserts and wetlands. Rabbits live in groups, and the most common species, lives in underground burrows, or rabbit holes.

info
HP 50
Traits
-fast foot
Gain +2 initiative
-Killer Rabbit
deal 3 extra points of damage when bloodied
[+1] Rabbit Kick
Deal 1D20 damage to target
[+1] Whirl Claws
Deal 1D10 damage to target and 1D6 damage to two random enemies
[+1] Dust Cloud
Deal 1D8 damage to target and adjacents and blind them for 1 turn
[-3] Wild carrot
Heal 3D10 HP to target

Cactuar seedling
Cactuars are little cacti, typically having stiff arms and legs, three black holes for their faces, representing two eyes and an oblong mouth, and three yellowish quills at the top of their heads. This one is just a seedling so it is no where near as strong as a full or overgrown Cactuar.

info
HP 1
Traits
-Run and hide
when ever this creature would take damage flip a coin and if heads the damage is reduced to 0
[+1] 1 needle
deal exactly 1 damage to target ignore resistance and vulnerability
[-1] 10 needles
deal exactly 10 damage to target ignore resistance and vulnerability

Overgrown Cactuar
While Cactuars are normally little cacti, typically having stiff arms and legs, three black holes for their faces, representing two eyes and an oblong mouth, and three yellowish quills at the top of their heads. This one is has grown to massive size dwarfing almost all ponies.

info
HP 60
traits
-giant target
whenever an attack would reduce 4 or more allies to 0 or less HP this creature becomes the only creature to take damage from that attack even if it was not initially included in the attack.
[+2] Photosynthesis
regain 4 HP
[-6] 100 needles
Deal 33 damage to target and adjecents ignore resistance and vulnerability


Saboteur
A mercenary who specializes in sabotage

Info
HP 30
Trait
-"I knew that you would do that!"
twice per battle negate a special move
[+3] Synergy stealer
The next time a PiP(s) is gained in anyway other than the gaining creature useing a move this creature gains that PiP(s)
[+2] Counter conjuration circle
the next conjuration to be conjured is treated as if this creature conjured it.
[-2] Reverse doctor
the next creature who would be healed takes damage equal to what they would have been healed instead
[-3] Attack reflector unit
the next time this creature would take damage reflect that damage back to the attacking creature

more to come


Last edited by tygerburningbright on Mon Dec 03, 2012 5:40 pm; edited 38 times in total
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Videocrazy Tue Jul 24, 2012 12:42 pm

when dry the Sand Croc gains resist 2 but when wet it gains vulnerability 3 instead

You've got potential flavor issues here, particularly if someone's reworded their combat talents to focus around water.

[+X] Drain
Target foe loses PiPs equal to 1D6. The Sand Croc gains an equal number of PiPs. Note attack does no damage and drained PiPs can not excede the foe's current PiP total.

That's just... insanely strong. A group of these enemies can keep the PC's on permanent lockdown.

[0] Lob (Wet)
Sacrifices HP to equal deal damage.

So is this, actually. You've got a 40 HP enemy that fights an enemy that has, at best, 30 HP.

[-6] Sandstorm (dry)
All creatures except the casting Sand Croc are blinded (save ends).
[-8] Mummification (dry)
Target takes 1D20 damage is weakened and has vulnerability 5 (save ends).

What does the "Dry" bit mean?

- Unknown Beast
The Horror may remove any ailments at a cost of 5 HP

Is this a free action?

[-4] Destroy
Deals 2D10 damage to random enemies and Conjures four Limbs

How MANY random enemies?

[-10] Arise from the Deep
Everything takes 5D6 damage

Does that include the Horror and any Limbs? It does say "everything".
Videocrazy
Videocrazy
Very Special Somepony
Very Special Somepony

Posts : 247
Join date : 2012-07-19

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Tue Jul 24, 2012 9:58 pm

Most things have been reworked changed removed or made clear. Also added two new ones.
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Stairc -Dan Felder Wed Jul 25, 2012 2:33 pm

Off the charts awesome on flavor here. Just need to work out the balance issues. For example, why would anyone use the Sword Master's "Leaping Slash" when they have Broad "Strokes"?
Stairc -Dan Felder
Stairc -Dan Felder
Lead Designer
Lead Designer

Gender : Male
Posts : 3099
Join date : 2012-07-19

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Wed Jul 25, 2012 7:46 pm

That one should have been a three. (scratchs back of head) And it has been changed
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Mon Jul 30, 2012 2:06 pm

And now monster templates

-Mightiest

Battle Arua
Increase total HP by 250%
Training from Tartarus
Increase all dice size by 2. A D8 would be a D10 and a D10 bwould be a 12 and so on


-Underdog

Determinator
Does not fall unconscious until reaching -25% of total HP
Muggle
Decrease Total HP by 10%
Heart of the Underdog
Gain two Pips every turn

-King/Queen

Authority equals asskicking
Increase total HP 300%
[-5] Come to me my servants
Conjures 1D8 minons which have 1HP each and all attacks from the normal version of the template creature.

-Hive mind

Collective minds
Persuasion and Stealth rolls must pass the counter rolls of all the creatures with this template.
Collective power
PiPs are freely shared between all creatures that have this template while in combat .

-Bond Creature

Defeat Means Friendship
If defeated in a one on one fight this creature become allied to who ever defeated it.

-Asteroids Monster

Don't die multiply
When this creature is reduced to 0 HP it splits into 2 copies with 1/2 of the creature's total health. This goes on until each copy has 1 health at which point they can be defeated.

-Adaptable

Change 1/battle free action
Either copy one of your enemies Traits OR force one of your enemies to copy one of your Traits.

-eldritch

Horror
At the begining of each enemy's turn they can either lose 1 sanity point or pay 1D4 HP

-Guardian

Damage sponge
1/2 of all damage done to allies is redirected to this creature

It is not over yet interrupt once per battle
when ever a single attack would deal 30 or more points of damage all allies gain 1D100+17 resist until the begining of their next turn


Last edited by tygerburningbright on Mon Oct 08, 2012 3:12 pm; edited 6 times in total
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  The Warrior of Many Faces Mon Jul 30, 2012 6:37 pm

tygerburningbright wrote:And now monster templates

-Mightiest

Battle Arua
Increase total HP by 250%
Training from Tartarus
Increase all dice size by 2. A D8 would be a D10 and a D10 bwould be a 12 and so on


-Underdog

Determinator
Does not fall unconscious until reaching -25% of total HP
Muggle
Decrease Total HP by 10%
Heart of the Underdog
Gain two Pips every turn

Underdog looks interesting, if not the sort of thing you usually stick on a monster. Mightiest looks more like the sort of thing you'd use, although with Training, I can't help but wonder what one does if they're doing d12s on their damage.
The Warrior of Many Faces
The Warrior of Many Faces
Element of Harmony

Gender : Male
Posts : 2158
Join date : 2012-07-19
Age : 29
Location : In my Doomed Fortress of Doomy Doom (tm), plotting to conquer the world!

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Mon Jul 30, 2012 6:44 pm

I can't help but wonder what one does if they're doing d12s on their damage

why a d14 wait those are real right... meh use the online dice roller thing.
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  The Warrior of Many Faces Mon Jul 30, 2012 6:47 pm

tygerburningbright wrote:
I can't help but wonder what one does if they're doing d12s on their damage

why a d14 wait those are real right... meh use the online dice roller thing.

There's an online dice roller that does d14s? I didn't know that. Okey-dokey-lokey, then! :pinkiehappy:
The Warrior of Many Faces
The Warrior of Many Faces
Element of Harmony

Gender : Male
Posts : 2158
Join date : 2012-07-19
Age : 29
Location : In my Doomed Fortress of Doomy Doom (tm), plotting to conquer the world!

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  AlicornPriest Mon Jul 30, 2012 9:44 pm

The Warrior of Many Faces wrote:
There's an online dice roller that does d14s? I didn't know that. Okey-dokey-lokey, then! :pinkiehappy:
Technically, you're supposed to stick to the 5 regular polyhedra: d4, d6, d8, d10, d12, and d20. Or, if you want to spread out a little, you can also use a d2 (a coin) or a d100 (two d10, one for the 10s digit, the other for the 1's).
But yeah, most online dice rollers will do any sided die you want.
AlicornPriest
AlicornPriest
Administrator
Administrator

Gender : Male
Posts : 240
Join date : 2012-07-18
Age : 31

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Flutterknight Mon Jul 30, 2012 9:56 pm

AlicornPriest wrote:
The Warrior of Many Faces wrote:
There's an online dice roller that does d14s? I didn't know that. Okey-dokey-lokey, then! :pinkiehappy:
Technically, you're supposed to stick to the 5 regular polyhedra: d4, d6, d8, d10, d12, and d20. Or, if you want to spread out a little, you can also use a d2 (a coin) or a d100 (two d10, one for the 10s digit, the other for the 1's).
But yeah, most online dice rollers will do any sided die you want.

Slightly irrelevant, but I own an actual d100, and I love it. ^_^ (It could probably be used effectively as a projectile...)
Flutterknight
Flutterknight
Background Pony
Background Pony

Posts : 59
Join date : 2012-07-20
Age : 39
Location : Goose Creek, SC, USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  AlicornPriest Tue Jul 31, 2012 12:26 am

Flutterknight wrote:
Slightly irrelevant, but I own an actual d100, and I love it. ^_^ (It could probably be used effectively as a projectile...)
Isn't it basically spherical at that point? Very Happy
AlicornPriest
AlicornPriest
Administrator
Administrator

Gender : Male
Posts : 240
Join date : 2012-07-18
Age : 31

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Flutterknight Tue Jul 31, 2012 12:28 am

AlicornPriest wrote:
Flutterknight wrote:
Slightly irrelevant, but I own an actual d100, and I love it. ^_^ (It could probably be used effectively as a projectile...)
Isn't it basically spherical at that point? Very Happy

Kinda, the faces are pretty small.
Flutterknight
Flutterknight
Background Pony
Background Pony

Posts : 59
Join date : 2012-07-20
Age : 39
Location : Goose Creek, SC, USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  SilentBelle Tue Jul 31, 2012 12:59 am

Flutterknight wrote:
AlicornPriest wrote:
Flutterknight wrote:
Slightly irrelevant, but I own an actual d100, and I love it. ^_^ (It could probably be used effectively as a projectile...)
Isn't it basically spherical at that point? Very Happy

Kinda, the faces are pretty small.

I kinda wish I had a d100. But then I always remember the practicality of using 2d10 and decide not to go out of my way to buy one. On a side note, I do have a D20 that's about a foot in diameter, it's made of cardboard and duct-tape. It makes for good rolling for comical and pivotal skill checks. (Though I think it might have some minor balance issues).
SilentBelle
SilentBelle
Monster Overseer
Monster Overseer

Gender : Male
Posts : 1162
Join date : 2012-07-19
Age : 36
Location : Winnipeg, Manitoba, Canada

http://www.fimfiction.net/user/SilentBelle

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Mon Aug 06, 2012 8:47 pm

um when did this topic become about dice? I have 4 monsters and 2 templates that have not been evaluated so please tell me what you think even if you are just a guest... guests can post here right?
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  SilentBelle Mon Aug 06, 2012 9:25 pm

tygerburningbright wrote:um when did this topic become about dice? I have 4 monsters and 2 templates that have not been evaluated so please tell me what you think even if you are just a guest... guests can post here right?

Oh, sorry 'bout that.

Then, I guess I'll say that I really like the hive-mind template and will consider using it in future sessions where applicable. The templates are a great idea and quite useful, thanks for thinking them up Smile

As for the King/Queen template, I'm not too sure on the percentages for HP and the dice size increase, I feel like certain monsters will benefit far more from this template. That's generally why I'm more likely to invent my own boss-monster, than I am to top an existing monster with a king/queen template.
SilentBelle
SilentBelle
Monster Overseer
Monster Overseer

Gender : Male
Posts : 1162
Join date : 2012-07-19
Age : 36
Location : Winnipeg, Manitoba, Canada

http://www.fimfiction.net/user/SilentBelle

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Fri Aug 10, 2012 2:01 pm

Something new... Unique Creatures. It is best not to kill some these or you start to break canon in bigger and bigger chunks. If they are a canon character then I will not give fluff. All creatures here are mini-boss level at the very least



Shining Armor

info
HP 90
Traits
-Lethal Force authorized
Can not use [-] moves until after becoming bloodied
-Captain's Armor
Gain resist 2

[+3] Barrier
target gains resist 5 for 4 of Shining Armor's turns
[+2] Maintain the Barrier
Reset the turn counter for all Barriers
[+2] Null Barrier
All damage that the target would receive becomes 0 for 2 of the target's turns
[+1] Reflect Barrier (improved by Silentbelle)
The next time target is attacked the attack is negated and all damage that would be dealt in the attack is dealt to the creature who attacked the target.
[+1] Huge Barrier
All allies gain resist 3 for 5 of Shining Armor's turns
[0] Call guard
Conjure 1D4 Guards. They are treated as normal creatures not as conjurations.
[-1] Shaped Barrier
Deal 2D8 damage to target
[-2] Sudden Barrier immediate interrupt
Trigger an attack would deal damage
Effect negate that attack
[-3] Exclusion Barrier
Declare one race and remove all members of that race from battle for 3 of Shining Armor's turns
[-4] Suffocation Barrier
At the end of the target's next turn the target takes 1D20 damage and is stuned (save ends)
[-7] Precision Barrior
Flip a coin if heads the target is now unconscious if tails Deal 1D20 Damage

Grogar, the Lord of Darkness
The evil Demon Ram Necromancer and the leader of Tambelon. Long, long ago in a faraway land Grogar attempted to take over that land but he was defeated by a Heroine from an other world and was imprisoned in the shadow world. He has a cold and antagonistic personality and commonly abuses his underlings. His power comes from the bell that hangs on his neck. He has magic skills that are far beyond any Unicorn.

Info
HP 100
[+3] Charge magic
do nothing
[+2] Bell shield
Gain resist 2
[+1]Shadow bolt
Weaken and blind target (save ends both)
[+1] Conjure undead squad.
Conjure 3 undead ones with this stat block
{HP 5
[+1] Corupt strike
deal 1D6 damage and 1 ongoing damage (save ends)}

[0] Shadow orb
Deal 1D8 to target and adjacents.
[-2] Shadow coat Free action
negate one save ends effect, interrupt, reaction, or free action.
[-3] Shadow strike
Deal 1D20 damage to two targets and blind them (save ends)
[-12] Drown in Darkness
deal 3D10 damage to all enemies and flip a coin if heads they are stunned (save ends).

Spitfire

info
HP 35
Traits
Wonderbolt
gain +15 to initiative
The Best
When ever the top number is rolled on a die take an extra standard action

[+2] Blue Thunder
Deal 1D10 damage to target and 1D4 to self
[+1] Angelic Bird
Remove all save ends effects and deal XD6 damage to target enemy where X equals the number of save ends removed
[0] Aqua Dive
Deal 1D10 damage and gain 1D4 HP
[-2] Hornet Hail
Deal 1D10 Damage to target and 2D4 to adjecents
[-8] Supermarine Spinning Spiral Shot
Deal 1D20, 1D12, 1D10, 1D8, 1D6,and 1D4 damage to separate targets

Father Dagon
The massive(300 feet tall) and ancient leader of the fish that walk. One of the weakest allies of the Great Old Ones. He is largely amoral and simply does not care about most things whatever he does do is just on a whim.

info
HP 1,000,000 see traits
Traits
-Horrific form
All enemies lose 1 Sanity Point at the start of their turns or pay 1D6 HP
-Stop caring
At the end of each of Dagon's turns roll 1D100 if the result is equal to or less than the amount of damage Dagon has taken then he leaves combat.

[+1] Call Cult member
Conjure 1 Fish That Walks
[-3] Swatter
deal 1D20 damage to all other creatures
[-15] BEGONE FLIES!
Deal 3D100 damage to all other creatures

The Master

info
HP 50
traits
-Life force manipulation
at the start of each of the Master's turns pick on of the following effects A) take an extra standard action B) gain HP equal to the damage you do this turn C) Deal 12 extra damage D) remove all save ends from this creature

[+2] Sound of Drums
Target creature and this creature gain 1D4 vulnerability (save ends)
[+1] Tissue compression eliminator
Deal 1D12 damage to target and weaken them (save ends)
[+1] False premonition
Target flips a coin if heads target is blinded (save ends) if tails target can not gain PiPs (save ends)
[-1] Gambit reaction
trigger this creature suffers from vulnerability or ongoing damage
effect at the start of this creature's next turn gain resist or regain equal to the vulnerability or ongoing damage
[-3] Change of plans Free action
A die is rolled or a coin is fliped and you dislike the result reroll the die or reflip the coin.
[-8] Light Amplification by Stimulated Emission of Radiation Screwdriver
Deal 4D20 damage to target

Princess Cadence

info
HP 55
Traits
Together in our hearts
each turn gain PiPs equal to the number of allies
Heart's desire
At the start of combat target enemy and target ally (or self) each lose one trait

[+2]Heart beatdown
Deal 4D4 damage to target
[-5] Empowering enchantment
depending on the current allies apply the appropriate effect
Shining Armor
Declare one race and remove all members of that race from a 5 mile radius for 1D4 days
Princess Celestia
To be determined
Princess Luna
to be determined
Twilight Sparkle
to be determined
[+1] Artful 'ealing
all allies are healed for 2D8+4 HP
[-3] Royal Rampage
Deal 2D8 damage to four targets
[-X] Total Tonic
remove all save ends effects from target and they gain X PiPs
[0] HEART Flash
This attack may only be used after turn 5 and after all the above attacks have been used
Target is dominated until the end of combat.


Last edited by tygerburningbright on Thu Sep 27, 2012 9:42 pm; edited 15 times in total
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Cardbo Fri Aug 10, 2012 9:41 pm

tygerburningbright wrote:
Traits
-Lethal Force authorized
May only use [-] moves after becoming bloodied

Does this mean it can't gain pips when this kicks in? Unless I'm missing something here, it seems like this would cause it to grind to a halt pretty quickly.
Cardbo
Cardbo
Freakin' Alicorn Princess

Gender : Male
Posts : 3111
Join date : 2012-07-29

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Stairc -Dan Felder Fri Aug 10, 2012 9:42 pm

Cardbo wrote:
tygerburningbright wrote:
Traits
-Lethal Force authorized
May only use [-] moves after becoming bloodied

Does this mean it can't gain pips when this kicks in? Unless I'm missing something here, it seems like this would cause it to grind to a halt pretty quickly.

Might be fun to call it, "Staring Contest" instead. Cool
Stairc -Dan Felder
Stairc -Dan Felder
Lead Designer
Lead Designer

Gender : Male
Posts : 3099
Join date : 2012-07-19

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Brony 7 of 9 Fri Aug 10, 2012 10:28 pm

tygerburningbright wrote:
-Lethal Force authorized
May only use [-] moves after becoming bloodied
I took this to mean that Shining Armor here cannot use any [-] moves until he becomes bloodied; essentially, until he is reduced to 45 HP, he can't use any moves that involve spending PiPs, and is thus not doing any damage to the enemy. If he's bloodied, he can still use [+] moves; otherwise this mini-boss would become even easier than a regular enemy. I could be wrong, of course, since I didn't make this.

The idea of unique creatures is a good one, but Shining Armor needs work, or at least backup during his battle - which I assume he does have, since the Captain of the Guard would have to be pretty stupid to fight alone.

Edit: Wait, never mind - Reflective Barrier makes damage go right back to the attacker and has Shining Armor/his allies take no damage, and is a [+] move, so he DOES have a way of dealing damage... just not directly. Still needs work.
Brony 7 of 9
Brony 7 of 9
Epic Pwny

Gender : Male
Posts : 1775
Join date : 2012-08-09
Age : 30
Location : Yee-Haw County

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  SilentBelle Sat Aug 11, 2012 11:06 am

Well, he's certainly beatable and not too dangerous provided that he's fought with some tact and planning before hand, and he's by himself, otherwise the players would be kind of in over their heads. The most annoying thing is that I don't see the battle ending before the tenth round, and keeping track of multiple barriers during that time is draining work for a DM. That, and reflective barrier needs clarification. Do you mean to say that the attack is negated and all damage that would be dealt in the one attack is dealt to the player who used it?
SilentBelle
SilentBelle
Monster Overseer
Monster Overseer

Gender : Male
Posts : 1162
Join date : 2012-07-19
Age : 36
Location : Winnipeg, Manitoba, Canada

http://www.fimfiction.net/user/SilentBelle

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Sat Aug 11, 2012 1:39 pm

7 of 9 is right about Lethal Force and I must thank Slientbelle helping clarify Reflect Barrier. Also I have added one move that sends Shining Armor from miniboss to full boss that will last longer than 10 turns.

One more thing I have many things that need to be evaluated.
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  tygerburningbright Sun Aug 19, 2012 1:24 pm

Out of the 18 monsters I have made only 9 have been evaluated. Please please I am begging all of you I need help! Just tell me what ever you think.


Last edited by tygerburningbright on Mon Sep 03, 2012 2:04 pm; edited 2 times in total
tygerburningbright
tygerburningbright
Freakin' Alicorn Princess

Gender : Male
Posts : 3141
Join date : 2012-07-19
Location : USA

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  SilentBelle Sun Aug 19, 2012 1:47 pm

tygerburningbright wrote:Rainbow Serpent
A amphibious snake with the colors of the rainbow across it's scales. The size of the snake ranges from five to six meters. They make their home in various ponds lakes and waterholes. Despite not being a python it prefers to use constriction.

Info
25 HP

[+1] Bind
Target is stuned (save ends)
[+2] Squeeze
Deal 1D8 Damage to a stuned target
[-7] Block Airway immediate interrupt
Negate one saveing roll

Okay, I'll choose to critique this one in my few spare minutes.

I do believe this monster is over-powered by a fair margin. The fact is that these guys can stun permanently and that's a faux pas in any monster creation. Players hate being stunned, and it's the most powerful status effect out there. I'd recommend that you never put in any +pip move that can stun a target. So maybe give it the ability to weaken instead. Change Block Airway so that it negates a saving throw and does 2d10 damage.
SilentBelle
SilentBelle
Monster Overseer
Monster Overseer

Gender : Male
Posts : 1162
Join date : 2012-07-19
Age : 36
Location : Winnipeg, Manitoba, Canada

http://www.fimfiction.net/user/SilentBelle

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Brony 7 of 9 Mon Aug 27, 2012 11:29 am

tygerburningbright wrote:Sand Croc

Sand Crocs are desert predators with bodies composed of sand. They have a tendency to ambush and attempt to eat any thing that comes near. Their size ranges from 8-15 feet from snout to tail and weigh in the area of 1000 pounds aged crocs can reach 20 feet and 2000 pounds. It is uncommon to see more than two in the same area other than in breeding season.

Info

HP 40

Traits
- Sand Body
the Sand Croc gains resist 1
-Ambush!
The Sand Croc always goes first.
-Opportunistic
always targets the creature with lowest HP.


[+X] Drain
Target foe loses PiPs equal to 1D4. The Sand Croc gains an equal number of PiPs. Note attack does no damage and drained PiPs can not excede the foe's current PiP total.
[+1] Bite
Deals 1D8 damage.
[+1] Gather sand
Heal 1D6
[-6] Sandstorm
All creatures except the casting Sand Croc are blinded (save ends).
[-8] Mummification
Target takes 1D20 damage is weakened and has vulnerability 5 (save ends both).

While Opportunistic is good for helping DMs figure out what a Sand Croc would do in battle, I wouldn't call it a trait. Traits are more like the Ambush! you have described - always going first. I have to wonder, though, whether that trait is entirely fair - if, in an RP, someone saw a Sand Croc coming, or had senses that prevented an ambush, saying "No, the sand croc is just good enough to avoid Zebra Senses" is going to make players mad.

Drain is an interesting ability, but if this is a crocodile buried in sand I can't help but wonder whether or not it makes sense. It seems to me like a magical ability, and while naturally one has to have some magic to defy evolution, I don't know if having a body made of sand naturally allows one to drain PiPs from ponies or pony-like creatures.

How many Sand Crocs do you imagine will fight a party - what's the ratio? A party of four Sand Crocs fighting four ponies doesn't sound fair, as they can heal damage if the party tries to spread it out, and if they focus on one Sand Croc at a time the others are busy charging Mummification or Sandstorm and dealing damage all the while. I doubt it's a solo monster because it doesn't have enough HP to survive for more than four rounds, much less charge up Mummification.

Horror of the Deep

A massive squid like creature that has a fondness for sinking ships. It's countless limbs attach on to the decks of ships pulling them in to the Horror's mouth. It is unknown if there are more than one.

Info
HP 120

Traits
-One being
shares a PiP pool with it's tentacles
- No Escape
Encounter may not be fled.
- Unknown Beast Free action
The Horror may remove any ailments at a cost of 5 HP

[+2]Smash
Deals 1D8 damage and Conjures one Limb with the following stat block

Limb HP 8
Trait Pull in
generates 1 PiP every turn

[+2] Suck
Take 1D6 Damage
[-3] Absorb
Target Ally gains 1D8 HP

[-1] Flameing oil
Deal 1D8 damage to all enemies
[-4] Destroy
Deals 1D10 damage to 2 random enemies and Conjure four Limbs
[-10] Arise from the Deep
Everything takes 5D6 damage ( Everything means everything)

First off, the tentacles - Does "take 1d6 damage" mean that the tentacle is hurting itself? When using Absorbing, I assume it's only going to be healing the main body. It took me a bit to realize how this might play out, but sharing one PiP pool means that, while all the tentacles are healing the main body, all it's doing is making more tentacles.

I can predict how a battle with the Horror might go - starting at 0 PiPs, it's going to use Smash and summon one tentacle. On its next turn the Tentacle is using Suck, so now that the Horror has 4 PiPs, it's going to use Destroy (how exactly does it determine what targets to attack), summoning four more tentacles. If the party doesn't destroy them, every tentacle out is going to use Suck, charging up Arise from the Deep, which will kill of the tentacles and do massive damage to the ponies. If the party DOES destroy some tentacles, the Horror will use whatever ones are left to charge up Destroy and summon four more until it can use Arise from the Deep successfully. Repeat until the party are pony-shaped splatters on the deck.

So far this doesn't seem like a solo monster that ponies can win against, since it's going to be dealing more damage than they can heal, and they can't do enough damage to it to stop it from using Arise from the Deep - and if it doesn't it looks more than happy to use Flaming Oil until everything is dead. If this isn't an end boss, perhaps rethinking the number of PiPs that it can gain in a turn, or rethinking how many tentacles Destroy makes, will make this doable.

Rainbow Serpent
A amphibious snake with the colors of the rainbow across it's scales. The size of the snake ranges from five to six meters. They make their home in various ponds lakes and waterholes. Despite not being a python it prefers to use constriction.

Info
25 HP

[+1] Squeeze
Deal 1D10 Damage to a target suffering from a save ends effect
[+1] Bind
Target is weakened(save ends)
[-5] Block Airway immediate interrupt
trigger a saving roll succeeds
effect Negate the saving roll and deal 2D10 damage

This is an interesting monster because it works based on keeping an opponent constantly weak. It's vastly improved from the Eternal Stun build that was before, but I can't help but wonder if it'll last long enough to use Block Airway. In what kind enemy of party do you expect to fight a Rainbow Serpent? This is the kind of monster that simply cannot fight in a pack of its own kind - for this to be effective it needs to fight alongside other enemies made for dealing damage.

Swordmaster
An aged master who had prefected the art of the blade. Unfortunately time has not been kind.
info
50HP
Traits
-Arthritis
Will aways go last
- Masterwork Blade
Ignore resistance
- Poor eyes
Is always blind

[+2] Listen to the heart
remove blindness for the next attack
[+1] Broad Strokes
Deal 2D6 damage to target and half the roll to adjacents
[+1] Octocut
eight slashes each targets a random creature and deals 1D4 damage
[-4] Leaping Slash
Flip a coin if heads deal 3D10 to target if tails the swordmaster loses one turn

"Is always blind" and "Listen to the Heart" don't work well together under the current wording. If it's always blind, Listen to the Heart would naturally not work - how can you remove blindness from someone that's always blind? Maybe make a note to the side like "(unless Listen to the Heart was used last turn)". Also, make sure you note that you can't use Listen to the Heart twice in a row - I assume it's meant to set up an attack, so having the swordmaster listen to his heart so he can listen to his heart more accurately is silly.

Octocut is more deadly than you think it is - most pony parties in the Play by Post are small. If determining the targets are indeed random, and a three-person party has a (mostly) equal number of attacks, that's 3d4 damage to two characters, and 2d4 to another; by the law of averages more damage is dealt than if the swordmaster would have used a d12. I would suggest making this a [-] move instead of a [+], or giving the swordmaster a different move if getting enough PiPs to use Leaping Slash is his priority.

Speaking of which, if the Swordmaster is always blind, unless he Listens to his Heart immediately before using Leaping Slash, that's two coin flips he has to make, and both have to be heads for him to deal damage. Granted, that's an issue that can be easily solved by simply using Listen to the Heart.

tygerburningbright wrote:Great White Bat
A bat with a four foot wingspan. Diet includes figs, mangos, and blood. Commonly found in flocks of 20. All are infected with the Ebola virus.

Info
HP 5

Traits
-Diseased
Three days after the end of combat with this creature all ponies that took damage gain the following Fever, Headache, Muscle Ache, Vomiting, Dehydration, Internal and External bleeding and death (after two weeks). May be dispelled with a Heal check of 30 or proper medical attention. An Endurence Check 20 can lessen the effects and give you a few more days. A check of Perception or History is needed to identify the disease if identified the Heal check requirement is reduced to 25.

[0]Drain blood
Deal 1d4 damage to target and the caster is healed for the same ammount.

20 of these in one encounter? That's 20d4 damage per turn, which is easily enough to take down and probably even kill a pony, even disregarding healing. The Diseased trait I can clearly see is based off of diseases from Dungeons and Dragons, but the thing about those is that they can be avoided with a successful check at the end of an encounter, and can be avoided if the target is never hit. Here attacks are guaranteed damage and there's no real way to avoid getting Ebola (which is fairly dark for My Little Pony, but that's besides the point).

My suggestion, besides making less than 20 of these attack at a time, would be to remove the healing effect of Drain Blood (at such low HP, it's not like they need it), rework Drain Blood into a plain bite (unless they're vampire bats, and I doubt they are, they don't drain blood, and if they carry Ebola a simple bite would be worse than a drain) and make Diseased easier to deal with - perhaps, like in Dungeons and Dragons, a save at the end of an encounter to avoid getting the effect to begin with. Maybe even describe more what the effects of Ebola are (instead of just saying "muscle ache", maybe say that the ponies start battles weakened?)

Giant Shield Guardian
A warrior wearing heavy plate armor and a shield larger than it's entire body. Commonly found in mercenary teams protecting the weaker members.

Info
HP 60

Traits
-Super Heavy Armor
gain 5 resist and -10 initiative

[+3] Shield bash
Deal 1D4 damage to target and adjacents
[-1] Cover immediate interrupt
An ally is targeted by an attack redirect the attack to this creature
[-2] Second Chance free action
An ally creature would be reduced to 0 HP for the rest of the encounter all damage to that ally is redirected to this creature. This may only be used once per battle.
[-3] Sprit shield
Target ally gain resist 3 and regain 1 for 4 of the ally's turns
[-6] Perfect shield immediate interrupt
Trigger An opponent targets this creature with an attack
Effect negate attack. Triggerer is stuned and takes -2 to save rolls

Resist 5? Keep in mind the damage die are d8s, d10s, and d12s. Permanently resisting 5 of any of that damage is really powerful, and if the Guardian has 60 HP, it would take 12 attacks from a d10 at full power to take him down, IF he doesn't use one of his damage negating abilities first. Maybe increase Cover to [-2] PiPs; there's a Knight ability that works the same way and costs [-2], so why is it [-1] here? Also, if this thing is defense based, don't have Shield Bash hit adjacent enemies - no shield, not even a Tower Shield, is that big or that effective as a weapon.

Second Chance is ludicrously powerful for a [-2] PiP action. If the Shield Guardian were working with some bazooka-wielding mercenary, what's stopping the guardian from using it to protect the mercenary and stretch out the battle while the bazooka guy nukes everybody else? The way it is now, it's worded so that nothing stops the effect, not even the guardian falling, so even after our heroic ponies take him down to 0 HP, bazooka man still can't take damage, since the ponies will technically have their damage redirected towards the fallen guardian. I suggest reworking it to "until the end of the Shield Guardian's next turn" or something similar.

All in all my major complaints can be summarized as improper PiP management - some of these abilities are way too powerful, especially considering Shield Bash gives 3 PiPs per use and all but one of his other moves need 3 or less PiPs to use. The guardian right now might as well be a solid brick wall - it would take about as long to just slog through.

The Fish That Walks
A bipedal race of fish-frog-like, ocean-dwelling creatures. Skin is usually a dark green covered in mucus. Have both gills and lungs. Their culture is based around worshiping a being older than the stars. Have a great fondness for baked pony meat.

Info
HP 30

-Dexterous
May equip items inorder to gain damage, resist, or other effects. For example a harpoon could give a +2 to damage, a rusty shield a +1 to resist and a net could stun if you roll a 8 on a D8

[+2] Strike
Deal 1D10 damage to target

[+1] Take a bite
Deal 1D8 to target and gain HP equal to half that roll (rounded up)

[-3] Sedate
Target becomes stuned after its next turn

[-5] Invoke the Elders
Deal 1D8 to target and a seperate 1D8 to self. A target ally deals extra damage equal to the average of those two rolls for the rest of the encounter.

Dextrous allows the Deep One here to be an interesting enemy - fighting Sand Crocs is all the same, but Deep Ones, being humanoid (ponyoid?), have tools that allow them about as much variation of the ponies themselves. Again, the problem on average is PiP use.

The Rogue ability "Stab" deals 1d10 damage and gives the user 1 PiP, but the Deep One here has a similar ability that gives 2. Now, I'm aware that monsters and ponies don't follow the same rules, but I at least want a monster that our heroes can defeat without total annihilation and forced fleeing a collapsing lair. Unlike the Shield Guardian above, however, the other attacks look fine - Rejuvenating Strike and Take a Bite are similar enough, Sedate uses stun, which is a powerful status effect (but maybe note (save ends), and Invoke the Elders is a nice, unique "game-changer" attack (and since it does damage to the user, maybe could cost a little less, like [-4]?)

Also, is the Horror from the Deep meant to be Father Dagon? My Lovecraft is rusty.

Behemoth
A land dwelling beast with skin like stone, a tail like a tree, bones like iron, the temperment of a kicked dog, the head of a boar, the breath of a dragon, the knowledge of ten ponies, the digestive track of a goat, the wings of a may fly, the feet of a tiger,and blood of acid. Weight ranges from 7-9 tons prefers live in large complex caves.

Info
HP 100
Traits
Strange body
gain 2 resist when not bloodied
Child of Chaos
All attack targets are random

[+3] Sideswipe
Deal 1D10 damage to target and it suffers Vulnerability 3 (save ends)
[+2] Dragon fire
Deal 1D8 Ongoing Damage(save ends) to target and adjacents
[+1] Zombify
Target gains health when they would take damage and takes damage when they would be healed(save ends)
[+1] Bad breath
Target gains one random effect out of Vulnerability X, Resist X, X Ongoing Damage, Regeneration X, Blinded,Weakened, Stunned, Dominated,Charm, and Condemnation. Where X equals the roll of 1D6. All are treated as save ends.
[-2]Freak of nature immediate reaction
trigger fail to remove a save ends effect
effect remove that save ends effect
[-6] Malestrom
Every creature takes 1D10 damage for each save ends effect that it has

Like the Sand Croc, attacking randomly isn't a trait, that's just behavior notes for the PH. Further, most monsters I've seen randomly attack anyway - it works in this system. I recognize the concept of trying to make a monster based on status effects, but it's harder to make a functional Marlboro than you think. Again, PiP balance - Dragon Fire is too strong for something that can deal ongoing damage. Rolling a d8 and having players consistently fail mean they're dead within a few turns. Sideswipe gives a status effect and deals damage, and gives 3 PiPs, which just sounds blatantly overpowered. Zombify could easily be abused in the player's favor, and the clever player may not ever want to be un-zombified; if they stay that way the Behemoth can't do anything unless Bad Breath were to give them Regeneration.

I don't quite get Freak of Nature; is it the Behemoth going "NO U" whenever it itself has a save-ends effect and fails, then gets rid of the effect anyway? Maelstrom is another "game-changer" move like the Deep Ones' "Invoke the Elders", but on the Behemoth it's deadly, especially considering it can apply any effect it wishes while gaining the PiPs needed to use Maelstrom and blow some unfortunate pony away.

And now onto the signature Marlboro move, Bad Breath. How are you going to "randomly" decide which effect the target gets? No killer PH worth his salt would "randomly" give a target Resist X or Regeneration X, and would favor "randomly" choosing absurdly powerful ones like Dominate or Stun. Having a numerical value randomly assigned to some stats isn't enough, because all the rest aren't affected, and a killer PH would never use those when he could luckily and "randomly" keep hitting Dominate. If the Behemoth is to truly be chaotic, use a table for Bad Breath that involves a die roll, and the PH would roll on that to see what effect he gets. A similar table might also help determine who the Behemoth attacks, but I don't think that should be a trait because the parties that would engage a Behemoth in battle would vary so much.

I'll do the rest later.
Brony 7 of 9
Brony 7 of 9
Epic Pwny

Gender : Male
Posts : 1775
Join date : 2012-08-09
Age : 30
Location : Yee-Haw County

Back to top Go down

Monsters by Tiger Empty Re: Monsters by Tiger

Post  Sponsored content


Sponsored content


Back to top Go down

Page 1 of 2 1, 2  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum