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In which LibraryLass posts some monsters
Posted: Thu Feb 14, 2013 6:21 pm
by LibraryLass
Great Brain
Armor Class: 11
Hit Dice: 9****
No. of Attacks: 1
Damage: Special
Movement: 0
No Appearing: 1
Save As: MU9
Morale: 7
Treasure Type: H
XP: 1300
Great Brains are aptly named, for they resemble nothing so much as a monstrous, immobile brain, ringed by many dexterous but very weak tentacles. Their exact relationship to Thulids is unknown, but it is sometimes rumored that the Thulids serve them, or that they are the last, most horrible phase of their life cycle.
Although a great brain cannot move under its own power, it can Teleport once per day with no risk of failure, or vanish entirely into the astral plane. They can psychically sense living creatures in a 100' radius, and use the following spells at will: Charm Monster, Hold Monster, Confusion, or Telekinesis.
Up to three times per day, a great brain can attempt to enslave any one living creature within 30 feet which must save vs. spells or be utterly dominated by the brain's mental prowess. An enslaved creature obeys the brain’s telepathic commands. Such a creature can attempt a new save vs. spells every 24 hours to break free, or can be freed by a remove curse spell. The control is also broken if the brain dies or is separated from the slave by more than a mile.
Re: In which LibraryLass posts some monsters
Posted: Thu Feb 14, 2013 6:23 pm
by MedievalMan
I like it, though I think you are supposed to capitalize saving throws (I'm not entirely sure..) but otherwise looks good to me!
Re: In which LibraryLass posts some monsters
Posted: Thu Feb 14, 2013 6:34 pm
by SmootRK
LibraryLass wrote:Great Brain
Armor Class: 11
Hit Dice: 9****
No. of Attacks: 1
Damage: Special
Movement: 0
No Appearing: 1
Save As: MU9
Morale: 7
Treasure Type: H
XP: 1300
Great Brains are aptly named, for they resemble nothing so much as a monstrous, immobile brain, ringed by many dexterous but very weak tentacles. Their exact relationship to Thulids is unknown, but it is sometimes rumored that the Thulids serve them, or that they are the last, most horrible phase of their life cycle.
Although a great brain cannot move under its own power, it can Teleport once per day with no risk of failure, or vanish entirely into the astral plane. They can psychically sense living creatures in a 100' radius, and use the following spells at will: Charm Monster, Hold Monster, Confusion, or Telekinesis.
Up to three times per day, a great brain can attempt to enslave any one living creature within 30 feet which must save vs. spells or be utterly dominated by the brain's mental prowess. An enslaved creature obeys the brain’s telepathic commands. Such a creature can attempt a new save vs. spells every 24 hours to break free, or can be freed by a remove curse spell. The control is also broken if the brain dies or is separated from the slave by more than a mile.
Nice... for the field guide, if you allow me? The * special ability marks are generally capped at 3 (not sure why, but it seems to be the custom. I think generally one or more spell like abilities means one such asterisk. I think I would go ahead and call them "Thulid, Great Brain" so they get placed alongside the Thulids in the Field Guide. I can imagine perhaps additional powers with such massive intelligences... perhaps adding Sage-like knowledge of certain topics, a Lore like ability, Feeblemind, or even give it full MU levels as well (they have those little tentacles).
Just ideas to enhance what you got here... a very cool creature.
Re: In which LibraryLass posts some monsters
Posted: Thu Feb 14, 2013 6:37 pm
by LibraryLass
Of course, Smoot. Put anything you like of mine in the field guide.
Those are some solid ideas for improvement, I might snag them.
Flying Man-Of-War
Armor Class: 11
Hit Dice: 2
No. of Attacks: Special
Damage: Special
Movement: Fly 40'
No Appearing: 3d4
Save As: F2
Morale: 7
Treasure Type: None
XP: 75
Flying Man-Of-Wars are horse-sized, flying jellyfish with a distinctive crest like a sail. Their bodies are filled with hot air, allowing them to float about 20 feet off the ground, with their tentacles hanging below. Any creature touched by their tentacles as they drift over takes only 1 damage, but must save or be afflicted by its paralyzing venom. The Man-Of-War will then pull itself down to its prey (if it weighs more than 100lbs) or lift its prey up to its body and begin digesting it for 1d6 damage per round. If a Flying Man-Of-War takes at least 6 damage from a single attack, it pops and falls to the ground, immobile, but its tentacles will collapse in a 10' radius around it and retain their poison.
Edit: WOW was that ever the wrong save value for them.
Re: In which LibraryLass posts some monsters
Posted: Sun Feb 17, 2013 10:46 pm
by LibraryLass
Infernal, Lemure
Armor Class: 12
Hit Dice: 3
No. of Attacks: 1 claw
Damage: 1d4
Movement: 40'
No Appearing: 5d6
Save As: F3
Morale: 6 (11)
Treasure Type: None
XP: 145
Lemures are said to be the souls of the damned, converted into wretched forms to serve as slaves or foot-soldiers for more powerful infernals. Their bodies resemble the ones they had in life, covered in bubbling pitch (or worse) and utterly devoid of speech or intelligence. All other infernals can telepathically control lemures without effort, and while they are thus controlled, lemures use the morale value in parentheses. Lemures regenerate 1 HP/round unless struck with holy water or a magic weapon. Even if a lemure is killed, it will regenerate, returning to life unless its body is sprinkled with holy water before it arises or it was killed by holy water or a magic weapon. Other infernals delight in taking advantage of this ability to make lemures fight endless battles or subject them to torture.
Infernal, Vega
Armor Class: 17
Hit Dice: 9***
No. of Attacks: 1 weapon or 1 whip
Damage: Weapon+2/1d6 or Special
Movement: 60'/Fly 150'
No Appearing: 1
Save As: F9
Morale: 10
Treasure Type: A
XP: 1300
Vegas are extremely powerful infernals that resemble towering, winged humanoid figures made of fire and darkness. They are among the most dishonorable and cruel of all creatures. Vegas are extremely skilled with their whips and on a successful hit with the whip, a vega can choose to pull a creature close enough to itself that the heat radiating from its body deals 3d6 damage. Vegas are only affected by magic weapons and spells of 3rd level or greater, and take only half damage from fire, lightning, and cold. Vegas can cast Cause Fear, Darkness, Detect Magic, Detect Invisibility, Dispel Magic, and Telekinesis at will.
Infernal, Vrock
Armor Class: 13
Hit Dice: 8*
No. of Attacks: 2 claws, 2 talons, 1 bite
Damage: 1d4/1d4/1d8/1d8/1d6
Movement: 40'/Fly 120'
No Appearing: 1d4
Save As: F8
Morale: 11
Treasure Type: B
XP: 945
Vrocks are the warriors of the infernals. They come in many horrible forms, but seemingly the most common ones resemble a blend of the ugliest features of a man, a vulture, and a bat. A vrock can attack with all five of its attacks while in flight, but cannot use their talons on the ground. They are immune to non-magic weapons. Vrocks can cast Darkness, Detect Invisibility, and Telekinesis at will, and once per day have a 10% chance of summoning one of their own kind to fight alongside them.
I apologize for the terrible, terrible pun that is the Vega's name
Re: In which LibraryLass posts some monsters
Posted: Mon Feb 18, 2013 10:15 am
by Joe the Rat
For the Lemures, you might want to give them a double morale, one for "free-range", and a higher one for "commanded." They're more likely to stand and fight if the whips of their masters are (perhaps figuratively) upon them - 6 (9) or 6 (10).
LibraryLass wrote:I apologize for the terrible, terrible pun that is the Vega's name
Yeah. Infernal, M. Bison would just be weird.
Re: In which LibraryLass posts some monsters
Posted: Mon Feb 18, 2013 1:20 pm
by LibraryLass
Joe the Rat wrote:For the Lemures, you might want to give them a double morale, one for "free-range", and a higher one for "commanded." They're more likely to stand and fight if the whips of their masters are (perhaps figuratively) upon them - 6 (9) or 6 (10).
Nice thinking. It is done.
LibraryLass wrote:I apologize for the terrible, terrible pun that is the Vega's name
Yeah. Infernal, M. Bison would just be weird.
Indeed.
I never quite liked the name Balor, being as it's taken and all.
Re: In which LibraryLass posts some monsters
Posted: Mon Feb 18, 2013 5:51 pm
by LibraryLass
Dragon, Brown
Armor Class: 17
Hit Dice: 6**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d4/1d4/2d8 or breath/1d4
Movement: 30' Fly 80'
No Appearing: 1, Wild 1, Lair 1d4
Save As: F6
Morale: 7
Treasure Type: H
XP: 610
Brown Dragons are the smallest and weakest of the dragons, but are craftier than white dragons. They favor rocky cliffsides and canyons for their homes. They are highly territorial but cowardly hermits, and even a mated pair will jealously separate their treasure from one another. Brown dragons prefer to ambush trespassers by blending into the rocks. Some larger ones have been known to accumulate boulders to drop from above onto unsuspecting adventurers.
Brown dragons' claws are especially well-suited to climbing sheer cliff surfaces, which they do as well as a Thief whose level equals their HD.
Brown Dragon Age Table
Age Category: 1/2/3/4/5/6/7
Hit Dice: 3/4/5/6/7/8/9
Attack Bonus: +3/+4/+5/+6/+7/+8/+8
Breath Weapon: Hurricane-force winds (Cone)
Length: - 60'/70'/80'/85'/90'/95'
Width: - 25'/30'/30'/35'/40'/45'
Chance/Talking: 0%/15%/20%/30%/45%/55%/65%
Spells by Level
Level 1: -/1/2/3/3/3/3
Level 2: -/-/-/-/1/2/3
Claw: 1d4/1d4/1d4/1d4/1d4/1d6/1d8
Bite: 2d4/2d6/2d6/2d8/2d8/2d10/2d10
Tail: 1d4/1d4/1d4/1d4/1d4/1d6/1d6
Death Dragon
Armor Class: 22
Hit Dice: 11**
No. of Attacks: 2 claws+paralysis/1 bite or breath/1 tail
Damage: 1d8/1d8/4d8 or breath/1d8
Movement: 30' Fly 80'
No Appearing: 1
Save As: F11
Morale: 10
Treasure Type: H
XP: 1765
Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons unscrutable to mortals. In place of whatever breath weapon they had in life, they breathe a cloud of freezing miasma. In addition to taking damage, those caught in the death dragon's breath must save vs. death or contract a disease identical in symptoms to Mummy Rot. A death dragon's claws cause paralysis much like a ghoul's, but elves are not immune to it. To create a younger death dragon, use the Gold Dragon age table.
Linnorm
Armor Class: 17
Hit Dice: 7**
No. of Attacks: 1 bite/2 claws or breath
Damage: 2d8+poison/1d10/1d10 or breath
Movement: 40'
No Appearing: 1d2
Save As: F8
Morale: 9
Treasure Type: E
XP: 800
Linnorms, like wyverns, are distantly related to dragons. They resemble large crested or horned snakes with a pair of clawed forelimbs, but no legs or wings. A linnorm can breathe a cloud of fetid gas much like a dragon's breath. Linnorms are immune to all poisons.
Re: In which LibraryLass posts some monsters
Posted: Mon Feb 18, 2013 7:12 pm
by Joe the Rat
Death Dragon. Nice.
Do you have Dragon 182-183? They had a whole slew of Linnorms. 2E, but it makes for good fodder.
So the linnorm can either bite/claw/claw, or breath weapon?
Re: In which LibraryLass posts some monsters
Posted: Mon Feb 18, 2013 7:23 pm
by LibraryLass
Joe the Rat wrote:Death Dragon. Nice.
Do you have Dragon 182-183? They had a whole slew of Linnorms. 2E, but it makes for good fodder.
So the linnorm can either bite/claw/claw, or breath weapon?
Correct.