In which LibraryLass posts some monsters

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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LibraryLass
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Re: In which LibraryLass posts some monsters

Post Tue Feb 19, 2013 7:44 pm

MedievalMan wrote:Hey LibraryLass save some monsters for the rest of us k? ;)

Some nice work, you can really crank this stuff out. Have any plans for future works? Maybe I can plan around what your doing seeing as I as slow as molasses when it comes to writing.
I would if I knew in advance what I was going to make. Like anything worth doing, my work comes inexplicably and without method.
Dimirag wrote:Oh, the old para-elementals y quasi-elementals, nice work.
Not quite the same lineup, but similar.
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Re: In which LibraryLass posts some monsters

Post Tue Feb 19, 2013 11:28 pm

LibraryLass wrote:So are you as bored of the same old four elementals as I am?

'Course you are! Let's fix that.

Elemental, Cold

Cold elementals resemble crude, headless ice statues, with long, sharp icicles in place of hands. Cold Elementals take double damage from fire attacks. They do an additional 1d8 points of damage against creatures that are hot or flaming in nature, as well as creatures made of liquids or oozes. A cold elemental's body is so bitterly cold that creatures within 5 feet take 1d6 damage automatically unless they are immune to the effects of cold and any liquids they touch immediately freeze solid. Cold elementals cannot enter places where the temperature is above 50 degrees Fahrenheit.

Elemental, Metal

Metal elementals resemble lithe figures made of molten metal. They are able to shape their extremities into cruel blades. Despite their appearances they are normally cool to the touch. Metal armor affords no protection against a metal elemental, and indeed they do an additional 1d8 points of damage to creatures, vehicles, or structures that are made of or in direct contact with some form of metal. Lightning attacks deal double damage to them. Metal elementals cannot cross a body of water greater than their own height.

Elemental, Lightning

Lightning elementals resemble dark clouds, lit from within by flashes of lightning. They can magnetically draw metal items towards them as if using the spell Telekinesis, and deal an extra 1d8 damage to creatures that are in contact with water or metal but not touching solid ground. They take double damage when attacked with air or wind attacks (including air elementals). A Lightning elemental can choose either to strike a single creature, or create a mighty thunderclap. If the latter attack is used, all creatures within a 30' radius must save vs. Paralysis or be deafened for 1d8 turns.

Elemental, Wood

Wood elementals superficially resemble treants, but closer inspection reveals that rather than a single tree, they are created from dozens of interlinked plants and trees. They take double damage from fire attacks of any kind, and deal 1d8 extra damage to creatures in contact with vegetation, including weapons or shields made mainly of wood, as well as earthen or stone structures.
Is there any particular Ro-sham-bo to the bonuses and vulnerabilities, or were you looking more at thematic and logical interactions? Lightning's vulnerability to wind seems odd to me - the body of the thing is the crackling plasma within the cloud - which could as easily be a swirl of dust caught in the static eddies surrounding the entity, rather than a body of water vapor. (I see it in the "dry" spot between air and fire - water should be oppositional).

Wood elementals: It might be clearer to say that they ignore hardness when attacking earth and stone structures. Unless you mean that characters standing on earth or stone are extra vulnerable to wood elementals, in which case holy flintstones! Why do they fly? If anything, I'd give them a burrowing speed... or better yet let them send roots underground at range to spring up and entangle its enemies.

Metal: They can't cross water wider than their height, or deeper than their height? Is it about being submerged, or do they avoid water altogether?
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LibraryLass
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Re: In which LibraryLass posts some monsters

Post Tue Feb 19, 2013 11:59 pm

I was... mostly trying to be logical about it. Your point about lightning and water makes a lot of sense, I might change it, with your permission.
Also, good catch on the metal elemental, I'll correct it.
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 12:07 pm

Ugh. There was something I told myself I had to make today but for the life of me I don't remember.
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 1:06 pm

Heya, I just posted in MM monster thread about the general information flow I utilize when I am preparing materials for the Field Guide. It would aid me greatly in efforts to get these things into the field guide by following the general flow I use. Ignore the stuff that does not apply. I would ask that perhaps you give your critters a run through for this "data flow"... just trying to get where I have standards and feel ok about delegating such to the community too. Don't feel singled out (as I said to MM) as I am just trying to get my 'standards' down for all to see.
Also, saving me a little bit of re-do effort. I generally follow this data flow in the description (and look for examples of similar creatures to follow). MM don't feel singled out... just trying to get my "style" down on paper in a sort of instruction or recipe manner.

Stats then:
Very brief description. Let the GM/Players fill in with their imagination when possible. Darkvision and language is generally in the first paragraph or two as well.

Next, Main Physical Attack Form, followed by other sorts of attack forms. Large quantities of such abilities are broken up in logical divisions. Spells/Spell-like Powers may or may not be combined into this paragraph depending on quantity or relational factors.

A paragraph where certain factors are always found follows. Mindless, Undead Traits, etc.

Last paragraph might have some addition info such as Exceptional Individuals, Leaders, or any last minute fluff that helps.
Again, if humanoid creature, emulate the flow of another such humanoid from the Field Guide, or find a creature with a similar quantity of abilities or whatever and emulate the flow of info.

Basically, as we move forward with contributions, in order for our materials have some sense of cohesion of style, writing, data... your efforts will speed me along more so. (I will keep this post around so I can share this with others who might be contributing too).
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 1:50 pm

SmootRK wrote:Snipped
Ah, useful. Sure, I can try to format them accordingly.

That's it!

Banshee
Armor Class: 19
Hit Dice: 7**
No. of Attacks: Touch
Damage: Special
Movement: 60'
No Appearing: 1
Save As: F7
Morale: 8
Treasure Type: E
XP: 800

Banshees are to the fey what ghosts, wraiths, and spectres are to humans, and so usually resemble colorless, ash-white elves in ragged clothing and chains. They understand whatever languages they spoke in life, but rarely speak, instead sobbing uncontrollably. Once per day, the banshee's endless weeping reaches a hideous crescendo, and anyone within a 50' radius who hears the wailing must save vs. Death Ray or die in 2d6 rounds. The touch of a banshee does no damage, but it drains 1d4 levels. Because they are incorporeal, banshees can only be hit by magic weapons.

A banshee is undead, and thus immune to sleep, charm, and hold spells, and it can be turned as a vampire. Banshees can walk on water, but they cannot cross running water, and lose the ability to drain energy or to wail for 2d12 days if they do.

Barghest
Armor Class: 16
Hit Dice: 6*+3
No. of Attacks: 1 bite (Black Dog form) or 1 claw or weapon (humanoid form)
Damage: 1d6/1d6/weapon
Movement: 40'
No Appearing: 1d4
Save As: F6
Morale: 10
Treasure Type: D
XP: 555

Barghests are shapeshifters that can take two forms: a hulking, demonic black dog, or a humanoid that resembles a wingless, goblin-faced gargoyle. Both of these forms are highly muscular and have eyes that seem to glow red hot. They speak Common and often know the languages of infernals, goblins, hobgoblins, and bugbears.

Barghests never use weapons, even in their humanoid form, preferring to feel the blood of their enemies run down their claws. Anyone who meets the gaze of its horrible orange eyes must save vs. Paralysis or be rooted to the spot from terror for 1d6+1 turns or until the barghest is dead. Barghests are tenacious, returning again and again to plague those who successfully drive it off, but after it has killed at least one opponent it will usually be satisfied and leave her companions alone.

Although barghests can sometimes be found ruling over goblins or hobgoblins, most commonly they haunt a lonely stretch of road, where they might sate their bloodlust by preying on travelers. Although they are not undead, barghests are inherently unholy and can be Turned by Clerics as if they were a wight. They can only be harmed by magic weapons.

Boggart
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 1 claw
Damage: 1d6
Movement: 40'
No Appearing: 1
Save As: MU1
Morale: 7
Treasure Type: D
XP: 555

What a boggart's true form is, none can say, but given the marks they leave on the bodies of their victims, one can be reasonably sure that it is clawed. Boggarts do not appear to truly understand language, but they are capable of imitating a wide range of sounds, including speech. They feed on fear, especially the intense fear of a creature about to be slain by its worst nightmares.

A boggart usually prefers not to attack with its claws until it absolutely has to, Instead it prefers to use its inherent magical abilities as a first resort. Boggarts have a very passive form of telepathy that allows them to know the greatest fear of any creature they can see, and project an illusory image of it. Creatures of 1 HD or less that view such an image must save vs. Death Ray or die of fright. Should this fail, only then does the boggart approach and use its claws. While they relish the sound of screaming, boggarts find laughter unbearable and must check morale if they hear the sounds of genuine mirth.

If a boggart's illusions are dispelled, they do not vanish, but the person who dispelled it gains the ability to control or alter the image for as long as she concentrates on it. In all other respects the illusion functions like the wizard spell Phantasmal Forces. Although they are intelligent, Boggarts are not affected by charm spells, sleep spells, or illusions.
Last edited by LibraryLass on Sun Feb 24, 2013 8:29 pm, edited 1 time in total.
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 2:46 pm

Very nice Lass. I especially like the barghest, I always liked the stories of wolf-like monsters haunting lonely roads. I could see myself using it in the future.
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 3:02 pm

I would really like to squeeze in the Great Brain (thulid). Can you do a review of that one before I get ahold of it? Others might still get added, but the consideration might be more for purposes of filling out the layout over content concerns otherwise.
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Re: In which LibraryLass posts some monsters

Post Sun Feb 24, 2013 8:23 pm

SmootRK wrote:I would really like to squeeze in the Great Brain (thulid). Can you do a review of that one before I get ahold of it? Others might still get added, but the consideration might be more for purposes of filling out the layout over content concerns otherwise.
You got it, Smoot. :D

Thulid, Great Brain
Armor Class: 11
Hit Dice: 9***
No. of Attacks: Special
Damage: Special
Movement: 1'
No Appearing: 1
Save As: MU9
Morale: 7
Treasure Type: H
XP: 1300

Great Brains look like monstrous, immobile brains ringed by many dexterous but weak tentacles, which it uses both as manipulators and to drag itself around. The exact relationship of the Great Brain 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. Great Brains do not speak, but if they have need of it, can telepathically speak to any creature of greater than animal intelligence.

Although a great brain can only barely move under its own power and has no physical means of attack, it is quite magically powerful, and it shares the Thulid's ability to use a mental blast, with the same effects. 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. A great brain can also 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.

Due to their incredibly long lives and powerful psychic abilities, great brains are reputed to be a source of many long-forgotten secrets. However while a great brain's information is reliably trustworthy, the brain itself is both cruel and diabolical, and those on the surface who know of their existence know to approach them with great caution.
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Re: In which LibraryLass posts some monsters

Post Wed Mar 27, 2013 5:08 am

Okay so it's been a while and I need to get productive again for the sake of my mental health.

Angel
Armor Class: 17
Hit Dice: 7***
No. of Attacks: 1 weapon
Damage: By weapon + 2
Movement: 50' Fly 90'
No. Appearing: Solitary
Save As: Cleric 10
Morale: 11
Treasure Type: E
XP: 865

Angels are zealous champions of justice. They may appear in a variety of forms, but in general are impossibly tall and beautiful humanoid figures with at least one set of golden wings like those of a giant eagle. Some believe them to be the servants or messengers of gods, a theory reinforced by the fact that Angels seem to know the languages of all but the most utterly mindless of creatures, as well as the fact that on rare occasions they enter into the service of especially powerful clerics.

An angel will usually fight in an honorable manner, but is not above pressing an obvious advantage. Angels cast spells like a 9th level cleric, and can detect the surface thoughts of any creature within 100'. Additionally, they are capable of turning undead and unholy creatures as a cleric of 9th level.

Angels take only half damage from nonmagical weapons, and they are immune to sleep, hold, and charm effects, as well as illusions. Legends tell of two more powerful orders of angels. The lesser of these the six-winged seraphim, who are angels of 9 HD (1300 XP) and cast spells as 10th-level clerics. The most powerful angels of all are known as Archangels, of which there are only seven recorded to exist (although there may be others unknown to mortals). They have 12 HD (2175 XP) and cast spells as a 14th-level cleric.
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