News:

We're all part of a story, part of tale - but no one remembers how it began...


Create-A-Creature!

Started by DRAMA, October 03, 2011, 03:54:57 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

DRAMA

•°o.OO.o° »Create-A-Creature« °o.OO.o°•



This thread will feature creatures that I've created, found, or have had suggestions to make to used in 3.x D&D games. Feel free to use these creatures in your games. If you find that a creature is unbalanced or it just isn't working right, feel free to PM me your experience. Feedback and comments are welcome, but please keep it in PMs or a new thread in the D&D section. My intention is to keep this thread on a specific track. Thank you for abiding!



Index




DRAMA

#1



Bog Unicorn

   Large Magical Beast
   Hit Dice : 8d8+40 (124 hp)
   Initiative : +1
   Speed : 30 ft. (6 squares)
   Armor Class : 18 (-1 size, +1 Dex, +8 natural)
   Base Attack/Grapple : +6/+18
   Attack : Gore +13 melee (2d6+12)
   Full Attack : Gore +13 melee (2d6+12)
   Space/Reach : 10 ft./5 ft.
   Special Attacks : Powerful Charge
   Special Qualities : Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, & compulsion, low-light vision, scent
   Saves : Fort +11, Ref +7, Will +6
   Abilities : Str 26, Dex 11, Con 21, Int 12, Wis 13, Cha 19
   Skills : Listen +14, Move Silently +9, Spot +3, Survival +8*
   Feats : Alertness, Endurance, Improved Natural Attack (gore)
   Environment : Temperate or Warm Marshes
   Organization : Solitary or Herd (2-12)
   Challenge Rating : 5
   Treasure : None
   Alignment : Always neutral good
   Advancement : 9-12 HD (Large); 13-24 HD (Huge)
   Level Adjustment : +6 (cohort)


   Bog unicorns are a living testament of gentle giants.  Like their vain cousins, they shun all contact with all but sylvan creatures (dryads, pixies, and the like), only showing themselves to defend their marshes.
 
   A bog unicorn has soft, glassy eyes of dark brown, hazel, gray, or murky blue.  Unlike normal unicorns, bog unicorns have a thick hide compared to an equine-like coat of hair.  They resemble a rhinoceros with a thick curved horn sprouting from their forehead.  

   Bog unicorns are normally found by themselves, but during mating season, they form small herds.  They make their homes in the deepest part of the marshes they protect.  Any traveler may pass through a bog unicorn's marsh freely. Any creature found killing for sport or damaging the marsh maliciously will find themselves on the end of the bog unicorn's horn.

   On very rare occasions, a bog unicorn will allow itself to be tamed by a good humanoid.  Such a unicorn, if treated with respect and kindness,
will be the humanoid's loyal steed and protector for life, even outside it's marsh.

   A bog unicorn's horn is known for it's purifying abilities.  Evil beings sometimes poach a bog unicorn for it's horn, which can fetch up to 2,500 gp, for use in various antidotes and spell components.  Most good beings refuse to traffic, much less handle, a bog unicorn's horn.

   A typical adult bog unicorn grows between 5 to 12 feet in length,  4 to 7 feet at the shoulders and weigh about 6,000 pounds.  Female bog unicorns have smaller horns than males and tend to be slightly smaller than males.

   Bog unicorns speak Sylvan and Common.

DRAMA

#2


Bone Golem

   Large Construct
   Hit Dice : 8d10+30 (hp)Bone Golem
   Initiative : -1
   Speed : 30 ft. (6 squares)
   Armor Class : 18 (-1 size, +1 Dex, +10 natural), touch 8, flat-footed 18
   Base Attack/Grapple : +6/+16
   Attack : Claw +11 melee (1d8+6)
   Full Attack : 2 claws +11 melee (1d8+6) or 2 slams +11 melee (2d8+6)
   Space/Reach : 10 ft./10 ft.
   Special Attacks : Berserk, rend
   Special Qualities : Construct traits, DR 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
   Saves : Fort +3, Ref +2, Will +3
   Abilities : Str 23, Dex 10, Con —, Int —, Wis 11, Cha 1
   Skills :
   Feats :
   Environment : Any
   Organization : Solitary or gang (2-4)
   Challenge Rating : 8
   Treasure : None
   Alignment : Always neutral
   Advancement : 9-16 HD (Large); 17-24 HD (Huge)
   Level Adjustment :


   
   This automaton looks as though it has been constructed out of several weathered and deformed bones, only to be held together by thick straps of rotting leather.  It stands taller than the average man, slightly hunched over, dragging its' claws over the floor.  It smells of mildew and decay.


   A bone golem is a horrid selection of bones, either found or (usually) stolen, held together only by thick leather straps.  Very few human bones are ever added to a bone golem's 'collection' because of their tendency to break very easily.  They are mainly constructed out of humanoid creatures, such as ogres, trolls, orcs, and giants.  Without the hindrance of flesh, bone golems have claws along with their massive size, only adding to their menacing  look.  All too often are bone golems mistaken for a over-sized skeleton.
 
   Bone golems wear no clothing and carry no possessions.  They stand 9 feet tall and weighs around 600 pounds.  A bone golem cannot speak.  The only sounds created by the bone golem is from the leather straps rubbing against its' self.  It moves about with a very awkward gait, as if limping stiffly.


Combat

  Bone golems aren't very resilient in combat due to their low Armor Class, though easily defeating foes that lack adamantine weapons.

   Berserk (Ex): When a bone golem enters combat, there is a 1% chance that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. There is no known method to reestablish control once berserk.
   Immunity to Magic (Ex): A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below.
   •A magical attack that deals cold damage slows a bone golem (as the slow spell) for 2d6 rounds, with no saving throw.
   •A magical attack that deals negative energy damage heals 1 point of damage for every 2 points of damage the attack would otherwise deal.  If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.
   Rend (Ex):  If a bone golem hits with both claws, it latches onto the opponent's body and tears the flesh.  This attack automatically deals an additional 2d8+6 points of damage.