07 August 2017
• touch +4 (paralysis)
HD 7d10+6 (45 hp)
SP paralysis, no mind
The translucent Octahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever level surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 15 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength of 17.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d12 rounds.
At the center of its form is a tiny pin-point of darkness. Anything coming into contact with this pin point (other than the Octahedron's own form) is instantly annihilated, vanishing as if it never existed.
Once the Octahedron has started pulling something in, it takes 1d4 rounds for it to reach the center, plus one round for every 100 pounds of weight or fraction thereof. Lower oxygen needs while paralyzed should mitigate any suffocation situation when inside the Octahedron.
Some learned folk think the annihilation is how the Octahedron consumes things, as if it is eating them. Some think everything that vanishes appears whole, somewhere else...
[Judges may want to have some bit of debris or equipment or a hireling or what-have-you be the first thing absorbed by the Octahedron, so the players can witness the instant "destruction" effect before a player character is themselves so annihilated.]
24 July 2017
• hammerkick +4 (1d16)
HD 12d10 (72 hp)
Act 2d20 + 1d16
SP No need to breathe, crush attack
Found in wilderness areas far from any sort of civilization, house beetles are inscctoids with translucent carapaces that are the size of a house, standing 35 feet high.
They attack pests by either kicking at them or surreptitiously positioning themselves over the largest cluster of pests (perhaps over 2 or 3 rounds) then abruptly dropping down upon them, it's legs retracting into it's body carapace. To resolve this attack, have all targets make a roll-under Luck check — the worst 1d3 checks are those stuck under the bug when it hits the ground, taking 1d24 damage. However, if any of the checks come up as a tie ("I made it by 4!" "So did I!"), then the number rolled on the d3 is reduced by 1.
The creature's carapace may be weaker when it's near to molting.
Produced using Monster Extractor III: Giants & Giant Creatures
10 July 2017
• claw +9 (1d8)
• bite +9 (1d12)
• tail slap +9 (1d16)
HD 8d12 (48 hp)
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.
The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).
Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.
Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead
The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.
1-30 Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.
31-40 Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.
41-50 Failure. Spell is lost for 1d24 weeks for each Wizard.
51-60 Failure. Spell is lost for 1d6 weeks for each Wizard.
61-70 Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.
71-80 Success, creature as given above.
81-90 Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.
100+ Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.
Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.
26 June 2017
• claw +5 (1d8)
• bite +8 (1d4)
• pounce +2 (1d6, or 1d6 + an Act Die)
A carrion beast is a predator that preys primarily on scavenger animals. Its most prominent feature is an ability to blend in with the animal remains on which scavengers typically feed. It achieves this through its secondary digestive tract and secondary circulatory system.
The secondary digestive tract handles the bones of the beast's own prey, depositing them under a thin membrane on the beast's back and flanks. Here they protrude off of the beast in an essentially random fashion. When near freshly killed remains and detecting anything else approaching, the beast's secondary circulatory system kicks in, secreting blood through the membrane, causing the entire back of the beast to appear as fresh kill.
When scavenger creatures approach, the beast remains low and still, waiting for the scavengers to get close enough to attack. Fooled by the beasts' camouflage, the scavengers' lives end quickly as their intended meals rise up and overcome them.
They surprise their prey on a 5-in-6, owing to animal patience and stealth. If using the pounce attack from surprise, double the to-hit bonus, raising it to +4.
They are particularly troubling for humanoid-kind when a battlefield has been infiltrated by the beasts in the wake of a battle...
They typically travel in a pack of 3-5 adults, with possibly 2-7 pups in the Spring and early Summer. For the pups' stats, cut all numbers in half, rounding down, and use a die of half the size for all dice, except as follows: AC 8-14, MV 20-30, Action Die 1d16 or 1d20.
To be clear, their pounce attack does 1d6 damage normally — but both Action Dice can be used in this attack, one for the attack roll, and one to add to the damage.
12 June 2017
• tail slap +3 (1d6, only in water)
• wing-rasp +2 (1d8)
AC 16HD 4d7+4
MV fly 30, swim 45
SP drag down
The owlshark can be sighted from coastlines or at sea, distinguished by its dorsal fin and it's wing tips breaking the water's surface.
It will attack small watercraft as well as individuals or small groups of people on beaches.
If its bite attack exceeds the target's AC by 5 or more, it has gotten enough of a bite to maintain a grip on the individual (Str 18) and will attempt to dive back into the ocean to devour them, thrashing them for additional bite damage each round when under water (no need to roll to hit).
Move: 120 feet/turn flying; 180 feet swimming
Hit Dice: 4 +1
Armor Class: 5
Treasure Type: nil (see notes)
Damage: 2-12 bite, 1-6 for the others
Reference the above for the monster's behavior. While it has no treasure of its own, if it has been actively preying upon humanoids in an area, there may be much those folks had upon them which may now be scattered along the beach, just off shore...