19 January 2017

THE SHAPELESS GOD

Init +3
Ranged Atk
 • move by +20 (1d30+1d24)
 • bone spear +11 (1d30, 170')
AC 14
HD 24d24+16
MV 60
Act 3d20
SP teleportation
Fort +20
Ref +1
Will +20
AL C

Worshiped by a distant tribe or village, The Shapeless God has adopted these peoples for as-yet unknown purposes, and defends them fiercely.

With a diameter of over 50 feet, it hovers above the town, city, or village its wards occupy. When needed, it moves by teleportation, creating a swath of flashing lights in its path. When it wills it, these lights cause severe damage (as indicated above) which is distributed among all creatures and objects in its path of travel (roll the dice and divvy up the damage generated; don't roll the dice for each target. Though it could direct most of the damage to a single, large threat, it can't send all of it to one target).

Its teleport power also allows The Shapeless God to hover in mid-air, since it does not have solid appendages for standing. It has no need to breathe, so it is also comfortable in water of any type.

The Shapeless God can also generate bone-like calcified spear-like objects, which it can shoot from its tendrils with deadly accuracy.


Created with Monster Extractor III: Giants & Giant Creatures


27 December 2016

TAHUDEI

Init +2
Melee Atk
 • bladed tail +13 (1d24)
AC 30
HD 16d12+8
MV 50
Act 2d20+1d16
SP rapid burrowing
Fort +14
Ref +2
Will +14
AL L

Once every 1d24 years, Tahudei burrows up from deep in the earth and wreaks havoc upon the surface of the world. It roams in search of food, as simple as that, eating whatever animal life it comes across.

Seventy-four feet long, Tahudei can burrow through the earth as fast as it can run. When it is head-down in the dirt, with it's tail still above the surface, the AC of its tail is considered to be a 15.

After it has consumed approximately 500 pounds of meat, sinew, and bone, the creature will burrow back down to some nest deep beneath the surface and remain there for another 1d24 years.


Produced using Monster Extractor III: Giants & Giant Creatures



12 December 2016

THE DAMNED THING

Init +3
Melee Atk
 • claw +8 (1d6+2)
 • bite +6 (2d4+2)
AC 14+
HD 5d12+6
MV 40
Act 2d20
SP invisible, absolute stealth, AC variance, rake
Fort +8
Ref +9
Will +4
AL C

The Damned Thing is a large, ferocious creature, invisible to men's eyes (and those of Elves, Dwarves, Halflings, Zorbits, and other humanoid creatures). It is content to live it's life alone in the wilderness, but reacts violently if disturbed. And being invisible, it can be difficult to not disturb it.

Owing to the creature's invisible nature, it's Armor Class is variable. If it is facing off with only one opponent, it's AC is higher on average than if a dozen men are in melee with it. If that one opponent can get in their attacks in close proximity, each successive attack will have an easier chance to hit, as will the successive attacks of those dozen men. The Thing's AC changes as follows:

Attack Since
Thing Moved       AC Bonus
1st               1d12
2nd               1d10
3rd-4th           1d8
5th-6th           1d7
7th-9th           1d5
10th+             1d3

Thus, if the single opponent attacks twice in a round (or if new Initiative results mean that they attack twice before the Damned Thing acts again), on their first attack, the creature has an AC of from 15-26, while against the second attack the creature has an AC from 15-24. If a dozen men each have one attack after the creature has acted, the first of them attacks against an AC from 15-26, while "down the line" the eighth of them attacks versus an AC of 15-19.

This simulates "zeroing in" on exactly where the creature is, and what it is shaped like. The Judge is encouraged to drop an extra step or two down the chart for appropriate area effect attacks. For affects that "can't miss" but still need to be targeted at something, consider adding the AC Bonus Die to a Saving Throw, or using the AC Bonus Die in other ways to reflect how difficult it is to target the Thing. Similarly, if the Damned Thing is found in a field of wheat, start the process two or three steps down the chart, to simulate the fact that the "hole" in the wheat gives the creature's location away (though does not reveal it's entire outline).

If the Damned Thing should be caught by surprise use only it's base AC for defense.

If the creature should attack with both claw attacks at once against one target, and both attacks land successfully, it can immediately make a third claw attack against that target.

The creature is completely and utterly silent in all cases and in all of it's actions.


Drawn from the story of the same name by Ambrose Bierce.


29 November 2016

ARSENAL JELLY

Init +4
Melee Atk
 • pseudopod +2 (1d3)
 • weapon +1 (as normal -1d)
Ranged Atk
 • weapon +0 (as normal -1d)
AC 13
HD 20d6
MV 25
Act 5d16 (+5d6)
SP amorphous, disarm
Fort +10
Ref +12
Will n/a
AL C

The Arsenal Jelly is a massive, mindless blob of translucent protoplasm. However, belying its mindless nature, it does seek to disarm its foes and use their own weapons against them — squooshing it's own gooey matter between the foe's hand and the weapon's pommel (or equivalent) to usurp the weapon. This seems to be some kind of bizarre reflex action, rather than a considered course of action.

Its gelatinous nature means it can fit through spaces smaller than it's volume by changing shape. It can arrange itself to face multiple foes, or potentially limit the number of foes that can reach it, depending upon the circumstances.

To disarm a foe, the Jelly uses a pseudopod attack. If successful, they disarm the target (assuming the target has a weapon in hand) on a simple 4-in-7 roll. This roll is adjusted by either the foe's Agility Modifier or Luck Modifier, as chosen by the player. For example, if the foe has a +1 Agility Modifier (which is better than their Luck Modifier), then the roll becomes a 3-in-7. If the foe has a -2 Luck Mod (which is better than their Agility Modifier), the roll becomes 6-in-7.

To grab a weapon away from the Jelly, assume success unless the Arsenal Jelly can succeed at the above 4-in-7 roll.

In using a foe's weapon, the Arsenal Jelly rolls its damage on a die one step down the Dice Chain from normal for the weapon.

The creature can focus it's efforts in various ways. This is represented by a pool of 5d6 which can be added to it's Action Dice rolls as the Judge sees fit, either singly or using 2 or more with one Action Die. These can be used for any action where the Action Dice would be rolled to determine the outcome, from physical feats such as spanning a large gap ("Jumping"). or attacking, and so on.

When first encountering an Arsenal Jelly, it could have 1d10 minus 1d6 standard weapons to start out; this could include bows and arrows, and other ranged weapons.They are stored inside it's mass, just barely visible until extruded for use.



21 November 2016

FURRY JELLY

Init +1
Melee Atk
 • topple +5 (1d6 & prone)
 • acid +0 (1d3, numbness)
AC 16
HD 3d8 +3d8 ablative
MV 35
Act 1d20
SP entrap
Fort +5
Ref +3
Will n/a
AL C

A furry jelly is a mass of dark amber gel, roughly the volume of a Clydesdale horse. It is a voracious carnivore. It converts bones it consumes into the shells of the eggs of its numerous offspring. And it extrudes the hair and fur of the animals it consumes as a complete pelt or the like to cover its own surface.

Half of it's Hit Dice represent the heavy fur the thing is covered in, not representing hit points which could theoretically be healed, but only replaced by feeding on more animals. Thus, a brief skirmish might reduce a furry jelly's 'ablative' hit points, but leave it completely unharmed.

It attacks by rearing up and falling down on its prey, knocking them down, covering them, and then dissolving them with acid. A target aware of the attack can roll out from under the creature by making a DC 15 Reflex Save; making this Save by 5 or more avoids the damage altogether.

[Attacks vs. prone victims generally gain a +2 bonus.]

Every time a target is affected by the jelly's acid attack, they are affected by increasing numbness. This takes the form of a -1 to Agility and then -1 Strength from each successive attack. This heals at a rate of 1 point per Turn after the attack is over.

A furry jelly reproduces rapidly, generating one egg for every Hit Die it consumes, approximately HD days after the prey has been consumed. The size of the egg can vary, depending on the size of the prey.