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Quinton

Post by Wiseman »

Quinton
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Size/Type: Large Spirit/Construct Master (Biomechanical, Extraplanar, Lawful, Modron)
Hit Dice: 17d8+170
Initiative: +10
Speed: 50ft. Fly: 100ft. (Average)
Armor Class: 36 (+10 dex, +12 armor, +4 shield)
Base Attack/Grapple: +17/+28
Attack: 4 +5 Claws +33 (1d8+16) and +5 Tail +33 (1d8+21)
Space/Reach: 10ft./10ft.
Special Attacks: Psi-Like Abilities, Spell-Like Abilities
Special Qualities: Modron Traits, Immunity to Mind-Affecting, Subdual, Ability Damage/Drain, Energy Drain, Vorpal, Resist Fire, Cold and Electricity 30, DR15/Chaotic, SR27, Telepathy 238 miles,
Saves: Fort +18 Reflex +20 Will +21
Abilities: Str 32 Dex 30 Con 26 Int 34 Wis 32 Cha 30
Skills: Knowledge (All) +42*, Spot +31, Listen +31, Spellcraft +32, Disable Device +30, Sense Motive +31, Diplomacy +30, Balance +30, Concentration +28, Swim +31, Autohypnosis +31, Hide +30, Move Silently +30, Survival +31, Climb +31, Gather Information +30, Search +32, Tumble +30, Appraise +32, Heal +31, Craft (any 1) +32
Feats: Improved Initiative, Terminology of Concordance, Empower Spell, Quicken Spell, Twin Spell, Combat Casting, Eschew Materials (B)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or Modron March
Challenge Rating: 17
Treasure: Triple Goods, Standard Coins and Items,
Alignment: Always Lawful Neutral
Playable: Not Recommended

A Quinton appears vaguely reptillian, with four arms, and a scaly tail, all with seemingly random bits of mechanical parts. They are officials who function as bureau chiefs, record keepers, and scholars for the Modrons. They oversee various research projects, investigations, inquiries, and other forms of knowledge seeking. The Great Modron March is headed by a Quinton.


Combat:

Psi-Like Abilities: Constant: Inertial Armor
At Will: Energy Ray
3/day: Energy Stun, Retrieve, Ego Whip,
1/day: World Map, Hypercognition, Metafaculty,
Save DC28

Scholar of Order: A Quinton is considered to always have maximum ranks in all Knowledge skills, as well as a +10 racial bonus to such skills.

Spell-Like Abilities: Constant: Shield, True Seeing,
At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Detect Undead, Detect Snares and Traps, Detect Secret Doors, Locate City, Read Magic, Clairaudience/Clairvoyance, Dispel Chaos, Greater Teleport (Self+Objects carried only), Scholar's Touch, Telekinesis, Command, Legend Lore, Greater Dispel Magic (usable as an immediate action), Orders Wrath (Usable as a swift action), 
3/day: Calm Emotions, 
1/day: Vision, Find the Path, Dominate Monster, Time Stop,
Save DC28

Spells: A Quinton casts spells as a 15th level wizard.
(7/7/7/7/7/6/5/4/3)
0: Prestidigitation (2), Ghost Sound, Mending (2), Arcane Mark (2),
1: Alarm, Protection from Chaos, Grease, Nightshield, Unseen Servant, Power Word: Pain, Silent Image
2: Scorching Ray, Fog Cloud, Glitterdust, Blindness/Deafness, Make Whole, Locate Object, False Life
3: Fireball, Nondetection, Heroism, Displacement, Haste, Slow, Fly,
4: Dimensional Anchor, Black Tentacles, Solid Fog, Empowered Scorching Ray, Persistent Image, Locate Creature, Greater Invisibility,
5: Twinned Blindness/Deafness, Cloudkill, Feeblemind, Wall of Force, Wall of Stone, Freezing Fog,
6: Antimagic Field, Twinned Lightning Bolt, Quickened Glitterdust, Quickened Blindness/Deafness, Forceful Hand,
7: Plane Shift, Quickened Slow, Greater Shadow Conjuration, Finger of Death,
8: Quickened Bestow Curse, Empowered Chain Lightning, Polymorph Any Object
Save DC22+spell level
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Nupperibo

Post by Wiseman »

Nupperibo
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Size/Type: Medium Spirit Brute (Baatorian, Evil, Extraplanar, Lawful)
Hit Dice: 3d12+3 (27hp)
Initiative: -1
Speed: 20ft.
Armor Class: 12 (-1 dex, +3 natural)
Base Attack/Grapple: +3/+6
Attack: 2 Claws +3 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Fear Aura
Special Qualities: Immunity to Acid, Poison, Electricity and Disease, Resist Fire and Cold 5, Regen 1/Good or Chaotic, Blindsight 30ft. Blindsense 60ft. Scent 30ft. Blind, Deaf,
Saves: Fort +4 Reflex +0 Will -1
Abilities: Str 16 Dex 8 Con 13 Int 3 Wis 6 Cha 7
Skills: Climb +8
Feats: Power Attack, Ability Focus (Fear Aura)
Environment: Nine Hells of Baator
Organization: Solitary, Pair or Horde (3-20)
Challenge Rating: 3
Treasure: N/A
Alignment: Always Lawful Evil
Playable: Not Recommended

Barely sapient, these creatures occupy among the lowest rungs in diabolical hierarchy. They are formed of wicked souls of the corrupt, slothful, and gluttonous, though occasionally, they may form spontaneously from the plane of Baator. They are primarily used in a similar capacity to Lemures, as manual labor, cannon fodder, and convenient snacks.

Though many think them simply another type of baatezu, these beings are actually the base form of their ancient precursors, known only to scholars as the Ancient Baatorians. This is known primarily only to the Archdevils of Hell, who have attempted to suppress knowledge of the Baatorians in an attempt to assimilate the Nupperribo into the Baatezu. Their tormented, blinded, and deafened forms are part of this process of "taming" them.

Combat:
Nupperibo surge forwards relentlessly as ordered by their overseers, giving no quarter and no retreat.

Blind: A Nuperribo is blind.

Blindsight: A Nupperibo possesses blindsight out to 30ft.

Blindsense: A Nupperibo possessses blindsense out to 60ft.

Deaf: A Nupperibo is deaf.

Fear Aura (Su): A Nupperibo radiates an aura of fear out to 10 ft. Non-devils who fail their will saves (DC11) are frightened for 1 minute. If they succeed they cannot be affected by the Nupperibo's aura for 24 hours.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Tuscora

Post by Wiseman »

Tsucora
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Size/Type: Medium Spirit (Extraplanar, Psionic, Quori)
Hit Dice: 7d8+35 (80hp)
Initiative: +9
Speed: 20ft. Fly 60ft (Perfect)
Armor Class: 21 (+5 dex, +3 natural, +3 deflection)
Base Attack/Grapple: +7/+12
Attack: 2 Pincers +12 (2d6+5) and Sting +12 (2d6+5+terrifying sting)
Space/Reach: 5ft./5ft.
Special Attacks: Psionics, Sleepwalking, Piercing Mind
Special Qualities: Quori Traits, Planar Commitment, All-Around Vision, DR5/-, Immunity to Mind-Affecting*, Charm*, Compulsion*, Fear*, Pain, Poison, and Disease, Resist Cold and Acid 10, Telepathy 200ft.*
Saves: Fort +10 Reflex +10 Will +10
Abilities: Str 20 Dex 20 Con 20 Int 20 Wis 20 Cha 20
Skills: Autohypnosis +15, Knowledge (Any 1) +15, Concentration +15, Bluff +15, Intimidate +15, Spot +15, Listen +15, Search +15, Hide +15, Move Silently +15, Sense Motive +15
Feats: Improved Initiative, Psionic Endowment, Wild Talent (B),
Environment: Astral Plane (Realm of Dreams)
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Alignment: Often Neutral Evil
Playable: No

Tsucora's are among the lowest ranked of the dream spirits known as Quori. Such creatures reside in the Realm of Dreams. Many of the Quori simply passively observe the dreams of the living, or reside in various cities in their own regions of the realm, where they engage in scholarly pursuits. Quori in their natural state lack many sensations that mortals take for granted, and in addition, all but the most powerful of their kind are incapable of leaving the Astral save in a few specific areas, and they are incapable of moving beyond those areas as well.

To this end, some Quori seek to possess the bodies of mortals, creating a union called a Sleepwalker, in order to be able to experience mortal pleasures, or to extend their influence into their realm. Entire Quori civilizations can be built around this. The Quori can only possess a mortal that is sleeping, and thus projecting their spirit into the Realm of Dreams. Ordinarily, the mortal would return to their body immediately upon waking, but should a Quori possess their body, they are trapped in Dreaming, and cannot awake until the possessing spirit is removed from the body.

Combat:

Piercing Mind (Su): The Quori ignores any resistance or immunity to [Mind Affecting] effects. However targets with immunity receive a +3 bonus to their save (this can't be ignored).

Sleepwalking (Su): A Quori's prime ability is to inhabit the body of a sleeping creature (called "sleepwalking"). Even though the creature is unconscious, it does get a will save (DC19) at -3 to resist the effect. Should it fail, the Quori possesses the creatures body, while the victim is trapped in the Realm of Dreams and cannot leave until the possession ends. While it's Sleepwalking, a Quori has complete control over the body, having access to all it's abilities. The Quori may also use it's marked (*) abilities through the host. However, the victims mental ability scores are replaced with the Quori's, as is it's alignment. This may prevent some abilities from functioning or alter them. In the case of Sleepwalking clerics (or any similar classes), they retain their spellcasting abilities, though their turning or rebuking may change depending on the Quori's alignment, and their domains are replaced with the Dream and Mind domains. The vessel also gains the [Psionic] and [Quori] subtypes (minus disease, poison and pain immunity).

Terrifying Sting (Su): A creature struck with a Tsucora's sting attack is subject to their worst fears as a nightmarish hallucination overtakes them. They suffer the effects a Phantasmal Killer effect (Will DC19 and Fort DC19 negates). Even if they succeed, they are still occluded (everything has concealment relative to them) for 1 round as the hallucinations linger.

Psi-Like Abilities: At Will: Detect Psionics*, Mind Thrust*, Energy Ray, Ego Whip*, Telekinetic Force, Telekinetic Maneuver, Telekinetic Thrust, Ubiquitous Vision, Crystal Shard, Ectoplasmic Cocoon, Sensitivity to Psychic Impressions*, Catapsi*,
3/day: Energy Bolt, Energy Ball
1/Day: Intellect Fortress, Tower of Iron Will*


Quori Subtype:
See in Darkness
Resist Acid and Cold 10 (more powerful Quori might have higher resistances)
Immunity to [Mind-Affecting], [Charm], [Compulsion], [Fear], [Poison], [Disease] and [Pain] effects.
Planar Commitment: A Quori of CR15 or less cannot leave the Astral Plane or Border Astral without Sleepwalking, save in specific areas, or if Summoned or Called.
Sleepwalking (Su): A Quori's prime ability is to inhabit the body of a sleeping creature (called "sleepwalking") by entering the coexistant space on the Border Astral where it overlaps with the sleeping creatures location, or touching it's physical body (in some cases). Even though the creature is unconscious, it does get a will save at -3 to resist the effect. Should it fail, the Quori possesses the creatures body, while the victim is trapped in the Realm of Dreams and cannot leave until the possession ends. While it's Sleepwalking, a Quori has complete control over the body, having access to all it's abilities. The Quori may also use it's marked (*) abilities through the host. However, the victims mental ability scores are replaced with the Quori's, as is it's alignment. This may prevent some abilities from functioning or alter them. In the case of Sleepwalking clerics (or any similar classes), they retain their spellcasting abilities, though their turning or rebuking may change depending on the Quori, and their domains are replaced with the Dream and Mind domains. The vessel also gains the [Psionic] and [Quori] subtypes (minus disease, poison and pain immunity).
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Lynel

Post by Wiseman »

Lynel
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Size/Type: Large Monstrous Humanoid Striker
Hit Dice: 7d10+42 (100hp)
Initiative: +5
Speed: 100ft.
Armor Class: 24 (+5 dex, +6 natural, +4 shield, -1 size)
Base Attack/Grapple: +7/+18
Attack: +2 Wounding Longsword +15/+10 (2d6+9) or +2 Shock Composite (+7) Three-Stringed Bow+11/+6 (2d6+1d6[shock]+9) or 2 Hooves +13 (2d6+7)
Space/Reach: 5ft.x10ft.(long)/10ft.
Special Attacks: Breath Weapon, Brutal Charge
Special Qualities: Resist Fire, Cold, Acid, and Electricity 20, DR10/Magic
Saves: Fort +11 Reflex +10 Will +5
Abilities: Str 24 Dex 20 Con 22 Int 14 Wis 16 Cha 16
Skills: Ride +15, Intimidate +13, Survival +13, Spot +13, Listen +13, Jump +17
Feats: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample, Whirlwind Attack(B),
Environment: Forested Hills or Mountains
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Equipment: +2 Wounding Longsword, +2 Shield of Arrow Deflecting, +2 Shock Composite (+7) Three-Stringed Bow (some wield flaming or frost)
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ranger and Barbarian)

These fearsome creatures reside mainly in mountains. They are often mistaken for centaurs, though that is the final mistake one might make.  A Lynel resembles a strange cross between a horse, a bull, and a lion and is far more violent and cruel than even the most rowdy centaur.

Combat:

Breath Weapon (Su): A lynel may breath fire in a 120 ft line dealing 1d6/CR fire damage (normally 7d6) with a reflex save (DC19, con-based) for half. Once used, it cannot be used again for 1d4 rounds.

Fire Blast (Su): 1/day a Lynel can unlease a 100ft. burst fiery explosion centered on it, dealing 1d10/CR fire damage with a reflex save (DC19, con-based) for half damage. Creatures who fail their saves are also knocked prone. The Lynel is unharmed by it's own flames.

Spell-Like Abilities: 3/day: Shout, Haste, Dimension Door

Feats: A Lynel qualifies for and may benefit from Mounted Combat and similar feats due to it's centauroid form.

Variants: Variations exist where the lynel's fire blast and breath weapon's damage is instead cold or electricity.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Prinny

Post by Wiseman »

Prinny
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Size/Type: Small Spirit Minion (Dood, Evil, Extraplanar)
Hit Dice: 1d4 (2hp)
Initiative: +0
Speed: 30ft.
Armor Class: 11 (+1 size)
Base Attack/Grapple: +0/-2
Attack: Dagger +0 (1d3-1)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Explosive Nature, Replaceable
Saves: Fort +0 Reflex +0 Will -2
Abilities: Str 6 Dex 10 Con 10 Int 10 Wis 7 Cha 10
Skills: Bluff +4, Spot +4,
Feats: -
Environment: Any Outer Plane
Organization: Solitary or Dood (2-∞)
Challenge Rating: 1/2
Treasure: Sardine
Alignment: Always Evil (Any)
Playable: Not recommended

The soul of a sinner sewn into a penguin-like doll. Performs labor on the various planes to atone for their misdeeds in pursuit of reincarnation to hopefully live a better life. Says "dood" a lot.

Combat:
Not very useful in a fight, save as ammunition.

Explosive Nature (Ex): A prinny who is thrown (20ft. increments), or suffers fall damage, explodes and dies, dealing 1d6/HD (normally 1d6) fire damage in a 10ft. radius, with a reflex save (DC10, con-based) for half damage. Other Prinnies caught in this radius explode as well.

Replaceable (Ex): Minions represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a minion has, simply give them +1 to attack and damage rolls for each non-specific feat they would be eligible for.

Additionally, instead of worrying about allocating a minion's skill points, simply select 2+Intelligence modifier in skills and give them maximum ranks (3 + their HD) in them.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Putto

Post by Wiseman »

Putto
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Size/Type: Small Outsider (Angel, Extraplanar, Good)
Hit Dice: 3d8-3 (14hp)
Initiative: +3
Speed: 20ft. Fly: 40ft. (Perfect)
Armor Class: 12 (+1 dex, +1 size)
Base Attack/Grapple: +3/-3
Attack: Unarmed Attack -2 (1d2)
Space/Reach: 5ft./5ft.
Special Attacks: Alternate Form, Spell-Like Abilities
Special Qualities: Angel Traits, Immunity to Acid, Cold, Disease, and Petrification, Resistance to Fire, Electricity, and Light 10, Resist Poison +4, Judgement, Purpose, Lesser Protective Aura,
Saves: Fort +2 Reflex +4 Will +5
Abilities: Str 6 Dex 12 Con 8 Int 10 Wis 14 Cha 15
Skills: Diplomacy +8 Spot +10 Listen +10, Knowledge (religion) +6, Knowledge (any 1) +8, Perform +8, Search +6,
Feats: Ability Focus (Charm Monster), Alertness
Environment: Any Upper Plane
Organization: Solitary, Pair, or Gaggle (3+)
Challenge Rating: 3
Treasure: N/A
Alignment: Always Good (Any)
Advancement: Malakim
Playable: Yes

"I'm not a cherubim!"

Putti are creatures created by angels to function as assistants, guides and servants to more powerful celestials. When not on the job, they tend to spend their time playing, like mortal children would (in fact, many of them arise from the souls of mortal children). Their greatest goal is to get promoted into a greater form of angel, like a Malakim.

Combat:

Alternate Form (Su): As a standard action, the Malakim can assume one of the following forms: Humanoid Child, Cat, Dog, Dove

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will. A Putti usually has the same Purpose as the greater angel it serves.

Lesser Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 20 feet of the Angel. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet (caster level equals Angel's CR). (The defensive benefits from the circle are not included in an Angel's statistics block.)

Spell-Like Abilities: At Will: Detect (Alignment), Detect Magic, Protection against Evil, Prestidigitation, Arcane Mark, Greater Mage Hand, Azore's Speaking Tome, Light, Flare,
3/day: Cure Light Wounds, Inflict Light Wounds, Bless,
1/day: Extended Charm Monster, Amanuensis
DC13 (15 for charm monster)

For Players
A good-aligned character of 7th level with the Improved Familiar feat can select a Putto as familiar.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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