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Topics - Inuyasha

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Inuyasha's Shop of Horrors / Abstract Aberration: The False Dragon
« on: April 29, 2015, 09:41:51 AM »
Those who make men make monsters...those who make dragons make mistakes.

False Dragon
Size/Type:Large Aberration
Hit Dice:12d8+36 (90 hp)
Initiative:2
Speed:30 ft (6 squares), fly 60ft(Poor)
Armor Class:15 (-1 size,-2 dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:+9/+20
Attack:bite +15 melee (1d8+7 plus 1d4 fire)
Full Attack:4 clawss +11 melee (1d4+3 plus 1 fire) and bite +15 melee (1d8+7 plus 1d4 fire)
Space/Reach:10ft/5ft
Special Attacks:Incendiary goo, Goo drenched
Special Qualities:Immunity to fire, Agonizing existance, Dragonflesh
Saves:Fort +9, Ref +2, Will +11
Abilities: Str 24, Dex 6, Con 17, Int 7, Wis 12, Cha 6
Skills:Listen +16
Feats:Weapon focus (claws), Improved initiative, Power attack, Great fortitude, Iron will
Environment:Any non aquatic
Organization:Solitary
Challenge Rating:6
Treasure:Standard
Alignment:Usually Chaotic Evil
Advancement:13-18 HD (large) 19-24 HD (huge)
Level Adjustment:-
Before you is a discombobulated mess of what seems to be dragon parts, tails, claws, a head, scraps of bone, and two mismatched wings. They writhe and throb with unnatural prowess, but the eyes that you see shudder with agony. The pale orange skin seeps with a black, thin ooze, dripping over every bit of its form.
The False Dragon is some poor wizards attempt at making a dragon using parts available to him, unfortunately the beast bred true, and can breed with other dragons, causing more False Dragons to arise. The methods of their original creation were burned by the first false dragon.


Agonizing existence (Ex)
Due to the hellish pain the creature is wracked with for eternity, a false dragon must make a fortitude save every other round in combat, or every fifteen minutes outside of combat, or be affected by a confusion spell,

Incendiary Goo (Ex)
The goo that covers a false dragon is highly flammable, and may be breathed as 20ft. long cone. Everyone within this cone must make a reflex save or be coated with the black goop. Those covered ignite on the next round, taking 4d6 (1/3 the dragons hit die) fire damage, and lighting on fire. This fire may not be put out until either five rounds have elapsed, or they are put out through some sort of magic. Incendiary goo may be used once every 1d6+1 rounds.

Goo Drenched (Ex)
The false dragon is covered with a hyper concentrated version of the goo that they breathe, this causes the dragons natural attacks to do fire damage as shown in the stat block. This goo does not however ignite upon the flesh of the false dragon who made it, only teeth and claws (or other hard/bony parts as the DM may wish) are affected.

Dragonflesh (Ex)
The false dragon may count as a dragon for all effects relating to such, as well as whenever it is beneficial, those who get bonuses or special effects against both types affect the creature as if it were a dragon.

A False Dragon's Goo Gland...
If the gland that creates the Goo is harvested from a false dragon properly (DC 15 survival, taxidermy, or other appropriate check at the DMs whim) the Goo contained within (1d3+1 doses) may be used to make a chemical to be mixed with alchemists fire (DC 5 alchemy check). This modified alchemists fire adds 5 to the reflex save DC to put out its fire and does 1 more point of damage (per die in the case of Epic Alchemists)

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Inuyasha's Shop of Horrors / Offensive outsider: Calumos
« on: August 06, 2014, 01:06:57 PM »
Calumos
Diminutive outsider (incorporeal, chaotic, evil, extraplanar, Tana'ri)
Hit Dice:1d8+0 (4hp)
Initiative:+9
Speed:Fly 40ft (perfect)
Armor Class:20 (+4 size, +2 dex, +4 deflection), Flat footed 18, touch 20
Base Attack/Grapple:+1/-
Attack:Incorporeal gnaw (1d2 cha)
Full Attack:Incorporeal gnaw +3 (1d2 cha)
Space/Reach:2.5ft/0ft
Special Attacks:Incorporeal gnaw, bond
Special Qualities:Immunity to electricity and poison, resistance to acid 10 fire 10 and cold 10, telepathy 60ft, SR 15,
Saves:Fort +2, Ref +4, Will +2
Abilities:Str 3, Dex 15, Con 10, Int 14, Wis 11, Cha 18
Skills:Profession (scribe) +8*, perform (dramatic reading) +8, Knowledge (the planes) +6, Craft (bookbinding) +8*, Bluff +8, Diplomacy +8, Intimidate +8, Decipher script (+6), Listen* +8, Spot* +8
Feats:Ability focus (Incorporeal Gnaw)B, Improved initiative
Environment:A chaotic evil aligned plane
Organization:Solitary
Challenge Rating:1/2
Treasure:none
Alignment:Always chaotic evil
Advancement:2-4 (diminutive), 6-10 tiny, 10-20 small
Level Adjustment:-
*Skills noted with an asterisk may be used with the Calumos's charisma modifier.
The Calumos (plural Calumi) is a small puff of glowing smoke, with a small ring of teeth that randomly changes position on the body. They are a type of demon that form bonds with living beings through writing. They inspire writers to write evil, dark, or surreal things. Many famous authors have been possessed by a Calumos without even knowing it (examples include H.P. Lovecraft, Edgar Allen Poe, and Stephen King). They lie silently floating by the ear or hid behind a nearby object (such as a mug, or within a desk drawer), and whisper dark thoughts into it, which then go onto the paper. Not only do they inspire people to write awful things, they enhance their writing abilities as well, causing them to use larger and more words than a member of their race would normally know.
Calumi speak Abyssal, Common, Undercommon, and Draconic
Combat
Calumi avoid conflict whenever possible, usually hiding in any place where they can't be hit. But if they are completely forced into combat with no way out, they will use their Incorporeal gnaw on whomever they can tell is a fighter or barbarian.

Incorporeal gnaw (Su)
When in melee, a Calumos can use it's incorporeal gnaw, biting off a little bit of the opponents spirit. They must make a will save (DC 16) or take 1d2 charisma damage. If this ability succeeds, the Calumos may choose to use bond (see below) however it does not have to, and it frequently doesn't

Bond (Su)
If a Calumos chooses to bond, then the person it's bonded to gains additional abilities. They gain the ability to use profession (scribe), perform (dramatic reading), craft (bookbinding), and knowledge (the planes) at the same bonus as the Calumos (usually +8) unless their bonus is already higher, in which case they get a +4 profane bonus on those skills (this bonus is equal to the Calumos's charisma bonuses, and it changes if the Calumos's changes). They are also in telepathic communication with the Calumos, no matter how far away they are, and they gain the ability to write a book, novel, or poem in half the regular time due to the Calumos giving them ideas. If the host of the Calumos wants to, it can make a special perform (dramatic reading) check 3 times a day (DC 15) to cause fear as a 10th level sorcerer.

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Whisper slime
Diminutive ooze
Hit Dice:1/2 D10-4 (1 HP
Initiative:-5
Speed:10, swim 10, climb 10
Armor Class:9 (+4 size, -5 dexterity), touch 9, flat-footed 9
Base Attack/Grapple:+0/-16
Attack:Ear prod +0 see below
Full Attack:Ear prod +0 see belpw
Space/Reach:1ft/0ft
Special Attacks:Ear prod, insanity
Special Qualities:Ooze traits
Saves:Fort -4, Ref -5, Will -5
Abilities:Str 1, Dex 1, Con 2, Int -, Wis 1, Cha 1
Skills:
Feats:
Environment:any underground
Organization:Solitary or brood (any amount)
Challenge Rating:1/4
Treasure:none
Alignment:Always neutral
Advancement:-
Level Adjustment:-
Whisper slimes are a type of ooze created by mindflayers as a prank to play on other mindflayers brains (kind of like how a person could prank someone else by making their food have unwanted spices or seasonings). They prod at the ear and go in through it, going into the brain, causing insanity. Brains affected by the whisper slime taste gross to mindflayers :p.
Combat
Whisper slimes are less "combatants" and more "living hazards". They don't really fight, they usually drop from the ceiling
Ear prod (Ex)
This attack has no Str or Dex penalties, and is only usable if the whisper slime is even remotely close to the ear, such as being on the shoulder of someone. If the attack is successful, they are affected by insanity

Insanity (Su)
A person affected by ear prod has the whisper slime go into their ear, giving them the effects of the insanity spell (no save, but spell resistance or immunity applies) until the ooze is purged, which requires one of 3 things:
1: At least 2 points of electricity damage done to the host
2: cure disease
3: purge, new spell shown below

Purge
Conjuration (healing)
Spell level: Dru 1, Clr 1, Rng 1
Components: V, S
Casting time 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: Fortitude negates (harmless)
Spell resistance: Yes (harmless)
This spell functions exactly like remove disease except it ONLY effects parasites, not diseases. Examples of parasites are tapeworms, whisper slimes, green slime, etc.

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Inuyasha's Shop of Horrors / Corrupted construct: The Cannibal Golem
« on: August 05, 2014, 02:31:28 PM »
Cannibal golem
Medium Construct
Hit Dice:9D10+20 (69 HP)
Initiative:-1
Speed:30 ft. (6 squares)
Armor Class:17 (+8 natural, -1 dex), touch 9, flat-footed 17
Base Attack/Grapple:+6/+8
Attack:Slam +8 (1d10+2)
Full Attack:2 slams +8 (1d10+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Berserk, adrenaline rush
Special Qualities:Dr 5/adamantine, Darkvision 60, Lowlight vision, Construct traits, Immunity to magic, Hunger
Saves:Fort +3, Ref +2, Will +3
Abilities:Str 18, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills:-
Feats:-
Environment:Any
Organization:Solitary or mob (2-8)
Challenge Rating:6
Treasure:none unless given equipment by their creator
Alignment:Always neutral
Advancement:10-15 HD medium, 16-20 HD large
Level Adjustment:-
The Cannibal Golem is an interesting variant of the flesh golem. It's more compact than a regular one, and is mostly made of one corpse (unless replacement parts are needed, then other flesh is added). The goal was to make something almost as powerful as a flesh golem, but a little smaller, and with less materials needed. The result was this success, but with one flaw, they need to eat the flesh of humanoids or monstrous humanoids to remain active, this has lead many people to believe that they're undead, but alas these rumors are false.
Combat
The Cannibal Golem is extremely good in combat, strong, resilient, and unthinking, making it able to kill almost any humanoid fairly easily. They tend to only use their adrenaline rush ability in emergencies or to catch up with enemies that are running away. Sometimes they use equipment given by their masters (often large meat cleavers or axes) but most of the time they just use their fists
Adrenaline rush (Su)
As a swift action, the Cannibal Golem may activate this ability. While under the effects of adrenaline rush, it's speed becomes 40, and it gains a +2 bonus to strength. Adrenaline rush lasts for 9 rounds (1 round per HD) and as soon as it is over, the Cannibal Golem must consume an entire human (or other humanoid of equivalent size) to remain active for another 10 hours (see hunger below)

Hunger (Ex)
The Cannibal Golem requires 10 pounds of humanoid or monstrous humanoid flesh per HD it has, to be active for 12 hours (So the one shown above needs 90 lb every 12 hours). If Adrenaline rush is used then this clock is "reset" and it immediately needs an entire human carcass (usually about 150 lb) to remain active for 12 hours. If the Cannibal Golem does not feed, then it goes inactive, meaning it may not take any actions of any kind, it is paralyzed, helpless, and completely rigid. To become active, it must be fed the necessary amount of flesh to restart (meaning that if it used adrenaline rush and didn't feed before going inactive, it still needs an entire human corpse).

Immunity to magic (Ex)
A Cannibal 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 or fire damage slows a Cannibal Golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity, or a ghoul touch damage breaks any slow effect on the golem and heals 1 point of damage for every 3 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. For example, a Cannibal Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Cannibal Golem gets no saving throw against attacks that deal electricity damage. A ghoul touch breaks any slow effect but does not restore any lost hit points

Berserk (Ex)
When a Cannibal Golem enters combat, there is a cumulative 1% chance each round 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. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.


Creating a Cannibal Golem
A Cannibal Golem requires a single human body (2 if the body is badly damaged or decomposed). Special alchemical fluids and devices worth 500 GP are also required. A heal check (DC 13) is needed to restore and stitch up broken parts of the body, or to clear out toxins and diseases etc. However, the alchemical fluids needed to restore semi life to the golem are temperamental, and require another successful heal check (DC 18) to make sure they are injected in EXACTLY the right place!
CL 10th, Craft Construct, Dire Hunger*, Animate dead, Expeditious retreat, Bull's Strength, Geas/Quest, Limited wish, Caster must be at least 10th level, Price: 15,000 Cost: 7875 + 600 XP?

*Dire Hunger is from the spell compendium, it can also be found here: http://dndtools.eu/spells/spell-compendium--86/dire-hunger--4382/

Can I get some PEACHing on this thing? Most specifically on the CR and the cost to create it?

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Inuyasha's Shop of Horrors / Index o' monsters
« on: August 04, 2014, 02:47:21 PM »
I feel so bad...I requested my own section and I haven't used it! Well that's gonna change. Not only will I post new monsters, I'll add them to this table of contents of all of the monsters I've made.  :)

From GitP:
The deep fey, a wicked type of fey that lives underground
The jinx, my first actual homebrew :D
The mind howler, an undead mindflayer that died within the howling winds of pandemonium
Ghoul spiders, something I made for halloween that I had wanted to make for a long time.
Dretch template, exactly what it sounds like
Half unicorn template, also just what it sounds like
3 random monsters, including a diseased, zombie spitting weasel covered in trash, a pizza that's wayyy too old, and a rock perpetually soaked in delicious honey
My rather immense collection of dragons (most of the tables are still broken since the update. the only tables I've fixed are the slime and moon dragons)

Monsters from here:
The cannibal golem, a compact flesh golem that needs dead flesh to remain active
The whisper slime, a small ooze that goes into ones brain and makes one insane. It was developed by mind flayers to use on other mind flayers  :lmao
The Calumos, a tiny little whisp of smoke with teeth that significantly alters  your writing abilities.
The False Dragon, a mass of dragon parts covered in incendiary gunk...icky  :tongue

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Introduce Yourself / Its me!
« on: June 20, 2013, 02:35:07 AM »
Hi I'm Inuyasha, you might know me from Giantitp where i spend most of my time homebrewing, I decided to make an account here as well.... :banghead why was i so stupid... :P just kidding

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