10-27-2001, 07:30 PM | #21 | |
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------------------ Guerilla gourmet, and former proprieter of the KFA. |
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10-27-2001, 07:33 PM | #22 |
Join Date: October 19, 2001
Location: New York
Age: 38
Posts: 4,666
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Shiktar
Climate:Graveyards, undead areas,ect Frequency:Moderate Organization:One Activity Cycle:Leader Decicsions Diet:Human flesh Intelligence:17 Wisdom:17 Charisma:18 Strength:14 Dex:19 Constitution:8 Thaco:3 Special Attacks:Level Drain, Protecter Cry, Large Repretorie of Mage and Cleric Spells. Defense:Immune to elven weapons, and +1 and lower. Shiktar are a banished female elf, who has commited their lives to necromancy and dark arts. After being banished, they transform themselves into undead, and leading groups of undead. They are extremely high leveled mages. ------------------ Tis your lives to waste -Drizzt do Urden |
10-27-2001, 08:00 PM | #23 |
Zhentarim Guard
Join Date: August 30, 2001
Location: England
Age: 39
Posts: 345
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Psi-Morph or Greater Mimic
Can be very powerful very though Takes form of one nearest character and has there abilities(To a degree). Causes confusion and fear in character selected. If greatr command in on character the morph will fail resulting in it changing into either: -Mind Flayer -Beholder -and other powerful creatures excluding Dragons Thats seems a pretty original Idea to me. I havn't really read the others yet so sorry if I'm just copying. Warby |
10-28-2001, 05:37 AM | #24 |
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How About a kewl ending monster for neverwinter nights
"Daxtylixurzik'cag'ambrixilacktr'sylicta...(name trails on for another 5 lines)", mostly known as the (Ancient Triple Headed Cyclops) Climate: Humongous piles of Charred belongings(Cyclops never leaves behind body parts or bones) of people thought to have witnessed it found in a huge maze of tunnels miles beneath the earth, only living person who witnessed the beast is Elminster, one survivor out of an army of 800, he still bears the physical and mental scars of the horrible slaughter. It is thought that elminster didn't escape on his own accord, but rather was chosen to live by the Ancient Hydra for reasons unknown, some say that Elminster is controlled telepathically as a familiar by the brilliant third head of the hydra so that the hydra can affect politics on the surface world. Elminster gives very few details about the event, as Frequency: only 1 known to exist Organization: 1 body 3 heads, equivalent to one defender (the body) attached to three attackers(the heads). When the one defender(the body) is killed all three heads perish and cannot attack any more Activity Cycle: Moves around and hides in deepest, darkest holes below the earth Diet: Any living thing that has the has the audacity and misfortune to run into it near one of its many hiding places beneath the earth Intelligence: Head one 3, head two 3, head three 31 (head three thought to be brains of operation, heads one and two being only mindless drones) Thaco: Head one -24, Head two -24, head three -15 Ac: -18 Special Defense: Immunity to +5 and lower weapons, gets save throw 100 % of the time if save throw is given, 95% magic resist, 92 percent magic dmg resist, 250 % fire resist, 70 percent cold/lightning/acid resist, 289 HP, regenerates 3 HP every 2 seconds Special Attack: Head one-"Hellish Devouring"- (special attack which kills person instantly if below 110 HP,person must be with 20 feet of hydra, no save throw, 3 of these attacks usable per day), Head two-"Acidic Hell Spray"-(special attack, head spits acid in an area 20 feet in diamater, save vs. acid at -8, person who fails save vs throw is blinded for 4 rounds and takes 20 dmg instantly and suffers 2 points of acid dmg every 3 seconds for next 60 seconds, 3 attacks per day), Head Three is equivalent to a lvl 41 mage and can cast up to lvl 12 spells, spell casting times for head three are reduced by 5, "Favor of the Gods"- ability that heals the Hydra to full, heals it of every possible ailment, regenerates all abilities and spells, only down side is that this ability is used up for good, one time use., "Call of Elminster"-This ability summons elminster for 4 rounds to fight alongside of the beast, perhaps a favor given to the beast by elminster in return for sparing the wizards life, noone knows,usable only once, not regenerated with Favor of Gods ability, "Divine Sacrafice"-Final automatic contingency attack made by hydra, when it dies a person other than your main character is sucked into the hellish abyss along with the hydra and removed from the game permanently, person's belongings r in his place where he died, the next add on to Neverwinter Nights can be all about rescuing this character from his hellish fate and getting him back in the party Whenever any of the three heads makes a regular melee attack against a person they must make a save vs spell at -10 or suffer an additional 30 points of fire damage, also everyone within 10 feet of the person who was attacked must make a save vs spell or suffer 15 points of fire dmg Hehe, u can tell i was really bored and had a lot of time on my hands when i wrote this, Please send me feedback, what do u think of "Daxtylixurzik'cag'ambrixilacktr'sylicta...(name trails on for another 5 lines)" [This message has been edited by Shagrat The Half Orc (edited 10-28-2001).] [This message has been edited by Shagrat The Half Orc (edited 10-28-2001).] [This message has been edited by Shagrat The Half Orc (edited 10-28-2001).] |
10-28-2001, 11:08 AM | #25 | |
Manshoon
Join Date: October 19, 2001
Posts: 157
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CLIMATE/TERRAIN: Underdark
FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Carnivore, fungivore INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 10 or special MOVEMENT: 1 HIT DICE: 1+1 to 2+2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d2 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (18 diameter) MORALE: Unreliable (2?4) XP VALUE: 175 Also called the coffin shell creature, a carapace is an aggressive, mobile fungus native to the Underdark. It adapts itself on contact with almost any vertebrate creature, from reptiles to mammals to fish, creating a symbiotic exoskeleton. It does not attach itself to invertebrates, such as insects, spiders, or octopi. In its natural state, the carapace looks like a soft, gray spongy mass about a foot in diameter, though it can extend tendrils from its central mass to snare a host, then pull itself into contact with the host?s body. Combat: The carapace lies hidden in beds of other fungi or clings to cavern walls and ceilings. In its natural state, the cara-pace has an Armor Class of 10. Whenever the carapace success-fully strikes a target, or is struck by the unprotected living flesh of a predator or attacker, it creates a sticky, gluey bond between the two creatures. Unless the fungus is dispatched within the next round, the bond solidifies, and the carapace begins to spread its mass out over the host?s skin. Attacks that physically damage the spreading carapace inflict equal damage on the host creature, though it can be destroyed without harm to the host by a cure disease spell. If the carapace is not removed within a certain time that depends on the size of the host, it hardens into a protective horn-like shell that improves the host?s Armor Class by 2 (for instance, a giant snake with AC 6 would become AC 4). The carapace can cover any size creature, given enough time, since it transforms some of the host?s mass as well as spreading its own. The process takes a single day for tiny creatures (size T), two days for small creatures (size S), four days for man-sized creatures (size M), a week to 10 days for large creatures (size L), at least two weeks for huge creatures (size H), and up to a month for gargantuan crea-tures (size G). When this process is complete, the host creature permanently loses one point of Constitution. The host?s joints are not stiffened, as the carapace adapts to the host?s body structure. Once the host is entirely covered, the carapace cannot be removed without damaging the host?s body. At this point the carapace has become fully integrated with the host?s skin and has no independent existence. A cure disease spell is no longer effec-tive against it. After the carapace has covered the entire skin of the host, the host body becomes noticeably thinner and paler; this is when many of the host?s companions first notice any change. The hardened carapace gives the host some benefits: it can regen-erate the host at 1 hit point per round for up to a day in exchange for another point of Constitution. It will do so to keep its host at least half the host?s full hit points. (If the total number of hit points regenerated by the carapace in one day is less than or equal to the host?s Constitution, no Constitution is lost if the number of regenerated hit points is less is rolled on 3d6). The carapace absorbs poisons and mental attacks, making the host immune to poisons, mind-affecting spells, and psionic attacks. If the host is psionic, the carapace absorbs the host?s PSPs as well. A hardened carapace is immune to fire, further protecting the host. Habitat/Society: The carapace, in its soft form, uses its limited mobility to move about searching for hosts. It can crawl on walls and ceilings and attach itself to almost any surface. It is attracted by body heat and motion, and avoids direct sunlight and nega-tive energy. When not attached to a host, the soft form of the carapace can subsist for months on a diet of less-dangerous fungus and slime-molds. When such fungi are abundant, a soft carapace slowly grows to the 2+2 HD size, then divides into two 1+1 HD carapaces. In its soft state, the carapace is vulnerable to spells effective against fungi, such as the 7th-level priest spell sunray, and to subterranean creatures that eat fungi, such as giant slugs, purple worms, and burburs. A hardened carapace slowly leeches away the bones of the host, becoming the host?s exoskeleton in a process that is not particu-larly painful. As the carapace slowly fuses with the host?s spinal and brain tissue, the host?s alignment shifts irreversibly to neutral, though the host?s lawful or chaotic tendencies are unaffected. Once the host dies, the host tissue within the carapace is con-sumed by the growth of new spongy carapace fungus. When the host?s body is entirely consumed (which may take several weeks) the dead outer carapace splits, revealing one or more new soft carapaces. The host body breeds a new carapace per 3 feet of height or body length. Ecology: The carapace is a symbiont, thought to have been cre-ated by a slime-lord of the tanar?ri long ago. Only the most des-perate Underdark creature might join with a carapace, but slave-warriors among the derro and aboleths are sometimes forced to become their hosts. ?From DRAGON Magazine #227 Carapace 14 This would be kickass. That's all i need to say ------------------ Quote:
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10-28-2001, 11:25 AM | #26 | |
Manshoon
Join Date: October 19, 2001
Posts: 157
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In a nutshell what a carapace does is it mold with your body and has these affects:
-You lose one point of constitution -Alignment shifts to neutral (though lawful and chaotic tendancies are unaffected) -You gain a +2 bonus to armor class -You are immune to psionics and mental attacks -You are immune to poisons -You are immune to fire -You regenerate 1HP/Round until half of max hit points. If the total hit points regenerated are more than the host's constitution a point of constitution is lost permanently. -If the host dies and is not raised in less than a few days, the host is not raisable and the carapace produces one or two new carapaces. This would be awesome in Baldurs Gate, although the regenerating rule is a little strict, you could change that for instance, it will only regenerate as much as your constitution in one day or something, that's better than losing all your constitution Also the alignemnt change is bad for paladins and rangers.. ------------------ Quote:
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