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Old 10-17-2001, 12:22 PM   #1
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
How About
A Hellworm

Climate: Underground,Caves
Frequency: Very Rare
Organisation: Groups of 2 or 3
Activity Cycle: Any (underground)
Diet: Any Living Organisms except possibly plants.
Intelligence: Very to High (11 to 14)
Thaco: 0
Ac: -1
Special Defense: Immunity to +3 or lower weapons,immunity to magic
Special Attack: Level Drain,Strngth Drain,Int Drain and Hellbreath
These Wyrms are known to be huge and powerful and can easily burrow through solid rock,they are also known to be cunning and ruthless and a mage and clerics worst enemy.
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Old 10-17-2001, 12:29 PM   #2
Fuzzy Animal
Zhentarim Guard
 

Join Date: October 2, 2001
Location: Canton, OH USA!!
Posts: 397
Yikes!!! Are you trying to kill us.
Okay, how about a monster that eats
wingless elves? (Just Kidding everyone!!!!!)
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Old 10-17-2001, 12:33 PM   #3
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
Draconian Squirrel:

And the best part is, it actually exists in the game! You have to make it happen though.

Special attack: Groin Buster, D.Squirrel does a deadly spin attack and hits surrounding targets' groins, targets get knock back from intense pain with a chance to become unconscious.

Depending on the breed of the D.Squirrel, it can be immune to a certain element.
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Old 10-17-2001, 12:38 PM   #4
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
Avarialkikker
Climate: Any Area where there are winged elves (sorry female wingless elves called Aerie)
Diet: Aerie
Thaco:-10
Ac-10
These Vampiric beasts were the assasins of the great vampiric lord Caine,he ordered them to wipe out a godess called Aerie,(who he thought was lame) And they ripped her throat out and she had many more amputated parts in her body. She Died Good.
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Old 10-17-2001, 12:39 PM   #5
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
Seriously please post some good monster suggestions like my original example,Thank You
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Old 10-17-2001, 02:09 PM   #6
Legolas the Elven Archer
Guest
 

Posts: n/a
How about:
A Grulsnak
Climate: Dark, damp caves
Frequency: Uncommon
Organisation: solitary
Activity Cycle: ehr... what's this?
Diet: Orcs, Goblins and other cave dwellers under 6'
Intelligence: Very to High (11 to 14)
Thaco: 2
Ac: -1
Special Defense: Immunity to +1 or lower weapons, immunity to poison
Special Attack: ehr... Poison strike, killing blow, vomit
These biped monstrosities eat almost anything that comes within reach. Though Grulsnaks dislike both the sun and the moon, they are known to leave their lairs on clouded nights. Once it spots a prey the Grishnak vomits out corrosive acids which eat through armour and weapons alike, after which the beast slays it's meal with a single blow. Even though they usually don't hunt for food, they'll make an exception for wingless Avariel...

------------------
The last arrow of Legolas kindled in the air as it flew,
and plunged burning into the heart of a great wolf-chieftain.
All the others fled. -J.R.R. Tolkien, The Lord of the Rings
 
Old 10-17-2001, 02:20 PM   #7
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
NICE

How About

Energy Vizier
Climate: Dimensional Planes
Frequency: Unheard Of
Organisation: Solitary
Diet: Magical and Material Energy
Inteligence: Immense 19-25
Treasure: Dimensional Stone
Alignment: True Neutral
Exp for Kill: 99 000 ex
Size: Small
Possibly the most powerful form of magical life known to exist,this entity can cast spells that are forgotten to even the gods,and killing of this entity is near immposible
Imminuty to +10 or lower weapons
Immunity to magic
Hps: 99
Spells:
Lvl 11
The Mad Gods Return
Destroys all enemy creatures in immidiate vicinity and brings them back as liches,no save mad
Lvl 12
Odins Truimph
Summons the Viking Overgod to fight.
And many more.


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Old 10-17-2001, 02:36 PM   #8
Morgan_Corbesant
Symbol of Cyric
 

Join Date: August 19, 2001
Location: Portland, Oregon
Age: 45
Posts: 1,224
Storm Knight

these "monsters" were at one time living. once killed, they were revived by a cult of demon worshipers, who were bent on ruleing faerun. the knight has all of the abilities of its former race, and class. they are also given other special abilities, to make them superior to the living. seeing as how they arent actually *DEAD*, just resurected under special circumstances. they are actually in a state of semi-living, not undead however. thus weapons that have special abilities to undead are useless against them. upon resurection, they are "BLESSED" by the cultists, that give them a permanent +2 to strength, dex, and constitution. all are 100% imune to electricity and fire. each can cast a fireball and lightning bolt, equivelent to a mage of the same level as they were during *LIFE* only warriors, their subclasses, multi/dual classes, thieves, and clerics are resurected this way. the knights can speak, because they retain their intelligence, wisdom, and charisma as well. each are equiped with platemail, chainmail, or studded leather, each with a +2 bonus. they also have weapons with a +2 bonuses, as well as an extra 1d6 damage for electricity.

frequency-very rare
Alignment-chaotic evil
terrain-any (usually forests)
diet- omniverous
Ac-based on class, dex, and armor
THAC0-based on class, level, str, and weapon

oh, and ice attacks do and additional 6 points of damage to StormKnights.


i just thought of this, so it might be lacking in some area's, sorry.





------------------
Morgan Corbesant, Elven BladeSinger, Captain of the army of the Seldarine
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Old 10-17-2001, 02:40 PM   #9
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
Nice One

Although
Omnivorous

Are You telling me they eat plants as well as meat

Thank You for your post

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Old 10-17-2001, 02:55 PM   #10
Rikard
Guest
 

Posts: n/a
What I really Want in the game is a Unicorn
if not as foe then as an ally

Unicorn

CLIMATE/TERRAIN: Temperate sylvan woodlands
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Herbivorous
INTELLIGENCE: Average (8-10)
TREASURE: X
ALIGNMENT: Chaotic good
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 4+4
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L
MORALE: Elite (14)
XP VALUE: 650

Unicorns dwell only in temperate woodlands, away from human habitation. These fierce but good creatures shun contact with all but sylvan creatures (dryads, pixies, sprites, and the like); however, they will show themselves to defend their woodland home.
Powerful steeds with gleaming coats of pure white hair, unicorn eyes are usually deep sea blue or fiery pink. Long, silky white strands of hair hang down from the mane and forelock. A single ivory-colored horn, 2 to 3 feet in length, grows from the center of each unicorn's forehead. Males are distinguished by the white beard beneath the chin; females by their more elegant and slimmer musculature. The hooves of a unicorn are cloven and yellow-ivory in color. Unicorns speak their own language as well as those of other sylvan creatures and elves.

Combat: Unicorns can sense an enemy from 240 yards away. Likewise, unicorns move very silently, so opponents are penalized -6 on their surprise rolls. Unicorns can kick with their front hooves and thrust with the horn each round. Due to the horn's magical nature, it always has a +2 bonus to hit. Unicorns can charge into battle, using the horn like a lance. To make this charge, there must be at least 30 feet of open space between the unicorn and his opponent. Opponents struck by a charging unicorn suffer 3-36 points of damage from impaling. Unicorns may not attack with their front hooves in the round they charge.
Once per day a unicorn can use a teleport spell of limited range. This spell will transport the unicorn (and its rider) to any place that the unicorn desires, up to 360 yards away. Unicorns often use this ability as a last resort to avoid death or capture.
In addition, unicorns can never be charmed or held by magic. They are immune to death spells and make all saving throws against spells as if they were wizards of 11th level. Unicorns are immune to poison.

Habitat/Society: Unicorns mate for life and make their home in an open dell of the forest they have chosen to protect. There, in the boles of the trees, unicorns etch a glyph, recognizable to sylvan creatures, indicating that the forest is under unicorn protection. Rangers have a 10% chance per level of determining correctly whether a forest is guarded by unicorns. Once a woodland has a unicorn protector, no other unicorn will enter that forest unless the forest is very large. Each family of unicorns stakes out a territory approximately 400 square miles (20 miles by 20 miles).
Travelers may pass through a unicorn's forest freely and even hunt there, but anyone killing for sport or damaging the forest maliciously will be attacked if the unicorn is nearby (10% chance). The ferocity of this attack is determined by the evil of the trespasser. Truant youths throwing stones at animals, for example, would be driven off with just a few bruises as a reminder, while pillaging orcs would be hunted down and slain.
Lone unicorns occasionally allow themselves to be tamed and ridden by a human or elf maiden of pure heart and good alignment. A unicorn that submits once and is treated kindly will act as the maiden's steed for life, even carrying her beyond the realm of his forest if she so desires. Unicorns make exceptionally loyal mounts and will protect their riders even unto death.

Ecology: Unicorns are herbivores, living on tender leaves and grasses. Their only enemies are griffons and those creatures who destroy forests, in particular red dragons and orcs.
The life span of unicorns has never been recorded but is known to surpass 1,000 years. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn. Unicorn horns are highly sought after, since possession of one is a sovereign remedy against all poisons. Alternately, a single horn can be used, by an alchemist, to manufacture 2-12 potions of healing. Unicorn horns sell for 1,500 gold pieces or more on the open market.




------------------
Behold he who stands before you

Almighty (shared) Leader of the OHF
Proud member of the Ancients Club
The one True Druidic Sorcerer of the Laughing Hyena's
Last of the Ancient race known as the Red Fluffies
Summoner of Bunnies

Spam Sentinal of the Ironworks
"You can Run, You can Hide,
But you can never do both"

I'm Watching you...
 
 


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