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Post by Koumei »

The Pandora's Box
"Dare you open me?"

Requirements:
Race: Mimic

Hit Die: d6
Base Attack Bonus: Medium
Saving Throws: Good Will
Skill Points: 2 + Int
Class Skills: Balance, Bluff, Concentration, Disguise, Hide, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot
Level:Special:
1Summon Monster III, Augmented Summons
2Summon Monster IV 3/day, Caustic Smoke 1/day
3Solid Fog 1/day, Doom Scarabs 1/day, Fire Trapped
4Summon Monster V 3/day, Major Creation
5Freezing Fog 1/day, Luminous Assassin 2/day
6Summon Monster VI 2/day, Twice Augmented Summons
7Acid Fog 1/day, Blackwater Tentacle 2/day
8Summon Monster VII 2/day, Waterspout 3/day
9Maze, Trap the Soul 1/day
10Summon Monster VIII, Summon Monster IX 1/day

Spell-Like Abilities (Sp): as it gains levels, the Pandora's Box gains access to various Spell-Like Abilities. The caster level equals its hit dice, and if it has a Save DC, it's 10 + half its hit dice + its Wisdom Bonus. If no usage limit is given, it can be cast at will. These are typically cast when in box form, releasing creations from its "mouth".

Augmented Summons (Ex): anything summoned by the Pandora's Box has a +4 Enhancement Bonus to its Strength, Dexterity and Constitution.

Fire Trapped (Su): starting at level three, any time the Pandora's Box takes the form of a container (such as a chest) and is opened by someone, there is a burst of flame, and they suffer 1d4 plus its hit dice in Fire Damage, with a Reflex Save for half (Wisdom-based).

Twice Augmented Summons (Ex): at level six, anything summoned by the Pandora's Box has a +6 Enhancement Bonus to Strength, Dexterity, Constitution and Natural Armour.
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Post by Giraffeking »

I have a feeling I could make my group fight a Pandora's Box and they wouldn't realize they were fighting the box, and so they would STILL open it for the fire damage. At which point in time, the typical mimic fight would start.

Great stuff.
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Post by Koumei »

The Mummy Lord
"I remained dormant for longer than your entire family line has existed. What can you possibly do that I haven't already considered and planned for?"

Requirements:
Race: Mummy

Hit Die: d8 (not increased to d12)
Base Attack Bonus: Poor
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Climb, Craft (Any), Hide, Intimidate, Jump, Knowledge (Religion), Listen, Move Silently, Perform (Oratory), Sense Motive, Spot
Level:Special:
1Unholy Toughness, Turn Resistance, The Mummy's Curse
2Rebuke Undead, Giant Vermin, Animate Dead 3/day
3Summon Undead V 3/day, Wall of Sand 3/day
4Thirst Domain, Insect Plague 3/day
5Greater Curse, Oath of Blood, Harm 1/day
6Eternal Memories, Choking Sands
7Mummify 3/day, Control Weather 1/day
8Sand Domain, Energy Ebb, Plague 1/day
9Greater Harm 2/day, Earthquake 1/day
10Imprison Soul 1/d, Summon Golem 1/day, Familial Command

Unholy Toughness (Ex): the Mummy Lord can use its Charisma Bonus instead of its Constitution Bonus of +0 for hit points per level. This is retroactive.

Turn Resistance (Ex): the Mummy Lord gains Turn Resistance equal to its Charisma Bonus.

The Mummy's Curse (Su): the Mummy Lord gains a special curse. It works just like Bestow Curse, except there are two ways in which it can be cast: out to thirty feet, with a Will Save as normal, or with a Melee Touch Attack that does not provoke an Attack of Opportunity, but with no saving throw allowed. The curse lasts until the next sunset, and the Save DC is Charisma-based.

Rebuke Undead (Su): starting at second level, the Mummy Lord gains the ability to Rebuke Undead like an Evil Cleric with a number of Cleric Levels equal to its own hit dice.

Spell-Like Abilities (Sp): as it gains levels, the Mummy Lord gains access to a variety of Spell-Like Abilities. The caster level equals its hit dice, the Save DC is 9 + half its hit dice + its Charisma Bonus, and if no usage limit is listed, it can be used at will.

Greater Curse (Su): at fifth level, the Mummy Lord's Curse provides effects identical to those from Bestow Greater Curse.

Domains: at levels four and eight, the Mummy Lord gains access to a domain. In each case, it gains the Domain Ability (using its hit dice in place of its Cleric Level), and can cast each Domain spell once per day. It can only cast spells with a level of half its hit dice (round down) or lower.

Eternal Memories (Ex): at level six, the Mummy Lord's Intelligence improves by 2 points, and it gains the ability to make Knowledge checks untrained. Skill points are gained retroactively.

Familial Command (Su): at level ten, the Mummy Lord's Curse lasts forever until removed. If the target is slain, it passes to their firstborn child if they have one (a save is allowed). The curse can therefore last for generations, however anyone suffering from it may elect to remove the curse by instantly becoming permanently and eternally Dominated by the Mummy Lord. The Domination will also pass down the bloodline.
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Post by Koumei »

For a friend who really wants to play "a Minotaur bard".

The Dancing Bull
"Hear the song of my people: moo"

Becoming a Dancing Bull:
Race: Minotaur

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points:[/b] 6 + Int
Class Skills: Abuse Magic Device, Appraise, Balance, Bluff, Concentration, Diplomancy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (your mum), Listen, Perform, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Level:Special:Spell-Like Abilities Gained:
12 Performances4 (1st)
2Skill Focus2 (2nd)
3Performance1
4Skill Focus2 (3rd)
5Performance, Focused Skill Mastery1
6Skill Focus, Feat of Enchantments1
7Performance2 (4th)
8Skill Focus, Feat of Illusions1
9Performance2(5th)
10Skill Focus, Special Ability2 (6th)

Performances (Su): every odd level, the Dancing Bull gains a Performance. At level one he gains two. All of a Dancing Bull's Performance Tricks can be used at will and are a Supernatural Ability. Activating or maintaining a Performance Trick requires only a Swift Action each round, but the performance always lasts at least an entire round. The Save DC, if any, of a trick is 10 + 1/2 hit dice + Charisma Bonus, or the Performance skill check result, whichever is less.

Each trick may only be used with one category of performance from the following list (the types of components used are listed in parenthesis): Acting (S, V), Comedy (S, V), Dance (S), Keyboard Instruments (S, F), Oratory (V), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F), Singing (V). The list here is not intended to be exclusive, and DMs are encouraged to introduce more unique performance powers into his campaign.

Spell-Like Abilities (Sp): as he gains levels, the Dancing Bull gains access to Spell-Like Abilities. These can be used at will, however they still have either Verbal or Somatic Components - his choice.

Skill Focus: every even level, the Dancing Bull gains Skill Focus with a skill in which he has at least one rank.

Focused Skill Mastery (Ex): at level five, the Dancing Bull gains Skill Mastery for every skill in which he has Skill Focus.

Feat of Enchantments: at level six, the Dancing Bull can gain any one of the following as a Bonus Feat, applying it to his Spell-Like Abilities instead of Spells:
  • Spell Focus: Enchantment
  • Spell Penetration: Enchantment
  • Arcane Defence: Enchantment
  • Unsettling Enchantments
Feat of Illusions: at level eight, the Dancing Bull can gain any one of the following as a Bonus Feat, applying it to his Spell-Like Abilities instead of Spells:
  • Spell Focus: Illusion
  • Spell Penetration: Illusion
  • Arcane Defence: Illusion
  • Dazzling Illusion
Special Ability (Ex): at level ten, the Dancing Bull gains a Special Ability like a level ten Rogue.

Spell-Like Ability List:
First Level:
Addiction, Bless, Dancing Lights, Ghost Harp, Ghost Sound, Hypnotism, Prestidigitation, Songbird, Ventriloquism, Amplify, Charm Person or Animal, Detect Secret Doors, Hypnotic Pattern, Improvisation, Insidious Rhythm, Joyful Noise, Minor Image, Serene Visage, Tasha's Hideous Laughter
Second-Level:
Animal Trance, Battle Hymn, Bull's Strength, Circle Dance, Harmonic Chorus, Haunting Tune, Mindless Rage, Misdirection, Prayer, Sound Burst, Suggestion, Suspended Silence, Tongues, War Cry, Whispering Wind
Third-Level:
Charm Monster, Confusion, Dirge of Discord, Hymn of Praise, Infernal Threnody, Puppeteer, Rainbow Pattern, Recitation, Stunning ScreechVoice of the Dragon
Fourth-Level:
Cacophonic shield, Celebration, Dominate Person, Hallucinatory Terrain, Hold Monster, Locate Creature, Manifest Desire, Manifest Nightmare, Pronouncement of Fate, Sensory Deprivation, Shout, Sirine's Grace
Fifth-Level:
Body Harmonic, Cacophonic Burst, Mind Fog, Mirage Arcana, Mass Suggestion, Mislead, Wail of Doom
Sixth-Level:
Dirge, Geas, Hiss of Sleep, Insanity, Nixie's Grace, Project Image, Symphonic Nightmare

Performances:
Inspire Courage:
All allies within close range who see or hear the performance gain a Morale bonus to attack and damage rolls equal to 1/4th of the Dancing Bull's hit dice (round up) for as long as the performance continues and they remain in range, and for 1 round per level after they are no longer able to perceive the performance or are no longer in range.
Allowed Performance Styles: Acting (S, V), Comedy (S, V), Dance (S), Keyboard Instruments (S, F), Oratory (V), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F), Singing (V)

Destructive Cacophony:
Each round that the cacophony is maintained, one additional target within medium range suffers 1d6 of Sonic damage per turn for as long as it remains within range. The Dancing Bull must select an additional target each round or end the cacophony. The Dancing Bull may only maintain this effect for a number of subsequent rounds equal to his class level.
Allowed Performance Styles: Keyboard Instruments (S, F), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F), Singing (V)

Requiem:
The Dancing Bull can produce a haunting melody that renders undead very docile, possibly even friendly. For the first 10 rounds an undead creature hears the song (and is within close range), the song acts as a halt undead effect, undead which fail their Will saves are stuck fast for 10 rounds (or until the performance stops or the undead creatures are no longer in range or take damage). If the effect is still going at the end of 10 rounds, the Dancing Bull may make a Perform check as if it were a diplomacy check to improve the undead creature's disposition. Regardless of the outcome of that check, the undead creatures can again move normally.
Allowed Performance Styles: Keyboard Instruments (S, F), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F)

Bewilder:
The Dancing Bull makes a performance so avante guarde, so surprising, that onlookers are left unsure of what to do or say. Audiences within medium range must make a Will save each round or become dazed for one round.
Allowed Performance Styles: Acting (S, V), Comedy (S, V), Dance (S), Keyboard Instruments (S, F), Oratory (V), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F), Singing (V)

Song of the Weak Mind
While the music plays, the audience suffers a -4 penalty on Will saves vs. spells of the Illusion and Enchantment schools for as long as they remain within medium range. The duration of any stunned or dazed conditions are extended by 1 round if they are applied within medium range of the source of the song.
Allowed Performance Styles: Keyboard Instruments, String Instruments, Wind Instruments, Singing

Dance of the Seven Swords
As long as the Dancing Bull continues to dance, he is considered to have a Base Attack Bonus equal to his hit dice. He may make an extra attack of opportunity each round (as per the Combat Reflexes feat) for every 10 full points his Perform check exceeds 10. If he rolls 25 or more for his Perform check, he gains a +1 Morale bonus to attack and damage rolls.
Allowed Performance Styles: Dance

Torrent of Anger
The Dancing Bull attempts to inflame passions against a target. All audience members find the performance fascinating and are compelled to watch for its duration (or until they are snapped out of it by violent action) if they are within medium range and fail a Willpower save. Creatures who watch for at least 10 minutes become unfriendly to a target of the Dancing Bull's choosing (unless they were already hostile), and one step more friendly towards any person or group known to be enemies of the new source of antipathy.
allowed performance styles: Acting, Comedy, Oratory

Building Crescendo:
Inanimate objects within Medium range of the performance are considered magically treated (+20 break DC, x2 hardness) and have a saving throw bonus to all saves equal to the Dancing Bull's Will save, and this protection continues for as long as he maintains the performance. In addition, any who perform a Craft check for at least an hour within the influence of the crescendo will make twice as much progress for that day; thus allowing crafting to be done in half the time if the Dancing Bull is around for multiple consecutive days.
Allowed Performance Styles: Oratory (V), Percussion Instruments (S, F), Singing (V), String Instruments (S, F)

Taming of the Beast:
For the first 10 rounds an animal hears the song (and is within close range), the song acts as a Daze Monster effect, stopping the creature for 10 rounds (or the performance ends, out of range, or the creature takes damage). If the effect is still going at the end of 10 rounds, he may make a Perform check as if it were a diplomacy check to improve the animal's disposition. Regardless of the outcome of this check, the animal is released from the daze effect and can move normally.
Allowed Performance Styles: Dance (S), Singing (V), Wind Instruments (S, V, F)

Song of Life:
Allies within Close range automatically stabilizes, bleeding effects are countered as if subject to magic healing, and gain DR 1/- as long as they remain within range of the song. The DR is increased by 1 for every 10 points the Perform check exceeds 10.
Allowed Performance Styles: Dance (S), Oratory (V), Percussion Instrument (S, F), Wind Instrument (S, V, F), Singing (V)

I'm Doing a Sword Dance!:
The Dancing Bull gains a +10' bonus to his movement speed, but must move at least ten feet every round. Additionally, he gains a Divine Favour effect with a caster level equal to his hit dice while dancing.
Allowed Performance Styles: Dance (S), Acting (S)

A Song of Fire:
The Dancing Bull channels courage into actual burning flames, not just the fire of passion. All allies (except the Dancing Bull) within Close Range can treat all of their weapons as Flaming until the beginning of the Dancing Bull's next turn, and just continuing each turn extends the effect. For every 10 points by which he exceeds a Perform check DC of 15, they all gain +1d6 to the Fire damage.
Allowed Performance Styles: Song (V), Percussion Instruments (S, F), String Instruments (S, F)

Song of the Forest:
For the first 10 rounds a Plant hears the song (and is within close range), the song acts as a Daze Monster effect, bypassing any usual immunities, stopping the creature for 10 rounds (or the performance ends, out of range, or the creature takes damage). If the effect is still going at the end of 10 rounds, he may make a Perform check as though using Diplomacy to change its attitude. Regardless of the outcome of this check, the animal is released from the daze effect and can move normally.
Allowed Performance Styles: Singing (V), Wind Instruments (S, V, F)

Warning Shout:
The Dancing Bull makes everyone extra alert. All allies within Close Range who can hear him gain an Enhancement Bonus to Reflex Saves of +1 per three levels the Dancing Bull has (round up), and Evasion, both for the next minute. The Dancing Bull is included in this effect.
Allowed Performance Styles: Oratory (V), Acting (V, S), Percussion Instruments (S, F)

Epic of Legends:
All allies within Close Range ignore the effects of Fatigue, Exhaustion and Non-Lethal Damage until one round after the Dancing Bull stops performing or they stop hearing it - they are also immune to receiving such effects in the meantime, but don't actually lose any already existing effects. This does effect the Dancing Bull.
Allowed Performance Styles: Oratory (V), Singing (V), Wind Instruments (V, S, F), String Instruments (S, F), Acting (V, S)

Distracting Melody:
With a bizarre song, the Dancing Bull forces all enemies in Close Range to attempt a Will Save. If they fail, they become Flat-Footed until their next turn.
Allowed Performance Styles: Singing (V), Oratory (V), Acting (S, V), Comedy (V), Percussion Instruments (S, F)

Snowflake Wardance:
The Dancing Bull can move and see unhindered in snow and on ice, and improves his Concealment to Full Concealment when it is snowing and he is using this performance.
Allowed Performance Styles: Dance (S)

Sand Dance:
The Dancing Bull skims across sand and other loose ground - he does not treat it as difficult terrain and moves as normal, and doesn't even swim in quicksand. Additionally, whenever he moves across sand or similar, and moves past a creature, they must pass a Reflex Save or be Blinded for one round as he kicks sand in their eyes.
Allowed Performance Styles: Dance (S)

Compel the Winds:
The Dancing Bull spends ten minutes performing, and makes a Perform check at the end of the performance. If he achieves a total of 15 or more, he creates a Control Winds effect, and if he achieves a total of 25 or more, he creates a Control Weather effect.
Allowed Performance Styles: Acting (V, S), Dance (S), Oratory (V), Wind Instruments (S, V, F)

Haunting Melody:
The Dancing Bull does a chilling performance, and all enemies within Close Range must attempt a Will Save. If they fail, they are Shaken for a number of rounds equal to his Charisma Bonus. If his Perform result beats their save by 10 or more and they fail, they are instead Frightened for the duration. This also makes them more susceptible to Necromancy effects, giving all such effects a +4 bonus to Caster Level against them for as long as he keeps performing.
Allowed Performance Styles: Song (V), Oratory (V), String Instruments (S, F), Wind Instruments (S, V, F), Percussion Instruments (S, F)

Planar Performance:
The Dancing Bull taps into the bizarre styles of the far realm, and influences the minds of aberrations. All Aberrations within Close Range must pass a Will Save. If they fail, they become Sickened for one minute. If the Dancing Bull continues to perform for the entire minute, then at the end they must pass a Fortitude Save or become Nauseated for 3 rounds.
Allowed Performance Styles: Song (V), Dance (S), Comedy (V), Oratory (V), Acting (S, V)
Last edited by Koumei on Thu Apr 25, 2013 10:24 am, edited 1 time in total.
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Post by Koumei »

Oh god I may have gone too far
(Also linked in first post so people needn't dig through posts here if the thread keeps growing.)

It's still largely for DM use, but I still ostensibly kept it fine for PCs - I just noted levels they're probably playable (give-or-take) and then "inherent problems" (Regeneration, Spawning, Incorporeal etc.) next to that when I remembered. If you want a team of Incorporeal PCs then I guess you could do that.

So what's in that? A stupidly big collection of DMG monster prestige classes, with sufficient levels that you can take the monster from "as seen in the MM" all the way to 20. Oh also they have a one-paragraph description and a Class Skill list. Not all of the monsters are covered here, but loads are. This includes a lot of the things in this thread, and things by Frank on the old Nifty forum. No art is included if you're hoping for drawings of trolls casting spells or elementals holding spears. It's 201 pages.

I've started work on others so there can be another document for "3.0 Splatbooks (MM2, Manual of the Planes, Fiend Folio, BoVD, BoED, Monsters of Faerun)" and "3.5 Splatbooks (It's ___ Outside, MM 3-5, Fiendish Codices, Draconomicon, Heroes of Horror, Libris Mortis, Calamari Cookbook, various FR stuff)".
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Post by radthemad4 »

Holy shit, moar monster PRCs!

I was planning on making a post with an index linking to specific posts on this thread a few days before your recent post, but a Ctrl F able google doc with an index works better.
Last edited by radthemad4 on Wed Mar 14, 2018 7:56 am, edited 2 times in total.
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Post by Wiseman »

Huh, I was working on similar things myself. If only I'd known this thread existed before.
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Post by OgreBattle »

These are cool! I don't remember what most monster's CR's are at though so that would be a helpful reference so I know what CR the leveled up monster ends up at
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Post by Koumei »

I'll do that for the other ones I guess. Usually I eyeball them and go "Yeah, level is CR + 1, sure". But in some cases it's a bit more because of being a CR 3 Incorporeal creature or a Mind Flayer or whatever.
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Post by Koumei »

For the record, here's what I tentatively have for the part 2: 3.0 Splats.

Already written and complete:
Abeil Soldier (1)
Monadic Deva (1)
Movanic Deva (1)
Avolakia (2)
Cervidal (1)
Advespa (1)
Jackal Lord (1)
Moonrat (2)
Adult Neogi (1)
Sirine (1)
Vine Horror (1)
Vorr (1)
Yakfolk (1)

To do:
Jovoc
Palrethee
Desmodu
Marrash
Mooncalf
Nethersight Mastiff
Ormyrr
Marraenoloth
Dark Weaver
Lesser Flame Snake
Sillit
Oread
Ulgurstasta
Shadow Demon
Eye of Fear and Flame
Firre
Uridezu
Dao
Marid
Owl Archon
Sword Archon
Warden Archon
Asura
Equinal
Leskylor
Moon Dog
Dread Guard

If there's anything else you desperately want to see, mention it and I'll see what I can think of. Obviously weirder crap will need stuff like "Has to be Awakened or something first" or "It's not my problem how you grant speech and basic locomotion to this" or whatever, and if it has decent innate casting ability then I'm most likely to just say "Take levels in that class or a PrCl that advances casting ability in that". But if you really want one of the weird tree monsters to be playable I guess I could at least look at the possibility.
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Post by OgreBattle »

Id like PrC’s that turns anything into a cutie monster girl
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Post by Koumei »

You asked the right person.
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Post by radthemad4 »

Requesting Blink Dog.

Also, some of the ones you wrote in this thread aren't in the document. Was that intentional?
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Post by Koumei »

I suppose I could go back and add some core things to the first document. Blink Dog, Medusa, maybe Hellwasp Swarm? Keeping up with the Overlord anime I do kind of want the option for playable swarms that hide in humanoid looking shells and that seems the best option. I could look at putting some kind of Slaad in as BATTLETOADS. Editing the index would be a bit of a pain though.

The Blink Dog would probably be a sort of rapid-moving sneak attacker that gets even better at teleporting and eventually moving from one plane to another.

But yes, that first document is very specifically a "Core Rules 3.5 MM1 Monsters" document. Document 2 would be "Monsters introduced in MM2, Fiend Folio, Vile Darkness, Exalted Deeds, Manual of the Planes". Document 3 would be "MM3+, It's ___ Outside, Heroes of Horror, Libris Mortis, etc. etc."
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Post by Sigil »

Just saw the big updated PDF, and I'm honestly amazed at the quantity of stuff there. Amazing Work.
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Post by Koumei »

Quantity is indeed a quality in its own right.

I'm nearing completion on the pdf for the "Second Edition Splatbooks" one. I just left the project for a bit because something distracted me for a while. Probably a PC game.
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Post by OgreBattle »

Are there any rules you're following like "at level X a monster's attack/defense/hp should be in the range of..."?
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Post by Koumei »

I really should have, but no. Basically, for any monster I eyeball it based on CR and hit dice and its tallest innate ability and say "Okay, roughly what level is it okay at?" (and some things just don't really work at all because they have the Pixie problem or whatever). Then for the actual classes, I pick what seems like a suitable progression. There are doubtless going to be cases where this works out quite badly, but the chances of those coming up in a game because someone plays X monster with Y class to Z level are fairly low.
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Post by Koumei »

Here is document 2, which contains things from the 3.0 splat books (MM2, FF, Exalted Furries, Vile Body Piercings, Planar Handbook). There are a lot more good monsters in those books (or rather, in MM2 and FF), but that's more or less the limit of A) my inspiration and B) things that didn't have 6 hit dice and 14 Cleric caster levels, or stuff that was CR 18 so didn't really have anywhere to progress from there.

There's still more room for people who are inspired to write about Awakened Blood Golems of Hextor, or Greenvise, or Equinals and Mustevals, or who specifically want something for the Ormyrr that create their own magic, but I leave that to you.

Next I'm going to go back and add a handful of stuff to the first one. Then I'll tackle book 3: 3.5 splat books - there are more books, but hopefully it's mostly shit so I can ignore a vast amount!

There are multiple Pokemon references made here and I make no apologies. I think there's only one reference to pro wrestling but I could be wrong there.
Last edited by Koumei on Wed Jun 06, 2018 4:35 pm, edited 1 time in total.
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Prak
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Post by Prak »

You know what would be a great inspiration for a prestige class and allow copious wrestling references?
Image
Of course, if you're going to do Anakaris as a mummy prc, there should also be a succubus prc based on Morrigan.
Last edited by Prak on Thu Jun 07, 2018 12:00 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Koumei
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Post by Koumei »

If I did a pro wrestling mummy, it would obviously be called the Yeti (pronounced Yetay).

Anyway, mostly I'm dismayed that there isn't a demon that can turn into hurricanes (or become the wind as it were), because there's always room for Minoru Suzuki.
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OgreBattle
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Post by OgreBattle »

The entire cast of Vampire/Darkstalkers would be fun
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Post by Koumei »

Here is the revised first document complete with Bookmarks. The new things are after all the other ones but before the Index:
-Battletoad (Blue Slaad)
-Giant Frog (Green Slaad)
-Death Slaad (Grey Slaad)
-Aspect of Sarama (Blink Dog)
-Swarm Within (Hellwasp Swarm)
-Collector (Medusa)
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Post by radthemad4 »

Sweet! Thank you!
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Post by Koumei »

Here we have the third document, which basically covers "splat books from 3.5 and possibly some 3.0 stuff that I overlooked or previously thought was 3.5"

Obviously the later you get into the game's life, the more chaff there is, the more likely your favourite monsters are already covered, and the more it's a case of finding things that are weird or are mostly boring but have one interesting thing that could be developed. But I'm fairly pleased with a lot of the things there.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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