Opnpw monster manual
It's an idea I had a couple days ago, that, after some mulling over, soudns fine to me, but I could be wrong its interesting-ness appeal.
The idea is to make a bunch of new, interesting, possibly very unique monsters for 3e dnd (simply because right now its the most widely known and understood, but thats not to say there can't be a 3.5 part (or a 3.5 version that someone who understands 3.5 could convert over)). Monsters would vary in CR, abilities, etc, and possibly even be a few interesting ones (such as an undead chicken of doom, or stats for the planters peanut), that would go somewhere (possibly that resource section we've heard Tux mumble about every now and then...?) for use by DMs whose players who have met and know just about everything from Kobolds to Tarrasques, and want to challenge and intrigue the players with something new that they haven't seen yet. New diseases/poisons would also fall into this (carried/used by critters/monsters)
The creation rules would follow whats in the start of the monster manual(s), you know, all those descriptions and advancement by HD etc, just to make them proper critters.
Anybody else think this is a half-decent idea, please say so, and any intrest in contributing.
Let's see if we can turn a spark into a flame.
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Opnpw monster manual
It's a descent idea. I will contribute if the section is ever created.
Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]
Opnpw monster manual
[color=darkred]I have nearly 15 already documented 'custom', correctedly-CRed monsters (built in 3.5, although that doesn't REALLY matter). Abberations and undead. I will have to hold off on submitting them until I use some of them, though. Can't give anything away.[/color]
"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"
[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]
Opnpw monster manual
Some friends over at the Com3e forums and I are working on converting Slivers into DnD terms... We are writing a fully fledged source book (PDF) on slivers, how they work, think, act, why they do the things they do, and how to play them (as well as their stats).. The entire PDF (when its ready, artwork and all) will be on Com3e (www.community3e.com) but I suppose I could submit it to you as well...
The slivers have so far been the most diverse elaborate race the realms of DnD have yet to see... Quite literally... through the selection of sdlivers the DM chooses,he could send a level 1 party against em, or put a good challenge on even a level 30 party...
In other news "l33t-speak is for sissies"
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Opnpw monster manual
Was kinda thinking of something unique made my community members and only community members... not stuff taken from somewhere else.
"The beatings shall continue until morale improves"
Opnpw monster manual
You know, like space raccoons...oh wait thats futuristic URPS isn't it...ah well. I'd make new monsters up but posting them is a different story. I'm with Saber on the whole secrecy deal.
Lord of Castle Black and host of the never-ending party. Collects Morganti weapons and illegal books. Likes Eastern brandy, his sword Blackwand, and going on killing sprees.
Opnpw monster manual
[color=darkred]Ok, I'm bored. Making a monster. I'm calling it the... Uhm... Temporal Serpent. I should be done in... A short time. So long as Morro doesn't keep bothering me again.[/color]
[size=18][b]Temporal Serpent
Large Abberation[/b][/size]
[b]Hit Dice:[/b] 6d8+18 (45 hp)
[b]Initiative:[/b] +3 (-1 Dex, +4 Time Sense)
[b]Speed:[/b] 30 ft. (6 squares)
[b]Armor Class:[/b] 15 (-1 Dex, +6 Natural, +1 Time Sense, -1 Size), [i]touch[/i] 9, [i]flat-footed[/i] 14
[b]Base Attack / Grapple:[/b] +2 / +13
[b]Attack:[/b] Bite +9 melee (2d6+7 / 18-20)
[b]Full Attack:[/b] Bite +9 melee (2d6+7 / 18-20)
[b]Space/Reach:[/b] 10 ft. / 5 ft.
[b]Special Attacks:[/b] Doubletime
[b]Special Qualities:[/b] Darkvision 60 ft., Light Sensitivity, Time Sense
[b]Saves:[/b] Fort +4, Ref +2, Will +2
[b]Abilities:[/b] Str 25, Dex 9, Con 17, Int 8, Wis 7, Cha 6
[b]Skills:[/b] Listen +3, Spot +3
[b]Feats:[/b] Alertness, Weapon Focus (Bite)
[b]Environment:[/b] Any dark temperate
[b]Organization:[/b] Solitary, Pair, or Company (3-5)
[b]Challenge Rating:[/b] 5
[b]Advancement:[/b] 7-12 HD (Large)
[b]Level Adjustment:[/b] ---
[i]This creature has the features of a very large snake, although its body seems to move with an odd motion. It seems to speed up and slow down very rapidly. The creature has large, sharp fangs and dull, pastel scales.[/i]
Temporal Serpents are large snake-like creatures that have attained a limited mastery of time itself. They do not seem to have a native plane, but rather move from location to location, only killing when they're hungry; unfortunately, they always are. It has been said that they are deformed offspring of Temporal Drakes.
Temporal Serpents are long, and often coil themselves when they attack. When fully elongated, they are sometimes over 50 feet long. Their bodies are roughly a foot in diameter. It has been thought that the Temporal Serpents can see milliseconds into the future, affording them good reflexes.
Temporal Serpents cannot speak, but seem to understand Draconic.
[size=18]Combat[/size]
Temporal Serpents are rarely found above ground, and even then only during night. When encountered, they strike very rapidly, taking out the biggest opponent first, however they have been known to break off and attack anything with a light source. They often attempt to retreat with the body of its slain victim instead of killing everything, preferring to enjoy the kill while it's still warm.
[b]Doubletime (Ex):[/b]
Every round, after every combatant has acted, the Temporal Serpent gets to act again. It gets another full round's worth of actions, allowing it to move, attack, or do anything else allowed in a combat round. This ability functions until the Temporal Serpent has lost half or more of its maximum hit points.
[b]Light Sensitivity (Ex):[/b]
Temporal Serpents are dazzled (-1 to attack rolls, Search checks, and Spot checks) in sunlight or within the radius of a [i]Daylight[/i] spell.
[b]Time Sense (Ex):[/b]
Due to the its mastery of time, a Temporal Serpent gain a +4 initiative bonus, cannot be flat-footed by being surprised, gain a +1 dodge bonus against all attacks and a +2 bonus to reflex saves. This ability functions until the Temporal Serpent has lost half or more of its maximum hit points.
[color=darkred]There we go; something to play around with. It's made with 3.5, but since 3.5 is (as I've said at least once before) compatible to 3.0, it will work just fine in either ruleset. Oh, and I can give full justification for the CR; if interested, I'll explain (and thereby give away my secret).[/color]
"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"
[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]
Opnpw monster manual
[color=darkred]This one is a joint effort between me and Morro, with some credit going to Acid & Mez (The name... Awesome.) as well. Anyone else I'm missing?[/color]
[size=18][b]Samenkonge (Seed King)
Medium Plant[/b][/size]
[b]Hit Dice:[/b] 4d8+4 (22 hp)
[b]Initiative:[/b] +1 (+1 Dex)
[b]Speed:[/b] 10 ft. (2 squares)
[b]Armor Class:[/b] 18 (+1 Dex, +7 Natural), [i]touch[/i] 11, [i]flat-footed[/i] 17
[b]Base Attack / Grapple:[/b] +3 / +5
[b]Attack:[/b] Slam +5 melee (1d4+2 plus Poison) or Seed Volley +4 ranged touch (special)
[b]Full Attack:[/b] 4 Slams +5 melee (1d4+2 plus Poison) or Seed Volley +4 ranged touch (special)
[b]Space/Reach:[/b] 5 ft. / 5 ft.
[b]Special Attacks:[/b] Poison
[b]Special Qualities:[/b] Blindsight 120 ft., Immune to Electricity, Freeze, Plant Traits, Resistance to Fire 5, Seed Volley
[b]Saves:[/b] Fort +5, Ref +2, Will +3
[b]Abilities:[/b] Str 15, Dex 13, Con 12, Int 7, Wis 10, Cha 9
[b]Skills:[/b] Hide +8*, Move Silently +8
[b]Feats:[/b] Power Attack, Iron Will
[b]Environment:[/b] Any temperate
[b]Organization:[/b] Solitary, or Patch (3-7)
[b]Challenge Rating:[/b] 4
[b]Advancement:[/b] 5-6 HD (Medium), 7-16 HD (Large)
[b]Level Adjustment:[/b] +3
[i]This seemingly ordinary bush has small, green berry-like seeds hanging from its branches. Its leaves are a red to golden color, and its roots seem very shallow; many of them are exposed. The bush smells faintly of rotting meat.[/i]
The Samenkonge appears to be just another ordinary bush until it is too late. When the target comes in range the Samenkonge will shower it with volleys of poisonous seeds, attempting to weaken and kill. The Samenkonge seem to enjoy the taste of flesh, particularily favoring that of Dwarves, and will attack whenever a reasonable chance of success is evaluated. After killing a creature, the bush will uproot itself and settle down to eat, thus leaving little trace of its grisly nature to the more alert of adventurers.
Originally created by evil, isolationist druids of some little known forest, Samenkonge were turned from simple bushes into protectors of the druids' domain. Once created, these bushes quickly became a new species, able to reproduce once they have fed off a humanoid corpse. As such, they have since spread far beyond the control of their druidic masters.
[size=18]Combat[/size]
Samenkonge are active at all times, seemingly always interested in more flesh. Once they initiate combat, they do not back down due to their lack of mobility. Samenkonge prefer to attack from behind, at a range, so will often let prospective targets pass them by first. They tend to favor unarmored foes first, finding them most often the most susceptible to their poison.
[b]Freeze (Ex):[/b]
A Samenkonge can hold itself so still it appears to be a normal bush or shrub. An observer must succeed on a DC 20 Spot check to notice that the Samenkonge is more than just a mere bush.
[b]Poison (Ex):[/b]
Injury and Inhaled, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
[b]Seed Volley (Ex):[/b]
Samenkonge can launch a volley of explosive seeds up to 10 times per day, with a 20 ft. range increment. These seeds explode upon impact, dealing 3d6 damage to whatever it hits , and 1d6 damage to anything in a 5 ft. radius (Reflex DC 13 for half. This save DC is Dexterity-based). When the seeds explode, they release a cloud of poisonous gas that is 10 ft. in diameter and lasts for 3 rounds before fully dissipating. Any creature in the gas at the beginning of their round is subject to the Samenkonge's poison.
[b]Skills:[/b]
Samenkonge have a +4 racial bonus to Hide and Move Silently checks.
"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"
[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]
Opnpw monster manual
This is one I made, with a bit of help for whatever i missed and CRing from Saber last night/late tonight (depending on where y'are). Those of you who play in the irl campaign called 'TUFC' (That Unnamed Faerun Campaign) should Recognize who--what, this is.
Yes, I know a critter isnt supposed to have multiple poisons, but as far as i have been told, that's just a technicality..and there are exceptions every so often. Any save DC's that seem a little screwed, just PM me and i'll either explain the number or correct it (cause no doubt there are a few typos).
[b][size=18] Ugilaneiron [/size]
Medium-Sized Native Outsider (Evil)[/b]
[b]HD:[/b] 12d8+36 (avg 86 hp, min 48, max 132)
[b]Initiative:[/b] +8 (+4 Dex, +4 Improved Initiative)
[b]Speed:[/b] 30 ft land, 60 ft climb.
[b]AC:[/b] 19 (+4 Dex, +5 Natural) (23 AC Mage Armoured)
[b]Attacks:[/b] 4 claws +12 melee; Bite +10 melee; Sting +10 melee
[b]Damage:[/b] claw 1d4; Bite 1d6+ Paralytic Poison; Sting 1d6+strength poison
[b]Special Attacks:[/b] Doom Gaze
[b]Special Qualities:[/b] Invisibility, Darkvision 60 ft, Nightmare, Improved Climb, Spell-like Abilities
[b]Face/Reach:[/b] 5 ft by 5 ft/5 ft
[b]Saves:[/b] Fort +12, Ref +12, Will +10
[b]Abilities:[/b] Str 10, Dex 19, Con 18, Int 15, Wis 15, Cha 15
[b]Skills:[/b] Bluff +17, Climb +8, Diplomacy +11, Escape Artist +14, Forgery +10, Gather Information +12, Intimidate +12, Wildnerness Lore +9, Knowledge (any 2) +6, Listen +10, Move Silently +9, Sense Motive +13, Spot +13, Disguise +7, Concentration +6
[b]Feats:[/b] Improved Initiative, Multiattack, Multidexterity, Track
[b]---[/b]
[b]Climate/Terrain:[/b] Any land and underground
[b]Organization:[/b] Solitairy
[b]Challenge Rating:[/b] 10
[b]Treasure:[/b] Double Standard
[b]Alignment:[/b] Usually Neutral Evil
[b]Advancement:[/b] By Character Class
[b]Description:[/b]
Ugilaneiron are bizarre humanoid creatures with extra arms and a scorpion tail that can be easily concealed underneath baggy clothing. They are anywhere from 5'7" to 6'3" in height, and have skin tones ranging from dull grey to pale, pale (almost transluscent) white. Each of their otherwise human-looking hands has somewhat longer fingers, each tipped with a small, cruel looking claw (Ugilanerion's in highly civilized areas often file these down to look like fingernails). They have hairless bodies and cannot grow facial hair, and are therefore bald, lacking even in eyebrows. Their eye colour ranges from pale pale white, to dark grey (almost black). Their mouths, in addition to the otherwise humanoid appearing teeth have a small stinger in it used to paralyse prey. An Ugilaneiron usually dresses in dark brown or black robes, usually baggy and concealing. When wearing such clothing an Ugilanerion attempting to pass as a human in human society is granted a further +6 to Disguise chekcs (not mentioned in statistics block).
Ugilaneiron are sadistic and cruel, as well as very manipulative. They crave power and wealth, and prefer to live in luxuirous accomodations in areas where they can feed on the internal organs of sentient beings in peace. They often associate with the criminal element in towns and rise in the ranks there before moving to a grander political scheme. They prefer to end up as the power behind the throne - a trusted advisor to a king or very wealthy noble, for example. They sometimes are found being personal assasins, spies, or, in the case of less manipulative ones, torturers.
[b]Combat[/b]
Ugilanerion generally only enter into combat when they intend to feed, when forced to, or when they want to finish off their enemies personally. When feeding their favoured tactic is to strike the enemy when they are helpless or unable to defend themselves (such as when sleeping, for example) and paralyze them with the poison in their mouths or with their Doom Gaze then feed while the victim is conscious and aware. When forced to fight, they will usually attack with their claws first to weaken foes and then sting them with their tail until they can get a bite on them to paralyse them. When facing enemies they particularily loathe, such as people that get in their way to power, people that forced them to fight, and sometimes people that they are hired to kill, the Ugilaneiron prefers to have all advantages possible for all dealings with such a foe. They prefer to torture intelligent foes in other ways before moving in for a kill (killing in the same fashion as feeding, when possible), usually torturing them with nightmares, manipulating civilization around them (if applicable) to put their foe into as much ruin as possible, even killing loved ones, turning their friends against them, and such. Ugilaneiron are not proefficient with any weapons, and suffer the appropriate penalties when using one (or many).
[b] Doom Gaze (Ex): [/b]Will DC 18 negates. An Ugilaneiron, can simply look upon an opponent and paralyze them with absolute fear for 1d6+1 rounds. If the opponent fails this save, there is another 5% chance (01 to 05 on a d% or 1 on a d20) that the gaze can kill the foe, the Fort save DC against death is 12.
[b] Invisibility (Su):[/b] An Ugilaneiron can go invisible and visible at will as a free action either way. This effect can be dispelled using antiomagic field, invisibility purge, or other means, but can be restarted as a free action. When going invisible an Ugilaneiron can make itself, + 50 lbs of equipment/objects (no items longer than 5 ft) only. Items picked up can be concealed by being placed in pcokets, etc. Any items picked up that would put the Ugilaneiron over the 50 lbs of equipment will remain visible. The Ugilaneiron can also choose at will what items can and cannot become invisible when it does so.
[b] Nightmare (Su):[/b] Thrice a day an Ugilaneiron can implant a foe with tormenting dreams that cause fatigue for the next 24 hours. The first nightmare has a Will save of 18 to negate its effects (though the nightmare still occured). Each nightmare after that has a heightened save DC 22 to negate, as now the Ugilaneiron will know how to torment the dreamer better. This can only effect an opponent five times, and the Ugilaneiron can choose to instead give the foe a normal nightmare (no side effects) any time. This has a range of 20 feet, and the Ugilaneiron must spent 10 rounds concentrating on giving the foe a nightmare. If the Ugilaneiron is attacked or inturrupted during this time, they must succeed at a concentration check (See Concentration skill) or fail anyways at causing a nightmare, and lose that use per day.
[b] Posions (Ex):[/b] Mouth: Paralytic, Injury Fortitude DC 20, paralysis/paralysis for 1d3+1 hours. This poison becomes inert after 2 hours. Tail stinger: Injury DC 20 2d6/2d6 Str. A character reduced to 0 Str is immobile and considered helpless. This poison becomes inert after 2 hours as well.
[b] Improved Climb (Ex):[/b] An Ugilaneiron can climb at 60 ft per round, and it always can choose to take 10 even if rushed or threatened while climbing. An Ugilaneiron can also stick to ceilings with this ability and climb just as quickly along them as on normal climbable surfaces. An ugilaneiron can also climb perfectly flat vertical surfaces. An Ugilaneiron has a +8 racial bonus to climb checks (noted in statistics block). An Ugilaneiron must be able to use its lower arms for climbing to use this ability. An Ugilaneiron can run while climbing, using this ability, running at 120 ft per round.
[b] Spell-like Abilities (Sp):[/b] At Will--Change Self, Bane, Comprehend Languages, Detect Chaos/Good/Law/Evil, Undetectable Alignment, Spider Climb; 3/day-- Sleep, Hold Person, Mage Armour; 1/day-- Protection from Good/Chaos/Law/Evil, Blindness/Deafness, Forcecage, Bestow Curse. All cast as a sorceror of 12th level (Save DC's are charisma-based)
"The beatings shall continue until morale improves"
Opnpw monster manual
Have you guys ever played Hero Quest? I used to love that game.
There was a creature in the game named "Fimir", I decided to make dnd version of the monster.
Hero Quest Fimir Status
Fimir
Movement = 6
Attack=3
Defense=3
Life=2
Mind=3
So according to Hero quest, Fimir's are about as fast as skeletons. Same defending ability as orc. Same hp and about the same attacking power as a skeleton. And they have slightly higher wisdom and intelligence then the orcs. The figure used for Fimir have a partial spiked armor covering only part of the body, axe, a tail with a spiked ball attached, and a shield.
(For those who never played Hero quest, there are skeletons and orcs in the game too, and thats how I made the comparisons)
I modified the abilites a bit.
Dungeons and Dragons Fimir Status
Fimir (Medium Size Humanoid) (This is not completely following the creature advancement by type chart because of the fact that, this is not a dnd creature and because this creature is made by comparisons with other hero quest critters such as skeletons and orcs)
Hit Dice- 1d12 (6 hp) (Fimir's are really tough in Hero quest, but if you really want it to fit DND settings, you can decrease the hd to d8)
Speed- 30 feet
Initiative- +0
AC: 16 (+2 Large Steel Shield, +4 Chain shirt (with armor spikes))
Attacks:Greataxe (1d12+1), or Tail Whip (1d6+1, and can be used to trip opponent)
Special Qualities: Low Light Vision
Face/Reach: 5 ft by 5ft/5ft
Saves: Fort: +2 Ref:+0 Will: +0
Abilities: Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 7
Skills: Listen +2, Spot +2
Feats: Alertness
Climate Terrain : Any land or underground
Organization - Gang- (1-3) Squad- (10-15 and 2 3rd lvl leaders)
Challange Rating : 1
Treasure: Standard
Alignment: usually Chaotic Evil
Advancement: By Character Class
Fimirs are barbaric and aggressive humanoid that often engage in combat with outsiders on sight. They have a reputation of clobbering their opponent to death with their tails. In childhood in a ceremonial event elders cut off the ends of the tail and attach a spiked ball as a replacement and as a sign of warrior.
They look similar to gorillas. They have dark green skin, coarse hair and neckless heads. Their ears are very small although they can listen just fine. They like wearing spiked armors and jewellaries. Their weaponary and armory are dirty and unkept mostly because of the fact that they like to show off the blood marks on their weapons and armors.
Combat:
Fimirs are proficient using greataxe, and they prefer to fight with only this weapon. They enjoy a good combat, so often they give their opponents time to heal up in the middle of a combat.
Characters:
All Fimirs are usually barbarians.
Notes: Fimir's tail is not naturally formed like Ankylosaur. For an Ankylosaur there are just some sharp bones/scales sticking out near the end of tail. For the Fimir the Tail is almost perfectly shaped as a mace, and it just seemed to me that it is too complex to be naturally formed.
Notes: Tail Whip is not Tail slap.
Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]