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Post by dm_mainprize on Apr 15, 2015 3:31:39 GMT
Sorry for the delayed post, had to work a later shift. So this weeks episode was all about some awesome monsters to use in our campaigns, So the DM-Nastics will reflect that idea. Our challenge this week will be to choose 2 monsters from a list and mash them together to make a mutant monster mashup that has features, traits and abilities of its 2 parent monsters. This should also create a wide variety of new monsters for use in our games. So here is the list! 1. Azer 2. Cloaker 3. Goblin 4. Balor 5. Quaggoth 6. Yuan-Ti 7. Troll 8. Unicorn 9. Hell Hound 10. Dragon(any color) So grab 2 from the list and make a mash up, could be a troll with a unicorn horn, could be a yuan-ti with balor like powers! Hope you guys enjoy this challenge and create some cool monsters! Link to DM-Nastics Segment #6
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 16, 2015 6:47:36 GMT
Probably one of the easier mashups pairs I could've have chosen, but here we go...
If dog is man's best friend, then Hell Hounds must be a demon's best friend. But a Balor, well that's no ordinary demon, so it can't have just any ordinary Hell Hound. The Inferno Cur is a gift granted by an Archdemon to a Balor of exemplary service and cruelty. This exceptionally large Hell Hound is dangerous enough on its own, but almost always accompanies its much more terrifying master.
Inferno Cur Large fiend, neutral evil
Armor Class: 16 (natural armor) Hit Points: 133 (14d10 + 56) Speed: 50 ft.
STR 20 (+5) DEX 14 (+2) CON 18 (+4) INT 6 (-2) WIS 14 (+2) CHA 6 (-2)
Skills: Perception +6 Damage Resistances: Cold, Lightning, B,P,S from non magical weapons Damage Immunities: Fire, Poison Condition Immunities: Poisoned Senses: Darkvision 120 ft, Passive Perception 16 Languages: Understands infernal, but does not speak it Challenge: 10
Keen Hearing and Smell: The cur has advantage on Wisdom (Perception) checks that rely on hearing and smell. Pack Tactics: The cur has advantage on an attack roll against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated. Master's Aura: If the cur is within 100 feet of a Balor, it gains a fiery aura. While active, each creature within 5 feet of the cur takes 3 (1d6) fire damage at the start of the cur's turn, and flammable objects in that aura that aren't being worn or carried ignite. A creature that touches the cur or hits it with a melee attack while within 5 feet of it and while the aura is active takes 3 (1d6) fire damage.
Actions
Multiattack. The cur makes two attacks, one with its bite and one with its claws.
Bite. melee weapon attack: +9 to hit, reach 5 feet, one target. Hit: 12 (2d6+5) piercing damage plus 4d6 fire damage.
Claws. melee weapon attack: +9 to hit, reach 5 feet, one tar get. Hit: 12 (2d6+5) slashing damage.
Fire Breath (Recharge 5-6). The cur exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Master's Teleport. If the Cur is accompanied by a Balor, and the Balor uses its Teleport ability, the Cur can choose to appear within 5 feet of the Balor as a reaction.
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Post by dm_mainprize on Apr 17, 2015 0:30:10 GMT
Awesome stuff nevvur, I am really struggling in deciding which 2 of these I want to combine, I may just end up rolling 2d10 and picking that way!!
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Post by kjmagle on Apr 17, 2015 0:59:55 GMT
I was thinking a Gobli-corn... And evil mage/alchemist magically gene spliced the 2 or got them both drunk and then Chef sung to them.
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Post by kjmagle on Apr 17, 2015 16:43:49 GMT
Ok i kinda cheated with this because i took a goblin skullcleaver and changed it up, however i kinda wanted to make this unique but not scary mash-up
Gobli-corn: A mix of goblin and unicorn that was created by a mad mage. From the experiment Gobli-corns sprouted a horn in the middle of their head and gained the ability to teleport, however they can not teleport at their own free will because they are quite stupid creatures.
Initiative +4 Senses Perception +2, low light vision HP 53; Bloodied 26 AC 16; Fortitude 15, Reflex 14, Will 12 Speed 5,
Battleaxe (standard; at-will) • Weapon +6 vs. AC, 1d10 + 5 damage, or 2d10 + 5 when bloodied
Gobli-con Charging gore (standard; at-will) Has to be able to charge.
Attack +8 vs ac 1d10 + 5 damage, or 2d10 + 5 when bloodied EFFECT: the target falls prone
Gobli-con Rage (when bloodied)
The goblin skullcleaver loses the ability to use Gobli-con tactics and can do nothing but attack the nearest enemy, Gobli-con Charging gore when possible.
Gobli-con Teleport (immediate reaction, when missed by a melee attack; at-will)
The Gobli-con smart enough to use teleport correctly, it teleports to different square around attacker. Roll 1d8 and count clockwise the rolled # around the attacker.
Align. Evil
Lang. Common, Goblin Skills Stealth +9, Thievery +9 Str 18 (+5)Dex 14 (+3)Wis 13 (+2) Con 13 (+2)Int 8 (0)Cha 8 (0) Equipment chainmail, battleaxe
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dmgrendel
Squire
Posts: 42
Favorite D&D Class: Barbarian on the table, Cleric at heart
Favorite D&D Race: Orcs!
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Post by dmgrendel on Apr 17, 2015 18:56:17 GMT
Cloaker/Azer Hybrid
Pyre-Cloak
Native to the elemental plane of fire, but frequently accidentally summoned by would-be conjurers. Thoroughly evil, and perpetually hungry, Pyre-Cloaks are large creatures that swim freely through their home's lakes of fire. On the material plane, they live a different life. Feeding on heat and flesh, particularly the flesh of dwarves and magic users, they are an ambush predator that hides in the heat of a fire. On attack, they engulf their prey and burn them alive, absorbing their flesh and life-force.
Legends speak of massive variations that nest in volcanic calderas, occasionally swooping down on flaming wings to engulf entire settlements.
(No stats yet, have to get to work)
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Post by joatmoniac on Apr 17, 2015 18:56:39 GMT
I'm going to work on an Azer-Troll combo, and see what can come of it!
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Post by halfacreoffun on Jun 2, 2016 2:54:37 GMT
This is just the DM-nastics I needed. I have an island just off the coast in my world named simply unicorn Isle. The island is beautiful but deep in the forest what we're once heavenly unicorns are now twisted dark beasts. I didn't know what I was going to use. I didn't want to use nightmares or undead type unicorns. I think they will be mashed with hellhounds, with 1, 2 or 3 heads. Different abilities based on how many heads they have. I'll get a stat block up when I'm on a pc I can't get them to work on mobile.
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idol
Commoner
Posts: 12
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Post by idol on Jun 3, 2016 16:20:58 GMT
I wrote this as a 5e monster, mostly cause I want to use this in my world now. However I did borrow an ability from the goblin dog (pathfinder). It just made sense.
Mange Runner "Out of the bushes gallops the freakish visage of a Mange Runner. Roughly the size of an adult wild boar, with the body of a pustule covered horse, the disgusting creature sports the upper body of a goblin rising from its neck. The only hair on the cracked hoofed monstrosity is the matted mane starting just behind the jagged horn in the forehead of the beast and ending just below were the strange amalgamation of creatures meet. The scimitar wielding Mange Runners eyes crackle with strange energy as it paws at the ground, preparing to charge."
Armor Class: 12 Hit Points: 67(9d10+ 18) Speed: 45ft. str dex con int wis cha 10 14 (+2) 15 (+2) 11 12 (+1) 14 (+2) Proficiency Bonus: +3 Damage Immunities: poison Condition Immunities: charmed, paralyzed, poisoned Senses: dark vision 60 ft., passive Perception 13 Languages: Abyssal, Sylvan, Goblin, telepathy 30ft. (the Mange Runner cannot control this power and projects its jabbering thoughts to everything within range.
Charge: If the Mange Runner moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra (1d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance: The Mange Runner has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Mange Runner weapon attacks are magical.
Nimble Escape: The Mange Runner can take the Disengage action as a bonus action on each of its turns
Allergic Reaction: The Mange Runner is covered in dander, mites, and pustules that occasionally burst at random intervals. Whenever the runner is struck or makes a successful attack, the target must succeed a DC 12 fortitude save or get a rash that deals -2 dexterity and charisma for one day. Any effect that removes disease cures the rash.
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4 + 4) piercing damage.
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