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Main Forums => General Discussion => Topic started by: Mort on August 04, 2011, 12:05:22 AM

Title: Design a Monster ( or more) Contest!
Post by: Mort on August 04, 2011, 12:05:22 AM
Design a monster! If I like your idea, not only will it be stolen to be put in the gameworld, I'll run you a little quest to reward you! Submissions should be made in the following format (see below) in this post.

QuoteFormat:

Monster Name:
Monster Description:
Monster Abilities:
Monster Appearance:
Region: The Desert / The Mountain / Underground / Forest / Bog / etc.
Extra Comments:

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Post by: Spiffy Has on August 04, 2011, 12:06:37 AM
Do we PM you?
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Post by: Mort on August 04, 2011, 12:10:29 AM
Quote from: Mort;253541Submissions should be made in the following format (see above) in this post.
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Post by: TurboTax on August 04, 2011, 12:16:17 AM
Monster Name: Terror of the Streams

Monster Description: This freshwater shark is no ordinary shark, it seems to be magically experimented on to make it both ghostly and fading. It swims along rivers and lakes, Terrorizing and brave children willing to go swimming. The Withering effects everybody, including sharks... This shark in particular seems to be fully undead, and withered.

Monster Abilities: Shadow Dancer, Fear Aura, Wounding Abilities, Concealment

Monster Appearance: A undead shark, that has the Improved invisibility effect on it

Region: The Desert / The Mountain / Underground / Forest / Bog / etc.(Streams & Lakes)

Extra Comments: The wizard, Elphian Sventall was experimenting with different animals of water decent, and one day saw a shark, and thought it to be odd that a shark swam in fresh waters, so he captured it. For months he experimented on it, making it more powerful and fast and a particular blood lust. All the basic stuff came to just make him stronger, not special. So he decided to experiment with his concealment. And that came back to bite him, literally. The Terror of the Streams, fully powered and concealed, he disappeared and killed his creator.. and now roams the streams and lakes, claiming the lives of any unsuspecting victim.
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Post by: Craig210 on August 04, 2011, 12:21:52 AM
Monster Name:
-Withered monstrosity -

Monster Description:In appearance it looks like a halfbreed between a green Slaad and hulking Treant.



Monster Abilities:

Slow moving this wierd creations strength comes not from the physical blow it lands on its victims, but the fact on the end of its grotesque claws are tiny eggs. Should the character become inflicted they will continue to spew lesser versions of the beast until the curse liek disease is lifted


Monster Appearance:

 Large slaad model, with barskin and tanglebag added

Region: Forest / Bog

Extra Comments:

A twisted creation of H'bala designed to spread itself through the use of host bodies. It's not uncommon for half rotten corpses to be found with numerous limbs half ripped to shreds from the inside out.
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Post by: Knight Of Pentacles on August 04, 2011, 01:28:41 AM
Monster Name: Munt's Mechanical Mutts

Monster Description
:  These rusty and ragged "animatrons" have been clearly designed by Murdertown's finest blacksmith, Drogus Munt.  (Atleast one can assume by the glorious handiwork).  They creak and rumble endlessly and glow a deep purple.  Fashioned in the shape of a hound these animatrons are found accompanying the sentries of the Governor's isle and in and around the Poor House.  

Monster Abilities
: Howl, Bane.  1/5 DR.  Construct template.  Low AC.

Monster Appearance
: Appear as though a crude large dog but made of crusty and ruined metal parts.  They're powered by the Psychopomp using the dark magics of the Mad God (hence their purple glow).  ((Wolf + constant stoneskin VFX and purple glow and a construct-ish voiceset))

Region
: Murdertown and accompanying the Psychopomps men on Freedom Raids.

Extra Comments:  
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Post by: Spiffy Has on August 04, 2011, 01:59:11 AM
Format:

Monster Name: Agony spawn
Monster Description: "Small imitations of the Agony of the Hunt, these shrieking corpses howl for their own destruction and almost always herald the arrival of the Agony itself."
Monster Abilities: Howl- Fear, Stun, Paralysis, sonic dmg. Considerable HP and DR, low AC
Monster Appearance: Shrunken Demonspawn Golem
Region: Withered Lands, Near the Agony of the Hunt
Extra Comments:
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Post by: derfo on August 04, 2011, 02:37:08 AM
(http://3.bp.blogspot.com/_Hl5bQduRAMc/SNJNNZ2ZN-I/AAAAAAAACJk/wGGPOCSrW0Y/s400/greenfrog.jpg)

Monster Name
: Ymphian Quagmire Toad

Monster Description: This larger predatory amphibian was scarcely seen above ground, and a great rarity, even amongst the best of herpetologists.

Upon closer inspection, it lacks actual eyes, as if accustomed to perpetual darkness beneath the earth, akin to a bat. Strangely it bears razor-like fangs, incredible agility, and a poisonous bite, a testament to the adaptive qualities of those creatures who survive in the harsh swampland and what lies beneath.

The Withering's recent coming has caused a select minority to migrate above from feeding upon the bottom of pools of water and collections of mud, eager to sate their endless hunger.

Monster Abilities: Acid Resistance, Wounding On Hit, Poison On Hit, Multiple Low AB/Damage attacks a round, Blind Fighting, Vampiric Regeneration

Monster Appearance: (Intellect Devourer, War) Model, Green Glow

Region: The Morass, Bogs, Bogs Tunnels

Extra Comments:
None.
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Post by: TakenByVisions on August 04, 2011, 02:49:58 AM
Monster Name: Void Wyrm

Monster Description: A strange and alien wyrm, these beasts have begun to emerge only recently from their eggs that were long thought dormant. These blue scaled wyrms are indeed strange, with a thick cloud of Mist always accumulating upon their figure that makes me nearly impossible to see clearly.


Monster Abilities: Mist form, Barbed Strike (Stunning fist), Psionic mind blast, Chaos Shield

Monster Appearance: Mist Wyrm in the toolset, scaled down to Humanoid size for the time being while they feed.

Region: All

Extra Comments:

 They had arrived an age prior aboard a small meteor that struck near Ymph and had caused a massive tidal wave. Oddly, should one open an unhatched egg, they will find only emptiness within. These Wyrms hold a fierce appetite and seem to devour their prey whole. Anything larger is completely ignored by the creatures, and their agenda at the time appears to be one of growth only.
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Post by: 9lives on August 04, 2011, 03:11:05 AM
Quote from: Knight Of Pentacles;253556Monster Name: Munt's Mechanical Mutts

Monster Description
:  These rusty and ragged "animatrons" have been clearly designed by Murdertown's finest blacksmith, Drogus Munt.  (Atleast one can assume by the glorious handiwork).  They creak and rumble endlessly and glow a deep purple.  Fashioned in the shape of a hound these animatrons are found accompanying the sentries of the Governor's isle and in and around the Poor House.  

Monster Abilities
: Howl, Bane.  1/5 DR.  Construct template.  Low AC.

Monster Appearance
: Appear as though a crude large dog but made of crusty and ruined metal parts.  They're powered by the Psychopomp using the dark magics of the Mad God (hence their purple glow).  ((Wolf + constant stoneskin VFX and purple glow and a construct-ish voiceset))

Region
: Murdertown and accompanying the Psychopomps men on Freedom Raids.

Extra Comments:  

You obviously do not understand MUNT, sir.
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Post by: xXCrystal_Rose on August 04, 2011, 03:26:14 AM
Monster Name: Pseudonatural wolf
Monster Description: The abberant corruption of this wolf seems fresh and yet to take full hold. Its eyes are a large, bulbous black and a writhing mass of tentacles seems to stir beneath its flesh, occasionally reaching out to whip through the air around it. The wolf lacks any hair and oozes an ectoplasmic residue from its mottled grotesque fleshy colored body.

Monster Abilities: Acid and Eletricity damage resistance 5/-, Ghostly Visage as a spell-like ability, Spell Resistance equal to 1/2 its hit dice.
Has a tentacle attack in addition to its normal bite, dealing extra damage and on-hit acid splash. Should look like
Bite: 1d6 + (str mod)
Tentacle: 2d6 + (str mod) with acid splash on the tentacle weapon
Monster Appearance: Regular wolf or dire wolf with an Evards Black Tentacles thing superimposed over it.
Region: The Desert / The Mountain / Underground
Extra Comments: The corruption of the Far Realms has spread to this wolf, and as the extraplanar entity attempts to shape itself into a visage that is native to this particular reality it consumes the host. Below is further information.


Monster Name
: Pseudonatural Infector
Monster Description: This amorphous monstrosity changes the longer you look at it. A mound of writhing flesh, limbs, eyes, mouths, claws and tentacles burbles maddeningly, growing new extremities and consuming old seemingly at random. Spending more than a glance to look upon it causes an excruciating headache.
Monster Abilities: Aura of fear, Aura of stun. Casts spells: Confusion, Dispel Magic, Ball Lightning, Ghostly Visage. DR 5/- to Acid and Electric, Spell Resistance equal to half its hit dice. If possible, give it armor with something akin to 15% DC 14 on-hit stun to potentially stun attackers when it is struck.
Monster Appearance: Gelatinous Cube or Umber Hulk might be the closest.
Region: The Desert / The Mountain / Underground.
Extra Comments: When the Enclave crashed into the mountainside three years ago portions of it broke off. Not everything had been picked clean by recovery teams or adventurers, and this is an unexpected side effect. A containment field that lost its power, a binding that broke, or a flux of magic temporarily weakening the boundaries of reality enough for such a thing to slip through the result is the same; an exploratory abberant from beyond the stars has slipped through, its very presence in this reality corrupting the world and animals around it into a visage of its own dimension. They infect animals, plants, and maybe even adventurers by separating part of its form to burrow into the host, living symbiotically for a short time while it twists and mutates the victim, destroying it both mind and body.
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Post by: Drakill Tannan on August 04, 2011, 03:33:20 AM
Monster Name: Mourner

Monster Description: Ghostly figures of humanoid craeatures, mourners are spread throughout all ymph, wherever h'bala's minions have destroyed a small population, and are recocnsied for their endless mourn that is said to make people go insane. When several come together, their wails are often confused by thouse of the Agony of the Hunt, this being the cause of many of the rumors of it's return.

Monster Abilities: 4 HD. All undead inmunities & propieties. 50% concealment. Sonic Howl (//%22http://nwn.wikia.com/wiki/Sonic_howl%22) unlimited uses/day. If the server's settings don't allow for it not to harm it's allies, 100% sonic damage inmunity.

Mourners have very little AC and very high HP. Their perception range is the largest and move very slowly (the slowest rate).

Monster Appearance: A figure with the "Shadow shield" skin, and blured as with the improved invisibility spell. Three varieties, the most common should be a halfling (Stargazer) but also a human model and a dwarf model.

Region: Mainly the starwood (Stargazer model) & the tangled woods (both). Also ocacinoally some in the old dwarven hold (dwarf model).

Ocacionally found isolated throughout any withered area. On random events and DM plots wich involved a devastated population by H'bala's minions.

Extra Comments: Encounters should be of about 3-5 within the starwood and tangled woods. When found in withered areas there should be 1 or 2 only. On DM events they could be used in large groups as a way of making a "barrier" to block PCs.

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Monster Name: Aberrant lurker

Monster Description: A strange, alien and uterly bizzarre humanoid creature, several long arms emerge from under it's dress, ending in deformed hadnds, twiching towards you.

Monster Abilities: 1 HD, DR 5/+2 & 10/+1. Inmunity: Mind spells. SR: 12. Reneration 2 hit points per round. On hit: Paralyzing touch (//%22http://nwn.wikia.com/wiki/Paralyzing_touch%22) (Dragonlich version, 10 CHA for a DC of 11) True seeing.

High HP and AC. One attack per round, +15 AB or so, Monster damage 2d6 + 8 or so. Sligtly slower that your average running PC.

Monster Appearance: Female human mode, dressed in a dress (Robe 2) and with the hooded head model. Skin colored gree or purple. Green eye glow. Evard's black tentacles effect under it, much like the blood thorn monster.

Region: Anywhere, but very rare.

Extra Comments: This is one of the remaning "sprouts" of akulatropos that still infect a few inhabitants of ymph. Should be a rare spawn, always found alone, hostile to everything.

"Paralyze" in this case should be roleplayed as being grabbed and inmovilised by the hands from under the dress.
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Post by: Kinslayer988 on August 04, 2011, 03:33:48 AM
Monster Name: Melodic Felchitter
Monster Description: These Red Bugs are known to be extremely lovely at first, charming and befriending. They are very slow, and often appear in small groups of three to five. They are known to disable their opponent then move in to feast upon their victims.
Monster Abilities: Charm, low AB/Damage/AC, found in clusters
Monster Appearance: A very small umberhulk model with red visual
Region: Forests, Mountains
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Post by: Relinquish on August 04, 2011, 03:39:01 AM
Monster Name: Withered Escaped Slave
Monster Description: A lost slave, delirious from lack of nutrition and weakened more so by the withering.
Monster Abilities: None
Monster Appearance: Beggar, Withering Glow
Region: The Desert

Extra Comments: Would be interesting to have these escaped from a slaving ship in Sis Liman, and be offered a paltry gold sum to bring them back, or have the option to bring them to mistlocke for minor experience. Likely start out neutral, and if you fail a high DC persuade/intimidate/bluff check they turn hostile and run away, or attack you.
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Post by: Spiffy Has on August 04, 2011, 03:44:35 AM
Monster Name: Withered Wild Orc
Monster Description: The many thousands of orcs upon Ymph must fight and battle for the little substance and cure their also many shamans can produce. The weakest, or simply unlucky of these number, become withered and join the legions of H'bala.
Monster Abilities: Vampiric Touch, Palemaster Stun Touch. Deadly Gas Aura.
Monster Appearance: Wild Orc that Glows Green
Region: The Mountain / Underground / Forest /
Extra Comments:
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Post by: AGOTFANBOI on August 04, 2011, 03:44:52 AM
http://www.escapefromundeath.com/forums/showthread.php?t=53009&highlight=BULLYWUGS
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Post by: Mort on August 04, 2011, 03:50:11 AM
Good stuff so far. -- Refrain from posting anything that isn't a submission, please!
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Post by: Smile on August 04, 2011, 06:47:17 AM
Monster Name: Withered Jester
 Monster Description: One often wonders what happens when you sneeze in Murdertown and you aren't killed. The Psychopomp has taken great pleasure in allowing Drogus Munt to melt hideous hunks of metal onto their skin and make them run around as a mockery as they have mocked his law. These poor pitiful creatures were once sentient beings, but after being cast out of Murdertown they were no longer able to stay safe and succumbed quickly to the withering becoming shadows of their former self. These creatures have been affected differently by the withering than most, it is speculated that perhaps this is due to the overwhelming sense of dread they felt as they stumbled about blindly in the wilds screaming for help before they finally submitted to the Liches will. Where they would be pitied under normal circumstances they are now very powerful servants of the lichess and few can penetrate their thick withered skin, the only chance most find is to flee from them before they are caught in their spell and consumed.
 
Monster abilities. 10/+2 Movement speed -30%  Tasha's Hideous Laughter
 
Monster appearance: Flesh golem
 
Region: Starwood, regions surrounding the Ziggurat and Shipwreck Beach
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Post by: Spiffy Has on August 04, 2011, 06:57:19 AM
Monster Name: Wolf Tribe Stargazer
Monster Description: These Stargazers are the most feared of the Stargazer kind. Supreme Hunters, they are territorial and will oppose any who enter their lands.
Monster Abilities: Badass Stargazer
Monster Appearance:
Region: The Mountain/ Forest
Extra Comments: Should be non-hostile to PC gazers
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Post by: TakenbyUndeath on August 04, 2011, 09:03:11 AM
Quote from: Monster NameHarbinger of The Nothing
Quote from: Monster DescriptionThis vaguely humanoid entity is an absence in the delicately woven tapestry of perceived reality. You stare into it and feel the emptiness of your own soul as the Void stares back into you. Around it reality is undergoing an evanescence of being. You have found the Truth of Nothing.
Quote from: Monster AbilitiesNegative Energy Vulnerability 100%, Immune to Critical Hits, 50% Concealment, Aura of Fear (strong), Physical Damage Immunity 100%, Spell Resistance (High), Vampiric Regeneration
Quote from: Monster AppearanceIt would use the Greater Shadow model, possibly with the Shadow Shield effect. The portrait would just be blackness. Ideally it would move slowly.
Quote from: Regions of SpawnAnywhere of rampant death and subsequent undeath. I.E. The Withered Forest (The Duke's broken siege), Nebezzdos (obvious), The Tangled Wood (Vortgyn's Rest and multitudes of undead animals), The Starwood (Fall of the Stargazer Village), outside Castle Blackhearth. This creature would always spawn alone, and ideally be a very rare spawn.
Quote from: CommentsThis monster was inspired by a DM quest run by an unknown DM to me, because I wasn't on it, I just heard about it. It was run shortly after the return of the Numinous Order, the vision Nethzerim gave the adventurers that came to hear him speak inside the Priory.

For story purposes I can explain what it is, where it came from, and why it has the admittedly OP abilities that it has. However I think that would be a bit spoilerific so if you have interest in this submission, please let me know and I would be delighted to elaborate on my thoughts when creating this monster.

Co-Creator: Harbingers Requiem
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Post by: UnholyWon on August 04, 2011, 09:31:56 AM
Monster Name: Eaters

Monster Description: An Eater is gaunt to the point of emaciation, its desiccated skin pulled tautly over its bones with its bones jutting out against its skin, it’s complexion the ash gray of death, and its eyes pushed back deep into their sockets a glow with supernatural sight. An Eater looks like a gaunt skeleton recently disinterred from the grave. An Eater’s abdomen appears to be engorged on the verge of rupturing. What lips an Eater has are chewed away and bloody leaving a horrifying smile. Unclean and suffering from suppurations of the flesh and scars leaving the appearance of flesh chewed away from their own bodies. The Eaters gives off a strange and eerie odour of decay and decomposition, of death and corruption.

Monster Abilities: Blood Frenzy (Rage), Ultravision, Increased Speed 15%, Increased Spot/Listen, Disease, OnDeath Cloud of Bewilderment, High AB/Low AC, Wounding

Monster Appearance: Ghast model or human models, Glowing eyes, pale
Region: The Mountain / Underground / Forest / Bog

Extra Comments:
Those remaining of the colony unwilling to bow under Father Michael's leadership, or travel to various safe locations on Ymph huddled together for protection in various hostile areas. As famine became a larger issue many of the survivors began to starve to death. Those left were overcome with cannibalism in order to survive. These Cannibals began to have limited food supply as each was either waiting for the next to die or be killed by one hungry enough. The Cannibals turned to the only other large resource food, H'bala's undead. Prefering to capture these creatures and feed on them while they were still, wiggling. The cannibals began a mixture of living and undead flesh eating to sustain them.

These communities of Eaters live together in albiet chaotic lifestyles like pack animals where there are alpha leaders, betas, and omegas. Most packs of Eaters are very welcoming to new comers because you are food and nothing more.

Whether the Eaters are Withered beings, alive, or some horrific hybrid of chance it is truly uknown.

(This was inspired by recent event in game when an NPC wished to pay adventures to kill another PC show that he may stave off the Withering process. Or so the characters were lead to believe.)
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Post by: caek on August 04, 2011, 09:34:45 AM
Monster Name: Paragon of Virtue
 
Monster Description: The result of experimentation by a satellite sect of the Tyrran church, who believed that evil was a disease that could be ''removed'' from a person's soul if certain steps were taken. They starved, beat and experimented on criminals, necromancers and other persons of ill intent before sending them back into society as reformed men - honed to seek out evil and remove it from the world
 
The experiment was a failure, however, as they creatures gained a lust for simply wishing to destroy anything they deemed to be below their elevated status, now seeing themselves as ''perfect creature'' created by the gods themselves
 
Monster Abilities: Construct Abilities, 100% Negative Energy Vulnerability
 
Monster Appearance: Human form with the Ghostly Visage effect or glowing eyes, heavy armor etc. Generic paladin portrait
 
Region: Anywhere, but mainly populated areas
 
Extra Comments:
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Post by: Nihm on August 04, 2011, 10:36:00 AM
Name : Portent of the End
 
Description : They appear to be vaguely humanoid ghosts, constantly murmuring prophecies and predictions. Either they're designed to dishearten H'balas enemies, or create fear for the Mist to feed from, few know for certain, or perhaps are remnants of Netherese diviners.
 
Abilities : 100 % concealment, and can only be harmed by positive energy. They have quick speed and high ab, though their attacks do no damage, merely dispel on hit. They have a fear aura of high dc. After this save is failed a certain number of times, the victim starts making Fortitude saves to represent heart failure, and might die.
 
Appearance : Spectre, or human with ghostly visage.
 
Region : Near H'bala's tower.
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Post by: Canzah on August 04, 2011, 10:47:44 AM
Monster Name: Lost in the Mist

Monster Description: Strange misty echoes of the unfortunate souls who were once lost wandering through the forest. They seem to flicker in and out of existence, as fleeting as the Mist itself.

Monster Abilities: Hide in Plain Sight, 1d6 Sneak Attack, Moderate HP, Low AB and Damage.

Monster Appearance: A traveller, misty model.

Region: The different areas of the Forgotten Forest.

Extra Comments: Designed to add some further ambience to the Forgotten Forest, and something to break the peace and quiet without actual danger.

A few flavorful traits would be to add the talking script some creature types on EfU possess with lines such as our classic "The Mist is the Mist is the Mist" or "No way out... There is no way out" etc.

And further, there could be made "heroes" of these creatures that are given the names of historical NPCs mentioned IG that have been lost in the forest.
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Post by: TakenByVisions on August 04, 2011, 11:08:09 AM
Monster Name: Canzah

Monster Description: A slim, awkward man with a vial at his side. He is complacent and wise, things easily noticed from a quick glance, yet his most apparent feature is his deadly nature.

Monster Abilities: HIPS, death attack, always on subdual, PCs lose a random limb at the end of it.

Monster Appearance: This drunkard is slim and squirrely, lithe and quick. If it weren't for his prominence and reputation you might take him for easy prey or a poor victim.

Extra Comments: Designed to add some further ambience to all of the areas. Whether it's the thanatol or simple affliction with alcoholic beverages, this man has long plagued the wilds of Ymph and has a love for your limbs.
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Post by: SanTelmo on August 04, 2011, 11:42:37 AM
(http://132.209.40.23/w4/campagne/images/WotC_Art_Galleries/Planar_Handbook/Vivacious%20Dire%20Tiger%20by%20Jim%20Pavelec.jpg)

Monster Name: Son/Pup of Garevor (or something else proper and indicating such)

Monster Description: Larger than saber tigers, these young dire sabre tigers are a terroring menace when encountered. Luckily, or unluckily, these sabre tigers are very rare and are most often encountered in the Mountain Pass but sometimes they walk elsewhere into the Ymph in search of nutriment. It is said they are the legacy of Garevor the Terror of Men, a mighty sabre tiger allied with the Stargazer tribes when the Stygian Armada launched an unsuccessful attack against the Starwood.

Monster Abilities: 20% piercing, 50% slashing, 50% bludgeoning resistance,
high AB, high HP, moderate AC, fair amount of attack rounds and starts battle with the terror howl or fear spell if the howl isn't working yet.

Monster Appearance: The Dire Tiger appearance, larger size (not as large as Garevor though but larger than normal dire tigers)

Region: Mountain Pass, smaller possibility for Wyldwater and Morass

Extra Comments: This hero is supposed to be an animal hero and considered in spawns as such, maybe even rarer. It is created to add some extra fun for hunter PCs or those who wish to show they are badasses. I dont know if you want to go through skinning script to make this but it would be nice if the player received a Dire Tiger Cloak from it, a Cloak in the bright orange colour with black dots or markings that would distinguish you as a Pup of Garevor killer. I imagine it could even create conflict between druid PCs, considering they are rare and people may start organize large parties to get it's prized skin.

Cloak stats what I have planned: small percentage of immunity to bludgeoning (or slashing) and cold (like 10%) and good bonuses (3?) to AE (animals obey you out of fear), persuade and intimidation. This cloak can also be used as a bedroll like the Gaeseric camp cloak.

POST SCRIPT:

I wouldn't mind seeing other ANIMAL HEROES as well. Some crazy dire bear or something else, to give even more goals for hunter PCs. Of course, what they would drop or do, I will leave all up to you if you consider it worth the time. But all in all, they should be rare and DIFFICULT so not everyone and their mother has skinned them.
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Post by: Luke Danger on August 04, 2011, 12:32:17 PM
Monster Name: Withered Paladin

Monster Description: During the shrouding, a number of Paladins had awoken prematurely or had arrived to hunt down the hordes of H'bala. Unfortunetly, because of foolish descisions like not trusting the Order Numinous or operating deep into H'bala's tower when they very well knew something was wrong has seen these Paladins withered into H'balan heavy infantry. Some others were just unfortunate or captured by H'bala to be turned into mockeries. They still possess a warped sense of divine ability and are roughly equal to most adventurers. They are drawn to other paladins and goodly clerics, making them H'bala's hunters of choice to hunt down those most effective against her hordes.
Fortunetly, Paladins will not be totally unprepared. If they use detect evil while in the same area they will recieve warning that these foul abominations are coming, but little more than how far they are. But this is unreliable, and few are sure if it will become reliable or if it will eventually disappear like so much hope has.

Monster Abilities: H'balan Undead; 5% immunity to all attacks, Level 8 Paladin (his HP being maximum possible for a Paladin with his stats) with his anti-evil abilities replaced with anti-good ones (courtesy of H'bala warping their Paladin Powers), automatically home in on Paladins and Good-aligned Clerics. Magic Weapon spell, weapons wielded by them are, by being held, deal 1d4 negative damage.

Monster Apperance: Varied, but primarily human and half-elven fully armored paladins (even using damaged appearing Paladin loot) with Withered traits such as the green glow. Red eyes optional for when they're hunting down Paladins. Elite/Veteran versions more comparable to a boss should use the Doom Knight skin, with H'balan withering slapped onto it.

Region: Withered Lands, primarily the Tangled Woods or the Bogs near her Tower.

Extra Comments: I've always wondered what H'bala does to the Paladins or even just adventurers she captures. It feels just like her to turn them into mockeries of what they were and set them on other paladins. These are litterally scaled as if they were a PC; they have a reasonable supply of potions and will use them like a hero, but they only have the HP of a Paladin PC. Given they're level seven, they'll have about seventy HP then add things like CON or possibly toughness. Their 'boss'-ness comes from being able to use potions. Think fo them as sub-heroes or counter-adventurers of sorts.
Their paladin loot is still usable, but almost always is going to be damaged in some way. However, it is a great way for Paladin-hunting PC's to get a reward for their goodly efforts. Perhaps script it that Paladin loot will only/almost only spawn from these guys if they're killed by a Paladin?
I have no idea how hard it'd be to script a 'hunt down paladins/good aligned clerics' thing onto them, but its optional and can be used as potential fluff; IE, H'bala tried it out early but decided it wasn't worth the effort, etc. etc.

--

Or even "Withered Adventurer"

Monster Name: Withered Adventurer

Monster Description: Some adventurers are indeed too dumb to live. These adventurers ventured too deep into the Withered lands or laughed the Withering away until it was too late. They now serve as H'bala's answer to the pesky adventurers who had delayed her efforts in the past, such as the Siege of Blackhearth. Unfortunetly, she failed to realize that as effective as adventurers are in groups against her hordes, they're even more effective against each other in the 'high risk high reward' kind of way. Regardless, she likes siccing these creations on adventurers to get more of them out of her way.

Monster Abilities: Varies depending on adventurer type, but all possess basic Withering traits and their abilities are modified to be negative energy/undeath oriented (IE, wiz/sorc ones use negative energy, etc.) They should be from the 6-8 range and only have the max HP possible for their class at that level.

Monster Appearance: Varies and is chosen much like citizen heads are, except now its every detail except for skin color. All of it has a withering glow over it.

Region: Any withered land, but they should spawn power wise roughly the same as the quests in the region (IE, Foothill spawning ones will be of the 6-8 range)

Extra Comments:
Just an expansion of the above idea to encompass all adventurers as a reminder that venturing into the Withered Lands regularly takes either balls/ovaries of steel or reliable access to a cure.
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Post by: Divine Intervention on August 04, 2011, 12:33:44 PM
Monster Name: Sand Wraith

Monster Description:
The spirits of travellers lost to the burning sands of the desert do not often go peacefully to rest.  This furious, howling ghost shrieks it's defiance at the world which abandonned it.  Driven on by a burning hatred for all living things Sand Wraiths are a vicious and dangerous foe.

Monster Abilities: Fear Howl, 50% concealment, fire and negative damage, casts circle of doom, good AB/moderate AC.

Appearance: Wraith model.

Region: Any desert region but more prominently found in the black well and great expanse.

Extra Comments: Due to their horrible wailing they always spawn alone.






Monster Name: Shade/Ancient Shade

Monster Description: These shades are the last remnants of the spirits of bitter soldiers, killed on the plains of Agramant.  They lead a tortured existance, unable to go to rest they haunt the mortal plane resentful of any who would walk the ancient battleground.  Constantly in fear of the sun they shelter in dark crevices during the day, waiting for night to fall so they might sate their hunger for the energy of the living.

Monster Abilities: Essentially much the same as a normal shadow for the shades and a shadow fiend for the Ancient Shades however some would use old weapons gathered from the field or kept in secret places.

Appearance: Shadow/Shadow Fiend

Region: Plains of Agramant.

Extra Comments: These monsters would only appear at night due to their hatred of the sun.  If it is possible to script they would have a weakness to light with some negative effects applied should some cast it on them.  They would tend to spawn in small groups usually led by a shadow fiend.




Monster Name: Mauler

Monster Description: A hideous beast much akin to the Ymphian Island Howler in appearance.  It's many fanged muzzle hangs low and gaping on it's apelike face.  It's eyes burn with the characteristic blue light of H'bala's undead.  Where it's arms might have been in life, two huge forelegs of a bear have been attached, forcing it to walk on all fours.  It is heavily muscled to the point of deformity and deceptively swift.

Monster Abilities: Very strong, increased speed 10%, 5 DR, high hp.

Appearance: Island Howler/Ogre Chieftan skin, large model size.

Region: Withered Lands, Especially prevelent in the mountains.

Extra Comments: Always spawns alone.
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Post by: Winston Martin on August 04, 2011, 12:47:44 PM
Monster Name: Last Men, Cult of the Last Men

Monster Description: A haggard individual with large vacant eyes and bright smile. An unsheathed knife hangs about the neck upon a cord as if some manner of holy symbol.

Monster Abilities: None

Monster Appearence: Human

Region: Near Human Settlement

Extra Comments: These individuals believe they are in contact with the last men of a far flung future and an enormous alien being in orbit about the planet. They have been instructed to build a suitable host body for this visitor to inhabit so that it may both battle the Maiden's Curse as a living creature fighting off infection, and to guide the growth of humanity into a superior form of life. It is whispered the most devoted Last Men creep into their neighbors sleeping quarters to  harvest organ and tissue, and that beneath their secret meeting houses whole farms of organs can be found glistening in the dark.
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Post by: Divine Intervention on August 04, 2011, 12:56:36 PM
Monster Name: Withered Wyvern

Monster Description: This great beast is very similar in appearance to a normal wyern, however it radiates a pulsating green aura which speaks of it's progression towards becoming undead.  Often found in the company of Wyvern Tribe flayers these creatures have be driven from their homes to seek food in the rapidly withering lands.

Monster Abilities: The same as those of a normal wyvern but with the withering later stage effects applied.

Appearance: Wyvern with glowing green aura like the withered marauders have.

Region: Mountains and foothills.

Extra Comments: Due to the very tough nature of these creatures they should probably have rewards akin to sub bosses and spawn accordingly rarely.  Also, it would be cool if they sometimes spawn with a wyvern flayer ally.



Monster Name: Withered Cultist.

Monster Description: Whilst most fight the undead and the withering curse, there are those who embrace it.  Usually insane or power hungry, these withering cultists are dangerous in the extreme, they are highly agressive and will attack anything they see.

Monster Abilities: Moderate AB/AC/Damage, they use a variety of weapons and armours.  Mage versions could be implemented focusing largely on using undead summons/negative spells.

Appearance: Any of the main races models, primarily human though.

Region: All over the withered lands.




Monster Name: Undead Templar.

Monster Description: The men of the Numinous Order have long fought to defend the living from the servants of H'bala, however strong and skilled these knights are, no war is without casualties.  Those templars captured by H'bala suffer a fate worse than death, being forcibly turned against their former brethren to battle in Her name.

Monster Abilities: All the standard undead immunities, order equipment, good AC and AB, fairly slow walking speed.

Appearance: Order Templar.

Region: Withered Lands, especially the Tangled woods and foothills near Blackhearth.




Monster Name: Ice Beast

Monster Description: A huge and menacing creature seemingly sculpted out of ice and frost.  Its large frame indicates a massive strength and its mouth is filled with needle pointed icles.  It exudes a bitter chill strong enough to sap the strength of even the bravest heroes.

Monster Abilities: 100% immunity to cold, 100% weakness to fire, 5 DR, High AC, High AB, cold damage, High strength, circle aura that does cold damage.  

Appearance: White Slaad.

Region: The Prophets Peaks ice tunnels and Eye.
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Post by: Divine Intervention on August 04, 2011, 01:12:52 PM
Monster Name: Comital Vanguard Deserter.

Monster Description: Not all men are cut out for military life, promises of gold, glory and fortune have yet to be met and the horrors of Ymph are many.  This corsair has jumped ship so to speak and now wanders the island in search of easy picking from travellers.

Monster Abilities: No special abilities, similar toughness to a bandit grunt.

Appearance:
Red/rusty armour with a scimitar and shield.

Region: Outside of towns and settlements.



Monster Name: Explosive Fire Scarabs

Monster Description: A glittering metallic carapace coats this bulging beetle.  It's beady little eyes sit inside a swollen head and it sports two small pincers.  Although it is hardly a threat in life, when a sword pierces it's shell the fluids within react with the air with explosive results.

Monster Abilities: Low damage, HP and moderate AC.  When killed they explode.

Appearance: Fire beetle model.

Region: Desert.
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Post by: Luke Danger on August 04, 2011, 01:31:44 PM
Monster Name: Vulnari
(Pun: The word is a play on Latin for 'wounded')

Monster Description: The result of an ancient Netherese experiment gone wrong, these monsters take the shape of ghostly animals and prey upon magically charged areas. They are not very tough, but they require specific numbers of 'hits' to destroy. Overwhelming power can count as 'multiple' hits, but in general the rule of thumb is you have to nail them with quantity, not quality. No one is sure why, but whenever the maximum 'hits' it can withstand are taken, it disipates. Paladins excel at fighting these enemies as they seem to be undead from the negative energy that forms a core for many of them.
Now that the Nightrisers failed to destroy them in a stunt resembling the wildling's efforts to 'destroy' H'bala, these undead beasts are lose. Most are in Nebezzos still, both day and night, and are hostile to anything that moves. However, they have begun to escape into the countryside of Ymph and reports indicate some of these may align with H'balan undead...

Monster Abilities: Undead beast. The vulnari have 90% immunity to all attacks, meaning that anything short of a 20 hit is going to only remove a sliver of HP. However, they have very few HP, maybe 1-2 per level for most and 3 to five per level on the toughest. They also may sport traits of the animal they look like (IE, ones looking like cats have stealth, Wolves come in packs, etc)

Monster Appearnce: Ghostly visaged models of any Ymphian animal.

Region: Primarily Nebezzos, but they will slowly spread to areas farther and farther. They're like undead wolves, in a sense.

Extra Comments: The idea is instead of being AB and damage together, its mostly your AB that's going to count when killing these. Archers are useful in this case since they don't deal much damage anyways so they'd only deal one point probably anyways, while those with overwhelming firepower or damage-over-time are going to demolish. It's a change of pace from needing a really high DPR to kill things, rather needing accuracy.
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Post by: Egon the Monkey on August 04, 2011, 02:14:47 PM
Name:
Eyemaul

Description:
This disgusting cloud of floating, disembodied eyeballs ranges in size from those of Great Lizards to those of rodents. Occasionally an eyeball will fly out and splatter on its victim in an explosion of negative energy.

Abilities:

Undead. A couple of of Inflict Wound Rays. 1d4+2 Negative damage Slam Attack and Sling Attack. 20% Concealment. 10 STR, low HP. Incredible Spot but negative Listen. -20% movement speed.

Appearance:
A Green glowing Eyeball with the flies effect.

Region:
Withered areas

Extra Notes:
This monster is designed to be annoying but not suddenly fatal to stealthers, forcing them to avoid or shoot it. It will also be a monster to provide some form of ranged support to H'balan mobs.


Name:

Spitpod Bush

Description:
This bizarre bush spits sharp seedpods at anyone foolish enough to wander near to it, which rapidly grow into new sprouts that attack the unwary victim.

Abilities:

Race: Vermin. 90% movement speed reduction, Point Blank Shot, Rapid Shot, extremely high stealth. Bullets with Onhit Entangle and +1 Acid damage, Death Attack 1d6.

Appearance:
Tentacles effect in top of a barkskinned ooze.

Region:
Anywhere
Extra Notes:
Hostile to everything else, as far as possible. Possibly make it aligned with Undead vs anything living.



Name:
Whore of Cyric

Description:
A screaming woman in a ragged black and purple dress, with blood-covered iron fingernails somehow fixed to her hands. Her eyes rolling back in her head, she charges frenziedly towards you.

Abilities:

Improved Unarmed Strike, Improved Critical Unarmed Strike, +1d4 Piercing Damage gloves with onhit DC14 WIS poison, Rage, high stealth, 10% DI.

Appearance:
A human in mismatched black and purple cloth armor with the loincloth parts, using tattoes in black and purple. Should look like a dress with armored bits.

Region:
Anywhere
Extra Notes:
Spawns anywhere on Ymph, and is meant to add the feeling that insane cyricists really are waiting around every corner to drug and kill you.
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Post by: Divine Intervention on August 04, 2011, 02:53:41 PM
Monster Name: Ravener

Monster Description: A ravener is an ancient creature of hunger.  It is rumoured that long ago a group of particularly greedy bandits walked the deserts of Ymph, these men murdered the consort of a powerful netherese wizard and in vengance he cursed them to become the monsters they are today.  A deadly threat to those who travel the sands, the raveners have pale unhealthy flesh and hideously long arms and legs.  They hunt in packs, their moaning cries warning of their imminent approach.

Monster Abilities:  Undead, 20% movement speed reduction, on hit disease, slashing damage claws.

Appearance: Wight model.

Extra Comments: Always spawn in small packs.


Monster Name:  The Cursed Ones.  (Warriors/Mages/Chieftans/Spitters)

Monster Description: These strange creatures have recently emerged on Ymph, half scorpion and half human they are true abominations.  Their lower bodies are well defended by chitinous plates and their upper bodies are covered in metal armour.  Fiercely protective of their hives, they have little sense of self preservation and seem driven by some greater intellect.

Monster Abilities:
Warriors: Heavy armour and weapons, moderately tough, 10 DR vs fire.
Spitters: No armour, ranged acid touch attack, 10 DR vs fire.
Chieftans: Strong, tough, heavy armours and weapons, 10 DR vs fire.
Mages: Basic offensive magic, magic missiles, combusts, burning hands, 10 DR vs fire.

Appearance: Various types of Stinger models.

Region: Desert/Upperdark

Extra Comments:  These would be a larger threat in the desert/upperdark regions.  An abandonned conclave dig site could lead down to a large hive where they have been discovered by accident and begun to spread out from.  


Monster Name: Undead Seagull.

Monster Description: This poor seagull has met it's end at the hands of H'bala's curse and now haunts the shoreline.

Monster Abilities: 1-2 hp, on hit strength drain DC 13 fort save.

Appearance: Glowing green seagull.

Region: Rugged shore, wyldwater beaches.
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Post by: Knight Of Pentacles on August 04, 2011, 02:58:50 PM
Monster Name: Eyes of the Veneroida
Monster Description: These shady men and women of human and Diluvian descent have a layer of mucous continuously dripping from their flesh.  They seem disinterested in hostilities with any thing but those who would assail them first.  But those who do disturb their mindless trek about Ymph's surface will face against a worthy opponent wholly determined to defend itself in combat.
Monster Abilities: Water breathing, immunity to mind-affecting, stun-bolt attack, effective fighters with a trident and shield.  
Monster Appearance: Diluvian or human appearance but with slightly blue-tinged skin.  
Region: Any where there is available access to a fairly large quantity of water.
Extra Comments:  These would appear randomly and rarely across the low-land Ymph.  They would drop amorphous loot (which would encourage some to risk themselves and attack these creatures).  
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Post by: N/A on August 04, 2011, 03:07:02 PM
Monster Name: Ymphian Chimera
 
 
  Monster Description: The Ymphian Chimera is an odd creature whose nature has been distorted by a combination of the Mist and the Withering. Through this combination of factors, the monstrosity has become utterly horrific in appearance, downright disturbing. The force of the Withering gave life to limbs, arms, head, and neck. The mist allows the separate pieces to become sentient. Upon growing sentient, the limbs seek the closest nearby limbs to mould together. Strangely, through the Mist each limb has gained the ability to speak. What is heard appears to be mutterings of the memories of the individual from which the limb originated. Due to the Ymphian Chimera’s great amount of limbs, the speaking sounds almost unintelligible unless one listens closely.


The form of this creature is a bizarre combination consisting of arms, hands, legs, and heads formed together in an erratic, disturbing nature. Legs in places of arms, arms for legs, heads attached to the eyeball, and other similar bizarre features give the creature its name, Ymphian Chimera
 
Monster Abilities:
  Fear Aura, Damage Resistance, Undead, Spreads Mist wherever it goes
 
Monster Appearance:Green, glowing ooze

 

  Region: In any location affected by either the Withering or the Mist.


 Extra Comments:
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Post by: Mist Rider on August 04, 2011, 03:13:27 PM
Monster Name:  Mist Wisp
Monster Description:  The Mist Wisp is similar to Will-O'-Wisps found elsewhere, but it is formed from the Mist that shrouds Ymph.
  Monster Abilities:  Improved Invisibility,  Cloud of Bewilderment , Magic Damage instead of Electrical
Monster Appearance:   Will-O'- Wisp
Region:  Anywhere the Mist is thick
Extra Comments:
 
  Monster Name:  Bowler
Monster Description:  A living rock that rolls on it's own to bowl over its foes.
Monster Abilities:  Improved Knockdown,  Hide/Move Silently
Monster Appearance:  A boulder
Region: The Mountain
  Extra Comments:  From Monster Manual II
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Post by: Knight Of Pentacles on August 04, 2011, 04:26:22 PM
Monster Name: Ice Kobold Thrall

Monster Description
: These kobolds with blue glistening scales relish in the icy climates of the Prophet's Peak.  They're a ravenous and cold-hearted bunch that tribe together under the White Dragon, Apipopilithraxos who they see as a divine entity to be grovelled before.

Monster Abilities
: The properties of any other ice kobold.

Monster Appearance
: Ice kobold appearance.

Region
:The Eye, the Shrouded Cliffside, Top parts of the Prophet's Peaks.

Extra Comments:
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Post by: Relinquish on August 04, 2011, 06:02:50 PM
Monster Name: Ethereal Patchwork Monster
Monster Description: H'bala has been busy in the three years recovering and tampering with foul dark magics to create new minions.
Monster Abilities: 50% conceal, doom aura
Monster Appearance: Invisible human skin wearing clothing, with glowing red eyes.
Region: Withered Lands
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Post by: Equinox on August 04, 2011, 07:06:57 PM
Monster Name: Chlorofiend

Monster Description
: A demon manfiested from the lower planes, incorporating plant-like matter as its body, a pair of glowing red eyes sit seated within the centre.

Monster Abilities
: Entangle (spell), Immunity: Entangle, high hp and damage, low ab and ac.

Monster Appearance: Barkskinned effect oversized ettercap

Region
: Any forest area in the withered lands

Extra Comments:
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Post by: Equinox on August 04, 2011, 07:11:25 PM
Monster Name: Assassin Acolyte of Cyric

Monster Description
: A young human male, his head covered with a cowl. A longsword in hand, his hands seems to be drenched in blood...

Monster Abilities
: HIPS, Death Attack, Darkness

Monster Appearance: Human dressed in black and purple.

Region
: Nezbudzos

Extra Comments:
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Post by: Damien on August 04, 2011, 07:20:34 PM
Monster Name: Mourners
Monster Description: Rumours of these creatures are limited. What is said is they are the culmination of all the sorrow and and loss that has been felt on the island. Most believe these to be mimics made by H'bala to torture the people of the island however it is more likely these apparitions manifested themselves.
Monster Abilities: Sonic scream, concealment, level drain
Monster Appearance: Commoner women, ghostly white form.
Region: Around areas of great conflicts i.e. in the tangled woods where all the men fell to wild orcs during Red Eleint. They only appear at night and infrequently at that.
Extra Comments:



Monster Name: Brood Orc
Monster Description: Within the deep reaches of the Brood temples flayers have begun to force breed wild orcs with spiders through ritual and sacrifice. These creatures fail to understand any form of command, and seemingly only follow the Brood Mother, protecting her from all. Despite their lack of a mind they are some of the fiercest creatures to inhabit Ymph.
Monster Abilities: Web touch attack, barbarian, fire resistant, high ac due to their carapace like skin.
Monster Appearance: Wild orc appearance, with a green glow to them
Region: Underground
Extra Comments:


Monster Name: Nightmare
Monster Description: A legend to scare children the mist Nightmare is seldom seen by most. Frequenting the dreams of ill men and women driving them mad and to suicide by the very sight of it. Some still say they have seen such creatures creeping in the dark of the Ziggurat depths or the deep regions of the Underdark.
Monster Abilities: Onhit fear, level drain, wisdom drain, darkness surrounding them
Monster Appearance: Basically be a moving darkness spell
Region: Underdark, Sunken Enclave in some parts.
Extra Comments:
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Post by: Spiffy Has on August 04, 2011, 07:33:16 PM
Monster Name: Freedom Raid Archer
Monster Description: These archers are part of Murdertown's freedom raids as they capture portal rats to sacrifice or devour in the name of Cyric
Monster Abilities: use 1d4 negative energy arrows, onhit bane
Monster Appearance:  Bandit Bowman Model,
Region: Nebedzzos
Extra Comments: Only Seen During the Day

Monster Name: Freedom Raid Footman
Monster Description: These soldiers are part of Murdertown's Freedom raids to capture portal rats as sacrifices or food.
Monster Abilities: Level 7 fighter
Monster Appearance:  Half Plate Warrior, similar to the Coral Raider in build and equipment
Region: Nebedzzos
Extra Comments: Only spotted during day, Part of an Encounter

Monster Name: Freedom Raid Mage
Monster Description: These mages are disciples of Cyric and often accompany freedom raids into Nebedzzos to capture sacrifices for Cyric or food for the settlement in the form of Portal rats...
Monster Abilities: Similar to Coral Raider Mages
Monster Appearance: Already in the module
Region: Nebedzzos
Extra Comments: Part of an Encounter, spotted during the day
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Post by: The Beggar on August 04, 2011, 11:51:25 PM
Monster Name: Widowmaker's Oak

Monster Description: A strange looking tree with an odd, almost oily sheen to it's smooth bark and a  purple tint to it's large, round leaves. It almost seems to shiver as you draw near - but, most likely it's just your imagination.

Monster Abilities: Evard's x1, entagle, Monster type immune to Evard's

Monster Appearance: Tree (the sparse, bare looking one), with lt blue glow, with bones scattered near the tree

Region: Mountain or Forest, tends to grow in open areas

Extra Comments: Aberration. Creature is immobile. This bizarre tree came from remnant, damaged spores from a certain other tree like aberration. A very few found the chance to grow and now feed on the blood of the creatures that their tentacle like roots can trap.
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Post by: Drakill Tannan on August 05, 2011, 02:19:21 AM
Quote from: Damien;253693Monster Name: Mourners
Monster Description: Rumours of these creatures are limited. What is said is they are the culmination of all the sorrow and and loss that has been felt on the island. Most believe these to be mimics made by H'bala to torture the people of the island however it is more likely these apparitions manifested themselves.

Monster Abilities: Sonic scream, concealment, level drain
Monster Appearance: Commoner women, ghostly white form.
Region: Around areas of great conflicts i.e. in the tangled woods where all the men fell to wild orcs during Red Eleint. They only appear at night and infrequently at that.
Extra Comments:

That is MY monster Damien ¬¬

Monster Name: Wild orc mist disciple

Monster Description: Wilds orcs with pale blue skin, covered in strange, tribal markings. It looks less savage than it's more common kin, and shows no sign of the withering.

Monster Abilities: As wild orc berzerker. Alignment: True Neutral. Spells: Ice burst (5), invisibility (3), spell inmunity: ice burst.

Monster Appearance: As wild orc berzerker, tatooed with white colors, it's skin is pale blue. Wields random weapon.

Region: Mountains of mist, mist areas.

Extra Comments: Uncommon, but not rare. Spawns 1 at a time.
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Post by: Relinquish on August 05, 2011, 03:10:46 AM
Monster Name: Sand Worm Spitter
Monster Description: Finding suitable means of nourishment in the desert is often difficult. The infamous sand worms have managed to adapt to overcome this disadvantage. These sand worms spit a pheromone onto an unfortunate creature that alerts the others underground that another unfortunate victim is about to become their next meal.
Monster Abilities: Spits on a target that triggers the sand worm event, cannot be outrun like the others.
Monster Appearance: Generic Sandworm
Region: The Desert
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Post by: Nihm on August 05, 2011, 10:33:45 AM
Name : Harmless Looking Wizened Crone
 
Description : Most of the elderly of the dominion have perished, but one coven of old women, learned in old rumors and secrets, managed to make compact with otherworldly aid to help them survive.  They know a great deal about the island, but are much more likely to kill than converse.  Some have kept, and carry the mummified head of a grandchild that was sacrificed in the ritual that ensured their survival.  Others have nothing special about their appearance.  Still others may simply be old women who have nothing to do with the coven and have survived by miraculous luck; innocents who may be slain by the hasty adventurer who reacts to the name floating above their heads with tragic result.
 
Abilities : The Crone possesses an uncanny vigor and toughness.  Personally, she is not a threat offensively.  The demons (Immoliths, Glabrezus?) she can summon are.
 
Appearance : Old woman commoner
 
Region : Anywhere her fell errands may take her.
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Post by: Divine Intervention on August 05, 2011, 11:03:57 AM
Monster Name: UndeadBehemoth

Monster Description: The twisted and deformed offspring of an ogre and mountain giant, this creature is now even stronger due to certain modifcations to it's form.  Animated by the dark magic of H'bala and used for battering down gates, walls and anything else, the behemoth is a force to be reckoned with.

Monster Abilities: Huge strength, 30% movement speed reduction, high hp, low ac, rock throw ability, uses a warhammer.

Appearance: Ettin.

Region: Mountains, foothills, wyldwater.


Monster Name: Murdertown Patient

Monster Description: A totally deranged escapee from Father Michael's insane asylum, swathed in bandages this patient rushes along madly.  Conversely those who enter the halls of this asylum come out far worse for wear than when they went in.  Victims of a multitude of torments and agonies this new breed of madmen haunt the streets of Nebezzdos, carrying out atrocities on any they catch.  Due to the pain they have suffered at the hands of Cyric's finest these men are little more than rabid animals, they have no fear and are totally unresponsive to pain.

Monster Abilities: Normal movement speed, 10DR, high hp, 2 attacks, very low AC, blood frenzy.

Appearance: Mummy to represent bandages.

Region: Anywhere in Nebezzdos.


Monster Name:
Dark Hound

Monster Description: Huge black dogs with red bloodshot eyes and ripping fangs, they seem almost totally feral drooling saliva as they release hideous howls.  Each of them has a ugly looking metal collar fitted with vicious spikes, these spikes seem to be double ended and dig into the dog's neck causing it constant pain and irritation.  

Monster Abilities: Fear howl, high listen/spot, blood frenzy, low AC, good AB, moderate damage, light sensitivity, darkvision.

Appearance: Shadow Mastiff.

Region: Nebezzdos.

Extra Comments: Another scary threat from murdertown, these hounds would only spawn at night, being released by Michael to haunt the streets and hunt down hidden survivors.



Monster Name: Murder Clown

Monster Description: These dangerous men and women are dressed up in ragged clown outfits, hideous smiles painted on their face in blood.  Their eyes are empty of anything resembling reason and they giggle horribly as they stalk their prey.

Monster Abilities: Tasha's hideous laughter, alchemists fire/tangle bags/laughing gas, 1d6 sneak attacks.

Appearance: Human with bright coloured hair, pale skin, strange coloured clothes.

Region: Nebezzdos.
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Post by: NonExpecto on August 05, 2011, 11:44:37 PM
Monster Name: Nightriser Lorekeeper
 
Monster Description: Keeping the secrets of ancient Netheril hidden from unworthy mortals is tantamount to the Nightrisers. The Lorekeepers are a small cabal of chosen battlemages trained specifically for the purpose of hunting down those mortals who attempt to steal these secrets. They are singular in their purpose, but share their brethren's disdain for all living creatures.
 
Monster Abilities: Combination of combat buffs and decent fighting skills, as well as undead traits.
 
Monster Appearance: It's a Nightriser.
 
Region: Spawns rarely in the Desert (Conclave territory) and near the Ziggurat.
 
Extra Comments: Might be an idea to occasionally have a DM spawn these to specifically hunt a PC that would earn their attention.
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Post by: DoomKindler on August 06, 2011, 12:26:54 AM
Monster Name: Withered Corsair

Monster Description: The remains of coastal corsairs such as the coral raiders prove to be ideal candidates for H'Bala's Armada.

Monster Abilities: Slow moving, moderately high HP so they cannot be one hit killed, alternates between crossbow and scimitar with 1d6 sneak attacks

Monster Appearance: Multiple Zombie models or a human model glowing green clad in Coral clove armor

Region: H'Bala's wood, tower and all coastal area's under her influence.

Extra Comments: H'Bala raised a large force of undead corsairs and pirates in the past, while a majority of them were destroyed as they attacked the docks in their boats, still a significant number of them remained behind and were last seen entering her tower's defenses. They should spawn in groups of three.
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Post by: petey512 on August 06, 2011, 05:47:28 AM
Monster Name: The Drowned

Monster Description: Over the years, many have been murdered by gangs, murderers, drug lords, and other other various criminals. Usually this is done by placing the poor offender into a large and unwieldy set of heavy armor, and with the help of Munt, welding it shut before throwing them into the nearest body of water. The result is haunted beings like these. Over time the water channels have brought them all over Ymph. You see before you a lumbering man in black armor, which is covered in barnacles and other sea-creatures. Shark Bite markings mar his armor. You have an unsettling feeling as its dead gaze flashes over you.

Monster Abilities: Slow Moving, High AC, High HP. Casts Drown. Unarmed Attack. Possible Level Drain on Hit. Undead.

Region: Anywhere Underwater, Mostly near the Docks.

Extra Comment: None
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Post by: SilverSword on August 06, 2011, 07:31:31 AM
Monster name: Withering Knight

Monster Description: Many heroes and valiant warriors marched for H'Bala to end her cruel reign over the land, but most of them faced only death at the hand of her curse. As they've been turned into undead, they became her loyal creations, aimlessly wandering the Withered lands only to cause pain and death.
This knight's armor is rusted, covered in dark matter with tentacles flicking about it's shape. The eyes of the creature are black and hollow and it's movement mindless, both suggesting the soul of this mortal shell is long gone, leaving only living death.

Monster Abilities: Fighter / Blackguard - High AC, Evard's Black Tentacles as a spell like ability. Higher level undead.

Appearance: Human in armor covered in the black tentacles effect (I've seen something like that before.)

Region: 1) Randomly spawned in Withered lands, 2) Ruins in Withered lands

Extra Comment: Could be accompanying a group of Nightrisers. Otherwise a group of them with lower level or a single, strong one.
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Post by: Dash on August 06, 2011, 07:32:33 AM
Monster Name: Ghost of the Fox
Monster Description: Mist apparitions of the illusive Fox Tribe stargazers
Monster Abilities: -/5 DR, High AB, low DMG, (not the best with mechanics so I don't know how to make it cool)
Monster Appearance: Stargazer with blue or red ghostly visage glow-type
Region: Any areas where the Mist is prevalent and Mist monsters have a chance to spawn like Rabantha's Pass
Extra Comments: I thought it would be cool if there was a variety of monsters that could spawn in areas where Mist monsters are. Instead of just standard Mist monsters there could be different types of apparitions from the past life on Ymph, they could either just HiPS around and stalk, or they could actually attack.
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Post by: SilverSword on August 06, 2011, 08:01:04 AM
Monster Name: Lord Nezmar Conningberg

Monster Description: Originally a paladin of Torm leading the expedition to slay the lichess H'Bala. His deep faith made him resist the curse for longest, although in the end when his mind was corrupted by the lichess' touch, it took such a twist he believed those not withered to be cursed by life and instantly killed off anyone in his group who was able to resist the Withering until now. The rest of his men became the Swordarms of the Lady, their minds twisted and tainted by her unholy touch. Lord Conninberg and his remaining men roam the Withered lands and kill all who are not heavily cursed by the Withering, although some say the group was spotted even beyond the Mist, ambushing unaware adventurers and trying to find out how to make the Withering break through the Mists.
A faint symbol of Torm can be seen on Lord Conninberg's cloak as a reminder of what he used to stand for.

Monster Abilities: High level blackguard, High AC, high AB, high HP with small regenaration over time and Negative Energy Burst as a spell like ability being used to heal himself and those undead around him. Undead.

Monster Appearance: Human with some dark, badass looking armor and a dark cloak with Torm's symbol on it.

Region: He would spawn as a unique boss randomly on certain spots in Bogs or some suitable place (maybe a hidden path leading to his camp) inside the Mists with several Withered Knights that I've mentioned above accompanying him.
Extra Comment: He could be used as some sort of a DM possessed spawn to confront adventures traveling the Withered lands.
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Post by: Mist Rider on August 08, 2011, 08:15:39 AM
Monster Name:  Ymphian Emu

Monster Description:  A very large, flightless bird with a long, thick neck and legs.

Monster Abilities
:  +20% movement, skinnable

Monster Appearance
: Giant sized cockatrice model

Region
:  Forest / Bog /

Extra Comments:  
The Ymphian Emu was thought to be long extinct, but after the recent Shrouding they have once again been spotted on the island.
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Post by: The Beggar on August 08, 2011, 06:16:21 PM
*not a joke - more an easter egg sort of thing*

Monster Name: The Lag

Monster Description: A small, brown to black shaggy beast with large, dull red eyes and mud matted and tangled fur that serves well as camouflage.

Monster Abilities: Excellent Hide/MS, on hit disease

Monster Appearance: whatever the giberlings were

Region: Bog, or areas adjacent to bog

Extra Comment: Often attacking prey in small groups, The Lag are small but tough opponents that hunt by catching their prey off guard at the most inopportune moments. Despite their appearance as bestial, they do have some rudimentary sense of community and hierarchy, and though not particularly intelligent are rather cunning. One thing is certain though - they are adaptable and expanding their hunting grounds. The Lag are something that no one wants to see grow out of control.
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Post by: Wrexsoul on August 09, 2011, 06:17:01 AM
Monster Name: Link Beast

Monster Description: One of the more twisted and ingenious among H'bala's creations, these creatures were once twins or devote lovers, perfect soul mates whose affection for each other in life is matched by their level of corruption in undeath. Always appearing in pairs of two, these abominations remain intricately linked; whenever one is injured it draws upon power from its mate, strengthening itself at the expense of the other.

Monster Abilities: H'balan undead. Initially very high HP, low AC, medium damage and AB. Linked and in pairs, whenever one is damaged, it gains a significant boost to damage, AB and AC. In return, the other beast from the pair is weakened by the same amount, requiring players to alternate between the beasts while fighting them. When one dies, the other enters a state of rage (Blood Frenzy?) and must be struck down quickly, making it paramount to have weakened both beforehand. Could come in varying strengths, depending on the level of devotion the pair had in life.

Monster Appearance: A pair of identically looking, corrupt undead; perhaps using the Ghoul model, with a glow to indicate the link. If possible, they could be connected by a ray of negative energy.

Region: Withered lands, rarely. Dungeons and indoor locales connected to H'Bala, more frequently. Often used to guard something special; either preventing entrance to a locale, or a specific room within one.

Extra Comments: During DM quests, these could be placed in different locations of an area, forcing the PCs to split up, or lead one to the other, to be able to defeat them. This could be an interesting way to challenge those large groups of 7-8 people who often end up together on such quests, without having to risk using monsters strong enough to instantly kill half of the members.
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Post by: TurboTax on August 09, 2011, 06:51:14 AM
Name: Tony and Tanner the Eatin' Ettin

Description: Tony and Tanner the Eatin' Ettin was Inspired to farm when they saw how much fun it was to "whack the wheat." As they call it. So they, built a garder. And found the best furtleizaer was blood. So they decided to kill and adventures that try and poach their wheat!

Abilities: Really slow Ettin with very low AC and really high AB. Dual Scythes

Appearance: A Ettin. With two scythes. They appear to be extremely stupid argumentative heads.

Region: Scars

Extra: They would argue about stuff. Here's an example: (Tony) "WHY DON WE GO FARM UDERH LANDS?" (Tanner) "NO IS MY TURN DO FARMING. YOU FARM ALL LAST DAY" (Tony) "WHY IS PICK LIFE FOR TONY. TANNER IS FARM ALL LANDS AND NOT LEAVE NONE FOR TONY." (Tanner) "NO CARES YOU LISTEN TO WHAT IS TELLING AND BE OKAY WITH IT." (Tony) "HOKAY.": as you can see, Tony is the less dominate one. And tanner is the alpha head. This is a dream of mine for quite some time. And I finally realized this is the perfect opportunity to see my dream come true. And I know you fine fellows at the team DM aren't dream crushers, are you? Well anyway thank you. : )
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Post by: Spiffy Has on August 11, 2011, 03:15:36 AM
Monster name: Colors of the Wind

Description: Ymph is filled with powerful nature magic, and these spirits of air were summoned by druids and stargazers to battle the minions of H'bala, but unfortunately, they don't differentiate between friendly and enemies once unleashed upon the field of battle. The spirit of the wind appears as a violent gust filled with leaves of all shades, amongst these particles of matter, are small stones and rocks that strike you.

Abilities: Low Damage, Low AB, high concealment, low hp. Spawns in large groups

Appearance: Gust of Wind or Air Elemental with a changing aura of colors

Regions: Withered Lands
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Post by: Drakill Tannan on August 14, 2011, 03:40:29 AM
Monster name: Ymphian Dryad

Description: Exquisitely beautiful tree sprites found in deep  secluded woodlands. Although the beauty of this one is not gone in the least, there is something disturbing in her sight.

Abilities: Not undead. Strong monster, has high HP and AC. Spellcaster, has an array of arcane spells both defensive and ofensive of the more sinester line, such as death armor and darkness, but not directly negative energy spells. She summons shadows. Her spells are refreshed after one leaves and re-enters the area.

Her only weakness would be she can't get far from her tree.

Appearance: Regular Dryad model.

Regions: Withered lands.

Comments: Blood-weeping willows and the like are very cool plants, and i see they don't respawn after reset if destroyed, i figured destroying them should be more of a challenge than just taking negative energy damage. So, a few more of these would spawn across the island, and the Dryads would be tied to them. If the tree is destroyed, the dryad no longer spawns, but if the dryad is destroyed, you'll just find her again after reset. They are "boss" monsters to make it more intresting seeking and destroying these trees, as well as regular withered trees and perhaps also tummors of the earth.

The dryads are the fey that suffers the consecuence of the withering. With their trees becoming -that- they change into something bizzarre, however they are not H'bala's minions.

Aditionally it would be a fun random encouter, one of the exploration areas could be a clearing in the woods with a bloodweeping willow and one of these driads, and adventurer's corspes with loot under it and some undead nerby.
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Post by: Incorrigible on August 29, 2011, 09:27:20 AM
Monster name: Thunderhead Shark

Description:  These sharks are big and as mean as they are ugly. The skin of the Thunderhead is coarser than most sharks and a brilliant aqua with dark blue stripes. Other than coloration this shark visibly looks like a hammer head.

Abilities: Aura of minor electric damage, more of a nuisance. 3 casts of Lightning Bolt. One cast of ball lightning. One cast of Haste, which it would do when out of electricity or if prey is fleeing. Slow movement speed.

Her only weakness would be she can't get far from her tree.

Appearance: Shark, large model if able.

Regions: Deep underwater in seldom traveled areas, probably best as a boss spawn.

Comments: It's a shark. A big prehistoric shark that is scary as hell, and then some. Damn sharks. At least it can't fly. Or can it? Friendly Parrot Island, hmm... It uses electricity to hunt its prey underwater, blasting stronger food objects with bolts of electricity before engaging or using ball lightning to stun a school of smaller fish (or adventurers!). Although its size keeps it from much mobility the Thunderhead is capable of quick bursts of terrifying speed.
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Post by: TTH on September 14, 2011, 03:32:08 PM
Monster Name: (Dire) Humpback Frog

Monster Description: The omnivorous Humpback Frog is proportionally large for a frog and a most unwelcome visitor to any region, able of travelling great distances over land and water. The red pores on its skin exude a poisonous substance, covering its entire body in a protective layer and will burst and spray when hit. They are known to be extremely aggressive.


Monster Abilities: OnHit (when hitting Frog): DC18 Poison [str/con/dex, may vary], Immunity: Poison

Monster Appearance: Dire Frog (small sized will do too).

Region: Forests/Underwater
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Post by: Vlaid on September 16, 2011, 02:05:55 PM
Monster Name: Mist Nightmare
 Monster Description: Mist swirls about the area, coalescing together into a slender humanoid  form with hateful red glowing dots for eyes. As soon as you are sure the  creature has finished forming, it dissipates into the mist once more.
 Monster Abilities: Mind Fog 1/day, Confusion, Fear, Melee Touch Attack* (See Extra Comments), Hide in Plain Sight* (See Extra Comments), True Seeing, Undead template (minus undead vulnerabilities)
 Monster Appearance:  Using the model of a shadow as a base, shaded to be more blue-ish/white if possible.
 Region: Any area with concentrated mist.
 Extra Comments: The Mist Nightmare has the Undead immunity set but does not share the vulnerabilities of the Undead template. The Mist Nightmare can not be slain in it's normal form, but it can be forced back into mist temporarily. Anything that would reduce the Mist Nightmare to 0 hit points or lower, instead dissipates the Mist Nightmare for a number of rounds.

Remove Fear, Dispel Magic and similar affects instantly dissipate the Mist Nightmare. The "dissipation" effect is achieved via the Hide in Plain Sight feat, after a number of rounds the Mist Nightmare re-emerges from the mist fully healed. This is the only functional purpose of Hide in Plain Sight for the creature (it does not actually Hide in Plain Sight, it is only for mechanical purposes to represent the dissipation ability).

The Mist Nightmare engages in combat with a combination of Mind Fog, Confusion, and Fear before engaging with it's touch attack. The touch attack causes no damage. However it causes wisdom damage and forces a Will save on successful touch (balanced around low AB). If the victim fails, the Mist Nightmare becomes a nightmare copy of the touched victim. Once this happens, the Mist Nightmare loses all of it's previous immunities abilities, and can be truly slain, once transformed the Mist Nightmare pursues the victim until it or the victim is slain. The transformation only gives the Mist Nightmare the appearance, statistics, equipment, spell casting ability, and all combat relevant abilities of the victim. The newly transformed Mist Nightmare does not act, talk, or move in a way that would be unique to the victim, and in fact due to hateful glowing eyes, it is quite easy to discern the real one from the fake.

Obviously this makes it sound extremely scarey, but it is not intended to be mechanically threatening on it's own (as it has no way to actually cause damage in it's base form), merely extremely annoying to deal with and dangerous if allowed to successfully transform into powerful character or when paired up with other monsters/creatures. Does not drop loot unless slain in it's transformed state.

Possibility of some kind of lore attachment/rumor that those who die to Mist Nightmare's are consumed, become part of the mist, or become Mist Nightmare's themselves.

It's possible I got over-zealous with making it a nightmare to deal with.

<_<
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Post by: Mort on October 03, 2011, 06:07:11 PM
Thanks to those who submitted. I`ve picked the submissions I liked and will run something short for the winners.

2 People have won so far.

I will contact you on IRC when I`m available if I picked your submission.

Cheers.

P.S. You can continue to submit ideas if you have particularly good ones, I`ll keep on skimming the thread from time to time, and maybe run you something if you have a good idea that I would steal.
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Post by: The Old Hack on October 26, 2011, 04:30:37 PM
Monster Name: Pallid Stag

Monster Description: This once noble and pure creature still stands tall and proud, carrying itself with a lingering dignity and majesty reminiscent of what it once was. Yet pain and despair show all too clearly in its eyes and it moves jerkily, its hooves pawing the ground in restless unease.

Monster Abilities: +20% movement speed, slowing aura, summon various H'Balan undead.

Monster Appearance: White Stag model with green aura.

Region: H'Balan Heartlands.

Extra Comments: The Ymphian white stag has long represented the purity of nature and a symbol of hope for the people of nature on the island. Obviously, this made it a prime target for the Lich's malice. It is not certain how many times she tried before she succeeded, but succeed she did -- she managed to capture a living white stag and corrupt it with her power. Now it walks her heartlands in unending pain, yearning to be released from its mockery of existence yet helpless to do aught but dance like the Lich's puppet. If attacked, it will summon undead and flee, often alerting other clusters of H'Balan creatures in its path. It is seldom seen outside the Lich's heartlands and some say that when it is, it is to herald some new act of great malice on H'Bala's part. Currently there is only believed to exist one of these creatures, though little is certain where H'Bala is concerned.
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Post by: Vlaid on October 27, 2011, 12:35:09 PM
Monster Name: Treasure Troll

Monster Description: Treasure Trolls are a scourge on the adventuring community. They are known for their vile and cunning at the art of trickery, deception, irony, sarcasm and ability to confound and annoy while escaping unharmed.

Monster Abilities: +50% movement speed, tanglefoot bags, throws rotten fruit, high taunt (with scripted speech taunts). Very high AC and Reflex/Will saves. Always flees after annoying adventurers when found solo, will often attempt to harass people in combat with other creatures before fleeing. Has little to no combat abilities unless found in a group.

Monster Appearance: A miniature cousin of the troll, the Treasure Troll is often mistaken for mishapen goblins by the less knowledgeable. It armors itself in a wide array of decorative and shiny objects (some valuable, some not) that it has hunted from ill-fated adventurers. While making it look quite valuable it does little to protect itself and makes it quite easy to hear coming.

Region: Swamps and areas frequented by adventurers in the wilds

Extra Comments: The treasure trolls come in two varieties. Treasure Trolls by themselves near a "lair" and Treasure Troll Adventuring Bands.

Solo
: Treasure Trolls will idly stand about waiting for an adventurer to come along, when one is spotted it will pretend to not see them while repeatedly uttering speech-scripts along the lines of "I sure hope no strong manly adventurer comes along and takes my HUGE TREASURE TROVE". The Treasure Troll will then attempt to disable them with tanglefoot bags, thrown rotten fruit, hurling taunts, and fleeing into it's "lair" (a transition to a small area specific to the creature). Once inside, the adventurer(s) are sealed inside and most go forward through a number of irritating traps intended to annoy, slow, disable and taunt the would-be adventurers (entangling, level drain, diseases, non-damaging poisons, laughing gas, ect).

Only with the help of a cunning individual (someone with high search/open lock/disable device) can the traps be navigated through without setting them off. If no trap is set off, a secret door may be discovered that the treasure troll escaped through, finding the creature dead under one of it's own trollish-traps, along with a map to it's REAL treasure trove (a small QA that is entirely focused on traps and cunning akin to Bilby's). If not, the adventurers must endure through the cooridor of annoyance and irritating to escape the other end alive, but entirely irritated.

Group: In a group the treasure trove form a pack-like mentality, finding themselves filled out by at most, four members that fall neatly into the adventuring group cliche of warrior, priest, mage and rogue variety Treasure Trolls. As a group, they become quite deadly and are far less inclined to flee. They have a cunning ability to heal and buff each other.

Regardless of the variety, if slain or found dead the Treasure Troll will have a map to a REAL treasure trove (small highly trapped QA akin to Bilby's).

Side Note: Treasure trolls would be a great place to drop inside-joke items that refer to prominent old characters from the past that do nothing mechanically but are funny/cool to read the description of.
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Post by: Vlaid on October 27, 2011, 01:36:42 PM
Monster Name: Needle Demons

Monster Description: These small needle-ball creatures are always found in large packs if not in swarms. The Needle Demon can fling the needles that cover it's body to devastating effect and accuracy. The Needle Demon will always individually flee from melee combat while the rest of it's pack bring down foes with their own barrage of needles. The Needle Demons are raw unthinking creations of demonic lust for slow toturous pain in others and itself. They may even sometimes kill themselves in their lust to inflict pain on others. The Needle Demon is only a minor nuisance in small numbers but in large numbers they become a deadly force to be avoided at all costs.

Monster Abilities: +20% movement speed, immune to mind effects, entangling/rooting effects and has the demon and undead templates for immunity/vulnerabilities. Low AC, Low HP, High AB, High DC dexterity damaging poison on needles. Spams called shot leg. Each Needle Demon may use Caltrops at will (Needle Demon is resistant to piercing damage and immune to Caltrops specifically). Each "needle" flung at foes causes the Needle Demon 1 point of damage, it is possible for the Needle Demon to kill itself in this fashion. However each time the Needle Demon deals damage with it's needles, all nearby Needle Demons are healed for 1 hit point. This healing can raise a Needle Demon's health above it's maximum health. If at any point it reaches double it's normal health, it will split into another Needle Demon, losing the excess hit points in the process.


Monster Appearance: A small ball-like creature, the entirety of the creature is covered in a complete layer of needles that the creature seems able to control with it's body. It moves about using the needles in place of legs and appendages. It has two red hateful glowing dots for eyes buried between the needles that cover it's body.

Region: The Needle Demon breeds out of control in anyplace pain and suffering have been inflicted. Most notable they are attracted to crypts of restless undead (which they seem uninterested in and vice versa), cemeteries and sites where especially large or bloody battles have taken place.

Extra Comments: Popular rumor suggeststhe Needle Demon is a harmless arcane experiment gone horribly wrong from ages past on the Isle. A rather eccentric wizard was attempting to create a simple magical item that could conveniently provide an endless and steady supply of needles for his wife's needlepoint. However it went horribly wrong and his creation killed both him and his wife. It feasted on their pain and suffering. As the emotions of suffering and pain filled the creature...it began to grow in size. Fueled by the raw emotions, it began to split apart into many smaller versions of itself. Thus giving birth to the Needle Demon. If any of this rumor of it's creation is true is anyone's guess.

Needle Demons are often friendly or kept as pets to pious Garagos followers and priests. Leading some to believe the deity may have had something to do with the creation of them.