Monster Design Challenge #1

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Charon
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Monster Design Challenge #1

Post by Charon »

Welcome to the inaugural DnDGamer.net Monster Design Challenge!

So, as I've been working on the monster database, I've noticed there are plenty of gaps that could benefit from being filled. I thought what better way to do this than with a 'competition'. Ok, it's not really a competition. There are no prizes and the only winner is DnD.
The fun part is in coming up with something unique that fills a gap in the database and we end up with a cool collection of interesting monsters.

This first attempt is open until January 31st. You may enter as many entries as you wish. Guidelines for statting up a new monster are in the MM page 296. If you've never made a monster before, give it a try! Challenge yourself! :D

Each challenge will have a specific set of criteria in order to fill a gap.

The criteria for this challenge are as follows:
  • Home Plane - Positive Energy. There are barely any monsters native to the Positive Energy Plane. Let's fix that. Natives only, no travellers.
  • CR - 12 or higher! CR 2, 4, 5, 8 and 11 are covered. Lower is pointless as low level characters on that plane will probably just die, but if you really wanna throw something in at 6, 7, 9 or 10, I'll allow it.
  • Type - All the monsters (5 or 7 depending how you count) are outsiders (with one elemental). Let's try get a different type in the mix, though I will still accept Outsiders because obviously they are still a good fit for the planes. At the very least let's get outsiders with something other than incorporeal as a subtype.
  • Size - Not medium. All but one are currently medium.
  • Alignment - Not True Neutral. They are currently all true neutral.
That's it. Good luck, have fun.

If you wish to see the only current monsters from the Positive Energy Plane to see what to avoid, you can check out the following:
  • Ravid - MM Page 213
  • Glimmerskin - MM2 Page 114
  • Lumi (and Lumi Crusader) - MM3 Page 99
  • Xag-Ya Energons - Deities and Demigods Page 210 and Manual of the Planes Page 169
  • Vivacious Dire Tiger - Planar Handbook Page 131
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Monster Design Challenge #1

Post by Gimble »

Disclaimer: Creating higher CR stat blocks takes a lot of time, so I've enlisted AI to do the heavy lifting for me. The math is probably horribly off. The concept of the creature is mine, though.

ANIMA-VORTEX A swirling nebula of gold and sapphire threads, pulsing with the frantic heartbeat of the cosmos.

CR 14
XP 38,400
Huge Outsider (Extraplanar, Incorporeal)
Hit Dice: 16d8+80 (152 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 26 (–2 size, +5 Dex, +11 deflection, +2 luck), touch 26, flat-footed 19
Base Attack/Grapple: +16/—
Attack: Incorporeal touch +19 melee (2d8 positive energy + instill purpose)
Full Attack: 2 incorporeal touches +19 melee (2d8 positive energy + instill purpose)
Space/Reach: 15 ft./15 ft.
Special Attacks: Awakening wake, instill purpose, sudden sapience, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., incorporeal traits, SR 25, vulnerability to negative energy
Saves: Fort +15, Ref +15, Will +15
Abilities: Str —, Dex 21, Con 20, Int 14, Wis 21, Cha 32
Skills: Concentration +24, Diplomacy +30, Knowledge (the planes) +21, Listen +24, Search +21, Sense Motive +24, Spot +24, Use Magic Device +30
Feats: Ability Focus (Instill Purpose), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility

SPECIAL ABILITIES

Awakening Wake (Su): The Anima-Vortex radiates a frantic, creative energy. Any non-magical, unattended object of Medium size or smaller within 30 feet of the vortex is affected as if by the animate objects spell. These objects act for 1d6 rounds, generally flailing about in a joyful but chaotic manner.

Furthermore, if the Anima-Vortex passes through a space occupied by a creature, all of that creature’s non-magical gear (cloaks, boots, scabbards) must succeed on a DC 29 Will save or become animated for 1d4 rounds. Animated gear typically attempts to grapple or trip its wearer. The save DC is Charisma-based.

Instill Purpose (Su): When the Anima-Vortex hits a creature with its incorporeal touch, it may choose to "wake up" a single magical item held or worn by the target. The item is affected as if by the awaken construct spell for 1 round. The item gains a rudimentary ego; it immediately attempts to cease functioning or hinder its user. The user can regain control of the item with a DC 29 Will save or a DC 25 Charisma check as a move action.

Sudden Sapience (Sp): 1/day, the Anima-Vortex can cast awaken as a spell-like ability (casting time 1 standard action). It can use this on plants or animals, or use it to permanently grant sentience to a construct or a large inanimate object (like a ship or a statue). These newly sentient beings are independent and not under the Vortex's control.

Spell-Like Abilities (Sp): At willmending, light; 3/daymake whole, animate objects, continual flame (DC 23); 1/daysunburst (DC 27). Caster level 16th.

Vulnerability to Negative Energy (Ex): Takes half again as much damage (+50%) from negative energy effects.


ECOLOGY & TACTICS The Anima-Vortex is a nightmare for heavily geared adventurers. It uses Flyby Attack to pass directly through the party's front line. As it passes, the Fighter's armor starts trying to unbuckle itself and his backpack tries to hop away. It uses its animate objects ability to create a "shield" of swirling debris to provide it with cover while it focuses on "freeing" the souls of the party's magic items.
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Charon
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Re: Monster Design Challenge #1

Post by Charon »

Oh it's definitely off. XD I'll give it a once over a little further down the line after I've done my own. It's probably salvageable.

I like the concept though, awakening the party's gear is pretty fun.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Monster Design Challenge #1

Post by Gimble »

Maybe Elemental would be a more fitting type. My idea was to make a quirky Life elemental. It would be more impulse/instinct driven, instead of an intelligent creature with an agenda.
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Re: Monster Design Challenge #1

Post by Charon »

Lucent Oak

Huge Plant (Extraplanar)
Hit Dice: 14d8 + 112 (175)
Initiative: -4
Speed: 20ft
Armor Class: 24 (10 -3 dex -2 size +19 natural) touch 5, flat-footed 24
Base Attack/Grapple: +18/+26
Attack: Branch +29 melee (2d6+10)
Full Attack: 2 Branches +29 melee (2d6+10)
Space/Reach: 15ft/15ft (Tall)
Special Attacks: Pulse of Life
Special Qualities: Blindsight, Plant traits, Positive energy channeler, Vulnerability to negative energy, Damage Reduction 15/Adamantine, Spell Resistance 25, Emits Light
Saves: Fort +17, Ref +0, Will +0
Abilities: Str 30, Dex 4, Con 27, Int 3, Wis 4, Cha 16
Skills: N/A
Feats: Weapon Focus (Branch), Power Attack, Improved Natural Attack, Improved Bull Rush, Awesome Blow
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)

Pulse of Life (Ex) - The Lucent Oak expels stored Positive Energy giving itself and any creatures within a 20ft radius +7d6 temporary hit points. Unlike other applications, these temporary hit points stack and if a character accrues more than their max HP, they must roll a fortitude saving throw as though they are on a major positive dominant plane. They fade away 1d20 rounds after moving more than 140ft away from the tree.
This pulse also revivifies plants in a radius of 1.4 miles.

Positive Energy Channeler (Ex) - The Lucent Oak feeds off positive energy and is immune to the usual effect of rolling saves when its temp HP exceeds its hitpoint total.

Emits Light (Ex) - The Lucent Oak emits bright light out to 30ft and dim to 60ft.

The Lucent Oak is a plant that is native to the Positive Energy Plane where it spends its days absorbing positive energy and growing in size. It is a 30 ft high tree that resembles an oak tree limned in sunlight. This light is actually being emitted from the tree as a by-product of its natural processes. When this tree finds its way to the Material Plane it can revivify dying forests and woodland. Indeed, in extreme circumstances, well meaning druids may have brought the tree for precisely that reason. However, the energy the tree releases will eventually kill the forest as it continues pumping out positive energy. Due to its healing abilities the tree can be difficult to take down without the correct weaponry.
Spoiler
Image
I did try to get AI to make a better image but it was about as shit as you'd expect, so this is a stock photo that gives the kinda visual element. Just imagine it emitting light, enough to make you squint. Like when you turn the light on to go pee at night.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Charon
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Re: Monster Design Challenge #1

Post by Charon »

Debating whether it should have 4 branch attacks. Thoughts?
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Monster Design Challenge #1

Post by Gimble »

I like it, too much of a good thing... would create quite the challenge in this case!

Some thoughts:

Maybe Pulse Life should specify it only heals living creatures, and harms undead?

An effect like Plant Growth (Overgrowth) would be cool for the area effected by Pulse Life. It would be a devious addition though, because the slow speed combined with the possible need to drop temp hp by moving more than 140 feet away could be devastating to a party without ways to bypass it.

Instead of more branch attacks some root attacks would be fitting:

Attack: Branch +29 melee (2d6+10) or root +28 melee (1d6+10)
Full attack: 2 Branches +29 melee (2d6+10) and 2 roots +23 melee (1d6+10)
Space/Reach: 15ft/15ft (Tall) (30 ft. with roots)

Improved Grab (Ex)
To use this ability, a Lucent Oak must hit with a root attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
A Lucent Oak vine deals 1d6+10 points of damage with a successful grapple check.
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Re: Monster Design Challenge #1

Post by Gimble »

Another though: isn't the whole death by temp hp tied to the positive energy plane? So if this tree would be found on another plane it wouldn't be quite as deadly. Perhaps Healing Pulse should have it built in.
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Re: Monster Design Challenge #1

Post by Charon »

Yeah, I kinda leaned away from giving it grappling otherwise I think it's gonna be way too strong. The high modifiers from its size make it capable of being quite the grappler and as you noted, with it stacking temp HP, this becomes a very tricky fight because gaining too much health is as almost as dangerous as losing too much health. Plus I like the idea of it using its branches to awesome blow, literally sweeping smaller creatures off their feet like an Ent.
I think 2 branches is good because it makes the HP gain the bigger threat. Backing off to a safe distance to let it bleed out is fine, but could take up to 20 rounds. Another alternative is to hurt oneself/each other. A wizard fireballing the party to keep their health down is one decent method of dealing with this thing. :D

As for whether this is tied to the positive plane or not. Debatable.
The rule is mentioned in the Manual of the Planes but there's nothing to say that the effect only exists on positive dominant planes.
You could infer that this is the case because otherwise, Aid becomes a dangerous spell when cast on a level 1 wizard.
So, RAI, probably limited to the positive plane.

In terms of this monster, I think the goal here is for it to retain that effect when summoned to the material plane, which is the ideal place to use it as an encounter because, let's be honest, barely any character ever is surviving a fight in the Positive Energy Plane. Have you ever been there? XD There's a reason there are so few monsters tied to it.
Anyways, perhaps I simply note this as part of its ability.

Point is. It's healing you to death and its attacks aren't necessarily enough to offset that, but they are knocking you around, leaving you prone etc, making it hard to engage the thing. It'll go down quick enough with adamantine weapons or negative energy, but you gotta be focused and you gotta be quick and you probably need to deal some damage to the group, something you don't commonly do in a fight.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Monster Design Challenge #1

Post by Charon »

As far as your monster goes, Gimble. I have given it a once over and made some notes for final adjustments based on your vision. Here is the amended version:
ANIMA-VORTEX A swirling nebula of gold and sapphire threads, pulsing with the frantic heartbeat of the cosmos.

CR 14
Huge Outsider (Extraplanar, Incorporeal)
Hit Dice: 16d8+80 (152 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 26 (–2 size, +5 Dex, +11 deflection, +2 luck), touch 26, flat-footed 21
Base Attack/Grapple: +16/—
Attack: Incorporeal touch +19 melee (2d8 positive energy + instill purpose)
Full Attack: 2 incorporeal touches +19 melee (2d8 positive energy + instill purpose)
Space/Reach: 15 ft./15 ft.
Special Attacks: Awakening wake, instill purpose, sudden sapience, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., incorporeal traits, outsider traits, SR 25, vulnerability to negative energy
Saves: Fort +15, Ref +15, Will +15
Abilities: Str —, Dex 21, Con 20, Int 14, Wis 21, Cha 32
Skills: Concentration +24, Diplomacy +30, Knowledge (the planes) +21, Listen +24, Search +21, Sense Motive +24, Spot +24, Use Magic Device +30
Feats: Ability Focus (Instill Purpose), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Environment: Positive Energy Plane
Treasure: Standard
Organisation: Solitary
Advancement: Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)

SPECIAL ABILITIES

Awakening Wake (Su): The Anima-Vortex radiates a frantic, creative energy. Any non-magical, unattended object of Medium size or smaller within 30 feet of the vortex is affected as if by the animate objects spell. These objects act for 1d6 rounds, generally flailing about in a joyful but chaotic manner.

Furthermore, if the Anima-Vortex passes through a space occupied by a creature, all of that creature’s non-magical gear (cloaks, boots, scabbards) must succeed on a DC 29 Will save or become animated for 1d4 rounds. Animated gear typically attempts to grapple or trip its wearer. The save DC is Charisma-based.

Instill Purpose (Su): When the Anima-Vortex hits a creature with its incorporeal touch, it may choose to "wake up" a single magical item held or worn by the target. The item is affected as if by the awaken construct spell for 1 round. The item gains a rudimentary ego; it immediately attempts to cease functioning or hinder its user. The user can regain control of the item with a DC 31 Will save or a DC 25 Charisma check as a move action.

Sudden Sapience (Sp): 1/day, the Anima-Vortex can cast awaken as a spell-like ability (casting time 1 standard action). It can use this on plants or animals, or use it to permanently grant sentience to a construct or a large inanimate object (like a ship or a statue). These newly sentient beings are independent and not under the Vortex's control.

Spell-Like Abilities (Sp): At will—mending, light; 3/day—make whole, animate objects, continual flame; 1/day—sunburst (DC 29). Caster level 16th.

Vulnerability to Negative Energy (Ex): Takes half again as much damage (+50%) from negative energy effects.


ECOLOGY & TACTICS The Anima-Vortex is a nightmare for heavily geared adventurers. It uses Flyby Attack to pass directly through the party's front line. As it passes, the Fighter's armor starts trying to unbuckle itself and his backpack tries to hop away. It uses its animate objects ability to create a "shield" of swirling debris to provide it with cover while it focuses on "freeing" the souls of the party's magic items.
Charon's notes:
Changed FF AC to 21 as the bot deducted the luck bonus incorrectly. Why does it even have a luck bonus to AC? I'd be tempted to remove that altogether.
DR Evil makes no sense as the creature is not inherently good nor lives on a good aligned plane? Changed to DR Magic in line with 3.5e update booklet guidance on Damage Reduction. However, I would recommend removing this entirely as the creature is already incorporeal, thus essentially requiring a magic weapon to engage effectively.
Creature is missing alignment, presumably True Neutral?
Needs two more skills at 19 ranks plus mod.
Sunburst DC raised to 29.
Continual Flame DC removed.
Instill Purpose - Will Save raised to 31 to factor in Ability Focus. Note that DC 25 Charisma check is practically impossible for most characters. I suggest 21, which is 10 base plus the creature's cha mod, which is essentially an opposed check (creature taking 10), still hard but not impossible to beat. This doesn't include ability focus as that only applies to saves.
Added Environment, Organisation, Advancement and Treasure entries. Treasure set to standard, as this thing probably has swept up some objects?
Should this creature have a Con score? As noted in the MM, page 312, creatures with no physical body generally do not have a con score, like a spectre. I'd be tempted to say it does not. This lowers its HP, but makes it immune to a lot of stuff.
Added Outsider traits (cannot be resurrected, darkvision, needs to breathe?)
That final point raises a question. Is this actually an outsider? I feel like it perhaps falls better into Elemental, which requires some adjustments. It could also be an Ooze but those need to eat and breathe so some decisions have to be made here about its physiology. As a vortex, I'd lean towards elemental and rejig it accordingly. This means it no longer needs to eat, sleep or breathe. While it is essentially composed of air, it doesn't have to have the air subtype, but I'd be tempted. Ultimately this will lower its bab to 3/4 progression and make its fort/will saves weak and reduce its skill allotment to four skills at current levels.
Does it have eyes? If not, maybe add Blindsight.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Monster Design Challenge #1

Post by Gimble »

Changed FF AC to 21 as the bot deducted the luck bonus incorrectly. Why does it even have a luck bonus to AC? I'd be tempted to remove that altogether.
The luck bonus was a part of the AI output. I'm not attached to it, and they're not fitting with the theme of the creature anyway.
DR Evil makes no sense as the creature is not inherently good nor lives on a good aligned plane? Changed to DR Magic in line with 3.5e update booklet guidance on Damage Reduction. However, I would recommend removing this entirely as the creature is already incorporeal, thus essentially requiring a magic weapon to engage effectively.
Yeah, it can do without the DR.
Creature is missing alignment, presumably True Neutral?
It leaves chaos in its wake, Chaotic Neutral would fit it better. Not sure if it would warrant a [chaotic] descriptor in its type line, or if that would be convention?
Needs two more skills at 19 ranks plus mod.
The skill ranks would need to be redone anyway if we change it to elemental.
Instill Purpose - Will Save raised to 31 to factor in Ability Focus. Note that DC 25 Charisma check is practically impossible for most characters. I suggest 21, which is 10 base plus the creature's cha mod, which is essentially an opposed check (creature taking 10), still hard but not impossible to beat. This doesn't include ability focus as that only applies to saves.
A lower DC sounds good. The effect should be consistent (it constitutes most of the creatures challenge), but not impossible to beat for a specialized character.
Added Environment, Organisation, Advancement and Treasure entries. Treasure set to standard, as this thing probably has swept up some objects?
I like that a lot! A bias for intelligent items would be likely, too.
Should this creature have a Con score? As noted in the MM, page 312, creatures with no physical body generally do not have a con score, like a spectre. I'd be tempted to say it does not. This lowers its HP, but makes it immune to a lot of stuff.
Lower hit point total isn't an issue I think, unless it would lower the CR below the threshold for the challenge (which I don't think it will). If it becomes too low, we can add a positive energy version of Unholy Resilience that undead get with - Con. Elemental traits are very fitting for this creature.
That final point raises a question. Is this actually an outsider? I feel like it perhaps falls better into Elemental, which requires some adjustments. It could also be an Ooze but those need to eat and breathe so some decisions have to be made here about its physiology. As a vortex, I'd lean towards elemental and rejig it accordingly. This means it no longer needs to eat, sleep or breathe. While it is essentially composed of air, it doesn't have to have the air subtype, but I'd be tempted. Ultimately this will lower its bab to 3/4 progression and make its fort/will saves weak and reduce its skill allotment to four skills at current levels.
A redesign to elemental would be more fitting with what I had in mind. I see the creature more as a force of nature and chaos (as an aspect of life), than a being with a personality and a life to live.

But that redesign will be for another day. I like the touch-ups you've done. And as an outsider in its current form it might get some use somewhere anyway :)
Does it have eyes? If not, maybe add Blindsight.
Good point, I don't think it has eyes. But at the same time, it's a creature made of life and light, the latter being what sight is all about. A good Blindsight range fits here.
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Re: Monster Design Challenge #1

Post by Charon »

I would not add a chaotic subtype.
As per the SRD:
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes.
This is largely the realm of demons and slaadi and suchlike. Perhaps if this thing was native to Pandemonium or Limbo, but even then, it's generally applied to outsiders. This is remarkably consistent. Looking through the monsters in the database so far, there are very few exceptions and no elementals.
The only non Outsiders are the Chaos Dragons from the Draconomicon (native to Limbo) and a small handful of undead, magical beasts and aberrations native to Limbo, Carceri, Pandemonium and the Abyss. Specifically:
Mivilorn
Necronaut
Odopi
Entropic Reaper
Visage
Limbo Stalker
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Monster Design Challenge #1

Post by Charon »

Elemental Revision of Anima Vortex:
ANIMA-VORTEX A swirling nebula of gold and sapphire threads, pulsing with the frantic heartbeat of the cosmos.

CR 14
Huge Elemental (Extraplanar, Incorporeal, Air)
Hit Dice: 16d8 (72 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 24 (–2 size, +5 Dex, +11 deflection), touch 24, flat-footed 19
Base Attack/Grapple: +12/—
Attack: Incorporeal touch +17 melee (2d8 positive energy + instill purpose)
Full Attack: 2 incorporeal touches +17 melee (2d8 positive energy + instill purpose)
Space/Reach: 15 ft./15 ft.
Special Attacks: Awakening wake, instill purpose, sudden sapience, spell-like abilities
Special Qualities: Blindsight, Darkvision 60 ft, incorporeal traits, elemental traits, SR 25, vulnerability to negative energy
Saves: Fort +5, Ref +15, Will +10
Abilities: Str —, Dex 21, Con —, Int 14, Wis 21, Cha 32
Skills: Concentration +19, Listen +24, Spot +24, Use Magic Device +30
Feats: Ability Focus (Instill Purpose), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Environment: Positive Energy Plane
Treasure: Standard (1d3 intelligent magic items)
Organisation: Solitary
Advancement: Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)

SPECIAL ABILITIES

Awakening Wake (Su): The Anima-Vortex radiates a frantic, creative energy. Any non-magical, unattended object of Medium size or smaller within 30 feet of the vortex is affected as if by the animate objects spell. These objects act for 1d6 rounds, generally flailing about in a joyful but chaotic manner.

Furthermore, if the Anima-Vortex passes through a space occupied by a creature, all of that creature’s non-magical gear (cloaks, boots, scabbards) must succeed on a DC 29 Will save or become animated for 1d4 rounds. Animated gear typically attempts to grapple or trip its wearer. The save DC is Charisma-based.

Instill Purpose (Su): When the Anima-Vortex hits a creature with its incorporeal touch, it may choose to "wake up" a single magical item held or worn by the target. The item is affected as if by the awaken construct spell for 1 round. The item gains a rudimentary ego; it immediately attempts to cease functioning or hinder its user. The user can regain control of the item with a DC 31 Will save or a DC 25 Charisma check as a move action.

Sudden Sapience (Sp): 1/day, the Anima-Vortex can cast awaken as a spell-like ability (casting time 1 standard action). It can use this on plants or animals, or use it to permanently grant sentience to a construct or a large inanimate object (like a ship or a statue). These newly sentient beings are independent and not under the Vortex's control.

Spell-Like Abilities (Sp): At will—mending, light; 3/day—make whole, animate objects, continual flame (DC 23); 1/day—sunburst (DC 27). Caster level 16th.

Vulnerability to Negative Energy (Ex): Takes half again as much damage (+50%) from negative energy effects.


ECOLOGY & TACTICS The Anima-Vortex is a nightmare for heavily geared adventurers. It uses Flyby Attack to pass directly through the party's front line. As it passes, the Fighter's armor starts trying to unbuckle itself and his backpack tries to hop away. It uses its animate objects ability to create a "shield" of swirling debris to provide it with cover while it focuses on "freeing" the souls of the party's magic items.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Posts: 68
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Re: Monster Design Challenge #1

Post by Gimble »

Looks great!
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