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#61 Stone Wolf

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Posted 28 September 2004 - 10:38 PM

That's Intimidate, not Diplomacy. ;)

#62 T.G.Maestro

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Posted 29 September 2004 - 03:10 AM

Is it even possible to communicate with this creature..? :mellow:
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#63 Stone Wolf

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Posted 29 September 2004 - 08:25 AM

I don't imagine these things really want to chat with people... :unsure:

#64 Archmage Silver

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Posted 30 September 2004 - 03:46 AM

They just look intimidating and people run... no conversation needed.

#65 Stone Wolf

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Posted 30 September 2004 - 09:39 AM

For some reason I just pictured a long view of the United Nations will all the representatives, and sitting in one chair is a Dream Larva. For some reason, he has a suit and a hat. :huh:

#66 Archmage Silver

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Posted 02 October 2004 - 08:54 AM

Odd... but, again, I did see an owlbear wearing a suit and serving drinks when I visited Justarius, the master of the order of the red robes on Krynn.

Edit: His recent death was an surprising thing indeed; rarely such powerful mages perish so easily, though with magic being what is it on Krynn, its not such a wonder.

Edited by Archmage Silver, 02 October 2004 - 08:56 AM.


#67 T.G.Maestro

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Posted 05 October 2004 - 04:17 AM

Again, could anyone post a DETAILED description about the Dream Larva? I need informations about the creature's nature, origin, etc.
Thx ;)
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#68 Stone Wolf

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Posted 05 October 2004 - 11:21 AM

Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 40d8+360 (680 hp)
Initiative: +3 (Dex)
Speed: 80 ft.; fly 240 ft. (perfect)
AC: 52 (-1 size, +3 Dex, +40 natural)
Full Attack: Bite +56 (4d8+16) melee, 1 gore +51 (4d6+8) melee, 4 pincers +51 (4d6+8) melee, 4 claws +51 (4d6+8) melee
Space/Reach: 5 ft./10 ft.
Special Attacks: Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker
Special Qualities: Abomination traits, sonic immunity, regeneration 15, fast healing 15, SR 44, DR 40/+8
Saves: Fort +31, Ref +25, Will +29
Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36
Skills: Concentration +52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46, Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46, Sense Motive +50, Spot +50
Feats: Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Sunder, Power Attack, Quicken Spell-Like Ability, Weapon Focus (pincers), Weapon Focus (gore), Weapon Focus (bite), Weapon Focus (claw)
Climate/Terrain: Any
Organization: Solitary, pair, or solitary plus 1-4 nightwalkers
Challenge Rating: 31
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 41-65 HD (Large); 66-84 HD (Huge); 85-110 HD (Gargantuan)

Dream Larva are night terrors that escape from the dream into the land of the living, and are nightmares made manifest. The first time a creature sees a Dream Larva, it appears as the creature's greatest nightmare. If the creature survives that nightmare (see below), the Dream Larva appears as a humanoid figure made of crawling larva. They have horns, a fanged mouth, 4 arms ending in pincers and 4 arms ending in claws.

No one knows how many dream larvae infest the various regions of dreams. Most sleepers never dream the forbidden dreams that send their thoughts into the self-perpetuating nightmares that conceal and trap individual dream larvae. Such forbidden dreams are normally only triggered by the discovery of certain banned, divine manuscripts that have been mostly purged from the multiverse. However, sometimes dream larvae are disturbed nonetheless (or deliberately summoned). When they are, they follow the dreamer back into the waking world, and attempt to plunge all creation into a true nightmare of their own invention.

A dream larvas?s natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
COMBAT

Worst Nightmare (Su): Each time a living creature first views a specific dream larva from a distance of 30 feet or less (or from a scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the dream larva truly becomes, for just that instant, the subject?s worst nightmare. Even if simultaneously viewed by dozens of different creatures, the dream larva appears differently to each one of them. Creatures immune to fear or mind-affecting effects (or warded by protection from evil or death ward spells) are immune to worst nightmare; all others must make a Will save (DC 43) or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from that individual dream larva in the future. The DC is Charisma-based.

Spell-Like Abilities: At will-fly, haste, nightmare, prismatic spray; 2/day-dreamscape(epic spell). Caster level 31st; save DC 23 + spell level. The DC is Charisma-based.

Improved Grab (Ex): If the dream larva hits with a claw or pincer, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Dream larvae can use improved grab on a creature of any size. The dream larva has the option to conduct the grapple normally, simply use the claw or pincer to hold the opponent, or use sending (see below) on the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the attack that established the hold, unless it used sending on the victim.

Sending (Su): Grappled victims may be physically sent into a nightmare, at the dream larva?s option, on the dream larva?s next action after establishing the grapple. Victims must make a Will save (DC 43) or be apparently swarmed by thousands of worms making up the dream larva?s body. The victim is actually cast into a shrieking maelstrom of dream where it can take no actions but observe. The victim physically returns 2d4 rounds later, apparently ejected from the dream larva?s body (but appearing even if if the dream larva has left or is otherwise absent). The victim of the nightmare has taken 4d6 points of temporary Wisdom damage, but is otherwise free to act on the round it returns. If the victim takes more Wisdom damage than it has points of Wisdom, the extra points are instead treated as temporary Constitution damage. The DC is Charisma-based.

Summon Nightwalker (Sp): Five times per day, a dream larva can summon a nightwalker.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Regeneration (Ex): Dream larvae take normal damage from good or lawful weapons or weapons forged by a sleepwalking weaponsmith.

#69 T.G.Maestro

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Posted 06 October 2004 - 11:02 PM

Thanks for the info.

Now, another one: could soeone submit a picture of the Dream Larva? I'd need at least one detailed picture. Since this forum doesn't support posted images, please send it to my e-mail: tgm@vnet.hu.

THX

Edited by T.G.Maestro, 06 October 2004 - 11:04 PM.

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#70 Stone Wolf

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Posted 07 October 2004 - 12:12 AM

Sent. :)

#71 T.G.Maestro

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Posted 07 October 2004 - 01:50 AM

Thnaks for the help SW. Again. ^_^
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#72 Stone Wolf

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Posted 07 October 2004 - 09:28 AM

No problem. :)

#73 T.G.Maestro

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Posted 07 October 2004 - 12:44 PM

BW Stone Wolf, where do you get those creature descriptions (not the stats)? Could you post a link maybe?
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#74 Efreet

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Posted 07 October 2004 - 12:51 PM

High Dyplomacy? I think, since it is very smart, and knows all the stuff that can be found in peoples' heads, it can be very convincing if , for some reason, it needs to bargain with mortals.

Of course once it gets the grip of the mortal world, it doesn't really bother to speak with people anymore. It treats them like a little child treats spiders: pulls their legs off and watches how far they will manage to crawl. :vbat: It is a nightmare made manifest, so torturing everyone within its reach is it's very nature.
Then she saw his eyes, red and mad as hell. And in that moment she knew that he could kill anyone, no matter how strong. Madness, true madness could put a fist through a plank.

#75 Stone Wolf

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Posted 07 October 2004 - 01:19 PM

BW Stone Wolf, where do you get those creature descriptions (not the stats)? Could you post a link maybe?

I got most of it from a copy of the book, but I found a good site to copy/paste from. ;)

http://mysite.verizon.net/emagius/v35_SRD/...sters(A-E).html

#76 -monster farmer-

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Posted 19 October 2004 - 05:05 AM

If you want a description of abominations, here is what I know:

All abominations are unwanted children of gods. Almost all of them are dangerous monsters, either because of being born evil or because of hate they feel towards all the creatures that haven't been rejected by the gods.

I think you already know the dream larvas. Here is what I know about the others mentioned in that bestiary :

Anaxim.
Anaxims are "abandoned projects" of smith-gods.

description: Looks like some weird gnomish contraption, roughly humanoid. Can be of almost any size. Most anaxims have some kind of spinning blades that can be used for flying or cutting enemies.

trapped: in whatever their father uses for a junkyard.

personality: Anaxims are constructs and as such, don't have much of a personality. However, they are smart enough to understand that they are "rejects" and because of that they will hate anyone who seems to have had a better life.

....................................................
Atrophal.
Atrophals are stillborn godlings who spontanously rise as undead.

description: Looks like an oversized dead newborn, blackened and twisted. It moves through levitation and mostly fights with eye rays (drains 4 levels with each hit)

trapped: Usually in a powerfully warded crypt in some forgotten ruins or a burial pocket-plane. Of course, after a couple thousand years, there will always come some treasure-seeking idiots who break the seals...

personality: Quite inhuman. At the time when the personality is normally formed through contact with parents, it was already dead but at the same time it's intellect is fully developed. It seems it has enough of a "divine insight" into the world to understand what living creatures are and the awareness that it will never have anything associated with being alive (not to mention the fact that it was meant to become a god and instead will be a disfigured monstrosity for the rest of its existence. ) causes it to hate anything that lives. The only creatures with which it communicates are it's undead minions.
...................................................................................

Chichimec
Chichimecs are offspring of air deities.

description:It looks like a few metres wide cloud of flapping wings, with a single lashing tail.

trapped: usually in some pocket-plane of air.

personality: There isn't much written on chichimecs, but I assume that they behave like powerful predators. Their intelligence is of a smart human but I can't imagine why they would want to communicate with other creatures.
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Hecatonheires.
These guys come from the Greek mythology, where they were the first children of Uranos and Gaia. In D&D they are also the children of the first gods, probably the oldest of all abominations. They have been imprisoned since the down of time and released only during the most horrible wars between the gods.

description: Hecatonheires mean "the hundred-armed ones" and it is really the case. They are gigantic masses of black muscular arms and angry faces. They fight either with weapons (each hand can summon a sword whenever needed) or by throwing boulders.

trapped: Probably somewhere deep underground, although I don't think it is on the prime material.

personality: Hecatonheires are personifications of primal brute strenght and behave accordingly. They love nothing more than mindless destruction.
......................................................................................

Infernal.
Infernals are half-gods ,half-fiends.

description: An infernal looks like you would expect from an extremally powerful fiend: tall, winged and covered in black scales.

trapped: Infernals are not allowed to leave their home planes (either Hell or Abyss)

personality: Infernals behave much like their fiend parents plus their divine heritage gives them horribly overgrown egos. They are among the main players in all the power-struggles on the lower planes.
........................................................................................

Phaethon
Phaetons are children of fire-gods, always white hot and hungry as the fire itself.

description: A wave of thinking lava. Can take roughly humanoid shape if it wants to but mostly fights like a giant amoeba: It extends pseudopodes towards potential targets and tries to suck them inside its body.

trapped: usually somewhere in the planet core.

personality: almost pure aggression. A phaeton which manages to break free from its prison will destroy anything in its path until stopped.

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Phane.
Phanes are children of gods of time or fate

description: A phane looks like a monstrus shadow-shape with green glowing eyes (the one in the book was centauroidal but there is no rule for specific shapes)

trapped: Usually in some kind of time anomaly or at the beginning or end of time.

personality: As all abominations, Phanes are hostile towards all normal creatures. They either attack any mortals within reach or (in case of more intelligent phanes) try to hurt more people at once by changing history at crucial points.

..........................................................................................
Xixecal
Xixecals are children of evil gods of cold.

description: a pissed-off, walking iceberg , always surrounded by a raging blizzard. As it can summon old white dragons, there will usually be one or two sitting on its shoulder.

trapped: somewhere cold, usually frozen deep inside a glacier. (his own cold prevents the ice from melting so he will not be freed by climate changes alone).

personality: no surprises here. What do you expect from Auril's unwanted child?

#77 T.G.Maestro

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Posted 19 October 2004 - 06:02 AM

Hoho, many thanks for the info moster farmer, I really appreciate it! :)
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#78 T.G.Maestro

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Posted 21 October 2004 - 02:25 AM

Taking another look at these creatures (for example at the Xixecal), I was wondering if they ever get into a normal pnp game...some of them are simply too powerful :unsure:
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#79 Efreet

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Posted 22 October 2004 - 06:41 AM

The abominations are described in "Epic Level Handbook" , a book which contains various stuff for characters over level 20, including many ridiculously powerful monsters like epic dragons , iron colossus (a colossal iron golem) or a gibbering orb (24 eye rays per turn, including desintegration, slay living and Mordenkainen's disjunction). :gun:
Then she saw his eyes, red and mad as hell. And in that moment she knew that he could kill anyone, no matter how strong. Madness, true madness could put a fist through a plank.

#80 T.G.Maestro

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Posted 24 October 2004 - 11:39 PM

Yeh, we already posted a link to that one a page back or so.
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