Tuesday, August 03, 2010

Four Monsters From The MyD20 Lite Referee's Guide...

Good Afternoon, All:

Below are some classic (and one not-so-classic) creatures from the MyD20 Lite Referee's Guide, to demonstrate the basic information I'm trying to provide for the creatures in the book. So far, I've written up about a fifth of them, and hope to have the rest done by the end of this week. Either way, a rough draft goes up Friday for those interested.

Any feedback you have would be appreciated.

Ape, White
White apes have six limbs, four arms and two legs, and are of tremendous size. They have a head like that of the African gorilla, with a shock of thick, stiff-bristled hair that runs from the back of the skull and neck to the upper shoulders. While white apes are found in many different terrain types, they prefer to dwell in the ruins of dead cities which provide them with shelter and hunting.

Ape, White: Large Monster; CR 6; XP 1800; HD 7d8 (32 hp); MV 7, climb 7; AC 16; AT +8 4 claws (1d8+5); SV Fort +5, Ref +3, Will +4; SA rend (2d6+5); SQ darkvision, scent.

Assassin Vine
Despite its name, the assassin vine is actually a tree-like plant that derives its sustenance from the bodies of its victims. It uses its sinuous vine-like limbs to grasp unsuspecting creatures such as passing animals or adventurers, entangle and crush its victims, and then deposit the carcasses at the base of its trunk near its roots to serve as fertilizer. The assassin vine has the magical ability to control nearby plants, causing them to grab hold of and entangle more mobile creatures unless they succeed in a Reflex save (DC 16). Entangled creatures are considered to be flat-footed, and suffer a -4 on attack rolls. An entangled creature can escape with a successful Dexterity ability check (DC 16) or burst free with a Strength ability check (DC 16). Attempts to burst free by those caught in the effect suffer a –4 penalty.
An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity. The vines on the plant bear clusters of leaves, and in late summer they produce several bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

Assassin Vine: Large Flora; CR 3; XP 600; HD 4d8 (18 hp); MV 4; AC 15; AT +4 slam (1d8+4); SV Fort +5, Ref +1, Will +2; SA constrict (1d8+4), entangle (Ref DC 16 avoids); SQ camouflage, low-light vision, plant traits.

Banth
The banth is a ferocious leonine carnivore that prowls hills in search of prey, its protruding green eyes ever attentive to its environment as it hunts. Roughly the size of a horse, this ten-legged beast’s long lithe body is powerfully muscled and almost hairless, save for a great bristly mane about its thick neck. The beast’s head is predominately mouth, with jaws which can open to a point far back of its tiny ears, revealing several rows of long needle-like fangs.

Banth: Large Animal; CR 6; XP 1,800; HD 10d8 (45 hp); MV 8; AC 19; AT +11 bite (2d6+7), +11 4 claws (1d8+7); SV Fort +8, Ref +6, Will +5; SA grab, pounce, rake (two bonus claw attacks vs grabbed target); SQ low-light vision, scent.

Basilisk
A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body weighs 300 pounds, and grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a half-hearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.

Basilisk: Medium Monster; CR 5; XP 1200; HD 6d8 (27 hp); MV 5; AC 16; AT +7 bite (1d8+3); SV Fort +4, Ref +4, Will +4; SA gaze (flesh to stone, Fort DC 17 negates); SQ darkvision.

With Regards,
Jason

2 comments:

James said...

I like the format, it looks like a sensible medium between 3.x+ and 2e and earlier stat-blocks.

How have you figured CR? It looks like CR=HD-1 but the Banth is only CR 6, but has 10HD. On paper, the Banth looks like it would tear a 6th-level party to shreds!! 5 attacks at +11 to hit with a minimum of 8 or 9 hp per successful hit!!

Flynn said...

Most of the CRs come from the 3E SRD. Those of new creatures are calculated from the rules found in the Referee's Guide. Of course, the Basilisk is also Cr 6, and it can take out a party a lot faster with petrification. Still, I may have to make adjustments after playing, of course. :)

With Regards,
Flynn