Monday, December 12, 2016
Here Be Monsters 3: The victor comes From Beyond the Stars!
Jeremy Corff's eon-scarred probe earned about one third of the votes cast, winning this year's Here Be Monsters design contest. Congratulations,Jeremy !
I'll be contacting the winner and the runners-up within a few days about the prizes from our sponsors Legendary Games, Rusted Iron Games, Zenith Games.
Thanks to everyone who entered the contest, and thanks to my fellow judges Adam, Mikko, and Mike, all the voters, Tommi Salama and Hugo Solis.
Monday, December 5, 2016
Here Be Monsters 3: Voting Booth
The Top 5 have been revealed and now it's time to vote for your favorite monster!
For those who need one last look to make their decision, the finalists are:
- Strife Wasp by Joe Kondrak
- Voidweaver by Matt Roth
- Eon-Scarred Probe by Jeremy Corff
- Void Herald by Eric Hindley
- Star Cinder by Isaac Volynskiy
We are using the Poll Maker website for voting. Clicking the link below takes you to the voting booth where you can cast your vote. You can vote for one monster. You can change your selection by voting again, but only your final vote will be recorded.
VOTE!
The voting is open for seven days, i.e. until Dec. 12. The winner will be revealed shortly after the voting closes.
Also, thanks again to everyone who's helped us with this contest: Adam Daigle, Legendary Games, Rusted Iron Games, Zenith Games, and artists Hugo Solis and Tommi Salama, and to all of you who've entered, commented, and voted.
HBM3 Top 5: Star Cinder by Isaac Volynskiy
Light dims around this small humanoid creature composed entirely of condensed ash, its single empty eye trembling under an unseen pressure.
Starcinder CR 7
XP 1,600
NE Small outsider (elemental, evil, extraplanar,
fire)
Init +7; Senses darkvision 60 ft.; Perception +12
Aura dead weight aura (15 ft., DC 17)
DEFENSE
AC 20, touch 18, flat-footed 13 (+7 Dex, +2 natural, +1 size)
hp 85 (10d10+30);
Fort +10, Ref +10, Will +8
Defensive Abilities negative energy
affinity; Immune cold, fire, elemental traits;
OFFENSE
Speed fly 60 ft. (good)
Melee 2 slams +10 (2d6+4 plus destabilizing touch)
Space 5 ft.; Reach 5 ft.
Special Attacks destabilizing touch (DC 19)
STATISTICS
Str 18, Dex 24, Con 16, Int 15, Wis 13, Cha
9
Base Atk +10; CMB +13; CMD 30
Feats Combat Casting, Combat Expertise, Combat Reflexes, Greater
Sunder, Improved Sunder, Power Attack, Weapon Finesse,
Skills Acrobatics +20, Bluff +12, Escape Artist +20, Fly +26, Knowledge
(planes) +15, Perception +14, Sense Motive +14, Stealth +20
Languages Ignan
SQ form of annihilation, starflight
ECOLOGY
Environment any (Space)
Organization solitary, gang (2–3), form (4)
Treasure none
SPECIAL ABILITIES
Dead Weight Aura (Su) Neither light nor hope escape a starcinder’s
presence. The illumination level in its aura drops one step and when a creature
comes within 15 feet of a starcinder, it must succeed at a DC 17 Will save or be able
to move at no more than half its normal speed and be shaken long as the
creature remains within the starcinder’s aura and for an additional 1d3 rounds
after leaving it. Once a creature successfully saves against the aura, it is
immune to that particular starcinder’s aura for 24 hours; otherwise, reentering
the aura forces a creature to save again. Starcinders are immune to each
others’ auras. This aura is a mind-affecting
fear effect.
Destabilizing Touch (Su) Whenever a creature is dealt bludgeoning damage
by a starcinder, it must succeed a DC 19 Fortitude save or gain vulnerability
to bludgeoning damage until the end of the starcinder’s next turn. An
object struck by a starcinder instead loses 10 hardness. An attended
object or magic object can attempt a DC 19 Fortitude save to negate this
effect.
Form of Annihilation (Sp) As part of taking a total defense action, a
starcinder can prepare itself to merge with at least three other adjacent
starcinders. Once the fourth starcinder uses this action, they must
maintain concentration as if casting a 9th level spell for one round.
Afterwards, the starcinders collapse into a sphere of annihilation which
has a move speed of 5ft. The starcinders can maintain this form for up to 24
hours before separating, and cannot assume the form again for another week.
Starflight (Su) A starcinder can survive in the void of outer space. It flies
through space at incredible speeds. Although exact travel times vary, a trip
within a single solar system normally takes 3d20 months, while a trip beyond
normally takes 3d20 years (or more, at the GM's discretion)—provided the starcinder
knows the way to its destination.
When a star dies, the thousands of fire
elementals which resided in the star die with it. Rarely, gravitational
forces and negative energy bind the dead ashes together into a new elemental,
the starcinder. Starcinders are forces of structural instability, seeking
to band up with others of their kind and rampage in areas with dense fire
elemental populations (such as a planet’s molten core or a star).
Each fire elemental destroyed by a starcinder
has a 1% chance to be reborn as a starcinder in a random part of the universe.
SEE BELOW FOR COMMENTS FROM JUDGES ADAM DAIGLE, MIKKO
KALLIO, JACOB W. MICHAELS, AND MIKE WELHAM:
HBM3 Top 5: Void Herald by Eric Hindley
Four writhing tentacles emerge from a central body that is little more than a gelatinous mass wrapped around a monstrous, pulsating eye.
Void Herald CR 8
XP 4,800
NE Large aberration
Init +2; Senses
all-around vision, darkvision 60 ft.; Perception +17
Defense
AC 20, touch 12, flat-footed 17 (+2
Dex, +1 dodge, +8 natural, -1 size)
hp 102 (12d8+48)
Fort +7, Ref
+8, Will +12
DR 10/cold iron; SR 19
Immune cold
Offense
Speed 5 ft.,
fly 40 ft. (perfect)
Melee 4
tentacles +12 (1d6+4 plus grab)
Space 10 ft.; Reach
15 ft.
Special Attacks enervating
grasp
Spell-Like Abilities
(CL 12th; concentration +15)
Constant—tongues
At will—breath of life (DC
18), gentle repose
1/day—symbol of pain (DC 18)
Statistics
Str 19, Dex
14, Con 17, Int 18, Wis 14, Cha 17
Base Atk +9; CMB
+14 (+18 grapple); CMD 27 (can't be tripped)
Feats Combat
Reflexes, Dodge, Endurance, Iron Will, Lightning Reflexes, Toughness
Skills
Acrobatics +2 (-10 to jump), Diplomacy +15, Fly +23, Heal +14, Knowledge
(geography) +16, Knowledge (planes) +16, Perception +17, Sense Motive +14,
Survival +17
SQ void
hibernation
Ecology
Environment
any
Organization
solitary, pair, or envoy (3-6)
Treasure standard
Special Abilities
Enervating Grasp (Su) When
a void herald has an opponent grappled with 2 or more tentacles, it can swivel
its eye to drain the life force from them. The void herald makes a grapple
check with a +2 bonus for each tentacle after the first that is grappling the
target. If this check is successful, the void master bestows one negative level
on the target. This functions like the energy drain universal monster ability.
A successful DC 19 Fortitude save is required to remove these negative levels.
If the void herald uses this ability, it loses all-around vision for one round.
The save DC for this ability is Charisma based.
Void Hibernation (Ex)
Void heralds can enter a state of hibernation for an indefinite period when
travelling through space or in other harsh conditions. The void herald encases
itself in a gelatinous cocoon, a process that takes 10 minutes. The cocoon has
hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including
falling) damage. If the cocoon remains intact, the void herald within remains
unharmed. The void herald can move the cocoon using its fly speed. The cocoon
remains until it contacts a hard surface, such as the surface of a planet.
There are unspeakable things in the spaces between the
stars, some of which have untold power. Void heralds serve as ambassadors for
these enigmatic entities, exploring new worlds for their masters. They are
capable of diplomacy, and often present a friendly and helpful façade. When a
void herald speaks, its voice always speaks the listeners native tongue and it
seems to come from somewhere a few feet away from the void herald itself. They
often have great information, bringing new technologies to a world or other
advanced knowledge, such as medicine or engineering. In exchange for its help,
a void herald will often ask for a few creatures to act as sacrifices.
In truth, void heralds are sent to test the durability and
usefulness of indigenous life for their masters. They can bend the laws of
reality to grant themselves power over life and death. They excel at bringing a
creature to the brink of death with their energy drain and then bringing them
back to life. How long creatures can endure such punishment is vital for their
mysterious masters, though few know what fate befalls those deemed suitable by
the void heralds.
A void herald is about six feet across and weighs only 120
pounds.
SEE BELOW FOR COMMENTS FROM JUDGES ADAM DAIGLE, MIKKO
KALLIO, JACOB W. MICHAELS, AND MIKE WELHAM:
HBM3 Top 5: Eon-Scarred Probe by Jeremy Corff
Hovering silently in the air, this construct is composed of three broad segmented tentacles connected to a central orb with a flickering red gem in the center. The limbs writhe and twitch to some unknown song, and it has an air of unimaginable age.
Eon-Scarred Probe CR 10
XP 9,600
N Medium Construct (robot)
Init +6; Senses
darkvision 60 ft., low-light vision; Perception + 10
DEFENSE
AC 23, touch 13, flat-footed 20 (+2
Dex, +1 dodge, +10 natural)
hp 131 (13d10+20 plus 40 hp force field)
Fort +4, Ref +6, Will +10
hp 131 (13d10+20 plus 40 hp force field)
Fort +4, Ref +6, Will +10
Defensive Abilities
hardness 10; Immune construct traits; Resist acid 10, cold 10,
fire 10
Weaknesses
vulnerable to critical hits and electricity
OFFENSE
Speed 10 ft.,
fly 60 ft. (perfect)
Melee 3 slams
+20 (1d6+ 6)
Special Attacks
binary laser array, song of alien stars
STATISTICS
Str 22, Dex
15, Con --, Int 8, Wis 19, Cha 1
Base Atk +13; CMB
+19 (can’t be tripped )
Feats
Alertness, Dodge, Improved Initiative, Iron Will, Weapon Focus Slam, Hover,
Wingover
Skills Fly +15,
Knowledge (history) +5, Linguistics +7, Perception +10
Languages
Aklo
SQ self
repair
ECOLOGY
Environment
any
Organization
solitary
Treasure none
SPECIAL ABILITIES
Binary Laser Array (Ex):
As a full round action, a probe can beam a message from its laser array once
every 1d4 rounds. The beam always starts at an intersection adjacent to the
probe and extends in the direction of the probe's choice. The beam is a 200ft
line that deals 12d6 fire damage. Those caught in the line can attempt a DC18
Reflex save to take half damage. Invisible creatures are immune to damage
caused by the laser array.
Force
Field (Ex) An eon-scarred probe is sheathed in
a layer of shimmering energy that grants it 40 bonus hit points. All damage
dealt to a probe with an active force field is reduced from these hit points
first. As long as the force field is active, the probe is immune to critical
hits. A probe’s force field has fast healing 10, but once its hit points are
reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Self-Repair (Ex)
A probe’s nanites heal it of damage at the rate of 10 hit points per hour. Once
per day, as a full-round action, it can heal itself of 60 points of damage.
Song of Alien Stars (Ex)
As a move action, an eon-scarred probe can emit a barrage of scrambled psychic
impressions. All creatures other than probe within 60 feet must succeed on a DC
15 Will save or be confused for 1 round as they experience garbled fragments of
alien life and culture. This is a mind-affecting effect. Once a probe begins
its song it can maintain it as a free action every round, necessitating another
save for all creatures within the range.
Eon-scarred probes are first contact robots sent forth by
their long forgotten creators millenia ago to travel the cosmos and find alien
life. Originally built to find sentients and communicate the culture of their
progenitors via their laser array and pre-recorded psychic messages,
unfortunately millions of years, travel through the expanse of space, and
exposure to forces unimagined by their makers have left the probes warped. They
still seek out sentient life to make first contact, but the recordings have
long since become mind jarring gibberish and the laser array is extremely ill
suited for communicating with organic life. Invariably the sentients either
defend themselves from the hazardous attempts at communication, or flee the
inexorable pursuit of the robot only to be tracked down and 'contacted' into
oblivion. Once the probe has finished it departs and resumes its search.
SEE BELOW FOR COMMENTS FROM JUDGES ADAM DAIGLE, MIKKO
KALLIO, JACOB W. MICHAELS, AND MIKE WELHAM:
HBM3 Top 5: Voidweaver by Matt Roth
Hundreds of vaguely arachnid limbs hold a wiry, larvae-like woman aloft. The air twists around the otherwise limbless figure as she looks on with eight glittering, sorrowful eyes.
Voidweaver CR 6
XP 2,400
N Medium aberration
Init +8; Senses
darkvision 60 ft., see in darkness; Perception +16
Aura graviton
(60 ft., DC 17)
DEFENSE
AC 19, touch 15, flat-footed 14 (+4
Dex, +1 dodge, +4 natural armor)
hp 67 (9d8+27); fast healing 2
Fort +6, Ref
+7, Will +9
Defensive Abilities
gravitational superiority; DR 10/magic; Immune cold; Resist
fire 10
OFFENSE
Speed 10 ft.,
fly 60 ft. (perfect)
Melee 4 claws
+8 (1d6 plus implosion)
Space 5 ft.; Reach
5 ft.
Special Attacks
gravityweave (+10 ranged, DC 17, 9 hp)
STATISTICS
Str 11, Dex
19, Con 16, Int 14, Wis 16, Cha 11
Base Atk +6; CMB
+5; CMD 19 (can't be tripped)
Feats Deflect
ArrowsB, Dodge, Improved Initiative, Improved Natural Attack
(claws), Multiattack, Weapon Finesse
Skills
Acrobatics +16, Fly +24, Knowledge (planes) +14, Perception +15, Sense Motive
+15, Stealth +16
Languages
Aklo, Common
SQ no breath
ECOLOGY
Environment
any (space)
Organization
solitary or nest (2-6)
Treasure standard
SPECIAL ABILITIES
Graviton Aura (Su) A
voidweaver manipulates the flow of gravitons in a 60-ft.-radius, creating an
area of objective directional gravity (of light, heavy, or normal strength).
The voidweaver controls the gravity's direction and strength and may alter it
as a full-round action. Creatures that enter the aura must make a DC 17 Will
saving throw to control their personal gravity, treating the voidweaver's aura
as subjective directional gravity for 24 hours. Creatures that make their save
but do not actively control their movement (see Pathfinder Roleplaying Game
Gamemastery Guide) treat this as an area of no gravity. Creatures may
attempt a save each round they remain in the aura. The save DC is Wisdom-based.
Gravitational Superiority (Ex) Voidweavers are gravitationally independent and may choose
to ignore any other gravity effect (such as planets or reverse gravity).
A voidweaver gains Deflect Arrows as a bonus feat and, once per day when hit by
an attack, can force creatures to make new saves against its graviton aura.
Gravityweave (Ex)
Gravityweave is treated as the web universal monster ability with the following
differences: it has a range increment of 60 feet with a maximum range of 5
range increments, is effective against creatures two size categories larger,
imposes a –8 penalty to Fly checks, uses Wisdom to determine its DC, is
incorporeal, and is invisible (requiring a DC 30 Perception check to spot the
slight spatial distortion where they lie). Gravityweave may be layered over 1d4
hours to create an area of heavy, light, or objective directional gravity.
Creatures that fail to notice the gravityweave and become entangled are
immediately subjected to the gravitational effect.
Implosion (Su)
Once per round, when a voidweaver hits a living target caught in gravityweave,
it can compress the gravitation field to deal extra damage. The creature takes
1d10+3 damage and must make a DC 16 Fortitude saving throw or be slowed
(as the spell) for 1d4 rounds. The save DC is Intelligence-based.
Voidweavers are the result of bizarre gravitational
tinkering by a group of too-curious wizards. Its arachnid-like protrusions are
complex organs enabling voidweavers to spin gravity like a spider's web. Though
not inherently evil, their voracious appetites, tendency to crush meals to
balls of organic matter, and anomalous gravitational fields make them seldom
appreciated. Voidweavers are capable of gravity-propelled, slumbering
starflight, but most voidweavers that take to the stars form collective nests
in asteroid belts to pull in passerby with vast nets of gravityweave. The
average voidweaver stands 5 feet tall and weighs 110 pounds.
SEE BELOW FOR COMMENTS FROM JUDGES ADAM DAIGLE, MIKKO
KALLIO, JACOB W. MICHAELS, AND MIKE WELHAM:
HBM3 Top 5: Strife Wasp by Joe Kondrak
A single translucent tendril wriggles between the disgusting mandibles of this enormous black wasp. Dappled with twinkling specks of light, its leathery wings resemble the nighttime sky.
Strife Wasp CR 6
XP 2,400
N Large aberration
Init +4; Senses darkvision 60 ft.; Perception
+12
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural,
–1 size)
hp 76 (9d8+36)
Fort +9, Ref +9, Will +7
Immune cold; Resist electricity 10, fire 10
OFFENSE
Speed 20 ft., fly 80 ft. (perfect)
Melee bite +10 (1d8+5), sting +11 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks cerebral extraction, malign venom, poison,
spiteful glimmer
STATISTICS
Str 21, Dex 18, Con 19, Int 2, Wis 13, Cha 12
Base Atk +6; CMB +12; CMD 26 (34
vs. trip)
Feats Combat Reflexes, Dodge, Great Fortitude, Lightning Reflexes,
Weapon Focus (sting)
Skills Fly +15, Perception +12
SQ auroral transit, no breath
ECOLOGY
Environment any
Organization solitary, pair, constellation (3–6), or invasion (7–19)
Treasure none
SPECIAL ABILITIES
Auroral Transit (Su) When a strife wasp flies through a cloud
of ionized gas such as a planet’s aurora or a comet’s tail, it supernaturally
senses the locations of similar phenomena across a vast expanse of space, and
can transfer itself to one of those locations as a standard action.
Cerebral Extraction (Ex) Using a tendril specialized for just such
a purpose, a strife wasp can extract a portion of cerebral tissue from the
brain of an adjacent, helpless creature as a full-round action. This deals 1d4
points of Intelligence and Wisdom damage unless the target succeeds at a DC 18
Fortitude save. The save DC is Dexterity-based.
Malign Venom (Ex) Any round a creature fails its save against
a strife wasp's poison, it must succeed at a second DC 18 Will save or become
hostile toward its allies for 1 round as if affected by murderous
command. This is a mind-affecting poison effect. The save DC is
Constitution-based.
Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round
for 4 rounds; effect 1d2 Wisdom damage plus malign
venom; cure 1 save. The save DC is Constitution-based.
Spiteful Glimmer (Su) As a standard action, a strife wasp can
cause the twinkling lights on its wings to brightly pulse with eldritch light.
Creatures within 30 feet that can see the strife wasp must succeed at a DC 15
Will save or be overcome with spite for 1 round, as if affected by murderous
command. This is a mind-affecting effect. The save DC is Charisma-based.
Strife wasps are strange, alien bugs that travel
throughout the universe, hunting and spreading misery wherever they roam.
Though they can fly through the upper atmosphere and even outer space, strife
wasps do not fly quickly enough to navigate interplanetary or interstellar
distances. Instead, they travel from one planet to another by teleporting
between the planets’ auroras.
Strife wasps possess a rudimentary intelligence,
but are driven primarily by instinct and appetite rather than malign intent. In
order to produce viable eggs, they must ingest unspoiled cerebral tissue. After
ingesting a suitable amount of such tissue, a strife wasp travels to a comet
using its auroral transit ability, and then lays its eggs on the comet’s icy
surface. To properly incubate, the eggs require a substantial period of cold
and darkness, hatching only after the comet makes a complete trip around its
parent star. Scholars and seers on planets repeatedly plagued by strife wasps
associate the arrival of the strange invaders with the appearance of particular
comets. A typical strife wasp is 12 feet long and weighs 900 pounds.
SEE BELOW FOR COMMENTS FROM JUDGES ADAM
DAIGLE, MIKKO KALLIO, JACOB W. MICHAELS, AND MIKE WELHAM.
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