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| Daniel |
Posted: Tue Mar 01, 2011 2:33 am Post subject: [March Monster Madness] AGE Monster Design: Midgard |
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Joined: 05 Jan 2008 Posts: 142 Location: Miami Beach, FL
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Get ready to channel your inner Dr. Frankenstein as we launch March Monster Madness!
During the month of March we at the Dragon Age Oracle are running an AGE System Monster Design Challenge in partnership with Open Design/Kobold Quarterly.
This thread is for the following category:
- Best Midgard Monster: Any creature originally published by Open Design in one of the Midgard canon products (see below) for another system converted to AGE System.
Please visit the Dragon Age Oracle to read the official rules of the challenge.
http://dragonageoracle.wordpress.com/2011/03/01/march-monster-madness-the-age-monster-design-challenge/
May the best demiurge win! _________________ Daniel M. Perez
DMPerez.com
Dragon Age Oracle
Highmoon Games
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| JoJa |
Posted: Thu Mar 10, 2011 8:38 pm Post subject: |
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Joined: 30 Jan 2011 Posts: 341 Location: The Undercity
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First up, a precious-ore chewing baddie from beneath the Ironcrag mountains:
Crag Drake
Stone made predatory beast, this creature’s thick limbs end in jagged metallic claws and chipped stone teeth fill its powerful jaws. Rocky protrusions mark its durable hide and a serpentine tail lashes wickedly behind it.
A crag drake is the bane of a successful mining operation. The creature stalks underground denizens and feeds on them and their precious minerals. Known to lie in wait for prospective miners and underground wanderers, the crag drake relies on its corrosive breath, vicious teeth and claws, and elusive tactics to wreak havoc on its victims. Since crag drakes rarely venture far from rich veins of metal or minerals, some prospectors consider them good luck — if not difficult obstacles to overcome.
A crag drake’s coloration and stealthy nature lends to its ability to skulk through darkened mine shaft s and natural caverns. This hunting beast stands between 5 and 6 feet tall at the shoulder and nearly 15 feet long from flickering tongue to whipping tail. Powerful muscles and a dense rocky hide cause this creature to weigh in at roughly 1,200 pounds. A crag drake lives only to hunt. Hunting both rich veins of minerals and precious metals as well as dwarves and other subterranean creatures, a crag drake makes its home at the top of the food chain. A crag drake prefers warm living flesh, but it delights in the rare delicacy of ore and mineral veins. These meals take much longer to consume, however, so a crag drake works to thin its competition to give it freedom to digest at its leisure.*
Abilities (Focuses)
0 Communication
6 Constitution (Running)
1 Cunning
7 Dexterity (Bite, Corrosive Breath, Initiative, Stealth)
1 Magic
4 Perception (Smelling, Tracking)
7 Strength (Claws, Tail)
3 Willpower (Courage)
Combat Ratings
16 Speed (8 Burrow)
50 Health
17 Defense
5 Armor Rating
Attacks
Bite To Hit +9 Damage 2d6+7
Corrosive Breath To Hit +9 Damage 3d6+3
Claws To Hit +9 Damage 2d6+7
Tail Strike To Hit +9 Damage 1d6+7
Powers
Favored Stunts: Pierce Armor, Rake and Tail Blow.
Corrosive Breath: A drake can spit a gout of acid as a ranged attack with a short range of 6 yards and a long range of 12 yards. For 2 SP, a drake can spread its acid to cover an area 8 yards across. Targets other than the primary target can make a Dexterity (Acrobatics) test against the drake’s Dexterity (Corrosive Breath) to take only half damage.
Meld with Stone: When a crag drake is reduced to 15 health or less, it will merge with the surrounding stone to both protect and heal itself. Every round it's encased in stone the drake regains 1d6 lost health and it is immune to non-magical damage while melded. A character attacking a melded drake can perform a special stunt called Stone Shatter for 3 SP. The character then inflicts half-normal weapon damage, and disrupts the drake's healing for the round of the attack.
Rake: A drake can follow up a successful claw attack with a rake with its back claws as a special stunt costing 2 SP. This second claw attack must be against the same target as the original attack. Rolling doubles on the rake attack does not generate additional stunt points.
Stone Hide: The rocky scales of a drake give it AR 6.
Tail Blow: A drake can perform the Knock Prone and Mighty Blow stunts simultaneously for 3 SP by striking a lashing blow with its tail.
*Description text taken from Dwarves of the Ironcrags page(s) 51-52. |
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| JoJa |
Posted: Thu Mar 10, 2011 8:46 pm Post subject: |
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Joined: 30 Jan 2011 Posts: 341 Location: The Undercity
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In the lightless realms of the Ghoul Imperium, eyes are a weakness!
Young Cave Dragon
Its eyeless head swung from side to side in the narrow corridor, apparently unable to sense our magical light. With a quick whuffle of breath, darkness crept from its strange eel-like hide, spreading like ink in water and snuffing out even our strongest magical lights. Then we heard its motion, quiet for so large as creature, as it charged down the tunnel. There was nowhere to hide.
Cave dragons are eyeless creatures with long feeler-like spikes that help them navigate through tunnels. Their vestigial wings serve as an additional set of legs, and their narrow snout can poke into narrow passages that their tongue scours free of bats and edible vermin. They are entirely creatures of hunger, though they are nonetheless quite intelligent. A cave dragon can be bribed with food as easily as with gold. They claim entire cavern systems as their own. Cave dragons are especially fond of bones and items with strong taste or smell. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as a threat.
A cave dragon is always hungry and ready to eat absolutely anything. While they do speak Deep Speech and a debased form of Draconic, they do so rarely, generally when bargaining for food. They occasionally act as mercenaries in the eternal warfare between the races of the deep earth.*
Abilities (Focuses)
0 Communication
7 Constitution (Running, Burrowing)
1 Cunning
7 Dexterity (Bite, Initiative, Stealth)
1 Magic
5 Perception (Smelling, Hearing, Tracking)
8 Strength (Claws, Tail)
3 Willpower (Courage)
Combat Ratings
20 Speed (10 Burrow)
65 Health
17 Defense
8 Armor Rating
Attacks
Bite To Hit +9 Damage 2d6+7
Claws To Hit +10 Damage 2d6+8
Tail Strike To Hit +10 Damage 1d6+8
Powers
Favored Stunts: Cacophonous Roar, Lethal Blow, Rake, Skirmish and Tail Blow.
Cacophonous Roar: For 4 SP, the dragon can perform a special Cacophonous Roar attack that strikes all creatures within 8 yards to 2d6+3 penetrating damage. Creatures struck must pass a TN 13 Constitution (Stamina) test or they can only take a minor action on their next turn.
Inky Darkness: As a major action, the dragon can emit a zone of darkness that extends for 2 yards in every direction, enveloping the dragon until the end of its next turn. The zone blocks line of sight and any creature within the darkness is blinded. If the dragon moves more than 4 yards in a round or leaves the zone, the zone disbands. The dragon can sustain the zone as a minor action each round; for every round the zone is sustained, it grows by 2 yards.
Poisonous Bite: Creatures bitten by a cave dragon must pass a TN 10 Constitution (Stamina) test or take an additional 1d6 penetrating poison damage.
Rake: A drake can follow up a successful claw attack with a rake with its back claws as a special stunt costing 2 SP. This second claw attack must be against the same target as the original attack. Rolling doubles on the rake attack does not generate additional stunt points.
Scaly Hide: The iron-hard scales of a drake give it AR 8.
Tail Blow: A drake can perform the Knock Prone and Mighty Blow stunts simultaneously for 3 SP by striking a lashing blow with its tail.
*Description text taken from Imperial Gazetteer page(s) 52-56. |
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| Daigle |
Posted: Fri Mar 11, 2011 5:39 pm Post subject: |
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Joined: 30 Dec 2007 Posts: 562 Location: Redmond, WA
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| Awesome! My first drake all AGE'd up! |
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| JoJa |
Posted: Sun Mar 13, 2011 3:41 pm Post subject: |
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Joined: 30 Jan 2011 Posts: 341 Location: The Undercity
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| Daigle wrote: |
| Awesome! My first drake all AGE'd up! |
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| JoJa |
Posted: Sun Mar 13, 2011 3:49 pm Post subject: |
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Joined: 30 Jan 2011 Posts: 341 Location: The Undercity
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Latest entries, both taken from the excellent Tales of Zobek adventure compendium.
First, the malevolent Firegeist:
Firegeist:
Fiery smoke coalesces into a vaguely humanoid shape.
Firegeists are small creatures native to the Elemental Plane of Fire that are sometimes able to cross over into the material world. They resemble the smoke from open flame and can easily hide near or within nonmagical fire. The creatures delight in destruction and seek to set fire to combustible material so they can feed on the flame and ash produced by their arson.
Noted cowards, firegeists always look to strike from ambush and use their natural abilities to hide wherever there is firelight available. Firegeists will flee from any conflict where they don't have the upper hand or if reduced to less than half their health.*
Abilities (Focuses)
-2 Communication
0 Constitution (Stamina)
0 Cunning
4 Dexterity (Fire Lash, Stealth)
2 Magic
3 Perception (Hearing, Seeing
-2 Strength
0 Willpower
Combat Ratings
14 Speed
15 Health
14 Defense
0 Armor Rating
Attacks
Fire Lash To Hit +6 Damage 1d6+4
Powers
Favored Stunts: Combustion, Lightning Attack and Mighty Blow.
Combustion: For 3 SP, a firegeist can cause the garments and equipment of a creature struck by its fire lash to burst into flames. The creature takes an additional 1d6 penetrating damage each round until it passes a TN 13 Dexterity (Acrobatics) test to douse the flames as a major action.
Fiery Nature: As creatures of smoke and fire, firegeists are immune to most non-magical attacks. They also suffering no damage from fire-based attacks such as the spell Flame Blast or weapons imbued with the Flaming Weapons spell. However, this fiery form makes the firegeist vulnerable to cold and water based attacks. They suffer an additional 1d6 penetrating damage from spells such as Winter's Grasp and weapons imbued with the Frost Weapons spell.
Smokey Shadows: Firegeists gain an additional +2 bonus to their Dexterity (Stealth) tests if they are within 10 yards of open flame.
* Creature originally appeared in Tales of Zobek page(s) 31. Flavor text is mostly unique to the version presented here. |
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| JoJa |
Posted: Sun Mar 13, 2011 3:55 pm Post subject: |
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Joined: 30 Jan 2011 Posts: 341 Location: The Undercity
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And now the fearsome Clockwork Myrmidon:
Clockwork Myrmidon
This humanoid-shaped construct looks like an animate suit of full plate armor, but behind the joints are brass and iron pipes. The face of its squat head is made in such away as to give it an angry-looking expression. It moves with a grace unusual to most clockwork creations.
Clockwork myrmidons are upgraded clockwork watchmen, with steel parts instead of iron. Many are heavily armored at their joints and most vital parts. They do not ordinarily engage in patrols or menial labor, and are only brought out in particularly dangerous situations that even clockwork watchmen cannot handle.
A clockwork myrmidon defends itself from attack but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and attacks one particular target until that foe surrenders, flees, or is defeated. Unless given instructions otherwise, a clockwork myrmidon attacks whatever enemy is closest to it.*
Abilities (Focuses)
0 Communication
4 Constitution (Stamina)
0 Cunning
3 Dexterity (Flame Jets, Initiative)
1 Magic
3 Perception (Hearing, Seeing, Searching)
5 Strength (Heavy Pick, Might)
3 Willpower
Combat Ratings
10 Speed
45 Health
13 Defense
7 Armor Rating
Attacks
Flame Jets To Hit +5 Damage 2d6+3
Heavy Pick To Hit +7 Damage 2d6+5
Powers
Favored Stunts: Dual Strike, Flame Jets and Mighty Blow.
Flame Jets: A myrmidon can shoot a blast of flame from a special apparatus in its chest as a ranged attack with a short range of 6 yards and a long range of 12 yards. For 2 SP, the myrmidon can spread its flames to cover an area 8 yards across. Targets other than the primary target can make a Dexterity (Acrobatics) test against the myrmidon's Dexterity (Fire Jets) to take only half damage. The reservoir used by the device can only hold enough fuel for three bursts before it is expended and must be reloaded.
Grease Slick: The myrmidon can shoot a jet of grease from an apparatus in its chest as a major action that covers an area of up to 8 yards within 10 yards of the myrmidon. Treat as per the Grease spell substituting the myrmidon's Constitution for Magic. A myrmidon can only use this ability once before the grease canister must be reloaded.
Iron Will: As creatures of iron and steel, clockwork myrmidons do not feel pain or know fear. They automatically succeed any Willpower (Courage) or Willpower (Morale) tests.
Self Destruct: A myrmidon reduced to 0 health detonates the Flame Jets fuel reservoir in its chest blasting all creatures within 4 yards for 2d6 damage per remaining charge. Myrmidons who have expended all their Flame Jets charges cannot make this attack.
Steel Skin: The myrmidon's armored body grants it AR 7.
* Creature description taken from original in Tales of Zobek page(s) 104. |
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| Daniel |
Posted: Fri Apr 01, 2011 3:57 am Post subject: |
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Joined: 05 Jan 2008 Posts: 142 Location: Miami Beach, FL
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| Daniel |
Posted: Sun Apr 10, 2011 6:23 am Post subject: |
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Joined: 05 Jan 2008 Posts: 142 Location: Miami Beach, FL
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